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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=David+Goodner</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=David+Goodner"/>
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	<updated>2026-05-15T00:45:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=ELS_Survivor&amp;diff=250065</id>
		<title>ELS Survivor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ELS_Survivor&amp;diff=250065"/>
		<updated>2013-10-08T00:30:45Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MHRSurvivor.png]]&lt;br /&gt;
&lt;br /&gt;
*AFFILIATIONS*&lt;br /&gt;
Solo d10 ; Buddy d8 ; Team d6&lt;br /&gt;
&lt;br /&gt;
*DISTINCTIONS* &lt;br /&gt;
(d4+1pp or d8)&lt;br /&gt;
* Child of the Dark Future&lt;br /&gt;
* Apex Predator&lt;br /&gt;
* Little Girl Lost&lt;br /&gt;
&lt;br /&gt;
*POWER SETS*&lt;br /&gt;
&lt;br /&gt;
MUTANT PHYSIOLOGY&lt;br /&gt;
* Enhanced Reflexes d8&lt;br /&gt;
* Superhuman Senses d10&lt;br /&gt;
* Enhanced Strength d8&lt;br /&gt;
* Godlike Stamina d12&lt;br /&gt;
* SFX: Healing Factor. Spend 1pp to recover your physical stress and step back your physical trauma by -1.&lt;br /&gt;
* SFX: Berzerker. On an attack action, take 1 die from the doom pool, add it to your pool. Step the die up +1 and return to the doom pool.&lt;br /&gt;
* Limit: Animal Instincts. Gain 1pp when subjected to animal control or otherwise manipulated due to your animalistic side.&lt;br /&gt;
* Limit: Exhausted. Shut down any Mutant Physiology power to gain 1pp. Recover the power by activating an opportunity or during a transition scene.&lt;br /&gt;
&lt;br /&gt;
METAMORPHIC ADAPTATION&lt;br /&gt;
* Enhanced Attack (natural weapons) d8&lt;br /&gt;
* Godlike Durability d12&lt;br /&gt;
* Flight d6&lt;br /&gt;
* Invisibility d6&lt;br /&gt;
* Enhanced Running d8&lt;br /&gt;
* Superhuman Shapeshifting d10&lt;br /&gt;
* SFX: Every Sort of Venom. Pay 1 pp to inflict an enemy to whom you have done physical stress with a [Poisoned] complication.&lt;br /&gt;
* SFX: Metabolic Overdrive. Step up or double your METAMORPHIC ADAPTATION powers for a scene or spend a PP to do both. Take second-highest rolling die of each subsequent action or reaction as physical stress.&lt;br /&gt;
* Limit: Mutant. Gain 1pp when affected by mutant-specific milestones &amp;amp; tech.&lt;br /&gt;
* Limit: Unstable Mutation. Change any METAMORPHIC ADAPTATION power to a complication to gain 1pp. Activate an opportunity or remove the complication to recover the power.&lt;br /&gt;
&lt;br /&gt;
*SPECIALTIES*&lt;br /&gt;
Acrobatics expert d8&lt;br /&gt;
Combat expert d8&lt;br /&gt;
Covert expert d8&lt;br /&gt;
Menace expert d8&lt;br /&gt;
&lt;br /&gt;
*MILESTONES*&lt;br /&gt;
Barely More Than an Animal&lt;br /&gt;
* 1 xp when you first choose to inflict physical stress in a scene.&lt;br /&gt;
* 3 xp when your allies first confront you about your methods or when you challenge another ally&#039;s methods.&lt;br /&gt;
* 10 xp when you choose to inflict physical trauma on a foe who has inflicted physical stress on you and at least one ally, or you choose to redirect the stress from that foe as emotional stress and allow yourself to be taken out.&lt;br /&gt;
&lt;br /&gt;
I&#039;m Always Alone at the End&lt;br /&gt;
* 1 xp when you first use your powers to give a support asset to an ally.&lt;br /&gt;
* 3 xp when you either take trauma to save a non-combatant or convince an opponent to attack you rather than a non-combatant.&lt;br /&gt;
* 10 xp when you either sacrifice yourself for your allies or fight until you&#039;re the last hero to fall.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ELS_Survivor&amp;diff=250064</id>
		<title>ELS Survivor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ELS_Survivor&amp;diff=250064"/>
		<updated>2013-10-08T00:29:35Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Survivor.png]]&lt;br /&gt;
&lt;br /&gt;
*AFFILIATIONS*&lt;br /&gt;
Solo d10 ; Buddy d8 ; Team d6&lt;br /&gt;
&lt;br /&gt;
*DISTINCTIONS* &lt;br /&gt;
(d4+1pp or d8)&lt;br /&gt;
* Child of the Dark Future&lt;br /&gt;
* Apex Predator&lt;br /&gt;
* Little Girl Lost&lt;br /&gt;
&lt;br /&gt;
*POWER SETS*&lt;br /&gt;
&lt;br /&gt;
MUTANT PHYSIOLOGY&lt;br /&gt;
* Enhanced Reflexes d8&lt;br /&gt;
* Superhuman Senses d10&lt;br /&gt;
* Enhanced Strength d8&lt;br /&gt;
* Godlike Stamina d12&lt;br /&gt;
* SFX: Healing Factor. Spend 1pp to recover your physical stress and step back your physical trauma by -1.&lt;br /&gt;
* SFX: Berzerker. On an attack action, take 1 die from the doom pool, add it to your pool. Step the die up +1 and return to the doom pool.&lt;br /&gt;
* Limit: Animal Instincts. Gain 1pp when subjected to animal control or otherwise manipulated due to your animalistic side.&lt;br /&gt;
* Limit: Exhausted. Shut down any Mutant Physiology power to gain 1pp. Recover the power by activating an opportunity or during a transition scene.&lt;br /&gt;
&lt;br /&gt;
METAMORPHIC ADAPTATION&lt;br /&gt;
* Enhanced Attack (natural weapons) d8&lt;br /&gt;
* Godlike Durability d12&lt;br /&gt;
* Flight d6&lt;br /&gt;
* Invisibility d6&lt;br /&gt;
* Enhanced Running d8&lt;br /&gt;
* Superhuman Shapeshifting d10&lt;br /&gt;
* SFX: Every Sort of Venom. Pay 1 pp to inflict an enemy to whom you have done physical stress with a [Poisoned] complication.&lt;br /&gt;
* SFX: Metabolic Overdrive. Step up or double your METAMORPHIC ADAPTATION powers for a scene or spend a PP to do both. Take second-highest rolling die of each subsequent action or reaction as physical stress.&lt;br /&gt;
* Limit: Mutant. Gain 1pp when affected by mutant-specific milestones &amp;amp; tech.&lt;br /&gt;
* Limit: Unstable Mutation. Change any METAMORPHIC ADAPTATION power to a complication to gain 1pp. Activate an opportunity or remove the complication to recover the power.&lt;br /&gt;
&lt;br /&gt;
*SPECIALTIES*&lt;br /&gt;
Acrobatics expert d8&lt;br /&gt;
Combat expert d8&lt;br /&gt;
Covert expert d8&lt;br /&gt;
Menace expert d8&lt;br /&gt;
&lt;br /&gt;
*MILESTONES*&lt;br /&gt;
Barely More Than an Animal&lt;br /&gt;
* 1 xp when you first choose to inflict physical stress in a scene.&lt;br /&gt;
* 3 xp when your allies first confront you about your methods or when you challenge another ally&#039;s methods.&lt;br /&gt;
* 10 xp when you choose to inflict physical trauma on a foe who has inflicted physical stress on you and at least one ally, or you choose to redirect the stress from that foe as emotional stress and allow yourself to be taken out.&lt;br /&gt;
&lt;br /&gt;
I&#039;m Always Alone at the End&lt;br /&gt;
* 1 xp when you first use your powers to give a support asset to an ally.&lt;br /&gt;
* 3 xp when you either take trauma to save a non-combatant or convince an opponent to attack you rather than a non-combatant.&lt;br /&gt;
* 10 xp when you either sacrifice yourself for your allies or fight until you&#039;re the last hero to fall.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:MHRSurvivor.png&amp;diff=250063</id>
		<title>File:MHRSurvivor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:MHRSurvivor.png&amp;diff=250063"/>
		<updated>2013-10-08T00:28:46Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ELS_Survivor&amp;diff=250062</id>
		<title>ELS Survivor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ELS_Survivor&amp;diff=250062"/>
		<updated>2013-10-08T00:20:38Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*AFFILIATIONS*&lt;br /&gt;
Solo d10 ; Buddy d8 ; Team d6&lt;br /&gt;
&lt;br /&gt;
*DISTINCTIONS* &lt;br /&gt;
(d4+1pp or d8)&lt;br /&gt;
* Child of the Dark Future&lt;br /&gt;
* Apex Predator&lt;br /&gt;
* Little Girl Lost&lt;br /&gt;
&lt;br /&gt;
*POWER SETS*&lt;br /&gt;
&lt;br /&gt;
MUTANT PHYSIOLOGY&lt;br /&gt;
* Enhanced Reflexes d8&lt;br /&gt;
* Superhuman Senses d10&lt;br /&gt;
* Enhanced Strength d8&lt;br /&gt;
* Godlike Stamina d12&lt;br /&gt;
* SFX: Healing Factor. Spend 1pp to recover your physical stress and step back your physical trauma by -1.&lt;br /&gt;
* SFX: Berzerker. On an attack action, take 1 die from the doom pool, add it to your pool. Step the die up +1 and return to the doom pool.&lt;br /&gt;
* Limit: Animal Instincts. Gain 1pp when subjected to animal control or otherwise manipulated due to your animalistic side.&lt;br /&gt;
* Limit: Exhausted. Shut down any Mutant Physiology power to gain 1pp. Recover the power by activating an opportunity or during a transition scene.&lt;br /&gt;
&lt;br /&gt;
METAMORPHIC ADAPTATION&lt;br /&gt;
* Enhanced Attack (natural weapons) d8&lt;br /&gt;
* Godlike Durability d12&lt;br /&gt;
* Flight d6&lt;br /&gt;
* Invisibility d6&lt;br /&gt;
* Enhanced Running d8&lt;br /&gt;
* Superhuman Shapeshifting d10&lt;br /&gt;
* SFX: Every Sort of Venom. Pay 1 pp to inflict an enemy to whom you have done physical stress with a [Poisoned] complication.&lt;br /&gt;
* SFX: Metabolic Overdrive. Step up or double your METAMORPHIC ADAPTATION powers for a scene or spend a PP to do both. Take second-highest rolling die of each subsequent action or reaction as physical stress.&lt;br /&gt;
* Limit: Mutant. Gain 1pp when affected by mutant-specific milestones &amp;amp; tech.&lt;br /&gt;
* Limit: Unstable Mutation. Change any METAMORPHIC ADAPTATION power to a complication to gain 1pp. Activate an opportunity or remove the complication to recover the power.&lt;br /&gt;
&lt;br /&gt;
*SPECIALTIES*&lt;br /&gt;
Acrobatics expert d8&lt;br /&gt;
Combat expert d8&lt;br /&gt;
Covert expert d8&lt;br /&gt;
Menace expert d8&lt;br /&gt;
&lt;br /&gt;
*MILESTONES*&lt;br /&gt;
Barely More Than an Animal&lt;br /&gt;
* 1 xp when you first choose to inflict physical stress in a scene.&lt;br /&gt;
* 3 xp when your allies first confront you about your methods or when you challenge another ally&#039;s methods.&lt;br /&gt;
* 10 xp when you choose to inflict physical trauma on a foe who has inflicted physical stress on you and at least one ally, or you choose to redirect the stress from that foe as emotional stress and allow yourself to be taken out.&lt;br /&gt;
&lt;br /&gt;
I&#039;m Always Alone at the End&lt;br /&gt;
* 1 xp when you first use your powers to give a support asset to an ally.&lt;br /&gt;
* 3 xp when you either take trauma to save a non-combatant or convince an opponent to attack you rather than a non-combatant.&lt;br /&gt;
* 10 xp when you either sacrifice yourself for your allies or fight until you&#039;re the last hero to fall.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191626</id>
		<title>Justice Lords/Blank Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191626"/>
		<updated>2011-09-20T23:11:38Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NAME&#039;&#039;&#039;: Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: I bet you can figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public or Secret&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Whatever&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: value&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA value&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: value&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: value&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: value&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
DODGE: value&amp;lt;br&amp;gt;&lt;br /&gt;
PARRY: value&amp;lt;br&amp;gt;&lt;br /&gt;
Fortitude: value&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: value&amp;lt;br&amp;gt;&lt;br /&gt;
Will: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Power&amp;lt;br&amp;gt;&lt;br /&gt;
* Effect&lt;br /&gt;
&lt;br /&gt;
====EQUIPMENT====&lt;br /&gt;
Piece of Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Complication&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice_Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191510</id>
		<title>Justice Lords/Blank Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191510"/>
		<updated>2011-09-19T19:13:38Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NAME&#039;&#039;&#039;: Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: I bet you can figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public or Secret&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Whatever&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: value&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA value&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: value&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: value&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: value&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
DODGE: value&amp;lt;br&amp;gt;&lt;br /&gt;
PARRY: value&amp;lt;br&amp;gt;&lt;br /&gt;
Fortitude: value&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: value&amp;lt;br&amp;gt;&lt;br /&gt;
Will: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Power&amp;lt;br&amp;gt;&lt;br /&gt;
* Effect&lt;br /&gt;
&lt;br /&gt;
====EQUIPMENT====&lt;br /&gt;
Piece of Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Complication&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Sapphire&amp;diff=191509</id>
		<title>Justice Lords/Sapphire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Sapphire&amp;diff=191509"/>
		<updated>2011-09-19T19:11:46Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: Created page with &amp;quot;*Sapphire: Esperanza Navarro, bearer of the Blue Light of Hope.  Played by David Goodner  ---------------  &amp;#039;&amp;#039;&amp;#039;NAME&amp;#039;&amp;#039;&amp;#039;: Esperanza Raquel Navarro y Cortez&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;CODE NAME&amp;#039;&amp;#039;&amp;#039;: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Sapphire]]: Esperanza Navarro, bearer of the Blue Light of Hope.  Played by David Goodner&lt;br /&gt;
&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME&#039;&#039;&#039;: Esperanza Raquel Navarro y Cortez&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: Sapphire&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Creepy Girl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: 0&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA 2&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: 4&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: 3&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: 3&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: 2&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: 3&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: 3&amp;lt;br&amp;gt;&lt;br /&gt;
(40)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
DODGE: 8&amp;lt;br&amp;gt;&lt;br /&gt;
PARRY: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Tough: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): 6=10&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): 2=5&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): X&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): X&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): X&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): 2=8&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): X&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): 2=4&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): 1=4&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): 1=1&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): X&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): X&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): 1=5&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): 1=4&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): 1=4&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): 1=4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Accurate Attack&amp;lt;br&amp;gt; &lt;br /&gt;
All-Out Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Attractive 2 (+5)&amp;lt;br&amp;gt;&lt;br /&gt;
Language (Spanish)&amp;lt;br&amp;gt;&lt;br /&gt;
Precise Attack 2 (ranged, cover and concealment)&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Attack 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Sapphire Energy Control&amp;lt;br&amp;gt;&lt;br /&gt;
* Create 12&lt;br /&gt;
** Extras: Continuous, Movable, Precise&lt;br /&gt;
** Flat Extras: Innate, Tether, Stationary&lt;br /&gt;
** Dynamic Alternate Effects&lt;br /&gt;
*** Flight 8&lt;br /&gt;
*** Protection (Impervious) 10 and Immunity (Life Support) 9&lt;br /&gt;
*** Damage (Ranged, Perception) 12&lt;br /&gt;
*** Nullify (Area, Radius +1) Emotional Effects (broad +1), only to remove despair (limited -1)&lt;br /&gt;
&lt;br /&gt;
Sapphire Senses&lt;br /&gt;
* Senses: Detect (Hope/Despair) (Ranged, Acute, Extended 2)&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Motivation: Doing Good&amp;lt;br&amp;gt;&lt;br /&gt;
Power Loss (Hope): When Esperenza succumbs to despair, her powers are weakend, or may not work at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Relationship (Family)&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Esperanza Navarro y Cortez became the new Sentinel while trying to get her pregnant sister to the only medical care to be found in her neighborhood of post-apocalyptic New York—The Justice Society brownstone.&lt;br /&gt;
&lt;br /&gt;
After the rock of Eternity was shattered, the Starheart was extinguished. When the Rock was restored, the Starheart reignited, but it was blue instead of green, and for some reason Alan Scot could no longer use it. He still helped the Society as much as he could, but without his ring, and with numerous injuries and an aging body, he’d taken to guarding the brownstone.&lt;br /&gt;
&lt;br /&gt;
Esperanza and Rosa Maria arrived at the brownstone while it was otherwise empty. The remaining Society members were away at a mission, pushing the Purge back out of their territory. Alan almost shot them, but when he realized the intruders were just girls (Esperanza only sixteen, and her sister just four years older), he let them in to wait for the return of Mr. Terrific.&lt;br /&gt;
&lt;br /&gt;
Of course, baby Esteban didn’t want to wait. A few weeks premature, Rosa Maria went into labor.&lt;br /&gt;
&lt;br /&gt;
Thirty minutes into the emergency delivery, the Purge attacked the brownstone. The raids that had drawn off the rest of the Society had been a feint. Alan called in an alert immediately, and help would come, but not quickly enough.&lt;br /&gt;
&lt;br /&gt;
Then his ring reacted, flying out of its display case and onto Esperanza’s finger. With her suddenly acquired powers, she was able to hold off the Purge until Stargirl could arrive.&lt;br /&gt;
&lt;br /&gt;
Since then, she has trained with the Justice Society, becoming close friends with Josh Carter, who arrived just before she did. Esperanza prefers to use her powers to protect people, rather than to harm them. She’s more likely to create shields for her allies and cages to hold her enemies than to wade in blasting. But she can be moved to considerable rage when she’s pushed to the edge.&lt;br /&gt;
&lt;br /&gt;
Esteban is a precocious boy. He and his mother are doing well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191503</id>
		<title>Justice Lords/Blank Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191503"/>
		<updated>2011-09-19T18:44:21Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NAME&#039;&#039;&#039;: Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: I bet you can figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public or Secret&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Whatever&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: value&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA value&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: value&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: value&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: value&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Power&amp;lt;br&amp;gt;&lt;br /&gt;
* Effect&lt;br /&gt;
&lt;br /&gt;
====EQUIPMENT====&lt;br /&gt;
Piece of Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Complication&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191501</id>
		<title>Justice Lords/Blank Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191501"/>
		<updated>2011-09-19T18:42:48Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NAME&#039;&#039;&#039;: Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: I bet you can figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public or Secret&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Whatever&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: value&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA value&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: value&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: value&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: value&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Power&amp;lt;br&amp;gt;&lt;br /&gt;
* Effect&lt;br /&gt;
&lt;br /&gt;
====EQUIPMENT====&lt;br /&gt;
Piece of Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Complication&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice_Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191500</id>
		<title>Justice Lords/Blank Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191500"/>
		<updated>2011-09-19T18:42:06Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NAME&#039;&#039;&#039;: Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: I bet you can figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public or Secret&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Whatever&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: value&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA value&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: value&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: value&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: value&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: value&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Power&amp;lt;br&amp;gt;&lt;br /&gt;
* Effect&lt;br /&gt;
&lt;br /&gt;
====EQUIPMENT====&lt;br /&gt;
Piece of Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Complication&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191499</id>
		<title>Justice Lords/Blank Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords/Blank_Sheet&amp;diff=191499"/>
		<updated>2011-09-19T18:38:28Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;NAME&amp;#039;&amp;#039;&amp;#039;: Name&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;CODE NAME&amp;#039;&amp;#039;&amp;#039;: I bet you can figure it out&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;IDENTITY&amp;#039;&amp;#039;&amp;#039;: Public or Secret&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;CONCEPT&amp;#039;&amp;#039;&amp;#039;: Whatever&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;POWER LEVEL&amp;#039;&amp;#039;&amp;#039;: PL10 / 150 pp&amp;lt;br&amp;gt;  ===Ga...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NAME&#039;&#039;&#039;: Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CODE NAME&#039;&#039;&#039;: I bet you can figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IDENTITY&#039;&#039;&#039;: Public or Secret&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;: Whatever&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;POWER LEVEL&#039;&#039;&#039;: PL10 / 150 pp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Stats===&lt;br /&gt;
&lt;br /&gt;
====ABILITIES====&lt;br /&gt;
STR: 0&amp;lt;br&amp;gt;&lt;br /&gt;
STAMINA 2&amp;lt;br&amp;gt;&lt;br /&gt;
AGILITY: 4&amp;lt;br&amp;gt;&lt;br /&gt;
DEXTERITY: 3&amp;lt;br&amp;gt;&lt;br /&gt;
FIGHTING: 3&amp;lt;br&amp;gt;&lt;br /&gt;
INTELLECT: 2&amp;lt;br&amp;gt;&lt;br /&gt;
AWARENESS: 3&amp;lt;br&amp;gt;&lt;br /&gt;
PRESENCE: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEFENSES====&lt;br /&gt;
&lt;br /&gt;
====COMBAT====&lt;br /&gt;
Initiative: value&amp;lt;br&amp;gt;&lt;br /&gt;
Attack: value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SKILLS====&lt;br /&gt;
Acrobatics (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (str): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Close Combat (ftg): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Deception (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Expertise (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Insight (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (awe): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (pre): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged Combat (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (agl): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Technology (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment (int): Value&amp;lt;br&amp;gt;&lt;br /&gt;
Vehicles (dex): Value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ADVANTAGES====&lt;br /&gt;
&lt;br /&gt;
Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====POWERS====&lt;br /&gt;
&lt;br /&gt;
Power&amp;lt;br&amp;gt;&lt;br /&gt;
* Effect&lt;br /&gt;
&lt;br /&gt;
====EQUIPMENT====&lt;br /&gt;
Piece of Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====COMPLICATIONS====&lt;br /&gt;
&lt;br /&gt;
Complication&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Justice Lords]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Justice_Lords&amp;diff=191498</id>
		<title>Justice Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Justice_Lords&amp;diff=191498"/>
		<updated>2011-09-19T18:36:56Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A post-apocalyptic DC Adventures game run on RPG.net&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
In Final Crisis the forces of Apokalypse invaded earth, organised resistance was exterminated, billions died and the remaining humans were soon placed under Darkseid&#039;s mind control. The superhuman resistance fought back, villain and hero uniting to fight the forces of Darksied. He was eventually defeated though the sacrifice of Batman and the efforts of Superman but the cost to earth was staggeringly high. One cannot kill a god without consequences and Darkseids death created cracks in the fabric of reality that ravaged the earth in other worldly energy, to this day warpstorms rage across parts of the planet. With Darkseid death his leaderless army fled but not before destroying everything they could reach leaving earth a sorched ruin haunted by weapons and monsters left behind by the forces of Apokalypse.&lt;br /&gt;
&lt;br /&gt;
In the Aftermath the surviving heroes did what they could to restore order but soon it became apparant that earth was now too dangerous for humanity to survive without constant protection. The war weary supers fell back fortifying safe zones under their protection, and the villains followed suit. In practice the safe zones became feudalistic territories where the superhuman guardians ruled like Lords over the human survivors. 20 years later the world is only now clawing its out of the wreckage of Final Crisis. Metropolis under the guardianship of an aged Superman is at the centre of a loose alliance of neofeudal city states.&lt;br /&gt;
&lt;br /&gt;
=Surviving Heroes=&lt;br /&gt;
Batman &amp;quot;died&amp;quot; killing Darkseid, though the familiar cowl did not stay gone long cynics says its a new man in the costume but many believe that it is the ghost of Batman returned to punish evildoers even in death. Gotham is a smoking ruin, haunted by Apokalypse&#039;s abandoned weapons and Batman is its warden.&lt;br /&gt;
&lt;br /&gt;
Superman survived the battle with Darkseid but was infected with Kryptonite poisoning which slowly spread throughout his entire body, in the present day he is a shadow of his former self relying on Kryptonian armour to replicate the effects of his old powers. &lt;br /&gt;
&lt;br /&gt;
When Magic was Destroyed in the Crisis, Diana of Themiscara lost her godly powers but remained one of the most dangerous warriors on earth in skill alone. Today she leads her people as Queen of Elysium.&lt;br /&gt;
&lt;br /&gt;
A much reduced JSA struggle to protect what&#039;s left of New York&lt;br /&gt;
&lt;br /&gt;
Tim Drake&#039;s Titans currently defended the twin cities of Keystone/Central City&lt;br /&gt;
&lt;br /&gt;
Aquaman lives though his kingdom has turned inwards struggling against some underwater threat that the surfacers know little of.&lt;br /&gt;
&lt;br /&gt;
=Players=&lt;br /&gt;
*No one as [[Justice_Lords/Blank_Sheet| Blank Character Sheet]]&lt;br /&gt;
*mpascal02 as [[Justice_Lords/Flash|the Flash]]&lt;br /&gt;
*Kaiu Keiichi as [[Justice_Lords/Mistress_Fate|Mistress Fate]]&lt;br /&gt;
*Kidsavior as [[Justice_Lords/Billy_Marvel|Billy Marvel]]&lt;br /&gt;
*David Goodner as [[Justice_Lords/Sapphire|Sapphire]]&lt;br /&gt;
&lt;br /&gt;
=Places=&lt;br /&gt;
