Coyotzin's Lair of Builds

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

Postby Coyotzin » Wed Sep 28, 2011 10:29 am

I have amassed a decent amount of builds in the Game Room forum, so rather than keep stuffing my signature with links... I'll collect them here, with links to the game where they appear(ed), if applicable. I'll start with my current characters and work my way through my post history to put them all together.

Currently Playing:
The Muscle: The blue-collar granddaughter of The Brain, with the psionic ability to integrate machines into her morphic field, manifest a mech out of her sheer psi energy, and a genius-level intellect to piss off the supervillain community. (The Injustice Gang)
Sylphie: Daughter of two of Earth's most famous superheroes and a literal fairy princess, a sylph with powers over the wind, but a vocation in folk music. (NexGen)

Abandoned/Lapsed/Finished Games:
Miki Youmi: A Shinigami, a Reaper from the world of Bleach, summoned by the Lords of Order into the DC Universe to fill in for vanished superheroes. Her actual origin is from an ancient Aztec death realm. (Cartoon Heroes).
Cassidy "Vector" Zhao: A stuntswoman gifted by the Wild Card virus with the power to control movement vectors to empower her physical stunts and her already top-notch shooting skills, jas joined a bounty hunter reality show. (WIld Cards: Rogue Suites)
Hawkgirl: The next incarnation of Chay'ara, but this time she's the daughter of Hank Hall (Hawk) and heir to his own shard of chaos. (Justice League: Legacies)
Midori Ota, Green Lantern: An enthusiastic and altruistic young Rennaissance woman from Japan who makes her own animations and yearns to work for a major animation studio, whose plans took a turn to the unexpected when she received a power ring from a Green Lantern fallen in battle during the Blackest Night. (Green Lantern Corps, the Game)
Sans: A doppleganger investigator with a bit of sorcery in her bag of tricks.(Eberron)
Kifi: A healer and former priestess-prostitute under service of Imhotep in ancient Egypt,who received the power of the Primordial Waters in a heroic saga spanning ages (Age of Heroes).
Red Phoenix Mei-Ying: Complex and broken young woman who took refuge in her most successful character as a Hong Kong action film star when mysterious circumstances erased her memory and granted her life energy-draining powers. (Destiny Origins)
Hypatia Burgess: An extroverted geek with the power to bring fantasy into reality. (From the Ashes Reborn)
Short-Circuit: A nerdy NSA signal intelligence analyst given powers involuntarily with an injection of the Wild Card virus, then forcibly recruited in the black ops unit or Project Einherjar (Wild Cards: 52 Pick-up)
Sentinel Sara: Every city has a Sentinel, chosen by The City itself, and Sara is the appointed supernatural protector of the Majestic-Arroyo del Oro-Derbyville urban sprawl. (M.A.D. Lands: Shadows)
Black Bat: Cassandra Cain, having passed on the mantle of Batgirl, is now Batman's agent in Hong Kong and abroad, and recently assigned to the Night Shift group within the Justice League.
X-cyte: A young mutant whose voice can excite molecules into ignition, disintegration or actually reparation, but whose dreams are aimed at becoming a Bollywood starlet. (X-Men: New Beginnings)
Tsuruchi Saeko: Peerless archer and tracker of the Mantis Clan, silent and deadly, and rumored to be able to understand the wind. (Emerald Empire: Invaders)
Heilen de Plume: A healer/fixer with the mysterious organization N.O.M. (World War Robot)
Viento Negro: Daughter of a wealthy Mexican family who lost her brother to kidnapping and murder by one of the cartels. She and her mother teamed up to create Viento Negro, a vigilante operating in both sides of the US-Mexico border to stop gun and drug smugglers from both countries. (Batman, Inc.)
Argos: A sentient starship who can also exist as a human being (The New Mythic Age)
Gremlin: A time-displaced teen with the ability to break space and time, and a penchant to break everything else. (Teen Titans NEXT)
Black Talon (Cassandra Wayne): Adopted daughter of eccentric millionaire Bruce Wayne, but also an experiment in exploiting the genes of Wolverine and Lady Shiva. (X-League)
Hardwired: A rebellious girl who was turned into a living, accelerated machine when suffering a near-fatal accident and she was flooded with nanites to save her life. (Legion Academy) [Hardwired v.2 for Legion-X, Hardwired v.3 in H.E.A.R.T.]

Dragon Shinko: Idol singer/street fighter and fierce spiritual daughter of a dragon(Way of the Fist)
Ars Aeterna: A Greek recipient of the power of the Muses (The Custodes)
Last edited by Coyotzin on Mon Mar 17, 2014 1:47 pm, edited 31 times in total.

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Heilen de Plume

Postby Coyotzin » Wed Sep 28, 2011 10:31 am

Heilen de Plume (World War Robot)
OOC Thread | IC Thread

Heilen de Plume - PL 8

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 0, Intellect 4, Awareness 5, Presence 0

Advantages
Assessment, Benefit, Cipher, Defensive Roll, Equipment 4, Fearless, Great Endurance, Inventor, Jack-of-All-Trades, Languages 2, Move-by Action, Planetary Acclimation 2: Mars and the Moon, Skill Mastery: Technology, Skill Mastery: Treatment

Skills
Close Combat: Breakdown 8 (+8), Insight 4 (+9), Perception 4 (+9), Ranged Combat: Light Pistol 4 (+6), Technology 11 (+15), Treatment 9 (+13)

Powers
Patching: Healing 9 (Affects Objects, Feature: Recharges spent resources, Persistent, Precise, Restorative, Stabilize, Variable Descriptor: close group - Harmful sources)
. . Breakdown: Progressive Affliction 8 (Linked; excruciating pain, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 18; Affects Objects, Precise, Progressive; Limited Degree) + Weaken Toughness 8 (Linked; Resisted by: Fortitude, DC 18; Affects Objects)

Equipment
Bulletproofed Trenchcoat, Gas Mask, Grappling Cable Launcher, Light Pistol, Medkit, Optical Enhancer Goggles, Toolkit (Basic)

. . Grappling Cable Launcher: Flight 2 (Limited to the direction of the hook) - 2 ep
. . . Grappling Cable Launcher: Movement 1 (Alternate, swinging) - 1 ep

. . Optical Enhancers - Alert Mode: Senses 1 (danger sense; Feature 2: Flash Goggles and Night Vision Goggles)
. . . Optical Enhancers - Analytical Mode: Senses 3 (Alternate; analytical: Sight, Microscopic vision 2: cell-size) - 1 ep
. . . Optical Enhancers - Tracking Mode: Senses 3 (Alternate; distance sense, extended: Sight 2: x100)


Offense
Initiative +2
Breakdown: Weaken 8, (DC Fort 18) + Progressive Affliction 8, +8 (DC Fort 18)
Grab, +0 (DC Spec 10)
Light Pistol, +6 (DC 18)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)


Complications
Obsession of Balance: Heilen keeps a balance of how she uses her power, if she feels she used one version more than another, she compensates at the end of the day. If she healed or repaired more, then she breaks or hurts (usually herself), and if she did more damage than good, she obsequiosuly seeks to help others. She -is- a bit of a masochist.
Quiet: Heilen prefers not to raise her voice; some say that she can't. Talking through her mask is a challenge, and during combat she might fail to rely important information, unable to raise her voice above the din of battle.
The Trenchcoat: Her trenchcoat is too big for her; the clips and bindings she uses to keep it in place might come loose at the most inopportune moment and attack her with an Affliction 8 (resisted by Dodge; Impaired, Prone; Instant Recovery) effect. Also, she won't get rid of it; apparently it has some sentimental value for her.

Languages
English, German, Russian

Defense
Dodge 10, Parry 2, Fortitude 5, Toughness 6/1, Will 6

Power Points
Abilities 28 + Powers 42 + Advantages 18 + Skills 20 (40 ranks) + Defenses 15 = 123

Real Name: Ilyana Klein
Age: 21
Affiliation: N.O.M.
Role: Field medic/mechanic

Appearance:
Despite the N.O.M. trappings it's obvious that Heilen is a) female, b) short, c) both. She wears a hoodie underneath her heavy trenchcoat and usually pulls the hood over her helmet and mask. The trenchcoat is several sizes too big for her, and she uses pins, duct tape and straps to keep it in place and out of her hands and feet. She wears a Red Cross armband around her left arm, but she has a collection of medical service symbols, including the Red Crescent, Red Star of David, the Caduceus and even a Biohazard symbol. Underneath the gas mask she's a non-descript Caucasian girl with platinum blonde hair chopped shoulder-length and tied in a haphazard ponytail; her dark blue eyes tend to stare vacantly as she's deep in thought.

Power
Like many N.O.M. agents, little is understood about her power except that it works. She can fix what is broken, whether it is bone and tissue or metal and cables. She's an outstanding medic and mechanic, capable of patching troops both organic and robotic and send them back to the field. Such power has a dark flipside, though, and what she can mend, she can also break down, rupturing blood vessels as easily as she can disrupt hydraulics. The least expression of her power is to recharge the usability of certain objects, such as batteries, air filters, etc. as long as it doesn't involve conjuring matter out of nowhere, such as replenishing an ammo magazine or a pack of cigarettes.

Background
Ilyana was the daughter of a Russian scientist and a German paramedic. Although she was born in East Germany, the hostility of the Earth Coalition saw her family defecting to Russia, where her talent for mechanics was discovered. Always a quiet and withdrawn child, she was mistaken for a savant and given medications to treat autism. The drug cocktail may have been responsible for awakening her power to full effect, but her history is muddy around that time, which was also the time when she was taken by N.O.M. Her parents were killed in different acts of war, and her records were lost.

She was mentored by a N.O.M. mechanic, her power fostered, until an accident revealed that her ability was not limited to the mechanical.

She was never that much of a soldier; she's utterly convinced in N.O.M.'s mission of ending war, and like a true field medic she will treat people from all sides, and although she's loathe to resort to violence, once she considers it necessary, she's ruthless in the field, even if she will cry herself to sleep later.

Her unique power made sure, however, that she was taken to several missions, and she spent a lot of time both on Earth and Mars, helping foil the plans of both factions.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

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Last edited by Coyotzin on Mon Dec 12, 2011 10:50 am, edited 3 times in total.

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Gremlin

Postby Coyotzin » Wed Sep 28, 2011 10:34 am

Gremlin (Teen Titans NEXT) - PL 10
Archive Thread| IC Thread

Image

Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 10, Intellect 4, Awareness 3, Presence 0

Advantages
Assessment, Daze (Deception), Defensive Roll 3, Equipment 1, Evasion 2, Hide in Plain Sight, Improved Critical 4: Timeline Shove, Improved Critical: Space-Out, Improved Disarm, Improved Smash, Improvised Tools, Redirect, Set-up

Skills
Deception 10 (+14/+10), Expertise: Magic 7 (+11), Insight 8 (+11), Perception 8 (+11), Stealth 10 (+12), Technology 7 (+11)

Powers
Breaking the Law(s of Physics) (array)
. . FUBAR: Nullify 10 (Linked; Counters: Technological effects, DC 20; Broad, Precise, Randomize; Reduced Range: close) + Broad Weaken 10 (Linked; Affects: Physical-based effect ranks, Resisted by Fortitude, DC 20; Affects Objects Only, Broad: Functionality)
. . Personal Wormhole: Burst Area Teleport 6 (Carry 50 lbs.; Accurate, Affects Others, Burst Area: 30 feet radius sphere, Change Velocity, Extended: 60 miles in 2 move actions, Precise; Limited to Extended, Quirk: Can be tracked for 1 hr/distance rank)
. . Space-Out: Teleport Attack (+self) 8 (1 mile in a move action, carrying 400 lbs., DC 18, Advantages: Improved Critical; Accurate, Accurate +2, Attack (+self): Dodge, Change Direction, Change Velocity, Increased Mass 3; Quirk: Can be tracked for 1 min/distance rank)
. . Spatial Funhouse: Deflect 9 (Linked; Diminished Range) + Burst Area Enhanced Trait 2 (Linked; Advantages: Evasion 2; Affects Others, Burst Area 4: 250 feet radius sphere, Precise; Concentration) + Environment 4 (Linked; Impede Movement (2 ranks), Visibility (-2), Radius: 250 feet; Selective; Concentration)
. . Timeline Shove: Progressive Affliction 10 (Resisted by Will; Dazed and Fatigued, Stunned and Exhausted, Paralyzed and Unaware, DC 20, Advantages: Improved Critical 4; Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Progressive, Reversible; Side Effect 2: Always - Target enjoys Partial Cover, Total Cover, Immune to all Damage with each degree (cumulative))
. . Timeslip: Concealment 10 (Linked; All Senses) + Quickness 6 (Linked; Perform routine tasks in -6 time ranks) + Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round)

Continuum Sight: Senses 10 (Analytical: sight, Detect: Time-space anomalies 2: ranged, Direction Sense, Distance Sense, Penetrates Concealment: sight, Time Sense)

Flicker: Concealment 2 (Linked; Sense - Sight; Partial, Passive) + Enhanced Trait 2 (Linked; Traits: Deception +4 (+14); Limited to the next check in the same round after teleporting) + Teleport 1 (Linked; 60 feet in a move action, carrying 50 lbs.; Change Direction, Turnabout)

Equipment
Chain-mail, Multi-tool, Toolkit (Basic)

Offense
Initiative +2
Grab, +10 (DC Spec 10)
All Messed Up: Nullify 10/Weaken 10, +10 (DC Will 20/Fort 20)
Space-Out: Teleport Attack 8, +12 (DC Dog 18, crit 19-20)
Throw, +2 (DC 15)
Timeline Shove: Affliction 10, +10 (DC Dog/Will 20, crit 16-20)
Unarmed, +10 (DC 15)

Complications
Odd Girl Out: Her unusual appearance kept her isolated, and she's been exposed to so many customs across time that she is prone to misunderstand or miscommunicate.
Seed of Destruction: While she has her powers under control, sometimes her focus slips and things around her just break down. Sometimes explosively.
Steampunk Tinker: Gremlin has a burning desire to figure out what makes everything tick, taking things apart and trying to put them back together; everything she works on, however, ends up looking like a Jules Verne escapee, and develops very strange quirks and malfunctions.

Languages
English

Defense
Dodge 11, Parry 11, Fortitude 8, Toughness 8/2, Will 9

Power Points
Abilities 46 + Powers 52 + Advantages 14 + Skills 25 (50 ranks) + Defenses 22 = 159

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

Real Name: Wilhelmina O'Shaugnessy
Age and Nationality: 16 (chronological), Irish
Occupation: Tinkerer, saboteur

Personality
Curious and optimistic, always up for a bit of mayhem, especially if it involves finding out what things do. Always frustrated that she can't actually build anything that works.

Powers & Abilities
For reasons unknown, Gremlin is a catalyst for disaster, her accidental time-traveling sparking a chain of causality that ended in catastrophes. This power was wild and actually unknown to her, but now that she's stuck, she has learned to harness it in order to break causality, mainly in the way space and time works, but also structures which cannot affect their own causality, and the more complex, the more vulnerable. This ability allows her to break space to teleport herself and others (sometimes unwillingly), leaving behind little cracks in space itself that heal slowly. She can also freeze time around her and even push things out of the timestream, or make things degrade in functionality. She has no formal training, but she's an extremely scrappy hand-to-hand fighter.

Appearance
A normal if odd-looking teenage girl, her blue messy hair is not dyed, and her electric blue eyes are surrounded by solid black where it should be white. She has adopted fashions from different eras: a 1960's miniskirt, a 2000's jacket, 1990's fishnet stockings and top, 23rd century toolkit belt, medieval chainmail shirt, and Renaissance boots.

History
Wilhelmina was the name her adoptive father gave her after he found her in his locked workshop, possibly the first time she traveled in time. Mr. O'Shaugnessy was an eccentric inventor who lived in his native Ireland by the end of the 19th century, his efforts to integrate magic with science earning him the scorn of the straightly scientific community, but a very valuable resource for more esoteric members of society from around the world. Since he didn't know better, he decided to raise the odd-looking girl by himself, knowing that people would confuse her with any manner of creature, even though his tests revealed that she was neither fey or demon.

Mina grew up surrounded by odd scientific theories and strange gizmos completely ahead of the time, and a well-stocked library of occult tomes and her father's correspondence with very interesting people, including the League of Extraordinary Gentlemen, Johanna Constantine and a couple of shadier characters like one Mr. Savage and The Demon's Head. She spent her childhood in relative isolation, dealing with neighbors only sparingly, and covering her head and eyes. For all intents, she was happy, helping her father with his inventions, but even then her strange power was developing, introducing strange quirks in the machines until one day, it exploded, and she traveled in time.

She returned a few hours later, scared, but elated, telling her father everything about the strange land she had visited, which turned out to be ancient China. From then on, she would skip in time frequently, always returning home to her loving father.

Her travels had an unknown effect, mainly her returns. Her power to break causality pulled on the fabric of space-time and triggered disasters... She was on-board the Hindenburg; she appeared on the Titanic's deck, and she marveled at an oil-rig in the Gulf of Mexico before she was pulled back, leaving misery and destruction behind her without her knowledge.

Her last jump would be to London, where she unwittingly started a fire that would grow to consume the entire city, but before she could escape or return, she was taken by Klarion the Witch-Boy, to participate in some strange scheme of the Lord of Chaos, and where she would meet the Teen Titans as they rescued their teammate Owl, another kidnapee.

Klarion's meddling broke her temporal loop and she is now stranded in the 21st century, but actually glad as she will not cause another disaster upon her leaving.

