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NineOfSpades

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  1. Sophia didn't even hesitate for a second when Max went a bit off script, calling upon some of the audience to join them on stage for the launching ceremony. It would go great to putting a cherry on the whole theme of the event: taking care of the planet was a responsibility for everyone. So while the lucky candidate made her way on stage, Sophia put on her 'address the crowd' voice and cheered "You heard the man! Everybody, I want to hear you cheer!" And then started up some good old fashion rhythmic clapping that gradually increased in tempo while the kid made her way up to the platform, losing cohesion into a full blown roar of clapping hands and whooping cheers. Dipping back, Meridian retook her place on stage once more, framing the kid center with Max and herself. The girl from the audience was a bit older up close, just past the cusp of late teen and into young adult. Kind of skinny, but in a 'I do cardio and yoga' way, not a 'I skip most meals so I can be a size 0' way. Good skinny. She spoke to Max, asking a question. Seemed like a decent one, an easy pitch to the man, and a chance for him to bat it out of the park on his response. Wouldn't do any good on its own though. Placing one hand on the girls shoulder, Sophia took off the stage microphone she'd been clipped with and pressed it into the young woman's hands. Being more than a head taller, she had to bend down to speak directly, quietly instructing "Hold up a sec, nobody can hear you without one of these. Why don't you give us your name and then ask again? Your doing great so far, by the way" While leaning in, she also took the opportunity to slightly readjust the position to better angle towards the news cameras.
  2. Meridian 1 post = 1 Total posts = 1 PP Mass Distraction 1 post + 0 GM posts = 1 Total posts = 1 PP
  3. On the one hand, Sophie couldn't help but feel just a twinge of guilt as she drove her fist through the last synthetic shinobi, its circuitry going dead as it shattered to the ground. She wasn't exactly what you would call a 'computer person', and her technical skills pretty much began and ended with a decent search engine. But it didn't take an engineer to recognize these robots were probably the result of a lot of hard work by some very talented people, and she'd just torn through them like tissue paper. And when you put it in that light, yeah, it kind of put a rain cloud on things. But on the other, much larger and far more immediate hand: getting to fight ninja robots is the kind of thing that every kid whose ever been bored in history class has doodled on the back of their composition note book, and she'd just had the chance to do it with zero consequences and a cheering crowd. No amount of introspection was going to kill that kind of mirth. Heck, add in a few gorilla pirates and you'd pretty much hit the slam-dunk of elementary school daydreams. Taking a moment to brush some wiring from her otherwise perfectly styled haircut in a motion that looked so effortless that it looped back around to being almost inevitably the result of many hours of directed practices as to the best way to look casual, Sophie followed along with the story-structure for the stage show "No need for thanks, Max, you can always trust me to be there to protect anyone who calls this amazing city home." Pause for crowd response to the pandering comment "Just as I know we can trust in you to help keep our planet safe from the dangers of pollution" Surveying the scene, now that the 'battle' was won, she took a gander at the crowd, letting the cheers wash over her, letting herself soar up twenty feet or so, and then quickly tucking into a dive to do a quick lap through the arena, holding one hand out and exchanging fly-by high-fives with the good folks of Emerald City, before circling back to her position on stage, standing beside Max, and looking his way long enough to give a beaming smile and a nod of acknowledgement, while internally tamping down the desire to pick the little guy up and hoist him up onto her shoulders. I'd make for a fun visual, but probably would come across as disrespectful towards the event host. It was, after-all, supposed to be his day, she was just there to share in it. In the run up meetings to the event, Sophie had been briefed as to The Olympus and its functioning, and retained very little of the more technical discussions, beyond it was a big machine that helped to clean the air. It also somehow made bricks of stuff, or something to that effect. The details were less important than the headline message anyway, new machine that will help solve big problems with the world. That was the only take away she really had any need of, and anything with that kind of positive buzz was certainly something she wanted to support. Getting called in to help with the big unveiling party was a great chance to raise awareness of the good work that Mars Tech was doing. Good enough to even wave her usually appearance fee for corporate sponsored events.
  4. @Ari Great opening post, very exciting. Can I ask a clarification question? I think I'm right in reading it as Max having set up the ninja fight, but what I'm missing is whether or not Meridian was in on the plan for the purposes of putting on a show, or if she thought it was a real robot-ninja attack.
  5. Alright, I've touched up the power descriptor to make it a bit clearer that she's draining extra dimensional power and walk through the steps from Popularity to Psychic Power To Her Draining that power. Cleaned up the descriptors to cover Dimensional, Terminus, and Psionic, which should cover the bases as to what sorts of effects she's likely to interact with for a mechanics perspective.
  6. Astral energy, being energy drawn from the astral plane. The difference between astral energy and psionic energy, at least to me, is a slight one, similar to the difference between heat and fire. The biggest factor here is that its not a matter of mental focus, she is physically storing the energy in her body cells. So I went with Astral energy to specify that she's not wielding tactile telekinesis and its not a matter of mental focus. She's a biological battery that runs off of emotions and feelings of others, which is used to supercharge her capabilities. For the incongruity, I would say that her power is at least in line with Terminus energy being destructive, in that she is draining power out of the Astral plane. It is only due to the fact that the rate at which she draws astral energy out is many orders of magnitude less than the energy produced by sentient beings that the net loss is negligible on the scale of an entire dimension. I hope that helps.
  7. Meridian Power Level: 10 (150/151) Unspent Power Points: 1 Trade-Offs: -5 Attack, +5 Damage, -5 Defense, +5 Toughness In Brief: Paragon with literal Popularity Power Catchphrase: Theme: Dragonrider by Two Steps From Hell Alternate Identity: Sophia Powers (Public) Birthplace: Freedom City Residence: Emerald City Occupation: Public Figure/Superhero Affiliations: P3 Hero Management Solutions, LLC Family: None Description: Age: 25 (DoB: July 4th, 1993) Gender: Female Ethnicity: Caucasian Height: 6'4" Weight: 215 lbs Eyes: Glowing Silver Hair: Blond Image credited to SoDrawnOut History: Sophia knew she was born to be a hero, even before she fully understood what that meant. As a child born in the aftermath of the second Terminus Invasion, Sophia had been altered by the alien energy that leaked into the world. As she was only a child at the time, her memories of her life as part of the 'protective custody' and experimentation performed on T-Babies is sketchy at best, though she knew she was different. In her case, at least at the time, the differences were only cosmetic. She was big for her age, and had eyes that glowed with their own luminescence, but that was it. Rather uninteresting compared to other kids who could levitate objects with their mind or command elemental forces. Her drive to heroism was inspired by the Centurion, the greatest hero of all time. Entertainment options were limited, but positive messages about using super-powers were actively encouraged, so she had no shortage of exposure to the Freedom league and their exploits, which left her with the clear impression as to who she wanted to be. However, it also left her with the aftermath of his death and its effect on public consciousness, that the Terminus was fundamentally bad and anyone tainted by it was likewise something to be shunned. That distinction would follow her for the rest of her life as she strove to follow after her idol while unable to escape the perceived flaw of her birth. Lacking any outwardly dangerous abilities, Sophia was released following the legal action against the imprisonment of T.E.M.S afflicted children. However, she had no parents waiting for her, as her biological family could not be located. Instead, she was placed into a suitable foster care, along with other children who had no families to return to. This later allowed her the opportunity to enroll in Claremont Academy, a school that specialized in the education of prospective hero's. Sophia was a lackluster student, eager to do well but not particularly talented, and so stayed relatively under the radar. Even so, it at least gave her the basic combat training to see her