New Metropolis : During the Final Crisis Superman&#039;s Fortress of Solitude was destroyed. What he could salvage from his fortress was used to rebuild Metropolis, which today is protected by walls of Kryptonian Sunstone and has the Citadel of Justice at its centre. New Metropolis is a shinning beacon of hope in the otherwise desolate wasteland. However Superman could not turn away those in need and even with Kryptonian technology the cities resources are stretched dangerously thin to accomodate its huge refugee population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neo-Seattle Enclave (NSE): Lex Luther survived the war (at the cost of several hundred of his minions lives), he claimed Seattle as his territory and gathered together several of of the worlds most dangerous scientific geniuses to serve him, including Veronica Cale, Doctor Death, I. Q., T. O. Morrow (whose sudden and inevitable betrayal shocked no one), Komrade Krabb, Dr. Tyme, and Rigoro Mortis. Seattle developed into a technological wonderland, science unchained free from the concerns of human morality. Inside the Enclave life is cuthroat and competitive but it is idyllic compared to the outlands. Surrounding the walled city is a fast slum of desperate people scraping a meager existence providing the inner city with salvage and test subjects in return for protection and medecine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysium: When Darkseid destroyed the Rock of Eternity, the centre of magic in the DCU, the mystical island of Themiscara tore itself apart in violent earthquakes. The amazons refugees sailed west and made landfall in southern Florida. No longer blessed by the gods but possessing centuries of military training and advanced ttechnology they declared the ruins of Miami their demense, renamed Elysium. The city is a rare safe haven in the ruined world, citzenship was originally limited to Amazons but is now open to anyone who completes a 7 year term of service to the city (usually women are selected for military duty and men for support roles such as agriculture or construction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gotham: Gotham was destroyed in the Crisis, the armies of Apokalypse indulged thier &amp;quot;appetites&amp;quot; in the city. When the crisis was finally over what residents survived fled and the city has become a haunted ruin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keystone/Central: In order to end Darkseid in the Final Crisis, all of the world&#039;s speedsters had to outrace the Black Runner. They succeeded, but at the cost of all of those who rode the lightning being drawn back into the Speed Force, leaving Keystone/Central City undefended. In the aftermath of the fall of Gotham, Tim Drake took on a new costume, seeing that others he trusted would carry on the legacy of the Batman, and set out to discover the truth of what happened to Bruce Wayne. Soon enough, though, he came upon the undefended Central city and his conscience and training refusing to let him move on when the city needed a new hero to defend it, settled down in Central City. What Drake lacks in superpowers he makes up for in brains and leadership in time attracting a small band of former teen titans to help defend the twin cities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New York : The Justice Society were on the front lines of the attack on New York and lost a lot of good people trying to keep the city safe. After the war was eventually won most of the survivors either went their own way or retired. Now the Justice Society consists of the adult Star Girl, who uses Cosmic Gloves to much the same effect as her old staff, Mr Terrific, for whom the guilt of not seeing the attack coming still weighs heavy and the servo powered pugilist, Wildcat. While they have abadoned their colourful costumes (except for Terrific who still dons the Fair Play jacket), they do what they can to keep the city safe but with all of the warring gangs and the rise of The Purge they are often overwhelmed. With new member Josh Carter now being trained ther in a new optimism to the Society, a hope that the ideals that so many of their friends died for can live on in a new generation of heroes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los Angeles : The Final Crisis broke the World and no where is this more evident than in California, where vast tracks of land have begun sinking into the pacific. The partially submerged city of Los Angeles is one of the few safe areas in the united states, where Atlantean and human refugees are under the protection of Queen Mera (former Queen of Atlantis, now in self imposed exile on the surface)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vegas: In the old world Las Vegas was a glittering oasis in the desert, sustained by the sophisticated infrastrucutre, once that broke down the city dried up and began to turn to dust. Into this dusty chaos came the Secret Six, they holed up in the casino&#039;s on the strip and began a swift but brutal conquest of the cities gangs. Once they had control of the city they restored water and power (both supplied from Hoover Dam). Life under the rule of the Six is harsh but stable. The Six gained a reputation for fairness and keeping their word if not for kindness.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Matrix&amp;diff=190610</id>
		<title>Panjumanju Alpha Flight Matrix</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Matrix&amp;diff=190610"/>
		<updated>2011-09-10T17:55:12Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alpha_Flight_Main]]&lt;br /&gt;
== Matrix ==&lt;br /&gt;
&lt;br /&gt;
[[File:MatrixG.png]]&lt;br /&gt;
* &#039;&#039;&#039;Fighting&#039;&#039;&#039;: IN (37)&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: RM (26)&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: RM (26)&lt;br /&gt;
* &#039;&#039;&#039;Endurance&#039;&#039;&#039;: AM (46) (in some ways, being a Mutant rocks)&lt;br /&gt;
* &#039;&#039;&#039;Reason&#039;&#039;&#039;: TY (5)&lt;br /&gt;
* &#039;&#039;&#039;Intuition&#039;&#039;&#039;: IN (37)&lt;br /&gt;
* &#039;&#039;&#039;Psyche&#039;&#039;&#039;: GD (8)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: 135&lt;br /&gt;
* &#039;&#039;&#039;Karma&#039;&#039;&#039;: 50&lt;br /&gt;
* &#039;&#039;&#039;Popularity&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Resources&#039;&#039;&#039;: PR (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&lt;br /&gt;
* Body Transformation: RM (37)&lt;br /&gt;
* Regeneration: EX (16)&lt;br /&gt;
* Immortality&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
* Performer&lt;br /&gt;
* Martial Arts B (Like I totally needed a higher Fighting total)&lt;br /&gt;
* Languages (French) (I&#039;m thinking she&#039;s a Quebecois, and her talent is actually Languages (English))&lt;br /&gt;
&lt;br /&gt;
=== Contacts ===&lt;br /&gt;
* Dr. Moira McTaggart&lt;br /&gt;
* RCMP Corporal Yves Duval (brother)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Real Name&#039;&#039;&#039;: Elsepth Duval&lt;br /&gt;
* &#039;&#039;&#039;Occupation&#039;&#039;&#039;: Agent of the Canadian government&lt;br /&gt;
* &#039;&#039;&#039;Identity&#039;&#039;&#039;: Publicly known&lt;br /&gt;
* &#039;&#039;&#039;Legal status&#039;&#039;&#039;: Legal citizen of Canada with no criminal record&lt;br /&gt;
* &#039;&#039;&#039;Other aliases&#039;&#039;&#039;: Sorcière de la forêt (&amp;quot;Witch of the Woods&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Place of birth&#039;&#039;&#039;: Sept-Îles, Quebec, Canada&lt;br /&gt;
* &#039;&#039;&#039;Marital status&#039;&#039;&#039;: Single&lt;br /&gt;
* &#039;&#039;&#039;Known relatives&#039;&#039;&#039;: Yves Duval (brother), Guy Duval (Father), Marieanette Duval (Mother)&lt;br /&gt;
* &#039;&#039;&#039;Group affiliation&#039;&#039;&#039;: Trainee in Gamma Flight&lt;br /&gt;
* &#039;&#039;&#039;Base of operations&#039;&#039;&#039;: Ottowa, Canada&lt;br /&gt;
* &#039;&#039;&#039;First appearance&#039;&#039;&#039;: TBA&lt;br /&gt;
* &#039;&#039;&#039;History&#039;&#039;&#039;: Elsepth Duval was born in Quebec City, and lived a fairly typical life. Her father was a member of the RCMP, retired after being injured in the line of duty. Her mother was a stay-at-home parent. Her older brother, Yves, followed in his father&#039;s footsteps. Elspeth herself was something of a musical prodigy and hoped to be famous one day.&lt;br /&gt;
&lt;br /&gt;
But on her thirteenth birthday, her life was shattered when her mutant power emerged. She spontaneously transformed into a living energy field. Her father thought she was a monster and attacked her. Her energy raged out of control, burning down her home and inadvertently injuring her mother. Physically unharmed, but heartbroken, she fled into the night and survived for a over a year in the wilderness, rarely venturing to the edges of human society. Food and shelter were no problem, but she became increasingly fearful of human contact.&lt;br /&gt;
&lt;br /&gt;
Yves, the one member of her family who remained loyal to her, got in touch with Dr. Moira McTaggart, who came to Quebec to help find her. Dr. McTaggart made contact with Department H, and made sure Elsepeth had a place to stay and someone looking after her. She stayed for several months to help Elsepeth learn to control her powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Height&#039;&#039;&#039;: 5&#039;6&amp;quot; &#039;&#039;&#039;Weight&#039;&#039;&#039;: 125 lbs. (if in human form)&lt;br /&gt;
* &#039;&#039;&#039;Eyes&#039;&#039;&#039;: brown (varies) &#039;&#039;&#039;Hair&#039;&#039;&#039;: Brown (varies)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength level&#039;&#039;&#039;: Matrix possesses the strength of someone who engages in intensive regualr exercise.&lt;br /&gt;
&lt;br /&gt;
* Known superhuman powers: Matrix can transform her body into any substance she has ever encountered, including complex compounds but not composite materials made up of multiple distinct substances. She can also transform herself into coherent energy fields.&lt;br /&gt;
&lt;br /&gt;
Her body&#039;s morphogenic field constantly renews itself, which results in rapid regeneration of any injuries. Dr. McTaggart theorizes that it might be impossible for Elesepth to die short of something completely draining her energy or widely scattering all her individual atoms.&lt;br /&gt;
&lt;br /&gt;
Her physique is finely honed and enhanced by her morphogenic field, making her far stronger and faster than she looks.&lt;br /&gt;
&lt;br /&gt;
For some reason, perhaps a psychological one, she cannot re-assume human form. It is unknown at this time what would happen if her powers were drained or blocked. Further, Elesepth is not always in full control of her shifting. Strong emotional states can cause her to change form, such as transforming to steel when she&#039;s afraid, or fire when she&#039;s angry.&lt;br /&gt;
&lt;br /&gt;
She also needs to sleep in an air-tight, energy and radiation-sealed, corrosion-resistant containment chamber or she risks transforming in her sleep and starting fires, irradiating her immediate environment, or drifting into the ventilation system in her sleep.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;: Elesepth has trained in boxing and other forms of combat. She is easily a world-class martial artist even without much formal training. She is an olympic-level gymnast and athlete.&lt;br /&gt;
&lt;br /&gt;
Before her mutation expressed, she was a budding musical prodigy, and retains those abilities now.&lt;br /&gt;
&lt;br /&gt;
She is bilingual in French and English.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Matrix&amp;diff=190608</id>
		<title>Panjumanju Alpha Flight Matrix</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Matrix&amp;diff=190608"/>
		<updated>2011-09-10T17:53:13Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: Created page with &amp;quot;Category:Panjumanju_Alpha Flight == Matrix ==  File:MatrixG.png * &amp;#039;&amp;#039;&amp;#039;Fighting&amp;#039;&amp;#039;&amp;#039;: IN (37) * &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039;: RM (26) * &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;: RM (26) * &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;: AM (46) (i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Panjumanju_Alpha Flight]]&lt;br /&gt;
== Matrix ==&lt;br /&gt;
&lt;br /&gt;
[[File:MatrixG.png]]&lt;br /&gt;
* &#039;&#039;&#039;Fighting&#039;&#039;&#039;: IN (37)&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: RM (26)&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: RM (26)&lt;br /&gt;
* &#039;&#039;&#039;Endurance&#039;&#039;&#039;: AM (46) (in some ways, being a Mutant rocks)&lt;br /&gt;
* &#039;&#039;&#039;Reason&#039;&#039;&#039;: TY (5)&lt;br /&gt;
* &#039;&#039;&#039;Intuition&#039;&#039;&#039;: IN (37)&lt;br /&gt;
* &#039;&#039;&#039;Psyche&#039;&#039;&#039;: GD (8)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: 135&lt;br /&gt;
* &#039;&#039;&#039;Karma&#039;&#039;&#039;: 50&lt;br /&gt;
* &#039;&#039;&#039;Popularity&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Resources&#039;&#039;&#039;: PR (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&lt;br /&gt;
* Body Transformation: RM (37)&lt;br /&gt;
* Regeneration: EX (16)&lt;br /&gt;
* Immortality&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
* Performer&lt;br /&gt;
* Martial Arts B (Like I totally needed a higher Fighting total)&lt;br /&gt;
* Languages (French) (I&#039;m thinking she&#039;s a Quebecois, and her talent is actually Languages (English))&lt;br /&gt;
&lt;br /&gt;
=== Contacts ===&lt;br /&gt;
* Dr. Moira McTaggart&lt;br /&gt;
* RCMP Corporal Yves Duval (brother)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Real Name&#039;&#039;&#039;: Elsepth Duval&lt;br /&gt;
* &#039;&#039;&#039;Occupation&#039;&#039;&#039;: Agent of the Canadian government&lt;br /&gt;
* &#039;&#039;&#039;Identity&#039;&#039;&#039;: Publicly known&lt;br /&gt;
* &#039;&#039;&#039;Legal status&#039;&#039;&#039;: Legal citizen of Canada with no criminal record&lt;br /&gt;
* &#039;&#039;&#039;Other aliases&#039;&#039;&#039;: Sorcière de la forêt (&amp;quot;Witch of the Woods&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Place of birth&#039;&#039;&#039;: Sept-Îles, Quebec, Canada&lt;br /&gt;
* &#039;&#039;&#039;Marital status&#039;&#039;&#039;: Single&lt;br /&gt;
* &#039;&#039;&#039;Known relatives&#039;&#039;&#039;: Yves Duval (brother), Guy Duval (Father), Marieanette Duval (Mother)&lt;br /&gt;
* &#039;&#039;&#039;Group affiliation&#039;&#039;&#039;: Trainee in Gamma Flight&lt;br /&gt;
* &#039;&#039;&#039;Base of operations&#039;&#039;&#039;: Ottowa, Canada&lt;br /&gt;
* &#039;&#039;&#039;First appearance&#039;&#039;&#039;: TBA&lt;br /&gt;
* &#039;&#039;&#039;History&#039;&#039;&#039;: Elsepth Duval was born in Quebec City, and lived a fairly typical life. Her father was a member of the RCMP, retired after being injured in the line of duty. Her mother was a stay-at-home parent. Her older brother, Yves, followed in his father&#039;s footsteps. Elspeth herself was something of a musical prodigy and hoped to be famous one day.&lt;br /&gt;
&lt;br /&gt;
But on her thirteenth birthday, her life was shattered when her mutant power emerged. She spontaneously transformed into a living energy field. Her father thought she was a monster and attacked her. Her energy raged out of control, burning down her home and inadvertently injuring her mother. Physically unharmed, but heartbroken, she fled into the night and survived for a over a year in the wilderness, rarely venturing to the edges of human society. Food and shelter were no problem, but she became increasingly fearful of human contact.&lt;br /&gt;
&lt;br /&gt;
Yves, the one member of her family who remained loyal to her, got in touch with Dr. Moira McTaggart, who came to Quebec to help find her. Dr. McTaggart made contact with Department H, and made sure Elsepeth had a place to stay and someone looking after her. She stayed for several months to help Elsepeth learn to control her powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Height&#039;&#039;&#039;: 5&#039;6&amp;quot; &#039;&#039;&#039;Weight&#039;&#039;&#039;: 125 lbs. (if in human form)&lt;br /&gt;
* &#039;&#039;&#039;Eyes&#039;&#039;&#039;: brown (varies) &#039;&#039;&#039;Hair&#039;&#039;&#039;: Brown (varies)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength level&#039;&#039;&#039;: Matrix possesses the strength of someone who engages in intensive regualr exercise.&lt;br /&gt;
&lt;br /&gt;
* Known superhuman powers: Matrix can transform her body into any substance she has ever encountered, including complex compounds but not composite materials made up of multiple distinct substances. She can also transform herself into coherent energy fields.&lt;br /&gt;
&lt;br /&gt;
Her body&#039;s morphogenic field constantly renews itself, which results in rapid regeneration of any injuries. Dr. McTaggart theorizes that it might be impossible for Elesepth to die short of something completely draining her energy or widely scattering all her individual atoms.&lt;br /&gt;
&lt;br /&gt;
Her physique is finely honed and enhanced by her morphogenic field, making her far stronger and faster than she looks.&lt;br /&gt;
&lt;br /&gt;
For some reason, perhaps a psychological one, she cannot re-assume human form. It is unknown at this time what would happen if her powers were drained or blocked. Further, Elesepth is not always in full control of her shifting. Strong emotional states can cause her to change form, such as transforming to steel when she&#039;s afraid, or fire when she&#039;s angry.&lt;br /&gt;
&lt;br /&gt;
She also needs to sleep in an air-tight, energy and radiation-sealed, corrosion-resistant containment chamber or she risks transforming in her sleep and starting fires, irradiating her immediate environment, or drifting into the ventilation system in her sleep.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;: Elesepth has trained in boxing and other forms of combat. She is easily a world-class martial artist even without much formal training. She is an olympic-level gymnast and athlete.&lt;br /&gt;
&lt;br /&gt;
Before her mutation expressed, she was a budding musical prodigy, and retains those abilities now.&lt;br /&gt;
&lt;br /&gt;
She is bilingual in French and English.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:MatrixG.png&amp;diff=190606</id>
		<title>File:MatrixG.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:MatrixG.png&amp;diff=190606"/>
		<updated>2011-09-10T17:49:44Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight&amp;diff=190605</id>
		<title>Panjumanju Alpha Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight&amp;diff=190605"/>
		<updated>2011-09-10T17:39:50Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alpha Flight Main]]&lt;br /&gt;
&lt;br /&gt;
David Goodner as MATRIX (Elsepeth Duval), young-lady mutant state-shifter from Sept-Iles, Quebec, who cannot return to human form.&lt;br /&gt;
&lt;br /&gt;
Keyes as CANACONDA! (Randall &amp;quot;Randy&amp;quot; Roffiapomo), rubbery snake-themed masked wrestler from Niagara Falls, Ontario.&lt;br /&gt;
&lt;br /&gt;
Trumpet DC as LUMBERJACK (April Till) the (secret) Fire giant masquerading as just a regular mutant giant from what sounds like the wilds of northern British Columbia.&lt;br /&gt;
&lt;br /&gt;
Caias Ward as JASON the Magnificent (Jason Styles), spray-paint artist from Montreal, Quebec., kidnapped by the High Evolutionary and made invincible.&lt;br /&gt;
&lt;br /&gt;
Nayld as ORION PAX (Max Phillips), a fast and phasing one-eyed gun-toting amnesiac P.I. from Port Charles, Ontario, imbued with power by Beothuk and Viking spirit dogs.&lt;br /&gt;
&lt;br /&gt;
Bree-Yark as TUNDRA (Thomas Daveraux) earth and snow moving Inuit archeologist from Resolute Bay, Nunavut.&lt;br /&gt;
&lt;br /&gt;
=Game Threads=&lt;br /&gt;
* OOC 1 [http://forum.rpg.net/showthread.php?592272-Alpha-Flight-TSR-Marvel-Superheroes-FASERIP]&lt;br /&gt;
* IC 1 [http://forum.rpg.net/showthread.php?592273-Alpha-Flight-TSR-Marvel-Superheroes-FASERIP]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* MATRIX (David Goodner): [[Panjumanju_Alpha_Flight_Matrix]]&lt;br /&gt;
* CANACONDA (Keyes): [[Panjumanju_Alpha_Flight_Canaconda]]&lt;br /&gt;
* LUMBERJACK (Trumpet DC): [[Panjumanju_Alpha_Flight_Lumberjack]]&lt;br /&gt;
* JASON the Magnificent (Caias Ward): [[Panjumanju_Alpha_Flight_Jason]]&lt;br /&gt;
* ORION PAX (Nayld): [[Panjumanju_Alpha_Flight_Orion]]&lt;br /&gt;
* TUNDRA (Bree-Yark): [[Panjumanju_Alpha_Flight_Tundra]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight&amp;diff=190604</id>
		<title>Panjumanju Alpha Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight&amp;diff=190604"/>
		<updated>2011-09-10T17:33:00Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: Created page with &amp;quot;Category:Alpha Flight Main  David Goodner as MATRIX (Elsepeth Duval), young-lady mutant state-shifter from Sept-Iles, Quebec, who cannot return to human form.  Keyes as CANAC...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alpha Flight Main]]&lt;br /&gt;
&lt;br /&gt;
David Goodner as MATRIX (Elsepeth Duval), young-lady mutant state-shifter from Sept-Iles, Quebec, who cannot return to human form.&lt;br /&gt;
&lt;br /&gt;
Keyes as CANACONDA! (Randall &amp;quot;Randy&amp;quot; Roffiapomo), rubbery snake-themed masked wrestler from Niagara Falls, Ontario.&lt;br /&gt;
&lt;br /&gt;
Trumpet DC as LUMBERJACK (April Till) the (secret) Fire giant masquerading as just a regular mutant giant from what sounds like the wilds of northern British Columbia.&lt;br /&gt;
&lt;br /&gt;
Caias Ward as JASON the Magnificent (Jason Styles), spray-paint artist from Montreal, Quebec., kidnapped by the High Evolutionary and made invincible.&lt;br /&gt;
&lt;br /&gt;
Nayld as ORION PAX (Max Phillips), a fast and phasing one-eyed gun-toting amnesiac P.I. from Port Charles, Ontario, imbued with power by Beothuk and Viking spirit dogs.&lt;br /&gt;
&lt;br /&gt;
Bree-Yark as TUNDRA (Thomas Daveraux) earth and snow moving Inuit archeologist from Resolute Bay, Nunavut.&lt;br /&gt;
&lt;br /&gt;
=Game Threads=&lt;br /&gt;
* OOC 1 [http://forum.rpg.net/showthread.php?592272-Alpha-Flight-TSR-Marvel-Superheroes-FASERIP]&lt;br /&gt;
* IC 1 [http://forum.rpg.net/showthread.php?592273-Alpha-Flight-TSR-Marvel-Superheroes-FASERIP]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
* MATRIX (David Goodner): [[http://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Matrix]]&lt;br /&gt;
* CANACONDA (Keyes): [[http://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Canaconda]]&lt;br /&gt;
* LUMBERJACK (Trumpet DC): [[http://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Lumberjack]]&lt;br /&gt;
* JASON the Magnificent (Caias Ward): [[http://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Jason]]&lt;br /&gt;
* ORION PAX (Nayld): [[http://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Orion]]&lt;br /&gt;
* TUNDRA (Bree-Yark): [[http://wiki.rpg.net/index.php?title=Panjumanju_Alpha_Flight_Tundra]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Islands_In_The_Win_Molly&amp;diff=179956</id>
		<title>The Islands In The Win Molly</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Islands_In_The_Win_Molly&amp;diff=179956"/>
		<updated>2011-05-14T22:23:21Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Molly Daniels==&lt;br /&gt;
[[File:Molly_normal_4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Brawn 1&lt;br /&gt;
Agility 5&lt;br /&gt;
Wits 1&lt;br /&gt;
Learning 1&lt;br /&gt;
Willpower 1&lt;br /&gt;
Luck 1&lt;br /&gt;
&lt;br /&gt;
Base HP 13&lt;br /&gt;
Max HP 26&lt;br /&gt;
Armor 4&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Athletics 4&lt;br /&gt;
Performance (Dance) 3&lt;br /&gt;
Medicine 2&lt;br /&gt;
Martial Arts 1&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Armor&lt;br /&gt;
* Toughness 1 (free)&lt;br /&gt;
* Physical Proficiency&lt;br /&gt;
* Physical Techniques&lt;br /&gt;
* Physical Defense Mastery 2&lt;br /&gt;
* Physical Attack Mastery&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
* Strike: Effortless, Base Damage Only. Difficulty 0&lt;br /&gt;
* Leaping Strike: Move 2. Difficulty 2&lt;br /&gt;
* Tearing Winds Strike: Area 3, Multihit, Slow 2, Difficulty 4&lt;br /&gt;
* Duck: Effortless. Difficulty 2&lt;br /&gt;
* Evade: Effortless, Retreating. Difficulty 1&lt;br /&gt;
* Healing (Self Only):1d10 per level +2/Lv&lt;br /&gt;
* Dervish Strike: Moving 2, Piercing 4, Damage Increase +4, Slow 4 Difficulty 10&lt;br /&gt;
* ?&lt;br /&gt;
 &lt;br /&gt;
===Background===&lt;br /&gt;
On being a booth-babe:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, this costume is a little much, or little, but I need the cash. My old piece of crap car blew a transmission, and there&#039;s no way I can pay for that right now. A friend told me about this gig, and it&#039;s just for the weekend so I said &#039;what the hell?&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I&#039;m supposed to be some kind of fairy. I don&#039;t know. I&#039;m not really into that stuff. The only video game I really play is Farmville. It&#039;s cool if you like that stuff, though. Everybody&#039;s got to do their own thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On her interests:&lt;br /&gt;
&amp;quot;I like physical stuff. When I was a kid, I did gymnastics. Then I grew boobs and did cheerleading instead. I was team captain in high school. I don&#039;t really have time now. College is stressful enough. I still cheer. I&#039;m on an athletic scholarship. But someone else can deal with all the BS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t give me that. We&#039;re every bit as athletic as the football players. Maybe more.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like dancing, all kinds. I even took a pole-dancing class. &amp;lt;giggle&amp;gt; It was lots of fun. I also do hatha-yoga for flexibility. I got into martial arts after a friend of mine got attacked this time. She was okay, but the whole story really freaked me out. A girl&#039;s got to be able to take care of herself, right?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My major? Physical education. I&#039;m planning to be a physical therapist.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On work:&lt;br /&gt;
&amp;quot;I&#039;m pretty much on my own. My mom&#039;s supportive, but she worked two jobs my whole life just to keep a roof over our heads. My scholarship and grants pay for school. Anything else, I have to come up with the cash myself. I work at a fitness gym part-time. And I do some modeling, local stuff and stuff like this. Not usually painted purple. At the auto show, they&#039;re happy with hot-pants and a babydoll tee, ya&#039; know? The pay is good, but I&#039;d have to pretty much drop everything else to make a living at it, and I&#039;m almost over the hill as a model. Oh yeah, and I get a little extra money modeling for Professor Grossman&#039;s life drawing class, which he does every other semester.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On personal history:&lt;br /&gt;
&amp;quot;My dad ran out on us when I was ten. My mom took care of me even though I was a total monster to her for years. For a long time I blamed her for making dad leave. She should have kicked me out of the house, I was so bad. And all the time, she was working two jobs and taking in piecework on the side to afford my gymnastics classes and cheer leading stuff. I was almost out of high school before I realized how much she sacrificed for me. That&#039;s when I started really pouring on the effort in school and in cheer so I could get a scholarship and support myself. I want to pay mom back for everything she suffered to take care of an ungrateful little bitch like me.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even though we didn&#039;t have much money, I was popular in school. I had to learn to make my own style because we couldn&#039;t afford all the fancy stuff other kids were wearing. Mom used to sew me clothes or alter stuff she bought me so I&#039;d look good.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like college. Some of the high-school BS is gone. I miss home. The big city is huge. I grew up in a smaller town. At school, there&#039;s a party going on somewhere all the time, or some people going to clubs or something. I can&#039;t go a lot, because school and work take tons of time, but I get out to have some fun. If my stupid car hadn&#039;t died, I&#039;d be at a party this weekend.&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Islands_In_The_Win_Molly&amp;diff=175687</id>
