Psistrike's 3rd Edition creations

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Psistrike
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Detonator [DC Universe version]

Post by Psistrike »

Detonator PL 10

Quote: "You endanger the lives of civilains, so you must be dealt with. Permanently."
Concept: Crazed explosives expert
Occupation: Retired bomb squad officer, criminal as Detonator
Base of Operations: Mobile, has a base in Coast City
Real Name: Kyle Vanber
Legal Status: U.S. citizen with criminal record
Identity: Secret
Marital Status: Single
Height: 5'9"
Weight: 150 lbs.
Eyes: Brown
Hair: Black
Age: 32 years old

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

Powers
Stolen Prototype Armor: 25 points, Removable [-5 points] • 16 points
Nanite Weave: Feature 1 [Self Repairing] • 1 point
Nanite Cloth Armor: Protection 9, Impervious • 18 points

Explosives Bandolier and Launcher Gauntlet: Array [35 points]
Micro-Shaped Charge: Ranged Damage 14 28 points[/b]
Chemical Bomb: Ranged Cloud Area Affliction 9 [Resisted by Fortitude, Dazed, Defenseless, Incapacitated] • 1 point
Sleep Gas Bomb: Ranged Cloud Area Affliction 9 [Resisted by Fortitude, Fatigued, Exhausted, Asleep] • 1 point
Nausea Gas Bomb: Ranged Cloud Area Affliction 9 [Resisted by Fortitude, Vulnerable, Stunned], Cumulative, Limited to 2 Degrees • 1 point
Flash Bomb: Ranged Burst Area Affliction 9 [Resisted by Fortitude, Visual Impaired, Visual Disabled, Visual Unaware], Cumulative, Limited to One Sense • 1 point
Variable Micro-Chem Bombs: Ranged Weaken Abilities 7 [Resisted by Fortitude], Progressive, Unreliable [5 uses] • 1 point
Electro-Surge Bomb: Nullify Technological Effects 9, Simultaneous • 1 point
Shockwave Bomb: Area Burst Move Object 10, Limited to Away • 1 point

Advantages Accurate Attack, Defensive Attack, Defensive Roll, Equipment 4, Evasion 2, Fearless, Improved Aim, Improved Defense, Improved Smash, Improvised Tools, Inventor, Power Attack, Precise Attack 2 [Ranged, Cover, Concealment], Second Chance [Expertise: Bomb Squad checks], Uncanny Dodge

Skills Athletics 4 [+6], Close Combat: Unarmed 4 [+8], Deception 8 [+10], Expertise: Bomb Squad 8 [+12], Expertise: Explosives Design 12 [+16], Perception 6 [+8], Ranged Combat: Launcher Gaunlet 3 [+7], Stealth 5 [+7], Technology 6 [+10], Treatment 2 [+6]

Offense
Initiative +2
Launcher Gauntlet +6 Ranged, Area and Damage varies on explosive used

Defense
Dodge 8, Parry 7
Toughness 12/11*, Fortitude 7, Will 8
*without Defensive Roll bonus

Power Points
Abilities 46 + Powers 51 + Advantages 20 + Skills 31 [58 ranks] + Defenses 18= Total 162

Complications
Enemy: Too many to list, he has angered a lot of people on both sides of the super set. The police have a warrent out for his arrest as well, but only as Detonator.
Hatred: Both due to his experiences and the blow to his head which altered his personality, Kyle has a hatred of both superheroes and supervillains. He will either force them to retire or kill them if they won't, all to protect civilains.
Honor: Although he fights with lethal force against "supers", he will never endanger an innocent. If given no other option, he will flee the battlefield rather than put them in danger.
Identity: Kyle Vanber, retired bomb squad police officer.

Notes
:arrow: A man who has seen too much and driven to madness by it and a blow to the head. He is a threat but will never endanger innocents, always leaving the battlefield than risk it.

Description of Powers: Detonator has no inborn powers beyond natural intelligence and a knack for explosives. His armored uniform can withstand a direct hit from tankfire, a stolen prototype designed for military use, based on advanced nanites which can self repair the armor. His fighting style is unique, focused on accuracy and fighting defensively over brute force. Although he can adjust his tactics when dealing with a tough but slow foe.

His bombs can be shaped like normal bombs of various sorts or even mines designed to clamp onto surfaces or slide alone floors. His bandolier is of advanced design and he can hold any number of compact explosives. He uses a specialized gauntlet designed to launch his bombs extreme distances. From his micro-shaped charge bombs which can hit with more explosive force than a battleship's main gun, to various chemical bombs designed to nauseate, induce coughing bad enough to knock someone out, and put a target to sleep, to flash bombs, mines which can fry technology of any sort, and his masterpiece, a bomb which creates a powerful shockwave which can push anyone in the area away, even objects weighing up to 100 tons.

History:
Explosive History
Kyle came from a broken home, father working long hours and sleeping most of the time when home, mother always out partying. Kyle had to learn things on his own and became hardened from an early age, never having free time for fun. It wasn't til the age of 12 he found his calling, as an idiot with an improvised bomb was threatening his school.

Using his small size, he was able to sneak up behind the guy and clip the detonator wire without being seen. From that day forward he studied up on explosives, hoping to join the police bomb squad when he was old enough. From baking soda and vineger bombs to put out fires, chemical bombs from household items and more, Kyle learning how to make and disarm various explosives.

Thus it was no surprise at the age of 18 he enrolled in the police academy and was on the fast track to the bomb squad. Working there for years, he would have made his parents proud if his mom was still around and his dad hadn't worked himself to death. And yet over the years he saw things which began to wear on him.

Superhumans-Threat or Menace
Working in Metropolis, he saw more than his fair share of bystanders injured or worse by fallout from fights between super heroes and villains. From Superman and his numerous foes, to visiting heroes like the Flash and Green Lantern bring their troubles to town. Although they helped out, they still were a threat to civilains around them.

It all came to a boil one day when Volcana was fighting Superman in downtown, one of her blast set off an oil truck and the resulting blast caught more than a few innocents in it. Kyle being one of the victims, a chunk of rubble hitting him in the head.

When he came to in the hospital, he had changed. The blow to his head bring out latent parts of his personality. Now he vowed to protect the civilains from their so called protectors and the super villains they fight. If they would not stand down, then he would put them down, for good.

Detonator, Public Enemy #10
Looking through his police contacts and all records of companies designing military hardware, it was easy enough to take a prototype armor and slip away. Heading to an old bunker on the outskirts of Coast City which his ex-partner told him about years ago, he began to outfit himself with the arsenal he would need for his private war.

The first victim of his war was Scarecrow, taken down by a shaped charge explosive. He was saved from death by Batman, remaining in a coma for 6 months. He has learned to avoid Gotham since nearly being taken down when he went after Killer Croc and Batman interveined. On the run with an arsenal of explosives, he has vowed to take down all who threaten the oridinary citizens around them with their private wars.

Description: Kyle is a fairly average looking man with minor scars on his arms. He keeps his black hair short and trim, while his brown eyes show an intensity and determination rarely matched.

When not waging his own private war, he is normally found in blue jeans, shirts and tennis shoes to try and blend in with a crowd. But as Detonator he wears a black bodysuit including a mask to hide his face over the stolen body armor he wears.
Last edited by Psistrike on Fri Jul 20, 2012 2:14 am, edited 1 time in total.

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Starburst [DC Universe version]

Post by Psistrike »

Starburst PL 10

Quote: "Time to make you see stars!"-thought to self I've got to come up with a better catchphrase
Concept: Star energy infused college student
Occupation: Student, adventurer
Base of Operations: Coast City
Real Name: Jennifer Jones
Legal Status: U.S. citizen with no criminal record
Identity: Secret
Marital Status: Single
Height: 5'5"
Weight: 120 lbs.
Eyes: Blue
Hair: Brown
Age: 18 years old

Abilities
Strength 1, Stamina 6, Agility 1, Dexterity 2, Fighting 3, Intellect 5, Awareness 3, Presence 1

Powers
Star Energy Flight: Flight 10 [2k mph] • 20 points
Star Energy Force Field: Protection 8, Impervious, Sustained • 16 points
Star-Energy Infused: Immunity 16 [Fatigue Effects, Life Support, Need for Sleep] • 16 points
Star Plasma Blast: Ranged Damage 14, Accurate 2 • 30 points

Advantages Eidetic Memory, Equipment, Defensive Attack

Skills Expertise: Astronomy 7 [+12], Close Combat: Unarmed 2 [+5], Perception 3 [+6], Technology 2 [+7],

Offense
Initiative +1
Star Plasma Blast +6, Ranged, Damage 14
Unarmed +5, Close, Damage 1

Defense
Dodge 6, Parry 5
Toughness 14*, Fortitude 9, Will 7
*8 Impervious

Power Points
Abilities 44 + Powers 82 + Advantages 3 + Skills 7 [14 ranks] + Defenses 14= Total 150

Complications
Accident: Due to her inexperience with her newfound powers, she has more than once blasted unintended targets and ripped up the environment while training or in an actual fight.
Identity: Jennifer tries to keep a normal life and only Matthew and members of the Justice League know of her identity as Starburst.
Responsibility: She has to juggle her life between school, training with the JL and spending time with Matthew. She also feels she must use her powers to protect others, no matter the cost to herself.

Notes
:arrow: A powerhouse rookie, she has a lot of room to grow and could even become as powerful as the likes of Superman or Green Lantern, Hal Jordan someday.

Description of Powers: Infused with altered star-energy, as it has been described to her so far, she can survive in any environment, never tires and needs no sleep. She can channel this energy to fly thousands of miles per hour, generate a strong force field and fire off plasma blast stronger than even a battleship's maingun.

Since the JL has been helping her out, she has developed some basic self defense skills even without her powers.

History:
Star Gazing Youth
For as long as she could remember, Jennifer would stare up at the stars each night. Something about them called to her soul, the mysteries of space and all its secrets, just a glimpse of them could be seen in the night sky.

Getting a telescope at 7 for her birthday, she loved to find the constalations and make up new ones. Astronomy was her best subject in school and she learned all she could. Although the local library in Coast City had its limits. Her family was away on vacation when Sinestro and his forces destroyed her home city. Most of her friends and everyone she knew were gone.

Moving to a nearby town just 50 miles from where Coast City used to stand, she worked harder than ever to prove herself in school. Helping out at home and school became her whole life, only one of her surviving friends kept in touch. Matthew Danvers had been her best friend since grade school and no matter how much she slipped into her own world, he was always there for her.

College Really Can Change You
Heading off to college together, Matthew had to remind Jennifer to get sleep and get to classes on time. She was getting good grades but staying up all hours of the night star gazing. Within 3 months a meteor shower was reported and she stayed out to watch the event.

If she had listened to Matthew and stayed inside what happened next could have been avoided. For most of what fell that night were harmless, but one was not. A meterorite which had passed through a solar flare intact came crashing down not 600 feet from where Jennifer was standing. A small shard broke off and the force of the impact caused it to embed itself in her chest, barely missing her heart.

In the hospital for over a week, Matthew watched over her the whole time, begging her to wake up. The doctor's thought it was kicked up rocks which hit her in the head and knocked her out, the embeded shard in her chest undetected by all machines. Matthew was just glad she was alive, making her promise to listen to him more often.

The weeks following they both noticed changes in her, her health was improving to better than before, she seemed full of energy and even her muscle tone and appearance seemed better. Matthew had finally asked her out and they started dating, so he just attributed it to her improved mood at first. But soon it was obvious something more was going on.

Hero in the Making
Needing less and less sleep, Jennifer found she could see in little light as easily as in full daylight. Jumping up to catch a falling book, she found herself floating off the ground over a foot! Telling Matthew about it, he became concerned and contacted a friend with connections to the Justice League.

Test after test found she was infused with an altered form of star energy, the embeded shard was detected but no safe means of removing it were known. By this point she needed no sleep and the energy was leaking out of her body uncontrolled. Several members of the JL began to teach her how to control the energy within her. 2 weeks of intensive training she was discovering the extent of her changes.

In addition to not needing sleep and never tiring, she could fly, generate a force field around herself of solid energy and project blast of plasma powerful enough to easily destroy titanium. She can survive in any environment, even in space.

She has a lot of power, but no experience with it yet and had never been in a fight before. Thus she began to her training as a future JL member, with Matthew keeping her grounded in the real world and making sure she got her classwork down. The cocky overconfidence she showed at first was lost when she nearly lost her life to Detonator, only to be saved by Matthew getting in the way. Now she realizes the dangerous work she has joined and is taking her training much more seriously.

Description: Jennifer is an attractive young woman with a healthy skin tone and build. She keeps her brown hair shoulder length, while her blue eyes can show intense interest or a fury barely held back.

She loves to wear slacks and skirts most of the time, with tennis shoes or flats as she hates heels. As Starburst she wears a red and yellow costume with black trim and a mask over the top half of her face, designed for her by Flash.