through a battle, and further entrenched her desire to don a costume of her own. After Graduating, Sophia moved west, to Emerald City, wanting a chance to make a name for herself as a superhero, and feeling that Freedom was just to crowded for her tastes. Initially taking the name Go-Girl, she had a struggle in her early career as a vigilante, only succeeding at thwarting acts of vandalism. It was disheartening, to say the least, but she stayed at it, believing that she needed to do what she could. Her break came when she assisted the Emerald City Fire Department in evacuating and containing a fire at city hall. Her bravery, and the assistance she lead, earned her a public commendation from the Mayors office, which was broadcast nationally. After that, Sophia found herself changed. In the weeks that passed, she grew stronger, faster. She'd always been a tough-cookie, but she'd never managed to lift a car with her bare hands before, and that was only the beginning. Sophia was at a loss to explain the transformation, other than to assume she was just a late bloomer whose powers had remained dormant until placed in a life or death scenario, and only now were awakening. With her newfound powers, she was able to stop more than just petty criminals, but actually thwart felons who endangered the public. And with each new success, she found her spirits lifted even further along with new abilities. Sophia has been a full time hero for 5 years now, and in that time, she's risen to prominence in Emerald city. As easily one of the most proative and outgoing hero's, she's become the chief client of P3 Hero Management Solutions, LLC, a marketing and PR firm specializing in superhuman's. As per their recommendation, she dropped the moniker Go-Girl and now goes by Meridian, which in addition to being a better symbol, was also open for trademark. Sophia spends her days on active patrol, when she's not visiting local schools, or meeting up with talk show hosts to discuss her exploits. And she's never been happier. Personality & Motivation: Outgoing, Charismatic, Charming and Social, Sophia is a dynamo in person that can be tough to keep up with at the best of times. She lives her life full of energy, always eager to go out and be proactive. Still a young hero, she's got a very positive worldview that is a tad overly simplistic, but positive. People are good, and she wants to help where she can. That being said, she's also more than a bit of a showoff, and likes to keep herself in the spotlight, so her antics can make her seem immature at times, or at least irresponsible. Sophia cannot recall a time in her life when she didn't want to be a superhero, even before her powers developed to the point where they could be used to elevate her into an actual meta-human powerhouse. While he may have died before she was born, Sophia was enraptured by Centurions legacy and strove to emulate the fallen champion as much as she could. You may not agree with her way of doing things, but its clear to anyone with eyes that Sophia loves every second of being a superhero, and that kind of genuine positivity is infectious. Powers & Tactics: Sophia is not a very tactical fighter, relying entirely on her superior strength and near-indestructibility to ensure victory. She opens up her battles with some manner of grand proclamation, and then wades into the thick of things, putting a greater focus on showing off than directly fighting. Seldom in any personal danager, she'll get civilians to safety or take risky plays without hesitation, and always has a quip or triumphant remark to fit in between punches. Power Descriptions: Sophia's exposure to terminus energies in-utero altered her biology and genetics at a fundamental level, making her something akin to a living nexus between the physical world and the astral plane. She draws her strength from the cumulative psychic energy of conscious minds, which vastly empowers her beyond mere human capabilities. Simply put, she is something of an unwitting psychic vampire, drawing on psionic energy through the astral plane. The normal 'background' levels of energy have made her stronger and tougher than most, it is to insubstantial for her needs. This flow of energy is transient and insignificant compared to the more active and directed energy at her disposal, as a result of emotions produced in relation to her, specifically. As a siphon of psychic energy that flows through the astral plane, Sophia most readily pulls from the positive emotions she inspires in others, and similarly derives the greatest increase in strength from those feelings. Love, Joy, Hope, Gratitude, Respect, and most of all: Adoration. It is a literal statement to say that her fans are her strength, as she slightly drains all of them to a tiny degree. Those who supply her with her energies suffer no lasting effects, and are unlikely to even notice any negative effects, so long as her power supply is spread out over large numbers of individuals. Sophia isn't aware of this, and only acknowledges that her power has generally increased over time, attributing this to her own growth and maturation rather than to her increasing presence in the cultural mindset and corresponding greater access to mental energies. Complications: Slave to PR: All of Sophia's incredible powers are drawn from the love and support of the people who she inspires. When she remains in good standing with the public, she's at her strongest. But if her popularity begins to wane, so to do her powers. As a secondary limitation, she's mostly tethered to population centers where she has a strong presence in the popular consciousness. Moving far from her supporters does slowly drain her energy, leaving her progressively weaker until she returns. Fame: Sophia actively cultivates a place of high public status, and as such is hounded by the media, her fans, or just tabloid journalists, which can be both exhausting and disruptive to any efforts to have a private life. No Secret Identity: Not only is Sophia's name and face widely known, she maintains a dedicated website with a calendar of scheduled appearances. Responsibilities: Charity Work, Talk Show Appearances, Movie Cameos, Sponsorship Deals, Commercial Filming. Sophia isn't just a hero, she is a brand, and that means she has a lot of obligations to uphold, keeping her busy. Unwitting Pawn: Sophia's prominence in Emerald is at least in part due to the Chamber using her as a means to maintain their operations. She is fairly easy to trick so long as their manipulations are kept through publicly trusted figures, and acting in a manner which can be cast as heroic. When a more direct intervention is needed, they use their psychic manipulations to compel her obedience and then erase or alter her memory of events. More than once, Sophia has been an enforcer of their dark schemes, but remains none the wiser. Hatred: Stemming from her childhood where she was made to feel weak and inferior compared to other children, and then magnified by her idolization of Centurion, Sophia has come to develop a deep and festering anger towards the Terminus and anything associated with it, as a coping mechanism for her own psychological hangups. Secret (T-Baby): Sophia is a byproduct of the second Terminus Invasion, which remains a matter of contention. Due to her own complex feelings about the Terminus, she's covered up and tried to deny that she's a T-Baby, keeping it as secret as possible. Abilities: 10 + 2 + 10 + 0 + 0 + 10 = 32PP Strength: 40 [20] (+15/+5)[Ultimate Ability] Dexterity: 12 (+1) Constitution: 40 [20] (+15/+5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base Defense: +5 Base, +2 Flat-Footed Grapple: +28 to +21 (Super-Strength, Improved Grab) Knockback: -12/-2 (-27 with Bracing) Saves: 0 + 4 + 5 = 9PP Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious, Ultimate Save] Fortitude: +15/+5 (+5 Con, +10 Enhanced Con) Reflex: +5 (+1 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 36R = 9PP Diplomacy 4 (+9)Attractive 2, Connected Bluff 2 (+7) Attractive 2 Intimidate 2 (+7) Knowledge (Current Events) 2 (+2) Knowledge (Pop Culture) 2 (+2) Notice 8 (+8) Perform (Oratory) 10 (+15) Fascinate Sense Motive 6 (+6) Feats: 14PP Attractive 2 Benefit 4 (Wealth 2, Fame 2) Connected Fascinate (Oratory) Improved Grab Interpose Luck 2 Ultimate Strength Ultimate Toughness Powers: 20 + 21+ 6 + 19 = 66PP Descriptors: Psionic, Dimensional, Terminus Enhanced Constitution 20 (to Constitution 40 [+15]) [20PP] Astral Power Array 10 (20PP Array, Feats: Alternate Power 1) [21PP] BASE: Enhanced Strength 20 (to Strength 40 [+15]) {20/20} AP: Blast 13 (Flaws: Distracting [-1]; Feats: Accurate 3, Precise, Improved Range (325'), Affects Insubstantial 2) {20/20} Super-Strength 1 (Effective Strength 45, Heavy Load: 6 Tons, +1 Strength to some strength checks; Feats: Bracing, Countering Punch, Super-Breath, Shock wave) [6] Champion Array 7 (14PP Array, Feats: Alternate Power 2, Dynamic 2) [19PP] DBE: Impervious Toughness 10 {1-10} DAP: Super-Strength 0-7 (Effective Strength 45-80, Heavy Load: 6 - 800 Tons, +1-7 to some strength checks) {2-12} DAP: Flight 0-7 (0-1000 MPH/0'-10,000' per move action) {2-12} Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch (+5) DC 20 Toughness Damage [Physical] Unarmed Touch (+5) DC 30 Toughness Damage [Physical] Blast Ranged (+7) DC 27 Toughness Damage [Energy] Super-Breath Cone DC 25 Reflex Tripped Shock Wave Cone DC 25 Reflex/30 Damage [Physical] Totals: Abilities (32) + Combat (20) + Saving Throws (9) + Skills (9) + Feats (14) + Powers (66) - Drawbacks (0) = 150/151 Power Points
