The Phoenixverse (A 2e OC 'verse; Red Ronin! Netsuko Nishimura! Rinako Saeki! Fujiko Yoshihara! Masaru Kido!)

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Commander Titan
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Re: The Phoenixverse (A 2e OC 'verse; Newest: Heroes of Britain Complete! Borealian Vanguard Coming Soon!)

Post by Commander Titan »

I'm happy to wait a bit longer, especially if there's a complete picture to be seen when all of them are posted. But I wouldn't say "no" to meeting any of them earlier either!
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EternalPhoenix
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Borealian Vanguard

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Borealian Vanguard

Overview

Theme Song: Hero A, from My Hero Academia

. . Canada’s official government superhero team, the Borealian Vanguard, cannot be discussed without taking things back to the origins of organized superheroics in Canada. Specifically, 1940. War raged in Europe. The heroes of Britain and France were already deeply committed. The heroes of Poland had already been shattered. The US may have wanted to remain neutral or at least not actively involved. However, the heroes of Canada knew very well that Britain may well soon call for their aid. To that end, and to deal with the rising menace of fifth columnists, spys, and saboteurs, five of Canada’s most prominent Golden Age heroes joined forces as the Maple Leaf Society. Perhaps not the most imaginative name, but there wasn’t a writer or journalist in the bunch. Canadian Eagle (wings and melee weapons), Cascade (electricity generation and control; also a detective), Bulletman (superhuman strength, hypersonic flight & steel hard skin), Spotlight (the wizard and mundane magician), and Loggerhead (Paul Bunyan, except Quebecois). They and a handful they recruited along the way (like Psi-Ren, the first Voyageur and the original Chanson) battled villainous elements for 11 years. They were even a part of D-Day, storming Juno Beach beside the Canadian Army. However, in 1951 they disappeared. There was no formal notice. In fact, the full Society had gone on a mission to root out one last Nazi scientist in the Yukon wilderness. They and that Nazi scientist disappeared that year without trace for many years. Bulletman's entry contains the full story.

. . The disappearance of the MLS and their community leadership crippled Canadian heroics as effectively as Hoover and McCarthy did further south. The emergence of Starman, like in the States, kicked off a whole new age in Canada. However, it took until 1971 for a new supergroup to be formed. Specifically, after the alien invasion America's Champions of Justice handled more or less by themselves. The Canadian government was not full of giant idiots. The existence of the Champions was practically blind luck. So, something somewhat unique in the West occurred. A national government formed a superhero team and virtually legalized superheroics in their nation. The first Borealian Vanguard was formed. Captain Action. Spotlight’s granddaughter Limelight. The second Voyageur. Yukon Bill. The Golden Rusher. This was the team Moonshadow joined in ’81. They had plenty of successes, but unfortunately also became known for suffering from a case of what is, in the modern day, named The Worf Effect. Any villain who wanted to become a Big Deal most often ended up taking on the Vanguard first. They didn’t succeed as often as pop culture would have people think, but y’know it happened. And if any mystic monsters wanted to stride out of the mysterious and mystical wilderness, it was probably going to be on Vanguard turf. So casualties were, uh, higher than one would expect from the top hero team of an entire nation. The team line up was anything but steady, as recovery, retirement, and death from injuries all took their toll. A civilian team may have crumbled. The Vanguard did not. Until that terrible day in September.

. . Prairie Sprinter was on the team at this point. Dormin was basically a rookie. Moonshadow was healthy and active. Even long time leader Captain Action had recently been reinvigorated. So when the monster Armageddon smashed his way through Texas (and Tex Austin) and Nebraska (and The Shining Guardian), he made an executive decision. As a government run team, they normally had to get permission to operate outside of Canada. But this was a clear crisis situation, and the Captain led the team across the border and into battle. It has been suggested that he thought they could win. This is false. He knew very well that the Vanguard would only be buying time for Starman II to appear, and probably with some of their lives. As it turned out, this happened to be kind of all of their lives. The Vanguard met Armageddon on the banks of the Mississippi River. Dormin was severely injured. Prairie Sprinter was sent for Starman II after it became known where he was. And Moonshadow used everything he had, and then got ignored. The rest of the team died at the hands of Armageddon. Between this and the violation of the rules, the Vanguard was, well…not officially disbanded, per se. But definitely back burnered, as far as government priorities went. No new members. No official missions. Moonshadow was the leader in the paperwork, now, but with three members it really wasn’t much of a team at all.

. . Until 2009, when Prairie Sprinter took it on herself to get things going again. Moonshadow, as leader, had the authority to recruit new members. She got both Moonshadow and Dormin on board, and started recruitment. They got through Blindspot, Undine, and Fornax before the government took notice of the activity. It had been eight years, and so far from being annoyed, then-Corporal Leon Wilson and the Mobile Weapon System were assigned to the team as Armory. And they talked Bulletman into coming out of retirement. 2016 (and events in the States) saw a further expansion, as Felin-garou, Chasseur, and Gajasura also joined the team. 2017’s Dusting left the team a bit understaffed, so in 2018 Valiant, Sister Angeline, and Red Sleeves were brought in to cover the shortfall as best they could. More or less just in time for the Endgame, which brought the lost members back. 14 members was a bit…much for an official field team, so it was chopped clean in half. 7 in the active team, and 7 in the reserves. It was also an opportunity to make the active team a bit more…palatable, from a public relations standpoint. A bunch of people who at least looked human, weren’t a little weird in the head, and also weren’t on the run from any foreign criminal organizations. Moonshadow is still technically in overall command, but Prairie Sprinter leads in the field now. They’re a real superhero team. It does, however, remain to be seen if they’re as prone to The Worf Effect as the prior iteration of the squad. So far they’ve always managed a comeback, even if they’ve gotten whipped the first time around. The official Borealian Vanguard headquarters was reappropriated during the team’s back burnering. So they don’t have one at present and as such have to commandeer whatever they can get locally.

. . As a side note, heroics in Canada generally works thusly. Local heroes and law enforcement call on Vanguard members. Vanguard members call on each other. They have government issued phones for their heroic personas and the numbers are available for those in the know. Pranking them, while not a serious crime, is still a dick move. It’s also not smart. They’re not law enforcement. They can’t arrest anyone. They can, however, legally detain someone who they have witnessed committing a crime until law enforcement can arrest. Considering the nature of superhero work, a few bruises on the criminal in question are on the light end of what’s normally expected. Seriously, if a Vanguard member beat you up, no criminal charges will be filed and most civil lawyers will laugh you out of their office. There is, of course, oversight. Truly excessive force will not be tolerated. It isn’t, however, just anyone who gets recruited into the Vanguard. So you know.

Borealian Vanguard

Main Team
Prairie Sprinter (Grace Harper) (field leader)
Dormin (Phil Cantor)
Blindspot (Cindy Liu)
Armory (Sergeant Leon Wilson)
Bulletman (Jason “Jay” Martin)
Felin-garou (Rosalie Lavoie)
Valiant (Steve Clark)

Reservists
Moonshadow (Donovan Tarkik) (team leader)
Undine (true name unknown)
Fornax (Maxwell “Max” Drake)
Chasseur (Jules Bouchard)
Gajasura (Arjun Vijaya)
Sister Angeline (Raphelle Fortin)
Red Sleeves (Daiyu Hong)
Last edited by EternalPhoenix on Fri Mar 31, 2023 7:56 pm, edited 1 time in total.
The Phoenixverse (A 2e OC 'verse!)
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Prairie Sprinter (Grace Harper)

Post by EternalPhoenix »

Prairie Sprinter (Grace Harper)

Power Level: 12; Power Points Spent: 240/240

STR: +6 (16/22), DEX: +9 (16/28), CON: +6 (16/22), INT: +3 (16), WIS: +3 (16), CHA: +5 (20)

Tough: +9, Fort: +6, Ref: +15, Will: +12

Skills: Acrobatics 11 (+20), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (civics) 7 (+10), Knowledge (current events) 7 (+10), Knowledge (physical sciences) 2 (+5), Knowledge (streetwise) 7 (+10), Knowledge (tactics) 2 (+5), Language 2 (+2), Notice 12 (+15), Search 12 (+15), Sense Motive 12 (+15), Stealth 6 (+15)

Feats: Acrobatic Bluff, Benefit (Field Leader, Borealian Vanguard), Challenge - Improved Acrobatic Bluff, Defensive Attack, Dodge Focus 6, Elusive Target, Evasion 2, Improved Critical 2 (Blur Of Fists (Strike 3)), Improved Critical 2 (Crowd Control (Strike 3)), Improved Initiative 6, Inspire 4 (+4), Interpose, Leadership, Luck 4, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Acrobatics, Diplomacy, Gather Info, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory), Well-Informed

Powers:
Psionic Agility (Enhanced Dexterity 12) (+12 DEX)

Psionic Quickness (Quickness 12) (Perform routine tasks at 10000x speed)

Psionic Reflexes (Enhanced Trait 24) (Traits: Attack Bonus +6 (+15), Feats: Dodge Focus 6, Improved Initiative 6)

Psionic Resilience (Protection 3) (+3 Toughness; Impervious [3 extra ranks])

Psionic Speed (Speed 12) (Speed: 50000 mph, 440000 ft./rnd)

Psionic Stamina (Enhanced Constitution 6) (+6 CON)

Psionic Strength (Enhanced Strength 6) (+6 STR)

Speed Tricks (Array 8) (default power: strike; Custom (Array 7.5))
. . Blur Of Fists (Strike 3) (Default; bludgeoning, DC 24, Feats: Improved Critical 2 (Blur Of Fists (Strike 3)); Autofire (interval 2, max +5) [6 extra ranks]; Mighty)
. . Crowd Control (Strike 3) (Array; bludgeoning, DC 24, Feats: Improved Critical 2 (Crowd Control (Strike 3)); Burst Area (45 ft. radius - Targeted) [6 extra ranks]; Mighty)
. . Sonic Boom (Strike 6) (Array; air, DC 21; Trail Area (100-300 ft. trail - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area (area x2))
. . Thrown Ball Bearings (Blast 3) (Array; bludgeoning, DC 24; Autofire (interval 2, max +5); Mighty 6 (+6 to damage))
. . Tornado Burst (Move Object 12) (Array; air, Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Cone Area (120 ft. cone - General); Limited Direction (Towards and Away), Range (touch))

Attack Bonus: +9/+15 (Ranged: +9/+15, Melee: +9/+15, Grapple: +15/+21)

Attacks: Blur Of Fists (Strike 3), +15 (DC 24), Crowd Control (Strike 3), +15 (DC 24), Sonic Boom (Strike 6) (DC 21), Thrown Ball Bearing (Blast 3), +15 (DC 24), Unarmed Attack, +15 (DC 21)

Defense: +15 (Flat-footed: +5), Knockback: -7

Initiative: +33

Languages: English Native, French, Spanish

Totals: Abilities 40 + Skills 25 (100 ranks) + Feats 24 + Powers 100 + Combat 36 + Saves 15 + Drawbacks 0 = 240

Age (as of Jan 2019): 43
Height: 5’ 7”
Weight: 135 lbs
Ethnicity: Caucasian
Hair: Dirty Blonde
Eyes: Blue
Base of Operations: Calgary and Edmonton, Alberta (primary), Saskatoon and Winnipeg, Manitoba (secondary)

Theme Song: Fire Within, by Divide Music

Background: Prairie Sprinter (real name Grace Harper) is probably the most famous active speedster on the planet. She’s definitely the most famous in North America. She’s been a professional superhero for over half of her life. In her civilian life, she’s a high ranking lawyer for the Canadian Broadcasting Corporation (specifically CBC News). In her superhero life, she’s the field leader of Canada’s government superhero team, the Borealian Vanguard. She is married to Paul Stinson, and they have two sons (15 year old Ian and 9 year old Liam) and a daughter (12 year old Jeannette). It does not take any stretching of the imagination to say that she has had a very successful life. She’s risen to the virtual pinnacle in both lives. There is a reason for this unceasing drive toward excellence. Once upon a time, she wasn’t anybody special. Just a post rookie year hero with super speed powers she was still struggling to use half as well as the legendary Arriba used his. In time, that rookie would have likely done all right for herself. Certainly the Vanguard of the period saw something in her, as she was brought on board and given training. She was progressing well enough in their eyes until that terrible day in September 2001.