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Devin745
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Re: Psistrike's 3rd Edition creations

Post by Devin745 »

I really like your Alchemist X build!! I hope you don't mind but I think I may have to introduce him into a game at some point. I was thinking of him being a bit of an older man though. Old, but still has a good build and and is physically capable. Keep it up! :)

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Power Hammer [DC Universe version]

Post by Psistrike »

Power Hammer PL 12

Quote: "I will prove who is the most powerful!"
Concept: Man possessed by ancient warhammer
Occupation: Warrior; previously museum night watchman
Base of Operations: Gateway City, California
Real Name: Pallas Mavros
Legal Status: U.S. citizen wanted for assult and attempted murder
Identity: Public
Marital Status: Single
Height: 5'11"
Weight: 165 lbs.
Eyes: Red [originally blue]
Hair: Black
Age: 32 years old

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

Powers
Ancient Power of the Hammer: Enhanced Agility 5, Enhanced Awareness 2, Enhanced Dexterity 5, Enhanced Fighting 8, Enhanced Presence 4, Enhanced Stamina 10, Enhanced Strength 6, Immunity 1 [aging] • 81 points
Skill of Ancient Gladiators: Enhanced Advantages 15 [All-Out Attack, Assessment, Defensive Roll 4, Fearless, Great Endurance, Improved Critical [warhammer] 2, Power Attack, Startle, Takedown 2, Uncanny Dodge], Enhanced Skills 11 [Athletics 8, Close Combat [warhammer] 2, Insight 6, Intimidation 6] • 26 points
Manifest Warhammer: Strength-Based Damage 6, Affects Insubstantial 2 • 8 points

AdvantagesAll-Out Attack, Assessment, Defensive Roll 4, Fearless, Great Endurance, Improved Critical [warhammer] 2, Power Attack, Startle, Takedown 2, Uncanny Dodge

Skills Athletics 8 [+14], Close Combat: Warhammer 2 [+12], Deception 2 [+6], Expertise: Night watchman 2 [+3], Insight 6 [+9], Intimidation 6 [+10]

Offense
Initiative +6
Warhammer +12 Close, Damage 12

Defense
Dodge 10, Parry 10
Toughness 14/10*, Fortitude 12, Will 4

Power Points
Abilities 12 + Powers 115 + Advantages 0 + Skills 2 [4 ranks] + Defenses 7=136 Total

Complications
Power: Power Hammer is driven by the need to prove it is the most powerful weapon around. It will challenge opponents far above it in strength, as it learns even in defeat. It will always ignore weaker opponents and go after the strongest one available.
Possessed [Pallas]: Due to possessing Pallas, it sometimes is forced to fight for control against the body's original owner. On any round this is happening, he is considered Dazed.
Reputation: Power Hammer is known for trying to slay fallen foes, never giving mercy.
Secret: The fact that Pallas is an innocent victim of possession is unknown even in the super community. Were it found out, a way to release him from the hammer's control could be found.

Notes
:arrow: An ancient warhammer driven by all it has ever known its existance, possessing a hapless man never driven to do more than he had to get by. He will always use All-Out Attack at +2/-2, unless facing a foe he can't seem to hit. Then he will shift it to +5/-5 and go full crazed fighter.

Description of Powers: Power Hammer is a sentient warhammer possessing a human host. It imbues great power and skill into its host, making them capable of taking on even some of the gods themself, at least in its belief. The host gains superhuman stamina, incredible strength, agility, fighting skill, awareness and force of presence.

Part of the combined skills of all past wielders are granted to the host, able to cause fear in others with their deadly display. The warhammer doesn't fear for its own life and thus rushes into battle wrecklessly. The warhammer is stored in a pocket dimension linked to the host, able to be summoned at a moment's notice. It is much deadlier than before, as even the spirits of the undead can be struck by it.

History:
Bloody Past
In ancient Greece, most gladiators would wield the net and trident or sword and shield. But a rare few wielded the warhammer, wishing to bash their opponents to death. One particular warhammer was used by some of the most skilled gladiators over the years, feeling their lust for power and will to prove it by any means.

Feeding on the blood of fallen foes and on the emotions of those who wielded it, the warhammer began to awaken and feel the desire to prove its might. But when the last gladiator perished, the warhammer was sealed away with him. And thus it would remain for centuries, til finally it saw the light of day once more. When an archaeology team was studying the local ruins. Never touched directly by human hands, it was wrapped in cloth and sent to the states, ending up in a museum in Gateway City, California.

Boredom Leads to Trouble
Pallas Mavros, an American born Greek decendant, had always taken the easy way in life. From coasting through school and then through guard training, he always slacked off when he could get away with it. Which is how he ended up working as a night watchman in one of the museums of Gateway City.

Bored out of his mind while on patrol, while in the Greek artifacts section something called out to him. Following the unexplained urge, he made his way to the back of the room, where an ancient warhammer sat. The display case strangely open and the hammer radiating raw power. It spoke to something deep inside him, asking if he desired true power without having to work for it.

Pallas didn't have to be asked twice, taking up the warhammer only to find its power flowing into him. As the surge hit him, the hammer seemed to disappear into him. Yet moments later appeared in his right hand and this was all he would remember for a time, as the hammer took control. Storming out of the museum, he began to rampage in the streets, demanding the strongest warrior come and face him.

Power Alone Isn't Enough
Wonder Woman showed up and despite his raw power beat him down easily. Locked up but the hammer missing, it was believed he could be contained in a normal prison. They were wrong. The hammer was bonded to Pallas' form and could never truely be seperated from it, as it willed itself back into his hands and broke free from prison.

Once more he called out the strongest warrior to face him. Only this time a new hero showed up, wielding a blade made of shadows and moving with superhuman speed and agility. Despite being the stronger of the two, the newly dubbed Power Hammer was narrowly defeated by Shadowblade, both sustaining great injuries.

Locked up in a specialized cell, it would be months before Power Hammer broke free once more. Only now he had a new problem, as Pallas was fighting to regain control of his body and causing the warhammer to make mistakes as he struggled. Challenge after challenge, he only became stronger with each defeat. His unwilling host body is currently back in prison and recovering from severe injuries, caused by Wonder Woman when he attempted to slay Wonder Girl after he defeated her.

Description: Pallas has Greek bronzed skin and a strong build and muscle tone, thanks to the empowerment by the warhammer. His eyes are pure red now, only shifting to blue for the short periods where Pallas fights the hammer's control. His black hair is shoulder length and kept trim.

The warhammer, liking the name Power Hammer for itself, doesn't care to disguise Pallas' appearance. It wears simple shirts, jeans and boots for ease of movement in combat.

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Shadowblade [DC Universe version]

Post by Psistrike »

Shadowblade PL 10

Quote: "Learn to fear the shadows, creep."
Concept: Shadowblade bonded college student
Occupation: Student, adventurer
Base of Operations: Gateway City, California
Real Name: Selina Harris
Legal Status: U.S. citizen with no criminal record
Identity: Secret
Marital Status: Single
Height: 5'5"
Weight: 120 lbs.
Eyes: Brown
Hair: Brunette
Age: 19 years old

Abilities
Strength 2, Stamina 3, Agility 9, Dexterity 3, Fighting 6, Intellect 1, Awareness 4, Presence 4

Powers
Parkour Skill: Leaping 1, Speed 1 [4 mph] • 2 points
Shadow Armor: Feature [Quick Change] • 1 point
Shadowblade: Strength-Based Damage 6, Enhanced Feats 8 [Accurate Attack, Defensive Attack, Improved Critical 3, Improved Disarm, Power Attack, Taunt], Enhanced Skills 3 [Close Combat: Swords +6] • 17 points
Shadow-Infused Reflexes and Speed: Enhanced Agility 5, Enhanced Feats 5 [Defensive Roll 2, Improved Initiative 3], Speed 7 [8 total: 500 mph] • 22 points
Shadow Shield: Enhanced Defenses 11 [Dodge +2, Parry +5] • 7 points

Advantages Accurate Attack, Agile Feint, Benefit [Voice of the blade], Defensive Attack, Defensive Roll 2 +2, Great Endurance, Improved Critical [Shadowblade] 3, Improved Disarm, Improved Initiative 3, Move-By Action, Power Attack, Second Chance [Acrobatics checks to reduce falling damage], Taunt

Skills Acrobatics 6 [+15], Athletics 6 [+8], Close Combat: Swords 8 [+14], Deception 2 [+6], Expertise: Popular Culture 4 [+5], Insight 4 [+8], Perception 6 [+10], Stealth 2 [+11], Treatment 2 [+3]

Offense
Initiative +21
Shadowblade +14, Close, Damage 8 [Crit: 17-20]

Defense
Dodge 13/11*, Parry 13/*8
Toughness 7, Fortitude 7, Will 10
*Without Shadow Shield

Power Points
Abilities 54 + Powers 49 + Advantages 7 + Skills 16 [32 ranks] + Defenses 14=140 Total

Complications
Motivation: Shadowblade is driven by a combination of wanting to do good and seeking thrills. Fighting a super villain brings her a rush like nothing else.
Enemy: In addition to some local gangs, Power Hammer has vowed to proved his is the stronger warrior, by crushing her skull.
Identity: Selina Harris, college student
Relationship: Her parents, whom she is still trying to get the attention of. Boyfriend of the moment.
Responsibility: Splits time between school and being a superhero.
Weakness: Light-based attacks ignore the Shadow Shield's Enhanced Defenses.

Notes
:arrow: A person with a lot of power and little experience, learning to be a superhero the hard way. The sword is bonded to her until death and thus won't take physical form again til that day comes.

Description of Powers:Shadowblade is bonded with an ancient hoplite sword made of pure shadows. It has infused her very being and increased her reflexes and agility to superhuman levels, along with her natural speed to the point she can run up to 1k mph using her athletics and Parkour skills.

With but a thought she can form a leather armor of shadows around herself, along with a mask which hides all but her hair, which hangs out in a ponytail in the back. The same act of will can summon forth the shadowblade and shadow shield. The shadow shield is powerful and in the style of an ancient Greek shield, capable of protecting her from harm as long as she is aware of the threat.

The shadowblade is powerful, capable of cutting through solid steel targetting vital organs on living beings. It grants the wielder with great skill in wielding swords, including itself, and full knowledge and skill in the art of swordfighting. She can channel more power into the blade at the cost of accuracy.

History:
Living for the Rush
Selina was given everything she wanted by her parents, except attention. Thus she went out and rebeled to get them to notice her. From sneaking into condemned buildings and taunting wild dog packs to feel the rush while running away, more than once being brought home by the police.

By the time she graduated from high school, her parents had come close to sending her off to boarding school more than once. Only the advice of her grandmother kept her from going too far. Seeking to calm her need for attention, she got her into Parkour, some old friends in the military helping out troubled kids with too much time.

Shadows Revealed
Now in her second year of college, she has become a pro at Parkour, although this has only lessened her wild nature. She tends to get to class by running around, flipping off and over benches and kicking off walls.

On a trip to a local museum, she felt drawn to a Greek exhibit, a recent addition donated by an unnamed beneficiary. A display case with various weapons seemed to call to her, within various weapons shown, from the classic spear to various hoplite swords, including one that shimmered and appeared to be made of solid shadows.

A voice in her mind spoke, stating this blade was forged of shadows and made to fight the darkness invading the world. Its previous owner, a warrior in ancient Greece, slayed monsters which lurked in the shadows, both human and otherwise. Now the darkness was once more creeping into the world and a brave soul was needed to wield the shadowblade once more.

A Choice Made, A Destiny Embraced
Given the choice of becoming the new wielder of the shadowblade or forgetting the whole encounter, Selina chose to becoming a defender against the darkness. The sword disappeared from the display case and suddenly she felt alive with power.

A tattoo of a hoplite sword appeared on her right shoulder, the spirit of the blade speaking to her once more. She could summon forth the sword and a shield of shadows at will, her speed and agility being increased beyond the limits of normal men. Taking a few days to get used to her new power, she took on muggers, gang members and minor super villains near her college in Gateway City.

It wasn't until the day Power Hammer broke free from prison she faced a true challenge of her new gifts. Using her speed and agility to perform hit and run strikes, she was able to wear him down, yet when he finally fell she realized how close to death she had been. Battered and bruised from just a few hits she barely avoided the full force of, she took over a week to recover and could only think how she needed real training in this superhero business.


Description: Selina is the cute girl next door, with a slender yet athletic build. She wears her brunette hair in a short ponytail most of the time, while her brown eyes show a mischievious gleem. She wears only light make-up and is never seen with jewelry beyond stud earrings.

In her civilain identity, she tends to wear slacks or tight shorts with tennis shoes and a shirt, being somewhat of a tomboy. As Shadowblade she summons forth a leather armor of pure black with a mask over her face.
Last edited by Psistrike on Fri Jul 20, 2012 2:23 am, edited 1 time in total.

