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Estro

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  1. Following our discussion on discord; I've added Telekinetic as a descriptor for all her powers, added the Touchsight and Immunity to Falling section to her powers, clarified the hands as merely her utilitsation and interpetation of her telekinetic powers, and changed Touchsight to tactile instead of mental. With the two free points from that (as tactile gets Accurate and acute free) I've boosted the renamed array by one and spent it on better indirects.
  2. Added force to the all descriptors section. The array power Telekinesis (I'm assuming you mean the move object and not the name for the overal array) is Telekinesis as built, I just used the base power name from Ultimate Power as the bold name. I haven't classified it as Psionic as my understanding of psionics is that they're more "mental" than the telekinetic expression Isobel possesses. I called it telekinesis as she's able to project force at a distance (using her invisible hands) which is my understanding of the definition. The touchsight works by the feeling she gets from her telekinetic hands. They're constantly surrounding her and moving, and this lets her understand the relative position (through proprioception), texture and tempreture of objects around her. Her brain has turned this into a sort of map of her surroundings, much as you might get if you had sonar. It's classified as mental and not tactile because it's not technically her actual sense of touch. Her immunity to falling is an instinctive reaction of her powers. As she approaches the ground (or whatever she's going to hit and get falling damage from) the hands instinctively reach out, slow her down, and just absorb the force that would have gone through her (it's much like the kinetic sump aspect that provides her toughness). At present they both have mutant and force descriptors, and I can't think of more that would apply.
  3. Isobel Fletcher Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Telekinetic knifehands trying to control herself. Alternate Identity: None, at present. Birthplace: Denver. Residence: Claremont Academy boarding Occupation: Student, Claremont Academy Affiliations: Family: Mother - Rebecca Fletcher; Father - Arthur Meville (Estranged), Half-Sister - Claire Meville Description: Age: 16 (DoB: 2004) Gender: Female Ethnicity: Mixed. Height: Five ten, or 178cm Weight: 148 lb, or 67 kg Eyes: Blue Hair: Natively black, dyed lavender with a fade towards the tips Isobel typically dresses in darker clothes, with a tendancy towards longer sleeves to hide the scars from her first few uncontrolled attempts at using her powers. Her height generally means she has fewer selections than she'd like, and several of her more comfortable clothes are mens clothes. She rather hopes that she'll stop growing sometime soon. She doesn't have a costume, but her few vague ideas for it History: Isobel was born in Denver to a then happy couple in the early 2000s, where her Father worked as a paralegal, and her mother made money using her own small talent with telekinesis to craft intricate microscopic structures. After an... acromonius divorce when Isobel was eight, her and her mother moved to Freedom city, the home of superheroism in America. Her mother kept up her free-lance crafting duties (her power lacking the ability to affect anything much larger than a grain of sand), while Isobel settled into a life different from the once she once knew. One where superheroism was a norm, and terrifying yet marvelous things could afflict the city at once. She made new friends, went to a new school, and settled into life, as much as you can in a city such as Freedom. Perhaps it was the exposure then, to all that power, the experiance of living in a city larger than life that lead to her own powers becoming larger than life when they blossomed half a year ago. Where her mother could carve all of war and piece onto a pin head, Isobel could carve through steel. And not much else, when it first formed, her room swiftly becoming a mess, with rents in the walls and gouges in the ceiling, to speak nothing of the state of the bed. And the more her powers acted out, the more she became fustrated, and the more the powers acted out in turn.The tipping point was about a week after