		<title>The Islands In The Win Molly</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Islands_In_The_Win_Molly&amp;diff=175687"/>
		<updated>2011-03-30T18:48:29Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Molly Daniels==&lt;br /&gt;
[[File:Molly_normal_4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Brawn 1&lt;br /&gt;
Agility 5&lt;br /&gt;
Wits 1&lt;br /&gt;
Learning 1&lt;br /&gt;
Willpower 1&lt;br /&gt;
Luck 1&lt;br /&gt;
&lt;br /&gt;
Base HP 13&lt;br /&gt;
Max HP 26&lt;br /&gt;
Armor 4&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Athletics 4&lt;br /&gt;
Performance (Dance) 3&lt;br /&gt;
Medicine 2&lt;br /&gt;
Martial Arts 1&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Armor&lt;br /&gt;
Toughness 1 (free)&lt;br /&gt;
Physical Proficiency&lt;br /&gt;
Physical Techniques&lt;br /&gt;
Physical Defense Mastery 2&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
Strike: Effortless, Base Damage Only. Difficulty 0&lt;br /&gt;
Leaping Strike: Move 2. Difficulty 2&lt;br /&gt;
Tearing Winds Strike: Area 3, Multihit, Slow 2, Difficulty 4&lt;br /&gt;
Duck: Effortless. Difficulty 2&lt;br /&gt;
Evade: Effortless, Retreating. Difficulty 1&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
On being a booth-babe:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, this costume is a little much, or little, but I need the cash. My old piece of crap car blew a transmission, and there&#039;s no way I can pay for that right now. A friend told me about this gig, and it&#039;s just for the weekend so I said &#039;what the hell?&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I&#039;m supposed to be some kind of fairy. I don&#039;t know. I&#039;m not really into that stuff. The only video game I really play is Farmville. It&#039;s cool if you like that stuff, though. Everybody&#039;s got to do their own thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On her interests:&lt;br /&gt;
&amp;quot;I like physical stuff. When I was a kid, I did gymnastics. Then I grew boobs and did cheerleading instead. I was team captain in high school. I don&#039;t really have time now. College is stressful enough. I still cheer. I&#039;m on an athletic scholarship. But someone else can deal with all the BS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t give me that. We&#039;re every bit as athletic as the football players. Maybe more.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like dancing, all kinds. I even took a pole-dancing class. &amp;lt;giggle&amp;gt; It was lots of fun. I also do hatha-yoga for flexibility. I got into martial arts after a friend of mine got attacked this time. She was okay, but the whole story really freaked me out. A girl&#039;s got to be able to take care of herself, right?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My major? Physical education. I&#039;m planning to be a physical therapist.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On work:&lt;br /&gt;
&amp;quot;I&#039;m pretty much on my own. My mom&#039;s supportive, but she worked two jobs my whole life just to keep a roof over our heads. My scholarship and grants pay for school. Anything else, I have to come up with the cash myself. I work at a fitness gym part-time. And I do some modeling, local stuff and stuff like this. Not usually painted purple. At the auto show, they&#039;re happy with hot-pants and a babydoll tee, ya&#039; know? The pay is good, but I&#039;d have to pretty much drop everything else to make a living at it, and I&#039;m almost over the hill as a model. Oh yeah, and I get a little extra money modeling for Professor Grossman&#039;s life drawing class, which he does every other semester.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On personal history:&lt;br /&gt;
&amp;quot;My dad ran out on us when I was ten. My mom took care of me even though I was a total monster to her for years. For a long time I blamed her for making dad leave. She should have kicked me out of the house, I was so bad. And all the time, she was working two jobs and taking in piecework on the side to afford my gymnastics classes and cheer leading stuff. I was almost out of high school before I realized how much she sacrificed for me. That&#039;s when I started really pouring on the effort in school and in cheer so I could get a scholarship and support myself. I want to pay mom back for everything she suffered to take care of an ungrateful little bitch like me.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even though we didn&#039;t have much money, I was popular in school. I had to learn to make my own style because we couldn&#039;t afford all the fancy stuff other kids were wearing. Mom used to sew me clothes or alter stuff she bought me so I&#039;d look good.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like college. Some of the high-school BS is gone. I miss home. The big city is huge. I grew up in a smaller town. At school, there&#039;s a party going on somewhere all the time, or some people going to clubs or something. I can&#039;t go a lot, because school and work take tons of time, but I get out to have some fun. If my stupid car hadn&#039;t died, I&#039;d be at a party this weekend.&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Islands_In_The_Win_Molly&amp;diff=174949</id>
		<title>The Islands In The Win Molly</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Islands_In_The_Win_Molly&amp;diff=174949"/>
		<updated>2011-03-20T02:22:33Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Molly Daniels==&lt;br /&gt;
[[File:Molly_normal_4.jpg]][[File:Molly_possibility_1.jpg‎]]&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Brawn 1&lt;br /&gt;
&lt;br /&gt;
Agility 5&lt;br /&gt;
&lt;br /&gt;
Wits 1&lt;br /&gt;
&lt;br /&gt;
Learning 1&lt;br /&gt;
&lt;br /&gt;
Willpower 1&lt;br /&gt;
&lt;br /&gt;
Luck 1&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Athletics 4&lt;br /&gt;
Performance (Dance) 3&lt;br /&gt;
Medicine 2&lt;br /&gt;
Martial Arts 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On being a booth-babe:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, this costume is a little much, or little, but I need the cash. My old piece of crap car blew a transmission, and there&#039;s no way I can pay for that right now. A friend told me about this gig, and it&#039;s just for the weekend so I said &#039;what the hell?&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I&#039;m supposed to be some kind of fairy. I don&#039;t know. I&#039;m not really into that stuff. The only video game I really play is Farmville. It&#039;s cool if you like that stuff, though. Everybody&#039;s got to do their own thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On her interests:&lt;br /&gt;
&amp;quot;I like physical stuff. When I was a kid, I did gymnastics. Then I grew boobs and did cheerleading instead. I was team captain in high school. I don&#039;t really have time now. College is stressful enough. I still cheer. I&#039;m on an athletic scholarship. But someone else can deal with all the BS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t give me that. We&#039;re every bit as athletic as the football players. Maybe more.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like dancing, all kinds. I even took a pole-dancing class. &amp;lt;giggle&amp;gt; It was lots of fun. I also do hatha-yoga for flexibility. I got into martial arts after a friend of mine got attacked this time. She was okay, but the whole story really freaked me out. A girl&#039;s got to be able to take care of herself, right?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My major? Physical education. I&#039;m planning to be a physical therapist.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On work:&lt;br /&gt;
&amp;quot;I&#039;m pretty much on my own. My mom&#039;s supportive, but she worked two jobs my whole life just to keep a roof over our heads. My scholarship and grants pay for school. Anything else, I have to come up with the cash myself. I work at a fitness gym part-time. And I do some modeling, local stuff and stuff like this. Not usually painted purple. At the auto show, they&#039;re happy with hot-pants and a babydoll tee, ya&#039; know? The pay is good, but I&#039;d have to pretty much drop everything else to make a living at it, and I&#039;m almost over the hill as a model. Oh yeah, and I get a little extra money modeling for Professor Grossman&#039;s life drawing class, which he does every other semester.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On personal history:&lt;br /&gt;
&amp;quot;My dad ran out on us when I was ten. My mom took care of me even though I was a total monster to her for years. For a long time I blamed her for making dad leave. She should have kicked me out of the house, I was so bad. And all the time, she was working two jobs and taking in piecework on the side to afford my gymnastics classes and cheer leading stuff. I was almost out of high school before I realized how much she sacrificed for me. That&#039;s when I started really pouring on the effort in school and in cheer so I could get a scholarship and support myself. I want to pay mom back for everything she suffered to take care of an ungrateful little bitch like me.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even though we didn&#039;t have much money, I was popular in school. I had to learn to make my own style because we couldn&#039;t afford all the fancy stuff other kids were wearing. Mom used to sew me clothes or alter stuff she bought me so I&#039;d look good.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like college. Some of the high-school BS is gone. I miss home. The big city is huge. I grew up in a smaller town. At school, there&#039;s a party going on somewhere all the time, or some people going to clubs or something. I can&#039;t go a lot, because school and work take tons of time, but I get out to have some fun. If my stupid car hadn&#039;t died, I&#039;d be at a party this weekend.&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Molly_possibility_1.jpg&amp;diff=174948</id>
		<title>File:Molly possibility 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Molly_possibility_1.jpg&amp;diff=174948"/>
		<updated>2011-03-20T02:19:47Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Molly_normal_4.jpg&amp;diff=174947</id>
		<title>File:Molly normal 4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Molly_normal_4.jpg&amp;diff=174947"/>
		<updated>2011-03-20T02:17:52Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: uploaded a new version of &amp;quot;File:Molly normal 4.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Molly_normal_4.jpg&amp;diff=174946</id>
		<title>File:Molly normal 4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Molly_normal_4.jpg&amp;diff=174946"/>
		<updated>2011-03-20T02:16:11Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=169455</id>
		<title>Odyssey Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=169455"/>
		<updated>2011-01-16T03:07:06Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player character in the PbP game [[TANGENT CROSSING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odyssey Jones&#039;&#039;&#039; is the cutest little abomination of Science! ever.  Her genome was built protein by protein to exacting specifications, duplicating the traits of several genius-level intelects. Her development was influenced by nanotechnology. Her mind was programmed with subliminal knowledge and reflexes.&lt;br /&gt;
&lt;br /&gt;
She was decanted at an apparent age of thirteen years old, and spent over a year working for the {REDACTED} society, developing weapons and technology without understanding the reasons. TANGENT operatives managed to establish contact with her while trying to infiltrate {REDACTED}, and over the next year convinced her that her masters were not beneficent. In secret, she began work on her Toybox, which she used to escape (by disintegrating anything, or anyone, that got in her way). A TANGENT team picked her up and brought her to Nexus.&lt;br /&gt;
&lt;br /&gt;
Odyssey has used her skills to make a fortune as a technical consultant, and to provide equipment for field operatives. But recently, she&#039;s been getting bored and asking to go on field operations. Since the other things she does when she&#039;s bored include building gravity nullifiers and FTL motor-scooters, Sigma has reluctantly agreed...&lt;br /&gt;
&lt;br /&gt;
She&#039;s a cute little waif with caramel colored skin and white hair which is frequently dyed different colors. She dresses in eccentric fashions, completely unlimited by things like practicality or normal use of materials and is seldom without her &amp;quot;Toybox,&amp;quot; a complex nanoassembler/disassembler with multiple configurations that runs on a subspace zero-point energy source that she invented one morning.&lt;br /&gt;
&lt;br /&gt;
The Toybox looks something like an over sized school lunchbox mated with a weighted companion cube from &amp;quot;Portal.&amp;quot; It has an emitter lens on the front that projects subspace matter for simple applications.  For more complicated uses, Odyssey has to open it and use an advanced holographic I/O interface inside.  And after a suggestion from Sarah Sigma that a device that could potentially level a city should maybe have some security features, she designed a biometric proximity key worn on a chain around her neck.  Between that, and some security codes, nobody can use the Toybox but Odyssey, and the box&#039;s internal motivators will keep it close to hand. (NOTE: It&#039;s a hard to take away Device)&lt;br /&gt;
&lt;br /&gt;
The Toybots are cylindrical, with bubble heads and reticulated metal arms. They communicate with binary chittering that the Toybox translates for Odyssey, and look like art deco gumball machines with plasma torches in their hands.  For movement, they alternately roll on a gyroscopic caster wheel or enter &amp;quot;hover mode&amp;quot; with a helicopter-like fan-jet to lift them.  (One of these days, Odyssey will get the horizontal stabilization worked out, and they&#039;ll be able to do more than go straight up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Level 10===&lt;br /&gt;
* Power Points 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, 28pp==&lt;br /&gt;
* Strength 10 (+0)&lt;br /&gt;
* Dexterity 14 (+2)&lt;br /&gt;
* Constitution 14 (+2)&lt;br /&gt;
* Intelligence 20 (+5)&lt;br /&gt;
* Wisdom 16 (+3)&lt;br /&gt;
* Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat, 20pp==&lt;br /&gt;
COMBAT: Attack 5 melee 10 ranged [Unarmed +0 (Bruise)] Defense 20 (12 flat-footed) Init 2&lt;br /&gt;
* Move 30ft, 10,000ft/10,000MPH with Flight&lt;br /&gt;
* Initiative (Dex) &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Melee Attack &#039;&#039;&#039;+5&#039;&#039;&#039; , Ranged Attack &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
* Defense &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saves, 19pp==&lt;br /&gt;
* Toughness (Con) &#039;&#039;&#039;+2&#039;&#039;&#039; (impervious), Impervious Force Field &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
* Fortitude (Con+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Reflex (Dex+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Will (Wis+7) &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills, 12pp==&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; denote Skill Mastery. Exclamation mark! denotes Second Chance.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics (+2)&lt;br /&gt;
* Bluff (+2)&lt;br /&gt;
* &#039;&#039;Computers&#039;&#039; (+5)&lt;br /&gt;
* Concentration (+3)&lt;br /&gt;
* &#039;&#039;Craft Electronic&#039;&#039; 10 (+15)&lt;br /&gt;
* &#039;&#039;Craft Mechanical&#039;&#039; 10 (+15)&lt;br /&gt;
* Diplomacy (+2)&lt;br /&gt;
* &#039;&#039;Disable Device&#039;&#039; 4 (+9)&lt;br /&gt;
* Disguise (+2)&lt;br /&gt;
* Drive (+2)&lt;br /&gt;
* Escape Artist (+2)&lt;br /&gt;
* Gather Info (+2)&lt;br /&gt;
* Handle Animal (+2)&lt;br /&gt;
* Intimidate (+2)&lt;br /&gt;
* Investigate 4 (+9)&lt;br /&gt;
* Streetwise (+5)&lt;br /&gt;
* Current Event (+5)&lt;br /&gt;
* Popular Culture (+5)&lt;br /&gt;
* Technology (+5)&lt;br /&gt;
* Tactics (+5)&lt;br /&gt;
* Medicine 4 (+7)&lt;br /&gt;
* Notice 4 (+7)&lt;br /&gt;
* Oratory (+2)&lt;br /&gt;
* Pilot (+2)&lt;br /&gt;
* Profession (+3)&lt;br /&gt;
* Ride (+2)&lt;br /&gt;
* Search 4 (+9)&lt;br /&gt;
* Sense Motive 4 (+7)&lt;br /&gt;
* Sleight of Hand (+2)&lt;br /&gt;
* Stealth 4 (+6)&lt;br /&gt;
* Survival (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats, 7pp==&lt;br /&gt;
* Jack-of-All-Trades&lt;br /&gt;
* Beginner&#039;s Luck&lt;br /&gt;
* Benefit (3)&lt;br /&gt;
* Equipment (5)&lt;br /&gt;
* Teamwork (1)&lt;br /&gt;
* Attractive (1)&lt;br /&gt;
* Improvised Tools&lt;br /&gt;
* Inventor&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
* Dodge Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Luck (5)&lt;br /&gt;
* Improved Aim,&lt;br /&gt;
* Attack Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Skill Mastery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers, 44pp==&lt;br /&gt;
*Device: 50 device points [10], Restricted &amp;quot;The Toybox&amp;quot;&lt;br /&gt;
* Object Creation (Continuous) &amp;quot;Subspace Nanoassembler&amp;quot; [13], Feats: Precise, Progression 2 (20 ft cube per rank)&lt;br /&gt;
* AP: Summon Minion (Horde) 150 pp &amp;quot;Toolbots&amp;quot; [10], Feats: Progression 3 (10 bots)&lt;br /&gt;
** TOYBOT MINION&lt;br /&gt;
*** PL: 10 (150 pp)&lt;br /&gt;
*** ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 10 (0)&lt;br /&gt;
*** SKILLS: Climb (+4), Disable Device 8 (+10), Drive (+4), Escape Artist (+4), Investigate 8 (+10), Search 8 (+10), Stealth (+4), Swim (+4)&lt;br /&gt;
*** FEATS: Teamwork (5), Improvised Tools, Skill Mastery (1), Interpose&lt;br /&gt;
*** POWERS: Regeneration (Only while not active) (really 10 ranks) [5], Unconscious and Disabled at 1 per round +3 Recovery, , Feat: Innate, , Shrinking (No strength loss, continuous, permanent) [4], Protection [6], Strike [10], Immunity: Full Life Support [9], Flight [2]&lt;br /&gt;
*** COMBAT: Attack 10 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 4&lt;br /&gt;
*** SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 9 Will 10&lt;br /&gt;
*** Abilities 28 + Skills 10 (40 ranks) + Feats 8 + Powers 44 + Combat 40 + Saves 20 – Drawbacks 0 = 150 / 150&lt;br /&gt;
* AP: Datalink [1], AND Supersenses [9], Darkvision, Radio, X-ray vision, Microscopic vision, Direction sense, Distance sense, Time sense, Infravision, Ultravision, Extended vision 2, Extended radio&lt;br /&gt;
* DAP: Force Field 8 (Impervious) [8], And Impervious Toughness [2] &amp;quot;Protective Screen&amp;quot;&lt;br /&gt;
* DAP: Blast &amp;quot;Kinetic Accelerator&amp;quot; [10]&lt;br /&gt;
* DAP: Disintegration &amp;quot;Nano-Disassembler&amp;quot; [10]&lt;br /&gt;
* DAP: Flight [5] and Immunity (Full Life Support) [9] &amp;quot;Rocket Suit&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=169452</id>
		<title>Odyssey Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=169452"/>
		<updated>2011-01-16T03:01:20Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: /* Powers, 44pp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player character in the PbP game [[TANGENT CROSSING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odyssey Jones&#039;&#039;&#039; is the cutest little abomination of Science! ever.  Her genome was built protein by protein to exacting specifications, duplicating the traits of several genius-level intelects. Her development was influenced by nanotechnology. Her mind was programmed with subliminal knowledge and reflexes.&lt;br /&gt;
&lt;br /&gt;
She was decanted at an apparent age of thirteen years old, and spent over a year working for the {REDACTED} society, developing weapons and technology without understanding the reasons. TANGENT operatives managed to establish contact with her while trying to infiltrate {REDACTED}, and over the next year convinced her that her masters were not beneficent. In secret, she began work on her Toybox, which she used to escape (by disintegrating anything, or anyone, that got in her way). A TANGENT team picked her up and brought her to Nexus.&lt;br /&gt;
&lt;br /&gt;
Odyssey has used her skills to make a fortune as a technical consultant, and to provide equipment for field operatives. But recently, she&#039;s been getting bored and asking to go on field operations. Since the other things she does when she&#039;s bored include building gravity nullifiers and FTL motor-scooters, Sigma has reluctantly agreed...&lt;br /&gt;
&lt;br /&gt;
She&#039;s a cute little elf with cafe au lait skin and blond dreadlocks. She wears frilly &amp;quot;Gothic Lolita&amp;quot; style clothes and is seldom without her &amp;quot;Toybox,&amp;quot; a complex nanoassembler/disassembler with multiple configurations that runs on a subspace zero-point energy source that she invented one morning.&lt;br /&gt;
&lt;br /&gt;
The Toybox looks something like an over sized school lunchbox mated with a weighted companion cube from &amp;quot;Portal.&amp;quot; It has an emitter lens on the front that projects subspace matter for simple applications.  For more complicated uses, Odyssey has to open it and use an advanced holographic I/O interface inside.&lt;br /&gt;
&lt;br /&gt;
The Toybots are cylindrical, with bubble heads and reticulated metal arms. They communicate with binary chittering that the Toybox translates for Odyssey, and look like art deco gumball machines with plasma torches in their hands.  For movement, they alternately roll on a gyroscopic caster wheel or enter &amp;quot;hover mode&amp;quot; with a helicopter-like fan-jet to lift them.  (One of these days, Odyssey will get the horizontal stabilization worked out, and they&#039;ll be able to do more than go straight up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Level 10===&lt;br /&gt;
* Power Points 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, 28pp==&lt;br /&gt;
* Strength 10 (+0)&lt;br /&gt;
* Dexterity 14 (+2)&lt;br /&gt;
* Constitution 14 (+2)&lt;br /&gt;
* Intelligence 20 (+5)&lt;br /&gt;
* Wisdom 16 (+3)&lt;br /&gt;
* Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat, 20pp==&lt;br /&gt;
COMBAT: Attack 5 melee 10 ranged [Unarmed +0 (Bruise)] Defense 20 (12 flat-footed) Init 2&lt;br /&gt;
* Move 30ft, 10,000ft/10,000MPH with Flight&lt;br /&gt;
* Initiative (Dex) &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Melee Attack &#039;&#039;&#039;+5&#039;&#039;&#039; , Ranged Attack &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
* Defense &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saves, 19pp==&lt;br /&gt;
* Toughness (Con) &#039;&#039;&#039;+2&#039;&#039;&#039; (impervious), Impervious Force Field &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
* Fortitude (Con+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Reflex (Dex+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Will (Wis+7) &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills, 12pp==&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; denote Skill Mastery. Exclamation mark! denotes Second Chance.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics (+2)&lt;br /&gt;
* Bluff (+2)&lt;br /&gt;
* &#039;&#039;Computers&#039;&#039; (+5)&lt;br /&gt;
* Concentration (+3)&lt;br /&gt;
* &#039;&#039;Craft Electronic&#039;&#039; 10 (+15)&lt;br /&gt;
* &#039;&#039;Craft Mechanical&#039;&#039; 10 (+15)&lt;br /&gt;
* Diplomacy (+2)&lt;br /&gt;
* &#039;&#039;Disable Device&#039;&#039; 4 (+9)&lt;br /&gt;
* Disguise (+2)&lt;br /&gt;
* Drive (+2)&lt;br /&gt;
* Escape Artist (+2)&lt;br /&gt;
* Gather Info (+2)&lt;br /&gt;
* Handle Animal (+2)&lt;br /&gt;
* Intimidate (+2)&lt;br /&gt;
* Investigate 4 (+9)&lt;br /&gt;
* Streetwise (+5)&lt;br /&gt;
* Current Event (+5)&lt;br /&gt;
* Popular Culture (+5)&lt;br /&gt;
* Technology (+5)&lt;br /&gt;
* Tactics (+5)&lt;br /&gt;
* Medicine 4 (+7)&lt;br /&gt;
* Notice 4 (+7)&lt;br /&gt;
* Oratory (+2)&lt;br /&gt;
* Pilot (+2)&lt;br /&gt;
* Profession (+3)&lt;br /&gt;
* Ride (+2)&lt;br /&gt;
* Search 4 (+9)&lt;br /&gt;
* Sense Motive 4 (+7)&lt;br /&gt;
* Sleight of Hand (+2)&lt;br /&gt;
* Stealth 4 (+6)&lt;br /&gt;
* Survival (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats, 7pp==&lt;br /&gt;
* Jack-of-All-Trades&lt;br /&gt;
* Beginner&#039;s Luck&lt;br /&gt;
* Benefit (3)&lt;br /&gt;
* Equipment (5)&lt;br /&gt;
* Teamwork (1)&lt;br /&gt;
* Attractive (1)&lt;br /&gt;
* Improvised Tools&lt;br /&gt;
* Inventor&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
* Dodge Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Luck (5)&lt;br /&gt;
* Improved Aim,&lt;br /&gt;
* Attack Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Skill Mastery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers, 44pp==&lt;br /&gt;
*Device: 50 device points [10], Restricted &amp;quot;The Toybox&amp;quot;&lt;br /&gt;
* Object Creation (Continuous) &amp;quot;Subspace Nanoassembler&amp;quot; [13], Feats: Precise, Progression 2 (20 ft cube per rank)&lt;br /&gt;
* AP: Summon Minion (Horde) 150 pp &amp;quot;Toolbots&amp;quot; [10], Feats: Progression 3 (10 bots)&lt;br /&gt;
** TOYBOT MINION&lt;br /&gt;
*** PL: 10 (150 pp)&lt;br /&gt;
*** ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 10 (0)&lt;br /&gt;
*** SKILLS: Climb (+4), Disable Device 8 (+10), Drive (+4), Escape Artist (+4), Investigate 8 (+10), Search 8 (+10), Stealth (+4), Swim (+4)&lt;br /&gt;
*** FEATS: Teamwork (5), Improvised Tools, Skill Mastery (1), Interpose&lt;br /&gt;
*** POWERS: Regeneration (Only while not active) (really 10 ranks) [5], Unconscious and Disabled at 1 per round +3 Recovery, , Feat: Innate, , Shrinking (No strength loss, continuous, permanent) [4], Protection [6], Strike [10], Immunity: Full Life Support [9], Flight [2]&lt;br /&gt;
*** COMBAT: Attack 10 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 4&lt;br /&gt;
*** SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 9 Will 10&lt;br /&gt;
*** Abilities 28 + Skills 10 (40 ranks) + Feats 8 + Powers 44 + Combat 40 + Saves 20 – Drawbacks 0 = 150 / 150&lt;br /&gt;
* AP: Datalink [1], AND Supersenses [9], Darkvision, Radio, X-ray vision, Microscopic vision, Direction sense, Distance sense, Time sense, Infravision, Ultravision, Extended vision 2, Extended radio&lt;br /&gt;
* DAP: Force Field 8 (Impervious) [8], And Impervious Toughness [2] &amp;quot;Protective Screen&amp;quot;&lt;br /&gt;
* DAP: Blast &amp;quot;Kinetic Accelerator&amp;quot; [10]&lt;br /&gt;
* DAP: Disintegration &amp;quot;Nano-Disassembler&amp;quot; [10]&lt;br /&gt;
* DAP: Flight [5] and Immunity (Full Life Support) [9] &amp;quot;Rocket Suit&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168941</id>
		<title>Odyssey Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168941"/>
		<updated>2011-01-10T02:21:19Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player character in the PbP game [[TANGENT CROSSING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odyssey Jones&#039;&#039;&#039; is the cutest little abomination of Science! ever.  Her genome was built protein by protein to exacting specifications, duplicating the traits of several genius-level intelects. Her development was influenced by nanotechnology. Her mind was programmed with subliminal knowledge and reflexes.&lt;br /&gt;
&lt;br /&gt;
She was decanted at an apparent age of thirteen years old, and spent over a year working for the {REDACTED} society, developing weapons and technology without understanding the reasons. TANGENT operatives managed to establish contact with her while trying to infiltrate {REDACTED}, and over the next year convinced her that her masters were not beneficent. In secret, she began work on her Toybox, which she used to escape (by disintegrating anything, or anyone, that got in her way). A TANGENT team picked her up and brought her to Nexus.&lt;br /&gt;
&lt;br /&gt;
Odyssey has used her skills to make a fortune as a technical consultant, and to provide equipment for field operatives. But recently, she&#039;s been getting bored and asking to go on field operations. Since the other things she does when she&#039;s bored include building gravity nullifiers and FTL motor-scooters, Sigma has reluctantly agreed...&lt;br /&gt;
&lt;br /&gt;
She&#039;s a cute little elf with cafe au lait skin and blond dreadlocks. She wears frilly &amp;quot;Gothic Lolita&amp;quot; style clothes and is seldom without her &amp;quot;Toybox,&amp;quot; a complex nanoassembler/disassembler with multiple configurations that runs on a subspace zero-point energy source that she invented one morning.&lt;br /&gt;