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Grav Blader [DC Universe version]

Post by Psistrike »

Grav Blader PL 7

Quote: "Time to grind,"
Concept: Super-tech outfited rollerblader
Occupation: Student
Base of Operations: Central City
Real Name: Emma Kirkman
Legal Status: U.S. citizen with no criminal record
Identity: Secret
Marital Status: Single
Height: 5'3"
Weight: 115 lbs.
Eyes: Violet
Hair: Blonde [dyed purple]
Age: 16 years old

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

Powers
Super-tech armor: Removable [-3 points]
Temperature Controlled Suit: Immunity 7 [Falling damage [limited to half-effect], cold, heat], Protection 5, Impervious • 15 points
Helmet with visor: Immunity 5 [sensory Affliction effects; Limited to One sense [visual] • 3 points
Advanced Rollerblades: Removable [-1 point]
Engine powered speed: Speed 6 [120 mph] • 6 points

Equipment
Normal rollerblades [Speed 2; 2ep], Rollerblading gear [Protection 1; 1ep], 2ep left

Advantages Attractive, Benefit [Independantly Wealthy parents], Daze, Defensive Roll, Equipment, Fearless, Instant Up, Luck 2, Second Chance 2 [Acrobatics checks to perform skateboard stunts, Athletics checks to jump], Taunt

Skills Acrobatics 6 [+9], Athletics 6 [+7], Deception 4 [+6], Expertise: Central City 4 [+6], Expertise: Skater/rollerblader community 6 [+8], Perception 4 [+5], Stealth 2 [+5], Technology 4 [+6]

Offense
Initiative +3
Unarmed +2, Close, Damage 1

Defense
Dodge 6, Parry 4
Toughness 8/2*, Fortitude 3, Will 3
*Without Defensive Roll and Body armor

Power Points
Abilities 28 + Powers 20 + Advantages 12 + Skills 18 [36 ranks] + Defenses 8= 86 Total

Complications
Thrills: Emma lives for thrills, loving the adrenaline rush with each new stunt or danger overcome.
Relationship: Her parents and friends.
Responsibility: She has to keep going to school, despite just wishing to have fun all the time.
Secret: She has kept her identity as Grav Blader from everyone, even her closest friends have no idea she is taking such risk.

Notes
:arrow: A neutral character who is just in it for the thrills. She is undercapped in everything except defense, not being built as a fighter.

Description of Powers:Grav Blader has an advanced suit of armor and high tech rollerblades. The armor is temperature controlled and includes gel packs to absorb the impact from falls. The helmet provides the same protection to the head for the wearer, along with having a visor to shield the eyes.

The rollerblades are made from a similar substance as the armor and include wheels designed to overcome friction and a powerful micro engine to propel the wearer at speeds up to 120 mph. She keeps both piece of gear in good repair and will only help in a fight if it looks like she is really needed. Even then she tends to act as a distraction.

History:
Latchkey Kid
Left at home by parents who worked all day, rather than veg out in front of the television Emma snuck out and learned how to rollerblade from some older kids. By the time she was 12, she was the skate park princess, anyone who messed with her had to answer to all her friends.

But the skate park only had so many things to do, so many challenges to overcome. Thus she began to slip off and go down the streets, grinding benches and on cars. Still later she took to taking risk, rollerblading in construction sites and even along rooftops.

Discovery of a Lifetime
Recently, while 'blading near Central City most prominent lab she stumbled upon an abandoned project. Personal armor for soldiers in the field, outfited with advanced rollerblades for quick transport. But they were deemed unsuited for the environments most commonly encountered by land troops. The components were to be destroyed but ended up outside with the regular trash.

Taking what she could in her backpack, she headed home and was able to piece together the components into an operating suit. The battery was recharged both by the wearer's movements and by absorbing ambient energy. Using what technical skills she possessed, she modified it to fit her and soon was off on the streets, moving around at speeds she never dreamed of before. Spotted by some locals, she was dubbed Grav Blader due to here gravity defying antics, despite her not fighting crime. She just wanted to have fun.

Description: Emma is an attractive young woman, with an average build but strong muscle tone. She keeps her blonde hair dyed purple and shoulder length, while her violet eyes seem to really come to life only when she is taking risk.

She wears jeans ripped at the knee, tennis shoes and a tee shirt most of the time, almost always having her elbow and knee pads on except in school. As Grav Blade, she wears a tan suit of body armor, modified to look like skater gear, including a helmet with transparent visor to shield her eyes. The advanced rollerblades are the same color and include a powerful miniture motor the size of a cigarette pack above the heel of each.

Psistrike
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Spiritforce [DC Universe version]

Post by Psistrike »

Spiritforce PL 9

Quote: "The spirits will see justice done."
Concept: Occult expert and spirit medium
Occupation: Occult bookstore owner
Base of Operations: Opal City
Real Name: Rachel "Meadow" Drake
Legal Status: U.S. citizen with no criminal record
Identity: Public
Marital Status: Single
Height: 5'6"
Weight: 130 lbs.
Eyes: Amber
Hair: Black
Age: 26 years old

Abilities
Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 2, Intellect 2, Awareness 6, Presence 5

Powers
Spirit's Aid: Array [18 points]
Fear aura: Affliction 9 [Resisted by Will, Impaired, Disabled, Paralyzed], Area [Burst] • 18 points
Spirit's touch: Affliction 6 [Resisted by Will, Fatigued, Exhausted, Asleep], Perception • 1 point
Destructive spirit: Weaken Toughness 9, Affects Objects Only, Perception, Distracting • 1 point
Spirit pain: Perception Damage 6, Resisted by Will, Distracting • 1 point
Spirit Animation: Move Object 8, Distracting, Perception, Precise, Subtle • 1 point
Travel Through the Spirit Plane: Teleport 6, Accurate, Extended, Tiring • 1 point
Spirits' Protection: Enhanced Defenses 7 [Dodge 3, Parry 4], Immunity 2 [critical hits], Protection 8, Impervious • 25 points
Spirit World Connection: Comprehend 2 [Spirits, speak to and understand], Senses 9 [Detect Spirits [Acute, Accurate, Range, Radius], Counters Concealment [spirit-descriptor] • 13 points

Equipment
Cell Phone [1ep], Computer [1ep], Wiccan tools and ceremony materials [2ep], Flashlight [1ep]
Spirit's Haven Bookstore: Size: Medium; Toughness: 10; Features: Defense System [non-lethal, sleep mist and mystic bindings], Fire Prevention System, Library, Living Space, Security System 2, Self-Repairing • 10 ep

Advantages Benefit 2 [Advice from spirits, Uses Awareness for Treatment], Connected, Equipment 3, Favored Foe [spirits], Languages 4 [Native: English; German, Latin, Greek, various old and ancient languages], Luck 4 [spirits' aid], Ritualist [Wiccan tradition], Second Chance [Insight checks to see through deception], Spirit Empathy, Trance, Ultimate Will

Skills Athletics 2 [+3], Deception 4 [+9], Expertise: Spirit World 8 [+10], Expertise: Wicca 8 [+10], Insight 8 [+14], Perception 8 [+14], Persuasion 6 [+11], Sleight of Hand 4 [+7], Treatment 6 [+12]

Offense
Initiative +3
Fear Aura, Area [Burst], Damage 9
Spirit's touch or Spirit pain, Perception, Damage 6
Unarmed +2, Close, Damage 1

Defense
Dodge 8/5*, Parry 8/4*
Toughness 10/2*, Fortitude 7, Will 11
*Without Spirits' Protection

Power Points
Abilities 48 + Powers 61 + Advantages 20 + Skills 27 [54 ranks] + Defenses 14=170 Total

Complications
Justice: Rachel seeks justice for those who can't speak for themselves, the spirits of both the departed and of nature, cities, etc. She will try to stay within the law to help them but will break them if needed to bring peace to a spirit.
Enemy: She has more than one crazed or malevolent spirit which seek to harm her. In addition all super villains who wield supernatural powers or abuse spirits have targeted her, having been thwarted more than once by her actions.
Fame: She is a local celebrity in Opal City, known for dealing with matters others won't touch.
Relationship: She keeps in touch with her parents, who visit regularly. As well she has many locals as friends and sees the citizens of Opal City as under her protection from evil supernatural forces.

Notes
:arrow: A powerful spirit medium who can call upon spirits for aid. She may seem weaker than the average PL 10 hero, but she has tricks they can't even dream of available to her.

Description of Powers: Spiritforce can both call upon and has spirits which aid and protect her. They help shield her from harm by forming an invisible barrier between her and any threat. She has a powerful connection to the spirit world and spirits, able to speak to and understand them, see them and sense them accurately at a distance.

She can actively call upon the spirits for various things. From creating an aura of fear around her to scare off attackers, draining the energy from foes til they fall unconscious, calling upon destructive spirits to tear apart non-living objects or pass through living beings to cause them harm and pain, lifting and moving heavy objects up to several tons and even allowing her to pass through the spirit plane to appear back in the living world over great distances.

These are but a few of the things she can call upon the spirits for, but are her regularly used tricks. She has been known to pull other tricks, including calling upon wind spirits to move much more than normal or even to create solid but temporary objects out of ectoplasm.

History:
Unusual Upbringing
Rachel was raised by hippie parents, her mother a wiccan priestess and them travelling a lot. This upbringing made her more open to those who are different and to the supernatural. But it would be on her 13th birthday she found out just how strong a link to the supernatural she possesses. It began one night with voices from an unseen source, within days she could make out vague outlines of figures.

She began to freak out, til she had a talk with her grandmother, her mom's mother. It seems that sometimes those of their bloodline gain the ability to see and hear spirits, both those of the departed and others, being a medium. With training from her mother, grandmother and their friends, she learned to control this power, instead of the spirits controlling her.

Drawn To Those In Need
As she grew, Rachel became a true beauty and more than one local thought to try and have his way with her. Only to run away screaming, as the local spirits came to her aid each time. Learning the ways of wicca and the spirit world, she thought herself just a humble priestess in training, not knowing of the true power she possessed.

Each town and city they went to, she found spirits in need. From nature spirits needing help to save their home, to the spirits of the departed needing help to move on to the next world. But not all were friendly or patient, some tried to force her to help them in ways against her beliefs. She was forced to become stronger to endure the strain both on her body and spirit such encounters caused.

By the time she reached 18 years of age, she already could feel a strong pull from one place. Although moving around had been her life, she sought to settle down in one area, one where the spirits were in great need. Despite thousands of miles, she sensed the need of the spirits in Opal City and after bidding her parents goodbye, she took off.

8 years since moving in and opening an occult bookstore, she still feel little has been done to help all the trapped spirits in her new home. The power keeping them trapped has begun to weaken but still she fights against those who would abuse the spirit world and supernatural for material gain and power.

Description: Rachel is an olive-skinned beauty, decended from gypsies. She has a strong build and athletic muscle tone with no scars to mar them. She wears her midnight black hair long, down to the middle of her back, while her amber eyes show wisdom beyond her years.

Rachel wears a long dress with various colors which reaches down to just above her ankles. She almost always wears a silk scarf, no matter the weather, and loves to wear simple moccassins.

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Bloodstone [DC Universe version]

Post by Psistrike »

Bloodstone PL 10

Quote:... [It is mute]
Concept: Stone golem powered by blood
Occupation: None
Base of Operations: Opal City
Real Name: None
Legal Status: Non-human entity targetted for destruction by authorities due to murders
Identity: Public
Marital Status: N/A
Height: 12'
Weight: 2000 lbs.
Eyes: Slate grey
Hair: None
Age: Estimated at 3,000 years old

Abilities
Strength 12, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect -3, Awareness 2, Presence 0

Powers
Blood Is Life: Immortality 10, Source: Blood, Regeneration 4, Source: Blood • 15 points
Inhuman Toughness: Protection 12, Impervious 10 • 22 points
Massive Golem Body: Growth 4 [+2 Intimidation, -4 Stealth, -2 Dodge/Parry, +4 Str and Toughness; Permanent, Innate] • 9 points
Unliving: Immunity 48 [Aging, Critical hits, Fortitude Effects, Mental Effects, Sensory Affliction Effects] • 48 points

Advantages Close Attack 8, Improved Critical [unarmed] 2, Improved Grab, Power Attack

Skills Athletics 4 [+16], Intimidation 6 [+8*]

Offense
Initiative +0
Granite Fists +8, Close, Damage 12

Defense
Dodge 4*, Parry 4*
Toughness 16*, Fortitude Immune, Will 6
*Includes size modifier

Power Points
Abilities 12 + Powers 94 + Advantages 12 + Skills 5 [10 ranks] + Defenses 16=139 Total

Complications
Bloodlust: A desire to live and the need for blood to keep it that way, it lust for blood in a way akin to a vampire. Thus he kills without remorse or malice.
Enemy: Every living being that knows of its existance seeks to destroy it.
Addiction: It can't live without blood and if it goes for too long without it, it begins to weaken and shuts down eventually. After 12 hours without absorbing at least one ounce of blood, it becomes Impaired in all Abilities. After another 24 hours, it becomes Debilitated in all Abilities and its Protection rank is halved. After another 36 hours, it is "dead" and will remain so til 1 hour after it comes into contact with one ounce of blood. It takes 1 hour after coming back to life for it to become only Impaired again, then another 1 hour to fully recover.
Mute: It is completely mute with no means to make noice, not even a gutteral roar.