  8. Meridian Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: -5 Attack, +5 Damage, -5 Defense, +5 Toughness In Brief: Paragon with literal Popularity Power Catchphrase: Theme: Dragonrider by Two Steps From Hell Alternate Identity: Sophia Powers (Public) Birthplace: Freedom City Residence: Emerald City Occupation: Public Figure/Superhero Affiliations: P3 Hero Management Solutions, LLC Family: None Description: Age: 25 (DoB: July 4th, 1993) Gender: Female Ethnicity: Caucasian Height: 6'4" Weight: 215 lbs Eyes: Glowing Blue Hair: Blond Image credited to SoDrawnOut History: Personality & Motivation: Outgoing, Charismatic, Charming and Social, Sophia is a dynamo in person that can be tough to keep up with at the best of times. She lives her life full of energy, always eager to go out and be proactive. Still a young hero, she's got a very positive worldview that is a tad overly simplistic, but positive. People are good, and she wants to help where she can. That being said, she's also more than a bit of a showoff, and likes to keep herself in the spotlight, so her antics can make her seem immature at times, or at least irresponsible. Sophia cannot recall a time in her life when she didn't want to be a superhero, even before her powers developed to the point where they could be used to elevate her into an actual meta-human powerhouse. While he may have died before she was born, Sophia was enraptured by Centurions legacy and strove to emulate the fallen champion as much as she could. You may not agree with her way of doing things, but its clear to anyone with eyes that Sophia loves every second of being a superhero, and that kind of genuine positivity is infectious. Powers & Tactics: Sophia is not a very tactical fighter, relying entirely on her superior strength and near-indestructibility to ensure victory. She opens up her battles with some manner of grand proclamation, and then wades into the thick of things, putting a greater focus on showing off than directly fighting. Seldom in any personal danager, she'll get civilians to safety or take risky plays without hesitation, and always has a quip or triumphant remark to fit in between punches. Power Descriptions: Sophia's exposure to terminus energies in-utero altered her biology and genetics at a fundamental level, making her something akin to a living nexus between the physical world and the astral plane. She draws her strength from the cumulative psychic energy of conscious minds, which vastly empowers her beyond mere human capabilities. The normal 'background' levels of energy have made her stronger and tougher than most, the majority of her power is the result of directed mental power. This flow of energy is transient and insignificant compared to the more active and directed energy at her disposal. As a beacon of astral energy, Sophia most readily pulls from the emotions she inspires in others. Love, Joy, Hope, Gratitude, and most of all: Adoration. It is a literal statement to say that her fans are her strength. The cheers of support and the belief they have in is the single greatest source of astral energies she can harness. As she becomes more popular, she becomes more powerful. Sophia isn't aware of this, and only acknowledges that her power has generally increased over time, attributing this to her own growth and maturation rather than to her increasing presence in the cultural mindset. Complications: Slave to PR: All of Sophia's incredible powers are drawn from the love and support of the people who she inspires. When she remains in good standing with the public, she's at her strongest. But if her popularity begins to wane, so to do her powers. As a secondary limitation, she's mostly tethered to population centers where she has a strong presence in the popular consciousness. Moving far from her supporters does slowly drain her energy, leaving her progressively weaker until she returns. Fame: Sophia actively cultivates a place of high public status, and as such is hounded by the media, her fans, or just tabloid journalists, which can be both exhausting and disruptive to any efforts to have a private life. No Secret Identity: Not only is Sophia's name and face widely known, she maintains a dedicated website with a calendar of scheduled appearances. Responsibilities: Charity Work, Talk Show Appearances, Movie Cameos, Sponsorship Deals, Commercial Filming. Sophia isn't just a hero, she is a brand, and that means she has a lot of obligations to uphold, keeping her busy. Unwitting Pawn: Sophia's prominence in Emerald is at least in part due to the Chamber using her as a means to maintain their operations. She is fairly easy to trick so long as their manipulations are kept through publicly trusted figures, and acting in a manner which can be cast as heroic. When a more direct intervention is needed, they use their psychic manipulations to compel her obedience and then erase or alter her memory of events. More than once, Sophia has been an enforcer of their dark schemes, but remains none the wiser. Hatred: Stemming from her rotten childhood as a prisoner/lab rat while the T.E.M.S was being investigated, Sophia hates everything associated with the Terminus, including other T-Babies. Secret (T-Baby): Sophia is a byproduct of the second Terminus Invasion, which remains a matter of contention. Due to her own complex feelings about the Terminus, she's covered up and tried to deny that she's a T-Baby, keeping it as secret as possible. Abilities: 10 + 2 + 10 + 0 + 0 + 10 = 32PP Strength: 40 [20] (+15/+5)[Ultimate Ability] Dexterity: 12 (+1) Constitution: 40 [20] (+15/+5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base Defense: +5 Base, +2 Flat-Footed Grapple: +28 to +21 (Super-Strength, Improved Grab) Knockback: -12/-2 (-27 with Bracing) Saves: 0 + 4 + 5 = 9PP Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious, Ultimate Save] Fortitude: +15/+5 (+5 Con, +10 Enhanced Con) Reflex: +5 (+1 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 36R = 9PP Diplomacy 4 (+9)Attractive 2, Connected Bluff 2 (+7) Attractive 2 Intimidate 2 (+7) Knowledge (Current Events) 2 (+2) Knowledge (Pop Culture) 2 (+2) Notice 8 (+8) Perform (Oratory) 10 (+15) Fascinate Sense Motive 6 (+6) Feats: 14PP Attractive 2 Benefit 4 (Wealth 2, Fame 2) Connected Fascinate (Oratory) Improved Grab Interpose Luck 2 Ultimate Strength Ultimate Toughness Powers: 20 + 21+ 6 + 19 = 66PP Descriptors: Astral Energy, T.E.M.S. Enhanced Constitution 20 (to Constitution 40 [+15]) [20PP] Astral Power Array 10 (20PP Array, Feats: Alternate Power 1) [21PP] BASE: Enhanced Strength 20 (to Strength 40 [+15]) {20/20} AP: Blast 13 (Flaws: Distracting [-1]; Feats: Accurate 3, Precise, Improved Range (325'), Affects Insubstantial 2) {20/20} Super-Strength 1 (Effective Strength 45, Heavy Load: 6 Tons, +1 Strength to some strength checks; Feats: Bracing, Countering Punch, Super-Breath, Shock wave) [6] Champion Array 7 (14PP Array, Feats: Alternate Power 2, Dynamic 2) [19PP] DBE: Impervious Toughness 10 {1-10} DAP: Super-Strength 0-7 (Effective Strength 45-80, Heavy Load: 6 - 800 Tons, +1-7 to some strength checks) {2-12} DAP: Flight 0-7 (0-1000 MPH/0'-10,000' per move action) {2-12} Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch (+5) DC 20 Toughness Damage [Physical] Unarmed Touch (+5) DC 30 Toughness Damage [Physical] Blast Ranged (+7) DC 27 Toughness Damage [Energy] Super-Breath Cone DC 25 Reflex Tripped Shock Wave Cone DC 25 Reflex/30 Damage [Physical] Totals: Abilities (32) + Combat (20) + Saving Throws (9) + Skills (9) + Feats (14) + Powers (66) - Drawbacks (0) = 150/150 Power Points
  9. I guess to start, I've never heard of Promethea, so while I read though some of the Wikipedia article, the larger point of the reference you are making by bringing her up is lost on me. As for the rest, I'll try to answer as best I can. How is she heroic? I see her as someone with a deep flaw, but one that she doesn't want to define her, and that she is working to overcome. Yes, a part of her enjoys lording her power over others. A much larger, more rational part, acknowledges that is really messed up, and that doing so would be wrong. Like a police officer with some anger issues, who continues to serve on the force while also getting therapy to help better manage their issues. How do they fit in a group environment? Depends on the group. She's a hero fan-girl, so she'd certainly love working with others, even if she's not great at it at present due to her abilities being very broad reaching, though she has a few support powers that would help her play in a team environment. I will admit that summoning up a castle in the middle of a battle could be problematic for certain players, I don't have a great solution for getting around that. Why she was given the power? She certainly doesn't know. My personal take on it is that the outburst she had when she first got her abilities was not Mr. Infamy's endgame, that he's playing a longer strategy to let her get comfortable with her abilities. Somewhere down the line though, he'll put things in motion to try and push her over the edge, which I thought could make for a decent plot. Especially if she's acting out of a desire to do good. Road to hell, good intentions, all that jazz. Hope that clears up some points.
