Ashathor's Characters (3E)

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.
Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Ashathor's Characters (3E)

Post by Ashathor »

A place to store my characters sheets, and for others to give feedback or get ideas from. The only house-ruled aspect of these characters is their skills, which I get 4 for every 1 point I spend. Other than that, just normal 3e characters.

Agent Salazar - Powered armor, weapon expert, and a murky past.
Chemma Crush- Self-Made growth mutant out of self-preservation.
Garret Fleaman- A man mutated to the size of a flea.
Shade - An amnesia afflicted heroine who suffered from years of experimentation as a child.
Seraphim/Demila Blood - Self-aware triple personality disorder, powers of divine and unholy magics.
Cyber-Naut - A genius whose body was assimilated into Cyberspace.

Unnamed Heroes
Emotion-Based Heroine

All pictures used were created in Champions Online.
Last edited by Ashathor on Fri Apr 25, 2014 6:34 pm, edited 10 times in total.

Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

Agent Salazar

PL 10
(Statues: Ingame)

Strength 2, Stamina 4, Agility 7, Dexterity 5, Fighting 0, Intellect 1, Awareness 4, Presence 0

Advantages - 13
Assessment, Benefit, Ambidexterity, Improved Aim, Improved Critical 4: Dual Pistols: Blast 7, Improved Critical 4: Silenced Sniper Rifle: Blast 15, Quick Draw, Skill Mastery: Stealth, Benefit Cipher 2, Instant Up, Leadership, Teamwork, Takedown 2, HQ1, Interpose, Power Attack, Connected, Contacts.

Bonus Advantages
Favored Foe: Titan.
Security Clearance 1 A.E.G.I.S.

Skills 17 (68)
Acrobatics 8 (+15), Athletics 8 (+10), Expertise: Soldier 8 (+9), Perception 6 (+10), Stealth 3 (+10), Persuasion 4 (+4), Technology 8 (+10), Close Combat: Unarmed 3 (+5), Insight 8 (12), Vehicles 4 (+9), Investigation 8 (+9)

Guns (Easily Removable)
- Dual Pistols: Blast 7 (DC 22, Advantages: Benefit, Ambidexterity, Improved Critical 4, Quick Draw; Accurate 4: +8, Multiattack, extended range 3 (200 ft, 400 ft, 800 ft) Penetrating 7, Ricochet 10: 10 bounces, Subtle: subtle, Affects Insubstantial 1, Precise, Variable Descriptor Ammo)
AE Shotgun: Cone Area Blast 10 (DC 25; Cone Area: 60 feet cone,
Penetrating 10, Selective, Quick Draw, Affects Insubstantial 2, Subtle 1, Variable Descriptor Ammo)
AE Focused Shotgun: Blast 13, Accurate 1 (+7) Multiattack, Penetrating 13, Affects Insubstantial 1, Variable Descriptor Ammo, Quick Draw, Ricochet 1: 1 bounce, subtle 1.
AE Silenced Sniper Rifle: Blast 15 (DC 30, Quick Draw, Advantages: Improved Aim, Improved Critical 4; Extended Range 6, Penetrating 10, Subtle: subtle, Affects Insubstantial 1, Variable Descriptor Ammo.) Range = 1,600 ft, 3,200 ft, 6,400 ft.
AE Targeting Lock-On: Ranged Affliction 11, (DC 21 Dodge, First Degree Vulnerable, Second Degree Defenseless, Limited Degree, Instant Recovery, Progressive, Subtle 2, Accurate 2 (+9), Insidious, Reversible, Extended Range 6, Reaction Free, Limited Constant Visual Sight)

Power Armor (Removable) - 46 (37)
- Communication: Radio Communication 3
- Concealment: Concealment 4 (All Visual Senses)
- Force Field: Force Field 4 (+4 Toughness)
- Hud: Enhanced Trait 3 (Traits: Insight +8 (+20), Technology +4 (14)Advantages: Assessment)
- Immunity: Immunity 4 (Disease, Poison, Suffocation (All))
- Movement
... Jet pack: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
AE Ghost Mode: Speed 1 (Speed: 8 miles/hour, 120 feet/round), Enhanced Trait 3: Stealth +10 (+20), Close Combat +2 (6)
AE Combat Mode: Movement 1 (Swinging, Speed 2: 8 miles/hour, 120 feet/round)
- Protection: Protection 4 (+4 Toughness)
- Sensors: Senses 5 (Danger Sense: Visual, Infravision, Low-light Vision, extended sight 2)

Initiative +7
Dual Pistols: Blast 7, +13 (DC 22)
Grab, +0 (DC Spec 12)
Shotgun: Cone Area Blast 10 (DC 25)
Shotgun Focused: Ranged Damage 13 (DC 28)
Silenced Sniper Rifle: Blast 15, +5 (DC 30)
Targeting Lock-On: Ranged Affliction 11 (DC 21 Dodge)
Throw, +5 (DC 17)
Unarmed, +0 (DC 17)

Enemy: Former associates he betrayed.
Motivation: Doing Good: A desire to make up for his past misdeeds, to make a difference for the better.
Secret: Worked with and was a part of unsavory groups such as terrorists, criminals, and villainous mercs.


Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 46 + Powers 74 + Advantages 13 + Skills 17 (68 ranks) + Defenses 21 = 171


Lived in an average middle-class family with a mother, father, and a sister. He made average grades, but exceed in the physical activites which would lead to him joining the military when he came of age. He was often encouraged to take that path by his father, and at the time it seemed like the best choice.

