Psistrike's 3rd Edition creations

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Psistrike
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Timelock [Freedomverse version]

Post by Psistrike »

Timelock PL 12
Image
:arrow: Image used is DnD Villain by CrazyCowProductions from deviantart.
Quote: “You waste your time trying to capture me.”
Concept: Time manipulating mystic
Occupation: Criminal mastermind
Base of Operations: Mobile
Real Name: Vincent Worth [Assumed name, real one unknown]
Legal Status: Unknown citizenship, wanted for various crimes
Identity: Secret
Marital Status: Widower
Height: 5’6”
Weight: 130 lbs.
Eyes: Azure Blue
Hair: Coal black
Age: Unknown [appears to be in mid-20s]

Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 4, Fighting 4, Intellect 6, Awareness 7, Presence 4

Powers
Timeless: Immunity 5 [temporal effects] • 5 points
Timelocked: Features 2 [Chronal Memory, Chronal Bulwark] • 2 points
Time Sense: Senses 1 [Temporal Awareness] • 1 point
Tempus Watch: Multiple Powers as One
Temporal Movement: Array [40 points]
Temporal Phase: Concealment 10 [all senses]; Insubstantial 4 [20 points] • 40 point
Time Stop: Quickness 20 [Subtle 2], Speed 20 [Subtle 2], Quirk: Limited to routine actions when active [-4 points] • 1 point
Time Travel: Movement 3 [Time travel 3] • 1 point
Time/Space Jump:; Accurate, Extended Teleport 12, Change Direction, Change Velocity, Increased Mass 2, Distracting • 1 point
Accelerated Time: Enhanced Defense 12 [Dodge 6, Parry 6], Enhanced Advantage 17 [Agile Feint, Close Attack 3, Defensive Roll 3, Evasion 1, Improved Initiative 4, Instant Up, Move-By Action, Takedown], Quickness 7, Speed 7 [250 mph] • 1 point
Time Manipulation: Array [36 points]
Time Freeze: Perception Range Cumulative Affliction 12 [time freeze; Resisted and Overcome by Will; Dazed, Stunned, Incapacitated], Resistible [Dodge] • 36 points
Age Manipulation: Perception Range Cumulative Affliction 8 [aging; Resisted and Overcome by Fortitude; Impaired, Disabled, Transformed], Affects Objects [+1], Variable Descriptor [forward and backwards aging], Resistible [Dodge] • 1 point
Temporal Ambush: Perception Ranged Damage 12 [objects and hazards of opportunity], Indirect 4, Resistible [Dodge] • 1 point

Equipment: Swordcane [Strength-based Damage 2, Subtle; 3 ep], 2 ep of additional gear as needed.

Advantages Accelerated Time: Close Attack 3, Defense Roll 3, Evasion 1, Improved Initiative 4, Instant Up, Move-By Action, Takedown], Accurate Attack, Assessment, Benefit 5 [Cipher 5], Defensive Attack, Eidetic Memory, Equipment 1, Improved Disarm, Improved Initiative, Languages 5 [16 different languages], Power Attack, Quick Draw, Redirect, Ritualist, Speed of Thought, Taunt, Trance

Skills Close Combat: Swords 10 [+14/+16*], Deception 12 [+16], Expertise: History 12 [+18], Expertise: Magic 4 [+10], Insight 8 [+15], Investigation 8 [+14], Perception 8 [+15], Technology 6 [+12], Treatment 4 [+10]

Offense
Initiative +10/+26*
Swordcane +14/17*, Damage 2, Crit: 19-20
*With Accelerated Time

Defense
Dodge 13/19*, Parry 13/19*
Toughness 2/5*, Fortitude 4 , Will 15
*With Accelerated Time

Power Points
Abilities 58 + Powers 92 + Advantages 24 + Skills 36 [72 ranks] + Defenses 30= 240 Total

Complications
Motivation: Timelock is driven by a desire to control everything, shaping the world to his own vision. At least this is what he lets others believe.
Overconfidence: Due to the powers at his command, Timelock is overconfident to the point of shear arrogance. He tends to underestimate others and believe they can’t harm or even touch him as long as he is aware of them.
Enemy: Dr. Tomorrow, Guardian of Time and the Time Keepers are attempting to capture Timelock and sever his connection to the Tempus Watch.
Power Loss: The powers of the Tempus Watch don’t work when he is subjected to gravity-based powers.
Secret: His ultimate goal and purpose for it are known only to him.

Notes
:arrow: A dangerous time manipulating, time traveler; trained in ritual magic, he relies on the Tempus Watch, bonded to him and the true source of his power. His goals and purposes are unknown to anyone but him.

History: Timelock is an enigma, any data on him seems to be erased as soon as it appears. What little is known is that he seems to appear at random, destroying objects and people or helping to protect them, all for reasons of his own. His powers over time seem absolute and able to prevent any harm or risk of capture to befall him. The ultimate goals of Timelock are unknown, yet what is known is he isn’t on the side of the angels.

Description: Timelock is a lanky man, his true age unknown but seemingly in his mid-20s. His hair is crimson red and long, while his azure blue eyes are hidden behind a large pair of glasses. Pale with no muscle tone or definition on his body, he is average for the most part.

He is always seen with his big glasses hiding most of his face, a basic shirt and cloak hanging down his back, loose pants, leather boots and a mechanical arm in place of his left one. The Tempus Watch is connected by a chain with thick links to his vest. His swordcane can appear seemingly out of thin air when needed.

Personality: An enigmatic figure, he seems to be emotionless most of the time, going about his business with a cold detachment from the world around him. Only when his plans are messed with or disrupted does he show emotion, a cold rage with a gaze that is unsettling.

Powers and Abilities: Timelock is linked to time in unusual ways; from being timelocked and immune to changes in history, he can remember alternate timelines when history is changed and can sense temporal disturbances and the use of time powers nearby.

He is bonded to the Tempus Watch, a powerful mystical watch allowing the wielder to manipulate time in various ways. He can stop time for various effects: From stopping it up to 2 hours of relative time to him; manipulate objects and projectiles to places others in harm’s way while time is stopped; and even freeze time around others. By adjusting the flow of time, he can shift just a moment “out of phase” with the normal flow of time to avoid harm and pass through solid objects as if they weren’t there; travel through both time and space; accelerate time for himself; and even age people and objects forward and backwards in time. One flaw of his method of attack is that those with great reaction time and nimbleness can avoid his temporal attacks.

Tactics: Timelock calmly moves through chaos around him, out of phase with normal time or simply disappearing and reappearing in another location. He tends to simply move around with time stopped and leaving others alone. Only when they are a threat to his future plans or he needs to interact with them will he shift to normal time.

If forced to face someone one on one or groups of foes, he will us accelerated time to move faster than they can react or freeze them in time one by one. Anything from going back in time to make sure someone isn’t born, slaying them while moving faster than the eye can see or simply aging them to pre-birth or death or leaving them frozen in time.

Enemies: Dr. Tomorrow and the Time Keepers are trying to capture him long enough to sever his connection to the Tempus Watch.
Last edited by Psistrike on Sun Sep 22, 2013 8:57 am, edited 5 times in total.