  10. Lady Diem Power Level: 10 (150/150 PP) Unspent Power Points: 0 Trade-Offs: -2 Toughness, +2 Defense In Brief: Fantasy Nerd with a magic book that allows them to bring their imagination to life. Nicknames: The Wizard Of The Coast Theme: Dragon Empress by BrunuhVille Alternate Identity: Sonya Teller(Secret) Birthplace: American Samoa Residence: A small basement apartment in the suburbs that she rents from her 90 year old landlord. Base of Operations: Freedom City, Liberty Park Occupation: Wage Slave Office Drone, Self-Published Fantasy Author Affiliations: None Family: Two Parents, both alive, one older sibling, one younger sibling. Description: Age: 28 Gender: Female Ethnicity: Samoan Height: 5'4" Weight: 160 lbs Eyes: Emerald Hair: Chocolate History: "Your deepest desires can be yours" That was what the card said. Sonya had a lot of problems, a lot of things that needed to be fixed, and best of all, she was desperate. At the time, she thought that Mr. Infamy, as the the card said in bold if plain text, was just the name of a business agent. The card itself had come from a stranger she'd run into during her last convention, along with some vague comments about being able to help. At the time, Sonya hadn't thought anything of it, but time passed and that changed. Suck in a dead end job, struggling to get her work published and to actually make the jump from 'aspiring' to full blown 'author', Sonya felt like her life was going nowhere fast. Lacking money, and feeling her debts steadily piling up, she felt like she needed an escape hatch. So while she was turning her wallet inside out trying to find a few extra dollars to pay her groceries, and the black card came tumbling out, she was ready to consider it. The card itself listed the address of a curio shop, one close enough to her apartment that she could reach it by foot, though far enough that she probably wouldn't have ever stumbled across it had she not been looking for the place. At a glance, it was a disheartening sight. Sure, looking at old antiques would be fun, but it wouldn't do much to improve her lot in life, or so she thought. Standing at the threshold, Sonya considered just leaving, but decided against it. Coming all the way, she could at least step inside. Mr. Infamy stood at the counter, and warmly invited Sonya in. Their interaction was a strange one. Sonya began with the assumption that the business owner could get her a book deal, or perhaps a loan to help her get her bank account out of the red. Mr. Infamy acknowledge that while he certainly could help with those sorts of things, he was curious if that was what she really wanted. Without really giving it much thought, Sonya admitted it wasn't. Normally a reserved individual, Sonya found the black haired, blue-eyed man surprisingly easy to speak with, and so her feelings just came tumbling out. In a world filled with hero's, Sonya always wanted to be one. Not the cape and mask kind, but the sword and sorcery type. She had a love of fantasy, of adventure, of daring quests and mighty magics, and most importantly, of a world she could escape to where things made sense, as far as she was concerned. Mr. Infamy listened patiently, with a charming smile, nodding along as Sonya spoke. He concluded, to summarize, that she seemed to possess a wealth of imagination and a sense of wonder that this world was simply ill equip to handle, and that she'd be much better off if she could just change a few things to better reflect the worlds she could dream up in her imagination. To that end, he offered her a strange book, plucked from a display case beside his counter, and offered it to her with the kind words that he looked forward to see what kinds of stories she decided to create, and when she attempted to pay, simply raised a hand and assured her it was no charge. After all, he said kindly, he could imagine no one better suited to carry it. So ended her encounter with Mr. Infamy. When she left his shop, Sonya found herself feeling a bit despondent. She'd come all the way trying to turn her life around, and walked out with an old book. By the time she'd walked back home, all she felt was foolish for getting caught up in the idea of changing anything. Out of curiosity, Sonya opened the book and found it was a guidebook for some sort of tabletop game, a way of crafting narrative stories based on a few simple rules. She was a veteran LARPer and had run multiple marathon game sessions during conventions, so such a book was remarkably familiar as she thumbed through the pages. As she read, her mind naturally began to imagine what sort of games she could make, and as she did, the ideas began to literally spring off the page and into the world. Before she knew what was happening, her apartment had transformed into a tavern filled to the brim with orcs, goblins, elves and hobbits. It was like a miracle. Now, were this one of the stories Sonya enjoyed reading, she probably would have paused a moment, and thought fully about the circumstances as they unfolded. Perhaps she would recall that objects of power are seldom given out for free, and that accepting gifts from strangers can lead to misfortune if you are not careful. Sonya, however, was to caught up in the moment, to fixated on all the things she had wanted which had never been possible. To preoccupied with the injustices in her life that she could finally correct. To blinded with the prospect of finally being able to step out of the dull world she lived in, and into one where she could be happy. On that day, Sonya transformed nearly half the city without even giving it a second thought, replacing the modern metropolis with a medieval citadel, positioning herself as a mighty and noble queen to preside over the realm. It would have been perfect, just like she imagined. And of course, it wasn't. There was panic in the streets as unsuspecting citizens fled before the fantastical creatures that had been conjured up among them. Hero's emerged to help contain the situation, and assembled a party to storm her castle. First, Sonya was confused as to this. But confusion turned to anger, a bitterness at what she perceived to be an attack. This was supposed to be her chance to finally get what she wanted, to make people happy. Everyone wanted to be a hero, to live an adventure, and she could give them that. How many people had been just like her, hopeless and depressed? With her power, Sonya could make it so that nobody would ever feel like that. And yet, the 'hero's were on their way to try and stop her? She didn't understand, she only felt hurt. Sending all the power she could at the heros, Sonya tried to resit their efforts to take away the world she'd tried to build, but was ultimately defeated. After all, the evil queen never wins in the end. Her book was taken, and Sonya was thrust back to the world she'd tried so hard to escape from. Only then did she fully understand how far she'd gone astray. She didn't resist arrest, and admitted her guilt on all charges. She was sentenced to prison, and while it was crushing to experience, she told herself that it was what she'd deserved. For the one time in her life she'd been given power, and all she'd done with it was try to rule some little kingdom. Five years passed, and Sonya was granted release on good behavior. In her time, she'd been a model prisoner, and actively attempted to reform herself. She'd actively participated in therapy groups, and volunteered for community service at every opportunity. The biggest sign that she was genuine in her efforts to reform was the book, however. Despite her imprisonment, Sonya's book had repeatedly found its way back to her. And instead of using it to escape, she'd done what she was supposed to do, and hand it over to the authorities. That was a huge sign in and of itself. Her application for probationary release was granted, and Sonya was able to walk free. When Sonya returned home, she found the book waiting for her. And it would be a lie to say she wasn't tempted to use it. But Sonya refused to go down that path again. She hid the book away, and tried her best to ignore it. For six months, she even managed. In that time, she got a job. It was a terrible job, but then as a felon with a record, it was about