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Table of Malcontents
Arbiters: Elementals: Thor Champion: Gunther/Unknown, portal on Empire state building Boreas Champion: Cord Callahan/Kringle, portal in high atmosphere Poseidon Champion: Jacqueline/Fathom, portal on Mauritius Vulcan Champion: Michael?/Epirus, portal on Vesuvius Petran Champion: Orrin Santori/Golem, portal on "good ground" Horsemen Plague Champion: Matthew Edwards/Enoch, portal located anywhere within a kilometer of Knightsbridge sub station in London War Champion: Wraith, portal located in Wraith's room Famine Champion: Inka Death Champion: Rham/Nimrod/Nosferatu/La'anah/Samael(Death Champion: Rham/Nimrod/Nosferatu/La'anah/Samael) Others Ferocus Champion: Samantha Toombes/Kodama, portal located in Amazon at the top of Iguazu Falls Athena Champion: Azath, portal located in Azath's room Loki Champion: C.C./Sapphire, portal located in Las Vegas 4000 BC to 0. ~4000 BC. World made. 3997 BC. Rham gains consciousness. 3935 BC. Rham made champion. ~3000 BC. Azath is made champion. ~2900 BC. Ujuz is born of Adriel and Tanica ~2640 BC. Kali is born of Ujuz and Adonica. ~2350 BC, Kali loses to Nimrod and is sent to Death. ~1900 BC, Nosferatu is created ~1600 BC, Fae are created ~1340 BC, Enyo is born ~1307 BC, Enyo is killed ~1300 BC, Queen Titania is born ~1247 BC, Enyo is made champion ~1200 BC, Kris becomes champion ~1000 BC, Azath retires ~335 BC, Enyo is Heroine of Orchomenus ~300 BC, Oberon is "born" ~280 BC, Medusa's mom is killed, Golems created, Hunter created ~180 BC, the coin of the Oracle is made ~50 BC. The Hunter kills Medusa. 0-1799 ~413. Gelvira (Blitzen) is killed and sent to Tartarus.
~433, Enyo retires from boredom ~750. Aaron retires. ~750. Necronomicon is written. ~1000. Kris retires. ~1414. Rham experiments with soul combination and begins to go mad. ~1421. Legion sealed away. ~1400s. John Bardas lives, dies 1502: Rham is hidden and memories locked. 1674: Hasan is turned into a vampire. 1777. Baron Kensington kills and stuffs two stoats. 1779. Father Alexander is born. 1800-1999 1811. Father Alexander becomes effectively immortal.
1861. Garrett meets Robert E Lee. 1867. Garrett becomes a vampire. Father Alexander starts St. Denis Orphanage. 1880. Jonathan Van Helsing conjures Mephistopheles, summons the Rit Zien Abiel, and makes a deal with Abiel to kill Dracula. Dracula killed, head and body separated, coffin sunk to bottom of Atlantic. 1883. A major incarnate demon slips through the veil, and an angel is permitted to engage him in combat. The resulting battle and carnage was disguised from the humans as the eruption of Krakatoa. The Veil is damaged. 1890. JVH dies and his soul is split between Heaven and Hell. 1928. Sir John Mackelroy kills and stuffs a goblin. 1932. Mackelroy kills and stuffs a kobold. 1951. Father Alexander kills a hellhound and it's stuffed. 1968. Epirus born 1971. Aiofe Callahan born. 1973. Gunther born 1973. Unknown parahumans carry out large-scale indiscriminate attacks against South Vietnamese civilians, killing over 400 before fading into the jungle in Saigon. 1974. Fathom born. 1981. Klaus is killed by DC-15 and stuffed. February, 198X: Volkov is born. 1983. Branham Mallory is working with the projects. 1984. Biokinetic parahuman attempts a large-scale bioterrorist attack by supplying genetically manipulated strains of Anthrax to local anarchist groups in Oregon 1985. Cord Callahan (Kringle) is born. 1990. Matthew Edwards (Enoch) is born. 1992. Richard Mallory is awarded the Gulf War medal. March 1992. Cord Callahan (Kringle) meets Aiofe Calalhan at a family reunion. 1994. Father Alexander kills a ghoul, ghoul is stuffed. 1994. Orrin is born. 1996. Nate Wise (Archon) is born. Kodama is born. ~1999. Sarah dies, Volkov takes revenge and is recruited into the Company. January 2000-December 2016 2001. DC-15 kills a Wendigo and it's stuffed.
2001. Last news Cord has of Aiofe. June 2002: Reaper total reached. September 2002. Epirus becomes champion. April 2003. Mallory’s school approved by Edinburgh council. March 2004: Gunther becomes champion Mid 2004: Hasan is killed by Kevin Spieth and stuffed. August 2005: Fathom becomes champion February 2006. Epirus is killed by Break, body is preserved and stuffed. 2006. Wraith and classmates are born, experimented on. ?2006. Kringle becomes a Klaus. November 2006. Epirus and Sammy go to Iran, Epirus kills an assassin. Early 2007: Male Ostara (rabbit-person) is killed by DC-15 and stuffed. 2007. Matthew Edwards develops nanites and cures mother's cancer. June 2008. Gunther Hess is captured by Skinner and Co. 2008. A parahuman triad in Cambodia uses magic artifacts to create strength and endurance enhancing drugs for export to major southeast Asian criminal organizations in an attempt to induce regional collapse. Late 2008. Teleportation detector is developed. Early 2009. SymResearch is built in three weeks in Roslyn. 2009. Kodama's druidic dreams begin and powers begin to grow. 2010. Nate's headaches begin (no specific date). Orrin's powers manifest (16th birthday) Mid 2011. Alastair (redcap) is killed by DC-15 and stuffed. Late 2011. Sammy goes sober. 2014. Matthew Edwards obtains abilities and "dies" in bioweapons accident, travels American Southwest December 2016 Dec 17. Mysterious buyer contacts ‘the antiques man’ about buying the balance plate.
Dec 18. Benedict Meyers (Nightquake) interrupts a mugging and is videotaped exercising his powers. The video goes viral. He meets Shadow, the dog, and returns home. Gordon comes over to ask about the video. Ben skips town, and gets on a bus to Boise. Dec 19, 2016 Ben’s bus is stopped by a convoy of black SUVs. The balance plate is exchanged by the ‘antiques man’. Ben attacks the convoy and the bus is chased. Lucas Browning (Phase) interrupts a burglary. Burglar is arrested. Lucas meets Sylvester [Nolastname] Sylvester takes Lucas to meet Simon Lancaster at the Goethe hotel, renovated to become a SymTech research facility. Ben reaches Roslyn. Lucas is captured and experimented upon. Ben goes to sleep and has a trippy nightmare about Famine. Ben breaks into SymResearch and meets the Boss. The Boss offers Ben a job. Ben goes back to his hotel and has another trippy nightmare. Dec 20, 2016. Ben accepts the job and travels to Ireland to investigate Father Alexander Smokes and the St. Denis Orphanage. Dec 21. Ben arrives in Kenmare. Dec 22, 2016. Lucas dies. December 26th, 2016. Father Alexander leaves town. Dec 28, 2016. Orrin scares off muggers and is seen by Timmy. Epirus falls out of the sky in front of Orrin. Orrin and Epirus arrive in Bolivia. Dec 29, 2016. Mallory’s project blows up. Orrin, Epirus, and Sammy arrive at La Paz and meet Griz. Griz runs Orrin’s DNA. Fathom channels in DC. Epirus torches the Hunter’s van. Jasper shows up at the bank, Wraith carjacks him, makes off with money. Dec 30, 2016. Orrin arrives back in Texas. Wraith investigates Jasper’s house. Wraith arms himself. Wraith meets with Skater girl. Wraith finds hacker. Richard enters Kenmare project. Wraith is visited by a wraith. Wraith visits War. Wraith torches the arms dealers’ house and bodies. Wraith becomes champion and visits War. Dec 31, 2016 Orrin arrives back in Kansas, Mt. Orrin is formed. Orrin goes to Petran’s realm. Volkov and crew begin Iran mission. Tom Sawyer infiltrates a casino, and robs Darius Pulin blind. Kringle chases down and tackles a purse snatcher into a plate glass window. He goes to a diner to eat and relax. A witch possesses Kevin. Bounty hunters (A giant named Mathieu and a small person named Rogers) capture Peter Darrylson, who embezzled Exxon, at the cost of the diner’s plate glass window. A redcap attacks K.C. (the Kringlemobile), killed by Kringle. A child shows up, possessed by a smoke demon named ‘Harald’. Kringle uses the Klausforce to fight it off and rescue the child, taking her back to the diner. January 1, 2017. Vancouver, Canada.
Kringle enters Boreas’ realm, meets Boreas and Fenrir. The witch's house is burned by Camael, Dokiel, Leliel, Phanuel, Ephraim. Natalia (Wither) discovers that her room has been ransacked and gives chase to the vampire, gets kidnapped. ‘John Doe’ is attacked by hellhounds. Lance Chen gets into a fight with Smoky McMurder (aka Harald), who is in the service of the High Duke Drydagin and has just murdered the men training Lance. Cops show up and detain Lance. Things go way south, cops die, Lance is shot in the chest. Lance visits War. Enoch arrives at the hospital and treats Doe, interacting with Kaspar. Orrin vandalizes the Appalachians. Kringle exits Boreas’ realm into Switzerland, destroys the prototype gateway, and frees Gunther Hess, Champion of Thor. He delivers Dr. Skinner to Boreas and becomes Boreas’ champion, acquiring Blitzen. Kringle meets Athena, Loki and obtains Watch, meets Kali, Death, obtains the Coin of Delphi Enoch scrubs the security tapes of Doe and leaves with Kaspar to organize a posse vs hellhounds, gets deputized, finds stripped church. Enoch and Co arrive at the mines, fight hellhounds, Kaspar spikes Clancy, Enoch visits Plague, Enoch goes to Mexico and plants a vaccine. Orrin travels toward Kansas, punts the Hunter’s head, travels more toward Kansas, stops at motel. January 2nd. Kodama wakes up.
Archon wakes up from his night out and goes cabin raiding. Orrin wakes up. Kodama meets Garrett and Famine's balance plate, starts driving him to the hospital, kicks him out, Garrett slashes her tires, Kodama goes Bear and attacks Garrett, Garrett uses the plate, Kodama leaves and waits. Allen arrives, Kodama ambushes, Kodama buries the plate deep under a tree and buries the case somewhere else. Garrett is "killed", Allen calls it in, farmer tries to save Allen, Allen escapes. Restauranteur's daughter is kidnapped. Fathom channels again, making a mess of the middle of Washington DC, attracting the attention of Archon and the US military. Epirus, Fathom, Archon, Orrin meet. Promptly get into a fight with SWAT at the Secretary’s house. Kodama meets with Jack (BF), leaves, crashes. Kodama meets Ferocus, becomes champion, visits Wraith, obtains magical necklace, meets Boreas, Poseidon, Petran, meets Athena, obtains an archon, meets War, is dropped into Ireland. Epirus leaves for Switzerland, followed by Fathom. Archon and Orrin talk. Orrin becomes champion. Wraith and Orrin visit Athena, exchange phone numbers, Wraith obtains Band of Seven Sages. Wraith visits Loki, Orrin leaves for Thor. Wraith learns about Sym, Organizer, John Smith, vampires, Rham. Wraith visits Death, "meets" CAT-175 in horror-sim, meets Death, learns about Nico, Tomas, Zoe, obtains Void Gauntlets. Wraith visits Vulcan, upgrades Armor. Wraith visits Famine, goes through some ****, War demands Famine let him out, Wraith escapes and returns to War. Wraith travels to Plague. Wraith visits Poseidon. Archon visits Athena. Wraith leaves Poseidon and meets Fathom and Epirus in Switzerland. Wraith obtains and transforms sports car, Fathom and he take it to Vesuvius to meet Epirus. Epirus, Fathom, and Wraith visit Vulcan. Wraith visits Death, meets Kali, speaks to Rham via scrying. Death and Wraith make a deal for a conversation with 175 Enoch plants the vaccine, travels to Plague, and becomes champion, receiving the Errinrood. Enoch visits Vulcan, meets Kringle. Kringle, Orrin, Enoch visit Thor, meet Gunther and each other, Coin is read, Wraith enters Thor's and meets Enoch, Kringle, Gunther, Thor, Orrin. Kringle obtains the Mortal Engine, Orrin obtains Lightning. Orrin visits Ferocus, Kringle, Enoch, Wraith meet Epirus and Fathom. Enoch follows Orrin to Ferocus. Kringle, Wraith, Epirus, Fathom, Gunther visit War. All five leave to the Druidic Base (Project Necessitas). Orrin gets Kingfisher. Orrin and Enoch visit Plague, obtain PlagueNet, take a portal to Enoch's house. Enoch and Orrin meet Enoch's parents and adopted siblings (Shawn and Heather), have spaghetti, summon Kingfisher, fly to Peru. Archon discovers two thieves (Pauli and the Frenchman) in the vault of the Russian museum. He retrieves the book of sigils and encounters a smoke demon possessee. Archon becomes champion, visits War, obtains Oblivion, visits Thor. January 3rd Enoch and Orrin arrive in Peru, visit hospital, heal Nico, obtain Steve, get blown up by Erik, Enoch channels, they meet Erik at the airport, get attacked by the Hunter, Orrin channels, ends in a draw as the police approach. Nico leaves. Enoch and Orrin escape, return to Plague. Enoch, Orrin, Archon visit Plague, Archon obtains PlagueNet, all three visit Petran, Archon has something happen to him.
