Psistrike's M&M 3rd ed Characters and Creations

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Human species template

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Human of the Realm species template
Humans are diverse in appearance and culture, even more so than in most worlds. From the normal range of human cultures and appearance, there are also those with unusual skin, hair, and/ or eye color, even dark blue skin, and one people who all have golden eyes.

Humans in the modern age have helped to advance various industries and sciences alongside the other species, as well as push for exploring the vast wilds of the Realm despite objections of the dragons.

Biological/Physiological Abilities
Abilities: +2 total to be divided among Abilities of choice

Cultural/Common Training Abilities
Skills: 12 ranks of skills of choice

Advantages: 2 Advantages of choice

Defenses: +2 to one Defense

Cost: 14 points
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Dwarf species template

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Dwarf species template
Dwarves are short, stout humanoids with a strong connection to the earth. Skin color ranges from deep brown all the way to pinkish skin like some humans, their hair color tends to be black, gray, or brown, though a rare few have white or red. Their eyes vary in various shades of brown, black, and grey, with the rare gold and silver. Shorter than humans, they average between 4' to 4'6" tall, but with wide builds and dense forms that make them as heavy as a human who is 2 feet taller.

They are natural were-badgers, able to shift into a giant badger form the same size as their dwarf form at will. In this form they have, they have a strong sense of smell, powerful claws for digging, and are very hard to keep a hold of. All dwarves, except for adventurous sorts and a few rogues, live underground in various locations. From vast cities underneath mountains to cities under plains and hilly areas, they are famed for being able to find resources others find difficult.

The mountain-dwelling dwarves are famed for their mining communities and skilled smiths, known as some of the best weapon and armor forgers in the Realm. Living within cities in vast caves they dig out themselves and keep expanding as needed, they remain close to the mines to obtain ore and minerals for their crafts. In the modern age, they have upgraded their mining operations with retro-science fiction technology and magi-tech both for locating, mining, and processing ore and gemstones.

The plains and hill dwelling dwarves are known for mining various types of clay, oil, and even gas which they bottle. Refinement of oil and gas by gnome inventors has resulted in the development of several types of plastic, electronics for retro-science fiction technology, medicines, and more.

Underground farms of mushrooms, other lichens, and even some herbs help them to subsist without full dependence on others, but trade in goods and services for food is common. Most dwarven-crafted items, from clothing to tools, are made with an eye towards durability and usefulness over appearance. The most common tools are also their most common weapons, from various types of hammers, axes, and pickaxes, to even some exotic tools such as the reinforced hand-drill.

The underground world of the Realm is even more dangerous than the surface, with creatures unique and many times as strange as they are deadly. Thus training in combat and survival is taught from an early age to all dwarves.

Biological/Physiological Abilities
Abilities: Strength +1, Stamina +1

Powers
Dwarf: Multiple Powers as One [Innate]
Part-Badger: Enhanced Advantage [Second Chance [Saves vs. poison] • 1 point
Cave Dweller’s Sight: Senses 2 [Darkvision] • 2 points
One with the Earth: Features 4 [Longevity; Can determine the type of stone you encounter by touching it; Can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it; Automatically sense when you are underground, as well as the approximate depth] • 4 points
Stand Their Ground: Feature 4 [Resistance to being moved], Limited to While Touching the Ground • 2 points
Natural Were-Badger: Multiple Powers as One [Innate, Activation [move action;]
Badger Sense of Smell: Senses 3 [Olfactory [acute, extended, tracking] • 3 points
Digging Claws: Burrowing 5 [2 mph], Strength-Based Damage 1 • 6 points
Slippery: Enhanced Sleight of Hand, Limited to Escaping • 1 point


Defenses: Fortitude +2

Cultural/Common Training Abilities
Skills: Close Combat: One category of weapon 4, Expertise: One of choice 4

Advantages: Favored Environment [underground]


Cost: 30 points
Common additional abilities are innate magic or trained magic with a focus on earth powers, or powers to communicate with burrowing animals.

Gnome template:
A mutation in an otherwise normal dwarf family line can produce a gnome, possessing lighter skin tones, eyes, and hair, along with a less dense body. They possess less strength than normal dwarves but greater intelligence, intuitive ability with technology, and a natural ability to invent. They are behind some of the most advanced technologies within the Realm.

Biological/Physiological Abilities
Abilities: Drop +1 Strength, add Intellect +1

Skills: Technology 4

Advantages: Inventor

Cost: +3 points
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Faerie species various templates

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The faeries, refugees from another dimension forced to flee from a threat that invaded their homeworld, arrived in the Realm less than a century after it fully awakened. They are beings of pure magic, their physical forms only appearing to be made of flesh and blood like most beings though they can be harmed. All are immortal in nature barring injury by cold iron, or anti-magic.

Their forms are so varied it would be impossible to describe them all, though there are a few common forms that are known amongst them. Such as the tall, majestic elves and the tiny pixies. And though they are beings of magic they somehow can interbreed with other species, though this almost always results in a member of the other species with strong innate magical abilities. The rare exception is the human-faerie-born amharach, who appear to be tall, tan humans, but always has eyes of pure green and hair in various shades of green, all gifted with incredible luck.

They live throughout the Realm, adapting to the environments they chose to settle in. The pixies have tiny villages that blend into the environment they live in. While the amharach born from human-faerie unions tend to join with others like them, living a nomadic lifestyle in magi-tech trains designed to hover over any terrain.

Basic faerie species template
Their appearance and cultures are highly diverse, based upon their needs and ability to adapt to their environment. All are unaging, immortal, and possess a superhuman sense of hearing and awareness of active magic use in their vicinity. But all are known for having some form of magic which is innate to their very being.

Even though their cultures all vary by environment and form they have chosen, all teach their young knowledge of magic and nature, the art of observation, and the common tongue of the Realm so they may communicate with other species easily.

Mystical/Physiological Abilities
Abilities: +4 spread across Abilities

Powers
Faerie: Multiple Powers as One [Innate]
Unaging: Immunity 1 [aging] • 1 point
Faerie Senses: Senses 4 [Magical Awareness, Extended Hearing, Low-Light Vision, Ultra-Hearing] • 4 points
Immortal: Immortality 5 [1 day] • 10 points
Innate Magic: 12 points worth of Effects as magic. • 12 points

Cultural/Common Training Abilities
Skills: Expertise: Magic 4, Expertise: Nature 4, Perception 4

Advantages: Languages [Base: Faerie; Common Tongue]

Cost: 42 points

Complications
Cold Iron Weakness: All faerie are weak to cold iron, including cast iron and wrought iron. Any attacks using it add 1 degree of failure to saves and a killing blow from such a weapon negates their Immortality. Merely coming into contact with it acts as a Power Loss complication for their magic and Immortality as long as they are in contact with it, along with doing Damage 2 each round.
Beings of Magic: Due to being made of magic, certain powers are dangerous for them to be exposed to. Anti-magic [whether in the form of Nullify or Weaken with appropriate descriptors] causes them pain [rank of such Effect acts as Affliction [Resisted and Overcome by Fortitude; Dazed, Stunned, Incapcitated] and can kill them with prolonged exposure. While attacks by other magical beings tend to disrupt their form more easily [-2 penalty to save versus such attacks].
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Elf species template
One of the forms which faeries of the Realm can choose to take, the elves of the Realm are tall and majestic. They possess unearthly grace and fine features, slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. More slender than humans, they weigh only 100 to 145 pounds on average. Males and females are about the same height, males only slightly heavier than females. They all possess a pair of large, pointed ears, giving them even greater hearing than other faeries, as well as eyes as keen as a hawk's.

The coloration of their skin, eyes, and hair can be almost anything under the rainbow, though none of them possess facial hair and little to no body hair. Beyond nature and magic, they have a love for art and artistry, music and poetry, and all the good things of the Realm to enjoy. They live in harmony with the world around them, shaping it to suit them, from cities made of trees, to massive cities of magically shaped ice, and more across the Realm. Swordsmanship and archery are taught alongside the basics of magic and few can stand against an army of elves.

In the modern age, it isn't uncommon to find an elf working as a forest ranger or warden of some out of the way natural location. Tour guides on nature preserves also are common sights, as they like to keep close to nature whenever possible.