the best she could manage. Most of the time, she could push the matter aside. But when her mind drifted, she would find herself contemplating the book again. If she never touched it again, she could never use it to hurt anyone. That was certainly commendable. But with the book, she could do some good, of that much she was sure. Project Freedom, a reform program for criminals who were attempting to use their superhuman abilities productively, provided a means to do so. Working with the project, Sonya was granted the opportunity to use her abilities in controlled settings, and with nearby heros on hand should she start displaying some of her less positive tendencies. In addition to connecting her with a therapist, Dr. Gabriel Marquez, to help continue her rehabilitation. Sonya is now six months into the program, and has been granted a wider range of freedom to use her abilities, and works every day to continue to better herself and put the power she was given, however dark its origin, to use for good. Personality & Motivation: True nobility is not being superior to your fellow man, but superior to your past self. Sonya has attempted to make that the core of her being. As a fantasy fanatic, she's filled her subconscious with tales of chivalry and hero's facing off against evil, and believes in a very optimistic world view. However, at a personal level, she's largely failed to uphold such ideals, which has left her with no small amount of self loathing. Sonya uses her powers for good to try and become a better person herself in the process, and to try and help the world be a better place in the process, rather than trying to force it to be what she wants it to be. As an individual, Sonya is likable enough, if a bit awkward. She doesn't usually make eye contact and avoids talking much about herself, rather preferring to talk about her interests or other people. While she would never admit it, she's something of a hopeless romantic, and tends to fall in love easily but lacks the courage to really act on her feelings, which leads to heartbreak when the subjects of her affections remain unaware of her crush. She hates her job, and only works enough to get by on, finding satisfaction in her hobbies rather than her profession. an armature writer, she maintains a small collection of self-published works of middling quality, though small commercial success. Before gaining her book, she was a big fan of superheros and is still largely a big fan of superheros, so she can turn into a total fan-girl when meeting other costumed vigilantes. Powers & Tactics: In a battle, Sonya holds two key advantages. The first is that she will almost certainly have near total control of the environment in which the fight takes place, as her power lets her radically reshape her surroundings on a whim. Castles, dungeons, alien worlds, lost caves, and all manner of scenarios can spring from nothing in an instant. As such, her first and foremost strategy involves keeping the fight on her terms. Individually, she's very vulnerable and she knows it. Throwing up barriers between her and her enemies so that they remain trapped within her worlds means that the fight always stays at a distance. A battle with Dorothy is more about fighting against the world she creates than her personally. Aside from controlling the fight, Sonya can keep her enemies off balance with a constant barrage of illusions and distractions. Some of her creations are harmless and immaterial, while others are far more solid. Foes will never fully know what can harm them, and what cant. These illusions can also help to keep her hidden while the battle goes on. She'll send hordes of goblins to clash with her foes, or bombard them with fiendish traps, while monitoring the situation from behind her barriers. If pressed, she can call up a solid construct to act as her champion, making it the boss of her dungeons and a final encounter, though while that happens she's just as likely to disappear herself through a gateway, retreating and keeping the game of cat and mouse going. Ultimately, the fight comes down to whether Sonya can keep her enemies contained before they can close in and lock her down, or worse yet, separate her from her source of power. When fighting with allies, Sonya dials back on the scale of her worlds, preferring to simply play a support role by keeping her teammates in advantages positions and undermining enemies. She can provide tactical information thanks to an ability to step back and view the real world as a projection of a game board, even moving pieces around if she desires, or through restoring the strength of her companions in the event they become injured. Power Descriptions: Sonya has no powers on her own, and is fairly sub-par in most aspects. Her abilities stem from her Grimoire. While it appears to be a fairly standard, if somewhat ornate book, it is a talisman with which its holder can manifest their imagination into reality, sculpting the world around them to their liking. While nearly indistinguishable from reality, the creations are manifestations of Sonya's imagination, and can sometimes take on lives of their own outside her control. Complications: Wage Slave: Sonya works at a dead end cubical job entering data from spreadsheets, employed under a boss that doesn't particularly like her (or anyone), for a wage that is barely enough to scrape by on, as well as being generally soul crushing. Darker Impulses: There is certainly a reason that Sonya attracted the attention of Mr. Infamy. Aside from a sincere dissatisfaction with her life and a desire to escape from it, she has more sinister aspects of her personality that were previously contained by her lack of power, but are now unleashed. She can be very controlling, manipulative, and has a genuine sadistic streak she wasn't aware off. Gaining the ability to change the world to her liking made it hard to ignore the fact that her first temptation wasn't to help others or fix things, but to enact petty revenge against people who she felt wronged by and indulge in self gratification. It provided a harsh look in the mirror and has left her with the challenge of confronting the fact she's not as good a person as she liked to believe. She's receiving psychological therapy to help her better learn to cope with and channel her feelings in constructive ways, but she still has bad days. Probation: Sonya's been allowed to keep her book after showing genuine remorse for her actions and is working to prove herself as reformed, but that doesn't mean she's entirely off the hook. In addition to community service, she's monitored to make sure she doesn't relapse into more megalomaniac patterns of behavior. Self Conscious: When comparing herself to others, Sonya usually views herself as inferior, whether referring to intellect, appearance, or talent. She is easily put down by others and made to doubt her own value. Wrong Genre Savy: Despite being a big fan of literature, particularly fantasy, Sonya knows precisely nothing about real magic or supernatural creatures, and so will just try to muddle through based on what she thinks she knows. Which is not only often wrong, but dangerously wrong. Claustrophobia: Defined as a fear of confined spaces, Sonya becomes stressed if put inside an elevator, and can panic in any enclosed space much smaller than that. Debts: Sonya accepted a deal from Mr. Infamy, and such things always have a way of coming back around. Much as Sonya might envision herself as the one sitting at the game table, she's more likely to just be a piece in his larger game. Second Chances: Sonya, having turned back from the dark side, is a bit to eager to try and see the same good in others, and this leaves her with a blind spot as she ignores the risks in her efforts to reform other misguided souls. Abilities: 0 + 4 + 4 + 2 + 4 + 4 = 18 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 0 + 8 = 9PP Initiative: +2 Attack: +0 Melee, +4 Ranged Defense: +12 (+4 Base, +4 Illusion, +4 Dodge Focus), +4 Flat-Footed Grapple: +0 Knockback: -4 Saving Throws: 4 + 4 + 5 = 13PP Toughness: +8 (+2 Con, +6 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+1 Wis, +5) Skills: 48R = 12PP Bluff 8 (+10) Distract Knowledge (Pop Culture) 4 (+6) Notice 10 (+11/+19) Perform (Acting) 12 (+14) Fascinate Profession (Writer) 8 (+9) Sense Motive 6 (+7) Assessment Feats: 6PP Assessment Distract (Bluff) Fascinate (Acting) Luck 2 Equipment: 0PP = 0EP Powers: 92PP (Descriptor: Magic, Imagination) Device 30 (The Grimoire; 150 PP Container; Extras: Indestructible, Summonable; Flaws: Easy-To Lose) [92PP] World Building 45 (80 PP Dynamic Array; Feats: Dynamic Alternate Power 5 )[90PP] Base Power: Illusion 10 (All Senses; Extras: Ephemeral [+3]; Feats: Progression 10 (10K ft Radius)) {80/80} (Quasi-Real Illusions, though more difficult, are possible) Alternate Power: Illusion 10 (All Senses; Extras: Sustained [+1]; Feats: Progression 15 (10K ft Radius)) {65/80} (Illusions that make the fantasy seem real) Alternate Power: Create Object 10 (10 Cubes; Extras: Perception Range [+1], Movable [+1]; Feats: Subtle, Precise, Stationary, Selective, Variable Descriptor 2 (Magic), Feature (Furnished), Progressive 8 (2.5K ft cube/Rank)) {57/80} (Conjure Entire Worlds From Nothing) Alternate Power: Environment Control 13 (5 PP Effects, 50K ft Radius) {60/80} (Dramatic Environments Provide Interesting Backdrops) Alternate Power: Transform 10 (Inanimate To Inanimate, 1M lbs; Extras: Perception Range [+1]; Feats: Indirect 4, Progression 10, Precise) {74/80} (Reshape The World) Enhanced Advantage 8 (Dodge Focus 4, Defensive Roll 3, Evasion) Linked Enhanced Dodge 4 [12PP](Misdirection and Illusion make it hard to actually land a solid hit) Dungeon Master 20 (42 PP Array; Feats: Alternate Power 8)[50PP] (Change the world like it was just a game) Base Power: Summon 10 ( 150 PP Boss Monster; Extras: Heroic [+1], Broad Type (Fantasy Creature)[+2], Continuous [+1]; Feats: Mental Link, Sacrifice; Flaws: Tiring [-1], Distracting [-1]) {42/42} (Call up powerful Boss Monsters) Alternate Power: Damage 9 (Monster/Traps/Spells; Extras: Perception Range [+2], Alternate Save (Reflex)[+1]; Feats: Indirect 4, Variable Descriptor 2 (Magic)) {42/42} (Create challenging and dangerous hazards) Alternate Power: Teleport 8 (800 ft /2000 miles); Extras: Accurate [+1], Portal [+2] Feats: Progression 2) {42/42} (Gate Spell) Alternate Power: Mental ESP 10 (10,000 ft Range ; Extras: No Conduit [+1]; Feats: Subtle 2), Super-Senses 16 (Detect Weaknesses (Mental: Ranged, Acute, Analytical), Detect Strengths (Mental: Ranged, Acute, Analytical), Spacial Awareness (Mental: Acute, Radius, Ranged), Extended Mental Senses 2 (-1 per 1000ft), Rapid Mental Senses 2 (x100); Flaws Limited To ESP [-1]), Enhanced Notice 8 {36/42} (View the world as a battle-map with character figures and look up stat blocks) Alternate Power: Move Object 12 (16/32/50/100/250 Tons; Extras: Perception Range [+1]; Feats: Subtle 2, Indirect 4) {42/42} (Picking pieces up off the board) Alternate Power: Healing 8 (Erasing Damage; Extras: Perception Range [+2], Restoration [+1], Total [+1]; Flaws: Distracting [-1]; Feats: Persistent, Regrowth) {42/42} (Undoing Harm can be as simple as erasing it from a character sheet) Alternate Power: Paralyze 9 (End Of Turn; Extras: Perception Range [+2]; Feats: Subtle 2, Indirect 4){42/42}(Time) Alternate Power: Boost 6 (All Traits; Extras: Perception Range [+2]; Flaws: Limited To Others [-1]; Feats: Indirect 4, Subtle 2) {42/42}(Level Up!) Alternate Power: Dimensional Pocket 8 (500K lbs; Extras: Perception Range [+2]; Feats: Indirect 4, Subtle 2, Progression 4){42/42}(Put Pieces back in the box) Drawbacks: 0PP DC Block Attack Range Save Effect Unarmed Melee DC 15 Toughness Damage Illusion Perception DC 20 Will Tricked By Illusion Ephemeral Illusion Perception DC 20 Will Tricked By Illusion + Up To Rank 5 Effect Create Object Perception DC 20 Reflex/DC 25 Toughness Trapped/Crushed by object Damage Perception DC 24 Reflex Damaged Transform Perception DC 20 Fort (Inanimate) Transformed Paralyze Perception DC 20 Will Slowed/Paralyzed Dimensional Pocket Perception DC 18 Reflex/Will Moved To Pocket Dimension Totals: Abilities (18) + Combat (9) + Saving Throws (13) + Skills (12) + Feats (6) + Powers (92) - Drawbacks (0) = 150/150 Power Points
  11. Lady Diem Power Level: 10 (150/150 PP) Unspent Power Points: 0 Trade-Offs: -2 Toughness, +2 Defense In Brief: Fantasy Nerd with a magic book that allows them to bring their imagination to life. Nicknames: The Wizard Of The Coast Theme: Dragon Empress by BrunuhVille Alternate Identity: Sonya Teller(Secret) Birthplace: American Samoa Residence: A small basement apartment in the suburbs that she rents from her 90 year old landlord. Base of Operations: Freedom City, Liberty Park Occupation: Wage Slave Office Drone, Self-Published Fantasy Author Affiliations: None Family: Two Parents, both alive, one older sibling, one younger sibling. Description: Age: 28 Gender: Female Ethnicity: Samoan Height: 5'4" Weight: 160 lbs Eyes: Emerald Hair: Chocolate History: "Your deepest desires can be yours" That was what the card said. Sonya had a lot of problems, a lot of things that needed to be fixed, and best of all, she was desperate. At the time, she thought that Mr. Infamy, as the the card said in bold if plain text, was just the name of a business agent. The card itself had come from a stranger she'd run into during her last convention, along with some vague comments about being able to help. At the time, Sonya hadn't thought anything of it, but time passed and that changed. Suck in a dead end job, struggling to get her work published and to actually make the jump from 'aspiring' to full blown 'author', Sonya felt like her life was going nowhere fast. Lacking money, and feeling her debts steadily piling up, she felt like she needed an escape hatch. So while she was turning her wallet inside out trying to find a few extra dollars to pay her groceries, and the black card came tumbling out, she was ready to consider it. The card itself listed the address of a curio shop, one close enough to her apartment that she could reach it by foot, though far enough that she probably wouldn't have ever stumbled across it had she not been looking for the place. At a glance, it was a disheartening sight. Sure, looking at old antiques would be fun, but it wouldn't do much to improve her lot in life, or so she thought. Standing at the threshold, Sonya considered just leaving, but decided against it. Coming all the way, she could at least step inside. Mr. Infamy stood at the counter, and warmly invited Sonya in. Their interaction was a strange one. Sonya began with the assumption that the business owner could get her a book deal, or perhaps a loan to help her get her bank account out of the red. Mr. Infamy acknowledge that while he certainly could help with those sorts of things, he was curious if that was what she really wanted. Without really giving it much thought, Sonya admitted it wasn't. Normally a reserved individual, Sonya found the black haired, blue-eyed man surprisingly easy to speak with, and so her feelings just came tumbling out. In a world filled with hero's, Sonya always wanted to be one. Not the cape and mask kind, but the sword and sorcery type. She had a love of fantasy, of adventure, of daring quests and mighty magics, and most importantly, of a world she could escape to where things made sense, as far as she was concerned. Mr. Infamy listened patiently, with a charming smile, nodding along as Sonya spoke. He concluded, to summarize, that she seemed to possess a wealth of imagination and a sense of wonder that this world was simply ill equip to handle, and that she'd be much better off if she could just change a few things to better reflect the worlds she could dream up in her imagination. To that end, he offered her a strange book, plucked from a display case beside his counter, and offered it to her with the kind words that he looked forward to see what kinds of stories she decided to create, and when she attempted to pay, simply raised a hand and assured her it was no charge. After all, he said kindly, he could imagine no one better suited to carry it. So ended her encounter with Mr. Infamy. When she left his shop, Sonya found herself feeling a bit despondent. She'd come all the way trying to turn her life around, and walked out with an old book. By the time she'd walked back home, all she felt was foolish for getting caught