Jump to content

Kanister

New Members
  • Posts

    9
  • Joined

  • Last visited

Kanister's Achievements

Newbie

Newbie (1/3)

  1. Sunday, February 16th, 2014 5:33 PM After several hours of flight, Jessica was finally home. She just got back from Sweden, where she was visiting her dad, and had no desire to do anything but rest. After so many trips she should be accustomed to jet lag but it's probably a thing that will never go away. Yet, Jessica enjoys those visits, those rare occassions to speak in person with one of the few people she cares about. Additionally, Sweden's climate is something that supposedly resembles her family's home planet. Exhausted, she laid on the sofa and closed her eyes. Surely, the city can survive one more night without her? Not five minutes after she began napping, someone rang the doorbell. Resigned, she went to the house's entrance muttering profanities against whoever came to visit her. "Hey, Jess! How are you?" said a tall man in his early forties. Edward McKove. A fellow violinist, one of the few people that Jessica might call a friend. "Hi, I'm fine" she answered trying to not sound too exhausted. "You?" "Okay, I guess. Listen, can you do me a favor and borrow some CDs? I think my iPod broke and you know I can't function without Vivaldi in my ears. And you're one of the few people I know that still owns CDs." "Sure, come in"[/i] Jessica closed the door behind her guest, and brought him to the living room. There laid her CD collection and a sound system that had way too many functions. "Be my guest, just don't take everything, okay? You want anything too drink? Tea? Coffee?" "Coffee's fine, thanks" he answered while grubbing around CDs. While making hot bevarages, a loud noise, as if someone was drilling a hole in the wall, struck Jessica's ears. She ran back to the living room. [i]"Turn that off!" she shouted at Edward who looked perplexed but he just changed the track, which was even more noisy and just as awful. Frustrated with her guest's behavior, Jessica unplugged the damned contraption. "That's queer, stuff on my iPod sounds almost the same." he said with a puzzling look on his face. [i]"This can't be good."[/i]
  2. Seems like a good adventure to see how Spelldancer (PL10) handles herself. I'd like to join. Taking several days off to rest and visit the Sydney Opera House seems like a plausible explanation why she'd be there.
  3. Thanks, Arichamus! Yeah, The Witcher got a rather mediocre RPG in the early 2000s. After a pretty bad movie and TV series. Some time ago I heard they're going to release second edition but they probably won't. As for the comics: I'm mostly into superheroes and Polish indie stuff, though I won't say no to other well-written stuff like Y: The Last Ma. Some of my favorite books/runs: Geoff Johns' Teen Titans, Kyle & Yost's New X-Men, Invincible, the second incarnation of Guardians of the Galaxy (totally hyped for the movie) or that new Thor book.
  4. Hi, everybody! I've been reading FCPBP for some time, actually found out about it via tvtropes. So, what can I tell? I'm 24, Polish, currently a student trying to write his BA paper on American propaganda in the 30s and 40s. I've been playing RPGs for about 10 years now. Mostly WHFRP, Call of Cthulhu, and some Polish stuff (The Witcher, Neuroshima). I don't have much experience with PBPs, and it's my first one about M&M, and it's in English! What have I gotten myself into. Oh, also, I think I can speak English fairly well but feel free to point out some awkward grammatical constructions or mixing vocab from AmE and BrE. Anyway, not counting RPGs, I'm interested in comic books, history and sociolinguistics (in that order, actually sociolinguistics is a rather new interest of mine). Also: I've already PMd Thevshi about my situation, but I guess I can post this here as well. I didn't know that the new players were given priority on getting their characters approved, so I thought I wouldn't be approved until late January/early February. And, because of my university stuff, I won't be able to be active until early February.
  5. Thanks for the corrections! 1. Let me explain why I chose Duncan: Even with his leg condition, he's more than capable to stand his own against some street thugs. Also, the way I read Claremont Academy entry in the FC sourcebook, it states that he could've been doing some field work alongside his usual detective stuff. But if it's not compatible with FCPBP canon, I can change it. It's not a big deal to me. 2. I think that she won't be nothing more than an acquaintance to canon Next-Gen characters. I probably will come up with some original NPCs while finishing the Questionnaire.
