Kazim

Anthem's page

43 posts. Alias of Reckless.


RSS


Anthem receives Atsuko's call, and changes into uniform quickly, figuring the time she will take to get there and letting her know. She runs along through back alleys and sidestreets, moving as fast as she can while her sonic well keeps her movemnet silent.


Anthem will check out the docks. Her experience with hidden bases may help her out in finding a place that would both be big enough and not as quiet as it should be, hopefully. Since she can move at pretty high speeds on foot, she should be able to cover a lot of ground over a short period of time, and hopefully narrow the search area down, at least.

1d20 + 3 ⇒ (2) + 3 = 5 Investigation

She spends a frustrating afternoon/evening searching out for the most likely spot, only to realize at the end of the day, Emerald City is not the sandbox, and these are not "insurgents", they're criminals, and hardly hardened ones at that. Maybe one of the others will have better luck.............


"Sure thing, Joe. Good idea about the hotline, Mr. Briskly, but, if she's doing this for fun, as Warden says, wouldn't she just make appearances all over town to flood the hotline? Especially since she can literally be anywhere seconds apart?" Anthem scratches her chin.

"I think we'd be better served finding her either on our own or with ECPD's help. Is there anything you can tell us about her now we're secluded, Warden?"


"Meanwhile, if she's operating in the city, likely, she'll need a rabbithole, if not for her, for her men at least. Probably someplace big enough for her to have made those gadgets they were all wearing on their legs. Also, she seemed to know Warden, to be calling him out." she looks at the men. "You want to tell us what that was all about, now that the gawkers have been swept?"


"Captain Wilcox." instinct kicks in and Anthem stands a bit straighter, but she resists the urge to salute. "I think all of us appreciate your willingness to take on the asschap. As for Outrunner and the Runners, whatever AWR they've bolted to, we'll sniff it out. Seems like she can disappear pretty easy, but she seems to have a special interest in Warden." whichever one that is "And we might be able to use that as a diversion. I doubt she can evac if she's unconscious."


Anthem gives her best smile. "I suppose I should." she tries to catch a little bit of the sun on er shield if possible, standing in a manner similar to military attention. "My name is Anthem, and I'm here to protect the citizens of Emerald City in any way I can. When I saw your report, Miss Kim, I felt compelled to lend a hand. I hope that the citizens of Emerald City, and the ECPD understand the decision to intervene seemed necessary, given the strange actions and armaments of the perps."


"Right, buddy. That would explain the bullet wound." she pokes her bloodied uniform. "Lucky for you I'm not interested in hurting you, as long as you surrender. Come on, let's get you back to the police. Nothing funny, or we'll find out how many bones I can shatter while stripping off that gadget on your leg."

Anthem marches the man back to the police, hardly seeming to notice the press of media and onlookers. On the way back, she suggests he tell her what he knows about the leader-lady. Then she flags down the nearest cop. "Got one of them here for you. Probably ought to read him is rights and give him a chance to be fully cooperative." the last words sound somewhat like a threat.


Anthem slips out the same way the Runner bolted, switching back to Sonic Well to see if she can determine which way he went. If she can catch up to him she will (she can move 120MPH).


Damn, I'm hit. Not a good day to B.E. aggressive, homes. Anthem curls her lips, letting go of the controlled silence surrounding her, and channeling the absorbed sound through her pain into a single focused beam of sonic energy, directing it at the punk who shot her.

Sonic Blast 1d20 + 7 ⇒ (14) + 7 = 21

Thug Toughness 1d20 + 6 ⇒ (8) + 6 = 14 vs DC 24

The Runners' gun shatters, as do several of his bones, and he slumps against the far wall. "Dude, you scared? Don't run, bro."


"Chinga me!" Anthem curses softly. Well, time to be a hero. The fog was providing cover from vision, and with her sonic well up, she was completely silent and could find her way through the fog by picking up and analyzing every drop of sound vibration, from the rustle of clothes to the beating of hearts. It was a lot of information to process, but something in her newfound powers enabled her to sort it all out.

The men by the vault were going to dig in if they weren't taken out. They were priority, since their leader was awol.

