Welcome to New Justice
After the death of the Alpha Kid at the hands of the Servants of Evil, Justice Inc decided that simply hoping young heroes would learn on their own wasn't a wise course. So they founded New Justice. It would serve three purposes. The first would be to give young heroes some training. The second is that it would serve as a reserve force for Justice Inc. The third is that it would serve as a recruiting pool. You've been invited to join. Welcome to the minors kid. Can you live up to the legacy you're being offered? Are you ready? Can you really be a force for good, or will you fall into evil?
Comic Age: Bronze
People you should know:
Justice Inc
Mr. Amazing: Last refugee from a parallel Earth that destroyed itself in a final war. Implanted with Nanotechnology from his home world he has the powers of flight, super strength, invulnerability and energy manipulation. Noted for being one of the oldest living super heroes around. He's the gold standard all other heroes measure themselves against. The one kids grow up wanting to be. Garbed in a Red Jump Suit with a Golden A on his chest, he stands tall and proud.
Shadow Knight: Last descendant of a cursed Knight Templar. He has power over darkness and the shadows. Spoken of more as a myth rather then a reality, he appears in none of Justice Inc's promotional materials. Effective beyond belief as his city of Silver Gulch is almost crime free. When seen, he appears to be wearing black chain mail that moves if you look too closely at it.
Lady Liberty: Conjured by an act of collective will, Lady Liberty first appeared in WWII, fighting along side the Allied forces at the retreat of Dunkirk. Her powers include super strength, super speed and invulnerability. Wrapped in a Union Jack, and with a stern, fierce visage on her face, she's the best known of the British super heroes and one of the few to operate internationally.
Scotty Blaze: Scotty is of a new generation of public heroes. Known to enjoy the spot light, his antics in clubs are as well known as his fights over villainy. Gifted with the powers of fire, he wears a shimmering silver suit that lets him fly as well as channel his blasts.
Jacques de Molay: Current UN Liaison to Justice Inc.
Servants of Evil
A group of mystics and metahumans seeking to over throw the current world order. Generally seen as terrorists, they tend to focus on magical attacks. They have noted links to many other terrorist organizations as well as anarchist cells. Their symbol is the Ouroboros, and they prefer color schemes with shades of green on green.
Known Members:
The Asp:
Name: Robert Stake Sr.
Family: Robert Stake Jr.
Height 5'10"
Weight: 160
Hair: Brown
Eyes: Hazel
Origin: Current head of the Servants of Evil. Little is known about where he came from or why he operates in the manner he does.
The Brute:
Name: Robert Stake Jr.
Family: Robert Stake Sr. (Alias The Asp)
Height 6'7"
Weight: 590 lbs
Hair: Blond
Eyes: Blue
Appearance: Body Builder build, doesn't look his weight due to density.
Origin: Robert Stake Jr was a tiny runt of a nerd, until he discovered his father's secret identity as The Asp. Going through his father's magical books, he turned his own innate magical potential inwards, transforming himself into the being known as the Brute. Lacking his father's cunning, The Brute has made a name for himself as a capable if not brilliant right hand.
The Iron Legion
Nazi scientists who have abandoned their bodies for robot shells. They continue to attempt world domination, upgrading their shells after each encounter.
The Asgard League
Weapons suppliers without equal. They never quite manage to get their hands caught doing anything criminal but their weapons are suspected to be in the hands of every super villain and most terrorist forces.
Timeline
1930 - First reports of a masked vigilante attacking mobsters. The newspapers take the lurid details of killings and splash them all over the page, noting in particular that every one of the mobsters appeared to be dry withered husks.
1935 - Mr. Amazing appears in the middle of Skyline City. His strange clothes and powers cause a sensation. Quickly the people of Skyline City adopt him as their own. Even going so far as to make him the mascot of their baseball team.
1940 - Lady Liberty is first spotted during the evacuation of Dunkirk. Her actions manage to keep the losses in the BEF down to under 5,000. English morale skyrockets.
1943 - The Iron Legion headquarters was attacked by the combined forces of Mr. Amazing and Lady Liberty. The Nazi scientists make a desperate gamble and replace the test subjects in the shells with themselves. The manage to fight the paired heroes to a standstill. Much of the war would be spent by them keeping the Allied Heroes occupied.