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Interview

**3 hours after the encounter with Klarion - Watchtower**

After leaving Owl and her companions behind, Mina was quickly separated from Hitome and Abigail, although she was assured that both would be taken care of and she was in no danger. Brought to a room where the walls are metal, she is in for a shock when she looks out the large observation window to see the world below, lights all over the land as the sun has set, shrouding a globe below her in darkness.

A few uniformed attendants have been in since then, offering food and such, but none able to stay for long except to assure her she is not a prisoner and that somebody will be along for her 'Shortly'. The mix of accents and skin tones is already a shock... all sorts of ethnicities, nationalities, men and women both.

Mina had never stood still for very long, and this one was one of those rare events, staring at the shining blue orb below in awestruck fascination, but it didn't take her mind long to quickstart again.

"I'm floating above the Earth! Oi! Verne was right! And.... and those shiny carriages that flew up in the future... this is where they came!"

She ran along the sides of the large window like an excited puppy, and then her attention turned to the rest of the room, especially the control panel by the door...

...and decided it might be better to stay put when a little spark flew between her finger and the panel and she started floating, and every light in the room turned red... and that horn started blaring and a lady said something about gravity control failure.

Things became normal after a while, and so Gremlin sat down, taking nibs from the food that was brought to her. She wanted to go exploring, but the scary lady in a cape didn't look as if she'd be fine with it. And so she waited... and waited... bored out of her wits and wondering if she'd jump back home before anyone would come.

As she's beginning to nod off, the door light sudden goes off and said scary lady with the cloak walks back in, her expression neutral.

"Oh, hey!" Mina snapped to attention and gave Raven a grin intended to be friendly but came out a little nervous.

"Whilemina, isn't it?" Raven nodded. "My name is Raven Roth.. *cooly* I need to ask you a few questions. I apologize for the wait but your 'compatriots' were a bit less patient and needed our immediate attention."

"Wilhelmina O'Shaughnessy at yer service!" She saluted and nodded. "But Mina works, tha'ts what papa calls me."

"MIna...can you tell me what year it is?" Raven nods and sits down across from Mina.

"Uhm..." Mina scratched her head and looked around. "Somewhere around da 21st century? Aheh... I only jumped ahead o' mah time a couple a times, an' I dinnae see any flyin' carriages, so.... aye, mid 21st century?"

"So you're accustomed to Time-Traveling?" Raven nods. "Well, early, 21st Century. It's now the year 20XX. The Girl Hitome had a bit of trouble with this and Ms.Williams...well, Let's just say I don't have a great deal of confidence in her turning out any better for this."

"Oh, aye, I jump all the time! No pun intended!" She giggled and shrugged, eliciting a wince from Raven. "I dunno how or why, but I end up at diff'rent times, but always snap back home... which is taking a bit o' while now, but I should be outta yer hair soonish."

"Mina.... Since you've been here, we've actually been doing a bit of research. Are you familiar with the Akashic Archives?" Raven asks, not knowing how well trained in the magical arts this one is, if at all.

"Uhm... sorta' kinda'... It's s'pposed to be a big library in the sky or something?" Gremlin said, then gasped, her eyes opening like plates. "Is that where we are?! Can I look?! Can I get copies? Papa would love a copy o' Paracelsus' treatises!"

"Not quite... No..." The Mystic Maven sighed. "The Akashic is not a physical library, but it is a record of all of the accumulated knowledge of the universe. One of our League's Members, Jason Blood, has one of our reality's seven keys and was kind enough to allow us access." She hopes she can break this gently, opens a file. "Mina...."

"Can you confirm that you were in Russia: June 30th, 1908? Near the Tunguska River? Or Krakatoa Island in the indonesian Ocean in 1883?" Raven flips a page with each location. "Or New York City, 1937? How about Pompeii, 79 AD?"

"Well, I cannae say exactly, when I jump I dunno where I end up, and it's not much aof a priority... but I pick up stuff... the really cold place with the river might a'been Russia... an' I do remember a very hot place with an ocean... Positive on New York, I saw a newspaper...! An' Pompeii would be the place with a lotsa people in togas, rite?"

Mina blinked, inclining her head in the opposite direction. "How did ye know? Is someone keeping track of me jumping?"

"History is, yes..." Raven sighed again, pulling a photo from the file and lays it out: New York, dated May 5th 1937, her with Errol Fisher, a local who took a liking to her and showed her around the Greatest City in America. Mina remembers posing and remarking on how 'fast' the photo was developed from the flashpan.

"Oi! I remember that!" Mina giggled. "He was so nice to me! Most people aren't... I know I look a bit queer and people think ah'm a demon or ghost and chase me off, but he didn't! Hm... I guess he's dead by now, but I'd love to see him again to thank him! I was pulled back before I could!"

"The day after this was taken, right? More specifically, 7:25 pm?"

"Aye, something like that... why?" Something in Raven's tone was raising the hairs in Mina's neck.

"Mina...do you know what the term 'Temporal Entropisis means?" Raven sighs, their worries confirmed.

"Uhm... well, not as such." Mina blinked. "But it has 'entropy' and 'temporal' innit so... something about time degrading?"

"It's a culmination of events that defy coincidence and logic... it's when everything that can possibly go wrong is set to happen and all that is required is a catalyst to set it into motion. Pheramanronies, a greek magi, believed that there were certain individuals who acted as these catalysts.... a viewpoint that was echoed by British scholars, so much so that they passed into folklore... little more than legends to most." Raven looks right up to the girl. "You know what they are called, Mina? These catalysts?"

Mina blinked again.

"Uhm..." She frowned, scratching the back of her head. She didn't like where this conversation was going. "Ah.... gremlin? That's... that's what a British bloke called me when he caught me poking about his flyin' machine..."

"That's right...." The former Titan starts pulling out pictures. " New York. Pom-Peii. Krakatoa. Tunguska. London." The last one really gets to the girl, because she was 'pushed back' that time, kept in place while Klarion 'scooped' her up.

"W-why are ye shoing me this...?" Mina's voice was a tiny whisper, horrified at the collected depictions of destruction, especially the last one... she remembered the fire surrounding her in London before she had ended up in that silly contest.

"Because you need to understand what is at stake here..." Raven sighed again, taking no pleasure in this. "Mina... these things are not your fault. Whatever force has been dragging you around the time line has not been of your own doing."

"From what we've been able to figure out, some force outside the Akashic's knowledge was purposefully sending you to each of these places to cause a 'spark' of destruction, setting these events off. Every time you were 'pulled' out of a place, it would be like striking a match in an oil-room."

"Ye mean... I... I caused this.... all this?" Mina had shrunk in her seat, her voice getting all teary. "I... ah... I know things sorta break sometimes when I'm around but... this...?!"

"This.... stopped." Raven's words got Mina's attention, looking her in the eye. "Mina... Klarion managed to catch up to you in London, but from what we can figure, he had his eye on you for some time, he was wanting to make use of this... unique... ability, but he couldn't do anything about it at the time. In London... you felt like you were pulled, but then jerked back, right? Held back and you were caught in the fire?"

"Hitome told us what Klarion said." Raven cut off when Grimlin looks at her like 'how can you know that'. "How he intended to send you back to the Fire and discribed you as having 'just' come out of the Fires in London."

"But... that's what happened, nay?" Mina asked. "There was the fire... and then I was with the others... felt a bit like mah jumps, but... not quite..."

"Klarion broke the cycle and put you in danger to make you 'appreciate' his offer. Lords of Chaos have no power over time... if they did, believe me, the forces of Order would not be able to hold him in check. From what we can tell, You are, at least chronologically, close on to four hundred years old; you didn't jump, Mina.... Klarion held you in some form of sleep all that time, waiting until he could 'use' your talent and run you and the others though that ridiculous game of his."

Mina's mouth hit the floor with a sloppy sound, before she collected herself.

"But... but.... but...." The girl's mind was racing, several thought balloons opening around her head and popping at great speed. "Broke the cycle? The cycle of mah time jumps? That... wait.... wait... that means... I'm not going home...?"

"Mina... what we're more afraid of is that you 'will'; think about it, some of these events are relatively small, others are massive... If the records are to believed, each one correlates to a periods between your jumps there and your jumps home in the 1870's."

"So.... if I go home... something horrible is going to happen here?" Mina was shocked. "Something worth... a couple o' centuries of waitin'?"

Raven nods simply.

"You can understand why we're... concerned."

Mina nodded, evidence of how the truth was sinking in in the position of her increasingly slumping shoulders.

"So... I can't go home...." She whispered in resignation rather than questioning, but then her head snapped up. "My papa! He... he was always so worried when I returned! And... Aw, no! I didn't return! He... and now he's dead... and he never knew what happened to me!!!"

"I'm sorry." Raven knew this reaction was likely.

Mina was struck silent, and then started bawling, curling into a ball on the chair. She'd told Hitome she understood being out-of-time, but she could always expect to go home... and now she was stranded.

But that wasn't what was bothering her... it was the thought of her father spending the rest of his days wondering what happened to her, and why that last jump had taken her out of his life forever.

"You... you gotta help me!" She suddenly jumped, slamming her hands on the table and staring pleadingly at Raven. "Send a message to him somehow! Let him now ah'm fine! Please don' let 'im die in the dark!"

"Apparently, I don't have to." The Maven of Magic pulls an envelope out of the file and hands it to the girl.

Mina dried her odd eyes with her sleeve, taking the envelope and its contents with trembling hands. An old parchment, obviously heavy and weighted. there is nothing on the envelope itself.

"That was delivered to Jason Blood, an associate of mine two weeks ago from the Royal Bank of London...with specific instructions to be given to 'The Neon-Haired Firebrand'. Jason's been around long enough to know when to keep a watch out for things..."

Mina nodded, her curiosity picqued by the letter sealed with old wax; it has likely been in a dry vault for years and it made her forget her sadness for a bit as she cracked the seal carefully, trying not to damage the paper.

The envelope does flake a bit, but the paper slides out along with...a colored photograph? It's also old, but looks like something far more modern than the paper.

"Oi..." She frowned, a little confused by the mix of techniques in the whole package. The picture is colored, the word 'Polaroid' at the bottom right corner. And much to her shock, it's... Her father.. in his lab, flanked by... Gremlin immediately recognizes the odd creature from before with the purple head-piece and the thin girl that rode on the platform. Her father looks a good bit older, but smiles in the picture with the girl and....whatever that other thing is... that look completely out of place.

She opened the letter, reading gingerly.

'My beloved Electric Fire-brand... '
'A wise man once said that all things happen for the best, and that even in loss, angels can be heard to sing. Although I do admit, you befriend some very strange angels. And the one who tried to sing was hardly a divine choir.'

'I have been told I cannot say much, as the things that they have told me of you have not yet come to pass by the time you will have read this. To think that movement between time could be so achieved, as if our lives were but chapters in a book that some of us could skip ahead to. They have told me that the Great Plan dictates that you stop flipping in chapters and stay the way of the weary traveler, moving from one page to the next as the rest of us must. I will not pretend to be glad at this, Little Mina. But I can be proud of what work you have and will do in the time beyond my own. Of the works they discribe, an envy of Hercules himself.

'Whatever else may come to pass, in the presence of monsters and gods of that place so far ahead, I ask only this: Don't let fear stop you.... '

'and try not to break too much of the future generation's stuff.'

-Love forever, 'Papa O'Shaughnessy


Mina laughed gently after reading the letter, and pressed the picture against her chest with great relief on her face, then she slumps back on the chair, sighing. She has to dry her eyes again before addressing Raven.

"So... what happens to me now?" She asked. "I canne leave this time an' I don't have much of a place to stay... Oh! And the others! Ah' think Hitome could adapt, but Abby-face?"

"Well, that depends on you." Raven answered. "Whatever force has been using you so far seems to have lost track of you. We don't blame you personally for anything that may have been done with your powers and have no intention to keep you against your will. But that said, this is a very different world you're in now, Mina... from what you've experienced before in the past, and this isn't a simple visit; you obviously have skills that set you in a different place from the..." Raven tries for a slight irish drawl, and fails miserably. " 'Common-folks'? And you came back at...an interesting time; things are happening that have never been so before... particularly in regards to 'young' heroes... if that is a path that might be to your liking?"

"Ye mean... go heroing about with Owl and the other gals... and that guy.... and.... that... girl.... with the... gorgeous armor...?" Mina's eyes lose focus and she starts to drool inadvertently.

Raven looks over the table at the photo in Mina's hand. "I get the feeling that Destiny may be pulling a few strings to get his way on that."

After a few moments of imaginary bliss and a few drops of drool on the table, Mina snaps back to the present.

"I'd love to! All the flyin' and jumpin and goin' 'have at ye, ye miscreant!' sounds like loads of fun! So, so, so... this would be like that group my papa said had gathered in London to fight evil and stuff? With Mr. Quatermain and other strange people? We'd be like a League of Extraordinary Lasses.... and Lad!"

"The League of Extraordinary Gentlemen was one of the originals. And still Legendary... a similar premise, but things work a bit differently." Raven stands and motions for Gremlin to follow out the door and down a hallway. "Today, it is known as 'The Justice League'." Mina is treated to a spectacular view of the main Station Promenade, several flying individuals and those walking...all in costumes and special outfits. One girl is literally on fire as she walks around and a man in red moves with such speed he is little more than a blur, checking on various consoles. "Owl and the others you met are part of our 'younger' generation...not full members of the League yet... They are one of a dozen teams that are all part of the Teen Titans."

"Heeeh... but ye said I'm over 400." Mina chuckled, not really argumentative, taking on the impressive sights around her... and careful not to touch anything; she would die of shame if she broke something in front of so many incredible people.

"Chronologically... not physically or mentally." Raven taps Mina a bit on the head. "The Titans act as part training, part test, and as a family and home as you grow. Everybody needs stability, something I learned for myself as part of the 'Original' Teen Titans."

Mina nodded, the feeling of isolation and loss quickly replaced by excitement and curiosity at the new life that was opening ahead of her.


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Hawkgirl

Postby Coyotzin » Wed Sep 28, 2011 10:41 am

Hawkgirl (Donna Hall) (Justice League: Legacies)
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Hawkgirl - PL 11 (170pp)

Strength 8/3, Stamina 6/2, Agility 4/2, Dexterity 2, Fighting 8, Intellect 0, Awareness 1/2, Presence 4

Advantages
All-out Attack, Assessment, Close Attack 3, Daze (Deception), Diehard, Eidetic Memory, Fast Grab, Favored Environment (Aerial), Great Endurance, Improved Critical 2: Nth Talon Gauntlets, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Move-by Action, Power Attack, Takedown 2, Taunt

Skills
Athletics 6 (+14), Deception 8 (+12), Expertise (PRE): Streetwise 6 (+10), Insight 10 (+11), Stealth 4 (+8)

Powers
Essence of Chay-Ara
. . Reincarnation: Immortality 1 (Return after 2 weeks; Feature (Reincarnation; may redistribute points))
. . Unwelcome Flashbacks: Enhanced Trait 15 (Traits: Intellect +7 (+7), Advantages: Eidetic Memory; Limited (Bonus only applies to Expertise checks and memories), Side Effect 2 (always - Hawkgirl is Vulnerable while a flashback lasts), Uncontrolled)

Hawkgirl Form (Activation: Move Action)
. . Hawk Eyes: Senses 3 (Extended: Vision 2: x100, Rapid: Vision 1)
. . Immunity: Immunity 5 (Enviromental Conditions (All))
. . Nth Armor: Protection 4 (+4 Toughness; Noticeable: Obvious armor)
. . Nth Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Shard of War: Enhanced Trait 27 (Traits: Agility +2 (+4), Stamina +4 (+6), Strength +5 (+8), Awareness -1 (+1), Perception +10 (+11), Advantages: Great Endurance, Improved Smash)
. . Warrior's Endurance: Regeneration 5 (Every 2 rounds)

Chaos-Infused Nth Talon Gauntlets (Removable (indestructible))
. . Damage: Strength-based Damage 3 (DC 26, Advantages: Improved Critical 2; Affects Insubstantial 2 (full rank), Penetrating 5)
. . Enhanced Trait 6 (Traits: Dodge +3 (+12), Parry +3 (+12))

Offense
Initiative +8
Nth Talon Gauntlets: Strength-based Damage 3, +11 (DC 26; Crit 18-20)
Grab, +11 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +9 (DC 23)

Complications
Focused Transformation: Donna can only transform into Hawkgirl while donning the Nth gauntlets.
Locked Transformation: When Hawkgirl has a -5 or greater penalty to Toughness checks against damage or is suffering a harmful condition, she cannot transform back into Donna Hall.
Past Lives: Hawkgirl’s multiple incarnations sometimes come back to haunt her, whether it is the appearance of a reincarnated form from another life, or becoming overwhelmed with sudden memories from a past life.
Rage: Hawkgirl can lose herself in combat. A natural result of 1 or 20 on an attack sends her on a rage, making her Vulnerable until the beginning of her next turn.
Shard of War: As long as Hank Hall lives, Donna Hall will never be all she is meant to be. Wherever he may be, if Hank Hall becomes Hawk, the Hawk Eyes, Shard of War and Warrior's Endurance powers gain the Unreliable flaw. In addition, Donna is at -2 to all checks and saves against Dove.

Languages
English

Defense
Dodge 12/9, Parry 12/9, Fortitude 12, Toughness 10, Will 9

Power Points
Abilities 46 + Powers 70 + Advantages 17 + Skills 17 (34 ranks) + Defenses 20 = 170

Real Name: Donna Hall
Age: 18
Occupation: Adventurer, urban courier, student.
Residence: An apartment in Metropolis she shares with her father, Hank Hall.

