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Warpzone

 

[b]Warpzone - [/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
33    DEX     69   33      16-       OCV 11 DCV 11
18    CON     16   18      13-
14    BODY    8   14      12-
20    INT     10   20      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
14    COM     2   14      12-
4    PD      2   4/8             4/8 PD (0/4 rPD)
4    ED      0   4/8             4/8 ED (0/4 rED)
5    SPD     7   5                 Phases:  3, 5, 8, 10, 12
6    REC     0   6
38    END     1   38
28    STUN    0   28
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward
[b]CHA Cost: 136[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
8     [b][i]Heroic Costume[/i][/b]: Armor (4 PD/4 ED) (12 Active Points); OIF (Heroic Costume; -1/2) - END=0
100     [b][i]Spatial Control[/i][/b]: Multipower, 100-point reserve - END=
7u     1)  [b][i]Short-range Spatial Shift[/i][/b]: Teleportation 19", Position Shift, x8 
             Increased Mass, x8 Noncombat (68 Active Points) - END=7
2u     2)  [b][i]Spatial Portals[/i][/b]: Teleportation 6", Usable By Other (+1/4), Safe 
            Blind Teleport (+1/4), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), 
            Can Be Scaled Down 1" = 1km (+1/4), Continuous (+1) (45 Active Points); 
            Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take 
            No Other Actions, -3/4), Gate (-1/2) - END=4
8u     3)  [b][i]Spatial Shockwave[/i][/b]: EB 8d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 
                  Indirect (Any origin, always fired away from attacker; +1/2) (100 Active Points); 
                  Inaccurate 1/2 OCV (-1/4) - END=10
3u     4)  [b][i]Spatial redirection portals[/i][/b]: Missile Deflection (Any Ranged Attack), 
                Missile Reflection (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4
[b]POWERS Cost: 128[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Stealth 16-
[b]SKILLS Cost: 3[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Bump Of Direction
[b]TALENTS Cost: 3[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Mutant, summoned entity (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20     Psychological Limitation:  Overconfident (Very Common, Strong)
15     Psychological Limitation:  Reckless (Common, Strong)
10     Social Limitation:  Not considered real due to animated nature (Occasionally, Major)
15     Psychological Limitation:  Overprotective of Tanya (Common, Strong)
[b]DISADVANTAGES Points: 70[/b]
Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 270

 

Background/History: Warpzone was a superhero concept which Tanya came up with, a character who could take her anywhere in the world. Had to tone him down on that scale for his stats in HERO. Any long distance teleports listed are represented by him pushing his power.

 

Personality/Motivation: Warpzone is a hero through and through. He will risk his life to protect Tanya or her friends, but not as driven as Silver Wolf in those aspects. He tends to act recklessly when summoned and is very overconfident, believing himself more powerful than he actually is.

 

Quote: "Can't catch someone who controls space!"

 

Power/Tactics: Warpzone has the power to control spatial relations, bending and warping it to his whim. He can teleport almost 1k feet in an instant, appearing to blur out and then back in at his new location. By opening a portal through space, others can walk through it to any location within 36 miles.

 

He can create mini-portals to redirect attacks back at the attacker, brutal against those more powerful than him. But his most dangerous ability is the power to create spatial shockwaves, bending space rapidly for a destructive attack that can slam from several directions at once.

 

Warpzone is rarely used for combat situations, normally being called out for group transportation when needed. When used to attack, he always relies on his spatial shockwaves to batter opponents.

 

Appearance: Warpzone appears to be a man in his mid-20s, always seen in his superhero costume. The costume is a fullbody number, pure blue except for the image of a black hole in the middle of the chest. He is in good shape with some tone.

 

Designer's Notes: As stated above, his powers were toned down when translating them from M&M 2nd edition to HERO 5th edition, Revised. Previously he could teleport long distances with up to 1000 lbs. from the Earth to the Moon, although normally kept it to locations on Earth. Plus his portal could open to any location within 200 miles. Still, he is a fun character to have as a summons, especially if you give him an apport attack, which he originally had but after the second game session the GM had me remove.

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Blood Wraiths

 

[b]Blood Wraith - [/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
25    CON     30   25      14-
20    BODY    20   20      13-
10    INT     0   10      11-       PER Roll 11-
15    EGO     10   15      12-       ECV: 5
10    PRE     0   10      11-       PRE Attack: 2d6
10    COM     0   10      11-
10    PD      8   10             10 PD (10 rPD)
10    ED      5   10             10 ED (10 rED)
3    SPD     5   3                 Phases:  4, 8, 12
7    REC     0   7
50    END     0   50
38    STUN    0   38
12    RUN      0   12"                END [3]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward
[b]CHA Cost: 93[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
10     [b][i]Blood Form[/i][/b]: Damage Resistance (10 PD/10 ED) - END=0
15     [b][i]Blood Form[/i][/b]: Elemental Control, 30-point powers - END=
35     1)  [b][i]Blood Form[/i][/b]: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), 
                 Continuous (+1) (120 Active Points); Does Not Protect Against Damage (-1), Always On (-1/2), 
                 Cannot Pass Through Solid Objects (-1/2) - END=0
15     2)  [b][i]Blood Form[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points) - END=0
22     3)  [b][i]Regeneration[/i][/b]: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2),  
                   Persistent (+1/2), Continuous (+1) (75 Active Points); Extra Time (Regeneration-Only) 1 Turn  
                   (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0
24     4)  [b][i]Self Restorative Nature[/i][/b]: Healing BODY 2d6, Reduced Endurance (0 END; +1/2), 
                   Persistent (+1/2), Continuous (+1), all [special effect] powers simultaneously (+2) 
                   (100 Active Points); Extra Time (1 Minute, -1 1/2), Self Only (-1/2), Limited Power 
                   Power loses about a third of its effectiveness (Characteristics only; -1/2) - END=0
22     5)  [b][i]Semi-liquid state[/i][/b]: Physical Damage Reduction, Resistant, 75% (60 Active Points); Only 
                   Works Against Very Limited Type of Attack (Falling damage; -1) - END=0
17     6)  [b][i]Unkillable nature[/i][/b]: Healing 1 BODY, Resurrection [Prevented if slain by psychic attack], 
                  Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (90 Active Points); 
                  Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2), Limited Power Power loses
                  about a third of its effectiveness (Ressurection Only; -1/2) - END=0
25     7)  LS  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases 
                  and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; 
                  Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 
                  (40 Active Points) - END=0
15     [b][i]Blood Sense[/i][/b]: Detect Blood A Single Thing 11- (Mental Group), Discriminatory, Increased 
              Arc Of Perception (360 Degrees), Sense - END=0
5     [b][i]Blood form[/i][/b]: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); no 
            Noncombat Stretching (-1/4), No Velocity Damage (-1/4) - END=0
18     [b][i]Hardy[/i][/b]: Power Defense (18 points) - END=0
22     [b][i]Rapid Slithering[/i][/b]: Running +6" (12" total), x8 Noncombat - END=2
72     [b][i]Spontaneous Massive Bleeding[/i][/b]: Drain BODY 4d6, Delayed Return Rate (points return 
              at the rate of 5 per 6 Hours; +1 1/4) (90 Active Points); Limited Power Power loses about a
              fourth of its effectiveness (Only against targets with blood; -1/4) - END=9
8     Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) - END=0
5     Lack Of Weakness (-5) for Resistant Defenses - END=0
5     UV Perception (Sight Group) - END=0
[b]POWERS Cost: 335[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
9      Interrogation 14-
13      Analyze:  Motive 16-
15      Stealth 18-
15      +3 with HTH Combat
[b]SKILLS Cost: 52[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
14      Fearless
[b]TALENTS Cost: 14[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Dependence:  Blood Takes 3d6 Damage (Difficult To Obtain, 6 Hours)
20     Distinctive Features:  Humanoid shaped being of blood (Not Concealable; Always 
       Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25     Physical Limitation:  Body of blood (All the Time, Fully Impairing)
10     Physical Limitation:  Odor [smells strongly of blood] (Frequently, Slightly Impairing)
20     Psychological Limitation:  Drain the life out of living beings (Common, Total)
20     Psychological Limitation:  Fearless (Common, Total)
20     Social Limitation:  Supernatural muderous monster (Frequently, Severe)
10     Susceptibility:  Alcohol/rubbing alcohol 2d6 damage Instant (Uncommon)
5     Vulnerability:  1 1/2 x BODY Psychic attacks (Uncommon)
5     Vulnerability:  1 1/2 x STUN Psychic attacks (Uncommon)
[b]DISADVANTAGES Points: 150[/b]
Base Pts: 200
Exp Required: 144
Total Exp Available: 144
Exp Unspent: 0
Total Character Cost: 494

 

Concept: Blood-based psychic entity

Environment: Any, mostly cities

Height/Length: Varies [Any human range]

Weight: 50-100 lbs.

Eyes: None

Hair: None

 

Background/History: Blood wraiths are sometimes formed when a living being dies from massive blood loss, forming into a malicous entity formed from the blood. They exist only to hunt down and drain the life from any living being which has blood inside it. They both take pleasure from killing and sustain themselves on the blood as well, maintaining their physical form of blood while the psychic essense thrives on inflicting pain.

 

Personality/Motivation: Blood wraiths are simply the psychic echo of a living being died in a particular way. Thus they have no memories of their own, reacting based on current circumstances. They are fearless in nature and action, only sneaking around so their prey can't escape. Driven by the need for blood to sustain themselves, as well as the urge to drain the life out of all living beings, they don't have much in the way of personalities or motivation.

 

Power/Tactics: As a psychic echo of a living being, blood wraiths have a liquid physical form of dark blood. By simple act of will of they can psychically repair any damage to this form at an incredible rate and even come back from the "dead" after 5 hours, unless slain by psychic damage. They can slither along floors and climb any surface rapidly, able to get into any places which doesn't have watertight seals.

 

Able to see in any lighting, they can mentally sense any blood or being with blood nearby. They can stretch out their form up to 5', making them dangerous in combat. Their most dangerous power is their main form of offense, the power to cause spontaneous massive bleeding simply by touch. This can kill a normal human and even tougher humans with just a use or two. Driven by an insane psychic echo, they know no fear and refuse to die. Luckily they are rare occurances.

 

Due to their need for blood to sustain their physical form, as well as their drive to kill all living beings, they hunt any living being which has blood inside it, whether animal, human or otherwise. They rarely attack with normal hand to hand, instead relying on their ability to trigger massive blood loss in their victims, giving them a ready source of sustainance. They always try to attack from ambush, capable of moving on any surface and slithering low to the ground to avoid being seen.

 

Appearance:

Blood wraiths are the psychic echo of a living being who died from massive blood loss. The thoughts and emotions as the person dies can form into a malicious entity which assumes the form of living blood, but is truely made of psychic energy. This being normally goes after those responsible for the death of who it formed from or if no one caused the person's death, it simply kills the living out of rage. It has none of the memories of the being who formed it, being basically a substantial psychic echo of sorts. Blood Wraiths always appear as humanoid-shaped beings of dark blood, with no discernable features. Its physical form, if it can be called that, is psychically held together blood. Only by killing them with psychic damage can the entity be prevented from reforming after a few hours.

 

Designer's Notes: A rare threat, in the M&M system where I original stated them up, they weren't nearly this powerful, at least points wise. Added some addition disadvantages the original version didn't have, including being dried out by alcohol/rubbing alcohol. One of these should be enough of a threat to drive most hero teams nuts trying to stop it before it strikes again.

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  • 2 months later...

Shadowstrike

 

[b]Shadowstrike - Jamie Sonders[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
23    DEX     39   23      14-       OCV 8 DCV 8
20    CON     20   20      13-
14    BODY    8   14      12-
14    INT     4   14      12-       PER Roll 12-
18    EGO     16   18      13-       ECV: 6
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
14    COM     2   14      12-
6    PD      3   6/12             6/12 PD (0/6 rPD)
6    ED      2   6/12             6/12 ED (0/6 rED)
4    SPD     7   4                 Phases:  3, 6, 9, 12
12    REC     10   12
60    END     10   60
35    STUN    4   35
15    RUN      8   15"                END [3]
2    SWIM     0   2"                END [1]
6    LEAP     1   5 1/2"/25 1/2"                5 1/2"/25 1/2" forward, 2 1/2"/12 1/2" upward
[b]CHA Cost: 145[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
6     [b][i]Climbing claws[/i][/b]: Clinging (normal STR), Requires A Skill Roll (No Active Point penalty to Skill Roll; Climbing check; +0) (10 Active Points); OIF Durable (-1/2), Cannot Resist Knockback (-1/4) - END=0
15     [b][i]Grapple gun[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots OAF Durable (-1) - END=
1u     1)  [b][i]Swingline 1[/i][/b]: Swinging 15", x4 Noncombat (20 Active Points); OAF Durable (-1) - END=2
1u     2)  [b][i]Swingline II[/i][/b]: Leaping +20" (5 1/2"/25 1/2" forward, 2 1/2"/12 1/2" upward) (20 Active Points); OAF Durable (-1), Limited Power Power loses about a third of its effectiveness (Only to carry upward; -1/2), Limited Power Power loses about a fourth of its effectiveness (Cannot Add Leaping From STR; -1/4), Limited Power Power loses about a fourth of its effectiveness (No Non-Combat Multiple; -1/4) - END=2
1u     3)  [b][i]Swingline III[/i][/b]: +5 with Climbing (10 Active Points); OAF Durable (-1) - END=
17     [b][i]Hide in Plain Sight[/i][/b]: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Chameleon (-1/2), Requires A Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; Stealth roll; -1/4) - END=0
7     [b][i]Ki-enhanced leaping[/i][/b]: Leaping +2" (5 1/2"/25 1/2" forward, 2 1/2"/12 1/2" upward) (Accurate) - END=1
15     [b][i]Ki-enhanced swiftness[/i][/b]: Running +5" (15" total), x4 Noncombat - END=1
9     [b][i]Ki-enhanced unarmed strikes[/i][/b]: HA +2 1/2d6 (13 Active Points); Hand-To-Hand Attack (-1/2) - END=1
3     [b][i]Ninja garb nightvision lens[/i][/b]: Nightvision (5 Active Points); OIF Durable (-1/2) - END=0
7     [b][i]Ninja garb[/i][/b]: +5 with Stealth, Limited Power Power loses less than a fourth of its effectiveness (Urban environments/shadows only; +0) (10 Active Points); OIF Durable (-1/2) - END=
5     [b][i]Odds in her favor[/i][/b]: Luck 1d6 - END=0
30     [b][i]Self sound-dampening field[/i][/b]: Invisibility to Hearing Group , No Fringe, Reduced Endurance (0 END; +1/2) (30 Active Points) - END=0
5     [b][i]Smoke pellets[/i][/b]: Darkness to Sight Group 1" radius, 8 Continuing Charges lasting 1 Turn each (+0) (10 Active Points); IAF (-1/2), Limited Effect Normal Sight only (-1/4), Range Based On STR (-1/4) - END=[8 cc]
32     [b][i]Sonic damage immunity[/i][/b]: Armor (0 PD/30 ED), Hardened (+1/4) (56 Active Points); Only Works Against Limited Type of Attack (Sonic Attacks; -1/2), Linked (Self sound-dampening field; -1/4) - END=0
34     [b][i]Sonic damage immunity[/i][/b]: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type of Attack (Sonic attacks; -1/2), Linked (Self sound-dampening field; -1/4) - END=0
2     LS  (Safe in Intense Heat); Linked (Self sound-dampening field; Greater Power is Constant or in use most or all of the time; -1/4) - END=0
[b]POWERS Cost: 190[/b]
[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Ninjustsu with Karate elements
4      1)  Atemi Punch:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4      2)  Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
5      3)  Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike
4      4)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5      5)  Kick/Super-charged ki-strike:  1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 Strike
4      6)  Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3      7)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 3 1/2d6 Strike, Target Falls
4      8)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
3      9)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on
4      10) Punch:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike
[b]MARTIAL ARTS Cost: 40[/b]
[b][u]Cost[/u]   [u]SKILLS[/u][/b]
20      +4 with DCV
7      Contortionist 16-
3      Paramedics 12-
6      +2 with Martial Maneuvers
10      +2 with HTH Combat
3      Acrobatics 14-
3      Breakfall 14-
3      Climbing 14-
3      Concealment 12-
3      Conversation 13-
3      Disguise 12-
3      Interrogation 13-
2      KS: Current events 11-
1      KS: Ninjutsu  8-
2      KS: Popular culture 11-
3      Lockpicking 14-
4      PS: Drawing 13-
3      Security Systems 12-
3      Sleight Of Hand 14-
3      Stealth 14-
3      Tactics 12-
[b]SKILLS Cost: 91[/b]
[b][u]Cost[/u]   [u]PERKS[/u][/b]
6      Contact:  Steve Pern, godfather/adoptive father (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
[b]PERKS Cost: 6[/b]
[b][u]Cost[/u]   [u]TALENTS[/u][/b]
8      Deadly Blow:  +1d6 (any circumstances, any HTH weapon) (10 Active Points); Requires A Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; Acrobatics skill; -1/4)
4      Simulate Death (+1 to roll)
15      Combat Sense 12-
12      Combat Luck (6 PD/6 ED)
4      Deadly Blow:  +1d6 ([very limited circumstances])
10      Follow-Through Attack
18      Evasive
[b]TALENTS Cost: 71[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Distinctive Features:  Ninja Night-Suit Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10     Distinctive Features:  Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
10     Hunted:  Detonator 8- (As Pow; Harshly Punish)
15     Hunted:  Duncan Summers 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  Jonathan Grant 11- (As Pow; NCI; Harshly Punish)
5     Physical Limitation:  Hormonal (Infrequently; Slightly Impairing)
15     Psychological Limitation:  Cannot Stand By and Let Evil Occur (Common; Strong)
20     Psychological Limitation:  Code versus Killing (Common; Total)
10     Psychological Limitation:  Driven to Bring Parents' Killer to Justice (Uncommon; Strong)
15     Psychological Limitation:  Justice, Not Law (Common; Strong)
5     Psychological Limitation:  Recurring Nightmares [of parents' death] (Uncommon; Moderate)
5     Social Limitation:  Minor (Occasionally; Minor)
15     Social Limitation:  Secret identity (Frequently; Major)
[b]DISADVANTAGES Points: 150[/b]
Base Pts: 200
Exp Required: 193
Total Exp Available: 193
Exp Unspent: 0
Total Character Cost: 543

 

Background/History:

Life Growing Up Rich and Overprotected

A lucky girl, Jamie Sonders was born to Richard and Diana Sonders, an up and coming couple who ran a business in a town only 100 miles outside of Freedom City. Living in a mansion with her parents gone on business a lot got lonely, so she learned to go inside her own mind for company. She focused on reading books as much as she could, especially books based on current culture and famous people, along with a few by Sun Tzu. After an attempt to kidnap her failed thanks to her godfather, Steve Pern, a trained black ops agent, ninja and having some secret past in the late 80s to early 90s, he was given his own place to stay in the mansion while also being Jamie's bodyguard. Feeling she was safe with him, they focused on business while still trying to stay connected to their only child. Steve became like an uncle to Jamie, doting on her and taking her on trips to Freedom City to see the famous Super Museum.