1944 - The Golden Agent breaks up a ring of Nazi spies and sympathizers. A few weeks later he mysteriously disappears. To this day conspiracy theorists believe a Nazi metahuman took his revenge on him.
1945 - Believing it to be too unsafe to attempt a direct bombing, the Allied Air Command drafts Uncle Sam to deliver a new top-secret weapon to Tokyo. The radiation of the blast proved to be lethal, deadly gamma rays being faster then even the hero's top speed. Devastated by the, Japan surrenders immediately.
1949 - The major world governments meet. Understanding the potential devastation the new heroes could unleash, the US and USSR declare that an attack by metahumans would be treated as an attack by any weapon of mass destruction. The Treaty of Orleans is signed. The Cold War begins.
1951 - Doctor Sand is apprehended by Mr. Amazing. Believed to be the first American Super Villain.
1969 - The Radical faces off against the Heroes Three in San Francisco. The Heroes Three managed to stop him from destroying a massive index of available draftees. The Radical escapes however and begins a campaign of terror against perceived Establishment targets.
1972 - Last sighting of The Radical.
1979 - Tense moments as a metahuman special operations team is almost trapped in Iran. The USSR attempts to pass a security council measure censoring the US for use of weapons of mass destruction. The measure fails.
1980 - Justice Inc is founded. An attempt to be a worldwide peacekeeping organization combined with Metahumans to deal with high powered threats to the world. At first it's greeted with suspusion but after it's revealed that Justice Inc Team Leader would be Mr. Amazing, the world begins to cheer for them.
1985 - Doctor Sand leads a return from the dead, waves of undead villains and heroes attempt to wipe out the population of Carmine City. The combined forces of Justice Inc and the Heroes Three manage to stop him, but at great cost. The Heroes Three are banished to the realm of Hell.
1992 - The UN votes to allow Metahumans to join the forces of Operation Desert Shield after it's revealed that Saddam is being supported by a fraction of the Querle Warriors, an alien race bent on Universal domination.
1999 - An explosion of heroes and villains appear on the scene. Many believe the end times are upon them.
2001 - People get over the End Times thing.
2011 - New Justice is formed.
General Setting information:
I'm aiming for a Teen Titans style vibe. Youngish heroes, still raw, inexperienced. 14 to 20 in terms of age. Characters with a dark history are fine. Characters with a dark history who would be a good fit for The Authority are not.
The year is 2011. Superheroes are real. They first appeared as whispers in the 30's hunting gangsters. Then in the 40's they appeared in the European theater of WWII. Since then they have been busy fighting off super powered threats and staying out of politics. Justice Inc is the largest and most prestigious of super groups having saved the world hundreds of times from threats internal and external. In our current age, groups of evil continue to threaten our world. It's time for you to take your turn defending the Earth.
House Rules: For the most part we will be using standard 2e rules. However, I tend to have strong feelings about the use of hero points. They are for use in dramatic moments. Using them to attempt a moment of awesome or for those times a hero would strain themselves is correct. Use of them for what I feel are mundane actions will result in negative consequences. Also you shall start with one. Use of dimensional transport will be limited. Style counts for more then Min/Maxing.
What I want from you guys:
Detailed Character Bio's by Monday at 5 pm. Things I want in this bio:
Who are they? Who are their family? Their friends? Why do they do what they do? What are their goals? What are their fears? Where do they come from? What is the source of their powers? And last of all, the stat block.
Posts
Codename: Mountain King
Aaron Hefflin loved climbing ever since he was a little kid; he regularly left his crib as a baby, and he soon mastered the stairs later. By his eighth birthday, he was regularly scaling the trees in his backyard, the largest of which reached higher than two stories. Three years later, his father took him to an artificial rock-climbing wall at the gym, and Aaron raced up it like a monkey. He got a paper route to pay for his own harness, and early in high school he progressed to natural rock faces just outside the outskirts of town.