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Re: Psistrike's 3rd Edition creations

Post by Psistrike »

Reworking the stuff for my Freedomverse setting, including changing details, stats and/or PL for some characters, etc. First up is the details for the Freedomverse.
Psistrike’s Freedomverse details
Unless stated otherwise, things as detailed in the Freedom City 2nd edition book are the same in this setting.
•Law Enforcement: With the existence of an increasing number of criminals and villains willing to kill, not caring about civilian safety or collateral damage, authorities have been more lenient and allow the use of lethal force even by civilian superheroes against such individuals/groups. Certain stipulations apply to the use of lethal force against a criminal: 1. only criminals known to have used lethal force or gone on destructive rampages which cost life are subject to this rule.
2. You must be sure it is the criminal in question; disguised hostages, along with blackmail or brainwashing victims make this more difficult than it sounds.
3. If capture is possible without loss of life, then all options should be exhausted first. Note: Repeat mass killers and psychopaths are exempt from this rule.
4. Criminals in the act of threatening civilian lives, especially children, are exempt from all the other stipulations.
Note that superheroes can chose to capture such criminals alive; many will chose to unless they can’t prevent loss of life in the process.
Known superhuman terrorist or terrorist groups employing magic, super-science, etc. normally to have to deal with the U.S.’ own supersoldiers, trained and not only ready but willing to take the kill shot when given a chance.
•Science and Technology: Due to the existence of super-genius inventors, along with superhumans capable of creating things no one else can, all within the last 60+ years, new laws and regulations involving patents and the regulation of such inventions and substances have come into being. The worlds’ governments each regulate which new technology/creations can be released to the public and when. Thus the cure to most diseases, with notable exceptions including cancer, AIDs and a few other nasty diseases, has been released; new treatments are progressing all the time, needed in a world with madmen and nihilist supervillains creating new threats.

The space program of most 1st world countries has advanced to the point where exploration of Jupiter is possible by the likes of NASA; probes to outside the Milky Way have been sent out; and even in-system space travel has started to become cheap enough for normal citizens to enjoy it. In the mid-90s, clean burning fusion power was discovered and has allowed the production of cheap power for most of North America, Europe and Asia.

Yet true flying cars and trucks have been prevented from release for public use til 2020, when the potential impact on human society has been more thoroughly researched. Hover-cars able to float up to 3’ off of surfaces are becoming commonplace and not just for the wealthy. But these regulations have only stopped legal channels, as the ranks of super-genius inventors include criminals and super villains, having unleashed more than a few threats which en up countering the effort of others. Corporations and research labs still exist, but more new innovations and breakthroughs have come from super-genius individuals and more than a few new technologies firms worldwide, each controlled by a super-genius or superhuman.

Due to new energy discoveries, zero-gravity research, and unusual energies leaking in from other dimensions, new materials and substances have come into existence. Research into the full properties and uses of each are ongoing.
•Power Sources: New technology, new sources of advanced and super tech, individuals who craft enchanted items, random events spontaneously creating artifacts, and the various existing and new empowerment methods in the world have a slow, but noticeable impact. The number of superhumans in existence is increasing each year, outgrowing the losses suffered due to accident, super-villains and power overloads or loss.
•Government and Organizations: With the faster advance of technology, AEGIS, UNISON and other government agencies throughout the world have gotten better equipped, at a lesser cost. This same principle unfortunately applies to various criminal organizations, able to outfit their lowest level goons with better gear or enhancements.
Several new organizations exist within the setting, governmental, criminal and independent. These include The Library [detailed in Black Chapter by Vigilance Press] and ARCADE [From Supernatural Handbook]. Each will have their own detailed, separate entry.
• Secrets: Researchers have discovered, yet kept from the public, the barriers between dimensions on Earth are weaker than in other places. Theories of various causes include: The Tunguska explosion, which first weakened the barriers all over Earth; Entry of Centurion’s lifepod into this universe further weakened the barriers in the Freedom City area; further dimensional breaches in the Freedom City area, including the various Terminus invasions, have resulted in barriers to other dimensions and even alternate universes being thinnest there. But despite studies they can’t predict the random portals which appear, nor the dimension and/or time they access. Only one known portal is stable; existing in the Wharton State Forest on the outskirts of Freedom City, it opens into a fantasy world dubbed the Realm and always appears in the same spot, near the center of the forest in an open field. The mayor and AEGIS, along with several superheroes and villains, know of its existence.

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Re: Bio-Flux [Freedomverse version]

Post by Psistrike »

Added a new complication, new note and 1 short paragraph at the end of her history to flesh her out some and link her to Daedalus and the Labyrinth.
Psistrike wrote:Bio-Flux PL 7
Image
Quote: “Aww, I won’t leave you that way. Just try to have fun while it last.”
Concept: Transformation obsessed teenage girl with advanced tech
Occupation: Student
Base of Operations: Claremont Academy, Freedom City
Real Name: Keiko Tanaka
Legal Status: Japanese citizen legally in U.S.
Identity: Secret
Marital Status: Single
Height: 5’2”
Weight: 105 lbs.
Eyes: Dark blue
Hair: Black hair down to her knees
Age: 14 years old

Abilities
Strength -1, Stamina 1, Agility 1, Dexterity 1, Fighting 0, Intellect 4, Awareness 1, Presence 3

Powers
Double Helix Conversion Pistol: Easily Removable -34 points
Prototype Upgrades: Enhanced Ranged Combat: Transformation Ray 4, Features 2 [Thought operated; DNA locked to only work for Keiko] • 4 points
Transformation Ray: Ranged Affliction 8 [Resisted by Fortitude; Transformed], Cumulative, Limited to Third Degree, Variable Descriptor 2 [Any transformation] linked to Ranged Affliction 8 [Resisted by Will; Transformed [mental], Cumulative, Limited to Third Degree, Variable Descriptor [Any mental] linked to Continuous Ranged Transform 8 [Clothes to clothes], Innate, Precise • 85 points

Equipment: Advanced cell phone [Acts as Camera, cell phone with computer capabilities and GPS system; 4 ep]

Advantages Benefit [Wealth], Equipment, Inspire 2

Skills Acrobatics 2 [+3], Athletics 1 [+0], Deception 2 [+5], Expertise: Popular Culture 4 [+8], Persuasion 7 [+10], Ranged Combat: Transformation Ray 4 [+5], Stealth 2 [+3]

Offense
Initiative +1
Transformation Ray +5, Ranged or Area, Damage 8 [see Transformation Ray]

Defense
Dodge 5, Parry 4
Toughness 1, Fortitude 2, Will 4

Power Points
Abilities 20 + Powers 55 + Advantages 4 + Skills 9 [18 ranks] + Defenses 12= 100 Total

Complications
Motivation: Keiko generally tries to do good just because she can, although loves to fun with her blaster when she can get away with it.
Accident: Sometimes she trips, mirrors get in the way of a shot, etc. and she hits the wrong target which could be a problem.
Enemy: The Labyrinth is monitoring her since she gained access to their newest prototype.
DNA Locked: The DNA lock links Keiko to the blaster, thus being separated from it is dangerous for her. Moving her and the blaster more than distance rank 8 apart causes Keiko to first become impaired after a minute, then disabled after 8 minutes, and finally incapacitated after an hour til reunited with the blaster.
Identity: Keiko Tanaka, high school student
Relationship: Her parents are the most important people in her life; while Aiko is her best friend whom she sees as a sister.

Notes
:arrow: A young girl with a lot of power and potential, but a little too naïve currently to realize it.
:arrow: She rarely goes into the field and is mostly a plot device character; the exception is when Cheetina goes out.
:arrow: Image used is Konata by ComiPa from deviantart.

History: Keiko loved manga and anime growing up, especially ones with transformations in them. Magical girls, humans in anthropomorphic animals, gender changes; each was interesting to her and she wished to see them in real life. And it seemed fate had plans for her, as she stumbled upon an abandoned warehouse while running from members of a local gang in Kyoto and found a blaster in one of the remaining crates.
As the thugs closed in on her, she waved the blaster around hoping they wouldn’t call her bluff. But they simply laughed and began to close in on her; she only wished they were too small and weak to harm her when she reflexively pulled the trigger. And the next thing she knew, the leader of the group was a 5 year old. Seeing this happen, the others took off in fear for their own selves.