. . While the rest of the Vanguard fought the monster Armageddon, she was sent to get Starman II, the world’s mightiest hero at the time as Nick Phoenix was away. From the banks of the Mississippi River in Missouri, she ran though Mexico, Central, and South America, all the way to Ushuaia, Argentina at the southern tip of South America. Sprinting through deserts, jungles, mountains, and cities. For Starman II was in Antarctica, helping out some scientists with their experiments. With a quick pause to pull on her cold weather gear, Grace kept running. Where exactly in Antarctica was a bit of a challenge. The only directions were by sea charts, which she did not know how to friggin’ read, and GPS, which was rather limited at the bottom of the world. So she had to visually search for one dock and handful of buildings. On the coast of an entire continent. Antarctica is goddamn cold. She found the place, all right, but by then she was sliding from mild to moderate hypothermia. Starman II (the first and only time she ever met him) made her stay with the scientists and get warmed up. She still remembers the seriousness on his face when she told him it was Armageddon attacking. By the time she was warmed up enough for the site’s doctor to permit her to leave, everything was over. Armageddon was dead. Starman was dead. Most of the Vanguard was dead. There was nothing for her to do but help clean up.

. . That’s a recipe for feeling useless if ever there was one. Some people in her situation would have simply hung up the tights. But Grace Harper was not and is not one of these people. As turned out, being one of only two major heroes in Canada (before Dormin recovered from his injuries and made it three) made her work all the harder. She went from mediocre hero and junior member of a team to premier hero who functionally was the whole team in a little over 7 years of grinding effort. For that period of time, she was the only hero in Canada or the United States who could respond to any crisis in under five minutes, no matter where it was. And it was her idea to resurrect the Vanguard. She, well, may have not come up with any of the new members, but she did do provide the spark to start over at last. And now she’s the field leader of the entire team. Which, admittedly, mostly vanished (her included) in the Dusting, hence the recruitment of Valiant, Sister Angeline, and Red Sleeves. But everyone’s back now, thanks to the America’s Icons and the full expanded team showed up for the final battle of the Endgame. The reorganization orders were a little unexpected, but she’s making the best of it. As she always has and always will.

Powers & Tactics: Prairie Sprinter is a metahuman psionic. Her powers are exclusively physical and make her mostly a speedster. She is one of the vanishingly rare people whose pure movement speed can consistently exceed the speed of sound without any strain. She is the only known person who can do this that is literally hypersonic. Her casual running speed has been clocked at close to Mach 7. She’s been clocked sprinting at just shy of Mach 30 and in a pinch has been clocked at double that speed. There are no active speedsters known to be faster in the entire world. Her quickness and reflexes are equivalent to her speed, the latter of which increases her attack accuracy and evasion. Remember that mostly? Yeah, she’s got noticeable boosts to her strength, agility, stamina, and resilience, too. The latter of which renders her able to outright ignore virtually all man portable mundane weaponry.

. . But of course it’s not just speed that’s important. It’s what she does with it. These “speed tricks” are pretty typical for speedsters. What makes them different from the tricks of other speedsters is that more than half of them are driven more by her physical strength than by sheer speed. These are rapidfire punching, punching everyone in an area, and throwing something small and hard. In her case a handful of ball bearings she keeps in a pouch at her waist. The other two, however, are pure speed. Generating a sonic boom to damage over potentially a vast area or spinning her arms rapidly to create a tornado that lifts things. Max carrying capacity of over 100 tons.

. . Tactically, Prairie Sprinter is initially relatively simple. Blur of Fists for single targets, Crowd Control for groups, Thrown and Ball Bearings for ranged as needed. Sonic Boom is available in case the numbers get out of control, and Tornado Burst is a support ability. Not a combat attack. Obviously, she holds her strength back a great deal if not entirely against rank and file thuggery via the Accurate Attack maneuver (she doesn’t have the feat) and simply not using her full strength bonus. She takes the gloves off versus supervillains, though, because they can almost always take it. She has Improved Acrobatic Bluff to hit easier and Move by Action to keep her mobile. Defensive and Power Attack are on tap as needed. She can even Interpose if necessary. However, what defines her as more than just another speedster, what defines her as a hell of a leader, is Inspire 4 and Leadership combined with Luck 4. Effectively shoving her teammates up 2 Power Levels for a round can turn the tide of combat very quickly, as can removing an inhibiting condition from a key member. She can power stunt with all that Luck, too. Pick a speedster trick, fit it into her array’s limit of 15 PP without going over her PL of 12, and she can do it.

Personality: NEVER. GIVE. UP. Grace Harper is not someone life can break. It’s not endless optimism. It’s not sheer contrariness or spite. It’s not even about pride or some philosophical point. It’s about whether or not she consents to a given thing happen. If she doesn’t, it doesn’t happen. End of story. This doesn’t mean she’s stubborn to the point of stupidity. She’s not even particularly uncooperative, generally speaking. She’s a very reasonable woman, really. She’s a genuine superhero who wants to help as many people as she possibly can. But once she decides not to bend on a particular issue, she’ll change her position shortly after the heat death of the universe.

. . She’s also an extremely driven woman. Driven, specifically, to be the best version of herself that she can possibly be. To do as much good in the world as she possibly can. This does not mean just as Prairie Sprinter or as the field leader of the Borealian Vanguard. It means at all times and in all ways. This is one of those issues she will bend on shortly after the heat death of the universe. She’s the kind of person other people will follow into hell. The kind of person that makes other people not believe in impossible. Even by superheroic standards of impossible.
The Phoenixverse (A 2e OC 'verse!)
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Dormin (Phil Cantor)

Post by EternalPhoenix »

Dormin (Phil Cantor)

Power Level: 12; Power Points Spent: 240/240

STR: +3 (16) (base & Tiny)/ +15 (40) (Giant), DEX: +1 (12), CON: +3 (16), INT: +5 (20), WIS: +3 (16), CHA: +2 (14)

Tough: +3 (Base)/+15 (Giant)/+9 (Tiny), Fort: +9 (Base & Tiny)/+15 (Giant), Ref: +9 (Base & Giant)/+15 (Tiny), Will: +9

Skills: Acrobatics 4 (+5/+15 Tiny), Bluff 8 (+10), Concentration 7 (+10), Craft (chemical) 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 8 (+10), Disguise 3 (+5), Gather Information 8 (+10), Intimidate (+2/+20 Giant), Investigate 5 (+10), Knowledge (earth sciences) 10 (+15), Knowledge (life sciences) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 2 (+2), Medicine 2 (+5), Notice 7 (+10), Search 5 (+10), Sense Motive 7 (+10), Stealth 4 (+5/+25 Tiny)

Feats (Base): Beginner's Luck, Benefit (Member of Borealian Vanguard), Eidetic Memory, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 4, Power Attack, Second Chance (Concentration checks to maintain powers), Takedown Attack, Uncanny Dodge (Auditory)

Feats (w/ Giant): Accurate Attack, Improved Grapple, Improved Pin, Improved Sunder, Interpose, Ultimate Effort (Toughness saves)

Feats (w/ Tiny): Acrobatic Bluff, Challenge - Improved Acrobatic Bluff, Defensive Attack, Evasion 2, Hide in Plain Sight, Improved Defense 2, Improved Trick, Set-Up, Teamwork 3

Powers:
Size Changing (Alternate Form 20)

Size Changing Settings:
Giant (Alternate Form) (Powers: Gargantuan Might (Super-Strength 9), Gargantuan Resilience (Protection 6), Gargantuan Sized (Growth 12), Gargantuan Vision (Super-Senses 3), Attack Bonus +4 (+9), Defense Bonus +4 (+9), Intimidate +12 (+20), Feats: Accurate Attack, Improved Grapple, Improved Pin, Improved Sunder, Interpose, Ultimate Effort (Toughness saves))
. . Gargantuan Might (Super-Strength 9) (+45 STR carry capacity, heavy load: 13.1k tons; +9 STR to some checks)
. . Gargantuan Resilience (Protection 6) (+6 Toughness; Impervious [6 extra ranks])
. . Gargantuan Sized (Growth 12) (+24 STR, +12 CON, +3 size categories)
. . Gargantuan Vision (Super-Senses 3) (extended (type): Vision 1 (-1 per 100 ft), low-light vision)

Tiny (Alternate Form) (Powers: Diminutive Resilience (Protection 6), Diminutive Sized (Shrinking 12), Retractable Wings (Flight 3), Stinger (Blast 9), Attack Bonus +2 (+15), Defense Bonus +2 (+15), Acrobatics +10 (+15), Reflex +6 (+15), Stealth +8 (+25), Survival +2 (+5), Feats: Acrobatic Bluff, Challenge - Improved Acrobatic Bluff, Defensive Attack, Evasion 2, Hide in Plain Sight, Improved Defense 2, Improved Trick, Set-Up, Teamwork 3)
. . Diminutive Resilience (Protection 6) (+6 Toughness)
. . Diminutive Sized (Shrinking 12) (-3 size categories, 1/4 movement speed; Normal Strength, Normal Toughness; Custom (Normal Toughness counter Flaw); Custom (Normal Toughness as feat))
. . Retractable Insect-like Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Subtle 2 (unnoticable))
. . Stingers (Blast 9) (DC 24, Feats: Improved Critical 2 (Stinger (Blast 9)); Autofire (interval 2, max +5))

Attack Bonus (Base): +9 (Ranged: +9, Melee: +9, Grapple: +12)
Attack Bonus (Giant): +9 (Ranged: +9, Melee: +9, Grapple: +49)
Attack Bonus (Tiny): +15 (Ranged: +15, Melee: +15, Grapple: +2)

Attacks (Base): Unarmed Attack, +9 (DC 18)
Attacks (Giant): Unarmed Attack, +9 (DC 30)
Attacks (Tiny): Stingers (Blast 9), +15 (DC 24), Unarmed Attack, +15 (DC 18)

Defense (Base): +9 (Flat-footed: +5), Knockback: -1
Defense (Giant): +9 (Flat-footed: +5), Knockback: -25
Defense (Tiny): +15 (Flat-footed: +8), Knockback: -1

Initiative: +1

Languages: English Native, French, Hebrew

Totals: Abilities 34 + Skills 35 (140 ranks) + Feats 14 + Powers 101 + Combat 36 + Saves 20 + Drawbacks 0 = 240

Age (as of Jan 2019): 40
Height: 6’ (Base), 48’ (Giant), 8” (Tiny)
Weight: 185 lbs (Base), 88k lbs/44 tons (Giant), 7 ounces (Tiny)
Ethnicity: Jewish Caucasian
Hair: Brown
Eyes: Blue
Base of Operations: Toronto, Ontario, Canada

Theme Song: Changes, by Zach B featuring Sailorurlove

Background: Phil Cantor shouldn’t even be here. He doesn’t even know what happened. He was a Master’s degree student, okay? It wasn’t even the actual experiment. It wasn’t supposed to actually work. It was the control, for heaven’s sake. He knows more about mutant powers now. He understands that it was his trigger, unknowable until it happened. But at the time? A 48 foot tall man panicking is rather, uh, hard to miss. Especially when he’s stumbling out of the shattered ruins of a York University lab at 3AM. Toronto, much like New York, is not a city that sleeps. So this was a whole, uh, thing. He was, of course, quite clumsy at his new size. Police responded, things got extra messy when an officer panicked and started shooting, ugh it was such as disaster. Well. It was until Moonshadow showed up with the bright idea to actually talk to Phil. He’ll forever be grateful to the man for that.

. . Of course, Moonshadow talked him into joining the Borealian Vanguard to train with his new powers. He took the codename Dormin, and the Vanguard smoothed everything over with the University and City of Toronto. All was not, however, well. Phil did not get to finish his first full year as a hero before that terrible day in September 2001. He…he tried. But he, like all of the Vanguard, was simply out of his weight class by a substantial margin. He feels quite badly for Moonshadow, who gave everything he had except his life. The organization he’d joined not a full year before practically ceased to exist. Lying in his hospital bed, the only person the monster Armageddon had actually hit but miraculously not killed (size helped with that, who knew?), he wondered if he really ought to stick with this hero thing. He thought about it through the initial stages of his recovery. He’d just about decided to quit, when he met his outpatient physical therapist. Her name was Judith. Still is, but you know. Past tense.