Anthem rushes into the room, moving at incredible speed as she crosses, weaving in and out of the tentacles before they can try to grab her, and launches herself at one of the men, hoping she is quick enough to bash the other with her shield as well.

Shield Strike Multiattack Strength-Based Damage DC 23 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Multiattack second target: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20

Since I moved adjacent to them do they still have cover? If they do, subtract 2 from the rolls.

Keeping up Sonic Well to negate the fog and give me concealment from hearing.


"Maldicion!" Anthem curses as the Dougman kicks open the door. She s still trying to get her bearings when the Runners react to the intrusion.

Thank goodness for Uncanny Dodge.


Anthem accepts the hand up and uses her sonic well, touching the glass to try and get a better idea of what was inside the building. As soon as she gets as good a read as she can, she relays the information to Dough Joe.


"Ok, Doughboy, take a breath. I'm already on the scene, trying to form a sitrep. I could use your reach to get me up to the windows so I can get a better sonar picture. I could probably jump, but since you're around..." Anthem moves into a good possition and relays her 20 to Dough Joe, hanging up the phone and changing it over to vibrate, Can't believe I left my phone on.


Jo approached the scene, her heartbeat increasing, pumping oxygen into her limbs; adrenaline coursed through her. It was a familiar feeling, but one she hadn't experienced often since returning home.

She adjusted the top of the costume her mama had made for her. At least this one, the third she had been forced to try on before finally giving in, had actual pants. She took in a deep breath.

Witty repartee. Heroes are supposed to have witty repartee, so they say.

"Mighty bad case of pinkeye they've got there." she quipped, mostly to herself. Drawing her senses to complete sharpeness and clarity, she scanned the area in sonic well mode, trying to figure out the tactical situation before approaching too closely or being spotted by the media or policia.


I'll say Jo knows Joe. As part of her physical therapy after her coma, she joined his dojo to get her newfound physical prowess under control. Rather than a need to strengten her body after being immobile for months, she needed to figure out how not to break bones unintentionally.

She would have come of as self-assured, but shy, wanting more of the meditative aspects at first, but increasingly active physically after a few weeks.

Once she might have engaged Joe in a demonstration and may realize that he is every but as strong as she is.


Haven't read Atsuko's description enough to know for sure, but could it be.....Gateway and Anthem?


Anthem - PL 8
Josita "Jo" Alvarez

Strength 6, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 5, Presence 1

Advantages
Accurate Attack, Attractive, Evasion, Improved Initiative, Languages 2, Power Attack, Uncanny Dodge

Skills
Acrobatics 2 (+6), Athletics 2 (+8), Close Combat: Unarmed 2 (+10), Deception 1 (+2), Expertise: History 1 (+2), Expertise: Military 1 (+2), Expertise: Politics 1 (+2), Insight 1 (+6), Intimidation 1 (+2), Investigation 2 (+3), Perception 5 (+10), Persuasion 1 (+2), Ranged Combat: rifle 1 (+5), Ranged Combat: Sonic Blast Skill 3 (+7), Stealth 3 (+7), Technology 1 (+2), Treatment 1 (+2), Vehicles 1 (+5)

Powers
Enhanced Metabolism (Enhanced Agility 2,Enhanced Dexterity 2, Enhanced Stamina 6, Enhanced Strength 4, Regeneration 1, Speed 6)

Sonic Powers Array
. . Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Concentration, Cumulative; Instant Recovery)
. . Atomic Vibration Punch: Damage 8 (Alternate; DC 23; Affects Insubstantial 2: full rank, Penetrating 8)
. . Sonic Blast: Damage 9 (Alternate; sonic, DC 24; Increased Range: ranged)
. . Sonic Sleep: Cumulative Perception Area Affliction 8 (Alternate; 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Cumulative, Sleep, Subtle 2: undetectable; Limited Degree (third only))
. . Sonic Vertigo: Cone Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cone Area: 60 feet cone, DC 18, Insidious, Subtle: subtle)
. . Sonic Well ( Silence: Concealment 1 (Linked; Sense - Hearing), Sonar: Senses 3 (Linked; Accurate: Hearing, Ultra-hearing), Sonic Immunity: Immunity 5 (Linked; Damage Effect: Sonic), Sound Analysis: Senses 6 (Linked; Acute (Type): All Auditory, Analytical (Type): All Auditory, Counters Illusion: Auditory), Ultrasonic Hearing: Senses 1 (Linked; Ultra-hearing)