&lt;br /&gt;
The Toybox looks something like an over sized school lunchbox mated with a weighted companion cube from &amp;quot;Portal.&amp;quot; It has an emitter lens on the front that projects subspace matter for simple applications.  For more complicated uses, Odyssey has to open it and use an advanced holographic I/O interface inside.&lt;br /&gt;
&lt;br /&gt;
The Toybots are cylindrical, with bubble heads and reticulated metal arms. They communicate with binary chittering that the Toybox translates for Odyssey, and look like art deco gumball machines with plasma torches in their hands.  For movement, they alternately roll on a gyroscopic caster wheel or enter &amp;quot;hover mode&amp;quot; with a helicopter-like fan-jet to lift them.  (One of these days, Odyssey will get the horizontal stabilization worked out, and they&#039;ll be able to do more than go straight up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Level 10===&lt;br /&gt;
* Power Points 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, 28pp==&lt;br /&gt;
* Strength 10 (+0)&lt;br /&gt;
* Dexterity 14 (+2)&lt;br /&gt;
* Constitution 14 (+2)&lt;br /&gt;
* Intelligence 20 (+5)&lt;br /&gt;
* Wisdom 16 (+3)&lt;br /&gt;
* Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat, 20pp==&lt;br /&gt;
COMBAT: Attack 5 melee 10 ranged [Unarmed +0 (Bruise)] Defense 20 (12 flat-footed) Init 2&lt;br /&gt;
* Move 30ft, 10,000ft/10,000MPH with Flight&lt;br /&gt;
* Initiative (Dex) &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Melee Attack &#039;&#039;&#039;+5&#039;&#039;&#039; , Ranged Attack &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
* Defense &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saves, 19pp==&lt;br /&gt;
* Toughness (Con) &#039;&#039;&#039;+2&#039;&#039;&#039; (impervious), Impervious Force Field &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
* Fortitude (Con+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Reflex (Dex+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Will (Wis+7) &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills, 12pp==&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; denote Skill Mastery. Exclamation mark! denotes Second Chance.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics (+2)&lt;br /&gt;
* Bluff (+2)&lt;br /&gt;
* &#039;&#039;Computers&#039;&#039; (+5)&lt;br /&gt;
* Concentration (+3)&lt;br /&gt;
* &#039;&#039;Craft Electronic&#039;&#039; 10 (+15)&lt;br /&gt;
* &#039;&#039;Craft Mechanical&#039;&#039; 10 (+15)&lt;br /&gt;
* Diplomacy (+2)&lt;br /&gt;
* &#039;&#039;Disable Device&#039;&#039; 4 (+9)&lt;br /&gt;
* Disguise (+2)&lt;br /&gt;
* Drive (+2)&lt;br /&gt;
* Escape Artist (+2)&lt;br /&gt;
* Gather Info (+2)&lt;br /&gt;
* Handle Animal (+2)&lt;br /&gt;
* Intimidate (+2)&lt;br /&gt;
* Investigate 4 (+9)&lt;br /&gt;
* Streetwise (+5)&lt;br /&gt;
* Current Event (+5)&lt;br /&gt;
* Popular Culture (+5)&lt;br /&gt;
* Technology (+5)&lt;br /&gt;
* Tactics (+5)&lt;br /&gt;
* Medicine 4 (+7)&lt;br /&gt;
* Notice 4 (+7)&lt;br /&gt;
* Oratory (+2)&lt;br /&gt;
* Pilot (+2)&lt;br /&gt;
* Profession (+3)&lt;br /&gt;
* Ride (+2)&lt;br /&gt;
* Search 4 (+9)&lt;br /&gt;
* Sense Motive 4 (+7)&lt;br /&gt;
* Sleight of Hand (+2)&lt;br /&gt;
* Stealth 4 (+6)&lt;br /&gt;
* Survival (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats, 7pp==&lt;br /&gt;
* Jack-of-All-Trades&lt;br /&gt;
* Beginner&#039;s Luck&lt;br /&gt;
* Benefit (3)&lt;br /&gt;
* Equipment (5)&lt;br /&gt;
* Teamwork (1)&lt;br /&gt;
* Attractive (1)&lt;br /&gt;
* Improvised Tools&lt;br /&gt;
* Inventor&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
* Dodge Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Luck (5)&lt;br /&gt;
* Improved Aim,&lt;br /&gt;
* Attack Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Skill Mastery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers, 44pp==&lt;br /&gt;
*Device: 50 device points [10], Restricted &amp;quot;The Toybox&amp;quot;&lt;br /&gt;
* Object Creation (Continuous) &amp;quot;Subspace Nanoassembler&amp;quot; [13], Feats: Precise, Progression 2 (20 ft cube per rank)&lt;br /&gt;
* AP: Summon Minion (Horde) 150 pp &amp;quot;Toolbots&amp;quot; [10], Feats: Progression 3 (10 bots)&lt;br /&gt;
** TOYBOT MINION&lt;br /&gt;
*** PL: 10 (150 pp)&lt;br /&gt;
*** ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 10 (0)&lt;br /&gt;
*** SKILLS: Climb (+4), Disable Device 8 (+10), Drive (+4), Escape Artist (+4), Investigate 8 (+10), Search 8 (+10), Stealth (+4), Swim (+4)&lt;br /&gt;
*** FEATS: Teamwork (5), Improvised Tools, Skill Mastery (1), Interpose&lt;br /&gt;
*** POWERS: Regeneration (Only while not active) (really 10 ranks) [5], Unconscious and Disabled at 1 per round +3 Recovery, , Feat: Innate, , Shrinking (No strength loss, continuous, permanent) [4], Protection [6], Strike [10], Immunity: Full Life Support [9], Flight (Levitation only) [5]&lt;br /&gt;
*** COMBAT: Attack 10 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 4&lt;br /&gt;
*** SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 9 Will 10&lt;br /&gt;
*** Abilities 28 + Skills 10 (40 ranks) + Feats 8 + Powers 44 + Combat 40 + Saves 20 – Drawbacks 0 = 150 / 150&lt;br /&gt;
* AP: Datalink [1], AND Supersenses [9], Darkvision, Radio, X-ray vision, Microscopic vision, Direction sense, Distance sense, Time sense, Infravision, Ultravision, Extended vision 2, Extended radio&lt;br /&gt;
* DAP: Force Field 8 (Impervious) [8], And Impervious Toughness [2] &amp;quot;Protective Screen&amp;quot;&lt;br /&gt;
* DAP: Blast &amp;quot;Kinetic Accelerator&amp;quot; [10]&lt;br /&gt;
* DAP: Disintegration &amp;quot;Nano-Disassembler&amp;quot; [10]&lt;br /&gt;
* DAP: Flight [5] and Immunity (Full Life Support) [9] &amp;quot;Rocket Suit&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168824</id>
		<title>Odyssey Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168824"/>
		<updated>2011-01-08T23:51:31Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player character in the PbP game [[TANGENT CROSSING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odyssey Jones&#039;&#039;&#039; is the cutest little abomination of Science! ever.  Her genome was built protein by protein to exacting specifications, duplicating the traits of several genius-level intelects. Her development was influenced by nanotechnology. Her mind was programmed with subliminal knowledge and reflexes.&lt;br /&gt;
&lt;br /&gt;
She was decanted at an apparent age of thirteen years old, and spent over a year working for the {REDACTED} society, developing weapons and technology without understanding the reasons. TANGENT operatives managed to establish contact with her while trying to infiltrate {REDACTED}, and over the next year convinced her that her masters were not beneficent. In secret, she began work on her Toybox, which she used to escape (by disintegrating anything, or anyone, that got in her way). A TANGENT team picked her up and brought her to Nexus.&lt;br /&gt;
&lt;br /&gt;
Odyssey has used her skills to make a fortune as a technical consultant, and to provide equipment for field operatives. But recently, she&#039;s been getting bored and asking to go on field operations. Since the other things she does when she&#039;s bored include building gravity nullifiers and FTL motor-scooters, Sigma has reluctantly agreed...&lt;br /&gt;
&lt;br /&gt;
She&#039;s a cute little elf with cafe au lait skin and blond dreadlocks. She wears frilly &amp;quot;Gothic Lolita&amp;quot; style clothes and is seldom without her &amp;quot;Toybox,&amp;quot; a complex nanoassembler/disassembler with multiple configurations that runs on a subspace zero-point energy source that she invented one morning.&lt;br /&gt;
&lt;br /&gt;
The Toybox looks something like an over sized school lunchbox mated with a weighted companion cube from &amp;quot;Portal.&amp;quot; It has an emitter lens on the front that projects subspace matter for simple applications.  For more complicated uses, Odyssey has to open it and use an advanced holographic I/O interface inside.&lt;br /&gt;
&lt;br /&gt;
The Toybots are cylindrical, with bubble heads and reticulated metal arms. They communicate with binary chittering that the Toybox translates for Odyssey, and look like art deco gumball machines with plasma torches in their hands.  For movement, they alternately roll on a gyroscopic caster wheel or enter &amp;quot;hover mode&amp;quot; with a helicopter-like fan-jet to lift them.  (One of these days, Odyssey will get the horizontal stabilization worked out, and they&#039;ll be able to do more than go straight up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Level 10===&lt;br /&gt;
* Power Points 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, 28pp==&lt;br /&gt;
* Strength 10 (+0)&lt;br /&gt;
* Dexterity 14 (+2)&lt;br /&gt;
* Constitution 14 (+2)&lt;br /&gt;
* Intelligence 20 (+5)&lt;br /&gt;
* Wisdom 16 (+3)&lt;br /&gt;
* Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat, 20pp==&lt;br /&gt;
COMBAT: Attack 5 melee 10 ranged [Unarmed +0 (Bruise)] Defense 20 (12 flat-footed) Init 2&lt;br /&gt;
* Move 30ft, 10,000ft/10,000MPH with Flight&lt;br /&gt;
* Initiative (Dex) &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Melee Attack &#039;&#039;&#039;+5&#039;&#039;&#039; , Ranged Attack &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
* Defense &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saves, 19pp==&lt;br /&gt;
* Toughness (Con) &#039;&#039;&#039;+2&#039;&#039;&#039; (impervious), Impervious Force Field &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
* Fortitude (Con+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Reflex (Dex+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Will (Wis+7) &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills, 12pp==&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; denote Skill Mastery. Exclamation mark! denotes Second Chance.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics (+2)&lt;br /&gt;
* Bluff (+2)&lt;br /&gt;
* &#039;&#039;Computers&#039;&#039; (+5)&lt;br /&gt;
* Concentration (+3)&lt;br /&gt;
* &#039;&#039;Craft Electronic&#039;&#039; 10 (+15)&lt;br /&gt;
* &#039;&#039;Craft Mechanical&#039;&#039; 10 (+15)&lt;br /&gt;
* Diplomacy (+2)&lt;br /&gt;
* &#039;&#039;Disable Device&#039;&#039; 4 (+9)&lt;br /&gt;
* Disguise (+2)&lt;br /&gt;
* Drive (+2)&lt;br /&gt;
* Escape Artist (+2)&lt;br /&gt;
* Gather Info (+2)&lt;br /&gt;
* Handle Animal (+2)&lt;br /&gt;
* Intimidate (+2)&lt;br /&gt;
* Investigate 4 (+9)&lt;br /&gt;
* Streetwise (+5)&lt;br /&gt;
* Current Event (+5)&lt;br /&gt;
* Popular Culture (+5)&lt;br /&gt;
* Technology (+5)&lt;br /&gt;
* Tactics (+5)&lt;br /&gt;
* Medicine 4 (+7)&lt;br /&gt;
* Notice 4 (+7)&lt;br /&gt;
* Oratory (+2)&lt;br /&gt;
* Pilot (+2)&lt;br /&gt;
* Profession (+3)&lt;br /&gt;
* Ride (+2)&lt;br /&gt;
* Search 4 (+9)&lt;br /&gt;
* Sense Motive 4 (+7)&lt;br /&gt;
* Sleight of Hand (+2)&lt;br /&gt;
* Stealth 4 (+6)&lt;br /&gt;
* Survival (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats, 7pp==&lt;br /&gt;
* Jack-of-All-Trades&lt;br /&gt;
* Beginner&#039;s Luck&lt;br /&gt;
* Benefit (3)&lt;br /&gt;
* Equipment (5)&lt;br /&gt;
* Teamwork (1)&lt;br /&gt;
* Attractive (1)&lt;br /&gt;
* Improvised Tools&lt;br /&gt;
* Inventor&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
* Dodge Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Luck (5)&lt;br /&gt;
* Improved Aim,&lt;br /&gt;
* Attack Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Skill Mastery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers, 44pp==&lt;br /&gt;
*Device: 50 device points [10], Restricted &amp;quot;The Toybox&amp;quot;&lt;br /&gt;
* Object Creation (Continuous) &amp;quot;Subspace Nanoassembler&amp;quot; [13], Feats: Precise, Progression 2 (20 ft cube per rank)&lt;br /&gt;
* AP: Summon Minion (Horde) 150 pp &amp;quot;Toolbots&amp;quot; [10], Feats: Progression 3 (10 bots)&lt;br /&gt;
** TOYBOT MINION&lt;br /&gt;
*** PL: 10 (150 pp)&lt;br /&gt;
*** ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 10 (0)&lt;br /&gt;
*** SKILLS: Climb (+4), Disable Device 8 (+10), Drive (+4), Escape Artist (+4), Investigate 8 (+10), Search 8 (+10), Stealth (+4), Swim (+4)&lt;br /&gt;
*** FEATS: Teamwork (5), Improvised Tools, Skill Mastery (1), Interpose&lt;br /&gt;
*** POWERS: Regeneration (Only while not active) (really 10 ranks) [5], Unconscious and Disabled at 1 per round +3 Recovery, , Feat: Innate, , Shrinking (No strength loss, continuous, permanent) [4], Protection [6], Strike [10], Immunity: Full Life Support [9], Flight (Levitation only) [5]&lt;br /&gt;
*** COMBAT: Attack 10 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 4&lt;br /&gt;
*** SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 9 Will 10&lt;br /&gt;
*** Abilities 28 + Skills 10 (40 ranks) + Feats 8 + Powers 44 + Combat 40 + Saves 20 – Drawbacks 0 = 150 / 150&lt;br /&gt;
* AP: Datalink [1], AND Supersenses [9], Darkvision, Radio, X-ray vision, Microscopic vision, Direction sense, Distance sense, Time sense, Infravision, Ultravision, Extended vision 2, Extended radio&lt;br /&gt;
* DAP: Force Field 8 (Impervious) [8], And Impervious Toughness [2] &amp;quot;Protective Screen&amp;quot;&lt;br /&gt;
* DAP: Blast &amp;quot;Kinetic Accelerator&amp;quot; [10]&lt;br /&gt;
* DAP: Disintegration &amp;quot;Nano-Disassembler&amp;quot; [10]&lt;br /&gt;
* DAP: Flight &amp;quot;Rocket Pack&amp;quot; [10]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168760</id>
		<title>Odyssey Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168760"/>
		<updated>2011-01-08T17:11:44Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player character in the PbP game [[TANGENT CROSSING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odyssey Jones&#039;&#039;&#039; is the cutest little abomination of Science! ever.  Her genome was built protein by protein to exacting specifications, duplicating the traits of several genius-level intelects. Her development was influenced by nanotechnology. Her mind was programmed with subliminal knowledge and reflexes.&lt;br /&gt;
&lt;br /&gt;
She was decanted at an apparent age of thirteen years old, and spent over a year working for the {REDACTED} society, developing weapons and technology without understanding the reasons. TANGENT operatives managed to establish contact with her while trying to infiltrate {REDACTED}, and over the next year convinced her that her masters were not beneficent. In secret, she began work on her Toybox, which she used to escape (by disintegrating anything, or anyone, that got in her way). A TANGENT team picked her up and brought her to Nexus.&lt;br /&gt;
&lt;br /&gt;
Odyssey has used her skills to make a fortune as a technical consultant, and to provide equipment for field operatives. But recently, she&#039;s been getting bored and asking to go on field operations. Since the other things she does when she&#039;s bored include building gravity nullifiers and FTL motorscooters, Sigma has reluctantly agreed...&lt;br /&gt;
&lt;br /&gt;
She&#039;s a cute little elf with cafe au lait skin and blond dreadlocks. She wears pink &amp;quot;Gothic Lolita&amp;quot; style clothes and is seldom without her &amp;quot;Toybox,&amp;quot; a complex nanoassembler/disassembler with multiple configurations that runs on a subspace zero-point energy source that she invented one morning.&lt;br /&gt;
&lt;br /&gt;
The Toybox looks something like an oversized school lunchbox mated with a weighted companion cube from &amp;quot;Portal.&amp;quot; It has an emmiter lens on the front that projects subspace matter for simple applications.  For more complicated uses, Odyssey has to open it and use an advanced holographic I/O interface inside.&lt;br /&gt;
&lt;br /&gt;
The Toybots are cylindrical, with bubble heads and reticulated metal arms. They communicate with binary chittering that the Toybox translates for Odyssey, and look like art deco gumball machines with plasma torches in their hands.  For movement, they alternately roll on a gyroscopic castor wheel or enter &amp;quot;hover mode&amp;quot; with a helicoptor-like fanjet to lift them.  (One of these days, Odyssey will get the horizontal stabalization worked out, and they&#039;ll be able to do more than go straight up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Level 10===&lt;br /&gt;
* Power Points 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, 28pp==&lt;br /&gt;
* Strength 10 (+0)&lt;br /&gt;
* Dexterity 14 (+2)&lt;br /&gt;
* Constitution 14 (+2)&lt;br /&gt;
* Intelligence 20 (+5)&lt;br /&gt;
* Wisdom 16 (+3)&lt;br /&gt;
* Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat, 20pp==&lt;br /&gt;
COMBAT: Attack 5 melee 10 ranged [Unarmed +0 (Bruise)] Defense 20 (12 flat-footed) Init 2&lt;br /&gt;
* Move 30ft, 10,000ft/10,000MPH with Flight&lt;br /&gt;
* Initiative (Dex) &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Melee Attack &#039;&#039;&#039;+5&#039;&#039;&#039; , Ranged Attack &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
* Defense &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saves, 19pp==&lt;br /&gt;
* Toughness (Con) &#039;&#039;&#039;+2&#039;&#039;&#039; (impervious), Impervious Force Field &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
* Fortitude (Con+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Reflex (Dex+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Will (Wis+7) &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills, 12pp==&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; denote Skill Mastery. Exclamation mark! denotes Second Chance.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics (+2)&lt;br /&gt;
* Bluff (+2)&lt;br /&gt;
* &#039;&#039;Computers&#039;&#039; (+5)&lt;br /&gt;
* Concentration (+3)&lt;br /&gt;
* &#039;&#039;Craft Electronic&#039;&#039; 10 (+15)&lt;br /&gt;
* &#039;&#039;Craft Mechanical&#039;&#039; 10 (+15)&lt;br /&gt;
* Diplomacy (+2)&lt;br /&gt;
* &#039;&#039;Disable Device&#039;&#039; 4 (+9)&lt;br /&gt;
* Disguise (+2)&lt;br /&gt;
* Drive (+2)&lt;br /&gt;
* Escape Artist (+2)&lt;br /&gt;
* Gather Info (+2)&lt;br /&gt;
* Handle Animal (+2)&lt;br /&gt;
* Intimidate (+2)&lt;br /&gt;
* Investigate 4 (+9)&lt;br /&gt;
* Streetwise (+5)&lt;br /&gt;
* Current Event (+5)&lt;br /&gt;
* Popular Culture (+5)&lt;br /&gt;
* Technology (+5)&lt;br /&gt;
* Tactics (+5)&lt;br /&gt;
* Medicine 4 (+7)&lt;br /&gt;
* Notice 4 (+7)&lt;br /&gt;
* Oratory (+2)&lt;br /&gt;
* Pilot (+2)&lt;br /&gt;
* Profession (+3)&lt;br /&gt;
* Ride (+2)&lt;br /&gt;
* Search 4 (+9)&lt;br /&gt;
* Sense Motive 4 (+7)&lt;br /&gt;
* Sleight of Hand (+2)&lt;br /&gt;
* Stealth 4 (+6)&lt;br /&gt;
* Survival (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats, 7pp==&lt;br /&gt;
* Jack-of-All-Trades&lt;br /&gt;
* Beginner&#039;s Luck&lt;br /&gt;
* Benefit (3)&lt;br /&gt;
* Equipment (5)&lt;br /&gt;
* Teamwork (1)&lt;br /&gt;
* Attractive (1)&lt;br /&gt;
* Improvised Tools&lt;br /&gt;
* Inventor&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
* Dodge Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Luck (5)&lt;br /&gt;
* Improved Aim,&lt;br /&gt;
* Attack Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Skill Mastery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers, 44pp==&lt;br /&gt;
*Device: 50 device points [10], Restricted &amp;quot;The Toybox&amp;quot;&lt;br /&gt;
* Object Creation (Continuous) &amp;quot;Subspace Nanoassembler&amp;quot; [13], Feats: Precise, Progression 2 (20 ft cube per rank)&lt;br /&gt;
* AP: Summon Minion (Horde) 150 pp &amp;quot;Toolbots&amp;quot; [10], Feats: Progression 3 (10 bots)&lt;br /&gt;
** TOYBOT MINION&lt;br /&gt;
*** PL: 10 (150 pp)&lt;br /&gt;
*** ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 10 (0)&lt;br /&gt;
*** SKILLS: Climb (+4), Disable Device 8 (+10), Drive (+4), Escape Artist (+4), Investigate 8 (+10), Search 8 (+10), Stealth (+4), Swim (+4)&lt;br /&gt;
*** FEATS: Teamwork (5), Improvised Tools, Skill Mastery (1), Interpose&lt;br /&gt;
*** POWERS: Regeneration (Only while not active) (really 10 ranks) [5], Unconscious and Disabled at 1 per round +3 Recovery, , Feat: Innate, , Shrinking (No strength loss, continuous, permenant) [4], Protection [6], Strike [10], Immunity: Full Life Support [9], Flight (Levitation only) [5]&lt;br /&gt;
*** COMBAT: Attack 10 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 4&lt;br /&gt;
*** SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 9 Will 10&lt;br /&gt;
*** Abilities 28 + Skills 10 (40 ranks) + Feats 8 + Powers 44 + Combat 40 + Saves 20 – Drawbacks 0 = 150 / 150&lt;br /&gt;
* AP: Datalink [1], AND Supersenses [9], Darkvision, Radio, X-ray vision, Microscopic vision, Direction sense, Distance sense, Time sense, Infravision, Ultravision, Extended vision 2, Extended radio&lt;br /&gt;
* DAP: Force Field 8 (Impervious) [8], And Impervious Toughness [2] &amp;quot;Protective Screen&amp;quot;&lt;br /&gt;
* DAP: Blast &amp;quot;Kenetic Accelerator&amp;quot; [10]&lt;br /&gt;
* DAP: Disintegration &amp;quot;Nano-Disassembler&amp;quot; [10]&lt;br /&gt;
* DAP: Flight &amp;quot;Rocket Pack&amp;quot; [10]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168744</id>
		<title>Odyssey Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Odyssey_Jones&amp;diff=168744"/>
		<updated>2011-01-08T03:47:24Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: Created page with &amp;#039;A player character in the PbP game TANGENT CROSSING.   &amp;#039;&amp;#039;&amp;#039;Odyssey Jones&amp;#039;&amp;#039;&amp;#039; is the cutest little abomination of Science! ever.  Her genome was built protien by protien to exac…&amp;#039;&lt;/p&gt;
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&lt;div&gt;A player character in the PbP game [[TANGENT CROSSING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odyssey Jones&#039;&#039;&#039; is the cutest little abomination of Science! ever.  Her genome was built protien by protien to exacting specifications, duplicating the traits of several genius-level intelects. Her development was influenced by nanotechnology. Her mind was programmed with subliminal knowledge and reflexes.&lt;br /&gt;
&lt;br /&gt;
She was decanted at an apparent age of thirteen years old, and spent over a year working for the {REDACTED} society, developing weapons and technology without understanding the reasons. TANGENT operatives managed to establish contact with her while trying to infiltrate {REDACTED}, and over the next year convinced her that her masters were not beneficent. In secret, she began work on her Toybox, which she used to escape (by disintegrating anything, or anyone, that got in her way). A TANGENT team picked her up and brought her to Nexus.&lt;br /&gt;
&lt;br /&gt;
Odyssey has used her skills to make a fortune as a technical consultant, and to provide equipment for field operatives. But recently, she&#039;s been getting bored and asking to go on field operations. Since the other things she does when she&#039;s bored include building gravity nullifiers and FTL motorscooters, Sigma has reluctantly agreed...&lt;br /&gt;
&lt;br /&gt;
She&#039;s a cute little elf with cafe au lait skin and blond dreadlocks. She wears pink &amp;quot;Gothic Lolita&amp;quot; style clothes and is seldom without her &amp;quot;Toybox,&amp;quot; a complex nanoassembler/disassembler with multiple configurations that runs on a subspace zero-point energy source that she invented one morning.&lt;br /&gt;
&lt;br /&gt;
The Toybox looks something like an oversized school lunchbox mated with a weighted companion cube from &amp;quot;Portal.&amp;quot; It has an emmiter lens on the front that projects subspace matter for simple applications.  For more complicated uses, Odyssey has to open it and use an advanced holographic I/O interface inside.&lt;br /&gt;
&lt;br /&gt;
The Toybots are cylindrical, with bubble heads and reticulated metal arms. They communicate with binary chittering that the Toybox translates for Odyssey, and look like art deco gumball machines with plasma torches in their hands.  For movement, they alternately roll on a gyroscopic castor wheel or enter &amp;quot;hover mode&amp;quot; with a helicoptor-like fanjet to lift them.  (One of these days, Odyssey will get the horizontal stabalization worked out, and they&#039;ll be able to do more than go straight up and down.&lt;br /&gt;
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__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Level 10===&lt;br /&gt;
* Power Points 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, 28pp==&lt;br /&gt;
* Strength 10 (+0)&lt;br /&gt;
* Dexterity 14 (+2)&lt;br /&gt;
* Constitution 14 (+2)&lt;br /&gt;
* Intelligence 20 (+5)&lt;br /&gt;
* Wisdom 16 (+3)&lt;br /&gt;
* Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat, 20pp==&lt;br /&gt;
COMBAT: Attack 5 melee 10 ranged [Unarmed +0 (Bruise)] Defense 20 (12 flat-footed) Init 2&lt;br /&gt;
* Move 30ft, 10,000ft/10,000MPH with Flight&lt;br /&gt;
* Initiative (Dex) &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Melee Attack &#039;&#039;&#039;+5&#039;&#039;&#039; , Ranged Attack &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
* Defense &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saves, 19pp==&lt;br /&gt;
* Toughness (Con) &#039;&#039;&#039;+2&#039;&#039;&#039; (impervious), Impervious Force Field &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
* Fortitude (Con+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Reflex (Dex+6) &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
* Will (Wis+7) &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills, 12pp==&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; denote Skill Mastery. Exclamation mark! denotes Second Chance.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics (+2)&lt;br /&gt;
* Bluff (+2)&lt;br /&gt;
* &#039;&#039;Computers&#039;&#039; (+5)&lt;br /&gt;
* Concentration (+3)&lt;br /&gt;
* &#039;&#039;Craft Electronic&#039;&#039; 10 (+15)&lt;br /&gt;
* &#039;&#039;Craft Mechanical&#039;&#039; 10 (+15)&lt;br /&gt;
* Diplomacy (+2)&lt;br /&gt;
* &#039;&#039;Disable Device&#039;&#039; 4 (+9)&lt;br /&gt;
* Disguise (+2)&lt;br /&gt;
* Drive (+2)&lt;br /&gt;
* Escape Artist (+2)&lt;br /&gt;
* Gather Info (+2)&lt;br /&gt;
* Handle Animal (+2)&lt;br /&gt;
* Intimidate (+2)&lt;br /&gt;
* Investigate 4 (+9)&lt;br /&gt;
* Streetwise (+5)&lt;br /&gt;
* Current Event (+5)&lt;br /&gt;
* Popular Culture (+5)&lt;br /&gt;
* Technology (+5)&lt;br /&gt;
* Tactics (+5)&lt;br /&gt;
* Medicine 4 (+7)&lt;br /&gt;
* Notice 4 (+7)&lt;br /&gt;
* Oratory (+2)&lt;br /&gt;
* Pilot (+2)&lt;br /&gt;
* Profession (+3)&lt;br /&gt;
* Ride (+2)&lt;br /&gt;
* Search 4 (+9)&lt;br /&gt;
* Sense Motive 4 (+7)&lt;br /&gt;
* Sleight of Hand (+2)&lt;br /&gt;
* Stealth 4 (+6)&lt;br /&gt;
* Survival (+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats, 7pp==&lt;br /&gt;
* Jack-of-All-Trades&lt;br /&gt;
* Beginner&#039;s Luck&lt;br /&gt;
* Benefit (3)&lt;br /&gt;
* Equipment (5)&lt;br /&gt;
* Teamwork (1)&lt;br /&gt;
* Attractive (1)&lt;br /&gt;
* Improvised Tools&lt;br /&gt;
* Inventor&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
* Dodge Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Luck (5)&lt;br /&gt;
* Improved Aim,&lt;br /&gt;
* Attack Focus (5)&lt;br /&gt;
* Master Plan&lt;br /&gt;
* Skill Mastery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers, 44pp==&lt;br /&gt;
*Device: 50 device points [10], Restricted &amp;quot;The Toybox&amp;quot;&lt;br /&gt;
* Object Creation (Continuous) &amp;quot;Subspace Nanoassembler&amp;quot; [13], Feats: Precise, Progression 2 (20 ft cube per rank)&lt;br /&gt;
* AP: Summon Minion (Horde) 150 pp &amp;quot;Toolbots&amp;quot; [10], Feats: Progression 3 (10 bots)&lt;br /&gt;
** TOYBOT MINION&lt;br /&gt;
*** PL: 10 (150 pp)&lt;br /&gt;
*** ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 10 (0)&lt;br /&gt;
*** SKILLS: Climb (+4), Disable Device 8 (+10), Drive (+4), Escape Artist (+4), Investigate 8 (+10), Search 8 (+10), Stealth (+4), Swim (+4)&lt;br /&gt;
*** FEATS: Teamwork (5), Improvised Tools, Skill Mastery (1), Interpose&lt;br /&gt;
*** POWERS: Regeneration (Only while not active) (really 10 ranks) [5], Unconscious and Disabled at 1 per round +3 Recovery, , Feat: Innate, , Shrinking (No strength loss, continuous, permenant) [4], Protection [6], Strike [10], Immunity: Full Life Support [9], Flight (Levitation only) [5]&lt;br /&gt;
*** COMBAT: Attack 10 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 4&lt;br /&gt;
*** SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 9 Will 10&lt;br /&gt;
*** Abilities 28 + Skills 10 (40 ranks) + Feats 8 + Powers 44 + Combat 40 + Saves 20 – Drawbacks 0 = 150 / 150&lt;br /&gt;
* AP: Datalink [1], AND Supersenses [9], Darkvision, Radio, X-ray vision, Microscopic vision, Direction sense, Distance sense, Time sense, Infravision, Ultravision, Extended vision 2, Extended radio&lt;br /&gt;