Notes
:arrow: A true monster in every sense of the world, a being created to serve only as a warrior and given life by the spilt blood of others. The fact it can't be killed unless kept away from blood completely makes it a difficult foe to fight.

Description of Powers: An immortal golem that even if destroyed will be brought back to life 1 hour after coming into contact with blood. It is superhumanly strong and supernaturally tough, able to withstand even some of the most powerful of modern weapons unfazed.

He has no true sensory organs and is immune to anything which affects senses. His massive size makes him stand out and he need for blood makes it impossible for him to hide, not that he would. A true terror, everytime he comes into contact with blood he heals any damage rapidly.

History:
Ancient History of Blood
A mad alchemist in Atlantis, years before it sank beneath the waves, dreamed of creating the ultimate warrior, one only he could control. But in his mad quest for power, he made mistakes and rushes through things when time was crucial. Most of these mistakes would have been nothing on their own, combined they would prove to be the alchemist downfall.

For he designed a golem made of granite and all it needed to come to life was blood. A gash on the poor fool's hand was all it took, the golem came to life before he had programed it to obey him. Snapping his neck, the golem drank of its creator's blood and became stronger. Driven by a need for blood to stay alive, it broke free of the lab and began a rampage through Atlantis.

Only the intervention of the mages stopped it, finding themselves unable to destroy it or the enchantments giving it life. Thus it was sealed in a cave beneath the ocean waves, a boulder with powerful enchantments meant to contain it the only barrier between it and the outside world.

Curiosity and Stupidity=Tragedy
5 years ago an archaeology dig uncovered a previously unknown site connected to ancient Atlantis. The dig uncovered the golem's cave and found it there, curious why a statue would have been sealed away in a such a manner.

It traveled the world, different scientists looking for answers and each being stumped as to its true nature. Only when it arrived in Opal City and their small museum did fate take a twisted turn. For left in a display case, a rookie guard with an attitude thought taunting it was a good idea. Til he slipped and broke through the glass around it, cutting himself and bleeding onto the statue.

It would be the last mistake he would ever make. The golem came to life and once again killed to drink the blood of it's victim. Escaping into Opal City, Spiritforce was able to hold it at bay by holding it in the air, til finally some members of the Justice League arrived. They were able to capture and contain it, taking it to Doctor Fate for study.

But the creature had felt something while being held by Spiritforce and her spirit allies. Life, the ability to be truely alive and no longer need blood, by slaying her and tapping into her spirit. And it would come back for her, once it was free again. It was only a matter of time...

Description: The golem appears to be basically humanoid in shape with a blocky build. It is made of granite with various mystical symbols and markings all over its form. It is a giant, standing 12' and weighing a ton, with the density of granite. Its eyes appear to glow red when "feeding" on blood.
Last edited by Psistrike on Thu Jan 26, 2012 7:42 pm, edited 1 time in total.

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The Center [Organization]

Post by Psistrike »

Now for a huge post. The reworked, revamped and updated for 3rd edition organization, The Center. :D

The Center
The Center, the simple name given for an organization that exist throughout many realities and has an unusual goal. To obtain, catalogue and, either contain or study and replicate for eventual public use, items of an exotic nature. Whether magical, technological, etc. in nature. This goal has extended to include the capture and study of unusual creatures, normally at branch facilities instead of their main base.

Founded in 1222 in an undisclosed location in England in an unnamed reality, a cabal of powerful wizards sought to limit the influence of their dark counterparts. Thus they began to obtain any and all magical items they could, to keep them out of the hands of the foolish or arrogant that would use them and endanger humanity. Most were minor items that would be dangerous only in the hands of the creative, but some truly ancient artifacts were sealed away in the vaults of the first base.

Almost 300 years pasted, when an artifact of unknown origin came into their possession. Simply called the Gate of All Realities, their studies of it lead to being able to make lesser copies. Expanding their organization into other realities, they saw the same threats and worse in other worlds. Even ones capable of destroying all realities. Thus new bases and groups were set up as needed. Some realities were deemed, and still are, off-limits, either due to having powerful defenders already or being too hostile to human life.

The existence and more frequent visits of alien crafts to different Earths lead to the expansion of their original goal. With alien devices lost by their owners or simply left behind, the group which would become The Center began to obtain and contain them as well. With the late 19th and early 20th centuries adding even more exotic items, such as steam tech and O.O.P.O. or Out of Place Objects, to their list of items to obtain and keep from the general public. It was also around this time they settled upon the name they still use to this day, The Center.

By the 1930s their goals once again expanded, to include the capture and study of unusual creatures, as well as trying to replicate some of the more benign items for eventual public use. The exact extent of the resources available to The Center are unknown, as they could exist in anywhere from 10s of thousands to millions of realities. With contacts almost everywhere on each Earth they are located, they can find and obtain nearly anything they choose to.

Due to the extent of their reach, full details on their total membership, direct resources and equipment, as well as number of bases, is impossible to gauge for those outside the organization and even many within it. As such membership numbers, resources, etc. below refer to those available to just 1 reality's worth of The Center.

Leadership:Each Center base and operations has a 7 member council to oversee all activities in a particular reality. Votes on what to do with any newly obtain items, etc. fall to them.
Members and Staff: Each base has 1,000 basic staff members, who take care of maintenance, repairs, food preparation for all staff and can act as back-up medical personnel in case of emergencies. The security personnel number 600 strong, outfitted with the best armor and weapons while still allowing mobility so they can best do their job. Medical staff members are highly trained and have access to tools other doctors can only dream of, numbering around 200 in total.

Those who study items and creatures are split between the scientists and arcanists, numbering around 500 and 300 respectively. Then there are the operatives who go out and obtain the items and creatures, from the field agents outfitted with armored suits designed to handle nearly any threat, to the stealth operatives whose suits allow them to sneak in anywhere. Around 200 field agents and 80 stealth agents are active at any time.
Unique/Custom Equipment Available Any equipment from the main book is available to any staff member upon request. Unique/custom pieces of equipment used by members and staff of The Center are included below.
Advanced armors
Basic security personnel armor: This advanced armor is comprised of a ceramic/plastic hybrid, based upon a studied O.O.P.O. It includes temperature control and H.U.D. display on the helmet visor, as well as exoframe strength enhancement.
Basic Security Armor: Enhanced Advantages 4 [Improved Aim, Precise Attack [Ranged, Cover], Ranged Attack 2,], Enhanced Strength 2, Immunity 2 [cold, heat], Protection 4, Impervious • Cost: 18 ep
Flexible Medical Armored suit: This suit is designed for medical personnel, allowing them to maintain full hand dexterity despite wearing gloves. Made of an advanced plastic/rubber hybrid and tear-proof, it provides greater protection than even police body armor and protects the wearer from all environmental and biological threats.
Flexible Medical Armored suit: Immunity 10 [life support], Protection 4 • Cost: 14 ep
Basic personnel suit: An advanced fabric of secret design, it acts as body armor for the wearer, is immune to chemical damage and self-repairing. Can be made to look like any normal work outfit.
Basic suit: Feature 1 [Self-repairing], Immunity 5 [chemical damage], Protection 3, Subtle • Cost: 10 ep
Scientist suit: These suits appear to be basic hazmet suits, designed from advanced plastic/rubber composite. They provide full life support for the wearer and advanced body armor.
Scientist suit: Immunity 10 [life support], Protection 4, Impervious • Cost: 18 ep
Arcanist clothes: A tough denim/kevlar weave, these clothes are covered in various arcane runes, designed to completely protect the wearer from all forms of magic.
Arcanist clothes: Immunity 10 [magic-descriptor], Protection 4 • Cost: 14 ep
Center Tactical Armor-01: An advanced piece of technology designed to allow field agents to face off against even the likes of dragons or alien warships and come back alive. Composite ceramic armored plating is reinforced by a personal force field. An anti-gravity unit allows flight at speeds up to 120 mph, the exoframe provides enhanced strength, response time and stamina, while full life support is provided by a sealed system.

A multi-sensor array is built into the helmet's H.U.D. display, able to detect electromagnetic energy and magic, sight in any lighting, scan through any substance except lead and microscopic zoom down to the atomic level. Powerful blaster units mounted on the top of the arms can shift and change to any technological form as needed, while power negator cannons capable of taking out any magical or technological effect are shoulder-mounted.
Center Tactical Armor-01: Armor with force field: Protection 3, Impervious, Sustained, Protection 4, Impervious;Anti-gravity unit: Flight 6 [120 mph]; Built-in exoframe: Enhanced Advantages 2 [Great Endurance, Improved Initiative], Enhanced Strength 5; Life support systems: Immunity 10 [life support]; Multi-sensor array: Senses 22 [Detect Electromagnetic energy [Acute, Extended, Ranged], Detect magic [Acute, Extended, Ranged], Darkvision, Direction Sense, Distance Sense, Microscopic Vision 4, Vision Penetrates Concealment [except lead], Radio, Time Sense]; Blaster unit/power negator array: Ranged Damage 12, Affects Insubstantial 2, Incurable, Precise, Variable Descriptor 2 [any technological], Alt powers: Nullify [magical-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained, Nullify [technological-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained • Cost: 101 ep [Can be built as Removable device if wanted.]
C.S.A.-02: These advanced suits as designed with stealth in mind, capable of allowing the wearer to infiltrate nearly any place with ease. Armor made of light composite plating is reinforced by an advanced force field. The same anti-gravity unit as the Center Tactical Armor-01 allows flight at speeds up to 120 mph, while the light-weight exoframe enhances the wearer's agility and reflexes a great degree. Full life support systems are included as well.

Advanced chameleon technology allows full masking from all senses, including magical ones. While retractable enchanted fingerblades on the gloves allow both easier climbing and the ability to cut through nearly any substance. The mask and built-in visor enhance normal hearing to a great degree and allow the detection of many spectrums of energy, magic and technology.
C.S.A.-02: Light-weight armor with advanced force field: Protection 4, Impervious, Subtle, Sustained, Protection 2; Anti-gravity unit: Flight 6 [120 mph]; Light-weight exoframe: Enhanced Advantages 3 [Improved Initiative 3], Enhanced Agility 4; Life support systems: Immunity 10 [life support]; Chameleon tech: Concealment 10, Passive; Retractable fingerblades: Enhanced Skill 4 [Athletics 8, Limited to Climbing checks], Strength-Based Damage 8, Affects Insubstantial 2, Penetrating 5; Sensors: Senses 17 [Normal Hearing [Accurate, Extended], Detect Magic [Ranged], Detect Alien Technology [Ranged], Detect Advanced Technology [Ranged], Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion] • Cost: 88 ep [Can be built as Removable device if wanted]
Advanced weapons
The Center Blaster Rifle: An advanced pulse electromag rifle with the ability to affect even spirits and incorporal beings. It has an advanced targeting system that helps aim and is rapidfire capable.
Center Blaster Rifle: Ranged Damage 8, Accurate, Affects Insubstantial 2, Multiattack, Precise • Cost: 28 ep
Optional Extras: The Center Blaster Rifle can be outfited with additional options, each activated with a dial. These include a sleep ray [Ranged Cumulative Affliction 8, Resisted by Fortitude, Fatigued, Exhausted, Asleep, Accurate, Affects Insubstantial 2, Precise], repulser/tractor beam [Move Object 12], Energy Webbing [Ranged Cumulative Affliction 8, Hindered and Vulnerable, Defenseless and Immobile, Accurate, Affects Insubstantial 2, Extra Condition, Precise, Resisted by Dodge, Limited Degree] and power disabler ray [Ranged Cumulative Affliction 8, Resisted by Will, Powers Impaired, Powers Disabled, Transformed [powerless], Accurate, Affects Insubstantial 2, Precise]. Each above option is an alternate effect to the blaster's Ranged Damage and cost 1 ep.
Center Blaster Pistol: A smaller and more limited version of the Center Blaster Rifle. It can't have any of the optional extras the rifle can and tends to run out of juice faster as well.
Center Blaster Pistol: Ranged Damage 5, Accurate, Affects Insubstantial 2, Multiattack, Precise • Cost: 19 ep
Advanced Stun Gun: A piece of reversed engineered alien tech, this gun fires a beam which disrupts the nervous system of the target or electrical systems of machines.
Advanced Stun Gun: Ranged Affliction 6, Resisted by Fortitude, Dazed, Stunned, Incapacitated, Affects Objects • Cost: 18 ep
Paralyzer Ray: A device which appears to be a simple rod, it can fire a powerful beam of energy which can paralyze any living being. Normally used in concert to take down big and tough creatures.
Paralyzer Ray: Ranged Affliction 8, Resisted by Fortitude, Hindered and Vulnerable, Defenseless and Immobile, Paralyzed, Accurate, Extra Condition • Cost: 25 ep
Advanced gear
Portable scanner unit: Able to create an advanced 3D image of an area, enabling easier location of clues, hidden items, traps and other details and in less time.
Portable scanner unit: Enhanced Skill 4 [Investigation 8, Limited to Search checks], Quickness 3, Limited to Search checks • Cost: 3 ep
Advanced medical kit: An advanced piece of technology with medical scanners and nanites which can be programmed to rapidly repair injuries or cure sicknesses.
Advanced Medical kit: Healing 4, Check Required 4 [Treatment DC 14], Distracting, Persistent, Restorative, Stabilize • Cost: 6 ep
The Center Containment Unit: A portable armored vault, designed to contain almost any power or energy in the universe and beyond. It contains a portal to a localized pocket dimension which can hold items of nearly any size and up to 100 ton limit per item/creature. The actual physical vault appears to be made of rune-inscribed iron and has a personal anti-gravity unit so it can be easily moved. Each unit of field agents is outfited with one and kept in their unit van.
Center Containment Unit: Feature 2 [Floats up to 5' off ground, Only those wearing Center Tactical Armor-01 can open and close door to containment unit or move it], Movement 1 [Dimension Travel [pocket dimension], Extra Rank 9, Increased Mass 12 [100 tons] • Cost: 25 ep
Center omni-tool: A simple device made of morphic metal, it can repair any damage done to itself and change into any tool needed.
Center omni-tool: Enhanced Advantage 1 [Improvised Tools], Feature 1 [Self-repairing] • Cost: 2 ep
Center Vehicles/Mecha
The Center Titan: The Titan is the ultimate weapon available to the Center, besides the numerous items stored in their bases for emergency use. It is a humanoid mecha designed for dealing with the likes of ancient dragons, awakened and berserk golems, alien warlords and their resources, and other threats of similar power level. Expensive and bulky, they are only sent out when absolutely needed.