Mystical/Physiological Abilities

Powers
Elf Senses: Senses 3 [Extended Hearing [stacks with rank from Basic faerie species template], Extended Vision 2], Innate • 4 points

Cultural/Common Training Abilities
Skills: Close Combat: Swords 2, Ranged Combat: Bows 2

Cost: +6 points
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Pixie species template
Pixies are among the smallest of the faeries in the Realm, though powerful and extremely strong for their size. Each possesses a slender figure with angular features, fair skin, and a pair of large, pointed ears much like elves. Hair and eye color can be virtually any known, with those connected to an element having hair and eyes in shades that reflect it [water-shades of blue and blue-green, etc.]. They are tiny, standing between 5” to 7” tall, and weigh less than a pound. Each has a pair of gossamer wings in various shapes and shades that along with their magic allow them to fly.

Trained in magic from an early age, those who show a talent for wielding or manipulating a particular element tend to focus their studies mainly on it. Magic can manifest in various forms, from actual spells and power over an element, to innate skills with animals or even tinkering. All weapons are scaled to their size and always enchanted to allow them to harm larger beings when needed.

Mystical/Physiological Abilities

Powers
Pixie: Multiple Powers As One [Innate]
Tiny Faerie: Shrinking 12 [+6 Dodge and Parry, +12 Stealth, -3 Strength, -1 land speed, -6 Intimidation], Permanent • 24 points
Pixie Strength: Enhanced Strength 2 • 4 points
Wings: Flight 3, Wings • 3 points

Cultural/Common Training Abilities
Skills: Expertise: Magic +2, Expertise: One of choice 4, Stealth 2

Trained Powers
Pixie Specialization: 12 points worth of Effects, which can include tinkerer gadgets. • 12 points

Cost: +47 points
Note: Pixie weapons tend to be Damage 2 at most unless enchanted, as their largest swords are like large needles to humans. Also, they tend to focus on their area of expertise, improving it with time and practice; as well as developing relationships with others.
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Amharach species template
Born of the union of a faerie and human, these faerie half-bloods only live a human lifespan but are gifted with supernatural luck. Some have even called the luck incarnate. But this is a two-edged sword. As they can't live with their faerie relative, their lifespan would limit them too greatly in the society of immortals, while amongst humans some wish to steal the amharach's luck for their own, one way or another.

For though they appear to be humans, with the varied builds and height that entails, they always possess a natural tan from birth, eyes of pure emerald green with no irises, and green hair, varying in shade. Standing out isn't a good thing when some would still hunt you for your luck.

For their natural luck causes others to seek them out, trying to use them as pawns in various plans and schemes, or even to harvest their very body and blood for ingredients for luck-granting potions and magical items. Thus the amharach has banded together, forced to live a nomadic lifestyle where they are constantly on the move, living on huge mag-tech trains of their own design which can hover over any terrain.

Each is normally taught a craft from an early age by other amharach or relatives which take them in before they join up with a magi-tech train family. Common ones include various forms of artwork, alchemy, and the crafting of magi-tech items. They learn, either being taught or through hard-fought lessons, to fight from an early age, unarmed, and with anything available.

In the modern age, they aren't hunted as openly as before, but there are still those whose greed for their luck drives them to hunt the amharach from the shadows. Some amharach have become assassins to avenge their fallen people.

Mystical/Physiological Abilities
Abilities: Agility +2, Presence +2. +1 in any other Ability

Advantages: Jack-Of-All-Trades, Luck 3

Powers
Legendary Luck of the Amharach:Concealment 10 [All Senses], Passive]; Enhanced Advantages 6 [Beginner’s Luck, Inspire 2, Leadership, Seize Initiative, Uncanny Dodge]; Enhanced Defenses 16 [+4 each in Dodge, Fortitude, Parry and Will]; Feature 1 [Charmed Life], Movement 1 [Safe Fall], Reaction; Protection 4, Sustained • 40 points

Cultural/Common Training Abilities
Skills: Close Combat: Unarmed 4, Deception 4, choice of craft-related Expertise: 4 , Insight 2

Advantages: Equipment [various items], Improvised Weapon 3

Cost: 65 points
Note: For ideas on further powers that individuals may possess, check out the Power Profile Luck Powers.
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Angels and Demons basic template

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How they ended up in the Realm or why is unknown, but various angels and demons have shown up since before it became its own dimension. Some have even followed escaped foes to the Realm or been on a mission for their deity/demon lord who commands them when they ended up in the Realm.

They are more varied than people would imagine them, as some angels serve deities who favor bloodshed, war, and other dark things, while some demons work for a being who simply wishes to keep the balance. It is hard to tell who is good and who is bad simply based on them being an angel or demon.

Angel template
Appearing as inhuman beautiful beings most of the time, such as humans with golden skin or angelic wings, they sometimes appear monstrous. Appearances vary but all are humanoid and within human height ranges for the most part. They all serve a Higher Power, whatever that power commands they will obey, usually. They are made of various elements and energy, not made of normal flesh and blood, and yet able to interbreed with humanoids of any sort. But within the Realm the Higher Power they serve is cut off from them, leaving angels free to act on their own desires and will.

Biological/Physiological Abilities
Abilities: Presence +3

Powers
Angel: Multiple Powers as One [Innate]
Universal Tongue: Comprehend 4 [Speak, Understand, Be Understood and Read Languages] • 8 points
Unaging Being: Immunity 3 [aging, disease, poison] • 3 points

Cultural/Common Training Abilities
Skills: Insight 4, Intimidation 4

Advantages: Daze [Intimidation], Fascinate [Intimidation]

Cost: 24 points
Note: This is the basic angel template, with stats all angels would have. Nearly anything else can be an angelic power, from Flight [wings], Immunity to Heat Effects [golden skin], Damage [angelic weapon], etc.

Demon template
Demons can appear as anything, from inhumanly attractive humans, traditional red skin, horns and wings, and anything in between. They can be as small as a house cat or a massive bruiser standing 30’ tall. They are either working on their own or were sent by a demon lord or devil to do their bidding, but have been cut off from their commands since coming to the Realm. They are made of raw elements and matter, not truly living beings but able to interbreed with humanoids of any sort.

Biological/Physiology Abilities
Abilities: Presence +3

Powers
Demon: Multiple Powers as One [Innate]
Twisted Tongue: Comprehend 4 [Speak, Understand, Be Understood and Read Languages] • 8 points
Unaging Being: Immunity 3 [aging, disease, poison] • 3 points

Cultural/Common Abilities
Skills: Deception 4, Insight 4, Persuasion or Intimidation 4

Advantages: Daze [Deception], Fascinate [Deception]

Cost: 26 points
Note: This is the basic demon template, with stats all demons would have. Nearly anything else can be a demonic power, from Flight [wings or supernatural], Growth [large size], various Immunities, Damage [anything from horns and hell-forged weapons, to hellfire], etc.
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Gigas species template

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A race of beings unique to the Realm, the Gigas was born from the mating of humans and angels. These children of such unions are born appearing normal, but grow to be giants of great power, all gifted in various crafts and as healers.

They tend to live in villages and towns alongside humans or in their own villages, where everything is designed to deal with their natural height. They are relatively new as a race within the Realm, only having been around for the last 1000 years or so, they still are trying to find their place among its various people and cultures.

Gigas species template
Born from angel and human parentage, they are looked upon with awe and suspicion by others. Gigas are giants, standing between 12’ and 15’ tall on average. Their skin is like bronze in color and hardness, able to withstand attacks even dragons might be wounded by. Their eyes range from gold and silver, to blue and green, in various shades; while their hair is kept neat and tends to be white, black, or silver in color.

They live in peace with their neighbors, only using their raw physical strength when called upon to defend others. They are skilled craftsmen, each working in their own medium and specialty. And all have a natural gift as healers, each radiating a strong lifeforce which aids others in recovery and even able to stabilize others with a mere touch.

Biological/Physiological Abilities
Abilities: +2 Strength, +2 spread across other Abilities

Powers
Gigas Multiple Powers as One [Innate]
Radiate Lifeforce: Feature 2 [Anything growing or healing in your presence gains +2 circumstance bonus to any necessary checks; With just a touch and standard action, you can automatically stabilize any dying creature’s condition] • 2 points
Giant: Growth 4 [+4 Strength and Stamina, +2 Intimidation, -4 Stealth, -2 Dodge and Parry], Permanent • 8 points
Bronze Skin: Immunity 1 [environmental heat], Impervious Protection 5 • 11 points
Angelic Ancestry: Immunity 3 [aging, poison; Limited to Half Effect; disease] • 2 points

Defense: +2 Will

Cultural/Common Training Abilities
Skills: Expertise: One craft related 4, Persuasion 4, Treatment 4

Advantages: Skill Mastery [Expertise skill]

Cost: 41 points
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Winged One species template

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The winged ones are a species descended from angels who interbred with various humanoids besides humans. Over the centuries they became a culture unto themselves and live mostly in mountain cities or cities built on floating islands in the sky.

