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[TCT] Character thread

Sailor OOC

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Okay, once your characters and backgrounds are complete, feel free to post them here. One note, any private background information you must hide in a spoilertag. Otherwise, here we go and welcome to the machine... wait no that is Pink Floyd...


Ah, yes, welcome to the team.


Oh, and please don't place your stats and character equipment in spoilertags, only vehicles, private background, and headquarters. Thank you.


Bonus Character Power Points

Dahlia - 5 PP

Gabriel - 5 PP

Djane - 5 PP

Blaize - 5 PP

Watchwoman - 5 PP

Cade - 5 PP

Min-Max - Unsubmitted

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Dahlia Berganza - PL 10
Strength -5, Stamina -5, Agility -5, Dexterity -5, Fighting -5, Intellect 15, Awareness 15, Presence 11
Attractive, Benefit, Status: Berganza Family, Benefit, Wealth 5 (billionare), Connected, Contacts, Eidetic Memory, Equipment 21, Inventor, Speed of Thought, Well-informed
Deception 1 (+12), Expertise: Business 5 (+20), Insight 5 (+20), Investigation 1 (+16), Perception 5 (+20), Persuasion 9 (+20), Technology 5 (+20), Treatment 5 (+20)
Kolto Darts (Easily Removable)
. . Healing: Healing 20 (biological, technological; Energizing, Persistent, Restorative, Resurrection, Stabilize)
Quickness: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)
Replicator Multitool (Easily Removable)
. . Create: Create 1 (technological, Volume: 2 cft., DC 11; Innate, Precise, Subtle: look natural; Custom: Creates tools attached to the Multitool, not separate objects)
The Chair (Removable)
. . Immunity: Immunity 10 (Life Support)


Campanula Tower, Limousine, Military Helicopter, Private Jet, Yacht

Initiative +15
Affliction: Progressive Affliction 10, -5 (DC Dog/Fort/Will 20)
Grab, -5 (DC Spec 5)
Throw, -5 (DC 10)
Unarmed, -5 (DC 10)

Daughter of Berganza: As a member of the Berganza family - no matter how distant a cousin from the main line - Dahlia is technically aristocracy. Add her parents' wealth and ambition to the mix, and Dahlia has lived her entire life in the spotlight of at least local media attention.

Pacifist: Dahlia is a medical doctor and takes her Hippocratic Oath very seriously. While she understands that violence will occur and sometimes must, she will still only act in a support manner for the team. Even if she were capable of fighting, she would not.

Victim of Nature: Dahlia heavily injured during the Tornados of Minneapolis. While she can still move, it is only with great difficulty and pain. She spends the majority of her time in a wheel-chair and taking pain medications.

Wired: Dahlia wires herself into the HQ computer when the team is running missions. She becomes the living mind of the operation, but without the direct link, she's no where near effective for the team. She lacks the motor control to handle the equipment manually in a timely manner.

English, Spanish, & Portuguese

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

Power Points
Abilities 32 + Powers 77 + Advantages 34 + Skills 12 (36 ranks) + Defenses 0 = 155
,, ,,


Born to the wealthy and distantly royally connected Berganza family, Dahlia was raised in wealth and a strong Catholic ethic. Her parents insisted that all of their children, six sisters and three brothers total, find passions to pursue in life that would allow them to perform good works for the world as both philanthropy for their good fortune and as an expression of their faith. Dahlia was the fifth child, with two older brothers and sisters, and like most middle children, she got a little lost in the mix for her parents' attention; she was raised mostly by servants, not unusual for the wealthy, and managed to find her niche in the family as a medical doctor. The Berganza's of Minneapolis, now Mill City, are deeply invested in the city, owning hospitals and medical labs in addition to many other businesses; Dahlia's interest in medicine dovetailed nicely and provided ample opportunities for charity and photo ops.


When the tornadoes destroyed Minneapolis, Dahlia was on-shift at her residency. The hospital was hit by one of the tornadoes, destroying most of the building and killing the vast majority of the patients and staff there. Dahlia survived for two days beneath crushed concrete and broken bodies; her injuries had been bad to begin with, but it was the infections that set during the waiting that destroyed her ability to fully heal from the trauma. The rest of her family had either been at home or made it to shelter during the disaster and made it through without incident, making Dahlia the Berganza family's poster child for perseverance and rebuilding of Mill City. Dahlia has taken it a step farther, using the intelligence and charisma that the destruction of her body seemed to have triggered in her, to provide a place and technological assistance to support the new heroes of Mill City.

,, ,,
Campanula Tower
Campanula Tower - PL 10 ,,

Toughness 20, Size Huge



Combat Simulator, Communications, Computer, Defense System, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Sealed, Secret 5, Security System 5, Self-repairing 2, Workshop



Communication: Radio Communication 4 (Rapid 2, Subtle 2: undetectable)

Comprehend: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)

Create: Create 8 (technological, Volume: 250 cft., DC 18; Innate, Precise, Subtle: look natural)

Enhanced Trait: Enhanced Trait 10 (Advantages: Assessment, Benefit, Security Clearance 5: Government, Corporate, Hackers, Military, Superheroes, Connected, Contacts, Eidetic Memory, Well-informed)

Quickness: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental Only)

Senses: Senses 10 (Accurate (Type): Visual, Acute (Type): Visual, Analytical (Type): Visual, Tracking: Visual 2: full speed)

Senses: Senses 10 (Accurate (Type): Auditory, Acute (Type): Auditory, Analytical (Type): Auditory, Tracking: Auditory 2: full speed)

Senses: Senses 10 (Darkvision, Infravision, Low-light Vision, Microscopic Vision 4: atom-size, Ultra-hearing, Ultravision)