Made of enchanted and rune covered mythril, each one is human in appearance, like Talos of ancient myth. Varying in size from 16' to 30', each one weighs 14-25 tons but is lighter than it appears due to the enchantments. A one-man unit, the operator can maneuver like a giant human. Sealed against the environment, the mecha provides superhuman strength and stamina to the wearer.

The operator can detect magical energy, the distance to things and has true sight. The armored plating has powerful protective runes, capable of taking fire from the maingun of a battleship with little to no harm. Various weapon systems include arcane energy grenade launchers, variable shoulder-mounted cannons, palm ion cannons, arcane energy missile barrage, chest magical energy discharger which creates a cone of magical energy that can affect even insubstantial beings and its most powerful weapon, a massive energy made of magic which takes both hands of the mecha to wield and can harm virtually anything.
Center Titan: Armored Form: Impervious Toughness 2, Protection 10, Impervious; Giant Form: Growth 8 [Innate, Permanent; +8 Str and Sta for operator, +4 Intimidation bonus, +1 Speed, -8 Stealth, -4 Dodge and Parry]; Sealed Systems: Immunity 10 [life support]; Advanced Movement systems: Speed 4 [30 mph], Alt: Flight 2 [8 mph]; Sensors: Senses 12 [Detect Magic [Extended, Ranged], Distance Sense, Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion]; Weapon Systems: Magic Energy Blade: Weaken Toughness 10, Affects Object, Linked to Damage 20, Alt Effects: Variable Shoulder-Mounted Cannons: Ranged Damage 15, Extended Range 4, Incurable, Split 2, Variable Descriptor 2 [any technological], Arcane Energy Grenades: Ranged Damage 14, Area [Burst], Activation [Standard Action, -2 points]; Palm Ion Cannons: Damage 14, Area Line 2 [15' wide, 60' long], Activation [Standard Action, -2 points]; Arcane Energy Missile Barrage: Ranged Damage 10, Area Burst 2 [60' radius]; Chest Magical Energy Discharger: Damage 12, Cone Area 2 [120' cone], Affects Insubstantial 2, Incurable, Precise • Cost: 111 ep [Can be built as Removable device if wanted, raises Field Agent to PL 15 when using it.]

Field Van: The basic van given to a unit of field agents. Armored tougher than a tank, immunity to all forms of magic for it and its occupants. Appearing to be a simple black van from the outside, the inside is covered in runes. A Center Containment Unit is kept in the middle and brought out through the side doors, while the back has a mounted nullifier cannon which can take out almost any magic or technology in one hit.
Field Van: Crew: 1 [driver]; Size: Huge; Strength: 10; Speed: 9 [1k mph]; Defense: 8; Toughness: 14, Impervious 10; Features: Alarm 3 [DC 30], Navigation System, Remote Control, Smokescreen, Immunity 10 [magical-descriptor], Mega-Nullifier Cannon: Nullify 10, Broad [magical], Concentration, Simultaneous, Sustained, Linked to Nullify 10, Broad [technological], Concentration, Simultaneous, Sustained • Cost: 157 ep

Skystriker: An advanced jet of alien design, it is capable of speeds up to 128,000 mph, although it normally keeps to 1,000 mph in atmosphere. An advanced armored hull hides systems capable of detecting foes as far away as the Earth's moon with ease. Dual laser cannons and energy torpedo launchers make up the extent of the weapon systems. An emergency teleport system sends the pilot back to The Center base if the ship is in danger of being destroyed.
Skystriker: Crew: 1 [pilot]; Size: Huge; Strength: 10; Speed: 16; Defense: 8; Toughness: 16, Impervious 11; Features: Alarm 5 [DC 40], Navigation System, Emergency Teleport System [Teleport 20, Extended, Extended Only, Limited to Emergency Escape [-2]], Weapon Systems: Dual Laser Cannons: Ranged Damage 12, Extended Range 6, Multiattack, Alt Effect: Energy Torpedos: Ranged Damage 10, Extended Range 6, Area Burst • Cost: 115 ep

Space City: Each Center base only has one of these, a city space base in orbit around the moon, capable of supporting up to several cities worth of living beings. Its hull is self-repairing and made of an alloy which is kept secret, all but unbreakable by most weapons. Hydroponics bays and water reclimation systems keep food and water in good supply, while oxygen scrubbers allow for trips to last years without going to port. They definately can defend themself, with high-powered blaster cannons and defensive lasers. PL is 20 for each Space City.

Space City: Size: Awesome; Toughness: 20, Impervious; Features: Communications, Computer, Defense System [non-lethal stun rays and gases interior; defensive lasers and blaster cannons exterior], Dual Size: Awesome+3, Fire Prevention System, Gym, Hanger, Holding Cells [Toughness 30], Hydroponics bays and water reclimation systems: Immunity 1 [starvation and thrist], Infirmary, Isolated [in space], Laboratory, Library, Living Space, Personnel [maintenance robots], Power System, Self-Repairing, Unbreakable Hull and Rapid Self Repair: Regeneration 10, Persistent, Workshop • Cost: 55 ep
Headquarter: Each Center base is designed using dimensional folding techniques, allowing them to be much larger on the inside than the outside. The exterior appears to be a warehouse with basement level parking. A hidden elevator leads to the true base interior, only accessable by registered staff personnel.

Built underground, the exterior of the base is the size of a small town but the interior is the size of a large city. A massive garage is used to store all vehicles, including aircraft. Aircraft have to be raised above ground before use. Advanced technological and magical advancements include the following: A teleportation system that is accurate and can transport anyone or anything up to 16k miles, as long as the mass doesn't exceed 100 tons. Minimum distance for teleports is 2 miles. ; Advanced and accurate tractor beam system all over the base which prevent injury from falls and falling objects, as well as being able to move anything up to 6k tons as needed.

An advanced force field array can do the following anywhere in the base or cover the base: Cosmic level impenetrable force field that can affect even insubstantial beings and selectively filter anything down to microbes, generate force fields over interior walls, doors, etc. up to and including the holding cells, form plugs to seal holes in walls and most important of all, to form individual containment fields for any device within the base, tuned to the individual item.

DNA scan and vocal recognition are used to access the hidden elevator. The first sub-basement is the infirmary, used for recovery and detox area, including radiation clean up. The area includes advanced scanners both technological and arcane in nature, which can detect anything concealed including invisible intruders or shapeshifters. All staff must be checked out on this level before being given the all-clear to access further levels of the base.

2nd sub-basement is the largest floor in the facility, acting as a dorm for staff as needed, although most have homes to go to away from work. Male and female sections are sub-divided, along with special quarters for each member of the council to use as they please. Public bathrooms and a large den with rec room area are included for staff needs.

3rd sub-basement is divided between two sections. The mess hall, for those who don't have time to cook for themselves, includes a large selection of foods from countless cultures. A gymnasium with olympic-sized swimming pool and full acrobatics gear makes up the other section with first aid stations for emergencies. Back-up arcane reactors are kept on this level as well, behind reinforced walls and only accessible by authorized personnel.

Sub-basement 4-10 are outfitted with advanced labs, both scientific and arcane, and containment units. All designed for the ability to safely [or as safe as possible] study any and all items brought into The Center by field units. Each level down handles increasingly dangerous items, from sub-basement 4 from the Babel Stone is kept; to sub-basement 10 where the Omega Stone is kept contained and studied.

Each Center base uses a different main power supply, designed to best work with the staff they have. Plasma energy generator contained in an induridium shell, arcane reactors drawing upon the mystical energy of the Earth and a gateway into a dimension of energy siphoned into a converter unit are but a few examples.

An advanced computer array controls the base systems and holds data on anything which has been studied by the Center in any reality. Each sector has their own com channels and containment systems, so if one goes down they all don't. Certain sectors have been redesigned from the past, from when they are used to hold creatures for study.

All creature studies are now done at additional facilities away from the main base. This is due to an incident in reality #22, where a dracoant got loose and nearly destroyed 3 levels of the facility. [Reality #22 notes: A Freedom City divergent, few heroes died fighting Omega and his Terminus forces. Centurion survived his fight with Omega and went on to found the Freedom Legion. Bases for such in each major city on Earth, as well as a moon base. ] Each base is PL 20.

Headquarter Stats: Size: Awesome; Toughness: 20; Features: Combat Simulator, Communications, Computer, Concealed 3 [+20 DC], Defense System [advanced arcane and technological weapons], Dimensional Portal 2 [all alternate realities], Dual Size: Awesome+2, Environmental Control [Any room can create any environment as needed], Fire Prevention System, Force Field Array: Protection 17, Affects Insubstantial 2, Features 3 [Containment Field, Interior Field, Plug], Impervious, Selective, Sustained; Garage, Gym, Hanger, Holding Cells [Toughness 30], Infirmary, Laboratory, Library, Living Space, Personnel [various human staff members], Power System, Secret 3 [DC +20], Security System 5 [DC 40], Self-Repairing, Teleport Systems: Teleport [Others] 14, Accurate, Distracting, Extended, Extended Only, Increased Mass 12 [100 tons], Tractor Beam Array: Move Object 18, Feature: Accident Proofing [Any object or living being that falls will be caught by the array before they are cause harm or are hurt], True Sight: Senses 10 [Detect shapeshifters, Ranged] Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion, Linked to Security System], Workshop • Cost: 50 ep
Security Personnel PL: 8 Minion Rank: 7
Abilities
Strength 4, Stamina 2, Agility 2, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 1

Equipment
Basic Security Armor: Enhanced Advantages 4 [Improved Aim, Precise Attack [Ranged, Cover], Ranged Attack 2,], Enhanced Strength 2, Immunity 2 [cold, heat], Protection 4, Impervious, 18 ep; Center Blaster Rifle: Ranged Damage 8, Accurate, Affects Insubstantial 2, Multiattack, Precise plus 2 Optional extras, 30 ep. 2 ep to get additional equipment as needed.

Advantages Benefit [Center security clearance], Equipment 11, Improved Aim, Precise Attack [Ranged, Cover], Ranged Attack 2, Uncanny Dodge

Skills Deception 4 [+5], Expertise: Tactics 6 [+7], Expertise: Security Guard 6 [+7], Insight 4 [+6], Intimidation 6 [+7], Perception 7 [+9], Ranged Combat: Blasters 1 [+4], Treatment 4 [+5], Technology 6 [+7]

Offense
Initiative +2
Center Blaster Rifle +8, Ranged, Damage 8, Affects Insubstantial 2, Multiattack

Defense
Dodge 10, Parry 8
Toughness 6/2*, Fortitude 8, Will 8
*Without Basic Security Armor

Power Points
Abilities 34 + Advantages 22 + Skills 22 [44 ranks] + Defenses 24= 93 Total

Complications
Dangerous Work: The number of accident may be lower at the Center, but all work there is hazard duty.
Motivation-Responsibility: Each member of the Center staff knows how dangerous the things they handle would be in the wrong hands. Thus they work hard to keep them contained.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: Security Personnel are made up of various people from various backgrounds. But all are hardworking, dedicated beings who will not shirk from a fight, whether to contain an out of control artifact or creature, or to prevent their theft.