Appearance
A short, athletic brunette with piercing green eyes. She wears her hair tomboyishly short and favors ripped jeans and tanktops. As Hawkgirl she wears a dark blue and gold armor, with large blood-red wings coming out of her back. She wears two golden gauntlets tipped with razor-sharp talons and retractable bucklers. A mane of ginger hair flows from her helmet, something that always spooks her.

Personality
Opinionated like her father, but not as boorish. She's brash and outspoken, but Dove and her past experience taught her a measure of self-control and, while she often bites down snarky comments, it is clear in her eyes that she just did so. She avoids any form of soul-searching and is adept at running away from personal issues, partly because the memories of Chay-Ara and their implications scare her. She feels something's missing in her life, and the nagging suspicion that she longs for Hawkman's companionship fills her with a mix of anger, fear and hope, especially as she knows he's probably running around, 5 years her junior, waiting for the moment to pop into her life.

Powers
Hawkgirl absorbed some of her father's powers as Hawk, becoming extremely agile, tough, resilient and strong when she transforms. The armor and wings that were originally part of her Nth-metal armory are now part of her alternate form. giving her additional protection and the ability to fly. Her Nth-metal gauntlets can tear through most armor and she's an accomplished, ferocious and wily hand-to-hand combatant in both forms.

Background
Donna Hall was the product of a poor attempt at retirement by the heroes known as Hawk & Dove. After Superman's death and the declining of superheroes, Hank Hall, aka Hawk, tried to lead a normal life, but his new marriage was doomed from the start. His wife couldn't stomach his unending recrimination for his brother's death, his spurts of anger, and his close relationship with Dawn Granger, aka Dove; so she abandoned him a few months after Donna was born, leaving the little girl with him.

She was quite a handful, and Hank was the least suitable person to be a single dad. Only the frequent visits by her "auntie" Dawn kept father and daughter from reaching a point of no return with their fits of anger and tantrums, respectively. Even as a child, Donna knew something was odd with herself and her inability to explain, and her father to understand, was a constant wedge between them. Things only got worse after a cross-country trip she took with auntie Dawn, but without Hank, when Donna was five. Dawn took Donna to meet some people who asked her strange questions and looked at her even more strangely, especially that creepy old man in the museum... the moment they shook hands in all seriousness she felt a disturbing jolt, a scary flash of recognition and an inexplicable flush of emotions that unnerved her.

Ever since that moment strange dreams started to plague her from time to time, dreams of other lives, of tragedies and loves found and lost. Hank's failure to empathize only drove them further apart; she was angry with him most of the time, and their shouting matches caused not few police calls.

She was never a star student, and when she hit puberty her rebelliousness exploded with a vengeance. She was suspended from school several times and ran away to Gotham when she was 15, surviving by her wits and almost supernatural knack for violence. She joined a gang notorious for their extreme acts of vandalism, until one of the riots they incited was suddenly visited by two retired heroes: Hawk & Dove.

Hawk was shocked to find Donna there, and grabbed her unceremoniously before the police arrived and arrested the rest of the gang. Donna was terrified by the huge, snarling superhero screaming bloody murder at her face. Dove had to calm him down, and they both transformed into their civilian selves, shocking Donna even more. The shame she felt by facing her beloved aunt Dawn and her father in these circumstances crushed her, and seeing tears in the eyes of her normally stoic and macho father only drove the point of how low she had fallen.

Dawn decided it was time both Hank and Donna knew the truth she had discovered during that ill-fated trip she took with Donna. From Donna's birth, Dawn sensed something was amiss, and after a few years of investigations and consults, she zeroed in o a couple of suspicions that were confirmed by the people they visited. One of them being Dr. Fate, the other being Carter Hall, aka Hawkman, the man Donna had felt that connection to. Dr. Fate told Dawn that Donna was, in fact, the reborn ancient soul of Chay-Ara, Hawkman's soulmate, but the seed of Chaos she inherited from her father was strong, and it was distorting her connection to her past lives.

Both Hank and Donna were shocked and angry, but for the first time not angry at each other. The three of them returned to the veteran heroes to demand more answers only to find Dr. Fate absent, and Hawkman dead, having quietly taken his life a few months after Dawn's and Donna's visit. But he left something for Donna: a pair of gauntlets and an armored wing harness made from the mysterious Nth metal and a note reading: "Wait for me". Hank had to accept that his daughter deserved the legacy that Carter Hall had bestowed upon her, the one of his beloved Hawkgirl, and as the Avatar of War, he decided that she wouldn't enter unprepared into her new role as a superhero.

He was vicious in his training, stoking the furnace of Donna's rage. Dove joined the training to temper Hawk's methods, teaching Donna to fight intelligently and forge her anger into a fine, focused weapon. Donna adapted to the Nth-metal arsenal with ease; Carter had not given her ancient weapons to master, but instead the gauntlets sported deadly claws that were perfect for Hawk's savage fighting style.

Her first attempt at superheroics was a disaster. She overestimated her strength when she tried to keep a news helicopter from falling after being shot down by a power-armored villain. The helicopter dragged her with it and, while she managed to save the occupants, the vehicle itself crashed into a building for a lot of property damage and dozens of wounded. The villain mocked her as he attacked, and Donna gave in to her rage. She tore the armor to shreds and nearly killed the man inside. In the hospital, the criminal only mumbled in terror about blood-red wings.

Donna fled the scene as soon as she managed to get a hold of herself and found to her horror that she couldn't remove the wing harness; the latches and straps were gone, and even the helmet felt like it was part of her now. Terrified, she sought Dove, not wanting her father to witness this failure. Dawn was expecting her; Hank had called her when they both felt something tug at their spirits and a look at the distraught Hawkgirl told her what it meant. She had gone so deep into the rage that she had tapped into the essence of Chaos, and she had gained a semblance of Hawk's power. The sudden influx of Chaos had turned her armor into an alternate form that, like Hawk's and Dove's, Donna couldn't leave as long as she was hurt. She healed quickly, another manifestation of her borrowed power and managed to turn back. The armor and wings were gone, and only the Nth-metal gauntlets remained.

Donna didn't try any new super-stunts, but devoted herself to training. She didn't return to school proper but enrolled in remote schooling, catching up with her studies at her own pace while finding a job as a courier. She lives with her father and, while their relationship is still strained by both their volatile tempers, at least it's grounded by mutual respect. She felt the shard of the Avatar of War in her, and feared what could happen if she lost control again.

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Black Talon

Postby Coyotzin » Wed Sep 28, 2011 10:43 am

Black Talon - PL 10 - 152/152
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Abilities - 64pp
Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 1, Awareness 3, Presence 1

Advantages -28pp (advantages in italic are part of powers)
Agile Feint, Assessment, Benefit: Wayne Heir, Contacts, Defensive Attack, Defensive Roll 2, Equipment 8, Grabbing Finesse, Great Endurance, Hide in Plain Sight, Improved Critical: Unarmed, Improved Disarm, Improved Trip, Languages 3, Luck 4, Power Attack, Quick Draw, Skill Mastery: Acrobatics, Skill Mastery: Insight, Takedown, Uncanny Dodge, Well-informed

Skills - 23pp
Acrobatics 7 (+12), Athletics 8 (+11), Close Combat: Unarmed 4 (+14), Expertise: Business 5 (+6), Insight 2 (+15/+5), Investigation 6 (+7), Perception 7 (+10), Stealth 7 (+12)

Powers - 22pp
Healing Factor (mutant power, Advantages: Great Endurance - 1pp) - Multiple effects 8pp
. . Immunity 2 (Disease, Poison) - 2pp
. . Regeneration 5 (Every 2 rounds) - 5pp

Lightning Strikes (natural training, Strength Effect - Multiattack) - 3pp

Read Opponents (natural training, Advantages: Assessment, Skill Mastery) - Multiple effects 11pp
. . Enhanced Trait 4 (Advantages: Luck 4; Limited to melee rolls) - 2pp
. . Enhanced Trait 5 (Traits: Insight +10 (+15)) - 5pp
. . Luck Control 1 (Force a Re-roll; Limited to opponents engaged in melee) - 2pp

Equipment - 40 equipment points/8pp
Cell Phone (Smartphone) 2ep, Mask 7ep, Mini-tracer 1ep, Restraints 1ep, Undercover Shirt 2ep, Utility Belt 27ep [Grapnel Gun; Hidden Arsenal]

Mask: Commlink; Immunity 5 (Sensory Affliction Effects; Limited to vision); Rebreather; Senses 2 (Vision Counters Concealment: from environmental effects) - Multiple effects - 7ep

Grapnel Gun: Movement 1 (Swinging) - 2ep

Hidden Arsenal (equipment array 18ep base cost) - 25ep
. . Bolas: Affliction 8 (Hindered and Vulnerable, Immobile and Defenseless, DC 18; Accurate 3: +6, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Diminished Range 2, Limited Degree)
. . Cutting Torch: Damage 1[/b] (Linked; fire, DC 16) + Weaken 3[/b] (Linked; Resisted by: Fortitude, DC 13; Affects Objects Only)
. . Explosive Kunai: Burst Area Blast 6 (DC 21; Burst Area: 30 feet radius sphere; Diminished Range)
. . Flash Bomb: Affliction 8 (Impaired, Disabled, Unaware, Resisted by: Fortitude, DC 18; Accurate 3: +6, Increased Range: ranged; Diminished Range 2)
. . Quick Glue Pellets: Progressive Affliction 5 (Hindered, Immobile, Resisted by: Fortitude, DC 15; Accurate 3: +6, Increased Range: ranged, Progressive; Diminished Range, Limited Degree)
. . Smoke Bomb: Concealment: Cloud Area Concealment Attack 6 (All Visual Senses, Extra Ranks 2, DC 16; Cloud Area: 15 feet radius sphere, Attack: Fortitude)
. . Kunai Flurry: Strength-based Cone Area Damage 6 (DC 24; Cone Area: 60 feet cone, Selective)
. . Sleep Gas Pellet: Cloud Area Affliction 6 (Fatigued, Exhausted, Asleep, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere, Increased Range: ranged; Diminished Range)


Offense
Initiative +5
Bolas: Affliction 8, +11 (DC Dog/Fort/Will 18)
Smoke Bomb: Cloud Area Concealment Attack 6 (DC Fort 16)
Explosive Kunai: Burst Area Blast 6 (DC 21)
Flash Bomb: Affliction 8, +11 (DC Fort 18)
Grab, +10 (DC Spec 15)
Quick Glue Pellets: Progressive Affliction 5, +11 (DC Fort 15)
Kunai Flurry: Strength-based Cone Area Damage 6 (DC 24)
Sleep Gas Pellet: Cloud Area Affliction 6 (DC Fort 16)
Throw, +5 (DC 18)
Unarmed, +14 (DC 18, crit 19-20)

Complications
Complicated Heritage: Her genetic material comes from two of the most hardened killers in the world: Wolverine and Lady Shiva. This makes her interesting for many different parties.
Enemy: The League of Assassins is keen to recover their lost asset.
Motivation-Atonement: Cassandra feels guilt over the atrocities she was forced to commit for the League of Assassins and overcompensates in her zeal
Utmost Loyalty: Cassandra truly loves Bruce Wayne as a father, and she's loyal to him to the fault. The only times she will disobey him is when she thinks he's ordering something fundamentally, morally wrong and thus also serves him as a moral compass. However, she would take a bullet for him at any time.
Vestigial Claws: Her skeleton has claws just like Wolverine's but they are underdeveloped and are functionally useless. Sometimes, instinct will prevail over discipline and the claws will attempt to expand but, lacking the proper length and musculature, they only cause Cassandra pain, inflicting a -2 penalty to attack and active defenses for one round. If the claws somehow develop, they could become fully functional as the natural weapons they were meant to be.

Languages
Chinese (Mandarin), English, French, Japanese, Spanish

Defense - 15pp
Dodge 12, Parry 12, Fortitude 7, Toughness 8/4, Will 6

Power Points
Abilities 64 + Powers 22 + Advantages 28 + Skills 23 (46 ranks) + Defenses 15 = 152

Real Name: Cassandra Wayne, Cassandra X
Age: 25
Profession: Business manager, vigilante

Appearance
An attractive young Asian-American woman in her mid-twenties, Cassandra has brown eyes and black hair worn chin-length, always bulled pack during business and loose and messy in informal situations. As befit the heiress apparent of the Wayne empire, her wardrobe is top quality, but she favors black business suits and plain white blouses with varying necklines, and very simple silver jewelry. Or sweatpants and tank-tops that show off her extraordinary physique, depending on context.

As Black Talon she wears a full-body, skintight kevlar jumpsuit witout sleeves, with a black sarf covering her neck and part of her face. A utility belt with large pouches hangs from her hips, and harness straps cross her chest in the shape of an X, holding several small containers as a bandolier; both of these are gray with dark yellow seams. Her face is hidden by a smooth, featureless black mask with two pointed ends on top, yielding a profile image similar to animal ears. This mask holds various utility technologies. Her forearms and palms are wrapped tight in bandages that bind them, so her vestigial claws don't accidentally damage her muscles; she would heal quickly, but the experience whould be painful.

Personality
Gruff and serious on the surface, Cassandra is a woman of very few words. Her upbringing didn't include much interaction with others that did not involve combat, and so she's more used to expressing herself by actions rather than words. She often displays her adoptive father's silent intensity. Beneath this frankly disturbing facade, Cassandra hungers for human contact; she seldom smiles, but when she does, it's full of the warmth and friendliness she was forced to repress for years, and in confidence she's very physical, resorting to pats, squeezes and hugs instead of words. Simply put, Cassandra is an incredibly caring person hammered into the mold of a borderline sociopath, which she has been struggling to break out of for years.

Powers & Abilities
Her only actual power is a weak healing factor that also protects her against poison and disease. Her inherited mutation did include great physical prowess, but she honed it through training and effort. She's a peerless hand-to-hand combatant, however, capable of reading her opponents like a book in order to anticipate their actions. Bruce Wayne outfitted her with a wide variety of gadgets designed and created especially for her role as a crime-fighter and Wayne's enforcer.

Background
In the public and gossip circles of Gotham, Cassandra Wayne is known as the love child of Bruce Wayne and the daughter of an Asian magnate, kept anonymous as part of the deal of her adoption. She was introduced into high society when she was 16, and the vapid, lurid and ultimately shallow story was soon replaced by the next scandal. Further burying media attention, Cassandra was the picture of the good child, not participating in any scandals or having no known boyfriend, and overall not participating in the circus of jet set society. The initial stories of her overcoming a learning disability, thought to be brought by an isolated upbringing due to the shame of her illegitimate birth, also died down quickly, because Cassandra was also neither a genius or an outstanding student.

Nobody was surprised when she was employed in Wayne Industries as a junior executive and personal assistant to Wayne himself, and she was actually considered to be some sort of grounding influence on his playboyish personality, which endured despite the accident that crippled him. At first she was always seen at his side, but she has been joining different committees on her own as of late, particularly those in charge of negotiations. It is accepted that, while she has no authority on those committees, she is Wayne's eyes and ears, sent to keep the executives under observation.

The love child story was the most convenient front for Cassandra's adoption, as it was quite believable given Bruce Wayne's philandering youth, and it wouldn't raise questions about a young girl moving in to live with a crippled billionaire. Bruce found Cassandra wandering the streets of Gotham, displaying top-notch fighting skills and an almost feral urban survival instinct, so he took her in. Genetic analysis also proved that she was not only a mutant, but related to Wolverine himself. After some telepathic coaxing and detective work, Wayne and Frost discovered that she was a clone of sorts... Wolverine's genetic material had been used by the League of Assassins to impregnate a surrogate mother and create Cassandra, and trained her from birth as an assassin until she escaped and wandered until somehow finding her way to Gotham.

What they don't know is that the mother was none other than Lady Shiva who, for reasons known only to her, volunteered to carry the seed. The League had hoped for a perfect Wolverine clone, but the sample they purchased through sordid means was heavily decayed, and little Cassandra only displayed a watered-down version of Wolverine's healing factor... and nothing else -although X-rays show vestigial claws along her arms, which may yet mature. Disappointed, but curious, the League subjected the child to brutal training techniques, denying her the normal affection and education a child should receive from her parents, replacing it with harsh discipline and peerless training, and employed her as a deadly weapon a few times. Shiva had abandoned the child with the League for years until, again for reasons she keeps to herself, returned to see how her daughter was faring, and was disgusted by the treatment Cassandra had received, which would create a strong fighter, but a weak warrior, so she took her without asking, and left the child in the streets of Gotham so she could forge herself into her own person, which is where Wayne found her.

Growing up as a Wayne was hard at first, for there were a myriad rules that Cassandra had to learn and with a greater moral conscience came greater guilt for her past, but she was talented and eager, and she adapted to a semblance of a normal life and the continued combat training that had a wholly different purpose. When she turned 18, Bruce Wayne allowed her to patrol Gotham as Black Talon, and since then, she is his eyes, ears, and hands abroad.

She is something of an urban legend amongst the students of the Academy, given how little they see of her. She travels a lot using her position as a Waynetech executive as a front for international espionage and sabotage missions as Black Talon. When she's on the grounds, she assists Alfred and Dick Grayson in running the Academy, and coaches individual students in different athletic pursuits, although very few can withstand her high standards and merciless training regime. Those who last more than a week get a glimpse of the caring personality under her impassive ruthlessness.