However, he soon realized that war wasn't what he thought it would be. Chaos, death, and not knowing why you're shooting the guy on the other side except because someone behind a desk told him to. He grew annoyed by their reasosn for fighting quickly, but receiving news from home is what changed him.

His family had been killed by some gang war, while he was here supposedly "defending" them. He grew angry, bitter, and soon complete apathy for the military life. At the next chance he got, he went AWOL without much of a goal in mind. As fate would have it, he found himself with a group of mercs which suited him just fine, at least he knew what he was fighting for now: money.

The group changed as men and women died, left, or he went off to do freelance work. There were a number of people he met with throughout his career as a merc, from fellow mercs, super-powered ones, or enemy heroes. Some he liked, others he didn't, but he eventually earned the attention of a high-ranking terrorist organization and was soon brought on as a hired agent.

His specialty had always been infiltration and assasinations, now he did nothing but. He became more emotionless to his actions by this point, but it was at this period that his moral compass would kick in.

Earning the trust of the group was difficult, but when he had access to see their work, he witness what he had become and what he had been helping. Experiments on men and women of all ages, plans to eliminate large population centers, and all this time he had been helping them. He set to planning how to undo what he has helped create, and find a new path to follow.

Once finished, he sabotaged the base and managed to flee before being killed, though without resouces it wouldn't last. He found what he was looking for in A.E.G.I.S. While not a perfect organization, they supplied him well and gave him the chance to redeem himself and learn how to fight not with cold efficiency, but with controlled force.
Last edited by Ashathor on Thu Apr 24, 2014 10:17 pm, edited 9 times in total.

Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

Chemma Crush
(Current Status: Inactive)
PL 10 = 150

Strength 0 (+10/20), Stamina 0 (10/12), Agility: -1, Dexterity -1, Fighting -1, Intellect 6, Awareness -1, Presence -1,

Abilities = 2 PP

CP Spent 7
-Fearless: 1
-Chokehold (squeeze): 1
-Improved Hold: 1
-Benefit, Millionaire: 3
-Advantages Equipment 1 Base (Mansion 2, Laboratory 1, Library 1, Living Space 1,)

Skills 7 (28)
Acrobatics 0 (-1), Athletics 0 (+10/+20), Expertise Scientist: +4 (+10), Expertise Chemistry 6 (+12), Expertise Biology 4 (+10), Expertise Professor +4 (+10), Perception 0 (-1), Stealth 0 (-1/-11/-21), Technology 0 (+6), Close Combat: Giant Fighting 1 (+0), Insight 0 (-1), Vehicles (-1), Intimidate 1 (0/+15/+20), Deception 0 (-1), Persuasion 0 (-1), Treatment 4 (+10), Investigation 4 (+10).

Powers - 103 PP

Chemically Altered - 28
-Regeneration 20
-Immunities 8 (Disease, Poison, Aging, Cold, Heat, High Pressure, Radiation, Descriptor Chemicals)

large Threat 47(48)
Chemical Surge
-Growth 12, (Increased Action 2 Standard)(Height: 267', Feet size: 465"/39'), LINKED Growth 9, (Limited Action 2 Standard, Limited No Stamina increase) -6/3 = 9 PP
-Protection Toughened Skin 8.
-Enhanced Trait 5 Intimidate (+20),
-Impervious Toughness 20.
-Enhanced Trait 5 Giant Fighting 10 (+10)

AE Controlled Reaction
-Growth 10 (20) (Height: 34', Feet size: 60"/5'),
-Protection 5; Toughened Skin,
-Impervious Toughness 15,
-Enhanced Trait 2 Intimidate 4 (+9)
-Enhanced Trait 5 Giant Fighting 10 (+10)

Crushing Cluts Array 24 (27)

-A Weighty Pin: Progressive Affliction 14. (Damage DC 24 First Dazed, Second Stunned, Third Incapacitated), Inaccurate 2 (+6), Limited -1(Must remain stationary over target to maintain progressive state), Resistible Strength.
-Heavy Weight
Damage 14, Inaccurate 2 (+6).

AE-Wild Swinging: Damage 10, Improved Critical 4, Multiattack, Penetrating 10, Side-Effect Collateral Damage

AE-Crushing Grip: Damage 6, Accurate 2 (+14), Improved Critical 4.
-Restrictive Grip
Affliction 12 (Damage DC 22 First Vulnerable, Second Defenseless, Third Incapacitated)

Damage 10, Line Area 1, Penetrating 4.

Initiative -1
A Weighty Pin: Affliction 14, +6 (DC 24 Fortitude)
Stomp: Line Area 1 Damage 10, (DC 25)
Wild Swinging: Damage 10 +10, multi-attack. (DC 25)
Crushing Grip: Damage 6 +14 (DC 29 DC)
Haymaker (Unarmed 10/20), +10/0 (DC 25/35)
Throw, 0 (DC 15)
Unarmed 0/11/20, 0 (DC 15)
Grab, +0 (DC Spec 10/20/30)

Motivations Acceptence: Ever since growing up, she's always been an outcast, finding comfort in her studies instead of others. Now with this large change in her life, she feels even more out of place even among other heroes. While she does want to do good, she wants to gain people's acceptence, especially from her family, by showing the good she can do, despite her giant fumbles.