Shield (Removable (indestructible))
. . Deflect: Deflect 8 (Reduced Range: close)
. . . . Shield Strike: Strength-based Damage 2 (Alternate; DC 23; Multiattack)

Offense
Initiative +8
Atomic Vibration Punch: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 16)
Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (DC Will 16)
Sonic Blast: Damage 9, +7 (DC 24)
Sonic Sleep: Cumulative Perception Area Affliction 8 (DC Fort 18)
Sonic Vertigo: Cone Area Affliction 8 (DC Fort 18)
Strike: Strength-based Damage 2, +8 (DC 23)
Throw, +4 (DC 21)
Unarmed, +10 (DC 21)

Complications
Flashbacks (Explosive noises trigger PTSD flashbacks of EID/War)
Motivation: Patriotism (Loyalty to USA and Emerald City)

Languages
Afghan Arabic, English, Spanish

Defense
Dodge 4, Parry 8, Fortitude 8, Toughness 8, Will 8 (and Deflect 8)

Power Points
Abilities 46 + Powers 63 + Advantages 8 + Skills 15 (30 ranks) + Defenses 3 = 135

Jo Alvarez enlisted straight out of high school. Her parents were proudly legal immigrants from Brazil, and Jo was proud to serve her country in the wake of the 9/11 attacks. Over her two tours in Afghanistan, she saw a lot of s+*@. She used to joke that the "Sandbox" ought to be called the "Litterbox" instead. Jokes were one way she made it through the boredom and terror that went hand in hand with being a US soldier.

Her service ended with a bang: she spotted an i.e.d., shoving her fellow soldier Daniel Tursman out of its way just as it went off. Daniel was spared the brunt of the blast, taking shrapnel to his lower torso. Jo took the blast head on. Even with her flak, she should have been dead.

But Jo was raised in the Emerald City. You know, the place where them freaks have been showing up. Turns out, Jo was something of a freak herself. Not only did she survive, albeit in a coma for over a year, her body rebuilt itself stronger than ever.

The military had already signed her off as a casualty and given her an honorable discharge. Her parents had moved her back home, and her coma was spent in the Emerald City VA Hospital.

Jo still has flashbacks to that fateful day, and other memories of the war that cause her nightmares. Loud noises can set them off, especially noises resembling explosions. Her own sonic attacks seem to be an exception.

Tursman visited her many times during her year of coma, but disappeared three months before she awoke. A week after she recovered, she received a package with no return address. Inside was a note and a strange, ancient shield with an eagle emblazoned on its crest. The simply note read To A., from T.. The shield is of an unknown, lightweight metal which seems to be indestructible.

Taking the name Anthem, Jo has decided to serve her city with the diligence she served her country. Not all of these people with powers are going to use them for good, and the police of Emerald City are little better able to handle them than the Afghan police were able to handle the insurgents and terrorists there.


Heck, I knew when I submitted you had limited space and already had a crew from the other board, so my heart won't be broken either way.

That being said, I have only played to about the second scene in Emerald Knights, not very far at all, so I'd be good with being in either one.

Atsuko, how about "Mindbender"?


Yo**Raises Hand**


Thanks. I've decided to take your advice on several points. This is the latest for Anthem:

Anthem Update:

Anthem - PL 8

Strength 6, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 5, Presence 1

Advantages
Accurate Attack, Attractive, Evasion, Improved Initiative, Languages 2, Power Attack, Uncanny Dodge

Skills
Acrobatics 2 (+6), Athletics 2 (+8), Close Combat: Unarmed 2 (+10), Deception 1 (+2), Expertise: History 1 (+2), Expertise: Military 1 (+2), Expertise: Politics 1 (+2), Insight 1 (+6), Intimidation 1 (+2), Investigation 2 (+3), Perception 5 (+10), Persuasion 1 (+2), Ranged Combat: rifle 1 (+5), Ranged Combat: Sonic Blast Skill 3 (+7), Stealth 3 (+7), Technology 1 (+2), Treatment 1 (+2), Vehicles 1 (+5)

