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The Many Characters of NineOfSpades

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Re: The Many Characters of NineOfSpades

Postby Nineofspades » Fri Mar 23, 2012 11:56 am

Name: Clover Madison
Themesong: Strength of a thousand men

Description:
Age: 27
Gender: Female
Height:5’11”
Weight: 166lbs
Eyes:Blue
Hair:Blond

Image


History:
Most people make a few dumb mistakes in high school. Maybe they are trying to fit in with a click. Maybe they fall in with the wrong crowd. Maybe they slack off from education in favor of more social pursuits. For Clover, her dumb high school story was named ‘Jason Westly’. He seemed to be just the perfect guy. Funny, Friendly, a musician, from a good family with decent money. And they we’re in love. Least, that’s what it felt like. And, like most dumb kids, things got out of hand when Clover found herself pregnant at 19.

You might be thinking, Jason probably ducked out on her then and there, rather than deal with the responsibility of raising a kid. You’d be half right. Jason did end up ditching out, but it wasn’t till after their baby girl, Nicole, was born. It was only afterwords that the two broke up, when Clover caught her ‘soul mate’ cheating on her when he thought he could get away with it. She threw the piece of scum out of her life. Course, that ment she was now a young dumb kid trying to raise a family on her own, more or less. Sure, her parents tried to help out where they could, but the Madison household was never exactly well off, financially.

Clover ended up shelving her college plans in favor of something a little more down to earth. One of their neighbors, Bob Waterman, owned a auto repair shop and offered to hire on Clover. Money was alright, and she didn’t really mind the work all that much. Sure, keeping the newborn girl fed and happy and healthy was still a struggle, and her bank account usually hovered somewhere in the red, but she managed, somehow, to get by.

Like most people, Clover knew about the superhuman phenomena. People would just appear with all sorts of abilities that went in the face of science. And, like most people, once the shock wore off, she brushed the whole matter aside, figuring that it was someone elses problem. She had her own life to deal with, raising a kid and teaching her right.

And really, Nicole was a big part of Clovers new life. She loved her daughter dearly. While it was never easy, she did her very best to be a good parent, watching her little girl grow older, taking her first steps, going to school, learning to read and write. Even after coming home covered in engine grease and sore all over from a long days work, nothing ever brightened up Clovers life like seeing her kids face. It wasn’t easy, but it was a happy life.

It was two years ago when things got complicated, when Clover went from being a nobody to an icon. It started off like any other day. Clover got up, helped little Nicky get ready for school, before heading off to work. After getting her paycheck for that week, she slipped over to the bank to cash it. One moment, it was just another Friday afternoon. The next, the world exploded. A Armored van came smashing in through the front door, and out of it poured masked gunmen. They swarmed through the bank, gathering up everyone and corralling them into a corner, before taking a crack at the bank vault.

Before the robbers could make their get away, the cops had the bank on lockdown. It quickly turned into a standoff, the police on one side, the criminals on the other, and the news covering every second of it. Minutes ticked into hours with no solution in sight. As fear and desperation set in, the criminals decided to make a break for it, figuring they had a shot if they got a few hostages. Seeing Clover as a good choice, they grabbed her.

Up until then, Clover had done her best to stay out of notice and hope to get through this alright. She wasn’t a hero, she had a family she needed to get back to. But in that moment, something inside her just snapped. Call it panic, or Adrenalin. To her, it was like a star had just been born inside her, filling her every cell with more energy than she could ever imagine. What had only a moment before been the vain struggles of a woman against her captor, turned into Clover flinging a 200lb man across a room with enough force to crack the plaster walls. The other gunmen freaked and turned on her, showering Clover in bullets. They didn’t even scratch her. Heck, they barely even tickled. Whatever this newfound power was, it was more than the criminals could handle, and Clover was able to knock them around like ragdolls, putting an end to the hostage crisis.

As she exited the bank, Clover was surrounded by cameras and reporters, all of them eager to cover this new superhuman, and her heroic exploits. Thus began Clovers new life. She never really wanted to be a superhero, yet her she was, being called one. Heck, she got an award handed to her by the mayor, in recognition of her deeds. She smiled and waved and tried her best to play along, when all she really wanted was to figure out what had happened to her, where she’d gotten this power inside her.

When at last she got some time to sit down and get her head together, Clover came to a few conclusions. The first was that, whatever she was now, she was out in the public. Her name and face had been broadcast all over the country, maybe even further. And if they knew about her, they probably knew about Nicole, and her parents, and Bob and virtually everyone else that Clover had any relation to. She couldn’t just hope to fade off the radar. Faced with leaving behind her entire life, taking her daughter off somewhere new and starting again, or stepping up to be the hero she was hailed as, Clover chose the latter. She registered herself with the government, getting license to apprehend criminals and bring them to justice. It seemed like the right thing to do, using her powers to help out others. She felt optimistic.

Now a registered crime fighter, Clover found her new life did come with some perks. She got a lot of good press, and with that soon came offers for sponsorships or advertisement or even just being called on to make an appearance for some charity. She got asked to sign autographs, and found herself approached on the streets by fans. It started out fun at first.

There were downsides to. Some of them, she’d anticipated. Not everyone liked super humans, even the good ones. She found herself appearing in news stories examining her every action. Some questioned if Clover was really as good as she appeared to be. She’d be called out as a ‘threat and a danger’, that her power all to easily would lead to corruption. Seemed like any time she misspoke on camera or slipped up, even for something minor, it was a scandal. Then there we’re the other people, who’d call her out for not being there to stop every disaster and crime as it happened. Those were worse in a way, since those at least made her feel guilty every time she stopped to spend some time at home, or going down to Bob’s workshop to clear her head. There was the Paparazzi to. Not as problematic as the mainstream news, but more annoying, since they harassed not just her, but her family as well. At times it got so bad that Clover would have to fly off just to get a moments peace.

But again, she’d expected those things. She hadn’t counted on scientists calling for her to come in so that they might try and understand the nature of her abilities. Or the outcry against her from the news when she refused, having been uncomfortable with the idea of being put under a microscope. Nor did she foresee her ex coming back into the picture when Jason published a tell all book about his and her relationship.

At present, Clover is still active as a hero. Its hard work, balancing her heroic duties and her personal life, to live up to what’s expected of her. In many ways, She’s still trying to find her path. To most, she’s a champion and a crusader for justice. Only those close to her know how much of that is really just Clover trying to do what people expect of her, and with all the stress that comes with being a full time hero, more and more she questions whether or not she’s really doing the right thing, not just for herself, but for her daughter, and for all the people counting on her to save the day.

Personality:
To the public, Clover is a paragon of virtue and justice. A shinning champion of the downtrodden and defender of the peace. And a lot of that is just Good publicity. Sure, she believes in some of those ideals, but she’s not perfect and she knows it. She’s human, after all. But at the same time, she’s become something of an icon. And while she doesn’t see that same kind of perfection in herself that others do, she knows that she can do a lot of good by trying to reach that ideal. She Wants to be an inspiration, she wants to help people believe that goodness and honor are things that we should strive for. Which just makes it all the harder for her when she fails to live up to such things. Because while she wants to be a positive force in the world, more than that she just wants to live her own life, one where she’s not constantly trying to be some role model. She likes being able to spend time with her daughter, or hang out fixing up old cars with Bob. She misses being able to go to a bar and get a drink, or going grocery shopping without it suddenly turning into a big deal, with people lining up for autographs. Everyones hailed her as a hero, But Clover herself doesn’t really know what it means to be a hero, beyond making sure the bad guys go to jail.

Complications:
Mother: Clover is a single parent with an 8 year old firecracker of a daughter. While her responsibilities are many, nothing is more important to her than looking after her child. She also worries greatly that someone will eventually try to go after her through Nicole.

Court of Public Opponion: Clover is, undoubtedly, one of the more well known faces of super humans world wide. And while her actions have certainly won her the trust of many, that trust only continues so long as she lives up to the ideals which people expect from her. All it takes is one bad news story to get out, and people can end up turning on her.

Paragon Ideal: Its expected of Clover that she live up to her own reputation. This means fighting injustice, upholding the law, and being a good role model, among other similar concepts. She works extra hard to try and maintain this lofty moral code.

Child Welfare: While nobody is questioning that Clover loves her daughter, there are government agencies whom moniter her and Nicole, looking out for the best interests of the girl. There are certainly some whom think that keeping a child with a superhuman is unsafe.

Public Identity: Clover has no secret identity. Everyone knows who she is. That means she can’t duck away from her responsibilities like other hero’s can by just changing costumes.

Scandal: Like most celebrities, the media is always on the lookout for a good scoop. And nothing gets readers attention like a scandal. Any misstep on her part, or perceived wrongdoing, no matter how minor, can quickly turn into a media circus.

Enemy: Herbert Glennson Outspoken Anti-Superhuman advocate and surprisingly popular host of his own Daytime Pundit show, Herbert has taken it upon himself to paint superhuman individuals as the root source of virtually every problem facing society, and by far his favorite target for slanderous remarks is Clover.


Abilities: 4 + 2 + 2 + 2 + 2 + 4 = 16PP
Strength: 34/14 (+12/+2)
Dexterity: 12 (+1)
Constitution: 34/20/12 (+12/+5/+1)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 12 + 8 = 20PP
Initiative: +5
Attack: +6 Melee, +6 Ranged
Grapple: +29
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -12

Unarmed: +8/DC 27 Toughness (Damage)
Plasma Vision +8/DC 23 Toughness (Damage)
Arctic Breath DC 20 Reflex (Half Effect) /DC 20 (15) Reflex (Entangled/Bound)

Capabilities:
Speed: 30ft/4400ft (Walking), 4400ft (Flying)
Carrying Capacity:250 tons/500 tons/800 tons/1600 tons/4000 tons

Saving Throws: 0 + 6 + 7 = 13PP
Toughness: +12 (12 Impervious) (+12 Con)
Fortitude: +12 (+12 Con, +0)
Reflex: +7 (+1 Dex, +6)
Will: +8 (+1 Wis, +7)


Skills: 11PP
Bluff 2 (+4)
Craft (Mechanical) 4 (+5)
Concentration 14 (+15)
Diplomacy 4 (+6)
Knowledge (Current Events) 3 (+4)
Notice 10 (+12)
Search 4 (+5)
Sense Motive 3(+4)



Feats: 9PP
Attack Specialization (Unarmed)
Attractive
Benefit (Champion of the People)
Dodge Focus 4
Move By Action
Improved Initiative


Powers: 13+10+9+15+12+23+6+3=91

Hyper-Kinetics (12pp ArrayFeats:Alternate Power 1 ) [13PP]

    Base Power: Flight 6 ( [12PP]

  • Alternate Power: Hyper Speed (Speed 6 linked Quickness 6) [12PP]

Hyper Strength (Enhanced Strength 20 Flaws: Sustained Strength (-1) ) [10PP]

Hyper-Might (Super Strength 9 Flaws:Sustained (-1) ) [9PP]

Hyper Stamina (Enhanced Constitution 22 Flaws:Sustained Constitution (14 ranks) (-1) ) [15PP]

Hyper-Resilience (Impervious (Applied to Constitution) 12) [12PP]


Hyper Force (20pp Array Feats:Alternate Power 3 ) [23PP]
    Base Power: Plasma Vision (Damage 8Extras: Ranged (+1) Feats: Accurate 3, Precise ) [20PP]


  • Alternate Power: Arctic Breath (Snare 10Extras: Area (Cone)(+1)Flaws: Touch Range (-1) ) [20PP]

  • Alternate Power: Tornado Breath (Move Object 8 Extras: Area (Cone)(+1) Flaws: Touch Range (-1), Limited Direction (Repulsion)(-1), Concentration (-1)) Linked (Trip 8Extras: Area (Cone)(+1), Concentration (+1) Flaws: Touch Range (-1) ) [20PP]

  • Alternate Power: Cut Loose (Drain Toughness 10Extras: Affects Objects (+1), Linked to Unarmed Damage )[20pp]


Hyper Vision (Super Sense (Vision): Penetrates Concealment (4), Extended 2) [6PP]

Hyper Hearing (Super Sense (Hearing): Ultra hearing (1), Extended 2) [3PP]


Totals: Abilities (16) + Combat (20) + Saving Throws (13) + Skills (11) + Feats (9) + Powers (91) = 159 Power Points
Last edited by Nineofspades on Mon Apr 29, 2013 3:18 pm, edited 10 times in total.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sun Mar 25, 2012 6:59 pm

Name:Tiaya Ion’Vanatril
Alignment: Neutral Good

Description:
Age: 157
Gender:Female
Height:5’0”
Weight:87lbs
Eyes:Aquamarine
Hair:Pink

Image

History: Tiaya's life began just a hair over a century and a half ago, in the secluded Elvin city of Myrthsithek, capital of the kingdom. Of royal blood, if only distantly, marked as twenty-eighth in line for the throne. Technically eligible by rights to assume the title of Duchess, given her station, but never having taken much an interest in matters of politics beyond the barest minimum needed, she elected to pass over such a thing in favor of perusing other matters. Brilliant and gifted with a keen mind, she poured her efforts into expanding her understanding of the world. The great libraries of the elves stand among the most honored in the world, with records spanning back untold eons.

For decades, Tiaya engaged her thirst of knowledge, often traveling abroad when seeking out a particularly obscure bit of lore which eluded her, or to receive tutorship from an expert in whatever field caught her fancy. One area which she found a great pleasure in learning was that of magic. Though its applications were nigh limitless, arcana itself remained shrouded and ill understood. While never devoting her entire focus to its study, for her spirit was prone to indulging in flights of curiosity which would render any concerted effort to spend more than a year or two on any one subject virtually unthinkable. But, invariably, her thoughts and studies would again return towards the study of magic.

As she passed her first century, Tiaya's vast repository of wisdom began to draw connections that she'd not seen in her youth. Patterns overlooked now became clearer, illuminated by her ever growing comprehension of the layered intrigues which entwined reality itself. Even as she was encouraged by her friends and advisers to take a more active interest in the monarchy and her position within it, she drove deeper into own affairs. She began heading up expeditions to ancient temples and ruins of empires long since crumbled, gathering up old tablets and manuscripts.

Her work culminated in a single theory, a new perspective on the very nature of magic. And a Goal. It was her belief that magic, chaotic and unpredictable as it was, could indeed be brought into order. She postulated that it was the absence of a divine hand providing guidance that rendered spellcraft so perilous. That, with the presence of a Deity who presided over magic itself, arcane spellcasting would shed the looming specter of magical backlash and at last be controlled.

Of course, there is no god of magic, none which has yet been found. Old cults and obscure priesthoods have given dozens of names, claiming them to be the true god of magic, though all have ultimately been proven false. So, Tiaya has resolved to create a god of magic, or rather, to become one herself. Not so much out of a lust for power or anything so vain. She wishes to put her theory to the test, and see if she was indeed correct. Failing that, it is her belief that, were she to become a goddess of magic, she would be able to create a new form of spellcasting to replace the current version.

So, she has begun her new quest to ascend into divinity. She has since juggled her time over the past decade between continuing to improve her understanding of spell craft, seeking out potential means to gain divinity, and returning home on occasion to attend to her family and the rare issue in which her presence is needed within the Royal Court.


Personality:
Tiaya is brilliant, that much is undeniable. Her mind is sharper than the finest dwarven swords, working with a complexity which is all but incomprehensible to most others. One would think that this, combined with her heritage and position, would render her more than a bit arrogant. And while it would not be out of place to claim she has a bit of a proud streak, she still manages to be fairly down to earth. She cares greatly for all people, regardless of their particular race or creed. While she does often look down on others, it is done so with an eye of curiosity, and often wonder. She is amazed at the unending variety of splendors which others have created. Sure, she'll acknowledge that most were not blessed with her inherently superior mind or the natural grace of the Elvin people. But so what? That just makes their creations all the more impressive. In regards to her stance on government, Tiaya follows the typical Elvin position of placing a greater value on personal freedom and self sufficiency. She doesn't mind governing bodies which make use of laws and regulations, so long as they don't infringe to heavily on the liberties of an individual over the needs of the group. Mostly, she'll acknowledge that for the sake of all, some laws do have their place. But beyond that, she could care very little.