Senses: Senses 10 (Direction Sense, Distance Sense, Radio, Rapid: Visual 3, Rapid: Auditory 3, Time Sense)


Power Points

Abilities 3 + Powers 9 + Advantages 0 + Features 31 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 50

Limousine - PL 10

Strength 8, Defense -4, Toughness 9, Size Huge

Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7


The Iris
Military Helicopter - PL 10

Strength 8, Defense -4, Toughness 11, Size Huge

Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Power Points
Abilities 2 + Powers 16 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20

The Laurel
Private Jet - PL 10

Strength 12, Defense -6, Toughness 11, Size Gargantuan

Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Power Points
Abilities 3 + Powers 16 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19

The Calendine
Yacht - PL 10

Strength 10, Defense -4, Toughness 9, Size Huge

Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 4 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

,, ,,
As a devout Catholic, Dahlia believes that Grace is shown through good works, and what better way for her to apply the gifts given to her by the Lord than through using them to support a team of true heroes? Her body may be weak, but her mind has been sharpened to superhuman levels and the money of her family means that she can provide for the heroes of Mill City in ways that super-strength or the ability to fly can't. She firmly believes that all people are children of God and have been saved through the sacrifice of Jesus Christ; keeping them safe from those that choose the corruption of evil is not only her duty as a daughter of the Church, but her privileged as one of God's beloved children.
Victoria Aversmith has spent her entire life clawing her way up the social and economic ladders, using whatever means necessary. Her primary businesses include technology R&D, weapons manufacturing, and private security, but her influence is near omnipresent in anything that involves money and power. The destruction of Minneapolis was an annoyance to her social mountaineering, but provided a unique opportunity to subvert an entire American metropolis to her control from the first day of reconstruction. She is well-known to the Berganza family, having crossed business and social paths with them on several occasions and even co-chairs a national veterans charity committee with Rosemary, Dahlia's mother. Victoria finds the so-called heroes of Mill City annoying, both in that they've interfered in her illicit activities on several occasions, costing her money and minions, and in that they have proved stubbornly incorruptible. She knows they are being well-funded and organized and has set her sights on discovering just who is bankrolling the team, but Dahlia unknowingly in the cross-hairs of a woman that prefers to leave the assassinations to hired professionals but is no stranger to the heft of a gun or the small of blood herself.
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Gabriel Sebastian ‘Bastion’ Stone - PL 10

Strength 12 – Bastion is incredibly powerful with super human strength.
Stamina 12 – Incredibly hardy, Bastion possesses super human levels of resilience.
Agility 3 – Swift and athletic, years of football and high school sports have made him quite agile.
Dexterity 1 – Tossing the pigskin around and nailing touchdowns.
Fighting 8 – Always the tough guy, but with his new powers he’s found certain things come easy.
Intellect 0 – Just an average kid, with an average brain.
Awareness 1 – Slightly higher than average, gotta know where to toss that pigskin!
Presence 0 – Average guy. Handsome, well built, athletic… but just average.

Expertise: (Drawing) 7 (+7), Insight 6 (+7), Perception 8 (+9), Persuasion 6 (+7), Ranged Combat: Throwing 7 (+8)

Power Attack


Flight: Flight 9 (1,000 MPH)

Invulnerability: Enhanced Stamina 10, Immunity 10 (Life Support), Impervious Toughness 12

Super-Speed: Quickness 2

Super-Strength: Enhanced Strength 10, plus Enhanced Strength 2, Limited to Lifting (Lifting Str 14; 400 tons)

Initiative +2
Throw +8 (Ranged, Damage 12)
Unarmed, +8 (Close, Damage 12)

Power Loss: Bastion loses his powers and his Str and Sta are reduced to 3 under conditions that produce radiation similar to those produced by Class M through Class Y stars.

Relationships: Bastion’s closest relationship is with his family, his mother, and stepfather.

I’m No Hero: Bastion is weighed by a powerful sense of self-doubt. He is not a hero, he never asked to have powers and he just wants to be a normal guy. Constant fear grips him that he will fail or accidentally hurt someone. As a result, Bastion cannot spend Hero Points. His survival instinct is still active and he can still spend them to save his own skin, however.

Just A Guy: Gabriel Sebastian Stone, just a regular guy trying to survive his last year of high school.

Vulnerability: Bastion is as vulnerable to magic as anyone else. His Toughness is not Impervious against magical attacks.

Weakness: Bastion is vulnerable to an incredibly rare and difficult to produce sound waves that stimulate the Delta Waves in his brain. The frequency saps the Strength and powers of Bastion, leaving him impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes) imposes the dying condition and may lead to death. The frequency has far less effect on humans, little to none unless exposed over a long period of time, in which case catatonia and irreversible comas can result.

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


Bastion is half alien. His father was from a distant world, Lantea in the Pegasus Galaxy, which has been very interested in Earth and its culture since very early in mankind’s evolution. Unfortunately for his species the radiation given off by the yellow sun of Earth is cancerous and deadly to Lanteans, but at the same time affords them super human capabilities. When he was forced to land on Earth after debris damaged his craft, Briel-Ta had no way home and no way of reaching out and communicating with his people. Although it took several years, the radiation of the planet sickened the man and he eventually passed away, but not before he fell in love and left behind his legacy… ,,

Sebastian’s (he doesn’t like going by Gabriel) father died of skin cancer two months before he was born. It never really stopped him from being an average kid though. Eventually his mother remarried to a guy named John Wright and with him came his daughter Megan Wright, who was only a few months younger than Sebastian. Those three are really the only family Sebastian has ever known in his home of Hardin, Montanta where the entire county’s population is only 13,000.