The summer after his senior year of high school his uncle Ralph took him out to the Rockies to try out a new set of gear. Unfortunately, while they were ascending an icy wall several shurikens hit the rope and the ice around Aaron's crampons, cutting them all from the face of the mountain, and he fell into a crevasse. Ralph searched for six weeks, but there was no sign of his body.
Aaron was mortally wounded, with multiple crushed organs, limbs, and serious internal bleeding. However, he happened to land next to the cave of an old ice elemental, who tended his wounds. When he woke, it explained what had happened, and asked that it be allowed to inhabit his body for a time to experience the world again in exchange for the work it had done, promising never to perform any action without his consent, though it would not ask before talking to him. Aaron consented, feeling that this was something of a fair exchange, and asked its name. "You may call me Mercury." Aaron and Mercury united, and they found that its nature combined with his physical body resulted in prodigous powers over ice. He still was not able to climb out of the ravine, however, and Mercury sensed that there was still more potential locked within their form, so with a small amount of concentration, Aaron and Mercury took the frozen form of the Mountain King.
The rest of the searchers had given up by now, but Ralph pressed on. Exhausted for the day, however, he retired to his camp and attempted to sleep. He heard someone call his name, but dismissed it as his imagination. The second time, however, he opened his tent flap, but saw nothing. The third time, he looked around frantically, and saw a vaguely humanoid figure on the edge of the crevasse. The figure approached him, and he saw that it was not a man at all - frightened, he ran back to his tent, zipping it shut frantically behind him. "It's me, Uncle Ralph. Aaron. I know I look different, but it's me, I promise. I'm okay." Ralph was still too scared to say anything. Aaron attempted to will himself back to his normal shape, but Mercury was too tired to work the transformation again, and he was forced to wait until he thawed. By that time, Ralph had convinced himself that it was all a dream, but Aaron opened his tent and explained what had happened. Eventually Ralph was convinced, and they went down the mountain that night.
The next day, Ralph told Aaron that there had been a fight between a hero and a villain that day when they were climbing, and the shurikens that nearly killed him came from the ninja's pouch by way of the hero's deflection. Aaron vowed then and there that he would enter the fight between right and wrong, and show heroes what collateral damage really means. With his acceptance into Young Justice two weeks later, he was well on his way to fulfilling that oath.
Aaron has two complications: he wishes to become a hero, and he will not hurt an innocent. The latter manifests also as being unwilling to strike first - emphasis on strike, as he is willing to immobilize someone who looks suspicious. He'd also prefer to convince a villain to turn himself in than beat the guy senseless, so he's learned a little about negotiation and talk therapy. Should he cause pain to someone caught in the middle, or on the sidelines, it will cause a serious emotional and philosophical crisis. Being a hero doesn't mean just going out and punching a bad guy through a building, though. It's more than that. It's making sure that you've done the best you could, when it made a difference. It's doing what's right even when it would be so easy to let the rules slip, take the easy road, be careless. Daniel is what he is because someone wasn't careful enough, and he doesn't intend to let that happen to anyone else.
Mercury doesn't particularly care what happens as long as it's not what she would see in her cave (after a couple of weeks with Aaron, Mercury grew to identify as vaguely female, not that it was particularly relevant to anyone); she likes it when he tries new things in every aspect of his life, though she doesn't push him to do anything unsafe. Mercury thinks his quest is foolish, as when the powerful scuffle others will always be hurt, but she doesn't see any point in trying to argue him out of it as long as he doesn't fall into a rut.
14 CON
14 DEX
12 INT
16 WIS
14 CHA
+6 Attack, +5 Defense
Toughness 10 (2 Con, 8 Protection)
5 Will, 5 Ref, 5 Fort
8/7/7 with modifiers
subtotal: 59 points
Acrobatics 2
Bluff 6
Climb 14
Concentration 10
Diplomacy 6
Escape Artist 8
Gather Information 4
Intimidate 6
Notice 12
Profession (Mountain Climber) 4
Search 6
Sense Motive 4
Survival 10
subtotal 23
Diehard - Having already nearly died, Aaron is no longer in danger
Fearless - Mercury is too old to be scared by anything anymore
Improved Aim
Improved Sunder
Precise Shot (2)
Weapon Break - Freezing the pipe
subtotal: 7 points
Vulnerable: As an ice-based hero, Mountain King is especially weak against fire. (-1 point)
One-way Transformation: When Mountain King assumes his ice form, it's very difficult to turn back, and takes a few hours. (-3 points)
Cold Control Array (Environmental Control) (10 ranks): An area radius 2500 feet becomes extremely cold, with adverse results on anyone caught within. (20 points, 7 alternate powers, 27 points total)
Ice Bastion (10 ranks): Mountain King drives ice spikes into the ground around him, then fills the area between and above them with more ice, making himself very hard to push, rush, trip, or throw.