manifestation, when Isobel became so agitated that her telekinetic hands attempted to grab her own arms. The aftermath of that incident led to a short stint in a hospital, a personal aquiantace with several heroes, and several scars twisting around her elbows. The six months since then have been one of herculean effort. She has brought her powers under her control, enough that Isobel can now attend the famous - or is it infamous - Claremont Academy, the school for gifted youngsters. She won't let her powers defeat her. She'll make something of her self, just you see. Personality & Motivation: Isobel was in attitude, once, a fairly typical expression of a teenage girl. Removed from parental attention, slightly rebellious towards authority, and fond of far too loud music. And, for the most part, that still remains, but it's been clouded by the recent months, the months where an emotional outburst could destroy a bed, or a jacket, or a prized possession. She was serious before, but it was the mock seriousness of a teenager who believes she knows everything. Parts of that still remain, but it's been tempered by nothing less unrelenting than reality. And, with this power, Isobel has nothing more than a desire to master it. To form it to her will, to make it a force for good in the world, rather than what it once was. It would help, then, if she could master the fact she's terrified of it. Power Descriptions: Isobel controls a multitude of invisible hands, which she can see as a faint warp in the air, a twisting of space in her vision. These hands are far stronger than she is, and each finger is tipped with an impossibly sharp claw. At times, when she's very agitated or under a lot of strain, others can see them as a faint blue haze. For now, she's just about managed to master a passive version where the faint sense of touch she gets from them allows her to see an area around her. They also act to drain energy from incoming attacks, as well as protect her if she falls. To clarify, this is merely her interpretation of a much wider telekinetic power, where she visualises it as hands. Touchsight works by the feeling she gets from her telekinetic hands. They're constantly surrounding her and moving, and this lets her understand the relative position (through proprioception), texture and tempreture of objects around her. Her brain has turned this into a sort of map of her surroundings, much as you might get if you had sonar. Her immunity to falling is an instinctive reaction of her powers. As she approaches the ground (or whatever she's going to hit and get falling damage from) the hands instinctively reach out, slow her down, and just absorb the force that would have gone through her (it's much like the kinetic sump aspect that provides her toughness). Her powers, although she doesn't like to admit it given the predudice, are caused due to her being a Terminus child. Or, rather, the grand-daughter of one. Her mother's grandmother lived in freedom city, and had the misfortune to be pregnant when the invasion came. Her grandmother was born with a "third hand", a mental construct that could lift and manipulate anything like another hand could. It was no stronger than her arms, and could reach no further than them. Isobel's mother, Rebecca, was even more limited, barely even able to move a pin, but she gained in precision what she lacked in power. Being born in Denver, her mother and Isobel in turn can rebute most of the ideals. But, well, Isobel was the right age, and in the right place that when the invasion came again, and her body absorbed the Terminus energies. Complications: Forcibly controlled: Isobel's psychic powers aren't conciously controlled so much as conciously applied. In times of stress, emotion, or even tiredness this control can slip, allowing her powers to run amok once more, or perhaps even more disconcertinly desert her entirely as she instead involuntarily clamps down on any useage of it. Fear of the Self: Isobel is, and she knows it even if she refuses to acknowledge it, scared of her powers. At times, she's suddenly struck by the power they have, and her mind goes back to those terrible few weeks and her elbows start to ache. At times like those, although she can still use her powers, getting her to do so is like pulling teeth. Secret Terminus Child - Three generations removed, but