Keiko studied the blaster and began to figure out how it worked, it seems this was a prototype for a new version of an existing blaster that was abandoned. But nothing like on their world, so why was it here. Over the next few weeks she began to test it on random people, only changing them for a few seconds and reversing it. What fun! All the transformations from the manga and anime, right there at her fingertips. But she would never change someone permanently, that be like stealing their very life from them. Well, she would, but only if they asked her to or were evil enough to deserve it.

She kept the blaster secret from her parents, til the day she told her best Aiko about it and she begged to be turned into an anthro-cheetah girl. Aiko’s parents were upset but tried to understand why their little girl would wish to be that way; while Keiko’s parents tried to take the blaster away and send it off, only to find out the hard way that if she is separated from it by a mile or more she begins to weaken.

Thus thanks to some old friends from the U.S., they sent her and Aiko off to Claremont Academy to learn how to be responsible and safe with their new gifts. Rooming together, they have begun to settle into their new lives and are more than happy with the school; especially all the cute boys.

Unknown to her or her parents is that Daedalus has made a breakthrough in studying the various TF devices; finding the connection to Freedom City and how they have shown up here. The Labyrinth has been acting as a go-between for a company in another dimension, releasing tech that is commonplace in the other reality into an unprepared world.

Description: A cute Japanese girl in her early-mid teens, she has no visible scars on her skin and has average build and muscle tone for a girl her age. She wears her pure black hair long and hanging down to knee length, while her dark blue eyes show a curious and energetic person behind them. Although in an American school now, she still wears her blue and white sailor fuku uniform from back home. She simply adds a black domino mask to hide her identity when operating as Bio-Flux.

Personality: Keiko is a cute, bubbly young girl who loves to have fun and send time with her friends. She seems to always be upbeat and nothing ever gets her down, even when faced with thugs and bullies. Her love of transformations unfortunately is hard for her to contain and she thinks others should share it.

Powers and Abilities: Keiko is a smart young girl with a strong personality that seems to drag others along with her, but has no powers of her own. The Double Helix Conversion Pistol she has is an upgraded one from those seen before; it has no selection pad and responds to the wielder’s thoughts, as well as having a DNA lock so it only function for its first user. Thus the blaster only works for Keiko and no one else. But the DNA lock had a flaw, where it links the user’s lifeforce to the blaster and being separated from it by a mile or more will weaken them and eventually cause them to slip into a coma til reunited with it.

Tactics: Keiko simply tries to disable her opponents with temporary transformations which work against their strengths. She has little to no combat experience beyond some karate classes in school and no experience with coming up with tactics. In a group situation she is mainly support and specialized with disabling opponents til authorities can lock them up.

Allies: Bio-Flux is new the hero business and has no big connections or allies, beyond her best friend Aiko.

Enemies: She hasn’t made any enemies yet, although AEGIS is monitoring her and her use of the blaster, unaware that to take it away from her is basically a death sentence.

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Re: Psistrike's 3rd Edition creations

Post by Psistrike »

Few minor edits for typos, noted picture source for a couple characters. And the big change, adjusted Timelock to be less overpowered, dropped his time stop defense from Time Manipulation array and overall array, gave Resistible [Dodge] to his Time Manipulation array attacks so those with good reflexes can dodge them.
Timelock PL 12

Quote: “You waste your time trying to capture me.”
Concept: Time manipulating mystic
Occupation: Criminal mastermind
Base of Operations: Mobile
Real Name: Vincent Worth [Assumed name, real one unknown]
Legal Status: Unknown citizenship, wanted for various crimes
Identity: Secret
Marital Status: Widower
Height: 5’6”
Weight: 130 lbs.
Eyes: Azure Blue
Hair: Coal black
Age: Unknown [appears to be in mid-20s]

Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 4, Fighting 4, Intellect 6, Awareness 7, Presence 4

Powers
Timeless: Immunity 5 [temporal effects] • 5 points
Timelocked: Features 2 [Chronal Memory, Chronal Bulwark] • 2 points
Time Sense: Senses 1 [Temporal Awareness] • 1 point
Tempus Watch: Multiple Powers as One
Temporal Movement: Array [40 points]
Temporal Phase: Concealment 10 [all senses]; Insubstantial 4 [20 points] • 40 point
Time Stop: Quickness 20 [Subtle 2], Speed 20 [Subtle 2], Quirk: Limited to routine actions when active [-4 points] • 1 point
Time Travel: Movement 3 [Time travel 3] • 1 point
Time/Space Jump:; Accurate, Extended Teleport 12, Change Direction, Change Velocity, Increased Mass 2, Distracting • 1 point
Accelerated Time: Enhanced Defense 12 [Dodge 6, Parry 6], Enhanced Advantage 17 [Agile Feint, Close Attack 3, Defensive Roll 3, Evasion 1, Improved Initiative 4, Instant Up, Move-By Action, Takedown], Quickness 7, Speed 7 [250 mph] • 1 point
Time Manipulation: Array [36 points]
Time Freeze: Perception Range Cumulative Affliction 12 [time freeze; Resisted and Overcome by Will; Dazed, Stunned, Incapacitated], Resistible [Dodge] • 36 points
Age Manipulation: Perception Range Cumulative Affliction 8 [aging; Resisted and Overcome by Fortitude; Impaired, Disabled, Transformed], Affects Objects [+1], Variable Descriptor [forward and backwards aging], Resistible [Dodge] • 1 point
Temporal Ambush: Perception Ranged Damage 12 [objects and hazards of opportunity], Indirect 4, Resistible [Dodge] • 1 point

Equipment: Swordcane [Strength-based Damage 2, Subtle; 3 ep], 2 ep of additional gear as needed.

Advantages Accelerated Time: Close Attack 3, Defense Roll 3, Evasion 1, Improved Initiative 4, Instant Up, Move-By Action, Takedown], Accurate Attack, Assessment, Benefit 5 [Cipher 5], Defensive Attack, Eidetic Memory, Equipment 1, Improved Disarm, Improved Initiative, Languages 5 [16 different languages], Power Attack, Quick Draw, Redirect, Ritualist, Speed of Thought, Taunt, Trance

Skills Close Combat: Swords 10 [+14/+16*], Deception 12 [+16], Expertise: History 12 [+18], Expertise: Magic 4 [+10], Insight 8 [+15], Investigation 8 [+14], Perception 8 [+15], Technology 6 [+12], Treatment 4 [+10]

Offense
Initiative +10/+26*
Swordcane +14/17*, Damage 2, Crit: 19-20
*With Accelerated Time

Defense
Dodge 13/19*, Parry 13/19*
Toughness 2/5*, Fortitude 4 , Will 15
*With Accelerated Time

Power Points
Abilities 58 + Powers 92 + Advantages 24 + Skills 36 [72 ranks] + Defenses 30= 240 Total

Complications
Motivation: Timelock is driven by a desire to control everything, shaping the world to his own vision. At least this is what he lets others believe.
Overconfidence: Due to the powers at his command, Timelock is overconfident to the point of shear arrogance. He tends to underestimate others and believe they can’t harm or even touch him as long as he is aware of them.
Enemy: Dr. Tomorrow, Guardian of Time and the Time Keepers are attempting to capture Timelock and sever his connection to the Tempus Watch.
Power Loss: The powers of the Tempus Watch don’t work when he is subjected to gravity-based powers.
Secret: His ultimate goal and purpose for it are known only to him.

Notes
:arrow: A dangerous time manipulating, time traveler; trained in ritual magic, he relies on the Tempus Watch, bonded to him and the true source of his power. His goals and purposes are unknown to anyone but him.
:arrow: Image used is DnD Villain by CrazyCowProductions from deviantart.