Since puberty Sebastian’s alien physiology began taking root and absorbing the radiation of Earth’s yellow sun. Like a battery charging, he’s slowly grown more powerful and awakened more and more powers and honestly he’s scared. He had to quit the football team because his throws could break ribs and his tackles could put kids in traction. He doesn’t feel the urge to eat, or drink, and his world has become a lonely place since he lost the need to sleep. The town he lives in thinks he’s a freak and his friendships have dwindled to practically nothing.


His mother knows about his father’s origins, but hasn’t said anything, yet. She’s afraid of losing her son the same way she lost the man of her dreams all those years ago. She fears what Sebastian will do once he finds out she lied to him all these years and kept such a world shattering secret from him.


Sebastian’s human side is what’s keeping him alive and safe. The unique coupling of human and Lantean DNA has made him immune to the cancerous effects of Earth’s radiation. Sebastian’s only real weakness is a high level frequency that stimulates the Delta Waves of the brain. This actually shuts down the portions of his brain that governs and regulates control of his Lantean genetics that permit his powers to function.


People in Bastion’s Life-


Connie Wright – Bastion’s mom. As a momma’s boy, Bastion loves his mother dearly and although he suffers the same embarrassing moments as any kid does, he still appreciates all she does for him. Loving to a fault Sebastian is the one thing she has left of the only man she ever truly found happiness with. She fears what’s ahead for him and knows she can’t protect him from the world… but that doesn’t stop her from trying.


John Wright – John, like Connie, suffered the loss of his spouse, his wife, Lisa, died while giving birth to their daughter, Megan. A good, hard working man who has taught Bastion everything a man needs to know about being a man: honesty, integrity, hard work and, of course, football. Although not his real father, John has loved and cared for Bastion like he was all these years. Through good times and bad, every grounding and even through ‘the talk’ John has done all he could to ‘raise the boy right’. Bastion looks up to and respects John a great deal, but can he help Bastion through the rough times ahead of him?


Megan Wright – Megan is Bastion’s stepsister, but they’ve always treated each other like they were from the same parents. While completely human, if texting and Facebook were super powers Megan would be in the Cosmic tier of heroes (or villains, depending on the latest drama at school). Only a few months apart in age, the two get along like typical brother and sister. They have their share of bouts and arguments but in the end they are family nothing will ever come between that… will it?

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Djane - PL 10
Strength 0, Stamina 0, Agility 2, Dexterity 0, Fighting 0, Intellect 3, Awareness 4, Presence 3
Attractive, Equipment 3, Ritualist
Deception 2 (+5), Expertise: Law 3 (+6), Expertise: Magic 2 (+5), Insight 2 (+6), Persuasion 2 (+5), Ranged Combat: Affliction: Progressive Affliction 10 10 (+10)
"Poof!": Variable 6 (Affects Others; Unreliable (5 uses))
. . Affliction: Progressive Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 20; Increased Range: ranged, Progressive)
. . Create: Create 10 (Alternate; Volume: 1000 cft., DC 20; Precise, Subtle: look natural)
Immunity: Immunity 11 (Aging, Life Support)
Protection: Protection 8 (+8 Toughness)
Quick Change: Feature 1
Up in Smoke (Activation: Free Action)
. . Concealment: Concealment 0
. . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Immunity: Immunity 0
. . Insubstantial: Insubstantial 2 (Gaseous)
. . Suffocation: Suffocation 0 (DC 10)
The Magic Lighter
Initiative +2
Affliction: Progressive Affliction 10, +10 (DC Fort 20)
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
"I'll Never Be Free": Sometimes Djane despairs at her lot in life and gets moody, depressed or bitter as a result, losing motivation and becoming withdrawn.
"I'm New At This": Sometimes, Djane's Variable power pool grants wishes in an unexpected fashion. For example, wishing to see in the dark might turn the subject into a cat-person; wishing to survive under the sea may turn them into a mermaid.
"Yes, Master": Djane is bound to serve her master - her master being, whoever holds or has most recently held the enchanted lighter she calls home. Her master may summon her to the location of the lighter, which she will be teleported to instantly. She may be compelled to enter or exit it. She cannot subvert the letter of a wish, though she may subvert the spirit.
Dodge 12, Parry 6, Fortitude 6, Toughness 8, Will 10
Power Points
Abilities 24 + Powers 82 + Advantages 5 + Skills 11 (21 ranks) + Defenses 28 = 150
The Magic Lighter - PL 10
Toughness 10, Size Large
Concealed 1, Dimensional Portal, Grounds, Isolated, Library, Living Space, Power System, Sealed, Secret 1, Self-repairing 2
Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.

Djane was formerly Jane Taylor, law student in Minneapolis.


Jane growing up was a model, hardworking student; this hard work didn't leave much time for socializing, but Jane's tendency towards selfishness and the occasional cruel streak didn't help matters either. For Jane, looking out for herself was paramount, so she wasn't well loved by the nerds, the geeks, the jocks, the goths, the cheerleaders or anyone but the teachers - and even they would admit that she had a lot to learn that wasn't the school's place to teach.


In law school, Jane didn't socialize much, and kept to her studies. Her one hobby was attending auctions for curiosities found in estate sales - she had a habit of collecting strange collectibles and she told herself that the money she'd make through law would help her buy some of her own someday.


One such auction was for a strange Zippo lighter that dated back to the first Zippo lighters, but was overlaid with a golden-like finish, a ruby in the center and strange concentric circles carved into it. Despite it being nearly a century old it looked brand new. The auction house, while displaying the item, fell victim to robbery - and Jane was taken hostage during the getaway.


