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souffle_girl

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  1. Player Name: Souffle_Girl Character Name: Emily Stenford Codename: Mechanized Power Level: 10 (151/158) Trade-Offs: +1 Damage / -1 Attack (Melee); +4 Toughness / -4 Defense Unspent Power Points: 7 Progress To Bronze Status: 8/30 In Brief: Mutant, transgender daughter of a wealthy family trying to prove her worth by fighting crime with her customized battlesuit. Place of residence: While Emily has a home in downtown Freedom, she often spends the night at her base of operations. Base of Operations: Emily's base of operations is Stenford Arms main production facility, in the industrial district. Identity: Public Birthplace: Freedom City Occupation: Full time superheroine Affiliations: Stenford Arms, Freedom City Police Department Family: - Emily's dad, Edgar Charles Stenford, 55, is a very dedicated man and father. He also loves to personally work on machines. He loves his daughters deeply and would go to great lengths for them. Hwe never fully accepted Emily, not just because of her sexuality but also because he wished she would follow him into family business. Failing that he decided, as a father, to give her the best training and equipment he could muster to avoid her getting killed and as a businessman, he saw a chance to field-test his best tech for free and to advertise his company. - Older sister: Jane Stenford, 23. Jane is studying Informatics in college, and apparently possesses her father's and sister's intellect. She's particularly good at hacking. She was the first person Emily came out to, and had a critical role in supporting her during her change as well as acting as a diplomat of sorts between Emily and her father. Her father is currently looking at her as his successor in guiding the family's firm. Emily is particularly close to Jane, who also takes care of her suit's software needs. - Younger sister: Mary Stenford, 12. A little tomboish, very fond of her sisters, she wants to become a superhero too when she grows up. - HAL: HAL is a small, white spherical robot the size of a basketball. It was built by Emily as a "pet project" - quite literally - and programmed by Jane. It behaves somehow like a dog and is roughly as smart. It is considered home's pet by the Stenfords and follows Emily around, playing with her and helping her in several tasks, including working on machines. It is completely useless in combat situations (Emily leaves him at home) and can deploy an array of weird looking tools with various purposes. In its name and shape it quotes some of Emily's favorite sci-fi. HAL can't talk, it communicates through beeps and flashing lights. Description: Age: 21 Gender: male to female transsexual Ethnicity: undefined Height: 5' 7" Weight: 110 lbs Eyes: silver Hair: white Emily is of average height and has a slender build. Her mutation gave her a very dark skin, an androgynous build and white hair, that she keeps long, usually in a braid. Together with years of hormones she now makes for a very natural looking girl. Emily has a thing for wearing overly girly clothes, but she has a bad taste in them, something her sister Jane is slowly trying to correct now that Emily is a public figure. Power Descriptions: Emily is a mutant, and her mutation gave her very odd looks and boosted her intellect to high levels. Her love of engineering, together with her new improved mind allowed her to build a customized battlesuit she calls a Mobile Combat Platform (MCP). When wearing the suit, Emily is a walking battle tank devoted on fighting evil. The suit itself is large, bulky and painted matt black with the Stenford Arms logo on its shoulders, looking a lot like a MEC from X-Com Enemy Within. On its right arm it sports a prototype Force Cannon, on her left arm a Flamethrower and it has a grenade launcher on its back, usually loaded with flashbangs. Whether Emily uses an helmet or not, the suit sports an holographic HUD with an integrated combat software. History: Emily was born Edgar Charles Jr. in Boston, second child of Edgar Charles Stenford Sr, the owner of one of the most important military development firms in the USA. Her mother died in 2009 in a car crash. Introduced at an early age to the family's business, she developed a keen interest for engineering. However, the young Edgar also came to understand quite early that he wanted to be a girl, growing more and more envious of his older sister's Jane when she entered her teen ages and started to develop. When she was 12, her mutation developed, bumping her from "smart kid" to "teen genius", the mad scientist kind. At the same time, her looks changed in an odd