They tend to interact with other races only when needed, favoring the pixies as their closest friends and allies. They prefer loose, light clothing that doesn't interfere with their wings or weigh them down much.

In the modern age of the Realm, they have started to ease up their isolationist ways and begin trade with other species, offering rare goods only found on mountain peaks, floating islands, or the few solid clouds which exist in the Realm in exchange.

Winged Ones species template
Winged Ones appear to be humans, including various shades of skin, facial features, etc. with one exception. They each possess a large pair of feathered wings, in nearly any color seen in birds, although white and black are most common. They learn how to fly around 6-7 years of age, normally being pushed from the nest to force them to take flight.

They still subsist on food which they hunt and gather, members of their tribes train as hunters and scouts. Even in the modern age they still wield the weapons of their ancestors, the spear, knife, and dagger. They have greater strength, agility, and stamina, acquired from the warrior angels they descended from but lack the normal supernatural presence of the angels.

Biological/Physiological Abilities
Abilities: +1 Strength, +1 Agility, +1 Stamina

Powers
Winged One: Multiple Powers as One [Innate]
Wings: Flight 5, Wings • 5 points
High Altitude Adaptation: Immunity 2 [cold, breath normally in thin atmosphere] • 2 points
Eagle Eyes: Senses 1 [Extended Vision] • 1 point
Angelic Ancestry: Immunity 3 [aging, poison; Limited to Half Effect; disease] • 2 points

Cultural/Common Training Abilities
Skills: Acrobatics 4, Athletics 4, Close Combat: Spear 2, Expertise: Survival 4, Perception 4

Advantages: Agile Feint, Equipment 2 [Spear, sometimes armor], Favored Environment [Airborne], Precise Attack [Ranged, Concealment]

Cost: 32 points
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Chimerablood species template

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The chimerablood are a mystery as to how they came to exist within The Realm. Was it the will of The Realm, the dragons' experiments, or something else which brought them into being? No answers have come into being so far and may never.

What is known of the chimerablood are documented by the few rogues who share their secrets, scholars who have lived among them, and spies from an unknown number of kingdoms. They are born looking like humans for the most part, but over time they change due to contact with other species, both sapient and otherwise, throughout The Realm until their abilities and form stabilize upon reaching maturity.

Each chimerablood thus has a mix of traits from any number of different species, physically obvious just by looking at them. Even children can look completely different from their parents and siblings due to this. There is a limit to how much power and abilities they can take on from other species, though. Due to how each chimerablood is shaped by those they encounter, their culture teaches each child as individuals both in subjects all learn and in how to use the abilities they gain from other species.

Chimerablood species template
Biological/Physiological Abilities
Abilities: +4 total to be spread across abilities

Powers
Chimerablood: Multiple Powers as One [Innate]
Physiological Copied Abilities: Up to 20 PP worth of physical traits of other species [can include any biological lifeform] • 20 points

Cultural/Common Training Abilities
Skills: Expertise: Survival 4, One other skill at rank 4

Advantages: Any one advantage representing training

Cost: 34 points
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by Spectrum »

Psistrike is back in town! :)
We rise from the ashes so that new legends can be born.
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Freedom League

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Freedom League
The Freedom League has been through a lot of changes over the years, including the formation of a New York branch due to the increasing number of incidents there, and Calliope "Callie" Summers forming a secret Black Ops branch to deal with threats in ways the main team can't or won't before she retired. New members in the Freedom City branch such as Infinity, and the three Realm refugees Dragonblade, Lightning Blade, and Sureshot have helped to fill out their numbers again.

Known Members
• Bowman: A mission to Faerie in the Imageria resulted in him acquiring a bow of ice with a geas to make him the personal bodyguard of Queen Mab. Only the aid of Seven and Queen Titania has weakened this to the point he can ignore her commands...most of the time.
• Centuria: The daughter of the Centurion from a parallel reality. For unknown reasons, a superpowered teenage girl going by Knockout has a grudge against her.
• Daedalus: The famous immortal Greek inventor, spending more time in space and on Europa. He has done various upgrades to his armor over the years. `
• Doctor Metropolis: The famous city spirit.
• Johnny Rocket: The world-famous speedster. His teenage daughter, Jonni, recently graduated from Claremont Academy and is making plans for what to do with her future.
• Lady Liberty: The newest bearer of the mantle of Lady Liberty, she is no longer a probationary member of the League, but a full member.
• SIren: Although a reservist, Siren has kept in touch with her friends in the Freedom League, developing her magical talents and skills in public relations, becoming almost a regular feature at various peaceful protests.
• Star Knight: In 2008 Maria thankfully got transfered to Freedom City, no more commuting for missions. Though publically the Star Knights are officially neutral in internal political matters, Mentor has approved undercover sanctioned actions against various tyrannical regimes.
• Thunderbolt: The incident where Dr. Stratos tried to turn him into a "thunderbomb" ended differently, with Ray, Jr. having to be stabilized and changed in the process. He is now a flying brick equal to Centuria and trying to live up to taking his father's role on the team.
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• Dragonblade: Daer, a female Dragonkin from the Realm and highly skilled swordswoman ended up following the murderer of her master through a portal and ended up in Freedom City. Taken in as an honorary member of the Freedom League, after years she has proven herself as a full member of the team. Especially against Bloodfire, her master's murderer, and his Dragonkin ally Rith.
• Infinity: One of the victims of the Gene Pulse incident, Infinity operated out of New York dealing with various foes, including her sister and nephew, Miss Disaster, and Kid Crusher. The transfer to Freedom City came at the right time, as her son-turned-daughter, Kid Sentinel, needed a place to learn control over her growing power and Infinity needed allies. An unknown individual put her in touch with the Freedom League and the rest is history.
• Lightning Blade: The younger sister of Daer, Surina, waited and watched the place where her sister disappeared for almost a year. When the portal opened again, she alongside her human boyfriend and inventor Nathan Smith, passed through and soon met Daer and her new allies. They have both recently become full members of the Freedom League.
• Sureshot: Nathan Smith, one of the most skilled inventors in the Realm, went along with his girlfriend, Surina, to find out what happened to her older sister, Daer. Ever since coming to Earth, Nathan has loved the thrill of facing down villains and getting to study technology only dreamed of back in the Realm.

The Lighthouse
Due to technological advances in the years since it was first constructed, The Lighthouse has been upgraded extensively. The exterior hull layers, along with some interior structures such as the holding cells and infirmary walls are now made of secondary adamantium; advanced repair and maintenance drones regularly check all systems on the station; and the security systems have been improved.

Details are the same as the Freedom City 3rd edition book entry with these additions: Impervious 20 added to base Toughness; Holding Cells increased to Feature 2, Impervious Toughness on all cells; Personnel Feature; and Security System increased to Feature 2; 50 ep/10 PP total.

Pegasus Planes
The Pegasus Planes have had extensive upgrades over the years, needed when some foes shoot first and ask questions later. Light-weight, yet durable armor plating ensures it takes more than a lucky shot to take one down; an advanced alarm system to alert to any attempts to steal them; an advanced autopilot; and an on-board computer with wifi.

Details are the same as the Freedom City 3rd edition book entry with these additions: Impervious 13 added to Toughness; Features: Alarm 2 [DC 25 to disable], Autopilot 2 [Vehicle skill +8], Communications, and Computer; 80 ep/16 PP total.

Freedom Hall
Although not to the extent that the Lighthouse has been upgraded, the Freedom Hall has seen some upgrades in recent years. Force field emitters emplaced throughout the structure and exterior that augment its defenses when needed; the same repair and maintenance drones Daedalus designed for the Lighthouse also upkeep Freedom Hall; and a workshop not only for Daedalus but other members of the Freedom League added.

Details are the same as the Freedom City 3rd edition book entry with these additions: Toughness 16, Impervious 16 on Toughness [force field emitters]; Holding Cells increased to Feature 2, Impervious Toughness on all cells; Personnel Feature; Workshop Feature; 40 ep/8 PP total.

