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souffle_girl

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  1. "I kind of specialize in knocking down doors, if that's needed. What can you girls exactly do, if I may ask?" Emily then took a look at the building, trying to guess the best entry strategy. [OOC: Knowledge (Tactics) check]
  2. Knowledge (Tactics) to determine best entry strategy and formation
  3. Ok, I edited the corrections in. She should be ready now.
  4. Trailblazer is 16, so she might be either a sophomore or a junior
  5. My main inspirations here were being in Dublin, Door from Gaiman's Neverwhere and, for the visual theme, the character of Myriam Leclair from the italian comic Jonathan Steele. Player Name: Souffle_girl Character Name: Trailblazer Power Level: 7 (105/109 PP) Trade-Offs: +2 Attack / -2 DC (unarmed), +3 Defense / -3 Toughness Unspent Power Points: 4 Progress To Bronze Status: 4/30 In Brief: Teenage teleporter badly in need of a course in being a fairy. Residence: Claremont High Catchphrase: "Let's see where this door leads..." Alternate Identity: Angeline Ross Identity: Secret Birthplace: The spirit realm Occupation: High school student Family and friends: - Deirdre Ross: Angie's adoptive mother, owns a curio and books shop in downtown Freedom catering to the needs of the Arcane community. - The Traveller: Nothing is known about Angie's real father, except for this nickname. He belongs to a once well respected, now declining, fairy clan and his powers are supposed to have to do with travelling through realities. - Oliver: Oliver is Angie's cat... or at least that's what she thought. Until she found out Oliver is actually an underling of her father's, a fairy in cat form sent to Earth to watch over her. Oliver can telepathically communicate with Angie and can (and often will) take an incorporeal, invisible form to watch over her as a disembodied spirit. He provides her with protection against magic and watches her back, but also constantly reports to her father and is a hopeless prankster. - Michael Forrest: Angie's boyfriend, Mike is literally obsessed with anything connected to superheroes. He's a nice guy, but quite nosy, and plays bass guitar in a band. The Traveller thinks he's not worthy of his daughter. Description: Age: 16 (DoB: Year [Optionally, Day & Month]) Gender: Female Ethnicity: Apparently Caucasian Height: 169cm / 5' 6" Weight: 52 Kg / 115 Lbs Eyes: blue Hair: blond, dyed dark red Angie is quite tall, slender and usually dresses in denim and leather, in a typically punk style. Her blonde hair is dyed a deep red and she sports piercings in her right nostril and left eyebrow. When in fairy form, Angie is a humanoid silhouette radiating golden light, with only eyes and mouth as defined features. Power Descriptions: -can turn any door or similar object into a portal for the spirit world, and she can travel through the spirit world to any other door. Similarly, she can guide people through the spirit world. -can make short teleport jumps by "hopping" into the spirit world then back in the material world. When moving like this she can only bring inanimate objects with her. -can 'shed' her human shell to gain an alternate fairy form, at the cost of being very noticeable. -she's followed around by a guardian spirit that grants her good luck and a few passive defenses. -can summon a blade of shimmering magical energy for self protection. History: Angeline, or Angie as everyone calls her, is Scottish in origin. She was adopted as a baby by a woman that everyone considered crazy, as she practiced a religion that drew from her homeland's pagan traditions. This meant Angie grew up as an oddball, the target of lots of stares and talking. On her part, while her mother truly believed in her stories of fairies and elves, Angie thought it was all a bunch of superstitions, but she still loved her mother. When her mother lost her job, Angie and her moved to Freedom City, where her mother opened a small bookshop that sold occult and new age books. Once again, Angie was considered the odd kid. Growing up into her teens, Angie became less and less tolerant of her mother's quirkiness, completely disregarding all her talk about magic and the 'old ways', growing restless and rebellious. All her view on the world changed on her 16th birthday. Her mother was very nervous that day, and Angie couldn't figure out why. She told her, however, that on that day she was meant to meet her real parents. At noon, a strange man dressed in a traveller's clothes showed up at their door, claiming to be Angies's father. At lunch he told her he was simply known as the Traveller, and that he, like Angie, was one of the fae. Of course, Angie barely managed to hold back her laughters, thinking this man must have been another crazy hippie her mother happened to sleep