Complications:

Curiosity: Nothing can sidetrack her usually insightful mind quite like encountering something new or interesting. Once she discovers something unknown and it catches her curiosity, it can supersede her better judgment.

Dwarves:While never openly enemies, elves and dwarves have oft conflicting viewpoints and perspectives on issues, leading to a long standing. While she certainly doesn't hate them, and most dwarves don't especially hate elves, any situation between the two can quickly turn sour.

Lofty Pedestal: Tiaya, despite herself, does have a bad habit of looking down on others. She don't mean to, but none the less can come across as rather condescending. Or alternatively, rather snobbish, especially when she lets her formidable intellect get ahead of her, and simply presumes that others can keep up.

Backfire: Magic is chaotic and unpredictable, and even the best practitioners of the art occasionally suffer their spellcraft becoming wild and uncontrolled, often coming back to hurt them. How do you think her hair turned pink?

Tree Hugger: Tiaya holds nature in high regard and often feels it her duty to step in when others abuse the bountiful world around them. Its not their fault after all, they just don't grasp the repercussions of their actions. But elves live for centuries, and can see a once plentiful lake turn barren due to over fishing, beautiful green grasslands left brown and blighted in the wake of inconsiderate farmers. Surely it is the responsible course of action to step in and correct such mistakes. Even when her 'aid' is unwelcome. Especially when its unwelcomed.



Abilities: 0 + 6 + 4 + 6 + 14 + 8 = 38PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 4 + 6 = 10PP
Initiative: +3
Attack: +2 Melee, +4 Ranged
Grapple: +2
Defense: +6 (+3 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -7(-1)


Saving Throws: 4 + 3 + 4 = 11PP
Toughness: +10 (+2 Con, +8)
Fortitude: +6 (+2 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +8 (+4 Wis, +4)


Skills: 12PP
Bluff 4 (+8/+16)
Concentration 8 (+12)
Craft (Alchemy) 3 (+10)
Diplomacy 4 (+8/+16)
Knowledge (Arcane Lore) 8 (+15)
Knowledge (History) 5 (+12)
Knowledge (Nobility and Royalty) 2 (+9)
Knowledge (Theology And Philosophy) 4 (+11)
Language (Common, Elvin, Draconic)
Notice 2 (+6)
Perform (Wind Instruments) 2 (+6)
Search 2 (+9)
Sense Motive 2 (+6)



Feats: 11PP
Attack Focus (Ranged) 2
Attractive 2
Benefit (Royal Blood)
Connected
Dodge Focus 3
Eidetic Memory
Ritualist



Equipment wrote:Basic Travel Supplies
Torches
Ocarina
Spell Component Pouch



Powers: 5+3+26+13+8 = 55PP

Elvin Heritage ( 4pp passive container Feats:Innate) [5PP] (Descriptive Name, Descriptors)

Ageless(Partial Immunity (aging)) [0.5PP]
Trancing (Partial Immunity (Need for Sleep)) [0.5PP] (Needs only Trance for 4 hours per night)
Elvin Eyes (Super senses (Vision): Low light vision (1), Extended Vision (1) ) [2PP]
Child of the Forest (Super Movement (trackless) Flaws: Limited (Forests) ) [1PP]


Staff of Force (5PP Container Flaws: Easy-To-Lose ) [3PP] (Staff of Arcane Force)

Push (Move Object 8Extras: Damaging (+1) Flaws:Limited Direction (Repulsion)(-1), Instant Duration (-2)Feats:Accurate 2 Drawbacks: Reduced Range (-1)) [5PP] (Blast Of Arcane Force)




Wizardry (32pp Array Flaws:Requires Constant Study(-1) Feats:Accurate 2, Alternate Power 10 Drawbacks: Somatic And Verbal Components(-2) ) [24PP] (Arcane Spellcasting)

    Base Power: Magic Missle (Damage 8Extras:Autofire (+2),Ranged (+1)) [32PP] (Bolt Of Arcane Energy)


  • Alternate Power: Fireball (Damage 8Extras:Ranged (+1), Area (Blast)(+1),Selective (+1)) [32PP] (Explosion of Flames)

  • Alternate Power: Telekinesis (Move Object 10Extras: Perception Range (+1)Feats: Precise, Subtle) [32PP] (Magical Movment of Objects)

  • Alternate Power: Lightning Bolt (Damage 6 linked Stun 6 Extras: Area (Line)(+1)Feats:Progression 2) [32PP] (Beam of Electric Fury)

  • Alternate Power: Major Illusion (Illusion (All senses) 6Feats:Progression 8) [32PP] (Illusion Magic)

  • Alternate Power: Web (Snare 8Extras: Area (Shapeable)(+1),Contagious(+1)) [32PP] (Fills An Area with Ensnaring Magical Threads)

  • Alternate Power: Dispel Magic (Nullify (All Magic)Extras:Sustained(+2)) [32PP] (Antimagic energy)

  • Alternate Power: Wall Of Force (Create Object 8Extras:Impervious (+1) Feats: Subtle 2, Affects Insubstantial 2, Progression 2,Stationary, Selective) [32PP] (Barrier Of Arcane Force)

  • Alternate Power: Disintegrate (Damage 8 Linked Drain Toughness 8Extras: Ranged (+1), Affects Objects (+1) Flaws:Full Round Action (-1) ) [32PP] (Magical destruction that reduces the target to ash)

  • Alternate Power: Cone Of Cold (Damage 8Extras: Alternate Save (Fortitude)(+1), Area (Cone)(+1), Selective (+1)) [32PP] (Blast of Arctic Cold)

  • Alternate Power: Feeblemind (Mental Transform (Alter Ability scores) 8Extras:Independent (+0), Total Fade (+1), Will Save (+0) ) [32PP] (Temporarily inhibits all mental abilities of the target)

Arcane Spell book (20 PP Container Flaws: Easy-To-Lose Feats: Restricted ) [13PP]

Arcane Spell craft (20pp variable Flaws: Full Round Action (-1) Drawbacks: Requires 1 hour (-4)) [20PP] (studying arcane writings to learn new spells)


Bracers Of Protection (10PP Container Flaws: Hard-To-Lose ) [8PP]

Protection 8 (Extras: Impervious 2) [10PP] (Barrior of magical energies)





Totals: Abilities (38) + Combat (10) + Saving Throws (11) + Skills (12) + Feats (11) + Powers (55) - Drawbacks (0) = 135/135 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Wed Apr 04, 2012 8:26 pm

Aquawoman

Character Name: Lorelei, Daughter of Atlan
Alternate Identity:Brook Curry
Occupation: Sovereign Of Atlantis

Description:
Age: 17
Gender: Female
Height: 5’11”
Weight: 167lbs
Eyes: Blue
Hair: Black

Image

"Two thirds of this planet hails me as its queen. With a single utterance I can raise an army unlike any the surface world has ever known. I don't care who you think you are, you Will show me respect

History:

Lorelei was born to her mother, Queen of Atlantis, Atlanna. But she was not the child of The King, Trevin. No, Lorelei was born to Atlan, an whom had ruled Atlantis before it had fallen into the sea. Atlan had lingered on after his death, his adept skill with magic allowing him to survive as a spector, unseen and unknown, save for in dreams. Atlan had been gifted with prophesy, and forsaw the need for a great leader of the undersea kingdom. To that end, he used his spellcraft to gift Atlanna with a child, hoping to bring forth a grand king of Atlantis.

Instead, to his shock, a daughter was born. This would certainly not due. Atlantis had always been ruled by a king, since its first founding. Still, he looked into the childs future, and saw she would be at the center of a great civil war which would tear through Atlantis. Fearing the seeds of destruction he had sown, Atlan had the child put into hiding, her heritage suppressed and locked away, so that she would seem to be a mere human girl. Lorelei was placed in the care of Tom Curry, a lighthouse keeper. There, Lorelei would be safe, and unable to pose any danger to Atlantis.

Trying a second time, Atlan was able to produce a male heir, one who could take the throne. His name was Orm, and when Atlan gazed into his future, he saw a young boy seated comfortably upon the throne. Surely this was the child meant to rule over the sea. But Atlan had been mistaken. For Orm was no king. He was a tyrant, even in youth. His every thought was focused on his power, and how to acquire more. He chafed and raged silently in his impatience to ascend to the throne and become king. The time came when Orm conspired to have his father and mother poisoned, bringing their untimely death, and allowing the boy to take the throne, barely 12 years of age. Thus had Atlans vision come to pass, a young child whom wore the crown. Orm began deploying forces to raid the surface, looking to add to his kingdom by subjugating all who dwelt on land.

Atlan, who watched all this with horror, knew he had made a grave error. He lacked the means to directly remove Orm from the throne. So then did his mind recall the first child he had helped sire. The girl. She was of royal blood. Perhaps she could prove Atlan wrong and bring and end to the despotism which Orm sought to inflict. Thus, did the Atlantean spirit seek out the child it had abandoned years ago.

The Years spent with Tom Curry had allowed little Lorelei to grow into a fine young woman, under the name Brook Curry. Strong in body and strong in heart, she was a girl of great ambition and passion. Never knowing of life below the surface, she was raised without the shaping of Atlantian politices or social expectations. And as such, was likely better for it. She learned of humility, of patience and kindness.

Atlan appeared to Lorelei within her dreams, unlocking the seals he had placed on her, allowing her true abilities to come forth. He explained to the young girl the truth of her heritage, the reason she had been left to the surface. And He explained how dire the need was that she go to Atlantis and take her place upon the throne, before her impudent brother destroyed the entire kingdom in his endless craving for power.

To that end, Atlan lead Lorelei to a hidden cave, deep at the bottom of the sea. With her newly gained abilities, it was easy enough to pass below the waves. Within the cave, lay a weapon long ago wielded by the true kings of Atlantis. Forged by the Cyclopses, cast from Adamantine, and infused with the life force of a god, Lorelei now beheld the Trident of Neptune. Once lost, forgotten by time, now again found. While Lorelei had, till then, held some doubt in herself, if she was indeed the heir to a kingdom she didn’t even know existed, all her doubts melted away when she grabbed the Trident. It saw in her the truth of her spirit, and her right to rule.

Armed with the Trident, Lorelei went to Atlantis and confronted her brother. With the Trident, there were few who could deny her the crown. But those few we’re loyal to Orm, and sided with him to oppose Lorelei. Civil war erupted. At a mere 14 years of age, Lorelei had to assume the roll of general, directing her forces against Orms. Once again, Atlan’s prophesy had come to pass, the son’s and daughters of Atlantis spilled each other’s blood.

Two years passed. As Lorelei grew more to accept her place as Queen, her confidence grew, and more of the rebellious forces either fell in battle, or turned against Orm by swearing loyalty to Lorelei. With the last of his forces defeated, Orm disappeared into hiding, waiting for a chance to strike again and take the throne. But the ocean saw peace again.

A year has passed since then. Lorelei still rules as Queen, working to consildate and rebuild her kingdom in the wake of the battles which had been waged. She also turns her attention to the surface. Partially, out of a feeling of homesickness. While Atlantean by birth, her entire life had been on land, among mankind. But her eyes were not just filled with Nostalgia either. Orm’s attacks on the surface had broght mistrust from the nations who dwelled there. Lorelei has worked to restore peace, slowly regaining the trust of world leaders. At the same time, she finds herself distant from her own people. There are fears, said in hushed whisper, that the queen cares more for the land dwellers than for her own kind. That she lacks the true resolve and vision to guide their race.



Complications:
Responsibility: As Queen of the Atlantis, Lorelei is responsible for the safety and well being of the citizens.

Past sins: Orm's attacks on the surface were brutal, and many hard feelings are still held by nations of the world. Lorelei works to repair international relations, but those who hold a grudge certainly would be willing to act against her.

Duel Worlds: While Queen of the sea, Lorelei was raised on land, and still feels a strong bond to the surface, and must try and balance her time between the two.

Royal Intrigue: Her word may be law, but there are other noble houses and important families who's loyalty is key to maintaining her empire. Some of them respect Lorelei's rulership. Others do not, feeling that she is to young, to 'tainted' by her ties to the surface, or unsuitable because she is a woman. These enemies seek to undermine her position, and she cannot simply dispatch them without risking the loyalty of her allies.

Temper: Lorelei can be taken by a great rage when provoked. Nothing gets her blood boiling quite as much as seeing children abused, mistreated, or put in danger. Anyone whom she learns has harmed a child can expect a swift, painful vengence.

Orm: Her Brother still lives, lurking somewhere in the sea, conspiring against Lorelei and waiting to again seize the throne, by any means necessary.

Stubborn: Lorelei tries to be level headed and fair, but often has trouble yielding a cause once she's committed to it, or recognizing when she's made a mistake.


Abilities: 16+16+6+0+12+0+8+6 = 64PP
Strength: 8
Stamina: 8
Agility: 3
Dexterity: 0
Fighting: 6
Intelligence: 0
Awareness: 4
Presence: 3


Offence:
Initiative: +3
Attack: +8 Melee, +3 Ranged


Defenses: 7+1+4+5=17PP
Dodge: +10 (+3 Agl, +7)
Fortitude: +9 (+8 Sta, +1)
Parry: +10 (+6 Fig, +4)
Toughness: +10 (+8 Sta, +2)
Will: +9 (+4 Awe, +5)


Skills: 15PP
Athletics 2 (+10)
Close Combat (Trident) 2 (+10)
Deception 2 (+5/+10)
Expertise (The Ocean) 8 (+8)
Expertise (Tactics) 4 (+4)
Insight 2 (+6)
Intimidate 4 (+7)
Persuasion 2 (+5/+10/+15)
Perception 4 (+8)

Feats: 13PP
Attractive 2
Defensive Roll 2
Benefit (Queen Of The Sea) 5
Favored Environment (Underwater)
Fearless
Leadership
Takedown Attack


Powers: 13 + 10 + 20 = 43PP

Atlantian (13pp Container) [13PP] (Native of the Undersea Kingdom)

Ocean Adaptation(Immunity (Drowning, Pressure, Cold) 3, Enviromental Adaptation (aquatic)) [5PP]

Swimming 8 [8PP]

Oceanic Senses(Hearing, Accurate, Extended 2 (Limited: Only Under Water), Low Light Vision (1)) [3PP]


Marine Connection (10PP Container ) [10PP] (Mental Bond With All Aquatic Life)

Marine Telepathy (Communication (mental) 2Extras: Area (+1) Flaws: Limited (Sea Creatures)(-1)) [8PP]

Talk to fish (Comprehend (Animals) 2 Flaws: Limited (Aquatic Creatures)(-1)) [2PP]


Trident Of Neptune (30PP Container Flaws: Easy to lose Feats: Indestructible, Restrictive (Only usable by the Sovereign of Atlantis ) [20PP] (Magical Trident Wielded by the Ruler of Atlantis)

Power Of The Sea(22pp Array Feats: Dynamic Alternate Powers 4 ) [30PP] (Divine authority of Neptune)

    Base Power:Storm Lance (Mighty Damage 2 Linked Affliction 10 (Dazed, Stunned) Flaws: Limited Degree (-1) Feats: Penetrating 10 ) [22PP] (Trident Strike Charged Wit Lighting)


  • Alternate Power: Command The Wave (Move Object 10 Flaws: Limited To Water (-1) Feats: Precise) [11PP] (Divine Command Over Water)

  • Alternate Power: Summon The Sea (Feature: Create Water 15 And Create 10 Extras: Sustained Feature (+0), Continuous Create (+1) Flaws: Proportionate (-1), Close Range (-1), Limited (Uses available water)(-1) Feats:Precise, Selective Drawbacks: Quirk (objects can be swam through)) [22PP] (Conjuring Great masses of water)

  • Alternate Power: Sea Serpent (Damage 10Extras: Shapeable Area (+1) Flaws:Requires available Water (-1)) [10PP] (Sea Serpent which coils through the air, striking its targets)

  • Alternate Power: Water Cannon (Damage 10Extras: Ranged (+1) Flaws: Requires Available Water (-)) [10PP] (High Pressure Water Blast)




Totals: Abilities (64) + Defense (17) + Skills (15) + Advantages (13) + Powers (43)= 152 Power Points
Last edited by Nineofspades on Fri May 04, 2012 6:56 am, edited 10 times in total.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Thu Apr 12, 2012 4:10 pm

Character Name: Vivian Gillaway
Alternate Identity: The Mighty Redwood, The Jolly Green Giantess
Occupation: Chef

Description:
Age: 24
Gender: Female
Height: 5’4”
Weight: 120lbs
Eyes: Blue
Hair: Red

Image

Image



History:

Vivian, Vi to her friends, had the good luck to be adopted by a rather wealthy pair of socialites operating out of Central City. Investors, Mr. And Mrs. Gillaway lacked any real marketable skills on their own, but instead made their fortune by helping to fund various projects and then collecting on their initial investment. In some sense, they certainly tried to be good parents, but they never had the right mindset. Bonding activities always came across as forced, or as a distraction from their work. Sure, they wanted to make time for their daughter, but their was always another meeting, another presentation, another interview that needed to be done.