Sky-Bikes
Few upgrades have gone into the Sky-Bikes, mostly due to Daedalus being too busy with his projects, and on upgrading their bases. The anti-gravity strength has been increased for heavier riders or cargo, and communication systems across various frequencies and tuned to the Freedom League's communications.

Details are the same as the Freedom City 3rd edition book entry with these additions: STR increased to 6; and Communications Feature; 30 ep/6 PP total.
Last edited by Psistrike on Wed Dec 13, 2023 5:36 am, edited 1 time in total.
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Bowman III

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Image
• Bow and quiver in image not used by him currently.
Image
• Bow of the Winter Court
Quote “Trust me, I never miss.”
Bowman
PL 10


Real Name: Fletcher “Fletch” Beaumont III
Age: Mid-20s
Height: 5'11"
Weight: 175 lbs.
Eyes: Blue
Hair: Red
Identity: Secret
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Superhero
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Legacy hero archer with cursed bow
Marital Status: Single

Abilities: Strength 2, Stamina 2, Agility 6, Dexterity 6, Fighting 10, Intellect 1, Awareness 3, Presence 4

Skills: Acrobatics 10 [+16], Athletics 8 [+10], Deception 8 [+12], Expertise: History 4 [+5], Expertise: Streetwise 8 [+9], Insight 7 [+10], Intimidation 6 [+10], Investigation 7 [+8], Perception 8 [+11], Ranged Combat: Bows 6 [+12], Stealth 10 [+16], Technology 7 [+8], Vehicles 5 [+11]

Advantages: Accurate Attack, Benefit [Well-Off], Connected, Defensive Attack, Defensive Roll 2, Equipment, Evasion, Improved Aim, Improved Critical 4 [Bows], Improved Defense, Improved Disarm, Improved Initiative 2, Instant Up, Move-By Action, Power Attack, Precise Attack 2 [Ranged; Concealment and Cover], Quick Draw, Seize Initiative, Skill Mastery [Ranged Combat: Bows], Taunt, Ultimate Effort [Aim]

Powers:
Bow of the Winter Court: Multiple Powers as One
Blessing of Mab: Immunity 10 [Cold descriptor] • 10 points
Gifts of Mab: Senses 3 [Vision Counters Illusion, Low-Light Vision] • 3 points
Ice, Cold, and Arrows: Array
Mystic Arrow: Ranged Damage 8 • 16 points
Peerless Shot: Ranged Multiattack 5 • 1 point
Winter's Wraith: Ranged Affliction 8 [cold; Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapcitated] • 1 point
Spreading Ice Arrow: Ranged Cumulative Affliction 5 [ice; Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree • 1 point
Magical Ice Sculptures: Create Ice 8, Permanent • 1 point

Trained Runner: Speed 1 [4 mph] • 1 point

Equipment: Hi-tech Chainmail Hauberk [Protection 2], Commlink, Flashlight, GPS Receiver

Offense
Initiative +14
Arrow of Ice +12, Ranged,, Damage 8
Peerless Short +12, Ranged, Multiattack Damage 5
Winter's Wraith or Entrapping Ice Arrow +12, Ranged, Affliction 8

Defense
Dodge 14, Parry 10
Toughness 6/2*, Fortitude 8, Will 9
*Without Defensive Roll or Hi-Tech Chainmail Hauberk

Power Points
Abilities 68 + Powers 33 + Advantages 27 + Skills 47 [94 ranks] + Defenses 20 = 195 Total

Complications
Fame: Famous member of the Freedom League and bearer of a long heroic legacy.
Motivation-Thrillseeker: Bowman is an adrenaline junkie. He sometimes has a hard time reconciling this drive with his professional obligations to his teammates and his extensive training.
Responsibility: As the current bearer of the "Bowman" name, Fletcher feels a keen responsibility to do the “Bowman” name proud.
Mab's Curse: Thanks to Seven and Queen Titania's quick actions the full power of the Bow of the Winter Court has been suppressed. Yet he is still connected to Queen Mab of the Winter Court and she can speak directly inside his mind at any time. Sometimes she has useful information, most of the time she just chats to annoy or distract him. The worst is when she makes demands and inflicts pain if he doesn't start to carry them out soon.
Bound Relic: The other great annoyance of the Bow of the Winter Court is he can't get rid of the thing, it has bound itself to him. When not in use it becomes an ice-blue bracelet on his left wrist. And it prevents him from using any other weapons, though unarmed fighting still works.

Build Comments: Bowman is forced to use a magical relic or fight unarmed, at least until Seven and her allies in the magic community can figure out how to break the curse binding the Bow of the Winter Court to him.

History: Over the past several years, despite himself, Bowman has become the unofficial ambassador for the Freedom League to the superhero community; odds are 10 to one that any hero dealing with them will do so through Fletch. He has had several team-ups with other heroes as well, from Troll of the Sentinels and Infinity before she moved to Freedom City and joined the League full-time, to the Monster Squad when dealing with a large group of Splicer's chimeras.

A mission into the Imageria lead them to aid Queen Titania of the Summer Court against the forces of Queen Mab of the Winter Court and resulted in long-term consequences for Fletcher. After the remaining forces were driven off he spotted one of the fallen foes with a glowing bow, carvings upon it indicating sunlight. Believing this had been the purpose of the attack, to steal artifacts of the Summer Court and weaken their defenses, he knelt down and picked it up. Only to have it suddenly change appearance, a bow made of ice, a trap sprung. He began to hear a voice in his mind calling him and would have followed had Seven not intervened in time.

It took hours, but the combined efforts of Seven and Queen Titania suppressed the bulk of the curse lain upon the weapon. Unfortunately, Fletcher couldn't get rid of the icy bow, taunts in his mind by Mab that despite this setback she would have him as her bodyguard. The most frustrating of all, the stupid thing wouldn't even let him use his own bow, appearing in his hand whenever he tried to so much as pick it up. Training to master it, he would prove to Mab he would be no one's slave.

Powers and Abilities: Despite the curse of the Bow of the Winter Court, Bowman is still a finely trained athlete with extraordinary agility, coordination, and skill with a bow. Along with being a skilled hand-to-hand combatant, and an excellent infiltrator.

The Bow of the Winter Court gives many gifts along with its curse. The wielder is completely immune to all forms of cold, able to see through illusions, and has incredible night vision. The power of the bow allows the wielder to: channel it to form arrows of mystic energy powerful enough to pierce through steel, rapid-fire arrows at a single or multiple targets, project blast of intense cold that sap the energy from others, arrows of magical ice that cause thick ice to form around on those hit entrapping them, and even create simple ice sculptures. These represent just the tip of the iceberg of the potential a talented wielder can draw out of the bow.

Known Tactics: Bowman prefers non-lethal forces when possible, first attempting to trap foes in ice, then hitting them with intense cold if the ice fails to hold them, only moving on to his damaging attacks if all else fails. He always seeks to evacuate civilians first and shields them from harm before dealing with any threats unless not given the option by a big enough threat.

Working alongside the rest of the Freedom League he focuses on taking down minions and weaker opponents quickly, or setting up tougher opponents for his teammates.

Friends and Allies: Freedom League; many others in the superhero community

Rivals and Enemies: Queen Mab is determined to have him as her bodyguard one way or another.
Last edited by Psistrike on Wed Oct 06, 2021 12:23 am, edited 1 time in total.
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Psistrike
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Centuria

Post by Psistrike »

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Centuria
PL 12


Real Name: Katherine "Kate" Leads
Age: Early 20s
Height: 5'10"
Weight: Redacted
Eyes: Blue
Hair: White
Identity: Secret
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Superhero
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Daughter of Centurion of a parallel world
Marital Status: Single

Stats
She has the same stats as her Freedom City 3rd edition entry with a few minor changes. Her Close Combat: Unarmed is lowed to 2 [+9], Her Dodge and Parry are both lowered to 8, Impervious is lowered to 10, increase Quickness to 6, her overall PL is 12, and her total PP is 195.

Complications Same as her Freedom City 3rd edition entry with one addition.
Enemy: A powerful metahuman teenage girl calling herself Knockout has a grudge against Centuria for unknown reasons.

History: Recently Centuria has repeatedly clashed with a teenage girl calling herself Knockout, each match ending in a draw as whenever any other Freedom League members show the girl flees. What grudge she has with Centuria, the source of her powers, or who she actually is remain mysteries.

