Jump to content

Heritage

Members
  • Posts

    8,662
  • Joined

  • Last visited

Posts posted by Heritage

  1. Grimalkin 

     

    A clearly very frustrated Grim growled from deep inside petite chest, sounding more like an angry leopard than a girl from Jersey.

     

    "How the hell are you still standing?!"

     

    She summoned a large mallet out of thin air, stripped in black and midnight blue like her costume, but with a stylized grinning cat on the front of the head. She then wound up like a batter at the plate and smacked Wordsmith upside the head with it, which somehow yielded a metallic CLONG.

  2. Grimalkin

     

    Chimera could perhaps take some comfort in the fact that Wordsmith's bizarre attack had also slammed her erstwhile rescuer into the same Nissan Cube, leaving her own changeling-sized dent in the driver's side door.

     

    "Shit, that smarts!"

     

    Prying herself out of car, Grim shook her head and snarled, showing of shape-shifting of a scary set nasty big pointy teeth. Jumping up in the air, she fllipped end over end before landing in a crouch before the word conjurer.

     

    "Buddy, you are just super annoying, and I need you to shut the HELL UP!"

     

    On the last phrase, the fae heroine's jaw stretched open impossibly wide and her face went full-on Captain Howdy, the transformation as sudden as it was terrifying.

  3. Okay, I'm trying to think of the best way to shut up Wordsmith. Could I power stunt Nullify by creating a gag made of glamour to wrap around his head? Or could Create Object or Snare already do that? Or maybe Paralyze?

  4. Casey wasn't entirely happy with the direction of this conversation; it made her painfully aware of how thin her own 'disguise' really was, and she didn't like what that made her think about. Luckily, their food arrived and Nevermore offered an excellent topic for a redirect.

     

    "So what type of things has Raven been teaching you? You're very lucky to be receiving training from some of the best in the field, between Claremont, Terrifica and him."

     

    Mmm, this food was good!

  5. Grimalkin

     

    Chimera heard a light thump behind her, as of someone dropping onto the roof of the car she was pinned to by Wordsmith's foul goo. "Ugh, you hate to see someone stuck to a Nissan Cube; it's such a stupid looking car!" The voice sounded young, female, and with a very strong South Jersey accent. Then there was a bit of a whoosh as a nimble figure clad in black and midnight blue did a backflip and landed before the symbiotic heroine. A tiny girl, barely over five feet, with spikey auburn hair and a domino mask, bowed deeply at the waist.

     

    "Grimalkin, Mistress of Mystery, at your service! Let me get you out of this nightmare."

     

    The fae heroine flicked out her hands, and wicked talons made of pure shadow appeared on her fingertips. With a feral growl, she leaped up into the air, and slashed the foul bindings from Chimera without so much as touching her.

     

    "There you go, free as a bird! Now let's go f### these losers up, huh?" Her wink and eager grin suggested she was ready to play rough.

  6. Grim is going to appear next to Chimera, offer a quip, and then use her Dark Faerie Strike with Power Atack to hopefully cut her free!

     

    DC25 Tou (staged) Damage +10 to hit

  7. At the mention of figuring out Raven's secret ID, Casey frowned slightly; she didn't like the idea of someone showing up at a hero's house and outing them. He was clearly proud of it, too. But she decided to hold her tongue and reserve judgement; after all, it sounded like everything worked out in the end.

     

    She cleared her throat and spoke again in her normal voice. "Uh, I don't know; I guess I don't really call it anything but 'mimicry'." She shrugged. "Oh, and I can do more than just voices."

     

    She then expertly mimicked a doorbell, a vintage Nokia ringtone and the mushroom sound from Super Mario Bros. Her expressions while making the sounds were fairly comedic, and then she grinned and wiggled her eyebrows.

  8. large.024yd.jpg.6b967fb85728a84360491af0d7d62ea2.jpg                large.grimpic-2.jpg.0f03233b86f102433586bea0bbd8e46f.jpg

     

    Player Name: Heritage

    Character Name: Grimalkin
    Power Level: 10/15 (245/250PP) [291]
    Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage
    Unspent PP: 5

    In Brief:
    Shapeshifting faerie with a human soul

    Alternate Identity: Lynn Epstein
    Identity: Secret
    Birthplace: Atlantic City, NJ
    Occupation: Bookstore owner
    Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike.
    Family: Elaine Epstein (mother, deceased), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). William 'Colt' Reynolds (husband, deceased), Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son)

    Description:

    DOB: June 17, 1988
    Apparent Age: As Lynn, early thirties; as Grim, late teens
    Actual Age: Over 100
    Gender: Female

    Ethnicity: Caucasian
    Height: 5'3"
    Weight: 122 lbs.
    Eyes: Brown
    Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin


    Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch.