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Argos

Postby Coyotzin » Wed Sep 28, 2011 10:46 am

Argos - PL 10
OOC Thread | IC Thread
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Abilities
Strength 0, Stamina 4, Agility 5, Dexterity 6, Fighting -2, Intellect 4, Awareness 4, Presence 2

Advantages
Attractive, Diehard, Equipment 1, Improved Aim, Improved Initiative, Precise Attack (Ranged, Cover), Ranged Attack 4, Second Chance: Deflect physical/ballistic attacks, Skill Mastery: Acrobatics, Throwing Mastery 5

Skills
Acrobatics 10 (+15), Expertise: Astrophysics 6 (+10), Perception 9 (+13), Sleight of Hand 5 (+11), Technology 6 (+10), Vehicles 4 (+10)

Powers

Codespeak: Comprehend 2 (Machines/Electronics)

Cruiser Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Activation 2: standard action)

Gravitic Manipulation (dynamic array)
. . Deflect 10 (Advantages: Second Chance (Deflect physical/ballistic attacks); Redirection, Reflect)
. . Flying: Flight 14 (Speed: 32000 miles/hour, 60 miles/round; Aquatic) + Movement 1 (Environmental Adaptation: Aerospace)
. . Move Object 10 (25 tons, DC 25; Damaging, Precise)

Limited Sensors: Senses 4 (Analytical (Type): Visual, Infravision, Radio, Advantages: Precise Attack (Ranged, Cover))

Simulated Evolved Physiology (Advantages: Diehard, Improved Initiative):
. . Immunity 11 (Aging, Life Support)
. . Power-lifting 4 (+4 STR for lifting)
. . Protection 6 (+6 Toughness; Subtle: subtle)

Equipment
Shuriken, Toolkit (Basic)

Offense
Initiative +9
Grab, -2 (DC Spec 10)
Move Object: Move Object 10, +10 (DC 25)
Shuriken, +10 (DC 21)
Throw, +10 (DC 20)
Unarmed, -2 (DC 15)

Complications
"Wait, aren't you...?": Argos' human form is not attractive because her designer had good taste, but because he wanted her to be attractive, and imprinted this desire upon her quantum matrix. Thus, people who observe her impose subtle changes in her quantum state into what they find attractive, which is usually the likeness of someone they know, and thus a lot of people think they know her, which sometimes proves inconvenient.
Bound: Argos will imprint to a captain and crew and will be loyal to them. Her Will bonus is reduced to 0 when resisting effects from her imprinted crew and has a -5 to opposed Insight checks against them. She will always obey following a clear and defined chain of command.
Hyperadvanced Quantum State: Because most of her mass is folded into quantum irregularities while in human form, all attempts to heal Argos suffer a -2 penalty to checks, and beneficial effects used on her may be reduced by 2 ranks by the quantum flow.
Singularity Leak: When failing a Toughness check by 2 degrees or more, Argos' singularity core acts up and creates random effects around her: for one round all speed around is reduced by 1 rank, or everything is moved a random short distance and direction, she loses control of her shape and flashes bigger for a second and crushes things, etc.

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude 6, Toughness 10, Will 5

Power Points
Abilities 46 + Powers 73 + Advantages 13 + Skills 20 (40 ranks) + Defenses 18 = 170

The Argos, Prototype BioCruiser Form - PL 10

Abilities
Strength -, Stamina 15, Agility 5, Dexterity -, Fighting 0, Intellect 5, Awareness 5, Presence 2

Advantages
Agile Feint, Equipment 6, Second Chance: Resisting fatigue effects, Set-up

Skills
Acrobatics 9 (+14), Perception 9 (+14)

Powers
Bio Hull
. . Biomachine: Feature 1 Can be healed with Technology repair checks
. . Cargo Capacity: Power-Lifting 8 (+8 STR; Limited to Lifting)
. . Colossal Size: Growth 16 (+16 STA, -16 Stealth, -8 active defenses, +3 size categories; Innate; Limited: No Strength, intimidate bonus, or speed bonus, Permanent)
. . Piloted: Feature 1 Can receive team check bonus from Expertise, Technology and Vehicles checks from the crew

Codespeak: Comprehend 2 (Machines/Electronics)

Collapse Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Activation 2: standard action)

Gravity Field Generator (gravitic array)
. . Dimensional Mass Accelerator: Superheated Plasma Pellet: Perception Damage 10 (DC 25; Dimensional: Normalspace, Increased Range 2: Perception; Resistible: Dodge); Targeting Improvement: Senses 8 (Counters All Concealment: Visual, Extended: Visual 3: x1k; Stacks with Sensors and Singularity Drive Senses)
. . Repulsion Field: Deflect 5 (Advantages: Second Chance: Deflect energy attacks; Accurate 3: +6, Redirection, Reflect; Limited: to attacks at her position) + Impervious Toughness 15
. . Tractor Beams: Move Object 10 (gravity, 25 tons; Accurate 4: +8, Feature: Can be used inside, Precise, Split 3: 4 targets)

Life Support: Immunity 13 (Critical Hits, Life Support, Sleep; Affects Others [Life Support ranks only])

Project Avatar: Illusion 1 (Affects: Visual, sound, touch, Area: 2 cft., DC 11; Independent; Feedback, Limited: to image of her humanoid form)

Sensors: Senses 13 (Analytical (Type): Visual senses, Danger Sense: Visual senses, Detect 2: Radiation emissions (visual), Extended: Visual 2: x100, Infravision, Radio, Radius (Type): Visual senses, Rapid: Visual senses 1, Ultravision)

Singularity Drive
. . Microwormhole Transporter: Teleport 8 (Carry 50 lbs.; Accurate, Affects Others Only, Change Velocity, Dimensional: dimension - Ship Interior, Extended: 250 miles in 2 move actions; Limited to Extended)
. . N-Dimensional Folding:
. . . . Movement 6 (Dimensional 3: any dimension, Space Travel 3: other galaxies)
. . . . Senses 12 (Direction Sense, Distance Sense, Extended: Visual 9: x1bn, Tracking: Radiation Emission 1: -1 speed rank; Custom: Dimensional [Normalspace])
. . . . Time Stasis: Feature 1 (during n-dimensional transit, time in the ship is slower than in normalspace)
. . Subspace Thrusters: Flight 12 (Linked; Speed: 8000 miles/hour, 16 miles/round) + Movement 1 (Linked; Environmental Adaptation: Space)

Equipment
Cannon Batteries [Cannon Batteries: Damage 8, DC 23; Increased Range: ranged; Limited: Usable only by Crew], Ship Interior

Ship Interior - HQ Features, 22 ep
Toughness 6, Size Colossal
Features:
Communications, Computer, Defense System, Dimensional Portal (To-From Deck), Fire Prevention System, Gym, Hangar/Cargo Bay, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Security System 1 (DC 20), Workshop
Powers
Carried: Feature 1: The HQ space is transported by the Cruiser form and Argos is connected to it.
Tesseract Space: Feature 1: the HQ space of the ship exists in a different equivalent dimension contained in the ship's hull and remains locked away when Argos collapses into her human form.

Offense
Initiative +5
Cannon Batteries: Damage 8, +0 (DC 23)
Grab, +0 (DC Spec 10)
Dimensional Mass Accelerator: Damage 10, (DC 27)
Throw, +0 (DC 15)
Tractor Beams: Move Object 10, +8 (DC 20)
Unarmed, +0 (DC 15)

Complications
Bound: Argos will imprint to a captain and crew and will be loyal to them. Her Will bonus is reduced to 0 when resisting effects from her imprinted crew and has a -5 to opposed Insight checks against them. She will always obey following a clear and defined chain of command.
Quantum State Interference: Argos cannot collapse her from into human if there is any living being inside her or while suffering from any condition removable by a saving throw.
Singularity Leak: If she falls to incapacitated while in Cruiser form, her singularity core will go berserk. She may collapse into human form, create a weak black hole around her, emit insane amounts of radiation, drop herself and everything through a transient wormhole, or anything the GM can think of.

Languages
Native Language

Defense
Dodge 5, Parry -8, Fortitude 15, Toughness 15, Will 5

Power Points
Abilities 8 + Powers 132 + Advantages 9 + Skills 11 (22 ranks) + Defenses 10 = 170


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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

Name(s): Argos Haephestia Daedalus, XT-1 Argos, Project Golden Fleece
Age: 6 years (appears young adult)
Designation: Sentient Quantum Bioship
Profession: Pilot, explorer, courier and carrier

Appearance
In her human form, Argos is a young adult woman of widely mixed ethnicity with light brown skin, long platinum blond hair, and features that sometimes look Asian, sometimes more African, other times more Mediterranean or Hispanic. She wears a scant tunic with a mixture of Greek and Incan motifs.

As a ship, the Argos is a sleek frigate with a long hull and an open deck, with a profile resembling ancient Phoenician sailships, except that the there are three masts arranged in a triangular arrangement around the hull, and the ion sails are gossamer, nigh-invisible surfaces extending for several hundred feet. Her human avatar is carved at the bow as a figurehead. Despite the deck being open to sheer space, the crew is protected by the ship's artificial atmosphere, which she is able to hold within her quantum field.

Personality
Curious, sometimes naive, but always daring and determined. While she's unflinchingly loyal, she knows her loyalty is a construct of her quantum matrix and she finds ways to be rebellious, especially when she doesn't particularly like her imprinted captain or crew. Due to her creator's rejection, she has certain "daddy issues" with figures of authority and while cooperative, she will always seek to question and undermine anyone she perceives as a "superior".

She is very particular about her sentience, and is offended if anyone refers to her personality as an AI, programmed heurystics, etc., or her body as synthetic. She was built better than that: her personality and body are on par with anything that can be called human. Only better.

Powers and Abilities
Argos is a prototype n-dimensional quantum construct, built from two three-dimensional matrices: her cruiser and human forms which were both assembled with the latest in biotechnology, and then folded together into a complex polydimensional frame by virtue of her virtual singularity core. Her core is a complex structure that simulates the effects of a gravitational singularity by means of folding dimensions rather than harnessing a miniature black hole, like the standard for singularity drives. Her core provides both power as well as her ability to manipulate gravity in both forms, and is at the heart of her capacity to shove off her mass into virtual "non-existence" and change from a huge frigate into a human female of short stature, and for her interior as a cruiser to be larger than her exterior hull.

As a prototype, her instruments are limited, but she can still leak some of their functions to her human form.

While fully autonomous as a ship, there are many functions she cannot perform on her own (she cannot read the information in her own library, for example). She has an incomplete databank and navigation systems, and her knowledge of astrophysics doggedly remains folded into her human brain, not her ship-form systems, and thus having a crew is actually an advantage.

Background
Professor Karl Endymion Daedalus was a mad genius, his ability to wrap his mind around multi-dimensional space theory putting him centuries ahead of his peers, but also miles apart. He made a fortune in patents for micronized technology and hyperefficient power sources, and used it to build himself a workshop in the darkest corner of the Kuiper Belt.

Six years ago, a survey ship detected a huge gravitational spike that destroyed a large area's worth of asteroids and planetoids. There was no distress call, but the ship headed there nonetheless and found a lot of empty space, and a singular, beautiful frigate at its center. The surveyors were then hailed by Daedalus himself aboard the frigate, telling them basically to sod off.

Daedalus traveled to Earth and introduced his prototype, the XT-1 Argos who, just after the professor disembarked, somehow folded and collapsed into the back of the figurehead, which then literally came alive as an attractive young woman who walked the professor to meet with Earth's authorities. For weeks, the particulars of her technology were explained, poured over and, in the end, judged too expensive and too capricious for any practical application, and Professor Daedalus was kindly asked to come up with cheaper and more pragmatic uses for his n-dimensional theories.

Daedalus detected a need and had tried to fulfill it, but as usual was way ahead of his time. Human space travel still depended on "dumb" machines or exceedingly rare psionic navigators, and humanity refused to adopt using advanced AI like the Techrons did... so he created a perfect (in his mind) middle ground: a human mind capable of understanding space and dimensional travel as instinctively as normal humans understood walking. Argos' mind is the product of years of subquantum mapping and pattern randomization, and thus she was not 'programmed', but 'developed' and 'raised'. Daedalus grew her body only after discovering that the mind he had created thought of itself as female.

His goal for a new kind of human-machine interface rejected on so many levels (one of which a flying accusation of selling humans out to the Techrons), Daedalus took another odd turn: he disowned Argos, in a way. While he registered her as his daughter and had her pass all Turing tests for full human status, he basically kicked her out and told her to get a life.

Shocked and without knowing much else, she applied and obtained a pilot and astrogator license, and now hires herself as a one-woman courier service, although her heart is more in exploration. She doesn't tell her clients that she is her own ship, using her capacity to project a holographic avatar inside her hull to put them at ease, and to use her gravity manipulation capacity to simulate her avatar's interacting physically.

In the few years she has spent traveling the space lanes, she has come in contact with many Techron-piloted ships and got along very well with them. The Techrons are very intrigued at how such a disorganized mind as a human's is able to run a ship's systems so well, and they have heard of Professor Daedalus before, so all Techrons are advised to talk with Argos whenever they meet her in order to collect more data on her.

Her dual existence is not a secret, but it's not widely publicized either. People who meet her and know of Daedalus will have a high chance of realizing they are talking to an actual, sentient starship.

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Short-Circuit

Postby Coyotzin » Sat Oct 22, 2011 2:40 pm

Susan Hasegawa (Short-Circuit) (Wild Cards: 52 Pick-Up)
Image
Power Level: 8; Power Points Spent: 120/120

STR: -1 (8 ), DEX: +4 (18 ), CON: +1 (12), INT: +4 (18 ), WIS: +1 (12), CHA: +0 (10)

Tough: +1/+6, Fort: +6, Ref: +6, Will: +6

Skills: Computers 11 (+15), Craft (electronic) 8 (+12), Disable Device 4 (+8), Investigate 6 (+10), Knowledge (technology) 11 (+15), Language 4 (+4), Search 6 (+10), Stealth 6 (+10)

Feats: Attack Focus (ranged, metal only) 2, Attack Focus (ranged) 6, Attack Specialization 4 (Shocking Grasp (Strike 8 )), Benefit (CIA/NSA Security Clearance), Code Monkey*, Defensive Roll, Dodge Focus 4, Eidetic Memory, Equipment 3, Improved Critical 4 (metal thrown), Improved Disarm 4 (metal only), Inventor, Online Research**, Quick Draw (metal only), Skill Mastery (Computers, Craft (electronics), Knowledge (Technology), Investigate,), Stunning Attack, Throwing Mastery 7 (+7), Well-Informed
*Custom Feat: may use Computers instead of Craft to create inventions, but inventions are limited to programmable electronics devices, networks and similar resources
** From Mecha & Manga: Allows Computers to be used instead of Gather Information


Powers:
Cryptographic Signal Analyzer (Device 4) (Easy to lose; Custom (Harmonic: The device bypasses Susan's concealment and enjoys her immunities.))
. . Frequency Hopper Transmitter (Communication 4) (sense type: radio; Precise, Subtle 2 (unnoticable))
. . Frequency Tracker Receiver (Super-Senses 3) (extended: Radio 2 (-1 per 1k ft), radio; Custom 2 (Decryptor: Cancels ranks of Subtle))
. . Remote Interface (Datalink 3) (sense type: radio)
. . Self-updating Reference Database (Enhanced Trait 10) (Traits: Intelligence +10 (28, +9); Limited (Knowledge checks))

e-Ghost (Concealment 10) (all senses; Limited (to electronic sensors), Permanent)

Fast Coder (Quickness 3) (Perform routine tasks at 10x speed; One Task (Using Computers))

Gauss Fingers (Enhanced Trait 18 ) (Feats: Attack Focus (ranged) 2, Improved Critical 4 (Thrown), Improved Disarm 4, Quick Draw, Throwing Mastery 7 (+7); Limited (Metal objects))
. . EMP Burst (Strike 8 ) (Alternate; magnetic, DC 23; Burst Area (40 ft. radius); Limited (Only affects electronics); Precise)
. . Shocking Grasp (Strike 8 ) (Alternate; electricity, DC 23, Feats: Stunning Attack)

Grounded (Immunity 5) (damage type: Electricity)

Magnetic Repulsion Aura (Linked)
. . Enhanced Trait 4 (Linked; Traits: Defense Bonus +2 (+10); Limited (Metal objects))
. . Force Field 4 (Linked; +4 Toughness; Affects Others, Impervious; Limited - Narrow Type (Metal objects); Noticeable)

Equipment: Customized Tablet Computer (3G Connectivity, Harmonized, Laptop Computer, Masterwork), Grappling Gun [Super-Movement 1, swinging], Multi-Tool, Night Vision Goggles, Shuriken, Undercover Vest

Attack Bonus: +0 (Ranged: +8, Melee: +0, Grapple: -1)

Attacks: EMP Burst (Strike 8 ) (DC 23), Shocking Grasp (Strike 8 ), +8 (DC 23), Shuriken, +8 (DC 22, crit 16-20), Unarmed Attack, +0 (DC 14)

Defense: +8/+10* (Flat-footed: +3), Knockback: -5
*metal objects when aura active

Initiative: +4

Languages: Chinese (Mandarin), English, French, Japanese, Spanish

Totals: Abilities 18 + Skills 14 (56 ranks) + Feats 25 + Powers 43 + Combat 8 + Saves 12 + Drawbacks 0 = 120

Complications:
Motion Sickness: A reason Susan hates field work is the need to travel. Long trips on any sort of vehicle take a toll on her stomach and she may start feeling nauseated. Ground vehicles are mostly fine, air travel is manageable. Boats are murder.
"Hush, I'm Raiding": Susan sometimes get distracted by online gaming. It's a borderline addiction that she can walk away from, provided the real world has something more entertaining to offer.
Near-Sighted: While still fully functional without her glasses, prolonged lack of optical support will start giving her headaches.
Nagging Family: While her parents are very proud of her achievements, they keep pestering her about when she's going to find a nice man to settle down with and give them grandchildren. They have no idea that she's no longer an NSA analyst.