It would be unfair to say that Vi had a sad childhood. She was well cared for, she had friends. She just didn't always have parents around. That was probably how she got into cooking in the first place. Her parents had hired her a nanny for when they couldn't be around. It was her who taught Vi how to cook and bake, and it was a fun activity for her. Especially when she could find time to sit down for dinner with her parents, and enjoy their compliments on the meal she'd prepared. So, like most kids do when praised, she kept it up.

That was all years ago. These days, Vi works as one of the chefs for the Loire Catering service. Still based out of Central city, though often called away to Metropolis, Gotham, New York or any other dozen cities to provide high quality meals for the well to do. While not the best, she's still working on improving and refining her skills, hoping to perhaps open her own restaurant once she's gotten enough experience under her belt.

Things only got weird recently. Well, there'd always been a bit of weirdness. Sure, you hear about Super villains on the news or the Heroic exploited of a Costumed hero. She once even helped provide the food for a charity banquet with Superman in attendance. But really, the majority of these fantastical events were removed from her life. That was until recently. It literally happened overnight. She woke up, got dressed, and listened to her Japanese peace lily comment on how it liked her outfit. Still groggy, Vi shrugged it off as nothing, that she was just hearing things. But it didn't stop then. Flower garden in the park she passed by on her way to work made some passing comments about the weather, an Oak tree complained about an itch it had, while the grass requested to be watered.

What she had written off as being nothing suddenly had her convinced she was undergoing a nervous breakdown. Especially odd, given that she wasn't all that nervous or stressed. But she was hearing plants talk to her, which was certainly not at all normal. Hoping to get her head together, she took a leave of absence from her employment, and went home. When she got there, Vi took a shower to try and relax, deciding that she should probably schedule a meeting with a psychiatrist. When she got out, she nearly screamed at her reflection in the mirror, which somehow had acquired a dozen or so flowers woven into her hair. And these were no delusions, they were solid objects.

And it just continued from there. When she went for her phone to call a doctor, moss grew out of nowhere and covered up the entire table. She started finding that wherever she walked, grass would soon start growing. No longer suspecting that she was having a nervous breakdown, Vivian was convinced her sanity was slipping. She rushed out of her house, and into the sunlight.

What followed was a moment of pure and absolute bliss. The warm sun on her face, rich dirt and soil under her feet. She felt more alive than she could ever recall, like her whole body was filled with energy, spreading out into her every cell and flooding it with such exuberance that it grew and grew and grew. And so did she, because she came out of her ecstatic moment to find she'd transformed into a massive towering being, grown of wood and leaves and plants.

What should have been terrifying actually felt great, almost natural. Almost instinctively, she was able to turn back to normal, thankfully before anyone seemed to notice. While part of her still took worry as to what had exactly happened, it didn't bother her. It was like she'd become a focal point for a nexus of vast, natural power which ran through the earth. An embodiment of nature. Something elemental.



Complications:

Secret Identity

Green horn: Vi is brand new to being a superhero, and as such, prone to making rookie mistakes, as well as having trouble dealing with combat situations. She usually just relies on her powers to take a straightforward approach, and if that doesn't work, she lacks the experience to help her adapt to a new strategy.

Fire: Vi and her creations are vulnerable to flames. In addition to being naturally repelled by them, her toughness is not considered impervious against fire based attacks.

Size:Vivian is really only at full power when she can reach her full size, and as such, is hindered by enclosed spaces which restrict her ability to grow.

Nature's Call: Vi is more drawn towards nature than she used to be, and can grow uncomfortable if kept in urban environments for to long, making her irritable and souring her mood.

Temper: Damage the natural world can really provoke Vivian.

Tomato In The Mirror: Despite her sense of connection to the world, Vivian still has some fears. Her powers have also caused some changes in her personality, as mentioned above, plus the more obvious changes to her body. She's concerned as to how else this change may have affected her, physically and mentally, and if she's going to keep changing.

Overflowing: Vivian elemental abilities are so abundant that they can 'spill over' without her meaning to. These are strongly linked to her emotional state, usually causing plants to spring into being around her. Anger causes thorny branches, Joy brings beautiful flowers while romantic thought conjures up roses and sadness creates mushrooms.


Abilities: 0+0+2+4+8+2+14+4 = 34PP
Strength: 12/0
Stamina: 12/0
Agility: 1
Dexterity: 2
Fighting: 4
Intelligence: 1
Awareness: 7
Presence: 2


Offence:
Initiative: +1
Attacks
Unarmed: +8/ DC 27 Toughness
Vines: DC 20 Dodge vs Hindered And Vulnerable/Defenseless and Immobile
Thorns: +10/DC 25+ toughness
Pollen: DC 20 Reflex/DC 20 Fortitude vs Weaken Strength


Defenses: 7+0+4+1=12PP
Dodge: +8 (+1 Agl, +7)
Fortitude: +12/+0 (+12/+0 Sta, +0)
Parry: +8 (+4 Fig, +4)
Toughness: +12/+0 (+12/+0 Sta, +0)
Will: +8 (+7 Awe, +1)


Skills: 9PP
Close Combat (Unarmed) 4 (+8)
Deception 2 (+4/+6)
Expertise (Chef) 6(+7)
Expertise (Nature) 0 (+13)
Insight 2 (+9)
Intimidate 0 (+8/+2)
Persuasion 4 (+6/+8)
Stealth 0 (-11/+1)

Feats: 8PP
Attractive
Benefit (Wealth) 3
Equipment 4



20EP wrote:Esticado Manor 20 points
Size: Huge (3ep)
Toughness 10 (2ep)
Communications, Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, Infirmary, Library, Living Space, Power System, Personnel, Security System 2, Workshop (12ep)




Powers: 28+6+6+5+45+3+16+2+6 = 117PP

Gigantic (Growth 12 Linked Growth 4 [Limited: Doesn’t alter Strength, Stamina, Dodge Or Parry](-1) ) [28PP] (120ft Body formed out of plants)

Nimble ( Enhanced Dodge 6, Enhanced Parry 6 Flaws: Limited (Only to offset penalty from growth)(-1) ) [6PP] (No decrease in ability due to changing size)

Ironwood(Impervious Toughness 12 Flaws: Limited (1 rank per rank of growth)(-1)) [6PP] (Iron hard wooden ‘skin’)

Photosynthesis ( Regeneration 10 Flaws: Limited (Requires Sunlight)(-1)) [5PP] (Recovery through sunlight)

Strength Of The Jungle (Enhanced Strength 6 Flaws: Limited to Lifting (-1), Limited (1 Rank of Strength per 2 ranks of growth)(-1)) [3PP] (Drawing strength from the earth itself)


Plant Control (40pp array Feats: Alternate Power 5) [45PP] (Command Over Plants)

    Base Power:Hand Of Nature (Create Object 12 Extras:Linked to Unarmed (+0) Continuous (+1), Selective (+1) Flaws:Close Range (-1) Feats: Innate, Precise, Impervious 2 ) [40PP] (Bring forth strong plant life with a touch, shaped into whatever form she pleases)

  • Alternate Power: Thorns (Damage 8 Extras:Ranged (+1), Multiattack (+1), Penetrating (+1) Feats: Accurate 4, Extended Range 3, Precise ) [40PP] (Hail of Razor sharp thorns)
  • Alternate Power: Overgrowth (Environmental Control 8 (Impede Movement 2, Visibility 2)Extras: Continuous (+1) ) [40PP] (Raising up a jungle)
  • Alternate Power: Green Road (Teleport 12 Extras: Extended (+1), Accurate (+1) Flaws: Medium (Plants)(-1)Feats: Increased Mass 4 ) [40PP] (Passing into a plant and growing a new body at the destination)
  • Alternate Power: Pollen (Weaken (Strength) 10 Extras:Area (Cloud)(+1), Progressive (+2), Selective (+1) Flaws: Sense Dependent (Smell)(-1)) [40PP] (Cloud of highly toxic spores)
  • Alternate Power: Vines (Affliction 10 (Hindered And Vulnerable/Defenseless and Immobile) Extras: Resisted By Dodge (+0), Extra Condition (+1), Area (Shapeable)(+1), Cumulative (+1), Ranged (+1)Flaws:Limited Degree (-1) ) [40PP] (Creating strong, ensnaring vines grown from a few seeds)

Spirit of the Forest ( Comprehend (plants) 2 , Expertise (Nature) 12, Movement (Environmental Adaptation [Forests, Jungles], Favored Environment (Forest, Jungle))) [16PP] (Inherent connection to the natural world)

Rebirth(Immortality 2 Flaws: Limited (Requires Fertile soil and sunlight)(-1)) [2PP] (Grows a new body out of plants, 1 week)

Elemental(Immunity (Starvation and Thirst, Aging, Critical Hits, Disease, Poison) ) [6PP] (Personification of plant life)

Totals: Abilities (34) + Defense (12) + Skills (9) + Advantages (8) + Powers (117)= 180 Power Points


Civilian Stats wrote:
Abilities: 0+0+2+4+0+2+4+4 = 16PP
Strength: 0
Stamina: 0
Agility: 1
Dexterity: 2
Fighting: 0
Intelligence: 1
Awareness: 2
Presence: 2


Offence:
Initiative: +1
Attack:
Unarmed: +0/DC 15 toughness


Defenses: 0+0+0+0=0PP
Dodge: +1 (+1 Agl, +0)
Fortitude: +0 (+0 Sta, +0)
Parry: +0 (+0 Fig, +0)
Toughness: +0 (+0 Sta, +0)
Will: +2 (+2 Awe, +0)


Skills: 6PP
Deception 2 (+4/+6)
Expertise (Chef) 4(+5)
Insight 2 (+9)
Persuasion 4 (+6/+8)

Feats: 8PP
Attractive
Benefit (Wealth) 3
Equipment 4



Equiptment 20EP wrote:Esticado Manor 20 points



Totals: Abilities (16) + Defense (0) + Skills (6) + Advantages (8) = 30 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Thu Apr 12, 2012 7:36 pm

Character Name: Pele (Pronounced Pay-Lay)

Occupation:
Affiliations:

Description:
Species: Plinian
Age: 91
Gender:Female
Height: 8’6”
Weight:1600lbs
Eyes: Glowing White
Hair: Copper

Image


History:


Personality :



Complications:
Name: [Description]


Abilities: 8+8+4+6+4+10+6+4 = 48PP
Strength: 5
Stamina: 5
Agility: 2
Dexterity: 3
Fighting: 2
Intelligence: 5
Awareness: 3
Presence:2


Offence:
Initiative: +2
Attack: +2 Melee, +3 Ranged


Defenses: 8+13+8+9=38PP
Dodge: +10 (+2 Agl, +8)
Fortitude: +18 (+5 Sta, +13)
Parry: +10 (+2 Fig, +8)
Toughness: +20 (+5 Sta, +15)
Will: +12 (+3 Awe, +9)


Skills: 20PP
Athletics 4 (+9)
Close Combat (Unarmed) 8 (+10)
Insight 2 (+4)
Intimidation 4 (+6)
Investigation 2 (+7)
Perception 4 (+7)
Persuasion 4 (+6)
Ranged Combat (Magma) 12 (+15)
Stealth 0 (-1)

Feats: 6PP
Assessment
Favored Environment (Underground)
Great Endurance
Language 3 (Plinian, English, Spanish, French, Latin)


Powers: 96+68+13+2 = 179PP

Living Lava (96pp container Container ) [130PP] (Body composed of Molten stone and rock)


Statuesque(Growth 1Extras: Permanent (+0) Feats: Innate ) [3PP] (Stands much taller than a human)

Inner Furnace ( Immunity (Fire) 10 ) [10PP] (Naturally burns at extreme temperatures)

Burning Aura(Damage 5 Extras: Reaction (Physical Contact)(+3) ) [20PP] (Skin hot enough to melt steel)

Volcanic Heat(Environmental Control (Heat 2) 1 i]Extras:[/i] Free Action (+2) Drawbacks: Quirk (Can be triggered by stress or emotion)(-1) ) [3PP] (Radiates as much heat as an active volcano)

Liquid Form ( Insubstantial 1 linked Partial Immunity (Damage: Limited to Physical (-1)) 20, Elongation 3) [28PP] (Made of malleable liquid rock)

Rock Sustenance (Regeneration 2 Extras: Persistent (+1) Flaws: Source (Stone)(-1) ) [1PP] (Absorbs available stone to repair damage)

Stone skin ( Protection 15 Extras: Impervious 5 ) [20PP] (Skin cools into hardened obsidian to withstand damage)

Made Of Stone (Immunity (Life Support, Aging) 11 ) [11PP] (Made of rock)





Vulcanikinetic(63 Array Feats: Alternate Effect 5) [68PP] (Command over magma, lava and stone)

    Base Power: Eruption (Damage 15 Extras: Ranged (+1), Shapeable Area (+2), Secondary Effect (+1) Flaws:Limited (Area must connect to the ground)(-1) Feats:Indirect 2 Extended Range ) [63PP] (Eruption of molten rock)


  • Alternate Power: Chasm (Affliction (Dazed/Prone) 12 [Resisted by Dodge (+0), Limited Degree (-1), Instant Recovery (Only Lasts 1 Turn)(-1)] Linked Burrowing 12 [Attack (+0, Limited (Downwards Only)(-1)] Linked Damage 12 (Limited (Targets affected by second degree of Affliction)(-1)] Extras: Line Area (+2)) [60PP] (Opening up a rift in the earth)

  • Alternate Power:Volcanic Grip ( Damage 16 Linked Weaken Toughness 16 Extras: Affects Objects (+1) Feats: Accurate 2, Precise, Penetrating 12 ) [63PP] (Burning hand hot that melts whatever it touches)

  • Alternate Power: Command Earth (Move Object 12 [ Limited (Earth and Magma)(-1)] Linked Transform 12 (Reshape Earth and Stone: Ranged (+1), Continuous (+1) Feats: Improved Mass 3) [63PP] (Manipulation of geological forces)

  • Alternate Power: Magma Wave (Damage 15 Extras: Area (Cone)(+2), Selective (+1) Feats:Penetrating 3) [63PP] (Massive Blast wave of magma)

  • Alternate Power: Earthquake (Affliction 15 (Resisted by Dodge, Overcome by Fortitude: [Dazed and Vulnerable/ Stunned and Prone]) Extras: Burst Area (+2), Selective (+1) Extra Condition (+1), Sustained (+2) Flaws: Limited Degree (-1), Limited (Along the Ground)(-1)) [60PP] (Violent Shaking of the earth)


Earthmover (12pp, Alternate power) [13PP]

    Base Power:Burrowing 12 [12PP] (Melting the rock and earth)

  • Alternate Power: Rockslide (Speed 6 Extras: Affects Others (+1), Area (Shapeable)(+1)Flaws:Platform (-1)) [12PP] (Creating a moving ‘wave’ of earth, and riding along the top of it)

Tremorsense (Senses: Ranged Touch (1), Extended 3 Flaws: Limited (Only in contact with the ground)(-1)) [2PP] (Awareness of vibrations through the ground)


Totals: Abilities (48) + Defense (38) + Skills (20) + Advantages (6) + Powers (179)= 291 Power Points
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Re: The Many Characters of NineOfSpades

Postby Jabroniville » Thu Apr 12, 2012 11:01 pm

Cool character idea- it's sort of like the end-point of Magma from "The New Mutants"- I like the choice of art, too- it's all "Hey it's a sexy picture of a girl and OH GOD SO MUCH FIRE"!