 

When Jamie was old enough for elementary school she was enrolled in a private one known for confidentiality and security. Having only had herself, her parents, the mansion staff and "Uncle" Steve to hang out with til this point, Jamie was shy and had a hard time making friends at first. Keeping to herself most of the time, she would sneak inside during recess and find an empty classroom to practice her drawing skills inside. In art class she became known for her fantastic pieces, showing great skill for such a young girl. Despite this she still kept to herself and her parents noticed her anti-social tendancies. Trying to find some way to get her out of her shell, they enrolled her into a gymnastics class near the private school. Right from the start she showed a natural talent and incredible agility, drawing the attention of the other girls in class. Some resented her for her natural skill but many wished to be her friends. She finally started hanging out with some of the girls and had a group of friends, beginning to come out of her shell.

 

At the private school things weren't going that well, as several bullies began to target her for her obvious intelligence and gymnastics skills. She began having to avoid them for fear they would hurt her, sneaking around the school grounds to get her to classes. One day when she came home with a black eye Steve decided to take matters into his own hands. In secret he began to train her in martial arts, purely for self defense and only if she couldn't avoid a fight by other means. Being a quick study, Jamie picked up on the techniques, moves and katas with a speed which shocked Steve. Soon the school bullies learned it wasn't a wise idea to mess with Jamie, after she put one of them into a painful chokehold when he attempted to deck her in the face. With her newfound confidence Jamie began to make more friends and open up even more. Her run of luck was about to be cut short.

 

Fate Can Be Cruel

Young Jamie was having the time of her life. Her friends were great, the bullies were leaving her alone, she was learning new skills both at school and from "Uncle" Steve all of the time. Nothing seemed like it could take her down from the cloud she was on. Til the fateful day when her parents bid her goodbye after hugs and kisses, leaving for a business meeting in Europe. As they were flying of a small and virtual unknown city on the edge of United States soil, their plane was hit by an experimental weapon system being tested by a miltant group in the area. The power of the weapon caused the plane to explode in mid-air, leaving only scraps left on the ground to be found and no remains could be located. At least this is what young Jamie had been told when "Uncle" Steve showed up with the news.

 

Steve Pern was given custody of young Jamie, being her godfather and having a history of taking care of her already. Basically an orphan now, Jamie had no idea what to do. It was a lot to take in for a girl only 6 years old. She asked Steve to sell off her parents' share of the business to the stockholders, then to sell off the mansion which had been her home for the first 6 years of her life. She didn't want to face the memories contained within it, the happy times she shared with her parents. Still in shock and thinking of the only other thing which made her happy, she wished to move to Freedom City to be closer to the Supers Museum. Finding a large brownstone in the Bayview area, Steve and Jamie quickly moved and settled into their new home. Steve had to take care of everything, the shock of losing her parents still hadn't settled into Jamie's mind. He bought new furniture, electronics, etc. and also secretly set up an advanced training area in the large basement.

 

Steve had many training over the years, he never thought he would have to use the one for home schooling her earned. But he did now, as Jamie wasn't ready for normal school yet and so he began to teach her at the new home. Slowly starting to recover from the shock of everything, Jamie began to open up again. She started to draw once again and within a few months Steve was able to enroll her back into a public school, nearby in the Lincoln area. He knew she was tough enough to handle anything they threw at her, especially since he had picked up her martial arts training.

 

A New Home, a New Start

Advancing Jamie's training in the martial arts, he began to train her in the art of ninjutsu and taijutsu, along with meditation and ki energy control. Jamie showed a natural talent for the new training, along with using it to vent her anger and frustration about her parents' deaths. Her natural agility, reflexes and previous training in gymnastics helped her, but even those things could explain the ease which Jamie took to the training, including the meditation and ki energy control training. Her agility and skill grew by leaps and bounds quickly, when she wasn't at school, reading in her room or practicing her drawing she was training in the basement gym. The meditation training helped her to calm down but also helped her to learn to focus her anger productively.

 

Even with all of the training he was giving Jamie, Steve was still shocked at the speed she developed control over her natural ki energy and strengthened it. Soon she was even starting to catch up on Steve's own level of skill at controlling ki, as she was secretly training hard in the early morning hours before Steve woke up. She became determined to hone her skills, both at school and in her private training, to a degree which seemed frightening to some. Her determination grew with each passing year, rare to see in someone so young. When she moved into high school and got placed into Joseph Clark High School, the bullies and thugs there learned quickly it was a badly idea to mess with Jamie. The first guy who tried to pull a gun on her found she was in his face in a split second and less than a second later he fell down to the floor unconscious. Word was out not to mess with the new girl.

 

Unfortunately with the teen years came the parent/teen dynamic between Steve and her. This escalated into arguements and groundings as Jamie wished to use her training to help others out, become a superhero. But Steve would have none of it, fearing for her safety and knowing about the dangers in Freedom City, both due to the gangs, unusual drugs, high tech weapons and metahuman supervillains running around. The argueing came to a head one day after Jamie came how from school and had cuts on her arms and legs from a fight against a metahuman gang member who tried to rape a girl. Steve put an even tighter lease on Jamie's activities, insisting she go to school and come straight home afterwards. Her friends could only visit while Steve was home and Jamie became a virtual prisoner in her own home.

 

Times Change, So Do Little Girls

After over 2 weeks of this Jamie had enough. She decided to rebel and late at night after Steve had fallen asleep she snuck out. She became to fight crime using her blue-black ninja garb as a disguise. Reports on the area, both by the press and the police, began to take note of the drop in gang activities in the Bayview and Lincoln area, along with the number of muggers being dropped off by a mysterious crime fighter. No idea of the source, not even sure if it was an individual or a group of vigilantes, there was only one rumor going around about someone who struck from the shadows without warning and making no noise. Jamie never felt so alive before, striking back at the kind of thugs, goons and elements of society which had caused her to lose her parents all those years ago.

 

But soon Steve's worries proved to be true, as one night Jamie got in over her head. A local gang known for having several low-level metahumans as members moved into the outskirts of the Bayview area. They already had a plan to set up a trap in a closed off alleyway to to take out whom the press had dubed "Shadowstrike". While out on her nightly patrol Jamie took note of the silence around a particular neighborhood. Leaping from rooftop to rooftop, she hadn't spotted any trouble at all, which was unusual for this time of night and location. Til an ear spliting scream broke the silence and she could hear a young girl crying out for help from a nearby alley. Leaping into action, she rushed over and leapt down to the alley floor in seconds. Only to realize she had been set up.

 

The sound of a hyena's laughter came to her ears and she turned around, seeing hyena-faced metahuman laughing his head off. With the power to mimic sounds by adjusting his vocal cords, he had lured her into a trap. Jamie almost cursed herself for falling for such a trap, til she turned to see a massive 8' shadow looming over her. She barely avoided the crushing hammer blow which caused the ground to shake as the giant metahuman attacked. Using her nightvision lens to look around, she saw that she was surround. 6 gang members, two obviously metahumans and the other 4 armed with chains, pipes and baseball bats, she was in over her head big time. But she had no time to worry about that, as she turned to see the hyena-faced gang member open his mouth in her direction and projecting a blast of sonic energy her direction. Unable to move in time due to the other gang members actions, she braced for the hit to come.

 

Only it never came and Jamie seemed to be making no noise of her own as well. Her naturally quiet nature seemed to have become stronger than ever. No time to think over this though, as she quickly leapt into action. Leaping into the air and coming down with powerful snap kicks to the head, soon 3 of the gang members were down on the ground unconscious without having a chance to react. In a burst of incredible speed fueled by her ki she rushed the hyena-faced guy and took him down with a well-placed roundhouse kick. The last two standing gang members were the metahuman giant and a 6' tall brute wielding a steel baseball bat. In a dazzling array of flips and aerial tumbles, Jamie was behind the bat wielding brute and subdued him with an aimed ki-strike to a nerve on his neck, causing him to collapse unconscious after a few moments of shaking.

 

But she had let herself get cocky and was off-guard to the metahuman giant. Grappled suddenly, she felt the huge brute's grip tighten around her ribs, trying to squeaze the life out of her. Even with her skills at escaping she found she couldn't get freed from his grasp. Using a chokehold on him proved futial as well, as he didn't even react to it. Jamie began to think back to what Steve had told her, how it was too dangerous because of the kinds of criminals out there. As she thought over this and thought she was going to die, she realized he had been right all along.

 

Fate Once Again Steps In, This Time in the Form of a Raven

As she started to feel the air being forced from her lungs and her ribs in pain as they were being squeazed, in her blurred vision she saw a shadowy figure leap down from the rooftop and strike at the metahuman giant in the neck with a powerful roundhouse kick. The pain forced the big brute to release his grip on Jamie and she landed with a thud on the alley floor. As she caught her breath and held her side in pain, Jamie looked on as the black-clad figure took down the giant in a flurry of blows. After tieing him up with a pair of bolos, the figure came over to help Jamie stand up. "Are you okay?" the voice of a gentle woman asked as Jamie looked up into the face of one of her heroes, The Raven. "Yes, I'll be okay. Thanks for the help with the giant. I'll be going now." she said quickly as she tried to walk off, realizing she might be in trouble if Raven took her back home to Steve and he found out what she had been up to the last few weeks at night.

 

"Not so fast, young lady. I don't know what you think you are doing but being a hero and fighting crime is dangerous work. I'm going to have to talk to your parents about this. Now what is your name and where do you live?" the Raven said as she suddenly had a hold of Jamie's right wrist in a strong grasp. In a swift motion, Jamie tossed down some smoke pellets and used the distraction to break free from her grasp. In a superhuman leap she was on top of the rooftop once again and was ready to run for it, til the pain in her side forced her to stop after only a few feet. Suddenly she was face to face with the Raven once again, who quickly had her in an arm lock she couldn't break free from due to the pain. "Alright, kid. No need to freak out. I'm just worried about you out here on your own. I just wish to speak with your parents and get you some help. Do they even have a single clue about what you are up to at night? Plus I have one thing I wish to ask you myself. How come I couldn't hear you when you climbed up her or when you were running?" the Raven said, loosening up on her grip as she saw the pain Jamie was in from the giant brute's attack.

 

Jamie used this opportunity to twist free of the arm lock, making a break for it but finding she could move that far before the pain hit her again. This time the Raven tied Jamie up with a bolo, not wishing for her to break free once again. "Alright, you are good. But I still need to talk to your parents and wish to know how I couldn't hear your movements. I can wait here all night if needed til you tell me your name and where you live." she said in a calm tone, impressed by the young girl's ability to break free not once but twice from her hold. Jamie realized with her hurt ribs and pain she didn't have a chance to escape, giving up finally. "Alright, already. I'll talk. I'm Jamie Sonders but my godfather and guardian is Steve Pern. We live in a brownstone in Bayview. And I'm not sure why you couldn't hear me, I've always been good at moving silently but during the fight with the gang members something happened. This hyena-faced guy blasted sonic energy from his mouth at me but I wasn't hurt and didn't seem to make a sound myself. That is all I know. Now can we get me home and some pain relivers already." Jamie said impatiently as the pain in her ribs dulled but still distracted her.

 

Sometimes Getting Caught Can be a Good Thing

As they arrived at the doorsteps to the brownstone, Raven rung the doorbell and waited. When Steve answered almost 2 minutes later, he had a look of worry and of being very upset on her face. The Raven stopped a yelling match from starting right there on the porch by insisting they go inside to talk about this matter. After what seemed like several minutes of the Raven explaining how she found Jamie fighting some gang members and helped out, Steve thanked her for her aid and then went over to Jamie. "Now, young lady. Do you see why I was so against you going out and fighting crime, despite your level of skill and abilities? If the Raven hadn't been there... I don't even want to think of what might have happened to you." he said in a sober tone.

 

But just as he was about to say he was stopping her training and limiting her activities even more, the Raven spoke up on her behalf. Explaining how she observed Jamie's skills and level of ability in a fight against bad odds. How with some more training and time she could become a great hero someday. Steve knew where this was heading, he still had contacts from those days in the 80s and early 90s. About to protest that she just had skill and no power, the Raven spoke up once again. This time to explain to Steve what Jamie had told her, how she had some metahuman abilities and they could grow stronger with time, even expand into new areas. After the Raven brought up Claremont Academy, Steve finally relented and agreed she could go to the academy. As Jamie listened to all of this she began to get excited, a school with other students who had powers and were being trained in their use. It was more than she had ever dreamed of, being trained to be a hero with other kids while going to school.

 

With a cry of glee she leapt into Steve's arms, thanking him over and over for letting her go to such a great sounding place. Steve brought her back down to earth though, reminding her she would have to keep her grades up or he would have them cut back on her training. She agreed and when told she would be picked up tomorrow to be brought to the Academy, she rushed up to her room to pack, forgetting about the pain. The next day came too quickly in Steve's opinion, as he hugged Jamie and told her good bye as she got into the van, with her suitcases already packed in the back. As they drove up to the front of the Academy grounds, Jamie could hardly contain her excitement any longer as she saw the massive building and surrounding school grounds.

 

She was told her suitcases would be dropped off in her new dorm room, which she would have a roommate assigned later on. Taken to see Duncan Summers, he said he was glad to have such a bright and resourceful girl at his Academy. After some introductions, her student guide to a tour of the school grounds showed up. Nereid was nice and loved telling Jamie about each school area, from the cafeteria to the common area to the dorm buildings. After the tour was over and Jamie bid Nereid good bye for now, she was taken to see her dorm room. She couldn't believe it, the size of the room was bigger than back at the brownstone, although their seemed to be two of everything. As she unpacked her clothing into the dresser drawers, she couldn't believe this was a dorm room. After she finished uppacking, one things she finally realized. The pain in her ribs was gone, as if she had healed overnight. What or how she healed, she didn't care for at the time. She just wanted to take in her new home away from home and enjoy herself.

 

One particular thing which had caught her attention on the school tour was a guy, whom she found out was named Raymond Gardener, Jr. and was the son of the famous Captain Thunder. He seemed nice and she wished to get to know him. Maybe being caught by the Raven had been the best thing to happen in her life in a long time. Only time would tell and Jamie hoped she would have the time to figure it out for herself.

 

Personality/Motivation:

Jamie has been through a lot in her life, yet still keeps an optimistic outlook on life. Despite what has happened, she won't kill unless there is no other option to prevent a great evil from happening. Sometimes she has sleepless nights, suffering from a reoccuring nightmare about her parents' deaths. These nightmares drive her to bring her parents' killer to justice, so they can finally rest in peace.

 

She has strong moral convictions, not standing by and letting evil happen if she can help it. Yet due to seeing corruption in business and the government, she believes more in justice than in the law, willing to break the law if it will mean justice is served. She is hormonal and sometimes flies off the handle for no reason, having mood swings like many teenage girls.

 

She trains hard to hone her skills, sometimes going overboard. Only by drawing or meditating does she relax.

 

Quote:"The shadows are fighting back now, creep!"

Concept:Teenage mutant ninja

Occupation: Student, adventurer

Base of Operations: Claremont Academy, Freedom City

Real Name: Jamie Sonders

Legal Status: U.S. citizen with no criminal record

Identity: Secret

Marital Status: Single

Height: 5'0"

Weight: 95 lbs.

Eyes: Ice-blue

Hair: Brown

Age: 15 years old

 

Power/Tactics:

Jamie has the power to generate a sound-dampening field around herself. Completely masking any sound she makes, it also shields her completely from being harmed by sonic damage and affected by environmental heat when active. She has had years of training along with some natural talent in ki energy control. Using this she can direct her ki energy to her legs for incredible speed, the ability to make superhuman leaps and channel it into her unarmed strikes to increase the force and power behind them. She has only started to tap into her ki energy potential though.

 

She tends to use her acrobatic skills to get opponents off-guard, flipping and tumbling in such a way as to get their guard down so she can strike with dangerous skill. She has knowledge of tactics and if given the chance will set-up an ambush for a foe. She can dart around a battlefield at speeds up to 90 mph, striking using ki-empowered unarmed strikes to subdue foes. One regular tactic she is known to use is when fighting alone, dropping a smoke pellet and activating her personal sound-dampening field, then attacking from concealment using her skill in blind-fighting.