History: Timelock is an enigma, any data on him seems to be erased as soon as it appears. What little is known is that he seems to appear at random, destroying objects and people or helping to protect them, all for reasons of his own. His powers over time seem absolute and able to prevent any harm or risk of capture to befall him. The ultimate goals of Timelock are unknown, yet what is known is he isn’t on the side of the angels.

Description: Timelock is a lanky man, his true age unknown but seemingly in his mid-20s. His hair is crimson red and long, while his azure blue eyes are hidden behind a large pair of glasses. Pale with no muscle tone or definition on his body, he is average for the most part.

He is always seen with his big glasses hiding most of his face, a basic shirt and cloak hanging down his back, loose pants, leather boots and a mechanical arm in place of his left one. The Tempus Watch is connected by a chain with thick links to his vest. His swordcane can appear seemingly out of thin air when needed.

Personality: An enigmatic figure, he seems to be emotionless most of the time, going about his business with a cold detachment from the world around him. Only when his plans are messed with or disrupted does he show emotion, a cold rage with a gaze that is unsettling.

Powers and Abilities: Timelock is linked to time in unusual ways; from being timelocked and immune to changes in history, he can remember alternate timelines when history is changed and can sense temporal disturbances and the use of time powers nearby.

He is bonded to the Tempus Watch, a powerful mystical watch allowing the wielder to manipulate time in various ways. He can stop time for various effects: From stopping it up to 2 hours of relative time to him; manipulate objects and projectiles to places others in harm’s way while time is stopped; and even freeze time around others. By adjusting the flow of time, he can shift just a moment “out of phase” with the normal flow of time to avoid harm and pass through solid objects as if they weren’t there; travel through both time and space; accelerate time for himself; and even age people and objects forward and backwards in time. One flaw of his method of attack is that those with great reaction time and nimbleness can avoid his temporal attacks.

Tactics: Timelock calmly moves through chaos around him, out of phase with normal time or simply disappearing and reappearing in another location. He tends to simply move around with time stopped and leaving others alone. Only when they are a threat to his future plans or he needs to interact with them will he shift to normal time.

If forced to face someone one on one or groups of foes, he will us accelerated time to move faster than they can react or freeze them in time one by one. Anything from going back in time to make sure someone isn’t born, slaying them while moving faster than the eye can see or simply aging them to pre-birth or death or leaving them frozen in time.

Enemies: Dr. Tomorrow and the Time Keepers are trying to capture him long enough to sever his connection to the Tempus Watch.

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Re: Psistrike's 3rd Edition creations

Post by Psistrike »

Minor edits, noting picture source and such for the Monster Squad. Ripper gets a secret even he doesn't know, relationship to the infamous Henri "Lupus" LeBlanc, as his family is decended from his bloodline. And that is all for now, hopefully my writer's block will leave me alone soon so I can add some more stuff.

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Alchemist X [Freedomverse version]

Post by Psistrike »

Alchemist X PL 8
Image
:arrow: Image used is Alchemist choosing ingredients by Kibbitzer from deviantart.
Quote: “Let’s see…ah, I have just what you need right here.”
Concept: Alchemist for hire
Occupation: Alchemist
Base of Operations: Freedom City
Real Name: Jorge Waters
Legal Status: U.S. citizen with no criminal record
Identity: Secret [Real name known to authorities]
Marital Status: Single
Height: 5’7”
Weight: 135 lbs.
Eyes: Gray
Hair: Brown
Age: 43 years old

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

Powers
Alchemically Treated Body: Multiple Powers as One
Skin like Iron: Impervious Protection 6 • 12 points
Enhanced Immune System: Immunity 4 [aging, disease, poison, heat; Limited to Half Effect] • [i[2 points[/i]

Stone-faced: Immunity 5 [Interaction skills] • 5 points
Trained Alchemist’s Nose: Senses 1 [Acute Smell] • 1 point

Alchemical Creations: Array [21 points]
Sleep Mist Bomb: Cloud Area Ranged Affliction 8 [Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep], Diminished Range 3 [80 ft. range] • 21 points
Alchemical Glue: Ranged, Cumulative Affliction 8 [Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree, Diminished Range 3 [16/40/80 ft.] • 1 point
Healing Draught: Healing 10 • 1 point
Potent Acid Weaken Toughness 12, Affects Objects Only • 1 point

Equipment: Home and Lab [Size: Medium, Toughness 10, Features: Defense System, Fire Prevention System, Holding Cells, Infirmary, Laboratory, Library, Living Space, Secret 2, Security System, Workshop • Cost: 14 ep

Advantages Artificer, Benefit 7 [Cipher 2, Wealth 4, Use Expertise: Alchemy with Artificer], Equipment 3, Evasion, Languages 3 [Base: English; German, Latin, Spanish, Greek], Skill Mastery [Expertise: Alchemy], Trance

Skills Athletics 2 [+2], Deception 8 [+10], Expertise: Alchemy 12 [+16], Expertise: Current Events 4 [+8], Insight 8 [+12], Perception 8 [+12], Ranged Combat: Alchemical creations 4 [+8], Sleight of Hand 6 [+10], Treatment 4 [+8]

Offense
Initiative +2
Alchemical Glue Grenade +8, Ranged, Damage 8
Sleep Mist Bomb Cloud Area, Damage 8

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

Power Points
Abilities 44 + Powers 44 + Advantages 17 + Skills 28 [56 ranks] + Defenses 14= 147 Total

Complications
Motivation: Jorge is motivated by a desire to advance his alchemical knowledge and to make a profit from his creations, not caring who he sells them to.
Enemy: He sees Doctor Azoth as a rival whom far surpasses him, wishing to gain access to his tomes and knowledge of alchemy for himself.
Reputation: He is known as a ruthless salesman, who doesn’t care who buys his creations. Authorities and heroes don’t have that high of an opinion of him.
Secret: He knows of some alchemical secrets which even Doctor Azoth hasn’t stumbled upon yet in his centuries of life. Should this get out, Doctor Azoth would come calling.
Secret: His work as Alchemist X is kept secret from the public at large. Most believe he is just an eccentric millionaire who inherited his money.

Notes
:arrow: Neither good nor evil, Alchemist X is all about gaining knowledge and making a profit. His listed Alchemical creations are just his most commonly used ones, if need be he can have others ready as a Power Stunt or even one using his Artificer advantage.
:arrow: He is a good source of new heroes and villains, even up temp power-ups for goons and existing villains through his wares.

History: Jorge grew up in a family steeped in tradition and history, one of the few true alchemist left in the world. He grew up studying tomes and learning the secrets of how to draw out the magical properties in nearly anything. Eventually he set out into the world to make his own way, driven by a desire for wealth and comfort.

Setting up in Freedom City was a no-brainer; with all the superhuman and magical activities there he was sure to succeed. But at first only the criminal element and low-lives would purchase his goods; soon he came not to care about what his customers do with what they purchase.

Gangbangers, thugs and criminal masterminds alike, along with police, civilians and heroes can purchase his creations, for the right price. Temporary superhuman powers and even permanent changes in a rare few cases have increased the threats and in some cases heroes within Freedom City and beyond.

Description: Jorge is a fairly average looking man, with a light tan and non-descript features. He keeps his brown hair in a ponytail down a few inches past his neck, while his steel gray eyes show no emotion, even under the worst threats and seduction techniques.

He is almost always seen wearing a simple white shirt with a black armband on his left arm, brown jeans and simple brown loafers. Stains from various chemicals and components on his clothing are a common sight.

Personality: Jorge is a calm man who goes about his work without flinching at the slightest pain or acknowledging even the worst of threats. He remains stone-faced and unmoved no matter who he is dealing with, from civilians to god-like superhumans. Only when reading up on new alchemical knowledge does he barely even crack a smile.