She she's PL 15 from the looks of her (it isn't included there from what I can see- but she's got +15 Area Attacks). Sounds like an uber-powerful Goddess Type.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Apr 21, 2012 1:49 pm

Character Name: Truth Ricketts

Occupation: Mercenary

Description:
Age: 27
Gender: Female
Height: 5’10”
Weight: 157lbs
Eyes: Gray
Hair: Red

Image



History:

Truth Ricketts, it can be said, was born into a simple world. One father, One mother, living off of the beaten path in the back hills of Utah. Lawrence Ricketts, Truths Father, had moved out west in the midst of the gold rush, and staked his claim. Despite never having found any of the vast deposits of gold that had been promised, he still had managed to set up a good family homestead. He also had fortuned to find himself a wife, a young girl out of Louisiana who he’d met during the trek west.

While Truth was not their first child, she was the first one to survive for more than a few months without succumbing to sickness, as was common for many young children. She’d gotten her name, at least according to her father, because Truth was his favorite word. She was raised in the happiness of self reliance, living off of the land and the skills of her own hands. She picked up hunting around the same time she was old enough to handle a firearm, and while she was abysmal at first, she kept at it, refining her aim and technique.

Most people can’t tell you exactly when the stopped being kids. To most, its just a smooth transition from child to adult, a gradual change which is all but imperceptible. For Truth however, there is no difficulty in picking out the moment she stopped being a child. It was a year after the civil war had begun. Shortly after dusk, one summer evening, a group of Confederate soldiers stormed into the house, intent on seizing it as a new base of operations. When Lawrence tried to resist, he was killed. Truths mother told her to run, and driven by fear as she was, Truth obeyed, sprinting into the darkness and continuing on till she collapsed from exhaustion, her muscles aching and sore.

That was the last night Truth ever saw her mother, or her father. It was the last time she ever thought of herself as a child either. It was a week before she had the nerve to circle back to her home. Arriving, she found it had been burnt to the ground, with no sign of the soldiers or her parents. Whatever had transpired was long since over, and Truth was alone with her thoughts, and her anger.

She wanted justice for what had happened. No, she wanted vengeance. The confederates had torn her entire world apart, and for that, she wanted to return the favor in kind. However, in her desire to do so, she faced a singular problem. She was a young woman. And as such, she was barred from joining up with the union army. A woman had no place on a battlefield, that was what she was told when she attempted to enlist. So, instead of giving up, Truth resolved that she would fight off of the battlefield.

More exactly, she began improving her aim, with the hops that, even if she wasn’t allowed to stand on the front lines of a fight, if she could aim with enough precision and skill, she wouldn’t need to be present inorder to pick off confederate soldiers. With enough practice, she figured, even while standing more than a mile from where the fighting was taking place, she’d be able to contribute to the fight. Thus, one lone girl, barely a woman, begin her lone campaign against the confederate armies. Never was her involvement suspected. She had the good sense not to make herself into a target. If she’d gone and started picking off Confederate officers in the middle of the night, then they’d have known that there was a sniper around, and come looking for her. Truth may be a crack shot with deadly aim, but she knew full well that a few dozen soldiers would be more than she could handle. Her method was slower, done with care. When the confederate and union sides were engaged, and bullets flying in every direction, then she would take her shot. As both sides unloaded countless rounds at one another, a single stray shot was easily overlooked.

But then, it was over. The war ended, the confederates had lost, and Truth was faced with the sudden weight of her own life, now devoid of a real purpose, stretched out before her, empty and alone. She took up wandering, since the idea of settling down and having a bunch of children didn’t appeal to her. Mercenary work found itself to be to her liking, or at least, to be to her skill set. She never found herself short of income. People with her abilities can easily find those looking to employ them.

And In her travels, Truth has found a bit of peace. While the pain of her past still lingers, the fires of her anger have grown dim with time. The hate no longer burns so brightly. She had seen the war, seen it from the view of an outsider. She’d seen men scream in pain as they were hit, saw the fear in their eyes as they lay bleeding. Everyone had suffered in their own way. Part of that realization came from the people she met in her travels. People who’d fought, some on the Union side, some on the other. People who’d loosed friends and relatives. And Truth saw that some of them had resolved to put it behind them, and move onwards with their lives. Those were the folks who seemed happy, who spoke with optimism and whom had plans for their future. Then there were those who had taken the other road, who let their pasts dwell on their thoughts, never able to let go of the hardships they’d suffered and the pain they had endured. Those were the people who seemed broken. Angry at a world that was unjust, drowning their misery in alcohol and meaningless endeavors. They were small and petty folk.

It was when Truth came to pity one confederate officer who’d lost both his legs to cannon fire, a man who had nothing but a bitter, angry spite for the world, that she herself began to really let go. Whatever had happened in her past, whatever losses she had suffered, she could no longer build her life around them. It was time to let go.

Truth still wanders, but her spirit is no longer plagued with memories. Whatever road stretches before her, she is prepared to greet it, knowing that there is a place in the world for her, a story that needs telling, and that she needs only rise up to meet it.




Complications:

Skirt: As a woman, its harder for Truth to earn the same sort of respect for her skills that a man would receive.

Slow and steady: Truth's style is one of careful planning. She takes her time to assess her surroundings, and find the most efficient way to reach a solution. Which is great, when there's enough time. When caught by spur of the moment events, she has trouble adapting quickly, and is prone to making poor choices in the heat of the moment.

Killer of Killers: People who don't show proper respect for life don't deserve to have it themselves, plain and simple. Truth will go out of her way to kill someone who's repeatedly taken the lives of other people without good reason. The same goes for people who, through their own recklessness, put others in danger. Though, she usually is much more lenient with the latter group.


Abilities: 4+6+4+8+6+4+10+4 = 46PP
Strength: 2
Stamina: 3
Agility: 2
Dexterity: 4
Fighting: 3
Intelligence: 2
Awareness: 5
Presence: 2


Offence:
Initiative: +6
Attack: +3 Melee, +4 Ranged

Unarmed: +3/DC 17 toughness
Knife: +9/DC 20 toughness
Rifle: +10/ DC 21 Toughness


Defenses: 9+5+8+3=25PP
Dodge: +11 (+2 Agl, +9)
Fortitude: +8 (+3 Sta, +5)
Parry: +11 (+3 Fig, +8)
Toughness: +5 (+3 Sta, +2)
Will: +8 (+5 Awe, +3)


Skills: 22PP
Athletics 3 (+5)
Close Combat (Knife) 6 (+9)
Deception 3 (+5/+7/+15)
Expertise: (Wilderness Survival) 5 (+7)
Insight 2 (+7)
Perception 7 (+12)
Persuasion 3 (+5/+7)
Ranged Combat (Rifle) 6 (+10)
Stealth 6 (+8)
Treatment 3 (+5)


Feats: 15PP
Assessment
Attractive
Diehard
Improved Critical (Rifle) 4
Language (French)
Precise Attack (Ranged Cover & Concealment) 2
Tracking
Equipment 4




Equipment 15EP wrote:Annabelle (Rifle: Ranged Damage 6; Subtle, Penetrating 3, Precise)(17ep)
AE: Bowie Knife (Knife: Mighty Damage 3)(1ep)
Duster Coat (Protection 2)(2ep)




Powers: 12PP

Sniper (Extended Range 2) [2PP]

Eagle Eyes (Extended Vision 2 ) [2PP]

Drawing The Bead ( Enhanced Extra 6 (Perception Range) Flaws: Limited (Ranged Attacks)(-1), Limited (Can't Move)(-1);Feats Variable descriptor (attacks)Drawbacks Quirk: Limited to lower of Attack or Extra's rank )) [2PP]

Judge the Range(Distance Sense) [1PP]

Read Lips(Feature 1) [1PP]

Curve The Shot(Ricochet 2) [2PP]

Mockingbird( Feature (Mimicry)) [1PP]

Mojave Born(Immunity (Environmental heat))[1pp]


Totals: Abilities (46) + Defense (25) + Skills (22) + Advantages (15) + Powers (12)= 120 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat May 12, 2012 7:25 pm

Name: Jun Sun
Alias: Steel Butterfly

Description:
Age: 22
Gender: Female
Height: 5'3"
Weight: 112lbs
Eyes: Black
Hair:Black

Image

History:
Jun has always known that she had a special power. It has been with her since the day she was born, an innate ability, a sense beyond the normal five that a human being would possess. For all her life, Jun had the power to feel the residual psychic imprint left behind on objects, and through that, to look into the past of that object, and experience the lives of all the prior individuals who had touched it. Unlike most, Jun never felt especially motivated to use her abilities for super heroics or the like.

No, Jun focused on her home life. She lived in Shanghai. Her parents had an old antiques and oddities store. Nothing big, mostly just old knock offs and cheap tourist swag. But Jun changed all that. See, while her power didn't seem all that good for fighting crime, they did seem to have an application here. With one touch, she could see an objects entire history. Which made it really easy to tell the difference between grade A historical treasures and modern knock offs and imitations. Better still, she usually could get enough information from an object to figure out where other historic items could be found, thus enabling the family to seek out these treasures.

Few of their finds however, compared with The Maasamune. The blade was a legend, more than that, it was a bit of mythology come to life. The finest sword ever crafted by the hands of man. Without magic, or divine intervention, without exotic ores or modern science, it had been forged. Just one man, the supreme master of his art, and some iron. Yet from this had come a weapon of such absolute perfection that it transcended the mortal world. This was a blade which could cut through anything, even the very fabric of the world itself.

And Jun had found it, tracing its history down the line through scraps and relics. It was a very happy moment, to behold such a wondrous thing, lost for untold eons. And then it all came appart. Because while Jun had found the blade, with the intent of using its fame to bring fame and renown to her family, she had not been the only one seeking it.

Dr. Sin, the ageless master of deception and scheming, the Dragon who lurked in the shadows, had also been searching for the blade. Word reached him quickly about Jun's find, and he dispatched his men to retrieve it. Armed thugs came storming into the Sun family antique shop the very next day. They smashed through everything, killing both of Jun's parents. They would have killed her to, except for one thing. As she clung to the blade, a realization hit her. Through it, she had a connection to some of the finest swordsmen in history. She could step into their thoughts, channel their experiance through her. It was something she'd never considered doing prior to that, but if there was ever a time to try, it was now.

In an instant, Jun went from a meek teenage girl, to a grand master of swordsmanship. In the same instant, the thugs wen't from menacing criminals armed to the teeth, to crying, bleeding children rolling on the ground. But Jun wasn't done. Through the thugs memories, she gleaned who had sent them, and where to find him. Through that man, she found where the order had been sent from. And through him, she found another lead. Up and up the chain she climbed, her power allowing her to bypass all the layers of stealth and secrecy which covered Dr. Sin's manifold plans. Till she at last found his hidden base, and stormed it, cutting through his guards and soldiers.

Till she realized that it was a trap. She may have been able to see through his many proxies and false fronts, but she could not match the man for his ingenious strategy and skill. She barely escaped with her life, and kept running, all the way out of her homeland in China, across the ocean, and at last to Freedom City. But, it was not a total loss. Jun had gained acess to one of the inner sanctums of Dr. Sin's operations. She'd touched quite a few objects while she was there. And though the full scope of his plans were still lost to her, she had seen enough to grasp at some of it. It would be enough to get her started at least, at dismantling his entire empire.

That was Five years ago. Jun has been living in Freedom ever since, running her own little antique shop. Her talent still lets her have a huge edge over other dealers in historic goods, and would probably let her turn a huge profit were she to ever apply herself fully to it. But she doesn't. No, most of her time is spent tracking down crimial leads, putting bad people out of commission and behind bars. Bit by tiny bit, she's been chipping away at the bottom layer of Dr. Sin's crime ring, only rarely making a bold enough move to strike at his more important assets, and only then once she really feels that the way is clear. Her sword lets her travel all over the world, and with it, she has taken down countless gangs, mafia's, triads and lawless scum.


Complications:

Enemy: Dr. Sin

Painful Recollection: While normally the impressions she gets from an object are not intense enough to impact her, sometimes an item will carry a very powerful emotional history along with it. When this is a good history, it can fill her with joy and a sense of well being. But Bad memories can leave her paralyzed, as all the pain and fear and suffering of untold ages past suddenly comes rushing up through her. In some cases, an objects aura may be so strong that contact is not needed. Merely being close to it can be enough to overwhelm her.

Know's to much: Jun is often troubled by the fact that the most intimate secrets of a persons life are an open book to her. With one touch, she can know all the skeletons in a persons closet, all the bad they have ever done. And that can make it difficult to get close to people.

Quirk: Jun sometimes picks up habits and mannerisms of the people who's memory she has synced with.

Distorted sense of self: Delving into eons of time can sometimes have detrimental effects on her. This is most prevalent with objects she's used frequently. It begins to become difficult for her to separate out her own history from the histories she has accessed through her power. This becomes even more intense when she visits locations which she has 'visited' in someone elses memories, often resulting in an extreamly strong case of deja vu.

Abilities: 6 + 8 + 6 + 4 + 4 + 4 = 32PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 10 + 20 = 30PP
Initiative: +4
Attack: +5 Melee, +5 Ranged
Grapple: +8
Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed
Knockback: -3


Saving Throws: 5 + 6 + 8 = 19PP
Toughness: +7 (+3 Con, +3, +2 )
Fortitude: +8 (+3 Con, +5)
Reflex: +10 (+4 Dex, +6)
Will: +10 (+2 Wis, +8)


Skills: 12PP
Acrobatics 8 (+12)
Bluff 4 (+6)
Craft (Artistic) 6 (+8)
Investigate 4 (+6)
Knowledge (History) 10 (+12)
Language (English, Mandarin, Japanese)
Notice 6 (+8)
Search 6 (+8)
Stealth 4 (+8)


Feats: 14PP
Acrobatic Bluff
Attractive
Defensive Roll 3
Dodge Focus 2
Evasion
Jack Of All Trades
Equipment 5



Equipment 25EP wrote:Protective Coat [2EP]

Equiptment Belt
Explosive Charge (Ranged Explosion 5) [15ep]
A: Cutting Torch (Damage 3 Drain Toughness 3)[1ep]
A: Heavy Pistol (Ranged damage 4, Subtle)[1ep]
A: Sleep Gas (Ranged Fatigue Cloud 4)[1ep]
A: Smoke Bomb (Ranged Obscure Visual 4) [1ep]
A: Pepper Spray (Dazzle 5 Stun 5)[1ep]
A: Shuriken (Ranged Damage 3 Autofire)[1ep]
A: Taser (Ranged Stun 5)[1ep]

GPS [1ep]



Powers: 15 + 24 + 25 = 64PP

Psychometry (Super Senses: Post cognition Extras: Channeling(+0) Feats: Rapid 11) [15PP] (Reading the residual psychic memories held on an object)


Assume Memory (Mimic (Training) 3 Extra's: Free Action (+2), Stacking (+1), Extra Subject (+2)Flaws: Channeling (+0)) [24PP] (Gaining the skills of previous holders of an object through residual psychic impressions)

The Masamune (40PP Container Flaws: Easy-To-Lose Feats: Indestructible ) [25PP] (The greatest sword created by the greatest sword smith ever known)

Blade of Masamune (Strength based Damage 5Extras: Penetrating Damage (+1) Feats: Precise) Linked (Drain Toughness 8Extras: Affects Objects (+1) Flaws: Instant Recovery (-1)) [20PP] (The Finest blade ever crafted)

Cut the Fabric of the World(Teleport 8 Feats: Turnabout, Easy, Progression 2) [20PP] (A blade sharp enough to cut through space itself)



Totals: Abilities (32) + Combat (30) + Saving Throws (19) + Skills (12) + Feats (14) + Powers (64) - Drawbacks (0) = 149 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Mon May 28, 2012 10:02 pm

Character Name: Kathryn Jason

Alternate Identity: Guile

Description:
Age: 22
Gender: Female
Height: 5’4”
Weight: 119lbs
Eyes: Light Blue
Hair: Black With Blue Dye

Image


History:

Before the superhero's turned against the world they were sworn to protect, Kathryn had a pretty good life. It wasn't always a simple one, but it was absent of any real tragedy. For much of her early years, things were straightforward and ordinary. Two loving parents, One younger brother, living together in upper class, middle america. She grew up learning some basic facts of the world. And one of them was that mutants were unnatural. Something to be looked down upon as not human. Her family never took it to the same drastic actions as others did. They never participated in any mutant hunting crusades or launched mass propaganda. Their anti-mutant sentiments were of the more quiet variety. A soft undercurrent of prejudice and resentment.