The car crashed when one of the robbers flicked the flint-wheel and the entire car filled with thick smoke. Everyone was miraculously unharmed, but Jane was the only one who saw what the thick smoke turned into - a woman in a silken outfit, make of smoke, with a piercing gaze and an easy smile. The woman was a djinn - she called herself Djenny - and Jane asked her how she came to be, and Djenny told her story.


A djinn - as she understood it - was a being of smoke and air, bound to a container that could house both, and compelled to service. Once she had been mortal, like Jane, until transformed by an ancient ritual and imprisoned within the lighter. The ritual used the stored power of a slain djinn to make her into one - a less experienced, more easily enslaved one. This ritual took place many decades ago, and Djenny yearned for nothing more than freedom.


In her most unselfish act in as long as she could remember, Jane wished Djenny free.


Djenny didn't know that, once freed, the lighter would choose the one who'd wished her free as the new djinn of the lighter. Jane was transformed and imprisoned, the magic altering her on such a fundamental level that even her name felt wrong now - she was Djane, and only Djane. The newly freed Jenny knew that she couldn't free Djane, so she did the next best thing and called the police. Not long after, Jenny vanished. Her whereabouts are unknown.


(Possibly, Watchwoman - and parent? - happened upon the crime scene first, and this is how Watchwoman obtained Djane's lighter.)


Djane currently is living inside of the lighter, her ornate Arabian palace faintly visible from the outside through the ruby. She knows fully what has happened to her, and knows that to be free, she needs to become powerful enough to create another djinn - a level of power she may not reach for decades, if ever. She cursed herself for her foolish generosity, and after realizing that she couldn't escape the palace, contented herself with experimenting with her powers and reading up on magic in the palace's infinite library. On her better days, she hopes that Jenny is now appreciating the life she has back - a life Djane didn't appreciate until it was gone - and Djane waits for someone to flick the flint-wheel, strike a spark, and summon her back into the world again.

Djane's motivation, as it stands, is to be free. Barring that, she will settle for serving a master who at least will treat her properly. Possibly, down the line, Djane may decide that this curse is a blessing in disguise - but right now she's pretty sure it isn't.
The crew that was sent to steal the lighter were hired through a third party by the famed billionaire eccentric Augustus Chalk. Chalk is a well-known if reclusive man who is old money; he is also a sorcerer of minor skill who has nonetheless used his money to acquire a vast collection of magical artifacts, using said artifacts in turn to increase his wealth, in a rich-get-richer cycle. ,,

Djane's lighter would have been his biggest catch yet. He'll stop at nothing to acquire her, seeing her as just a thing to be used. He rarely attacks directly, instead preferring to work through intermediaries to do his dirty work, empowering them with magic or striking bargains with his money.

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True Name: Blaize Fairview
Code Name: Phoenix
Age: 20

Strength - 0 (Average Adult)
Agility - 4 (Highly Gifted)
Dexterity - 3 (Gifted)
Stamina - 2 (Well Above Average)
Fighting - 2 (Well Above Average)
Intelligence - 0 (Average Adult)
Awareness - 2 (Well Above Average)
Presence - 3 (Gifted)

Dodge - Agility + 4 = 8 + Energy Shield = 12
Parry - Fighting + 1 = 3 + Energy Shield = 7
Fortitude - Stamina + 3 = 5
Toughness - Stamina = 2 + Energy Shield = 8
Will - Awareness + 4 = 6

Beauty of the Flames (Attractive x 3)
Aggressive Flames (All Out Attack, Power Attack)
Precise Flames (Accurate Attack, Precision Attack (Ranged, Cover))
Twined Soul (Uncanny Dodge, Ultimate Effort - Will)

Skills = 36 Skill Points
Acrobatics 4 + Agility = 8
Athletics 4 + Strength = 4
Expertise (Dance) + 4 + Intelligence (Usually) = 4
Insight 4 + Awareness = 6
Perception 4 + Awareness = 6
Persuasion 4 + Presence = 7 (+5 regarding those attracted to her sex - 12)
Intimidation 6 + Presence = 9
Ranged Combat (Energy Control) 6 + Dexterity = 8

Energy Control (Fire/Heat) + 12 - Array

  • Energy Blast (Fire) + 12
  • Energy Manipulation (Fire) - Deflect 12 (Redirect, Reflect, Limited to Fire)
  • Environmental Control: Environment 12 (8 Miles; Heat, Light)
  • Energy Burst (Fire): Ranged Damage 10 (Area Burst)
  • Disintegrate: Ranged(Affects Objects Weaken Toughness 8)
  • Dazzle: Flare (Cumulative Ranged Affliction 12 (Resisted by Dodge, Removed by Fortitude - Stages: Impared(1), Disabled(2), Debilitated(3), limited to Vision

Energy Immunity 5(Fire/Heat)
Senses 2 (Awareness Fire/Heat, Infravision)
Energy Form (Fire) Insubstantial 3, Activation(Move Action, -1 point)
Flight 7 (250 MPH)
Energy Shield - Enhanced Defenses 10 [Dodge 4, Parry 4, Impervious Protection 6 - Sustained)
Phoenix Never Dies: Immortality 1, Regeneration 1, Immunity 3 (Aging, Poison, Disease)


Attributes: 30 | Defenses: 12 | Advantages: 8 | Skills: 12 | Powers: 88

Extra 5 Power Points: Add Dazzle to Array [1], Add Infravision to Senses[1], Increase Beauty to 3[1], Raise Presence to 3 [2]

155 Points


Motivation: Justice: Blaize believes that power should be used to aid and protect the innocent, in fact, in her eyes, every soul has the responsibility to make things better, and to fight those who make things worse.. the soul of the Phoenix within agrees, but adds a greater degree of aggressiveness to this view, believing in burning away evil to make room for new opportunities, thus, while Blaize might chose to be gentler, her other half gives her a degree of aggressiveness that would surprise those who knew her when she was younger.