* DAP: Force Field 8 (Impervious) [8], And Impervious Toughness [2] &amp;quot;Protective Screen&amp;quot;&lt;br /&gt;
* DAP: Blast &amp;quot;Kenetic Accelerator&amp;quot; [10]&lt;br /&gt;
* DAP: Disintegration &amp;quot;Nano-Disassembler&amp;quot; [10]&lt;br /&gt;
* DAP: Flight &amp;quot;Rocket Pack&amp;quot; [10]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TANGENT_CROSSING&amp;diff=168742</id>
		<title>TANGENT CROSSING</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TANGENT_CROSSING&amp;diff=168742"/>
		<updated>2011-01-08T03:12:04Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: /* Patrick Irons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tangent_logo.png|200px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
My name is Sarah Sigma.  Welcome to Tangent.  You know the press release about us.  An international organization dedicated to cleaning up things both strange and interesting.  In fact there is many a spandex wearing schmuck who considers us nothing more than a glorified cleanup crew.  It serves us for them to consider us so up until they cross us.  Here is the real deal.  Our world is filled with unexploded bombs.  Lost islands filled with things that time tried to forget or some mad scientists bad idea.  After all, the hero beats the villain and vanishes off into the sun set, leaving behind a collapsing evil base.  But both move on, and we have to deal with the left over mutants and the nuclear pile.&lt;br /&gt;
&lt;br /&gt;
We keep the lid on this pressure cooker, a thin line between the Real World and the one people spend most of their lives in.  95% of humanity just aren&#039;t ready to deal with the weirdness in any real way and 4% are so much a part of it, that they can&#039;t see normal from where they are.  Welcome to that 1% that stands between and I hope you brought waders.  This is going to get messy. &lt;br /&gt;
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&lt;br /&gt;
== Character List ==&lt;br /&gt;
===[[Patrick Irons]]===&lt;br /&gt;
Occult academic and telekinetic [http://tvtropes.org/pmwiki/pmwiki.php/Main/FlyingBrick flying brick], played by Max.&lt;br /&gt;
&lt;br /&gt;
===[[Odyssey Jones]]===&lt;br /&gt;
Girl genius&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=77497</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=77497"/>
		<updated>2008-03-09T21:03:48Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY																&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 13 (+13), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Intimidate 9 (+9), Streetwise 8 (+8), Notice 8 (+8), Sense Motive 4 (+4), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (5), Improved Initiative (2), Defensive Attack, All-out Attack&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Fire Control (Range: Perception, Action: Free) [10], AP: Blast (Area: Shapeable, Concentration, Feat: Progression 5, Indirect 3) [10], AP: Blast (Penetrating, Feat: Homing) [10], AP: Blast (Area: Cone, Penetrating) [10], *Force Field (Impervious) [9], Impervious Toughness (Linked to Force Field) [1], *Immunity (Cold, Heat, Fire damage) [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 5  [Blast +10 (Lethal)]   Defense 14 (12 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (11 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 16 (63 ranks)  +  Feats 13  +  Powers 79  +  Combat 18  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
Personality: Kelvin Meadows was a thug and a bully.  He battered women and was willing to maim and kill to get what he wanted, or even just to amuse himself.  He wasn&#039;t stupid, so he kept his powers more or less under wraps.  There were people who knew if you wanted something burned with no evidence the cops would ever understand, that K-money could help you out.  Over the years, there were a few fires he caused so someone else could cash in on the insurance, or to hide evidence from investigators.&lt;br /&gt;
&lt;br /&gt;
He accepts his fate as Reliquary&#039;s prisoner with ill-grace, but he&#039;s also afraid to die because he fears Hell.  To get him to cooperate, Reliquary has to force him by raw will, or promise him a night of debauchery.  Mostly, she doesn&#039;t want to since she&#039;s terrified of what he&#039;ll do.&lt;br /&gt;
&lt;br /&gt;
History: Kelvin grew up on the wrong side of the tracks and never really got beyond his petty criminal origins.  He was involved in gangs practically his whole life, rising to prominence when his powers emerged.  Before he had a personality melt-down over Mother May&#039;s betrayal, he was on his way to becoming a major player in Dallas&#039;s criminal scene.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
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Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
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Back to [[Reliquary]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=77496</id>
		<title>Mother May</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=77496"/>
		<updated>2008-03-09T20:51:40Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
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Back to [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
MOTHER MAY														&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 14 (+2)   CON: 10 (0)   INT: 12 (+1)   WIS: 12 (+1)   CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 6 (+8), Bluff 8 (+9), Concentration 14 (+15), Diplomacy 8 (+9), Disguise  (+1), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+5), Handle Animal  (+1), Intimidate  (+1), Streetwise 8 (+9), Notice 8 (+9), Dance 12 (+13), Search  (+1), Sense Motive 4 (+5), Stealth 4 (+6), Survival  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Attractive (1), Fascinate (2), Sneak Attack (), Accurate Attack, Defensive Attack, Elusive Target, Improved Disarm, Improved Block (), Power Attack, Takedown Attack (), Improved Trip, Takedown Attack (2), Evasion (), Distract (1), Acrobatic Bluff, Equipment (4), Defensive Roll (5), Taunt&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Summon Minions (Fanatical, Heroic, Type +1, Horde, Action: 20 min.) [10], Progression: 4 (25 minions), , *Communication (Area, Limited: only to &amp;quot;children.&amp;quot;) [10], Selective, , Subtle, , *Healing (Energizing, Total, Ranged, Area: Burst, Limited: Only to &amp;quot;children.&amp;quot;) [6], Persistant, , Regrowth, , Boost: All traits [6]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 6  [Unarmed +0 (Bruise)]   Defense 16 (13 flat-footed)   Init  2&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 5 (0 flat-footed)  Fortitude 5  Reflex 6  Will 7&lt;br /&gt;
&lt;br /&gt;
Abilities 10  +  Skills 20 (80 ranks)  +  Feats 27  +  Powers 69  +  Combat 24  +  Saves 0  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They&#039;re all mentally linked with Mother May and each other. They&#039;re super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May&#039;s power to use another one.) &lt;br /&gt;
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BASIC MAY BABY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 30 (+10)  DEX: 20 (+5)   CON: 20 (+5)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Climb  (+10), Drive  (+5), Escape Artist  (+5), Intimidate 4 (+4), Sense Motive 4 (+4), Stealth  (+5), Swim  (+10)&lt;br /&gt;
&lt;br /&gt;
FEATS:  All-out Attack, Defensive Attack, Power Attack, Rage (4), Teamwork (3)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Protection (Impervious) [5], Impervious Toughness [5], *Strike [10], Mighty,&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 8  [Unarmed +10 (Bruise)]   Defense 18 (14 flat-footed)   Init  5&lt;br /&gt;
										&lt;br /&gt;
SAVES:  Toughness 10 (10 flat-footed)  Fortitude 10  Reflex 10  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 40  +  Skills 2 (8 ranks)  +  Feats 10  +  Powers 31  +  Combat 32  +  Saves 15  –  Drawbacks 0 = 130 / 150&lt;br /&gt;
(This leaves 20 points to customize each generation based on who the father was)&lt;br /&gt;
That leaves 10 points for some minor power to personalize them or turning Strike to Blast or whatever.&lt;br /&gt;
Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.&lt;br /&gt;
&lt;br /&gt;
History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy&#039;s ho.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=76384</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=76384"/>
		<updated>2008-02-20T01:05:55Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RELIQUARY&#039;&#039;&#039;  Amanda Pennington&lt;br /&gt;
&lt;br /&gt;
http://i59.photobucket.com/albums/g315/david_goodner/rachelcook109di.jpg&lt;br /&gt;
&lt;br /&gt;
PL: 10  (160 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   &lt;br /&gt;
STR: 10 (0)&lt;br /&gt;
DEX: 12 (+1)&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
WIS: 16 (+3/+1)&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039;  Acrobatics  (+1), Bluff 6 (+9), Computers  (+2), Concentration 8 (+11), Diplomacy 8 (+11), Disable Device  (+2), Disguise  (+3), Drive  (+1), Escape Artist  (+1), Gather Info 8 (+11), Handle Animal  (+3), Intimidate  (+3), Investigate  (+2), Behavioral Sciences 4 (+6), Current Event 2 (+4), Popular Culture 2 (+4), Art 2 (+4), Theology and Philosophy 2 (+4), Medicine 2 (+5), Notice 6 (+9), Keyboard Instruments 10 (+13), Singing 12 (+15), Pilot  (+1), Profession 8 (+11), Ride  (+1), Search 2 (+4), Sense Motive 6 (+9), Sleight of Hand  (+1), Stealth 2 (+3), Survival  (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEATS:&#039;&#039;&#039;  Beginner&#039;s Luck, Luck (2), Attractive (2), Trance, Contacts, Benefit (2), Defensive Attack, Dodge Focus (3), Teamwork (3), Jack-of-All-Trades, Equipment (2), Fascinate (3), Sneak Attack (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Beginner&#039;s Luck, Jack-of-all-trades, and Contacts represent minor uses of Reliquary&#039;s Spirit Vessel power.  She can ask ghosts for advice and use fragmentary memories without having to completely channel a spirit (thus avoiding the inherrant risks).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POWERS:&#039;&#039;&#039;  *Spirit Vessel (resisted, possession) [10] - DC:20:will, Provides 15 points per rank (150) to duplicate traits of those who have died nearby, , See http://forum.rpg.net/showthread.php?t=229035, , Stun (Alternate Save, Will, vs. Insubstantial x2) [10] - DC:20:will, &amp;amp; Concealment (All senses, Passive), , &amp;amp; Detect: Disabled/Dying (Free action, Ranged, Accurate, Acute, Radius), , Equipment: Undercover Vest (Toughness +3) 3, , Equipment: Comlink 1, , Equipment: PDA 1,&lt;br /&gt;
&lt;br /&gt;
Reliquary&#039;s &amp;quot;Spirit Vessel&amp;quot; power makes her an avatar of death to some extent.  She can sense the presence of death, and whenever she wants to, she can wrap herself in the essence of death, making people not want to notice her.  (Optionally, anyone with some form of immortality might be immune, but that seems rare enough that I&#039;m not going to shave points for it)  She can also disrupt someone&#039;s life-force.  The sensation &amp;quot;feels like dying,&amp;quot; but in fact only creates unconsciousness.  Reliquary might exert effort (and hero points on an alternate power feat) to kill someone, but she never has.&lt;br /&gt;
&lt;br /&gt;
Her most frightening (philosophically and otherwise) ability is the ability to channel the spirits of anyone who has died in her vicinity.  She can communicate with ghosts relatively easily, and in fact can&#039;t always shut them up.  Controlling one takes more effort in the form of a contest of wills.  When Reliquary is &amp;quot;mounted&amp;quot; by a spirit, she has all of that spirit&#039;s knowledge, skills, physical, mential, and supernatural abilities.  Social abilities (like &amp;quot;Contacts&amp;quot; or &amp;quot;Benifit&amp;quot;) can only be duplicated if Reliquary has some way to finesse the social interactions (like using email or pretending to be a proxy for the original individual.  So basically it&#039;s up to the GM)  Powers that involve unique physiology are available, but painful and tend to ruin her clothes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT:&#039;&#039;&#039;  Attack 5  [Unarmed +0 (Bruise)]   Defense 18 (12 flat-footed)   Init  1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAVES:&#039;&#039;&#039;  Toughness 1 (1 flat-footed)  Fortitude 5  Reflex 5  Will 10&lt;br /&gt;
&lt;br /&gt;
Abilities 16  +  Skills 23 (92 ranks)  +  Feats 25  +  Powers 61  +  Combat 20  +  Saves 15  –  Drawbacks 0 = 160 / 160	&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
A genuinely good and pure person burdened by terrible tragidies.  Mandy is fragile, but has a core of strength she needs only to find.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Appearance:&#039;&#039;&#039;&lt;br /&gt;
A raven-haired, pixish beauty with dark blue eyes.  She&#039;s every goth-boy (and half the girls&#039;) fantasy.  She tends to dress in clothes that accentuate her elfin looks, like wearing an oversized boy&#039;s coat or &amp;quot;gothic lolita&amp;quot; styles.&lt;br /&gt;
&lt;br /&gt;
She hasn&#039;t chosen a costume at this time.&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Amanda lived a pretty normal life except that her parents stayed married.  They encouraged her musical studies and took good care of her.  She won a few piano contests, and expected to go to college and get her Music degree.&lt;br /&gt;
&lt;br /&gt;
At the West End Market Place, Amanda&#039;s life changed forever.  She was in the city for a music festival, and going out on the town with a fake ID, when she (along with several other people) was caught up in the Devil&#039;s Night Fire.  The full story of what happened that night never came out.  Most people don&#039;t know or believe that several metahumans dueled, or that the fires and explosions that killed two hundred and thirty-seven people were caused by unrestrained use of superpowers.  Amanda wouldn&#039;t have believed it until her own power Crested and started ripping the souls of the dying from the aether and grafting them into her mind.  (Or psychically copying the resonance of dying people.  What really happens is a question for saints and philosophers.)&lt;br /&gt;
&lt;br /&gt;
Amanda&#039;s mind cracked under the strain.  Fortunately, she came into the care of Joseph Williams, who was able to help her sort out the chaos.  She went her own way after that, needing some space and time to get a grip on the changes, but now she&#039;s getting back into life and considering using her powers in some fashion.  Some days, she thinks she&#039;s a monster.  Others, she manages to believe that she couldn&#039;t do what she does without a reason, and she wants to find it in the hopes that fulfilling her purpose will give her some peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Tactics:&#039;&#039;&#039;&lt;br /&gt;
Amanda&#039;s first priority is to prevent casualties.  She will always try to protect civilians and want to see that they&#039;re moved to safety.  (Other PCs are better at this than she is, so if they&#039;re doing it, she can concentrate on other things)&lt;br /&gt;
 &lt;br /&gt;
She&#039;ll probably have one or two ghosts she relies on to provide the bulk of her powers.  Of the suite I have so far, Skyrocket is probably her go-to ghost, with Wise Son as a second choice.  (Wise Son is better in a lot of ways, but he&#039;s scary).  She&#039;ll use Skyrocket&#039;s powers mostly to dazzle and stun enemies, because she doesn&#039;t really have much killer instinct.&lt;br /&gt;
 &lt;br /&gt;
When really pushed to the wall, she will risk summoning K-money and using his powers.  K-money is pretty much a human WMD&lt;br /&gt;
 &lt;br /&gt;
Another likely tactic is to call on Angel and let her teammates do the fighting while she heals people.&lt;br /&gt;
&lt;br /&gt;
[[Origin of Reliquary]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Goals:&#039;&#039;&#039;&lt;br /&gt;
Amanda has just barely reached the decision that she should try to help people with her powers.  She&#039;s not sure how to go about it, because she&#039;s not really the &amp;quot;superhero&amp;quot; type.  Initially, she&#039;ll be unsure of herself, but she&#039;ll develop some confidence after a few outings (assuming they go well. If she screws up, she&#039;ll be depressed.)&lt;br /&gt;
&lt;br /&gt;
She&#039;s put most of her personal goals on hold, but might get interested in them again or pick up new ones.&lt;br /&gt;
&lt;br /&gt;
She&#039;s not interested in romance right now.  But how many people who say that really mean it?&lt;br /&gt;
&lt;br /&gt;
There is, of course, stuff I&#039;d like to see...&lt;br /&gt;
* Amanda meeting Angel Murphy&#039;s kids.  Especially if they&#039;re in some kind of trouble.&lt;br /&gt;
* Skyrocket being interested in Zip Chick.  This could get kind of creepy, or at the least a little kinky, though.  So proceed with due caution.&lt;br /&gt;
* Once we have a really serious villain, it&#039;d be fun to have that guy die in Amanda&#039;s vicinity.  One of the coolest variants of this character I ever proposed was a version who lived in the X-men&#039;s Nightmares of Future Past timeline, and was there when the Sentinels killed Magneto.  The game was going to take place in the mainstream MU.  Seeing what a Magneto who had brought about Armageddon for his people would do with another chance would have been neat.  (Unfortunately, just Magneto&#039;s powers were about 3 times more than the other PCs, so I played someone else instead. :) )&lt;br /&gt;
* Amanda should have to deal with the moral, ethical, and theological ramifications of her powers to some degree.&lt;br /&gt;
* It&#039;d be neat to see someone who WANS to be absorbed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC Cast:&#039;&#039;&#039;&lt;br /&gt;
Any of these people might have a place in Amanda&#039;s story.  All pretty optional since she&#039;s moving out of state.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Edward Pennington]]&#039;&#039;&#039;: Amanda&#039;s dad.  A former Marine, now an investment banker.  Still dotes on his baby girl.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Allison Pennington]]&#039;&#039;&#039;: Amanda&#039;s mom.  A Doctor of Education who runs an exclusive private school to pay the bills, and does &amp;quot;pro bono&amp;quot; work setting up programs to help underpriviliged kids.  She bakes as a hobby, so the house always smells like bread.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Alan Pennington]]&#039;&#039;&#039;: Amanda&#039;s big brother.  An architect.  He and Amanda don&#039;t have much of a relationship.  He&#039;s always kind of resented her.  They love each other, but better from a distance.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Dr. Thomas Rook]]&#039;&#039;&#039;: Amanda&#039;s psyciatrist.  Probably someone Joeseph knows, and possibly a minor telepath himself.  (If he does have powers, they&#039;re useless in combat, like telepathy taking extra time and being tiring - more like Spock&#039;s mind-meld than Professor X&#039;s telepathy).  He&#039;s pretty much done what he can for Amanda, helping her develop mental control and coping strategies.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Father Simon McKinzie]]&#039;&#039;&#039;: Amanda&#039;s parish priest since she was a little girl.  He&#039;s a big guy who walks with a limp.  He&#039;s had a colorful life (to the tune of being PL 7 or so).  He knows about Amanda&#039;s powers and has given her what advice he can from a spiritual perspective.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Mercer Jamison]]&#039;&#039;&#039;: D/FW reporter.  Hard-nosed and driven to get the truth.  His abrasive ways have hobbled his career to some extent.  He and Amanda have never met, but he&#039;s obsessed with solving the mystery of the Devil&#039;s Night Fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House of the Dead&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[K-Money]] (Kelvin Meadows)&lt;br /&gt;
&lt;br /&gt;
Powers: Fire control, including a big, nasty flame aura. Probably not much controlled projection or flight.&lt;br /&gt;
Personality: A thug who thinks of himself as an honorable warrior, but he&#039;s not really a good person. He&#039;s selfish, short-sighted, and wrapped up in the myth of machismo.&lt;br /&gt;
History: A gang member and drug dealer who went over the edge when his girlfriend left him for another guy. K-Money started off trying to get his girl back and get revenge on the guy who stole her. Things got way out of hand.&lt;br /&gt;
&lt;br /&gt;
[[Mother May]] (May Cartwright)&lt;br /&gt;
&lt;br /&gt;
Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They&#039;re all mentally linked with Mother May and each other. They&#039;re super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May&#039;s power to use another one.)&lt;br /&gt;
Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.&lt;br /&gt;
History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy&#039;s ho.&lt;br /&gt;
&lt;br /&gt;
[[Wise Son]] (Cassius Striker) (Name stolen without apology from Blood Syndicate, which was cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Wise Son is a living computer able to percieve incredible levels of input and interpret and extrapolate the data at superhuman speed. He&#039;s a combat god, but doesn&#039;t have superhuman physical abilities. He&#039;ll have some mental superspeed, danger sense, and whatnot, but mostly it&#039;ll be every damn combat feat there is. Cassius also carried guns, knives, and anything else he could get his hands on, but Amanda doesn&#039;t.&lt;br /&gt;
Personality: A gang member, but an honorable one. He follows in the mold of Malcom-X. As he started to really come to grips with his powers, he was getting ready to leave the gangs and try to become something more.&lt;br /&gt;
History: A gang kid who found religion and some measure of purpose in life in prison. He thought K-money was bad news and wanted to get May away from him. He didn&#039;t count on K-money being stupid enough to go on a killing spree to track him down. In the mall, he was trying to take down K-money as fast as possible, but wasn&#039;t too concerned with other casualties.&lt;br /&gt;
&lt;br /&gt;
[[Skyrocket]] (Billy Roth) (Name stolen from DC&#039;s Power Company, which is also cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Flight and energy blasts with kind of a pyrotechnic effect. Imagine combining Cannonball and Jubilee.&lt;br /&gt;
Personality: Billy&#039;s a good kid from a solid, middle-class home. He really loved being able to fly, and genuinely wanted to help people.&lt;br /&gt;
History: A geeky kid who suddenly found himself with superpowers and did what anybody would do - made a cheesy costume and went out to fight crime. He hadn&#039;t found much crime by the time of Devil&#039;s Night, but he lived close to the mall. He&#039;d have liked Zip Chick (And, in fact, he will). He was in way over his head in the mall battle, and ended up breaking his own neck.&lt;br /&gt;
&lt;br /&gt;
[[Angel Murphy]] &lt;br /&gt;
Powers: A sympathetic healer/regenerator - probably lower PL than some of the others.&lt;br /&gt;
Personality: A nice woman who had secretly been using her powers for years (she&#039;s part of the last wave). She&#039;s incredibly opposed to violence, but brave.&lt;br /&gt;
History: She was a classic soccer mom with two kids and a job as an EMT. At the mall, she was trying to save lives, and overtaxed her powers. She might have even died trying to help Amanda, who would have gone into a coma after the first wave of deaths.&lt;br /&gt;
&lt;br /&gt;
MERE MORTALS&lt;br /&gt;
This is a work in progress.  I&#039;m slowly trying to fill it out.&lt;br /&gt;
&lt;br /&gt;
Amani, Sabar (Scientist pg. 229): A Kurdish engineering student who was just out at the mall with friends.  He was a Sunni Muslim, but not affiliated with any terrorist activity.  He was a very peaceful man who dreamed of bringing modern developments to his people.&lt;br /&gt;
&lt;br /&gt;
Bratz, the (Kid pg. 227 with a few extra points): Four girls, Brittany Mitchells, Amber Davidson, Ashleigh Sheldon, and Kimiko Takahashi who were basic mall-rats with dreams of going on American Idol.&lt;br /&gt;
&lt;br /&gt;
Cortez, Juanita: An artist who did metal sculptures.  She&#039;s a lesbian, because lesbians are fun. :)&lt;br /&gt;
&lt;br /&gt;
Engelhart, Martin: One of the fire-men who rushed in.  There were three, but we probably only need to list one.  (The other two were Tony Bradski and Eliza Dunn.)&lt;br /&gt;
&lt;br /&gt;
Kelly, Leonard (Reporter pg. 228 is close enough with some skill substitutions): a lawyer dating [the doctor]&lt;br /&gt;
&lt;br /&gt;
Hanover, Gus: Off-duty cop.  He was at the mall with Angel Murphy, and despite her warnings, tried to stop K-money.&lt;br /&gt;
&lt;br /&gt;
Reporter/movie reviewer who was there to see a movie.&lt;br /&gt;
&lt;br /&gt;
Group of college students&lt;br /&gt;
&lt;br /&gt;
A doctor (OB-GYN)&lt;br /&gt;
&lt;br /&gt;
A normal housewife there with her kids&lt;br /&gt;
&lt;br /&gt;
The kids&lt;br /&gt;
&lt;br /&gt;
Multiple shop-girls and guys, mostly college kids.&lt;br /&gt;
&lt;br /&gt;
Street Performers&lt;br /&gt;
&lt;br /&gt;
Callgirl meeting a John at the Westin.&lt;br /&gt;
&lt;br /&gt;
A bartender who watched Cocktail too much.&lt;br /&gt;
&lt;br /&gt;
A bouncer&lt;br /&gt;
&lt;br /&gt;
Several security guards.  One was a former Marine and was actually pretty good at his job.&lt;br /&gt;
&lt;br /&gt;
Three of the four members of a college band called Cephalopod Spiral.  They&#039;re not amazingly good, but they didn&#039;t suck.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=76294</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=76294"/>
		<updated>2008-02-19T03:52:34Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RELIQUARY&#039;&#039;&#039;  Amanda Pennington&lt;br /&gt;
&lt;br /&gt;
http://i59.photobucket.com/albums/g315/david_goodner/rachelcook109di.jpg&lt;br /&gt;
&lt;br /&gt;
PL: 10  (160 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   &lt;br /&gt;
STR: 10 (0)&lt;br /&gt;
DEX: 12 (+1)&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
WIS: 16 (+3/+1)&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039;  Acrobatics  (+1), Bluff 6 (+9), Computers  (+2), Concentration 8 (+11), Diplomacy 8 (+11), Disable Device  (+2), Disguise  (+3), Drive  (+1), Escape Artist  (+1), Gather Info 8 (+11), Handle Animal  (+3), Intimidate  (+3), Investigate  (+2), Behavioral Sciences 4 (+6), Current Event 2 (+4), Popular Culture 2 (+4), Art 2 (+4), Theology and Philosophy 2 (+4), Medicine 2 (+5), Notice 6 (+9), Keyboard Instruments 10 (+13), Singing 12 (+15), Pilot  (+1), Profession 8 (+11), Ride  (+1), Search 2 (+4), Sense Motive 6 (+9), Sleight of Hand  (+1), Stealth 2 (+3), Survival  (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEATS:&#039;&#039;&#039;  Beginner&#039;s Luck, Luck (2), Attractive (2), Trance, Contacts, Benefit (2), Defensive Attack, Dodge Focus (3), Teamwork (3), Jack-of-All-Trades, Equipment (2), Fascinate (3), Sneak Attack (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Beginner&#039;s Luck, Jack-of-all-trades, and Contacts represent minor uses of Reliquary&#039;s Spirit Vessel power.  She can ask ghosts for advice and use fragmentary memories without having to completely channel a spirit (thus avoiding the inherrant risks).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POWERS:&#039;&#039;&#039;  *Spirit Vessel (resisted, possession) [10] - DC:20:will, Provides 15 points per rank (150) to duplicate traits of those who have died nearby, , See http://forum.rpg.net/showthread.php?t=229035, , Stun (Alternate Save, Will, vs. Insubstantial x2) [10] - DC:20:will, &amp;amp; Concealment (All senses, Passive), , &amp;amp; Detect: Disabled/Dying (Free action, Ranged, Accurate, Acute, Radius), , Equipment: Undercover Vest (Toughness +3) 3, , Equipment: Comlink 1, , Equipment: PDA 1,&lt;br /&gt;
&lt;br /&gt;
Reliquary&#039;s &amp;quot;Spirit Vessel&amp;quot; power makes her an avatar of death to some extent.  She can sense the presence of death, and whenever she wants to, she can wrap herself in the essence of death, making people not want to notice her.  (Optionally, anyone with some form of immortality might be immune, but that seems rare enough that I&#039;m not going to shave points for it)  She can also disrupt someone&#039;s life-force.  The sensation &amp;quot;feels like dying,&amp;quot; but in fact only creates unconsciousness.  Reliquary might exert effort (and hero points on an alternate power feat) to kill someone, but she never has.&lt;br /&gt;