Powers
Enhanced Metabolism (Enhanced Agility 2,Enhanced Dexterity 2, Enhanced Stamina 6, Enhanced Strength 4, Regeneration 1, Speed 6)

Sonic Powers Array
. . Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Concentration, Cumulative; Instant Recovery)
. . Atomic Vibration Punch: Damage 8 (Alternate; DC 23; Affects Insubstantial 2: full rank, Penetrating 8)
. . Sonic Blast: Damage 9 (Alternate; sonic, DC 24; Increased Range: ranged)
. . Sonic Sleep: Cumulative Perception Area Affliction 8 (Alternate; 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Cumulative, Sleep, Subtle 2: undetectable; Limited Degree (third only))
. . Sonic Vertigo: Cone Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cone Area: 60 feet cone, DC 18, Insidious, Subtle: subtle)
. . Sonic Well ( Silence: Concealment 1 (Linked; Sense - Hearing), Sonar: Senses 3 (Linked; Accurate: Hearing, Ultra-hearing), Sonic Immunity: Immunity 5 (Linked; Damage Effect: Sonic), Sound Analysis: Senses 6 (Linked; Acute (Type): All Auditory, Analytical (Type): All Auditory, Counters Illusion: Auditory), Ultrasonic Hearing: Senses 1 (Linked; Ultra-hearing)

Shield (Removable (indestructible))
. . Deflect: Deflect 8 (Reduced Range: close)
. . . . Shield Strike: Strength-based Damage 2 (Alternate; DC 23; Multiattack)

Offense
Initiative +8
Atomic Vibration Punch: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 16)
Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (DC Will 16)
Sonic Blast: Damage 9, +7 (DC 24)
Sonic Sleep: Cumulative Perception Area Affliction 8 (DC Fort 18)
Sonic Vertigo: Cone Area Affliction 8 (DC Fort 18)
Strike: Strength-based Damage 2, +8 (DC 23)
Throw, +4 (DC 21)
Unarmed, +10 (DC 21)

Complications
Flashbacks (Explosive noises trigger PTSD flashbacks of EID/War)
Motivation: Patriotism (Loyalty to USA and Emerald City)

Languages
Afghan Arabic, English, Spanish

Defense
Dodge 4, Parry 8, Fortitude 8, Toughness 8, Will 8 (and Deflect 8)

Power Points
Abilities 46 + Powers 63 + Advantages 8 + Skills 15 (30 ranks) + Defenses 3 = 135


Sobran wrote:


Looking good! I like the concept. The powers are looking better. Also, a very nice skill selection. A lot of people are kind of letting that go by the wayside. Nice to see that you didn't. Just a few notes:

Yes, I picked out skills that made sense to me for her background, plus a few that will help her be a superhero. I might have done more, but "its all about the points, yo."

Sobran wrote:


1) Hypnotic Song: One note: you don't have Selective, so you're going to be mind controlling all of your friends and any bystanders in earshot. Just making sure you're aware.3) Sonic Sleep: similar notes

Yeah, the idea on these two is crowd control/dispersal/defusing of difficult/hostage/panic situations. They're definitely not intended to be used in the middle of combat as far as I can predict. More of the "I want to leave in a calm and orderly fashion" "I want to leave in a calm and orderly fashion" "I want to leave in a calm and orderly fashion" kind of way. Heh, and the "everyone sleep now" lets her make her escape harmlessly if the police are trying to arrest her or something.

Sobran wrote:


2) Sonic Blast: This is fine as it is. I only bring it up because I could see an alternate version that has the Diminished Range flaw to shorten it a bit, but paired up with a couple ranks of Penetrating. Sort of a short-ranged resonance effect that is hard to resist. I think I've been watching too much Arrow...

That sort of alt is the thing she's likely to pick up with experience after shoring up her defenses.

Sobran wrote:


4) Sonic Vertigo: I don't see the Increased Range extra on this power, which would mean it is melee range. I imagine this is unintentional.

Hmm, yeah, that's a problem. It was supposed to be ranged, so let me look into how I have to tweak it.