Honor: True to her word, unwilling to lie and deceive, Blaize is very honorable, sometimes even when it would be to her advantage not to be, she dislikes lies and cheating extremely, and once again, the Phoenix within adds an almost fanatical aspect to this particular complication, as the Phoenix sees no need for any degree of deception and tends to be incredibly direct. The addition of Blaize to the twin mix of souls does allow her a small degree of flexibility here, she will allow lies to protect and guard the innocent, but that is about as far as she's willing to go.

Temper: The main source of this is the Phoenix who carries this flaw, however, unfortunately it bleeds over into her, and the phoenix has a particular hatred of evil and corruption, as such she has trouble controlling her temper with regards to these issues, and the Phoenix can occasionally snap though her in rage, making it so her temper is somewhat suspect with regards to certain issues.

Nemesis: The dark cult did manage to imbue another with the power of their dark goddess, a rival of Blaize's that hates both her and the Phoenix within, she often dwells deep in the coldest waters, though not quite frozen ones, and she moves to take control over the world and make humanity over to her worshipers, Blaize often ends up fighting her.

Blaize was not that unusual for a high school graduate, she was an athlete and one of the more popular girls in her school, though she was also a kind and compassionate sort, caring about the welfare of others, volunteering in her local community to assist various charities. However, unknown to her, she had a special trait, she was a potential vessel, one of a rare few people capable of hosting a entity of great power within her very soul. It was that drew undesirable attention upon her, and in her 19th year, about a month before the disaster that destroyed the city, while she was moving to collage she was kidnapped by a group of cultists who wished to summon the soul of their demon goddess, a dark and forgotten deity of cold and darkness, within her body.

Tied down, gagged, and about to be sacrificed in a ritual that was supposed to hollow out her mind and soul, leaving nothing but her body to the dark goddess, when at at the height of their ritual, it was interrupted by a group of super heroes, and a single phrase was misspoken, reversing the rituals intent.. fatally those closest to Blaize when she burst into fire.. the opposite of what the ritual was supposed to invoke.. for they had managed to merge her essence with a primal force, the force of creative destruction, which in arcane terms, was the soul of the phoenix.

The experience transformed her in body and soul, unlike what was intended in the ritual as her soul was supposed to be replaced by the ritual, instead, the soul of the phoenix and her's meshed into a new whole, something new blazing force, a phoenix rising from the ashes. The merging of body and soul was accidental, it wasn't meant to be the total merging that is..that was an accident of the ritual, something that is unlikely ever to be duplicated, but besides granting her incredible control over flame, it has also turned her slight beauty into a flawless one, like a radiant flame, and made her immortal, the flames within her burn away the impurities of poison and disease as well.. this includes drugs and alcohol, as well as pain killers.. but fortunately her body quickly heals all damage, so there is little need for such things.

Blaize used to be calmer then she is today, though she can call upon that calm sometimes today, she is now much more agressive and direct, she often will throw herself into situations, trusting her capabilities to carry her through.. and she's usually correct, giving her a degree of confidence that often seems like, and sometimes is, over confidence. She understands people quite well, and can be terribly intimidating when she chooses to be, but she can also be persuasive and insightful as well, part of that is due to the Phoenix within and part due to her own nature


Elemental Form

Human Form

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Personal Information:
Serene Fathi
Hero Name: Watchwoman
Occupation: Billionaire Genius Philanthropist/Vigilante
Legal Status: United States Citizen
Marital Status: Umarried
Known Relatives: Jalil Fathi (father, deceased)
Allegiance(s): Alan Greene (man servant), Mill City

Physical Traits
149 lbs
Height: 5’9”
Apparent age: early twenties
Gender: Female
Apparent Ethnic Background: Caucasian/Persian
Actual Ethnic Background: Alien/Human hybrid
Eye Color: Red
Hair Color: Brown
Handedness: Right

Uncostumed Appearance: Serene is, in a word, breathtaking, as if she walked around all the time as a photoshopped model. She is tall and well-built, with gentle curves and some muscle. Her face is perfectly featured, with large dark red eyes and a full mouth. She has a trail of glowing spots that run from the outer corners of her eyes down her body. Because she doesn’t leave the house except in costume, she’s usually dressed in expensively comfortable clothing: cashmere sweaters, fine cotton shirts and professionally distressed jeans.
Costumed Appearance: Watchwoman wears an all-black uniform that covers her head to toe. The only definite thing about her is that she’s female, with the well-toned physique necessary to handle a vigilante lifestyle. The suit sports the Watchman’s lantern motif—like Watchman, Watchwoman “watches the shadows for crime.”

Powers, Skills, and Personality:
Known Powers:
The one power she has is not used or talked about; Watchwoman has the ability to cause people to fall in love with her. The effects are usually temporary and fade quickly save in a few rare cases.
Abilities/Special Skills: Watchwoman is a highly trained athlete and crimefighter with an arsenal of tools to help. She is undeniably a crime-solver though, with tricks and tools to help her determine whodunit.
Personality: The young woman’s personality has been stifled by her father’s expectations and training. Even after his death, she can’t shake his plans for her. As a result, she’s somber and overly serious; without the need to pretend to be a local socialite like Jalil was, she doesn’t even pretend to express her emotions well.