Security personnel is divided among the base levels in this way: 10 on the first floor of warehouse cover, 20 stationed throughout warehouse basement cover, 30 for 1st sub-basement, 2nd and 3rd sub-basements each have 15 guards on duty, 4th-9th sub-basement each have 65 guards on duty and the 10th sub-basement has 20 guards on duty stationed just outside the elevator and unable to access the rest of the floor.
Medical Staff PL:5 Minion Rank: 4
Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 0, Intellect 2, Awareness 3, Presence 2

Equipment
Flexible Medical Armored suit: Immunity 10 [life support], Protection 4, 14 ep; Advanced Stun Gun: Ranged Affliction 6, Resisted by Fortitude, Dazed, Stunned, Incapacitated, Affects Objects, 18 ep; Advanced Medical kit: Healing 4, Check Required 4 [Treatment DC 14], Distracting, Persistent, Restorative, Stabilize, 6 ep; Cell phone, 1 ep; PDA, 1 ep

Advantages Equipment 8; One of Attractive, Benefit [Well-off], Connected or Languages

Skills Deception 2 [+4], Expertise: Medicine 4 [+6], Expertise: Nurse or Doctor 6 [+8], Expertise: Psychology 4 [+6], Insight 5 [+8], Perception 3 [+6], Persuasion 4 [+6], Ranged Combat: Stun Gun 2 [+4], Technology 4 [+6], Treatment 10 [+12]

Offense
Initiative +1
Advanced Stun gun +4 , Ranged, Damage 6

Defense
Dodge 4, Parry 5
Toughness 5/1*, Fortitude 4, Will 6
*Without Armored suit

Power Points
Abilities 22 + Advantages 2 + Skills 22 [44 ranks] + Defenses 14= 60 Total

Complications
Motivation- Compassion: All Center medical personnel is chosen for their compassion and desire to help others. Healing the sick and injured is their calling, even helping out foes after they have been captured.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: All medical staff members are highly trained in their field, both doctors, nurses and field emts. Some come from successful medical practices, others from working outpatient clinics and even illegal clinics. Some use their looks to help them calm patients or get information out of treated enemies.

All are outfitted with an advanced medical suit which acts as body armor and provides full life support. Trained in the use of advanced stun guns so they can defend themselves and their patients. Each one is given an advanced medical kit with scanners and medical nanites to help with rapid treatment.
Scientific Staff PL:7 Minion Rank:5
Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 0, Intellect 5, Awareness 2, Presence 0

Equipment
Scientist suit: Immunity 10 [life support], Protection 4, Impervious, 18 ep; Center omni-tool: Enhanced Advantage 1 [Improvised Tools], Feature 1 [Self-repairing], 2ep

Advantages Inventor, Equipment 4, Second Chance [1 Expertise skill of choice or Technology checks], Ultimate Skill [1 Expertise skill of choice or Technology]; 4 from among these advantages: Benefit [Security Clearance, Wealth up to Independently Wealthy], Contacts, Eidetic Memory, Evasion, Languages up to rank 4, Skill Mastery [Expertise or Technology skills], Ultimate Effort [Technology]

Skills Deception 2 [+2], Investigation 7 [+12], 3 Expertise skills of choice: 1 at 12 [+17], 1 at 7 [+12], 1 at 6 [+11], Perception 4 [+6], Technology 12 [+17]

Offense
Initiative +1
Unarmed +0, Close, Damage 0

Defense
Dodge 4, Parry 3
Toughness 5/1*, Fortitude 4, Will 8
*Without Scientist suit

Power Points
Abilities 22 + Advantages 11 + Skills 25 [50 ranks] + Defenses 17= 75 Total

Complications
Dangerous Work: Working with items in the Center is worth hazard pay for a reason.
Motivation-Responsibilty: Each scientist who works for the Center feels it is their responsibility to both protect the public from dangerous items and study them for the betterment of mankind.
Owned: Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: The scientist of the Center are varied and numerous, each focusing on their own areas of study and being an expert within their chosen field. All are outfitted with protective suits and an omni-tool to use in their work.
Arcanist Staff PL:7 Minion Rank:7
Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 3, Fighting 0, Intellect 4, Awareness 4, Presence 1

Powers
Magic: Array [12 pp]
Chose base power and 2 Alternate Effects

Equipment
Arcanist clothes: Immunity 10 [magic-descriptor], Protection 4, 14 ep; Masterwork arcanist tools [+2 to Expertise: Magic checks], 1ep

Advantages Artificer, Equipment 3, Ritualist, Second Chance [Expertise: Magic checks], Trance, Ultimate Skill [Expertise: Magic], Uncanny Dodge; Any 6 of these advantages: Animal Empathy, Attractive, Benefit [Cipher], Evasion, Extraordinary Effort, Fascinate, Fearless, Languages, Luck, Sidekick [as familiar], Skill Mastery [Expertise: Magic], Teamwork, Trance

Skills Deception 6 [+7], Expertise: Magic 12 [+16], Expertise: Any two at 8 [+12], Insight 6 [+10], Perception 4 [+8], Ranged Combat: Magic 5 [+8], Technology 1 [+5]

Offense
Initiative +1
Magic +8, Ranged, Damage By Effect

Defense
Dodge 9, Parry 6
Toughness 5/1*, Fortitude 5, Will 9
*Without arcanist clothes

Power Points
Abilities 28 + Powers 14 + Advantages 15 + Skills 25 [50 ranks] + Defenses 23= 105 Total

Complications
Motivation-Responsibility: Like the original wizards who founded the Center, those working for them feel them must protect the public and prevent those who would abuse the power of magic items for their own gain. They study and seek to recreate those magic items which they feel could benefit humanity.
Owned: Owned: Equipment is owned by The Center and only given to staff as needed for work.
Power Loss: Arcanist cannot perform magic if unable to gesture and speak.
Description: From all branches of magic, from wiccan priestesses and druids, to hermetic mages and techno-mages, the arcanist of The Center are varied and diverse. But all are experts in their field of magic and magic in general, able to work with even artifacts with little fear thanks to the clothes they are outfitted with.
Basic Staff PL: 4 Minion Rank:
Abilities
Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 2, Awareness 1, Presence 0 +1 to Strength or Intellect

Equipment
Basic suit: Feature 1 [Self-repairing], Immunity 5 [chemical damage], Protection 3, Subtle, 10 ep; Powerful Stungun: Affliction 6, Resisted by Fortitude, Dazed, Stunned, Incapacitated, 6ep; Center omni-tool: Enhanced Advantage 1 [Improvised Tools], Feature 1 [Self-repairing], 2 ep; 2 ep of additional gear

Advantages Equipment 4; Any 4 of these: Accurate Attack, Diehard, Evasion, Fearless, Improved Smash, Improvised Weapons, Skill Mastery [Any Expertise or Technology], Tracking

Skills 1 set of either: Deception 2 [+2], Expertise: Magic 4 [+6], Expertise: Sciences 4 [+6], Expertise: two of choice at 8 [+10], Insight 2 [+3], Perception 6 [+7], Technology 8 [+10] or Deception 2 [+2], Expertise: First Aid 6 [+8], Expertise: Chef 8 [+10] Expertise: 1 of choice 4 [+6], Perception 8 [+9], Persuasion 4 [+4], Technology 4 [+6], Treatment 6 [+8]

Offense
Initiative +1
Powerful stungun +2, Close, Damage 6

Defense
Dodge 3, Parry 3
Toughness 5/2*, Fortitude 3, Will 5
*Without Basic suit

Power Points
Abilities 18 + Advantages 8 + Skills 21 [42 ranks] + Defenses 8= Total

Complications
Dangerous Work: Maintenance work in the bowls of a Center base or working in the mess hall can be dangerous work. Especially when some magic, energy chemical somehow leaks or mixes with the food.
Motivation-Responsibility: The proud members of the staff know their work is important, so that the base can keep working and the rest of the staff can keep going.
Owned: Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: The basic members of the staff range from maintenance workers who have to deal with any number of problems, to the mess hall staff who keep everyone feed. They come from various callings in life, from janitors and electricians, to high school cafeteria workers and scientists out of work. The first set of skills are for maintenance workers, the 2nd for chefs in the mess hall.
Field Agent PL:10
Abilities
Strength 7, Stamina 3, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 2

Equipment
Center Tactical Armor-01: Armor with force field: Protection 3, Impervious, Sustained, Protection 4, Impervious;Anti-gravity unit: Flight 6 [120 mph]; Built-in exoframe: Enhanced Advantages 2 [Great Endurance, Improved Initiative], Enhanced Strength 5; Life support systems: Immunity 10 [life support]; Multi-sensor array: Senses 22 [Detect Electromagnetic energy [Acute, Extended, Ranged], Detect magic [Acute, Extended, Ranged], Darkvision, Direction Sense, Distance Sense, Microscopic Vision 4, Vision Penetrates Concealment [except lead], Radio, Time Sense]; Blaster unit/power negator array: Ranged Damage 12, Affects Insubstantial 2, Incurable, Precise, Variable Descriptor 2 [any technological], Alt powers: Nullify [magical-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained, Nullify [technological-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained, 101 ep; Portable scanner unit: Enhanced Skill 4 [Investigation 8, Limited to Search checks], Quickness 3, Limited to Search checks, 3 ep; 47 ep to cover Team van and Containment unit; Cell phone, 1ep; Handcuffs, 1ep; Video Camera, 1ep; 6 ep of additional gear as needed.

Advantages Assessment, Equipment 31, Great Endurance, Improved Initiative, Ranged Attack 4, Set Up, Teamwork 2; 4 of these advantages: Accurate Attack, Chokehold, Defensive Attack, Diehard, Evasion, Fast Grab, Favored Foe, Fearless, Improved Aim, Improved Disarm, Improved Hold, Interpose, Leadership, Power Attack, Precise Attack [Ranged, Concealment], Redirect, Takedown, Taunt, Uncanny Dodge

Skills Athletics 2 [+9], Close Combat: Unarmed 7 [+13], Deception 8 [+10], Drive 4 [+8], Expertise: Center Agent 8 [+10], Expertise: Magic 8 [+10], Insight 8 [+10], Investigation 8 [+10] 16 [+18] Search Checks only, Perception 9 [+11], Persuasion 6 [+8], Technology 8 [+10]

Offense
Initiative +8
Blaster Unit +8, Ranged, Damage 12, Affects Insubstantial 2
Unarmed +13, Close, Damage 7

Defense
Dodge 10 Parry 10
Toughness 10/3*, Fortitude 8, Will 12
*Without Center Tactical Armor-01

Power Points
Abilities 50 + Advantages 43 + Skills 38 [76 ranks] + Defenses 17=154 Total

Complications
Motivation-Responsibility: To seek out dangerous items and contain them, to hunt dangerous creatures and subdue them. Center field agents do this to protect the public from the dangers they are unaware of.
Dangerous Work: Field work is the most dangerous of all, encountering artifacts first and fighting dangerous creatures.
Enemy: Various groups after the same items and creatures, along with of the creatures.
Honor: Never endanger civilians in a conflict, protect them with your life.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: Former military officers, highly experienced mercenaries, government agents. These are but a few of the people who rise to become a Center field agent. All are highly trained in numerous fields and experienced in combat, before they are trained as Center field agents. Now they are the best of the best and nearly nothing can take on a 4 man unit.