Growing up in that kind of atmosphere was more than enough to teach Kathryn to keep her powers hidden when they manifested. It was not exactly easy, emotionally, to hide this part of her, not when she'd lived her entire life learning to distrust the very thing she was. Thankfully though, her powers were subtle and hard to notice, so she was able to keep them under the rug. Her family never knew, and she was fine keeping it that way.

Then, things wen't wrong. Not personally, not at first, but for the world. The costumed champions of truth and justice, at once turned and abandoned those ideals. The betrayal was short lived, the mass sentinel force putting them down fast. But the fallout was long lasting. Like a witch hunt on a national scale, anybody with powers was now a criminal, and was searched out and exterminated. It was Scary, but Kathryn managed to keep under the radar, her powers allowing her to mask her existence from the sight of the machines which came to kill her and her kind. But not everyone was so lucky. Her little brother, Miles, he was a mutant to, and his powers happened to manifest at just the wrong moment. Kathryn had been out of the house at the time, and returned to find out that the entire scene was already over. Mile's ability had manifested, his body transforming into a half fish, half human conglomerate. And to her horror, Kathryn's parents had reported him in without hesitation. Kathryn came home just in time to see the sentinals leaving.

An anger burned inside her, one which raged so hot that it drove out any other thought. There was no sense of family love, no sense of restraint. Her mother and father were gone. These two people, who had ordered the death of their child, who would do the same to Kathryn if given the chance. These people were no family over hers. Not anymore. She turned her illusions against them, all the anger and sorrow she could muster infusing the visions she showed them. She pressured them till their minds snapped completely, till they were just husks, empty shells.

Before that day, Kathryn had never spoke up about what was happening to the world. Never raised her voice about the injustice of it all, or the inhumanity which was turned against good and honest people who's only crime was being different. She had never raised a single word against it. But now, she was going to raise hell.


Complications:
Secret: Kathryn Tries to keep her abilities secret. Both because it would out her as a superhuman, and draw the sentinels, but also because her abilities are more effective when the subject doesn’t suspect illusions might be at work.

Prejudice: As A Superhuman, Kathryn is the subject of discrimination and fear among the general population, due to the Luthor Bill.

All Just A Trick: Kathryn is totally reliant on her abilities, and has nothing else she can fall back on to protect herself if she ends up fighting against opponents immune to her illusions.

Enemy:Government/Sentinels

Reputation: Outlaw

Vengeance: Kathryn is driven to avenge the loss of her brother to the sentinels, by any means necessary.


Abilities: 0+4+4+2+0+6+8+10 = 34PP
Strength: 0
Stamina: 2
Agility: 2
Dexterity: 1
Fighting: 0
Intelligence: 3
Awareness: 4
Presence: 5


Offence:
Initiative: +2
Attack: +0 Melee, +0 Ranged


Defenses: 2+6+6+8=22PP
Dodge: +12 (+2 Agl,+2,+8)
Fortitude: +8 (+2 Sta, +6)
Parry: +14 (+0 Fig, +6,+8)
Toughness: +6 (+2 Sta, +2,+2)
Will: +12 (+4 Awe, +8)



Skills: 18PP
Deception 8 (+13/+18)
Expertise (Art) 2 (+5)
Insight 6 (+10)
Investigate 2 (+5)
Perception 4 (+8)
Persuasion 6 (+11/+16)
Treatment 4 (+7/+12)
Vehicles 4 (+5)


Feats: 11PP
Attractive 2
Benefit (Wealth) 3
Defensive Roll 2
Equipment 3
Evasion



Equipment 15EP wrote:Protective Suit (Protection 2)(2ep)
Motorcycle (10ep)
Cell Phone (1ep)
Multi-tool (1ep)
Med kit (1ep)




Powers: 91+27+10+1+16 = 145PP

Phantasm(Illusion (All Senses) 15 Extras: Psychic (+1) Feats:Feature: Immersive (Use of illusion powers is less noticeable) ) [91PP] (Mutant Powered Sensory Impressions)


Phantom Assault ( 52pp array Flaws:Limited (Must First Establish A Phantasm)(-1) Feats: Alternate Effect ) [27PP] (Illusionary Attacks)

    Base Power:Illusionary Affliction (Affliction 10 Extras: Variable Conditions (+2), Perception Range (+2), Resisted By Will (+0)Feats: Reversible, Subtle) [52PP] (False Perceptions of impairing effects)


  • Alternate Power: Illusionary Trauma ( Damage 12Extras: Perception Range (+2), Resisted By Will (+1) Feats: Variable Descriptor 2 (Illusionary effects), Subtle, Indirect ) [52PP] (Psychosomatic Attack)

Fade (Concealment (All Senses) Flaws: Blending (-1) ) [10PP] (Using illusions to conceal her presence)

Sensory Memory ( Feature: Perfect Recall of Senses ) [1PP]

Misdirection ( Enhanced Dodge 8, Enhanced Parry 8 ) [16PP] (Subtle illusionary distortion of her location, making her hard to hit)


Totals: Abilities (34) + Defense (22) + Skills (18) + Advantages (11) + Powers (145)= 230 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Tue Aug 14, 2012 8:54 pm

Character Name: Dr. Juliette Autumn


Alternate Identity: Willow

Description:
Age: 29
Gender: Female
Height: 5’11”
Weight: 149lbs
Eyes: Green
Hair: Red

Image



History:

Dr. Julliet Autumn was not always the eco-terrorist embodiment of natural destruction. She was once a very kind, intelligent young woman who wanted nothing more than to use her gifts to help the world. A global forerunner in the field of botany, with additional training in chemistry and medicine, she was a superstar of pharmaceuticals. Applying her talents and her research yielded new medical treatments for previously incurable ailments.

Juliette also had the unique privilege of finding romance in her workplace to Dr. Colin Leaus, Better known to the world by his superhuman persona of Dr. Colossus. He’d gained the ability to grow to superhuman stature after attempting to study the effects of a new growth hormone on himself. Despite his unusual abilities and dangerous lifestyle, the two were a happy couple and ended up married. Not shortly thereafter the two were blessed with a new baby girl, Lea.

One day while working perfecting a new bio mutagen with the hopes of generating more exotic plant species from which to harvest new chemical agents, Juliette found herself trapped in the chemical infusion chamber along with her samples, after a computer glitch sealed the testing chamber. Bathed in the mutagenic chemicals, her body underwent a rapid transformation, merging with the floral samples, becoming akin to a humanoid plant.

While the initial experience was quite traumatic, Juliette seemed to adjust fairly well. She began working alongside her husband, taking up the superhero persona of Willow. Not content just to fight crime, she also made use of her powers to aid poor and impoverished nations, growing large amounts of food for the needy. Overtime, she seemed to grow more distant from others, as her connection to plant life strengthened. Most just wrote it off as stress though, juggling her super heroics alongside her lab work and raising a child. Who wouldn’t seem a little distant with all that stress?

The good times could not last forever though. Lea, having never been a strong child, began to grow ill and weak. Doctors were at a loss to explain this, proposing every idea from cancer to potential genetic damage due to her parents paranormal nature. Whatever the cause, it was readily clear that the disease which she suffered from was likely to be fatal.

The two doctors went to work immediately, putting all their power and abilities towards finding a cure, often working for days without rest. Weeks went by, then Months. Promising leads failed to yield any positive results, and money was squandered on dead end procedures. The never gave up, but in the end, they were running out of money and out of time.

In desperation, Willow hijacked several armored cars and made off with the money. While she had acted in secret, it wasn’t long before her husband found out. The two erupted into argument. Willow refused to apologize for her actions or give the money back, it was needed to save their daughter. Her husband likewise would not compromise his morals, regardless of what good may come of it. The two came to blows, and Willow was eventually defeated and imprisoned.

With her stunt having drawn plenty of media attention, the remaining funding was cut to all but a nothing. And with one of the most brilliant biochemists now locked behind bars, there was no hope left for Lea. She succumbed to her sickness only a few weeks later. Willow took the news poorly, and the loss of her daughter pushed her further yet from humanity. No longer caring about the legal system, she escaped from her prison and vanished from society at large.

Scattered reports came that she had moved to south America, living in the Amazon rainforest. A Tolkien attempt to recapture her was made, but nothing came of it. In the heart of such a vast jungle, there was little that could be done to act against her.

Years passed. Her retreat from the world was the last straw. Long periods of isolation from humanity, with what little contact she did have being relegated to drug lords trying to eek out a base of operations deep within her jungle. Few ever survived, typically only those she allowed to escape and spread word to keep free of her jungle.

With her only exposure to human kind being through some of the most despicable examples of criminal scum, she eventually drew to the conclusion that the earth was very much akin to a garden. And while mankind may be able to provide a useful role in the wellbeing of the earth’s plant life, if left unchecked, it would likely grow to abundant and fester the natural beauty.

Some pruning was required.



Complications:
Weakness (Fire): Vulnerable to fire. Increase any fire based attacks save DC by 2

Weakness (Herbicides): Being part plant, she is susceptible to chemicals which damage plant life.

Wither: If denied sunlight and water for more than a day, she begins to wither like a plucked flower.

Hatred: While not fond of humans, shes tolerant of most of them, since animal life is needed to sustain plants. However, she has no such tolerance for anyone who abuses nature. Doing so runs the risk of her finding out, and coming down on the perpetrator like the fist of an angry goddess. This goes doubly so for companies or corporations who cause deforestation on a much larger scale than any individual.

Vengeful: Willow does not simply ‘forgive and forget’. Those who wrong her or her ‘children’ must be punished, and she will hunt them down to do so, waiting long as need be. If unable to directly attack the subject of her anger, she’ll strike out at them indirectly.

Motherly Instinct: Despite her detachment from much of humanity, Willow still harbors a connection to children. She will not harm them, and takes steps to ensure they are protected. This maternal nature stems from the loss of her own child.
,
Responsibility: Willow has taken it on herself to protect nature from destruction.


Noticeable: While appearing human, observers still can note something off about her. Perhaps its her flowery scent, or something off putting about her eyes, but either way, anyone interacting with her can tell something is off. This makes it difficult for her to travel incognito.

Enemy: Her Ex husband, Dr. Colossus, is one of Willows greatest enemies. Whether or not the two still harbor any of their former love is debatable, but both seem pretty intent on taking down the other.


Abilities: 0+4+4+2+2+8+8+12 = 40PP
Strength: 0
Stamina: 2
Agility: 2
Dexterity: 1
Fighting: 1
Intelligence: 4
Awareness: 4
Presence: 6


Offence:
Initiative: +10
Attack: +1 Melee, +1 Ranged


Defenses: 4+6+5+6=21PP
Dodge: +6 (+2 Agl, +4)
Fortitude: +8 (+2 Sta, +6)
Parry: +6 (+1 Fig, +5)
Toughness: +14 (+2 Sta, +12)
Will: +10 (+4 Awe, +6)


Skills: 48PP
Deception 6 (+12/+17)
Expertise (Botany) 16 (+20)
Expertise (Nature) 10 (+18)
Expertise (Chemistry) 14 (+18)
Expertise (Science) 10 (+14)
Insight 4 (+8)
Intimidation 6 (+10)
Perception 8(+12)
Persuasion 12 (+18/+23)
Treatment 10 (+14)

Feats: 15PP
Animal Empathy
Attractive 2
Favored Environment (woodlands, Jungles)
Fascinate (Persuasion)
Luck 3
Skill Mastery (Expertise (Botany), Expertise (Chemistry), Expertise (Nature))
Invention (Feature (Botany))
Improved initiative 2


Powers: 55+18+44+4+1+3+6+7 = 138PP



Plant Control (45pp Array Feats: Alternate Effect 8, Trigger 2) [55PP] (Elemental Command Over Plants)


    Base Power:Vines (Affliction 10 (Hindered And Vulnerable, Defenseless and Immobilized; Resisted By Dodge) Extras: Extra Condition (+1), Ranged (+1), Area (Shapeable)(+2), Cumulative (+1) Flaws: Limited (Area Must Connect to Ground/Walls)(-1), Limited Degree (-1)Feats: Indirect 3, Extended Range 2) [45PP] (Vines Erupt from the ground and out of the walls, ensnaring everything)


  • Alternate Power: Plant Growth (Create (Plants) 15Extras: Continuous (+1), Impervious (+1)Flaws: Permanent (-1) ) [45PP] (Trees and Foliage rapidly grow into the desired form)

  • Alternate Power: Pollen (Affliction 10 (Entranced/Compelled/Controlled; Resisted By Fortitude) Extras: Cloud Area (+1), Progressive (+2) Feats: Subtle 2, Insidious, Reversible ) [44PP] (Toxic pollen which overrides the will of those who breath it)

  • Alternate Power: Brambles ( Damage 10Extras: Area (Shapeable)(+1), Sustained (+1) Feats: Indirect 3, Penetrating 2 ) [45PP] (Sharpened Thorny Branches Appear and Lash at anything within reach)

  • Alternate Power: Flora Infestation (Affliction 10 (---/Stunned/Transformed; Resisted By Fortitude) Extras: Progressive (+2), Perception Range (+2) Flaws: Limited (Second and Third Degree Only)(-1) Feats: Subtle 1, indirect 3, Reversible) [45PP] (Intestinal Flora Spreads and converts the body into a plant)

  • Alternate Power: Mega vine (Move Object 10 Extras: Damaging (+1), Burst Area (+1), Perception Range (+1)Flaws: Limited (Area Must Connect to Ground)(-1) Feats: Precise, Increased Mass 4 ) [45PP] (Vines the size of tree’s appear, lifting and tossing anything they grab)

  • Alternate Power: Overgrowth (Growth 15 Extras: Affects Others (+0), Continuous (+1), Perception Ranged (+2) Flaws: Permanent (-1), Limited (Plants) (-1) ) [45PP] (Causes nearby plant life to erupt in a surge of growth)

  • Alternate Power: Plant Manipulation (Transform 9 (Solids to Solids) Extras: Continuous (+1) Flaws: Limited (Only Plant Matter)(-1) Feats: Increased Mass 9 ) [45PP] (Changing plants and wood into new plant life)

  • Alternate Power: Floral Eruption (Affliction (Hindered and Vulnerable/Defenseless and Immobile; Resisted By Dodge, Overcome by Damage) 1 Extras: Continuous (+3), Cumulative (+1), Extra Condition (+1), Selective (+1), Burst Area (+6) Flaws: Limited Degree (-1)) Linked ( Environmental Control 6 (Impede Movement 2, Visibility 1) Extras: Continuous (+1), Selective (+1)) [42PP] (Expolosive Growth of plant life, aggressively converting the area into a jungle)



Plant Mobility( 15pp array Feats: Alternate Effect 3) [18PP] (Use of Plants for movement)

    Base Power:Petals ( Insubstantial 2 Linked Flight 1 (subtle) Linked Visual Concealment 1 (Partial)) [15PP] (Changes into a mass of flower petals and Leafs which flutter through the air)


  • Alternate Power: Garden Path (Teleport 15 Extras: Accurate (+1) Flaws: Medium (Plants)(-1), Limited (No Additional Mass)(-1)) [15PP] (Merges with a plant and ‘grows’ a new body elsewhere)