Create Objects (10 ranks): Ice-sculpting from magically summoned ice.
Ice Blast (10 ranks): A series of razor sharp icicles, piercing through clothes and armor.
Ice Slick Line (10 ranks): The projection of a sidewalk made from ice, forcing those on it to try to keep their balance.
Obscure (10 ranks): A snowstorm obstructs the vision of those within, with the fallen snow hampering movement afterwards.
Snare (10 ranks): Blocks of ice prevent the movement of the target.
Weaken (10 ranks): A bolt of icy air can have seriously deleterious effects on the structural integrity of objects, rendering them easily broken.
Immunity to cold environments and cold damage (6 ranks): Mountain King is just fine in chilly weather, and is entirely unaffected by frigid attacks. (6 points)
Immunity to cold effects, critical hits, disease, poison, thirst, suffocation in ice or water (16 ranks): When his flesh is frozen, Mountain King does not pay any heed to anything related to cold. In addition, he has no weak points, cannot be poisoned or diseased, does not thirst, and can breathe ice or water. (8 points, Limited to Ice Form)
Protection (8 ranks): Mountain King is surrounded by small ice shards forming a protective barrier around his body, which is not even scratched by attacks too weak to breach it. In addition, when in Ice Form, those shards thicken and bond to his skin, becoming twice as strong. (Impervious, 4 ranks Limited to Ice Form, 12 points)
Super-Movement (1 rank) (Sure-Footed): Mercury's influence combined with Aaron's existing skill means that Mountain King can fairly easily find his way on icy or snowy surfaces, increasing his speed. (1 point, Limited to ice or snow)
Super-Movement (2 ranks) (Permeate): Mountain King in his more powerful iced form can actually travel through bodies of ice. (1 point, Limited to Ice, Limited to Ice Form)
Ice Form (2 ranks Alternate Form Container): Mercury expends some effort to freeze Aaron's entire body, unlocking new powers in the Mountain King. (10 points)
Flight (2 ranks, 20 MPH): Mountain King creates and flings ice crystals from his hands and feet rapidly, giving him the ability to fly somewhat slowly. (4 points)
Healing (2 ranks): Mercury is able to unleash some of her healing powers, which saved Aaron's life in that cave. (4 points)
Ranged Pin: Mountain King has enough control over icicles when frozen to pin people to nearby vertical surfaces, such as a wall or tree. (1 point)
Favored Environment (extreme cold): Mercury is quite used to very low temperatures, her cave being well below freezing. (1 point)
subtotal: 61 points
total: 150 points
PL 10
150 points
STATS
STR 14 (+3)
DEX 18 (+4)
CON 16 (+3)
INT 16 (+3)
WIS 18 (+3)
CHA 18 (+4)
COMBAT
Attack: +10
Defense: +12 = 4 + 8(feat)
Fortitude: +8 = 3 + 5
Reflex: +10 = 4 + 6
Will: +10 = 3 + 7
Toughness: +8 = 3 + 5(power)
POWERS
Device 6: Utility Harness (hard to lose)
Blast 8: Doubloons (accurate, autofire, alternate powers)
Alternate 1 - Blast 8: Exploding Doubloons (triggered, penetrating)
Alternate 2 - Blast 12: Micro-Welding Torch (precise, penetrating, range: touch, 1 alternate power)
Alternate 2a - Strike 10: Telescoping Paraluminum Billy Club (penetrating, split attack)
Alternate 3 - Obscure 8 (visual): Smoke Grenades (indirect, action: move action)
Alternate 4 - Snare 10: Grapple Gun (homing, reversible, tether, 1 alternate power)
Alternate 4a - Super-Movement 1 (swinging): Grapple Gun
Alternate 5 - Immunity 11 (life support, starvation and thirst, sleep, poison, acid, fire), Swimming 2: Survival Gear
Device 4: Union Suit (hard to lose)