Outfitted with the Center Tactical Armor-01, it gives advanced protection from harm, full life support and an exoframe to enhance strength, reflexes and endurance. Advanced sensors, an anti-gravity unit allowing flight and powerful blaster units make them each one man armies.
Stealth Agent PL: 10
Abilities
Strength 1, Stamina 2, Agility 8, Dexterity 4, Fighting 6, Intellect 3, Awareness 4, Presence 1

Equipment
C.S.A.-02: Light-weight armor with advanced force field: Protection 4, Impervious, Subtle, Sustained, Protection 2; Anti-gravity unit: Flight 6 [120 mph]; Light-weight exoframe: Enhanced Advantages 3 [Improved Initiative 3], Enhanced Agility 4; Life support systems: Immunity 10 [life support]; Chameleon tech: Concealment 10, Passive; Retractable fingerblades: Enhanced Skill 4 [Athletics 8, Limited to Climbing checks], Strength-Based Damage 8, Affects Insubstantial 2, Penetrating 5; Sensors: Senses 17 [Normal Hearing [Accurate, Extended], Detect Magic [Ranged], Detect Alien Technology [Ranged], Detect Advanced Technology [Ranged], Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion], 88 ep; Center Blaster Pistol: Ranged Damage 5, Accurate, Affects Insubstantial 2, Multiattack, Precise, 19 ep; PDA, 1ep; Digital Audio Recorder, 1ep; Compact Video Camera, 2ep; 4 ep of additional gear as needed

Advantages Agile Feint, Benefit [Cipher 5], Evasion 2, Fast Grab, Grabbing Finesse, Equipment 23, Improved Intiative 3, Improved Critical [fingerblades] 2, Move-By Action, Prone Fighting, Redirect, Takedown 2, Tracking, Uncanny Dodge

Skills Acrobatics 8 [+16], Athletics 4 [+5] 12 [+13], Climb checks only, Close Combat: Fingerblades 5 [+11], Deception 9 [+10], Expertise: Art 8 [+11], Expertise: Magic 8 [+11], Expertise: Center agent 6 [+9], Insight 5 [+9], Investigate 9 [+12], Perception 10 [+14], Sleight of Hand 8 [+12], Stealth 8 [+16], Technology 8 [+11]

Offense
Initiative +20
Retractable fingerblades +11, Close, Damage 9, Critical 18-20

Defense
Dodge 12, Parry 12
Toughness 8/2*, Fortitude 8, Will 10
*Without C.S.A.-02

Power Points
Abilities 50 + Advantages 42 + Skills 48 [96 ranks] + Defenses 22= 162 Total

Complications
Motivation-Responsibility: Stealth agents are the only ones who can get dangerous items or creatures out of the hands of the foolish and arrogant. They will risk anything to do so, to protect humanity.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Secret: Their very existence is unknown to the public, let alone their individual identities. Capture and being unmasked is not an option.
Description: The elite of the elite in The Center, stealth agents are specially trained to hone their skills and abilities to be able to avoid notice. They slip in and out of places like shadows, their C.S.A.-02 suit making them undetectable except by touch. With superhuman reflexes and agility, there are few who can catch them off-guard.

As part of becoming a stealth agent, all public and government records, save the Center's own records, are erased and all traces of who they were removed. Outfitted with a blaster for those times the fingerblades won't do and additional gear for recording things, they are the ultimate spies.
Last edited by Psistrike on Thu Oct 18, 2012 12:42 pm, edited 1 time in total.

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Gilliam
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Re: Psistrike's 3rd Edition creations

Post by Gilliam »

That is one scary organisation, are the members of each base recruited from the home reality or is it more of a mixture from various realities?

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Re: Psistrike's 3rd Edition creations

Post by Psistrike »

Gilliam wrote:That is one scary organisation, are the members of each base recruited from the home reality or is it more of a mixture from various realities?
It is more a mixture from various realities, as well as the home reality for each base.

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Shadowstrike vs. Robin [DC Universe]

Post by Psistrike »

Shadowstrike and Robin start with no conditions and 1 HP each.

Gotham City, Batcave
"Okay, Jamie. Batman said you need a lot more training in hand to hand combat, you are relying on your powers too much. So for this duel, you are not to blanket the area in shadows. Anything else is fair, even your shadow veil. Just try your best and try to learn. So let's begin." Robin said as he bowed to Shadowstrike and she bowed in return.
Initiative: Shadowstrike 16, Robin 24
Circling Shadowstrike, Robin launches bolos with a sudden move and almost hits her, only to see them slip through her Shadow Veil. "So that is how you want to play it, huh." Shadowstrike said to the younger boy, trying to trap him with shadows only to have him slip free with ease. "Have to do better than that, rookie." Robin taunted back.
Round 1
Robin launches bolos at Shadowstrike. 25 vs. Dodge 12, hit with +1 DC. 23 Dodge resist, the bolos miss due to her Shadow veil. Shadowstrike launches Shadow Binding to try and slow down Robin. 26 vs. Dodge 11, Hit with +2 DC. 18 Dodge resist.

Shadowstrike: No hits, 1 HP, Robin: No hits, 1 HP
"Time to see if have you more than just agility." Robin says as he tosses down tear gas pellets, making sure to stay out of the forming cloud. Coughing a bit, Shadowstrike seems unfazed. "Stop going easy on me, I know that I'm going to get hurt in the field. So bring it already." she said between coughs, firing off a strong blast of semi-solid shadows, hitting Robin dead on. With a grunt, Robin shook his head and focused. "Not bad. Time to take the kid gloves off.
Round 2
Robin switches to using tear gas pellets, testing her fortitude. 17 Fortitude resist. Shadowstrike goes with Shadow Blast to subdue him. 28 vs. Dodge 11, hit with +3 DC. 22 Toughness, Robin takes -1 hit.

Shadowstrike: No hits, 1 HP, Robin: -1 hit, 1 HP
Robin closes the distance between them, while drawing his bo staff. Multiple strikes seem to hit home but Shadowstrike doesn't even feel them. "Solid shadows, good armor." she says with a smirk and backpedals away from Robin. Firing off another blast of shadows, it goes wide and hits a nearby wall. "Guess you need to work on your aim." Robin says while smirking back.
Round 3
Robin brings out his bo staff and closes distance. 24 vs. Parry 9, hit with +2 DC. 24 Toughness save [she rolled a freaking 20!], she doesn't even feel it. Shadowstrike moves 30 ft. away from Robin and fires off another Shadow Blast. 15 vs. Dodge 11, miss!

Shadowstrike: No hits, 1 HP, Robin: -1 hit, 1 HP
"Not so good against foes up close, are you." Robin says as he closes in on Shadowstrike with a sprint and strikes with his bo staff, catching her off-guard with a blow to her shoulder. "Yeah, but it normally isn't a problem." she says while rubbing her shoulder, trying to distract him which she forms a cage of shadows around him. Only to have Robin backflip easily out of the way.
Round 4
Robin closes in with Shadowstrike once more and strikes with his bo staff. 29 vs. Parry 9, hit with +5 DC. 22 Toughness vs DC 23, she takes a hit. Shadowstrike uses her Create power to create a cage of shadows around Robin. 19 vs. Dodge 11, miss.

Shadowstrike: -1 hit, 1 HP, Robin: -1 hit, 1 HP
Robin tosses down flash bombs without warning, but Shadowstrike's shadow veil helps shield her eyes from the sudden burst of light. "Aww, it's so cute when you think that light can trump my shadow magic." she says, leaning forward towards Robin and partically puts her breasts in his face. Leaving him off-guard when she hits him with shadows which partially hold him and make it difficult to move.
Round 5
Robin goes with his flash bombs. 20 Fortitude ignores them. Shadowstrike goes to feint as a move action. 18 vs. 17 Insight. Then hits him with Shadow Binding. 28 vs. Dodge 6, hit with +6 DC. Dodge 18 vs. DC 20, he is Hindered and Vulnerable. Sleight of Hand 13 misses escape for Robin

Shadowstrike: -2 hits, HP 1, Robin: -1 hit, Hindered and Vulnerable, 1 HP
"Nice trick, should have followed Batman's advice about being careful around women. But this won't hold me for long." Robin says as he sets off a flash bomb right on the shadow bindings, causing them to dissolve and leaving him free to run, slipping partially behind a stalagmite and trying to catch his breath. "Nice trick, can't believe it worked." she said, firing off another blast of shadows and missing Robin by a mile. Moving in closer to get a clear shot next time.
Round 6
Robin tries to escape the shadow binds by closing his eyes and setting off a flash bomb on it. Extra Effort for Alternate Effect of Nullify 8, 28 vs. 9 check means they are gone. Robin dashes away from Shadowstrike to catch his breath. Shadowstrike fires a Shadow Blast. 11 vs. Dodge 11 [Rolled a 1.], miss. She goes to close the distance between them some, moving 15 ft.

Shadowstrike -2 hits, HP 1, Robin: -1 hit, fatigued next round, 1 HP
Robin goes to catch his breath, she might not have his training but at ranged combat she had him. But his moment of peace was shattered, as she fired another shadow blast and hit him dead off, the pain was getting worse. Batman was definatelly right about her having potential. Need to fight smarter against her.
Round 7
Robin takes a Recover to remove his fatigue. +2 Defense til next round. Shadowstrike sets her sights on taking him down, focusing more power behind her magic. +2 DC/-2 hit. HP to reroll, gets 27 total vs. Dodge 13, hit with +2 DC. HP to reroll, 20 vs. 25 DC, -1 hit.

Shadowstrike: -2 hits, HP 0, Robin: -2 hits, 0 HP
"Let's see what you are really made of." Robin said as he moved in close with Shadowstrike and struck her hard with his bo staff. Having the wind knocked out of her, she lashed out with as much power as she could muster. Hitting Robin with a shadow blast that left him trying to catch his breath.
Round 8
Robin moves to melee, striking with his bo staff again. 27 vs. Parry 9, hit with +4 DC. 15 Toughness vs. 23 DC, -1 hit and dazed. Shadowstrike goes for power, +2 DC, -2 Hit. 25 vs. Dodge 11, hit with +2 DC. 18 Toughness vs. 25 DC, -1 hit and dazed.

Shadowstrike: -3 hits, dazed, HP 0, Robin: -3 hits, dazed, HP 0
"Time to end this." Robin said as he took aim and struck Shadowstrike in the back of the head. She fell to the ground with a thud and stayed there, as her shadow veil faded from around her. "You still have a lot to learn, lady." Robin said as he took her over to a medical table for first aid.
Round 9
Robin puts everything behind a bo strike. +5 DC, -5 Hit. 27 vs. Parry 9, hits with +4 DC. 11 Toughness vs. DC 28, and she is out.

Shadowstrike: -3 hits, Incapcitated, 0 HP Robin: -3 hits, HP 0

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Techno-Girl vs. Ice [DC Universe]

Post by Psistrike »

Techno-Girl and Ice start with no conditions and 1 HP each.

Watchtower, Simulator Room
"Alright, little one. Steel says you are good with tech, but have little experience in actual fight. So we are going to fix that today. You are to fight me with everything you have, short of trying to kill me. Do your best. Now let's begin." Ice said to Masako as she stood there in full costume. Taking in a deep breath, she got ready to show her stuff.
Initiative: Techno-Girl 20, Ice 21
In a swift move as she glides past Techno-Girl on her ice slide, Ice fires a blast of cold which leaves the poor girl's legs partially trap in ice. Firing her sonic disorienter, she hits and leaves Ice dazed.
Round 1
Ice gains the edge just barely over Techno-Girl, moving by her on her ice slide and trying to trap her in an ice block. 26 vs. 6 Dodge, hit with +5 DC. 23 Dodge vs. 24 DC, she is Hindered and Vulnerable. Techno-Girl fires her Sonic Disorienter. 27 vs. Dodge 10, hit with +3 DC. 20 Fortitude vs. DC 23, Dazed.

Techno-Girl: no hits, 1 HP, Ice: no hits, dazed, 1 HP
Ice freezes the ground around Techno-Girl, only to see her leap out of the way. Seeing her pull out a ray gun, Ice gets hit with a strange energy but feels nothing. What was this kid up to? Suddenly she blast the ice off her legs and they were back at square one.
Round 2
Ice goes to trip up her young opponent and goes to freeze the floor beneath her. 24 Dodge vs. DC 19, miss. Techno-Girl fires her immobilizer, Luck to reroll. 21 vs. Dodge 10, hit. 29 Fortitude vs. DC 20. 28 with Kinetic Blaster to break free of Ice Snare.

Techno-Girl: no hits, 1 HP, 1 Luck, Ice: no hits, 1 HP, 2 Luck
"Try and get past this, young one." Ice said as she created a large wall of solid ice and fleed to the far end of the Simulator room. "Too easy." Techno-Girl responds as one shot of her kinetic blaster levels the ice wall and she runs before making an amazing leap, closer to Ice once more.
Round 3
Ice uses Create to form a wall of solid, thick ice between them. Then uses her Ice slide to get some distance. Techno-Girl fires her kinetic blaster at the ice wall. 26 hits for auto-crit, +5 DC. Toughness save 14, 3 degrees of failure, wall is reduced to chunks of ice. Uses Gravity boots for moving long jump of 120 feet to close distance with Ice.

Techno-Girl: no hits, 1 HP, 1 Luck, Ice: no hits, 1 HP, 2 Luck
"Guess it is time to be serious." Ice says as a volley of ice shards are fired at Techno-Girl, to see a shimmering field of energy block them completely. "Force field belt." Techno-Girl says with a smirk, as she fires her kinetic blaster at Ice and makes a solid hit.
Round 4
Ice goes with Ice Blast. 20 vs. Dodge 6, hit with +2 DC. Luck to reroll, 29 vs. 26 DC, unharmed. Techno-Girl fires back with her Kinetic Blaster. 25 vs. Dodge 10, hit with +2 DC. Luck to reroll, 23 Toughness vs. 27 DC, -1 hit.

