Jump to content

ArchAngel (PL10) - Chimeric


Recommended Posts

Player Name: Chimeric

Character Name: Annie Sage 

Power Level: 10 (150/151pp)

Trade-Offs: -5 Defense +5 Toughness

Unspent Power Points: 1

In Brief: Cloned psychic teenager with a righteous superhero alter ego.

Residence: Claremont Academy

Base of Operations: Claremont Academy

Catchphrase: “Righteous.”

Alternate Identity: Archangel

Identity: Secret

Birthplace: Secret DNAscent Cloning Lab in Arizona

Occupation: Student

Affiliations: Claremont Academy

Family: Mother: Dana Sage (Deceased), Father: Daniel Sage (Deceased)

Description:

Age: 17 DOB January 1st 2000.

Apparent Age: 17

Gender: Female

Ethnicity: Caucasian

Height: 5’ 10”

Weight: 120 Pounds

Eyes: Brown

Hair: Brown

 

Annie is tall slim teenage girl, she dresses conservatively in earthly colors wearing sweaters and long pants and has never been seen with makeup. She has shoulder length brown hair. A rather plain looking young woman with a slightly flawed complexion, her only characteristic of note is her particularly intense gaze. Her air is protective and insecure. Her facial expressions are mostly wary or critical. Her costume is completely amatuer, a bandana or cloth face covering and a hoodie is what she uses to hide her identity when super-heroing.

 

Power Descriptions:

Her Psionic powers are subtle, a tense gaze, balled fists and a furrowed brow are the only things that may give hint that she’s the one who’s hurling parked cars or setting fires.

 

History:

Annie was created by an artificial process in a rebooting of the DNAscent program with the purpose of designing super soldiers for The Labyrinth. She’s the genetic offspring of Professor Psion, an evil psychic mastermind who’s in charge of The Psions and affiliated with The Labyrinth. Annie was created alongside several other children for The Labyrinth’s insidious purposes. Annie showed early on, the most potential of the bunch. Prenatal evaluations expressed off the charts latent Psionic ability. Many ‘test subjects’ died during this rebooted DNAscent program. Annie was of the second batch of these subjects. Shortly after she “born” and while she was just a baby the lab was raided by Patriot, an AEGIS affiliated Hero and the experiments were put to a stop. Unfortunately the culprits escaped.

 

Annie and the other children were handed over to AEGIS, who’s director Powers C. Horatio “Harry” felt the safest place for her was to raised by a married couple who were mundane but trusted administrators of AEGIS. Their primary job was allotting funds for emergency aid missions. Annie Sage taking the last name of her adopting mother and father, grew up completely unaware of her origins and her potential. Dana Sage and Daniel Sage were a quiet christian couple who had no children until Annie. Daniel was infertile and they were happy to raise a child. They were kind loving parents who raised her in a traditional and conservative upbringing.  Their quiet life was torn asunder when Professor Psion came to collect his “daughter”. 

 

Professor Psion killed her parents and while he was just finishing up his evil monologue Annie rose to the occasion. But as a different person, she chastised Professor Psion for his evil ways and used her latent psychic powers against Professor Psion turning her quiet Freedom City suburb into a psychic war zone. Afterwords Annie collapsed from exhaustion, terror, trauma and confusion. She felt like she had been split in half and she didn’t recognize herself. In between the trauma and the shock of her awakened psychic abilities something happened to her and she was aware of a part of her that she was afraid of, a part of her that was strong and righteous. Everything she believed she wasn’t up until that point. She believed she was an Archangel who’d been placed on earth, and her ability to read minds, to know of people’s deepest evils and her other metahuman abilities were a result of her divine origins.

 

From there and while she was still in shock AEGIS agents swooped in and escorted her to an AEGIS safe house. She then met Harry a second time, he remembered her as an infant who was dropped on his door step so to speak. He told her of her origins, her parents affiliation with AEGIS, her powers and how she may still be a target of The Labyrinth. Then, he instructed her that she would be safest at Claremont Academy and under the careful stewardship of metahumans who could help her understand her situation. Completely overwhelmed, she told Harry she was infact an angel sent to earth to restore balance and order to humanity and not a clone of some malignant psychopath. She was taken in hand by an AEGIS agent and loaded up on a helicopter, with just a backpack full of clothes she was sent to live at Claremont Academy. 