Wraith, Fathom, Epirus, Kringle, Gunther arrive at Druidic base, break in, exorcise demon, resurrect Hasan, free Tomas and Zoe, murder people, fight DC-15, fight/rescue Break, Hasan gets his heart back, Wraith and Kringle channel, Wraith takes some angel daggers, Break blows up Project Necessitas (no further casualties). Hatch teleports Reynstein and Mallory away, escapes after a running fight with Wraith. Wraith steals a helicopter to get from New York to Ireland. Hasan leaves on good terms. Wraith, Fathom, Gunther, Kringle, Epirus, Tomas, Zoe, Break go to Five Guys. Kringle, Fathom, Break visit War, Boreas, Santa Claus, Petran. Kringle obtains Bag of Holding and base. Break stays with Petran. Wraith, Gunther, Tomas, Zoe meet Father Keegan, are directed to Father Alexander. Father Alexander accepts Zoe and Tomas. Camael, Ephraim, Dokiel, Leliel, Phanuel arrive at the orphanage. Enoch, Orrin, and Archon are dropped in Iran, chase, fight, and talk to Volkov, return to Ferocus via gryphon. Enoch visits Plague, rebuilds self. Volkov leaves Iran, sends the dagger away with scientists, leaves for Rammstein for debriefing, then Amsterdam. Gunther is killed and resurrects in Minneapolis, Wraith "kills" Camael's vessel, Kodama arrives and meets Wraith. Wraith is tricked and killed (resurrected in Ireland), Kevin!Witch is killed. Kodama helps repair house, Father Alexander is paid for house repairs, angels leave. Kodama goes back to War. Wraith meets Kali, Death, speaks with 175. 175 and Wraith visit Loki, meet Enoch. Enoch gets a suit and watch, obtains social camouflage. Wraith visits Boreas, 175 stays behind. Wraith, Orrin, Archon and Enoch visit Death. Orrin, Archon, Enoch, Wraith meet Kali. Orrin has meeting with Death, Wraith bursts in and is dropped into War's, meets Kodama, arranges meeting in Barcelona, visits Petran and Ferocus, sees Leviathan, Phoenix, gryphon nest. Visits Death, then Athena, discovers Necronomicon is missing, returns to Death, is resurrected in Ireland. Orrin and Enoch leave for Hell, Archon leaves for Athena's then Petran's. Kodama meets Wraith, visits Loki, Plague. Kringle and Fathom visit Famine, Plague, meet Kodama as Plague ?fights ?Cthulhu. Kodama, Fathom, Kringle visit Ferocus, Thor. Kringle and Fathom have a drinking contest (draw). Archon leaves Petran's and meets Epirus in Italy. Wraith meets Zoe and Tomas again, says goodbye, steals two phones, leaves for Barcelona. Skater video is compromised. Nico and other student flee Peru. Orrin and Enoch meet Mephistopheles, Orrin meets Medusa, Orrin makes two deals with Mephistophele, obtains the Mourning Star, leave for Loki's, meet Kali again. Kali eats glass and drinks rum. Orrin gets a suit. Loki drops all three into Amsterdam. Wraith investigates the hotel, finds Tatsuya Oshiro. Volkov macks on a student and gets drunk, Enoch, Orrin, Kali arrive. Kali nearly gets kidnapped, saved by Volkov. Volkov tries to run away, Orrin retrieves her, Enoch and Kali share a psychic link, Enoch heals Volkov, Orrin leaves the bar to talk to his mom and Pop. A few escapades later, Kali reads Volkov's mind, Volkov escapes, Kali, Orrin, Enoch check into Hotel ClinkNOORD. Kringle, Fathom, Kodama are dropped onto a plane with Gunther, land in Barcelona, meet up with Wraith and get Tapas. Fathom sees herself on TV, all leave for alley, plan assault on hotel. Wraith, Kringle, Fathom, Kodama, Gunther, make a huge mess at hotel against Tatsuya, Takeshi, and mooks. Organizer escapes with Hatch, Wraith meets Ichiro Oshiro. January 4th Kringle, Fathom, Kodama check in to hotel. Wraith, Gunther, Kringle, Fathom, Kodama go rescue Jen and Luca. Kringle and Wraith take Jen and Luca to Father Alexander's. Enoch and Kali buy her a bracelet, open portal, meet Nigel, visit Death, arrange meeting with Aoife. Enoch, Orrin, Kali go full tourist on Amsterdam. Kali experiences Tabasco. Fathom, Gunther, Kodama stay in hotel. Fathom returns to Mauritius. Gunther and Kodama meet Johan, fly to Canada from Denmark, see Herod Tiller. Kringle flies Wraith to Edinburgh. Wraith flies to Sacramento, meets Thomas Perth. Volkov meets Hatch, Nova. Enoch, Orrin, Kali meet with Volkov, Hatch, Bob Eckenroth, recruit attempt is made and failed. Enoch, Orrin, Kali, Volkov go straight to Limbo and do not pass Go. Death rescues them from Limbo and kills three Baphomet. Volkov meets Aoife. Orrin meets with Petran. Enoch meets with Plague tries to resign after Death tells Kali to go back to the lobby, mistake is corrected, Enoch and Kali return to Edwards' house. Wraith drives to Las Vegas, meets with Nico. Kodama meets Pauli and the Frenchman. Kodama rebuilds melted forest, wrecks RexConn site. Wraith flies to Volgograd, meets War, Plague, obtains PlagueHack, meets Ferocus, trains with Sandworm, Murchadh the Kelpie, fire drake, watches gryphons, meets Loki, Santa. Wraith breaks into the FCC and broadcasts warning to classmates. Kodama meets Amaris and is invited to banquet, meets with Epirus, breaks up with Jack. January 5th-10th Kodama recovers car and money, traipses across Canada, arrives at base.
Wraith meets with Nico, then Gunther, then researches Necronomicon, then arrives at base. Orrin meets ancestors including father, trains, and arrives at base. Kringle, Catherine, Fathom arrive at base. Enoch and Kali spend time together w/ Edwards' family, build Steve, meet Kas, Enoch discovers Kali is a quarter-angel. Enoch and Kali arrive at base. Base is toured. January 11th-19th Epirus explains vampires.
Orrin transfers memories of the Hunter to Kali. Ep, Enoch, Kringle, Orrin play pool. Kali and Kodama get better acquainted with Meribeth. Gunther and Wraith practice in Sim Room. Orrin and Epirus visit Petran. Orrin visits Athena, Poseidon, Death, meets Vasiariah, Raphael, returns to Petran. Kodama, Fathom, Cat, Kali go shopping for dresses in Montreal, visit Smoothy's, do karaoke. Kodama tries Fathom's salts. They meet Lily, play minigolf. Fathom, Cat, Kali get drugged. Cat gets a new smartphone. January 20th The vampire banquet. Champions meet Oberon. Vampires show off, Ichabod erases Orrin's ancestor memories from Kali.
Wraithh sees John Bardas for the first time. Kringle, Orrin, and Catherine fly, then drive back to the base. Kali, Kodama, and Enoch stay with the vampires overnight. Epirus, Gunther, Wraith fly to Edinburgh, retrieve Wraith's money. January 21st Wraith and Gunther go to New York. Wraith and Gunther visit Thor's battle games.
Gift Status:
Acathala: 0 remaining. Band of Seven Sages (Athena), Ironhand Gauntlets (Death), PlagueHack (Plague), Defenses (Ferocus), Armor (Vulcan), and Training (Famine) Kringle: 3 remaining. Took Watch of Discovery (Loki), Mortal Engine (Thor), The Empyrean (Petran) Orrin: 0 remaining, PlagueNet (Plague), Thunderbolt (Thor), Kingfisher (Ferocus), Knowledge (War), Rockelganger (Loki), Vulcano (Vulcan) Graven: 0 remaining. Took Kali (Death), Social Camouflage (Loki), an archon for Kali (Athena), Adrenaline Rusher (Athena), SuperCar (Plague&War), and Variable Sword (Petran) C.C.: 1 remaining. Took Bracelets (Vulcan), an archon (Athena), War's Skin (War), PlagueHack (Plague), and BlueBoost (Loki). Shylocke: 2 Remaining. Took an archon (Athena), Famine's Ring (Famine), Necklace (Vulcan), Holy Weapons (Death) Wither: 1 Remaining Inka: 5 remaining. Took Autocannons (War). Skyfire: ~$500,000, someplace Kodama: Has $2.4 million Wraith: $53,220,000. $47 mil of that is in treasury bonds, enough for $2 mil per year Sapphire: $600k Azath, Enoch, Kali, Kodama, Daisy, and Catherine
Epirus, Gunther, Fathom, Oberon, Wraith, and John Kringle, Orrin, Sapphire, Dirk, and Virtue
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Mothman
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Phase
Player:MrKinister Name: Lucas Browning Alias: Phase Arbiter: Low-key Loki HP: 2 (3/19/17) Born: 1992 Weight: 180, +/- 40. Height: 6'1 (variable from 5'6 to 6'5) Appearance: Lucas is an average young man studying law at the local university. He's 6' 1" tall, about 180 lbs. Green eyes and dark brown hair, with slightly good looks and a killer chin. While Phase, he looks like a humanoid crystal, too rough to tell a face on it. He's slightly translucent because of it, and refracts light like a prism when in the sunlight (or a spot light). Personality: Lucas is a casual young man with keen interests. He has a passion for classic literature, going all the way back to The Odyssey and the Iliad. He also enjoys old greek philosophy and roman theatrical satire and political discourses. He can be quiet when he's not engaged in pursuits he prefers, but once you get him to talk, you can't shut him up. Lucas Browning was born to a regular family. His father was a practicing veterinarian, and loved animals, and his mother worked as a accounting manager for the city. Little did they know that their son had discovered the ability to change his body when he needed to escape the local school bullies who were gunning after his lunch money. It only took two punches and couple of solid shoves to convince them that they didn't want to mess with this strange new kid in the neighborhood. Lucas figured that as long as no one knew he could do this, no one would be the wiser to his many shapes and faces. Changing his body into something stronger and more resilient, and then at a distance, were eventual discoveries that followed suit. Each one more exciting than the previous one. Even being able to repair his body after rebuilding it was a delight. No more worries about scrapes and bruises. Even falling from the house roof while trying to clean the drain gutters and breaking his arm was a minor issue. A few "repairs" later, and his arm was as good as new. As a matter of fact, he could even make his regular body just a bit stronger and faster than he remembered it.
At 18 he started attending his local state college, and started in classics. After graduating, he began studying law, and is now in his second year. It was during his undergraduate years that he felt that using his abilities for something greater was something he would like to do. He began easily enough, stopping small time crooks (purse snatchers, convenience store robbers) and slowly moved up to medium time crooks (bank robbers, kidnappers, small time villains). He's yet to face big time villains consistently, but has on occasion tangled with some notorious names, and came out of it somewhat shaken. He was, after all, not exactly a trained soldier. But the experience and practice he gathered during those years turned him into a competent crime fighter. Although it still wasn't full time. And he still needed to make sure that no one knew who he was. That would blow his cover. Powers (Long): Phase is capable of changing the arrangement of his body at a molecular level. He can change himself to appear as any other person, man or woman, at will. When he does so, he can extend an aura of deep personal strength, which allows him to project his new image's personality with remarkable efficacy, having other people either believe him, or feel intimidated by him. When pressed into conflict, he changes his body to the consistency of diamond, in a rough humanoid pattern. (Incidentally, this rough pattern also makes his facial appearance indistinct, which makes it almost impossible to recognize his features.) In diamond form, he is extremely resistant to damage, but not invulnerable. He can focus his molecular control to either harden his hands and deliver rock solid strikes, or extend it to his entire body and provide extraordinary leverage, allowing him to move an astounding amount of mass. Being in diamond form also allows him to ignore environmental effects like heat or cold, and his physiognomy doesn't need air to metabolize. Not being biological in diamond form, he is also immune to poisons and disease vectors. Certainly among the more unusual abilities he has, Phase is able to create molecular copies of his body at a distance, transfer is consciousness to them, and then disassemble his old form. This in effect allows him to travel great distances. One of the more interesting side effects of this "molecular reconstruction at a distance" is that he can create new bodies that are in better repair than his previous ones. As long as he keeps creating new bodies, his physical blueprint can be repaired in each iteration. He is able to "deconstruct and reconstruct" other things or people as well, as long as he touches them. He can only carry so much mass with him, however. And the physical health reconstruction effects only applies to him. Finally, he is able perceive ultra-fine motion at a distance, and to observe enough detail about an object to be able to distinguish from others like it (think different people's general physical shape). It is not enough to let him tell faces apart, but he can distinguish a person if he's seem them before. Motivation: Doing Good Responsibility Complication: Secret Identity Responsibility Str: 2 Sta: 4 Agl: 1 Dex: 1 Fgt: 4 Int: 2 Awa: 1 Pre: 4 Cost 38 Stat: BASE COST FINAL Dodge, 1,7, [8] Parry, 4,4,[8] Fortitude, 4, 6,[10] Toughness, 4,N/A,[12] Will,1, 7, [8] SKILLS BASE COST SKILL Close Combat (Unarmed) 4, 4, + 8 Deception 4 , 4 , + 8 Expertise: Law 2 , 5, + 7 Expertise: Classic Literature 2 , 3 , + 5 Insight 1, 8, + 9 Perception 1, 9, + 10 Persuasion 4, 4, + 8 Technology 2, 5, + 7 Advantages: Accurate Attack All-Out Attack Choke Hold Defensive Attack Eidetic Memory Power Attack Improved Critical 4 (Unarmed) Improved Grab Skill Mastery: Deception Well Off 1 POWERS 17pp Shifting Body (array) 17pp Diamond Body: Protection 8, Sustained. Immunity: Suffocation (2), Heat, Cold, High Pressure, Vacuum, Disease, Poison. Feature: no distinguishing features while in “Diamond Form” 1pp alt: Shape Shifting: Morph 3, Human forms only Standard Action Activation: -2 12pp Prism Strength (array) 12pp Damage 12 1pp alt Powerlifting 10 -1pp Quirk: Can only be used when Diamond Body is active 5pp: Aura of Personality (array) 5pp: Enhanced Interaction: + 10 Persuasion (5) 1pp: Enhanced Interaction: + 10 Deception (5) 1pp: Subtle -1pp: Quirk: Can only be used when Shape Shifting 20pp: Molecular Transportation (array) Far (20) 20pp Teleportation 4 Accurate, Extended, Easy 1pp Alt:Close (19) Teleportation 4 Change Direction, Change Velocity, Turn-About, Increased Mass 4 Linked: Regeneration 5 Quirk: Only works when Close teleporting (-1) 6pp: Motion Awareness Sense Motion, Accurate, Acute, Extended (Exotic Sense) -1 Perception for every 100 feet. Name: Benedict Meyers
Player: Tover Alias: Nightquake Theme: Fear Arbiter: Famine Powers: Darkness generation and control, Increased strength and agility, slow regeneration while in complete darkness, Nightmare visions for others while in darkness HP: 5 (5/9/17) Born: 1999 Weight: 140 Appearance: Standing at a bit under 6 ft, usually with a bit of a slouch, and 140 lbs, Ben could almost be described as wiry. Classically defined as a “Hipster”, he almost always wore tight jeans or slacks with a v-neck shirt. Looking at him, you might think you notice the shadows around his shirt collar move on their own, seeming to rise and evaporate like steam from under his clothing, but no it must have been your eyes deceiving you. Long pitch black hair, constantly pulled back into a messy bun on the back of his head, a few weeks of untamed scruff on his face. Personality: Composed. That would be the best way to describe Ben. He is always attempting to control his emotions and anticipate the actions of others. The few friends he has he would guard with his life, but it is hard keeping a power hidden from those you love. Around these friends, he can be the life of the party, and once he has acclimated to you, you have made a friend for life. Quick to action with little thought, Ben will dive into a problem head first to attempt to fix it. Growing up in Seattle, Ben didn’t have much. What he did have were extremely vivid nightmares. Horrifying aberrations would stalk him while he slept, almost every night he woke up drenched in sweat. Home life was hard, so he tried to stay away when possible. Sleep overs at a friend’s house were the best because he saw how normal families acted. His home was a bit different. Suzzanne, his mother, had a revolving door of men in her life, no one could point to one person and say that they were Ben’s father. She drank and partied, but never neglected her son. She would always say, “Ben is the one thing in this world that I want to get right.”