. . Phil isn’t quite sure how to explain it. Chemistry. Magic. The Hand of God. Fate. Someone meets the exact person they need exactly when they need them. In both directions. Judith is…not a quitter, haha. She convinced him to keep going, even as they slowly fell in love. She helped him discover both his bipolar disorder and ability to shrink+fly+blast. They were married in 2003 and, well…that’s the story. Time has not stopped moving. They have five beautiful children (14 year old Sarah, 12 year old Asher, 10 year old Elijah, 8 year old Leah, and 6 year old Eliana). Phil has earned multiple doctorates while teaching at York University. When Prairie Sprinter approached him to reform the Vanguard, he didn’t want to. His life has been truly blessed. The last time he went out with the Vanguard they all died and he nearly did. Still. Grace was his friend. Still is, but you know. Past tense. He talked it over with Judith like ever major decision, and she encouraged him to do it. With the two most important women in his life (His mother had died early in his marriage, unfortunately. Fucking cancer. No, he will not be calm about it.) on the same side, what was he to do but agree? He’s put in a lot of work training his skills and powers. He wants to be of use. But you know how it is. The lingering feelings of inadequacy never quite go away. His life has been truly blessed, and he waits for the other shoe to drop.

Powers & Tactics: Dormin is a mutant with the power to change his size. Normally, one would expect this to happen via the temporary absorption or shedding of mass, but nope. The best explanation he (a man with multiple science doctorates) has come with is that he can change the size of the atoms and molecules in his body. Despite how staggeringly impossible that ought to be. Anyway, while doing this he has two standard forms. Giant and Tiny.

. . Giant is 48 feet tall and weighs 44 tons. In this form, he’s strong enough to crack titanium with a casual punch and his maximum lifting capacity is over 26 thousand tons. Unlike most growing size changers, his physical resilience measures up to this. He’s ignored rocket fire, and his attack accuracy and evasion seem totally unaffected by the change in size. Furthermore, his larger eyes extend his field of vision and he’s a surprisingly intimidating figure to those who see him out of the form. He is the strongest and toughest member of the current Borealian Vanguard in this form…but it doesn’t exactly fit inside most buildings.

. . Tiny, however, absolutely does. This form is 8 inches tall and weighs about 7 ounces. It’s not nearly as tough, but it can still take a surprising amount of damage for something so small. His size, naturally, increases both his attack accuracy and evasion. His physical strength appears entirely unaffected. He even gains surprising acrobatic ability. The remarkable powers are the retractable insect wings and bio electric energy bolts he calls his Stingers. In this form, he’s not only the stealthiest member of the Vanguard, but possibly the stealthiest person in the entire world. His wings function in virtual silence, and he seems to be able to totally disappear at will. It’s really quite impressive.

. . Tactically, Dormin is most often in his Tiny form in combat. It’s the one that fits inside buildings, after all, and +9 Autofire damage is generally more than enough to deal with opponents. His Stingers are his only attack in that case, but has Improved Acrobatic Bluff and Hide In Plain Sight along with high bonuses to abuse them with. Improved Trick is also on tap. Set Up can transfer the effects of either Improved feat to someone else, and Teamwork completes his consummate team player nature. To round things out, Defensive Attack and Improved Defense 2 can make him impressively difficult to hit without a nat 20.

. . If there’s both the room and the need, however, switching to Giant is a whole new ballgame. While Giant he’s mainly a grappler with Improved Grapple letting him use both hands and Improved Pin decreasing the enemy’s already low chance of escape. Not that he can’t throw one hell of a punch, though. Accurate Attack helps him hit there, and he’s got enough Intimidate to convince anyone to stand down. Since he’s so huge, Interposing for others is easy enough, and Improved Sunder lets him break any opposing devices that are being annoying. To wrap up, there’s Ultimate Toughness for when he really needs to soak some damage.

. . Generally speaking, however, he’s an Inventor with 4 ranks of Luck who can Power Attack if he needs to and has Takedown Attack to mow through minions. Don’t underestimate Beginner’s Luck, either. He can technically power stunt, however those are weaker versions of his two forms. Generally being larger than Giant or smaller than Tiny. Doesn’t come up a lot.

Personality: Dormin has (appropriately enough) one of the world’s largest cases of Imposter Syndrome. It’s not that he thinks he’s incompetent, or anything. Heavens, no. He’s studied and trained too long and too hard to think of himself as some sort of loser. But standing next to Prairie Sprinter. Blindspot. Bulletman. Moonshadow. They’re such exceptional people, and he’s just Professor Phil Cantor, father of five. He’s not some special person. He’s just had some lucky breaks, gotten a few unearned blessings, and done the best he could with both of those. It wouldn’t quite be accurate to say that he lives in fear of being found out. It’s just a source of anxiety. He knows he’s not worthy to stand beside such persons, but he’ll do his best regardless.

. . What Professor Phil Cantor, father of five doesn’t understand is that his wife, friends, and teammates like him. The mighty hero Dormin is irrelevant. He is a kind, hard working man with a humble demeanor. The kind of man who may well have gone unnoticed entirely if not for that accident all those years ago. It is not luck, and he is not any more blessed than anyone else. It is him. He is, in fact, a unique and special person. Those exceptional people associate with him because they see him as one of them, and they are not incorrect. He is arguably the number two hero in Canada by merit, and not happenstance. However, by the very nature of who he is he is simply incapable of seeing it.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: Borealian Vanguard! Praire Sprinter! Dormin!)

Post by EternalPhoenix »

Two more on Thursday, and hopefully I can round out the main team on Saturday. Bulletman's already done. The reserves will take longer.
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Re: Prairie Sprinter (Grace Harper)

Post by Davies »

EternalPhoenix wrote: Tue Mar 28, 2023 3:44 pm
Personality: NEVER. GIVE. UP. Grace Harper is not someone life can break. It’s not endless optimism. It’s not sheer contrariness or spite. It’s not even about pride or some philosophical point. It’s about whether or not she consents to a given thing happen. If she doesn’t, it doesn’t happen. End of story. This doesn’t mean she’s stubborn to the point of stupidity. She’s not even particularly uncooperative, generally speaking. She’s a very reasonable woman, really. She’s a genuine superhero who wants to help as many people as she possibly can. But once she decides not to bend on a particular issue, she’ll change her position shortly after the heat death of the universe.

. . She’s also an extremely driven woman. Driven, specifically, to be the best version of herself that she can possibly be. To do as much good in the world as she possibly can. This does not mean just as Prairie Sprinter or as the field leader of the Borealian Vanguard. It means at all times and in all ways. This is one of those issues she will bend on shortly after the heat death of the universe. She’s the kind of person other people will follow into hell. The kind of person that makes other people not believe in impossible. Even by superheroic standards of impossible.
I suspect that she probably has a rather quirky sense of humor, since, after all, she's probably heard every joke about there's not a lot going on in the Prairies. (Like how someone's dog ran away and it took three days ...)

(For those who don't get the joke.)
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Re: Prairie Sprinter (Grace Harper)

Post by EternalPhoenix »

Davies wrote: Tue Mar 28, 2023 5:03 pm
EternalPhoenix wrote: Tue Mar 28, 2023 3:44 pm
Personality: NEVER. GIVE. UP. Grace Harper is not someone life can break. It’s not endless optimism. It’s not sheer contrariness or spite. It’s not even about pride or some philosophical point. It’s about whether or not she consents to a given thing happen. If she doesn’t, it doesn’t happen. End of story. This doesn’t mean she’s stubborn to the point of stupidity. She’s not even particularly uncooperative, generally speaking. She’s a very reasonable woman, really. She’s a genuine superhero who wants to help as many people as she possibly can. But once she decides not to bend on a particular issue, she’ll change her position shortly after the heat death of the universe.

. . She’s also an extremely driven woman. Driven, specifically, to be the best version of herself that she can possibly be. To do as much good in the world as she possibly can. This does not mean just as Prairie Sprinter or as the field leader of the Borealian Vanguard. It means at all times and in all ways. This is one of those issues she will bend on shortly after the heat death of the universe. She’s the kind of person other people will follow into hell. The kind of person that makes other people not believe in impossible. Even by superheroic standards of impossible.
I suspect that she probably has a rather quirky sense of humor, since, after all, she's probably heard every joke about there's not a lot going on in the Prairies. (Like how someone's dog ran away and it took three days ...)

(For those who don't get the joke.)
I'm not Canadian. So I don't really know a lot about Candadian culture or jokes, And yet...note how she's covering four different cities by herself when every other hero I've posted has just one. This was because she's an ultra-determined speedster who can reach them in seconds. But it also works because as you say, not much ever happens in the Prairies. So one hero can cover four cities by herself. :mrgreen:
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Blindspot (Cindy Liu)

Post by EternalPhoenix »

Blindspot (Cindy Liu)

Power Level: 11; Power Points Spent: 210/210

STR: +3 (16), DEX: +7 (24), CON: +3 (16), INT: +3 (16), WIS: +7 (24), CHA: +3 (16)

Tough: +3/+5, Fort: +8, Ref: +15, Will: +10

Skills: Acrobatics 8 (+15), Bluff 12 (+15), Concentration 8 (+15), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (arcane Lore) 12 (+15), Knowledge (streetwise) 7 (+10), Knowledge (theology & philosophy) 12 (+15), Language 3 (+3), Notice 8 (+15), Sense Motive 8 (+15), Stealth 8 (+15)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Magic Sword Chungou (Purity) (Device 9)), Benefit (Member of Borealian Vanguard), Challenge - Improved Acrobatic Bluff, Challenge - Improved Taunt, Defensive Attack, Defensive Roll 2, Dodge Focus 7, Elusive Target, Evasion 2, Improved Critical 2 (Sword Attack (Strike 3)), Improved Initiative 2, Improved Trick, Luck 3, Power Attack, Set-Up, Skill Mastery (Acrobatics, Bluff, Notice, Stealth), Takedown Attack 2, Teamwork 3, Ultimate Effort (Will saves), Uncanny Dodge (Auditory)

Powers:
Magic Sword Chungou (Purity) (Device 9) (Easy to lose, Only you can use)
. . Magic Powers (Array 11) (default power: move object)
. . . . Ghost Form (Insubstantial 4) (Array; Incorporeal; Precise, Subtle (subtle))
. . . . Mystic Passage (Teleport 6) (Array; 600 ft. as move action, 20 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Subtle (subtle))
. . . . Scrying (ESP 8) (Array; affects: 1 type - auditory; No Conduit; Custom 4 (Rapid 4 x10000), Subtle 2 (unnoticable))
. . . . Telekinesis (Move Object 6) (Default; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Range (perception); Indirect 2 (any point, directed away), Precise, Subtle (subtle))
. . Sword Attack (Strike 3) (slashing, DC 21, Feats: Improved Critical 2 (Sword Attack (Strike 3)); Autofire (interval 2, max +5) [3 extra ranks], Penetrating [3 extra ranks]; Affects Insubstantial 2 (full power), Mighty)

Metahuman Sonar (Super-Senses 5) (accurate (type): Auditory, ultra-hearing)

Purified Hearing (Super-Senses 11) (counters concealment: Auditory, counters illusion: Auditory, counters obscure (all): Auditory, extended (type): Auditory 1 (-1 per 100 ft))

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

Attacks: Sword Attack (Strike 3), +16 (DC 21), Unarmed Attack, +12 (DC 18)

Defense: +15 (Flat-footed: +4), Knockback: -2

Initiative: +15

Languages: Chinese (Cantonese), Chinese (Mandarin), English Native, Punjabi

Totals: Abilities 52 + Skills 25 (100 ranks) + Feats 40 + Powers 45 + Combat 32 + Saves 16 + Drawbacks 0 = 210

Age (as of Jan 2019): 35
Height: 5’ 3”
Weight: 120 lbs
Ethnicity: Chinese-Canadian
Hair: Black
Eyes: Dark Brown
Base of Operations: Vancouver. British Columbia

Theme Song: Move Mountains, by Divide Music

Background: Cindy Liu was born both small and blind. Her parents coddled her incessantly, doing everything for her. She wanted for nothing, except the freedom to do as she wished. This was not precisely out of compassion. They acted as if her blindness had robbed her of the ability to ever be competent at, well, anything. So they had to protect her from everything they could. Extremely overprotective, and in her father’s case, misogynist as well. The plan was to find her a good husband so that she would want for nothing. She would be safe and taken care of all the days of her life. The plan did not account for Cindy Liu having an entirely different opinion about how she wanted to live her life. The plan needed Cindy Liu to a meek, obedient girl with a sweet nature and kind heart. Cindy Liu only met the last of these qualifications. So her parents were quite surprised when she refused the marriage they had arranged for her because she was very much a lesbian, told them she had a job and was moving out, and managed to do both of those things without leaving anyone feeling personally insulted. She then surprised them further by French kissing the young woman they thought was her gym rat of a best friend and riding off on said best friend’s motorcycle. This was at the party her parents threw her at their home for her high school graduation. Her 18th birthday had been earlier in the year. All follow up conversations with her father have ended up in screaming matches and all the ones with her mother have been massive guilt trips. She doesn’t call them very often anymore.