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Name: Susan Hasegakwa
Codename: Short-Circuit
Profession: Intelligence Analyst
Nationality/Ethnicity: American/Asian-American
Age: 26

Appearance
Mousy and altogether unimpressive. She takes more after her American father than her mother, with short auburn hair and light brown eyes with just vaguely Japanese features. She dresses in a collection of formal suits at the offices, but much favors pants and t-shirts in the comfort of her own apartment. She doesn't go out much, so her "out" wardrobe is limited to jeans and the aforementioned t-shirts. Her only nod to vanity is her collection of eyeglasses, which include executive, hipster, nerdy, etc. She tried dyeing her hair and using contacts when she was younger, but the maintenance required annoyed her and she stopped. There's several photos of her looking like this in a couple of her college friends' blogs and Facebook profiles.

Personality
One of Susan's driving passions is finding out secrets, and has the brains to figure out how to wrest them from whatever online repository where they are held. Even if she's not that observant about people's behavior, she follows leads like a purebred infohound, and she forgets nothing of what she discovers. She's a recluse because she doesn't like dealing with people, not because she can't, spending her time reading various blogs and playing online games where she gets the interaction she wants to learn things, without dealing with the personal issues that she dislikes.

Powers and Abilities
Susan generates an electromagnetic field at all times. The lowest she can tune it down renders her invisible to all sort of electronic sensing technology, which is distressing for her technology-loving ways, but a boon for her superiors in the Intelligence community. When she charges it up, she can shoot metal objects like she was a living gauss cannon, deflect incoming metal objects, flood a person's nervous system with a stunning or damaging charge or destroy electronics around her. She put together an interface device attuned to her field's frequency that allows her to use other electronics and tap radio communications, which otherwise she's invisible to, and keeps a large and densely compressed knowledge database in there so it's available for reference at any time.

Background
Susan was the textbook nerd in school, intelligent and slightly antisocial, but she had enough self-confidence to see past the petty social games of her peers. Her peers were actually afraid of her, because she had a knack to find the most embarrassing secrets about them, and she only had to use part of her repertoire once to destroy the social life of a girl who made the mistake of trying to pick on her.

College was easier; she majored in Computer Sciences and Electronic Engineering with a minor in Bibliotheconomy, and found other people with similar interests. She got into online gaming, where she made a name for herself in several first-person shooters and MMOs. Her favorite was, however, EVE Online, where her political savvy, technical skills and vicious disposition were right at home.

She already knew what she wanted to do with her life, and that was to join the intelligence community. She didn't have the stomach for being a field agent, so she applied for the NSA. Signal-intelligence and data-mining were her thing, and it proved her undoing.

She rose to become the youngest senior analyst in the NSA, and enjoyed some leeway in her methods thanks to the results she delivered. Doing one of her routine probes, one of her personal programs raised flags pointing at a secret NATO project that had no apparent oversight or sanction from any of the US intelligence agencies. She didn't want to report to her superiors until she had actionable data, so she dug deeper.

One night, when she was returning home, she was intercepted by a black van. She was terrified, her captors telling her that her snooping was not welcome, and her curiosity would be rewarded or punished by luck. She was injected with the Wild Card virus, then dropped at home.

It was a night spent in complete agony, her entire nervous system burning and firing.

In the morning, she walked out, groggy, but alive, and with all her original parts. She had drawn an Ace, only that all her nerves projected an electromagnetic field that interfered with her ability to use electronics of any kind. Not voice commands, touchpads, proximity sensors, security cameras... she was completely hidden from them.

She didn't have time to report the incident. She was welcomed back at the office with an official transfer to the CIA, except that she wasn't shipped to Langley, but to a NATO office in Germany, where she was "rewarded" with the truth. She had stumbled upon the building blocks of Project Einherjar, which is where she now belonged.

She didn't want to be a field agent, she hated the idea, but she had no choice. She was trained to use her new-found powers offensively, even if she preferred the tactical aspects. At least she was given access to a workshop where she could put her technical skills at work and build herself a couple of gadgets to make her life and work just a little easier, including a signal analyzer that allowed her to translate the fluctuations she affected on her electromagnetic aura into electronic commands, and also doubled as her own personal communication device, since any standard-issue commlink did not work for her (she could hear well enough, but no microphone could pick up any sound she made).

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Viento Negro

Postby Coyotzin » Mon Oct 24, 2011 4:46 pm

Viento Negro (Batman, Inc.) - PL 10
Image
Abilities - 44pp
Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 8, Intellect 1, Awareness 2, Presence 0

Advantages - 31pp
Agile Feint, All-out Attack, Assessment, Close Attack 4, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Fearless, Hide in Plain Sight, Improved Disarm, Improved Trip, Languages 1, Minion 5, Move-by Action, Power Attack, Precise Attack (Close, Cover), Prone Fighting, Quick Draw, Redirect, Takedown 2, Uncanny Dodge

Skills - 19pp
Acrobatics 8 (+12), Athletics 10 (+12), Close Combat: 12-section Stun-Staff 2 (+10), Expertise: Social Sciences 4 (+5), Investigation 8 (+9), Stealth 6 (+14/+10)

Powers - 35pp
12-section Stun-Staff (Easily Removable) - 14pp
. . Shock Discharge: Cumulative Affliction 6 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 16; Cumulative, Extra Condition, Linked (Whip Mode and Staff Mode); Limited Degree)
. . Whip Mode: Strength-based Damage 4 (DC 21, Advantages: Improved Disarm, Improved Trip; Indirect 3: any point in fixed direction or fixed point in any direction, Linked: Shock Discharge, Reach (melee) 2: 10 ft.)
. . . . AE: Staff Mode: Strength-based Damage 4 (Linked; DC 21; Linked: Shock Discharge, Multiattack, Reach (melee): 5 ft.) + Strength Effect (Linked; Multiattack)

Consummate Athlete - 5pp
. . Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Movement 2 (Safe Fall, Sure-footed 1; Limited: Safe Fall limited to near a surface [1 rank only])
. . Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Noctis Body Armor (Removable) - 16pp
. . Dampening Soles: Enhanced Trait 2 (Traits: Stealth +4 (+14))
. . Enhancer Goggles: Senses 4 (Visual Counters Concealment (environmental conditions), Darkvision)
. . Microfiberoptic Coating: Concealment 6 (All Aural Senses, All Visual Senses; Blending, Partial)
. . . . Chameleon Weave: Concealment 6 (Alternate; All Aural Senses, All Visual Senses; Blending, Passive)
. . Teflon-Kevlar Lining: Protection 5 (+5 Toughness; Impervious, Subtle)

Equipment
Binoculars, Cell Phone (Smartphone), Communicator, Lock Release Gun, Motorcycle, Rebreather, Utility Belt [Grapnel Gun: Movement 1, Swinging; Bat Arsenal], Video Camera

Grapnel Gun: Movement 1 (Swinging) 2ep

Bat Arsenal (equipment array, 18ep base) 21ep
. . Flash Bomb: Burst Area Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 16; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . Shuriken Flurry: Cone Area Damage 6 (DC 21; Cone Area: 60 feet cone, Selective)
. . Smoke Bomb: Cloud Area Concealment Attack 6 (Extra Ranks 4, Sense - Sight, DC 16; Cloud Area: 15 feet radius sphere, Attack: Fortitude)
. . WInd Batarang: Strength-based Damage 5 (DC 22; Accurate 5: +10, Increased Range: ranged)


Offense
Initiative +4
Flash Bomb: Burst Area Affliction 6 (DC Dog/Fort/Will 16)
Grab, +12 (DC Spec 12)
Shock Discharge: Cumulative Affliction 6, +14 (DC Fort 16)
Shuriken Flurry: Cone Area Damage 6 (DC 21)
Smoke Bomb: Cloud Area Concealment Attack 6 (DC Fort 16)
Throw, +3 (DC 17)
Unarmed, +12 (DC 17)
Whip Mode/Staff Mode: Strength-based Damage 4, +14 (DC 21)
Wind Batarang: Strength-based Damage 5, +13 (DC 22)


Complications
Noctis Battery: Her prototype suit runs on a power-hogging battery. After the first couple of hours continuous operation, the suit's Senses and Concealment effects gain the Unreliable flaw (roll), and shut down completely until recharged after three failures in a row.
Not A Minion: Mrs. Garza-Iñarritu is very supportive of Cynthia, but also very demanding, sometimes expecting too much from her daughter and pushing her over the limit. Any crime-fighting business Viento Negro does, it first passes through her.
Responsibility; School: Cynthia is a college student. She might have a light load thanks to her mother's influence, but there's still things she has to do.
Responsibility; Family: While her mother is her main sponsor as a vigilante, Cynthia still has to go along her expected role as a daughter of a wealthy family. especially with the increased public and media exposure of her father, Carlos Alberto Garza González, owner and CEO of Grupo Industrial Garitu.

Languages
English, Spanish

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 9/7, Will 8

Power Points
Abilities 44 + Powers 36 + Advantages 31 + Skills 19 (38 ranks) + Defenses 21 = 151 (25 ep free)

Sandra Garza-Iñarritu (mom) - PL 10

STR -1, STA 0, AGL -1, DEX 0, FGT 0, INT 3, AWE 4, PRE 4
Equipment: Cell Phone (Smartphone), Family Estate. Advantages: Assessment, Attractive, Benefit, Wealth 3 (millionare), Connected, Contacts, Equipment 4, Fascinate (Persuasion), Fearless, Languages 3 (English, French, Russian, Spanish), Skill Mastery: Investigation, Skill Mastery: Persuasion, Well-informed. Skills: Deception 4 (+8), Expertise: Management 7 (+10), Insight 11 (+15), Intimidation 4 (+8), Investigation 9 (+12), Persuasion 11 (+15). Offense: Init -1, Grab +0 (DC Spec 9), Throw +0 (DC 14), Unarmed +0 (DC 14). Defense: Dodge 3, Parry 0, Fort 5, Tou 0, Will 10. Totals: Abilities 18 + Powers 0 + Advantages 19 + Skills 23 (46 ranks) + Defenses 15 = 75

Complications: Motivation: Justice, Obsession (dismantling criminal power structures), Responsibility (a socialite and business manager)
Appearance: A beautiful, elegant, middle-aged woman with hard gray eyes and dirty blonde hair.
Personality: Driven, strict, sometimes cold and utterly professional. A charmer in social situations and a warm, doting and often overbearing mother in private.
Powers and Abilities: A consummate businesswoman with contacts in all tiers of the industrial world.
Background: A self-made entrepreneur who married into a richer family and manages hers and her husband's businesses, all the while managing to support and raise her children with minimal help from hired help. When her son was murdered, her drive was focused into a cold and silent rage and she has begun forging dangerous connections with the seedier side of global industrialism.
Family Estate - PL 10
Tou 10, Size Huge
Features: Communications, Concealed 1, Fire Prevention System, Garage, Grounds, Gym, Hangar, Library, Living Space, Personnel, Power System, Security System 1, Workshop. Totals: Abilities 3 + Powers 0 + Advantages 0 + Features 13 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18


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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

Real Name: Cynthia Garza Iñarritu
Gender/Age: Female/21
Nationality/Ethnicity: Mexican/Hispanic-Mediterranean
Base of Operations: Monterrey, Nuevo León; México
Profession: College student

Appearance
Coming from the wealthy class of Mexico's Northern states, Cynthia does not look like many foreigners expect a Mexican to look. She has clear almond skin that tans easily and deep green eyes under thick lashes, with wavy auburn hair she wears shoulder-length. She has a very athletic build and moves with strength and grace, and her figure is a combination of soft curves and solid stance.

She likes to don slightly flirty clothes like summer dresses, spaghetti-strap tops and flowy skirts, etc. The Noctis prototype she wears when fighting crime is a full-body suit that fits her snuggly, completely black with dark gray bands at the sides of arms and legs, filled in with an hexagonal grid pattern. The experimental fabric is transparent around her midriff from ribcage to hips, and on the lower half of her face. The "exposed" skin is painted with diagonal, wavy black lines. When the Noctis suit is fully engaged, she looks slightly transparent as the suit's optic fibers reproduce the light coming from the other side of the body. her 12-section staff is wrapped diagonally around her torso, from where she can snap it solid with a single gesture.

Personality
Cynthia is confident but somewhat reserved. Her entire life has been lived with the purpose of making her mother proud. She's frustrated that she can't achieve her mother's academic and intellectual expectations, but she has made up with her athletic prowess. Unlike many of her friends, she did not spend her life in an ivory tower and is acutely aware of the social inequalities that plague her country, and volunteers periodically for social programs like adult alphabetization, rural vaccination, disaster relief, environmental protection, etc. While a devout Catholic, she has many liberal views and stands for an individual's right to choose. Upon her brother's murder, all that scattered energy focused into a single purpose (aided, though, by her mother's spurring): end the evil that criminal gangs and corrupt politicians inflict on her beloved city and country.

Powers and Abilities
Cynthia is a gifted athlete with a couple of gold medals in the last Panamerican Games, pushing the envelope of human capabilities with only a slight effort, although since she received training in martial arts she limits herself to avoid drawing parallels between her ability and the antics of Viento Negro. Her martial arts training is courtesy of Master Kirigi, who also trained Batman and his protegees as well as not few of the League of Assassins. She was taught how to kill, but she has sworn never to do it. Extreme pain and grievous bodily harm is acceptable punishment.

She has two pieces of bleeding-edge technology procured by her mother's contacts: the Noctis suit, a LexCorp prototype that enhances her stealth by bending light and dampening the sounds she makes (the reason she began to be called "the Black Wind" by the criminals she beat up). The Noctis project was abandoned due to its energy requirements. The other piece is her weapon, a variation of the Shaolin 3-section staff. The 12 sections are carbon graphite with an electroconductor mesh, linked by chains and powerful magnets that grant it the ability to change between a staff mode for quick, devastating strikes, and a whip-like weapon Cynthia wields like a Ninjitsu manriki-kusari that offers greater reach and flexibility. Both versions can conduct electricity to shock those it hits.

Background
A child of wealth and privilege in the Northern Mexican city of Monterrey, Cynthia Garza grew up in a safe little world with a father who gave quiet support and a mother who actively (and often forcefully) encouraged both her and her little brother into achieving their full potentials.

She was not as smart as her mother or her brother, Jorge, but she was very good at sports. Her father used to joke that the children were born reversed, with the girl being the strong and sportsy and the boy being smart and creative. Mrs. Garza tolerated this slightly chauvinist joking, but when alone encouraged the children to be proud of who they were and what they could do. And to take shit from nobody, not even their father.

Cynthia pursued her athletic interests earnestly and enthusiastically, and she never lacked for proper training with the best instructors abroad. Her first run ins with governmental corruption and ineptitude almost leave her out of her first (and only) Panamerican Games, but her mother intervened and she got to participate and won a couple of golds in track-and-field events. This won her notice of international trainers and was offered a scholarship in an international exchange program, and she traveled to Metropolis for her high school studies.

This apparent fast-track to success was cut short when, back in Mexico, her brother was abducted and ransomed, but found dead after an agonizing year of fear and uncertainty. Her family changed. Her father became more politically involved, wrangling with the ineffectual political class and empty social movements that accomplished little else than some time in the news.

Her mother was a very different beast altogether. She brought Cynthia back to Monterrey and had a very, VERY serious talk with her. By the end, they agreed on something: the time for justice was over, what they wanted was revenge. Pulling on all her contacts, Mrs. Garza found a new trainer for Cynthia, the infamous Master Kirigi, and used the family company, a provider of hight-tech parts for international firms, to smuggle Cynthia's new gear. While Cynthia trained, Sandra Garza-Iñarritu began investigating into the American gun manufacturers and the way their weapons found their way into Mexican criminals' hands. She found out about the botched Operation Fast and Furious and was angered that even the American government fumbled in favor of the cartels.

When Kirigi declared Cynthia ready, Sandra already had a list of targets on both sides of the border. At first Cynthia fought the criminals in anonymity, but following Batman's truism about the superstitious nature of criminals (which went double with the wealth of magical-thinking in Mexico), the press began hearing about "un viento negro que ataca desde la noche misma", a black wind striking from night itself. And thus she was called Viento Negro, achieving the same urban legend status that Batman achieved at the beginning of his career.

Directed by her mother, Viento Negro also gained notoriety among US officials, because she began intercepting gun shipments on the American side of the Rio Grande (or Rio Bravo, as it's called in Mexico). Authorities found both buyers and sellers severely beaten up, their shipments similarly savaged (often rendering it useless as evidence).

Cynthia's activities as Viento Negro have taken a toll on her college studies, but her mother enrolled her into a light load schedule so that she can both get her education and pursue their mutual agenda of fighting the scum that took their brother and son away from them.

Quotes:
Cynthia: "Mom, this... suit...; it's too snug! And why is my belly exposed like this?"
Sandra: "Don't worry, sweetheart; it's transparent fiberoptic weave, it's as protected as the rest, but you want to show off your curves, you want those macho bastards to know they were beaten by a girl."

Viento Negro: "Join Batman, Inc...? Uhm... I think you want to bring that with my mom, Mr. Batman, sir."