  • Alternate Power: Carrier Vine (Flight 3Extras: Continuous (Falls harmlessly to the ground)(+1) Flaws: Platform (-1)) [6PP] (Carried through the air by a single massive branching vine)

  • Alternate Power: Root Tunnels ( Burrowing 7 Extras: Ranged (+1) Feats: Penetrating 1) [15PP] (Powerful Roots Forcing their way through the earth to create tunnels)



Plant Body (44PP Passive Container ) [44PP] (Living Plant Body)


Wooden Armor (Protection 12 ) [12PP] (Wood Like Skin Stronger than Steel)


Photosynthesis (Regeneration 10 Flaws: Source (Sunlight)) [5PP] (Sunlight allows her body to rapidly grow and heal any damage)


Rooting( Immunity (Aging, Starvation, Sleep) ) [3PP] (Can sustain herself entirely by rooting into fertile soil every few days)

Inhuman( Immunity (Interaction Skills) ) [5PP] (Has little to no connection to normal humans)


Reseed( Immortality 5 Flaws: Limited (Requires Soil And Sunlight)(-1) ) [5PP] (Transforms into seeds upon death which scatter to the wind and grow a new body elsewhere)


Vine Projection (Extra Limbs 8 Linked Elongation 3Extras: Projection (+1) [i]Feats:/[i] Benefit (Ambidexterity)) [16PP] (Project viney growths from her body to act as hands)




Plant Speak (Comprehend (Plants) 2) [4PP] (Able to communicate with plant life)


Green Thumb ( Feature (Small plants/flowers appear on any object she touches. Created plants die within a day, unless grown on something which would allow them to survive)) [1PP]


Forest Stride( Movement (Environmental Adaptation (woodlands, Jungle), Trackless (Limited To Forests/Jungles) ) [3PP] (Completely at One with surrounding plant life, able to move effortlessly through it)


Plant Attunement (Senses (Mental): Detect (plants) 2, Extended 2, Acute, Accurate ) [6PP] (Connection to all ambient plantlife)


Green Sounding (Senses: Hearing Linked Tactile (1), Extended 4, Acute, Accurate, Radius, Penetrating: Limited (Only areas around Plants)(-1) ) [7PP] (Passive Mental Link to Her Children)



Totals: Abilities (40) + Defense (21) + Skills (48) + Advantages (15) + Powers (138)= 262 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Tue Aug 14, 2012 8:55 pm

Character Name: Arial Lancette

Alternate Identity: Maiden


Occupation: Museum Curator

Description:
Age: 29
Gender: Female
Height: 5'9"
Weight: 133lbs
Eyes: Sapphire
Hair: Black

Image



History: Arial was a fairly content museum curator, Working out of Emerald City, having moved there some eight years ago after getting her degree in history. While working on cataloging some new additions to the collection, she came across a small statue which had a peculiar stone embedded within its brow. At first it seemed whole unremarkable, but for some reason it stuck in her thoughts. Like it had imprinted itself there, a memetic bond. Returning a few days later to reexamine the piece, Arial was drawn to it, almost feeling some vast power resonating from within. When her fingers touched its surface, a shock wave raced through her body. The moment of contact had connected her to a wellspring of energy which transcended the world as she knew it.

Her first contact was to much, and she blacked out. Awakening some time later, back at her home, Arial first had written the matter off as a strange dream. That was till she glanced in the mirror and found the stone had bonded to her forehead. Concerned that whatever she was dealing with was well beyond her ability to handle, she quickly removed it and returned the stone to the museum proper, fully intent on leaving it there, but as soon as she tried to walk out the door without it, a nagging sensation crept up in her mind, making her doubt her decision. Perhaps she'd hold onto it a bit longer.

As she continued to connect to the stone, Arial began learning to tap into its power. She could make it disappear from sight with a thought, which at first seemed a neat trick, until she began really using its power. Her minds eye had expanded, and she could direct her willpower out on the world. The thoughts of others became available to her, a simple matter to read them, and only a slightly more challenging one to change them. It wasn't long before she could go beyond even that, and begin moving objects about at will.

It was all just fun and games at first. Harmless enough, or so she told herself. What danger was their in pushing peoples minds a bit in order to increase her salary, or win big at a few casino's? Nothing to out of line, right? She got her wakeup call when she went to work one day and saw her museum was on fire.

The building had come under attack by Lady Lunar, Ruler of the City of Far side. Much like Arial, she had come in contact with a Moonstone in the past, and received its power. Which was impressive, since both seemed to have been under the impression that they drew their power from the only moonstone. Still, the Queen had sensed the stones presence and sought it out, tracing its energy to the museum, and was now tearing it apart as she sought to make sense of how there psionic radiance of the moonstone could have emanated from such a place.

Arials arrival with the stone did not go unnoticed, and Lady Lunar descended, determined to claim it. It is likely the only reason Arial escaped was that Lunar had not considered the possibility for anyone but her could possibly have harness the power of a Moonstone, nor turn it against her. The surprise counter attack caught her off guard and left her weak enough that she had to flee, not before swearing to return and claim what she saw as rightfully hers.

Though their contact had been brief, it had a profound effect on Arial. She'd toughed the thoughts of Lady Lunar, and saw much of herself, only magnified. The same feeling of entitlement, the same casual ease with which they'd used the powers granted to them to enforce their will on others. A lot of the same justifications for taking actions which they felt to be wrong, the same internal arguments for their necessity. While Arial was by no stretch as bad as Lunar was, the similarities were enough that she couldn't help but be disgusted at herself.

So, she made the commitment to change, to be a better person. Her abilities were a gift, and she'd squandered it on personal gain and petty trivialities. Well no more. Time was she put her power to a better use, lending a hand to others where she could, bringing justice and aid in equal measure to those who had earned it.

Taking on the alias of The Maiden, which she connected to several mythological lunar deities spanning various cultures, Arial has begun both her work at self improvement, and her life as a superhuman crime fighter.




Complications:
Nemesis : :Lady Lunar's Driving desire to be the only one with the moonstones power drives her to seek out and attack Maiden. The two are all but destined to fight one another until only one remains.

Addictive: The Moonstones power is appealing and forms a sort of psionic link to those who have the capacity to use it. Being separated from it for any length of time causes those who've bonded to feel compelled to seek the stone out again.

Responsibility : After seeing Lady Lunar and how she abuses her power to rule over others, Moonstone has recognized her own failings and has vowed to not abuse the abilities she's been given, not wanting to become another psychic tyrant.

Secret: Arial maintains a secret identity mostly to keep herself humble, as well as to protect those around her from harm.

Migraines: As a mild side effect of the moonstones use, Arial often gets terrible migraines after pushing her abilities to far.

Mental Osmosis: Her powers have a way of 'leaking' her thoughts and mental state onto those nearby, as well as picking up on others and taking a bit of it in. Strong mental trauma can stagger her momentarily, and mental contact with those under the influence of mind altering substances can leave her with a 'contact high'. Similarly with emotions, exposure to especially strong feelings can flavor her own mood without her even realizing it.


Abilities: -2+0+4+4+0+4+6+6 = 22PP
Strength: -1
Stamina: 0
Agility: 2
Dexterity: 2
Fighting: 0
Intelligence: 2
Awareness: 3
Presence: 3


Offence:
Initiative: +6
Attack: +0 Melee, +2 Ranged


Defenses: 1+8+3+9=21PP
Dodge: +8 (+2 Agl, +1, +5)
Fortitude: +8 (+0 Sta, +8)
Parry: +8 (+0 Fig, +3, +5)
Toughness: +12 (+0 Sta, +12)
Will: +12 (+3 Awe, +9)


Skills: 16PP
Expertise (Psychology) 4 (+6)
Expertise (History) 10 (+12)
Insight 6 (+9)
Perception 6 (+9)
Persuasion 6 (+9)




Feats:6PP
Attractive 2
Improved Initiative
Benefit (Wealth)
Move By Action
Luck




Powers: 86PP

Moonstone (105PP Container Flaws: Hard-To-Lose Feats: Restricted, Subtle ) [86PP] (Extra planar Metal Infused with Psionic Energy)


Psionics ( 45pp array Feats: Alternate Effect 11) [56PP] (Mastery over the Mind)

    Base Power:Thought Manipulation ( Affliction 10 (Entranced/Compelled/Controlled)Extras: Resisted By Will (+0), Perception Range (+2), Cumulative (+1) Feats: Subtle , Insidious, Triggered 2 ) [45PP] (Psionic Assertion of mental dominance)


  • Alternate Power: Thought Thief ( Mind Reading 10 Extras: Effortless (+1), Cumulative (+1) Feats: Subtle, Insidious: Enhanced Bluff 12 (Limited: Target of Mind Reading) ) [45PP] (Psionicly Tapping into the targets thoughts)

  • Alternate Power: Hallucination (Illusion (All Senses) 9 Extras: Psychic (+1) Flaws: Resisted By Will (-1) ) [45PP] (Psionic Projection overwriting the senses)

  • Alternate Power: Mind Blast ( Damage 10 Extras: Perception Range (+2), Alternate Save (Will)(+1) Feats: Subtle, Insidious, Incurable, Triggered 2 ) [45PP] (Psionic assault)

  • Alternate Power: Mental Lash ( Weaken Mental 10 Extras: Broad (+1), Perception Range (+2), Alternate Save (Will)(+0) Feats: Subtle, Insidious, Incurable, Split Attack) [45PP] (Psionic inhibition of the mental faculties)

  • Alternate Power: Astral Projection ( Remote Senses 14 (Visual, Mental, Audio) Extras: No Conduit (+1) Flaws: Side Effect (Physical Body Immobile and Defenseless)(-2) Feats: Subtle, Dimensional 2 (Mental Dimensions (Astral Plane, Dreamscape, etc)) [45PP] (Projection of the Mind away from the body)

  • Alternate Power: Mental Force ( Move Object 10 Extras: Perception Range (+1), Damaging (+1) Feats: Subtle, Precise, Increased Mass 3 ) [45PP] (Projection of Telekinetic Mental Force)

  • Alternate Power: Psionic Storm ( Damage 10 Extras: Shapeable Area (+3) Feats: Penetrating 5) [45PP] (Directed Telekinetic Shockwave)

  • Alternate Power: Telekinetic Field (Move Object 9 Extras: Burst Area (+ 3), Selective (+1)Flaws: Touch Range (-1)) [45PP] (Wide Reaching Telekinetic Force)

  • Alternate Power: Disassemble ( Weaken Toughness 10 Extras: Affects Objects (+1), Ranged (+1), Burst Area (+1), Selective (+1)Flaws: Objects Only (-1) Feats: Subtle, Precise, Reversible, Improved Range 2 ) [45PP] (Telekinetic Manipulation of each component at once to disassemble an object)

  • Alternate Power: Broadcasting (Mental Communication 5 Extras:Area (+1), Selective (+1), Linked Comprehend Languages (3), Comprehend Animals (2) (LanguagesFeats: Subtle, Dimensional 2 (Mental Dimensions), Rapid 2 ) [45PP] (Psionic Thought to Thought Contact)


Force Barrier (Protection 12) [12PP] (Barrier of Mental Force)

Lift ( Flight 3 ) [6PP] (Telekinetic Flight)

Aura Vision (Senses 3: Detect Physical And Emotional State, Ranged ) [4PP] (Ability to Perceive psychic auras)

Precognition ( Senses: Precognition (4) Flaws: Uncontrolled (-1), Limited (Only While Sleeping)(-1), Unreliable (-1) ) [1PP] (Prophetic Dreams)

Psionic Awareness (Senses: Mental Awareness, Acute, Accurate, Radius, Tracking, Extended 4 Feats: Alternate Effect) [11PP] (Mental Perception of psionic energies)

  • Alternate Power: Mind Scan ( Senses: Detect Minds (1), Ranged , Accurate, Acute, Radius, Extended 3, Rapid ) [10PP] (Perception of Mental Energies)

Psychic Bastion (Half Immunity (Mental Effects) ) [5PP] (Impervious Mental Strength)

Prescient ( Enhanced Dodge 5, Enhanced Parry 5 ) [10 PP] (Momentary Flashes of events an instant before they happen)






Totals: Abilities (22) + Defense (21) + Skills (16) + Advantages (6) + Powers (86)= 151 Power Points
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Re: The Many Characters of NineOfSpades

Postby catsi563 » Tue Aug 14, 2012 9:03 pm

Excellent characters as always. you put a lot of thought into backgrounds and complications that you create more then just character sheets.

:mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Mon Aug 27, 2012 1:11 pm

Character Name: Karen Starr

Occupation: CEO of Starrware Labs
Affiliations: Science Police

Description:
Gender: Female
Height: 5’11”
Weight: 180lbs
Eyes: Blue
Hair: Blond

Image


History: Starrware Labs was the child of a dream and a whole lot of ambition, coming from its founder and CEO, Karen Starr. In her mind, the world had big problems. Pollution, Poverty, Disease. Issues which needed tackling, yet always seemed to be the first things cut whenever any company needed to save a few bucks on its bottom line. That was the goal of Starrware. Solve the big problems.

Had anybody else attempted it, its likely that the dream wouldn't have gotten off the ground. But very few people had Karens talents. A mix of brains, charisma, guts and optimism, all in just the right amounts. She got a few investors who thought she might be onto something. With The start up money, Starrware was born.

In the first three months, they released a new kind of mobile phone. Small enough to be mistaken for an earring, they could be fixed to a persons ear and kept there. A single battery was enough to last a decade or more, and the device was durable enough that it virtually never broke. Plus, MP3 Compatible. For her efforts, Karen was sued by her investors, who cited that she'd done the exact opposite of what she'd promised, delivering just another bit of consumerist junk. She countered by pointing out a few details which had gone overlooked. Like the amount of destroyed cell phones each year, and all the garbage that creates. Garbage which her new product would all but eliminate. Or that the battery design her engineers had created would revolutionize the way energy is stored, allowing for smaller and more energy efficient wireless devices. And lastly, she pointed to their sales figures. The Starrbit, as it was called, had outsold every major competitor, and not only reimbursed the investors funds, but nearly doubled it.

That put the company on the map, and rose Karen from a wide eyed idealist with a fancy new degree to a major player on the global economy. What followed was a string of successful new patents and inventions, covering dozens of areas. Solar powered water desalination, more durable breeds of corn and wheat which required almost no water, Electric Airplanes which had almost zero emissions. You name it. And with their increased success came more and more scientists who wanted to lend their talents.

Their biggest creation was the Nanoswarm Program. Nanotechnology which could break down and resemble matter at the atomic scale, turning raw materials into virtually anything. It was to be the end of scarcity. A world where anything anyone could ever want would be created in an instant. But it wasn't to be, because thats when the dimensional rifts began opening and invaders from other worlds appeared.

While The nano swarm was almost finished, the resources which could have gone to its completion were diverted towards defense and survival. Energy shields were developed, racing against time to seal the breaches in time and space. When the dust settled, the damage was far and wide. Vast dead zones dotted the landscape, and what few cities were left remained trapped in bubbles.

Starrware survived, but it had changed somewhat. Though Karen herself had never had much love for military forces, she wasn't so stubborn as to let the very real threat to her cities survival get in the way. Starrware now supported the Science police, pouring hundreds of millions of dollars into R&D work, developing new weapons and defense measures against whatever enemies might arise. Credit probably belonged to Colonel Clark Kent for that. Karen's cousin had been instrumental in helping her get access to the top brass and having them sign off on letting a Civilian business woman so throughout integrate herself into the Science police.

Of course, there was still some friction. Starrware did develop a more weaponized version of the nanoswarm, but Karen refused to let it out of her personal control. No amount of arguing from the military was able to convince her otherwise. The risk of a Gray Goo scenerio weighted to heavily on her conscience, especially after the fall of the San Francisco shield. The new version would only be used by her, and how she saw fit. That was her ultimatum. Once again, her Cousin was able to get the military to back off.

Now essentially a frontline soldier, Karen and her nanoswarm have been unofficially recruited to the science police to help deal with whatever new reality appears to threaten the security of Metropolis.


Complications:


"Temper! WHAT TEMPER!?": Karen is notorious for her quick temper and stubbornness.