. . The sword Chungou (Or Chunjun, as both mean Purity) was forged approximately 2500 years ago by the legendary swordsmith Ou Yezi. It was one of five he forged on behalf of Gan Jiang (himself a legendary swordsmith) for King Zhao of Chu (his posthumous name, he was born Xiong Zhen). Neither smith was an ordinary one. China 500 years before the birth of a certain Nazarene carpenter might as well have been a different planet. Any swordsmith could make a mundane sword. One did not become legendary by making mundane swords, no matter their quality. For a sword to have a name, it has to be more. And so Chungou was more. With a pattern of stars on the blade, it was genuinely magical. Over and over again since its forging has the sword appeared in Chinese history, always in the hands of a blind female virgin. This does not necessarily mean it has always been wielded for righteous causes. The sword is on the mercurial side, operating on a morality strange to humans. It has found its way into the hands of thieves and murderers as well as heroes and champions. But times change. There were thousands of magic swords in the old days, and most have been lost. Chungou was thought one of them, having last been seen in the hands of a young woman under the command of Pirate Queen Ching Shih (real name Zheng Yi Sao). Thought one of them until a blind female virgin named Cindy Liu found it in a small back room in Vancouver Community College.

. . However, merely finding a sword does not turn a person into a superhero. There was more to it than that. When she placed her hand on the hilt, something fundamental about her changed. It is difficult to explain, but the 20 year old who walked into that room was not quite the 20 year old who walked out. She was not given knowledge. She did not meet a god. It was like the restoration of a piece of herself that she had not even known was missing. That she had been born without. Before she entered, the stars in Chungou’s constellation pattern had numbered 107. One for each woman who had wielded it. Despite being an inanimate object, the sword remembered them. After she left that forgotten back room, sword in hand, the stars in that pattern numbered 108 and she too, remembered them. She remembered them the way the sword did, as old friends long gone, with the details of their lives fuzzed and scattered by years of separation. She did, however, remember all 107 of their names, and that none of them died old in their beds. So it goes.

. . Blindspot debuted that month. Vancouver was noticeably safer by the end of the year. She wasn’t and isn’t exclusive to the supernatural scene of the city, either, despite being a literal magic swordswoman. Vancouver is one of the busiest port cities in the world. It’s one of Canada’s largest industrial centers. It’s the third largest TV and film production hubs in North America. Countless corporations have their headquarters or a major outpost here. Where there’s money, there’s crime. It’s one of the most multiculurally diverse cities in Canada. Nearly half of the population speaks a native language other than English or French. More than half are visibly nonwhite. It’s a busy goddamn city. She doesn’t lack for things to do, especially as more than a quarter (in general, not of that more than half) are of Chinese descent. It means a lot to the community to have the city represented by an actual Chinese-Canadian person.

. . This is how she met Moonshadow. They worked together more than a few times, to the degree that when Prairie Sprinter, Dormin, and he were revitalizing the Borealian Vanguard, Blindspot was the first name he thought of. She accepted the offer and has been a member of the team ever since. She’s the supernatural specialist on the main team. By day she runs a used bookstore (badly) in the West End. As a side note, the virginity requirement she’s researched as it didn’t make sense when she was 20 and sure as hell doesn’t now. Long story short, as long as her partner doesn’t have a penis it doesn’t count. Somehow. You know what? She’s good with that. A penis-free lifestyle suits her just fine.

Powers & Tactics: Blindspot is a master swordswoman (one of the best in the world, actually) and metahuman with one power. She also has a magical power that augments her metahuman power and one magical device. Her metahuman power is quite simple. She can hear virtually every frequency of sound. Her brain uses each frequency individually to determine the location of all surrounding objects, her distance to them, and even their textures. It’s sonar, but cranked up to an accuracy level normally only found in sight. Her parents never believed her when she talked about it. Her magical power, from being chosen by the magical sword Chungou, augments this by rendering her hearing immune to all types of concealment, illusion, and obscurement. Furthermore, it extends her auditory range significantly.

. . Her magical device is, of course, the magical sword Chungou. It is a jian, or double edged sword. It is not some ordinary sword. It is sharp enough to cut through just about anything, even after 2500 years of existence. In fact, the more solid the hit, the more it cuts. Not even spirits, energy beings, and the like aren’t safe. It cuts them just the same as it does the corporeal. Additioinally, it has a number of magical powers for the wielder to use. A ghost form, so that attacks may pass through while she may still strike. Teleporting up to 20 miles away without notice. Scrying through up to 2000 miles worth of sounds to find what she’s looking for. And some basic telekinesis with a mas carrying capacity of 3200 pounds (1.6 tons).

. . For the record, she uses Taijijian as her sword style. It is an extension of her practice of the martial art Taijiquan, better known in the West as Tai Chi. Very broadly, the point of both is not to oppose the enemy’s “hardness” or “softness” with one’s own. So she’s more about finesse. Using the proper technique at the proper moment. Opposing strength with strength is not something she does. She makes no claims about being any good at the more…philosophical elements of Tai Chi.

. . Tactically, Blindspot is a swordswoman with a few potent tricks. Ghost Form with Precise means she can attack without fear of being attacked back in most cases, but it limits her mobility. Meaning she can’t use Mystic Passage to bounce around the battlefield while Ghost Form is active. Both are excellent ways to do things, so it’s a round by round decision. Scrying and Telekinesis are support powers. Scrying can search its entire 2000 mile area in a round and a half. If she takes 20, it’ll take a minute and a half. It’s very fast at what it does. Telekinesis has enough strength to carry multiple people out of harms way while Blindspot herself also stays out of harm’s way. Or she could do the car throw, whatever. She has both Defensive and Power Attack to use as needed. Improved Acrobatic Bluff and Improved Trick to ruin the enemies’ day. Set Up and Teamwork 3 for maximum team player status. And Takedown Attack 2 lets her cut through mooks like it’s going out of style. Note Luck 2, Ultimate Will Save, and Ritualist. She can power stunt a Mystic Blast (Blast 10, Accurate 2) off of her sword’s array, but it’s rare. She’s a swordswoman, not a mystic.

Personality: Blindspot chose that name specifically because she’s blind. Everyone’s in her blindspot, see? It’s a joke. It is not a good joke. This should say much about the type of person she is. She’s sarcastic, snarky, and totally unserious in most situations. She likes to prank people in small, inconsequential ways. Like shouting “Hey, look at that!” while pointing at nothing. In fact, a good way to know when the fecal matter has once again hit the oscillating device is that she’s stopped joking around. She’s basically a hell of a lot of fun, if one doesn’t have a stick shoved up their backside. She calls it “therapeutic deflation of egos”.

. . A psychologist would call it a coping mechanism. Being blind is kind of a pain in the ass, actually. The world revolves around the sighted. Fair enough, there’s like ten thousand times more of them. But you know, she doesn’t listen to the television. Acting and animation rely on a lot of visual cues, which she cannot pick up when they’re on a screen. Her outfits have to be carefully organized and marked so she doesn’t go out looking like she got dressed in the dark. Even if that’s kind of true, in a way. And oh god, how sighted people can treat you like you’re an invalid is infuriating. It isn’t everyone, of course. Some people are pretty awesome about it, actually. However, that just akes the ones who aren’t so awesome stand out even more. She finds nothing more aggravating than someone assuming she can’t do something simply because her eyes don’t work. For the record, they do. It’s a neurological problem that prevents her from having anything but a vague sense of the current light level. That’s why she wears the blindfold as Blindspot and the sunglasses as Cindy.

. . To be clear, she doesn’t hate being blind. Not at all. She’s never known anything else to judge by, anyway. It’s just part of who she is, for better or worse. What bothers her is how the world is not set up for people with disabilities, and that some people overcompensate for that to an excessive degree. She’s not made of glass, a helpless invalid, or a useless idiot. She’s an adult, with an adult’s knowledge of what she can and cannot do. And even if she was one of those things, she would still expect her agency and personhood to be respected, dammit. It's possible her upbringing has left her more sensitive to this sort of thing than most.

. . That’s not her motivation, though. It’s not why she’s Blindspot and not just Cindy Liu plus some random sword maybe. Honestly, she couldn’t explain it if she tried. The hero thing just feels right. Like something she should be doing. She’s not dumb. She knows she’s the last wielder of Chungou. She knows she’s not going to die old in her bed, either. She’s genuinely not looking forward to getting shot, stabbed, blown up, or whatever it is that kills her. And maybe the girl she was before she walked into that forgotten back room would’ve quit by now. Or maybe not. She just knows the woman who walked out of it won’t ever.
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Armory (Sergeant Leon Wilson)

Post by EternalPhoenix »

Armory (Sergeant Leon Wilson)

Power Level: 11; Power Points Spent: 210/210

STR: +15 (16/40), DEX: +1 (12), CON: +5 (16/20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

Tough: +5/+15, Fort: +7/+10, Ref: +7, Will: +6/+10

Skills: Acrobatics 4 (+5), Bluff 3 (+5), Craft (electronic) 5 (+5), Craft (mechanical) 5 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Intimidate 6 (+10), Knowledge (physical sciences) 5 (+5), Knowledge (tactics) 10 (+10), Knowledge (technology) 5 (+5), Language 1 (+1), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Survival 3 (+5)

Feats: All-Out Attack, Attack Focus (ranged) 8, Benefit (Member of Borealian Vanguard), Equipment 5, Improved Aim, Improved Critical 2 (Anti-Material Rifle (Blast 7)), Interpose, Luck, Power Attack, Precise Shot 2, Takedown Attack

Powers:
Mobile Weapon System (Device 30) (Hard to lose)
. . Big Machine (Growth 4) (+8 STR, +4 CON, +1 size category; Permanent)
. . Combat Computer (Enhanced Trait 16) (Traits: Attack Bonus +1 (+7), Defense Bonus +1 (+7), Precise Shot 2 +1 (+2), Feats: All-Out Attack, Attack Focus (ranged) 8, Improved Aim, Power Attack)
. . Enhanced Defenses (Enhanced Trait 7) (Traits: Fortitude +3 (+10), Will +4 (+10))
. . Heavy Armor Plating (Protection 10) (+10 Toughness; Impervious)
. . Internal Radio (Communication 7) (sense type: radio; Omni-Directional Area; Selective, Subtle (subtle))
. . Life Support Module (Immunity 9) (life support)
. . MWS Armament (Array 16) (default power: blast)
. . . . Anti-Material Rifle (Blast 7) (Array; ballistic, DC 22, Feats: Improved Critical 2 (Anti-Material Rifle (Blast 7)); Penetrating; Improved Range 3 (700 ft. incr), Knockback 2, Precise, Progression, Increase Range 3 (max range x10, 7000 feet))
. . . . Flamethrower (Strike 7) (Array; fire, DC 22; Cone Area (50-350 ft. cone - General), Penetrating, Selective Attack; Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))
. . . . Heavy Machine Gun (Blast 7) (Default; ballistic, DC 22; Autofire (interval 2, max +5), Penetrating; Improved Range (175 ft. incr), Knockback 2, Progression, Increase Range (max range x2, 1750 feet))
. . . . Light Field Artillery (Blast 8) (Array; explosive, DC 23; Burst Area (40 ft. radius - General); Improved Range 4 (2000 ft. incr), Progression, Increase Range 4 (max range x25, 20000 feet))
. . . . Medium Mortar (Blast 7) (Array; explosive, DC 22; Burst Area (35-175 ft. radius - General), Selective Attack; Improved Range (175 ft. incr), Progression, Increase Area 2 (area x5), Progression, Increase Range (max range x2, 1750 feet))
. . . . Power Knuckles & Internal Hydraulics (Linked)
. . . . . . Enhanced Strength 16 (Linked; +16 STR)
. . . . . . Super-Strength 8 (Linked; +40 STR carry capacity, heavy load: 1.6k tons; +8 STR to some checks)
. . . . Rocket Launcher (Blast 10) (Array; explosive, DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Radarproof (Concealment 2) (other sense type: Radio; Permanent)
. . Sensor Suite (Super-Senses 13) (accurate: Radio, darkvision, extended (type): Visual 1 (-1 per 100 ft), extended (type): Radio 2 (-1 per 1k ft), infravision, radio)
. . Turbine Engine (Flight 7) (Speed: 1000 mph, 8800 ft./rnd)
. . . . Continuous Track (Speed 6) (Alternate; Speed: 500 mph, 4400 ft./rnd)
. . . . Hydraulic Jacks (Leaping 6) (Alternate; Jumping distance: x100)
. . . . Super-Movement 1 (Alternate; slow fall)