Techno-Girl: no hits, 1 HP, 0 Luck, Ice: -1 hit, 1 HP, 1 Luck
"Time to put you in your place." Ice says as she fires a flurry of ice and cold, only to find her foe barely affected. "Nice try, let's see what I can do when I push one of my gadgets to its limit." Techno-Girl snarkily says as she adjust her sonic immobilizer and fires, the intense ultrasonic frequency overwhelming Ice as she falls towards the ground only to be caught by Techno-Girl. "Well, didn't expect it to hit you that hard. Guess we underestimated each other." a tired Techno-Girl says as she struggles to carry Ice to the medical bay.
Round 5
Ice has had enough of this rookie and goes all out. Extraordinary Effort on Ice Snare for +2 ranks. Luck to reroll, 24 vs. Dodge 6, hit with +4 DC. HP to reroll, 23 vs. DC 25, Hindered and Vulnerable. Techno-Girl pushes her sonic immobilizer for added power and takes aim. Extra Effort for +1 rank. 28 vs Dodge 10, hit and crit, +9 DC total. HP to reroll and gets a 10, 19 Fortitude vs. DC 30, 3 Degrees of failure and she is Incapacitated.

Techno-Girl: no hits, Hindered and Vulnerable, 0 HP, 0 Luck, Ice: -1 hit, Incapacitated, 0 HP

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Lightning Blade vs Granny Goodness [DC Universe]

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Lightning Blade and Granny Goodness with no conditions and 1 HP.

Abandoned Lot, New York City
"Hello, my dear. Allow me to introduce myself. I'm Granny Goodness. You should feel honored, Darkseid had deemed you worthy of becoming one of his Female Furies. Come along now, dear." Granny Goodness says as she gestures towards an opening boom tube.

"I know of Darkseid and his methods, everyone on Earth knows of him due to his past attacks. No way I'm going to work for him. Leave now and there won't be trouble." Lightning Blade said as she stared down the evil old woman.

"That is too bad, my dear. Because, you see, you never had a say in the matter." Granny said as she pulled out her Mega-rod and powered it up.
Initiative: Lightning Blade 30, Granny Goodness 23
In a flash of energy, Lightning Blade is wearing an armor of light blue and sword crackling with electricity is in her right hand. With a strong lash, she aims for Granny but the old woman proved too skilled as she parried the blow with her Mega-Rod. "Now, now, dearie. Striking at an old woman, what would others say." she said with a shark-like grin. But Lightning Blade backstepped just in time to avoid being tripped. "Not going down that easy, lady."
Round 1
Lightning Blade's superhuman reflexes are too fast for Granny. Summoning forth her armor and then the lightning blade in her right hand, she slashed. 19 vs Parry 12, missed. Granny taunts as a move action. 17 vs 20 Insight, nothing. Trip attack against Lightning Blade. 26 vs Parry 10, hit. Athletics vs Athletics. 20 vs 21, Lightning Blade just avoids it.

Lightning Blade: no hits, 1 HP, Granny Goodness: no hits, 1 HP
Striking with a swift blow at Granny's Mega-Rod, it goes flying from her hand and towards the other end of the abandoned lot. "There, that should make you easier to deal with." she snarks. "Think again, dearie." Granny says with a wicked grin as she hits with a powerful uppercut that made Lightning Blade's lip bleed.
Round 2
Lightning Blade goes to knock the Mega-Rod from Granny's hand. 22 vs Parry 22, hit. 27 Damage check against 22 Strength check from Granny, the Mega-rod goes flying. Granny attacks unarmed. 20 vs 10 Parry, just hits. 21 Toughness vs 26 DC, Lightning Blade takes -1 hit.

Lightning Blade: -1 hit, 1 HP, Granny Goodness: no hits, 1 HP
With a powerful thrust of her blade, Lightning Blade struck Granny in the shoulder and drew blood. Shaking off the blow, Granny hit with a powerful double-fisted uppercut and left Lightning Blade's stomach badly bruised.
Round 3
LB goes to strike at Granny with an accurate attack. -3 DC, +3 hit. 22 vs Parry 12, just hits. 19 Toughness vs DC 25, Granny takes -1 hit and is dazed. Granny power attacks. +5 DC, -5 Hit. HP to reroll, 21 vs Parry 10, just hits. HP to reroll, 27 vs DC 31, LB takes a hit.

Lightning Blade: -2 hits, 0 HP, Granny Goodness: -1 hit, dazed, 0 HP
Trying to finish this fight quickly, Lightning Blade did a powerful double-handed lash at Granny. But the old woman once again avoids the blow. "Now, dearie. You are getting sloppy." she says, swinging a powerful right cross but finding it parried by the lightning blade. "So are you, lady."
Round 4
LB lashes out with a powerful slash. +3 DC, -3 Hit. 11 vs 12 Parry, miss. Granny tries a power attack again. +5 DC, -5 hit. 19 vs 10 Parry, miss.

Lightning Blade: -2 hits, 0 HP, Granny Goodness: -1 hit, 0 HP
With a powerful swing towards Granny's chest, Lightning Blade misses as Granny backsteps out of the way. Running to get some distance, Granny came back at Lightning Blade with a shoulder charge only to miss completely. "Guess without that rod of yours, you aren't that big of a deal." Lightning Blade says as she gazes upon the old woman. The bruising on her stomach having completely healed already.
Round 5
LB regens 1 hit. LB Strikes with a strong sideways swing. 15 vs Parry 12, miss. Granny rushes with a powerful charge. Slam Attack at full speed. 16 vs Parry 10, miss.

Lightning Blade: -1 hit, 0 HP, Granny Goodness: -1 hit, 0 HP
Another strong slash from LIghtning Blade cuts deep into Granny, blood dripping from her stomach. "You little worm! How dare you treat someone who offers a gift this way, I will crush you." Granny says as her temper begins to flare, Lightning Blade ignoring it.
Round 6
LB strikes once more with a slash. 25 total [18 roll for crit] vs Parry 12, hit with +1 DC, +6 with crit. GM fiat to reroll, 26 vs 34 DC, -1 hit and dazed. Granny Intimidates as move. 13 vs 25, nothing. She goes to power attack again. +5 DC, -5 Hit. 18 vs Parry 10, miss.

Lightning Blade: -1 hit, 1 HP, Granny Goodness: -2 hits, dazed, 0 HP
"You are tough. I may be new to this superhero business, but I am empowed by a piece of Zeus!" Lightning Blade cries out as she hits Granny in the stomach once more, drawing more blood. "Darkseid is a god and you will bow down to him." Granny says as she hits with a powerful punch to the head, leaving Lightning Blade dazed.
Round 7
LB goes with Accurate Attack. +3 Hit, -3 DC. 23 vs Parry 12, hit. GM fiat to reroll, 18 vs 25 DC, -1 hit and dazed again. Granny goes for a normal attack. GM fiat to reroll, 28 vs 10 Parry, hit with +4 DC. 22 vs 30 DC, hit and dazed.

Lightning Blade: -2 hits, dazed, 3 HP, Granny Goodness: -3 hits, dazed, 0 HP
"Oh, hi there, Power Girl." Lightning Blade says to try and get Granny to look, but it doesn't work. "I'm not a fool, little girl." Granny taunts back. "No, but you are finished." Lightning Blade said as she plunged her blade through Granny's stomach and out her back, causing her to cough blood. "I won't go down so easily." Granny said as she hit with all her might, to find the young woman before her still standing and only rubbing her sore shoulder.
Round 8
LB feints as a move action. 20 vs 24, Granny sees through it. LB does another Accurate Attack. +3 Hit, -3 DC. 25 vs Parry 12, hit with +1 DC. 13 vs 26 DC, -1 hit and staggered. Granny goes all out. +5 DC, -5 Hit. 23 vs 10 Parry, hit with +1 DC, +6 DC total. 27 vs 32 DC, -1 hit.

Lightning Blade: -3 hits, 2 HP, Granny Goodness: -4 hits, Staggered, 0 HP
"This ends now. Tell Darkseid I will never bow to him." Lightning Blade said as she struck with great speed and left Granny bleeding on the ground, unconscious. As she went take her into custody, a boom tube opened and Granny was sucked through. "Next time, old lady."
Round 9
LB goes with basic slash. 24 vs 12 Parry, hit with +1 DC. 9 Toughness vs DC 29, she is out. GM fiat to get Granny out of there and back to Apokolips.

Lightning Blade: -3 hits, 3 HP, Granny Goodness: -4 hits, Staggered, Incapacitated, 0 HP
Dice didn't like Granny that much compared to Lightning Blade. Plus without the Mega-Rod she is definatelly less dangerous to deal with.

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Blur vs Green Arrow [Connor Hawke] [DC Universe]

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Blur and Green Arrow [Connor Hawke] start with no conditions and 1 HP each.

Star City, Back alley
Conner Hawke had come to Star City to visit his father, only to stumble upon what he believed to be trouble. A person wearing a black mask, sulking in back alleyways and whose features he couldn't make out.

Quickly changing into his costume, Conner soon found the person again, this time trying to shake down some guy. Not able to hear what they were saying, he took aim and fired a shot making sure to miss by mere inches. "Leave that guy alone and surrender." [Intimidate 24 against 23 Will, Impaired] Blur simply let the guy go and charged her new opponent.
Initiative: Blur 24, GA 20
A swift run, Blur hits Green Arrow with a flurry of jabs which leave him dazed. Clearing his head, GA runs at a nearby wall and vaults off it, trying to strike her from behind. She is aware of his attack but still suffers pain as he hits her right shoulder with a powerful roundhouse kick.
Round 1
Getting into close range, Blur does basic attack. 23 vs Parry 13, hit. Toughness 10 vs 17 DC, -1 hit and dazed. GA makes an Agile Feint. 18 vs 22 Insight, nothing. GA does with a roundhouse kick. +3 DC, -3 Hit. 27 vs 12 Parry, hit with +2 DC. 20 Toughness vs 23 DC, -1 hit.

Blur: -1 hit, 1 HP, GA: -1 hit, 1 HP
With a sudden dive at GA, Blur tried to grapple him only to have him break free with ease. GA struck with a powerful roundhouse punch that left Blur dazed again. "I said give up!"
Round 2
Blur attempts to grapple GA. 24 vs 13 Parry, hit. 22 vs 31 Dodge check, nothing. GA goes roundhouse punch. +2 DC, -2 Hit. 24 vs 12 Parry, hit with +1 DC. HP to reroll, 15 vs 21 DC, -1 hit and dazed again.

Blur: -2 hits, 0 HP, GA: -1 hit, 1 HP
With a sudden hop forward, Blur hits GA right in the chin with a solid rising kick. Spitting blood from his mouth, he performs a backflip away from Blur, only to unlease an arrow while in mid-air. It hits home, piercing her shoulder and leaving her dazed.
Round 3
Blur goes with a hop kick. +2 DC, -2 Hit. 30 vs 13 Parry, hits with +3 DC. 18 vs 22 DC, -1 hit. GA flips away from her, move action Agile Feint. HP to reroll, 25 vs 22, Vulnerable. GA fires off an arrow. 19 vs Dodge 5, hit with +2 DC. 14 Toughness vs 22 DC, -1 hit and dazed

Blur: -3 hits, dazed, 0 HP, GA: -2 hits, 0 HP
Closing with a powerful flying kick, Blur hits GA hard and sendings him flying into a nearby garbage can, leaving him staggering. But he is able to move just enough to get close for a strong palm thrust to her chest, leaving her dazed and bruised from the blow.
Round 4
Blur has had enough and goes all out with a powerful flying kick. +2 DC, -2 Hit. 32 with a crit, for +11 DC total. GM fiat to reroll, 16 vs 28 DC, -1 hit and staggered. GA strikes with a powerful palm thrust. +2 DC, -2 Hit. 32 with crit, +12 DC total. 18 vs 28 DC, -1 hit and dazed.

Blur: -4 hits, dazed, 0 HP, GA: -3 hits, staggered, 0 HP
Round 5
Blur isn't going to back down, trying to trip him. 28 vs Parry 12, hit with +3 DC. HP to reroll, 26 vs 28, GA resisted. GA goes for an arm lock. 24 vs Parry 12, hit with +1 DC. 26 vs 11, Defenseless, Immobile, Impaired.

Blur: -4 hits, Defenseless, Immobile, Impaired, 1 HP GA: -3 hits, staggered, 0 HP
"Now just what were you doing to that poor man." GA demands, Blur getting a good look at the young, handsome man and giving in. "He was a local contact for a criminal known as the Hacker. I was trying to get info out of him, til you showed up and ruined it." Blur said with a sigh. "Dang it, not another hero versus hero fight due to a misunderstanding. Dad is never going to let me live this down. Okay, after we are both patched up, how about I help you track this guy down, to make up for being so bullheaded." GA said with a grin. "It's a date then." Blur said back with her own grin.

Locked