Clumsy: Collateral damage is almost inevitible, often her attacks may hit targets she didn't mean to or not noticing someone before she walks. Whether it's falling on buildings, people, or just all around fumbles, her clumsiness is bound to come up.

Reputation: With an obvious identity, life can sometimes be uncomfortable as people see her as the clumsy giant who causes more obvious damage despite the good she tries to do. Often harrassing her and denying her services and even those she tries to help seem more afraid then pleased at her presence. Her awkward social attempts and clumsy behavior doesn't help this fact.

Height Clearence: Is mostly powerless if she cannot gain a 'sizable advantage', leading to being useless in combat within tight corriders.

Growing Emotional Problems: Whenever her pulse quickens, whether from excitement, anger, fear, or other, she begins feeling increasing pain as the chemicals within her start to pulse through her violently. In order to fix this issues, she needs to grow and thereby loosen the tightly-forming chemicals, or somehow calm herself through these painful moments

Relationships: Her mother and father, as well as her older brother who she loves, despite the new distance made between them since her change.


Defense - 31
Dodge 11 (+10/+5/0), Parry 11 (+10/+5/0), Fortitude 0 (+10/12) , Toughness 0 (+0/15/20), Will 9 (+8)

Power Points
Abilities 2 + Powers 103 + Advantages 7 + Skills 7 (14 ranks) + Defenses 31 = 150


Loren Chamber was afflicted since birth with a decaying disease. It was slow enough for her body to heal it's damage, but overtime it would slowly increase in lethality. It often resulted in occasional outbursts of pain, but otherwise her life had been normal, outside of knowing she is destined to die.

She lived with her parents and two older sisters. Her mother was an engineer, and her father was a police officer. She loved her family, and in her younger years she spent much of her time with them.

Perhaps it was an urge for a cure, but she excelled at science, especially chemistry. When she came to her later teenage years, she began to study her own illness and pouring her effort into finding any other research that could help her, though she found little.

In college, she used all her free time to find a cure. Most people thought her some weird freak, staying hold up in a lab for so long, but those who knew understood that this was out of self-preservation. She eventually created a reproducible regenerative serum which, while it only delayed her illness, it did help fund her time in college, her research, and a small mansion she could use for private research.

By the time she graduated, the pain had become increasingly painful. Now devoting all her time to her efforts, she began acquiring as many legal, illegal, over the counter, and black-market substances and chemicals. As time went on and she delved in more dangerous substances, she began to work in a hazmet suit as the very air in the lab began to haze.

Throughout her research and experiments, all her attempts failed to cure her. It wasn't till the day of her death that she tried one last time. The pain increased by the hour, then by the minute, and then every second. Working through this with determination, a desire to live on, she managed to create one final flask. However, the pain had caused her to work in a subconscious haze, not knowing what remembering what she had put in then or now.

With the last bit of effort, she drank her finished product and then collapsed. When she awoke, she realized she was the size of the room and felt more alive than ever. Even the chemicals left in the air she didn't mind and, in some ways she liked it. Eventually she learned to return to her normal size, though she knew that now she can not only live a life that she was denied, but now serve as a heroine for the city calling herself "Chemma Crush".

Of course such ideas are not always pleasant. She had always been clumsy and far from agile, and so her first attempt at being a "hero" led to her crashing into a building, falling unto several food-stalls, and her mask flying off. A few people recognized her, most did not, but from that point on she became known as a clumsy, dangerous giant and often shunned by those who recognized her as she was now a public figure in and out of costume. Her family, though overjoyed, kept a distant relation as her powers would be forced to activate during times of high excitement and they did not want to risk her powers activating at the wrong time.

Now she seeks acceptance, to those from her old and new life. She strives to show she can do good work, and tries her hardest to ignore the scorn she receives in her attempts.
Last edited by Ashathor on Sat Apr 26, 2014 4:20 pm, edited 8 times in total.

Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

Garret Fleaman
(Current Status: Inactive)
PL 10 = 150 PP

Abilities - 24

Strength 0 (-5), Stamina 6, Agility 0, Dexterity 0, Fighting 0, Intellect 2, Awareness 4, Presence 0

Advantages - 7
-Instant Up.
-Hide in Plain Sight
-Skill Mastery Stealth
-Improved Initative 3
-Equipment 1
Comm-link, Audio Recorder, Video Camera, Flash Goggles, Multi-Tool.

Skills 17 (68 Ranks)
Acrobatics 15 (+15), Athletics 10 (+10), Close Combat: Draining Touch 5 (+5), Deception 0 (+0), Expertise: Anotamy 8 (+10), Expertise: Foraging 8 (+10) Insight 7 (+11), Intimidation 0 (-10), Investigation 2 (+4), Perception 6 (+10), Persuasion 0 (+0), Ranged Combat: 0 (0), Sleight of Hand 10 (+10), Stealth 0 (+20), Technology 0 (+2), Treatment 0 (+2), Vehicles 0 (+0).

Powers - 84

Flea-Sized - 62
-Shrinking 20 (1/10 inch tall) (Permanent)
-Wall-Crawling 2 - 4
-Immunities 5 (Falling.)
-Speed 2 - 2
-Leaping 1 - 1
-Senses 10 (Analytical 1 Visual, Danger Sense Auditory, Low-Light Vision, Distance Sense, Extended Auditory 1, Extended Sight 1, Microscopic Vision 2, Accurate Auditory)
-Feature: Iron Stomach.