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Tsuruchi Saeko

Postby Coyotzin » Mon Dec 12, 2011 10:28 am

Tsuruchi Saeko ("Kokaze") (Emerald Empire: Voyagers, 2nd Ed)
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Power Level: 6; Power Points Spent: 90/90

STR: +0 (10), DEX: +4 (18), CON: +1 (12), INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +1/+5, Fort: +4, Ref: +4, Will: +3

Skills: Gather Information 6 (+7), Intimidate 7 (+8), Notice 6 (+9), Search 8 (+9), Sense Motive 5 (+8), Stealth 5 (+9), Survival 7 (+10), Swim 4 (+4)

Feats: Attack Specialization 2 (Daikyu), Contacts, Defensive Roll 3, Dodge Focus 4, Equipment 3, Favored Opponent (Wanted Criminals) (+1), Improved Aim, Improved Critical (Daikyu), Improved Disarm 2, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Sneak Attack (+2), Track, Well-Informed

Powers:
Voice of the Wind (Super-Senses 4) (direction sense, distance sense, extended: Sight 1, extended: Hearing 1 (-1 per 100 ft)) - 4 pp
Way of the Wasp (Bow attacks) (Autofire 3 (interval 1, max +10); Progression 2 (Range)) 12 pp
. . The Arrow Knows The Way (Blast 4) (Alternate; DC 19; Range (perception); Power Loss (Requires Bow))

Equipment: "Daisho" (equipment array: Daikyu, Twin Kama), Camo Clothing, Leather Armor, Toolkit (survival, masterwork)
. . Daikyu (masterwork bow, critical 19-20) - 9 pp
. . . Twin Kama: Strike 2 (alternate of daikyu, DC 17, Feats: Improved Critical (Strike 2); Accurate 2 (+4), Mighty, Split Attack (2 targets))

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +3)

Attacks: Daikyu, +8 (DC 18), Twin Kama, +7 (DC 17), The Arrow Knows The Way (Blast 4) (DC 19), Unarmed Attack, +3 (DC 15)

Defense: +7 (Flat-footed: +2), Knockback: -2

Initiative: +4

Languages: Rokugani

Totals: Abilities 20 + Skills 12 (48 ranks) + Feats 27 + Powers 16 + Combat 12 + Saves 3 + Drawbacks 0 = 90

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Complications
Code of the Wasp: Despite her youth, Saeko adheres to the Tsuruchi mercenary code rather than traditional Bushido, which may earn derison from other samurai.
Honesty: Saeko is bound by her word, both letter and spirit; she will never bend the truth or use deception to achieve her ends.
Mercy: Saeko will not kill unless necessary, but if necessary (which includes protecting innocents) she does so without remorse.
Dark Secret - Akodo Bastard: Saeko is the illegitimate child of an Akodo samurai. This has posed no problem in her life so far, but this might change as she travels the Empire, for she resembles him a lot.
Shameful Associations: Saeko has contacts among the criminal underworld and has partnered with minor brigands in pursuit of bigger prey. She is willing to overlook petty offenses given circumstance, even if the Emperor's Law demands punishment.

Name: Tsuruchi Saeko, "Kokaze"
Age / Gender: 20 / F
Clan: Mantis
Profession: Bounty Hunter / Magistrate

Appearance
An unassuming young woman, dressed in unassuming clothes. When dressed for combat or travel, it's easy to confuse her with a young boy as her lean figure is mostly hidden by her garments, her features are sharp and her expression determinate, Camouflage skin paint only confuses matters more. Only when she speaks it becomes obvious she's female, although she's a woman of few words.

Personality
Saeko is a quiet woman, but the intensity in her eyes destroy any illusion of meekness. She saves words for elaborate information, preferring to express herself in gestures and movement. She likes silence, and the sound of the wind, and prefers not to taint such perfection with her imperfect voice. Raised from heimin stock, Saeko is acutely aware of the imbalance that the Celestial order is so easy to fall into, and embraces the Code of the Wasp as a more just and fair code of conduct than Bushido.

Powers & Abilities
Since she was little, Saeko was said to be favored by Jikoku, kami of the Eastern Wind, and that she had the ability to listen to the hidden messages in the air, and to whisper to the wind for favors. True or false, Saeko's senses are particularly sharp, and her training in the Tsuruchi ways of archery and of bounty hunting had only made them better. She never gets lost, as if the wind tells here where to go, and she can hear and see much farther than the average human. Her skill with the bow is impressive, able to strike at any target she sets her eyes on, or rain a barrage of arrows upon her targets. She's also a great tracker and investigator.

Background
One night, a woman knocked on the doors of the Temple of Kaze-no-Kami in the lands of the Mantis with a baby in her arms. She was a peasant, daughter of a weaver, and told the monks who received her the woeful tale of how one of her father's clients, a rich Lion samurai, had taken a fancy to her, for she was, despite her low blood, a very attractive girl, and how the samurai had visited her on the night, and imposed himself on her after she dared to refuse him.

From that violent and unwelcome encounter, a baby girl was born, and her unmarried status brought shame to her family, and a dangerous but not surprising enemy. The samurai who had sired the bastard girl heard about his unwitting offspring, and sent henchmen to make sure both mother and child were disposed of, to avoid any future embarrassment. Escaping from the assassins had brought the woman far from Lion lands, and into the provinces of the Mantis.

The monks took her in, and accepted her as part of the temple's staff. Years passed and the girl grew. A quiet and intense child, she impressed the monks with her capacity to be quiet and stay still, a rare skill among children her age. Shumai, the leader of the temple, realized the girl was special when, during a visit from Yorimoto bushi, the girl told the monk she had heard the visitors speak about finding and stealing relics rumored to belong to the former head of the Temple. Knowing the child's duties took her nowhere near to the visitors' wing, Shumai paid special attention to her in the following days (after politely asking the bushi to leave). He heard from the rest of the staff how the girl had a certain spooky quality, how she always appeared to be not just hearing, but listening. After a few tests disguised as chores and simple tasks, Shumei realized the girl seemed to be blessed by the kami of wind. Knowing that such gifts would be wasted at the temple, he requested permission from her mother before sending her to the Tsuruchi dojo for training.

Shumai sent Saeko off with a letter of recommendation and a false story of her birth, claiming her to be a foundling in a battlefield.

The girl proved to be an extraordinary archer and scout. While not a good climber and a mediocre athlete, Saeko didn't need to climb mountains but instead found the hidden passes; she claimed she could tell lies from truth because lies sounded "ugly" upon the winds, and her attention to details was beyond other children in her class. Her skill, unnerving demeanor and uncanny talents earned her the title of "Kokaze" ("little wind") among the dojo masters, although other students called her "koikaze" ("in love with the wind"), because apparently she was only willing to talk to the wind itself.

Her gempukku involved a hunt, unsurprisingly, but her master assigned her a most peculiar mark. Her mission was to find what had happened to the previous daimyo of the Tsuruchi family, track him down, and ask his blessing to be officially adopted into the Tsuruchi family, as a full bushi with all the rights, privileges and duties of a Mantis samurai.

She began her hunt, and tracked rumors and hearsay until the leads took her back to the place she had called home. Puzzled, she didn't reveal herself to her mother or the monks who had helped raise her, but instead hid in the surrounding wilderness, listening, observing, and piecing things together. Enlightenment hit her by the third day, and she came out of hiding, interrupting the meditations of Shumai, formerly Tsuruchi Ichiro. The monk had included precisely that idea for a gempukku in his recommendation letter, and invited the girl for tea, where he told her the truth of her birth. Her mother refused to tell her the name of her father, though, only that he was a Lion bushi, and he was better off forgotten, for Saeko was a Tsuruchi now.

Shumai sent her back with a gift: one of the bows used by his own predecessor, the original Tsuruchi; the weapon was not magical by any stretch nor particularly beautiful, but like Saeko herself, it was unassuming and highly effective. Upon the completion of her gempukku, Saeko was immediately sent to serve as a bounty hunter and earned her title of Mantis Magistrate; she was not authorized to go solo on matters of law and judgment, but was given free rein to track and bring down criminals the senior Magistrates identified and charged.

She pursues her tasks with the same quiet drive that colors everything she does, with the unspoken ideal of putting things right in a world where samurai men are free to rape heimin women and order them and their children killed out of convenience.

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X-cyte

Postby Coyotzin » Wed Dec 28, 2011 3:06 pm

X-cyte - PL 10

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

Advantages
Daze (Deception), Defensive Roll 3, Equipment 3, Great Endurance, Improved Critical 2: Molecular Excitement, Improved Smash, Inspire 3, Precise Attack 2 (Ranged, Cover and Concealment), Taunt, Teamwork

Skills
Acrobatics 6 (+9), Deception 7 (+10), Expertise (PRE): Bollywood Actress 7 (+10), Persuasion 6 (+9), Ranged Combat: Molecular Excitement 4 (+8), Sleight of Hand 4 (+8), Vehicles 6 (+10)

Powers
Molecular Excitement (atomic array, 54 pp base) - 56 pp
. . Dance, Matter, Dance: Concentration Weaken Toughness 10 (Resisted by: Fortitude, DC 20; Accurate: +2, Affects Insubstantial 2: full rank, Affects Objects, Concentration, Contagious, Increased Range: ranged, Reversible)
. . Ignite: Damage 12 (DC 27; Affects Insubstantial 2: full rank, Increased Duration: concentration, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Precise)
. . Reset Molecular Pattern: Healing 12 (Affects Objects, Persistent, Restorative, Stabilize, Variable Descriptor 2: Sources of harm to base traits)

Equipment
Kevlar Vest, Motorcycle

Offense
Initiative +3
Dance, Matter, Dance: Concentration Weaken 10, +10 (DC Fort 20, crit 18-20)
Grab, +3 (DC Spec 10)
Ignite: Damage 12, +8 (DC 27, crit 18-20)
Throw, +4 (DC 15)
Unarmed, +3 (DC 15)

Complications
Dampener Mask: Kayla wears what looks like a high-tech respirator which filters out her voice to non-destructive levels. If she loses it, her Molecular Excitement array powers trigger on a roll of 1-10 without her control whenever she speaks.
Fame: Because of how her powers manifested, Kayla is mildly famous around the world. She actually wants to be famous, still pursuing a singing career despite everything.
Prejudice: As a known mutant, Kayla faces the prejudice of many.
Voice: Her "Ignite" and "Dance, Matter, Dance" powers depend on Kayla's ability to open her mouth (but not on sound being transmitted). A condition that restrains this ability denies her access to these powers.

Languages
English

Defense
Dodge 10, Parry 8, Fortitude 8, Toughness 10/3, Will 7

Power Points
Abilities 32 + Powers 56 + Advantages 18 + Skills 20 (40 ranks) + Defenses 24 = 150

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Real Name: Kayla Meaden
Age / Gender: 17 F
Nationality / Ethnicity: U.K., Half-Indian

Appearance
A petite bundle of firepower, Kayla is short and slim, with light brown skin, vibrant green eyes and pixie-styled hair that is originally auburn, but it changes tint from week to week as she dyes it in different colors and combinations. Her civilian wardrobe consists mainly on jeans and short skirts, and nothing she puts on her torso has any kind of sleeves (except jackets, when it's cold). Her X-Men uniform is customized with artful slits along the arms and legs, and despite having a rather modest bust size and no cleavage whatsoever, she likes to keep her jumpsuit zipped down to just above her abdomen. At all times she wears a high-tech respirator-like device that filters out the dangerous molecular vibrations in her voice while keeping her volume and pitch relatively intact. Her voice is a sweet, husky high timbre that she uses very expressively.

Personality
Calling her "chipper" would be an understatement, and while "hyper" is closest, it fails to describe her quiet moments where her whole body seems to be gathering strength like a coiled spring. Kayla is enthusiastic in everything she does, outgoing and energetic, sometimes crossing the line into annoying. Her voice-mask hides her mouth, but she smiles with her eyes as well, and very often. While not particularly bright, especially compared to some of the genius-level intellects in the school, she only looks like an airhead; she's driven and ambitious and has very well-defined goals and workable plans to achieve them.

Powers & Abilities
Kayla's mutation is limited to her vocal chords, which can vibrate in the subatomic level and excite molecules until their bonds break down. With training she has been able to make the vibrations spread into a destructive chain reaction and also stop the vibrations and revert the altered molecular bonds to repair any damage she may have caused. Also, with some control, she can translate molecular excitement into an ignition reaction. She can excite molecules into "resetting" a creature or object's original molecular pattern, removing any damage, alteratiion or foreign physical intrusion. Her combat training has been mostly limited to defense, and she's otherwise a normal girl. She's been training herself in the full portfolio of a Bollywood performer: acting, singing and dancing, and she's quite good at it.

Background
Kayla's parents were both engineers for a British transnational construction firm and met during her father's work in India. Her mother moved to the UK upon their marriage and that's where Kayla was born and raised, although they received frequent visits from the Indian side of the family.

During the frequent cultural contact, Kayla fell in love with Bollywood, mesmerized by the beautiful people singing and dancing in perfect, graceful, and very fun-looking routines. She egged her parents until they enrolled her in every talent class they could find, and she split her free time between music, dance, and theater clubs.

At 13, she became one of the youngest member to participate in a British talent show (not quite "The X Factor", but a predecessor), but the experience would prove too stressful; one of the judges was a racist prick that railed against her mixed heritage and lost no chance to pressure her into dropping out. She endured the passive-aggressive abuse until the finals, when the criticism on her performance was so hostile that, when forced to repeat her routine over a non-mistake, her mutation triggered, and she destroyed half the studio before the molecular vibrations stabilized and she was whisked away by her very scared parents.

The BBC covered up the event as an accident due to faulty construction materials. Her parents claimed she was injured so they kept her at home as they pondered what to do. Kayla was scared witless and a pool of tears. She accidentally spoke holes into the walls until she realized it was her voice that was causing the damage. A couple of weeks later, the Meaden family was approached by Dr. Moira McTaggert, who offered to help Kayla control her new abilities while determining the nature of her mutation, and eventually had a dampener mask built for Kayla to wear. She suggested the Meadens to move to the U.S., where Kayla was not so well-known, and helped arrange their move while, at the same time, alerting Charles Xavier of Kayla's existence.

In the U.S., Kayla has been hiding her mutant status, claiming the mask to be for a pulmonary condition. She has learned to live with it and is trying to rebuild her budding artistic career, but her opportunities are rather limited as long as she depends on the mask to control her power.


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Hardwired v.1

Postby Coyotzin » Tue Jan 31, 2012 10:17 am

Hardwired PL 9 (Legion Academy, 2nd Ed)
Power Points Spent: 137/135
(inspiring image too big for netiquette :); check here)

Real Name: Sandra Collidge (major character)
Age: 17
Species/Planet: Human, Earth
Concept: Physical prodigy bad girl
Quote: Calling me "Wired Lass" results in your foot in your mouth. Literally.

Appearance: 5'5" tall; lean physique; Hispanic-Caucasic ethnicity; shoulder-length auburn hair with tips dyed violet, brown eyes. Elaborate tribal tattoos on both shoulders, faint circuit-like lines under her skin resembling tattoos. Favors ragged clothing and any uniform will "mysteriously" develop choice rips and tears.
Personality: Rebellious, troublesome and cocky. Conflicted between a strong hedonistic and irresponsible streak and a true desire to change for the better.

Background: Born of privilege, Sandra is the firstborn of CEO Harlan Collidge, founder and owner of several technological research and production facilities around the Sol system and spearhead in biotechnology and personal augmentation; with many ties with interspecies interests. As such, Sandra grew up like royalty, with each and every one of her whims catered to and given free rein and virtually infinite funding by a workaholic father and socialite mother.

She dabbled in several sports, and eventually found her way into a group of bored heirs that formed a daredevil club, defying the laws of physics and risking life and limb for the amusement of it. A particular stunt proved almost fatal: she jumped from the high atmosphere in the space between the tubes of Earth's beanstalk orbital elevator. She was supposed to use a flight pack to control her speed, but in the rush she mistimed and miscalculated badly. She was too near the magrails and the pack's controls were magnetized, causing it to fire uncontrollably. Sandra hit the tubes more than once, and the magrail's field fried her nervous system. She was finally lodged near a maintenance platform, which is what saved her life, but even the best of medical sciences could not repair her mangled body.

Desperate, her father applied an experimental method that used nanobots for repairs on quantum computer systems in the hopes they could reproduce the complexity of a human nervous system. It both succeeded and failed. The process had already reached the point of no return when the doctors and technicians realized the nanites were not repairing the burned nerves... they were following their original programming and replacing the nerves with new material, and installing "nanite glands" to produce and control more nanobots inside her body. In the end, Sandra ended up with a completely new nervous system made of organic fiberoptics and quantum processors handling her synapses.

It took many months of therapy and adjustments for Sandra to slow down her synaptic speed to human levels and understand people again, and she was immediately signed up to the Legion Academy so she could learn to use her new abilities responsibly.

Sandra maintains her facade of a rebellious bad girl, but her accident seriously spooked her and made her realize she was on a path of self-destruction. She wants to change, but she's so fired up that her emotional momentum might be hard to correct.

Powers: Sandra is in control of her body's ability to process sensory input and transmit muscular responses; as such, she can allocate her nanobot resources to augment her abilities as she chooses (although, as some have pointed out, no quantum processor in the world will give her a nice personality). She is able to process information inhumanly fast and react accordingly, and she has learned to sense and pinpoint electromagnetic fluctuations, and the way her brain is "wired" now gives her the ability to synchronize with electronics and understand machines instinctively. Her entire body works at an accelerated pace, the nanobots boosting and maintaining her entire physiology. She used to be able to overload the nanites to boost her body in different ways, but this caused her mind to destabilize so much that her personal trainer started calling her "Haywire" for this after she chose her codename of "Hardwired" and, much to her displeasure, the nickname stuck among the techs in her father's company. She has normalized her functions now, revealing that he vitriolic personality were not the nanobots' fault.