way: her skin darkened and her build became very androgynous, something she's always been thankful for. A few years later, Emily finally built up the courage to come out as a transsexual and start her transition. While her sister Jane, who had known about Emily's secret for some time now, was delighted, their father was quite upset at first. It took a lot of time and work for them to get close again, and the gap never completely closed. Also, since Emily was the daughter of an important public figure, it was impossible to keep her change from being known. The fact of being publicly out as a transsexual, as well as a mutant, in one of the best rated high schools in Freedom caused her endless nightmares during her teens. It was then that the idea of becoming a real superheroine, a mere fantasy before, took hold in the girl's mind, maybe because it would give her a real shot at changing a world she felt was uncaring and cruel, or maybe to show her father that she was still worth his love. Night after night she tinkered in her father's workshop, slowly making her combat exoskeleton a reality. When she graduated from high school, she set out to bring the fight to evil... Being the genius, transsexual, mutant daughter of a multimillionaire makes Emily a gossip magnet. Publicly, her father backs her in an effort to improve his popularity, but in private he's still ashamed of her. While other people would relish in it, Emily hates the "celebrity" side of her life. Personality & Motivation: Emily always had two goals in life: becoming a woman, and becoming a superheroine. She's close enough to achieving the first and she's going for the second. As much as she would have loved to, having turned out quite good looking didn't make Emily less of a socially inept, hopeless nerd. Together with having been a long time target for discrimination, this makes her difficult to interact with at first. Once she builds up trust in someone, however, she can be warm and very friendly (although in a weird aching-for-company way). Emily is also currently in a low phase in her love life: she never had troubles finding casual dates, but nobody appears to be interested in committing to a serious relationship with a freak, and dating a superheroine that owns a battle armor tends to be (unsurprisingly) devastating to a man's ego. Despite the tensions between her father and her having eased up in the latest years, she never completely got over his disappointment when he discovered his only son wanted in fact to be a girl, and cares a lot for his opinion about her. She's driven to be a superheroine by two reasons: the first is to help the world become a better place, and the second is the fact it constantly pushes her to work harder on her inventions. Powers & Tactics: Having grown up in a military minded environment, Em is a firm believer in the tenant that a well planned and executed attack on a key enemy position can win an entire conflict. She applies the same principle to fighting crime: first, she finds out a weakness in her opponent's plan, then she equips her suit to best exploit it, and then she strikes with overwhelming force. While her battlesuit is her preferred tool, she knows how to defend herself on foot and is no stranger to leaving the armor behind if the tactical situation calls for it. Complications: Prejudice: She's a transsexual mutant. What do you expect? Fame: She's the daughter of a public figure and her father acts as her sponsor. Plus, she can't exactly go around unnoticed. As a result, she's been under the media's spotlight for some time now. "It's not impossible, it's necessary": Emily is constantly out to test her limits and pit her skill and smarts against the hardest of challenges, seeing every problem as a puzzle to overcome using her ingenuity and refining her skill in the process. New things excite her to no end and she finds it hard to back away from an intellectual challenge. Look at me, Daddy! Emily's greatest weakness is probably her inability to get past her father's initial rejection. While their relationship eased out somehow, she still feels she needs to prove him her worth, by any mean necessary. Whenever possible, she will try to please him and make him proud of her efforts. Volatile Power Generator: Emily's MCP is powered by a small but very powerful reactor that could become extremely unstable and explode should her suit take heavy damage. She's currently working on a way to swap it out for a safer power generator, possibly one of extraterrestrial origin. Abilities: +0 + 0 +0 + 4 + 2 + 1 = 7PP Unarmored / Armored Strength: 10 (+0) / 32 (+11) Dexterity: 10 (+0) Constitution: 10 (+0) / 14 (+2) Intelligence: 14 (+2) -> 28 (+9) due