Powers and Abilities: Alchemist X is a skilled alchemist, known in magical circles as one of the top 5 in the world. He has treated his body with various alchemical concoctions, hardening his skin to like unto iron and boosting his resistance to disease, poisons and natural heat, as well as aging at ½ normal speeds. He is unfazed by anything and shows no emotions even under threat of death. As a trained alchemist his sense of smell is acute and can pick up details others would miss.

He has a large library of alchemical formulas and tomes, only carrying around a few at any one time. From potent healing draughts able to heal him or others and vials of acid capable of burning through nearly anything, to spheres containing a strong alchemical glue and bombs with concentrated sleeping mist. He can have any other alchemical creation imaginable as needed or carry around a one-shot creation just in case.

Tactics: Alchemist X prefers not to fight if given a choice and will run before he is overwhelmed. When forced into a fight he will use his sleep mist bomb first and those it doesn’t fell he will use his glue spheres on. If all this fails, he will fall back to more lethal means, including a potent bomb [Area Burst, Ranged Damage 8, Diminished Range 3] or a deadly gas that can suffocate those exposed [Cloud Area Suffocation 4].

Allies: Some of his past customers might come to his aid, but he has no true allies.

Enemies: The authorities keep an eye on those coming and going from his home, while Doctor Azoth considers him a pest and minor rival at best.
Last edited by Psistrike on Sat Feb 15, 2014 7:12 pm, edited 3 times in total.

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"Gene Pulse" incident

Post by Psistrike »

”The Gene Pulse”
In the summer of 2001, an unknown individual or group unleashed a metallic sphere the size of a baseball, which unleashed a pulse of rippling energy across the whole of Central Park. Most exposed where altered in minor ways, gaining minor powers at best, but some became powerful superhumans. Only a few are known to authorities, as those most changed didn’t developed any powers or physical changes for days, weeks, months and in a few cases years later.


Power “Gene Pulse” individuals
*Adam Sinclair aka Caliburn [Secret]; Member of The Sentinels
*James Harmon aka Defender [Secret]; Member of the Sentinels
*Jasmine Stone aka Bloodstone [Public]; One of the youngest of the “Gene Pulse” victims, physically changed and student at Claremont Academy.
*Steven Davis aka Prometheus [Public]; New York Police Officer and most high profile of the “Gene Pulse” empowered.
*Real name unknown aka Ogre [Public]; Previous identity unknown, transformed by “Gene Pulse” into superhuman brute.
*Frank Waller aka Detonator [Secret]: Turned mercenary and assassin for hire.
*Emily Angelus [Secret]: Hospital intern who keeps powers secret.
*Marge Johnson aka Doctor Insidious [Secret]: Chemist whose mind was warped by “Gene Pulse” and strikes out at those who wronged her in the past.
*Danielle Sinclair aka Infinity [Secret]: Social worker who is one of the most powerful of “Gene Pulse” victims, along with son, Kid Sentinel.
*Jeremy Sinclair aka Kid Sentinel [Secret]: New student at Claremont Academy, paragon with poor control.
*Karen Luthor aka Miss Disaster [Public]: Bully who has taken it to a bigger scale, often with son Kid Crusher by her side.
*Clark Luthor aka Kid Crusher [Public]: Spoiled brat and bully, goes on rampages to fuel need to hurt others.
Last edited by Psistrike on Sat Feb 15, 2014 6:34 pm, edited 3 times in total.

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Godly artifacts

Post by Psistrike »

Godly Artifacts
Various artifacts exist, both from known myth and lore and undocumented, connected to the ancient “gods”. Some are ancient and unknown, others are fairly new and some are actual pieces of a “god” which can grant others power. But all are dangerous, even in the hands of noble, for power can corrupt.

Divine Computer
This one of a kind creation was made by a “god” of technology less than 20 years ago and appears to a top of the line laptop made of an unknown black substance. Lost less than a year after he created it, the computer seems to have a will of its own and its current location is unknown. In the hands of a skilled computer programmer it can grant mortals the power of a “demi-god”.

Divine Computer: PL X artifact which can grant anyone powers, no limit to the number it can empower. Requires a DC 25 Technology check to use.
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Reality Forge
A blacksmith’s forge once used by Hephaestus in ancient times, it is now stored in pocket dimension hidden from mortal eyes. For even in unskilled hands it has the power to create anything.

Reality Forge: PL X artifact and indestructible by any known means, it can literally create anything the user desires. A plot device, it should only be brought out when needed. Temporary powers in the form of artifacts are common use for its power.
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Eye of the Deity
One of the most dangerous artifacts found to date and kept hidden in a vault only Eldrich knows how to access, it is the actual eye of a slain “god”. Which god it is from is unknown, as are further details of the kind of powers it can grant. What is known is to use it you must remove one of your own eyes and replaced it with the Eye of the Deity. Doing so will grant someone the power of a “god”.

Eye of the Deity Another plot device item whose limits are defined by the GM. Whether used for good or evil, it would make someone very powerful but might have consequences not known yet.
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Elder Orb
Ages past, when the “gods” were young, the elder “gods” fought a war which devastated their numbers. The new gods had greater numbers and overpowered them, slaying or banishing them to their last. But one of elders cast a curse on the gods and anything/anyone touched by before he died; his very flesh would one day give rise to one who would seek revenge on the gods for their arrogance.

His flesh took the form a red orb, about the size of a gold ball. Any who handles it would find it embedded into their flesh, gaining powers to rival a “god” but be driven to seek out the younger “gods” and their creations to destroy. AEGIS has discovered its location recently; as of late 2005 a young woman and former archaeology student found it on a dig in Greece and has been empowered by it, calling herself Anti-Goddess.
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God Brand
Mark which varies in appearance based upon the “god” who placed it, only those who truly have angered the “gods” are marked in such a way. They are cursed; the curse manifest in different ways [from Complications to Powers with various flaws] but they always have powers of some sort. The means of removing a God Brand vary from person to person, from an intricate ritual to gathering artifacts of the god who cursed him and returning them to a modern temple to the god.

God Brand: From hulking brutes, creatures like Medusa, the Minotaur, etc. and the likes of Perseus, examples of the “gods” wrath have appeared throughout the ages. This is just a plot devices and means of explaining why someone is the way they are.
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Power Shards
An unknown artifact of the “gods” was shattered by a cosmic being centuries ago, the shards hurtled and scattered across the Earth. The shards embed themselves into the flesh of any sapient being that comes into contact with them; it grants powers to its host based on their sub-conscious desires, varying by individual.

Once embedded no known means of removing the shard exist, short of death. AEGIS has discovered and stored away using remote robot units over a dozen discovered shards so far; the exact number in existence is unknown. What is known is at least two subjects have gained powers thanks to a power shard: The dangerous and mentally unstable Doctor Bizarre and a cruel teenage girl dubbed Rumor. Means of capture and containment of individuals with a power shard are currently unknown, as traditional power suppression methods have proved useless.

Power Shards: A plot device designed to grant powers to others, any who gain powers from a power shard will always have God Empowered: Immunity 5 [Alteration effects, including Nullify and Weaken] as normal means of power suppression are useless against them.
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Artifacts pure and foul

Post by Psistrike »

Artifacts pure and foul
There is a history of mystical artifacts stretching from the ancient past to the modern age. Deliberate creations and spontaneously empowered artifacts have helped to influence history over the ages. Here are but a few examples of artifacts still around, both those pure and of foul magic which can corrupt the user.

The Foul Shield
A polished steel shield with the image of a dragon on the front, this knight’s shield has since turned pure black. The knight who wielded it, whose name has been lost to the ages, was once noble and honorable. Til tempted by a seductress into turning upon his lord and serving her demonic master.