Power Level: 9; Power Points Spent: 137/137

STR: +2 (14), DEX: +7 (14/24), CON: +1 (12), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

Tough: +1/+4, Fort: +5, Ref: +10, Will: +6

Skills: Acrobatics 10 (+17), Climb 5 (+7), Computers 10 (+11/+15), Notice 6 (+7), Search 2 (+3), Stealth 5 (+12)

Feats: Acrobatic Bluff, Attack Specialization 5 (Unarmed Attack), Defensive Roll 3, Diehard, Dodge Focus 4, Eidetic Memory, Evasion 2, Fast Overrun, Hide in Plain Sight, Improved Critical (Unarmed Attack), Improved Initiative 3, Improved Overrun, Improved Trip, Instant Up, Interpose, Move-by Action, Redirect, Skill Mastery (Acrobatics, Computers, Notice, Stealth), Sneak Attack 3

Powers:
Accelerated Physiology:
* (Strength Bonus) Strike 1 (Autofire (interval 2, max +5) [1 extra rank])
* Enhanced Trait 11 (Feats: Defensive Roll 3, Diehard, Eidetic Memory, Evasion 2, Improved Initiative 3, Move-by Action)
* Immunity 6 (fatigue effects, sleep)
* Quickness 5 (Perform routine tasks at 50x speed)
* Regeneration 10 (recovery bonus 3 (+3 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (injured) 4 (recover 1 / round); Regrowth)
* Speed 7 (Speed: 1000 mph, 8800 ft./rnd)
* Super-Senses 1 (danger sense: sight)

Neural Allocation (Enhanced Dexterity 10) (+10 DEX; Noticeable: pulsing lights under her skin)
. . Enhanced Constitution 10 (Alternate; +10 CON; Noticeable)
. . Enhanced Intelligence 10 (Alternate; +10 INT; Noticeable)
. . Enhanced Trait 10 (Alternate; +6 STR; Autofire 3 (interval 2, max +5), Progression (Carrying Capacity); Noticeable)
. . Enhanced Wisdom 10 (Alternate; +10 WIS; Noticeable)

Technopathy (Linked)
. . Comprehend 2 (Linked; machines / electronics - speak to & understand)
. . Datalink 3 (Linked; sense type: radio)
. . Enhanced Trait 6 (Linked; Traits: Disable Device +12 (+13), Computers +4 (+15), Pilot +8 (+15); Limited (Only Disable Electronics) [3 ranks only])
. . Super-Senses 2 (Linked; acute: EM Awareness, awareness: EM Spectrum)

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +2)
Attacks: Unarmed Attack, +10 (DC 17-20, crit 19-20)
Defense: +9 (Flat-footed: +3), Knockback: -2

Initiative: +19

Drawbacks: Vulnerable, uncommon, moderate, Emootion Control
Languages: Interlac

Totals: Abilities 16 + Skills 10 (38 ranks) + Feats 22 + Powers 69 + Combat 10 + Saves 12 - Drawbacks 2 = 137

Complications
Moody: Since her systems basically alter her endocrinal output, her moods vary depending on what she's boosting. This carries over to her everyday life and also makes her very vulnerable to effects that control emotions.
Drug-dependent: Because her body constantly replenishes itself and her brain won't stop working, Sandra doesn't need to sleep, and when she wills herself to, she can't dream. She needs medication to replace her lack of REM sleep. The longer she spends without taking her meds, the more frequent and extreme her mood swings become.
Ravenous: Her system requires a lot of energy to run. She eats like a pig with the table manners of a wolf.


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Hardwired v.2

Postby Coyotzin » Tue Jan 31, 2012 10:23 am

Hardwired - PL 10 (Legion X)

Image

Strength 2, Stamina 1, Agility 2, Dexterity 0, Fighting 6, Intellect 1, Awareness 1, Presence 1

Advantages
Agile Feint, Defensive Roll 3, Diehard, Eidetic Memory, Equipment 2, Evasion 2, Hide in Plain Sight, Improved Critical 4 (Unarmed), Improved Initiative 3, Improved Trip, Instant Up, Interpose, Move-by Action, Skill Mastery (Acrobatics), Skill Mastery (Expertise (Computers)), Skill Mastery (Stealth), Takedown

Skills
Acrobatics 9 (+11), Athletics 4 (+6), Close Combat (Unarmed) 6 (+12), Expertise (Computers) 11 (+12), Perception 6 (+7), Stealth 5 (+7)

Powers
Accelerated Physiology
. . Enhanced Trait: Enhanced Trait 10 (Advantages: Defensive Roll 3, Diehard, Eidetic Memory, Evasion 2, Improved Initiative 3)
. . Immunity: Immunity 7 (Fatigue Effects, Poison, Sleep)
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
. . Regeneration: Regeneration 10 (Every 1 round)
. . Senses: Senses 1 (Danger Sense: Sight)
. . Speed: Speed 9 (Speed: 1000 miles/hour, 2 miles/round)
. . . . Flight Ring Interface: Flight 6 (Alternate; Removable, Speed: 120 miles/hour, 1800 feet/round; Aquatic, Stacks with (Flight Ring: Flight 7))
. . Strength Effect (Multiattack)

Nanite Allocation: Variable 2 (personal-range augmentation; Action 2 (free), Increased Duration (continuous); Noticeable (flashing subdermal lines))

Technopathy
. . Communication: Radio Communication 2 (Rapid; Limited (Machines), Concentration, Check Required 5 (DC 15 - Expertise (Computers)))
. . Comprehend: Comprehend 2 (Machines / Electronics; Broad Type (Electronics))
. . Senses: Senses 3 (Acute: EM Awareness, Awareness: EM, Radio)

Equipment
Bulletproof Vest, Camo Clothing, Concussion Gloves [Damage: Strength-based Damage 3, DC 20; Subtle (subtle), Feature (Uses unarmed)], Flash Goggles

Flight Ring (Free device, Removable)
. . Communication: Subspace radio Communication 5 (Sense Type: Subspace radio; Limited (Distress Signal only; -3/r))
. . Flight: Flight 7 ([Stacking ranks: +6], Speed: 16000 miles/hour, 30 miles/round)
Telepathic Plug (Free device, Removable)
. . Communication: Mental Communication 1
. . Comprehend: Comprehend 2 (Languages - Speak All, Languages - Understand All)
Transsuit (Free device, Removable)
. . Immunity: Immunity 9 (Disease, Enviromental Conditions (All), Poison, Suffocation (All))

Offense
Initiative +14
Grab, +6 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +12 (crit 16-20; DC 17, DC 20 with gloves, DC 23 with Nanite Allocation (Str+multiattack))

Complications
Addiction: Because her body constantly replenishes itself and her brain won't stop working, Sandra doesn't need to sleep, and when she wills herself to, she can't dream. She needs medication to replace her lack of REM sleep. The longer she spends without taking her meds, the more frequent and extreme her mood swings become.
Ravenous: Her system requires a lot of energy to run. She eats like a pig with the table manners of a wolf.
Temper: Since her systems basically alter her endocrinal output, her moods vary depending on what she's boosting. This carries over to her everyday life and also makes her very vulnerable to effects that control emotions.
Weakness: Vulnerable to emotion control

Languages
Interlac

Defense
Dodge 5, Parry 9, Fortitude 5, Toughness 8/1, Will 6

Power Points
Abilities 28 + Powers 70 + Advantages 16 + Skills 21 (41 ranks) + Defenses 15 = 150

---

Background Update: Three dimensional trips in the space of an hour confused Sandra's nanites as their host body was disassembled and reassembled with a different dimensional harmonic each time. Their internal protocol restrictions were wiped clean, their built-in configuration settings deleted... and their potential unleashed. Sandra now has full control of what the nanites do with her body beyond augmenting her physical capabilities. And now she's a very bitter young lady who hates her new home and the being who brought her and her friends here. Still, she quickly made the most of the situation by stealing a guard's flak jacket and uniform, and asking Shifter to fashion a pair of gloves with inlaid pieces of an ultrahard, resonating metal. Now dressed and armed for the occasion, she's ready to vent her frustration on unwitting villains.

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Hardwired v.3

Postby Coyotzin » Sun Feb 26, 2012 7:41 pm

Hardwired (H.E.A.R.T.s) - PL 10
(image at bottom)

Strength 2*, Stamina 2*, Agility 2*, Dexterity 0, Fighting 6, Intellect 1, Awareness 1, Presence 1
* Nanite allocation can raise these up to 8; Strength increase only applies to combat.

Advantages - 17 pp
Agile Feint, Defensive Attack, Defensive Roll 3, Diehard, Eidetic Memory, Equipment 1, Evasion 2, Improved Aim, Improved Critical 4: Unarmed, Improved Disarm, Improved Initiative 3, Improved Trip, Interpose, Jack-of-all-trades, Move-by Action, Skill Mastery: Acrobatics, Skill Mastery: Technology, Takedown 2

Skills - 20 pp
Acrobatics 9 (+11), Athletics 4 (+6), Close Combat: Unarmed 7 (+13), Perception 9 (+10), Technology 11 (+12)

Powers
Accelerated Physiology - 46 pp
. . Enhanced Trait 9 (Advantages: Defensive Roll 2, Diehard, Evasion 2, Improved Initiative 3) - 9 pp
. . Immunity 8 (Disease, Fatigue Effects, Poison, Sleep) - 8 pp
. . Quickness 6 (Perform routine tasks in -6 time ranks) - 6 pp
. . Regeneration 10 (Every 1 round) - 10 pp
. . Senses 1 (Danger Sense: Sight) - 1 pp
. . Speed 10 (Speed: 2000 miles/hour, 4 miles/round) - 11 pp
. . . . Unstoppable (AE) Leaping 4 (Linked; Leap 120 feet at 30 miles/hour) + Movement 2 (Linked; Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if prone; Limited: to while running) + Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . Strength Effect (Multiattack) - 2 pp

Nanite Allocation (technological dynamic array, base 12 pp) - 18 pp
. . Biofeedback Overdrive (dynamic AE)
. . . . Enhanced Stamina 4 ([+4 STA; Noticeable: green subdermal lines)
. . . . Enhanced Trait 5 (Fortitude +5 (+14); Noticeable: blue subdermal lines)
. . . . Immunity 1 (Suffocation: drowning)
. . Musculoskeletal Overdrive (dynamic AE)
. . . . Multipunch (Linked; Multiattack, Stacks with: Strength Effect, Variable Descriptor: Physical damage types) + Upper-body strength: Enhanced Strength 5 (Linked; +5 STR; Limited: to melee combat, Noticeable: red subdermal lines)
. . Neuroresponsive Overdrive: Enhanced Agility 6 (+6 AGL; Noticeable: yellow subdermal lines, Advantage: Second Chance (area damage saves), dynamic AE)
. . Radar Senses - Senses 13 (Accurate Radio, Sight Counters All Concealment, Distance Sense, Extended Sight 2 (x100) Sight Penetrates Concealment; Noticeable: Light green pulsing subdermal lines, Quirk: Sight loses Acute)

Technopathy - 4 pp
. . Radio Communication 2 (Check Required 4: DC 14 - Technology, Concentration, Limited: Machines)
. . Comprehend 2 (Machines / Electronics; Broad Type: Electronics)
. . Senses 2 (Awareness: electromagnetic phenomena, Radio)

Equipment
Bulletproof Vest, Flash Goggles, Mini-tracer

Offense
Initiative +14
Grab, +6 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +13 (DC 17*, crit 16-20)
*Neural allocation may increase this up to DC 23

Languages
English

Defense
Dodge 6*, Parry 9, Fortitude 6*, Toughness 8*/2, Will 6
*Neural Allocation may increase Dodge up to 12, Fortitude up to 14 and Toughness up to 11.

Power Points
Abilities 30 + Powers 68 + Advantages 18 + Skills 20 (40 ranks) + Defenses 16 = 152

Complications
Addiction: Because her body constantly replenishes itself and her brain won't stop working, Sandra doesn't need to sleep, and when she wills herself to, she can't dream. She needs medication to replace her lack of REM sleep. The longer she spends without taking her meds, the more frequent and extreme her mood swings become.
Ravenous: Her system requires a lot of energy to run. She eats like a pig with the table manners of a wolf.
Temper: Since her systems basically alter her endocrinal output, her moods vary depending on what she's boosting.
Weakness: Emotionally Unstable Emotion control effects and interaction skills are considered to be 2 ranks higher against her.
Weakness: Nanite Vulnerability Electromagnetic attacks may be linked to a Nullify Nanite Allocation effect of the same rank as the original attack, resisted by Fortitude (GM's choice whether this complication applies).

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Real Name: Sandra Collidge
Age: 17
Concept: Physical prodigy bad girl
Trope: Lancer. While one of the top combatants of the school and physically superior to many, her emotional instability, recklessness and general inability to empathize prevent her from assuming any sort of leadership. Moody, contrary, ornery, disrespectful... but a loyal friend nonetheless, even if she'll never admit it.
Quote: Calling me "Wired Lass" results in your foot in your mouth. Literally.

Appearance
5'5" tall; lean physique; Hispanic-Caucasic ethnicity; shoulder-length auburn hair with tips dyed red, brown eyes. Elaborate tribal tattoos on both shoulders, faint circuit-like lines under her skin resembling tattoos that light up when she engages her overdrive abilities. Favors ragged clothing and any uniform will "mysteriously" develop choice rips and tears.

Personality
Rebellious, troublesome and cocky. Conflicted between a strong hedonistic and irresponsible streak and a true desire to change for the better. She's terrified of losing control of herself, and thus clings to her medication bottle just like any addict to his fix. Her fear is not entirely unjustified. The more time she spends without chemically substituting the REM sleep she misses, the more unstable she becomes. She tried it once, and the hallucinations she suffered before backing out of her experiment still haunt her to this day.

Powers and Abilities
Sandra's nanites make her organism work at an accelerated pace, enabling her to function at inhumanly high speeds. The nanites in her bloodstream can not only close her wounds, but also disassemble and render inert most toxins, including the lactic acid that causes muscular fatigue. Combined with the artificial pathways in her brain, she doesn't need rest as long as she can keep her body fed. Her unique nervous system also allows her to sense electromagnetic flows and to interface with computers and electronics to certain extent.

When she first discovered her ability to boost herself with the nanites, the shift destabilized her neural and endocrine functions so much that her personal trainer started calling her "Haywire" rather than the codename "Hardwired" she chose for herself. Much to her displeasure, the nickname stuck among the techs in her father's company. She has normalized her functions now, revealing that her vitriolic personality was not the nanobots' fault.

To top it all off, she's an accomplished brawler; with her accelerated brain processes, she can literally take her time deciding when, where, and how to punch, striking with devastating accuracy and speed.

Background:
Born of privilege, Sandra is the firstborn of CEO Harlan Collidge, founder and majority stockholder of the ColTech Group, a confederation of leading research and manufacturing companies. As such, Sandra grew up like royalty, with each and every one of her whims catered to and given free rein and virtually infinite funding by a workaholic father and socialite mother.

She dabbled in several sports, and eventually found her way into a group of bored heirs that formed a daredevil club, defying the laws of physics and risking life and limb for the amusement of it. A particular stunt proved almost fatal: she miscalculated badly a BASE jump from the Khalifa Tower in Dubai. Rather than angle away from the structure, the strong winds pushed her back and she failed to clear the sloping structures, slamming her legs against the steel and glass parapets and tumbling out of control. The same wind saved her life when it pushed her against the building and she crashed inside, but her body was mangled and broken in every possible way.

Desperate, her father applied a prototype technology one of his companies was developing: nanobots injection that would repair and improve electronics from the inside, guided by a program and dispensing with the need of human hands for maintenance. He gathered biotechnology experts with the hopes of programming the nanites to reproduce the complexity of a human nervous system.

The process had already reached the point of no return when the doctors and technicians realized the nanites were not just repairing the broken spine and nerves... they were following their original programming and replacing the nerves with new material, and installing "nanite glands" to produce and control more nanobots inside her body. In the end, Sandra ended up with a completely new nervous system made of organic fiberoptics and miniprocessors handling her synapses.

She woke up to a nightmare of people standing still looking at her, while her body failed to respond. Her brain was working at computer-like speed and efficiency, and thus she was perceiving time as if it was frozen. It took many months of therapy and adjustments for Sandra to slow down her synaptic speed to human levels and understand people again. This did not go unnoticed by the government, who pressured her father into signing her up to the special school they were setting up so she could learn to use her new abilities responsibly and to further the government plans. To keep her on a tight leash, the government has made sure that the school is the only source for her special medication (a drug that must be strong and sneaky enough to bypass her nanite filters, so its basically a custom substance).

Sandra maintains her facade of a rebellious bad girl, but her accident seriously spooked her and made her realize she was on a path of self-destruction. She wants to change, but she's so fired up that her emotional momentum might be hard to correct.

If I had to absolutely beat her, I would...
Bombard her with electromagnetic attacks to negate her physical boosts. Trying to avoid her is pointless as she can get almost anywhere in the blink of an eye, so the priority is to deny her the flexibility she has to defend or attack.

Another tactic is simply to control her mind or mislead her and goad her, and exploit her temper to trick her into making a fatal mistake.

In the long term, keeping her from her medication is a sure way to incapacitate her, possibly for good.