Public Background: Serene
Little is known about the elusive daughter of Jalil Fathi. Serene arrived suddenly in the limelight when she was adopted by the wealthy man at a young age; no one is quite sure why the playboy bachelor chose to adopt any child, much less a one-month old one that seemed to have appeared out of nowhere. Her records were sealed at her adoption has created much speculation by conspiracy buffs who wonder exactly who this young woman is, and why the need for secrecy. Many people assume that he is her real father and that her mother’s identity is that of a princess or a married woman.

Serene was seen in public with her father until puberty. At age twelve, her public appearances were severely curtailed and she was not seen again. Rumors of a kidnapping attempt have led people to speculate that the daughter was injured and is being kept out of the public eye so she couldn’t embarrass her father.

Isolation hasn’t stopped Serene entirely. She started a charity group called the Serenity Foundation. While she worked behind the scenes and over the internet, Jalil managed any face-to-face operations.

Jalil’s death after a “home invasion” has spurred new speculation about the mysterious daughter. She attended the funeral heavily veiled, but she doesn’t appear to be disfigured—quite the opposite. However, she continues her previous philanthropic work through the internet, particularly to help people after the tornados, and her family’s faithful manservant, Alan Greene.

Public Background—Watchwoman: The vigilante Watchman had long been operating in Mill City; in the last two years, he’s been joined by another hero, one calling herself Watchwoman. Given the length of time that Watchman had been functioning at that point—almost twenty years, both in Minneapolis and Mill City—public speculation was that he was training his replacement.

Two weeks ago, the rumor started in the criminal underworld that Watchman was dead. This is possibly true, as he has not been seen in that time. Watchwoman has increased her surveillance to a degree, but the lack of Watchman-sightings has the criminal element feeling a bit bolder now.

Jalil’s Death
Watchman was out patrolling when he was ambushed by several criminals working together. He fought his way free and back to his car, which drove him home. He collapsed into Serene and Alan’s arms, and they couldn’t revive him. He didn’t even tell them who was responsible for his death.

His vehicles and most of his tools rendered themselves inoperable upon his death. Alan and Serene will have to figure out how to break the security on the system—it is Falil’s final test for his daughter. If she can break it, she’ll have the vast resources that Watchman possessed.

Private History: Father

Jalil Fathi started his career as the Watchman after the death of his Iranian American grandparents. He had already lost his mother and father to a car accident, so losing a second set of parents was devastating. This time, it wasn’t fickle fate that had taken them; it was a villain whose stray bullets had struck them. It had been a needless, tragic death, but the Watchman was born that day. Jalil dedicated himself to protecting others, training to the peak of physical perfection and developing gadgets. Where those did not suffice, his indomitable will carried him through the day.

He remained unbroken until he met the villainess Amore. She was running a simple scam to get men to supply her with delicate government information, which she then sold to her peers. The Watchman tracked her down and after a significant chase, cornered her. Her tears and begging didn’t pierce his shield of justice, but her pheromone-laden scent did. He was seduced, and she followed through, especially after seeing the handsome face under the mask. After he collapsed into a blissful sleep, she slipped out.

Waking up was an unpleasant experience. Furious, he began to research her powers and soon realized that it was based on scent. He got a gas mask to block her powers and went looking for her again. After months of searching, he found her, and she was pregnant.

The Watchman was shocked, but being as smart as he was, he knew that there was a chance he was responsible. He secured her in his secret lair under his house and waited. Amore had her baby there, and the daughter was tested against Watchman’s DNA. It was a match, and he took custody.

Amore begged and pleaded, and finally Jalil relented. Amore was allowed to stay in the house and spend time with the baby, provided she followed the rules. For a time, things were good; Amore was allowed to spend time with her child, named Serene. Watchman officially adopted her to avoid a public scandal, and things went well. Then Amore grew restless and bored; after much nagging, she was released into the rest of his house where their child was and where he could keep an eye on her.

Things were normal until after Serene was five, when Watchman realized he was in love with Amore. Sure that she’d done this to him using her pheromones, he had her returned to prison as he began to work on a cure to nullify their effects on him. By the time he realized that he had loved her, not being forced to by her powers, Amore had broken out of jail and was on the lam.

Since then, Amore has seen her daughter only rarely. When Serene grew her pheromone glands at age twelve and found herself restricted from society at large, Amore broke into the house and spoke to her privately about the changes she could expect in her body. When she was done, Serene called her father and Amore fled before she was captured again. This time, she disappeared; the current theory is that she is no longer on the planet.

Watchman gave Serene every advantage he can, throwing funding at her needs and schooling. It was his penance, in his own mind, for failing to see the truth and denying Amore the chance to reform and be with her daughter.

Private History: Mother

The woman who would become Amore, one of Earth’s least lethal but no less dangerous villainesses, was born to a royal family on a distant planet. There, half of all communication is done by scent and lights from the Al-shecs gland, allowing them to mix speech, scent and sight into a rich conversation.

When Amore, then named Kaz’rozha, turned thirteen, she was married to her eleven year old brother. They were not to consummate until older, but Kaz’rozha hated her brother, wanted adventure, and didn’t want to be the Queen. So at age sixteen she ran away.

She found her way to Earth, where she learned that the primary species, humans, were very susceptible to her pheromone releases. She was found by Mr. Smiles, a social villain, who saw great value in her abilities. He mentored her into supervillainy. Soon, she was running a scam to get men to supply her with delicate government information, which she then sold to the supervillains who had befriended her. It was, to her mind, a safe, non-harmful way to make money off of others. Being an alien, she may not have understood the damage she was doing on a larger scale, but she was certainly aware that stealing was wrong.