Sobran wrote:


5) Sonic Immunity:did you intend this immunity to be part of the array? It won't function any time you attack or use anything else in this array. Just a heads up.

Yes, that's intentional. The concept of the "Sonic Well" ability is that she focuses the sonic energy in the area and in her body into a focused absorption field, where she can analyze and absorb everything around her sonically. In order to protect her from being overwhelmed, she becomes immune to dangerous sonics.

Sobran wrote:


8) Defenses: This is the only real, actual issue out of all of this, aside from Sonic Vertigo missing an extra. Your defenses are too low for this power level. If you bump up Toughness two points, you'll be mostly okay. I would advise also bringing up the Defenses on the Fortitude/Will axis, but that is up to you. I'll accept it as-is. Just be aware that you'll be hosed if you encounter a psychic and not-quite-hosed-but-not-in-good-shape if you encounter someone with poisons, toxins, or other Fortitude effects.

Building a well-rounded character can be a bit of a challenge, even with the extra points. The RNG to some degree trumps actual defenses/attacks at this PL. That being said, I'll see if I can find somewhere to tweak out a few more points. Probably look at attributes and see if there's anywhere I can shave.

I'll also have to see how extending vertigo's range affects things.


Anthem - PL 8
Josita "Jo" Alvarez

Crunch:

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

Advantages
Accurate Attack, Defensive Attack, Hide in Plain Sight, Languages 2, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 1 (+7), Athletics 2 (+8), Close Combat: Unarmed 2 (+10), Deception 1 (+3), Expertise: History 1 (+3), Expertise: Military 1 (+3), Expertise: Politics 1 (+3), Insight 1 (+5), Intimidation 1 (+3), Investigation 2 (+4), Perception 6 (+10), Persuasion 1 (+3), Ranged Attack (Rifle) 1 (+7), Stealth 2 (+8), Technology 1 (+3), Treatment 1 (+3), Vehicles 1 (+7)

Powers
Enhanced Metabolism (Enhanced Agility 3, Enhanced Dexterity 3, Enhanced Stamina 3, Enhanced Strength 3, Regeneration 1, Speed 6)

Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Concentration, Cumulative; Instant Recovery)
. . Sonic Blast: Damage 9 (Alternate; sonic, DC 24; Increased Range: ranged)
. . Sonic Sleep: Cumulative Perception Area Affliction 8 (Alternate; 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Cumulative, Subtle: subtle; Limited Degree (third only))
. . Sonic Vertigo: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 1: +2, Cumulative, Subtle)
. . Sonic Well(Silence: Concealment 1 (Linked; Sense - Hearing), Sonar: Senses 3 (Linked; Accurate: Hearing, Ultra-hearing), Sonic Immunity: Immunity 5 (Linked; Damage Effect: Sonic), Sound Analysis: Senses 6 (Linked; Acute (Type): All Auditory, Analytical (Type): All Auditory, Counters Illusion: Auditory), Ultrasonic Hearing: Senses 1 (Linked; Ultra-hearing))

Shield (Removable (indestructible))
. . Deflect: Deflect 8 (Reduced Range: close)
. . . . Strike: Strength-based Damage 2 (Alternate; DC 23; Multiattack)

Offense
Initiative +6
Grab, +8 (DC Spec 16)
Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (DC Will 16)
Sonic Blast: Damage 9, +6 (DC 24)
Sonic Sleep: Cumulative Perception Area Affliction 8 (DC Fort 18)
Sonic Vertigo: Cumulative Affliction 8, +8 (DC Fort 18)
Strike: Strength-based Damage 2, +8 (DC 23)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)

Complications
Flashbacks
Motivation: Patriotism

Languages
Dari (Afghan Persian), English, Spanish

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

Power Points
Abilities 56 + Powers 58 + Advantages 8 + Skills 13 (26 ranks) + Defenses 0 = 135

Story:

Jo Alvarez enlisted straight out of high school. Her parents were proudly legal immigrants from Brazil, and Jo was proud to serve her country in the wake of the 9/11 attacks. Over her two tours in Afghanistan, she saw a lot of s%**. She used to joke that the "Sandbox" ought to be called the "Litterbox" instead. Jokes were one way she made it through the boredom and terror that went hand in hand with being a US soldier.