Equipment: Commlink, Soldier's Arms (Assault Rifle, Flash-Bang, Fragmentation Grenade, Masterwork Heavy Pistol), Undercover Shirt

Attack Bonus: +6/+7 (Ranged: +14/+15, Melee: +6/+7, Grapple: +26/+35)

Attacks: Anti-Material Rifle (Blast 7), +15 (DC 22), Assault Rifle, +15 (DC 20), Flamethrower (Strike 7) (DC 22), Flash-Bang, +15 (DC Fort/Ref 14), Fragmentation Grenade, +15 (DC Ref 15), Heavy Machine Gun (Blast 7), +15 (DC 22), Light Field Artillery (Blast 8) (DC 23), Masterwork Heavy Pistol, +16 (DC 19), Medium Mortar (Blast 7) (DC 22), Rocket Launcher (Blast 10) (DC 25), Unarmed Attack, +7 (DC 30)

Defense: +6/+7 (Flat-footed: +4), Size: Medium/Large, Knockback: -16

Initiative: +1

Languages: English Native, French

Totals: Abilities 22 + Skills 18 (72 ranks) + Feats 10 + Powers 120 + Combat 28 + Saves 12 + Drawbacks 0 = 210

Age (as of Jan 2019): 31
Height: 5’ 10” (Leon), 12’ (Mobile Weapon System)
Weight: 180 lbs (Leon), 4000 lbs/2 tons (Mobile Weapon System)
Ethnicity: Caucasian
Hair: Sandy Brown
Eyes: Grey
Base of Operations: Canadian Forces Base Valcartier, Quebec

Theme Song: Always Hated Goodbyes, by Divide Music

Background: Leon Wilson is just a small town guy who joined the army out of high school and is making the best of things. Lumsden, Saskatchewan is a farming town of less than two thousand people. It’s close enough to Regina that folks can easily drive up there if they need anything special, but you know how it is. Small town living. Farmers and minor league hockey players. Leon didn’t join the army to get the hell out of there, exactly, but he’s not entirely complaining about that side benefit. He signed up because he wanted to serve his country and get some good done in the world.

. . At least, that’s what he wants everyone to believe. His secret isn’t some bombshell, however. It’s a simple thing. His great-grandfather was Canadian Eagle. One of the five founders of the Maple Leaf Society, Canada’s original superhero group. It’s maybe dumb kid stuff, but Leon kind of wanted to be like him growing up. But you know, they don’t exactly stock “how to become a superhero” books at the Lumsden Public Library. And he didn’t have any powers. So a kid like that from a tiny town like Lumsden is of course going to think the only way they can live even a fraction of his dream is to join the army.

. . And you know, he was a good soldier. They wouldn’t have picked him for the project otherwise. The prototype Mobile Weapon System needed a pilot. The tech specialists at Defence R&D Canada - Valcartier has been developing it since that terrible day in September 2001. Perhaps if the original Borealian Vanguard had had something like it, more of them would have survived. 7 years of painstaking labor later, they had a mostly functional prototype. Battlesuit tech design is extremely challenging, especially when no innovations from Terry Cruz or Baroness Valia can be used to speed things along and there’s none of those incredible superhero tech geniuses on the payroll. So 7 years from blank sheet of paper to functional prototype? Pretty good speed, actually. For the record, Terry’s tech was politically tainted following his criminal convictions and many of the core ideas were appropriated by the United States government, making them not easily available to Canada. Valia, on the other hand, would be all too happy to help for a substantial fee. But she’s, you know, Valia. So that’s off the table. That’s the story with basically all the other possible tech they could’ve used, too. It’s either not publically available or in use by an active supervillain. So it goes.

. . Anyway, Leon went through a year’s worth of shakedown missions. No combat, really. Just ironing out a lot of bugs. The type you only find when you turn the machine on and start making it do what it’s designed to do. And then the Borealian Vanguard was getting their act back together. Since it’s a government run team, they can put who they want on it. They chose Leon. To be clear, in the Mobile Weapon System with the codename Armory. It’s been ten years, you know? Good times. Some desperate ones. Hero game is a lot more exciting than soldiering, and that’s a fact. Leon’s no fool, though. He knows the rumors. Ten years of field testing data and the big brain boys are developing the second generation of the Mobile Weapon System. They’re unlikely to put a Sergeant over the age of 30 into it. So, Leon’s likely on borrowed time. The end of the road isn’t far ahead. He’s not sure what to do about that. He doesn’t want to leave the Vanguard, but well, it’s not up to him. All a soldier can do is follow orders. (Incidentally, he’s wrong about this. There will be an MWS Mark II this year, but he’s going to be assigned to mentor the new guy.)

Powers & Tactics: Leon Wilson has no superhuman powers. He’s not a tech specialist or a martial artist. He is, quite frankly nothing more than a damn fine soldier. He does carry an Assault Rifle, Masterwork Heavy Pistol, and carry a few Fragmentation Grenades and Flash Bangs just in case. He wears an Undercover Shirt for the same reason. However, everything that he does as Armory comes from his technological device, the Mobile Weapon System.

. . The Mobile Weapon System is essentially a flying tank that only needs one person to man it. At 12 feet tall and weighing 2 tons, it’s bigger than many cars. Its combat computer turns Leon from a highly skilled professional shooter into a masterful one. There are supports for his bodily integrity and willpower. Its heavy armor plating has ignored rocket fire. The internal radio’s ranged stretches 200 miles, and often keeps the entire Vanguard in communication with each other. The life support module entirely seals the machine’s systems, allowing the pilot to function at identical efficiency at the bottom of the ocean, in the middle of the Arctic, flying a thousand feet above the Rockies, or literally in space. It is even invisible to mundane radar. Its sensor suite has wide ranging radar and can see further than most people without requiring visible light. It has powerful turbine engines and retractable wings that let it fly above the speed of sound, and a continuous track and hydraulic jacks for alternate transport.

. . It is, however, the weapons that give Leon his codename. It is truly a smorgasbord of modern military weaponry. From longest ranged to shortest. Light Field Artillery. The explosive area isn’t huge, but the range is appropriately ludicrous. Using radar to detect targets, this can hit from literal miles away and is likely the only warning supervillains in unpopulated areas get before Bulletman literally crashes in and Prairie Sprinter shows up with Dormin and Blindspot. Anti-Material Rifle. A sniper rifle scaled up to .50 caliber and without any sound or flash suppression. So it’s loud. Anti-Material Rifles are meant to disable armored vehicles. So it packs a bit of a punch and basically ignores all but the strongest armor plating. Heavy Machine Gun and Medium Mortar are tied. The former is also .50 cal, and usually mounted on vehicles. It arguably still is, heh. The latter, while perhaps lacking a little in power compared with other options, has a rather large potential explosive area and more importantly the charge can be directed to a degree so that only desired targets in that explosive area are hit. Rocket Launcher. Exactly what it says it is. It has the most power and largest explosive are available, for when those are necessary. Flamethrower. Largest overall damage area, and uses an energy type instead of a physical one. This has been occasionally useful. Furthermore, it punches through armor like nothin’. Power Knuckles & Internal Hydraulics. Ever had a 12 foot, 2 ton humanoid metal machine punch you? It hurts. This is the strongest attack available, however the flaws of melee only and limited accuracy hinder it. Still, the physical strength available here is second only to Dormin in his Giant form, with an upper limit of approximately 3.3 thousand tons. Figuring out how to be stronk af was the easiest part for the eggheads at Defence R&D Canada – Valcartier.

. . Tactically, Armory is extremely variable. He’s capable of doing damage at all ranges. He isn’t deployed against rank and file thuggery, so accidentally doing lethal damage isn’t something he normally has to worry about. Power Knuckles are more or less exclusively for teaching bricks who can bull through his other attacks some humility via punches to the face. Flamethrower, as stated, is more or less a trump card against enemies resistant/immune to physical damage or more vulnerable to fire. Rocket Launcher is generally the option before Power Knuckles for high Toughness enemies, but as an Area attack has it’s uses for Acceptable Target minions as well. Heavy Machine Gun and Medium Mortar are actually the standard attack options in most circumstances. The former for single targets and the latter for groups. Enough power to likely do damage, not enough to accidently do lethal damage. Anti-Material Rifle is for overwatch. Hanging 500 feet back and supporting the team with precision fire. It’s really good for its original purpose of disabling vehicles, too. Light Field Artillery is straight up used for artillery purposes. Attacking villainous bases and whatnot, softening up potential resistance and opening entry points for the rest of the team (save Bulletman, who makes his own).

. . The MWS’s combat computer grants Armory All Out and Power Attack, along with Improved Aim for use as needed. Leon himself can Interpose, has a rank of Luck, and can bulldoze through minions (if surprised out of the MWS) with Takedown Attack. That’s it. He’s not really all that good at Feinting, though he can try a Demoralize in the MWS. But his purpose is really to be a hitter. Attack vigorously and hit hard. ‘Nuff said. Though, one final note. The superhero Armory does not have a license to freely kill the enemies of the Vanguard. Sergeant Leon Wilson, however, would not be prosecuted if he did something outside of the MWS with his government issued weapons. Such a situation would be clear self defense, after all. So far it’s never come up, but it’s still a possibility.

Personality: Leon Wilson was a small town boy with a dream. A dream that came true in a way he never expected it to. But really? He’s a sergeant. A consummate soldier. Reliable, responsible, and respectful. Orders are orders, he says, no matter if they’re coming from Prairie Sprinter, Moonshadow, or his CO at Valcartier. Honestly, he’s a nice guy. People like him. Armory is a well respected superhero in Canada. But you know…while Armory may be a superhero, Leon Wilson isn’t. Don’t misunderstand. He’s heroic, but it’s on the human scale of heroic. It’s not to the degree that the “super” prefix can be applied. He’s just a guy, you know? Not loads better than you’d find anywhere, like an actual superhero tends to be.