to Enhanced INT Wisdom: 12 (+1) Charisma: 11 (+0) Combat: 10 + 4 = 14PP Initiative: +0 Attack: +6 unarmed (+5 base, +1 Attack Focus [Melee]), +9 Melee in suit (+5 base, +5 Attack Focus [Melee], -1 Size), +10 Force Cannon (+5 base, +4 Attack Specialization, +2 Accurate, -1 Size) Grapple: +6 unarmored, +8 in suit (+27 w/ servo-motors on) Defense: +4 unarmored, +6 in suit (+2 Base, +2 Dodge Focus, 0/-1 size bonus, +3 Combat Software) Knockback: +1 unarmored, -11 in suit Saving Throws: 2 + 4 + 2 = 8PP Toughness: 0 unarmored (0 Con); +14 (+2 Con, +12 Protection [impervious 10]) armored Fortitude: +2 unarmored (+2 base, +0 Con); +10 (+2 base, +2 Con, +6 Life Support) armored Reflex: +4 (+4 base, +0 Dex) unarmored; +9 (+4 base, +0 Dex, +5 Evasion Software) armored Will: +9 (+2 base, +1 Wis, +6 Mutant Mind) Skills: 60R = 15PP Computers 6 (+15, Skill Mastery) Craft [Electronic] 6 (+15, Skill Mastery) Craft [Mechanical] 6 (+15, Skill Mastery) Diplomacy 6 (+6) Disable Device 5 (+14) Knowledge [Galactic Lore] 2 (+11) Knowledge [Tactics] 6 (+15) Knowledge [Technology] 6 (+15, Skill Mastery) Language 2 (English native: Galstandard, Lor) Notice 7 (+8) Sense Motive 8 (+8) Feats: 12PP Benefit (Wealth 2) Dodge Focus 2 Inventor Improvised Tools Luck 1 Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology]) Master Plan Attack Specialization (Force Cannon) 2 Attack Focus (Melee) 1 Powers: 101 PP Mutant Mind: Enhanced INT 14 linked to Enhanced Will 6 (biological, mutant) [20PP] Device 20 (Mobile Combat Platform, Flaws: Hard to Lose, gives 100 device pp, Feats: Restricted 1 [+10 Knowledge: Technology to use], ) [81PP] (all powers have technological descriptor) Offensive Power: [24PP] Base Power: Force Cannon (Blast 10, Feats: Accurate, 3 Alternate Powers) {21/21PP} (technology, kinetic) Alternate Power: Servo-motors: Enhanced Strength 14 linked with Super Strength 3 (feat: Groundstrike) {21/21PP} (technology) Alternate Power: Flamethrower (Blast 10, feat: area [cone], flaw: range [touch]) {20/21PP} (technology, fire) Alternate Power: Flashbang Launcher, (Dazzle 7 visual senses, feat: area [burst]) {21/21PP} (technology, light) Communication 4 (radio, 4 mile range) [4PP] (technology, radio) Combat Software: [26PP] (technology) [array][/array]Container: Enhanced Defense 3 {6PP} Evasion software: Enhanced Reflex 5 {5PP} Enhanced Feats 9 (Accurate Attack, Attack Focus [melee] 4, Improved Aim, Power Attack, Interpose, Precise Shot) {9PP} Super-senses 6 (Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Tracking [infravision]) {6PP} Jump Pack: Leaping 6 (running jump 2000 ft, standing jump 1000 ft, high jump 500 ft.) [6PP] (technology) Armored Plating: Protection 12 ( Extras: Impervious 10) [22PP] (technology) Large Frame: Growth 4 (+8 STR, +4 CON, Large size; Flaw: permanent) [12PP] (technology) Life Support: Enhanced Fortitude 6 [6PP] (Technological) Drawbacks: Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP] Vulnerable (EMP Attacks, Frequency: uncommon, Intensity: Moderate [+50% DC]) [-2 PP] DC Block Unarmed: +6, Touch, DC 15 (unarmored); +9, Touch, DC 26 (armored) Force Cannon: +10, Ranged, DC 25 Flamethrower: Close 8 ft wide and long cone, DC 25 Flashbang: Ranged 40 ft radius burst, DC 17 Total Points Spent: Abilities 7 + Skills 15 + Feats 12 + Powers 101 + Combat 14 + Saves 8 - Drawbacks 6 = 151/158 PP
  2. Since this character looks feasible... Based on the Battlesuit archetype, but with some changing around. Player Name: Souffle_Girl Character Name: Emily Stenford Codename: Mechanized Power Level: 10 Trade-Offs: +3 Toughness / -3 Defense Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Mutant, transgender daughter of a wealthy family trying to prove her worth by fighting crime with her customized battlesuit. Place of residence: While Emily has a home in downtown Freedom, she often spends the night at her base of operations. Base of Operations: Emily's base of operations is Stenford Arms main production facility, in the industrial district. Identity: Public Birthplace: Freedom City Occupation: Full time superheroine Affiliations: Stenford Arms, Freedom City Police Department Family: - Emily's dad, Edgar Charles Stenford, 55, is a very dedicated man and father. He also loves to personally work on machines. He loves his daughters deeply and would go to great lengths for them. Hwe never fully accepted Emily, not just because of her sexuality but also because he wished she would follow him into family business. Failing that he decided, as a father, to give her the best training and equipment he could muster to avoid her getting killed and as a businessman, he saw a chance to field-test his best tech for free and to advertise his company. - Older