Her service ended with a bang: she spotted an i.e.d., shoving her fellow soldier Daniel Tursman out of its way just as it went off. Daniel was spared the brunt of the blast, taking shrapnel to his lower torso. Jo took the blast head on. Even with her flak, she should have been dead.

But Jo was raised in the Emerald City. You know, the place where them freaks have been showing up. Turns out, Jo was something of a freak herself. Not only did she survive, albeit in a coma for over a year, her body rebuilt itself stronger than ever.

The military had already signed her off as a casualty and given her an honorable discharge. Her parents had moved her back home, and her coma was spent in the Emerald City VA Hospital.

Jo still has flashbacks to that fateful day, and other memories of the war that cause her nightmares. Loud noises can set them off, especially noises resembling explosions. Her own sonic attacks seem to be an exception.

Tursman visited her many times during her year of coma, but disappeared three months before she awoke. A week after she recovered, she received a package with no return address. Inside was a note and a strange, ancient shield with an eagle emblazoned on its crest. The simply note read To A., from T.. The shield is of an unknown, lightweight metal which seems to be indestructible.

Taking the name Anthem, Jo has decided to serve her city with the diligence she served her country. Not all of these people with powers are going to use them for good, and the police of Emerald City are little better able to handle them than the Afghan police were able to handle the insurgents and terrorists there.

I got rid of her immunities (and improved crit with the shield), gave her some languages, and tweaked up her skills to better fit her background. I also cleaned up her powers a bit so they read better.


I'm going to have to tweak Anthem a bit, try to squeeze a few more points into skills. I'm envisioning her as a Latina-American who did some time in the sandbox of Afghanistan. Loud explosions trigger some ptsd flashbacks, mostly due to the explosion that triggered her powers, got her the purple heart and an honorable discharge, and left her comatose for almost a year.


Part One: Crunch

crunch:

Anthem - PL 8

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

Advantages
Accurate Attack, Defensive Attack, Hide in Plain Sight, Improved Critical: Shield Training, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 2 (+8), Athletics 2 (+8), Close Combat: Unarmed 2 (+10), Deception 2 (+4), Expertise: Military 2 (+4), Insight 1 (+5), Intimidation 2 (+4), Investigation 2 (+4), Perception 2 (+6), Persuasion 2 (+4), Stealth 2 (+8), Technology 1 (+3), Treatment 1 (+3), Vehicles 1 (+7)

Powers
Enhanced Metabolism
. . Enhanced Ability: Enhanced Agility 3 (+3 AGL)
. . Enhanced Ability: Enhanced Dexterity 3 (+3 DEX)
. . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
. . Enhanced Ability: Enhanced Strength 3 (+3 STR)
. . Immunity: Immunity 2 (Disease, Poison)
. . Regeneration: Regeneration 1 (Every 10 rounds)
. . Running Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Concentration, Cumulative; Instant Recovery)
. . Sonic Blast: Damage 9 (Alternate; sonic, DC 24; Increased Range: ranged)
. . Sonic Sleep: Cumulative Perception Area Affliction 8 (Alternate; 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Cumulative, Subtle: subtle; Limited Degree (third only))
. . Sonic Vertigo: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 2: +4, Cumulative)
. . Sonic Well
. . . . Silence: Concealment 1 (Linked; Sense - Hearing)
. . . . Sonar: Senses 3 (Linked; Accurate: Hearing, Ultra-hearing)
. . . . Sonic Immunity: Immunity 5 (Linked; Damage Effect: Sonic)
. . . . Sound Analysis: Senses 6 (Linked; Acute (Type): All Auditory, Analytical (Type): All Auditory, Counters Illusion: Auditory)
. . . . Ultrasonic Hearing: Senses 1 (Linked; Ultra-hearing)
Shield (Removable (indestructible))
. . Deflect: Deflect 8 (Reduced Range: close)
. . . . Strike: Strength-based Damage 2 (Alternate; DC 23; Multiattack)