enhanced since, Isobel is one of the feared and hated terminus children, and she hides this. But it's not as well hidden as she would hope, and has the potential to backlash upon her. Abilities: 0 + 4 + 6 + 2 + 6 + 4 = 22PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 4 + 8 = 12PP Initiative: +2 (+2 Dex) Attack: +2 Melee, +2 Ranged (+2 Base) Defense: +4/+7 (+4 Base, +3 Enhanced Defence), +2/+3 Flat-Footed Grapple: +2 (+2 attack, 0 Str)/ +12 (telekinesis) Knockback: -1/-3 Saving Throws: 3 + 3 + 6 = 12PP Toughness: +3/+7 (+3 Con, +4 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +6) Skills: 36R = 9PP Acrobatics 4 (+6) Bluff 4 (+6) Computers 4 (+5) Concentration 10 (+13) Second Chance Diplomacy 3 (+5) Notice 8 (+10) Sense Motive 3 (+5) Feats: 3PP Luck Second Chance (Concentration checks) Ultimate Save (Will) Equipment: 0PP = 0EP Powers: 6 + 5 + 6 + 5 + 25 = 47PP Descriptors: all mutant, all Force, all Telekinetic Enhanced Defence 3 (Repulsion field ) [6PP] Immunity 5 (Falling) [5PP] Protection 4 (Kinetic Sump; Extras: Force Field [+0]; Feats: Subtle 2) [6PP] Super-Senses 5 (Touchsight; Tactile Accurate [free], Acute [free] , Extended, Radius, Ranged, Uncanny Dodge) [5PP] Thousand Ethereal Hands 12 (24 PP Array, Feats: Alternate Power 1) [25PP] Base Power: Move Object 6 (Telekinesis (effective Str 30, 532lb/241kg light load), Extras: Ranged [Perception]; Feats: Indirect 3, Precise, Subtle 2) {24/24} Alternate Power: Damage 7 (Telerend, Extras: Penetrating, Ranged 2 [Perception]; Flaws: Unreliable; Feats: Indirect 3, Subtle, Drawbacks: Full Power) {24/24} (Descriptors: Slashing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Tele-rend Perception DC 22 Toughness Damage Totals: Abilities (22) + Combat (12) + Saving Throws (12) + Skills (9) + Feats (3) + Powers (47) - Drawbacks (0) = 105/105 Power Points
  4. I was using the sample character psionic, which says that move object grapple is twice the ranks only; which now I think about it should make that +12, not +10.
  5. Power Descriptions: Isobel controls a multitude of invisible hands, which she can see as a faint warp in the air, a twisting of space in her vision. These hands are far stronger than she is, and each finger is tipped with an impossibly sharp claw. At times, when she's very agitated or under a lot of strain, others can see them as a faint blue haze. For now, she's just about managed to master a passive version where the faint sense of touch she gets from them allows her to see an area around her. They also act to drain energy from incoming attacks, as well as protect her if she falls. Her powers, although she doesn't like to admit it given the predudice, are caused due to her being a Terminus child. Or, rather, the grand-daughter of one. Her mother's grandmother lived in freedom city, and had the misfortune to be pregnant when the invasion came. Her grandmother was born with a "third hand", a mental construct that could lift and manipulate anything like another hand could. It was no stronger than her arms, and could reach no further than them. Isobel's mother, Rebecca, was even more limited, barely even able to move a pin, but she gained in precision what she lacked in power. Being born in Denver, her mother and Isobel in turn can rebute most of the ideals. But, well, Isobel was the right age, and in the right place that when the invasion came again, and her body absorbed the Terminus energies. Complications: Forcibly controlled: Isobel's psychic powers aren't conciously controlled so much as conciously applied. In times of stress, emotion, or even tiredness this control can slip, allowing her powers to run amok once more, or perhaps even more disconcertinly desert her entirely as she instead involuntarily clamps down on any useage of it. Fear of the Self: Isobel is, and she knows it even if she refuses to acknowledge it, scared of her powers. At times, she's suddenly struck by the power they have, and her mind goes back to those terrible few weeks and her elbows start to ache. At times like those, although she can still use her powers, getting her to do so is like pulling teeth. Abilities: 0 + 4 + 6 + 2 + 6 + 4 = 22PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 4 + 8 = 12PP Initiative: +2 (+2 Dex) Attack: +2 Melee, +2 Ranged (+2 Base) Defense: +4/+7 (+4 Base, +3 Enhanced Defence), +2/+3 Flat-Footed Grapple: +1 (+2 attack, 0 Str)/ +12 (telekinesis) Knockback: -1/-3 Saving Throws: 3 + 3 + 6 = 12PP Toughness: +3/+7 (+3 Con, +4 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +6) Skills: 36R = 9PP Acrobatics 4 (+6) Bluff 4 (+6) Computers 4 (+5) Concentration 10 (+13) Second Chance Diplomacy 3 (+5) Notice 8 (+10) Sense Motive 3 (+5) Feats: 3PP Luck Second Chance (Concentration checks) Ultimate Save (Will) Equipment: 0PP = 0EP Powers: 6 + 6 + 5 + 7 + 23 = 47PP Descriptors: all mutant Enhanced Defence 3(Repulsion field; Extras: ; Flaws: ; Feats: ; Drawbacks: ) [6PP] Immunity 5 (Falling) [5PP] Protection 4 (Kinetic Sump; Extras: Force Field [+0]; Flaws: ; Feats: Subtle 2; Drawbacks: ) [6PP] Super-Senses 7 (Touchsight; Mental Accurate, Acute , Extended, Radius, Rapid, Ranged) [7PP] Telekinesis 11 (22 PP Array, Feats: Alternate Power 1) [23PP] Base Power: Move Object 6 (Telekinesis, Extras: Ranged [Perception]; Flaws: ; Feats: Indirect, Precise, Subtle 2; Drawbacks: ) {22/22} (Descriptors: Force) Alternate Power: Damage 7 (Telerend, Extras: Penetrating, Ranged 2 [Perception]; Flaws: Unreliable; Feats: Indirect, Subtle, Drawbacks: Full Power) {22/22} (Descriptors: Slashing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Tele-rend Perception DC 22 Toughness Damage Totals: Abilities (22) + Combat (12) + Saving Throws (12) + Skills (9) + Feats (3) + Powers (47) - Drawbacks (0) =105/105 Power Points Right, I've added to Power description, made another (sorta weaker) complication, and rejiggered the allocation of everything.
  6. So, this is my first attempt at a Mutants and Masterminds character in general. Given the site guidelines and house rules, I think everything is inline. Particular things that I'm worried about: The backstory and the self harming nature of her powers I think say within limits, but I'm unsure. Likewise, I think this setting has room for such minor powers as the one her mother possesses, but I'm not entirely sure The relatively low toughness she has. Deflect is meant to make up the majority of her defence, but I'm worried she'll be taken out of fights relatively quickly.
  7. Isobel Fletcher Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Telekinetic knifehands trying to control herself. Alternate Identity: None, at present. Birthplace: Denver. Residence: Claremont Academy boarding Occupation: Student, Claremont Academy Affiliations: Family: Mother - Rebecca Fletcher; Father - Arthur Meville (Estranged), Half-Sister - Claire Meville Description: Age: 16 (DoB: 2004) Gender: Female Ethnicity: Mixed. Height: Five ten, or 178cm Weight: 148 lb, or 67 kg Eyes: Blue Hair: Natively black, dyed lavender with a fade towards the tips Isobel typically dresses in darker clothes, with a tendancy towards longer sleeves to hide the scars from her first few uncontrolled attempts at using her powers. Her height generally means she has fewer selections than she'd like, and several of her more comfortable clothes are mens clothes. She rather hopes that she'll stop growing sometime soon. She doesn't have a costume, but her few vague ideas for it History: Isobel was born in Denver to a then happy couple in the early 2000s, where her Father worked as a paralegal, and her mother made money using her own small talent with telekinesis to craft intricate microscopic structures. After an... acromonius divorce when Isobel was eight, her and her mother moved to Freedom city, the home of superheroism in America. Her mother kept up her free-lance crafting duties (her power lacking the ability to affect anything much larger than a grain of sand), while Isobel settled into a life different from the once she once knew. One where superheroism was a norm, and terrifying yet marvelous things could afflict the city at once. She made new friends, went to a new school, and settled into life, as much as you can in a city such as Freedom. Perhaps it was the exposure then, to all that power, the experiance of living in a city larger than life that lead to her own powers becoming larger than life when they blossomed half a year ago. Where her mother could carve all of war and piece onto a pin head, Isobel could carve through steel. And not much else, when it first formed, her room swiftly becoming a mess, with rents in the walls and gouges in the ceiling, to speak nothing of the state of the bed. And the more her powers