Protection 5: Neo-Kevlar Suit
Super-Movement 1 (wall-crawling): Friction Inducers
Super-Senses 1 (radio)
Datalink 4
Communications 6 (radio): Computerized Cowl (1 alternate power)
Super-Senses 2 (darkvision, 4 alternate powers)
Alternate 1 - Super-Senses 2 (microscopic vision - cellular)
Alternate 2 - Super-Senses 1 (infravision)
Alternate 3 - Super-Senses 1 (time sense)
Alternate 4 - Super-Senses 1 (direction sense)
FEATS
Attractive
Blind-Fight
Dodge Focus 8
Jack of All Trades
Master Plan
Move-By Action
Quick Draw
Precise Shot
Prone Fighting
Skill Focus (computers, disable device, pilot, acrobatics)
Takedown Attack
Taunt
SKILLS
Acrobatics 8
Bluff 8
Computers 10
Disable Device 6
Investigate 5
Pilot 5
Stealth 10
He's 5'8", with straight brown hair and green eyes. A touch of acne, of course, like all teenagers, and his hands bear the calluses of handling ropes, crampons, and carabiners for years.
Ordinarily, he tends towards the simple: a t-shirt or polo of some kind, jeans, and either sandals or hiking boots depending on the weather. When he's going out as a member of Young Justice, he dons a worn leather jacket over a YJ-supplied official hero shirt, designed to accommodate most powers, a pair of waterproof canvas pants with a cotton lining, and steel-toed cleats, much as he did when climbing before he met Mercury. As the fully-frozen Mountain King, Aaron's a full six foot six, a thick layer of ice below his feet and atop his head having increased his height distinctly. His facial features are hard to distinguish from more than a few feet away, as there's no change in coloring or shadow to mark them. There is also no human being visible within, as his entire body has been temporarily converted to ice - though even if it hadn't, nobody would be able to tell, as the ice is not transparent.
Character Sheet:
Stats (26)
10 STR
12 DEX +1
12 CON +1
20 INT +5
16 WIS +3
16 CHA +3
Combat (22)
5 Attack
6 Defense
+5 Initiative (+1 dex, +feat)
Saves (23)
1 Toughness (1+0)
8 Fortitude (1+7)
9 Reflex (1+8)
12 Will (4+8)
Skills (21)
08 Bluff
10 Diplomacy
10 Drive
10 Investigation
10 Notice
12 Knowledge: Architecture
12 Profession: Tailoring
12 Craft: Structure
Feats (10)
Attractive ... ladies
Connected: University Professors
Contacts: University Library Card
Improved Initiative
Improved Sunder
Improvised Tools
Inspire
Leadership
Luck
Master Plan
Powers (48)
Illusion - Rank 1 - Scent (3 = 1/rank + 2 duration)
+Continuous (2)
Matter Shaping Array (45 total, 40 max for alternates)
Create Object Rank 10 (40 = 2/rank + duration + movable)
Extras: + Duration: Continuous, + Movable
Feats: Innate, Precise, Subtle (3)
Disintegrate Rank 10 - Alternate Power (1) (40 = base cost 4/rank)
Transform Rank 6 - Alternate Power (1) (36 = 5/rank + continuous)
Extras: + Duration: Continuous
(edit)
Bio:
05/15/06 Sanjay visualizes a simple pyramid made of graph paper while doing schoolwork. The precise object imagined appears in front of him. No unusual subjective experiences before or after. No symptoms. No drug / medication changes. Imagines the pyramid vanishing, causes it to disappear along with a three inch sphere scooped out of the desk. Pinches self, slaps self, spends 10 minutes staring at the desk until it begins to knit itself back together. New material appears to come from thin air with a faint white glow. Creates several rocks, a nail, a screw, and a sheet of plain paper. Folds paper and stares at it. Begins to have a mild panic attack. Calms down over 30 minutes. Creates a 1 pound cube of gold. Causes it to vanish.