 

Appearance:

Jamie is an attractive young lady, who possesses a strong athletic build and lean muscle tone on her young form. She has shoulder length brown hair which she keeps tied up into a ponytail and hides beneath her ninja mask while training or out on patrol. Her intense ice-blue eyes can be focused into a gaze which unsettles those looking upon it. She has a slight tan to her Caucasian skin, with several small scars on her arms, legs and hands from training and fights. She is short for a girl her age, being only 5'0" tall and has a lithe build, weighing in at only 95 lbs, mainly due to lean muscle tone. She avoids makeup and jewelry, not even having her ears pierced, finding them to be a distraction and also a danger during a fight.

 

Her clothing tends towards a simple outfit of blue jeans, a tee-shirt and durable tennis shoes in her normal identity. While training or out on patrol as Shadowstrike she wears a blue-black ninja garb with mask that only has a slit for her eyes to see through, as well as a simple black sash belt. This outfit has hidden pockets which she uses to keep her gear inside, able to be drawn out at a moment's notice.

 

Designer's Notes: Here is a character I originally stated out using the Mutants and Masterminds 2nd edition system. Many of her capabilities and especially one power were a LOT cheaper in that system, especially her personal sound-dampening field which makes her immune to sonic damage. Goes to show the differences in how the 2 systems do things, with that power costing 11 pp in M&M and 94 points in HERO 5th, Revised.

 

She is a student of the Claremont Academy, in the Freedom City setting. Thus under the watchful eye of Duncan Summers, the owner and principal of the school. Moreso than some of the other students, due to recent antics including breaking into Grant Industries main HQ to try and find evidence of his involvement in her parents' deaths.

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Power Hammer

 

[b]Power Hammer - John Evans[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
18    DEX     24   18      13-       OCV 6 DCV 6
18    CON     16   18      13-
14    BODY    8   14      12-
18    INT     8   18      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
12    COM     1   12      11-
4    PD      1   4/18             4/18 PD (0/14 rPD)
4    ED      0   4/18             4/18 ED (0/14 rED)
4    SPD     2   4                 Phases:  3, 6, 9, 12
8    REC     2   8
46    END     5   46
35    STUN    5   35
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward
[b]CHA Cost: 99[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
8     [b][i]Cosmic energy empowered form[/i][/b]: Power Defense (8 points) - END=0
13     [b][i]Cosmic energy empowered punches[/i][/b]: Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) for up to 13 Active Points of STR - END=0
42     [b][i]Cosmic energy empowered punches[/i][/b]: Dispel 8d6, Reduced Endurance (0 END; +1/2), all [special effect] powers simultaneously (+2) (84 Active Points); No Range (-1/2), Visible (-1/4), Linked (Cosmic energy empowered punches; -1/4) - END=0
3     [b][i]Flash goggles[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); OIF Durable (-1/2) - END=0
37     [b][i]Cosmic energy empowered punches[/i][/b]: HA +5 1/2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (56 Active Points); Hand-To-Hand Attack (-1/2) - END=0
57     [b][i]Cosmic energy force field[/i][/b]: FF (14 PD/14 ED) (Protect Carried Items), Costs END Only To Activate (+1/4), Hardened (+1/4) (57 Active Points) - END=5
10     [b][i]Speed of Thought[/i][/b]: +1 SPD (Modifiers affect Base Characteristic) - END=
10     [b][i]Strong Willed[/i][/b]: Mental Defense (14 points total) - END=0
[b]POWERS Cost: 180[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      +1 with DCV
8      +4 with any single Strike
8      +1 with all non-combat Skills
1      Acrobatics 8-
6      Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 13-
3      Conversation 13-
3      Electronics 13-
3      Inventor 13-
3      Lockpicking 13-
3      Mechanics 13-
3      Science Skill:  Mathematics 13-
3      Science Skill:  Physics 13-
3      Security Systems 13-
[b]SKILLS Cost: 52[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Eidetic Memory
[b]TALENTS Cost: 5[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Scars and needle marks due to experiments [all over body except face] (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Distinctive Features:  Strong cosmic energy signature (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10     Enraged:  When confronted by Labyrinth agents (Uncommon), go 11-, recover 14-
20     Hunted:  The Labyrinth 8- (Mo Pow; NCI; Capture)
10     Psychological Limitation:  Flashbacks of Experiments Done on Him When in Confined Quarters (Uncommon; Strong)
15     Psychological Limitation:  Protective of All Those At Claremont Academy (Common; Strong)
15     Psychological Limitation:  Reluctant to Kill (Common; Strong)
15     Psychological Limitation:  Seeks Revenge On Those Who Experimented On Him and Killed His Parents (Common; Strong)
5     Social Limitation:  Minor (Occasionally; Minor)
15     Social Limitation:  Secret identity (Frequently; Major)
[b]DISADVANTAGES Points: 130[/b]
Base Pts: 200
Exp Required: 6
Total Exp Available: 6
Exp Unspent: 0
Total Character Cost: 336

 

Background/History:

Not Easy Being a Genius

John Evans, born May of 1992 to parents Diana and Samual Evans, business woman and construction worker, it was aparant from any early age he was highly intelligent. He would build complex buildings out of Lego blocks, figured out how to work the t.v. remote by the time he was 3 years old and even began learning math at this time as well. But event would help to shape him for the rest of his life early on. In 1993 he was exposed to the strange energies of the Terminus during the invasion. The long-term affects were unknown at that time, so his parents decided to not worry and let things happen as they may.

 

All through elementary school and junior high he was in the top 3% of his class, this got him picked on a lot and he learned to run as fast as possible to avoid getting beat up. By the time he started high school, he was the fastest runner in the whole school district and he was recruited onto the track team. He thought this might get the bullies to leave him alone, if he became a school hero. He was the champion of the whole area in the long distance races, being somewhat of a local celebrity. But even this didn't make the bullies leave him alone, as he still showed how intelligent he was in science fairs and by getting all As. He was forced to learn how to avoid being hit, only fighting back and hitting the bullies if given no other options.

 

Soon though the bullies learned to leave John alone, if only because he was one of the most liked students at the school and the other students didn't like it when a sports star was messed with. He was well respected in the school and peace maker among the different groups, helping to settle disputes and stopping fights before they could happen while on school grounds. This didn't make him many friends with the small number of gangs who went to the school, as they wanted him out of the way. But how to do it without getting in trouble was another matter, so he was left alone for the time being. He has been left alone at home by his parents since a young age, as they both worked many hours each day. He was spoiled by his parents, given everything he wanted and praised a lot because they hated to be away so much.

 

John was never alone though in the neighborhood, as many pets were allowed to wander around and he loved to go outside and spend time with them. He couldn't have any pets of his own due to the housing arrangement they lived under, but he didn't mind. Plus this gave him plenty of time to work on his little inventions and creations. Fate had other plans for the young genius though, something he never expected and would have dreeded if he knew it was coming.

 

Fate, Annoyance or Big Pain

Many months ago on the way home from school, after all of his friends were gone and no one else was in sight, a strange van pulled into view out of nowhere and men inside began to close in on him. Dashing into some nearby bushes, he sprinted as fast as he could til he was out of breath, sure he had lost them. Til a metallic sphere landed by him and green gas came pouring out of it, causing him to feel even more tired as he fought to stay awake. It wasn't long before he passed out, but not before seeing two men in white lab coats wearing gas masks closing in on him. Waking up after what seemed like hours, he felt cold and wet, like he was floating in some sort of liquid.

 

Looking around, he found he was trapped inside a strange glass tank filled with a blue liquid that seemed to be absorbing through his skin. He could pick up a conversation nearby, with some men talking about advancing the DNAscent program to the next level. Taking people exposed to the Terminus energies and seeing how they reacted to different treatments. John realized he was one of those people being taken and experimented on, he tried to bang on the side of the tank but all it did was make some noise. The men in white lab coats came over to check on his progress and then released something into the tank which caused John to feel weak and fall asleep once again. Waking up once again, it had been several more hours and the men were talking about this process working faster and being more effective than the previous versions. With more testing they could perfect it and become the favorites of their boss.

 

John could do nothing as he was kept in a weakened stated and feed through a tube, all the while being given painfull injects, subjected to strange radiation and other battery of tests. Months pasted and he could only think of what his parents and friends were thinking about his missing for so long. But one day the scientists made a big mistake, one which would help John out in a big way. While he was recovering from the most recent battery of test in the fluid tank, a surge of energy went through the building's systems and right through John's tank. The energy painfully surged through John's whole body, it felt like he was energy for a moment there before it finally died down. As the scientist on duty came over to check on John, he became excited and rushed off to get the others. John could just barely make out what they were saying, something about powerful cosmic energy and enhanced endurance. He figured they were talking about him and what the energy had caused, but John was too out of it to see just yet.

 

Within a few short hours John had learned what they spoke of, his body could generate cosmic energy, even surround his form with it as a protective field. Seeing his only chance for escape and the scientists too busy talking to notice him right then, John concentrated and found the energy surrounding his fists. With a mighty blow he shattered the glass tank and was free, finding he was only in boxer shorts and nothing else. As the guards and scientists tried to surround him, he quickly subdued them all with a flurry of punches super-charged by cosmic energy. After catching his breath, he took some shoes, shirt and jeans to get himself covered up. An alarm suddenly went off in the building, someone had figured out he was loose. Not wishing to be subjected to any more tests, he smashed a whole in the nearest wall hoping it would lead outside. Seeing the light of day once again after so many months, he took off running as fast as he could away from the building and didn't look back.

 

On the Run and In Trouble

He ran for what seemed like hours on end til he finally was forced to rest on the side of the road. Thinking over his next course of action, it wasn't long til he was forced to hide in a ditch by the side of the road as a black van drove by. The same type as the men who had tortured him in those "tests", as they put it. They were after their escape experiment and John didn't intend to get caught. He ran for it down the dirt area by the highway road, til finally he reached a small town. He snuck around, sticking to the back alleys, sideroads and out of the way areas, as he was still on the run from the men in white coats. Stealing food to survive on, he never took more than needed and slept as little as possible as he moved from town to town. It wasn't long before he reached, the outskirts of Freedom City and would be in the arms of his parents once again.

 

But pushing himself so much and with so little sleep in the last few weeks, he finally collapsed to the ground in the middle of the highway not 20 miles from Freedom City. It seems Fate was on his side that day, as Johnny Rocket had been out on patrol in the area and spoted the lone form on the highway. But as Johnny went to pick up John he regained some consciousness and thought it was his abductors there to take him back. He tried to power up his fists but the strain only knocked him back out again. Johnny had noticed this and knew where to go next, rushing the poor boy to Freedom Medical Center. He didn't know it, but he hadn't just saved John's life. He had saved him from being brainwashed and forced to work for the men who had done all of this to John, as they were only 10 minutes behind on the road and would catch up to him soon.

 

As John woke up in a hospital bed, a nurse explained to him how Johnny Rocket had brought him there for treatment and that John was suffering from severe dehydration and lack of sleep. Allowed to eat some, soon Johnny Rocket came back with Captain Thunder in tow. They had a lot of questions for the young man, such as how he was now and how he came to acquire the powers he demonstrated. John explained to them about his abduction months ago and how he was used as a test subject for a new generation of something called the DNAscent program due to his exposure to the Terminus energies as a baby. He also said he overhead they were doing this to others exposed to that energy, although he was so out of it when he escaped the building they kept him in he doesn't know the way back. He also didn't recall any more helpful information about the men who had taken him.

 

He was told he only had superficial injuries and could be released from the hospital in a couple of days after he got rested and rehydrated. John had wished to go home as soon as possible and see his parents, but this was met by a somber look on the face of Captain Thunder. His parents were found dead a few days ago in their own home, aparently by the same men who were after John right now. They had left no evidence behind and were covering their tracks throughly. John was left to rest, as he cried himself to sleep over all these monsters had cost him.

 

No Family, No Choice

John was now an orphan with no known extended family to contact, as both of his parents were only children and his grandparents had passed on a few years ago. Captain Thunder and Johnny Rocket told him about a place with other students in the same situation, those without parents, orphans or even those with strange powers or extraordinary training. The Claremont Academy could be John's home now, he didn't see much choice in the matter as he had nowhere else to go, so John agreed. 3 days later and he was declared ready to leave the hospital, recovering with great speed after all he had been through. At least recovering physically. After getting some of his stuff from his home, he was driven over the Academy and was in awe at the size of it. It looked like some upscale college with everything there except its own ski resort. He was told a link to the Freedom League through the Academy staff would be made for him, so if they found out any more information on those who helped to ruin his life he could be contacted.

 

Johnny Thunder was there to greet him, taking his luggage to his new dorm room in a blur before coming back. Shown to Mr. Summers' office, John was assured he would be safe here and no one would find him for now. A student guide showed up, Lemar Phillips, who showed John around the school grounds til finally dropping him off at his dorm room. As he unpacked, John realized this place was so bad, plus it would give him something to focus on as he adjusted to all of the changes in his life. He might even gain the power to punish those who did this to him and his family. As his rage started to boil up once again at the thought of those men being on the loose, a knock at his dorm room door brought him back to reality. Serena Vervain, a raven-haired beauty, stood before John and wished to welcome him to the Academy. She said if he needed help with anything to give her a call. As she said she would talk to him some more later on and walked off to class, she left an awestruck John behind with his jaw still open and thinking at least something good is starting to happen in his life for once.

 

Personality/Motivation:

The trauma of losing his parents, along with the experiments performed upon him, changed the previous carefree attitude of John. Now is withdrawn some and determined to prevent the same kind of tragedy from happening to those around him. As such he has taken a protective attitude towards everyone at the Claremont Academy, seeing them as his new family. He trains hard to master his new powers, along with becoming a better fighter, all with the purpose of seeking out those who destroyed his life and getting revenge.

 

He is reluctant to kill but will do so if it is needed, especially when it comes to those dressed like the agents from the Labyrinth. Seeing such people makes him enraged and he won't hold back against them. When in confined quarters he suffers flashbacks of his time kept in the tank and of all the experiments done upon him.

 

Quote:"So you have a lot of power, so what. I'm about to knock that power right out of you!"

Concept: Teen superhero wielding power negating energy punch

Occupation: Student

Base of Operations:Claremont Academy, Freedom City

Real Name: John Evans

Legal Status: US citizen with no criminal record

Identity: Secret

Marital Status: Single

Height: 5'7"

Weight: 150 lbs.

Eyes: Blue

Hair: Black

Age: 15 years old

 

Power/Tactics:

Due to his exposure to the Terminus energy at a young age and the experiments performed on him, he has cosmic energy flowing through his body. He can channel this energy around his body as a protective energy field strong enough to stop most conventional weapons and firearms, as well as surround his fists with. When striking with his charged fists it increases the force behind them to incredible levels and allows him to harm even impervious targets. This also causes a strong feedback in anyone who has powers, temporarely shutting them down. With time and training the duration will become longer and he will learn to channel more cosmic energy safely through his form.

 

Due to his limited self-training in self-defense, he has little to no true combat experience. Til he gets better trained, he will tend to stick with hit and run strikes, forcing his foes to come to him. Before gaining his powers, he was both a track-and-field team member and loved tinkering and building things. When taking his Inventor skill into account, think of devices like a remote to control machines and computers over a distance, light-based flash bombs, holographic projector and even devices which can aid his existing powers in various ways.

 

Appearance:

John in an attractive teenage boy, with a good tan to his Caucasian skin and an athletic build and muscle tone. He has several scars and needle marks from all of the experiments done on him, everywhere on his body except for his face, a constant reminder of what was done to him. He is of fairly average height for a boy his age and above average weight due to his muscle tone and build. His deep black hair is kept cut short and neat so as not to get into is face when he runs. His blue eyes show a determination in them rare for his age, along with a burning fire that wishes to be unleased.

 

He tries to wear fairly normal clothes so as not to draw attention to himself too much. Such as a pair of blue jeans with rips in the knees, a dark blue tee-shirt and a pair of tough blue tennis shoes. While he is training or out in the field, he wears a dark blue domino mask with his normal clothes, not caring to wear a costume of any sort. Also when using his powers his eyes glow with cosmic energy, further obscuring his identity.

 

Designer's Notes: This character had his powers changed, but codename remained the same. All to see what kind of powers would fit with the codename Power Hammer. The idea of someone with an energy-charged punch that could temporarely disable powers as well as inflict harm was too good to pass up.

 

He isn't capped for the max Disadvantage points, because I couldn't think of anymore which would fit him. :doi: Little combat skills but a lot of potential and a lot of raw power. Seemed like a fun idea for a teenager who could go either way depended on how his plans for revenge pan out.

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  • 4 weeks later...