Ben hated most of the men to come through his home and “hang out” with his mother. A large majority of them were drug addicts, abusers, or just sleazy people. He learned his morals from watching these men, he knew he did not want to be like them. However, one of the men that came by now and again was named Richard. Richard was a boxer and though not the brightest man, cared for Ben. He spent time teaching Ben how to box, and tried to be there for him like a father. He was the only man to attempt to comfort Ben when he awoke screaming in the night. Richard’s visits were Ben’s favorite, it molded him into an athlete, or an attempted one. As he went through high school he tried a few different sports, but boxing was his passion. He worked at it continuously, but couldn’t seem to get enough weight behind his punches to win his fights. Late one night, Ben was coming home from a workout at the local gym and heard a woman screaming coming from a back alley. Without thinking he sprinted into the alley to help. There were 3 large men who had a petite looking woman cornered. Ben leapt into action attempting to rescue the woman, uncaring about the fact that he was outnumbered and smaller than any of them. Needless to say they beat him within an inch of his life and left him for dead. As he faded into unconsciousness a pitch black fog clouded his vision. From the outside you could watch as thick dark smoke began to flow with the blood out of his cuts and gashes. Gradually the ratio of blood to smoke changed until it was only smoke pouring out of him. Soon enough he was indistinguishable from the darkness that lay around him. When he woke the next day his wounds had mostly closed up and the bruises were fading. The next few weeks he found that his nightmares had faded. He still had vivid dreams, but somehow Ben knew that the creatures in them were protecting him. He began to practice with this new found ability, soon he could cover his whole room in darkness and still be able to see perfectly. Further training helped him to discover that while in the darkness he was able to hit much harder and move faster than he thought possible. Ben felt none of the usual muscle cramps from running and was able to throw his entire body into the hits. While at the gym he was able to throw himself fully into every workout with no fear of being unable to move the next day. Confidence flared in Ben, he decided to start roaming the streets at night to make up for his previous failure with the woman in the alley. His first confrontation was with a mugger. Ben walked up behind the man and blanketed the area in darkness. The screaming began almost immediately. The mugger took off in a random direction and ran face first into a wall and knocked himself out cold. Complications: - Accident - Temper ABILITIES STR 3, STA 4, AGL 3, DEX 3, FGT 4, INT 2, AWA 1, PRE 4 DEFENSES Additions/total Dodge 6/10 Parry 4/8 Fortitude 0/8 Toughness 0/4 Will 7/8 SKILLS ranks/total Close Combat 2/6 (unarmed/grab) Deception 1/5 Insight 9/10 Intimidation 6/10 Investigation 3/5 Perception 4/5 Ranged Combat 7/10 (Darkwork Bolts) Sleight of Hand 1/4 Stealth 7/10 Technology 1/3 Treatment 1/3 ADVANTAGES Chokehold Precise Attack Fast Grab Improved Grab Improved Hold Improved Initiative 1 Uncanny Dodge Animal Empathy Fearless Accurate Attack Improved Crit 2 (Darkwork Bolts) Evasion POWERS (Cost: 62 PP) Reach of Shadows: Concealment 2: Normal Vision. DC 20, Shapeable area 5: 500 cft, Attack: Dodge DC 20, Increased action 2: Standard. 16pp. So a shapeable (but contiguous) cloud that gives your enemies a -5 attack penalty to you if they fail a DC 12 perception check, a -2 if they fail a DC 17 perception check. It can be used as an attack (i.e. envelop somebody in darkness and give them a -5 to all attacks, not just ones against you), but has a DC 12 Dodge check to avoid. Cost: 10pp. Takes a standard action to create and a free action to maintain. Darkness counts as 'shadows' for all power purposes. Darkwork Bolts: Damage 10, Homing 2: 2 extra attempts, Increased Range 1: Ranged, Diminished range 2. Range: 50/100/250 feet, DC 25. 20pp. Homing is a neat extra. You still only make one attack per round, but if you miss, you get another chance the next round for a free action AND you can make another attack. You can dismiss a Homing attack by not taking the free action to maintain it. Improved Crit 2. Alt: 1pp. Shadow Step: Teleport 5. 900 feet in a move action, carrying 3200 pounds. Change Direction, Change Velocity, Increased Mass 6, Turnabout, Limited: Destination has to be visible, Medium: Shadows. Attack+Self, DC 15 Parry save, Affects Insubstantial 2, Multiattack (Can grab two targets at once), Quirk: Cannot use own shadow. Cost: 16pp The teleport lets you teleport two others with you against a DC 15 Parry Save. It also lets you teleport up to 3200 pounds 900 feet through shadows as long as you can see your destination Darkness' Embrace: Regeneration 5, every 2 rounds, Source: Darkness (Any darkness) Limited: Half efficiency (every four rounds) if a Your hand, your face, your foot, etc. Not fingers, toes, ears, etcsmall but significant portion of the body is exposed to Clothing does not prevent this. Your darkness does.bright light. Does not work at all if you have no access to darkness. 2pp Living Nightmare: Cumulative Affliction 10. DC 20 Will Save. Limited Degree 1. Extra Condition 2. Dazed+Impaired+Vulnerable, Defenseless+Prone+Stunned. Cumulative, Extra Condition 2, Instant Recovery, Limited Degree 1, Feature 2: Allows you to speak inside the target's mind. Cost: 22pp Quick Change: Change from street clothes to costume or back again as a free action. 1pp Total Cost: 62pp. And here is the less awesome (i.e. out of costume) version. Tom Sawyer
Alias: All of them? Arbiter: Loki Name:Tom Sawyer Power Source: "Mutant" Age:33 HP: 2 (7/1/17) Height: 6'1" Weight:175 Blood:O+ Initiative:+3 Str:0
Sta:0 Agl:3 Dex:2 Fgt:0 Int:2 Awe:0 Pre:5 Cost:24 Total: 24 Dodge:12
Parry:12 Fort:8 Toughness: 8/0 Will: 12 Cost:41 Total:65 Acrobatics: +7 Athletics:+5 CC:0 Deception: +15 (+17 with Sucker Punch) Expertise:Hacking: +7 Expertise: Document Forgery: +5 Insight:+10 Intimidation:+5 Investigation:+5 Perception: +7 Persuasion:+9 Ranged Combat: +2 Sleight of Hand:+8 Stealth:+13 Technology:+5 Cost: 22 Total:87 Attractive 2
Alternate Identity 1 Connected Defensive Roll 6 Eidetic Memory Equipment 3 Hide in Plain Sight Luck 2 Skill Mastery: Deception Benefit: Use Agility for Athletics Benefit: Wealth 1 (Well-off) Skill Mastery: Stealth Cost 21 Total:108 Face Thief: Morph 3, Precise, Broad Group (Humanoids), +20 Deception to disguise, Feature: Voice Mimic. 17pp Mentalism: 24pp ArrayThought Thief Cumulative Mind Reading 10. DC 20 Will, Cumulative, Insidious, Feedback, Precise, Reduced Range (Ranged) (250/500/1000), You must establish 4 degrees of contact with the victim, but can mimic their 'personality' (chess-playing, the way they walk, etc) well enough that it takes a DC 25 (+ the Degrees of Success you achieve on Deception against their first insight roll) Insight roll to see you aren't the real thing. A. attempt to mimic another, or B. You use the Selective part of Comprehension.Perceptive (+1/r) Cost: 22pp +2pp alts. 1pp Alt: Comprehend 6. Languages: (Read All, Speak All, Understand All, You're Understood), Spirits (Communicate, Medium), Innate, Selective. Cost 19pp (1pp) Alt:Sucker Punch:Close Damage 10. Feature: Attacks with Deception vs better of Perception or Insight (5pp), Affects Insubstantial 1 (1pp) Alternate Resistance (Will, 1/r), Reversible (1pp), Sense Dependent: Sight. Cost: 17pp (1pp as an alt) Idea is thus: You punch with your normal strength, attempting to trick the target into believing they've been hit harder than they really have. Roll Deception (I will ACTUALLY make you roll instead of using Skill mastery, as compensation I'll give you a +2 bonus for this purpose only, total +17) vs the better of the targets Perception or Insight. If successful, target rolls their Will defense to resist DC 25 Damage, Mental Descriptor. The focus required will force you to lose your current mimicked personality upon use. Target must be able to see the attack to be affected by the extra damage. Cost: 41 pp, Total =149pp Tom is a man of as many faces as his wallet holds credit cards. He is undoubtedly a handsome man, but his features are regular, and taken individually, very common. Before the encounter he was already a past master at moving unnoticed through a crowd, and at changing subtle things about his appearance, such that he could seem an entirely different person. Since his deal with the devil, as it were, his impersonations have achieved a whole new level and it is very difficult to know what he would look like, were he to ever stop pretending.Tom has been wearing a mask so long, even he loses track of what about him is truth or lies. He has become a master of being whomever his mark needs him to be and he's been doing it so long he doesn't know how to stop. Of course, it's all a cover for a deep seated personal insecurity blah blah dissociative disorder blah ... blah, blah, blah . . . sociopath . . .. Well, the were a lot of psychologists involved when he was a youth. He stopped listening after a while. He's heard this all before from countless shrinks. Whatever. He figured out how to tell the shrinks what they needed to hear as well. It got him out of juvie and he's never looked back. Truthfully, Tom is a bit of a smart Alec, with a grin full of secrets, but his reckless charm makes him friends very easily. His poor sense of responsibility and his tendency to cut and run generally lose him those friends again as quickly, but then again, he was planning on a new name, new city, new scam anyway, so it wasn't as if he were planning on bringing them along. Risk and reward, risk and reward. He's never been afraid to risk for the big payoff. Tom's a chameleon: cheating casinos, credit card fraud, identity theft, sometimes legitimate sales, more often selling a batch of high-value gear that fell of the back of a truck. Ponzi schemes, impersonation, even computer and mail fraud. Tom does it all, and every time a new name, a new face and a personality so different that police have not yet linked any two of his personas together. He's a pro. Tom was born with a little piece of him missing. It was always hard to put a finger on it. He was charming, polite, handsome, intelligent and relatively athletic, though he had no use for team sports or any kind of competition except against himself. As a child, he was a strange combination of loner and popular. Other children flocked to follow his lead, and competed for his attention, but few truly liked him. They instead seemed to fear being on his bad side, as things would subtly go wrong if Tom began to say someone was 'having problems'. He never had to touch anyone himself, but those who crossed him found themselves having 'accidents' or fights with older kids. As he grew older, Tom learned to cut the violence out - it attracted too much notice. Now, he believes in strict non-violence. Tidy in and tidy out. He has spent his adult years as a moderately successful crook, and visits his widowed mother and disabled sister once or twice a year, bringing extravagant gifts and tall stories about his 'overseas business'. They know better than to believe him, and they know better to ask questions. He loves his older sister particularly. She is perhaps the only person he has ever truly loved. Despite the risk, he will never stop seeing her. It was five years ago, in the back of a seedy loan shark's in Vegas, that Tom Crossed the wrong person. A scam, a bag of money and some kind of strange drug. He sold the drug, and laundered the money and skipped town. Three weeks later, on the far side of the world with a different name and papers, they found him, and made him his new employee. It seems stealing is bad business. He got some neat new powers out of the deal, but he got a whole lot of strings that chafe him badly as well. Tom wants out, but that's easier said than done. From a con man, he has become a master of corporate espionage. The purpose of what he does is often unclear to him, but he receives instructions and he makes it happen. He tried to avoid it a time or two. Cell Phone (Smartphone)
Concealable Microphone Flashlight Hold-out Pistol Lock Release Gun Mini-tracer Multitool Parabolic Microphone Toolkit (Basic) Undercover Shirt Name: Natalia Araújo Age: 19 Height: 5'8" Weight: 142 lbs Initiative: +8 HP: 1 Str:2
Sta:4 Agl:4 Dex:0 Fgt:10 Int:0 Awe:2 Pre:2 Cost:48 Total: A]48 Dodge:10
Parry:14 Fort:8 Toughness: 6/4 (Light armor is +2) Will: 8 Cost:20 Total:68 Skill: Bought/Total Acrobatics: 3/+7 Athletics:3/+5 CC: Sword: 3/+13 CC: Unarmed: 0/+10 Deception: 0/+2 Expertise: Streetwise: 12/+12 Insight:0/+2 Intimidation:0/+2 Investigation:12/+12 Perception: 12/+14 Persuasion:0/+2 Ranged Combat:0 Sleight of Hand:- Stealth:12/+16 Technology:- Vehicles:- Cost: 17 Total:85 Attractive
Defense Attack Diehard Evasion 1 Fast Grab Improved Grab Improved Initiative 1 Power Attack Takedown 2 Ultimate Effort: Toughness Languages 2 (English, Spanish, Portuguese (native) Equipment 2 Precise Attack: Close Concealment Improved Crit 1: Sword (Facao) Cost 17 Total:102 Sword 4, Lightly-armored costume 2, Smartphone 2, Binoculars 1, Gas Mask 1 Martial Arts Training: +2 strength, limited (Combat maneuvers only) 2pp
Regeneration: Regeneration 10, Source: Starvation victims. 5pp Starvation Aura: Weaken 6, DC 16 Fortitude, Broad (Strength, Stamina, Agility, Fighting Dodge, Parry, Active Toughness, Acrobatics, Athletics, MOST Close Combat, powers on a case-by-case basis.Physical), Simultaneous, Burst Area, Increased Duration 2 (Sustained), Incurable, Subtle, Quirk (20 foot radius). 37pp Immunity: Disease 1pp Immunity: Poison, Starvation+Thirst, half effect, 1pp. Cost: 46 pp, Total 148pp Natalia was born in Rio de Janeiro, Brazil in 1997. Her father left home shortly after her younger sister was born, leaving her mother to raise Natalia and her older brother and younger sister alone. She managed fairly well all things considered, managing a middle class lifestyle working as a publicist for Flamengo, a sports and football team based in Rio. From an early age Natalia had health problems. She had a weak heart, was overweight, and developed diabetes by the time she was six. Naturally other children, cruel as they can be, teased her about these things constantly. Though her older brother Enzo was always there to defend her, he couldn't be everywhere, and her childhood was far from enjoyable.