with, or even worse, one who abandoned his daughter to a friend. Her amusement didn't last long. Her father smiled and, looking at the clock, he just said "It shouldn't be much, now." Exactly 16 years after her first breath, Angie exploded in a flash of light as her human disguise crumbled, revealing a being of pure magic radiating an aura of awe. With a good amount of effort, Angie managed to pull the magic back and return to her "normal" form, but the magic was her to command, now. Her father explained that she had been left on Earth, in the care of someone who still believed in the supernatural, to protect her. Her real family had many dangerous enemies that would undoubtedly target her if they could find her. Her time on Earth was not done: she had acquired her powers, but she needed to learn how to use them. And that's how Angie came to Claremont. Personality & Motivation: Angie is a fierce girl, used to fight for herself, and very proud. She naturally tends to take charge of things if left on her own devices and is usually at odd with people she sees as a threat to her freedom. She has no desire to become a superheroine, but sees her time at Claremont as a necessary evil if she wants to learn how to protect herself and the people she loves from the enemies of her family. Powers & Tactics: Angie's powers allow her to travel through Arcadia in either short jumps or longer, more difficult journeys. She can also use doors as a medium to open portals to other worlds... virtually to any world, even if she's very afraid to venture further than Arcadia, as that would be a dangerous thing to do. In a fight, Angie will typically apply a hit-and-run tactic based on short teleport jumps followed by a magical sword attack. If she needs to fly, or when cornered, Angie can "shed the mask" of her human form and turn into Fairy Form, something she does warily as she's more easily detected by her father's enemies when in this form. Complications: Oathbound: Due to the nature of her people, Angie can never consciously break an oath or promise. Oliver's pranks: Oliver is good hearted, but is a hopeless prankster and tends to cause mischief unless Angie keeps him at bay. Hunted family: some other dangerous force is openly at war with her family in the spirit realm. Great displays of power or too much time spent in the spirit realm will attract their attention. Nosy boyfriend: Angie's boyfriend Mike is a superhero fanatic and she absolutely needs to keep her superpowers from him. Dimension Walker: Angie's "teleportation" through portals to Arcadia actually consists of a trip through another dimension. She usually can navigate Arcadia, but on some occasions the trip itself might be dangerous: she could encounter other beings; lose the road; or Arcadia could be somehow 'out of phase' with the real world, and she could end up emerging in a slightly different time or place compared to the original destination. Abilities: 2 + 2 + 4 + 4 + 6 + 6 = 24PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 26/16 (+8/+3) Combat: 6 + 8 = 14PP Initiative: +1 Attack: +3 Melee, +3 Ranged, +9 Magical Blade Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 5 + 6 + 4 = 15PP Toughness: +4 (+2 Con, +2 [Defensive Roll]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +7 (+3 Wis, +4) Skills: 12R = 3PP Diplomacy 4 (+7) Knowledge (arcane) 2 (+4) Knowledge (cosmology) 1 (+3) Concentration 5 (+7) Feats: 11PP Attack Specialization (Magical Blade) 3 Dodge Focus 6 Defensive Roll 1 Power Attack Powers: 12 + 12 + 11 + 5 = 40PP Dimensional Walking 5 (10 pp array; magic, dimensional, Feats: 2 Alternate Powers) [12PP] BP: Teleport 3 (300 ft, Dimensional Backdoor, magic, dimension; Feats: Change Direction, Change Velocity, Turnabout, Easy) {10/10PP} AP: Teleport 3 (300 ft, Doorstep through Arcadia, magic, dimension; Extras: Portal, Accurate; Flaws: Long Range, Medium [door or similar object], Drawback:Must be in Fairy Form) {8/10PP} AP: Super-Movement 3 [Dimensional movement] (Dimensional Walker, magic, dimension; Extras: Affect Others, Flaws: Limited [requires a door or similar object as a medium), Drawback: Must be in Fairy Form {5/10PP} Alternate Form 3 (Shedding the Shell, 15 PP, magic, Drawbacks: Action 3 [Full Action]) [12PP] Enhanced Charisma 10 (to CHA 26/+8) {10}Enhanced Feat 1 (Fascinate (Diplomacy) {1} Flight 2 (25 MPH/250 FPM) {4} Container 2.1 (Oliver, 11PP, magic) [11PP] Enhanced Feats 4 (Evasion 1, Luck 2, Uncanny Dodge [Mental]) {4}Power Resistance 3 (Magic) {6} Super Senses 1 (Danger Sense (Mental) {1} Strike 4 (Magical Blade, Magic, Feats: Mighty) [5PP] Drawbacks: -2 Iron Vulnerability (+50% DC) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Magical Blade Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (14) + Saving Throws (15) + Skills (3) + Feats (11) + Powers (40) - Drawbacks (2) = 105/109 Power Points