Burnfist

 

[b]Burnfist - David Lucas[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
16    STR     6   16      12-       HTH Damage 3d6  END [2]
20    DEX     30   20      13-       OCV 7 DCV 7
20    CON     20   20      13-
20    BODY    20   20      13-
10    INT     0   10      11-       PER Roll 11-
18    EGO     16   18      13-       ECV: 6
20    PRE     10   20      13-       PRE Attack: 4d6
14    COM     2   14      12-
14    PD      11   14/16             14/16 PD (2/4 rPD)
14    ED      10   14/16             14/16 ED (2/4 rED)
4    SPD     10   4                 Phases:  3, 6, 9, 12
9    REC     4   9
50    END     5   50
55    STUN    17   55
7    RUN      2   7"                END [1]
2    SWIM     0   2"                END [1]
4    LEAP     1   4"                4" forward, 2" upward
[b]CHA Cost: 164[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
2     [b][i]Black shades[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1) - END=0
3     [b][i]Leather Jacket[/i][/b]: Armor (2 PD/2 ED) (6 Active Points); OIF Durable (-1/2), Real Armor (-1/4) - END=0
70     [b][i]Microwave energy charged punch[/i][/b]: Multipower, 70-point reserve - END=
7u     1)  [b][i]Deadly microwave charged punch[/i][/b]: HKA 2 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (70 Active Points) - END=3
5u     2)  [b][i]Microwave charged punch[/i][/b]: HA +7d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/2) - END=0
6     [b][i]Steadfast[/i][/b]: Knockback Resistance -3" - END=0
2     [b][i]Throwing disc[/i][/b]: EB 1d6, 8 Recoverable Charges (+0) (5 Active Points); OAF Durable (-1), Range Based On STR (-1/4), Real Weapon (-1/4) - END=[8 rc]
2     [b][i]Tough Fighter[/i][/b]: Damage Resistance (2 PD/2 ED) - END=0
18     [b][i]Unbreakable Will[/i][/b]: Mental Defense (22 points total) - END=0
[b]POWERS Cost: 115[/b]
[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Kung Fu
5      1)  Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4      2)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 26 STR to Disarm roll
4      3)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5      4)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4      5)  Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3      6)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4      7)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4      8)  Root:  1/2 Phase, +0 OCV, +0 DCV, 31 STR to resist Shove; Block, Abort
3      9)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
[b]MARTIAL ARTS Cost: 36[/b]
[b][u]Cost[/u]   [u]SKILLS[/u][/b]
15      +3 with DCV
10      +2 with HTH Combat
7      Acrobatics 15-
11      Analyze:  Sense Motive 15-
7      Breakfall 15-
3      Climbing 13-
3      Conversation 13-
3      Defense Maneuver I 
3      Feint 13-
7      Interrogation 15-
2      KS: Current events 11-
2      KS: History 11-
2      KS: Kung Fu 11-
2      KS: Theology and philosophy 11-
4      PS: Carpenter 13-
3      PS: Swimming 13-
7      Paramedics 13-
3      Stealth 13-
3      Streetwise 13-
12      Survival (Temperate/Subtropical, Desert, Mountain, Urban) 13-
[b]SKILLS Cost: 109[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Rapid Healing
10      Follow-Through Attack
[b]TALENTS Cost: 15[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Hunted:  Local gangs 11- (As Pow; Harshly Punish)
10     Hunted:  Villain of the week 8- (As Pow; Harshly Punish)
20     Psychological Limitation:  Code against Killing (Common; Total)
15     Psychological Limitation:  Honorable Fighter [Always fight on equal terms; Never Use More Force Than Needed] (Common; Strong)
15     Psychological Limitation:  Impulsive (Common; Strong)
20     Psychological Limitation:  Overconfidence (Very Common; Strong)
20     Psychological Limitation:  Protect the Innocent No Matter What (Common; Total)
15     Social Limitation:  Secret Identity (Frequently; Major)
[b]DISADVANTAGES Points: 130[/b]
Base Pts: 200
Exp Required: 109
Total Exp Available: 109
Exp Unspent: 0
Total Character Cost: 439

 

Background/History:

Recklessness Leads to Discipline

David Lucas, a troubled youth from early on, was born to a pair of blue collar workers in the suburbs of a small city. For reasons unknown, sometimes even to himself, he was reckless and always getting into trouble just to find some thrills in the small city. Starting early on with ringing doorbells and running, moving up to breaking into buildings and picking fights. He would come home with several cuts and bruises each day, from the fights he got into with the local bullies. While normally this wasn't that bad and his parents chalked it up to normal boyish play, by the time he was in junior high this got him into trouble at school and eventually suspended. Finally his parents took notice and were worried about their son, his safety and also why he was so reckless. Turning to an old family friend, it seemed to be their only hope as counciling wasn't working and they didn't wish to send him to military school.

 

Sifu Won, a master of Kung Fu and Tai Chi, became David's teacher in the art of Kung Fu and discipline. At first David balked at the training and tried to rebel, but Sifu Won was able to wear this down with patience and self-control. Finally David gave in and stopped slacking off, taking to the training and noticing he was actually enjoying himself. Practicing katas, he loved the control he felt and began to even practice them at home. His parents noted his improved attitude and were happy Sifu Won was having such a postive affect on him. He continued to train hard and develop his skills, the other students shocked at the speed his abilities developed. Now he was still fighting the local bullies, but only when needed to protect the other kids in the area.

 

He became something of a local hero over time, fighting against those who picked on others. He rarely fought without a reason anymore, only doing so to vent his frustrations on the small gangs in the area. Almost a year passed since he started his training under Sifu Won, he had advanced so much his skills were only outmatched by 3 other students and Sifu Won himself. His grades in school improved as he used his discipline to focus on his studies, getting all As and Bs in classes and even helping to tutor some of the other students. But the time of his high school graduation was fast approaching and his parents wondered if he would go to college or not.

 

Wandering Hero

Finally the day after the graduation ceremony, he sat down with his parents to explain to them what he felt he must do in life. How he wished to go out into the world and uses his abilities to help out those in need. His parents weren't shocked by the news, although his grades had improved he never was much for school and like to learn from true experience. Packing only a single duffle bag of clothes and supplies, he bid his parents, friends and Sifu Won goodbye and went out to wander the world in search of those in need. His first stop on his travels was to New York, trying to find a true purpose in life he began to wander around the city doing good deads.

 

Muggers and gang members around the Central Park area were forced to either move on or end up locked up after facing him. To the citizens he was a hero and a legend of sorts, as few saw him except for those he directly helped. But to the police he was a vigilante and he had to keep on the move, as they repeatedly tried to arrest him for his actions. He kept moving to different areas of New York and fighting criminals, but each time the police would start to close in on him and he would be forced to move on again. Finally it got to the point he couldn't stop one crime without the police closing in on him. He packed up his duffle bag and with only the clothes on his back, took off once again in search of a city in need and people to help.

 

On his travels, he found some small towns with little crime to help with, taking down the criminals and moving on. But he kept hearing about one place which sounded perfect to him, Freedom City. A city known for its superpowered defenders and criminals that threatened the innocent citizens, crime lords which the law couldn't touch because there wasn't enough proof and gangs with superhuman members. He figured in such a city he could operate without the police trying to arrest him just for helping out. Plus he could find some tougher opponents to face, as the normal gang members and muggers were too easy to subdue.

 

Fire and Fate, Strange Mix

Finally after travelling for a few months on foot, David arrived on the outskirts of Freedom City. Only fate seemed to be waiting for him with plans, as trouble found its way to him. Just north of his location he saw a plume of strangely colored smoke rising into the sky. The sound of fire truck sirens were blaring in the area and David rushed to see what was going on. A large building was ablaze and the firefighters were having a hard time getting inside to rescue those still trapped within. David rushed the building past the firefighters and ignored their warnings, smashing open a window and helping out several trapped scientists to escape the inferno. As he took a nearby fire extinguisher and put out some of the smaller fires to make a path out, nearby burning chemicals exploded and coated his hands.

 

David didn't see or hear anyone else in need of help and noting the fire was getting worse, he rushed through the flames and jumped through the broken window to land on the grass outside, his hands still on fire from the burning chemicals. Firefighters came to him almost immediately, using a fireproof blanket to snuff out the flames on his hands and forcing him to the ground so he wouldn't aggravate any injures he might have. But to the shock of the firefighters, paramedics and even David himself, he only had minor burns on his hands which required only a little treatment. He was released from the hospital the next day after they made sure he didn't have any more severe injures that had been missed. One of the doctors though wished to study him more, to figure out why and how he didn't have more severe burns from the fire. David decided it was best not to stay, as the doctor had somewhat of an obssessed look in his eyes.

 

It took several days for the burns to heal, David had to lay off fighting crime for those days to avoid being identified by the bandages on his hands alone. But as he took off the bandages, he was shocked to find his hands surrounded by a strange blue flame which glowed intensely and radiated heat without affecting him. It took him several days of practice to find that he could will these strange blue flames to surround his hands or fists at will. He researched the energy and even had some test done at Astro Labs, finding it to be an intense form of microwave energy capable of burning through solid steel, he even found he could combine it with his martial arts skills for devistating attacks. Honing his new skills over several weeks til he could control the level of energy he surrounded his fists with, he decided to adopt a superhero identity and fight crime as Burnfist. He was sure the heroes of the city wouldn't mind another one joining to help out, helping those in need and to stop those who would exploit such special gifts themselves.

 

Personality/Motivation:

David is more mature than he was years ago, yet still has a reckless streak. He is impulsive and overconfident, believing he can take on greater odds and foes than his abilities suggest. Running into a fight without looking and trying to take down his foes through headstrong tactics. Yet his time with Sifu Won tempered these traits, instilling in him a sense of honor and dedication.

 

He will always protect the innocent no matter what, even if greatly outnumbered or facing someone of immense power. He would rather die than let harm be brought to them. It would take the most extreme of circumstances to drive him to kill, seeing it as a last resort. He will always fight on equal terms with his opponents, never using his microwave punch unless they use a weapon or superpower themselves. Nor will he will use more force than needed, only enough to take his opponent down.

 

Quote: "Time to burn some scum out of this city!"

Concept: Heat fist powered kung fu fighter

Occupation: Adventurer

Base of Operations: Freedom City

Real Name: David Lucas

Legal Status: U.S. citizen with no criminal record

Identity: Secret

Marital Status: Single

Height: 5'7"

Weight: 150 lbs.

Eyes: Blue

Hair: Blond

Age: 26 years old

 

Power/Tactics:

Exposure to the flaming chemicals infused David with their energy.

Due to this, Burnfist can surround his fists or hands with a strange blue flame, composed of microwave energy which can harm even some of the most invulnerable of targets. This energy isn't known for the great kinetic or explosive force behind it, not knocking back or down targets which a similar strength attack could do with ease.

 

He is skilled at dodging and blocking attacks, yet trained to toughen himself up to take a solid hit. By focusing his chi energy and using special stances, he can root himself to the ground and avoid being knocked around easily. When facing foes with unknown abilities, he will fight defensively and being patient as he gauges their abilities before he strikes. The exception to the rule is if innocents are in danger. He will charge in and shield them with his own body to keep them from harm.

 

Appearance:

David is an attractive young man with a strong build and muscle tone. He keeps his blond hair trimmed short, not wanting an opponent to grab him by the hair in a fight. His deep blue eyes can give the appearance of a gentle soul or one with an intensity which can scare opponents. He has a deep tan to his Caucasian skin due to all his travels and working outside in the sun. He is shorter than average for a man his age, but with a developed muscle tone which can intimidate those larger than he is. He has a few scars on his chest and arms from past fights.

 

He wears normal, everday clothes whereever he goes, normally a pair of worn-in dark blue jeans, a light blue tee-shirt with a few rips in it, a tough leather jacket, a pair of brown leather gloves, a pair of durable black tennis shoes and black shades to conceal his identity somewhat. He sometimes switches the shades out for a black domino mask when out on patrol. He carries around an army green duffle black which he keeps all of his possessions in, only putting it down when in a fight or helping out in a dangerous situation.

 

Designer's Notes: A martial artist with a combination of skills, his one superhuman power makes him stand out from the other kung fu fighters. Honorable and focused, yet overconfident and impulsive, he is at the extreme of two spectrums and finally settled down to one city. With time, his combat skills and power will grow even greater, possibly even expanding into additional microwave-based powers.

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Re: Psistrike's Characters and Creations

 

[b]Techno-Girl - Donna Peterson[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
8    STR     -2   8      11-       HTH Damage 1 1/2d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
15    CON     10   15      12-
12    BODY    4   12      11-
32    INT     22   32      15-       PER Roll 15-
15    EGO     10   15      12-       ECV: 5
10    PRE     0   10      11-       PRE Attack: 2d6
16    COM     3   16      12-
2    PD      0   2/14             2/14 PD (0/12 rPD)
3    ED      0   3/15             3/15 ED (0/12 rED)
4    SPD     15   4                 Phases:  3, 6, 9, 12
5    REC     0   5
30    END     0   30
24    STUN    0   24
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   1 1/2"                1 1/2" forward, 0 1/2" upward
[b]CHA Cost: 77[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
7     +15 versus Range Modifier for Normal Sight - END=0
28     [b][i]Armored Jumpsuit[/i][/b]: Armor (0 PD/30 ED), Hardened (+1/4) (56 Active Points); OIF Durable (-1/2), Limited Power Power loses about a third of its effectiveness (Radiation Damage; -1/2) - END=0
24     [b][i]Armored Jumpsuit[/i][/b]: Armor (12 PD/12 ED) (36 Active Points); OIF Durable (-1/2) - END=0
1     [b][i]Armored Jumpsuit[/i][/b]: LS  (Safe in High Radiation) (2 Active Points); OIF Durable (-1/2) - END=0
5     [b][i]Armored Jumpsuit[/i][/b]: Sight Group Flash Defense (8 points) (8 Active Points); OIF Durable (-1/2) - END=0
22     [b][i]Custom Blaster Pistol[/i][/b]: EB 6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END=0
4     [b][i]Custom blaster pistol[/i][/b]: +2 with custom blaster pistol - END=
15     [b][i]Mutant Technopath[/i][/b]: Multipower, 15-point reserve - END=
1u     1)  [b][i]Cybercontrol[/i][/b]: Mind Control 3d6 (Machine class of minds) (15 Active Points); Does Not Provide Mental Awareness (-1/4) - END=1
1u     2)  [b][i]Cyberpathy[/i][/b]: Telepathy 3d6 (Machine class of minds) (15 Active Points); Does Not Provide Mental Awareness (-1/4) - END=1
6     [b][i]Scanning visor[/i][/b]: Analyze:  Combat 12- (9 Active Points); OIF Durable (-1/2) - END=
9     Microscopic ( x1,000) with Normal Sight - END=0
[b]POWERS Cost: 123[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
20      +4 with Ranged Combat
40      +8 with a group of similar Skills
12      Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 15-
9      Electronics (Communications Systems, Environmental Systems, Dimensional Sensors, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 15-
3      Inventor 15-
3      Lockpicking 12-
3      Mechanics 15-
19      +6 with all non-combat Skills (48 Active Points); Limited Power Power loses about half of its effectiveness (Only to Counteract Time Modifier; -1), Limited Power Power loses about a third of its effectiveness (Mental Tasks only; -1/2)
25      +5 with DCV
3      PS: Construction 15-
3      Scientist
2      1)  Science Skill:  Engineering 15- (3 Active Points)
2      2)  Science Skill:  Mathematics 15- (3 Active Points)
2      3)  Science Skill:  Metallurgy 15- (3 Active Points)
2      4)  Science Skill:  Physics 15- (3 Active Points)
2      5)  Science Skill:  Biology 15- (3 Active Points)
2      6)  Science Skill:  Chemistry 15- (3 Active Points)
3      Stealth 12-
[b]SKILLS Cost: 155[/b]
[b][u]Cost[/u]   [u]PERKS[/u][/b]
15      Advanced Tech
[b]PERKS Cost: 15[/b]
[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Eidetic Memory
4      Speed Reading (x10)
[b]TALENTS Cost: 9[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Distinctive Features:  Minor chemical burns and scars on arms, oil stains on clothes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15     Enraged:  By seeing corrupt officials/lawyers (Uncommon), go 11-, recover 11-
20     Hunted:  "Men in Black" 8- (Mo Pow; NCI; Harshly Punish)
20     Hunted:  Duncan Summers 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
5     Physical Limitation:  Hormonal (Infrequently; Slightly Impairing)
10     Psychological Limitation:  Cannot Resist Tinkering with Machines (Common; Moderate)
20     Psychological Limitation:  Code vs. Killing (Common; Total)
10     Psychological Limitation:  Shy (Common; Moderate)
10     Social Limitation:  Minor (Occasionally; Major)
15     Social Limitation:  Secret Identity (Frequently; Major)
[b]DISADVANTAGES Points: 130[/b]
Base Pts: 200
Exp Required: 49
Total Exp Available: 49
Exp Unspent: 0
Total Character Cost: 379

 

Background/History:

A Natural Talent, Taken to the Extreme

Young Donna was born to hard-working, middle class parents and doated on as she was their only child. She was able to read by the time she was 3 years old, showing at least a genius level of intelligence even at that young of an age. Her curiosity lead her to start taking things apart around the house, trying to figure out how they worked. By the age of 5 years old she was working on several different forms of technology and had scientific knowledge well beyond her years. Saving her parents a lot of money over the years, she was able to fix even the microwave after it burnt out. She was a tomboy through and through, her parents encouraging her interests and telling her she can do anything if she tries. But her mother still worried about her little girl, as she was growing up without normal social interaction for her age.

 

As she grew up, Donna's talents with machines, technology and all areas of knowledge grew but her social skills were hindered as she prefered to be around machines and gadgets instead of people, with the exception of her parents. She had no cousins to play with, as her parents were both only children and her grandparents lived in the old country. Her desires to be around machines and gadgets instead of people only got worse on the day of her 12th birthday, when she started to show an even greater aptitude with technology and science. Her abilities seemed to grow more rapidly, even without increasing her training or study in those areas. This was aided by another change she began to notice, as her eyesight improved and she was able to see things she never even imagined being capable of before without a microscope or telescope.