 

Months passed by as she settled into her new home. She began under careful instruction experimenting with her powers. She kept up practicing the piano, she went to class, even making some fellow literary aficionado friends. She tried to put everything that had happened, AEGIS, her belief in her angelic birth behind her, like she was suggested by the school’s counselor. Although her delusions subsided momentarily, she could not deny her true purpose in life for long! When the Atlantians waged war on the surface war she knew that she might take up the mantle and defend humanity.

 

She calls herself ArchAngel.

 

She still resides at Claremont academy, she keeps up with her friends and her classes, tries to live a normal life of a teenager. But she believes that she is really an Archangel sent by God to right wrongs and punish the wicked, and she acts out these fantasies at night in Freedom City.

 

Personality & Motivation:

Annie is a traumatized young woman with incredible psychic gifts, she can read and control minds, lift tractor trailers with out touching them and stop bullets mid strike. The realization of this incredible power alongside her parents death has fractured her vulnerable psychic mind and she believes herself to be a powerful angel. A relatively shy but intense person who was raised in a conservative traditional and sheltered life, she secretly harbors an incredible fury and confidence that she let’s loose on those who’ve wronged others or pose a danger to society.

 

Sometimes her delusions take her away, she believes she can see signs of God’s will and while she can know a great deal from prying into others minds and emotions what she doesn’t know she’ll try and interpret through stars and the feeling of the wind. She is deeply afraid of losing control again, she fears that the other psychics she may meet are working for Professor Psion. She believes she is being watched by AEGIS still, that they are using her as bait to lure The Labyrinth into a trap.

 

She loves classical music, and has an appreciation for aesthetic pleasures. She’s young and occasionally gives into her emotions, rage, angst, melancholy. Her judgement calls spring more from gut instincts and the Bible than from a well reflected moral code like others heroes might have. She has great faith in her ability to judge people, backed up both by her ability to read minds and her belief in her divine origin.

 

Powers & Tactics:

ArchAngel can trick others into ignoring her or morphing using her psychic gifts. She can control or read minds, grapple foes with her telekinesis and blast them with mental attacks. She can communicate telepathically over some distance and has a radial psychic sense that allows her to have limit psychic omniscience which feeds her belief in her divine origin. She sometimes receives uncontrolled glimpses of the future and the past. She can protect herself with a forcefield and fly at mild speeds. Her psychic senses let her feel danger before it happens.

 

She uses these powers to find out who’s evil and who is good and she acts accordingly. Preventing harm is her top priority, always.

 

Complications:

Daddy’s Little Girl: Professor Psion wants to be involved in Annie’s life, he doesn’t want to kill her but he’s going to make her life difficult until she quits Claremont and comes and does his bidding like the rest of his offspring.

 

Hunted (The Labyrinth):  The Labyrinth hasn’t stopped hunting for Annie all these years, and now that she’s broadcasting her powers flying around Freedom City fighting crime it won’t be long until her identity is discovered and then The Labyrinth won’t stop until they’ve collected their genetic property.

 

Secret Identity: She wears a hooded sweatshirt and a bandana and fights crime at night under the mantle ‘ArchAngel’. 

 

Responsibility (Claremont Academy): She has certain commitments to the school and to the school's counselor.

 

Delusional: Annie believes she is an Archangel, one of the highest angels of heaven. God’s providence guides her. She reads the signs to interpret his will and acts according to these signs. The GM can use this flaw to ‘trick’ Annie into believing something via reading the signs.

 

Trauma (Parents Death): Annie saw her parents get killed by Professor Psion, she hopes nobody uses that to torment or mess with her.

 

Believe me!: Annie believes she is an Archangel, not just a regular angel, definitely not a mortal. It's extremely important to her that others (especially other heroes and villains) believe that she's a special divine creature. The only problem is... she isn't one. If confronted by the reality, that she is a mere mortal with psychic powers she'll cling to her delusions and evade rational discourse. 