12/11/08 Sanjay creates a simple house, sans electrical wiring or plumbing, with carpet, rugs, windows, and simple furniture in the desert. Sits on a wooden chair for 10 minutes, gets back up and causes it to vanish in sections. Looks around, gets back in car, drives home.
02/21/11 Receives an envelope from an unusual courier on campus.
Out of time son of Ares
"“You dare challenge the son of the god of war?”"
Real Name: Likymnios of Thebes
Identity: Public ID
APPEARANCE
Gender: Male
Age: 17
Size: Medium
Height: 5'8”
Weight: 145 lbs
Hair: Black and curly
Eyes: Dark
Though tall in his time he now finds himself in a strange world. His clothing outside of combat looks like baggy jeans and a tee shirt with a pair of rams horns on it. A watch on his left hand has the face of a Gorgan on it and around his neck is a bronze necklace with a spear point. When in combat the illusion drops and he is a Greek Hopolite. His armor gleams in the sun. His shield has a huge snake head woman's face on it and his spear glows faintly.
POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10
ABILITIES
STR: 20 (+5)
DEX: 18 (+4)
CON: 18 (+4)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 16 (+3)
COMBAT
Attack 5 (Melee 5, Ranged 5) [Spear +3 (piercing), Striking(Rank+Strength) 5 (piercing)]
Defense 8 (3 flat-footed)
Initiative 12
SAVES
Toughness 11 (11 flat-footed)
Fortitude 9
Reflex 9
Will 6
SKILLS
Acrobatics 5 (+9)
Bluff 5 (+8)
Climb 5 (+10)
Concentration (+1)
Diplomacy (+3)
Disguise (+3)
Escape Artist 5 (+9)
Gather Info (+3)
Handle Animal 10 (+13)
Intimidate 10 (+13)
Knowledge
-Theology/Philosophy 2 (+2)
-History 5 (+5)
-Tactics 7 (+7)
Notice (+1)
Search (+0)
Sense Motive (+1)
Stealth (+4)
Survival (+1)
Swim (+5)
LANGUAGES
English, Greek
FEATS
Defensive Attack
Fearless
Power Attack
Throwing Mastery (3)
Skill Mastery (1)
Equipment (1)
Improved Initiative (2)
Diehard
POWERS
Armor of the God of War, Doru of the Wall Breaker, Aegis of Thebes(restricted feat cost)
Impervious Protection:This armor forged by Hephaestus for the son of the god war makes him nearly immune to all blows of his foes.
Immovable: The armor projects an aura that makes running into the wearing like hitting a full Greek Phalanx
Illusion: The armor projects an illusion of normal clothing of the time period when not in battle.
Deflect:The hoplon can deflect all incoming projectiles, seemly moving on its own and so not to interrupt the attacks of its wielder.
Teleport: The spear can teleport back to its owner when commanded. It arrives in their dominant hand ready to be wielded for a blow no matter the how fast it was traveling
Mighty Strike: The spear strikes with such intensity it amplifies its wielders strength.
POWER[2] Super Strength:He is granted much like other demigods, strength through his blood.
POWER[4] Emotion Control:Can inspire fear in his opponents on the battle field as well as hate. But can control no other emotions.
MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 15 ft/5 ft/5 ft
Teleport: 100 ft(The spear not the character)
LIFTING
Light: 532 lbs, Med: 1064 lbs, Heavy: 1600 lbs
Max: 1.6 tons, Push: 4.0 tons
SUMMARY
Abilities 34 + Skills 18 (69 ranks) + Feats 11 + Powers 52 + Combat 20 + Saves 15 – Drawbacks 0 = 150 / 150
BACKGROUND
Son of Ares, born to a lady of Thebes he was to be the pride of his city. Upon his 16th birthday he received the gift of his armor from his father, the city bestowed upon him his shield and his uncle gave him his spear. His mother gave him the sword he wears at his side though it holds nothing more than emotional attachment. As the night fell and his mortal family dined a darkness fell over the hall as Hermes the messenger of the gods said that the brave warrior must come with him. Whisked away to the Oracle a Prophecy he was told.
“Upon your 17th birthday you shall face that which opposes the gods.”