sister: Jane Stenford, 23. Jane is studying Informatics in college, and apparently possesses her father's and sister's intellect. She's particularly good at hacking. She was the first person Emily came out to, and had a critical role in supporting her during her change as well as acting as a diplomat of sorts between Emily and her father. Her father is currently looking at her as his successor in guiding the family's firm. Emily is particularly close to Jane, who also takes care of her suit's software needs. - Younger sister: Mary Stenford, 12. A little tomboish, very fond of her sisters, she wants to become a superhero too when she grows up. - HAL: HAL is a small, white spherical robot the size of a basketball. It was built by Emily as a "pet project" - quite literally - and programmed by Jane. It behaves somehow like a dog and is roughly as smart. It is considered home's pet by the Stenfords and follows Emily around, playing with her and helping her in several tasks, including working on machines. It is completely useless in combat situations (Emily leaves him at home) and can deploy an array of weird looking tools with various purposes. In its name and shape it quotes some of Emily's favorite sci-fi. HAL can't talk, it communicates through beeps and flashing lights. Description: Age: 21 Gender: male to female transsexual Ethnicity: undefined Height: 5' 7" Weight: 110 lbs Eyes: silver Hair: white Emily is of average height and has a slender build. Her mutation gave her a very dark skin, an androgynous build and white hair, that she keeps long, usually in a braid. Together with years of hormones she now makes for a very natural looking girl. Emily has a thing for wearing overly girly clothes, but she has a bad taste in them, something her sister Jane is slowly trying to correct now that Emily is a public figure. Power Descriptions: Emily is a mutant, and her mutation gave her very odd looks and boosted her intellect to high levels. Her love of engineering, together with her new improved mind allowed her to build a customized battlesuit she calls a Mobile Combat Platform (MEC). When wearing the suit, Emily is a walking battle tank devoted on fighting evil. The suit itself is large, bulky and painted matt black with the Stenfor Arms logo on its shoulders, looking a lot like a MEC from X-Com Enemy Within. On its right arm it sports a prototype Force Cannon, on her left arm a Flamethrower and it has a grnade launcher on its back, usually loaded with flashbangs. Whether Emily uses an helmet or not, the suit sports an holographic HUD with an integrated combat software. History: Emily was born Edgar Charles Jr. in Boston, second child of Edgar Charles Stenford Sr, the owner of one of the most important military development firms in the USA. Her mother died in 2009 in a car crash. Introduced at an early age to the family's business, she developed a keen interest for engineering. However, the young Edgar also came to understand quite early that he wanted to be a girl, growing more and more envious of his older sister's Jane when she entered her teen ages and started to develop. When she was 12, her mutation developed, bumping her from "smart kid" to "teen genius", the mad scientist kind. At the same time, her looks changed in an odd way: her skin darkened and her build became very androgynous, something she's always been thankful for. A few years later, Emily finally built up the courage to come out as a transsexual and start her transition. While her sister Jane, who had known about Emily's secret for some time now, was delighted, their father was quite upset at first. It took a lot of time and work for them to get close again, and the gap never completely closed. Also, since Emily was the daughter of an important public figure, it was impossible to keep her change from being known. The fact of being publicly out as a transsexual, as well as a mutant, in one of the best rated high schools in Freedom caused her endless nightmares during her teens. It was then that the idea of becoming a real superheroine, a mere fantasy before, took hold in the girl's mind, maybe because it would give her a real shot at changing a world she felt was uncaring and cruel, or maybe to show her father that she was still worth his love. Night after night she tinkered in her father's workshop, slowly making her combat exoskeleton a reality. When she graduated from high school, she set out to bring the fight to evil... Being the genius, transsexual, mutant daughter of a multimillionaire makes Emily a gossip magnet. Publicly, her father backs her in an effort to improve his popularity, but in private he's still ashamed of her. While other people would relish in it, Emily hates