Her downfall occurred when the Watchman caught her trail. For three terrifying days she ran from him, only to be cornered in her hotel room. In desperation, sure it wouldn’t work on him, a real-life superhero, she used her pheromones to cause him to love her. She was so afraid that her glands pumped out too much, and pheromone-laden scent did a more than adequate job of making him friendly; it seduced him. She planned to fight him off, but then she saw his handsome face – and famous face. Everyone around the world knew of Jalil Fathi, the wealthy billionaire, and Amore gave in rather than running more.

She did run after the sex, getting a good enough head start to evade him while he snoozed in post-coitol bliss. Amore was able to stay comfortably ahead of him for several months, until her increasingly gravid body slowed her down. He caught her and was prepared this time. Her child was born in his underground cells.

Her life changed in that moment, and for the better. Holding her daughter gave Amore the first real peace she’d ever felt. In that perfect moment, she named her daughter Serene, after the emotion she’d given her mother.

Then it all became a nightmare; Watchman was confirmed as the father, and he came to take Serene away. For the next several days, it looked as though Amore would lose her Serenity. She begged and pleaded, promising Jalil anything. Finally, an arrangement was made, and for a while it was satisfactory.

The happiest time in Amore’s life happened when she finally convinced Watchman that she wanted only to live with her daughter. Watchman moved her into his mansion, and she was so happy for two years. Then Watchman accused her of bewitching him again. He took her to the prison, ignoring her tears and promises that she hadn’t done anything. As he locked her away, she asked, “Would it be so bad to really be in love with me?” His answer shattered her heart, never to recover: “Yes, it would be. It would be the worst thing.”

Heartbroken, Amore rotted in the prison. Watchman attempted to get her out again for some reason, but his attempts failed and she grew more depressed. The only thing that kept her going was thoughts of her daughter. It was those thoughts that gave her the strength to escape and the determination to hide. Amore moved to a deserted island she’d bought through a shell company and settled into quiet obscurity.

When she heard about Serene Fathi’s isolation, she put two and two together and realized that her daughter was undergoing puberty. She broke into the Fathi mansion and told her what to expect as she became a woman. Her daughter listened with horror, and Amore’s heart broke when she realized that Serene feared becoming Amore. The villainess fled and left her alone—for now.
Mr. Smiles is a disturbing individual who is always smiling. His plans are often cryptic and bizarre, making sense only to him. He dresses in a black undertaker’s suit, his constant, wide smile a chilling contrast to his grim garb.

OOC, Mr. Smiles’s interest in Serene is because he believes that she will grow into the powers that her mother had—full control of the hearts and minds of her victims. He wanted Amore to join him in his plans, but the alien evaded his grasp when she disappeared.

Watchwoman - PL 10

Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 2, Intellect 5, Awareness 2, Presence 7/3

Attractive 5, Benefit 5: Billionaire, Close Attack 3, Defensive Roll 3, Equipment 2, Improvised Tools, Inventor, Languages 1, Quick Draw, Ranged Attack 3, Skill Mastery: Investigation

Acrobatics 6 (+9), Athletics 8 (+9), Deception 3 (+10), Expertise: Criminology 4 (+9), Expertise: Streetwise 4 (+9), Insight 6 (+8), Intimidation 6 (+13), Investigation 8 (+13), Perception 6 (+8), Sleight of Hand 2 (+5), Stealth 3 (+6), Technology 3 (+8), Treatment 1 (+6), Vehicles 6 (+9)

Al-shecs gland: Cumulative Cloud Area Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Fortitude, DC 18; Cloud Area: 15 feet radius sphere, Cumulative, Insidious; Limited: Affects only feelings of Love, Limited Degree, Sense-dependent: Scent)
Daughter of the Irzarki (Advantages: Attractive 5)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Presence +4 (+7))
. . Glow: Feature 1
. . Nose for Pheromones: Senses 4 (Accurate: Scent, Acute: Scent, Analytical: Scent; Limited: Pheromones only)
. . Sorting Scents: Immunity 2 (Uncommon Descriptor: Pheromones)
Movement: Movement 1 (Swinging)
Tracking : Feature 1
Immunity: Immunity 2 (Suffocation (All))
Utility Belt
. . Bolos: Affliction 4 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 14; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Grenades: Burst Area Blast 4 (DC 19; Burst Area: 30 feet radius sphere)
. . Smoke Bombs: Cloud Area Concealment 4 (All Visual Senses; Cloud Area: 15 feet radius sphere)
. . Throwing Stars: Strength-based Damage 2 (DC 18; Increased Range: ranged)

Commlink, Flashlight, Grapple Gun [Movement: Movement 1, Swinging], Mini-Tracers [Tracking : Feature 1], Rebreather [immunity: Immunity 2, Suffocation (All)]

Initiative +3
Al-shecs gland: Cumulative Cloud Area Affliction 8 (DC Fort 18)
Bolos: Affliction 4, +6 (DC Dog/Fort/Will 14)
Grab, +5 (DC Spec 11)
Grenades: Burst Area Blast 4 (DC 19)
Throw, +6 (DC 16)
Throwing Stars: Strength-based Damage 2, +6 (DC 18)
Unarmed, +5 (DC 16)

Addictive Power: Serene's Al-shecs gland produces a pheromone that causes people to love her. This power usually fades with no lasting effects (beyond the normal reactions of someone having their emotions manipulated) but in a few rare cases, it creates an addictive desire for continued use of the power.
Enemy - Mr. Smiles: (Inspired by the Joker) This sinister villain is largely an unknown quantity. Even Watchman didn't know who or what he was. He has an interest in Serene that started with her mother, but with Amore's disappearance, he appears to have transferred his attentions to the daughter.
Identity - Serene Fathi: Serene has to protect her identity as Serene Fathi, daughter of the billionaire Jalil Fathi. It would be difficult if people knew she was Watchwoman.
Motivation: Acceptance: Serene wants acceptance from her father, and she's driven to try to crack the code on his systems so that she can gain access to his tools. Until then, she's scrapping by on her own wits and pluck.
Motivation: Responsibility: With the death of Watchman, Serene is now responsible for upholding the safety of the city alone--or she feels alone, anyway. Along with her inheritance, her father left her with the great responsibility to take up the Watchman mantle.
Phobia - Amore: Serene fears becoming her mother, the villianess Amore. She refuses to use her power one people for that reason.
Secret: Serene hasn't been seen in public since she was twelve. It was assumed that she was gravely injured in her kidnapping and won't go in public anymore. Rumors include the whispers of horrible scarring and severe emotional trauma. In truth, Serene's Irzarkian heritage started to show itself and she couldn't appear in public without revealing who her mother is.