 

Abilities: 0 + 0 + 2 + 2 + 2 + 0 = 6PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 12 (+1)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 10 (+0)

 

 

Combat: 6 + 4 = 10PP

Initiative: +0

Attack: +3 Melee, +3 Ranged

Grapple: +0/+20 Perception Based Move Object

Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Knockback: -0/-7

 

 

Saving Throws: 4 +  5 + 9 = 19PP

Toughness: +15 (+1 Con, +14 Forcefield)

Fortitude: +5 (+1 Con, +4)

Reflex: +5 (+0 Dex, +5)

Will: +10 (+1 Wis, +9)

 

 

Skills: 36R = 9PP

Concentration 12 (+13)

Disguise 0 (+0/+50) Using Morph

Notice 12 (+13)

Perform (Piano) 6 (+6)

Sense Motive 6 (+7)

 

 

Feats: 8PP

Dodge Focus 3

Interpose

Luck 2

Second Chance (Concentration checks to maintain powers) 

Ultimate Will

 

 

Powers:   4 + 15 + 51  + 7 + 6 + 15  = 98PP

All powers have Psionic descriptor 

 

Flight 2 ( 25mph; 250’ per move action) [4pp]

 

Forcefield 14 (Telekinesis; Feats: Subtle) [15pp]

 

Psionics 22.5 (45PP Array, Feats: Alternate Power 6) [51PP]

  • BE: ESP 6 (Clairvoyance; Auditory + Visual Senses, 20 mile, No Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 20-mile-diameter area], Subtle 2) {44/45}
  • AP: Blast 10 (Pyrokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; Feats: Split Attack, Subtle, Variable Descriptor [fire/force]) + Drain Toughness 7 (Extra: Range 2 [Perception], Affects Objects, Flaw: Action [Full], Feats: Subtle) {22} {45/45}
  • AP: Mind Control 14 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {44/45}
  • AP: Move Object 14 (Telekinesis; Strength 70, Heavy Load 200 tons; Extra: Range [Perception]; Feats: Precise, Split Attack, Subtle) {45/45}
  • AP: Stun 14 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {45/45}
  • AP: Damage 10 (Extras: Range 2 (Perception), Alternate Save (Will), Mental; Feats: Subtle, Split Attack, Incurable;) {43/45}
  • AP: Drain Will 14 (Extras: Range 2 (Perception), Alternate Save (Will), Mental Flaw: Action [Full]; Feats: Subtle) {43/45}

 

Super-Senses 8 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [7PP]

 

Super-Senses 6   (Psychic Blindsight (Mental Sense, +Accurate, +Acute, +Radius, +Ranged) [6PP]

 

Telepathy 6 (12PP Array; Feats: Alternate Power 3) [15PP]

  • BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Understand any language, Extras: Linked [Communication]) {2} {12/12}
  • AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} 
  • AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12}
  • AP: Morph 10 (Humanoids, Flaws: Phantasm, Feats: Selective, Subtle) {12/12}

 

 

 

Drawbacks

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT

Unarmed               Touch           DC 15 Toughness   Damage [Physical]

Blast                      Perception   DC 25 Toughness   Damage [Energy]

Mental Blast          Perception   DC 25 Will Save      Damage [Mental]

Mind Control         Perception   DC 24 Will Save      Controlled 

Move Object         Perception   +28 Grapple            Pinned/Bound 

Stun                      Perception   DC 24 Will Save      Dazed/Stunned

Drain Will             Perception   DC 24 Will Save      Drain Will

 

 

Totals: Abilities (6) + Combat (10) + Saving Throws (19) + Skills (9) + Feats (8) + Powers (98) - Drawbacks (0) = 150/151 Power Points

 
Edited by Fox
+1pp for April 2017
Link to comment
13 hours ago, Avenger Assembled said:

(With the caveat that her self-delusions should eventually wear off over time - just to provide some growth for the character)

Yes! That is my plan, I am glad we are of the same mind. Character growth is important for such a flawed individual.

Link to comment

I think you put 10 PP into Super-Senses, not 8:

 

-Uncanny Dodge (Mental) [1 PP]

-Mental Awareness 2 [2 PP]

-Danger Sense (Mental) [1 PP]

-Precognition [4 PP] - Uncontrolled [1 PP] = 3 PP

-Postcognition [4 PP] - Uncontrolled [1 PP] = 3 PP

 

So, 10 PP. You'll need to juggle some points there, but otherwise, looks good. 

Link to comment
14 hours ago, trollthumper said:

I think you put 10 PP into Super-Senses, not 8:

 

-Uncanny Dodge (Mental) [1 PP]

-Mental Awareness 2 [2 PP]

-Danger Sense (Mental) [1 PP]

-Precognition [4 PP] - Uncontrolled [1 PP] = 3 PP

-Postcognition [4 PP] - Uncontrolled [1 PP] = 3 PP

 

So, 10 PP. You'll need to juggle some points there, but otherwise, looks good. 

I removed precognition putting the total at 7pp and added one level of luck in my feat section.
Thank you.

Link to comment
×
×
  • Create New...