Image
Art by http://salamandros.deviantart.com/

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Kifi

Postby Coyotzin » Sun Mar 11, 2012 5:31 pm

Kifi (Age of Heroes) - PL 8
Image

Abilities - 26pp
Strength 0, Stamina 5, Agility 5/1*, Dexterity 0, Fighting 0, Intellect 4, Awareness 0, Presence 3
*human form

Advantages - 18pp
Attractive 2, Benefit: Apothecary-Create healing poultices as inventions with Treatment, Defensive Roll, Defensive Roll 3, Evasion 2, Fascinate (Persuasion), Favored Environment: water, Inspire 3, Luck 3, Move-by Action, Prone Fighting, Set-up 2, Skill Mastery: Deception, Skill Mastery: Persuasion, Taunt, Teamwork

Skills - 21pp
Deception 12 (+15), Insight 12 (+12), Investigation 6 (+10), Perception 9 (+9), Persuasion 12 (+15), Stealth 5 (+10), Treatment 10 (+14)

Powers - 44pp
Form of the Nile (water form; Activation: Move Action) - 34p
. . Body of Water: Insubstantial 1 (Fluid) - 5pp
. . Fluidity: Swimming 6 (Speed: 32 miles/hour, 500 feet/round) -7pp
. . . . Flowing: (AE) Movement 3 (Permeate 1: speed rank -2, Safe Fall, Slithering; Limited: permeate only through soft earth, and fall along surfaces [2 ranks only]) + Speed 2 (Speed: 8 miles/hour, 120 feet/round) - 1pp
. . Immunity 2 (Suffocation (All)) - 2pp
. . Tidal Qualities: Enhanced Trait 19 (Traits: Agility +4 (+5), Parry +4 (+7), Advantages: Defensive Roll 3, Evasion 2, Favored Environment: water, Prone Fighting) - 19pp
. . Translucent Water: Concealment 3 (Sense - Sight, Sense - Smell; Blending, Passive) - 2pp

. . Fury of the Nile (alternate deluge form, base 34 pp) - 1pp
. . . . Drowning Overflow: Concentration Cumulative Burst Area Affliction 8 (drowning; Linked; Dazed, Stunned, Incapacitated, Resisted by Fortitude DC 18; Burst Area 2: 60 feet radius sphere, Concentration, Cumulative, Selective; Distracting, Side Effect 2 always: She is targeted by Hindered/Immobile/Paralyzed) - 23pp
. . . . Immunity 3 (Linked; Critical Hits, Suffocation (All)) - 3pp
. . . . Insubstantial: Insubstantial 1 (Linked; Fluid, Advantages: Prone Fighting)

Healing Kiss: Healing 10 (Persistent, Restorative; Distracting, Empathic) - 11pp

Offense
Initiative +5 (+1 in human form)
Affliction: Concentration Cumulative Burst Area Affliction 8 (DC Fort 18)
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Languages
Egyptian

Defense
Dodge 7, Parry 7/3*, Fortitude 7, Toughness 9/5*, Will 4
*in human form

Power Points
Abilities 26 + Powers 46 + Advantages 18 + Skills 22 (66 ranks) + Defenses 11 = 123

Complications
Infertility: Kifi is only fertile in her water form.
Thrall: Kifi would do anything for Imhotep. Anything.
Maternal: She is fiercely protective of children and young teens.
Time and Tide: Kifi's power is tied to the tide and the phases of the Moon. Other than Insubstantial, her powers operate at -2 ranks during the new moon, and during the full moon, a roll of 20 will shift her out of her current form.

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Name: Kifi
Age/Gender: 19/F
Position: Assistant/Attendant to Priest Imhotep
Power Source: Primordial Waters

Appearance
Kifi was blessed with a ravishing beauty that promised a prosperous life. The tips of her lustrous black hair are adorned with multicolored beads, although she often ties it behind her back with simple cloth strips while she works. She often wears bead-garments that reveal every bit of her body, but just as often wears simple linen robes.

Personality
Kifi's demeanor is pleasant and charming, measuring rapt attention against self-affirmation, depending on who she interacts with. She is a dutiful servant and has no rebellious thought in her mind, mostly because she does not believe herself worthy of aspiring to anything greater. The self-loathing she feels for being barren is carefully hidden beneath layers of rationalization and devotion to her duties. Her feelings towards Imhotep are a complex knot of admiration, gratitude, love, lust, and outright worship. Before the gods, the pharaoh and her own soul, there is only Imhotep.

Powers & Abilities
Her former position in the Temple of Hathor left Kifi with a gift for human interaction, a keen understanding of people's natures that allows her to get her way (when she thinks of exercising such power); she knows how to lift or crush anyone's spirits. Her training and labor under Imhotep gave her the tools for scientific thinking and flourished as a healer and apothecary. The power she gains from the Primordial Waters allows her to turn her form into liquid, and while she is by no means a combatant in any way, the way she flows around the field lets her position foes for any ally to strike, although she can channel all her frustrations and fury into a terrible maelstrom that floods her vicinities and threatens to drown all who stand near her. Her more gentle side focused the power of the Waters into a true healing gift, with her kiss carrying the power to heal wounds and cleanse a body of disease.

Background
The daughter of a mildly successful merchant, Kifi was believed to have a great future as a priestess of Hathor thanks to the beauty that was apparent even from her birth. She ordained herself upon becoming a woman, and under the other priestesses' tutelage she became a sacred prostitute until the time where the goddess would bless her with child and she would return to her family and a suitor. But no child came, even if she grew even more beautiful.

Suspicious of such abnormal state of affairs, the priestesses contacted Imhotep, the royal physician, who quickly discovered that Kifi was barren. Infertility was a terrible stigma for a priestess of Hathor, and thus Imhotep told these news only to her. He had recognized a spark of brilliance in her and had deemed it wasted in the service of gods. He told the priestesses that Kifi's lack of child was a sign that she was destined to help other women with their own pregnancies, and offered her tutelage.

The priestesses were no fools and knew exactly what was going on, but they saw Imhotep's offer as a good solution for everyone involved. They would not suffer from having accepted a barren girl into their ranks, and they would get rid of her with high honors.

Kifi was not happy at first, but as she trained under the gifted scholar, she grew to admire him, and with admiration came a passionate, unrequited love. She is a dutiful apprentice and proved Imhotep's assessment correct, for she has a keen mind for medicine and, as the scholar's health falters, she is quite ready to take his place as a physician, even if she cannot expect to fill his talented sandals in all other aspects of his brilliance.

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Last edited by Coyotzin on Mon Aug 06, 2012 11:54 am, edited 1 time in total.

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Sentinel Sara

Postby Coyotzin » Mon Mar 12, 2012 11:35 pm

Sentinel Sara (M.A.D. Lands: Shadows) - PL 8
Image

Strength 0, Stamina 4, Agility 1, Dexterity 0, Fighting 0, Intellect 3, Awareness 5, Presence 2

Advantages
Benefit: Attuned - Knows every street, Connected, Contacts, Daze (Intimidation), Equipment 5, Fascinate (Persuasion), Jack-of-all-trades, Leadership, Luck 2, Set-up 3, Skill Mastery: Deception, Skill Mastery: Insight, Skill Mastery: Investigation, Startle, Teamwork, Tracking, Well-informed

Skills
Expertise: Social Sciences 8 (+11), Insight 8 (+13), Intimidation 11 (+13), Investigation 3 (+18/+6), Perception 6 (+16/+11), Persuasion 7 (+18/+9), Technology 5 (+8)

Powers
Blend In: Concealment 10 (magical, All Senses; Precise; Limited: Does not affect the innocent and animals)
. . Everyperson: Morph 2 (Alternate; +20 Deception checks to disguise; Narrow group: people)

Empowerment (magic array)
. . Street Wisdom: Enhanced Trait 26 (dynamic, Investigation +12 (+18), Deception +6 (+8), Persuasion +9 (+18), Perception +5 (+16), Advantages: Contacts, Set-up 3, Skill Mastery 3 (Deception, Insight, Investigation), Teamwork, Tracking, Well-informed)
. . Transit: Teleport 5 (900 feet in a move action, carrying 50 lbs.; Accurate, Dimensional 1 - The Library, Extended: 30 miles in 2 move actions, Portal, Subtle 2: undetectable; Limited to publicly and personally accessible locales, Medium: Doorways and entrances)
. . Urban Strike: Perception Damage 8 (DC 23; Increased Range 2: perception, Subtle, Variable Descriptor: physical damage)
. . Vestment: Perception Area Affliction 8 (Entranced, Compelled, Controlled, Resisted by Will DC 18; Perception Area, Insidious, Selective)
. . Voice of the Citizens: Comprehend 11 (dynamic, Animals - Speak To an Understand, Languages - Read All, Speak All, Understand All, You're Understood, Machines / Electronics, Objects, Spirits - Communicate; Affects Others, Subtle 2: undetectable; Broad Type: Only subjects typically linked to urban life)

Sentinel of The City Three
. . Enhanced Trait 4 (Advantages: Benefit-Attuned, Jack-of-all-trades, Luck 2)
. . Immortality 1 (Return after 1 week; Limited: only if killed inside city limits)
. . Immunity 16 (Aging, Interaction Skills, Life Support; Limited: to inside large towns and cities)
. . Senses 6 (Danger Sense: mental, Darkvision, Direction Sense, Distance Sense, Extended Sight 1 ( x10); Limited: to urban environments)

Equipment
Apartment, Cell Phone (Smartphone), The Library, Undercover Shirt

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Urban Strike: Perception Damage 8 (DC Toughness 23)
Voice of Authority: Perception Area Affliction 8 (DC Will 18)

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 6, Will 9

Power Points
Abilities 30 + Powers 61 + Advantages 9 + Skills 24 (48 ranks) + Defenses 26 = 150

Apartment - PL 8
(Alternate of The Library)
Toughness 6, Size Medium
Features: Computer, Concealed 3, Dimensional Portal, Living Space, Security System 2
Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9
--------------------
The Library - PL 8
Toughness 6, Size Awesome
Features: Communications, Computer, Dimensional Portal, Isolated, Library, Living Space, Personnel, Temporal Limbo 1
Powers
Doors to Everywhere: Teleport 8 (Carry 50 lbs.; Accurate, Dimensional: dimension - Real world, Extended: 250 miles in 2 move actions, Portal; Limited: to publicly and personally accessible locales., Limited: to departures., Limited to Extended, Medium: Doors, Quirk: the point of origin is taken from the traveler's home city)
Windows to Everywhere: Remote Sensing 8 (Affects: Visual Senses, Range: 1 mile; Dimensional: dimension - Real world, No Conduit; Medium: Windows, Quirk: point of origin is taken from the viewer's home)
Power Points
Abilities 6 + Powers 2 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16


Complications
Agent of The City Three: The City Three communicate with Sara by giving her strange signs and visions at the most inopportune moments.
Beacon: Whatever it is The Agora was created to fight, it's agents can recognize her as a Sentinel.
High-profile: Her social work makes her known to a number of criminals and corrupt politicians. Her outspoken advocacy makes her a target.
Serendipity: Every time Sara opens a door, she risks being teleported by The City Three to a location where she is needed.

Languages
Native Language

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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

Name: Sara Rodriguez
Gender/Age: Female, 25
Profession: Social worker, legal advocate, Sentinel
Base of Operations: The M.A.D. tri-city sprawl, The Library

Appearance:
Sara is a young Latina woman with a lean and wiry physique. Light brown skin, lanky black hair she usually curls, and brown eyes reveal her South American heritage, although she's a third-generation American. She dresses in modest suits with either pants or skirts depending mostly on the weather and her mood. Her Sentinel persona is not very different, but her features become blurry and indistinct.

Personality:
Driven and all-business in demeanor, yet deeply caring and warm. Events in her life have tarnished her outlook, turning her a little cynical, but despite the snarks and pessimistic talks, she refuses to abandon hope. She grew up knowing the importance of family and community, and she is able to see the big picture as well as individual focus in every situation.

Powers & Abilities:
Her coworkers often said Sara could sweet-talk the most stone-hearted and scare the crap out of the most hardened with a simple change in the pitch of her husky voice, a skill that has helped her tremendously in her job. She is also well-educated in many social sciences.

When she became a Sentinel, Sara gained a vast array of powers to help her in her duties as the guardian of the tri-city area. First among these is a limited sort of immortality; as an agent of The City Three, no condition in the city can harm her, whether noxious disease or water-floating toxins, nor can she drown in the sewers or suffocate in a sealed vault. Even if she is killed, The City Three will return her to life as long as she remains a Sentinel, and in the tri-city area.

Her interactions with the inhabitants of the city are greatly enhanced by her Sentinel status, as she is able to communicate with anyone and anything that calls the city their home, while remaining immune to their attempts to goad her or deceive her, and speak with the authority of The City Three to instill ideas and behaviors in others as if they had thought of them themselves. She can also blend in the background of any situation, either becoming simply unnoticeable by the jaded perceptions of urbanites (animals, children and some mentally handicapped individuals can still see her), or assuming the countenance of any random person.

She can also move about the city instantly, using doors to connect to other doors anywhere in the urban sprawl. This power is limited to areas she could actually access: she could emerge from the doors just outside the FBI offices, but she cannot emerge from the opposite side, inside the building proper, unless she has received clearance or permission to do so by the FBI itself. Others can step through these doors if she wills it, and people witnessing this will only see people walking through as if it was the most normal thing.

If worse comes to worse, Sara can call upon the city itself to defend her; attackers will find themselves assaulted by pigeons, passing stray dogs, getting glancing blows by cars or slammed in the face by randomly opening doors.

Finally, she has access to The Library. An extradimensional space The Agora created for all Sentinels so they could rest and perform more investigative work. It is rumored The Library spans the entire world and contains all wisdom that was ever laid down inside a city's walls, but so far, Sentinels are limited to their own particular area and rarely meet other Sentinels in The Library. The Library can take visitors through any door in a city, although they are keyed to the home city of each particular visitor... one cannot go to The Library to travel across the sea.

Background:
Sara always considered herself American, and the discrimination she found while growing up only convinced her of this, although also taught her that she would have to fight for her rights to be considered equal to anyone. Her parents were middle-class professionals, also U.S.-born, and she received an above-average education and led a relatively happy childhood.

She started her awareness of social issues in high school, when she faced discrimination for her Latin American heritage and her focus on studying. She refused to become an outcast, however, and became involved in several clubs and extracurricular activities such as the school paper and volunteer programs. Her nosyness and advocacy against injustice did not make her popular, and there was an ugly episode of stalking that left her shaken.

College was an extension of her activities. By then her parents and younger siblings had moved to Los Angeles, but Sara wanted to stay, considering that there were too many things to be done in the M.A.D. area. She participated in protests and walks, volunteered in community programs and became a face widely known in the ghettos and low-income parts of the city. She suffered a nasty scare when one of her coworkers in a charity tried to sexually assault her, but was gratefully stopped by a supervisor who had forgotten his car keys. Shaken by this event, she approached social work with a more wary attitude, and a slight focus shift towards psychology and social work.

Upon graduation she found work at a local youth center and became friendly with both personnel and visitors, counseling kids and trying to help them become good members of their communities. She was particularly interested in gang social dynamics and was working on a social study to support one of her project ideas when her life changed completely. One night walking home, she stumbled upon a budding turf war between a local gang and another tried to muscle in on the territory. Sara let her instincts override her good sense and she tried to defuse the situation, especially as some of the local gang members were kids she knew from the center. Her effort was doomed from the start, as the invading gang had specific instructions from their organized crime handlers, and she was the first target in the firefight. She was dragged and beaten as she bled to death, and left on the curb in an alley to die.

However, her life in the service of the city had not gone unnoticed. As her blood spilled, she was visited by The City Three... the patron deities of the tri-city area and members of a supernatural council they called The Agora. They asked Sara if she would accept continuing her service to the urban community as their agent, and just as life left her, she agreed.

The police found her body one week later, but she scared the daylights out of the Coroner's staff as she suddenly sat up, alive although still in very poor conditions. During her convalescence in the hospital, her dreams were the stage for drilling and training sessions as The City Three explained she was now a Sentinel, member of a special order of urban guardians around the world in the service of The Agora, a collection of urban deities who had banded together for inexplicable purposes. However, the only clear instruction she received was: "make life better."

Once she recovered she started testing her powers, traveling the streets in the guise of any of its citizens, discovering that her life was now inextricably linked to her urban home. And very quickly she realized that improving life in the M.A.D. lands was not a task she could undertake alone. No Sentinel mandate demanded working alone, and so Sara set off to find other concerned citizens to inspire and support.

The Agora
It is unclear when The Agora formed, as its supernatural patrons do not speak of it to their mortal agents. Sentinels believe The Agora came to be around the Industrial Revolution, although others think it started during the rise of the Rennaissance city-states. Regardless of its longevity, The Agora's members are ancient; they are old spirits and gods who have changed with the times and abandoned their individuality to become the patrons of their home cities. They all call themselves The City, although they can tell each other apart and the few Sentinels who have met more than one The City can distinguish some individual traits. That The Agora meets is obvious, but when and where they do so is just part of their mystery, but they seem to be coordinating towards an obscure goal they refuse to inform their agents about. The rapid rise of the Information Age has brought The Agora closer together, and some Sentinels pose the theory that soon, The Agora will become a single being, a single The City to cover all human endeavor.

The Sentinels
Given that there is only one Sentinel per City, and not all cities have a patron in The Agora, the Sentinels are very few in number, although they have established a communication network based in The Library, the dimension they share with other Sentinels. They rarely leave their home cities except when two The Cities cooperate towards a single goal. They have similar powers as granted by their patrons, but they all have their own style to fulfill their duties, from gun-toting vigilantes to shrewd politicians; the Tokyo Sentinel is a Yakuza boss, even. What they share is their motivation to improve the lot of life for the inhabitants of their homes.

The City Three
Some members of The Agora work closely, such as the patrons of the M.A.D. area, who grew separately as their communities prospered and expanded. Rather than merge into a single The City, these deities decided to maintain their individuality, but merge their territory so that they would have a single Sentinel operating in all three cities. They refer to themselves as The City Three, and they appear to their Sentinel, Sara, all at the same time and under different guises, but all their apparitions, visions and messages have the number three incorporated.

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