Offense
Initiative +6
Grab, +8 (DC Spec 16)
Hypnotic Song: Concentration Cumulative Perception Area Affliction 6 (DC Will 16)
Sonic Blast: Damage 9, +6 (DC 24)
Sonic Sleep: Cumulative Perception Area Affliction 8 (DC Fort 18)
Sonic Vertigo: Cumulative Affliction 8, +8 (DC Fort 18)
Strike: Strength-based Damage 2, +8 (DC 23)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)

Complications
Flashbacks
Motivation: Patriotism

Languages
Native Language

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

Power Points
Abilities 56 + Powers 60 + Advantages 7 + Skills 12 (24 ranks) + Defenses 0 = 135


Yeah, umn, I'll post below the reply I was working on in a spoiler, but seeing that, I'm out. Life's too short.

Spoiler:

GM Darvis wrote:
@anthem: thats my point when you said "put down your weapons and walk out of the building", a little kid at home out of school sick, his mom is at work. Nothing is on tv so he watches the news... He gets excited and sees super heroes.. then all of the sudden something happens... he feels strange... the lady voice.... drops remote ("weapon") and walks out of the building... He is on the 3rd of of his apartment complex, the nearest exit is a window ledge... you see where this is going :P.

Yeah, that's dickery. This isn't corrupt the wish. Nothing says "jump out the window" like "walk peacefully out of the building".

GM Darvis wrote:
ALSO i hate to break it to the standard, but he isn't a marshal right now, he was suspended for openly using his powers without calling for backpack with a group that did damage to public property and also not to mention the demon and killer robot, the police and media are dumb and don't draw a line half the time between bad guy and good guy and unfortunately group all the people with powers together.

Sorry, more dickery. As a US Marshal, he is authorized to deputize us in the line of duty. And some random cop on the street doesn't have the authority to suspend him to begin with. And you would think Nick Fury taking over the case would override said random cop's supposed authority.

--reply interrupted here, I'm done.


"Right, darlin' Let's get some more information on what we're dealing with here. Funny how Spymaster Nicky knew all that about us but didn't bother briefing us on the situation he was sending us into."


1 person marked this as a favorite.
GM Darvis wrote:


]I was just warning you that a cop will not just hand you a Mega phone. And also, it would look bad if you openly used a form of mind control and could prove to be bad for everyone watching. You could use it once your inside, but just using a Mega phone and controlling everyones mind in the area isn't suggested. Not only could it not effect everyone inside as anticipated, but it also involves possible pvp and control of the minds of innocents watching at home as reporters will likely have a camera on you. Which will lower your karma as you will be using your powers on innocents, but also you would be telling robbers something that many others could follow. So you could accidentally tell a kid to jump out a window if your not careful :P. I am just warning you. With great power comes great responsibility and the possibility of killing a lot of people lol

Actually, what you said is it wouldn't work and would get me shot. I'm somewhat bullet proof, and the power's description clearly states that it works through Megaphones on anyone who can hear it.

I wasn't talking about just grabbing a megaphone from a cop, either. I was asking the duly authorized US Marshal if he wanted to talk to the police about asking them to let me use a megaphone to address the robbers.

Frankly, I don't see how it would be bad for my reputation to be seen negotiating a surrender from the robbers. Especially if it resulted in a surrender with no casualties or property damage. Certainly not bad for Karma.

If I were to tell them to "lay down their weapons and walk peacefully out of the building" I doubt anyone would die following the instructions over the tv screen.

You have the power that comes from being the GM. That comes with great responsibility too. One of those responsibilities is not to screw over the players just for playing their characters. So far, between the first unbeatable except by a specific gimick, your Nick Fury the bully and this, your playstyle has been somewhat adversarial and railroady.

If you only want us to play the way you envision the game playing out let me know now, and I'll bow out. If this is not the case, then please understand I'm going to be using my powers, all of them.


*moving discussion to discussion so as not to further disrupt gameplay.


So what? And why wouldn't it work? It's how my power works. I talk, they obey.


"Ah could just ask them real nicely over a megaphone to come out peacefully and leave their weapons on the floor. If you think you can convince the police to hand a megaphone over, that is, Standard." Anthem smiles. "Or I could walk in and ask them face to face."