Slaying all who would stand against his new lord, the knight’s corruption became complete when he slew the very seductress who turned him, ordered to by the demon lord. But evil cannot stand unopposed for long and a noble knight came forth, their duel lasted for hours til finally the dark knight wavered and was struck down.

But he would not rest so easily, as his spirit became bound to his shield, a means to continue serving his master after death. For any who wield the shield will be tempted by his voice into darker and more evil acts, corrupting them til they to serve his demonic master.

The Foul Shield: Removable [-3 points]
Dark Whispers: Progressive Affliction 9 [Resisted and Overcome by Will; Entranced, Compelled, Transformed [corrupted by demon], Limited to Shield User, Progressive Limited to Once per Week • 3 points
Shield of Darkness: Enhanced Defenses 8 [Dodge 4, Parry 4] Immunity 2 [critical hits], Protection 2 • 12 points
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Monstrous Crown
The creation of a warlock centuries ago, there are at least half a dozen of these dangerous items still around. A crown of black thorns, it must be forced upon an unwilling victim to activate it. The victim is transformed into a powerful brute but a flaw in the crown’s design leaves them completely uncontrolled. They tend to rampage til subdued and the crown removed. Thankfully these crowns are not indestructible, able to be destroyed by intense heat [4+ ranks].
Monstrous Crown: Since this is obviously a villainous item, the transformation it causes is a plot device with no points value. The crown is considered Removable and placing it on the victim is a Grab-Based flaw, requiring a successful grab to force it on the victim. The victim transforms into a brute, use the Brute stats from the Gamemaster’s Guide or Powerhouse archetype bumped up to PL 13. The crowns have Toughness 6 with Vulnerable to Heat and Fire [suffer additional degree of failure].
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Lepton Armor
A small copper coin of ancient Greek origin, it was carried by some soldiers into battle, believing it brought them good luck and would insure they came back alive. This belief seems to have imbued some of these coins with a supernatural power, protecting the holder as if he is wearing a full suit of armor. The number of these coins in existence is unknown.

Lepton Armor: Easily Removable [-2 points]
Supernatural Armor: Protection 4, Subtle • 5 points
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Blessed Tablets
Centuries past a religion lost to the ages were persecuted by the local lords and barons, who didn’t wish their serfs to get ideas about freedom and choice from the pagan religion. Hunted by knights and mercenaries alike, it became desperate when they were down to only a few hundred in number.

Thus the leaders worked together to create a pair of blessed tablets, sacred text inscribed up the clay as it cooled. When they spoke the text out loud massive golems made of slate gray stone erupt from the ground and serve those who called them forth. Despite this, the religion was all but destroyed and the tablets lost to the ages. Until Eldrich discovered them back in the 1980s in Eastern Europe; storing them in his private vault with other magical artifacts.

Blessed Tablets: Easily Removable [-10 points]
Summon Forth Stone Guardians: Summon Stone Guardians 4, Active, Controlled, Horde, Multiple Minions 2 [4 Stone Guardians] • 28 points
Stone Guardian PL: 8/Minion Rank: 4

Concept: Massive stone golems
Height: 30’
Weight: 50 tons
Eyes: Slate gray
Skin: Slate gray

Abilities
Strength 12, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect -, Awareness 2, Presence -

Powers
Massive stone golem: Feature 1 [+1 mass], Growth 8, Innate, Permanent [+8 Strength and Stamina, +4 Intimidation, +1 Speed, -8 Stealth, -4 Dodge/Parry] • 18 points
Animated Stone: Immunity 30 [Fortitude], Impervious Toughness 10, Protection 8 • 46 points

Advantages Interpose

Skills Close Combat: Unarmed 4 [+4], Perception 2 [+4

Offense
Initiative +0
Unarmed +4, Close, Damage 12

Defense
Dodge 0, Parry 0
Toughness 16*, Fortitude Immune, Will Immune
*Impervious 8

Power Points
Abilities -18 + Powers 66 + Advantages 1 + Skills 3 [6 ranks] + Defenses 8= 60 Total

Description of Powers: Massive stone giants who stand 30’ tall and weigh 50 tons each, their size and mass give them great physical strength and invulnerability.

Description: Crude stone golems with no features beyond a basic humanoid shape and face with no features, they are slate gray and stand 30’ tall.
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Black Hole Monocle
A dangerous monocle made of polished obsidian, a dark sorcerer in the 1800s worked to create the ultimate weapon to use against his enemies. Infusing the monocle with the darkest magics, it took months to stabilize his creation where it was safe for him to use.

Soon business rivals began to disappear with no trace, foul play suspected but no evidence to connect anyone to the crime. Until the day the sorcerer goofed, wishing to truly feel the power of the black hole he opened it and reached out to touch it. Only to be sucked in like all his victims. The Library discovered the monocle in an estate sale and have kept it sealed away ever since.

Black Hole Monocle: Easily Removable [-16 points]
Wearer Protection Immunity 1 [Immune to monocle’s power], Quirk [Immunity doesn’t work if touches singularity on purpose; -0 points] • 1 point
Singularity: Burst Area 2 Damaging Move Object 10, Limited to Pulling Towards the Center of the Area • 40 points
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Profane Gauntlet
Created in the pits of a Hell Dimension by a demonic blacksmith ages ago, this gauntlet is made of hellish black metal which absorbs any light it contacts and has veins of molten red running across its surface. There are several of these gauntlets in existence but only a few on Earth.

Those who wearer the gauntlet gain the powers of a demon, but at a huge price, as they slowly begin to transform into one themselves. Yet the temptation of such power has drawn more than one poor soul to a gruesome fate over the age.

Prone Gauntlet: Removable [-10]
Demonic Power!: Enhanced Fighting 4, Enhanced Stamina 4, Enhanced Strength 5 • 26 points
Demonic Protection: Immunity 18 [Acid Damage, Aging, Cold Damage, Fire Damage, Poison, Disease], Protection 2 • 20 points
Demon Eyes: Senses 2 [Darkvision] • 2 points
Clawed Gauntlet: Strength-based Damage 1 [Claws], Improved Critical • 2 points
The transformation into a demon is a plot device which takes as little or as much time as the GM requires. Those transformed tend to be Warrior Demons as in the Gamemaster’s Guide. Though if the Enhanced stats boost them higher than a normal Warrior demon, they are more powerful and retain the higher stats when fully transformed.
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Purity Talisman
Made by various religions, even pagan ones, in the past, these talismans take the form of bracelets made of the purest silver, inscribed with runes. Made to protect the faithful from evil, they generate an aura around the wearer which drives off supernatural evil and shields the wearer from harm from such evil. Some religious orders still make these to this very day.

Purity Talisman: Removable [-7 points]
Evil Shall Not Pass: Area Burst Affliction 8, Continuous [Resisted and Overcome by Will; Entranced, Compelled, Controlled], Limited to one command [“Stay away!”], Limited to Undead and Supernatural Evil, Feature 1 [Area is considered Holy ground] • 25 points
Shield Me From Evil: Enhanced Defenses 16 [Dodge 4, Parry 4, Fortitude 4, Will 4], Limited to against Undead and Supernatural Evil; Protection 4, Limited to against Undead and Supernatural Evil • 10 points
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Death Staff
Crafted by a necromancer over 3 centuries ago, this black staff was formed from the severed arm of a demon and infused with powerful necromantic spells. Those struck by the staff have their lifeforce drain, normally resulting in death.