Rivals and Enemies: Knockout only seems to target her and never endangers civilians during their fights.
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Daedalus

Post by Psistrike »

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Daedalus
PL 12


Real Name: Daedalus
Age: Not listed
Height: 5'11"
Weight: 210 lbs.
Eyes: Black
Hair: Black
Identity: Secret, most are not aware Daedalus is an actual mythic figure
Legal Status: Greek citizen, dual-citizenship in the United States, no criminal record
Status: Active
Occupation: Inventor, Superhero
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Ancient immortal inventor
Marital Status: Widower

Stats
He has the same stats as his Freedom City 3rd edition book entry with these noted changes: His Battlesuit's Reinforced Armor is increased to Impervious Protection 11, Sensors adds Analytical Vision, added Movement 1 [Space Flight 1], and Ranged Attack increases to rank 9. Total is 235 points.

Powers and Abilities: Daedalus has upgraded the battlesuit with an upgrade of the previous alloy for better protection; added advanced scanners that allow him to analyze anything he can see; added gravitational-based space thrusters; and has even improved his accuracy with experience in the field and training in the combat simulator.
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Dragonblade

Post by Psistrike »

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• Image used is 10$ NeoLucky by FooRay from deviant art. Commission for NeoLucky of their character NeoLucky.
Quote “Surrender or face me, varlet!”
Dragonblade
PL 10


Real Name: Daar
Age: 35 years old
Height: 6'2"
Weight: 200 lbs.
Eyes: Amber
Hair: Crimson
Species: Dragonkin from the Realm
Identity: Public
Legal Status: Other-dimensional being given U.S. citizenship
Status: Active
Occupation: Adventurer
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Female Dragonkin swordswoman from the Realm
Marital Status: Single

Abilities: Strength 5, Stamina 6, Agility 3, Dexterity 1, Fighting 8, Intellect 1, Awareness 4, Presence 3

Skills: Athletics 6 [+11], Close Combat: Swords 2 [+10], Expertise: Magic 4 [+5], Expertise: Sword smith 6 [STR-Based] [+11], Insight 6 [+10], Intimidation 7 [+10], Perception 6 [+10], Treatment 5 [+6]

Advantages: Accurate Attack, Assessment, Benefit [Ambidexterity], Defensive Attack, Defensive Roll 3, Diehard, Great Endurance, Improved Critical: Swords 2, Improved Disarm, Improved Initiative, Instant Up, Interpose, Languages [Base: Draconic; English], Power Attack, Precise Attack 2 [Close, concealment and cover], Quick Draw, Skill Mastery [Close Combat: Swords], Takedown 2, Tracking, Uncanny Dodge, Weapon Bind

Powers:
Dragonkin: Multiple Powers as One [Innate]
Dragon Eyes: Senses 3 [Darkvision, low-light vision] • 3 points
Dragon scales: Protection 1, Impervious, Noticeable [Dragon scales; -1 point] • 1 point
Forged in Fire: Immunity 10 [Fire/Heat Effects] • 10 points
Long-lived: Feature 1 [Longevity] • 1 point
Tail: Strength-Based Damage 1 • 1 point

Dragonblade: Removable [Indestructible]
Massive Blade Slash: Strength-Based Damage 5, Reach • 6 points
Loi’vish Swordsmen Academy Techniques: Array [11 points]
Stunning Blow: Cumulative Affliction 10 [Resisted by Fortitude; Dazed, Stunned], Limited Degree, Reach • 11 points
Massive Knockback: Move Object 10, Close Range, Limited to Flinging Targets Away, Linked to Sword Damage, Reach • 1 point
Spellcutter: Close Nullify [Magic] 10, Broad, Reach • 1 point
Shockwave Slash: Burst Area Move Object 10, Close Range, Limited to Pushing Targets Away • 1 point

Offense
Initiative +7
Massive Blade Slash +10, Close, Damage 10, Crit: 18-20
Stunning blow +10, Close, Cumulative Affliction 10, Crit 18-20
Shockwave Slash, Burst Area, Move Object 10*

Defense
Dodge 10, Parry 10
Toughness 10/7*, Fortitude 10, Will 10
*Without Defensive Roll

Power Points
Abilities 62 + Powers 37 + Advantages 26 + Skills 21 [42 ranks] + Defenses 19= 165 Total

Complications
Justice: She is driven by a need to see justice done and evil defeated.
Enemy: She has made more than a few, from Rant and Rave, to her most hated of foes, Bloodfire and Dragonsbane.
Fame: Due to her connection to the Freedom League, appearance, and otherworldly nature, it is almost impossible for her to stay out of the limelight while in public.
Hatred: Although she has many foes, her true hatred is reserved for Bloodfire and Dragonsbane who she has sworn to slay with her sword.
Otherworldly: Despite having been on Earth for years now, she still has a lot to learn about the customs and even laws.

Build Comments: One of the most skilled sword fighters of the Realm and a female Dragonkin, she stands out on Earth and is still learning how to get along in this strange place.

History: Born to a family of prominent Dragonkin in the Realm, Daar was expected to do great things. She grew up being taught some magic and first aid skills by her mother, while her father pushed her into being a swordsmith. Her interest in swords grew with time and she was off to Loi’vish Swordsmen Academy, one of the most well-known academies in the Realm.

When she graduated 10 years later, she was shocked to learn she had been accepted by a dragon as her master. An old family friend, Ovdin Ozak, crafted a huge bastard sword for her to wield, one which could only be destroyed by an equal craftsman to him. Dubbing the sword Dragonblade, she used it time and again to protect her master from threats, feeling indebted as his recommendation had gotten her into the academy.

But one time she was lured away from her master by Rith, the eldest Dragonkin alive within the Realm. He served an evil human who craved power, using her distraction to slip in and murder her sleeping master. The twisted giant of a man turned the skin and body parts into an enchanted suit for himself, something for which Daar would never forgive him. She had finally caught up to the cowardly Rith and his master, who called himself Bloodfire now, and took chase.

Still adapting to the dragon-suit, he ended up fleeing through a portal that opened in front of him without warning with Rith following behind. Not caring for her own well-being, she dove through the closing portal at the last moment. By the time she exited on the other side, she was shocked to find herself deep within a forest, in an open field just as the portal blinked out.

Wandering around, she ended up in a place like nothing she had ever seen; a city made of metal, glass, and stone with buildings rising into the sky. And despite losing the trail on Rith and Bloodfire for now, she heard a strange noise and went to investigate. A building with glass windows, a rarity in the Realm, she saw people on the ground and cowering from a pair of youths. Yet the one youth seemed to be distorting the very fabric of reality within the building, as it twisted in bizarre ways.

Knowing evil when she saw it, she charged in and struck down Rant with one swift blow of her sword. The girl, Rave, focused her power upon Daar, forcing her to fight with her eyes shut. But her training won out and she subdued the other sibling with ease. As the police showed up and saw her, they sent a female police officer over to explain who they were. Law-enforcement official, this she could understand and it seemed their language was like the Common tongue of the Realm.

Captain Thunder showed up on the scene and after hearing her tale, said the Freedom League would take her in and she would be an honorary member till she had more experience with their world. She proved himself time and again, able to avoid causing serious wounds despite using a massive sword. But the biggest shock would happen just a year after she first arrived, when her little sister and friend showed up…

Description: Daar is an attractive female Dragonkin, with an athletic and toned build. Her skin is covered in crimson red scales, a pair of black horns on her head with pointed ears, a 3’ long dragon tail, and reptilian feet. Her eyes are amber and gleam in any light, while she keeps her crimson hair short and out of the way.

She wears a black leather outfit similar to a one-piece swimsuit, a sash belt, partial leggings down to the bottom of her knees, a simple bracelet on her left wrist, and a pair of long, black fingerless gloves that go past her elbow. She is rarely seen without “Dragonblade”, a huge bastard sword with a long grip created by a family friend.

Personality: Daar is headstrong and stubborn, despite her training at swordsmen academy, and will do things her own way unless a proven better way is provided. She has a wicked sense of humor and loves a good fight, seeing it as practice and a good workout. But deep underneath it all she does care for others, especially children, and will do everything in her power to protect them.

Powers and Abilities: Dragonblade is a Dragonkin from the Realm, a humanoid being formed in the image of dragons. Her red-scaled skin provides a degree of protection and provides her with immunity to all forms of heat and flame. Her natural strength is greater than it appears, having compact yet strong muscle structure and enhanced human stamina.