 

She began to use her increased abilities to create gadgets beyond her previous abilities and to improve the devices around the home. Within several months it was the most advanced home known to man, requiring no repair bills as she took care of all the repairs herself and even built a self-charging power generator so the electric bill was all but non-existant now. Unfortunately this drew attention to their home and thus to Donna and her capabilities. Her peaceful life with her parents was about to be shattered.

 

Kill All the Lawyers

Her luck was running out, as only a few months to her 13th birthday some men in black suits showed up at her home. They showed badges which were suspious and said they were from the government. Talking with her parents, they said they knew of Donna's abilities and the government wished for her to work with them. Her parents didn't buy the story for a minute, ushering the men out of their home and saying they were not interested. Before the door was shut in their faces, her parents were told they would regret their decission soon. Donna was ferried to school and back each day, her parents worried the men would try and take their little girl by force. But their worries were unfounded, they had other plans, ones to get her parents out of the way for good.

 

1 week after the encounter and no signs of the men in black had been seen. Her parents decided to go out to dinner, Donna decided to stay home and work on a new project. Telling her goodbye, little did her parents know this would be the last they would see of her. Shortly after her parents left the driveway, a mysterious black van began to follow their sedan, keeping its distance so as not to be seen. Finally they were on an isolated road with no one else in sight, the men in black made their move. Opening fire with high-powered rifles, they shot at the fleeing vehicle as her parents tried to escape with their lives. But a shot hit the gas tank and another one sparked the leaking fuel, causing it to ignite. Within moments the tank was reached and blew up the sedan, leaving no time for her parents to escape as it went up in a fireball.

 

Donna was an orphan now, with no one left in the world related to her. Even her godparents were missing now, no trace of them to be found. The explosion was ruled an accident, caused by a gas leak from a punctured fuel line. Any traces otherwise having been cleaned up before the burned out sedan was found. Donna was greeted by a social services employee, who informed her of what had happened to her parents. Donna cried her eyes out , heartbroken as she was taken into child services and taken to a local courthouse. The men in black showed up once again, this time stating they represented a corporation which wished to become Donna's legal guardians. The child services lady informed them they would have to go through all of the channels and paperwork like anyone else. Leaving frustrated once again, they had other plans on how to get Donna into their clutches and working for them.

 

No will was found that stated what would happen to her parents' property upon their death. Left to the mercy of greedy lawyers and scientists in the employ of the city, they found some loopholes which allowed the state to lay claim to everything, including Donna's creations.

 

Unfortunately for them this didn't work out, as the tech was too advanced for even their best scientists to recreate or figure out. As Donna was placed into a orphange til they could find her a good home, her frustration about not being able to use her abilities while there started to build with time. The only relatives living overseas and not having had contact with them for years left her completely on her own. This didn't last long, as within a week the men in black were back and this time tried to abduct Donna from the orphanage. She escaped their grasp and ran for her life off into the city.

 

Living on her Own in Style

Donna took to living on the streets, using her abilities to fix things and working part-time at pawn shops when she could. But she was forced to keep moving on, as the men in black were on her trail and still looking for her. This kept up for a few months, as she moved from city to city while still on the run. Her travels finally brought her to the famous Freedom City, a place with superhuman beings where she might blend in unnoticed. As she walked along she spoted a police patrol driving nearby and began to change her mind, trying to remain unnoticed and walking into an alley. But Fate had other plans for her and her true destiny.

 

The Wolf Pack gang claimed this territory and noticed the young girl walking through it. They started to follow her and when she began to pick up her pace, they started to run and give pursuit, acting like a pack of wolves on the hunt. She darted in and out of alleyways, moving so fast she was having a hard time breathing and she didn't look back to see how close her pursurers were. She was finally able to ditch them when she ended up on the Southside in an abandoned warehouse. They ran right past, not noticing her through the crack in the giant sliding doors leading inside. Looking around, she discovered this used to be a factory, as old discarded machinery and parts were left lying around all over the place. Seeing potential here, she decided it was time to settle down and stop being on the run. She would build a base and fight back against the men in black.

 

She worked countless hours for weeks, using both the parts and machines she could salvage from the old factory and sneaking out to get additional parts and components from the nearby junkyard. She had cleaned and fixed up on the place as best she could, making it both livable and usable as a workshop and lab. She left the extirior mostly untouched except for reinforcing the walls and roofs from the inside, thus making it look to still be an old abandoned factory still. She found some old giant generators and fixed them up as well as improved them, now having a private power supply so the city wouldn't notice her new home. Tinted windows kept the light from flowing out and she now had a place which she could truely call her own home.

 

Lashing Out, Fate Steps In Once Again

Having her own wifi-uplink to the internet with a masked source and signal, Donna went online to figure out what to do first. She hacked government records from her home city and found out what the corrupt officials had done to get her parents' possessions after their death and also what they had done to her. She was ticked off and tired of being on the run, so she set to work building the gear she would need to fight back against corruption. She designed and built a high-tech jumpsuit tougher than any known one on the market, along with a built-in visor to both shield her eyes and identity and anaylze any opponent's strengths and weaknesses. With her inventions at hand and adopting the codename of Techno-Girl, she decided it was time to teach corrupt officials a lesson, especially lawyers.

 

First from her high-tech base she hacked the records of the officials in her home city which had helped to take everything from her, ruining their credit scores and putting all of their corrupt dealings she found onto public record. In only a few days all those responsible for her sorry state of life were in jail or on trial, with the exception of the men in black. She would have to deal with them later on, after she found out who they worked for and could gain access to their records. Next came time to deal with any corrupt officials she found in her new home city. After checking records of local businesses and government locations for hours, she found details on Cabot, Cunningham an Crowley, how they defend criminals ruthlessly. This was the perfect target to take her anger out on for all she had been through, more corrupt lawyers.

 

Sneaking out through a tunnel leading away from her new home she had discovered, she was able to make her way over towards their main office building. But just as she had cracked the lock and was about to enter the building, Fate once again stepped in to guide her to another path. The Bowman had been out on patrol in the area and spotted her shadowy figure in the alleyway, as she cracked the lock and open the door he fire an arrow, trying to pin her to the wall. Donna noticed him out of the corner of her eye and moved at the last second, narrowly avoiding the arrow. Bowman was shocked she had dodged his first arrow, taking aim again and firing a snare arrow which bound her arms to her side, as she slipped on the cold cement and was unable to avoid this time.

 

But at the last moment, as it seemed he had his quary captured and helpless, she tossed out a powerful sonic stun grenade she had brought just in case. Bowman was caught off-guard by the attack and unable to avoid the unusual weapon. Knocked outcold by the powerful sonic attack, it seemed Donna would get away as she wormed her way free of the snare arrow. But just as she was about to get completely free, Fate decided to step in and wouldn't let Donna go down this path, as she had different plans for the young girl. As she finally freed herself from the snare, another shadow decended from the skies above her and grabbed her by the wrist suddenly. Captain Thunder landed on the ground beside the young girl, as she struggled to get free of his hold, which proved useless against his superhuman strength. She had been caught and didn't know what would happen to her next.

 

As he picked up the still unconscious Bowman, Captain Thunder lifted up Donna into his arms as well and took the air. A short time later they landed on top of the Freedom Hall, Donna being a little confused as to why she hadn't been taken to the police or social services instead. As she was sat down, Captain Thunder questioned her about why she had broken into the law firm and also how she came to have such devices in her possession. Donna kept quiet, thinking the longer she stalled and didn't answer them, the longer she had to think of a way out of this and not being placed into state custody. She refused to answer any questions asked of her and stayed silent, til someone new walked through the doors. The Raven walked in and something about her, something which Donna couldn't quite place, reminded her of her mother. She perked up at the memories of her mom, she still didn't answer their questions just yet.

 

Til those gathered noted the young girl's apparent interest in the Raven. They had her taken to another room to talk privately with the young girl. Donna finally opened up after the Raven actually told a joke to get her to respond somehow, getting a laugh out of the shy girl. She went on to tell her story in full, about the men in black and what had happened to her parents, of how she has some natural ability in science and building things, of her trip across 2 states til she reached Freedom City and finally of how she couldn't stand corrupt officials and lawyers especially because of what happened to her. She left out her hacking and vengeance on those people in her home city, as well as any details which could lead to her factory home, which she had dubed the Gear Shop.

 

A New Place To Stay, A Family

As Donna was telling her story, Bowman had walked in unnoticed and heard all of what had happend to the young girl. He could understand her anger at lawyers, especially towards those the likes of the ones at C,C & C. He wasn't upset at her anymore and when everyone came together to discuse what to do with Donna, he agreed it would be a bad idea to send her to juvie. She needed help to deal with all that had happened to her, not to be put into a situation where her anger would fester and grow with time. Daedelus had been checking out the residue of the stun gas from Bowman's costume and was particularly impressed with Donna's skills. The gas was more advanced than anything he had seen in a long while, decades beyond anything developed now.

 

He calmly questioned Donna about how she could have made something so advanced and potent. Donna's answer was to simply state she had always loved science and technology, along with how over the past year her natural ability to create and build things had advanced rapidly without any more training or study. Daedelus figured out she was a mutant with natural ability in technology and science, along with being a natural genius almost equal to him. Thus it was decided by everyone in the Freedom League it would be best to set her up at the Claremont Academy, so she could be in a stable environment and get the training she needs. When Donna heard this, she was at first reluctant and thought about running for it, til The Raven went on to explain how it was a great place with other kids like her.

 

Going shopping for some clothes and supplies with the Raven was something else, as Donna wasn't used to the kind of attention she was getting now. Finally ready for the big day, she showed up outside of the main building of the Claremont Academy and was a little nervous due to the size of the place. As she walked inside with the Raven by her side, she saw a lot of kids in the hallway who didn't seem normally, even a girl with pointed ears and another one with purple skin. Shown to Mr. Summers office, he greeted the young girl to his school and said she would be safe while here. While showing Donna around the school grounds, The Raven noted how shy the poor girl was and thought she would need some help coming out of her shell. Good thing there were a lot of friendly students here to help her out with just that, although she would soon learn not everyone is nice around the school.

 

Finally ending up at her dorm room and being shown inside, Donna went about unpacking what few belongings she had brought with her. After a while she simply flopped down onto her new bed, tired from all that happened recently. Slipping under the covers, she began to doze off and didn't notice an unmasked Callie Summers peaking in to check on her. Smiling to herself, Callie realized how much Donna reminded her a little of herself at that age. Plus she thought of all that Donna had been through, so it was good to see her rest so peacefully. This was a new start for young Donna, Callie was determined to her make the best of it. Only Fate knows what is in store for her and how her creations will help to change the world someday.

 

As she showed up outside the main building, Donna couldn't believe how big this place was and was a little nervous as she walked in with The Raven by her side. Resgistering her and then showing her around the grounds, The Raven noted how shy Donna was and how she would need help coming out of her shell. Finally ending up at her dorm room, she went about unpacking what few belonging she had brought with her and decided to get some rest as it had been a long day.

 

Maybe now she had found a safe place from those men in black who were following her. Also unknown to her, the Gear Shop was destroyed in a fire-fight involving the Power Corps, the Factor Four and the Next-Gen over an energy amplifying device. A chain-reaction happened when the power supply for the Gear Shop was hit, destroying the whole place and everything within 25' it. Yet in the time she has been at the Academy, her technopath powers have grown some, allowing her to link to any computer within 20 miles of herself.

 

Personality/Motivation:

Donna is an unusual 13 year old girl, prefering to be around machines and gadgets, to other humans most of the time. She is shy by nature, uncomfortable around strangers and has a hard time making new friends. Yet she is like many other teenage girls, hormonal and prone to mood swings without any aparent source.

 

She is drawn to machines, loving to tinker with them and even being drawn to them like a moth to the flame. Despite being drawn to machines, she still won't take someone's life unless give no other choice. The one thing which triggers unbridled rage in her is seeing corrupt officials and lawyers, like those who stole her inheritance using the law against her.

 

Quote: "Do you really think such a simple lock can stop me?"

Concept: Mutant tech genius

Occupation: Student, inventor

Base of Operations: Claremont Academy, Freedom City [sometimes at Gear Shop]

Real Name: Donna Peterson

Legal Status: US citizen with no criminal record

Identity: Secret

Marital Status: Single

Height: 5'2"

Weight: 105 lbs.

Eyes: Blue-Green

Hair: Black

Age: 13 years old

 

Power/Tactics:

Techno-Girl is a mutant tech genius and inventor. Due to an inborn understanding of technological and scientific areas, she has the ability to modify existing objects in ways current scientists could only dream of. She can build practically anything she can imagine, capable of repairing even the most advanced devices and bypass even the most advanced traps and locks in existance short of cosmic devices. She can also mentally interface with any computer within 20 miles of her, allowing her to access its systems and files over a distance.

 

Her mutant technopath nature allows her mind to work 25x faster than most humans can, allowing her to perform calculations and design inventions in her head without the aid of artificial help. She can thus design any device she needs or can think up quickly, as needed. She has already designed her armored jumpsuit and custom blaster pistol, as well as outfited her own base out of a former factory. Her vision was also enhanced to a great degree, giving her the ability to see things at the cellular level and objects up to miles away clearly. It is possible she developed this power to aid her when working with small components typically used in technological devices now.

 

Appearance:

Donna is a cute young Asian [Japanese-deccent if it matters] girl just in her teens. She has beautiful blue-black hair which she keeps grown down to the middle of her back and straight. She has unusual blue-green eyes that glitter like tiny gemstones in the light. She has slightly yellowish-brown tint to her skin and slant to her eyes, traits inherited from her Japanese-American parents. She has a lithe build and good muscle tone for a girl her age. She has a few minor burn and chemical scars along her arms from accidents.

 

Her usual outfit to find her in is blue overalls with some oil stains on them, a red tee-shirt underneath the overalls and a pair of tough, insulated black boots. She also has some normal blue slacks, a red blouse and blue tennis shoes which she bought while out with The Raven. When she is training or out on patrol she wears a high-tech armored jumpsuit of her own design, colored red and black with a yellow belt and tinted visor. This suit is made of a durable polymer and a lot tougher than it appears to be.

 

Designer's Notes: A mutant technopath, she is much more difficult to design in HERO than she was in M&M. Her powers may not be that strong, but her ability to invent combined with her technological and scientific knowledge it grants more than make up for that fact. She is more of a support character than someone who goes into fights, although she is skilled with ranged weapons and with her blaster can put up a good fight when needed. Her Mutant Technopath skills means she gets +8 to all of her skills which have the header Mutant Technopath.

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  • 3 months later...

Re: Psistrike's Characters and Creations

 

[b]Psi-Blade - Carla Harmon[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
15    CON     10   15      12-
12    BODY    4   12      11-
14    INT     4   14      12-       PER Roll 12-
20    EGO     20   20      13-       ECV: 7
20    PRE     10   20      13-       PRE Attack: 4d6
12    COM     1   12      11-
2    PD      0   2/16             2/16 PD (0/14 rPD)
3    ED      0   3/17             3/17 ED (0/14 rED)
3    SPD     5   3                 Phases:  4, 8, 12
5    REC     0   5
30    END     0   30
25    STUN    0   25
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward
[b]CHA Cost: 69[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
10     [b][i]Magical guardian[/i][/b]: Luck 2d6 - END=0
34     [b][i]Mystic force field[/i][/b]: FF (14 PD/14 ED), Reduced Endurance (0 END; +1/2) (42 Active Points); Visible (-1/4) - END=0
7     [b][i]Mystical Regeneration[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) - END=0
2     [b][i]Ring of featherfall[/i][/b]: Flight 3", Reduced Endurance (0 END; +1/2) (9 Active Points); Limited Power Power loses almost all of its effectiveness (Only to lower safely to the ground; -2), OIF Fragile (-3/4) - END=0
66     [b][i]Self-Taught Magic[/i][/b]: Multipower, 82-point reserve,  (82 Active Points); all slots Incantations (-1/4) - END=
4u     1)  [b][i]Animate Object[/i][/b]: Summon 150-point creatures, Expanded Class of Beings Limited Group (Any Object; +1/2), Slavishly Devoted (+1) (75 Active Points); Summoned Being Must Inhabit Locale (-1/2), Incantations (-1/4) - END=7
2u     2)  [b][i]Create Light[/i][/b]: Sight Group Images Increased Size (32" radius; +1 1/4), +/-4 to PER Rolls (49 Active Points); Only To Create Light (-1), Incantations (-1/4) - END=5
4u     3)  [b][i]ESP[/i][/b]: Clairsentience (Sight And Hearing Groups), x8 Range (1,200") (45 Active Points); Incantations (-1/4) - END=4
2u     4)  [b][i]Mystic Binding[/i][/b]: Entangle 3d6, 3 DEF (30 Active Points); Cannot Form Barriers (-1/4), Incantations (-1/4) - END=3
4u     5)  [b][i]Sleep spell[/i][/b]: Ego Attack 3d6 (Human, Additional Class of Minds and Additional Class of Minds classes of minds) (50 Active Points); Incantations (-1/4) - END=5
4u     6)  [b][i]Water Control[/i][/b]: Telekinesis (30 STR), Affects Porous, LOS (+1/2) (82 Active Points); Only Works On Water Very Limited Group of Objects (-1), Incantations (-1/4) - END=8
5u     7)  Telekinesis (30 STR), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (67 Active Points); Incantations (-1/4) - END=7
8     [b][i]Soul Blade Accuracy[/i][/b]: +4 with any single Strike - END=
150     [b][i]Soul Blade[/i][/b]: Multipower, 150-point reserve - END=
10u     1)  [b][i]Soul Blade Slash[/i][/b]: EB 12d6, Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (150 Active Points); No Range (-1/2) - END=0
10u     2)  [b][i]Soul Blade Thrust[/i][/b]: HKA 4d6, Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (150 Active Points); No STR Bonus (-1/2) - END=0
2     [b][i]Warding charm necklace[/i][/b]: Mental Defense (9 points total) (5 Active Points); OAF Fragile (-1 1/4) - END=0
20     LS  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) - END=0
[b]POWERS Cost: 344[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      +1 with Ranged Combat
20      +4 with DCV
7      Analyze:  Sense Motive 14-
9      Artificer and Ritualist 15-
3      Concealment 12-
3      Conversation 13-
7      KS: Arcane lore 16-
2      KS: History 11-
6      PS: Artist 15-
3      Paramedics 12-
3      Persuasion 13-
3      Sleight Of Hand 12-
[b]SKILLS Cost: 71[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Infinity mark on palm of right hand, glows with blue light when using Soul Blade (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Distinctive Features:  Strong magical aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15     Hunted:  Duncan Summers 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
25     Hunted:  Unknown Dark Lord 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
5     Physical Limitation:  Hormonal (Infrequently; Slightly Impairing)
10     Social Limitation:  Minor (Occasionally; Major)
15     Social Limitation:  Secret Identity (Frequently; Major)
10     Social Limitation:  Unknown magical heritage (Occasionally; Major)
[b]DISADVANTAGES Points: 100[/b]
Base Pts: 200
Exp Required: 184
Total Exp Available: 184
Exp Unspent: 0
Total Character Cost: 484

 

Background/History:

A Little Girl, An Unseen Destiny Approaching

Born to a family of wealth and high class in the Riverside district of Freedom City, Carla was a lucky young girl. She lived in a large brownstone with her parents, being spoiled from an early age and wanting for nothing. It was apparent from an early age she was destined for greatness, although how so no one would know for a while. The twinkle in her young emerald eyes gleamed with a brightness rarely seen. Going to a private school less than a mile from her home, she was sheltered for the most part about the strange things which existed in Freedom City. The tales about Lake MacKenzie and the creatures that might live in it, the meta-human fights going on around and other such things were never heard of in her home or school. She got good grades and was well liked by the other students, being an outgoing young girl with a curious nature. It was this curious nature which drove her to learn about things which her parents tried to shelter her from.