. . This is not an inferiority complex or anything else. It’s simple fact. Outside of the MWS, Leon is only a man. No powers, special skills, or fancy devices. He’s an elite soldier skills wise, but that’s barely clinging on the bottom rung on the supers scene. But it’s more than that. He doesn’t have that extra psychological gear all Five Year Vets and those who can become them have. You know. When they grit their teeth, plant their feet, and tell the impossible to fuck off. Leon’s got the “get a cat out of a tree” and “jump into burning building for a kid” parts, sure. Heroism on the human scale he absolutely has, as previously stated. But that extra gear? Nope. So it goes.
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Bulletman (Jason "Jay" Martin)

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Bulletman (Jason "Jay" Martin)

Power Level: 9; Power Points Spent: 180/180

STR: +0 (10), DEX: +3 (16), CON: +0 (10), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +0/+9, Fort: +5, Ref: +6/+9, Will: +10

Skills: Acrobatics 7 (+10), Bluff 2 (+5), Concentration 12 (+15), Diplomacy 7 (+10), Disguise 2 (+5), Gather Information 7 (+10), Knowledge (history) 12 (+15), Knowledge (physical sciences) 7 (+10), Knowledge (tactics) 2 (+5), Language 2 (+2), Notice 12 (+15), Sense Motive 12 (+15)

Feats: All-Out Attack, Attack Focus (melee) 3, Benefit (Member of Borealian Vanguard), Dodge Focus 3, Elusive Target, Evasion, Improved Initiative, Luck 3, Quick Change, Uncanny Dodge (Auditory), Well-Informed

Powers:
Bulletman Tricks (Array 10) (default power: strike)
. . Bullet Punch (Strike 8) (Default; bludgeoning, DC 23; Penetrating; Accurate 2 (+4))
. . Kinetic Theft (Paralyze 8) (Array; DC 18; Accurate 2 (+4))
. . Sonic Boom (Damage 9) (Array; air, DC 24; Trail Area (225-1125 ft. trail - General); Progression, Increase Area 2 (area x5))

Human Bullet (Container, Passive 9)
. . Enhanced Reflexes (Enhanced Trait 9) (Traits: Defense Bonus +3 (+9), Reflex +3 (+9))
. . Some Strength Left Yet (Super-Strength 3) (+15 STR carry capacity, heavy load: 800 lbs; +3 STR to some checks)
. . Steel Hard Skin (Protection 9) (+9 Toughness; Impervious)
. . Unstoppable Ramming (Immovable 6) (Resist Movement: +24, Resist Knockback: -6; Unstoppable)

Hypersonic Bullet (Flight 12) (Speed: 50000 mph, 440000 ft./rnd)

Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +6/+9)

Attacks: Bullet Punch (Strike 8), +10 (DC 23), Kinetic Theft (Paralyze 8), +10 (DC Staged/Will 18), Sonic Boom (Damage 9) (DC Staged/Tou ), Unarmed Attack, +6 (DC 15)

Defense: +6/+9 (Flat-footed: +3), Knockback: -9/-15

Initiative: +7

Languages: English Native, French, German

Totals: Abilities 24 + Skills 21 (84 ranks) + Feats 17 + Powers 91 + Combat 12 + Saves 15 + Drawbacks 0 = 180

Age (as of Jan 2019): 114 (chronological), 67 (biological)
Height: 5’ 2”
Weight: 105 lbs
Ethnicity: Caucasian
Hair: Grey w/ streaks of Blonde
Eyes: Blue
Base of Operations: Halifax, Nova Scotia

Theme Song: Close To Breaking, by McGwire featuring PFV & Slick

Background: Canadian Eagle. Cascade. Spotlight. Loggerhead. Jay Martin remembers them. They were his friends, after all. Psi-Ren. Voyageur (the first one). Chanson (also the first one). And all the rest. It was 1940, a year far enough from 2019 Jay never dreamed he’d ever see it. He and those first four formed the Maple Leaf Society to counter the Nazi menace. Jay was 35, and like the other four, a veteran hero of the Mystery Men Era. He’d debuted a decade earlier to give the people hope. The Great Depression wasn’t any kinder to Canada than it was to anywhere else. The bulk of their activities took place in Canada, however, the MLS took pride in being the first foreign superteam to voluntarily go over to Europe and aid the war effort. The entire team (save Loggerhead, who couldn’t leave Canada and Voyageur, who wouldn’t) were there on D-Day (storming Juno Beach alongside the Canadian Army), and stayed until after V-E Day.

. . Aribert Reimer escaped after the collapse of the Third Reich. He was Thule Society. It wasn’t…quite dissolved in 1925, as the actual wizards kept it alive in secret, the way only wizards seem to be able to do. Ironically, Reimler himself wasn’t a wizard. He was a mad scientist, though “mad” only applies in the slang of the time. He was quite sane. It was the Thule Society’s twisted experiments that birthed most of Nazi Germany’s super-operatives, with the rest being the shattered and brainwashed remnants of conquered nations’ heroes and villains. In the chaos of the final days of the war, with the Reich collapsing under Allied heroic and military pressure and the Society collapsing under Aliied and White Court Wizard pressure, Reimler fled first to Spain, then to Italy, and at last to Quebec. He was naturalized under a false name. While he was still sane, the “mad” part now applied. He was quite angry. His revenge plots kept the Maple Leaf Society busy for the next six years, until his final scheme ended in victory. Bulletman and the rest of the MLS were petrified at his now smashed remote mountain fortress. His identity exposed in the process, he escaped Canada in hopes of getting to South America like many other Nazis had. He did not make it. He was tracked down in El Salvador by Lisa Lindsay (formerly Lady Liberty of Project Blue Liberty) in her role working for the CIA. She put a large caliber bullet in his head and delivered his body to a Mossad agent. She knew nothing of what he had done to the MLS, and hadn’t given the notorious mad scientist a chance to do anything but die. So the disappearance of virtually all of Canada’s top heroes remained a mystery for two and a half decades.

. . Until 1976. The original Borealian Vanguard, after another mission, found themselves at the site, now decayed and overrun by wilderness. Team leader Captain Action. Spotlight’s granddaughter Limelight. The second Voyageur. And the Golden Rusher. Others. Not Yukon Bill, though. He was dead. Turned out “angry bearded man with shotgun” wasn’t very good against actual, genuine supervillains. A pity. It was Limelight, however, who recognized the only statue that remained intact. She had a picture of the man next to her grandfather literally in her house. And having recognized one, she and the rest now recognized the rest. Her mystic senses were able to detect the truth. This was where the Maple Leaf Society had met their end. Limelight could easily reverse the petrification with a magic ritual, but there was no point. They were all broken and worn by time besides. Repair was impossible. All she’d be doing is bringing them back just to die. Captain Action, however, persuaded to try with the apparently intact Bulletman. And it worked! Jay Martin was a human being again, and uninjured in the bargain. Hooray. Ish.

. . Because Jay Martin, alias Bulletman, had not been conscious for that time. 25 years had passed by in the blink of an eye. He had not aged a day. The world had simply gone on without him. Without any of them. The Vanguard was happy to return him to Halifax, as the disappearance of the MLS was finally solved. They would have been happy to have him on the team, but he respectfully declined. He wanted to reconnect with his wife (who had surprisingly to him not remarried) and children, as well as actually meet his grandchildren. The thing that a man from his era would obviously not say is that he was grieving his friends. From his perspective they had been at his side just the other day, and now they were not. Just like that. And so the years passed. He was retired. He did light hero work around Halifax, but otherwise lived quietly. ’82 was the sole exception, as he fought as hard as anyone against the forces of Kuros The Conqueror. He realized after burying his wife several years later that he wasn’t aging correctly. Some residual effect of either the petrification or the ritual used to break it.

. . The loss of the Vanguard on that terrible day in September 2001 was quite shocking. But well…how to put it? He was retired. It wasn’t his problem anymore. Or so he tried to convince himself. But you know…the war was 60 years ago. His petrification was 50 years ago. God help him, he was starting to bury his own children. He had great grand children that were actual legal adults. So, he started doing a little more around Halifax. And a little more. And a little more. Teaching himself how to use his powers all over again, as his once great strength had faded. He wasn’t intentionally trying to be the foremost hero in Nova Scotia. He really wasn’t. He was a retired old man just trying to keep busy. The ones who didn’t keep busy in their retirement were the ones who dropped dead fast. So when Prairie Sprinter, Dormin, and Moonshadow came to convince him to join the reinvigorated Vanguard, he was again ready to decline. With respect to Donovan and Phil, if it was just the two of them he would have actually declined entirely. They’re good men and more than worthy heroes, but…it’s hard to explain. It was something about Grace. Reminded him of very old friends long gone. And of an oath sworn among five men nearly 70 years prior. For her, he said yes and has spent the ensuing decade being the sort of wise, grandfatherly mentor figure Moonshadow is incapable of being. Though in fairness Donovan’s never been to war.

. . For the record, his physical after the Endgame showed that whatever was slowing his aging is now gone. Probably because he was Dusted and brought back. So, Jay doesn’t have a lot of time left realistically speaking. His powers have already failed him in one way (his strength is down to near nothing). Matter of time before they start failing in others. Soon enough, the Bulletman will fade away. But not now, and not yet. And in a large trunk in the small Halifax house of the aging Jason “Jay” Martin, the petrified remains of the Maple Leaf Society await someone with the power to repair them and turn them back to flesh and blood.

Powers & Tactics: Bulletman is a mutant. There was an accident at Halifax Shipyard which buried him in molten metal, causing his powers to trigger. Originally he had superhuman strength to go with his flight and steel hard skin, but alas it has almost entirely faded away. His flight and skin, however, remain. And he has developed some tricks that the younger Bulletman never needed that provoke questions about what his powers actually do. Starting with his skin, it’s tough enough to ignore artillery fire. That hasn’t changed. However, he’s gotten old. His stamina isn’t what it once was, thus making him less resilient overall than he was 70 and even 60 years ago. Tapping more into his flight powers has allowed him to counter this and maintain his overall power level. Said flight is absolutely hypersonic. Because he doesn’t have any additional quickness as speedsters do, he never thought he could develop the reflexes they have. Until he needed it and so developed just a bit of enhanced evasive abilities. His strength may be faded, but even if his punching strength is gone his carrying capacity is still nearly a full ton.

. . With his strength faded, he needed some new tricks and thus developed his “Bullet Punch” aka punching with superhuman speed. He can purposefully enhanced the sonic boom he causes by flying at speed to cause big damage over a vast area behind him. His weirdest ability is stealing kinetic energy from a target, which can lead to their temporary paralysis. He…he doesn’t quite know why he can do that. (For the record, part of his suite is kinetic energy absorption with an unknown level of manipulation)That’s the one that raises the question of what his powers actually do in the first place. But at any rate, he still has the strongest weapon in his arsenal. Slamming into a target at top flight speed.

. . Tactically, Bulletman is pretty simple. A slam attack is a hell of an opener for any targets tough enough to not take lethal damage from +12 damage. Bolt on some All Out Attack for additional accuracy, and whew. With that said, Bullet Punch and Kinetic Theft are more likely to be used on lower Toughness foes. +2 Accurate Attack on fhe former, and he can handle mooks just fine. Sonic Boom is simply too large to be used in an urban area. But anywhere else (rural, mid air, underwater for some reason), watch out. And that’s about it. He’s old. His combat skills have atrophied. Note his Luck 3, however. In a pinch he could Heroic Feat Takedown Attack or stunt some Kinetic Control power he doesn’t quite realize he can do.

Personality: Bulletman is a pretty classic hero from the Golden Age. Intelligent, strong willed, and responsible. A kind and empathetic man who answered the call to action that getting his powers represented. However, it cannot be said that he did not enjoy being a hero to start with. Saving the day, back in the day, was generally pretty fun on the whole. Getting older has changed him not one whit in this regard. However, he’s neither a young hero trying to make his name and Do Right nor is he the veteran leading the charge. He’s a mentor figure now, advising the younger and less experienced members of the Vanguard (which is basically everyone but Prairie Sprinter, Dormin, and Moonshadow) in just how this hero thing is done. To be clear, this is done in a friendly and paternal way. To the degree that it’s difficult to find anyone who dislikes him. It also includes plenty of encouragement and a little self depreciation as he’s not what he was in his youth.