She is highly resistant to injury, especially when using her training to “roll with the punches” as it were. Her eyes allow her to see in any condition, even pitch-black, while she can strike powerful blows with her tail. As a Dragonkin she can live for centuries with no ill effect on her health or abilities.

Her greatest power comes from her swordsmanship, trading force for accuracy, focusing on defense or attack as needed. She can take down a group of foes with one massive swing of her sword and fight even blindfolded with ease. Her sword from which she takes her codename, Dragonblade, is a huge bastard sword, enchanted to be unbreakable except by highly skilled swordsmiths. She can focus her energy and strength to stun targets with blows, sending targets flying, send out a shockwave of ki to force others away from her, and even trained to literally cut through spells and disrupt them.

Known Tactics: Against an unknown foe she normally goes on the defensive and assesses them to size them up. Following this, she will shift to the best tactic for her current foe. Against big, slow bruisers she will fight defensively but put more energy behind her strikes, trying to send them flying if it won't endanger others in the process. Against fast foes, she will shift everything she has into accuracy and try to stun them; while against a fast, tough foe she will go accurate and hope for the best. Against spellcasters, she will seek to disrupt any spells they have currently active and subdue them quickly.

If protecting others she will go on the defensive and try to keep any threats away from her charges. She will interpose herself between any attacks aimed at one of her “charges”, especially children.

Friends and Allies: The Freedom League have helped her as best they can to adjust to Earth; her sister Surina and boyfriend have recently shown up and will do anything to aid Daar in her quest.

Rivals and Enemies: Rant and Rave have vowed to get back at her for their humiliation; while Bloodfire and Rith, going by Dragonsbane now, are still out there and hiding as they learn about Earth and its people.
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Infinity

Post by Psistrike »

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• Image used is Power Girl Reboot by MatthewRHumphreys from deviantart. [Account deactivated, no other source found to link]
Quote “Power is worthless without control.”
Infinity
PL 12


Real Name: Danielle Sinclair
Age: 37 years old
Height: 5’11”
Weight: 140 lbs.
Eyes: Blue
Hair: Snow-white
Identity: Secret
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Bookkeeper, Superhero
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Cosmic-energy wielder with near-infinite potential
Marital Status: Widow

Abilities: Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 3, Awareness 2, Presence 2

Skills: Athletics 4 [+5], Expertise: Current Events 4 [+7], Expertise: Bookkeeper 8 [+11], Insight 6 [+8], Perception 6 [+8], Persuasion 8 [+10], Ranged Combat: Cosmic Energy Projection 8 [+10], Technology 6 [+9]

Advantages: Accurate Attack, Defensive Attack, Diehard, Extraordinary Effort, Improved Disarm, Improved Initiative, Improved Team Attack, Interpose, Move-By Action, Power Attack

Powers:
Cosmic Shield: Protection 14, Impervious 10, Sustained; Sustained Immunity 10 [life support] • 34 points points
Cosmic Awareness: Senses 6 [Acute Cosmic Awareness; Precognition, Limited to Cosmic Events] • 4 points
Cosmic Flight: Flight 12 [8k mph] • 24 points
Cosmic Energy Projection: Array [29 points]
Cosmic Blast: Ranged Damage 14, Variable Descriptor 1 [electromagnetic] • 29 points
Cosmic Constructs: Movable Create 9, Precise • 1 point
Cosmic Control: Move Object 14, Precise • 1 point
Cosmic Healing: Ranged Healing 7, Persistent, Restorative • 1 point

Offense
Initiative +6
Cosmic Blast +10, Ranged, Damage 14
Cosmic Constructs +10, Ranged, Movable Create 9, Precise
Cosmic Control +10, Ranged, Move Object 14, Precise

Defense
Dodge 8, Parry 8
Toughness 16*/2**, Fortitude 8, Will 16
*Impervious 10,**Without Cosmic Shield

Power Points
Abilities 36 + Powers 94 + Advantages 10 + Skills 25 [50 ranks] + Defenses 30 = 195 Total

Complications
Motivation: She is driven by a need to see justice done and the responsibility to use her powers for the greater good.
Enemy: Miss Disaster and Kid Crusher
Fame: As a heroine in New York and a new member of the Freedom League in Freedom City.
Identity: Danielle Sinclair, bookkeeper, and mother
Relationship: Son, Jeremy aka Kid Sentinel
Responsibility: She has to split time between her job as a bookkeeper at a local branch, spending time with her daughter, and as a member of the Freedom League.

Build Comments: Sister-in-law to Caliburn of the Sentinels, she wields powerful cosmic energy, the limits of her strength are unknown. With Extraordinary Effort, she can pull off some incredible things.

History: With a love of reading, school rarely was easy for Danielle due to taunts and name-calling including from her own sister. In college things turned around as she met the love of her life, Sam Sinclair. After finishing college they got married and were soon blessed with their first child.

When their son Jeremy started elementary school, Danielle went back to work, finding a local business in need of a good bookkeeper. But Sam lost his job, was framed for stealing office supplies, forced to get a job as a security guard. While Danielle had to deal with her bully of an older sister, Karen, and bratty nephew, Clark, more often. Only with the arrival of her brother-in-law, Adam, did things start to turn around. Jeremy did better in school, Sam began to cheer up, and some of Karen's attention was deflected away from Danielle.

A walk in Central Park would change their fate, as Karen and Clark tagged along, Karen verbally tearing apart Danielle as usual. Just when it felt like Karen would never shut up a strange wave of energy hit and knocked them all unconscious. At the hospital they learned everyone in Central Park had been hit by the strange energy wave, everyone was affected differently. But they were okay and sent home.

Life went back to normal, except for a new hero in New York, Caliburn. Sam became a senior security officer at work, while months passed without incident. Then disaster struck, security footage from the parking garage showed a living shadow killed not only Sam, but several of his co-workers, having stolen an advanced piece of technology and believing it left no witnesses. News reported similar creatures and Caliburn stopping other crimes, yet the true culprit seemed to escape justice.

Danielle had to raise Jeremy on her own; frustration soon lead to anger. A single slip-up revealed her brother-in-law Adam was Caliburn and all her pent-up anger came slipping out. She began to beat on his chest, demanding to know why he hadn't caught her husband's killer, finally breaking down in tears.

His tale of chasing the man behind these monsters, the Summoner, from England to the United States, made her realize he wasn't dealing with even an ordinary supervillain. She has lost the love of her life, her son his father; Adam had lost his brother. He vowed when he caught the Summoner, he would end his reign of terror once and for all.

Over the next year and a half, Adam helped out with taking care of Jeremy and allowed Danielle to keep her job. But fate had more in store for her and her son, as the delayed effects of the "Gene Pulse" finally kicked in, not only for her and Jeremy but for Karen and Clark as well.

Danielle seemed to have immense cosmic energy that seemed to keep growing, Jeremy having a lesser version of her powers. While Karen and Clark became pure powerhouses, with raw strength and toughness, which also seemed to amplify their bullying nature 100 fold. Her first major superhero fight was against her own sister and nephew, calling themselves Miss Disaster and Kid Crusher. While Danielle, to hide her own identity, called herself Infinity and Jeremy, who had tagged along, called himself Kid Sentinel after a local hero team.

The fight left over a city block in ruins, reduced to rubble both due to Miss Disaster and Kid Crusher seeking to cause as much damage as possible, and the inexperience of Infinity and Kid Sentinel. Since then she has trained hard to control her powers and cause as little collateral damage as possible, while Kid Sentinel is still struggling with learning to control the power she wields and when he hit puberty turned into a girl. They have even fought alongside the Sentinels against threats like Bloodfire and Dragonsbane or Fire Tyrant and his kaiju minions.

Recently her office had her transferred to Freedom City, to get their local branch’s books in order after a recent scandal. Shortly after arriving an unknown individual put her in contact with the Freedom League, where she joined the local branch after they studied her record as Infinity. Due to the kind of damage caused, Jenna was placed in the Claremont Academy to learn better control, but that is her story.

Description: Danielle is a very attractive woman, with a curvy figure and a healthy tan. She keeps her snow-white hair short and trim, while her blue eyes show an understanding nature and powerful strength of will.

She tends to wear business dress most of the time, with various blouses, skirts, and types of shoes. When off-work and able to relax, she wears loose-fitting shirts and sweatpants with tennis shoes. As Infinity she wears a white uniform like modified gym wear, wearing a short blue cape, blue gloves with white trim, and white boots.