Anthem looks over her shoulder at Ebonclaw, saying "Ah, hun, y'all shouldn't be to worried about anyone mistaking you for a hero. Fury's eye won't be the only one on you now, is all."


Anthem looks at the information on the screen "Ah suppose it's fortunate Ah didn't try to use mah charming voice on y'all. Ah expect you all'd have some countermeasures in place." She looks at the "exit". "Still, Ah don't know if Ah could agree that young man is a desertah. After all, the South did loose the Wah."

She winks at Fury "All watah under the bridge, sugah. Looks like we have our team of heroes."


Anthem smiles as she follows Fury into the room. "Mah, ain't you the charmah." She sits to the side of Fury with the eyepatch, forcing him to turn his head or body if he wants to look at her. "I do believe all this testosterone is giving me tha vapors."


To the Standard "Take it easy, sugah. I'm sure she just don' like her authority being stepped on and was lookin' to pass along the discomfort. "


Anthem looks at the lady in the brown coat "M'am, Ah don't believe y'all have the authority to suspend Marshal Service, and even if you did, it would be a bad idea, given that he just saved countless lives by takin' this fight outside the hospital where all those innocent people are, in front of all these reporters. Perhaps if y'all asked nicely."

....

To Nick "Now, see this here gentleman knows how t' ask politely." Anthem looks to The Standard. "Ah'd guess he's the one who can clear up some of this here mess."


The Standard wrote:

That reminds me, how are we going to play our duo? You found me and convinced me to become a symbol, that much I worked into the end of my backstory, but everything since is vague.

Are we romantically involved? Just friends/partners? Do I know your alter ego?

I'd say we're partners with some flirting. I doubt it's blossomed into any kind of romance, since (a) she doesn't know what kind of hero you'll turn out to be yet and (b) itmight jeopardize future heroics from you if the romance was a determining factor in your heroics(yes, she can be that manipulative, it's her nature).

I'd say you know her alter ego. Since the GM had us working together in public despite your public ID, I'd say she also has a second alternate ID as Cinthia Coleson, your attache. As Cindy, she wears glasses, has her hair tied up and tight, wears loose-fitting business attire with a slimming girdle under it to flatten her curves some, and looses her southern accent. Candice Cole the country singer certainly has no reason to accompany a US Marshal during an investigation.

It probably would have been better if she had just accompanied you in her Anthem guise, but I think the GM forgot/didn't notice that your ID is public. I'll roll with it.


"Officers, the situation is under control. Perhaps you haven't met US Marshal Stanley Service. Also known as The Standard." Anthem points to where the Standard pins the robotic assassin. "Marshal Service was conducting a witness interview when our witness was attacked by that thing. These citizens are helping us restrain and detain the device for further investigation."

As she speaks the words in italics, Anthem uses her Incredible Hypnotic Voice to subconsciously suggest the officers calm down and act rationally.


Finally changed out of her disguise as the Standard's assistant and into her Anthem gear, Candice observes the fight for a few moments, watching the fight, and noticing Blue Spark's innovative response. This guy knows what its about.

She floats above the fray, making sure that innocents/reporters don't get themselves into trouble by getting too close. "Standard, looks like this 'bot needs his bath. Let's make a big splash and finish it off, sugah."


Jack Klim wrote:
heres what i got so far tell me if i missed or messed something up

Your Health should be 80


The Standard wrote:

[dice=Popularity roll]1d100

Awesome. With my +1cs that gives me a really impressive popularity.

I told you I'd make you a hero :P


The Standard wrote:

Swifty-

Damnit. You're right. I missed that Fighting talents cost double.

It is really hard to build this character on 250 points. Seems like focusing on one versatile power goes a lot farther in this creation system than trying to have a few minor ones.

Maybe you should take into consideration that Captain America's Fighting is only Amazing, while yours is Monstrous. You've built a better fighter than Cap.

XD


Whisp- under Agility you have Incredible 30. 30 is Remarkable, not Incredible.


Hi everyone.

One noted change, I re-added my stat points and came up with 110 not 120 so I put the extra 10 into Psyche, making it Remarkable.

Looking forward to some old school.


Reporting in.