up in the idea of changing anything. Out of curiosity, Sonya opened the book and found it was a guidebook for some sort of tabletop game, a way of crafting narrative stories based on a few simple rules. She was a veteran LARPer and had run multiple marathon game sessions during conventions, so such a book was remarkably familiar as she thumbed through the pages. As she read, her mind naturally began to imagine what sort of games she could make, and as she did, the ideas began to literally spring off the page and into the world. Before she knew what was happening, her apartment had transformed into a tavern filled to the brim with orcs, goblins, elves and hobbits. It was like a miracle. Now, were this one of the stories Sonya enjoyed reading, she probably would have paused a moment, and thought fully about the circumstances as they unfolded. Perhaps she would recall that objects of power are seldom given out for free, and that accepting gifts from strangers can lead to misfortune if you are not careful. Sonya, however, was to caught up in the moment, to fixated on all the things she had wanted which had never been possible. To preoccupied with the injustices in her life that she could finally correct. To blinded with the prospect of finally being able to step out of the dull world she lived in, and into one where she could be happy. On that day, Sonya transformed nearly half the city without even giving it a second thought, replacing the modern metropolis with a medieval citadel, positioning herself as a mighty and noble queen to preside over the realm. It would have been perfect, just like she imagined. And of course, it wasn't. There was panic in the streets as unsuspecting citizens fled before the fantastical creatures that had been conjured up among them. Hero's emerged to help contain the situation, and assembled a party to storm her castle. First, Sonya was confused as to this. But confusion turned to anger, a bitterness at what she perceived to be an attack. This was supposed to be her chance to finally get what she wanted, to make people happy. Everyone wanted to be a hero, to live an adventure, and she could give them that. How many people had been just like her, hopeless and depressed? With her power, Sonya could make it so that nobody would ever feel like that. And yet, the 'hero's were on their way to try and stop her? She didn't understand, she only felt hurt. Sending all the power she could at the heros, Sonya tried to resit their efforts to take away the world she'd tried to build, but was ultimately defeated. After all, the evil queen never wins in the end. Her book was taken, and Sonya was thrust back to the world she'd tried so hard to escape from. Only then did she fully understand how far she'd gone astray. She didn't resist arrest, and admitted her guilt on all charges. She was sentenced to prison, and while it was crushing to experience, she told herself that it was what she'd deserved. For the one time in her life she'd been given power, and all she'd done with it was try to rule some little kingdom. Five years passed, and Sonya was granted release on good behavior. In her time, she'd been a model prisoner, and actively attempted to reform herself. She'd actively participated in therapy groups, and volunteered for community service at every opportunity. The biggest sign that she was genuine in her efforts to reform was the book, however. Despite her imprisonment, Sonya's book had repeatedly found its way back to her. And instead of using it to escape, she'd done what she was supposed to do, and hand it over to the authorities. That was a huge sign in and of itself. Her application for probationary release was granted, and Sonya was able to walk free. When Sonya returned home, she found the book waiting for her. And it would be a lie to say she wasn't tempted to use it. But Sonya refused to go down that path again. She hid the book away, and tried her best to ignore it. For six months, she even managed. In that time, she got a job. It was a terrible job, but then as a felon with a record, it was about the best she could manage. Most of the time, she could push the matter aside. But when her mind drifted, she would find herself contemplating the book again. If she never touched it again, she could never use it to hurt anyone. That was certainly commendable. But with the book, she could do some good, of that much she was sure. Project Freedom, a reform program for criminals who were attempting to use their superhuman abilities productively, provided a means to do so. Working with the project, Sonya was granted the opportunity to use her abilities in controlled settings, and with nearby heros on hand should she start displaying some of her less positive tendencies. In addition to connecting her with a therapist, Dr. Gabriel Marquez, to help continue her rehabilitation. Sonya is now six months into the program, and has been granted a wider range of freedom to use her abilities, and works every day to continue to better herself and put the power she was given, however dark its origin, to use for good. Personality & Motivation: True nobility is not being superior to your fellow man, but superior to your past self. Sonya has attempted to make that the core of her being. As a fantasy fanatic, she's filled her subconscious with tales of chivalry and hero's facing off against evil, and believes in a very optimistic world view. However, at a personal level, she's largely failed to uphold such ideals, which has left her with no small amount of self loathing. Sonya uses her powers for good to try and become a better person herself in the process, and to try and help the world be a better place in the process, rather than trying to force it to be what she wants it to be. As an individual, Sonya is likable enough, if a bit awkward. She doesn't usually make eye contact and avoids talking much about herself, rather preferring to talk about her interests or other people. While she would never admit it, she's something of a hopeless romantic, and tends to fall in love easily but lacks the courage to really act on her feelings, which leads to heartbreak when the subjects of her affections remain unaware of her crush. She hates her job, and only works enough to get by on, finding satisfaction in her hobbies rather than her profession. an armature writer, she maintains a small collection of self-published works of middling quality, though small commercial success. Before gaining her book, she was a big fan of superheros and is still largely a big fan of superheros, so she can turn into a total fan-girl when meeting other costumed vigilantes. Powers & Tactics: In a battle, Sonya holds two key advantages. The first is that she will almost certainly have near total control of the environment in which the fight takes place, as her power lets her radically reshape her surroundings on a whim. Castles, dungeons, alien worlds, lost caves, and all manner of scenarios can spring from nothing in an instant. As such, her first and foremost strategy involves keeping the fight on her terms. Individually, she's very vulnerable and she knows it. Throwing up barriers between her and her enemies so that they remain trapped within her worlds means that the fight always stays at a distance. A battle with Dorothy is more about fighting against the world she creates than her personally. Aside from controlling the fight, Sonya can keep her enemies off balance with a constant barrage of illusions and distractions. Some of her creations are harmless and immaterial, while others are far more solid. Foes will never fully know what can harm them, and what cant. These illusions can also help to keep her hidden while the battle goes on. She'll send hordes of goblins to clash with her foes, or bombard them with fiendish traps, while monitoring the situation from behind her barriers. If pressed, she can call up a solid construct to act as her champion, making it the boss of her dungeons and a final encounter, though while that happens she's just as likely to disappear herself through a gateway, retreating and keeping the game of cat and mouse going. Ultimately, the fight comes down to whether Sonya can keep her enemies contained before they can close in and lock her down, or