Little Problems Array - 18 (22)

Muscle Numbing
Weaken 15 Strength, (DC 30 Fortitude, Progressive, Subtle 2, Insidous 1, Limited Requires Bare-Skin, Distracting)

AE-Endurance Deficiency
Weaken 15 Stamina, (DC 30 Fortitude, Progressive, Subtle 2, Insidous 1, Limited Requires Bare-Skin, Distracting)

Affliction 15 (DC 25 Fortitude, First Degree Impaired Perception, Second Degree Disabled Perception, Third Degree Unaware, Progressive, Subtle 2, Insidous 1, Limited Requires Bare-Skin, Distracting)

AE-Physical Drain
Damage 15 (DC 30, Alternate Resistance Fortitude, Secondary Effect, Sleep, Subtle 2, Insidious 1, Limited Requires Bare-Skin, Penetrating 10, Distracting, Increased Action; Full Round)

AE-Biological Shutdown
Affliction 15 (DC 25 Fotitude, First Degree Fatigued/Vulnerable, Second Degree Exhausted/Defenseless, Third Degree Incapacitated/Paralyzed, Progressive, Extra Condition, Limited Requires Bare-Skin, Distracting, Increased Action; Full Round, Subtle 2, Insidious 1)

Muscle Numbing: Progressive Weaken 15 Strength (+5) DC 25 Fortitude.
Endurance Deficiency: Progessive Weaken 15 Stamina (+5) DC 25 Fotitude
Neurotoxin: Affliction 15 (+5) DC 25 Fotitude.
Biological Shutdown: Progressive Affliction 15 (+5) DC 25 Fortitude.
Physical Drain: Secondary Effect Damage 15 (+5) DC 30 Fortitude.
Initiative +16
Grab, +0 (DC Spec 5)
Throw, +0 (DC 10)
Unarmed, +0 (DC 10)


Fighting for the Little Guy - A new take on life has motivated him to use his powers to stop crime and help the oppressed and unfortunate in any way he can.

Big World - Living in a once familiar world the size of a flea can be challenging, and very dangerous as being crushed or eaten are constant threats. He wants to find a way to live perhaps some form of normal life with a wife and family of his own, though he knows that is the curse of his mutation.

MIA - Since he has received his new size, he could never approach his family or old friends as he is. He struggles with his decision to erase his old life and take on a new one completely, but thinks it's best he doesn't endanger them with knowledge of his new powers, or let them see him this small.

Seeking Recognition: He doesn't want to end up in obscurity, and wants to make a name for himself. He struggles to prove himself and desires the recognition that others obtain because of their obvious size and powers.


Defense - 18
Dodge 4 (+14), Parry 4 (+14), Fortitude 6 (+12), Toughness 0 (+6), Will 4 (+8)

Power Points
Abilities 24 + Powers 84 + Advantages 7 + Skills 17 (68 ranks) + Defenses 18 = 150


Once Peter Vernon, age 20, living with his sister and parents in a fairly average neighborhood. He was one of the better students in classes, getting Bs and As across the board. His best subject was science, particularly when studying anotamy. Perhaps it was the love of discovery, as he often kept bugs and studied them from an innate fascination with how they lived.

When he graduated, he moved to the city and lived in a small hotel until he could find a more permanent place. He wasn't sure what he wanted to do for a living, but was willing to work any job that could pay well.
His mutant abilities materialized on the day he was supposed to leave in that hotal when he awoke after a nightmare.

He found himself beneath a massive sheet of fabric, which he soon realized was his bed's covers. Finding out he shrunk down to 1/10 inches tall, the size of a flea, he paniced. When the maid came in, she looked like a behamoth of a woman. He tried to get her attention, but couldn't as he had to avoid getting crushed as she went about her duties unknowing of his presence.

Quickly he learned he could fall off large distances without hurting himself, which he found out as he was flown in the air by the sheets being tossed about. He also learned he could climb nearly any surface, from fabric, walls, and he later learned people. He also found not only could he leap large distances, relative to his size, but he could also run faster than people were walking, and keep up with normal sized humans running with ease.

Not wanting to risk getting squished in the attempt to get noticed again, he began living a nomadic life, living off what he could find in trash cans, picnics, or scraps on the floor. He found he could eat most anything, even things that would normally make people sick like rotten food or raw meat and he didn't seem to mind the taste. He could also see finer detail from further away, pinpoint exactly where a sound came from, and was always able to catch the sound of someone walking towards him before they could get close to step on him.

After weeks of living this weird, new life and avoiding detection and death from "giants" and other now dangerous creatures and bigger bugs, he learned he was more than a "bug-sized man". A man and woman were being mugged in an alley he was in by a small gang. Seeing this, he became angry and without thinking launched himself at their necks and sapped their strength from them.

Once he was finished, he saw all the gang were either knocked asleep, or inable to move. The couple didn't know what had happened, and so they soon parted and thought this as some guardian angel's work.
Peter knew that he was never returning to his normal life, but helping those people when they needed it felt good, though lack of at least some recognition was slightly disheartening. Now that he realized of his powers full potential, he set out to become a registered hero and take up the name "Garret Fleaman".

He now yearns to live more than just that "tiny guy". He dislikes not being recognized for his efforts, and wishes he could find some way to live a "normal" life. His work mostly goes unnoticed, as the 'normal heroes' get all the attention, and even heroes sometimes forget about him.

The thought of revealing himself to his family has come up, but he could never let them see him like this, or endanger them with the knowledge of who he's become. He still watches out for them and tries to keep up to date with their activities when he can.
Last edited by Ashathor on Sat Apr 26, 2014 5:44 pm, edited 8 times in total.

Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

(Current Status: Inactive)
PL 10 = 150 PP

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

Advantages = 4 pp
-Favored Environment Darkness.
-Hide in Plain Sight.
-Instant Up

Skills 1 (4 Ranks)
Acrobatics 1 (+11), Athletics 1 (+9), Expertise: 0 (-2), Perception 0 (+10), Stealth 0 (+10), Technology 0 (-2), Close Combat: Unarmed 0 (+10), Insight 0 (+10), Vehicles 0 (0), Ranged Combat: Shadow Manipulation 2 (+10) Intimidation 0 (+12)

Powers -151
Shadow Form - 109 (45 base, 64 Enhanced)
-Insubstantial 4 (susceptible to magic) 16
-Concealment (visual 4, Precise) 5
-Wall crawling 2 2
-Slithering 1 1
-Regeneration 10 5
-Immunity 14 (Life support, Immunity to descriptor shadow, immunity critical hits, immunity sleep) 7
-super-speed 2 4
-speed 2 1
-safe fall 1
-Teleport 2 (Change Velocity, Change Direction, Turnabout) = 5
-Limited to darkness/shadows
-Activation Move
-Noticeable (Wraith-like appearence)
-Enhanced Trait 64 (Agility 10, Awareness 10, Stamina +10 ,Fighting 10, Enhanced Trait Dexterity 8, Enhanced Strength 8 affects Corporeal 4, Intimidation +12, Limited to Shadow Form,)

Fiendish Traits - 16
-Extra Limb Prehensile Tail.
-Immunity to aging 1 = 1pp
-Senses 5 (Extended Olfactory 1, Extended Auditory 1, Extended Visual 2, Darkvision) Noticeable (Glowing eyes)
Demensional Travel 1 (Shadow plane and Normal, limited must be in darkness or a large shadow) = 1 PP

Spread Darkness
Create 12, Porportional, Limited Unnatural Darkness, Limited Requires Pre-existing darkness/large shadows.

Dark Fury = 22 (26) PP

Shadow Horrors
Affliction 10, Will DC, Shapeable area, (Vulnerable, Defenseless), Cumulative, limited (requires darkness or shadows), Limited Degree, Effects Corporeal 10, Effects insubstantial 2.

AE-Shadow Bolts
Ranged Damage 10, Limited (Requires shadow form), Affects Insubstantial 2, Affects Corporeal 10

AE-Draining Darkness
Weaken 16, Fortitude DC, inaccurate 3 (+4), Reach 8, limited (shadow form required), Broad (Abilities), Simultaneous, Distracting.

AE-Siphon Energy
Damage 9 (+10), Grab-Based, Secondary Effect, Limited to Shadow Form, Limited Ineffective against Inanimate things, Affects Corporeal 9.
Healing 10, Presistent, Limited Self.

AE-Weakening Strike
Damage 8, Accurate 1 (+12), Affects Corporeal 4.
Affliction 8, (Fortitude DC 18/14, Fatigued, Exhausted) Limited Degree, Accurate 1 (+12), Affects Corporeal 4

Shadow Horrors: Cumulative Shapeable Area Affliction (DC Will 25)
Shadow Bolts: Blast +2 (+10) (DC 25)
Draining Darkness: Weaken -4 (+4) (DC 31)
Claw Flurry: Damage +0 (+10) (DC 25)
Weakening Strike, -10 (+0) (DC 35)\
Siphon Energy
Initiative +0 (+18)
Grab, +0 (+10) (DC Spec 10, 18)
Throw, +0 (+8) (DC 23)
Unarmed, +0 (+10) (DC 23)


Evils of Science: She hates scientists, labs, physical touch, and being restrained. And due to her volatile nature, can lead her to act strongly against such actions or people.

Too Bright!: Extreme light nearly blinds her, and is also painful to stay in, which is why she wears fully-covering clothes. It also prevents her from doing most any of her abilities, even simply attacking is hard with being blinded and feeling the pain of the light source.

The Darker Side of Me: Her instinctiveness has led her to be very emotionally driven. Her emotions are more extreme than most, perhaps due to her amnesia or her powers. It particularly is an issue when extremes of any emotion occurs, especially anger or sadness.

Black-Tailed Freak: Her appearence, and unfamiliarity with everything around her, has caused her few encounters with humans to be very hurtful. She prefers sticking in her shadows, and dislikes talking to others for fear of their hatred.

Amnesia: Captured while still a child, now age 19, doesn't remember anything from her past since she awoke with her powers, except for the ocassional nightmares of being tortured. Which also means she has little skills in the very basics of modern society.


Dodge 0 (+10), Parry 0 (+10), Fortitude 0 (+10), Toughness 0 (+10), Will 0 (+10)

Power Points
Abilities -6 + Powers 151 + Advantages 2 + Skills 1 (2 ranks) + Defenses 0 = 150

Kidnapped as a child, the woman now named "Shade" remembers little beyond the occasional flash-back of intense pain from her time in captivity. She remembers waking up at the age of around 19 surrounded by heroes, one of which claimed to have saved her, but at a cost.

When the heroes found her, she was a hanging, emaciated being with little life left. If they took her off from her machine, she would die within seconds. A sorceress who dealt in shadow magic was with them, and used what she knew to give Shade some renewed life, though something unexpected happened.