"Hay! Eyes Up Here": Karen's ample chest, and her willingess to flaunt it, often has the uninformative side effect of giving people the wrong perception about her. Many see her as a pretty face without the intelligence to back it up. She sometimes has trouble being taken seriously. Or keeping other peoples attention on her face when she's speaking to them, for that matter.

"I'm a private Citizen": Karen does not actually hold any rank or position within the chain of command. While not always a problem, it does mean that whatever authority and privlages she's granted by those in charge can be revoked at a moments notice.

"Always a Million things on the to-do-list": In addition to working with the Science Police, Karen still has her duties as CEO to attend to, including oversight of the day to day running of Starrware, reading through project applications and allocating resources. It keeps her busy.


Abilities: 0+4+6+4+4+12+8+6 = 44PP
Strength: 0
Stamina: 2
Agility: 3
Dexterity: 2
Fighting: 2
Intelligence: 6
Awareness: 4
Presence: 3


Offence:
Initiative: +3
Attack: +2 Melee, +2 Ranged


Defenses: 2+3+3+4=12PP
Dodge: +5 (+3 Agl, +2)
Fortitude: +10 (+2 Sta, +3, +5)
Parry: +5 (+2 Fig, +3)
Toughness: +15 (+2 Sta, +12, +1)
Will: +8 (+4 Awe, +4)


Skills: 23PP
Deception 5 (+8)
Expertise: Business 6 (+12)
Expertise: Science 2 (+8)
Expertise: Law 1 (+7)
Insight 6 (+10)
Intimidation 5 (+8)
Perception 6 (+10)
Persuasion 9 (+12)
Technology 6 (+12)

Feats: 15PP
Attractive 2
Benefit (Wealth) 5
Benefit (Financial Pull)
Benefit (Security Clearance)
Defensive Roll
Connected
Leadership
Inspired
Teamwork
Fascinate (Persuasion)

Equiptment
Comlink
Private Helicopter
Sports Car

Starrware Labs
Colossal Size
Toughness 14
Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Hanger, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Sealed, Security System (DC 30), Self Repairing, Workshop






Powers: 54 + 2 + 0 = 56PP

Nanotech Hive (65PP Container Flaws: Hard-To-Lose Feats: Restricted 2 ) [54PP] (Wristwatch Sized Nanobot Control Apparatus)

Nanobot Swarm (Summon 10Extras: Heroic (+2), Controlled (+1) Feats: Wireless Link) [51PP] (Release Nano Swarm)

Nanoarmor( Protection 12 Flaws: Limited (Half Effective Vs knockback)(-1) ) [6PP] (Armor as hard as diamonds, constrcted by nanobots, only a few atoms thick)

Medi-machines(Enhanced Fortitude 5, Immunity 2 (Poison, Disease), Regeneration 1) [8PP] (Internal Medical Nanobots)

Authority Figure ( Enhanced Feat (Luck 4) Flaws: Limited (Only for Leadership and Inspire)(-1)) [2PP] (Inspires others to follow her)


Totals: Abilities (44) + Defense (12) + Skills (23) + Advantages (15) + Powers (56)= 150 Power Points




-------------------------------------------------

Nanite Swarm

Name: Arthur-3


Abilities: -10-10+0+0+0+0+0-10 =-3 0PP
Strength: ---
Stamina: ---
Agility: 0
Dexterity: 0
Fighting: 0
Intelligence: 0/10
Awareness: 0
Presence: -5


Offence:
Initiative: +0
Attack: +0 Melee, +0 Ranged


Defenses: 5+0+5+7=17PP
Dodge: +5 (+0 Agl, +5)
Fortitude: Immune
Parry: +5 (+0 Fig, +5)
Toughness: +15 ( +12, +3)
Will: +7 (+0 Awe, +7)


Skills: 7PP
Perception 4 (+4)
Technology 10 (+10)

Feats: 3PP
Eidetic Memory
Evasion 2


Powers: 70 +70+6+5+2 = 153PP

Nano swarm(69PP Passive Container Feats: Innate ) [70PP] (Swarm of microscopic robots)

Nonliving (Immunity (Fortitude, Mental Effects) 40 ) [40PP]


Swarm (Insubstantial 2 Extras: Continuous (+1) Flaws: Permanent (-1) ) [10PP]


Micro-propulsion (Flight 2 ) [4PP]


Billions Strong (Growth 12 Extras: Continuous (+1), No Penalty to Dodge/Parry (+1) Flaws: Permanent (-1) , No Increase to Strength (-1), No Increase to Speed (-1) ) [12PP]


Durable (Protection 3 )



Nanotech (68 Array Feats: Alternate Effect 2 ) [70PP] (Nano robotic manipulation of Atoms)


    Base Power:Nano-Manipulation (Transform (Solids) 10 Extras:Continuous (+1), Shapeable Area (+1) , Selective (+1) Flaws: Limited (Only Targets Area within itself)(-1) Feats: Increased Mass 7, Precise ) [68PP] (Reconstruction of Matter at an atomic scale)


  • Alternate Power: Deconstruction (Damage 10 Linked Weaken Toughness 10 Extras: Shapeable Area Damage (+1), Shapeable Area Weaken (+1), Weaken Affects Objects (+1), Selective (+1) Flaws: Limited (Only Targets Within Itself)(-1) Feats: Reversible, Incurable, Insidious, Precise , Penetrating 14 ) [68PP] (Breaking down matter at the atomic level)

  • Alternate Power: Repair (Healing 13 Extras: Shapable Area (+1), Selective (+1), Restorative (+1), Affects Objects (+1)Flaws: Limited (Only Targets Within Itself)(-1) Feats: Persistent, Stabilize, Feature (Regrows Limbs) ) [68PP] (Breaking down matter at the atomic level)


Nanovision (Senses (Vision): Analytic, Microscopic Vision 4) [6PP]


Hive AI (Enhanced Intelligence 10 Flaws:Limited (Only to Expertise Related To Physical Science or Construction)(-2) ) [5PP] (Adaptive Construction AI algorithms)


Computerized Brain (Quickness 6 Flaws: Limited to mental (-1)) [3PP] (Faster Than Human Processing Speed)




Totals: Abilities (-30) + Defense (17) + Skills (7) + Advantages (3) + Powers (153)= 150 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sun Sep 02, 2012 10:49 am

Character Name: Mirabella Sibyl
Alternate Identity: Spellbinder
Occupation: Mistress of Magic
Theme: Magic Touch


Description:
Age: 1528 (appears Mid 20s)
Gender: Female
Height: 6’0”
Weight: 184lbs
Eyes: Emerald
Hair: Scarlet

Image


History: In the Annuls of History, many are the tales of the strange and the unknown, of things betwix the light and dark, far beyond the kin of man. This is one such tale…

In the time of legend, there lived a young girl. Mirabella Sibyl. She was not but a humble maid who lived within the walls of Camalot. Twas a humble existence, to cook and clean and tend to the needs of Royalty. But all that changed in the blink of an eye, when she was called for one day by the Kings closest friend, the aged mystic known only as Merlin. With nary a moments pause, he thrust a handful of parchments into her arms and began to instruct young Mirabella. The poor girl, so faught with confusion over this turn, did not but obeys. Within a fortnight, she had become literate. By the time of harvest, she’d gained an understanding of Arithmatic, Geometry, Astronomy and a dozen other fields of learning. In a years span, her knowledge had only increased further. In that time, she’d come to know more than just the ways of the world, but of her teacher as well. Merlin was gruff and taken by ill moods when his pupil failed to meet the expectations he put forth, but Mirabella had never known him to be cruel. In coming to know him, she’d often asked the purpose behind his teachings, and was rebuked each time.

Near of five years passed before she at last had an answer. Merlin had seen a spark of talent within her. Talent not of cooking or cleaning, not of a mere maid. Talent for forces beyond that of men. He had chosen her as his apprentice, that she may drink from the cup of his wisdom, and become a sorceress! All she’d learned up till then was but Childs play, the idle work meant simply to expand her mind enough that she may begin to grasp at the Art Arcane! For many a year longer did Mirabella train with Merlin, learning the eldritch and secret arts.

In time, Merlin would pass, the Master Wizard having long since earned his rest. So then did his Apprentice rise up in his place, as the new Mistress of All Magic, a young addle brained Serving wench no more, Now an Archmage without peer.

For hundreds of years, Mirabella worked in darkness, more legend than person. Wherever the forces from beyond this earthly realm did arise, Sybil would not be far behind. Ready to cast back whatever foul and unhallowed beast did rise up from the Pit. Ready to dispatch foolish young warlocks who did tamper with forces beyond their ken. To stand and fight against Blackened and ancient Beings of Godlike strength who turned their covetous eyes upon our mortal world. And, upon doing away with such a looming shadow, she would return wince she came. No words of praise were sought, no glory or thanks needed. Sybil was a rumor, an unseen protector. Until she Vanished.

Gone was the Archmage from her tower, for near of two hundred years, even the rumors of her wen’t silent. For Sybil had left earth behind, having been drawn afar by something vast and old, dwelling beyond the stars themselves, beyond reason and light, beyond time. A Beast, Elemental and eternal who clawed at the frayed edges of reality, ever hungry to enter. And all this abomination needed was a host of sufficient magical strength. For two hundred years did these two battle. In a realm where magic was omnipresent, they were evenly matched. Their every blow enough to shake the fabric of the world, had they not seen far outside it.

In the end, Mirabella did not prevail, but rather, escaped. The Dweller from beyond the stars still lingered, but even it would need time to mend its wounds.

Sybil returned to earth, to find a new age had dawned. The world was strange and alien to her as a new dimension. What’s more, in her absence, many a new mage had risen up. Most were benign, either of noble spirit or of little talent. A few though, were a danger, wielding dark magic with a practiced cruelty, taking on Grand Personas. These ‘super criminals’ would need be dealt with.

So was it that Sybil did step into the light, The Mistress of Magic no longer needing live as a hermit from the world. Now she stood as one of its champions, dispatching nefarious brigands and their vile ilk. She became a hero to many, though as always, never did she seek the praise or glory which was heaped upon her name. She wanted ought but a peaceful life, and the satisfaction of allowing others the same. Perhaps that was what inspired so many. That this woman, who courted with otherworldly gods, battled hellspawn and Necromancers and things for which man has no words, that this woman be so very human. Perhaps that was what made her a hero.

Who is to say?


Complications:

Out Of The Past: Sibyl is old, and more importantly, has been away from earth for a good length of time. While she's adjusted well to the modern era, her understanding of the 20th century is still rather incomplete.

The Ties That Bind: Casting Magic requires both careful gestures and the recitation of ancient words. Should Sybils mouth be gagged or her hands tied, her spell casting would weaken considerably. Should both be restrained, she'd be unable to cast at all.

Secrets From beyond the Vail: Magic is occult, and is so for good reason. Much of what takes place beyond the mortal realm is of a nature to alien or unfathomable to be known by most. Sybil works to keep much of the nature of magic and the arcane hidden from others, so as to protect them from dangers they would not comprehend.

The Darkest Arts: Not all magic is good. And while she is loath to use it, Sybil possesses an understanding of twisted and foul spell craft. But to cast a spell is to project it through ones very essence. Therefore, using such perverse and evil magics inherently scars the soul of the user, corrupting their character.

Demon of the bottle: An affliction which Sybil suffered from before she even managed to cast her first spell, is a weakness for alcoholic beverages. As such, she abstains from it whenever she can, knowing that the temptation to overindulge is a risk not worth taking.

Reputation: While the by and large majority of the public cares little for Sybils abilities so long as she puts them to use for the greater good, there are those who simply find magic distasteful and wrong. Close Minded Scientists and religions fanatics both rear their faces on occasion to speak out publicly against her. While seldom threatening, it is an annoyance that Sybil has little idea of how to resolve. A bigger issue though, is those who cry out for Sybil to use her magic to aid them, and she is forced to turn them away, as even her power is not without limits. Those who do not receive her help have spread the rumor about that she is cold hearted and to aloof from the concerns of the mundane world.

Enemies:

Stargazer: A mysterious cloaked man who acts as the emissary to the Dweller beyond the stars. Though exposure to his master has long since driven him mad, he is a crafty and dangerous enemy, wielding magic which corrupts everything it touches.

The Golem: A hulking creature carved from stone, it lives only to consume magic, soaking in all spells cast against it and bringing to bear its colossal strength.

Abra-Cadaver: Once a Small time magician, He discovered an evil amulet used by ancient wizards to command the forces of life and death. Though still as petty as ever, he lives on as a walking corps and a potent necromancer, using the undead as his army to try and build his own kingdom.

Maximilian Faust: Multi-billionaire and dabbler in the occult, Faust turned his buissiness expertise to vile use, trafficking in souls and memories and anything else that he can find a buyer for. While no real threat on his own, he's got quite a few demons and devils on his payroll.

Tiamet: Ancient Mesopotamian Dragon Goddess who battle Sybil in ages past and was tricked into an extra dimensional prison. Sybil has extracted vows from the goddess that she would not threaten mankind any longer. However, the goddess made no such promises about Sybil herself, nor does she consider herself bound by any oath to a dead person. Despite her power, she prefers to send her dragons to earth to do battle with Sybil.

The White Flame: A Sort of Elemental Being of Life and Light. The Flame appears as a spectral human woman made of white light. A troublesome foe, for while she wants nothing more than to heal and protect, she does so to a dangerous extreme. She heals people to the point where their lifeforce can no longer be contained by their mortal body, and they burst, or overrides their will so as to better protect them from any poor choices they might make, or bad thoughts they might have. She kills with kindness.

Santa Claws: A Malevolent entity from a mirror world. With his cursed toys, He brings pain and unhappiness to all good little boys and girls, traveling about on his sleigh pulled by 8 monsterious wasps. Worse, is he works year round, save for christmas.

Oberon: King of the Fair folk, strange fairy tale creatures who dwell in mysterious woodlands. Oberon has sought Sybil since she first defeated him in battle, having fallen madly in love with her. Emphasis on Mad. He'll stop at nothing to turn the Mistress of Magic into his Bride.