the "celebrity" side of her life. Personality & Motivation: Emily always had two goals in life: becoming a woman, and becoming a superheroine. She's close enough to achieving the first and she's going for the second. As much as she would have loved to, having turned out quite good looking didn't make Emily less of a socially inept, hopeless nerd. Together with having been a long time target for discrimination, this makes her difficult to interact with at first. Once she builds up trust in someone, however, she can be warm and very friendly (although in a weird aching-for-company way). Emily is also currently in a low phase in her love life: she never had troubles finding casual dates, but nobody appears to be interested in committing to a serious relationship with a freak, and dating a superheroine that owns a battle armor tends to be (unsurprisingly) devastating to a man's ego. Despite the tensions between her father and her having eased up in the latest years, she never completely got over his disappointment when he discovered his only son wanted in fact to be a girl, and cares a lot for his opinion about her. She's driven to be a superheroine by two reasons: the first is to help the world become a better place, and the second is the fact it constantly pushes her to work harder on her inventions. Powers & Tactics: Having grown up in a military minded environment, Em is a firm believer in the tenant that a well planned and executed attack on a key enemy position can win an entire conflict. She applies the same principle to fighting crime: first, she finds out a weakness in her opponent's plan, then she equips her suit to best exploit it, and then she strikes with overwhelming force. While her battlesuit is her preferred tool, she knows how to defend herself on foot and is no stranger to leaving the armor behind if the tactical situation calls for it. Complications: Prejudice: She's a transsexual mutant. What do you expect? Fame: She's the daughter of a public figure and her father acts as her sponsor. Plus, she can't exactly go around unnoticed. As a result, she's been under the media's spotlight for some time now. Abilities: -2 + 0 - 2 + 4 + 0 + 0 = 0PP Unarmored / Armored Strength: 8 (+0) / 30 (+10) Dexterity: 10 (+0) Constitution: 8 (-1) / 12 (+1) Intelligence: 14 (+2) -> 28 (+9) due to Enhanced INT Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 16 + 6 = 22PP Initiative: +0 Attack: +8, +10 Melee in suit, +8 Ranged in suit, +10 Force Cannon Grapple: +7 unarmored, +25 in suit (+28 w/ servo-motors on) Defense: +5 unarmored, +7 in suit (+3 Base, +2 Dodge Focus, 0/-1 size bonus, +3 Combat Software) Knockback: +1 unarmored, -11 in suit Saving Throws: 2 + 9 + 9 = 20PP Toughness: -1 unarmored (-1 Con); +13 (+1 Con, +12 Protection [impervious 10]) armored Fortitude: +1 unarmored (+2 base, -1 Con); +9 (+2 base, +1 Con, +6 Life Support) armored Reflex: +9 (+9 base, +0 Dex) Will: +9 (+9 base, +0 Wis) Skills: 56R = 14PP Computers 6 (+15, Skill Mastery) Craft [Electronic] 6 (+15, Skill Mastery) Craft [Mechanical] 6 (+15, Skill Mastery) Diplomacy 6 (+6) Disable Device 5 (+14) Knowledge [Tactics] 6 (+15) Knowledge [Technology] 6 (+15, Skill Mastery) Notice 7 (+8) Sense Motive 8 (+8) Feats: 9PP Benefit (Wealth 2) Dodge Focus 2 Inventor Improvised Tools Luck 1 Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology]) Master Plan Powers: 91PP Mutant Intellect: Enhanced INT 14 (biological, mutant) [14PP] Device 19 (Mobile Combat Platform, Flaws: Hard to Lose, gives 95 device pp, Feats: Restricted 1 [+10 Knowledge: Technology to use], ) [77PP] (all powers have technological descriptor) Base Power: Force Cannon (Blast 10, Feats: Accurate, 3 Alternate Power) [24PP] (technology, kinetic)Alternate Power: Servo-motors: Enhanced Strength 14 linked with Super Strength 3 (feat: ground pound) [21PP] (technology) Alternate Power: Flamethrower (Blast 10, feat: area [cone], flaw: range [touch]) [20PP] (technology, fire) Alternate Power: Flashbang Launcher, (Dazzle 7 visual senses, feat: area [burst]) [21PP] (technology, light) Communication 4 (radio, 4 mile range) [4PP] (technology, radio) Container 4: Combat Software: [20PP] (technology)Enhanced Defense 3 Enhanced Feats 9 (Accurate Attack, Attack Focus [melee] 3, Attack Focus [ranged] 1, Improved Aim, Power Attack, Interpose, Precise Shot) Super-senses 6 (Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Tracking [infravision]) Jump Pack: Leaping 6 (running jump 2000 ft, standing jump 1000 ft, high jump 500 ft.) [6PP] (technology) Armored Plating: Protection 12 ( Extras: Impervious 10) [22PP] (technology) Large Frame: Growth 4 (+8 STR, +4 CON, Large size; Flaw: permanent) [12PP] (technology) Life Support: Enhanced Fortitude 6 [6PP] (Technological) Drawbacks: Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP] Vulnerable (EMP Attacks, Frequency: uncommon, Intensity: Moderate [+50% DC]) [-2 PP] DC Block Unarmed: Touch, DC 14 (unarmored); +10, Touch, DC 25 (armored) Force Cannon: +10, Ranged, DC 25 Flamethrower: Close 8 ft wide and long cone, DC 25 Flashbang: Ranged 40 ft radius burst, DC 17 Total Points Spent: Abilities 0 + Skills 14 + Feats 9 + Powers 91 + Combat 22 + Saves 20 - Drawbacks 6 = 150 PP