&lt;br /&gt;
Her most frightening (philosophically and otherwise) ability is the ability to channel the spirits of anyone who has died in her vicinity.  She can communicate with ghosts relatively easily, and in fact can&#039;t always shut them up.  Controlling one takes more effort in the form of a contest of wills.  When Reliquary is &amp;quot;mounted&amp;quot; by a spirit, she has all of that spirit&#039;s knowledge, skills, physical, mential, and supernatural abilities.  Social abilities (like &amp;quot;Contacts&amp;quot; or &amp;quot;Benifit&amp;quot;) can only be duplicated if Reliquary has some way to finesse the social interactions (like using email or pretending to be a proxy for the original individual.  So basically it&#039;s up to the GM)  Powers that involve unique physiology are available, but painful and tend to ruin her clothes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT:&#039;&#039;&#039;  Attack 5  [Unarmed +0 (Bruise)]   Defense 18 (12 flat-footed)   Init  1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAVES:&#039;&#039;&#039;  Toughness 1 (1 flat-footed)  Fortitude 5  Reflex 5  Will 10&lt;br /&gt;
&lt;br /&gt;
Abilities 16  +  Skills 23 (92 ranks)  +  Feats 25  +  Powers 61  +  Combat 20  +  Saves 15  –  Drawbacks 0 = 160 / 160	&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
A genuinely good and pure person burdened by terrible tragidies.  Mandy is fragile, but has a core of strength she needs only to find.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Appearance:&#039;&#039;&#039;&lt;br /&gt;
A raven-haired, pixish beauty with dark blue eyes.  She&#039;s every goth-boy (and half the girls&#039;) fantasy.  She tends to dress in clothes that accentuate her elfin looks, like wearing an oversized boy&#039;s coat or &amp;quot;gothic lolita&amp;quot; styles.&lt;br /&gt;
&lt;br /&gt;
She hasn&#039;t chosen a costume at this time.&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Amanda lived a pretty normal life except that her parents stayed married.  They encouraged her musical studies and took good care of her.  She won a few piano contests, and expected to go to college and get her Music degree.&lt;br /&gt;
&lt;br /&gt;
At the West End Market Place, Amanda&#039;s life changed forever.  She was in the city for a music festival, and going out on the town with a fake ID, when she (along with several other people) was caught up in the Devil&#039;s Night Fire.  The full story of what happened that night never came out.  Most people don&#039;t know or believe that several metahumans dueled, or that the fires and explosions that killed two hundred and thirty-seven people were caused by unrestrained use of superpowers.  Amanda wouldn&#039;t have believed it until her own power Crested and started ripping the souls of the dying from the aether and grafting them into her mind.  (Or psychically copying the resonance of dying people.  What really happens is a question for saints and philosophers.)&lt;br /&gt;
&lt;br /&gt;
Amanda&#039;s mind cracked under the strain.  Fortunately, she came into the care of Joseph Williams, who was able to help her sort out the chaos.  She went her own way after that, needing some space and time to get a grip on the changes, but now she&#039;s getting back into life and considering using her powers in some fashion.  Some days, she thinks she&#039;s a monster.  Others, she manages to believe that she couldn&#039;t do what she does without a reason, and she wants to find it in the hopes that fulfilling her purpose will give her some peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Tactics:&#039;&#039;&#039;&lt;br /&gt;
Amanda&#039;s first priority is to prevent casualties.  She will always try to protect civilians and want to see that they&#039;re moved to safety.  (Other PCs are better at this than she is, so if they&#039;re doing it, she can concentrate on other things)&lt;br /&gt;
 &lt;br /&gt;
She&#039;ll probably have one or two ghosts she relies on to provide the bulk of her powers.  Of the suite I have so far, Skyrocket is probably her go-to ghost, with Wise Son as a second choice.  (Wise Son is better in a lot of ways, but he&#039;s scary).  She&#039;ll use Skyrocket&#039;s powers mostly to dazzle and stun enemies, because she doesn&#039;t really have much killer instinct.&lt;br /&gt;
 &lt;br /&gt;
When really pushed to the wall, she will risk summoning K-money and using his powers.  K-money is pretty much a human WMD&lt;br /&gt;
 &lt;br /&gt;
Another likely tactic is to call on Angel and let her teammates do the fighting while she heals people.&lt;br /&gt;
&lt;br /&gt;
[[Origin of Reliquary]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Goals:&#039;&#039;&#039;&lt;br /&gt;
Amanda has just barely reached the decision that she should try to help people with her powers.  She&#039;s not sure how to go about it, because she&#039;s not really the &amp;quot;superhero&amp;quot; type.  Initially, she&#039;ll be unsure of herself, but she&#039;ll develop some confidence after a few outings (assuming they go well. If she screws up, she&#039;ll be depressed.)&lt;br /&gt;
&lt;br /&gt;
She&#039;s put most of her personal goals on hold, but might get interested in them again or pick up new ones.&lt;br /&gt;
&lt;br /&gt;
She&#039;s not interested in romance right now.  But how many people who say that really mean it?&lt;br /&gt;
&lt;br /&gt;
There is, of course, stuff I&#039;d like to see...&lt;br /&gt;
* Amanda meeting Angel Murphy&#039;s kids.  Especially if they&#039;re in some kind of trouble.&lt;br /&gt;
* Skyrocket being interested in Zip Chick.  This could get kind of creepy, or at the least a little kinky, though.  So proceed with due caution.&lt;br /&gt;
* Once we have a really serious villain, it&#039;d be fun to have that guy die in Amanda&#039;s vicinity.  One of the coolest variants of this character I ever proposed was a version who lived in the X-men&#039;s Nightmares of Future Past timeline, and was there when the Sentinels killed Magneto.  The game was going to take place in the mainstream MU.  Seeing what a Magneto who had brought about Armageddon for his people would do with another chance would have been neat.  (Unfortunately, just Magneto&#039;s powers were about 3 times more than the other PCs, so I played someone else instead. :) )&lt;br /&gt;
* Amanda should have to deal with the moral, ethical, and theological ramifications of her powers to some degree.&lt;br /&gt;
* It&#039;d be neat to see someone who WANS to be absorbed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC Cast:&#039;&#039;&#039;&lt;br /&gt;
Any of these people might have a place in Amanda&#039;s story.  All pretty optional since she&#039;s moving out of state.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Edward Pennington]]&#039;&#039;&#039;: Amanda&#039;s dad.  A former Marine, now an investment banker.  Still dotes on his baby girl.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Allison Pennington]]&#039;&#039;&#039;: Amanda&#039;s mom.  A Doctor of Education who runs an exclusive private school to pay the bills, and does &amp;quot;pro bono&amp;quot; work setting up programs to help underpriviliged kids.  She bakes as a hobby, so the house always smells like bread.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Alan Pennington]]&#039;&#039;&#039;: Amanda&#039;s big brother.  An architect.  He and Amanda don&#039;t have much of a relationship.  He&#039;s always kind of resented her.  They love each other, but better from a distance.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Dr. Thomas Rook]]&#039;&#039;&#039;: Amanda&#039;s psyciatrist.  Probably someone Joeseph knows, and possibly a minor telepath himself.  (If he does have powers, they&#039;re useless in combat, like telepathy taking extra time and being tiring - more like Spock&#039;s mind-meld than Professor X&#039;s telepathy).  He&#039;s pretty much done what he can for Amanda, helping her develop mental control and coping strategies.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Father Simon McKinzie]]&#039;&#039;&#039;: Amanda&#039;s parish priest since she was a little girl.  He&#039;s a big guy who walks with a limp.  He&#039;s had a colorful life (to the tune of being PL 7 or so).  He knows about Amanda&#039;s powers and has given her what advice he can from a spiritual perspective.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Mercer Jamison]]&#039;&#039;&#039;: D/FW reporter.  Hard-nosed and driven to get the truth.  His abrasive ways have hobbled his career to some extent.  He and Amanda have never met, but he&#039;s obsessed with solving the mystery of the Devil&#039;s Night Fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House of the Dead&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[K-Money]] (Kelvin Meadows)&lt;br /&gt;
&lt;br /&gt;
Powers: Fire control, including a big, nasty flame aura. Probably not much controlled projection or flight.&lt;br /&gt;
Personality: A thug who thinks of himself as an honorable warrior, but he&#039;s not really a good person. He&#039;s selfish, short-sighted, and wrapped up in the myth of machismo.&lt;br /&gt;
History: A gang member and drug dealer who went over the edge when his girlfriend left him for another guy. K-Money started off trying to get his girl back and get revenge on the guy who stole her. Things got way out of hand.&lt;br /&gt;
&lt;br /&gt;
[[Mother May]] (May Cartwright)&lt;br /&gt;
&lt;br /&gt;
Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They&#039;re all mentally linked with Mother May and each other. They&#039;re super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May&#039;s power to use another one.)&lt;br /&gt;
Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.&lt;br /&gt;
History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy&#039;s ho.&lt;br /&gt;
&lt;br /&gt;
[[Wise Son]] (Cassius Striker) (Name stolen without apology from Blood Syndicate, which was cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Wise Son is a living computer able to percieve incredible levels of input and interpret and extrapolate the data at superhuman speed. He&#039;s a combat god, but doesn&#039;t have superhuman physical abilities. He&#039;ll have some mental superspeed, danger sense, and whatnot, but mostly it&#039;ll be every damn combat feat there is. Cassius also carried guns, knives, and anything else he could get his hands on, but Amanda doesn&#039;t.&lt;br /&gt;
Personality: A gang member, but an honorable one. He follows in the mold of Malcom-X. As he started to really come to grips with his powers, he was getting ready to leave the gangs and try to become something more.&lt;br /&gt;
History: A gang kid who found religion and some measure of purpose in life in prison. He thought K-money was bad news and wanted to get May away from him. He didn&#039;t count on K-money being stupid enough to go on a killing spree to track him down. In the mall, he was trying to take down K-money as fast as possible, but wasn&#039;t too concerned with other casualties.&lt;br /&gt;
&lt;br /&gt;
[[Skyrocket]] (Billy Roth) (Name stolen from DC&#039;s Power Company, which is also cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Flight and energy blasts with kind of a pyrotechnic effect. Imagine combining Cannonball and Jubilee.&lt;br /&gt;
Personality: Billy&#039;s a good kid from a solid, middle-class home. He really loved being able to fly, and genuinely wanted to help people.&lt;br /&gt;
History: A geeky kid who suddenly found himself with superpowers and did what anybody would do - made a cheesy costume and went out to fight crime. He hadn&#039;t found much crime by the time of Devil&#039;s Night, but he lived close to the mall. He&#039;d have liked Zip Chick (And, in fact, he will). He was in way over his head in the mall battle, and ended up breaking his own neck.&lt;br /&gt;
&lt;br /&gt;
[[Angel Murphy]] &lt;br /&gt;
Powers: A sympathetic healer/regenerator - probably lower PL than some of the others.&lt;br /&gt;
Personality: A nice woman who had secretly been using her powers for years (she&#039;s part of the last wave). She&#039;s incredibly opposed to violence, but brave.&lt;br /&gt;
History: She was a classic soccer mom with two kids and a job as an EMT. At the mall, she was trying to save lives, and overtaxed her powers. She might have even died trying to help Amanda, who would have gone into a coma after the first wave of deaths.&lt;br /&gt;
&lt;br /&gt;
MERE MORTALS&lt;br /&gt;
This is a work in progress.  I&#039;m slowly trying to fill it out.&lt;br /&gt;
&lt;br /&gt;
Amani, Sabar (Scientist pg. 229): A Kurdish engineering student who was just out at the mall with friends.  He was a Sunni Muslim, but not affiliated with any terrorist activity.  He was a very peaceful man who dreamed of bringing modern developments to his people.&lt;br /&gt;
&lt;br /&gt;
Bratz, the (Kid pg. 227 with a few extra points): Four girls, Brittany Mitchells, Amber Davidson, Ashleigh Sheldon, and Kimiko Takahashi who were basic mall-rats with dreams of going on American Idol.&lt;br /&gt;
&lt;br /&gt;
Cortez, Juanita: An artist who did metal sculptures.  She&#039;s a lesbian, because lesbians are fun. :)&lt;br /&gt;
&lt;br /&gt;
Engelhart, Martin: One of the fire-men who rushed in.  There were three, but we probably only need to list one.  (The other two were Tony Bradski and Eliza Dunn.)&lt;br /&gt;
&lt;br /&gt;
Kelly, Leonard (Reporter pg. 228 is close enough with some skill substitutions): a lawyer dating [the doctor]&lt;br /&gt;
&lt;br /&gt;
Hanover, Gus: Off-duty cop.  He was at the mall with Angel Murphy, and despite her warnings, tried to stop K-money.&lt;br /&gt;
&lt;br /&gt;
Reporter/movie reviewer who was there to see a movie.&lt;br /&gt;
&lt;br /&gt;
Group of college students&lt;br /&gt;
&lt;br /&gt;
A doctor (OB-GYN)&lt;br /&gt;
&lt;br /&gt;
A normal housewife there with her kids&lt;br /&gt;
&lt;br /&gt;
The kids&lt;br /&gt;
&lt;br /&gt;
Multiple shop-girls and guys, mostly college kids.&lt;br /&gt;
&lt;br /&gt;
Street Performers&lt;br /&gt;
&lt;br /&gt;
Callgirl meeting a John at the Westin.&lt;br /&gt;
&lt;br /&gt;
A bartender who watched Cocktail too much.&lt;br /&gt;
&lt;br /&gt;
A bouncer&lt;br /&gt;
&lt;br /&gt;
Several security guards.  One was a former Marine and was actually pretty good at his job.&lt;br /&gt;
&lt;br /&gt;
The band playing a local club.  They&#039;re not amazingly good, but they didn&#039;t suck.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Origin_of_Reliquary&amp;diff=76283</id>
		<title>Origin of Reliquary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Origin_of_Reliquary&amp;diff=76283"/>
		<updated>2008-02-19T03:44:59Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yesterday, the Galleria Mall was a showpiece of the community. Today, it&#039;s a ruin. Over eighty percent of the structure has been burned. Nearly a third is completely uninhabitable. Numerous surrounding buildings were damaged, including the Westin Galleria hotel.&lt;br /&gt;
&lt;br /&gt;
Official reports say that several individuals, presently unidentified, engaged in combat using military-grade weaponry. Four combatants died, as did ninety-seven civilian bystanders, either immediately or later as a result of their severe injuries. Twenty-five others remain hospitalized, and many more were treated and released.&lt;br /&gt;
&lt;br /&gt;
Witness accounts produce severe inconsistencies with the official version. There are stories of strange events: a man jumping into a movie poster, monsters rampaging through the crowd, only to crumble to dust after a short time, a man throwing fire from his hands.&lt;br /&gt;
&lt;br /&gt;
Officials attribute these stories to stress, mass hallucination, and possible use of hallucinogenic gases. The department of Homeland Security has taken over the investigation, citing possible terrorist connections.&lt;br /&gt;
&lt;br /&gt;
But details remain extremely murky and point to troubling gaps in the official account. Only hours after what people are calling the Devil&#039;s Night Fires, while emergency personnel were still trying to contain the damage, a video appeared on the world wide web. Uploaded anonymously, the forty-five second video was apparently taken with a camera phone and shows a man engulfed in flames, yelling at someone off-camera. A second man seems to fly on a trail of multicolored sparks and strikes the burning man. Experts say the video is likely a fake, using computer animation.&lt;br /&gt;
&lt;br /&gt;
The video does, however, seem to corroborate eyewitness accounts...&lt;br /&gt;
-- Mercer Jamison, KTXATV&lt;br /&gt;
&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
A group of medical students follow a doctor through the Neuroscience wing of Medical City Dallas.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now this one is an interesting case. Tragic, but in a really interesting way. Amanda Pennington. Age nineteen. She was in the Galleria on the night of the Devil&#039;s Night Fires. Found, naked but unharmed, in some of the worst of the fire.  There was a badly burned body on top of her. She survived the fire, which is weird enough, but the stress, or the hallucinogens if Homeland Security is to be believed, triggered some kind of unusual mental break.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can see that she&#039;s unresponsive. She is not comatose or sleeping. She&#039;s completely awake, but totally unaware of her environment. In fact, we have to periodically sedate her to get her to sleep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s that she&#039;s mumbling, doctor?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure. One of the nurses says it sounds like Chinese. Other times, she&#039;s spoken in German and French. Generally expressions of fear. Our course of treatment has met with no real success yet. We&#039;re cycling her through various anti-psychotics, but her condition is persistent. Now, over here...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the group reached a bathroom, one student breaks off and goes inside. He enters a stall and pulls out his cell phone. &amp;quot;Yo Joe,&amp;quot; he says when the call connects. &amp;quot;I know you said you weren&#039;t sure about... that thing you can do, but I think you should come to Dallas. There&#039;s someone you need to meet. Call me and don&#039;t be a pussy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
A year after the Devil&#039;s Night Fires, there are still more questions than answers. This man, Kelvin Meadows, a known gang member and convicted felon, is largely regarded as the responsible party. His body was one of many found at the scene, showing gunshot wounds and what medical examiners defined as plasma burns, as well as a broken back and significant internal injuries consistent with being struck by a car.&lt;br /&gt;
&lt;br /&gt;
The string of fires began in the east Dallas, with the burning of a warehouse that spread to adjacent buildings. The string of fires moved erratically across the city, stretching emergency responders very thin, before ending with the tragic encounter in the Galleria Mall.&lt;br /&gt;
&lt;br /&gt;
One year later, the city still shows the scars. The Galleria has been repaired, but many other structures burned in the fires remain derelict and empty except for homeless and drug addicts. The city may never know the full death toll. It stands over five-hundred, and some of the survivors continue to suffer from crippling or disfiguring injuries.&lt;br /&gt;
&lt;br /&gt;
And the city is no closer to the answers behind these senseless tragedies than ever. It is widely agreed that Kelvin &amp;quot;K-money&amp;quot; Meadows used incendiary devices and a flame-thrower in a bizarre gang dispute, but no one knows how he acquired these weapons. Nor has anyone proposed a logical explanation for baffling eye-witness accounts of flying men and people being pulled through wall advertisements as though they were curtains.&lt;br /&gt;
&lt;br /&gt;
Homeland Security investigators have reputedly closed their case, claiming they have found no terrorist connections or links to a larger plot. Our police promise us that we&#039;re safe. But in a world where this can happen, how much faith can we put in those assurances?&lt;br /&gt;
&lt;br /&gt;
One benefit of the tragic events of that night has been a complete overhaul of the city&#039;s emergency response policies. Three new fire stations were commissioned, including the &amp;quot;flying squad,&amp;quot; that makes use of a state of the art fire-fighting helicopter. The city also added new police and increased police training in emergency relief...&lt;br /&gt;
--Mercer Jamison, KTXATV&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, kiddo, the truth is you&#039;re as sane as you can be.&amp;quot; Dr. Thomas Rook sits comfortably in an armchair. His guest sits on the overstuffed love-seat across the coffee table, with a huge bookcase behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hear voices.&amp;quot; Amanda Pennington, his patient, is dressed in jeans and a pink T-shirt that say Princess in glittery letters, and a big flannel shirt with the sleeves rolled up so they didn&#039;t cover her hands. Even so, they slip down every time she moves.&lt;br /&gt;
&lt;br /&gt;
Thomas reminds himself, again, that she&#039;s his patient, and the same age as his daughter. Which was technically legal... He stops that train of thought.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The voices of dead people. Real dead people, all of whom died within twenty yards of you. It violates every principle of science I know, but it&#039;s still true.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We always get this backwards. Aren&#039;t you supposed to say I&#039;m crazy and I&#039;m supposed to say &#039;no, no, it&#039;s real,&#039; or something?&amp;quot; Amanda had developed more of a sense of humor about her situation over the past year. She smiles a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only if you&#039;re crazy, which you&#039;re not. You&#039;re not even functionally crazy. You&#039;ve learned to handle the psychic input well enough to get by in society, and that&#039;s what I advise you to do. Do you ever even leave your house except to come here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I go to the library. And my studio.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You live across the street from the library, and your studio is in a detached garage. That so doesn&#039;t count. You need to be with people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She laughs. &amp;quot;I&#039;m with people all the time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alive people,&amp;quot; Tom chides her. &amp;quot;You can&#039;t keep being scared of this. You really will go crazy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Forgive me, father, for I have sinned. It has been one month since my last confession. I have kept fifty-three souls from their rightful reward, be it heaven, hell, or purgatory. I have felt the sin of despair. I have also masturbated thirty-six times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahem... really?&amp;quot; Amanda recognizes Father McKinzie&#039;s voice. The screen in the confessional doesn&#039;t really provide much anonymity. &amp;quot;You say things like that just to bother an old man, don&#039;t you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was really thirty-seven, but I got interrupted once, so that doesn&#039;t count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know my opinion on that subject. Let&#039;s talk about despair instead. I can&#039;t really just say &#039;you should get over this,&#039; but you should get over this. You need to. You don&#039;t need God&#039;s forgivness for this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I really am keeping fifty-three souls out of heaven. How can I ever...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Statistically, no more than twenty-six,&amp;quot; the priest said. &amp;quot;One of them is Kelvin Meadows, so I know you can&#039;t count him. Perhaps your real sin here is a lack of faith. You&#039;ve asked me before, and I still can&#039;t answer you whether you really hold other souls inside you. But I do not believe, not even for an instant, that you are evil. I&#039;ve seen real evil, and it&#039;s not you. You&#039;ve told me your doctor believes they&#039;re just psychic echoes, and that may be true. If so, then while they&#039;re a burden for you, they are ultimately a good thing. Because of you, whatever those unfortunate people knew can still be used to help mankind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Or possibly you really are a repository for the souls of the departed. If so, you have to have faith that it&#039;s part of God&#039;s plan. He is certainly powerful enough to put those souls where he wants them. And through you, they still have the chance to do good works on the earth and possibly to find redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So I just shouldn&#039;t worry about it?&amp;quot; Amanda&#039;s voice holds a note of challenge. She finds herself curiously resistant to the idea of releasing her pain. It&#039;s been with her for nearly a year now.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s not what I&#039;m saying at all. You have a gift, a Talent if you will. It&#039;s as much a burden as a blessing. I&#039;m just saying you dwell too much on the burden. Hiding from the world is a way of burying your Talent, and it stifles your soul. It seems trite to tell you this, but even though you&#039;re much concerned with death, you need to remember your life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No maybe about it, my child. God wants all his children to be happy. That includes you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dr. Rook says the same thing. Except he doesn&#039;t talk about God, and he uses bigger words.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then he&#039;s a wise man, for a filthy heathen. You should listen to him. And me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s scary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is scary if you&#039;re paying attention. But God will be with you, even when you&#039;re afraid. Now, I&#039;d like to see you start making plans again. You were the best organist we ever had. It was kind of a shame that Mrs. Willet recovered from her hip surgery so fast. I think your music is another talent you should nurture, and just playing for yourself in your parents&#039; garage isn&#039;t going to cut it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe you&#039;re right. Maybe everybody&#039;s right. I could probably start playing again. See if Roger at J. Gilligans would put me back on the schedule. Thanks, Father McKinzie. I feel a little better. See you next month?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahem. I believe we have one other matter to discuss. How many Hail Mary&#039;s do you think would be fair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
Amanda takes a cab home. She hasn&#039;t had a serious episode in months, but she&#039;s still a little nervous about driving. She pays the driver and thanks him in Farsi, not quite sure where she learned to say &amp;quot;thank you&amp;quot; in Farsi, and goes inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twenty, nearly twenty-one, and still living with your mom. You a loser, girl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shut up,&amp;quot; Amanda replies silently. Learning to do that was one of her biggest accomplishments.&lt;br /&gt;
&lt;br /&gt;
She drops her messenger bag next to the front door, beside her dad&#039;s briefcase. &amp;quot;I&#039;m home,&amp;quot; she says. &amp;quot;Nobody died.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Honey, your friend Joseph called. He wants to know if you play Rock, Paper, Scissors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot; Allison Pennington&#039;s grip on reality outside the realms of primary education and baking was always a bit tenuous, and she was famous for garbling phone messages, especially the ones she took in the kitchen. On the other hand, Amanda smelled fresh apple pie. &amp;quot;Never mind, I&#039;ll call him back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joseph picked up on the second ring. After some pleasantries, Amanda asked &amp;quot;What about Rock, Paper, Scissors?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s a band...&amp;quot;&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76256</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76256"/>