They think it was because of her vulnerable state, or perhaps the experiments ran on her, but when she took in the dark energy she was changed into a creature of shadow permanently. They assisted her a little in the basics of life, though they soon had to leave for some mission which she never saw from them again.

She often was scorned for her appearance, hated for it, and she would either strike out in anger or retreat to her shadows in fear and sadness. She follows her instincts and emotions, as those are all she has left to guide her. She wants to make sure people like the ones who captured her don't do it to others, despite how people treat her.
Last edited by Ashathor on Fri Apr 25, 2014 7:21 pm, edited 7 times in total.

Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

Seraphim/Demila Blood
(Current Status: Inactive.)
PL 10 = 150 PP

Strength 0, Stamina 0(+8), Agility 0(+5), Dexterity 2 (+7), Fighting 0, Intellect 4, Awareness 0(+5), Presence 0(+5)

Abilities - 12


Skills 7 (28 Ranks)
Acrobatics 0 (+0/5), Athletics 0 (+0), Close Combat: Unarmed 0 (+0), Deception 0 (+5/15), Expertise: Charity Organizer 1 (+5), Expertise Gambling 1 (+5), Expertise: Programmer 1 (+5), Expertise: Divine Lore 6 (+10), Expertise Hellish Lore 6 (+10), Insight 5 (+5/+10/+15), Intimidation 0 (+5/+20), Investigation 0 (+4), Perception 0 (+0), Persuasion 0 (+20/+15), Ranged Combat: Powers of the Beyond 5 (+5/+10), Sleight of Hand 1 (+3/+8), Stealth 0 (+0/+5), Technology 1 (+5), Treatment 1 (+5/15), Vehicles 0 (+2/+7).

Powers - 130

Duel-Blooded - 1
Immunity 1 - Aging.

Angel and Demon - 78 (79)

Celestial Form -78
-Flight 6, (Continuous, Wings)
-Enhanced Traits 28 (Presence 5, Agility 5, Awareness 5, Stamina 8, Dexterity 5)
-Enhanced Traits 7 (Persuasion 15 (+20), Treatment 10 (+15), Insight 10 (+20)
-Enhanced Trait 13 (Will 7 (+12), Parry 12 (+12), Dodge 7 (+12))
-Enhanced Trait 1 (Attractive 2)
-Senses 7 (Unholy Awareness, Extended Unholy Awareness 1, Divine Awareness, Extended Divine Awareness 2, Extended Visual 2, Extended Auditory 1, Low-Light vision, Ultra-Vision, Time Sense, Direction Sense, Danger Sense Mental.)
-Immunities 17 (Will Effects, Divine, Disease, Poison, Environmental Cold)
-Uncontrollable/Unreliable (50% Triggers the Opposite Form)
-Activation Move

Demila Blood
AE Demonic Form - 78
-Flight 6, (Continuous, Wings)
-Enhanced Traits 28 (Presence 5, Agility 5, Awareness 5, Stamina 8, Dexterity 5)
-Enhanced Traits 7 (Deception 15 (+20), Intimidate 10 (+15), Persuasion 10 (+15))
-Enhanced Traits 11 (Will 3 (+8), Parry 8 (+8), Dodge 3 (+8) Toughness 4 (+12), Fortitude 4 (+12))
-Enhanced Trait 1 (Attractive 2)
-Senses 7 (Unholy Awareness, Extended Unholy Awareness 2, Divine Awareness, Extended Divine Awareness 1, Extended Visual 2, Extended Auditory 1, Darkvision, Time Sense, Direction Sense, Danger Sense Mental.)
-Regeneration 4 (3, 5, 7, 9)
-Immunities 17 (Fortitude Effects, Unholy, Disease, Poison, Environmental Heat)
-Uncontrollable/Unreliable (50% Triggers the Opposite Form)
-Activation Move

Light and Darkness- 46 (51)

Light's Healing Rays
Area Healing 22, Area Burst 2, Selective,Secondary Effect, Limited Others, Stabilize, Persistent, Distracting, Tiring, Limited Celestial Form.

AE-Angel's Touch
Healing 22, Secondary Effect, Limited Others, Restorative, Stabilize, Persistent, Limited Celestial Form.

Create 20, Stationary, Movable, Limited Celestial Form, Continuous, Limited Protective Spheres, Selective, Distracting, Close Range, Selective, Dimensional 3, Affects Insubstantial 2, Reach 1.

AE-Darkness' Crippling Grasp
Area Damage 10, Area Burst 2, Selective, Secondary Effect, Limited Targets must have Life Force, Affects Insubstantial 2, Limited Demonic Form, Penetrating 3.
Healing 10, Persistent, Limited Self.

AE-Demon's Siphon
Ranged Damage 10, Multi-Attack, Limited Targets must have Life Force, Secondary Effect, Extended Range 2, Affects Insubstantial 2, Limited Demonic Form.
Healing 10, Limited Self, Persistent, Restorative.

Area Weaken 10, Area Burst 1,Broad (Abilities), Simultaneous, Limited Demonic Form, Distracting, Affects Insubstantial 2, Progressive, Precise, Incurable,
Healing 2, Limited Self.