    History:
    A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She eventually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since.

    Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension.

     

    Lynn ended her relationship with Gretchen McDaniels, her former sidekick the Shrike, who relocated to the Emerald Cities, though she hopes one day they can try again to make it work. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Her mother died of ovarian cancer in September 2020, and her father is currently living with her.

     

    Personality & Motivation: 
    Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers.

    As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

    Powers & Tactics:
    Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement.

    In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. She has also recently discovered how to adjust the density of her glamour to pass through small cracks, avoid certain types of damage and even fly again.


    Complications:
    Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
    Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore.
    Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
    Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works.
    Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc.

    My Old Man: Grim's recently widowed father is currently staying with her; this could prove to be problematic.

     

    Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP
    Strength: 14 (+2) (Heavy Load: 175 lbs.)
    Dexterity: 26 (+8)
    Constitution: 18 (+4)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 26 (+8)

    Combat: 12 + 8 = 20PP
    Initiative: +12
    Attack: +6 Base
    Grapple: +8
    Defense: +12 (+4 Base, +8 Dodge Focus), +4 Flat-Footed
    Knockback: -4

    Saving Throws: 6 + 8 + 4 = 18PP
    Toughness: +8 (+4 Con, +4 Defensive Roll)
    Fortitude +10 (+4 Con, +6)
    Reflex +12 (+8 Dex, +4)
    Will +10 (+2 Wis, +8)

    Skills124R = 31PP
    Acrobatics 12 (+20)
    Bluff 12 (+20)
    Craft (Artistic) 8 (+10)
    Craft (Structural) 6 (+8)
    Diplomacy 7 (+15)
    Disguise 2 (+10, +40 Morph)
    Gather Information 7 (+15)
    Intimidate 2 (+10)
    Knowledge (Arcane Lore) 8 (+10)
    Knowledge (Streetwise) 8 (+10)
    Language 1 (Hebrew)
    Medicine 3 (+5)
    Notice 13 (+15)
    Search 13 (+15)
    Sense Motive 3 (+5)
    Sleight of Hand 7 (+15)
    Stealth 12 (+20)

    Feats: 35PP
    Acrobatic Bluff

    Beginner's Luck
    Benefit: Wealthy

    Challenge [Fast Feint]

    Challenge [Fast Taunt]
    Defensive Roll 2 (+4 Toughness)
    Distract (Bluff)
    Dodge Focus 8
    Elusive Target
    Equipment 5 (25EP)
    Evasion 2
    Fascinate (Bluff)
    Improved Initiative

    Jack-of-All-Trades

    Luck 3
    Move-By Action
    Power Attack
    Setup
    Taunt
    Uncanny Dodge (Auditory)

     

    Enhanced Feats

    Luck 2 -> Luck 5

    Takedown Attack 2

    Equipment: 5PP = 25EP

    Silberman's Books (PL10 HQ) [15EP]
    Size: Small [0EP]
    Toughness: +5 [0EP]
    Features: [15EP]
    Communications
    Computer

    Cover Facility (Bookstore)
    Fire Prevention System
    Gym
    Library
    Living Space
    Powers 5 (150PP, see below)
    Security System 2 (DC 25)
    Workshop

    Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective[9PP] (Magic Wards)

    Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe)

    Features 1 (Temporal Inertia) [1PP]

    Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards)

    Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continuous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror)

     

    Rusty's Ranch (PL10 Training Area) [10EP]
    Size: Medium [1EP]
    Toughness: +10 [1EP]
    Features: [3EP]
    Combat Simulator
    Gym

    Powers 5 (144 PP, see below)
    Security System 1 (DC 20)

    Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective[9PP] (Magic Wards)

    Features 1 (Temporal Inertia) [1PP]

    Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards)

    Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continuous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror)

     

     

    Powers: 4 + 3 + 32 + 5 + 20 + 7 + 5 + 10 + 11 = 97
    All powers carry the Magic, Dark Fae Lineage descriptors


    Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue)

     

    Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault)

     

    Fae Magic Array 14 (28PP Array, Feats: Alternate Power 4) [32PP]