Powers & Abilities: Infinity was changed by the “Gene-Pulse”, her body changed and gave her the ability to channel a form of powerful cosmic energy in various ways. She can form a shield of cosmic energy around herself that is powerful enough to take a hit from a battleship's main battery and leave her unharmed, along with the ability to survive in any environment.

She can sense cosmic energy and things that can have an effect on cosmic level events. She can fly at over Mach 10, and has the potential to travel at faster than lightspeed but hasn't learned how to yet.

She can project cosmic energy blast in the form of any type of electromagnetic energy; create constructs of solid cosmic energy as tough as steel; lift and manipulate things with cosmic energy; and even heal herself and others from injuries, illnesses, and toxins. These are just what she has figured out how to do without pushing herself; when pushing herself it is unknown what the limits of what she is capable of will be.

Personality: Danielle is a woman of two extremes; that of a businesswoman who must keep her emotions in check and be a professional all the time. And that of a mother and superhero, who must balance her actions based on the situation and who she is facing. She doesn’t like to fight with kids and teenagers, but will do what she has to without causing permanent harm. Off the job, she likes to either spend some time alone reading a good book or working on a new electronics project or spend time with her daughter, even going to the mall with her sometimes. She likes the attention of her daughter’s friends and men who see her, as it reminds her she isn’t that old.

Known Tactics: She will always seek to protect innocents in the area and get them to safety first, unless the villains are purposefully endangering or attacking them, in which case she will shield them with cosmic constructs, and blast at enemies given an opening. If no innocents are in danger, she will strike at the largest threat first and disable him, either with direct attacks or entrapping them. Lesser threats she will try to trap in constructs to hold for the authorities.

New to working on a team, she will try to get a foe in a construct grab and hold them so her teammates can take them out. Or act to shield her less durable teammates.

Friends and Allies: Caliburn [brother-in-law], Freedom League, Kid Infinity [son]

Rivals and Enemies: Miss Disaster and Kid Crusher [sister and nephew]
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Psistrike
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Jinn

Post by Psistrike »

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• Image used is RPG-4-Basho5eyes by Robaato from deviantart. Commission for Bansho5eyes [Deactivated account].
Quote “I wish…”
Gina Nelson
PL 12


Real Name: Gina Nelson
Age: 19 years old
Height: 5'5"
Weight: 130 lbs.
Eyes: Amber
Hair: Dark red
Identity: Public
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: College student, superhero
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Mistress of rookie genie
Marital Status: Single

Abilities: Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 3, Awareness 3, Presence 2

Skills: Acrobatics 2 [+4], Athletics 4 [+4], Close Combat: Unarmed 4 [+8], Deception 4 [+6], Expertise: Genie Lore 4 [+7], Expertise: Popular Culture 6 [+9], Insight 4 [+7], Perception 6 [+9], Persuasion 6 [+8], Stealth 4 [+6], Vehicles 2 [+4]

Advantages: Attractive, Benefit 2 [Wealth 2], Defensive Attack, Defensive Roll 2, Equipment 3, Improved Disarm, Improved Initiative

Powers:
Magical Tattoo of Protection: Enhanced Dodge 6, Enhanced Fortitude 6, Enhanced Parry 4, Enhanced Will 4, Movement 1 [Safe Fall], Impervious Protection 8 • 38 points
Mistress of Jinn: Continuous, Heroic Summon Jinn 20 • 100 points

Equipment: Cell phone [1 ep], Vespa [Size: M; Strength: 1; Speed: 6; Defense: 10; Toughness: 8; Cost: 10 ep; 4 ep as needed for additional equipment

Offense
Initiative +6
Unarmed +8, Close, Damage 0

Defense
Dodge 12, Parry 12
Toughness 12*, Fortitude 12, Will 12
*Without Defensive Roll, Impervious 8

Power Points
Abilities 36 + Powers 138 + Advantages 11 + Skills 23 [46 ranks] + Defenses 17 = 225 Total

Complications
Motivation: She feels she must use the powers of Jinn to help out wherever and however she can. She also wishes to return Jasmine to her former life as James.
Enemy: Both COBRA and SHADOW covet the powers of Jinn and wish to sever Gina’s link as her mistress.
Fame: As a member of the Freedom League and mistress of Jinn, she can’t avoid attracting attention, especially in Freedom City.
Responsibility: Going to college and working with the Freedom League take up a lot of her time.

Build Comments: A college girl who gained a genie in the form of her transformed ex-boyfriend, she has learned a lot in just a little over a year. If James had never become a genie, she would be just PL 6, 70 PP due to Fortitude and Will.

Her power to summon Jinn to her side at will and the fact that Jinn doesn’t just disappear when she is knocked unconscious make her worth a lot of points, along with the protective magical tattoo she wished for.

History: Gina was always a geek, loving fantasy and science fiction for as long as she could remember. Yet her looks made others think she should be one of the popular kids, a curvy redhead who turned heads. Not until college did she meet someone who loved her for her mind, not just her body. She knew James a kindred spirit when she first saw him, making the first move and asking him out. He accepted and they were together ever since. James though seemed to only wish to spend time with her; she had to drag him along to hang out with her friends, otherwise, he would stay in the dorm all the time and their dates would be just private movie nights. The night she goaded him into going to a frat party, fate stepped in.

James, never having had a drink in his life, got drunk after just 2 cans of beer. Gina tried to get him back to the dorm, hoping he could sleep it off; yet she was a bit drunk herself and got sidetracked, ending up in the drama department's prop room. Finding a golden bottle, James joked about rubbing it and a genie appearing it, making Gina giggle.

Both were shocked when yellow smoke began to envelop James from the bottle, transforming him into a busty, redheaded genie, her new lower body made of yellow smoke. Despite the shock, Gina thought she could get James back, rubbing the bottle desperately. Only to have the transformed James ask her "What is your wish, mistress?"

Picking up the bottle, Gina asked James to go inside until they were back at the dorm, hoping to discuss the situation and what to do next. Believing James to be stuck, for now, they came up with the name Jasmine as a cover for the new girl. Gina would head out each day during her free time, researching genies, trying to find even a hint of how to return James to his old self. Nothing seemed to work; even wishing James had never rubbed the bottle in the first place failed. All the books she read said that wishing Jasmine free would make her a free genie and stuck in her new form or the same thing but that Gina would take her place as the genie of the bottle.

A few months passed, Gina making barely any wishes out of fear and leaving Jasmine stuck in the dorm room most of the time. One day Gina overhead a friend talk about an occult shop in Freedom City, surely they had information the college library didn't. Jasmine begged to come along and Gina relented, taking the bottle with her.

Which proved fortunate, as a portal from another dimension tore wide open in the skies of downtown Freedom City! Armored invaders poured forth, wielding bizarre weapons. Gina, fearing for her own life, along with the lives of everyone she knew, finally made a wish. The invaders were sent back where they came from, the portal sealed behind. The wish worked how she planned!

Only as things calmed down did she realize they weren't alone; onlookers gapped at Jasmine, someone even called her a Jinni. If not for Lady Liberty arriving and taking them to Freedom Hall, she would have been swamped by idiots asking for wishes. Before the rest of the Freedom League, Gina spilled the whole story, leaving a shocked Freedom League hearing of James' fate.

They promised to help her in the search for a way to return James to his old self while training them both to be heroes. Gina needed to learn how to defend herself and word wishes even in stressful situations, while Jasmine needed to learn how to control how she grants wishes, not wishing to cause a disaster. Over a year later they have officially joined the Freedom League, having learned a lot. Both love the hero's life, saving lives and stopping supervillains. Although Gina is getting a bit tired of Daar's flirting.

Description: Gina is an attractive and curvy young woman, with a light tan. She keeps her dark red hair pinned up with a hair crimp, while her green eyes show an understanding and patient woman.

She likes to wear comfortable clothes, preferring tee-shirts, slacks, and simple brown shoes over more “girly” clothes. She tends to wear a button shirt over her tee-shirt but left open, while she wears a tan scarf and has a pair of green lensed goggles for when in fights or just riding her Vespa.

Powers & Abilities: Gina is the mistress of Jasmine aka Jinn, thus the only one who can make wishes from her and have them granted. She has used a wish to grant her a magical tattoo that shields her from harm in various ways, both physical and mental. She can have Jinn create gadgets or gear for her as needed but never leaves them laying around when not needed, fearing them falling into the wrong hands.