Light's Healing Rays: Secondary Effect Area Healing 22.
Angel's Touch: Secondary Effect Restorative Healing 22.
Sanctuary: Create 20 (Protective Spheres)
Darkness' Crippling Grasp: Selective Secondary Effect Area Damage 10 (DC 25)
Demon's Siphon: Multiattack Secondary Effect Ranged Damage 10 (DC 25)
Damnation: Broad Simultaneous Progressive Area Weaken 10. (DC 20 Fortitude)
Initiative +5
Grab, +0 (DC Spec 10)
Throw, +7 (DC 15)
Unarmed, +0 (DC 15)


Family: Three brothers, one sister, and a mother and father are the people she cares for in her life. She tries her best to take care of them, and also to keep her identities a secret from them.

Doing Good: Wants to do what she can for those who need it, even if she sometimes seems a bit opposed to out-right charity at times.

Triple-Life Secrecy: She doesn't want others to realize that her, Seraphim, and Demila are the same person.

Prejudice (Demila Blood): She enjoys her powers as 'Demila', though the freak-outs or bringing up she's some evil "demon" from others are a constant thorn in her side.

Reputation (Demila Blood): Even while in costume, Demila likes to have fun in any way she can. Wild Child, loose cannon, and more have been used to describe her behavior in public, leading to a bad rep.

Honor (Seraphim): Seraphim believes in upholding justice, and refuses to participate in illegal activites, trickery, or other less than virtuous activites no matter the benefits.

Fame (Seraphim): The side the people love. She tries her best to be a better example than her other half and has earned a reputation of being a 'miracle worker' for her constant work with charity and other organizations working for the less fortunate.


Defense -
Dodge 0 (+12/8), Parry 0 (+12/8), Fortitude 0 (+8), Toughness 0 (+8/12), Will 0 (+12)

Power Points
Abilities 12 + Powers 131 + Advantages 0 + Skills 7 (28 ranks) + Defenses 0 = 150


Alexandra Strong always lived two lives, one as an everyday programmer and charity worker, the other a gambling, pick-pocket, self-indulger. She often kept it a secret, not wanting others to see what she does outside of what they see. She eventually assumed it was a special type of minor dissociative identity disorder, except she remembers everything she did between both prespectives and she still was the same person, though her activity preferences differed greatly.

She doesn't remember it too clearly as it all happened so fast, but somehow she ended with a cult during her "night outs". She wasn't sure if they were really cultists, but she soon found out as she was part of their ritual.

Maybe it was fate, but they told her as she was there that they needed a sinful person for the ritual to succeed, and she was. However, when the ritual was near completion, they realized they were only half right. Instead of creating a demonic host, Alex began shifting between a demon-like figure, and an angelical being. The ritual completed and her powers were realized, blinding them with light. She then incapacitated them as the demon and left the place in disarray.

She soon returned to her normal form, shaken from the incident. She knew this wasn't a dream, after several pinches and feeling a strange power inside her, but for now she returned to her normal life. Alex was surprised that she felt less charitable than normal, and also less "wild", which puzzled her until she realized her opposite sides of her personality have been turned into these new "forms" she could tap into, though with little control over which one she becomes.

Overtime she learned her body had mutated to lock herself in an ageless state, and her forms offered potent divine and, what she presumed, unholy magic. The form she came to call "Seraphim" was orderly, selfless, caring, just, and protective, the other, "Demilla Blood", was wild, self-indulging, independent, vengeful, and ambitious.

Once she had learned what she was capable of, she decided to become a hero, or mostly a hero, to use her powers for good. While she doesn't know why she is like she is, especially to this new extreme, she does have a clear goal: To stop foul cultists, comfort and protect those she cares about, and enjoy herself while doing it all.
Last edited by Ashathor on Tue Apr 22, 2014 9:40 am, edited 5 times in total.

Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

Emotion-Based Heroine

(Current Status: Inactive/Incomplete)
PL 10 = 150

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 2, Awareness 10, Presence 10
-44 PP

Advantages = 4 PP
-Attractive 2.
-Benefit Wealth 2

Skills 15 (60)
Acrobatics 0 (+0), Athletics 2 (+2), Expertise: Modeling 8 (+10), Perception 10 (+20), Stealth 0 (+0), Technology 0 (+2), Close Combat: Close Persuasion 10 (+10), Ranged Combat: Personality Projection 10 (+10), Insight 10 (+20), Vehicles 0(+0), Persuasion 10 (+20), Intimidation 5 (+15), Deception 5 (+15),


Personality Projection - 39 (42) PP

One on One
-Affliction 10, (Will DC First Degree Entranced, Second Degree Compelled, Third Degree Controlled, Concentration, Cumulative, Reach 8, Insidious)

AE Group Session
-Burst Area Affliction 10, (Burst Area 2, Will DC First Degree Entranced, Second Degree Compelled, Third Degree Controlled, Concentration, Cumulative, Distracting, Insidious, Selective, Check Required Persuasion 12 DC 22)

AE Breaking the Ice
Weaken 14, (Will DC, Broad Abilities, Simultaneous, Progressive, Distracting, Inaccurate 2 (+6), Check Required Persuasion 16 DC 26, Insidious)

AE Mental Breakdown
-Area Affliction 10, (Burst 3 DC 20 Will, First Degree Vulnerable, Second Degree Defenseless, Third Degree Incapacitated, Tiring, Unreliable (5 charges), Uncontrollable, Affects Insubstantial 2, Penetrating 6, Incurable, Concentration, Quirk Has to Focus on power and cannot move until it is spent.
Emotional Surge
-Area Damage 10, (Burst 3 DC 25, Distracting, Uncontrollable, Unreliable (5 charges), Tiring, Incurable, Affects Insubstantial 2, Duration Concentration)
Description: When pushed into a corner, when at wits end, when emotionally volitile, that is when her powers take a true physical form. All of her emotions surge from her and cause havok amongst anything within range in an emotional maelstrom as she lies weakened and unable to stop it.