		<updated>2008-02-19T02:15:31Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 13 (+13), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Intimidate 9 (+9), Streetwise 8 (+8), Notice 8 (+8), Sense Motive 4 (+4), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (5), Improved Initiative (2), Defensive Attack, All-out Attack&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Fire Control (Range: Perception, Action: Free) [10], AP: Summon Minions (25, 150 pt) (Fanatical, Horde, Feat: Progression 4) [10], AP: Blast (Penetrating, Feat: Homing) [10], AP: Blast (Area: Cone) [10], *Force Field (Impervious) [9], Impervious Toughness (Linked to Force Field) [1], *Immunity (Cold, Heat, Fire damage) [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 5  [Blast +10 (Lethal)]   Defense 14 (12 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (11 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 16 (63 ranks)  +  Feats 13  +  Powers 79  +  Combat 18  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
SALAMANDERS													&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 20 (+5)   CON: 0 (-5)   INT: 0 (-5)   WIS: 10 (0)   CHA: 0 (-5)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 12 (+17), Bluff (NA), Computers (NA), Diplomacy (NA), Disable Device (NA), Disguise (NA), Drive  (+5), Escape Artist  (+5), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Investigate (NA), Streetwise (NA), Notice 12 (+12), Search (NA), Stealth  (+5)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, All-out Attack, Defensive Attack, Elusive Target, Teamwork (3)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Insubstantial [3], *Strike (Aura, Penetrating, Continuous, Area: Cloud, Affects Corporeal) [10] - DC:25:tough, *Flight [6], *Regeneration (+10 recovery, Resurrection, Source: Fire) [20], Bruised 2, , Unconscious 2, , Injured 2, , Staggered 2, , Disabled 2, , *Environment Control: Heat [5], *Environment Control: Light [5]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 0  [Unarmed +0 (Bruise)]   Defense 10 (10 flat-footed)   Init  5&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 0 (0 flat-footed)  Fortitude 5  Reflex 5  Will 0&lt;br /&gt;
&lt;br /&gt;
Abilities -20  +  Skills 6 (24 ranks)  +  Feats 7  +  Powers 137  +  Combat 0  +  Saves 5  –  Drawbacks 0 = 135 / 150&lt;br /&gt;
(This is inacurrate since I didn&#039;t technically sell back the attribute points.  The salamanders are &amp;quot;constructs&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
K-money&#039;s minions are basically a living firestorm.  I&#039;m too lazy to shuffle the points to make their Insubstantial power continuous and permanent.  It all evens out.  When he unleashes them, they just burn stuff.  He&#039;s only nominally in control of the burning thereof.  You can kind of see where K-money was hard on local real-estate.&lt;br /&gt;
&lt;br /&gt;
Personality: Kelvin Meadows was a thug and a bully.  He battered women and was willing to maim and kill to get what he wanted, or even just to amuse himself.  He wasn&#039;t stupid, so he kept his powers more or less under wraps.  There were people who knew if you wanted something burned with no evidence the cops would ever understand, that K-money could help you out.  Over the years, there were a few fires he caused so someone else could cash in on the insurance, or to hide evidence from investigators.&lt;br /&gt;
&lt;br /&gt;
He accepts his fate as Reliquary&#039;s prisoner with ill-grace, but he&#039;s also afraid to die because he fears Hell.  To get him to cooperate, Reliquary has to force him by raw will, or promise him a night of debauchery.  Mostly, she doesn&#039;t want to since she&#039;s terrified of what he&#039;ll do.&lt;br /&gt;
&lt;br /&gt;
History: Kelvin grew up on the wrong side of the tracks and never really got beyond his petty criminal origins.  He was involved in gangs practically his whole life, rising to prominence when his powers emerged.  Before he had a personality melt-down over Mother May&#039;s betrayal, he was on his way to becoming a major player in Dallas&#039;s criminal scene.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Angel_Murphy&amp;diff=76254</id>
		<title>Angel Murphy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Angel_Murphy&amp;diff=76254"/>
		<updated>2008-02-19T02:10:07Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
ANGEL MURPHY&lt;br /&gt;
PL: 8  (120 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 10 (0)   CON: 14 (+2)   INT: 14 (+2)   WIS: 14 (+2)   CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 4 (+5), Computers 4 (+6), Concentration 12 (+14), Diplomacy 8 (+9), Disguise  (+1), Drive 6 (+6), Gather Info 4 (+5), Handle Animal  (+1), Intimidate 4 (+5), Streetwise 2 (+4), Life Sciences 6 (+8), Medicine 12 (+14), Notice 8 (+10), Profession 11 (+13), Search 5 (+7), Sense Motive 6 (+8), Survival  (+2)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Dodge Focus (), Improved Grab, Improved Grapple, Improved Pin, Ultimate Effort (), Teamwork (3), Equipment (6), Improvised Tools&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Healing (Energizing, Resurrection, Total, Empathic, Distracting) [10], Persistent, , Regrowth, , AP: Fatigue (reversible) [8], AP: Nauseate [8], AP: Stun [8]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 5  [Unarmed +0 (Bruise)]   Defense 15 (12 flat-footed)   Init  0&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 2 (2 flat-footed)  Fortitude 6  Reflex 4  Will 6&lt;br /&gt;
&lt;br /&gt;
Abilities 14  +  Skills 24 (93 ranks)  +  Feats 15  +  Powers 35  +  Combat 20  +  Saves 12  –  Drawbacks 0 = 120 / 120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sympathetic healer/regenerator - probably lower PL than some of the others. &lt;br /&gt;
&lt;br /&gt;
Personality: A nice woman who had secretly been using her powers for years (she&#039;s part of the last wave). She&#039;s incredibly opposed to violence, but brave. &lt;br /&gt;
&lt;br /&gt;
History: She was a classic soccer mom with two kids and a job as an EMT. At the mall, she was trying to save lives, and overtaxed her powers. She might have even died trying to help Amanda, who would have gone into a coma after the first wave of deaths.&lt;br /&gt;
&lt;br /&gt;
Angel never knew the extent of her powers until she died.  The fatigue, along with the fact she was afraid to be discovered, was enough to keep her from doing more than quietly saving a few lives.  Her fear was well-founded, since she&#039;d seen other metahumans captured by a mysterious agency.  In death, she fears what will happen to her children if they manifest powers with no-one to guide them.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76252</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76252"/>
		<updated>2008-02-19T02:06:37Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 13 (+13), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Intimidate 9 (+9), Streetwise 8 (+8), Notice 8 (+8), Sense Motive 4 (+4), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (5), Improved Initiative (2), Defensive Attack, All-out Attack&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Fire Control (Range: Perception, Action: Free) [10], AP: Summon Minions (25, 150 pt) (Fanatical, Horde, Feat: Progression 4) [10], AP: Blast (Penetrating, Feat: Homing) [10], AP: Blast (Area: Cone) [10], *Force Field (Impervious) [9], Impervious Toughness (Linked to Force Field) [1], *Immunity (Cold, Heat, Fire damage) [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 5  [Blast +10 (Lethal)]   Defense 14 (12 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (11 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 16 (63 ranks)  +  Feats 13  +  Powers 79  +  Combat 18  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
SALAMANDERS													&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 20 (+5)   CON: 0 (-5)   INT: 0 (-5)   WIS: 10 (0)   CHA: 0 (-5)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 12 (+17), Bluff (NA), Computers (NA), Diplomacy (NA), Disable Device (NA), Disguise (NA), Drive  (+5), Escape Artist  (+5), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Investigate (NA), Streetwise (NA), Notice 12 (+12), Search (NA), Stealth  (+5)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, All-out Attack, Defensive Attack, Elusive Target, Teamwork (3)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Insubstantial [3], *Strike (Aura, Penetrating, Continuous, Area: Cloud, Affects Corporeal) [10] - DC:25:tough, *Flight [6], *Regeneration (+10 recovery, Resurrection, Source: Fire) [20], Bruised 2, , Unconscious 2, , Injured 2, , Staggered 2, , Disabled 2, , *Environment Control: Heat [5], *Environment Control: Light [5]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 0  [Unarmed +0 (Bruise)]   Defense 10 (10 flat-footed)   Init  5&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 0 (0 flat-footed)  Fortitude 5  Reflex 5  Will 0&lt;br /&gt;
&lt;br /&gt;
Abilities -20  +  Skills 6 (24 ranks)  +  Feats 7  +  Powers 137  +  Combat 0  +  Saves 5  –  Drawbacks 0 = 135 / 150&lt;br /&gt;
(This is inacurrate since I didn&#039;t technically sell back the attribute points.  The salamanders are &amp;quot;constructs&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
K-money&#039;s minions are basically a living firestorm.  I&#039;m too lazy to shuffle the points to make their Insubstantial power continuous and permanent.  It all evens out.  When he unleashes them, they just burn stuff.  He&#039;s only nominally in control of the burning thereof.  You can kind of see where K-money was hard on local real-estate.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76222</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76222"/>
		<updated>2008-02-18T20:59:24Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 13 (+13), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Intimidate 9 (+9), Streetwise 8 (+8), Notice 8 (+8), Sense Motive 4 (+4), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (5), Improved Initiative (2), Defensive Attack, All-out Attack&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Fire Control (Range: Perception, Action: Free) [10], AP: Summon Minions (25, 150 pt) (Fanatical, Horde, Feat: Progression 4) [10], AP: Blast (Penetrating, Feat: Homing) [10], AP: Blast (Area: Cone) [10], *Force Field (Impervious) [9], Impervious Toughness (Linked to Force Field) [1], *Immunity (Cold, Heat, Fire damage) [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 5  [Blast +10 (Lethal)]   Defense 14 (12 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (11 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 16 (63 ranks)  +  Feats 13  +  Powers 79  +  Combat 18  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
SALAMANDERS													&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 20 (+5)   CON: 0 (-5)   INT: 0 (-5)   WIS: 10 (0)   CHA: 0 (-5)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 12 (+17), Bluff (NA), Computers (NA), Diplomacy (NA), Disable Device (NA), Disguise (NA), Drive  (+5), Escape Artist  (+5), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Investigate (NA), Streetwise (NA), Notice 12 (+12), Search (NA), Stealth  (+5)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, All-out Attack, Defensive Attack, Elusive Target, Teamwork (3)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Insubstantial [3], *Strike (Aura, Penetrating, Continuous, Area: Cloud, Affects Corporeal) [10] - DC:25:tough, *Flight [6], *Regeneration (+10 recovery, Resurrection, Source: Fire) [20], Bruised 2, , Unconscious 2, , Injured 2, , Staggered 2, , Disabled 2, , *Environment Control: Heat [5], *Environment Control: Light [5]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 0  [Unarmed +0 (Bruise)]   Defense 10 (10 flat-footed)   Init  5&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 0 (0 flat-footed)  Fortitude 5  Reflex 5  Will 0&lt;br /&gt;
&lt;br /&gt;
Abilities -20  +  Skills 6 (24 ranks)  +  Feats 7  +  Powers 137  +  Combat 0  +  Saves 5  –  Drawbacks 0 = 135 / 150&lt;br /&gt;
(This is inacurrate since I didn&#039;t technically sell back the attribute points.  The salamanders are &amp;quot;constructs&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=76220</id>
		<title>Mother May</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=76220"/>
		<updated>2008-02-18T20:12:50Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;br /&gt;
&lt;br /&gt;
MOTHER MAY														&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 14 (+2)   CON: 10 (0)   INT: 12 (+1)   WIS: 12 (+1)   CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 6 (+8), Bluff 8 (+9), Concentration 14 (+15), Diplomacy 8 (+9), Disguise  (+1), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+5), Handle Animal  (+1), Intimidate  (+1), Streetwise 8 (+9), Notice 8 (+9), Dance 12 (+13), Search  (+1), Sense Motive 4 (+5), Stealth 4 (+6), Survival  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Attractive (1), Fascinate (2), Sneak Attack (), Accurate Attack, Defensive Attack, Elusive Target, Improved Disarm, Improved Block (), Power Attack, Takedown Attack (), Improved Trip, Takedown Attack (2), Evasion (), Distract (1), Acrobatic Bluff, Equipment (4), Defensive Roll (5), Taunt&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Summon Minions (Fanatical, Heroic, Type +1, Horde, Action: 20 min.) [10], Progression: 4 (25 minions), , *Communication (Area, Limited: only to &amp;quot;children.&amp;quot;) [10], Selective, , Subtle, , *Healing (Energizing, Total, Ranged, Area: Burst, Limited: Only to &amp;quot;children.&amp;quot;) [6], Persistant, , Regrowth, , Boost: All traits [6]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 6  [Unarmed +0 (Bruise)]   Defense 16 (13 flat-footed)   Init  2&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 5 (0 flat-footed)  Fortitude 5  Reflex 6  Will 7&lt;br /&gt;
&lt;br /&gt;
Abilities 10  +  Skills 20 (80 ranks)  +  Feats 27  +  Powers 69  +  Combat 24  +  Saves 0  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They&#039;re all mentally linked with Mother May and each other. They&#039;re super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May&#039;s power to use another one.) &lt;br /&gt;
&lt;br /&gt;
BASIC MAY BABY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 30 (+10)  DEX: 20 (+5)   CON: 20 (+5)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Climb  (+10), Drive  (+5), Escape Artist  (+5), Intimidate 4 (+4), Sense Motive 4 (+4), Stealth  (+5), Swim  (+10)&lt;br /&gt;
&lt;br /&gt;
FEATS:  All-out Attack, Defensive Attack, Power Attack, Rage (4), Teamwork (3)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Protection (Impervious) [10], *Strike [10], Mighty,&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 8  [Unarmed +10 (Bruise)]   Defense 18 (14 flat-footed)   Init  5&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 15 (15 flat-footed)  Fortitude 10  Reflex 10  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 40  +  Skills 2 (8 ranks)  +  Feats 10  +  Powers 41  +  Combat 32  +  Saves 15  –  Drawbacks 0 = 140 / 150&lt;br /&gt;
&lt;br /&gt;
That leaves 10 points for some minor power to personalize them or turning Strike to Blast or whatever.&lt;br /&gt;
Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.&lt;br /&gt;
&lt;br /&gt;
History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy&#039;s ho.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76219</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76219"/>
		<updated>2008-02-18T19:24:46Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 13 (+13), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Intimidate 9 (+9), Streetwise 8 (+8), Notice 8 (+8), Sense Motive 4 (+4), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (5), Improved Initiative (2), Defensive Attack, All-out Attack&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Fire Control (Range: Perception, Action: Free) [10], AP: Summon Minions (25, 150 pt) (Fanatical, Horde, Feat: Progression 4) [10], AP: Blast (Penetrating, Feat: Homing) [10], AP: Blast (Area: Cone) [10], *Force Field (Impervious) [9], Impervious Toughness (Linked to Force Field) [1], *Immunity (Cold, Heat, Fire damage) [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 5  [Blast +10 (Lethal)]   Defense 14 (12 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (11 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 16 (63 ranks)  +  Feats 13  +  Powers 79  +  Combat 18  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76217</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76217"/>
		<updated>2008-02-18T19:04:24Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 8 (+8), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Streetwise 8 (+8), Notice 8 (+8), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (10), Improved Initiative (2)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Strike (Area: Cloud, Duration: Sustained) [10], *Blast (Penetrating) [10], Deflect (All Ranged Attacks, Instant) [10], *Force Field (Linked to Area Blast) [9], *Supersenses: Infravision, Tracking [2], *Immunity: Cold, Heat, Fire Damage [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 0  [Blast +10 (Lethal), Strike +10 (Lethal)]   Defense 10 (10 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (10 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 11 (44 ranks)  +  Feats 16  +  Powers 99  +  Combat 0  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Reliquary]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=76213</id>
		<title>Mother May</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=76213"/>
		<updated>2008-02-18T18:51:36Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MOTHER MAY														&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 14 (+2)   CON: 10 (0)   INT: 12 (+1)   WIS: 12 (+1)   CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 6 (+8), Bluff 8 (+9), Concentration 14 (+15), Diplomacy 8 (+9), Disguise  (+1), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+5), Handle Animal  (+1), Intimidate  (+1), Streetwise 8 (+9), Notice 8 (+9), Dance 12 (+13), Search  (+1), Sense Motive 4 (+5), Stealth 4 (+6), Survival  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Attractive (1), Fascinate (2), Sneak Attack (), Accurate Attack, Defensive Attack, Elusive Target, Improved Disarm, Improved Block (), Power Attack, Takedown Attack (), Improved Trip, Takedown Attack (2), Evasion (), Distract (1), Acrobatic Bluff, Equipment (4), Defensive Roll (5), Taunt&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Summon Minions (Fanatical, Heroic, Type +1, Horde, Action: 20 min.) [10], Progression: 4 (25 minions), , *Communication (Area, Limited: only to &amp;quot;children.&amp;quot;) [10], Selective, , Subtle, , *Healing (Energizing, Total, Ranged, Area: Burst, Limited: Only to &amp;quot;children.&amp;quot;) [6], Persistant, , Regrowth, , Boost: All traits [6]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 6  [Unarmed +0 (Bruise)]   Defense 16 (13 flat-footed)   Init  2&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 5 (0 flat-footed)  Fortitude 5  Reflex 6  Will 7&lt;br /&gt;
&lt;br /&gt;
Abilities 10  +  Skills 20 (80 ranks)  +  Feats 27  +  Powers 69  +  Combat 24  +  Saves 0  –  Drawbacks 0 = 150 / 150&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=76181</id>
		<title>Mother May</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mother_May&amp;diff=76181"/>
		<updated>2008-02-16T23:57:56Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MOTHER MAY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 10 (0)  DEX: 14 (+2)   CON: 10 (0)   INT: 12 (+1)   WIS: 12 (+1)   CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 12 (+14), Bluff 8 (+9), Concentration  (+1), Diplomacy 8 (+9), Disguise  (+1), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+5), Handle Animal  (+1), Intimidate  (+1), Streetwise 8 (+9), Popular Culture 8 (+9), Notice 8 (+9), Dance 12 (+13), Search  (+1), Sense Motive 4 (+5), Stealth 4 (+6), Survival  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Attractive (1), Fascinate (2), Sneak Attack (), Accurate Attack, Defensive Attack, Elusive Target, Improved Disarm, Improved Block (), Power Attack, Takedown Attack (), Improved Trip, Takedown Attack (2), Evasion (), Distract (1), Acrobatic Bluff, Equipment (4)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Summon Minions (Fanatical, Heroic, Type +1, Horde, Action: 20 min.) [10], Progression: 4 (25 minions), , *Communication (Area, Limited: only to &amp;quot;children.&amp;quot;) [10], Selective, , Subtle, , *Healing (Energizing, Total, Ranged, Area: Burst, Limited: Only to &amp;quot;children.&amp;quot;) [6], Persistant, , Regrowth, , Boost: All traits [6]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 10  [Unarmed +0 (Bruise)]   Defense 10 (10 flat-footed)   Init  2&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 0 (0 flat-footed)  Fortitude 5  Reflex 6  Will 7&lt;br /&gt;
&lt;br /&gt;
Abilities 10  +  Skills 20 (80 ranks)  +  Feats 21  +  Powers 69  +  Combat 20  +  Saves 0  –  Drawbacks 0 = 140 / 150&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76173</id>
		<title>K-Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=K-Money&amp;diff=76173"/>
		<updated>2008-02-16T23:15:08Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;K-MONEY&lt;br /&gt;
PL: 10  (150 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 12 (+1)  DEX: 14 (+2)   CON: 12 (+1)   INT: 10 (0)   WIS: 10 (0)   CHA: 10 (0)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Bluff 8 (+8), Climb  (+1), Concentration 8 (+8), Diplomacy 4 (+4), Drive 4 (+6), Escape Artist  (+2), Gather Info 4 (+4), Streetwise 8 (+8), Notice 8 (+8), Stealth  (+2), Swim  (+1)&lt;br /&gt;
&lt;br /&gt;
FEATS:  Accurate Attack, Power Attack, Precise Shot (2), Attack Focus (10), Improved Initiative (2)&lt;br /&gt;
&lt;br /&gt;
POWERS:  *Strike (Area: Cloud, Duration: Sustained) [10], *Blast (Penetrating) [10], Deflect (All Ranged Attacks, Instant) [10], *Force Field (Linked to Area Blast) [9], *Supersenses: Infravision, Tracking [2], *Immunity: Cold, Heat, Fire Damage [7]&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 0  [Blast +10 (Lethal), Strike +10 (Lethal)]   Defense 10 (10 flat-footed)   Init  10&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (10 flat-footed)  Fortitude 7  Reflex 7  Will 5&lt;br /&gt;
&lt;br /&gt;
Abilities 8  +  Skills 11 (44 ranks)  +  Feats 16  +  Powers 99  +  Combat 0  +  Saves 16  –  Drawbacks 0 = 150 / 150&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=76110</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=76110"/>
		<updated>2008-02-16T01:59:02Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RELIQUARY&#039;&#039;&#039;  Amanda Pennington&lt;br /&gt;
&lt;br /&gt;
http://i59.photobucket.com/albums/g315/david_goodner/rachelcook109di.jpg&lt;br /&gt;
&lt;br /&gt;
PL: 10  (160 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   &lt;br /&gt;
STR: 10 (0)&lt;br /&gt;
DEX: 12 (+1)&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
WIS: 16 (+3/+1)&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039;  Acrobatics  (+1), Bluff 6 (+9), Computers  (+2), Concentration 8 (+11), Diplomacy 8 (+11), Disable Device  (+2), Disguise  (+3), Drive  (+1), Escape Artist  (+1), Gather Info 8 (+11), Handle Animal  (+3), Intimidate  (+3), Investigate  (+2), Behavioral Sciences 4 (+6), Current Event 2 (+4), Popular Culture 2 (+4), Art 2 (+4), Theology and Philosophy 2 (+4), Medicine 2 (+5), Notice 6 (+9), Keyboard Instruments 10 (+13), Singing 12 (+15), Pilot  (+1), Profession 8 (+11), Ride  (+1), Search 2 (+4), Sense Motive 6 (+9), Sleight of Hand  (+1), Stealth 2 (+3), Survival  (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEATS:&#039;&#039;&#039;  Beginner&#039;s Luck, Luck (2), Attractive (2), Trance, Contacts, Benefit (2), Defensive Attack, Dodge Focus (3), Teamwork (3), Jack-of-All-Trades, Equipment (2), Fascinate (3), Sneak Attack (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Beginner&#039;s Luck, Jack-of-all-trades, and Contacts represent minor uses of Reliquary&#039;s Spirit Vessel power.  She can ask ghosts for advice and use fragmentary memories without having to completely channel a spirit (thus avoiding the inherrant risks).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POWERS:&#039;&#039;&#039;  *Spirit Vessel (resisted, possession) [10] - DC:20:will, Provides 15 points per rank (150) to duplicate traits of those who have died nearby, , See http://forum.rpg.net/showthread.php?t=229035, , Stun (Alternate Save, Will, vs. Insubstantial x2) [10] - DC:20:will, &amp;amp; Concealment (All senses, Passive), , &amp;amp; Detect: Disabled/Dying (Free action, Ranged, Accurate, Acute, Radius), , Equipment: Undercover Vest (Toughness +3) 3, , Equipment: Comlink 1, , Equipment: PDA 1,&lt;br /&gt;
&lt;br /&gt;
Reliquary&#039;s &amp;quot;Spirit Vessel&amp;quot; power makes her an avatar of death to some extent.  She can sense the presence of death, and whenever she wants to, she can wrap herself in the essence of death, making people not want to notice her.  (Optionally, anyone with some form of immortality might be immune, but that seems rare enough that I&#039;m not going to shave points for it)  She can also disrupt someone&#039;s life-force.  The sensation &amp;quot;feels like dying,&amp;quot; but in fact only creates unconsciousness.  Reliquary might exert effort (and hero points on an alternate power feat) to kill someone, but she never has.&lt;br /&gt;
&lt;br /&gt;
Her most frightening (philosophically and otherwise) ability is the ability to channel the spirits of anyone who has died in her vicinity.  She can communicate with ghosts relatively easily, and in fact can&#039;t always shut them up.  Controlling one takes more effort in the form of a contest of wills.  When Reliquary is &amp;quot;mounted&amp;quot; by a spirit, she has all of that spirit&#039;s knowledge, skills, physical, mential, and supernatural abilities.  Social abilities (like &amp;quot;Contacts&amp;quot; or &amp;quot;Benifit&amp;quot;) can only be duplicated if Reliquary has some way to finesse the social interactions (like using email or pretending to be a proxy for the original individual.  So basically it&#039;s up to the GM)  Powers that involve unique physiology are available, but painful and tend to ruin her clothes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT:&#039;&#039;&#039;  Attack 5  [Unarmed +0 (Bruise)]   Defense 18 (12 flat-footed)   Init  1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAVES:&#039;&#039;&#039;  Toughness 1 (1 flat-footed)  Fortitude 5  Reflex 5  Will 10&lt;br /&gt;
&lt;br /&gt;
Abilities 16  +  Skills 23 (92 ranks)  +  Feats 25  +  Powers 61  +  Combat 20  +  Saves 15  –  Drawbacks 0 = 160 / 160	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
A genuinely good and pure person burdened by terrible tragidies.  Mandy is fragile, but has a core of strength she needs only to find.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Appearance:&#039;&#039;&#039;&lt;br /&gt;
A raven-haired, pixish beauty with dark blue eyes.  She&#039;s every goth-boy (and half the girls&#039;) fantasy.  She tends to dress in clothes that accentuate her elfin looks, like wearing an oversized boy&#039;s coat or &amp;quot;gothic lolita&amp;quot; styles.&lt;br /&gt;
&lt;br /&gt;
She hasn&#039;t chosen a costume at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Amanda lived a pretty normal life except that her parents stayed married.  They encouraged her musical studies and took good care of her.  She won a few piano contests, and expected to go to college and get her Music degree.&lt;br /&gt;
&lt;br /&gt;
At the West End Market Place, Amanda&#039;s life changed forever.  She was in the city for a music festival, and going out on the town with a fake ID, when she (along with several other people) was caught up in the Devil&#039;s Night Fire.  The full story of what happened that night never came out.  Most people don&#039;t know or believe that several metahumans dueled, or that the fires and explosions that killed two hundred and thirty-seven people were caused by unrestrained use of superpowers.  Amanda wouldn&#039;t have believed it until her own power Crested and started ripping the souls of the dying from the aether and grafting them into her mind.  (Or psychically copying the resonance of dying people.  What really happens is a question for saints and philosophers.)&lt;br /&gt;