 

By the time she was 6 years old, she knew some of the myths and legends about Freedom City, including the facts about the superhumans living there. A trip with her father to The Never-Ending Story, a great bookstore with a kindly owner, would prove to be a fateful event which triggered the beginning of her destiny. While looking around the store for a book she would like to read, she found many curious books but nothing which stood out to her young mind. It wasn't til she was in the far back of the store area and a gleam of light came from over by one of the shelves which drew her in. She found a book with a silver embosied cover and the image of a young girl wielding magic on it, she knew she had found something special. Going home with her father and her prized purchase in hand, she read it in ernest once in her room and found something things which others might overlook.

 

A simple spell hidden in the text of the story, as pieces of different paragraphs spelled out how to move objects using magic which manifested as glowing blue energy around the object being moved. Piecing together the spell in a notebook, it was when she tried the completed piece the truth came out. A small book before her she focused on suddenly was surrounded by a blue glow and floating up into the air, til Carla was startled by this and it dropped back to the floor as she lost concentration on the spell. Young Carla was hooked now, on all things of the arcane and supernatural. Her parents thought this was simple a phase she was going through, a childhood facination which would wear off in time, leaving her to her own devices for now.

 

That first book proved to be only the start of something big. As young Carla read through the book, she found another spell hidden within the text of the story, each piece only a word in each sentance of a few paragraphs. The spells hidden so well that even the owner of The Never-Ending Story, Andrew Orlando, had overlooked them in his own reading through of the book. She learn how to conjure up light as bright and powerful as the sun, a spell which would prove to save her life in the future. She finished the story and went back with her father to The Never-Ending Story to find another story to read. Somehow she could see a glow coming from simple children's storybooks in the story, minor yet enough for her to notice. Others had overlooked the simple spells and magical instruction found within them, even the seemingly simple store owner. All except for the curious young girl who was drawn to them for reasons even she didn't completely understand.

 

Staying in her room, she began to practice the simple spells found hidden in the text of each book she found, copying them all into her personal spellbook each time. Isolating herself in her room for hours on end, her parents began to worry about their little girl and wonder what she was up to in there. Over the years she started to open up more once again, realizing her isolation only drew attention from her parents and possible trouble. She got more and more books from The Never-Ending Story, each one having magical formulas and spells hidden within them so deeply, only those determined to find them would. Each simple children's book taught her more and more, including how to craft simple charms, including protective ones, and perform complex rituals for spells she didn't know otherwise. She seemed to have a natural talent for all things arcane, even capable of seeing magical auras from things which had magical energy in them, no matter how minor it was. Including the simple spells held within the children's books she came to love. But all of the good magic she learned how to harness would prove to push her destiny on, drawing the

 

attention of something powerful, dangerous and dark.

Destiny Comes Calling

An unknown Dark Lord, a once human being and now lord of a personal shadow dimension, didn't like that Carla was learning how to wield good magic. She was becoming one more obstacle to his being able to enter once again into the Earth dimension. He, for reasons unknown to him, was barred from entering the Earth dimension through any other place except for the magical nexus which lined within Freedom City. And he was further barred from doing so while even one strong user of good/light magic lived within the borders of Freedom City. He sensed something more from the young girl, a power she didn't know of and hadn't tapped into just yet. He watched and waited for the right time to strike at her, wishing to take out the young sorceress before she came into her full power and became a bigger threat to his plans. On the day of her 14th birthday, the stars were aligned just right and the Dark Lord used his powers to bring a being of living energy and shadow into existance within the Earth Dimension.

 

Carla was going with her father to The Never-Ending Story to get a book which she wanted as a gift. All was right with the world and the young girl just loved to see her father smiling down at her. This perfect day was broken when, as they entered the store, the creature of living energy and shadow coalessed into form before them and spoke in a raspy voice. "Your life is forfit, young whelp!" it cried as it lashed out with its taloned hands towards Carla's chest. Seeing his daugther in danger, Mr. Harmon leapt between his daughter and the strange creature before them, which would prove to be his undoing. The creature's talons plunged into his chest and out through his back, killing him almost instantly from the shock. Looking up at his daughter, he smiled his last as he saw she was unharmed and said in a low voice, "Run."

 

But as Carla looked upon the dead form of her father, a father who had given her everything and loved her no matter what, something snapped inside her mind. With a cry fueled by primal energy and rage, a blade of glowing blue energy suddenly manifested in Carla's right hand. Instinct began to take over, as Carla shifted to a combat stance and began to close in on the beast which had take her father from her. The creature normally had no feelings, being a construct and used by its master. But right then it had a look of terror upon its face, backing away in fear from Carla and knowing what the blade before him was, even if the young girl who wielded it didn't. It knew its end lay in the hands of a young girl and was frozen in fear.

 

The Strike That Sealed Her Fate

Radiating power as it flowed from her body like waves of raw energy, Carla glared at the pitiful beast before her now. "You took my father away from me, for reasons I don't understand. For that, your end is now." she said in a calm and unmoving voice as she gazed upon the beast, her eyes glowing with power. Plungging the blade into the beast's chest, it ripped straight through to the other side of its body. In its death throws, it lashed out at Carla and knocked her into a nearby bookshelf, causing it to fall down and pin her underneath. As she was in pain and looked up, the beast spoke one last time. Fading out from existance before her, it spoke only a few fateful words. "More will come for you, young mystic of light." Mr. Orlando was shocked by the chaos he had seen before him and called paramedics for help. While trying to get the bookshelf off of Carla, he found it too heavy to even move a little and could only look on at the scene before him.

 

But he wouldn't have to watch for long, as more creatures that seemed to be made of shadows appeared in the surrounding streets and began to search for Carla, unable to sense her now. Their search was cut short when several heroes who had been in the area showed up to the deal with the demonic shadow beings. Dispatching them all before the paramedics showed up, damage to the area from the fight with the creatures had slowed them down from getting to the store. By the time they got through the store front, they found Mr. Harmon dead on the floor and Carla still pinned underneath the bookshelf, almost an hour now since the call had come in.

 

Checking up on Carla, they found only dried blood on her and her clothing, with no sign of the wounds they were expecting to find. Not even a simple bruised from where the bookshelf had layed upon her for almost an hour could be found. She was taken to the hospital immediately, as they were worried she had sustained internal injuries and wished to find out as soon as possible. They contacted her mother who met up with her at at the hospital, happy to find out her little girl was unharmed and well. But the shock of finding out her husband was dead nearly pushed her over the edge, only the fact her daughter was there with her kept her from completely snapping. Once home, Carla went on to explain what had happened and how he dad had died saving her life from the strange creature. She told how she had been learning magic for years, how the creature had come after her, how she manifested a blade of energy which she didn't know how and how the creature said more would be coming for her as it died

 

A Safe Place to Learn, a Sanctuary

All of this was almost too much for the fragile state Ms Harmon's mind was in, til she began to recall some of the history of her family. Stuff like this hadn't been heard of in centuries and it was mostly whispered of as rumor or myth than fact. But they had some family friends who were more versed in such matter, calling up Adrian Eldrich, after hearing what happened he said he would be over shortly. Within a few minutes he arrived at their front door and was ushered in. As he sat down with Carla and her mother, he knew more of the matter than they did, it seemed. He had sensed a powerful force which wished to enter the Earth dimension and use it as a standing area to attack other dimensions from. But it couldn't do so as long as even one good magic user lived within the borders of Freedom City, the only place it could open a portal to Earth from. It had targeted Carla because of a powerful dormanent ability she had, which if awakened would be a great threat to the plans of this unnamed entity.

 

This powerful entity sent the creatures after her, which triggered this dormant power which was only rumored to exist til now, the Soul Blade. She would be in even greater danger now, unless placed somewhere the dark entity would have a hard time striking at her. After explaining all of this, Adrian went on to ask where she had learned magic in the first place. Carla went on to explain the children's books from The Never-Ending Story which had spells and magical formulas hidden in the text, how she had picked them up quickly and began to learn more and more from each book she bought. Hearing this, Adrian thought he would need to have a talk with Andrew Orlando about being more through when checking his books, especially the children's books, for hidden magical texts from now on.

 

Adrian wasn't taking on an apprentice at that time, but knew the young girl would need guidance and protection if she was to survive against the forces of this dark entity. Contacting Duncan Summers about having a new student for his academy, it didn't take them long to get to the Harmon home. He came with a girl older than Carla, Serena Vervain, who was acting as the representative of the Claremont Academy. As they explained to Carla and her mother about the Claremont Academy, Carla had a gleam in her eye once she heard about being able to hone her powers and magic while there. Her mother, still in shock over the death of her husband and everything else, didn't wish for her only child to leave her. But Adrian calmed her down, by stating she would be safe there, where as at home she would be attacked by more of those creatures. She needed to learn how to control her powers and learn to defend herself, plus she could come home to visit her home.

 

After hearing all of this, she could only think of losing her only child to some bloodthristy monster. She finally relented and agreed to let Carla go to the Claremont Academy, as long as she kept her studies up. Within two days, she was packed and picked up to go to the academy, greeted at the front gates by Serena. As she gave the young girl a tour of the school grounds, they found out they had much in common, including their love of magic. When she was finally shown to her dorm room, Carla was glad to be in someplace safe to stay and learn after all that had happened. But the shock of everything which had happened in the last few days finally caught up to her, as she collapsed onto her bed and dozed off quickly, wondering what the future had in store for her as she drifted off into a dream-filled sleep.

 

Personality/Motivation: Carla is a curious young girl, drawn to the supernatural and unknown for reasons even she doesn't understand. She loves to help others and will risk her life to protect others. Threats of a supernatural sort tend to trigger her temper, especially those involving shadow entities of any sort. She loves to read and draw in her free time, always trying to find ways to slip in a little magic into her creations.

 

She is driven to learn more about her mysterious heritage, as well as the source of the attack which ended up killing her father. Drawn to magic, she loves performing minor cantrips and spells when she can get away with it undetected.

 

Quote: "If you are going to be that way, I'm going to have to stop you."

Concept: Mystic wielder of the Soul Blade

Occupation: Student/adventurer

Base of Operations: Claremont Academy, Freedom City

Real Name: Carla Harmon

Legal Status:US citizen with no criminal record

Identity: Secret

Marital Status: Single

Height: 5'1"

Weight: 100 lbs.

Eyes: Blue

Hair: Red

Age: 14 years old

 

Powers/Tactics:

Psi-Blade is a powerful sorceress with natural mystical powers. She can draw upon the power of her own soul to create a blade of mystic energy called the Soul Blade. This powerful mystical weapon can harm even the most impervious of targets and strike even at spirits and incorporeal beings. Her body draws upon this same energy to heal her from the most severe of wounds and makes it hard for her to get sick or be poisoned.

 

She has self-taught magical talents in varied areas, mostly defensive and support spells. She can craft small charms and minor magical items when she needs to. In a fight her spells can be used to aid her allies or harm her foes. From magical binds and sleep spells, to moving heavy objects and bringing objects to life, she can do almost anything if given time. The small charms and minor magical items she creates tend to be protective in nature and in the form of some jewelry, such as a necklace, ring or pendant.

 

Appearance:

Carla is a cute, young teenage girl. She has slightly pale skin from staying inside her room so much, but has a healthy build for a girl her age. She has vibrant, shoulder length red hair and a pair of strange blue eyes which glow when she uses her Soul Blade. She has an infinity mark on the palm of her right hand, which glows with blue light when she uses her Soul Blade.

 

She tends to wear simple outfits which can be used to fight in as well as wear casually. Her normal outfit is a blue blouse, a pair of knee-length shorts and a pair of red tennis shoes. She sometimes wears a pair of 1" platforms and has some magical charms which she sometimes wears. When enraged, waves of raw, blue tinted energy flow out from her body.

 

Designer's Notes: A character with a mix of powers, she is a lot cheaper in the M&M system to design. Her limited regeneration is mystical in nature and linked to her Soulblade. She can be a good support character or front-line fighter as needed. Although still a beginner in magic, she is skilled enough where she doesn't need a skill check to cast her spells.

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Re: Psistrike's Characters and Creations

 

And with Psi-Blade I realized it gets boring simply converting characters stats over to a new system with the same background as in the other system. Thus from now on I'm just going to take the basics of a character and their history, yet change it to work better with the HERO system and be more fun to stat up. Otherwise my next conversion, Shadow Lord, would be several thousand points and so powerful he could take on Superman and have an edge over him even without factoring in Superman's vulnerability to magic. :eek:

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Re: Psistrike's Characters and Creations

 

[b]Shadow Lord[/b]
[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
16    STR     6   16      12-       HTH Damage 3d6  END [2]
23    DEX     39   23      14-       OCV 8 DCV 8
20    CON     20   20      13-
15    BODY    10   15      12-
30    INT     20   30      15-       PER Roll 15-
30    EGO     40   30      15-       ECV: 10
30    PRE     20   30      15-       PRE Attack: 6d6
10    COM     0   10      11-
4    PD      1   4/20             4/20 PD (0/16 rPD)
4    ED      0   4/20             4/20 ED (0/16 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
7    REC     0   7
40    END     0   40
50    STUN    17   50
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward
[b]CHA Cost: 190[/b]
[b][u]Cost[/u]   [u]POWERS[/u][/b]
27     [b][i]Innate Magical Sense[/i][/b]: Detect Magic A Class Of Things 15- (no Sense Group), Discriminatory, Range, Sense, 
Targeting - END=0
25     [b][i]Mystic shadows[/i][/b]: Darkness to Sight Group 2" radius, Personal Immunity (+1/4) (25 Active Points) - END=2
24     [b][i]One with the Shadows[/i][/b]: Invisibility to Sight Group , No Fringe (30 Active Points); Limited Power Power 
loses about a fourth of its effectiveness (Only when in Darkness/Shadows; -1/4) - END=3
32     [b][i]Shadow energy well[/i][/b]: Endurance Reserve  (120 END, 20 REC) (32 Active Points) - END=0
124     [b][i]Shadowblast[/i][/b]: EB 9d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), BOECV (Standard Defenses 
apply; +1) (124 Active Points) - END=5
59     [b][i]Shadowshield[/i][/b]: FF (16 PD/16 ED/10 Power Defense/5 Flash Defense:  Sight Group), Reduced Endurance (1/2 
END; +1/4) (59 Active Points) - END=2
20     [b][i]Shadowveil[/i][/b]: Power Defense (20 points) - END=0
60     [b][i]Shadowwalk[/i][/b]: Teleportation 20", No Relative Velocity, Position Shift, x16 Increased Mass (75 Active 
Points); Limited Power Power loses about a fourth of its effectiveness (Only Through Darkness/Shadows; -1/4) - END=7
30     [b][i]True Shadowsight[/i][/b]: Detect Physical Objects and Energy A Class Of Things 18- (no Sense Group), 
Discriminatory, Range, Sense, Targeting - END=0
[b]POWERS Cost: 401[/b]
[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Savate with Acrobatics
4      1)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      2)  Coup de pied bas (low kick):  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5      3)  Coup de pied chasse (side kick):  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4      4)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 26 STR to Disarm roll
5      5)  Direct (Jab/Cross):  1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
3      6)  Footsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
5      7)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4      8)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      9)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 31 STR vs. Grabs
[b]MARTIAL ARTS Cost: 38[/b]
[b][u]Cost[/u]   [u]SKILLS[/u][/b]
12      +6 with Shadowblast
3      Analyze:  Magic 15-
3      Bribery 15-
3      Climbing 14-
3      Concealment 15-
3      Contortionist 14-
3      Conversation 15-
3      Cryptography 15-
3      Deduction 15-
3      Disguise 15-
3      Electronics 15-
3      Interrogation 15-
3      KS: Arcane And Occult Lore 15-
4      KS: Artifacts 16-
4      Language:  Greek (Byzantine) (completely fluent; literate)
4      Language:  Latin (completely fluent; literate)
7      Lockpicking 16-
3      Mechanics 15-
3      Navigation (Air, Land) 15-
3      PS: Appraise 15-
3      PS: Burgler 15-
3      Persuasion 15-
3      Research 15-
5      Security Systems 16-
3      Shadowing 15-
7      Sleight Of Hand 16-
11      Stealth 18-
3      Streetwise 15-
3      Systems Operation 15-
3      Trading 15-
[b]SKILLS Cost: 120[/b]
[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Anonymity
8      Contact:  Bernie the Fence (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good 
relationship with Contact) 14-
2      Fringe Benefit:  International Driver's License, Passport
3      Reputation (A small to medium sized group) 11-, +3/+3d6
[b]PERKS Cost: 17[/b]
[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Ambidexterity (-2 Off Hand penalty)
3      Bump Of Direction
12      Combat Luck (6 PD/6 ED)
22      Combat Sense (Discriminatory, Sense) 15-
4      Double Jointed
5      Eidetic Memory
18      Evasive
3      Lightsleep
5      Rapid Healing
3      Resistance (3 points)
[b]TALENTS Cost: 78[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Shadow magic aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only 
By Unusual Senses)
25     Hunted:  International authorities 11- (Mo Pow; NCI; Capture)
15     Psychological Limitation:  Compelled to steal magical artifacts (Common; Strong)
15     Psychological Limitation:  Greedy (Common; Strong)
15     Psychological Limitation:  His Word is His Bond (Uncommon; Total)
5     Reputation:  International artifact thief , 8-
10     Vulnerability:  2 x STUN Light-based (Uncommon)
[b]DISADVANTAGES Points: 95[/b]
Base Pts: 200
Exp Required: 549
Total Exp Available: 549
Exp Unspent: 0
Total Character Cost: 844