“Though you will fall Olympus will be saved and through the rivers of time will you be carried.”
“A protector of the meek you shall be, in a time when need you shall was upon the shores.”
“Darkness shall rise and you shall stand at the pit of Tartarus a decision to make.”
So he lived his life with it over his head. Through many a quest for the gods he ended up in the land of the dead at the edge of the pit to Tartarus. He stood there for the Titan Kronos was once again trying to rise in power. The Titan also knowing the prophecy pulled the hero into the pit and using his power over time flung him into the river of time.
He washed up upon the shores of time in 2011 when the world needed new heroes as prophesied. Read to fulfill his role he has sought to become part of Justice Inc.
PERSONALITY
He is his fathers son in many ways. Strong, fast and easy to anger. He seems his most happy in battle. But he also developed his mother's kindness towards the week and holds himself up to a strong sense of honor which he finds little in this modern world.
TACTICS
He is a trained Greek hopolite. His weapons are his spear and shield. He stands strong against the opponent. His armor and weapons are divine bronze and work with him to deflect strikes from his enemies both in melee and at range. He can throw his spear and at a word have it return to his hand.
Updated the skill sets.
Powers:
-Impervious Protection: 5 points for impervious feat, 1 point per rank, 7 ranks total. Total score=8
-Immovable: 1 point per rank, 7 ranks total, no feats. Total score=7
-Illusion: 1 point for feat, action can stay up as a free action, 2 points per rank effecting visual sense and a total of 4 ranks. Total=5 points
Armor total of points used=20
Aegis of Thebes(large shield)-4 ranks of device+1 restricted feat, 20 available points
-Deflect: Feats automatic, action for one point each for 2 points total, 2 points per rank, 7 ranks total.
Total device points used=16
Duros of the Wall Breaker(spear +3, piercing weapon)2 ranks of device+1 restricted feat, points available 10
-Strike: Mighty feat 1 point, 1 pt per rank, 5 ranks, total used 6 points
-Teleport:1 point for change velocity, 2 pts per rank, 1 rank total used 3 pts
Total device points used=9 points
Updated points for impervious.
When I get home I'll check the math. Note about impervious. It's ranked. So right now your guy can ignore rank 1 attacks.
No worries. And yes the spreadsheet doesn't do devices well.
A careful lie to his parents freed Francis up one Saturday afternoon, and a bus trip into town led him to a run-down, condemned-looking townhouse just north of the Loop. Stepping up the stairs, he reached for the key, but the front door wasn't locked; it grudgingly opened onto a hallway choked with dust and debris. It suddenly occurred to Francis that the house could very well be a flop for transients or junkies, but something urged him onward. The rooms were a wreck, with missing walls and collapsed staircases, but as he explored further back in the house he found one tiny pantry door that stubbornly refused to open - but the golden key slid in smoothly.
Stepping down a long series of dry, impeccably clean concrete stairs, Francis heard the thrum of machinery stirring to life and the thwack-thwack-thwack of powerful banks of lights turning on. He shivered. A criminal's hideout? Some kind of old fallout shelter? But what was waiting for him at the bottom was nothing like he could imagine.
A bank of dusty but serviceable mainframe computers. A locker filled with strange weapons and gadgets. A giant golden coin, a bizarre American flag with sixty-three stars, a cybernetic skull, all framed and mounted like trophies. And in the center, a plexiglas tube surrounding a mannequin - a mannequin wearing the black-and-gold outfit of the long-forgotten hero The Golden Agent.
The Golden Agent was a distant figure in the history books - one of the earliest crimefighters, the man who had helped bring down Chicago's underworld, who had joined the fight against the Axis before his mysterious disappearance near the war's end. The Agent had always stood up for the downtrodden and those who had no options in life: fighting in the depths of the Great Depression, his trademark sharpened gold coins served as a potent weapon against gangsters and thugs - but could also, thanks to the actions of a mysterious wealthy benefactor, be redeemed at any dime store or soup kitchen in America for a change of clothes or a hot meal.
And according to a stuttery old recording that began playing on the dusty monitor screen as Francis walked into this basement, the Golden Agent had been his great-grandfather - the original Francis Garrett, the man his family had always thought of as an eccentric weirdo who had squandered the old family fortune decades ago.