Since beginning training under the Freedom League members, she has developed combat skills, some acrobatics, and greater athletics, and greater skills of observation due to the intense training the Raven, then Bowman has put her through.

Personality: Gina is an intelligent and patient young woman, trying to understand all viewpoints and keeping an open mind about things. She loves to have fun but knows when to be responsible, protecting children and innocents with her life if needed. She has faced dangers, both with and without Jinn, and has only come out stronger.

Known Tactics: Gina will keep her distance and try to direct Jinn to aid others and make wishes to the best of her ability based upon the current situation. The first order of business is always getting children and innocents out of danger, only then will she use Jinn and her wishes for offense.

Friends and Allies: The Freedom League; Jinn [former boyfriend, now bonded genie servant]

Rivals and Enemies: She has made enemies through her membership in the Freedom League and being the mistress of Jinn.
Jinn PL 12
Image
• Image used is Cmsn-djinnification by blackshirtboy from deviantart. [Piece is no longer in their gallery, can find no other source.]
Quote “Your wish is my command, mistress.”

Real Name: Jasmine [former: James Healey]
Age: 1.5 years old [as genie], 19 years old [as mortal male]
Height: 5’4” [variable] [former: 5’7”]
Weight: 130 lbs. [variable] [former: 140 lbs.]
Eyes: Green [former: Blue]
Hair: Red [former: Auburn]
Species: Human turned into djinn
Identity: Public
Legal Status: Supernatural entity given U.S. citizenship
Status: Active
Occupation: Genie and servant of Gina Nelson
Base of Operations: Freedom City
Team Affiliations: Freedom League
Concept: Mortal guy turned female genie
Marital Status: Single

Abilities: Strength 0, Stamina 6, Agility 4, Dexterity 4, Fighting 4, Intellect 2, Awareness 6, Presence 4

Skills: Expertise: Genie Lore 4 [+6], Expertise: Popular Culture 4 [+6], Insight 4 [+10], Perception 4 [+10]

Advantages: Evasion, Fearless, Great Endurance, Interpose

Powers:
Immortal Genie: Immortality 14, Immunity 14 [Aging, Critical Hits, Life Support, Need for Sleep] • 52 points
Linked to Mistress: Senses 1 [Communication Link to Gina Nelson], Dimensional 3 • 4 points
Smoke Form: Insubstantial 2 [smoke-like form], Flight 6 [120 mph] • 22 points
Wishes and Genie Powers: Variable 12 [60 points; Free Action, Affects Others or Jinn, Perception Range] • 144 points

Offense
Initiative +4
Wishes and Genie Powers Varies greatly

Defense
Dodge 4, Parry 4
Toughness 6, Fortitude 8, Will 10

Power Points
Abilities 60 + Powers 222 + Advantages 4 + Skills 8 [16 ranks] + Defenses 6= 300 Total

Complications
Newbie Genie: New to being a genie, Jasmine has no proper training that a born genie would have. Thus she sometimes goofs up when granting wishes.
Motivation: She lives to serve her mistress/former girlfriend Gina. She also seeks to find a way back to being a human male again.
Power Loss: Without Gina making a wish, she can only use her Wishes and Genie Powers on herself and not directly affect others.

Build Comments: A geek who got lucky and gained a girlfriend in college, made the big mistake of getting drunk and messing with a bottle, one which sucked him in and turned him into his idea of what a genie should look like. In this case, a hot redhead female in a harem outfit.
• Common Genie Powers she uses on herself include:
*Be Whatever I Want: Shapeshift 4 • 32 points
*Travel Wherever I Want: Accurate, Extended Teleport 14 • 56 points or Movement 3 [Space Travel 3 or Dimension Travel 3] • 6 points
Combat Genie!: Enhanced Fighting 8, Enhanced Strength 12, Protection 6 • 46 points
Examples of Wishes Granted include:
*”I wish [name] would be turned into [word].: Perception Range Progressive Affliction 12 [Resisted and Overcome by Will; Dazed, Stunned, Transformed] • 60 points
*”I wish for a [word].”: Up to Continuous Create 19, Innate, Precise, Subtle • Up to 60 points
*”I wish it would [weather].”: Environment [3 points of effect], Selective up to rank 15 • up to 60 points

History: James grew up a geek, always interested in television and movies more than socializing. It wasn’t until college that he began to open up, when he got lucky. A redheaded beauty named Gina Nelson ended up asking him out freshman year and they have been going out since. Mostly hanging out with her friends or having a private movie night in the dorm, things were going smoothly. Until the night Gina convinced him to go to a frat party. James got drunk and on the way back to the dorm they got sidetracked and ended up in the drama departments’ prop room.

Finding a golden bottle, James joked that he would rub it and a genie would appear. Unfortunately for him, he was right. The bottle was empty and had sat undisturbed for years, James was the first to rub it and it wanted a new genie to house. Thus a yellow smoke began to billow from the bottle and envelop James, who began to transform into his idea of a genie; that of a busty redhead, her lower body made of smoke.

Gina was shocked by what she saw and bit drunk herself, ended up picking up the bottle and rubbing it to try and get James back. But all it did was cause the transformed James to ask “What is your wish, mistress?” shocked those words came out of his…her mouth. Heading back to the dorm with the bottle and new genie inside, they discussed the situation and what to do, coming up with the name Jasmine to cover for the new girl for the time being. Stuck in the dorm while Gina researched genies, she lived in the bottle and was rarely used for the first few months after the incident, Gina was afraid of wording a wish wrong or making matters worse.

But one day she took the bottle and Jasmine with her out, planning on hitting the local occult shop in hopes of getting answers, when fate stepped in. A portal from another dimension was torn open in the sky of downtown Freedom City, armored invaders beginning to pour through. Fearing for her life and everyone she knew, Gina finally made a wish, allowing Jasmine to send the invaders back through the portal and seal it behind them. Onlookers called Jasmine a Jinni, like out of myth, and Lady Liberty, who had just arrived, spotted her and Gina with the bottle.

Fearing the girl getting swamped by idiots asking for wishes, Lady Liberty took them to Freedom Hall and began to ask about how Gina came to own a genie bottle. Spilling out their whole story, the Freedom League was shocked to hear about the fate of James. Promising to help in their search for a way to return James to his old self, they also offered to train both of them to be heroes, so Gina could defend herself and Jasmine could learn how to control how she grants wishes. Over a year later and still no leads have come up but in the meantime, they have both learned to love the hero's life, having saved countless lives and even preventing a doomsday device from going off.

Description: Jasmine is now stuck as a hot, curvy, busty genie girl with fair skin. Her intense red hair is long and kept in a ponytail, while her eyes show a mischievous nature and kindness. She never wears a costume as Jinn [codename she took after hearing what she was called], wearing a belly-baring yellow harem outfit. She can change her clothes at will and even turn into a yellow cloud of smoke, even just leaving her lower body in the form of a wisp of yellow smoke.

Powers & Abilities: Jinn is now an immortal genie, unable to die and reconstituting in just minutes if her corporeal form is destroyed, able to survive in any environment, unaging and having no vital spots which can be targeted. She can turn her lower body into a yellow smoke, flying with great maneuverability while doing so; she can also transform fully into a yellow smoke form to pass through obstacles and ignore physical threats.

But her greatest powers are those of a true genie, able to alter her form at will and grant herself any power at will, along with granting the wishes of her mistress, Gina. These can be virtually anything within the limits of her rookie genie powers.

Personality: Jasmine, despite being stuck as a female genie, is upbeat and fun-loving. She loves to get out and even sometimes goes on double-dates with Gina, which worries her ex-girlfriend. She is kind, loving children and animals, and will never allow them to come to harm. But if you threaten Gina, any of her friends, or the innocent, she will fly into a fury and lash out with whatever she can, barring the wish limitation.

Known Tactics: In a fight, she was stay near Gina and shield her from harm unless ordered to do otherwise. She will always try to grant Gina’s wishes in the most direct way with no twisting of the wishes. Thanks to past wishes, she knows that Gina can take care of herself and if children are in danger she was seek to protect them first and get them out of the area.

Friends and Allies: Freedom League, Gina [ex-girlfriend and mistress]

Rivals and Enemies: She has made more than a few, including unnamed interdimensional invaders, Taurus [who craves the power of the genie for himself], and even SHADOW.
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