worse yet, separate her from her source of power. When fighting with allies, Sonya dials back on the scale of her worlds, preferring to simply play a support role by keeping her teammates in advantages positions and undermining enemies. She can provide tactical information thanks to an ability to step back and view the real world as a projection of a game board, even moving pieces around if she desires, or through restoring the strength of her companions in the event they become injured. Power Descriptions: Sonya has no powers on her own, and is fairly sub-par in most aspects. Her abilities stem from her Grimoire. While it appears to be a fairly standard, if somewhat ornate book, it is a talisman with which its holder can manifest their imagination into reality, sculpting the world around them to their liking. While nearly indistinguishable from reality, the creations are manifestations of Sonya's imagination, and can sometimes take on lives of their own outside her control. Complications: Wage Slave: Sonya works at a dead end cubical job entering data from spreadsheets, employed under a boss that doesn't particularly like her (or anyone), for a wage that is barely enough to scrape by on, as well as being generally soul crushing. Darker Impulses: There is certainly a reason that Sonya attracted the attention of Mr. Infamy. Aside from a sincere dissatisfaction with her life and a desire to escape from it, she has more sinister aspects of her personality that were previously contained by her lack of power, but are now unleashed. She can be very controlling, manipulative, and has a genuine sadistic streak she wasn't aware off. Gaining the ability to change the world to her liking made it hard to ignore the fact that her first temptation wasn't to help others or fix things, but to enact petty revenge against people who she felt wronged by and indulge in self gratification. It provided a harsh look in the mirror and has left her with the challenge of confronting the fact she's not as good a person as she liked to believe. She's receiving psychological therapy to help her better learn to cope with and channel her feelings in constructive ways, but she still has bad days. Probation: Sonya's been allowed to keep her book after showing genuine remorse for her actions and is working to prove herself as reformed, but that doesn't mean she's entirely off the hook. In addition to community service, she's monitored to make sure she doesn't relapse into more megalomaniac patterns of behavior. Self Conscious: When comparing herself to others, Sonya usually views herself as inferior, whether referring to intellect, appearance, or talent. She is easily put down by others and made to doubt her own value. Wrong Genre Savy: Despite being a big fan of literature, particularly fantasy, Sonya knows precisely nothing about real magic or supernatural creatures, and so will just try to muddle through based on what she thinks she knows. Which is not only often wrong, but dangerously wrong. Claustrophobia: Defined as a fear of confined spaces, Sonya becomes stressed if put inside an elevator, and can panic in any enclosed space much smaller than that. Debts: Sonya accepted a deal from Mr. Infamy, and such things always have a way of coming back around. Much as Sonya might envision herself as the one sitting at the game table, she's more likely to just be a piece in his larger game. Second Chances: Sonya, having turned back from the dark side, is a bit to eager to try and see the same good in others, and this leaves her with a blind spot as she ignores the risks in her efforts to reform other misguided souls. Abilities: 0 + 4 + 4 + 2 + 4 + 4 = 18 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 0 + 8 = 9PP Initiative: +4 Attack: +0 Melee, +4 Ranged Defense: +12 (+4 Base, +4 Illusion, +4 Dodge Focus), +4 Flat-Footed Grapple: +0 Knockback: -2 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +8 (+2 Con, +6 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+1 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 48R = 12PP Bluff 8 (+10) Distract Knowledge (Pop Culture) 4 (+6) Notice 10 (+12/+20) Perform (Acting) 12 (+14) Fascinate Profession (Writer) 8 (+10) Sense Motive 6 (+8) Assessment Feats: 6PP Assessment Distract (Bluff) Fascinate (Acting) Luck 2 Equipment: 0PP = 0EP Powers: 92PP (Descriptor: Magic, Imagination) Device 30 (The Grimoire; 150 PP Container; Extras: Indestructible, Summonable; Flaws: Easy-To Lose) [92PP] World Building 45 (80 PP Dynamic Array; Feats: Dynamic Alternate Power 5 )[90PP] Base Power: Illusion 10 (All Senses; Extras: Ephemeral [+3]; Feats: Progression 10 (10K ft Radius)) {80/80} (Quasi-Real Illusions, though more difficult, are possible) Alternate Power: Illusion 10 (All Senses; Extras: Sustained [+1]; Feats: Progression 15 (10K ft Radius)) {65/80} (Illusions that make the fantasy seem real) Alternate Power: Create Object 10 (10 Cubes; Extras: Perception Range [+1], Movable [+1]; Feats: Subtle, Precise, Stationary, Selective, Variable Descriptor 2 (Magic), Feature (Furnished), Progressive 8 (2.5K ft cube/Rank)) {57/80} (Conjure Entire Worlds From Nothing) Alternate Power: Environment Control 13 (5 PP Effects, 50K ft Radius) {60/80} (Dramatic Environments Provide Interesting Backdrops) Alternate Power: Transform 10 (Inanimate To Inanimate, 1M lbs; Extras: Perception Range [+1]; Feats: Indirect 4, Progression 10, Precise) {74/80} (Reshape The World) Enhanced Advantage 8 (Dodge Focus 4, Defensive Roll 3, Evasion) Linked Enhanced Dodge 4 [12PP](Misdirection and Illusion make it hard to actually land a solid hit) Dungeon Master 20 (42 PP Array; Feats: Alternate Power 8)[50PP] (Change the world like it was just a game) Base Power: Summon 10 ( 150 PP Boss Monster; Extras: Heroic [+1], Broad Type (Fantasy Creature)[+2], Continuous [+1]; Feats: Mental Link, Sacrifice; Flaws: Tiring [-1], Distracting [-1]) {42/42} (Call up powerful Boss Monsters) Alternate Power: Damage 9 (Monster/Traps/Spells; Extras: Perception Range [+2], Alternate Save (Reflex)[+1]; Feats: Indirect 4, Variable Descriptor 2 (Magic)) {42/42} (Create challenging and dangerous hazards) Alternate Power: Teleport 8 (800 ft /2000 miles); Extras: Accurate [+1], Portal [+2] Feats: Progression 2) {42/42} (Gate Spell) Alternate Power: Mental ESP 10 (10,000 ft Range ; Extras: No Conduit [+1]; Feats: Subtle 2), Super-Senses 16 (Detect Weaknesses (Mental: Ranged, Acute, Analytical), Detect Strengths (Mental: Ranged, Acute, Analytical), Spacial Awareness (Mental: Acute, Radius, Ranged), Extended Mental Senses 2 (-1 per 1000ft), Rapid Mental Senses 2 (x100); Flaws Limited To ESP [-1]), Enhanced Notice 8 {36/42} (View the world as a battle-map with character figures and look up stat blocks) Alternate Power: Move Object 12 (16/32/50/100/250 Tons; Extras: Perception Range [+1]; Feats: Subtle 2, Indirect 4) {42/42} (Picking pieces up off the board) Alternate Power: Healing 8 (Erasing Damage; Extras: Perception Range [+2], Restoration [+1], Total [+1]; Flaws: Distracting [-1]; Feats: Persistent, Regrowth) {42/42} (Undoing Harm can be as simple as erasing it from a character sheet) Alternate Power: Paralyze 9 (End Of Turn; Extras: Perception Range [+2]; Feats: Subtle 2, Indirect 4){42/42}(Time) Alternate Power: Boost 6 (All Traits; Extras: Perception Range [+2]; Flaws: Limited To Others [-1]; Feats: Indirect 4, Subtle 2) {42/42}(Level Up!) Alternate Power: Dimensional Pocket 8 (500K lbs; Extras: Perception Range [+2]; Feats: Indirect 4, Subtle 2, Progression 4){42/42}(Put Pieces back in the box) Drawbacks: 0PP DC Block Attack Range Save Effect Unarmed Melee DC 15 Toughness Damage Illusion Perception DC 20 Will Tricked By Illusion Ephemeral Illusion Perception DC 20 Will Tricked By Illusion + Up To Rank 5 Effect Create Object Perception DC 20 Reflex/DC 25 Toughness Trapped/Crushed by object Damage Perception DC 24 Reflex Damaged Transform Perception DC 20 Fort (Inanimate) Transformed Paralyze Perception DC 20 Will Slowed/Paralyzed Dimensional Pocket Perception DC 18 Reflex/Will Moved To Pocket Dimension Totals: Abilities (18) + Combat (9) + Saving Throws (13) + Skills (12) + Feats (6) + Powers (92) - Drawbacks (0) = 150/150 Power Points
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