  6. What if I just swapped it with a magic blast? Or a magic short range attack, such as a magic blade?
  7. Corrected, and actually finished spending her PPs. However, the skill department could use a couple of extra power points. Someone sees a place where I can optimize?
  8. OK, first draft of a real build. Criticize me! It needs a lot of optimizing, I'm afraid.
  9. Nice. Invisible Castle doesn't let me register, it doesn't send me a confirmation mail. What now?
  10. I figure the travel through the spirit world would be actual movement, and could be narrated if necessary. It's really a walk through another place, where you could make encounters. Also, there's the matter of figuring out where and when you are, compared to the real world, something that will likely take a check of Knowledge (Cosmic). So I don't see it as a power as much as a narrative device, but since it would be arrayed with the dimensional gates and basic teleport, I'm not sure its actual point cost would matter. Being in fairy form could actually be a prerequisite for her to use her more powerful stuff, such as opening gates, and would give her a boost to some stats (enhanced charisma and fascinate (diplomacy) comes to mind) but at the cost of giving her fey-specific weaknesses (iron weakness) and being *very* noticeable, especially for the bad guys looking for her and her family.
  11. I'm working on a character with a fairy theme, teleportation powers, and a prankster familiar spirit... she'd have just turned 16.
  12. Moving on to option b then: (Noooothing to do with me being in Ireland, or having just finished reading Neverwhere by Neil Gaiman ) Young girl is a changeling, her mother tried to tell her but she doesn't believe in magic, until the day she turns 16 and her full powers come online. Problem is: she's the most unlikely fairy ever. She a rebellious, foul mouthed punk girl that goes around in leathers and band t-shirts. Player Name: Souffle_girl Character Name: Trailblazer Power Level: 7 Trade-Offs: +2 Attack / -2 DC (unarmed), +3 Defense / -3 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Teenage teleporter badly in need of a course in being a fairy. Residence: Claremont High Catchphrase: "Let's see where this door leads..." Alternate Identity: Angeline Ross Identity: Secret Birthplace: The spirit realm Occupation: High school student Affiliations: (People and/or groups you work with) Family and friends: - Deirdre Ross: Angie's adoptive mother, owns a curio and books shop in downtown Freedom catering to the needs of the Arcane community. - The Traveller: Nothing is known about Angie's real father, except for this nickname. He belongs to a once well respected, now declining, fairy clan and his powers are supposed to have to do with travelling through realities. - Oliver: Oliver is Angie's cat... or at least that's what she thought. Until she found out Oliver is actually an underling of her father's, a fairy in cat form sent to Earth to watch over her. Oliver can telepathically communicate with Angie and can (and often will) take an incorporeal, invisible form to watch over her as a disembodied spirit. He provides her with protection against magic and watches her back, but also constantly reports to her father and is a hopeless prankster. - Michael Forrest: Angie's boyfriend, Mike is literally obsessed with anything connected to superheroes. He's a nice guy, but quite nosy, and plays bass guitar in a band. The Traveller thinks he's not worthy of his daughter. Description: Age: 16 (DoB: Year [Optionally, Day & Month]) Gender: Female Ethnicity: Apparently Caucasian Height: Weight: Eyes: blue Hair: blond, dyed dark red Angie is quite tall, slender and usually dresses in denim and leather, in a typically punk style. Her blonde hair is dyed a deep red and she sports piercings in her right nostril and left eyebrow. When in fairy form, Angie is a humanoid silhouette radiating golden light, with only eyes and mouth as defined features. Power Descriptions: -can turn any door or similar object into a portal for the