One on One: Affliction 10 (+10 DC 25)
Group Session: Area Burst 2 10 (DC 25)
Breaking the Ice: Weaken 14 (+6 DC 29)
Mental Breakdown: Burst Area 3 Affliction 10 (DC 25)
Emotional Surge: Burst Area 3 Damage 10 (DC 25)
Initiative + 0
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Motivation Doing good: She wants to use her powers, and looks as it were, to help those who need it.

Emotional Baggage: Keeping emotions in check is one thing, for her it's even harder. She is more susceptible to extreme emotional states, from suffering deep depression to lashing out in a rage.

Fame: Going from plain-Jane and low-class family, to "World's Hottest Model", super-heroine, and living the high-life, staying hidden was an impossiblity. Hounded not only by press, but also people wanting her for their latest movies projects, some more questionable than others.


Dodge 8, Parry 8, Fortitude 6, Toughness 8, Will 2 (+12)

Power Points
Abilities 44 + Powers 55 + Advantages 4 + Skills 15 (60 ranks) + Defenses 32 = 150


Posts: 33
Joined: Wed Feb 26, 2014 9:24 pm

Re: Ashathor's Characters (3E)

Post by Ashathor »

(Current Status: Inactive.)
PL 10 = 150 PP

Strength -5, Stamina -5, Agility -2, Dexterity -2, Fighting -2, Intellect 10, Awareness 0, Presence -2

Abilities - -16

Advantages - 7
-Jack of All Trades
-Eidactic Memory
-Well Informed
-Skill Mastery Investigation
-Skill Mastery Technology

Future Advantages
Attractive 2

Skills 19 (76 Ranks)
Acrobatics 0 (-2), Athletics 0 (-5), Close Combat: 0 (-2), Deception 0 (-2), Expertise: Science 5 (+15), Expertise: Geek Culture 5 (+15), Insight 20 (+20), Intimidation 0 (-2), Investigation 10 (+20), Perception 10 (+10), Persuasion 0 (-2), Ranged Combat: 0 (-2), Sleight of Hand 0 (-2), Stealth 0 (-2), Technology 10 (+20), Treatment 0 (+10), Vehicles 20 (+18).

Powers - 116

-Insubstantial 4 - 21 (Permanent, Susceptible to effects that disrupt her connection especially EMPs, Innate)
-Dimensional Travel 1 (Physical and Cyberspace, Limited requires a connection)
-Immunities 62 (Critical Hits [technological], Fortitude Effects, Will Effects)
-Comprehend Languages 2 (+Reading) - 6
-Reconstruction: Immortality 2 - 4
-Quickness 14 (Limited to Mental) - 7
-Protection 15

Cyber-Projection Additions
-Teleport 5 Medium Electrical Devices

Tech-Controller Array
Interface with Machinary: Summon 6 (Broad Machines, Active, Controlled, Limited Requires Machine, Feedback)

Cyber-Fortress - 50 ep
Size Gargantuan, Toughness 14 (+20)
-Combat Simulator.
-Firewall 2 (Immunity to Teleportation, Impervious Toughness)
-Anti-Virus 6 (Security System 5, Defense System)
-Digitized Weaponry 1 (Weapons)
-Gateway to Reality 2 (Dimensional Portal, Teleport limited to Data Entities, Requires a technological link to and from)
-Software Cooling 1 (Fire Prevention System)
-Artificial Reality 6 (Living Space, Personnel 2, Grounds, Habitat, Variable Environment)
-Research Data Center 6 (Library, Science Lab, Inventing Lab, Digitized Workshop, Computer, Communications)
-The MCP (Cyber-Naut has full base control)
-Cyberspace Home 13 (Power System, Self Repairing, Temporal Limbo 5, Infirmary, Concealed 3, Isolated, Cyberpsace Dimension,)

Initiative -2
Grab, -2 (DC Spec 5)
Throw, -2 (DC 10)
Unarmed, +2 (DC 10)


Motivation Making a Better Home: Now that she has created this projection, she hopes to prove useful to others to make a better place for those who still have flesh and blood, and for herself if she ever becomes human again.

Body Assimilation: Her body is forever destroyed, leaving her trapped in a world of ones and zeros. While she can send herself out in a projection of sorts, it is limited by areas which lack any technological link she can access.

Alt Control Delete: While death in the physical world isn't lasting for her, death in cyberspace is. She can be destroyed if all her data is deleted from within her fortress. Because of this, she is hyper-defensive of anything threatening it and will do whatever it takes to protect it.

Want of Flesh: While it was a dream of hers to explore the inner workings of the world of computers, she longs to be able to experience the real world and feel all that she once had.

A Virtual Life: Her parents, the only family she had, died in the explosion that caused her situation. She is filled with guilt over this, and has often attempted to recreate them as she remembers in her virtual world to recreate the life she destroyed with her work. This has left her in a fragile mental state of guilt and self-illusion to try to hide what she has lost and done.


Defense - 24
Dodge 12 (+10), Parry 12 (+10), Fortitude 0 (-5), Toughness 0 (+10), Will 0 (+0)

Power Points
Abilities -16 + Powers 116 + Advantages 7 + Skills 19 (80 ranks) + Defenses 24 = 150