Abilities: 2+6+6+8+6+12+16+10 = 66PP
Strength: 1
Stamina: 3
Agility: 3
Dexterity: 4
Fighting: 3
Intelligence: 6
Awareness: 8
Presence: 5


Offence:
Initiative: +7
Attack:+3 Melee, +4 Ranged, +9 Unarmed, +14 Magic


Defenses: 4+5+4+8=21PP
Dodge: +12 (+3 Agl, +4, +5)
Fortitude: +12 (+3 Sta, +5, +4)
Parry: +12 (+3 Fig,+4, +5)
Toughness: +16 (+3 Sta, +1, +12)
Will: +16 (+8 Awe, +8)


Skills: 35PP

Acrobatics 5 (+8)
Close Combat (Unarmed) 6 (+9)
Deception 9 (+14/19)
Expertise: Magic 22 (+28)
Expertise: History 17 (+23)
Insight 8 (+16)
Investigation 6 (+11)
Perception 6 (+14)
Persuasion 10 (+15/20)
Ranged Combat (Magic) 10 (+14)


Feats: 29PP
Attractive 2
Artificer
Benefit (Wealth) 2
Defensive Roll
Eidetic Memory
Equipment 9
Fearless
Improved Initiative
Improvised Weapon 3
Move By Action
Ritualist
Uncanny Dodge
Language 5 (English, Celtic, French, German, Italian, Greek, Egyptian, Russian, Occult, Spanish, Chinese, Indian, Latin, Arabic, Sumerian, Swahili, Japanese)


Powers: 92+3+3+11+3+32= 144PP

Arcane Arts( 84pp array Feats: Alternate Effect 8) [92PP] (Arch magic and Spell craft Supreme)


    Base Power: Eldritch Bolt (Damage 14 Extras: Ranged (+1), Multiattack (+1), Secondary Effect (+1)Feats: Precise, Affects Insubstantial 2, Penetrating 14, Variable Descriptor 2 (Energy), Indirect 4, Extended Range 3, Triggered 2) [84PP] (Bolts Of Magical Force)



  • Alternate Power: Key Of Passage (Teleport 16 Extras: Portal (+2), Extended (+1) Feats:Reach 3, Increased Portal Size (15f)) [84PP] (Magical Gateway)

  • Alternate Power: Magus Hand ( Move Object 14Extras: Perception Range (+1), Damaging (+1) Feats: Precise, Affects Insubstantial 2, Increased Mass 8, Indirect 4, Thrown Mastery 6, Improvised Weapon 6) [84PP] (Hands Of Mystic Force)

  • Alternate Power: Null (Nullify (Magic) 14 Extras: Broad (+1), Sustained (+2), Simultaneous (+1), Effortless (+1)) [84PP] (Anti-Magic)

  • Alternate Power: Witch fire ( Damage 14 Extras: Alternate Save (Will)(+1), Sustained (+2), Shapeable Area (+1), Selective (+1) ) [84PP] (Mystic Green Flames)

  • Alternate Power: Hexcasting (Affliction 14 Extras: Variable Condition (+2), Ranged (+1), Progressive (+2)) [84PP] (Magic Curses)

  • Alternate Power: Mesmeric Mysts ( Illusion (All Senses) 14 Extras: Psychic (+1)) [84PP] (Eldritch Mists of Illusion)

  • Alternate Power: Conjurers Creation ( Create Object 14 Extras: Impervious (+1), Moveable (+1), Stationary (+0), Selective (+1), Continuous (+1)(11 ranks) Feats:Tether, Precise, Subtle) [83PP] (Constructs of Mystical Energies)

  • Alternate Power: Obelisk Of Visions Profound ( Remote Senses (Vision, Hearing) 26 Extras: No Conduit (+1), Simultaneous (+1) Flaws: Standard Action (-2) Feats: Dimensional 3, Subtle 2 ) [83PP] (A Black Obelisk arises from the ground, and shows visions of elsewhere within)


Practiced Practitioner (Enhanced Feat (Luck) 3 ) [3PP] (Well Versed In The Arcane Arts)


Prestidigitation ( Feature (Summon Non Combative Lesser Spirits to engage in Mundane Tasks), Feature (Perform Various Feats Of Stage Magic At Will), Feature (Dramatic Lighting/Wind at just the right Moment) ) [3PP] (Minor Spell craft)


Third Eye ( 10pp Array Feats: Alternate Effect) [11PP] (Attunement To the Forces Arcane)

    Base Power: Arcane Awareness (Senses: Awareness (Magic) (1), Accurate (2), Acute (1), Radius (1), Extended 5 ) [10PP] (Finely Honed Perception of ambient mystic forces)

  • Alternate Power: Mystic Eye ( Detect Magic (2), Accurate (2), Acute (1), Analytical (2), Extended (3), Radius (1) Drawbacks: Noticeable (-1)) [10PP] (Glowing Third Eye Appears before her Forehead, revealing the presence of Magic)


Untouched (Immunity (Aging, Disease, Poison) ) [3PP] (Magical energies rejuvenate and maintain the body)



Magus Mantle (40PP Container Flaws: Hard-To-Lose ) [32PP] (Finely Enchanted Silken Clothing)
Endless Wardrobe (Feature (Quick Change 2) ) [2PP] (Can Change into any style of clothing with but a thought)

Protective Wards (Protection 12, Enhanced Fortitude 4, Enhanced Dodge 5, Enhanced Parry 5, Immunity 2 (Suffocation)) [28PP] (Multiple layers of protective spells and enchantments)

Born Upon Winds ( Flight 4 Feats: Subtle ) [9PP] (Magically Propelled Flight)

Impeccably Maintained ( Feature (Wearer Never Gets Dirty. Ever) ) [1P] (Magic Hygiene)


Totals: Abilities (66) + Defense (21) + Skills (35) + Advantages (29) + Powers (144)= 294 Power Points



Image

Headquarters Name: Avalon
Total Cost: 45ep
Toughness: 16 (5ep)
Size: Exterior: Small ,Interior: Awesome+ (7ep)
Features:
Combat Simulator
Concealed 3 (DC+20)
Defense System (Affliction 10 (Entranced/Compelled/Controlled), Progressive(+2), Limited One Command (Leave)(-1), Subtle 2, Insidious)
Defense System (Teleport 15: Attack (+0), Limited (Only to the Holding Cells)(-1))
Duel Size
Effect (Flight 7, Continious (+1) Aquatic, Subtle 2)
Effect (Teleport 18: Affects Others(+1), Extended(+1), Limited To Extended (-1), Standard Action Activation (-2), Increased Mass 6)
Fire Prevention System
Grounds (Interior)
Gym
Holding Cells 2 (Increased Toughness, Nullify)
Infirmary
Isolated (Pocket Dimension)
Alchemic Laboratory
Library
Living space
Personnel
Power System
Sealed 2 (Pocket Dimension)
Secret 5 (DC +30)
Security Systems 5 (DC 40 Expertise: Magic)
Self Repairing
Workshop
Last edited by Nineofspades on Mon Sep 10, 2012 5:22 am, edited 3 times in total.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sun Sep 02, 2012 10:50 am

Character Name: Carol Carter

Alternate Identity: Gaia

Description:
Age: 27
Gender: Female
Height: 6’3”, 750’
Weight: 210lbs, 600k tons
Eyes: Blue, Sapphires
Hair: Blond, Granite


Appearance: Carol appears as an attractive woman of amazonian build. With prominent, well cut musculature and standing a good head taller than most woman, she still retains a rather feminine figure. She keeps her blond hair cut to neck length, sometimes back in a short ponytail. Her clothing choice is almost entirely made of practical sporty outfits. When she needs to, she can call upon her connection to the earth to transform, appearing to become a perfectly sculpted statue of herself, down to the smallest detail.

History: Long before the one in a million twist of fate which turned Carol Carter into Gaia, she was already something of a local hero. MMA Prizefighter, Carol had a well deserved reputation for being able to trade blows with the best of them. Which was good, because Carol didn't exactly come from the best of neighborhoods. While not exactly the slums, she was in one of the more downtrodden areas of LA. Thugs and drug pushers were not all that uncommon. But after Carols sister was caught by some stray gunfire, killed in a turf war, she decided to take the fight out of the ring and onto the streets. Without any superhuman abilities, Carol none the less took to the streets with an improvised mask. One woman, Unarmed, verses an entire gangs worth of ruffians and punks with knifes and guns. They didn't stand a chance. Week by week, Carols crusade managed to push back the criminal element. It also earned her something of a reputation in the area as a hotheaded protector. If one person could stand up against the criminal gangs, others could to. Maybe it wasn't changing the world, but it was a start.

About two years ago, everything changed. A massive earthquake rocked the LA area, fissures opening up in the ground and buildings sent tumbling.Despite the chance to get to safety, she went back to the disaster zone, knowing full well that there were people still trapped. After pulling a dozen or so individuals out, Carols number came up. An Aftershock opened up a chasm right under her, and Carol found herself tumbling into the blackness. What happened next was a blur, but the next thing she knew, Carol was emerging from the ground, having been transformed into a being of living earth and stone. While amazed by the metamorphosis, Carol adapted quickly, learning to control her new and mysterious abilities.

Since then, Carols still continued to fight the good fight, putting away lowlifes who try to push good and honest people around. She's still got the same reputation as a firebrand and can be a tad reckless at times, but everyone agree's that her spirited commitment to doing whats right more than makes up for her boisterous nature.


Complications:

Hotheaded: Carol is a bit more impulsive and opinionated than other hero's. More prone to acting first than sitting and waiting.

Unsecret identity: While she used to maintain a secret identity, Carol eventually went public and has revealed her identity to the world, finding it to be more trouble than its worth to keep her identity hidden.

Guilt : Carol got into the crime fighting after she failed to protect her twin sister Megan during a turf war near her home. She still feels guilty over not being able to protect someone who needed her.

Low Income: Partially due to not holding much of an actual job, partially do to just having a bad head for numbers, Carol seldom has much actual wealth.

Never turn away someone in need: Doesn't matter what it takes or whats the consequences, Carol never ever shys away from aiding anyone who needs it.

Screw the Rules, I'm doing whats Right: More committed to right and wrong than what is actually legal, Carol prefers to break lesser laws to get to a greater good, though the consequences for doing so are often more troublesome than she anticipates.


The Marquis: Once a Homeless man of great intelligance, but little empathy, The Marquies discovered he'd gained the ability to manipulate the minds of others after a freak storm of electrical energy altered his brains bio electric field. With his new found mental prowis, he's gone on to become Gaia's single greatest foe. While little match for her in a fair fight, Marquis never fights fair, using trickery and illusion to keep his opponents ever guessing. His ultimate goal seems to be to claim total dominion over all the world, seeing himself as the rightful leader of mankind. Each time he's made a bid for it, Gaia has been there to stop him, if only by the skin of her teeth.

Lord Vulcan: Ruler of a race of Magma creatures from the earths core. Xenophobic to the extream, upon discovering the exsistance of the Earths surface, he's declared total war on all above ground life. With his Army of Magma Men, Lord Vulcan continues his campagin of geothermal genocide.

The Circus of Crime: A group of circus performers turned super criminals after a exposure to a meteor which struck their circus tent. Membership includes the Illusion casting Ringmaster, The Rubber Woman, Strongman and the Fire eater.

Doctor Kaiju: A brilliant, but utterly Mad Biochemist with an obsession in creating the ultimate life form. Within his lab he spawns countless abominations of nature, often taking the form of gargantuan monstrosities which he is all to happy to unleash on the world, all in the name of survival of the fittest.

Urrax The World Slayer: A shapeshifting alien Conqueror, come to earth to claim it for his empire single handedly. While a powerful opponent, he is to committed to honor and glory to use underhanded tactics, preferring 'noble combat' against worthy opponents. But what he lacks in pragmatism, he more than makes up for in raw power, having claimed more than a hundred other worlds with little more than his own two hands.

Neriad: What Gaia is to earth, Neriad is to water. A young woman transformed into water, she likewise seeks to use her abilities for the greater good. Her opinion of such is vastly different, preferring eco-terrorism against corporations which assault nature. Battles between the two are epic in scale.



Abilities: 12+12+6+4+10+4+8+6 = 62PP
Strength: 6/18
Stamina: 6/18
Agility: 3
Dexterity: 2
Fighting: 5
Intelligence: 2
Awareness: 4
Presence: 3


Offence:
Initiative: +3
Attack: +5 Melee, +2 Ranged, +10 Unarmed, +10 Thrown


Defenses: 7+8+5+10=30PP
Dodge: +10 (+3 Agl, +7)
Fortitude: +14/Immune (+6Sta, +8)
Parry: +10 (+5 Fig, +5)
Toughness: +6/18 (+6/18 Sta)
Will: +14 (+4 Awe, +10)




Skills: 35PP
Acrobatics 12 (+15)
Athletics 10 (+16/+28)
Deception 4 (+7/+9)
Close Combat (Unarmed) 5 (+10)
Expertise (Streetwise) 9 (+11)
Expertise (Pop Culture) 6 (+8)
Insight 6 (+10)
Intimidation 13 (+16/+28)
Investigation 3 (+5)
Perception 9 (+13)
Persuasion 6 (+9/+11)
Ranged Combat (Thrown) 8 (+10)
Stealth 9 (+12/-12)
Treatment 5(+7)


Feats: 26PP
Accurate Attack
All Out Attack
Assessment
Attractive
Benefit (Champion of the downtrodden)
Benefit (Ambidexterity)
Chokehold
Connected
Diehard
Fast Grab
Fearless
Improved Critical (Unarmed) 2
Improved Disarm
Improved Grab
Improved Hold
Improved Initiative 2
Improved Trip
Interpose
Luck 2
Power Attack
Startle
Takedown 2



Powers: 28+29+64+16+4 = 141PP


Stone Body ( 102pp Flaws: Activation (-1), Requires Contact with Earth to Active (-1)) [28PP] (Transforms her body into Solid stone)


Tough As Rock( Enhanced Strength 12, Enhanced Toughness 12) [48PP]

Living Stone (Immunity (Fortitude)) [30PP] (Made Of Stone)

Rebuild (Healing 14 Flaws: Self Only (-1), Requires Earth (-1) Feats: Persistent ) [8PP] (Repairing her body using available stone)

Renewal (Immortality 8) [16PP] (Creates an entirely new rock body)



Titanic ( 58pp Container Flaws: Requires Available Stone (-1)) [29PP] (Merges with the earth and grows to gargantuan scale)

Colossal ([/b]Growth 24 Extras: Continuous (+1)Flaws: No Increased Strength (-1), No Increased Stamina (-1)) [24PP] (Big as a mountain, Max 750ft)

Mighty (Enhanced Strength 24 Flaws: Limited (Lifting Strength Only)(-1), Limited (1 Rank/Rank of Growth)) [12PP] (Strength of the Earth Itself)

Nimble (Enhanced Dodge 12, Enhanced Parry 12 Flaws: Limited (Only offsets penalty from Growth)(-1)) [12PP]

Stone Skin (Impervious 18 (Applied to Toughness) Flaws: Limited (1 rank per rank of Growth)(-1)) [9PP]

Light Touch (Feature: No penalty for interacting with people/objects due to size) ) [1PP]





Earth Control ( 58pp array Feats: Alternate Effect 6) [64PP] (Command over Earth)


    Base Power:Earthquake ( Affliction 14 (Dazed And Vulnerable/Stunned And Prone) (Resisted by Dodge, Overcome by Fort) Extras:Extra Condition (+1), Shapeable Area (+3), Secondary Effect (+1) Flaws: Limited Degree (-1), Limited (Ground Targets)(-1) Feats: Indirect 2) [58PP](Strike the earth to trigger a massive earthquake which lasts for several seconds)



  • Alternate Power: Command Earth ( Move Object 14Extras: Perception Range (+1), Burst Area (+1) Flaws: Limited To Earth and Stone (-1)Feats: Indirect 4, Precise, Increased Mass 11) [58PP] (Willed Movement of Earth and Stone)

  • Alternate Power: Chasm (Affliction 14 (Dazed/Prone) (Resisted By Dodge)Extras: Shapeable Area (+2), Ranged (+1)Flaws: Limited Degree (-1), Limited (Ground Based Targets)(-1)) Linked (Burrowing 14 (resisted By Dodge) Extras: Attack (+0), Shapeable Area (+2), Ranged (+1) Flaws: Limited (Downwards Only)(-1), Limited (ground Targets)(-1)) Linked ( Damage 14 Extras: Shapeable Area (+2), Ranged (+1)Flaws: Limited (Ground Targets)(-1))(Feats: Indirect 2) [58PP] (Splitting the ground open to open a massive casem)

  • Alternate Power: Spires ( Damage 14 Extras: Ranged (+1), Area (Cylinder)(+2), Selective (+1) Flaws:Limited (Area Must connect to ground)(-1) Feats: Indirect 2) [58PP] (Stone spires shoot up from the ground)

  • Alternate Power: Landslide ( Damage 14Extras: Area (Cone)(+2), Selective (+1) ) [56PP] (Massive Blast of Rock and dirt)

  • Alternate Power: Quicksand (Affliction 14 (Hindered and Vulnerable/Defenseless and Immobile)Extras: Extra Condition (+1), Area (Shapeable)(+1), Progressive (+2), Ranged (+1) Flaws: Limited Degree (-1), Limited (Ground Targets)(-1) Feats: Indirect 2) [58PP] (The Ground changes into quicksand, sucking down anything caught in it)

  • Alternate Power: Earthworks (Create Object 14Extras: Impervious (+1), Moveable (+1),Continuous (+1)Flaws: Objects Must Connect to Ground (-1) Feats: Indirect 2) [58PP] (Stone Shaped into the desired form)


Burrowing 16 [16PP] (Pushing through the earth)


Tremorsense (Sense (Tactile): Ranged (1) Flaws: Limited (Ground Targets), Extended 3 (-1/10,000 ft) [4PP] (Feel for the earths vibrations)

Totals: Abilities (62) + Defense (30) + Skills (35) + Advantages (26) + Powers (141)= 294 Power Points
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