This all changed when she was fourteen. Over the course of a few months she underwent massive weight loss. Her heart condition reversed itself and her diabetes was cured, a medical miracle. It wasn't long before she was unrecognizable from the girl she was just half a year ago. She was in perfect health, with tons of energy, and rapidly threw herself into every physical activity she could. Football, volleyball, martial arts, track, anything she could make time for. There was never any explanation for her recovery, though in truth she didn't want one. Doctors wanted to poke and prod her to find out what happened but now that she was healthy she had no desire to spend her time in doctors' offices. Her mother agreed whole-heartedly, praised God for the miracle, and carried on. Naturally now that Natalia was fit and attractive the classmates who had teased and tormented her relentlessly her entire life suddenly wanted to be friends, but she wanted nothing to do with them. She had friends among the outcasts and the rejects and the lure of sudden popularity couldn't get her to budge. Of course the clique that had always rejected her couldn't handle being rejected themselves, and weren't shy about making it known. Several other students cornered Natalia after football practice, wanting to make an example of her. Rather than respond out of fear she reacted out of anger, something inside snapped and she wasn't going to take another moment of their abuse. She was determined to fight them with every ounce of her strength but she didn't have to. All six of them suddenly collapsed to the ground, their muscles visibly wilting and shrinking against their bones. They were too weak to stand, wasting away to nothing before her eyes. In a panic Natalia fled, not knowing she was the cause and thinking what was happening to them would happen to her next. It was a week before she returned home. She figured out that she had caused her attackers to double over in an apparent state of starvation and was afraid of doing it to her family. She learned that she could turn it on or off, but had no idea how it was happening or why. She didn't tell anyone about it either, the claims of the students she had attacked dismissed as hallucinations caused by an unknown biological agent that they had contracted. Though it was never openly discussed, there was a lot of cover-up about the incident and since the only thing linking Natalia to it was the word of six troublemakers who had it in for her telling a ridiculous story, she never caught much attention. It would seem that someone other than her older brother was looking out for her. Still, she was moved to a different school and took the opportunity to start over fresh, with nobody knowing about the old her. As for the strange power she possessed, she thought about it only enough to remind herself that it was there, having no desire to use it ever again and wishing it would go away. That changed shortly after her nineteenth birthday. Her brother Enzo had gotten involved in street racing, a popular but illegal activity in the streets of Rio. While he avoided any serious trouble there was never a shortage of evil men around such events, looking for people to exploit or money to grab. During one of these night time street races he happened across a drug deal between one of the other racers and a small time local pusher. Neither wanted witnesses and Enzo was shot and killed. The police knew who had done it but didn't pursue the case due to lack of evidence. Instead they focused on cracking down on street races, at least for a couple of weeks until the matter was forgotten by the public. But it wasn't forgotten by Natalia. She loved her older brother dearly, and knowing who was responsible for his death, refused to do nothing. Not when she had a power to do something about it. The craving for revenge was like a hunger, ironic considering the nature of her power. Given her looks it wasn't hard to find her way into the pusher's hideout, all it took was a cheap dress and too much makeup. When he turned around to grab some liquor she unleashed her power. The pusher staggered and fell to the ground. She stood over him with hatred in her eyes, watching his body shrivel and wither away until there was nothing but a desiccated husk. Just to be sure she took a machete-like sword from a rack on the wall and stabbed him through the heart with it, a symbolic gesture for what he had done to her and her family. The other members of his gang were laying in heaps on the floor in the front of the drug den, though one had managed to get to the hallway before collapsing. The drugs stored in the bathroom had been turned to dust. Natalia had always thought of her power as a curse because she saw no way to use it for anything other than hurting people. But the entire incident reminded her that some people just need to be hurt, and there were far too many of such people in Rio alone, let along the rest of the world. She had a younger sister and now it was her turn to be the protector, even if preemptively. Donning a red, gray, and black costume she went out at night as a vigilante, earning a reputation among the underworld. Her crusade didn't last very long though, as a couple of close calls resulting from overconfidence taught her. She knew she couldn't keep this up forever, and no matter how many of the pushers and murderers she killed, it wouldn't bring her brother back. And it wasn't worth her mother and sister getting caught in a crossfire. So she shredded, burned, and threw out the costume and vowed to never use those powers again. Her sister, always the smart one in the family, earned a scholarship and student visa to a college in America and Natalia elected to go along with her, both to look after her and because she wanted to leave the memories of home behind. The past year has been peaceful, with her and her sister taking classes and generally just enjoying life in America. Natalia never told anyone about her nocturnal vengeance from a year ago, but she's also noticed a rise in tensions around the world. People are being worse and worse to one another, evil men are going unpunished. And with the power to end them that she has, she's finding it harder and harder to resist the urge to pick up where she left off. She still has the sword, after all. Identity: Natalia has taken pains to keep herself and her Wither identity separate. She knows all too well that her vigilante activities have made plenty of enemies and she wants to be sure they are not traced back to her true self. Motivation - Justice: Although her personal vendetta may have been resolved Natalia still harbors anger and resentment towards the same kind of people. Though she has been laying low every news story about someone else being victimized pushes her closer and closer to putting on the costume again. Motivation - Responsibility: Natalia has a love/hate relationship with her powers. While she understands quite well how useful they can be, she also hates them because of their nature and her inability to focus them. She wants to use them to punish those who would hurt others but is afraid of hurting the wrong people. Wither's powers are all or nothing, and do not discriminate. If fighting in a crowd or in mixed company she may be forced to forego them entirely lest she harm allies or innocents. Enemy: Wither made quite a few enemies during her brief vigilante career, and though she may have abandoned that identity, for now, those she made enemies of have not forgotten. Should she pick up that identity again, they may come looking. Player: Classic Gamer Name: Nathan Wise Arbiter - Athena Blood: O+ Born 1996 5'8/6'2 165/200 lbs HP: 7 (12/8/17) Personality:
Nate can be considered a generally calm and stable person. He has a tendency to be compassionate and cooperative rather than suspicious and antagonistic. He shows a moderate to high sense of self-discipline and can normally be counted on. More on the reserved side, he is well versed socially. He has an openness for concepts if not always actions. Background: Nathan Wise was the typical smart kid. Not one of those with perfect marks who obsessed about never getting a second tier grade, but one who knew how to coast by on getting the best grades with minimal effort. After graduation, he'd go on to some university or specialty school that would prepare him for a middle-class job that he would likely work until retirement. Born in the Burbs, die in the Burbs. Things seemed to change a bit when Nate took one of the standardized military aptitude tests as an excuse to skip a few classes. The returning results placed Nate in the top 5% of students in the areas of technical knowledge. He was wooed diligently by every military branch from that point on. He even entertained the idea of doing a limited stint in one of the branches, just enough to get some free technical expertise and money for school. Then the headaches began. Nothing seemed to help them. Sometimes they got so bad that Nate couldn't remember what he had done the past few hours. Every chance he got, he locked himself away in a dark room until they subsided. He needed to be able to function again. So he started trying a few different things that he scored from a friend of a friend. The right combination of drugs seemed to help. He had to do some slinging of his own to pay for the drugs, but it was only a few times. He hoped no one ever found out. Then Nate started having weird dreams. He thought it was only a side effect of the meds. But lately he's not so sure. He seems to be remembering things. Things that he thought were only dreams. But that can't be true. No one could do the sort of things he was beginning to 'remember.' Powerful things. Complications: - Secret Identity - Secret STR 5/9, STA 5, AGL 2, DEX 2, FGT 4, INT 5/8, AWA 10, PRE 3 (Cost: 52 PP)
BASE COST FINAL
Dodge 2 8 10 Parry 4 6 10 Fortitude 5 5 10/12 Toughness 5 0 10/12(Oblivion) Will 12 0 12/14 SKILLS (Cost 2 PP for 6 ranks) - Jack of All Trades allows zero cost modifiers
SKILL BASE COST Acrobatics +2 0 0 Athletics +5/9 0 0 Close Combat +8/+12 0 0 Deception +7/10 0 0 Expertise (Science) +7/10 2 0 Expertise (All) +5 Insight +15/18 0 0 Intimidation +1 0 0 Investigation +15/18 0 0 Perception +10/14 0 0 Persuasion +7 0 0 Ranged Combat +1 0 0 Sleight of Hand +1 0 0 Stealth +4 2* 0 Technology +12/15 2 0 Treatment +5/8 0 0 Vehicles +15 0 0 Artificer Eidetic Memory Great Endurance Improvised Tools Inventor Jack-of-all Trades Leadership Speed of Thought Teamwork Well Informed Hell to Pay Immortality Can make any expertise check at a +4 bonusBrilliance In addition to normal assessment effects, gain knowledge of PL with 1 DoS, know if their highest power rank is higher than your highest power rank AND their current attitude (hostile, unfavorable, indifferent, favorable, helpful) towards any single subject (must be declared at the same time as requesting an Assessment roll) in the room with 2 DoS, know the type (Attack, Movement, Sensory, Control, Defense, or General) of their highest power with 3 DoS. 2pp, replaces AssessmentImproved Assessment ALTERNATE FORM (SOLID) - CELESTIAL BODY (25 PP) [Action: Free Action, Enhanced Stamina, Enhanced Strength] Enhanced Stamina 10 [+5 to base Stamina] Enhanced Strength 10 [+5 to base Strength] FORCE FIELD: PROTECTION 5 [+5 Toughness] COMPREHEND 6 (6 PP) [Languages 4 (Understand, Understood, Speak, Read), Spirits 2] Any FLIGHT 6 (6 PP) [Speed: 400 miles/hour, 1800 feet/round, Limited (Outside Battle)] *Alt: Flight 3, 60mph, 250 feet/round 6pp *AP: SPEED 3 [Speed: 60 miles/hour, 250 feet/round] 3pp MIND CONTROL: CUMULATIVE AFFLICTION 10 (40pp) {1st Degree: Dazed, 2nd Degree: Compelled, 3rd Degree: Controlled, Resisted by Will, DC 20, Cumulative, Increased Range 2: Perception] *AP: MENTAL BLAST: DAMAGE 10 [DC 25, Alternative Resistance: Will, Increased Range 2: Perception, 30pp] MIND READING 8 (17 PP) [DC 18, Subtle] Moral Compass: 7pp Senses 2: Detect Motive as a Insight roll vs DC 10+Opponent Deception bonus. One attempt per meeting. Any form. Senses 5:Time Sense, Direction Sense, Ultrahearing, Acute Awareness (Meta abilities, including magic but not technology, 100 foot range). Any form. Quickness 4. Limited (Artificer). Any form. 2pp Channeling: Limited: Cooldown (-10), Increased Activation 3: Full (-3), Noticeable (-1).
Strength +4, Int +3, CC +4, Perception +4, Insight +3, Deception +3, Will +2, Fortitude +2. Quickness 3 (Artificer). Stacks with Quickness 4 (Artificer) +1 rank to Flight. 800 mph, 3600 f/r. Mind over Matter: Strength +7. Limited to Lifting. Mental Communication 2. Area, Selective, Subtle. Feature 1: Special effect. Oblivion
Removable. Toughness 12. Incurable Damage 10 (12 while channeling), Affects Insubstantial 1 (half effect), Penetrating 8 (12 while channeling) Advantage: Interpose (the axe takes the damage instead of you or the protected target, only works on damage effects) Grants +2 to your active Toughness Affliction 10 (12 when channeling) Dazed+Vulnerable, Defenseless+Stunned, Incapacitated+Unaware. DC 20 Fortitude (must hit normally with weapon first), Instant Recovery, Extra Condition, Limited: Affects insubstantial only Critical: 19-20. 18-20 when channeling. Pen Form: Removable, Indestructible, Subtle 1 (it looks EXACTLY like a novelty pen, but it can be magically sensed) Switch between pen and battleaxe is a free action, but Archon must be touching the battleaxe/pen OR Controlling the person who is. Michaeleva (mish-AEL-eh-vuh) dal Hadriel, aka Michelle Hanley PL 10 PP: 165 HP: 6 (7/29/19) Initiative: +6 Michaeleva dal Hadriel, Seraphim of the Host of Virtue.
In her vessel form Michaeleva goes by the name Michelle, a close approximation of her actual name. Her appearance as a mortal human is that of a strikingly beautiful woman, very hard not to notice in a crowd. She's a fairly tall at five foot nine, with a build in between statuesque and athletic with just a bit of curves to it. Her skin is fair with a slight tan to it, she has long, wavy red hair, and emerald green eyes that show intelligence and consideration. A few freckles dot the bridge of her nose and shoulders but they're faint and hard to notice. When she speaks it's with an Irish/Gaelic accent, softened a bit by the natural qualities of her voice. She carries herself with confidence, the type who knows she's going to draw attention and wants it that way. Not out of vanity but because she's in a position to offer aid and leadership and needs eyes on her in order to do so most effectively. Strength 2
Stamina 8 Agility 2 Dexterity 0 Fighting 2 Intellect 3 Awareness 6 Presence 4 54pp Dodge: 6
Parry: 6 Toughness: 16 (Impervious 7) Fort: 9 Will: 13 16pp Athletics: 2/0/2
Close Combat (Smite): 2/0/8 Deception: 4/0/4 Expertise - History: 3/12 (15) Expertise - Theology: 3/12 (15) Expertise - Tactics: 3/9 (12) Insight: 6/15 (21) Intimidation: 4/6 (10) Investigation: 3/12 (15) Perception: 6/15 (21) Persuasion: 4/9 (13) Ranged Combat (Blast): 0/0/14 Stealth: 2/0/2 31pp Attractive 2
Eidetic Memory Favored Foe - Demons Fearless Improved Initiative Interpose Luck Skill Mastery: Insight Ultimate Effort: Will 10pp Angelic Vigor: *27 pts
True Sight: Vision counters all concealment and illusions, Evil awareness *8 pts Holy Aura: Feature - Skyfire is surrounded by a holy aura out to thirty feet. Demons, undead, and other such beings find this aura uncomfortable and other things may have minor interactions with the aura as well. *1 pt Holy Flames: Array *29 pts
74pp Enemy:
Demons and the other denizens of Hell are the archfoes of the angels and will almost without exception have nothing but unending hatred for Michaeleva once they are aware of her true nature. Honor: Despite her rebellious and generally "off the books" nature, Michaeleva is still an angel and has certain tenets she must abide by. She will try to resolve things peacefully before resorting to violence except in extreme cases, will not harm the innocent, upholds the virtues of good (even if those of law are not all that binding), and must offer aid to those who ask for it, unless the asker is an evil person asking for something evil of course. Motivation - Doing Good: It's literally her reason for existing. Michaeleva serves the heavens and ultimately answers to an archangel. She may bend the rules in order to do good, but she does do good. Preferably by helping those in need, but if smiting the wicked is called for, she's up for that too. Quirk - Holy Fish out of Water: It's been about 170 years since Michaeleva was on Earth, and though she's studied up on the current state of the world, it's no substitute for experience. She is completely clueless when it comes to technology beyond 1840 and much of her knowledge is way outdated. No doubt she will learn in time but until then much of modern society is baffling. Responsibility: Michaeleva has a job to do and people she has to answer to. She may take a fast and loose approach to doing it, but it's still her duty and there higher-ups watching her.