acted out, the more she became fustrated, and the more the powers acted out in turn.The tipping point was about a week after manifestation, when Isobel became so agitated that her telekinetic hands attempted to grab her own arms. The aftermath of that incident led to a short stint in a hospital, a personal aquiantace with several heroes, and several scars twisting around her elbows. The six months since then have been one of herculean effort. She has brought her powers under her control, enough that Isobel can now attend the famous - or is it infamous - Claremont Academy, the school for gifted youngsters. She won't let her powers defeat her. She'll make something of her self, just you see. Personality & Motivation: Isobel was in attitude, once, a fairly typical expression of a teenage girl. Removed from parental attention, slightly rebellious towards authority, and fond of far too loud music. And, for the most part, that still remains, but it's been clouded by the recent months, the months where an emotional outburst could destroy a bed, or a jacket, or a prized possession. She was serious before, but it was the mock seriousness of a teenager who believes she knows everything. Parts of that still remain, but it's been tempered by nothing less unrelenting than reality. And, with this power, Isobel has nothing more than a desire to master it. To form it to her will, to make it a force for good in the world, rather than what it once was. It would help, then, if she could master the fact she's terrified of it. Powers & Tactics: Isobel's powers are telekinesis, the ability to manipulate the world around her with nothing more than her mind. While she has yet to fight, her tactics for regaining control of her powers involve focusing on holding an object as still as possible in mid air, and this will likely transfer to her tactics and involve telekinetic grappling. Otherwise, of course, Power Descriptions: Isobel controls a multitude of invisible hands, which she can see as a faint warp in the air, a twisting of space in her vision. These hands are far stronger than she is, and each finger is tipped with an impossibly sharp claw. At times, when she's very agitated or under a lot of strain, others can see them as a faint blue haze. For now, she's just about managed to master a passive version where the faint sense of touch she gets from them allows her to see an area around her. Complications: Forcibly controlled: Isobel's psychic powers aren't conciously controlled so much as conciously applied. In times of stress, emotion, or even tiredness this control can slip, allowing her powers to run amok once more, or perhaps even more disconcertinly desert her entirely as she instead involuntarily clamps down on any useage of it. Abilities: -1 + 4 + 6 + 2 + 6 + 3 = 20PP Strength: 9 (-1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 13 (+1) Combat: 4 + 8 = 12PP Initiative: +2 (+2 Dex) Attack: +2 Melee, +2 Ranged (+2 Base) Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed Grapple: +1 (+2 attack, -1 Str)/ +10 (telekinesis) Knockback: -1 Saving Throws: 3 + 3 + 6 = 12PP Toughness: +3 (+3 Con) Fortitude: +7 (+3 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +6) Skills: 32R = 8PP Acrobatics 4 (+5) Bluff 4 (+5) Computers 3 (+4) Concentration 10 (+13) Second Chance Diplomacy 3 (+4) Notice 3 (+5) Sense Motive 3 (+5) Swim 2 (+1) Feats: 3PP Luck Second Chance (Concentration checks) Ultimate Save (Will) Equipment: 0PP = 0EP Powers: 20 + 7 + 23 = 50PP Descriptors: all mutant Deflect 5 [Fast] (Extras: Automatic, Action 2 [Free]; Flaws: ; Feats: ; Drawbacks: ) [20PP] Super-Senses 7 (Touchsight; Tactile Accurate, Acute , Extended, Radius, Rapid, Ranged) Telekinesis 11 (22 PP Array, Feats: Alternate Power 1) [23PP] Base Power: Move Object 6 (Telekinesis, Extras: Ranged [Perception]; Flaws: ; Feats: Indirect, Precise, Subtle 2; Drawbacks: ) {22/22} (Descriptors: Force) Alternate Power: Damage 7 (Telerend, Extras: Penetrating, Ranged 2 [Perception]; Flaws: Unreliable; Feats: Indirect, Subtle, Drawbacks: Full Power) {22/22} (Descriptors: Slashing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Tele-rend Perception DC 17 Toughness Damage Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (8) + Feats (3) + Powers (50) - Drawbacks (0) =105/105 Power Points
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