  3. OK, this character has been mulling around in my head for a lot of time, I built a version of her for 3rd ed, now I have to convert her back to 2nd, and I'm afraid I'll need help for that. Also be free to comment and criticize. Diane is a lesbian. I hope that's not a problem. Warning: wall of text incoming! Name: Diane Joan Davies Age: 28 Codename: Nano-angel/Nanogirl Story: Diane was born in Denver, and always showed a keen mind and an interest in science that drove her to become an engineer, specifically a nanotechnology expert. She loved to find out she had been selected for a PhD in one of the most advanced research centers in the country, where she was confronted with a device of unknown origin. The team she worked with spent years analyzing its working, but its secrets still eluded them. One day, she found out by accident that her employers were actually using her research to try creating supersorldiers by injecting unwilling victims with nanites. Disgusted by them, Diane tried to destroy the device. However, she underestimated the power of the thing. As she smashed it, it blew up, severely injuring her and showering her in nanites. But Diane didn't die. The nanites, perhaps guided by her dormant psychic powers, flooded her body and repaired it. Four days later she awoke, no longer fully human, a bizarre fusion of flesh and machine. Her employers couldn't believe their luck: where they had repeatedly failed, a young girl succeedid by mere accident. They imprisoned Diane and poked, prodded and experimented on her for months. In the meantime, however, Diane's disappearance hadn't gone unnoticed. She had been declared dead in the accident, but Diane's girlfriend Natalie wasn't just a human. Unknown to Diane's captors, Natalie was a minor superheroine, a mutant catgirl with minor psychic powers. She could feel Diane's mind, still alive somewhere, calling to her. It took her months to pin the lab down, but she finally called in a few favors and busted into the complex with a full team of supers, freeing Diane. The woman she found was just a shadow of who dhe had been. Her trials had left her deeply scarred, traumatized and terrified of her new powers. Since then, Natalie tried to get Diane back on her tracks. She's slowly recovering, but still suffers from her past, and took her place as a superheroine next to Natalie. Appearance: At first sight, she looks like a young woman in a suit of sci-fi, matt white power armor, and with a lot of makeup and gloves could pass as one. In truth, the armor is her real skin. Only her hands and head are still quite human-looking, only with a fine pattern of circuitry embedded in her pale skin. Her red hair is the only strictly human thing she's left. She has two seven feet long wings sprouting from her back, that can be retracted on her shoulder blades and have "fins" in place of feathers. She can only use them to glide or manouver, but needs her telekinesis to provide thrust while flying. Finally, her forearms hide a compartment containing four coiled, fifteen feet long tentacles (she calls them "probes") on each arm. The walls of the compartment have a very sharp edge and Diane can use them as if they were melee weapons. Powers: Diane has two areas of power: Techno-organic body: A good part of her Diane's body mass consists in self replicating nanomachines. They repaired her body, including most of her vital organs, after the accident and now are integral to her organs, with the nervous system, skin and probes being the most rich in nanites. If Diane is injured, the nanites repair the damage allowing her to regenerate, but they tend to take the place of more organic tissue each time. Diane's techo-organic nature allows her to connect directly to electronic equipment using her probes as "jacks", and this makes her a whiz at electronics. Finally, Diane's body is highly reliant on the nanites to survive, meaning that EMP attacks or very advanced informatic viruses could damage her to the point of killing her. Psionics: Diane's brain has been extensively modified by the nanites, and she acquired psychic powers in the process. She possesses both telepathic and telekinetic abilities, but is still struggling