. . With that said, the fate of his friends in the Maple Leaf Society does hang over him. He has their petrified remains in his house, after all. That’s not the mark of a man who’s moved on from their loss or given up hope that they could be recovered. And in his darker moments he will admit that perhaps he should have taken the original Vanguard up on that offer to join them. He’s not quite fool enough to think he could have defeated Armageddon himself, but perhaps that day could have gone differently. Even if only a little. However, these are not things to be dwelled on. He has grandchildren, great grandchildren, and even a few very young great great grandchildren to spent time with. There is still plenty of heroing to be done before his powers or his aging body fail him. And so the Bulletman flies on.
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Felin-garou (Rosalie Lavoie)

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Felin-garou (Rosalie Lavoie)

Power Level: 9; Power Points Spent: 180/180

STR: +5 (14/20), DEX: +5 (14/20), CON: +5 (14/20), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +6, Fort: +7, Ref: +12, Will: +8

Skills: Acrobatics 6 (+11/+15), Bluff 12 (+15), Concentration 7 (+10), Diplomacy 2 (+5), Disable Device 12 (+15), Disguise 2 (+5/+25), Gather Information 2 (+5), Handle Animal 2 (+5), Knowledge (arcane Lore) 2 (+5), Knowledge (streetwise) 12 (+15), Language 1 (+1), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 6 (+11/+15), Survival 2 (+5)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Benefit (Member of Borealian Vanguard), Defensive Attack, Dodge Focus 5, Evasion, Improved Critical (Claws & Fangs (Strike 1)), Improved Initiative, Improved Trick, Luck 3, Move-by Action, Power Attack, Second Chance (Concentration checks to maintain powers), Set-Up, Skill Mastery (Acrobatics, Bluff, Disguise, Stealth), Takedown Attack 2, Taunt, Teamwork 3, Uncanny Dodge (Olfactory)

Powers:
Feline Affinity (Features 1) (Notes: Cats see her as one of their own and are unthreatened by her.)
Lucky Cat (Luck Control 3) (force a re-roll, negate gm fiat, spend hero point for another, Feats: Luck 3)
Werecat Shift (Alternate Form 9)
. . Werecat (Alternate Form) (Powers: Claws & Fangs (Strike 1), Felin-garou Shift (Morph 4), Feline Leaping (Leaping 3), Feline Movement (Super-Movement 3), Feline Senses (Super-Senses 4), Feline Speed (Speed 3), Shifter's Toughness (Protection 1), Wall Run (Super-Movement 1), Strength +6 (20, +5), Dexterity +6 (20, +5), Acrobatics +4 (+15), Stealth +4 (+15), Constitution +6 (20, +5))
. . . . Claws & Fangs (Strike 1) (slashing, DC 21, Feats: Improved Critical (Claws & Fangs (Strike 1)); Mighty)
. . . .Felin-garou Shift (Morph 4) (morph: single appearance, +20 Disguise)
. . . . Feline Leaping (Leaping 3) (Jumping distance: x10)
. . . . Feline Movement (Super-Movement 3) (slow fall, sure-footed 1 (25% penalty reduction), trackless)
. . . . Feline Senses (Super-Senses 4) (acute (type): Olfactory, low-light vision, tracking: Olfactory 1 (half speed))
. . . . Feline Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)
. . . . Shifter's Toughness (Protection 1) (+1 Toughness)
. . . . Wall Run (Super-Movement 1) (wall-crawling 1 (half speed); Limited (to one move action))

Attack Bonus: +7 (Ranged: +7, Melee: +12, Grapple: +17)

Attacks: Claws & Fangs (Strike 1), +12 (DC 21), Unarmed Attack, +12 (DC 20)

Defense: +12 (Flat-footed: +4), Knockback: -3

Initiative: +9

Languages: English, French Native

Totals: Abilities 30 + Skills 21 (84 ranks) + Feats 29 + Powers 58 + Combat 28 + Saves 14 + Drawbacks 0 = 180

Age (as of Jan 2019): 23
Height: 5’ 1” (untransformed), 5’ 7” (as Werecat)
Weight: 110 lbs (untransformed), 135 lbs (as Werecat)
Ethnicity: French-Canadian
Hair: Pink (naturally Black untransformed), Pink with Black spots and overlaying stripes (as Werecat)
Eyes: Green
Base of Operations: Montreal, Quebec

Theme Song: Beginning of the End, by Divide Music

Background: France has a werewolf problem. A wereanimal problem, really. Always has. Nothing newsworthy here. If a you’re a starving peasant in the Middle Ages and a sketchy wizard type offers to let you hunt your own food with claws and teeth instead of depending on subsidence farming that can fail if a new plant disease shows up or the rains doesn’t come/comes way too much, you’re gonna take what seems like the more reliable deal. Maybe not so much in plentiful times, but when famine strikes? Your children are going hungry? Your family? Yeah. But you know how it is. Power goes to people’s heads. Carnivorous predators experience lean times, too. And the taboo against cannibalism slips away out of sheer hunger and desperation eventually when the ones doing the eating can’t turn into human sized wolves, cats, or whatever else. Yeah, France has a wereanimal problem. It wasn’t just France, of course. All of Europe had the probem back in the day, if we’re telling the whole truth. But it was French folks who brought it with them when they were settling what would become Quebec. There are lots of reasons for that. Cannibalizing one’s neighbors is guaranteed to make the survivors feel ill disposed towards the cannibalizers in question. The Catholic Church, well, let’s just say having super powers of any kind (let alone something supernatural like therianthropy) was obvious evidence of devil worship, heresy, or whatever else. Gotta go. Not allowed to exist. Sorry, not sorry. The reason it was a tempting idea in Europe didn’t magically disappear once they went to a new continent. Gotta eat somehow. What if the new crops fail? Lots of reasons, see?

. . So, Quebec, all the way through to modern times, has had a wereanimal problem. The days of hunting them down and slaughtering them are gone, but so are the days of hunger induced cannibalism. Shoplifting: Easy than hiding a body or covering up a disappearance. Also, you know. Subsidence farming? A thing of the past. Food is plentiful in modern society. The Church has, shall we say, revised its stance over the centuries to be a bit less BURN THE HERETIC. So the old reasons to even bother becoming a therianthrope are gone. Okay, that’s a lie. There’s another old reason. The oldest, actually. Power. Plenty of folks live lives that leave them feeling powerless. Other folks just wanna feel powerful. And still others see the potential to use therianthropy for their own benefit. This is where we start the story or Rosalie Lavoie. Because there’s one very good reason to not become one. Hunters driven not by revenge or religious fervor (though both still exist as wicked therianthropes still do), but a desire for cold hard cash. Wereanimal pelts sell for damn fine money on the black market, to the type of people who could not possibly care any less where their pretty comes from as long as they get it.

. . Rosalie Lavoie was an ordinary 13 year old girl in Montreal. She had two loving parents and while they may not have had much, they had each other. Until the hunters came in the middle of the night. Her father was only human, so they simply killed him. Her mother, however, they used a paralytic on after she changed to protect her daughter, and then skinned her alive. Rosalie managed to escape thanks to her mother’s sacrifice play, and the hunters burned down the house to attempt to cover the double homicide. Her yell of grief and rage turned into a yowl as her powers formally activated for the first time. She would have vengeance. Fortunately, she wasn’t the only therianthropic loose end left behind. She soon had allies and intel. They were all children. Smaller pelts sold for less, after all. Rosalie Lavoie was the one who changed their quest from fruitless to fruitful, solely because she was lucky. Like, literally probability alteringly lucky.

. . So. A gang of therianthropic children cut a bloody swath through the Montreal underworld, helping set the stage for the reborn Borealian Vanguard to take down the original Chasseur. And, of course, with the head of the snake chopped off there was room for some new blood. It wasn’t exactly the plan, but when vengeance is satisfied folks still have to eat. So Montreal had, for several years, a wereanimal gang problem. Simply rooting them out would’ve been difficult and bloody. However, while they were technically criminals (burglary, smuggling, some violent assaults), those who committed unjustifiable homicide were turned over to the law. Iindeed, this gang with a reputation for being red in tooth and claw where behaving like they owned the city of Montreal and cared about the health and well being of its citizens. Not superheroes. Heavens no. But both possessive (vs other criminal groups) and protective (with regular citizens)? Yes indeed. In America, the governments involved would have likely continued to be Tough On Crime, and the situation would have not changed except to deteriorate. Canada, Quebec, and Montreal decided to take a different tack. Opening a line of communication. Specifically with the leader of the gang, one Rosalie Lavoie.

. . They discovered an entire subculture living underneath the metaphorical and sometimes literal surface of Montreal. First off, the original gang had expanded, split, reformed, and whatever else so many times that there wasn’t just the one gang anymore. There were several, of which Rosalie only officially led one. Though as the founders’ leader her words carried immense weight. Second, their criminal activity was almost entirely about money and food. A mix of street kids who’d grown up, those who hadn’t quite yet, and the low income versions of same did not exactly sport valuable job skills. In fact, they really didn’t have any adult life skills at all. Many didn’t have access to their birth certificates or had any idea what a SIN even was. This, naturally, explained why they were criminals in the first place. Sheer lack of options in a deeply insular subculture. Let the negotiations begin. Rehabilitation was the goal here, not any punitive measures. Law enforcement could not handle the therianthrope gangs by themselves, and Quebec’s hero community was still recovering from what the original Chasseur had done to it. The only option would’ve been to call in the Borealian Vanguard, and that would have gotten very messy very quickly.

. . The solution that was come up with was deputizing the gang leadership into Montreal/Quebec’s police force, and having Rosalie herself join the Vanguard. This was functionally the job they were already doing, if not quite to superheroic moral standards. With the leader of the founders (now going by Felin-garou or Werecat in no doubt terrible French; she isn’t Chat-garou because a chat in English is something quite different and explaining would get very irritating after a while) putting a good face of something that had been low key terrifying for Montreal and Quebec for several years. It’s been surprisingly fine. Rosalie has had to smack down a handful connards and salopes that thought just bcause she was off playing superhero her fangs fell out, but otherwise things have worked out pretty well. So much so that she’s the only “nonhuman” member of the Vanguard to say on the main team after the post Endgame reorganization. Why they picked her over Gajasura when they both have human forms, she has no idea. Maybe it’s that she’s a cute kitty and he’s a giant foutu elephant. Such is life.

Powers & Tactics: Felin-garou is a mutant werecat with luck powers. Her mutations were magically induced by one of several relatively simple rituals that only work on those whose bloodline has at least one magically induced therianthrope in it. While one of said rituals always works, there’s no guarantee which one it will be or of what animal the person it’s used on will get. Wolves, cats, birds of prey, rats, bears, and more are all possible. At any rate, as stated, Rosalie transforms into a humanoid feline. As can be expected, she gains enhanced physical strength, speed, and resilience. Her senses are upgraded to feline standard night vision and scent detection/tracking. Her ability to jump is greatly improved. She can fall safely from any distance and cannot be visually tracked. Her acrobatic and stealth skills are enhanced. And, of course, she has a feline’s claws and teeth. Furthermore, while she is transformed or not cats of all types both wild and domesticated see her as one of their own and are unthreatened by her. This means stray cats don’t run from her on sight, for example.

. . Her luck powers, on the other hand, are an example of the unpredictability of mutation. No one else in the therianthrope gangs has them, and it’s not clear how they work aside from “magic”. Which, to be clear, she does not know how to do. At any rate, probability can bend to her will for a little while, aiding herself and allies or hindering enemies. Of course, luck always runs out and so she has to suffer some misfortunes or simply take a break and let it recharge (Recover? Regenerate? Again, it’s not clear how it works). So it’s more of a trump card than something to be relied upon.

. . Tactically, Felin-garou is just a very mobile set of claws and fangs. Running at 50 mph and leaping dozens of feet while having Move by Action is pretty damn mobile. She’s got Acrobatic Bluff and Taunt, and she can Feint, too. Improved Trick is also on deck. All Out, Defensive, and Power Attack move her caps around as needed. Takedown Attack 2 lets her claw through mooks with no issues. Set Up and Teamwork 3 make her a consummate team player. Lucky Cat simply augments everything she does. Forcing rerolls inhibits enemies. Negating GM Fiat helps herself and allies, and Spending a HP for someone else just enhances her team player-ness. She can’t power stunt.

Personality: Felin-garou has the dirty mouth of a Navy sailor, the dirty mind of a veteran call girl, and the kind heart of a saint. Indeed, she is the resident “bad girl” in the Vanguard. She says what she wants, does as she pleases, and if anyone who tries to confront her about it gets told “Je m’en fous” (which is French for I don’t give a fuck). Life is to be lived, she says, not confined in a labyrinthine series of rules, social mores, and codes of behavior. Understandably, she doesn’t get to speak for the Vanguard much, and there’s a lot of stodgy older types who don’t like her in the slightest. Yet it should be carefully noted that despite her foul mouth and hedonistic ways, actual meanness and cruelty never once appears. In fact, if one looks behind her words and lifestyle a pretty compassionate person can be found.

. . Appearances, after all, can be quite deceiving. Even if every fifth word is a swear word, she has more active sexual partners than teammates, she eats huge meals, drinks like a fish, is more than a little arrogant, and really has never met a moral failing she hasn’t indulged in just for funsies…she’s still a hero. Her lifestyle is on her own time. She’s a professional about using her claws and fangs for justice, protecting the defenseless, and safeguarding lives. As a member of the Vanguard she has not killed, stolen, or otherwise come within shouting distance of intentionally breaking the law. And besides…nobody ought to go through what she went through ever again. Or do the things that she did because of it.