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Mothman
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Name: Orrin Santori Player: Avner Arbiter: Petran Powers: Earth control and golem Blood: O+ Born February 10, 1994 205/900 lbs/1600 lbs 6'2"/10 feet/15 feet Initiative +2 HP: 7 (4/3/20) Orrin grew up the grandson of Greek immigrants. The had moved to the Americas in hopes of opportunity or at least that is what they had told most of the folk that had asked. In truth there were some family complications that were best hidden in a big open farming community out in the midwest. Descendents of an ancient family the origin of the powers had been lost, but it was known that the eldest son of every generation manifested them on their sixteenth birthday.
The move had allowed Orrin to gain a descent amount of control over them but it also subjected him to countless folktales of his grandmother who swore he was meant for greatness. Tales of ancient gods and their champions, things meant for pagans and myths to be studied by school children, It was quite unbearable, but as with all things Orrin did his best to find humor in it. He had been working the farm for a couple of years when he had made a trip to the city to look into some possible investors. The weather had been dry and the crops had not been as kind as they normally would. Oriin had a way with the soil, but with no water not even he could get things to grow. His hopes were to come up with some sort of loan to float the hard times until the weather turned. As he was leaving the bank he noticed two individuals tailing him. Quickly he turned into a back alley out of sight from te street. Suddenly he came to a large fence about eight feet high. Turning around he saw the two figures approaching. "Doesn't look like your lucky day pal." one of them remarked. "Now kindly hand us over your withdraw and we will be on our way." Orrin looked at the two of them from behind his hood. He had taken to wearing hoods, just for those moments when he lost control. He couldn't have people noticing his face cracking like stone. It was always best to keep the unique nature of his patronage hidden, well almost always. Grabbing his hood he pused it back. "You have no idea how amusing this is going to be." he said with a smile. "First of all, does anybody really even carry cash anymore? I mean honestly what are you thinking? At least go for my wallet, you might get a shot at a card that I haven't bounced." he enjoyed their reaction. "Yup, you smucks picked probably the only poor farmboy in this entire city to rob. A bunch of regular geniouses you lot are, so I'm going to have to politely decline." "Screw you man!" the other said charging at him with a knife. That was when things really took a turn. Just as the knife slammed into his stomach it exploded, metal shards going everywhere. "Well, will you look at that? Don't make them like they used to, I blame it on all the imports." The mad stared at him in awe. "He.. he broke my knife." he called back to the other. "You. BROKE my knife!" he accusingly called out toward Orrin still in a state of shock. "Doesn't look like this is your lucky day pal." he said with a smirk as he grabbed the thief by the throat and picked him up off the ground. "I bet your wondering what is happening. My guess? Fate. You done pissed someone important off. Out of all the people to rob in all the cities you pick the one farmer who can end you with the snap of his wrist." Heaving the man into the other and knocking them both backward Orrin slowly walked toward them. "Your lucky. I seem to be having a pretty good day today, so I'm going to do you a solid and let you continue breathing. Don't tell a soul what you saw here, they won't believe you anyway. Go home, tell your family you love them and get right with God, or whomever you seem to have pissed off upstairs. Now GET!" he called as he accented the word he made an aggressive gesture toward them. The two hoodlums scraped themselves off the pavement and ran out of the alley as fast as they could. If he had any luck at all they'd keep their mouths shut. Enemy: There is an ancient enemy that Orrin is unaware of who is hunting down and killing or driving mad the eldest male in every generation of his family. He is next on that list.
Monstrous: When in his rock form Orrin looks like a monster and would frighten all that do not know him. For this reason he does his best to hide his true powers. Motivation: Doing Good: Orrin believes in doing the right thing, whatever that happens to be. He may not know entirely what the right course of action is the best but he does what he can to do the right thing. Strength 4/11/15, Stamina 4/8/12, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 1, Presence 0
Dodge 10/10/10 Parry 10/10/9 Fortitude 10/14/18 Toughness 10/14/18 Will 6 All-out Attack Chokehold Close Attack Defensive Attack Favored Environment: Touching the Ground Improved Critical: Earth Spikes Improved Grab Improved Hold Improved Smash Move-by Action Takedown 2 Anything that reads your mind or tries to possess you realizes what you are (Possessing a Champion is really, really uncool)Hell to Pay Upon death, 'respawn' at a predetermined location for a hero point. Shift this location for an additional hero point.Immortality Acrobatics 3
Athletics 5 (+16) Close Combat: Earth Spikes 13/13/16 Close Combat: Warhammer 8 Expertise: Agriculture 1 (+1) Intimidation 8/10 Ranged Combat: Stalagmites +10/+10/+13 Ranged Combat: Warhammer: 6 Ranged Combat: Lightning: +7 Ranged Combat: (Earth bind) +9 SoH 3 Stealth 3/3/-1 Vehicles 3 War's Insight: +20 Insight (total), limited to tactical analysis Burrow Travel: Teleport 3 (250 feet in a move action, carrying 40 lbs.; Change Velocity, Increased mass 3), 9pp Earth Bind: Cumulative Affliction 8 (earth, elemental, ground, natural, cumulative, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Dodge/Strength DC 18 (20 while channeling), Increased range (ranged), Diminished range 1 (80/200/400) 15pp Earth Spikes: Damage 6, 21pp (earth, elemental, piercing, DC 21 (23 while channeling), Multiattack, Penetrating 6, Advantages: Close Attack, Improved Critical; Reach (melee): 5 ft.) Rock Form 23pp (Activation: Move Action) . . Enhanced Trait: Enhanced Trait 14 (Traits: Strength +7 (+11); Noticeable: Rock Form) . . Enhanced Trait: Enhanced Trait 8 (Traits: Stamina +4 (+8); Noticeable: Rock Form) . . Immunity: Immunity 5 (Damage Effect: Bullets; Noticeable: Rock Form) Staglamites: Line Area Damage 6 18pp (DC 21; Line Area: 5 feet wide by 30 feet long, DC 16, Increased Range: ranged) Rock-elganger: Illusion 9, DC 19 insight, Independent, Limited 2 (Exact copies of your current form). Create 500 cuft of illusions (~200 duplicates) as a standard action, maintain as a free action (they disappear when you're unconscious, or at will). They have to be within line-of-sight or 100 feet, and that the duplication only extends to sight/sound. They don't have intelligence, they can't interact with things, and you can't perceive things through them; they are simple images. Earthquake 20pp 60’ Burst Area Affliction 10 (Resisted by best of Athletics/Fortitude; Dazed & Vulnerable, Stunned & Prone), Extra Condition, Limited Degree, Limited to targets on the ground, DC 20 Dodge (22 while channeling) Source Material 1pp: Regeneration 2 (5 while channeling), Source: (Ground, Stone) Limited: Cooldown (-10), Increased Activation 3: Full (-3), Noticeable (-1).
+3 CC (spikes), +3 Ranged (stalagmites), Speed Rank +1, +2 Damage DC to Powers, +2 Difficulty DC to Earth Bind, +3 ranks to Source material -Earthbender: Create 10, Innate, Stationary, Subtle 1, Tether, Diminished Range 3 (20,50,100), 1000 cft, DC 20 toughness. -Rock Monster: Growth 4. Increased Duration 1 (continuous), +4 Str, +4 Sta, +2 Intimidation, -4 Stealth, +1 Size rank (15 feet), +4 mass ranks (1600 lbs). Sunder (Warhammer)
Damage (NOT strength based, for balance purposes) 8(normal)/12(Golem)/15(Rock Monster), Crits on 19 or 20. One's Own: Can recall this weapon, so long as Burrow could be used and is within range. Earth Sight Postcognition. Limited: From the perspective of the For example, could tell a battle had been fought or a city used to be there, but not who participated or who lived there.ground. LightningAffliction 10, Increased range (ranged), Diminished range 3 (20/50/100), DC 20 Fortitude resist, Limited degree, Extra Condition, Instant Recovery, Impaired+Vulnerable, Disabled+Defenseless. 7pp. Stone storage: Can be summoned from earth or stone (or asphalt or concrete) as a full action, or stored as a normal (though large) weapon. Channeling: God's Own Ditch-Digger Ranged Burrowing 10. Creates a 6800 cuFt 3400 cuFt through packed earth, 1700 cuFt feet through stone. Does not work on materials other than earth and stone (concrete's okay)volume long cylindrical tunnel as a standard action. Plague's Biotic Implant: Mental Communication 4 (anywhere on earth), Dimensional 2 (Arbiter Dimensions), Activation (Move Action), Quirk: Must speak aloud to talk, Limited: Does not penetrate powerful anti-scrying or anything that blocks radio waves well (lead, uranium, faraday cages, etc. Still works in tunnels, underwater, etc). 12pp, applies to all Champions who visit Plague and choose it. Vulcano:Burst Area Damage 11: Burst Area 2 (60 feet), DC 21 Dodge, DC 26 TN, Secondary Effect, Fades. Descriptor (Fire). Size: 15 feet long (excludes tail), 30 foot wingspan, 5 feet at the shoulder. Weight: 1000 lbs. Strength: 6 (3200 lbs) Stamina: 5 Agl:1 Dex:0 Fgt:2 Int:-1 Awe: 4 Pre: 3 Dodge:8 Parry:8 Fort:10 Toughness:8 Will:6 Skills: Close Combat:+6 Stealth: -2 Perception:+10 Intimidation:+5 Advantagesefensive Roll 3 Diehard Evasion 1 Great Endurance Improved Critical 2 (Unarmed) Powers: Flight 5. 250 mph, 1000 f/r, limited (winged) Strength-based Damage 2. DC 23. Innate, Multiattack, Quirk: Single Target. 6pp If Kingfisher's condition is Incapacitated, Dying, or Dead, he will be brought back to Ferocus. He will return to Golem/Orrin fully healed in 24 hours. Golem can summon/desummon Kingfisher at will, but it takes 3 rounds for Kingfisher to leave or to arrive (described as flying off into the sky or the reverse). Omen Swords: Strength-Based Damage 2, Affects Insubstantial 1 (Half-Effect), Multiattack (dual only), Secondary Effect), Improved Crit 2 (18-20)
. . Breath of Fire: Cone Area Damage 9 (DC 24, Dodge DC 19), Affects Insub 1 (Half), Improved Crit 1 (19-20) . . Burst of Ice: Ranged Burst Area Affliction 11 (Fort DC 21, Dodge DC 21), Increased Range 2 (Perception), Limited Degree, Extra Condition (Vulnerable/Hindered, Defenseless/Immobile) You cannot dual wield as Orrin, but you can single-wield with a +8. You can dual-wield (gain multiattack) as Golem with a +6 CC bonus, single wield with +10. You can dual-wield (gain multiattack) as Rock Monster with a +8 CC bonus, single wield with +11. One's close-range fireburst, the other's long-range freezing grenade, and OFC they can be used like normal swords. Have fun narrating. The 'secondary effect' represents a freeze/burn on the wound inflicted and just does extra damage on a normal sword attack. Strength: 5 1/4
Stamina: 4 Agility:2 Dex:2 Fighting:8 Int:0 Awe:1 Presence:0 Dodge 12
Parry 12 Toughness 18/16 (6 impervious) Fortitude: 10 Will: 6 Acrobatics 9
Athletics 24 CC: Sword +11 CC: Unarmed +11 CC: Earth Spikes 13 Intimidation 14 Perception -2 Persuasion -2 RC: Stalagmites+10 RC: Earth Bind +9 Stealth 1 Sleight of Hand 3 Vehicles 3 All Out Attack, Chokehold, Defensive Attack, Defensive Roll 2, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Initiative, Improved Trip, Move By Action, Power Attack, Prone Fighting, Redirect, Takedown 2, Uncanny Dodge, Weapon Bind, Weapon Break, Hell to Pay, Immortality
Powers: All, plus Safe Fall, Infravision, Speed 5: 900 feet/round 205 mph, and Leaping 2.
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Mothman
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Alias: Wraith Player:Acathala Hero Points: 1 (3/14/20) Arbiter: War Nationality Scottish Blood: A+ Age 10 Birthday: December 25, 2006 Initiative +14 Description A blue-eyed boy with short dirty blond hair. Quite ethereally pale. Black body suit armour that he passes off as a costume. Wraith does not remember life before the Academy. But he does remember the brutal training he was put through as soon as he was able to walk and the torturous experimentation to unlock his metahuman abilities. Let's not forget how he was generally being treated like dirt by the teachers and wasn't allowed to have his own name.
The Academy was hell. Wraith never knew its true name. Its purpose seemed to be the creation of metahuman assassins, infiltrators and soldiers. Wraith was a natural fighter, which coupled with his invisibility and teleportation abilities to make him a shoo-in for the assassin path. He was taught how to kill, quickly and efficiently. Yet Wraith chafed at his instructors, mocking them, often resulting in physical punishment. His classmates were treated no differently. On Everyone's birthday was marked on the same day.everybody's tenth birthday, all of Wraith's classmates were taken up to the gym hall. On a table in the center of the room were weapons. Told to pick a partner, Wraith happily picked his best friend, CAT-175. When they were told by the headmaster to kill their partner to test their loyalty, Wraith laughed and didn't seriously think that anyone would do it. Until they did. In the fighting, Wraith saw his friend quietly pick up a butterfly knife. He froze, not believing it was really happening. 175 came at Wraith. At the last possible moment Wraith unfroze. Acting on instinct, he twisted the knife away from his best friend, the resulting struggle ending with the knife embedded in his friend's heart. The surviving children were forced to put their friends' bodies into the incinerator. This act, which was supposed to break their spirit, backfired. The children's grief and guilt turned to anger. They realized they outnumbered their captors. They sabotaged the security system, swarming the guards and teachers. Wraith killed several personally, but the headmaster escaped. In the immediate aftermath, there was some debate about what to do. A lot wanted to hold the school. Others, including Wraith, wanted to disperse. He suspected retribution would come. Some stayed, others went their separate ways. About half a mile down the country lane, Wraith heard a loud boom. The Academy had blown up. Several days later Wraith was in Edinburgh. He had a lead on the Headmaster. Motivation - Revenge. Wraith is hunting down anyone related to the Academy.