to control them properly. Personality: Diane is young and afraid of what she is. While a caring and motherly person at heart, she's been deeply scarred by her methamorphosis and the time spent as a lab rat. As a result, she's slow to trust people and has developed anxiety disorders and kind of an obsessive-compulsive personality, spending a great deal of time in a laboratory studying herself and pretty much every other interesting piece of tech she stumbles upon. Basically, she's a mad scientist, only on the right side of the fence, Meaningful NPCs: - Natalie Harrington: Natalie is Diane's girlfriend, and a mutant catgirl with low level psychic powers. A couple of years younger than Diane, she's obsessed with everything Japanese, including martial arts, anime and manga, something that earned her the nickname "Neko". She's never been a superheroine (her "powers" are little more than cosmetic changes) and is a professional martial arts teacher. Since Diane's disappearance she's been actively looking for her and, depending on story needs, she might have been instrumental in tracking her down and freeing her. In game terms, she's Diane sidekick. - Diane's family: Diane has an older sister, and both her parents are alive and well in Denver. She used to have a pretty normal relationship with them, now she doesn't want to have anything to do with them, being afraid her enemies might target them. - Potato: variably called 'Pott', 'Tato' or 'That frigging ball of fur', Potato is a stray kitten Diane took in a few months ago. He can't be more than an year old, he's ginger, striped, and can usually be found around her house, exploring holes and generally causing mischief. The whole thing of Neko being a half-cat confuses him to no end. Character Inspiration: In looks and powerset, Diane is explicitly inspired by Artisia, aka Ann Never, the daughter of the namesake character in the Italian sci-fi comic Nathan Never. Artisia as a character references, in turn, many sci-fi classics and, in particular, the Borgs from Star Trek. Actually, the whole story arc Artisia appears in is a huge homage to Gene Roddenberry. The following images are taken from the comic, and Artisia is the woman in white with long blonde hair. Diane looks like her, only shorter and with red hair. 3rd edition Character Sheet Abilities Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 2 Powers "Telekinesis [biological, Telekinetic]: Telekinetic slam: Ranged Damage 8 [Accurate +4] Dyn: Telekinesis: Move Object 8 Dyn: Telekinetic Flight: Flight 4 (24 points) Telepathy [biological, Psychic]: Mind Reading 5 [Requires check (Expertise: Psionics DC 15)], Mental Communication: Communication 2 [Area; Requires check (Expertise: Psionics DC 15)] (10 points) Techno-organic Body [biological, Technological]: Armored skin: Protection 7 [Noticeable, Innate] linked w/ Impervious Toughness 4 [Noticeable, Innate], Enhanced Brain: Quickness 2 [Limited to mental actions; Innate], Regeneration 5 [innate], Techno-organic Wings: Flight 2 [Glide, Wings; Innate] (21 points) Techno-organic Probes: Arm Blades – attack: Damage 3 [Penetrating 2; Innate, Noticeable] linked w/ Arm Blades – parry: Enhanced Parry 4 [innate, Noticeable] Alt: Direct Neural Link: Enhanced Trait 13 [Technology; Noticeable] Alt: Techno-organic Probes: Extra Limbs 8 [Noticeable, Innate] linked w/ Probe strength: Enhanced Strength 2 [Limited to probes; Innate] linked w/ Probes elongation: Elongation 2 [Limited to probes; Innate, noticeable] Alt: Sensor Arrays: Senses 3 [infra-vision, Ultra-vision, Feature; Noticeable] (18 points) Equipment Advantages Eidetic Memory, Improvised Tools, Diehard Skills Athletics 0 (+2), Deception (+2), Expertise: Psionics 10 (+14), Insight (+4), Intimidation (+2), Perception 3 (+7), Persuasion 0 (+2), Stealth (+2), Technology 5 (+9) Offense Initiative +2 Telekinetic Slam +6, Damage 10, Toughness DC 18 Arm Blades (Strength-based) +2, Damage 5 Defense Dodge 9, Parry 9 Toughness 10 (Def Roll 0), Fortitude 10, Will 10 Power Points Abilities 42 + Powers 73 + Advantages 3 + Skills 9 + Defenses 23 = Total 150 Complications Motivation: Acceptance; Weakness: EMP attacks; Monstrous; Enemies Note on enhanced senses: The sensors on Diane's probes detect electromagnetic radiation in wavelengths much longer and shorter than IR and UV, however I considered all these additional senses as a 1 point feature because they're almost useless. Microwaves and radio waves fill our environment to the point all Diane usually sees in that lengths is a bright mist, and X and gamma radiation has very few sources on Earth, so seeing them doesn't do Diane much good besides stargazing.
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