Background/History:

Unknown Heritage, Uncertain Destiny

Ethan never knew his birth parents, his earliest memories are of the orphanage he was placed in. The other boys picked on

him for his small size, yet he learned how to hide with great skill before long. One of the boys said it was like he became

one with the shadows, never having been caught during hide and seek once. At the age of 6 his life began to turn around. A

wealthy couple unable to have children of their own came looking to adopt a young boy. Seeing Ethan's school records, they

were impressed with high intelligence and natural agility.

 

Seeing him as the perfect heir to their fortune, they soon after adopted him, bypassing the usual waiting time with some

"donations" to government officials. At his new home, Ethan was taught in many different skills and area of knowledge,

including appraising ancient artifacts and how to bypass security systems. A quick learner, he was homeschooled by tutors and

his new parents for years before finding out the truth of the source of their wealth.

 

Taking him on a trip overseas when he turned 10 seemed like a dream come true. Til the purpose of the trip was revealed,

inflitrating Smithsonian to steal a valueable artifact with a wealthy collector. Scared of the consquences of disobeying his

"parents", Ethan used his small size and flexibility to squeeze through the air ducts and avoid security. Disabling the

security system on the display case, he couldn't believe such a small thing as this medallion was worth so much. Slipping

back into the air ducts, the Egyptian artifact reacted with something within Ethan in a way no one expected.

 

As security noticed the empty case and missing medallion, they locked down the museum, including grates which popped up

blocking off the air ducts every 10 feet. Trapped and scared, so close to escape yet so far, Ethan just wished he could get

out of there and not be in trouble. Suddenly the shadows around him enveloped the boy and the next moment he found himself

stand in the shadows of the museum walls, his "parents" just 30 feet away.

 

Shadows Unveil the Past

Years pasted and Ethan became a skilled thief, keeping the growing shadow powers from his "parents." Which turned out to be

a smart move, as one day after he turned 17 they slipped up and big. Overhearing them talk to a client on the phone, they

were being told to kill him. He was the only survivor of a past robbery by the couple, one in which a rare obsidian Egyptian

dagger was stolen, a family heirloom which a rich collector had tried to buy from them but had been rejected.

 

Overhearing them agree to the client's request, Ethan felt the shadows within him grow in fury. His real parents had been murdered, all over a stupid dagger! A powerful blast of pure darkness came from his hands and caused the doors shatter into splinters, flying straight into the couple who had taken so much from him. The blast might not have done enough, but the hail of splinters did, having pierced several blood vessels on each. Laying there and bleeding to death, they looked upon the boy and said only one thing. "This isn't the end of this. We will return and finish the job."

 

Ethan fleed into the night, just barely avoiding the authorities who had finally closed in on the greedy couple. Yet despite

this, he knew that money held power in this world and he wasn't going to be left powerless ever again. Using connections he

knew of in the black market, Ethan soon made a name for himself, stealing artifacts just like in the path but picking and

choosing which jobs he felt comfortable with. With his powers and knowledge of artifacts, he soon became known as the Shadow

Lord in the underworld, for the police had no records on him and he could disappear without warning. The good life was his

once more, but on his own terms.

 

A Legend, An Enigma

Ethan took to using his nom de gur, Shadow Lord, when dealing with clients. He became a mystery to the authorities and

fellow criminals alike. But his growing shadow powers came with a price, once which would start to cause him problems. He

could he could accurately sense which artifacts were magical and even when not hired to steal them, felt a compulsion to take

them for himself. Yet he never used those he took for himself, storing them in a hidden location only accessible by

teleportation.

 

Whatever purpose these artifacts had and whatever force was compelling him to take them remain a mystery. Ethan in known to

be the go-to man for any jobs stealing artifacts of any sort, yet his true identity is unknown to all except his most trusted

ally, Bernie the Fence. When he need some quickly cash and doesn't care what he steals to get it, Bernie is always there to

help him out.

 

But the source of his powers have only one hint as to where they come from. The Egyptian artifact which triggered his powers

is from an unknown god of shadows, unknown if related or a minion to Set. This news has Ethan worried, as in most myths gods

of shadow or darkness never have anything good planned. Yet he is still compelled to continue gathering artifacts for an

unknown purpose, one which could spell his, and possibly the world's, doom.

 

Personality/Motivation: Ethan is an honorable man, avoiding any jobs where he might endanger innocents. Yet once he takes a

job, he will finish it no matter what. His word is his bond, if he promises something he always keeps it. He craves money,

not for simply the easy life it brings him but for the fact he equates it with power. And he has vowed never to be powerless

ever again. This fact has lead to more than one employeer finding an artifact which he has acquired suddenly disappearing

once more, if Ethan finds out they have dangerous magical powers.

 

Motivated by the need for power and seeing wealthy as true power, he is greedy and has never done an honest day's work in his

life. His code of honor is somewhat flexiable, avoiding harming innocents, especially children, yet willing to fight those

same children if they have powers and attack him. No matter what the circumstances, he won't kill, with one exception. If he

ever finds the man who had his true parents killed, that man will be dropped from high in the air without remorse.

 

Quote:"Catching me is like trying to catch a shadow."

Concept:Magical artifact thief

Occupation:Professional thief

Base of Operations:Mobile

Real Name:Ethan Lords

Legal Status:British citizen with international criminal record

Identity:Secret [unknown to authorities]

Marital Status:Single

Height:5'9"

Weight:150 lbs.

Eyes:Dark blue

Hair:Black

Age:30 years old

 

Power/Tactics: Shadow Lord is infused with ancient shadow magic, unknown if by an artifact or due to family heritage. He is

capable of generating deep shadows within a 13' radius around himself at will, as well as seamlessly blending into shadows

and darkness. He is capable of seeing through any kind of darkness or concealment with a mystical shadowsight. By moving

through shadows and darkness, he is capable of teleporting great distances, enough to escape most traps or locked down

buildings. By tapping into the deepest of shadows, he is able to both surround himself in a powerful shield as well as

project powerful blast of semi-solid shadows.

 

An innate ability to sense magic aids him in his choosen field of expertise. The shadow magic flowing through his form

protects him from many forms of threats. His intelligence, strength of will and force of personality are just short of

superhuman in nature, lending to his success and inability for authorities to capture him. When forced to fight instead of

escape, he prefers to use his savate training first and his shadowblast as a last resort.

 

Appearance: Ethan is an average looking guy with nothing that stands out. His black hair is kept short and trimed, while his

deep blue eyes seem to draw in the shadows around him. Within not on a job he wears simple outfits such as tee-shirts, blue

jeans and tennis shoes as not to draw attention to himself. While working he wears a shadow black full bodysuit of breathable

fibers.

 

Designer's Notes: This version of Shadow Lord has almost nothing to do with the one I made for M&M. A thief with an unknown

connection to an Egyptian god of shadows. Records of his existance have been erased, thanks to connections he made early on

in his career. His normal skills are fairly high as well, incase his powers are somehow nullified or unusable.

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Re: Psistrike's Characters and Creations

 

Flashburn

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 16 13- OCV: 4/DCV: 5

25 CON 15 14-

23 INT 13 14- PER Roll 14-

18 EGO 8 13- ECV: 3 - 3

15 PRE 5 12- PRE Attack: 3d6

4 OCV 5

5 DCV 10

3 OMCV 0

3 DMCV 0

3 SPD 10 Phases: 4, 8, 12

6+15 PD 4 Total: 6/21 PD (0/15 rPD)

6+15 ED 4 Total: 6/21 ED (0/15 rED)

14 REC 10

80 END 12

14 BODY 4

50 STUN 15 Total Characteristic Cost: 134

Movement: Running: 18m/144m

Leaping: 4m/8m

Swimming: 4m/8m

Cost Powers END

60 Radiation array: Multipower, 60-point reserve

6f 1) Radiation Blast: Blast 12d6 (60 Active Points) 6

6f 2) Radiation Blast 2: Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points) 0

6f 3) Radiation flash: Sight Group Flash 12d6 (60 Active Points) 6

6f 4) Radiation sickness: Drain CON 6d6 (60 Active Points) 6

6f 5) Variable radiation spectrum: Blast 6d6, Variable Advantage (+½ Advantages; +1) (60 Active Points) 6

20 Fate is on her side: Luck 4d6 0

32 Detect Radiation: Detect A Class Of Things 14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting 0

13 Radiation Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Radiation Common attack (-½) 0

2 Radiation Resistance: LS (Safe in High Radiation) 0

30 Radiation Shield: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (-½) 4

16 Speed burst: Running +6m (18m total), x8 Noncombat 2

Perks

5 Fringe Benefit: License to practice a profession, Membership, Passport

5 Money: Well Off

Talents

3 Beautiful: +1/+1d6 Striking Appearance (vs. all characters)

5 Eidetic Memory

3 Lightning Calculator

4 Speed Reading (x10)

Skills

8 Natural genius and quick learner: +2 with all Intellect Skills

7 P.hd in physics: SS: Physics 18-

3 Computer Programming 14-

3 Electronics 14-

3 Inventor 14-

3 PS: Professional scientist 14-

3 Persuasion 12-

3 Power: Radiation Tricks 14-

3 Systems Operation 14-

2 TF: Common Motorized Ground Vehicles

Total Powers & Skill Cost: 266

Total Cost: 400

400+ Matching Complications

10 Distinctive Features: Strong radiation signature (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

15 Hunted: SHADOW Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Complication: Knowledge must be used to benefit everyone (Common; Strong)

15 Psychological Complication: Protective of innocent (Common; Strong)

10 Social Complication: Discredited scientist Frequently, Major, Not Limiting In Some Cultures

10 Vulnerability: 2 x Effect Drain END (Uncommon)

Total Complications Points: 400

Background/History: Intelligence is Nothing Without Purpose

Lena, born the daughter of well-off parents, was always driven to read from an early age. Yet she bounced from one subject to another, never able to focus on one thing for long. This brought her trouble in school, as despite her intelligence her grades were slipping. Soon her parents took her a specialist in child psychology, only to find out their child had a common problem for natural geniuses. Getting bored too quickly. Thus a new teacher was brought in, one who helped her to learn how to focus her mind on a purpose.

 

By the age of 13 she was already highly knowledgeable in physics, in particular nuclear physics. Finding a purpose in this, she was the first of her class to be admited to a college course on the subject at the age of 15. By the time she turned 18, she already had a degree and had plans to become a fully accredited P.hd as soon as possible in the field of nuclear physics. Her drive and ambition soon brought her to the attention of Astro Labs in Freedom City. A major break for someone so young, by the age of 20 was packing up to move, a full time job waiting at her new home.

 

Radiation + Experimental Form= Trouble

Within her 1st week on the job, she was assigned to a new project. Project Alchemy, researching a form of radiation which showed promising ability when focused both to alter matter on a molecular level and even to change one type of DNA to another. A means to repair disease tissue making it healthy once more, to repair damage on the cellular level and even alter inorganic matter from a common substance into a rare one. Yes, these are the details which Lena had been told. The truth was far worse.

 

It did have the potential to change matter on a molecular level, but the plans were to find a way to use it to make superhumans. The project had been infiltrated by SHADOW, dreams of an army of superhumans at their command. But Fate stepped in and Lena's life would never be the same again from that day forward. Day 94 on the project and Lena was left alone with a running experiment, the SHADOW plant having sabotaged it to try and get rid of the pesky scientist who was asking too many questions.

 

Only Lena was the one who got caught in the blast of energy when it overloaded, a burst of dark purple energy unleased from the containment field and wrecked the whole area. With the aid of the Freedom League and local fire department help, they were able to get her out of the rubble within minutes, only to find her unconscious but unharmed.

 

Life Gives You Lemons, So Use Them As Best You Can

Awakening a week later, Lena found out her superior had blamed the whole mess on her tampering with his experiment. Now, without a job or source of income, she didn't know what to do next. It was only on her way home that an answer seemed to come to her, at 70 mph! A bank robber fleeing from the police was heading straight for her as she crossed the street, only to suddenly find a beam of intense energy firing from her eyes and melting the front end of the blue porsche.

 

Shocked and a little more than concerned, Lady Liberty who had witnessed the scene brought to her The Lighthouse to be checked out. All tested showed she was healthy, in fact far healthier than before, as she in perfect health for a human. Even the burns on her arms from past experiments were gone. Her DNA was undergoing radical changes, as her very appearance began to improve to supermodel looks within days as well. Daedalus found the unique form of radiation she had been exposed to had infused her body, altering her at the cellular level.

 

With no job and no idea of what do next, it was decided she would be a Freedom League trainee while she learned about her new powers and abilities. Taking the term for sudden burns caused by radiation, Lena became Flashburn, although no announcement to the public just yet. Without further testing to discover the full extent of the changes she had undergone, there was no telling if she would be a threat to those around her or not.

 

Personality/Motivation: Flashburn aka Lena is driven by a need, a shear drive to have a purpose in this world. Blocked for now from the field of science by her corrupt superior, she is taking to the hero's life fairly well. Highly intelligent but with a good sense of humor, she loves to play pranks as long as no one will get hurt. Volunteering at children's wards, she hopes what has happened to her won't prevent her from having children of her own one day.

 

She is motivated and will face down even those she fears far outclass her, especially if it means saving an innocent life. Believing knowledge must be used to mean anything, she will always try to find a way of using even mostly trivial knowledge to her benefit. She hates to hurt others and will always target obvious non-living foes and machines first. But if push comes to shove, she can fight fairly well and hold her own.

 

Concept: Exotic radiation imbued scientist

Occupation: Research scientist, adventurer

Base of Operations: Freedom City

Real Name: Lena Donners

Legal Status: American citizen with no criminal record

Identity:Secret

Marital Status:Single

Height:5'6"

Weight:130 lbs.

Eyes: Blue

Hair: Red

Age: 20 years old

 

Quote: "Guns are simple to deal with, now how about giving me a harder problem to solve."

 

Powers/Tactics: Flashburn is a living radiation battery now, supercharging her energy levels and physical abilities. She is near immune to radiation and can withstand massive doses without harm. She can naturally sense radiation and the type as easily as most humans can see things. She can form a radiation shield around herself, which can block bullets and most small arms fire completely. By channeling the energy in her body, she can run at speeds up to 80 mph when needed.

 

By channeling the radiation within her outward, she can focus it for different effects. From strong blast capable of destroying solid steel, flashes of energy to blind targets for a short while and even induce short term radiation sickness in living beings, to a wide spectrum of radiation energy which can have various effects from piercing defenses to harming anyone not at least resistant to radiation.

 

Appearance: Lena is an attractive young woman with fair skin and athletic tone. Her straight and intense red hair is kept shoulder length, while her blue eyes show intelligence and compassion to all who gaze upon them. She has no scars to mar her appearance.

 

While relaxing or out in public, she tends to wear simple blouses and slacks of various styles. While training or on a mission, she wears a dark blue full body uniform with a mask over the top half of her face.