Examples of Rosalie’s colorful language: https://www.frenchasyoulikeit.com/french-swear-words/
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Valiant (Steve Clark)

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Valiant (Steve Clark)

Power Level: 9; Power Points Spent: 165/165

STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

Tough: +3/+6, Fort: +7, Ref: +9/+12, Will: +8

Skills: Acrobatics 10 (+15), Bluff 3 (+5), Concentration 7 (+10), Craft (structural) 3 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 3 (+5), Investigate 3 (+5), Knowledge (current events) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 13 (+15), Language 1 (+1), Medicine 2 (+5), Notice 12 (+15), Search 3 (+5), Sense Motive 12 (+15), Stealth 10 (+15)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Shield Toss (Blast 3)), Benefit (Member of Borealian Vanguard), Challenge - Improved Acrobatic Bluff, Defensive Attack, Dodge Focus 3, Evasion 2, Improved Critical 2 (Shield Bash (Strike 3)), Improved Defense 2, Improved Initiative, Luck 3, Master Plan, Master Plan 2 (tactics), Power Attack, Second Chance (Toughness saves vs. Ballistic), Skill Mastery (Acrobatics, KN (tactics), Sense Motive, Stealth), Takedown Attack 2, Teamwork 3, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

Powers:
Parkour Training (Container, Passive 1)
. . Trained Falling (Super-Movement 1) (slow fall)
. . Trained Leaps (Leaping 1) (Jumping distance: x2)
. . Trained Speed (Speed 1) (Speed: 10 mph, 88 ft./rnd)
. . Wall Run (Super-Movement 1) (wall-crawling 1 (half speed); Limited (to one move action))

Valiant Costume (Device 1) (Hard to lose)
. . Advanced Kevlar (Protection 3) (+3 Toughness, Feats: Second Chance (Toughness saves vs. Ballistic); Subtle (subtle))

Valiant Shield (Device 6) (Easy to lose, Only you can use)
. . Shield Attacks (Array 6) (default power: strike)
. . . . Shield Bash (Strike 3) (Default; bludgeoning, DC 21, Feats: Improved Critical 2 (Shield Bash (Strike 3)); Penetrating [3 extra ranks]; Mighty)
. . . . Shield Toss (Blast 3) (Array; bludgeoning, DC 21; Mighty 3 (+3 to damage), Precise, Ricochet 2 (2 bounces))
. . . . Stun Bash (Stun 6) (Array; bludgeoning, DC 16)
. . Shield Blocking (Impervious Toughness 6) (Feats: Ultimate Effort (Toughness saves); Duration (continuous); Duration (sustained))
. . Shield Deflecting (Enhanced Trait 9) (Traits: Reflex +3 (+12), Evasion 2 +1 (+2), Feats: Dodge Focus 3, Improved Defense 2)

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

Attacks: Shield Bash (Strike 3), +12 (DC 21), Shield Toss (Blast 3), +12 (DC 21), Stun Bash (Stun 6), +12 (DC Fort/Staged 16), Unarmed Attack, +12 (DC 18)

Defense: +12 (Flat-footed: +5), Knockback: -6

Initiative: +9

Languages: English Native, French

Totals: Abilities 36 + Skills 28 (112 ranks) + Feats 25 + Powers 29 + Combat 34 + Saves 13 + Drawbacks 0 = 165

Age (as of Jan 2019): 24
Height: 6’ 1”
Weight: 225 lbs
Ethnicity: Caucasian
Hair: Light Brown
Eyes: Hazel
Base of Operations: Ottawa, Ontario

Theme Song: Beginning of the End, by Divide Music

Background: Steve Clark, it could be argued, never really lived in the first place. One of those kids who never really had a chance to begin with. An unknown father. A mother who was a drunk. A school full of teachers who hated him and enjoying seeing him fail. To be fair, he was kind of a violent asshole. A delinquent and a street punk, with a foul mouth and a fouler right hook. There was the one girl who saw past his bullshit to the wounded kid who’d simply never been given a fair chance in his life. Maybe he could have made something of himself, with a devoted girl like that by his side. He’ll never know, now. Because that damn kid ran into the street. Couldn’t have been more than three years old. Chasing after his ball, clueless to the giant Mack truck bearing down on him. The driver would have never even seen the kid. So Steve Clark, delinquent asshole who almost nobody in the entire world liked, did something wildly out of character. This was the end of his life, not the end of him. His last living thought before being Mack truck’d was not minding. Hell, it was a relief. Bring on the hellfire, or whatever. He’d earned it.

. . Human free will is impossible to plan for. The kid would’ve suffered at most a broken arm as his mother desperately yanked him out of the way at the last possible second. Steve Clark was not supposed to die that day. So, what to do about it? The gods don’t make mistakes, right? Divine infallibility? So these contingencies were put in place for a reason, despite that for a person like Steve it’s a clear rules violation, right? Well, maybe we won’t get in trouble. Go ahead, reincarnate him. What do you mean, he’s refusing?! Kid, let’s have a talk. You thought nobody gave a shit about you, right? This is your funeral. Take a good long look at the turnout. Your mom, of course. That girl who saw through your tough guy act. Those guys you were always beating in fights because they never stopped challenging you. Some of your teachers, the ones who encouraged you even after you brushed them off. That one cop who bothered to talk to you instead of try to arrest you. Your social worker who was always a hardass with her words but kept cutting you breaks. You see how upset they all are, kid? You were more important to people than you knew. It’s always like that. Nah, you can’t be brought back. Resurrection’s against the rules. But reincarnation? Into a different world? Yeah, we can do that. All right, kid. Stow the woeful expression. We’ll get it done pronto. And kid? Good luck in the new life.

. . Steve Clark didn’t remember his first life until he was six years old. He didn’t believe it until he was twelve years old. And he didn’t have a clue what to do about it until he was eighteen years old. The public mourning following the loss of Starman and the original Borealian Vanguard triggered his memories at six. There wasn’t a special even that made him believe those memories. Just time and growing up. You know, again. There were some rather dramatic shifts in demeanor over those six years. From bratty kid walking the same path he did before to model student. It was the least he could do. For everyone in his old life and everyone in his new one, whether he knew about them or not. So he was just…living a better life than before. Was that…enough? Was it? The Borealian Vanguard rebooted, sure, but that kind of didn’t even ruffle his hair. The thing that triggered a decision on what to do about it was the Shining Guardian, Shadowspirit, and Queenie defeating that Neo-Nazi plot in the States. This itself didn’t touch his life. The news coverage of it, however, reminded him of the last movie he’d seen in his old life. A spy thriller starring a shield wielding hero. He’d really liked that movie, but said hero didn’t exist at all in this new world of his second life. He could do something about that. Oh, yes. A year of physical and martial arts training combined with two crash courses (one in blacksmithing, the other in small unit tactics), and the hero Valiant took to the field. This wasn’t that other guy’s name, but well…Captain Action had already used part of the name. And Steve wasn’t exactly an American, was he?

. . Valiant endured his rookie year…and then the Dusting happened. Moonshadow personally recruited him to support the vastly depleted Vanguard. Thus he was around for the Endgame and fought beside everyone on the restored team. Honestly, he expected to be let go afterward. He’d done what was asked, after all. He did not expect to be placed on the main team after the reorganization. Above Moonshadow, Undine, Chasseur, and Gajasura? Like, he got that Moonshadow was old, Undine wasn’t human, Chasseur was a dick, and Gajasura made the religious types deeply uncomfortable, but really? Him? Well. All a man can do is his best. He may be only human, so he can’t literally do this all day. But the spirit is there, and he thinks that’s what counts.

Powers & Tactics: Valiant has no superhuman powers. He is an expert martial artist with parkour training and two technological devices. As a martial artist, he has cross trained in a wide variety of disciplines. Boxing. Kickboxing. Tae Kwan Do. Brazilian Jiu-jitsu, Judo, and Freestyle Wrestling. His parkour training lets him fall safely, run faster, jump further, and even briefly defy gravity and run on walls.

. . His two devices are his armored costume and his damn fine shield he made himself. His costume is armored, but it doesn’t really look like it to the untrained eye, and said armor is more resistant to bullets than anything else. His shield, however, is much more. It is both defensive object and offensive weapon. Defensively, it increases his attack evasion and can block damage from most mundane man portable weaponry. In a pinch, it can even fully or partially block attacks of staggering power. This can potentially damage the shield, however. Offensively, well, it’s mainly a bludgeon capable of dealing out both damaging and stunning blows. He can, however, make like that hero from the movie a little and throw his shield as a ranged attack. He’s even practiced enough to ricochet it off a thing or two to hit enemies he wouldn’t be able to hit with a straight line throw. He retrieves it with a directed magnet on his glove if he can’t get it to bounce back on its own. Titanium/carbon steel alloy doesn’t quite bounce around as well as the fictional metals in that hero’s shield do, unfortunately.

. . Tactically, Valiant is almost entirely a melee fighter with Shield Bash and Stun Bash. Shield Toss is a supplement, not the main dish. Improved Acrobatic Bluff helps him hit. Defensive and Power Attack can trade out some of his accuracy for more defense or power, respectively. He’s a solid team player with Teamwork 3. And Takedown Attack 2 lets him bash his way through legions of mooks with ease. The things that elevate him, however, are Luck 3 and Master Plan 2. Luck 3 is more or less self explanatory. However, Master Plan 2 lets him roll KN Tactics to give him and his allies a temporary boost if he has time to plan. On his average roll of 25, he and his allies will get a +3 to all skill and attack checks for three rounds, followed by +2 and +1 for a round each. Working solo, he does this whenever possible and so is operating a PL and a half higher offensively during those critical first few rounds of combat. This is even more effective working with the Vanguard, as most of them hit considerably harder than he does. He does not power stunt. Luck 3 is for other uses o HP.

Personality: Steve Clark, in his last life, was an antisocial and foul mouthed punk. Perpetually angry, often violent, and with very little respect for anyone. The kid never really had a chance. On some level, he knew it, which was why he was so angry all the time. People don’t ask to be born, you know? Let alone to a teenage drunk. And the harsh reactions of authority figures to his perfectly understandable attitude problems just made him worse. Angry and bitter at the world. Afraid of being rejected by the few people who did put up with him. And, of course, a bone deep feeling of inferiority. The only thing he really understood or was good at was inflicting violence. Oh, yes. The original version of Steve Clark was a very unpleasant young man indeed…but he still had a heart of gold buried inside.

. . The current version of Steve Clark is a better man. Because he was a kid and blinded by his own issues, he couldn’t see the people who cared about him properly. At least, not until it was far too late. He was given a second chance, and he’s not going to waste it. His past is his motivation in his present. He has chosen to try to be better the second time around, and the act of choosing by itself has made him a better person. He has chosen to never forget the lessons of his first life. He has chosen to be a hero, with all that entails. He may not literally be able to do this all day, but he’ll never stop trying. Though it must be said that he really feels like the odd man out on the main team. No powers, no special weapons, and the least amount of experience. He’s quite self conscious about it.
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Happy Birthday, Momma

Post by EternalPhoenix »

It's after midnight, so it's technically true. It's the second one without her, my Dear Readers. So forgive me for posting things early. She'd have been 64 today. I'm not going to get maudlin here, just happy birthday to a great lady I miss a lot. She was always happy to listen me talk about my characters and worlds.
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Re: Valiant (Steve Clark)

Post by Davies »

EternalPhoenix wrote: Sat Apr 01, 2023 4:18 am He can, however, make like that hero from the movie a little and throw his shield as a ranged attack. He’s even practiced enough to ricochet it off a thing or two to hit enemies he wouldn’t be able to hit with a straight line throw. He retrieves it with a directed magnet on his glove if he can’t get it to bounce back on its own. Titanium/carbon steel alloy doesn’t quite bounce around as well as the fictional metals in that hero’s shield do, unfortunately.
Maybe he should invest in a rei gun. Er, ray gun, I mean. ;)
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Smile Bomb

Post by EternalPhoenix »

Davies wrote: Sat Apr 01, 2023 7:30 pm Maybe he should invest in a rei gun. Er, ray gun, I mean. ;)
Those are for supernatural detectives, not shield wielding superheroes. :mrgreen:
Last edited by EternalPhoenix on Tue Apr 04, 2023 4:32 pm, edited 2 times in total.
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