&lt;br /&gt;
Amanda&#039;s mind cracked under the strain.  Fortunately, she came into the care of Joseph Williams, who was able to help her sort out the chaos.  She went her own way after that, needing some space and time to get a grip on the changes, but now she&#039;s getting back into life and considering using her powers in some fashion.  Some days, she thinks she&#039;s a monster.  Others, she manages to believe that she couldn&#039;t do what she does without a reason, and she wants to find it in the hopes that fulfilling her purpose will give her some peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Tactics:&#039;&#039;&#039;&lt;br /&gt;
Amanda&#039;s first priority is to prevent casualties.  She will always try to protect civilians and want to see that they&#039;re moved to safety.  (Other PCs are better at this than she is, so if they&#039;re doing it, she can concentrate on other things)&lt;br /&gt;
 &lt;br /&gt;
She&#039;ll probably have one or two ghosts she relies on to provide the bulk of her powers.  Of the suite I have so far, Skyrocket is probably her go-to ghost, with Wise Son as a second choice.  (Wise Son is better in a lot of ways, but he&#039;s scary).  She&#039;ll use Skyrocket&#039;s powers mostly to dazzle and stun enemies, because she doesn&#039;t really have much killer instinct.&lt;br /&gt;
 &lt;br /&gt;
When really pushed to the wall, she will risk summoning K-money and using his powers.  K-money is pretty much a human WMD&lt;br /&gt;
 &lt;br /&gt;
Another likely tactic is to call on Angel and let her teammates do the fighting while she heals people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Goals:&#039;&#039;&#039;&lt;br /&gt;
Amanda has just barely reached the decision that she should try to help people with her powers.  She&#039;s not sure how to go about it, because she&#039;s not really the &amp;quot;superhero&amp;quot; type.  Initially, she&#039;ll be unsure of herself, but she&#039;ll develop some confidence after a few outings (assuming they go well. If she screws up, she&#039;ll be depressed.)&lt;br /&gt;
&lt;br /&gt;
She&#039;s put most of her personal goals on hold, but might get interested in them again or pick up new ones.&lt;br /&gt;
&lt;br /&gt;
She&#039;s not interested in romance right now.  But how many people who say that really mean it?&lt;br /&gt;
&lt;br /&gt;
There is, of course, stuff I&#039;d like to see...&lt;br /&gt;
* Amanda meeting Angel Murphy&#039;s kids.  Especially if they&#039;re in some kind of trouble.&lt;br /&gt;
* Skyrocket being interested in Zip Chick.  This could get kind of creepy, or at the least a little kinky, though.  So proceed with due caution.&lt;br /&gt;
* Once we have a really serious villain, it&#039;d be fun to have that guy die in Amanda&#039;s vicinity.  One of the coolest variants of this character I ever proposed was a version who lived in the X-men&#039;s Nightmares of Future Past timeline, and was there when the Sentinels killed Magneto.  The game was going to take place in the mainstream MU.  Seeing what a Magneto who had brought about Armageddon for his people would do with another chance would have been neat.  (Unfortunately, just Magneto&#039;s powers were about 3 times more than the other PCs, so I played someone else instead. :) )&lt;br /&gt;
* Amanda should have to deal with the moral, ethical, and theological ramifications of her powers to some degree.&lt;br /&gt;
* It&#039;d be neat to see someone who WANS to be absorbed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC Cast:&#039;&#039;&#039;&lt;br /&gt;
Any of these people might have a place in Amanda&#039;s story.  All pretty optional since she&#039;s moving out of state.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Edward Pennington]]&#039;&#039;&#039;: Amanda&#039;s dad.  A former Marine, now an investment banker.  Still dotes on his baby girl.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Allison Pennington]]&#039;&#039;&#039;: Amanda&#039;s mom.  A Doctor of Education who runs an exclusive private school to pay the bills, and does &amp;quot;pro bono&amp;quot; work setting up programs to help underpriviliged kids.  She bakes as a hobby, so the house always smells like bread.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Alan Pennington]]&#039;&#039;&#039;: Amanda&#039;s big brother.  An architect.  He and Amanda don&#039;t have much of a relationship.  He&#039;s always kind of resented her.  They love each other, but better from a distance.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Dr. Thomas Rook]]&#039;&#039;&#039;: Amanda&#039;s psyciatrist.  Probably someone Joeseph knows, and possibly a minor telepath himself.  (If he does have powers, they&#039;re useless in combat, like telepathy taking extra time and being tiring - more like Spock&#039;s mind-meld than Professor X&#039;s telepathy).  He&#039;s pretty much done what he can for Amanda, helping her develop mental control and coping strategies.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Father Simon McKinzie]]&#039;&#039;&#039;: Amanda&#039;s parish priest since she was a little girl.  He&#039;s a big guy who walks with a limp.  He&#039;s had a colorful life (to the tune of being PL 7 or so).  He knows about Amanda&#039;s powers and has given her what advice he can from a spiritual perspective.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[[Mercer Jamison]]&#039;&#039;&#039;: D/FW reporter.  Hard-nosed and driven to get the truth.  His abrasive ways have hobbled his career to some extent.  He and Amanda have never met, but he&#039;s obsessed with solving the mystery of the Devil&#039;s Night Fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House of the Dead&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[K-Money]] (Kelvin Meadows)&lt;br /&gt;
&lt;br /&gt;
Powers: Fire control, including a big, nasty flame aura. Probably not much controlled projection or flight.&lt;br /&gt;
Personality: A thug who thinks of himself as an honorable warrior, but he&#039;s not really a good person. He&#039;s selfish, short-sighted, and wrapped up in the myth of machismo.&lt;br /&gt;
History: A gang member and drug dealer who went over the edge when his girlfriend left him for another guy. K-Money started off trying to get his girl back and get revenge on the guy who stole her. Things got way out of hand.&lt;br /&gt;
&lt;br /&gt;
[[Mother May]] (May Cartwright)&lt;br /&gt;
&lt;br /&gt;
Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They&#039;re all mentally linked with Mother May and each other. They&#039;re super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May&#039;s power to use another one.)&lt;br /&gt;
Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.&lt;br /&gt;
History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy&#039;s ho.&lt;br /&gt;
&lt;br /&gt;
[[Wise Son]] (Cassius Striker) (Name stolen without apology from Blood Syndicate, which was cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Wise Son is a living computer able to percieve incredible levels of input and interpret and extrapolate the data at superhuman speed. He&#039;s a combat god, but doesn&#039;t have superhuman physical abilities. He&#039;ll have some mental superspeed, danger sense, and whatnot, but mostly it&#039;ll be every damn combat feat there is. Cassius also carried guns, knives, and anything else he could get his hands on, but Amanda doesn&#039;t.&lt;br /&gt;
Personality: A gang member, but an honorable one. He follows in the mold of Malcom-X. As he started to really come to grips with his powers, he was getting ready to leave the gangs and try to become something more.&lt;br /&gt;
History: A gang kid who found religion and some measure of purpose in life in prison. He thought K-money was bad news and wanted to get May away from him. He didn&#039;t count on K-money being stupid enough to go on a killing spree to track him down. In the mall, he was trying to take down K-money as fast as possible, but wasn&#039;t too concerned with other casualties.&lt;br /&gt;
&lt;br /&gt;
[[Skyrocket]] (Billy Roth) (Name stolen from DC&#039;s Power Company, which is also cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Flight and energy blasts with kind of a pyrotechnic effect. Imagine combining Cannonball and Jubilee.&lt;br /&gt;
Personality: Billy&#039;s a good kid from a solid, middle-class home. He really loved being able to fly, and genuinely wanted to help people.&lt;br /&gt;
History: A geeky kid who suddenly found himself with superpowers and did what anybody would do - made a cheesy costume and went out to fight crime. He hadn&#039;t found much crime by the time of Devil&#039;s Night, but he lived close to the mall. He&#039;d have liked Zip Chick (And, in fact, he will). He was in way over his head in the mall battle, and ended up breaking his own neck.&lt;br /&gt;
&lt;br /&gt;
[[Angel Murphy]] &lt;br /&gt;
Powers: A sympathetic healer/regenerator - probably lower PL than some of the others.&lt;br /&gt;
Personality: A nice woman who had secretly been using her powers for years (she&#039;s part of the last wave). She&#039;s incredibly opposed to violence, but brave.&lt;br /&gt;
History: She was a classic soccer mom with two kids and a job as an EMT. At the mall, she was trying to save lives, and overtaxed her powers. She might have even died trying to help Amanda, who would have gone into a coma after the first wave of deaths.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 The Next Wave Crests]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds 2E]]&lt;br /&gt;
&lt;br /&gt;
Back to [[2012 The Next Wave Crests PBP]]&lt;br /&gt;
&lt;br /&gt;
All completely optional and subject to GM approval, of course.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=75911</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Reliquary&amp;diff=75911"/>
		<updated>2008-02-14T01:36:11Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RELIQUARY&#039;&#039;&#039;  Amanda Pennington&lt;br /&gt;
&lt;br /&gt;
http://i59.photobucket.com/albums/g315/david_goodner/rachelcook109di.jpg&lt;br /&gt;
&lt;br /&gt;
PL: 10  (160 pp)&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   &lt;br /&gt;
STR: 10 (0)&lt;br /&gt;
DEX: 12 (+1)&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
WIS: 16 (+3/+1)&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS:&#039;&#039;&#039;  Acrobatics  (+1), Bluff 6 (+9), Computers  (+2), Concentration 8 (+11), Diplomacy 8 (+11), Disable Device  (+2), Disguise  (+3), Drive  (+1), Escape Artist  (+1), Gather Info 8 (+11), Handle Animal  (+3), Intimidate  (+3), Investigate  (+2), Behavioral Sciences 4 (+6), Current Event 2 (+4), Popular Culture 2 (+4), Art 2 (+4), Theology and Philosophy 2 (+4), Medicine 2 (+5), Notice 6 (+9), Keyboard Instruments 10 (+13), Singing 12 (+15), Pilot  (+1), Profession 8 (+11), Ride  (+1), Search 2 (+4), Sense Motive 6 (+9), Sleight of Hand  (+1), Stealth 2 (+3), Survival  (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEATS:&#039;&#039;&#039;  Beginner&#039;s Luck, Luck (2), Attractive (2), Trance, Contacts, Benefit (2), Defensive Attack, Dodge Focus (3), Teamwork (3), Jack-of-All-Trades, Equipment (2), Fascinate (3), Sneak Attack (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Beginner&#039;s Luck, Jack-of-all-trades, and Contacts represent minor uses of Reliquary&#039;s Spirit Vessel power.  She can ask ghosts for advice and use fragmentary memories without having to completely channel a spirit (thus avoiding the inherrant risks).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POWERS:&#039;&#039;&#039;  *Spirit Vessel (resisted, possession) [10] - DC:20:will, Provides 15 points per rank (150) to duplicate traits of those who have died nearby, , See http://forum.rpg.net/showthread.php?t=229035, , Stun (Alternate Save, Will, vs. Insubstantial x2) [10] - DC:20:will, &amp;amp; Concealment (All senses, Passive), , &amp;amp; Detect: Disabled/Dying (Free action, Ranged, Accurate, Acute, Radius), , Equipment: Undercover Vest (Toughness +3) 3, , Equipment: Comlink 1, , Equipment: PDA 1,&lt;br /&gt;
&lt;br /&gt;
Reliquary&#039;s &amp;quot;Spirit Vessel&amp;quot; power makes her an avatar of death to some extent.  She can sense the presence of death, and whenever she wants to, she can wrap herself in the essence of death, making people not want to notice her.  (Optionally, anyone with some form of immortality might be immune, but that seems rare enough that I&#039;m not going to shave points for it)  She can also disrupt someone&#039;s life-force.  The sensation &amp;quot;feels like dying,&amp;quot; but in fact only creates unconsciousness.  Reliquary might exert effort (and hero points on an alternate power feat) to kill someone, but she never has.&lt;br /&gt;
&lt;br /&gt;
Her most frightening (philosophically and otherwise) ability is the ability to channel the spirits of anyone who has died in her vicinity.  She can communicate with ghosts relatively easily, and in fact can&#039;t always shut them up.  Controlling one takes more effort in the form of a contest of wills.  When Reliquary is &amp;quot;mounted&amp;quot; by a spirit, she has all of that spirit&#039;s knowledge, skills, physical, mential, and supernatural abilities.  Social abilities (like &amp;quot;Contacts&amp;quot; or &amp;quot;Benifit&amp;quot;) can only be duplicated if Reliquary has some way to finesse the social interactions (like using email or pretending to be a proxy for the original individual.  So basically it&#039;s up to the GM)  Powers that involve unique physiology are available, but painful and tend to ruin her clothes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT:&#039;&#039;&#039;  Attack 5  [Unarmed +0 (Bruise)]   Defense 18 (12 flat-footed)   Init  1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAVES:&#039;&#039;&#039;  Toughness 1 (1 flat-footed)  Fortitude 5  Reflex 5  Will 10&lt;br /&gt;
&lt;br /&gt;
Abilities 16  +  Skills 23 (92 ranks)  +  Feats 25  +  Powers 61  +  Combat 20  +  Saves 15  –  Drawbacks 0 = 160 / 160	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039;&lt;br /&gt;
A genuinely good and pure person burdened by terrible tragidies.  Mandy is fragile, but has a core of strength she needs only to find.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Appearance:&#039;&#039;&#039;&lt;br /&gt;
A raven-haired, pixish beauty with dark blue eyes.  She&#039;s every goth-boy (and half the girls&#039;) fantasy.  She tends to dress in clothes that accentuate her elfin looks, like wearing an oversized boy&#039;s coat or &amp;quot;gothic lolita&amp;quot; styles.&lt;br /&gt;
&lt;br /&gt;
She hasn&#039;t chosen a costume at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039;&lt;br /&gt;
Amanda grew up in a normal, which is to say disfunctional, family.  Mom split up with Dad.  Dad moved to California with some floozy.  Mom got cancer and died.  Somewhere along the way, Amanda learned to play music, which kept her more or less sane.  More less than more.  After the divorce settlement, and with her life-insurance, Valerie Pennington left her little girl well-cared for financially if not psychologically.  Even after living with him for the past three years, Amanda doesn&#039;t have much of a relationship with &amp;quot;Ted.&amp;quot;  (Her dad)&lt;br /&gt;
&lt;br /&gt;
At [location], Amanda&#039;s life changed forever.  She was in the city for a music festival, and going out on the town with a fake ID, when she (along with several other people) was caught up in the Devil&#039;s Night Fire.  The full story of what happened that night never came out.  Most people don&#039;t know or believe that several metahumans dueled, or that the fires and explosions that killed two hundred and thirty-seven people were caused by unrestrained use of superpowers.  Amanda wouldn&#039;t have believed it until her own power Crested and started ripping the souls of the dying from the aether and grafting them into her mind.  (Or psychically copying the resonance of dying people.  What really happens is a question for saints and philosophers.)&lt;br /&gt;
&lt;br /&gt;
Amanda&#039;s mind cracked under the strain.  Fortunately, she came into the care of Joseph Williams, who was able to help her sort out the chaos.  She went her own way after that, needing some space and time to get a grip on the changes, but now she&#039;s getting back into life and considering using her powers in some fashion.  Some days, she thinks she&#039;s a monster.  Others, she manages to believe that she couldn&#039;t do what she does without a reason, and she wants to find it in the hopes that fulfilling her purpose will give her some peace.&lt;br /&gt;
&lt;br /&gt;
House of the Dead:&lt;br /&gt;
&lt;br /&gt;
(provisional, but I wanted to get this down before the thread moved too far)&lt;br /&gt;
K-Money (Kelvin Meadows)&lt;br /&gt;
&lt;br /&gt;
Powers: Fire control, including a big, nasty flame aura. Probably not much controlled projection or flight.&lt;br /&gt;
Personality: A thug who thinks of himself as an honorable warrior, but he&#039;s not really a good person. He&#039;s selfish, short-sighted, and wrapped up in the myth of machismo.&lt;br /&gt;
History: A gang member and drug dealer who went over the edge when his girlfriend left him for another guy. K-Money started off trying to get his girl back and get revenge on the guy who stole her. Things got way out of hand.&lt;br /&gt;
&lt;br /&gt;
Mother May (May Cartwright)&lt;br /&gt;
&lt;br /&gt;
Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They&#039;re all mentally linked with Mother May and each other. They&#039;re super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May&#039;s power to use another one.)&lt;br /&gt;
Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.&lt;br /&gt;
History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy&#039;s ho.&lt;br /&gt;
&lt;br /&gt;
Wise Son (Cassius Striker) (Name stolen without apology from Blood Syndicate, which was cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Wise Son is a living computer able to percieve incredible levels of input and interpret and extrapolate the data at superhuman speed. He&#039;s a combat god, but doesn&#039;t have superhuman physical abilities. He&#039;ll have some mental superspeed, danger sense, and whatnot, but mostly it&#039;ll be every damn combat feat there is. Cassius also carried guns, knives, and anything else he could get his hands on, but Amanda doesn&#039;t.&lt;br /&gt;
Personality: A gang member, but an honorable one. He follows in the mold of Malcom-X. As he started to really come to grips with his powers, he was getting ready to leave the gangs and try to become something more.&lt;br /&gt;
History: A gang kid who found religion and some measure of purpose in life in prison. He thought K-money was bad news and wanted to get May away from him. He didn&#039;t count on K-money being stupid enough to go on a killing spree to track him down. In the mall, he was trying to take down K-money as fast as possible, but wasn&#039;t too concerned with other casualties.&lt;br /&gt;
&lt;br /&gt;
Skyrocket (Billy Roth) (Name stolen from DC&#039;s Power Company, which is also cool)&lt;br /&gt;
&lt;br /&gt;
Powers: Flight and energy blasts with kind of a pyrotechnic effect. Imagine combining Cannonball and Jubilee.&lt;br /&gt;
Personality: Billy&#039;s a good kid from a solid, middle-class home. He really loved being able to fly, and genuinely wanted to help people.&lt;br /&gt;
History: A geeky kid who suddenly found himself with superpowers and did what anybody would do - made a cheesy costume and went out to fight crime. He hadn&#039;t found much crime by the time of Devil&#039;s Night, but he lived close to the mall. He&#039;d have liked Zip Chick (And, in fact, he will). He was in way over his head in the mall battle, and ended up breaking his own neck.&lt;br /&gt;
&lt;br /&gt;
Angel (Angel Murphy)&lt;br /&gt;
Powers: A sympathetic healer/regenerator - probably lower PL than some of the others.&lt;br /&gt;
Personality: A nice woman who had secretly been using her powers for years (she&#039;s part of the last wave). She&#039;s incredibly opposed to violence, but brave.&lt;br /&gt;
History: She was a classic soccer mom with two kids and a job as an EMT. At the mall, she was trying to save lives, and overtaxed her powers. She might have even died trying to help Amanda, who would have gone into a coma after the first wave of deaths.&lt;br /&gt;
&lt;br /&gt;
All completely optional and subject to GM approval, of course.&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cesta&amp;diff=53762</id>
		<title>Cesta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cesta&amp;diff=53762"/>
		<updated>2007-06-27T22:26:00Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CESTA&lt;br /&gt;
PL: 8  (120 pp)											&lt;br /&gt;
&lt;br /&gt;
ABILITIES:   STR: 20 (+5)  DEX: 22 (+6)   CON: 20 (+5)   INT: 12 (+1)   WIS: 14 (+2)   CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
SKILLS:  Acrobatics 13 (+19), Bluff  (+2), Climb 7 (+12), Computers 2 (+3), Concentration  (+2), Diplomacy  (+2), Disguise  (+2), Drive 4 (+10), Escape Artist 5 (+11), Gather Info  (+2), Handle Animal  (+2), Intimidate 8 (+10), Streetwise 3 (+4), Notice 10 (+12), Search 8 (+9), Sense Motive 7 (+9), Stealth 10 (+16), Survival 13 (+15), Swim 5 (+10)&lt;br /&gt;
&lt;br /&gt;
FEATS:  All-out Attack, Defensive Attack, Defensive Roll (5), Dodge Focus (5), Elusive Target, Evasion (2), Improved Critical (1), Improved Defense (3), Improved Disarm, Improved Grab, Improved Grapple, Sneak Attack (2), Takedown Attack (2), Uncanny Dodge, Assessment, Power Attack, Acrobatic Bluff, Equipment (2), Attack Focus (10), Blind-Fight, Chokehold, Improved Initiative (3), Prone Fighting, Improved Pin, Improved Throw, Improved Trip&lt;br /&gt;
&lt;br /&gt;
POWERS: (none)&lt;br /&gt;
&lt;br /&gt;
COMBAT:  Attack 0  [Unarmed +5 (Bruise)]   Defense 15 (10 flat-footed)   Init  18&lt;br /&gt;
&lt;br /&gt;
SAVES:  Toughness 10 (5 flat-footed)  Fortitude 5  Reflex 9  Will 2&lt;br /&gt;
&lt;br /&gt;
Abilities 42  +  Skills 24 (95 ranks)  +  Feats 51  +  Powers 0  +  Combat 0  +  Saves 3  –  Drawbacks 0 = 120 / 120&lt;br /&gt;
&lt;br /&gt;
[[Category: Relatives &amp;amp; Heroics]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vulcan&amp;diff=52535</id>
		<title>Vulcan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vulcan&amp;diff=52535"/>
		<updated>2007-06-10T02:04:59Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Vulcan: Demigod of the Forge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Power Level 14 (210 points)&lt;br /&gt;
&lt;br /&gt;
STR 20/30 (+10), DEX 10 (+0), CON 20/40 (+15), INT 18 (+4), WIS 16 (+3), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
(After slash represents enhanced stats.)&lt;br /&gt;
&lt;br /&gt;
Base stats 36 points.&lt;br /&gt;
&lt;br /&gt;
Toughness +15 (con)&lt;br /&gt;
Fortitude +17 (con + 2 ranks)&lt;br /&gt;
Reflex +5 (dex + 5 ranks)&lt;br /&gt;
Will +10 (wis + 7 ranks)&lt;br /&gt;
&lt;br /&gt;
Base saves 7 points&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +10&lt;br /&gt;
Base Defense Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Base combat 26 points.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
Concentration 4 (+7)&lt;br /&gt;
Craft (Artistic) 19 (+23)&lt;br /&gt;
Craft (Structural) 19 (+23)&lt;br /&gt;
Craft (Mechanical) 19 (+23)&lt;br /&gt;
Disable Device 10 (+14)&lt;br /&gt;
Disguise 6 (+7)&lt;br /&gt;
Knowledge (Art) 19 (+23)&lt;br /&gt;
Knowledge (Arcane Lore) 8 (+13)&lt;br /&gt;
Knowledge (Business) 7 (1)&lt;br /&gt;
Knowledge (History) 10 (+14)&lt;br /&gt;
Medicine 6 (+9)&lt;br /&gt;
Notice 6 (+9)&lt;br /&gt;
Profession (Artist) 7 (+10)&lt;br /&gt;
Sense Motive 4 (+7)&lt;br /&gt;
&lt;br /&gt;
Skills 36 points.&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
Accurate Attack&lt;br /&gt;
Artificer&lt;br /&gt;
Improved Critical (Hammer)&lt;br /&gt;
Benefit (Invent with Artificer using Knowledge: Art instead of Knowledge: Arcane Lore)&lt;br /&gt;
Equipment 1 (Workshop)&lt;br /&gt;
Fearless&lt;br /&gt;
Improved Block&lt;br /&gt;
Improved Sunder&lt;br /&gt;
Improvised Tools&lt;br /&gt;
Jack of All Trades&lt;br /&gt;
Luck 3&lt;br /&gt;
Minions 7 (Rank 4, Progression 3 - Brass golem constructs)&lt;br /&gt;
Power Attack&lt;br /&gt;
Improved Aim&lt;br /&gt;
Ritualist&lt;br /&gt;
Skill Mastery (Craft Structural, Craft Artistic, Craft Mechanical, Disable Device)&lt;br /&gt;
Weapon Break&lt;br /&gt;
&lt;br /&gt;
Feats 25 power points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Powers:&lt;br /&gt;
&lt;br /&gt;
Immunities (11 points)&lt;br /&gt;
Immunity 10 (All heat-based effects.)&lt;br /&gt;
Immunity 1 (Aging)&lt;br /&gt;
&lt;br /&gt;
Enhanced Stats (47 points)&lt;br /&gt;
Enhanced Strength 10&lt;br /&gt;
(linked) Superstrength 8, PF: Groundstrike&lt;br /&gt;
(linked) Enhanced Constitution 20&lt;br /&gt;
&lt;br /&gt;
Hammer of the Smith (12 points)&lt;br /&gt;
Device 4 (easy to lose)&lt;br /&gt;
Strike 8 (PF: Mighty, Thrown 8, Restricted to those with 26 or greater strength)&lt;br /&gt;
Enhanced Feats: Quick Draw, Stunning Attack&lt;br /&gt;
&lt;br /&gt;
Shield of the Smith (6 points)&lt;br /&gt;
Device 2 (easy to lose)&lt;br /&gt;
Shield 10&lt;br /&gt;
&lt;br /&gt;
Combat: Attack +10, Damage +10 (unarmed), +18 (Hammer)&lt;br /&gt;
Defense +13 (+2 flatfooted)&lt;br /&gt;
&lt;br /&gt;
Drawback: Disability (lame, base speed 20 ft, 3 pts)&lt;br /&gt;
&lt;br /&gt;
Abilities 36 + Skills 36 (144 ranks) + Feats 25 + Powers 76 + Combat 26 + Saves 14 - Drawbacks 3 = 210 pp&lt;br /&gt;
&lt;br /&gt;
[[Category: Relatives &amp;amp; Heroics]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elastic_Man&amp;diff=52534</id>
		<title>Elastic Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elastic_Man&amp;diff=52534"/>
		<updated>2007-06-10T02:03:52Z</updated>

		<summary type="html">&lt;p&gt;David Goodner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Elastic Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Power Level 8 (120 points)&lt;br /&gt;
&lt;br /&gt;
STR 9 (-1), DEX 12 (+1), CON 8 (-1), INT 16 (+3), WIS 14 (+2), CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
Base stats 15 points.&lt;br /&gt;
&lt;br /&gt;
Toughness +2 (con + protection)&lt;br /&gt;
Fortitude +1 (con + 2 ranks)&lt;br /&gt;
Reflex +5 (dex + 4 ranks)&lt;br /&gt;
Will +6 (wis + 4 ranks)&lt;br /&gt;
&lt;br /&gt;
Base saves 10 points&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +6&lt;br /&gt;
Base Defense Bonus: +8&lt;br /&gt;
&lt;br /&gt;
Base combat 28 points.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
Acrobatics 4 (+5)&lt;br /&gt;
Bluff 6 (+9)&lt;br /&gt;
Disable Device 5 (+8)&lt;br /&gt;
Disguise 6 (+9/+48 when using Morph)&lt;br /&gt;
Investigate 7 (+10)&lt;br /&gt;
Knowledge (Behavioral Sciences) 6 (+9)&lt;br /&gt;
Knowledge (Streetwise) 4 (+7)&lt;br /&gt;
Languages (German, French, Japanese)&lt;br /&gt;
Notice 6 (+8)&lt;br /&gt;
Search 6 (+9)&lt;br /&gt;
Sense Motive 7 (+9)&lt;br /&gt;
&lt;br /&gt;
Skills 15 power points.&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
Jack of All Trades&lt;br /&gt;
Quick Change 2&lt;br /&gt;
Taunt&lt;br /&gt;
Equipment 4&lt;br /&gt;
Attack Focus (melee) 2&lt;br /&gt;
Grappling Finesse&lt;br /&gt;
Improved Grab&lt;br /&gt;
Luck 1&lt;br /&gt;
Teamwork 3&lt;br /&gt;
Benefit (Security Clearance)&lt;br /&gt;
Benefit (Wealth) 2&lt;br /&gt;
Sneak Attack 2&lt;br /&gt;
&lt;br /&gt;
Feats 21 power points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Powers:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Face of Rubber&amp;quot; Morph 8 (any human being) - 17 pts&lt;br /&gt;
AP: Elongation 16&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Elastic Punch&amp;quot; Strike 3 (PF: Mighty) - 4 pts&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rubbery Body&amp;quot; Protection 5 (Extra: Impervious) - 10 pts&lt;br /&gt;
&lt;br /&gt;
Combat: Attack +8, Damage +2 (unarmed), +5 (w/ sneak attack)&lt;br /&gt;
Defense +8 (+4 flatfooted)&lt;br /&gt;
&lt;br /&gt;
Complications: Old Age&lt;br /&gt;
&lt;br /&gt;
Abilities 15 + Skills 15 (60 ranks) + Feats 21 + Powers 31 + Combat 28 + Saves 10 = 120 pp&lt;br /&gt;
&lt;br /&gt;
[[Category:Relatives &amp;amp; Heroics]]&lt;/div&gt;</summary>
		<author><name>David Goodner</name></author>
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