Loyalty - If he finds one of his former classmates in trouble, Wraith will try and help him or her. Killer - Wraith is very definite about killing people connected to the Academy. He will not react well to attempts to stop him. Kid - Wraith is still a child. Hunted - It's only a matter of time before his former captors realise he wasn't killed in the explosion and start hunting him. Abilities
Str 0/2 Dex 2 (4) Agi 2 (4) Sta 0/2 Fgt 10 (20) Int 0 Awe 6 (12) Pre -3/1 Initiative +14 Total 34 Dodge 9
Fortitude 10/14 Parry 10 Toughness 12/15 (2 active) Will 10/13 Base/Rank/Total
Deception 18/21 Insight 18 Investigation 18* (15 until Athena) Perception 18 Sleight of Hand 17 Stealth 17 Expertise: Torture Technician: 18 Close Combat: 10 Ranged Combat Firearms: 10 Intimidation: +9/+11 Transformed Vehicles: +10 Noticeable Expertise: Warfare and Weapons: +12 Persuasion: -3/1 Total 33pp Evasion 1
Improved Critical 4 (unarmed) Improved Disarm 1 Improved Initiative 3 Prone Fighting 1 Takedown 2 Uncanny Dodge 1 Diehard 1 Fearless 1 Instant Up 1 Skill Mastery 2 - Deception and Sleight of Hand Taunt 1 Quick Draw Accurate Attack Defensive Roll 2 Anything that reads your mind or tries to possess you realizes what you are (Possessing a Champion is punishable by death)Hell to Pay Advantage 2: Gain a +1 to close combat checks for every two toughness penalties or conditions currently inflicted on self, cap +5.Iron Grit In addition to normal assessment effects, gain knowledge of PL with 1 DoS, know if their highest power rank is higher than your highest power rank AND their current attitude (hostile, unfavorable, indifferent, favorable, helpful) towards any single subject (must be declared at the same time as requesting an Assessment roll) in the room with 2 DoS, know the type (Attack, Movement, Sensory, Control, Defense, or General) of their highest power with 3 DoS. 2pp, replaces AssessmentImproved Assessment Ultimate Effort: Deception Upon death, 'respawn' at a predetermined location for a hero point. Shift this location for an additional hero point.Immortality Languages*: Aramaic, German, Latin Tracking* The Assassin -Passive Invisibility 2: 6pp -Concealment (normal hearing) 2 Total 8pp I See You Dark Vision 2 Infravision 1 Danger sense (Hearing) Distance Sense Total 5pp Anatomist -Damage 10 (Bludgeoning, Kinetic, Metahuman) 10pp Whipcord: Regeneration 5. 5pp. Teleport Attack - Teleport 2 - Change Direction - Turnabout . Total 6pp Immunity: Classmate teleportation, 2pp Immunity to Disease + Poison, limited (Noticeable Mask, only while Mask is up) 1pp Charioteer: Transform 10. Improve a vehicle, 1 at a time, alters appearance Activation 1 (Move Action), Limited 2(Vehicles), Noticeable, Distracting, Increased mass 12 (1600 tons), Custom 5('Uncontrolled' of a sort). 9pp. Alt:Fit for a Soldier: Transform 8. 200lbs. Your weapon shifting power lets you reallocate power points in a weapon (so long as it isn't TOO drastic), along with adding 2 power points to be spent as you please. Both Wraith's and Enoch's vehicle shifting allow for the addition of 2PP and 2 EP.Improve a weapon, 1 at a time, alters appearance. Noticeable, Limited (Weapons). Cost 7pp. Trigger Finger: Damage 10 DC 25: Increased Range (Ranged), Diminished Range 2 (50/100/250), usable as a free action and while incapacitated, One Chance (-2/r, Only usable once, destroys your hand*). Cost: 2pp Weapon Familiarity: Using a weapon for the majority of a battle grants it a level of Improved Crit. Lasts until you die, max 4 levels, one weapon per battle. Cost: 2pp Secretly Terrifying: -6 Deception, Persuasion, +6 Intimidation with certain children, animals, 'normal' people who have seen you fight or use powers: 0pp Alternate Form: Heroic Limited: Cooldown (-10), Increased Activation 3: Full (-3), Noticeable (-1).
+3 Toughness, +2 Intimidation, +3 Will, +4 Fort, +2 Str, +2 Sta, +4 Presence` Feature 2: Special Effect, Quick Change -Fire with Fire: Fit for a Soldier allows you to transform any weapon you hold into any weapon the target holds for a DC 20 perception check. Cannot copy Arbiter, Angel, or Demon magic, limited to single-person weapons. -AfterimageTeleporting optionally leaves an explosive hologram of you behind. Lasts for 1 round, if successfully attacked, explodes for a Burst Area DC 23 Damage DC 22 Dodge. Weapon: Ironhand Gauntlets
Crit 16-20. -Retrieve: Move object. Limited: (towards), Limited (Gauntlets) -Advantage: Lightning Rod: Redirect one attack towards self per round as a free action. Feature 5: Only usable by Horsemen, Demons, or by those granted permission by War or Champion of War. Affects Incorporeal 2: Full effect. The Void: Mortals donning the gauntlets encounter a one-time DC 25 Affliction (Will resist, extra condition,Fatigued+Vulnerable, Defenseless+Exhausted, Incapacitated+Paralyzed). -Harm: Weaken 10. Broad (Physical Strength, Stamina, Dexterity, Agilitystats,Parry, Toughness, Fortitude defenses, Acrobatics, Athletics, Sleight of Hand, Stealth, Close Combatskills), Limited (While channeling, on hit), Affects Insubstantial 1, DC 20 Fortitude. Max 3x effect per target. Effect only triggers on damaging hit. Removable, Indestructible. Strength Damage +2. While channeling, damage dealt is incurable to mortal humans or human vessels. Weapon: Mercurial Fists (Ironhand alt)
Crit 16-20 (3pp) -Retrieve: Move object 2 (100 feet). Limited: (towards), Limited (Gauntlets) 1pp Affects Incorporeal 1: 1/2 ranks. 1pp Strength-based Multiattack Damage 10. 16pp Removable (-1/5r), Indestructible (1pp) The Band of Seven Sages. Provides a I.E. +3 Int and +0 Pre, +2 Int and +1 Pre, +1 and +2, +0 and +3. Shift with mental command as move action.sliding bonus to Intelligence or Presence, and their associated skills. Total of 3 bonus. Removable. Can be worn as an article of clothing (headband, armband, bracelet, etc). While worn, the wearer At LEAST once per conversation. No max limit.will occasionally make puns of varying quality. Shadowcloak Armor -Protection 10. -Protection 12 against Necromancy, Pyromancy, Cryomancy, Electromancy, Poison, acid, etcVenomancy, and other similarly projected magic. Bonus does not apply to enchanted weapons or touch effects, does not stack with Protection 10. -Immunity: Bullets(Rank 5), Environmental Effect: Radiation. -Safe fall. -Noticeable Immunity (Mask): Disease, Poison, Suffocation (All). Feature 1. The empty armor can be used as a telephonic puppet, perfectly mimicking its master's speech, so long as it is in the cover of shadow or darkness. Cannot be used to cast magic or read runes, spells, etc. Range: Perception. -Removable (-4) Apartment
Size: Tiny Toughness: 6 Features: Security system 2, Living Space, Fire Prevention. Two-bed two-bath apartment in Vienna under the name Sigmund Ollford.
AM Rifle: Ranged Damage 6, Penetrating 6, Quirk (recoil, firing twice in a row grants -1 penalty, does not stack), Crit 19-20, Extended Range 3 (1200/2400/4800 feet).
Silencer-Subtle 1
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Player: Gravenimages Arbiter: Plague Born: March 25, 1990 Height: 5'8" Weight: 150 Blood:A+ HP:5 (2/11/20) Backstory: Matthew was born to a white-collar family, a lawyer (Lee) and a nurse (Violet) in Arizona. He showed very high aptitude in math and science from a tender age. He learned prettymuch everthing put in front of him, but had no real passion for it outside nanotechnology (which was essentially building his own toys). This all changed when his mother was diagnosed with a currently-untreatable form of cancer. This gave the young man purpose to go along with his capability. After a furious period of study and liquidation of most of the family's assets, he was able to cobble together a marriage of cloned tissue and nanotech, and put her cancer into remission.
Of course, many MANY rules, statutes, and federal laws were transgressed to make this happen. His father's skill at negotiation, plus Matthew's research, materials, and supervised service to the government were enough to buy his parents' freedom and a first-rate government coverup of the whole situation. Matt's "Miracle Cure" proved somewhat less than a revolutionary breakthrough. In the beginning it wasn't reusable at all, having to be calculated from scratch for each prospective cure. Matt's unorthodox working methods made it difficult for most scientists to collaborate with him, so development was ponderously slow and usually delayed by the need to cure some wealthy and politically-connected person. Worked for seven years there, and despite setbacks managed two revisions of process, each marginally more broad - spectrum and reusable than the last. One day a bioweapon being engineered elsewhere in the facility broke containment, killing many and tainting the third biomass revision. Succumbing to the weapon himself, Matt threw everything he could together, then sealed himself in the treatment chamber and initiated. He overengineered by a few degrees, being not only cured but awakening with new abilities. Owing to he chaos of the event, and his swapping security badges with a technician, he walked away from the facility a free man, presumed dead. Two years later, with only his clothes, he is currently travelling though small towns in Arizona and New Mexico, working as an orderly, nurse assistant, or med student at walk-in clinics, trying to figure out what happened to him, and to reason out who in his former life he can trust, in order to contact them for help. Motivation: Doing good Distrust: Feels betrayed by his own government and not sure who to trust. Paranoid. Assumed dead: Many folks will look for him if they realize he's alive. Can't reach out to old contacts, family, etc. Protect the tech: If he dies, the research might die with him. Has to get either access to his online stuff, or reverse engineer out of himself, but needs expensive lab and time to do it... Ability scores: 40
Str +0 Sta +4 Agi +3 Dex +2 Fig +0 Int +8 Awe +4 Pre +0 Defenses: 6 (+7 free points)
Improvised Tools Inventor Skill Mastery: Technology Skill Mastery: Treatment Animal Empathy Trance Improved Initiative Move-by Action Assessment Nanite Immunities(4) Immunity (4) - Poison - Disease - Need for Sleep (half) - Starvation and thirst (half) - Infection (parasites, virus, etc) Nanite Defense (23) Enhanced Traits (23) - Permanent - Dodge +6 - Parry +6 - Fortitude +6 - Toughness +4 - Will +1 Accelerated Diagnose (3) Senses (3) - Detect Health - Analytical Regeneration 5 (5) Quickness 6 (3) -Limited to mental tasks A thousand porters (2) Enhanced Strength 2 - Limited to lifting and carrying Helecopter Steve (10) Flight 3 Activation: Standard Continuous Innate Bio Array (43) 3 powers in array Miracle Cure (41) Healing 12 - Affects Objects - Energising - Restorative - Persistant - Requires check (Treatment DC12) - Fades (nom nom meat good!) - Reach 3(melee) - Innate Widget Hammer (41) Damage 12 (DC 27) Range 20/50/100 - Ranged - Penetrating 12 - Reduced range 3 - Accurate 6 (+12) - Incurable - Innate Widget Sword (41) (nanite sword that can do some neat tricks. Alternate defense is due to it being not a solid sword unless it wants to be, ditto with the reach and disarm abilities) Damage 12 (DC 27 Fortitude) - Accurate 6 - Alternate Resistance (Fortitude) - Incurable - Innate - Reach 3(melee) - Defensive Attack - Improved Disarm - Improved Critical (4) Variable Sword Damage 12 (DC 27 TN/Fortitude) - Accurate 6 - Variable Resistance (TN/Fortitude) - Incurable - Innate - Penetrating 10 - Reach 3(melee) - Defensive Attack - Improved Disarm - Improved Critical (4) - Variable Descriptor - Fades The Tin: Comprehend 2. Animals 2. -1/r Broad (All landborne invertebrates. Snakes, rodents, crows, pigeons, vulturesVermin) 2pp Broadcasting:Senses 3. Radio, Accurate(Radio), radius, ranged, acute. 3pp 1 Alt: Comprehend 2: Machines and Electronics: -1/r Broad: Computers. 2pp 1 Alt: Communication 2: Radio. Area, Distracting, increased action (full) 2pp Secretly Terrifying: Deception +5, Intimidation +7. -6 Persuasion checks made against children, certain people who have seen Channeling. 2pp. Ignoble Steed: Morph 1. MetaMorph, Affects Vehicles Only (+0), increased Duration (Continuous). Increased range (Ranged), Increased action 2 (Standard), Noticeable, Custom flaw (Each vehicles only has 1 Alt form, makes vehicle more distinctive as Plague's 'horse', requires the ring to activate.) 4pp Soul-Sucking: Weaken 8, Broad ('Constitution'), Concentration, Resisted by Fortitude DC 18, Grab-Based (grabbed or grabber). Affects Toughness, Fortitude, Dodge, Parry, Stamina, or Strength (but if Stamina is reduced, Tough/Fort is not). 8pp Immortality Upon death, 'respawn' at a predetermined location for a hero point. Shift this location for an additional hero point. Loki's ChameleonMorph 2: Limited(Clothing) -1/r, Limited (Touch-based, -1/r), Flaw (only gives +15 deception to disguise, -1) linked with 1pp Comprehend (Language: Speak, understand), Flaw (Cursory, -1) Flaw (Touch Based, -1), Reduced Duration (Continuous, -1/r) Mimic Activation (Move Action), Limited (Physical Traits Only), Action: Move, Limited (Touch or Successful pass/fail Insight vs their deception) 10pp worth of Physical Traits: Strength, Dodge, Parry, Toughness, Acrobatics, Athletics, Close Combat, Sleight of Hand, Stealth, Physical powers on case-by-case. Cost: 11pp The intent of this power is for Enoch to 'fire a burst' at an area within 50/100/200 feet of himself, making himself Vulnerable for a turn. If he succeeds on a DC 15 Will roll, he can give 10pp of Enhanced extras to each qualifying sentient being within the 120 foot radius burst, and can choose who gets what (aka he can give Joe Schmoe Wallclimb 2 for 2pp and Strength 4 for 8pp, but give Jane Schmoe Speed 5). However, he cannot enable the truly humanly impossible; he can't give Joe and Jane the ability to fly, or to throw fireballs, or read minds. Any given boosts expire after 1 minute. The effect does not stack, but it does refresh (so if Enoch gives Joe Schmoe Strength +5 on Turn 6, and then gives him Agility +5 on Turn 10, Strength +5 is REPLACED by Agility 5 on Turn 10, but the effect won't expire until turn 20.Adrenaline Rusher: Variable 2 (10pp pool): Affects Others Only, increased range gives a penalty to the Will rollIncreased Range (50/100/200), Burst Area 3 (120 foot radius sphere), Enoch can reconfigure the effect as a Reaction (multiple times per turn, intended to allow him to change who gets what)Action 3: Reaction, Enoch rolls thisCheck Required 6 (DC 15 Will), Increased Duration (Continuous), Custom (-1/r, Lasts only 1 Minute), to Enoch on action where he uses itDistracting, It takes a Standard action for Enoch to useIncreased Action, Limited 2 (Affects only < PL5, configurable to human-possible Enhanced Extras only), Feature 1 (Targets know how they're boosted). 15pp. Channeling: Limited: Cooldown (-10), Increased Activation 3: Full (-3), Noticeable (-1).