  6. Thanks for the suggestions and corrections! I got rid of 1 rank of Equipment, lowered some skills (K:Arcane, Concentration, K:Art) and got Protection 2. Oh, and please, don't apologize. It's my fault, I should've read the rules more carefully. And, yeah, emphatic healing was a typo. As to magic focus: I don't really think that powerstunting is something that suits this character. She'd probably think of it as using an unmastered spell, which would be quite irresponsible. But I guess, I'll have to see, for now I can only repeat that I have no desire to abuse it.
  7. Okay, so I made some changes. Changes in fluff: Added previous complication to Personality & Motivation. Changed Power Description and Powers & Tactics a bit. Added a new complication. It's pretty minor but might be interesting when it comes up. Changes in build: +2 Dexterity Boosted Fort and Ref Minor changes in skills Feats: Benefit, Eidetic Memory, Speed of Thought, Well-Informed are gone. Got Improved Initative. Moderate to major changes in powers.
  8. Thanks for the welcoming! I'll try to adjust some stuff during this week. For now, just a quick clarification: a) Yes, I was thinking about Low-Light Vision I'm fairly new to the system and not really sure how stunting a power works. By no means do I wish to abuse it. I'll think about a way to focus it down. c) I wasn't really thinking about HPs, just a potential interactions with fellow mages. I guess I'll move it to Personality section.
  9. Player Name: Kanister Character Name: Spelldancer Power Level: 10 (150/150 PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A talented Lor sorceress and empath using her powers to protect humanity! Alternate Identity: Jessica Jersey / Enki Eparia Identity: Secret Birthplace: Austin, Texas Occupation: Superhero, violinist, sorceress Affiliations: Freedom Philharmonic (member), Claremont Academy (graduate) Family: Antar Eparia (father), Orta Eparia (mother, deceased), Estro Eparia (uncle, never seen him, presumably in the Lor Republic) Description: Age: 27 (DoB: 12/12/1986) Gender: Female Species: Lor Height: 5'6'' Weight: 150 lbs. Eyes: Green Hair: Orange Jessica is a bit taller than average, with a healthy build. She is very light skinned, and has long, orange hair. Her nose is a bit snubbed, and eyes are green. When not in costume, Jessica puts on some make-up, and wears informal attire consisting of a jacket with a matching skirt, and a blouse. She also puts her hair into a chignon and wears a pair of slim fake glasses to conceal her secret identity. Power Descriptions: Jessica's powers comes from two sources: Lor mentat heritage, and magic. When she's healing somebody, her hands glow brightly while she is absorbing the injured person's wounds. Both her Force Field and items created by Create Object have a light, but visible, viridian glow. Teleport is accompanied by a short sound, like someone was tearing apart a piece of cloth. Generally, her spells involve a lot of complicated hand gestures and mystical invocations but they are not required for the spells to work. History: Jessica's family comes form Crassus III, a particularly cold planet in the Lor Republic. They arrived on Earth in 1983 as a part of witness protection program. Long story short: Her father, Antar, was blackmailed by his brother, Estro, to give industrial secrets to Estro's employers. After a couple of years, Antar had enough and turned Estro in. There was some anonymous threats, so Antar agreed to move to Earth with his wife, Orta. Both Antar and Orta were quite smart and able to blend in with humans. Jessica suspects that her mother used her psionic powers to obtain required legal documents but she never asked. They got jobs (Antar as a computer engineer, Orta as a psychiatrist) and generally lead nice lives. Jessica Jersey was born in 1986. Well, at least that was her legal name. In her early years, Antar and Orta insisted on raising Jessica as a Lor would be raised, and called her Enki. Fortunately, they soon decided it wasn't the best idea because that would make her child an outsider. Jessica's powers manifested in 1992, after her mother died in a car accident, and her father