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Night Warrior

 

Night Warrior

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

25 DEX 30 14- OCV: 10/DCV: 12

23 CON 13 14-

16 INT 6 12- PER Roll 12-

23 EGO 13 14- ECV: 5 - 5

20 PRE 10 13- PRE Attack: 4d6

10 OCV 35

12 DCV 45

5 OMCV 6

5 DMCV 6

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

8+4 PD 6 Total: 8/12 PD (0/4 rPD)

8+4 ED 6 Total: 8/12 ED (0/4 rED)

10 REC 6

60 END 8

14 BODY 4

50 STUN 15 Total Characteristic Cost: 262

Movement: Running: 24m/96m

Leaping: 16m/64m

Swimming: 8m/16m

Cost Powers END

6 Camo modified ninja garb: +5 with Stealth (10 Active Points); OIF Durable (-½), Limited Power Power loses about a fourth of its effectiveness (Only in shadows/urban environments; -¼)

8 Kevlar weave in modified ninja garb: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF Durable (-½) 0

3 Nightvision lens in modified ninja garb: Nightvision (5 Active Points); OIF Durable (-½) 0

14 Ki enhanced leaping: Leaping +8m (16m forward, 8m upward) (Accurate, x4 Noncombat) 1

13 Ki enhanced speed: Running +8m (24m total), x4 Noncombat 1

4 +1 HTH Damage Class(es)

Ninjutus with karate and special forces elements

Maneuver OCV DCV Notes

4 Atemi Strike -1 +1 2 ½d6 NND

4 Choke Hold -2 +0 Grab One Limb; 2 ½d6 NND

5 Defensive Strike +1 +3 4d6 Strike

5 Joint Break -1 -2 Grab One Limb; HKA 2 ½d6 , Disable

5 Kick/Super-charged ki strike -2 +1 8d6 Strike

4 Knife hand -2 +0 HKA 2d6

3 Legsweep +2 -1 5d6 Strike, Target Falls

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Escape +0 +0 35 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 30 STR for holding on

4 Punch +0 +2 6d6 Strike

4 Shove +0 +0 35 STR to Shove

5 Takeaway +0 +0 Grab Weapon, 30 STR to take weapon away

4 Weapon Bind +1 +0 Bind, 30 STR

Perks

40 Brownstone base and various vehicles: Vehicles & Bases

30 Government operatives: Contact: Government allies (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (30 Active Points) 14-

4 Night Warrior reputation: Positive Reputation: Determined Vigilante (A medium-sized group) 11-, +4/+4d6

3 Steve Pern-Wealthy philanthropist: Positive Reputation: Wealthy philanthropist (A large group) 14-, +1/+1d6

7 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Passport, Private Investigator License

10 Money: Wealthy

Talents

18 Defensive roll: Combat Luck (9 PD/9 ED)

5 Extreme focus and discipline: Resistance (+5 to roll)

5 Near-superhuman reflexes: Lightning Reflexes (+5 DEX to act first with All Actions)

5 Trance state: Simulate Death (+2 to roll)

1 Ambidexterity (-2 Off Hand penalty)

3 Bump Of Direction

3 Lightsleep

Skills

10 Constant awareness: Defense Maneuver I-IV

20 Extensive combat experience and training: +2 with All Attacks

24 Highly trained and adapt individual: +2 Overall

10 Martial arts skill: +2 with a large group of attacks

7 Acrobatics 16-

3 Acting 13-

7 Analyze: Combat 14-

7 Breakfall 16-

7 Bugging 14-

5 Bureaucratics 14-

3 Charm 13-

3 Climbing 14-

3 Combat Driving 14-

7 Computer Programming 14-

7 Concealment 14-

3 Contortionist 14-

5 Conversation 14-

7 Criminology 14-

3 Cryptography 12-

3 Deduction 12-

3 Electronics 12-

3 High Society 13-

3 Interrogation 13-

3 Linguist

3 1) Language: Arabic (Modern) (completely fluent; literate) (4 Active Points)

3 2) Language: French (completely fluent; literate) (4 Active Points)

1 3) Language: German (basic conversation; literate) (2 Active Points)

1 4) Language: Japanese (basic conversation; literate) (2 Active Points)

3 Lipreading 12-

3 Lockpicking 14-

7 Mechanics 14-

2 Navigation (Land) 12-

5 Oratory 14-

3 PS: Ex-black ops agent 14-

7 Paramedics 14-

5 Persuasion 14-

3 Scholar

4 1) KS: Business (5 Active Points) 14-

4 2) KS: Current events (5 Active Points) 14-

4 3) KS: Material science (5 Active Points) 14-

4 4) KS: Ninjutus (5 Active Points) 14-

4 5) KS: Superhumans (5 Active Points) 14-

3 Security Systems 12-

3 Shadowing 12-

3 Sleight Of Hand 14-

3 Stealth 14-

5 Streetwise 14-

8 Survival (Temperate/Subtropical, Desert, Mountain, Urban) 12-

7 Systems Operation 14-

3 TF: Common Motorized Ground Vehicles, SCUBA, Skiing (snow)

3 Tactics 12-

3 Tracking 12-

Total Powers & Skill Cost: 503

Total Cost: 765

400+ Matching Complications

5 DNPC: Jamie Sonders aka Shadowstrike Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Strong ki signature (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

10 Hunted: Former black ops employers Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Complication: Justice not Law (Common; Strong)

10 Psychological Complication: Nightmares of last black ops mission (Uncommon; Strong)

15 Psychological Complication: Protect the innocent no matter what (Common; Strong)

15 Psychological Complication: Skill over gadgets (Common; Strong)

365 Experience Points

Total Complications Points: 765

Background/History: Rough Start to New Life

Steve was never what his parents wanted him to be. Interested in many subjects, but never their business, he took to training under teachers and masters all over the world, from Japan to Germany and beyond. But his restless spirit never settled, despite everything he experienced, unable to figure out his purpose in life. Recruited by the C.I.A. at 20, he became one of their best agents in the field and soon was recruited to one of the top secret black ops groups even the C.I.A. knew little about.

 

Taking down terrorists, tyrants, enemy agents and superhuman threats, he proved himself time and again, a force which the underworld feared and terrorist attempted to avoid attention from. All for a public which would never know what he did, as all missions were beyond top secret. Sometimes his group never even knew the precise reason for their missions, both before and after they ended.

 

After a disasterous mission against a hidden cell of SHADOW, one in which his whole team was wiped out, leaving Steve the only survivor, he was given an honorable discharge and his records sealed. To this day he relives what happened in nightmares, waking up in a cold sweat screaming, visions of the monsters they faced burned into his mind. One of these days he vows to find out who sent them on that mission and punish him for incomplete intel on the threat they faced.

 

Surban Life, Big Changes and New Friends

Settling down in the Lincoln area of Freedom City, it was a hard adjustment to civilain life, having no direction in life once more. But when Franklin Moore became mayor and passed the Moore Act to ban heroes from operating in Freedom City, he knew something had to be done. Outfiting himself with a modified version of his old ninja garb, he took to the streets as Night Warrior, taking down scum his own way. He would protect the innocent, no matter what cost to himself. He never killed unless given no other option to prevent the death of an innocent or stopping a monsterous act.

 

Operating from the shadows, he slowly worked his way out from the Lincoln area and into the rest of Freedom city, putting the fear of the night into gangs and local criminals alike. Upon seeing the state of the Fens, he knew more must be done than simply fighting the symptom instead of the cause. Finally contacting his parents once more after years of silence between them, he began to learn the art of business and took the funds he could to improve the lot of the poor. Rebuilding and repairing rundown buildings, setting up shelters and funds to help the poor, he donated his own time as well as Steve Pern. Helping soup kitchens and YMCAs, he pushed himself to the point of exhaustion and beyond to help out.

 

Yet it was never enough, with few other heroes operating in Freedom City due to the Moore Act, it seemed at times like he was fighting a flood with a bucket. He kept mostly to himself, only ever having worked with Force OPS once to break up a gang war in the Fens before it could spread. Many thanked him over the years, yet none ever truely knew the man beyond the mask. Steve prefered it that way, able to lead a normal life as Steve Pern, yet able to fight crime as Night Warrior. Only one fateful day in 1990 came which would help to shape his life later on.

 

Destiny Set by One Selfless Act

A man by the name of Richard Sonders, a brilliant young businessman who pushed for non-lethal weapons for police forces, was held at gunpoint as he headed to his car, an apparent robbery attempt. Nearby, Steve rushed to his aid, knocking the robber away and taking a bullet to his right shoulders as he shielded Mr. Sonders from gunfire. Helped to the hospital by the man he saved, a lifelong friendship was formed that day. After being treated, they went out to eat and got to talking. Mr. Sonders talked about working security or as a bodyguard due to his skills, til he found out Steve was heir to Pern Enterprises. They vowed to keep in touch, despite Mr. Sonders living 100 miles away.

 

He kept up the good fight, both as Steve Pern and Night Warrior, til one fateful day in 1991. He faced a powerful metahuman criminal, one beyond his skills to deal with. Barely surviving the fight before Force OPS showed up, he realized things were out of control beyond his ability to deal with. With the election of Mayor Michael O'Conner and the repeel of the Moore Act, Night Warrior faded out as Steve retired and took on a job as the bodyguard for the baby girl of Mr. and Mrs. Sonders.

 

Helping to raise the young girl, he became "Uncle" Steve and was named her godfather. Caring for the young girl as if she was his own, he would die to protect her from harm. Taking her on trips to Freedom City, mainly to the park and petting zoo, she took a keen interest in the Supers Museum, admiring all the heroes and their exploits. When she was old enough for elementary school, Steve used some connections and got her placed into a private school known for confidentiality and security. Every day she would come home, talking to Steve and her parents about her day, especially the fun she had in art class.

 

But she never seemed to talk about her friends, which lead to a talk with her teachers. Shy and keeping to herself, they tried enrolling her in gymnastics class never the school to get her out of her shell. Steve watched over her every day, seeing her rebel at first, yet soon showed natural talent and agility for a girl her age. Soon she made friends with some of the other girls in her class, the crisis had passed.

 

Steve found he was needed less and less as Jamie sent more and more time with her friends. Til the day Jamie came home with a black eye. Steve listened to her pour out her heat, telling the tale of the bullies and how she had avoided them til they cornered her today. Already 5 years old and in 2nd grade, her natural intelligence was bound to draw bullies sooner or later. Thus he took her under his wing, training her in the martial arts for self defense. Steve was shocked how quickly she took to the training, learning techniques in weeks which had taken him months. Her confidence grew and he once more saw a smile on her face, the bullies having learned to leave her alone. But sometimes the light shines brighest before the darkness closes in.

 

Darkness Falls on a Little Girl

Just one month before Jamie's 6th birthday, her parents bid her goodbye as they were taken an extended business trip to Europe. It wasn't long before the tragic news came, as Steve heard about their plane having been shot down over a small town on the edge of U.S. soil. An experimental weapon, stolen by a militant group, was being tested and ended up striking the plane as they flew overhead. Exploding in mid-air, all that was left were scraps of metal and no human remains.

 

Delivering the news as gently as he could to Jamie, she held onto him and cried into his chest for over an hour before falling asleep, exhausted. Thanks to his government contacts, history with Jamie and being her godfather, it was only two days before Steve was given custody of Jamie. Given control of Jamie's inheritance, including their business, til she was old enough to handle them herself, Steve never expected what came next.

 

Jamie asked Steve to sell her shares of the company to the stokeholders, as she didn't wish to have anything to do with them. Honoring her wishes, they sold the mansion she had lived her first 6 years of life within. Moving to Freedom City, Steve bought a large brownstone in the Lincoln area, setting everything up for their new home as Jamie was still in shock over her loss. Steve took on the large basement as private project, creating his own private gym and training area while taking care of Jamie and home schooling her.

 

As Jamie began to recover and open up once more, Steve noted she was drawing again and set up a private studio. Only a few months later, near Jamie's 7th birthday, she was finally ready to start up in public school. Enrolled in the nearest elementary school, Steve also took to training her in private in the martial arts once more, along with some of the more exotic skills he had learned over the years. Focusing her anger and frustration over her parents' deaths into her training, she proved once more to be a natural in this as well.

 

New Start for Everyone

Jamie was advancing far too fast for the amount of training Steve was placing on her. It took some time but he finally found out the truth. Jamie had been waking up early to do some private training of her own. Smiling, he left her to her training, knowing it helped her to forget what happened to her parents. Not taking a direct hand in stopping her extra training, she even improved in her classes at school. This never seemed like a problem, til she was skipped 2 grades and placed in Joseph Clark High School.

 

The arguements began to start when Jamie asked to stay out later and go to parties, despite being younger than her classmates. Things escalated to a boil when Jamie as 15 and a Junior in high school. Wanting to use her training to help others and be a superhero like her idols, Steve would have none of it. He knew the dangers out there and didn't want his little girl to get hurt. The fighting went back and forth, with Jamie saying she could take care of herself and Steve stating it was more dangerous than she believed. When she came home with cuts on her arms and legs, gotten when she rescued a girl from a metahuman rapist, Steve put a tighter lease on her activities.

 

Setting down the law, she was to go to school and come straight home each day, only sending time with her friends or going to mall when Steve was around. But Steve had no experience in controlling a rebelious teen and this didn't last long. Reports of a shadowy figure fighting crime made Steve suspicious, believing Jamie was sneaking out at night to fight crime. With no proof it was Jamie, he knew he couldn't confront her without it blowing up in his face.

 

Woke up early one day by the doorbell, Steve found himself face to face with the Raven, who had Jamie in a night garb standing beside her, a crestfallen look on her face. Obviously injured as she clutched her side, Steve was about to yell out of fear and concern when the Raven interveined. She went on to explain how she had found Jamie fighting some gang members, holding her own til a metahuman began to overwhelm Jamie. She saved the young girl, which Steve thanked her for and went over to Jamie.

 

"Now, young lady. Do you see why I was so against you going out and fighting crime? If the Raven hadn't been there...I don't even want to think of what might have happened to you." he said in a somber tone. But right when he got to the part about cutting off her training and resistricting her activities even more, the Raven once more spoke up on Jamie's behalf. She told of how Jamie showed great skill and talent, especially in a fight against bad odds. She just needed more training to one day become a true hero, to hone her skills.

 

Steve began to protest she didn't have the power, only to be told about how Jamie activated a mutant power during the fight which saved her life, the ability to cancel out sounds around her. Bringing up the Claremont Academy and placing Jamie there, Steve finally broke and agreed she could go there, as long as she kept her grades up and didn't go out fighting crime on her own again. Agreeing to all the conditions placed before her, Jamie was packed and ready to leave the next day.

 

As he bid her goodbye, Steve could only watch as the little girl he had helped raised went out, realizing he would have to learn to let her go. Hugging her goodbye, he could only wonder what she would face at the Claremont Academy. Steve began to think of Duncan Summers offer to teach at the Claremont Academy, realizing it was time to accept the offer, if for no other reason than to remain close to Jamie.

 

Personality/Motivation: A man of many faces, Steve is a personable and generous man who tries his best to be on everyone's good side. He feels it is his responsibility to give back to the community and will do whatever he can to help out. Although personable, he is no pushover and will stand up to a bully, no matter who they are. He believes in justice over following the letter of the law, going out of his way to make sure it is served.

 

As Night Warrior, he is a stern and brutal warrior who scares criminals into surrendering or at least hesitating. Fear is a weapon to use against those who would harm the innocent, despite being out of operations for many years now he is still well known to the underworld. He is determined to clean up Freedom City and give his god daughter a peaceful place to live. He relies very little on equipment, prefering to use his skills over weapons.

Concept: Highly skilled vigilante

Occupation: Teacher, adventurer

Base of Operations: Freedom City

Real Name: Steve Pern

Legal Status: U.S. citizen with no criminal record

Identity: Secret

Marital Status: Single

Height: 5'11"

Weight: 170 lbs.

Eyes: Green

Hair: Blond

Age: 40 years old

 

Quote: "Better learn to fear the night, because it is no longer yours!"

 

Powers/Tactics: Night Warrior has training in virtually every area known, from extreme combat skills and black ops training, to knowledge in many subjects and a skilled businessman. Relying on knowledge and skill over tools, he has learned a lot in his life, both from reading and experience in unusual circumstances. He has training in true, ancient ninjutsu and knows how to focus his ki energy both to boost his speed, reflexes and the force of his blows.

 

When in a fight, Night Warrior will try to get the drop on his foes and take them out fast with accurate and focused strikes. From choke holds and joint breaking blows, he can dish out pain in various forms and ways. When outnumbered greatly, he will try to divide and conquer, leading a small group away from the rest and subdueing them. Using his environment to his advantage, he will climb fire escapes, leap through windows, etc. to leave his foes off balance and strike from a better position.

 

Campaign Use: Night Warrior is mainly a low-level vigilante with a ton of experience, retired for the most part until recently. He can act as a reason for Shadowstrike to get involved in anything from what appear to be simple crimes to world saving capers. His access to contacts and resources beyond the norm make him a great person to have as a personal contact. He can also bail out those in over their heads when needed.

 

Appearance: Steve Pern in a ruggedly handsome man with minor scars on most of his body, only one long scar running from above his right eye and down to his nose mar his face. His blond hair is kept trim and short, while his green eyes can show both an intelligent and kind man or a truely fearsome man whose gaze can break some of the toughest of men.

 

As Steve Pern, he wears outfits from simple tee-shirts and blue jeans all the way to business suits and fancy attire. As Night Warrior he wears a modified ninja nightsuit, black-blue shade with kevlar woven in and a pair of nightvision lens in the mask.

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Re: Psistrike's Characters and Creations

 

Very impressive. I like the normal level Characteristic scores except where appropriate because it keeps the focus on their powers which is their main shtick.

 

Tanya Williams strikes me as a good GM plot device, but a difficult character to handle if run by a PC despite her nominally weak defenses. Is she an NPC or player character?

 

Also, I had a question about Burnfist. He has a Throwing Disc for 1d6 normal damage. Even a regular joe could shrug that off. Is the damage supposed to be that low or am I missing something?

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