Morph 1: Metamorph, Continuous, Swarm. Grants +4 Active Toughness vs 'Kinetic' stabbing, shooting, punching, etc. Not fire, explosions, energy, etcattacks, Slithering, Instant Up, 'Travel through holes large enough to accomodate a single member of your swarm as a standard action.Boneless' -4 Positive interaction checks, Regeneration 5 (Every two rounds).Flight 3, 250 feet per round, 57 mph. Feature 1: Special Effect +2 Distance ranks to Broadcasting and alts. The Errinrood.
Staff, Parry Checks +2, Close Damage +3, Crit 19-20. Healing 2. Energizing, Persistent, Restorative, Activation 1 (Move Action). Full action for taking 10 or standard action to roll 1d20+2, roll 5d3 the first time it's used in a scene to determine how many times you can take 10. Taking 10 automatically heals 1 condition. Channeling only: -Pestilence: Summon 1. Active, Controlled, Horde, Multiple Minions 16, Type (General): Arthropods, small reptiles, Increased Duration (Continuous), Activation 2 (Full Action), restored by channelingFades, Noticeable, Custom Restriction: (Horde takes 3 rounds to arrive) -6. 29pp Plague's Biotic Implant: Mental Communication 4 (anywhere on earth), Dimensional 2 (Arbiter Dimensions), Activation (Move Action), Quirk: Must speak aloud to talk, Limited: Does not penetrate powerful anti-scrying or anything that blocks radio waves well (lead, uranium, faraday cages, etc. Still works in tunnels, underwater, etc). 12pp, applies to all Champions who visit Plague and choose it. STEVE! Mark 1 (20pp)
I'm STEEEVE! (1) Quickness 2 (2) - limited to mental tasks (-1) I'm a helecopter! (7) Flight 3 (6) - wings (-3) - subtle (+2) - linked power Enhanced Trait 2 - Strength (4) - limited to lifting and carrying (-2) Spider-Steve! Spider-Steve! (4) Movement 2 - Wall crawling - Sure-footed Mayday!! (2) Movement 2 - Safe Fall You got it boss! (6) 2 Powers in array (1) Fix ALL the things! (5) I spy, with my little eye... (Default power state) (5) "House key, master bedroom key, gate key, poolhouse key, servants quarters key," he lists, placing it in your hand. "Taegen's in charge of paying the bills, there are nineteen volunteers, nine in each of two two-week shifts, and Taegen. Their quarters are in the section closest to the road and it's probably wise to go in there as little as possible." He points to a button on the wall. "These are installed throughout the house, they will call whoever is in charge of that section to there. The house is two stories and a basement, there is a pool and a basketball court in the back, a little garden off to the side. There is a game room, I think there is a billiards table in there now." He leads you from the entryway into a well-lit living room. "The bathrooms all have sit-in tubs and separate showers. I believe there are... six, bedrooms? Six outside the servants' quarters, I believe, four upstairs and two downstairs, as well as a few sitting rooms and an office. The den is through there, the garage past that." Oberon continues walking through the den and around the corner into the kitchen. "Here is the kitchen; all the doors down that hallway lead to outside or to the servants' quarters. Here is the dining room." He purses his lips and whistles a long warbling note. A moment later, a door swings open and an elderly man walks out without the slightest hint of his age in his step. He's followed by nine rather more jovial fae, four male, five female, all fairly The males are mostly cut from the same mold as Oberon; thin, athletic, moving with an absurd sort of lanky grace. The females walk with poise and look... well, they look more or less like Fathom. It's not hard to see why Fathom and Oberon get along so well, his two thousand years of life before meeting her spent in the company of equally attractive women, most carrying the same smiles and giving the same private nudges as the males.attractive and all definitely smiling, conveying an air of jovial respect. They're dressed in rather less formal clothing, linen shirts of different colors and trousers in various shades of brown for the men, various styles of long tunics cinched around the middle paired with various forms of leggings or slacks for the women. The older man is the first to step forward. "My name is Taegen," he introduces with a polite smile and slight bow. "I am in charge of the servants and making sure the lights stay on; if you have problems with either the house itself or one of the servants, please bring it to me." The first man steps forward. "My name is Durlan, I am the groundskeeper and pool boy." The second man steps forward, taller and more muscled than the rest of the tall and muscles fae. "I'm Aimon," he rumbles. "I am responsible for maintaining the security and privacy of the house and grounds. Just let me know if you need someone removed." Another man steps forward. "I'm Tarron, the chef," he greets. "I'm also in charge of keeping the kitchen stocked, so if we're missing anything, let me know." The fourth and final man steps forward. "I'm Goll, mechanic and handyman, I work with Taegen to keep the house and garage in good shape; the car too, when it gets here." The first woman steps forward. "My name is Vashti, I work with Tarron in the kitchen, keeping it clean. I'll also cook if he's asleep." "My name is Essaerae," the second woman introduces. "Please call me Essa. Bella and I-" she gestures to the woman beside her. "Volunteered to keep the rest of the house clean." Bella steps forward. "My name's Bellaluna, please call me Bella," she says with a smile. "I keep the bedrooms clean, Essa does the rest." The fourth fae female steps forward. "I'm Elincia, I'll take care of your laundry and the furniture," she says with the same brilliant smile as the rest. "And I'm Ayla," the final woman greets. "I'm in charge of the shopping but I'll be floating around helping Essa, Bella, and Elincia keep the house clean, taking care of this and that. I'll be your chauffeur, if Goll's hands are too dirty." $85 million in cash, plus $3m per month, plus $350k set up in investments, . Kali has $2,460,000, plus $650,000 invested by Empy at 10% per year.
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Mothman
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#6
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Player: Shylocke Alias: Kodama Arbiter: Ferocus Nationality: American Blood: O+ Height: 5'6" Age: 19 Born: May 21, 1997 Hero Points: 10 (3/4/20) Has approximately (from vamps and goblins)$2.4 million in various accounts Description: A green-eyed woman with long blond hair. Lightly-tanned skin. Most often found wearing attire commonly seen on campers or hikers. Background: Samantha was born to wealthy family who made their money from running a series of successful cattle ranches. Eschewing the family business entirely, Samantha found herself increasingly drawn to nature and away from busy urban centers like nearby Austin. At her insistence, Sam has been enrolled in a series of boarding schools near or on conservation sites that include a curriculum rife with nature studies.
When she reached the age of 13, Samantha began receiving visions and vivid dreams full of celtic chanting and druidic imagery. She didn't know what they were at all at first, but found out researching after the fact. While a little fuzzy on the specifics, the main gist was clear. She was being charged with protecting the wilderness from destruction. It scared her deeply at first, the visions seemed like something crazy people would get, but the things it things they showed, the powers it taught her proved they weren't lunacy. She didn't know what they were exactly, but they weren't lunacy. In secret, Samantha practiced what her visions showed she could do. In the present moment, Samantha resides in her own cabin on the Banff Community College Campus studying Conservation and Environmental Studies. She's currently between semesters and starting to put her powers to good use. Whatever these visions are, she trusts them and to her they're the culmination of the wanderlust she's felt her whole life. She's only now begun to properly act on them. Relationships: Richard Toombes - Her father, a savvy and generally ethical business-man. His interests don't really align much with Sam so he seems content to support her but let her be. Kimberly Toombes - Her mother, a hawkish trophy wife. Sam and her have a great deal of friction when Kim tries to lead Sam to her own path of success. Chase Toombes - Her older brother, charming, athletic and generally very loving. Chase is affable and loving until someone crosses them, he visits upon that person a retribution startling in it's ruthlessness. Sam only crossed him once, accidentally barging in on him trying to hook up with a girl and the reaction was startling. Chase is working towards taking over the family business. Melissa Carde - A student at BCCC. Stole her last boyfriend (Gabe) from her. Sam forgave her only months ago and they're repairing their friendship. Jack Parr - Sam's current on again off again boyfriend. Pretty hunky, not very bright. Complications: Doing good: Samantha believes she has a good moral compass and follows it confidently. Obsession: Sam is obsessed with preserving the environment. Giant monolithic faceless corporations that destroy nature and obscenely pollute are squarely in her crosshairs. Enemy: RexConn Industries, Sam has destroyed and disabled several RexConn facilities. The damage she's done to their bottom line is estimated just below a billion dollars. All they have to go on is a ball-cap she accidentally lost fleeing from one of their currently inoperable logging sites. Identity: Samantha's abilities are unknown to her friends and the public at large. She intends to keep it that way. Abilities 34pp
Personal archon build: Abilities: Intellect 3
Defenses: Dodge: 4 Parry: 0 Fort: 4 TN: 4 Will: 4 Skills: Deception: +4 Expertise (Any): +14 Insight: +12 Investigation +6 Perception +6 Persuasion +6 Advantages: Eidetic Memory Well Informed Powers:Insubstantial 3 (Energy, Absent strength, innate) Flight 1: 4 mph, 18 feet per round Comprehend 3: Languages: Read all, Speak all, understand all Protection 4 Note: You can choose to summon the same archon or a different archon every time you use the ability. Total Base Cost: 34 + 25 + 9 + 12 = 80 Abilities 0pp
Abilities
Strength: 11 Stamina: 10 Agl: 3 Dex: 2 Fgt: 2 Int: 2 Awe: 4 Pre: 1 Cost: 4pp Defenses Dodge: 5 Parry: 5 Fortitude: 13/12 Toughness: 17/16 (Stamina 10, Defensive roll 6 (2 with active defense penalty), Protection 4) Will: 12/11/10 Cost (yes, negative) -8pp Skills Acrobatics: 2/5/1 Athletics: 11/20/3 Close Combat: 2/8/2 Deception: 1/4/1 Insight: 4/8/(4/3) Intimidation: 5/11/(2) Perception: 4/10/2 Persuasion: 1/3/1 Ranged Combat: 2/5/1 Stealth: -5/0/(5/3) Cost: 16pp Advantages All-out attack Fast Grab Improved Crit 4 (Natural attacks) Improved Grab Improved Hold Prone Fighting Improved Initiative 2 Takedown 2 Diehard Cost: 14pp Powers: Linked Powers: (all active while in bear form) Growth 8: Strength +8, Stamina +8, Intimidate +4, Stealth -8, Active defenses -4, Size ranks +2, Mass +8, Speed +1, 16pp Metamorph 1: Single Form (Bear), +20 Deception to disguise, 6pp Protection 4: +4 Toughness, Noticeable (Bear's hide), 3pp Natural Attacks (bite, claws, etc): DC 27 Strength Based Damage 1, Multiattack, Variable Descriptor (Holy or Natural), Limited to against Unholy, when using Holy descriptorPenetrating 10 and Incurable Senses 10: Accurate Acute Smell, Danger Sense (smell, hearing), Darkvision, Tracking 2 (smell), Ultrahearing. 10pp Cost: 41pp 'Unlinked' Powers (active on command) Speed 5, 1800 feet/round, 120 mph (growth mod included) 1pp Alt: Leaping 5, 250 feet at 60 mph 1pp Alt: Burrowing 8, 250 feet per round, 16 mph, limited (sand and soil, -3) Cost: 7pp Total Cost: 70pp. Plant form: Regeneration 5, +4 ranks to Create, +2 ranks to Root Transport, Ritualist: Summon Greater Monster. Time, ingredients, and percent vary by monster as below. Costs a hero point to summon any monster, once per channeling limit. Bear form: Growth 9, Strength +9, Stamina +9, Intimidate +5, Stealth -9, Active defenses -5, Size ranks +2, Mass +9, Speed +1, 20pp Strength: 11 Stamina: 12 Agl: 3 Dex: 2 Fgt: 2 Int: 2 Awe: 4 Pre: 1 Cost: 0pp Defenses Dodge: 4 Parry: 4 Fortitude: 14/13 Toughness: 18/17 (Stamina 11, Defensive roll 6 (2 with active defense penalty), Protection 4) Will: 12/11/10 Vulcan's Necklace: +1 Will save, additional +1 vs Mind Control. +1 Fortitude/Toughness saves vs magical damage/affliction/weaken. Removable, Indestructible, Feature (adjusts size from bear/human form). The current 'magical' damages and afflictions held by PCs are thus: Harm (Wraith), Channeling Gauntlet Damage (Wraith, would normally be damage 12, is effectively damage 11 for you, normal gauntlet damage is still damage 10), Lightning (Orrin's hammer Sunder), Soul-Sucking (Enoch), Phoenix fire (Summoned from Kodama), Fenris's Frost (Summoned from Kodama), Basilisk Gaze (Summoned from Kodama), Kraken's aura (Summoned from Kodama), Behemoth's aura (Summoned from Kodama), Tarrasque's aura (Summoned from Kodama), Leviathan's aura (Summoned from Kodama), Cthulhu's aura (Summoned from Kodama)
Helping Mind Eidetic memory, Summon 4 (personal archon, limited: once per day) Personal archon build: Abilities: Intellect 3
Defenses: Dodge: 4 Parry: 0 Fort: 4 TN: 4 Will: 4 Skills: Deception: +4 Expertise (Any): +14 Insight: +12 Investigation +6 Perception +6 Persuasion +6 Advantages: Eidetic Memory Well Informed Powers:Insubstantial 3 (Energy, Absent strength, innate) Flight 1: 4 mph, 18 feet per round Comprehend 3: Languages: Read all, Speak all, understand all Protection 4 Famine's CuRing. Easily Removable, Indestructible.