Death Staff; Easily Removable [-6 points]
Death Strike: Strength-based Damage 2, Reach Linked to Weaken Stamina 12, [Resisted by Fortitude] • 15 points
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Wishing Codex
Created around the year 246 A.D. by a priest from the Vatican, this tome was scribed in Latin with a ritual designed to entrap an evil djinn that was tormenting the people of what is now modern Iran. Tricked into reading the tome by the priest, the djinn was sucked into its pages and bound for all time. The codex appears to be a thick tome with yellowed leather covers and nothing else to note its unusual nature.

Now whenever someone reads from the tome, properly and in Latin, the imprisoned djinn is forced to grant the reader one wish. Once this is done the codex disappears only to reappear in a new location. So far neither ARCADE nor has the Library been able to hold onto the codex for long, as the djinn calls out to others, tempting them with promises of power. Yet the wishes are always twisted as much as possible, for this is the only way the djinn can torment mortals now.

Wishing Codex: PL X plot device item which should be used with care and not abused just to torment players who make poorly worded wishes. Unless the players have a good sense of humor or realize they are taking a risk with making a wish. Wishing the djinn free doesn’t work, only resulting in the person who makes such a wish to waste it.
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Haunted Scrolls
Stored within the vaults of ARCADE are a collection of other 2 dozen scrolls, all made by one made centuries ago. An outbreak of ghostly possessions and violent hauntings happened between 1780 and 1795 in Europe, with priest overworked and sometimes unable to do something about a powerful spirit.

An innovative young priest, versed in the history of the supernatural from church archives, worked endlessly for almost a week. Emerging from his chambers, he presented his fellow priest with a collection of 3 dozen scrolls, each designed to imprison a malevolent spirit within it.

Thus the work was begun to get rid of the spirits who wouldn’t move on peacefully or who proved too powerful for normal exorcism, the used scrolls stored in a special vault. Centuries pasted, til bombing during WW2 resulted in damage to several scrolls, setting the spirits within free. ARCADE came in quickly and gathered up the remaining scrolls, finding 6 of them damaged.
To this day agents of ARCADE have worked to replicate the priest’s scrolls and hunt for the 6 freed spirits, but with little luck. Some desperate agents have even suggested bringing the priest back to life to aid them; those agents tend to get reassigned quickly to less stressful work.

Haunted Scrolls: The remaining 30 intact scrolls and 6 free spirits are for GMs to do with as they please. Any stats you choose for the spirits, both free and still imprisoned, can vary as much as you like. Just make sure they aren’t easy to deal with, that would defeat the purpose of needing specialized scrolls to trap them or similar exotic means.
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Phantom Tiara
In Eastern Europe, over thousand years ago, a king commissioned his finished silver smith and mage to create a tiara for his beloved daughter. Fearing for her safety from his enemies, the tiara was enchanted, causing the wearer to take on a phantom state when threatened with harm.

Yet the princess never saw need for the tiara and it was left to languish in the castle vaults when she had only sons. The Library was investigating sightings of ghouls in the area when they stumbled upon a nest of them, making the old vaults into their lair. After wiping out the threat, the agents discovered the tiara and took it back for study at the New York branch. It has since been kept there, stored away with countless other treasures.

Phantom Tiara: Removable [-6 points]
Phantom State: Flight 3 [16 mph] Linked to Insubstantial 4, Reaction [when attacked] • 30 points
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The Eye of Destiny
Carved from solid marble and standing 4’ tall by 5’ wide, this stone was made by unknown individuals’ ages ago. All knowledge of its existence is only found in old scrolls and documents, the location of the eye having been lost to the ages. What is known is that the eye will shine a white light upon those destined for great things that come into its line of sight.

The Eye of Destiny: Senses 3 [Acute, Ranged Detect Great Destiny] • 3 points
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Angelic Shield
Over a thousand years ago, members of what would become the Knights Templar had their mystics work to create shields for the knights to wield which could protect them and the faithful. A triangular shield of polished steel which gleams in sunlight, it has the image of a pair of white angelic wings on the front. Only 8 such shields have been discovered intact so far, 3 with the Library, 4 with ARCADE and 1 unaccounted for.

Angelic Shield: Removable [-5 points]
Holy Artifact: Indestructible • 1 point
Shield of the Divine: Selective Area Burst Impervious Protection 6 • 24 points
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Legendary Tome
Nothing is known of the origin of this tome of spells, its creator[s] or how old it is. All documents available to the Library indicate this tome has records of all known and even unknown spells in existence, even that it adds new ones as they are created. How it does this or the limits of its power is unknown. The Library has trusted Adrian Eldrich to keep it contained, stored in the deepest, most secure of vaults he has access to.

Legendary Tome: Easily Removable [-54 points]
Variable 20 [any spell], Activation [Move, -1 point], Check Required [Expertise: Magic] 4 • 135 points
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Legendary Silver Mask
Forged by a servant of the god of magic, only 3 were ever made of this powerful artifact. It can turn a novice mage into a powerful spell weaver; those who wear one of these masks have their magical powers boosted greatly. A simple silver mask with silts for eyeholes, those who can sense magic it radiates an almost blinding aura. Agents of AEGIS, the Library and ARCADE all know of one currently being used by a mystic calling herself Etheria.

Legendary Silver Mask: Removable [-2 points]
Boost Magical Power: Magic 5, Stacks with existing Magic or Spellcasting • 10 points
Adds up to 10 pp to the base spell in a Magic array, as well as boost other spells in array proportionality.
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Ritual Gem
Simple gemstones have been used by mages and other magic-users for ages, from enchanting them to making them parts of greater objects. One use which has extended into the modern age is the use of a gem to hold a ritual, one triggered upon shattering the gemstone. These can be used by even the unskilled.

Ritual Gem: Any combination of Effects +Triggered [by shattering gemstone] • X [cost of Effects]+ 1 point
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Re: Psistrike's 3rd Edition creations

Post by Super Nova »

You have been putting in work Psistrike! I really like all the new stuff you have going on Great work and also Timelock came out amazing.
"Strength.... Perseverance.... Patience.... Integrity"

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Re: Psistrike's 3rd Edition creations

Post by Psistrike »

Super Nova wrote:You have been putting in work Psistrike! I really like all the new stuff you have going on Great work and also Timelock came out amazing.
Thanks, Super Nova. Truth be told, the gadgets, artifacts and such are easy for me to come up with, did all the new ones over less than 2 days. And thanks for the Timelock comment, wanted him to be an enigma whose true goals can be determined by the GM and even his true identity being a mystery to all involved. Does he work for a more powerful individual, freelance or have his own goals? :wink:

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Captain Thunder

Post by Psistrike »

Captain Thunder PL 14
Image
Quote: “You will pay for your crimes.”
Concept: Super-charged paragon
Occupation: Superhero
Base of Operations: Freedom City; The Lighthouse
Real Name: Raymond “Ray” Gardener
Legal Status: U.S. citizen with no criminal record
Identity: Public
Marital Status: Married [Nancy Gardener]
Height: 5’11”
Weight: 210 lbs.
Eyes: Blue
Hair: White

Abilities
Strength 18, Stamina 18, Agility 2, Dexterity 2, Fighting 10, Intellect 1, Awareness 1, Presence 4

Powers
Electrical Battery: Energy Absorption [Electricity] 10 [Healing]; Immunity 10 [Electricity-effects; Limited to Half Effect] • 25 points
Sense Electricity: Senses 2 [Ranged Detect Electricity] • 2 points
Bio-Electricity: Array [32 points]
Lightning Blast: Ranged Damage 16 • 32 points
Lightning Ball: Ranged Area Burst Damage 10 • 1 point
Thunderclap: Area Burst Dazzle [auditory] 10 • 1 point

Invulnerable: Impervious Toughness 10 • 10 points
Lightning Fast!: Flight 11 [4k mph] • 22 points
Superhuman Might: Enhanced Strength 16, Power-Lifting 4 [Lifting Str: 22] • 36 points