was seemingly unaffected by this tragedy. She was furious at him, she wanted him to feel sad, and she accidentally made him despaired for a short time, almost driving him to suicide. It was as traumatic event for her as it was for him. After the accident, they talked. Antar was obviously saddened by his wife's death but he didn't want to show his emotions to Jessica. Understandable. In 2002, Jessica and Antar moved to Freedom City because the latter got a job offer at ASTRO Labs, and nothing really kept them in Austin. While in her hometown, Jessica occasionally saw some superheroes but in Freedom City they were literally everywhere. She decided she wants to be a part of this. She put on a makeshift costume and flew around trying tackle street thugs and influence their emotional state to leave people alone. It was quite pathetic, really. Once she flew into a wall and was almost killed by some gang members but was saved by Duncan Summers who was observing her. He scolded her and drove her home. Mr. Summers appeared several days later to offer her a place in the Claremont Academy. Antar decided it was for the best, so she enrolled. In the Academy she learned how to control her powers, and discovered her affinity for magic. After graduation, she didn't really know what to do. She no longer had a desire to be a hero. Fortunately, she was really good at playing the violin, and formed a string quartet with three individuals. They weren't really successful but after this short-lived project, Jessica tried to get a job at the Freedom Philharmonic which had an open spot for a violinist, and she got it. Following one of Maestro's attacks on the Beaudrie Opera House, she decided it was time to put her powers in good use. She created a costume, and decided to be ready for the villain's next appearance. When he attacked, she engaged him. While Spelldancer was unable to defeat him, she kept the civilians safe, and was able to stall him long enough for Johnny Rocket to arrive and save the day. The encounter with Maestro happened several months ago. Since then, Spelldancer has been flying around, helping people, and fighting street criminals. Nothing too spectacular. Also, in the meantime, Antar decided he wanted to travel the world and settled in Sweden because it reminded him of Crassus III. Personality & Motivation: Jessica is calm, patient and generally kind. If someone irritates her, she'll just ignore this person, unless she's really frustrated, in which case she'll get passively aggresive. Being sheltered by her parents for most of her life, Jessica never had a lot of friends, and is rather reserved in expressing her emotions. She's proud of her skills (both sorcerous and musical), and strives to improve them even more. This pride has its weak points, though. Unlike most of her colleagues, Jessica is unable to sense magic. This fact frustrates her to no end, and may lead to some unpleasantness when someone acts shocked because of the fact that she's a sorceress without this ability. Her Spelldancer persona is similar, maybe a bit more boastful about her magic. Powers & Tactics: Jessica is an empath and a sorceress. Her Protective Magic allows her to, well, protect herself, and hide or escape from enemies. Other spells that she'd be able to cast, but has not mastered yet, are: variations of Obscure and Illusion (both phantasms) or Defletion. Her Worldshaper's Magic allows her to change the world around her. Other splls that she'd be able to cast, but has not mastered yet, are: a more powerful version of Telekinesis, Environmental Control, Animate Objects, Disintegration or Color Control. During an encounter, Jessica is most likely to stay mobile by flying around while having her Force Field activated. At first, she'll try to trap the opponent in a force cage. If this proves unsuccessful, she'll try to influence the environment to her advantage via Shape Matter or Transumation Spells. She uses her Blast reluctantly, unless she sees that it can prove more advantageous. Complications Secret Identity: As far as she's aware, nobody knows that Jessica Jersey is Spelldancer. And she'd like it to stay that way. Responsibility: Jessica is expected to attend Freedom Philharmonic practices and events. This sometimes proves difficult, if not outright impossible. Flight is not a power: It's a state of mind. Spelldancer isn't able to fly while she's feeling particularly down, scared or