Healing 10, Increased range 2 (Perception), Reversible, Action 2 (free*), Check Req'd 5 (Persuasion DC 14), Limited 1 (Emotions only), Resistible (Will), Temporary, Distracting, Sense-dependent (Hearing) Grief/Despair->Sadness->Acceptance->Joy/Hope Terror->Fear->Wariness->Courage 10pp total. Most of the times you use this I imagine may be RP and not actually working against a mechanics-based effect. But if it comes up on an affliction/damage with appropriate descriptors (saying, you're trying to counter Yeomra's mind-whammy), it'll be treated just like a normal healing power. Each degree of success you get against the person's Will check bumps up the emotion one step, but the effect wears off 1 hour from when you last successfully used it on that person. You must be able to perceive the person and the person must be able to hear you. Example: Joe Schmoe is rooted in place because he's terrified of the Tarrasque rampaging through Kansas City. Being too busy fighting off a demon-possessed mook to move him out of the way, Kodama shouts at him to get him moving again. Kodama rolls DC 14 persuasion, if she clears it, she then rolls a +10 Healing check against Schmoe's Will save. Say she rolls a 19 and his total will save is 12 (Will 2). That's four degrees of success (29 vs 12), so Schmoe's terror becomes courage, and not only does he run away, he rescues up the baby lying on the street as he does so! An hour later, he'll lapse back to being scared of the tarrasque if it's still close by. *Despite being a free action, it still can only be used once per turn, and requires a minute before trying again (on any given target) after a failed check on the target. I just didn't want it to take a move or a standard action. Note: You can choose to summon the same archon or a different archon every time you use the ability.
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Name: Natalia Araújo Age: 19 Height: 5'8" Weight: 142 lbs Initiative: +8 HP: 10 (3/4/20) Abilities *32 pts
Strength 2 Stamina 6 Agility 4 Dexterity 0 Fighting 4 Intellect 0 Awareness 0 Presence 0 Defenses *28 pts Dodge: 12 Parry: 12 Toughness: 6 (8 with armor) Fort: 9 Will: 11 Acrobatics 3/4/7
Close Combat - Unarmed, Grab, Sword: 12/4/16 Expertise - Streetwise: 15/0/15 Intimidation: 9/0/9 Investigation: 15/0/15 Perception: 15/0/15 Stealth 15/4/19 Thieves' Skills 12/0/12 34pp Defensive Attack
Fast Grab Favored Environment: Urban Fearless Hide in Plain Sight Impoved Grab Improved Hold Improved Initiative Power Attack Precise Attack (close, concealment) Skill Mastery: Stealth Languages 2 (English, Spanish, Portuguese native) 13pp Martial Arts Training: +2 STR (Limited: only for combat maneuvers) *2 pts
Heightened Metabolism: Immunity: disease, poison (Limited: only organic poisons, not mineral or synthetic), starvation & thirst (Limited: half effect) *2 pts Feeding: Regeneration: 10 (Limited: requires nearby "starvation" effect victims, either from her affliction or weakness) *5 pts Withering Aura: 10 rank affliction vs. fort - dazed, stunned, incapacitated (Burst AoE, Sustained, Subtle 2, Instant Recovery) *32 pts Genomic Awareness: Senses: Detect (organic matter), ranged, radius, accurate, acute, diminished range of 30' Withering Presence: Array *11 pts
53pp Equipment *2 pts Gas Mask Lock Release Gun Night Vision Goggles Multi-Tool Light Body Armor (+2 protection) Facao (Brazilian machete-like sword) +3 dmg/19 crit Natalia was born in Rio de Janeiro, Brazil in 1997. Her father left home shortly after her younger sister was born, leaving her mother to raise Natalia and her older brother and younger sister alone. She managed fairly well all things considered, managing a middle class lifestyle working as a publicist for Flamengo, a sports and football team based in Rio. From an early age Natalia had health problems. She had a weak heart, was overweight, and developed diabetes by the time she was six. Naturally other children, cruel as they can be, teased her about these things constantly. Though her older brother Enzo was always there to defend her, he couldn't be everywhere, and her childhood was far from enjoyable.
This all changed when she was fourteen. Over the course of a few months she underwent massive weight loss. Her heart condition reversed itself and her diabetes was cured, a medical miracle. It wasn't long before she was unrecognizable from the girl she was just half a year ago. She was in perfect health, with tons of energy, and rapidly threw herself into every physical activity she could. Football, volleyball, martial arts, track, anything she could make time for. There was never any explanation for her recovery, though in truth she didn't want one. Doctors wanted to poke and prod her to find out what happened but now that she was healthy she had no desire to spend her time in doctors' offices. Her mother agreed whole-heartedly, praised God for the miracle, and carried on. Naturally now that Natalia was fit and attractive the classmates who had teased and tormented her relentlessly her entire life suddenly wanted to be friends, but she wanted nothing to do with them. She had friends among the outcasts and the rejects and the lure of sudden popularity couldn't get her to budge. Of course the clique that had always rejected her couldn't handle being rejected themselves, and weren't shy about making it known. Several other students cornered Natalia after football practice, wanting to make an example of her. Rather than respond out of fear she reacted out of anger, something inside snapped and she wasn't going to take another moment of their abuse. She was determined to fight them with every ounce of her strength but she didn't have to. All six of them suddenly collapsed to the ground, their muscles visibly wilting and shrinking against their bones. They were too weak to stand, wasting away to nothing before her eyes. In a panic Natalia fled, not knowing she was the cause and thinking what was happening to them would happen to her next. It was a week before she returned home. She figured out that she had caused her attackers to double over in an apparent state of starvation and was afraid of doing it to her family. She learned that she could turn it on or off, but had no idea how it was happening or why. She didn't tell anyone about it either, the claims of the students she had attacked dismissed as hallucinations caused by an unknown biological agent that they had contracted. Though it was never openly discussed, there was a lot of cover-up about the incident and since the only thing linking Natalia to it was the word of six troublemakers who had it in for her telling a ridiculous story, she never caught much attention. It would seem that someone other than her older brother was looking out for her. Still, she was moved to a different school and took the opportunity to start over fresh, with nobody knowing about the old her. As for the strange power she possessed, she thought about it only enough to remind herself that it was there, having no desire to use it ever again and wishing it would go away. That changed shortly after her nineteenth birthday. Her brother Enzo had gotten involved in street racing, a popular but illegal activity in the streets of Rio. While he avoided any serious trouble there was never a shortage of evil men around such events, looking for people to exploit or money to grab. During one of these night time street races he happened across a drug deal between one of the other racers and a small time local pusher. Neither wanted witnesses and Enzo was shot and killed. The police knew who had done it but didn't pursue the case due to lack of evidence. Instead they focused on cracking down on street races, at least for a couple of weeks until the matter was forgotten by the public. But it wasn't forgotten by Natalia. She loved her older brother dearly, and knowing who was responsible for his death, refused to do nothing. Not when she had a power to do something about it. The craving for revenge was like a hunger, ironic considering the nature of her power. Given her looks it wasn't hard to find her way into the pusher's hideout, all it took was a cheap dress and too much makeup. When he turned around to grab some liquor she unleashed her power. The pusher staggered and fell to the ground. She stood over him with hatred in her eyes, watching his body shrivel and wither away until there was nothing but a desiccated husk. Just to be sure she took a machete-like sword from a rack on the wall and stabbed him through the heart with it, a symbolic gesture for what he had done to her and her family. The other members of his gang were laying in heaps on the floor in the front of the drug den, though one had managed to get to the hallway before collapsing. The drugs stored in the bathroom had been turned to dust. Natalia had always thought of her power as a curse because she saw no way to use it for anything other than hurting people. But the entire incident reminded her that some people just need to be hurt, and there were far too many of such people in Rio alone, let along the rest of the world. She had a younger sister and now it was her turn to be the protector, even if preemptively. Donning a red, gray, and black costume she went out at night as a vigilante, earning a reputation among the underworld. Her crusade didn't last very long though, as a couple of close calls resulting from overconfidence taught her. She knew she couldn't keep this up forever, and no matter how many of the pushers and murderers she killed, it wouldn't bring her brother back. And it wasn't worth her mother and sister getting caught in a crossfire. So she shredded, burned, and threw out the costume and vowed to never use those powers again. Her sister, always the smart one in the family, earned a scholarship and student visa to a college in America and Natalia elected to go along with her, both to look after her and because she wanted to leave the memories of home behind. The past year has been peaceful, with her and her sister taking classes and generally just enjoying life in America. Natalia never told anyone about her nocturnal vengeance from a year ago, but she's also noticed a rise in tensions around the world. People are being worse and worse to one another, evil men are going unpunished. And with the power to end them that she has, she's finding it harder and harder to resist the urge to pick up where she left off. She still has the sword, after all. Identity: Natalia has taken pains to keep herself and her Wither identity separate. She knows all too well that her vigilante activities have made plenty of enemies and she wants to be sure they are not traced back to her true self. While she isn't too worried about her own safety, that of her mother and sister are important to her. Motivation - Justice: Although her personal vendetta may have been resolved Natalia still harbors anger and resentment towards the same kind of people who killed her brother. Since taking up the costume again she has been after them, with a recent focus on those of a supernatural nature. Motivation - Responsibility: Natalia has a love/hate relationship with her powers. While she understands quite well how useful they can be, she also hates them because of their nature and the fact that anyone subjected to them is clearly suffering. She wants to use them to punish those who would hurt others but is afraid of hurting the wrong people. It can force her to be very careful with them, particularly in a crowd. Enemy: Wither made quite a few enemies during her brief vigilante career, and now that she has resumed it, those she made enemies may come looking. Her recent crusade against the vampires, though misguided, has made a number of enemies among their ranks as they incorrectly assume her motivations for doing so. Monstrous: While there's nothing wrong with Natalia herself, the aftermath of her powers is unpleasant at best and horrifying at worst. They aren't among the "socially friendly" sort and those who see them in action tend to assume the worst about her.
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Virtue
Name: Sophia Ann Fisk Age: 12 Height:4'11" Weight: 80 lbs Initiative: +11 Hero Points:3 (5/27/2019) Strength: 2/0
Stamina: 2/0 Agility: 2/0 Dexterity: 2/0 Fighting: 0 Int: 3/0 Awe: 8/0 Pre: 3/0 Dodge: 10/5
Parry: 10/5 Fortitude: 8/5 Toughness: 5/2 Will: 11/8 Attractive 1 ("Cute")
Fearless Improved Initiative 2 Luck 5 Uncanny Dodge *Contacts *Eidetic Memory *Improvised Tools *Teamwork *Host Awareness Only Base/With Host Awareness/With LifeSense
Acrobatics: 5/5/5 Athletics: 2/2/2 Close Combat: 3/3/3 Deception: 8/20/8 Expertise (all): 8/20/8 Insight: 8/20/16 Intimidation :3/3/3 Investigation: 3/20/3 Perception: 8/20/15 Persuasion: 9/20/9 Ranged Combat (Soul Beam and Emotional Influence): 8/8/8 Stealth: 6/6/6 Technology: 3/20/3 Treatment: 3/20/3 Comprehend 8: Animals 2, Plants, Spirits 2, Languages Speak/Understand
Borne Aloft, Flight 1 4mph, 60 feet per round, Increased Duration (Continuous) Immunity 10: Life support Life Sense: Accurate, Acute, Extended, Penetrates Concealment, Radius, Ranged, Rapid 2, Distance (Life sense), Detect 2 (Biological, Spirits, Souls) Luck Control 2: Burst Area Luck Control 2: Bestow Luck, Spend on other, Burst area 1 (30 feet), Selective, Uncontrolled Host Protections: Enhanced Trait 63. Str/Sta/Agl/Dex +2, Awe +8, Int/Pre +3, Dodge/Parry +5, TN/Fort/Will +3 Spirit's Array: -Emotional Influence: Cumulative Affliction 7, DC 17 Will save, Cumulative, Customize, Instant Recovery, Limited Degree, Increased duration (concentration), Increased range 2 (perception), Subtle 1, Variable Descriptor (Emotions). Anger:Impaired/Disabled, Fear: Dazed/Stunned, Despair: Vulnerable/Defenseless, Trust: normal/Compelled, Sad: Fatigued/Exhausted -Host Awareness: Enhanced Trait 41. Deception/Expertise/Insight/Perception +12, Persuasion +11, Investigation/Tech/Treatment +17. Advantages: Contacts, eidetic memory, improvised tools, teamwork -Overprotection: Insubstantial 4, Reaction (0/r, on attack with any DoF), Quirk 5 (Trigger cannot be deactivated, Cannot move, trigger uses next move action, deactivation uses SA), Absent Strength, Subtle 2, Increased Duration 1, Advantages: Diehard Linked with Concealment 10: All senses, Reaction (Taking more than 1 Degree of failure from an attack), Increased Duration 1 (Continuous), Limited 2 (Cannot sense while invisible). -Life Sense 2: Enhanced Trait 5: Insight +8 (+16), Perception +7 (+15). Senses 3: Analytical, Microscopic, Rapid Lifesense -Soul Beam: Damage 10, Affects Insubstantial, Alt Resist: Fort (0/r), Increased range 1 (Ranged, 250/500/1000 feet), Incurable, Indirect 1, Noticeable (purple beam), Quirk 1 (Requires hand) -Soul's Caress: Healing 11. Energizing, Persistent, Stabilize, Reach 2 (10 feet), Distracting
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Epirus, champion of Vulcan.
Azath, champion of Athena. Inka, champion of Famine. Gunther, champion of Thor. Orrin, champion of Petran. Fathom, champion of Poseidon. Kringle, Boston Irish stereotype, Badass Santa, champion of Boreas. Rham, champion of Death. Samael the Angel of Death, part of Rham. Nosferatu, archvampire, part of Rham. Nimrod, ancient king, part of Rham. La'anah, abomination, part of Rham
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Brendan, sociopath assassin.
Lamya, has a higher kill count than Brendan. Kali, yes, that one. Oberon, Fae King, and consort to Fathom. Dirk, just a normal metahuman and his resident monster. Cat, bomber extraordinaire. Daisy, teleporting four-year-old. Medusa, yes, that one. Temba, Tibetan breath monk. Yongten, other Tibetan breath monk.
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#12
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Enyo, former champion of War.
Seth, former champion of Famine, and Chandabal Sabrena, former champion of Vulcan. Merrick, former champion of Poseidon, and his wife Kris, former champion of Boreas. Also Santa. Aaron, former champion of Plague. Ireonth, former champion of Ferocus. Alluci, former champion of Thor. Pietro, former champion of Petran. Kaulu, former champion of Loki.
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#13
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A Comprehensive list of the mostly-permanent residents of the Empyrean:
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