spirit world, and she can travel through the spirit world to any other door. Similarly, she can guide people through the spirit world. -can make short teleport jumps by "hopping" into the spirit world then back in the material world. When moving like this she can only bring inanimate objects with her. -can 'shed' her human shell to gain an alternate fairy form, at the cost of being very noticeable and gaining weakness to iron. -followed around by one or more guardian spirits that grant good luck and a few passive defenses (vs. Magic, uncanny Dodge...) History: Angeline, or Angie as everyone calls her, is Scottish in origin. She was adopted as a baby by a woman that everyone considered crazy, as she practiced a religion that drew from her homeland's pagan traditions. This meant Angie grew up as an oddball, the target of lots of stares and talking. On her part, while her mother truly believed in her stories of fairies and elves, Angie thought it was all a bunch of superstitions, but she still loved her mother. When her mother lost her job, Angie and her moved to Freedom City, where her mother opened a small bookshop that sold occult and new age books. Once again, Angie was considered the odd kid. Growing up into her teens, Angie became less and less tolerant of her mother's quirkiness, completely disregarding all her talk about magic and the 'old ways', growing restless and rebellious. All her view on the world changed on her 16th birthday. Her mother was very nervous that day, and Angie couldn't figure out why. She told her, however, that on that day she was meant to meet her real parents. At noon, a strange man dressed in a traveller's clothes showed up at their door, claiming to be Angies's father. At lunch he told her he was simply known as the Traveller, and that he, like Angie, was one of the fae. Of course, Angie barely managed to hold back her laughters, thinking this man must have been another crazy hippie her mother happened to sleep with, or even worse, one who abandoned his daughter to a friend. Her amusement didn't last long. Her father smiled and, looking at the clock, he just said "It shouldn't be much, now." Exactly 16 years after her first breath, Angie exploded in a flash of light as her human disguise crumbled, revealing a being of pure magic radiating an aura of awe. With a good amount of effort, Angie managed to pull the magic back and return to her "normal" form, but the magic was her to command, now. Her father explained that she had been left on Earth, in the care of someone who still believed in the supernatural, to protect her. Her real family had many dangerous enemies that would undoubtedly target her if they could find her. Her time on Earth was not done: she had acquired her powers, but she needed to learn how to use them. And that's how Angie came to Claremont. Personality & Motivation: Angie is a fierce girl, used to fight for herself, and very proud. She naturally tends to take charge of things if left on her own devices and is usually at odd with people she sees as a threat to her freedom. She has no desire to become a superheroine, but sees her time at Claremont as a necessary evil if she wants to learn how to protect herself and the people she loves from the enemies of her family. Powers & Tactics: Angie's powers allow her to travel through Arcadia in either short jumps or longer, more difficult journeys. She can also use doors as a medium to open portals to other worlds... virtually to any world, even if she's very afraid to venture further than Arcadia, as that would be a dangerous thing to do. In a fight, Angie will typically apply a hit-and-run tactic based on short teleport jumps followed by a quick flurry of unarmed strikes. If she needs to fly, or when cornered, Angie can "shed the mask" of her human form and turn into Fairy Form, something she does warily as she's more easily detected by her father's enemies when in this form. Complications: Oathbound: Due to the nature of her people, Angie can never consciously break an oath or promise. Oliver's pranks: Oliver is good hearted, but is a hopeless prankster and tends to cause mischief unless Angie keeps him at bay. Hunted family: some other dangerous force is openly at war with her family in the spirit realm. Great displays of power or too much time spent in the spirit realm will attract their attention. Nosy boyfriend: Angie's boyfriend Mike is a superhero fanatic and she absolutely needs to keep her superpowers from him. Abilities: 2 + 2 + 4 + 4 + 6 + 6 = 24PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 6 + 8 = 14PP Initiative: +1 Attack: +3 Melee, +3 Ranged, +9 Magical Blade Grapple: +3 Defense: +10 (+4 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -0 Saving Throws: 5 + 6 + 4 = 15PP Toughness: +4 (+2 Con, +2 [Defensive Roll]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +7 (+3 Wis, +4) Skills: 12R = 3PP Diplomacy 4 (+7) Knowledge (arcane) 2 (+4) Knowledge (cosmology) 1 (+3) Concentration 5 (+7) Feats: 11PP Attack Specialization (Magical Blade) 3 Dodge Focus 6 Defensive Roll 1 Power Attack Powers: 12 + 12 + 11 + 5 = 40PP Dimensional Walking 5 (10 pp array; magic, dimensional, Feats: 2 Alternate Powers) [12PP] Base Power: Teleport 3 (Dimensional Backdoor, magic, dimension; Feats: Change Direction, Change Velocity, Turnabout, Easy) {10/10PP} Alternate Power: Teleport 3 (Doorstep to Arcadia, magic, dimension; Extras: Portal, Accurate; Flaws: Long Range, Medium [door or similar object], Drawback: Must be in Fairy Form) {10/10PP} Alternate Power: Super-movement [Dimensional movement] 3 (Dimensional Walker, magic, dimension; Extras: Affect Others, Flaws: Limited [requires a door or similar object as a medium), Drawback: Must be in Fairy Form {5/10PP} Alternate Form 3 (Shedding the Shell, magic, Drawbacks: Action 3 [Full Action]) [12PP] Alternate form features: Enhanced Charisma (+10) {10PP} Enhanced Feat: Fascinate (Diplomacy) {1PP} Flight 2 {4PP} Container (Oliver, 11PP Container, magic) [11PP] Power Resistance 3 (Magic) {6PP}Super Senses: Danger Sense (Mental) {1PP} Enhanced Feats: Luck 2, Uncanny Dodge (Mental), Evasion 1 {4PP} Strike 4 (Magical Blade, Magic, Feats: Mighty) [5PP] Drawbacks: Iron Vulnerability (+50% DC) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Magical Blade Touch DC20 Toughness (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (24) + Combat (14) + Saving Throws (15) + Skills (3) + Feats (11) + Powers (40) - Drawbacks (2) = 105/105 Power Points
  13. Corrected... and four more points go :/
  14. Well, he might be in on the thing. Maybe she called back an old favor from him
  15. I just had an idea for a Claremont character, with a twist. The basic idea is: take a shapeshifter mutant infiltrator (kind like Mystique). This woman has been working with some shadowy organization (secret services, black ops, you name it) for years, working under deep cover. One day, her employees decide she knows too much and has to be eliminated. She's ambushed under the pretense of a false mission, and attacked with a poison designed to strip her of her powers and severely weaken her. Only, the woman survives, but as I said there's a twist: her powers are now severely limited and she can't change into any form older than a teenager. Maybe that was one of her last forms, or is somehow easier to keep, or perhaps she never was able to change into anything but a young woman in the first place. Anyway, she only barely gets away. She's stuck as a kid, with no ID or money, and all her contacts would sell her away at a moment's notice. She needs to lay low as much as possible, so she decides that the best hiding place for a mutant teenager is - a school for mutant teenagers! She manages to forge a convincing identity for herself and enrolls at Claremont, ready for the covert mission of her life. There's potential for a lot of good writing and roleplaying here: she has to pretend being a normal teenager, fake the existence of said teen, keep a low profile on her real powers while trying to get them back... And, possibly, stopping a bunch of overeager teens from blowing her cover!