frustrated. Fear of Fire: Due to her natural vulnerability to fire, Jessica feels uneasy while in proximity to open flames. She won't be outright scared unless fighting an oppononent with fire-based powers or other potentially dangerous situations involving fire. Tech Unsavvy: Jessica can barely operate her cell phone and PC. It's a miracle she got her driver's license. It's not that she can't learn to use all those things, she just doesn't care and can't find time. At least that's what she's telling everybody. Enemy: Jessica is pretty sure that Maestro is aware that Spelldancer is closely assiociated with the Freedom Philharmonic. He might use this knowledge to fulfill his villainous plans. Omniglot Truth-Teller: While using her Comprehend power to speak otherwise unknown languages, Jessica is compelled to express her emotions, thus can't lie. Abilities: 0 + 2 + 0 + 8 + 6 + 6 = 22 PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 8 + 8 = 16 PP Initiative: +5 (+1 Dex, +4) Attack: +4 Melee, +6 Ranged Grapple: +4 Defense: +8 (+4 Base, +4 Dodge), +2 Flat-Footed Knockback: -6 Saving Throws: 7 + 6 + 6 = 19 PP Toughness: +12 (+0 Con, +8 Force Field, +2 Protection, +2 Defensive Roll) Fortitude: +7 (+0 Con, +7) Reflex: +7 (+1 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 68 R = 17 PP Bluff 0 (+3, +7 Attractive) Concentration 4 (+7) Diplomacy 8 (+11, +15 Attractive) [skill Mastery] Knowledge (Arcane Lore) 14 (+18) [skill Mastery] Knowledge (Art) 1 (+5) Knowledge (Galactic Lore) 1 (+5) Language 4 (Ancient Egyptian, Arabic, Atlantean, English, Lor [Native]) Notice 8 (+11) Perform (Dance) 8 (+11) Perform (String Instruments) 12 (+15, +17 Masterwork Violin) [skill Mastery] Sense Motive 8 (+11) [skill Mastery] Feats: 14 PP Attack Focus: Ranged 2 Attractive Benefit: Wealth 1 [Wealthy] Contacts (Heroic Wizards and Witches; Freedom City Musicians) Defensive Roll Dodge Focus 4 Equipment [5 EP] Improved Initiative Ritualist Skill Mastery (Diplomacy, Knowledge [Arcane Lore], Perform [string Instruments], Sense Motive) Equipment: 0 + 1 + 4 = 5 EP Cell phone [0 EP] Masterwork Violin [1 EP] Headquarters (Spelldancer's Sanctuary) Size: Small [0 EP] Toughness: 5 [0 EP] Features: Fire Prevention System, Garage, Library, Living Space [4 EP] Powers: 1 + 1 + 2 + 1 + 1 + 2 + 11 + 11 + 34 = 64 PP Quickness 3 (Flaws: Limited to Reading) [1 PP] (x10) {Training} Enhanced Feat 1 (Quick Change) [1 PP] {Magic} Super-Senses 2 (Psionic Awareness) {Psionic} [2 PP] Super-Senses 1 (Low-Light Vision) [1 PP] {Alien Biology} Immunity 1 (Cold) [1 PP] {Alien Biology} Protection 2 [2 PP] {Alien Biology} Lor Mentat Ancestors (7 PP Array; PFs: Alternate Power 4) [11 PP] {Emotion, Psionic} BE: Flight 3 (PFs: Subtle) [7 PP] (50 MPH) AP: Mind Reading 10 (PFs: Subtle 2; Flaws: Limited to Emotions) [7 PP] AP: Healing 10 (PFs: Persistent; Flaws: Empathic, Limited to Others) [6 PP] AP: Emotion Control 10 (PFs: Subtle 2; Flaws: Range [Touch]) [7 PP] AP: Comprehend 2 (Speak and understand all languages) [4 PP] Protective Magic (8 PP Array; PFs: Alternate Power 3) [11 PP] {Magic} BE: Force Field 8 [8 PP] "Amazing Armor of Arki" AP: Morph 8 (+40 Disguise; Any Humanoid; Flaws: Phantasms) [8 PP] "Million Masks of Mati" AP: Concealment 8 (Visual, Auditory; Flaws: Phantasms) [6 PP] "Blank Beauty of Bermut" AP: Teleport 7 (PFs: Change Direction; Flaws: Long-Range) [8 PP] (Range: 200 miles, Cargo: 100 lbs) "Rapid Road of Reshpu" Worldshaper's Magic (30 PP Array; PFs: Alternate Power 4) [34 PP] {Magic} BE: Create Object 8 (Force Constructs; PFs: Accurate 2, Affects Insubstantial 2, Precise, Stationary; Extras: Duration [Continuous]) [30 PP] (eight 10-foot cubes) "Impressive Items of Ishri" AP: Shape Matter 7 (PFs: Precise) [29 PP] (100 lbs.) "Shifting Song of Sharra" AP: Transmutation 6 [30 PP] (50 lbs.) "Chaotic Changes of Chotesh" AP: Telekinesis 1 (PFs: Precise, Subtle 2; Extras: Range [Perception]) [6 PP] (Heavy Load: 50 lbs.) "Invisible Interactions of Ishri" AP: Blast 10 (PFs: Accurate 2, Affect Insubstantial 2, Indirect 3, Precise, Variable Descriptor [Limited Magic*]) [29 PP] "Perplexing Projectiles of Perkos" *Blast Descriptors: Magic + Air, Electricity/Lighting, Light, Water Drawbacks: -2 = -2 PP Fire/Heat Vulnerability (Minor [+1 DC], Common) [-2 PP] Totals: Abilities (22) + Combat (16) + Saving Throws (19) + Skills (17) + Feats (14) + Powers (64) - Drawbacks (2) = 150/150 Power Points DC Block
×
×
  • Create New...