But somehow, his great-grandfather had known. Somehow, Francis had been provided for. A holographic recording device from the 22nd century that his ancestor had obtained, and a well-equipped gymnasium, taught him the rudiments of crimefighting. A cache of untraceable antique Krugerrands and crisp, circa 2010 bearer bonds could supply his material needs for the next hundred years. And a list of contacts in the police force and the law firm - people who hadn't even been born when the Golden Agent had disappeared in 1944 - ensured that nobody could trace his activities back to him.
Back in Evanston, people noticed that ordinary little Francis had grown up a bit. Had filled out a bit. Had gotten more assertive, more self-possessed. His parents fretted that he was spending too much time at his "summer job," but they couldn't argue with his full wallet and his straight A's. His dog whined a bit when it would catch the smell of blood on his trouser cuffs, but it couldn't get anyone to listen to it.
Everyone heard about that stuff down in the city - the criminals left trussed up on lampposts, the people rescued by a dashing golden figure. Nobody thought to connect it to Francis Garrett, though. After all, he was just an ordinary Midwestern teen in an ordinary Midwestern town.
Here is the sheet, bio to follow. Sorry about the lateness.
Magical Girl
Real Name: Janet Darcy
Identity: Secret ID
APPEARANCE
Gender: Female
Age: 15
Size: Medium
Height: 5'3”
Weight: 105
POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 8
Max Defense: 12
Max Save DC: 12
Max Toughness: 8
ABILITIES
STR: 18 (+4/+1)
DEX: 18 (+4/+1)
CON: 22 (+6/+2)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 16 (+3)
COMBAT
Attack 2 (Melee 2, Ranged 2) [Unarmed +4 (Bruise)]
Defense 12 (2 flat-footed)
Initiative 4
SAVES
Toughness 8 (8 flat-footed)
Fortitude 10
Reflex 6
Will 6
SKILLS
Acrobatics 4 (+8)
Bluff 5 (+8)
Climb (+4)
Concentration 8 (+10)
Diplomacy 3 (+6)
Disguise (+3)
Escape Artist (+4)
Gather Info (+3)
Handle Animal (+3)
Intimidate (+3)
Knowledge -Arcane Lore 2 (+4)
Medicine 2 (+4)
Notice 2 (+4)
Search 2 (+4)
Sense Motive 6 (+8)
Stealth 2 (+6)
Survival (+2)
Swim (+4)
FEATS
All-out Attack
Dodge Focus (8)
Quick Change (1)
Attractive (1)
POWERS
Magically imbued body (Enhanced Strength 6, Enhanced Dexterity 6, Enhanced Constitution 8)
Regeneration Rate 6, Resurrection 4 (Regrowth, Persistent)
Immunity 10 (life support, aging)
Protection 2 (weak point)
Boost Strength/Dexterity 8 (free action, personal, self-damage side effect)
Communication 3 (Mental, Subtle)
Super Senses 1 (dimensional awareness)
Magic Blunderbuss Array (Accurate x3, Split Attack):
Time to put on your Sunday go to meeting clothes.
I do.
No. And Desc, can I get some more bio? What is the source of his powers? Magic? Mutation? Bitten by a radioactive interior decorator?
I had actually assumed from the get-go that Loom had no idea why this began happening, though.
Yes. And Desc, if you can succeed at the roll on a take 10 out of combat, then you can skip the roll.
When you guys have spent more time working together as a team, I will be more lenient with metagaming under the assumption that a team has a pretty good idea of what each member will do. You guys are no where near that point.
Planning musings are best kept to Notepad where they don't show up here.
Let's assume the power is mutant-based, and is ultimately a form of super subtle telekinesis, even if Loom himself doesn't know it.
That's fine.
So the order is now:
Jacob
The Brute
Elldren
Mazzyx
Desc
Carrot
10+1-2=9
Or are we not supposed to add 10?
edit: The book says add 10. *shrug*
You are. I had a brain fart.
Edit: I did not have a brain fart. -2 from stunned. -2 from kneeling. So you needed a 7 or better to hit.