  16. the crunch (WIP): Tradeoffs: +2 Def /-2 Tou Abilities: 2 + 10 + 4 + 8 + 4 + 6 = 34PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 8 = 30PP Initiative: +5 (+5 Dex) Attack: +6 Base; +6 Melee, +10 Ranged (+6 Base, +4 Attack Focus) Grapple: +7 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -1 Saving Throws: 8 + 5 + 8 = 21PP Toughness: +8 (+2 Con, +6 Defensive Roll) Fortitude: +10 (+2 Con, +8) Reflex: +10 (+5 Dex, +5) Will: +10 (+2 Wis, +8) Skills: 64R = 16PP Galactic Lore 11 (+15) Bluff 12 (+15) Diplomacy 12 (+15) Stealth 10 (+15) Pilot 10 (+15) Gather Information 9 (+12) Feats: 26PP Attack Focus (Ranged) 4 Dodge Focus 8 Defensive Roll 3 Fast Draw 1 Luck 2 Jack of All Trades Environmental Adaptation (Zero Gravity) Favorite Environment (Zero Gravity) Improved Critical (Skarr Carbine) 2 Equipment 3 Equipment: 3PP = 15XEP Binoculars 1 EP Mini-Tracer 1 EP PDA 1 EP Video Camera 2 EP Multi-Tool 1 EP Night Vision Goggles 1 EP Laptop 1 EP Combat Knife 3 EP Holdout Pistol 4 EP Powers: 15+8 = 23PP Device 5 (Skarr Carbine; easy to lose; gives 25 PP) [15PP] Targeting Scope (Enhanced Feats: Improved Aim, Precise Shot; Technological, Alien) [2PP] Array: Variable Ammunition [23PP] Blast 10 (Standard Shot: Ballistic, Alien) [20/20PP] Alt: Blast 10 (Plasma Shot: Heat, Fire, Alien) [20/20PP] Alt: Nullify (magic) 6 (Antimagic Round: Ballistic, Magic, Alien. Extra: Effortless) [18/20PP] Alt: Snare 10 (Glue Round: Ballistic, Alien) [20/20PP] Device 2 (Infiltrator Suit, hard to lose, 10 PP) [8PP] Concealment 4 (all visual senses: stealth systems, Alien, Technological) [8PP] Super movement 1 (Wall crawling, Alien, Technological) [2PP] Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Combat Knife Touch DC 17 Toughness (Staged) Damage (Physical) Skarr Carbine (Standard Shot) Ranged DC 25 Toughness (Staged) Damage (Physical) Skarr Carbine (Plasma Shot) Ranged DC 25 Toughness (Staged) Damage (Fire) Skarr Carbine (Glue Shot) Ranged DC 25 Reflex (Staged) Snare Totals: Abilities (34) + Combat (30) + Saving Throws (21) + Skills (16) + Feats (26) + Powers (23) - Drawbacks (0) = 150/150 Power Points
  17. Emily was working in the workshop when HAL brought her the news. "What? They're around where? That's a little close for comfort. I swear, if it's that Steampunk fella again, this time I'm going to give him the beating of his life!" HAL commented in a number of beeps and bloops Em didn't bother to reply to; she was already giving commands to the control console to unclamp her suit and run a quick systems check, then she squirmed her way into the control seat, only her head sticking out of the armor. "Stay here, HAL. I'll be back soon," Emily said, starting up the main engine and walking out of the main door in loud thumps. Ten minutes later, she landed with a precise, controlled burst of her jump pack on the ground in front of the police. "Sorry if I'm late. What's going on here?" she scanned the faces around, noticing the police and a couple of supers she never met before. "And before you ask, my name's Mechanized."
  18. Go on and send it. We an work more about this through PM
  19. That's the idea I backed up to. She did go missing as an infant, but her people, even crippled, survived. When she makes her way home she finds out she's a noblewoman, or even royalty... Mel, a space adventurer bordering on the outlaw! Thankfully, she was thought dead, so no one really expects much. However she still wants to see those that killed her real parents punished, and her family can't let her disgrace them... (Too much Doctor Who lately... Gallifrey falls no more and all that...)
  20. Actually that's the core concept ofmy character. She's an avenger of her lost people. Then again, if there's too many characters around I can come up with something completely different
  21. I'm working on a character called Melody that's the only survivor from a kingdom wiped away by unidentified aliens. She still doesn't know it, though, and travels the galaxy aboard a battered spaceship, Firefly style. She has no powers, just skills and a couple of handy devices. Prime would be a great base of operations for her,.
  22. If he's Firefly enough, I'm trying get to set up a group of space scoundrels to crew a ship...
  23. I have to undercap her for no other reason that the fact she's going to get a power bump, and I need the spare points for it. How are we going to call our ship then?
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