English [N], Persian

Dodge 11, Parry 11, Fortitude 9, Toughness 5/2, Will 10

Power Points
Abilities 42 + Powers 38 + Advantages 21 + Skills 22 (66 ranks) + Defenses 32 = 155

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Name- Cade Michael Alistaire

Age- 30 Terran Standard

Height- 6'2

Weight- 170 lbs

Bloodtype- AB+

Hair- Black

Eyes- Blue

Handedness- Left

,, ,,

Cade Alistair only wished to be the best soldier he could be. All his life he knew he'd grow up to be an Army Ranger like his Father and Grandfather. He enlisted at eighteen, and worked hard, qualifying for the Training battalion at Ft. Benning. He was an extremely solid soldier, not the top of his class, but rated highly proficient by his instructors. He Graduated from the training command and moved on to the Ranger's First battalion, Serving with distinction in Afghanistan. He completed his first tour of sterling service, and returned home on leave. There he met Amanda Hase, to him his true love.. A true whirlwind romance followed, and the two were married before his two weeks leave ended. Each leave was sepnt with her, and after two years, the couple welcomed their daughter, Anya, to the world. He was still on the other side of the world at the time but rotated home to see her a few months later. The next two years were a blur, as his term of service neared completion. Amanda was a doctor at the Minneapolis General Hospital, and They'd decided that he'd missed enough of their daughter's life, it was time for him to come home. His final mission confirmed this, as nearly his entire squad perished against insurgents in the mountains of afghanistan. They'd been ambushed, and a stray shot had ruptured a drum of a chemical that filled the chamber with unknown gas. Cade killed the final insurgent, and carried out the last other survivor of his squad, who was heavily injured.


He did so, and for the next three years, Cade lived happily, pursuing a talent he never knew he had, sculpting. I could work with anything but found ice to be his best medium. This of course was due to something only He and Amanda knew, he could control ice, and even create it at will.


His sculptures were a nice supplementary income to Amanda's work as a Doctor at the hospital, and not having a real job let him make up for lost time with Anya.


Then the Event struck Minneapolis, and his life crashed down around him. It left him alone, his wife and daughter dead, and a city in just as much shambles. In their memory, he set out to help however he could, His first foray was to foil an armed robbery attempt single-handedly by freezing the perpetrators in blocks of ice. Once the authorities arrived he released them to no detrimental effects, save a common cold from exposure. Since then he's been helping however he was needed, with no care given to hiding his identity. Indeed it's not uncommon to find the handsome young man half clothed as he has a seeming aversion to clothing when using his ice powers.


Cade can control and create ice in many ways, from blades to fight with at close range, to massive sculptures to defend others, even wings that he uses to fly. He can create areas of extreme cold, sapping the strength of others, or prisons of ice to immobilize his foes.


Alden Lainz Alden was a former Ranger as well, the only other survivor of the final mission and a man that owes his life to Cade. This fact alone keeps him going, as he's determined to kill cade for all he's suffered. Before Alden was also a happy man, but the injuries fhe sustained disfigured, him, scarring his body and his mind. after spending six months in a hospital he was discharged, and has since put his own powers to use. He wants to humiliate Cade, to beat him on his own terms, and in truth, its something he can do with ease, as he has powers nearly identical to Cade's. Known to the world as Iceshadow, His ice constructs look more like shimmering obsidian, and he and Cade have clashed several times now in Mill City, with Cade playing the hero, choosing failing to apprehend him to save someone's life. Ice Shadow wears a full black body suit, with a dark blue visor, even so, some of the disfiguring scars can still be seen through the material on his arms and torso.



Cade has developed an aversion to clothing while using his powers, the long he uses his powers, the more he must resist the urge to remove some or all of his clothing.


When Cade exhales, his breath always produces a wisp of icy mist, the more he exerts himself, the colder his breath gets.


Cade has shown a weakness against fire and intense heat, becoming somewhat uncomfortable, and shows himself to prefer colder temperatures.


Agility- 6

Move By action
Attractive 3
Eidetic Memory

Die Hard

Cold control "Absolute Ice" Create 10 (Ice) continuous precise alternate power 5 static array
" Frost Buster" Blast 10 accurate 2
"Glacial Prison" Affliction 10 Area selective (impaired immobile, Incapacitated) cylinder
( Cold world Cryoboost) environmental control 8 (extreme cold) Quickness Mental 5; Quickness physical 5
"Ice Dragon's fangs" Damage 10 penetrating
"Coldsnap" Weaken 10 area selective


"Wings of the Ice Dragon" Flight- 3

Immunity: Cold/ice (all)


Acrobatics 6
Stealth 6
Technology 6
Vehicles 4
Perception 6
Persuasion 3
Insight 6
Expertise (Art) 6
Close Combat (Ice blades) 2

Fortittude 8
Will 10
Toughness 8
Dodge 10
Parry 10

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