Equipment: Modified bracers [Suppress Accident complication; 0 ep]

Advantages Leadership, Power Attack

Skills: Expertise: Current Events 4 [+5], Expertise: Electronics 6 [+7], Expertise: Survival 2 [+3], Expertise: Test Pilot 8 [+9], Insight 6 [+7], Intimidation 8 [+12], Perception 6 [+7], Persuasion 4 [+8], Ranged Combat: Bio-Electricity 8 [+10], Vehicles 10 [+12]

Offense
Initiative +2
Unarmed +10, Close, Damage 18
Lightning Blast +10, Ranged, Damage 16

Defense
Dodge 10, Parry 10
Toughness 18*, Fortitude 20, Will 8
*Impervious 10

Power Points
Abilities 50 + Powers 129 + Advantages 2 + Skills 31 [62 ranks] + Defenses 17= 229 Total

Complications
Motivation: He feels it is his responsibility, now more than ever, to use his powers to help others.
Accident: Without his modified bracers, he sends out uncontrolled bolts of electricity without rhyme or reason, especially when stressed.
Fame: As the leader of the Freedom League and his identity is public.
Relationship: Wife, Nancy; son Raymond Jr. aka Bolt; Teammates in Freedom League
Responsibility: To the Freedom League and to his family.

Notes
:arrow: Absorbing all the excess electricity from Doctor Stratos, it has left Captain Thunder super-charged and more powerful than ever. Daedalus modified his bracers to help contain the excess electricity, for the safety of everyone around him.

Additional History
After the incident with Dr. Stratos being supercharged and having his own powers increased, Captain Thunder has spent more time aboard the Lighthouse, afraid of bracers failing and becoming a threat to those around him. Yet he has kept in touch with his son, who recently graduated from Claremont Academy and has taken his father's place in Freedom City in the Freedom League as Megabolt.

The fateful transformation of Dr. Stratos into a girl his son's age in a failed attempt to restore his full power was a god-sent. Not only does she no longer threaten Freedom City, but Ray has had a steady girlfriend for almost 5 years now. She even joined the expanded Freedom League as Downpour alongside Megabolt.

With the expanded ranks of the Crime League, F.O.E. coordinating many supervillains out of Emerald City, more active groups of criminals around the world and black-ops even the government is unaware of targeting metahumans, he has been more busy than ever around the world, but mostly in the United States area.
Last edited by Psistrike on Mon Apr 28, 2014 4:17 pm, edited 3 times in total.

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Bowman III

Post by Psistrike »

Bowman PL 10
Image
Quote: “Trust me, I never miss.”
Concept: Super-skilled legacy archer
Occupation: Superhero
Base of Operations: Freedom City
Real Name: Fletcher “Fletch” Beaumont III
Legal Status: U.S. citizen with no criminal record
Identity: Secret
Marital Status: Single
Height: 5’11”
Weight: 175 lbs.
Eyes: Blue
Hair: Red

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

Powers
Hi-Tech Bow and Trick Arrows: Array [17 points], Easily Removable [-8 points]
Explosive Arrows: Ranged Burst Area Damage 6, Diminished Range • 17 points
Bolo Arrows: Snare 4 • 1 point
Taser Arrows: Ranged Affliction 4 [Resisted by Fortitude; Dazed, Stunned, Incapacitated] • 1 point
Smoke Arrows: Ranged Obscure 2 [visual senses] Cloud Area 2 [30’ radius] • 1 point
Peerless Archer: Ranged Multiattack Damage 4, Precise • 1 point
Swingline: Movement 1 [Swinging] • 1 point

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

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

Advantages Benefit [Well-Off], Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment, Evasion, Improved Aim, Improved Critical 2 [Bows], Improved Initiative, Instant Up, Precise Attack 2 [Ranged; Concealment and Cover], Quick Draw, Ranged Attack 4, Ricochet, Seize Initiative, Skill Mastery [Ranged Combat], Taunt, Ultimate Effort [Ranged Combat]

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

Offense
Initiative +10
Hi-Tech Bow +16, Ranged, Damage 4, Crit. 18-20

Defense
Dodge 14, Parry 10
Toughness 6/4*, Fortitude 6, Will 8
*Without Defensive Roll

Power Points
Abilities 64 + Powers 15 + Advantages 25 + Skills 48 [96 ranks] + Defenses 19= 171 Total

Complications
Fame: All of the members of the Freedom League are very well-known.
Motivation-Thrillseeker: Bowman is an adrenaline junkie. He sometimes has a hard time reconciling this drive with his professional obligations to his teammates and his extensive training.
Responsibility: Last of a line of heroes, he feels a keen responsibility to do the “Bowman” name proud.

Notes
:arrow: A modified version of the version from Emerald City Knights Chapter 2, he has less training and thus Advantages for now. Increased his Fighting stat and Technology skills to represent training with Raven II and Daedalus.

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

He has tried to reign in his sometimes reckless behavior since Seven has joined the Freedom League, even more so since Bolt showed up, redubbed himself Megabolt and acting more mature and focused than in the past.
Last edited by Psistrike on Mon Apr 28, 2014 7:18 pm, edited 3 times in total.

Psistrike
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ARCADE organization

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ARCADE
The organization is as detailed in the Supernatural Handbook, with a neutral attitude towards organizations and groups most of the time. They try to work with the Library when required and even let them take certain magical and supernatural items and beings into their custody when the higher ups feel they can handle it better.

Those who for one reason or another seem immune to the Gravity of Balance spell keeping ARCADE a secret from the world include: Dr. Metropolis [His unusual nature, powerful will and mental shielding seem to prevent him from forgetting ARCADE or the few incidents he has helped them with.], Eldrich [His Will, magic and status as Earth’s Master Mage make him immune to such spells.], and Malador the Mystic [His strength of will, powerful magic and undead nature make him a threat which ARCADE has monitored and called upon Eldrich for help the few times they have faced him.]. This includes only those who have encountered and remember them without being a part of the Gravity of Balance spell.

Known Members
Cortney Vance [Assistant Director for ARCADE]
Special Agent Miles Sanchez [Research & Intelligence]
Special Agent Kendra Hayes [Communications]
Special Agent David Brown [Transportation and Provisions]
Special Agent Angelique Dufay [Investigative Units]
Special Agent Tony Fong [Incarceration & Security]
Special Agent Elaine Noble [Armory]
Dr. Abhay Rajawat [Head of Medical Wing]
Joseph Drucker [Engineer and Foreman of Construction]
Leroy Dutch, Superhuman Agent

Personal Enemies of Members
Anthony Miles, Rogue former agent

Psistrike
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The Library

Post by Psistrike »

The Library
They are as detailed in the Black Chapter book, overall they are neutral most of the time with other organizations and groups. They have an unknown rivalry with ARCADE, having lost more than a couple magic items, tomes and creatures to them but without remembering the encounters. Memory gaps in agents from such encounters are being studied and means of preventing the memory loss are still being researched.

Known Members
Oracle Sphinx [Current head of Special Collections for the Library]
Black Chapter Agents [One group for Special Collections agents]
Cabaellero aka Jorge Santos
Elizabeth Tower
Lockleann Sheeramanneth aka Lillian Sherman
Mirka
Sister Hyde aka Jennifer Ecckles
Talespinner aka Jamal Hassan
Weaver aka Alexandra Alexakis
The Mad Monk aka Brother Wilhelm

Personal Enemies of Members
Bookbinder aka Emily Bradford [Elizabeth Tower wishes to eliminate her for what she has done]
Night Devil aka Walter Wells [Mirka believes he betrayed and slaughtered his clan]

Locked