    • BPCreate Object 10 (10 cubes, Toughness +10, Lifting Strength 50 [Heavy Load: 12 tons], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 3 [50ft cubes], Selective, Subtle; Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron]; Flaws: Action [Full]) {25/28} (Dark Faerie Conjuration)
    • APDamage 8 (Extras: Range [Ranged]; Feats: Accurate 3, Improved Critical 2, Incurable, Precise) {23/28} (Shadow Knives)
    • APParalyze 10 (Extras: Range 2 [Perception]; Flaws: Action [Full], Sense-Dependent [Visual]; Feats: Subtle 2) {22/28} (Fearsome Faerie)
    • APSnare 8 (Extras: Regenerating; Feats: Accurate 3, Reversible) {28/28} (Dark Faerie Prison)
    • APStrike 8 (Extras: Penetrating 2; Feats: Accurate 2, Improved Critical 2, Incurable, Mighty, Takedown Attack 2, Variable Descriptor 2 [Any Fae]) {20/28} (Dark Faerie Strike)

     

    Flight 2 (Feats: Subtle 1) (25 mph, 250 ft/rnd.) [5PP]


    Glamour Body Array 9 (18PP Array, Feats: Alternate Power 2) [20PP]

    • BP: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) {18/18} (Dark Faerie Body)
    • AP: {12 + 5 = 17/18}
      • Concealment 10 (All Non-Tactile Senses, Flaws: Passive; Feats: Close Range, Selective) [12PP]
      • Flight 2 (Feats: Subtle 1) (Stacks with Flight 2) [5PP]
        • Stacked Power: Flight 4 (Feats: Subtle 2) (100 mph, 1000 ft./rnd)
    • AP: {5 + 13 = 18/18}
      • Flight 2 (Feats: Subtle 1) (Stacks with Flight 2) [5PP]
        • Stacked Power: Flight 4 (Feats: Subtle 2) (100 mph, 1000 ft./rnd)
      • Insubstantial 2 (Gaseous Form; Feats: Selective, Subtle 2) [13PP]


    Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance)

     

    Luck Control 1 (Force Reroll; Feats: Luck 2) [5PP] (Luck of the Faerie)

     

    Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness)


    Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory]) [11PP] (Dark Faerie Senses)

     


    Drawbacks: (-2) + (-6) = -8PP

    Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP]
    Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]



    DC Block:

     

    Name

    Range

    Save

    Effect

    Attack bonus

    Unarmed

    Touch

    DC17 Tou (staged)

    Damage

    +6

    Shadow Knives

    80 ft.

    DC23 Tou (staged)

    Damage

    +12

    Fearsome Faerie

    Perception

    DC20 Will (staged)

    Fail: Slowed

    >5: Paralyzed

    N/A

    Dark Faerie Prison

    80 ft.

    DC18 Ref (staged)

    Fail: Entangled
    >5: Bound and Helpless

    +12

    Dark Faerie Strike

    Touch

    DC25 Tou (staged)

    Damage

    +10

    Dark Faerie Conjuration

    100 ft.

    DC20 Reflex Save

    Trapped

    N/A

     

     

    TOTALS

    Abilities 52 + Combat 20 + Saving Throws 18 + Skills 31 + Feats 35 + Powers 97 - Drawbacks 8 = 245/250 Power Points

  9. large.024yd.jpg.6b967fb85728a84360491af0d7d62ea2.jpg                large.grimpic-2.jpg.0f03233b86f102433586bea0bbd8e46f.jpg

     

    Player Name: Heritage

    Character Name: Grimalkin
    Power Level: 10/15 (245/250PP) [290]
    Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage
    Unspent PP: 11

    In Brief:
    Shapeshifting faerie with a human soul

    Alternate Identity: Lynn Epstein
    Identity: Secret
    Birthplace: Atlantic City, NJ
    Occupation: Bookstore owner
    Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike.
    Family: Elaine Epstein (mother, deceased), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). William 'Colt' Reynolds (husband, deceased), Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son)

    Description:

    DOB: June 17, 1988
    Apparent Age: As Lynn, early thirties; as Grim, late teens
    Actual Age: Over 100
    Gender: Female

    Ethnicity: Caucasian
    Height: 5'3"
    Weight: 122 lbs.
    Eyes: Brown
    Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin


    Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch.

    History:
    A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She eventually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since.

    Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension.

     

    Lynn ended her relationship with Gretchen McDaniels, her former sidekick the Shrike, who relocated to the Emerald Cities, though she hopes one day they can try again to make it work. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Her mother died of ovarian cancer in September 2020, and her father is currently living with her.

     

    Personality & Motivation: 
    Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers.

    As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

    Powers & Tactics:
    Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement.

    In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. She has also recently discovered how to adjust the density of her glamour to pass through small cracks, avoid certain types of damage and even fly, albeit slowly.


    Complications:
    Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
    Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore.
    Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
    Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works.
    Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc.

    My Old Man: Grim's recently widowed father is currently staying with her; this could prove to be problematic.

     

    Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP
    Strength: 14 (+2) (Heavy Load: 175 lbs.)
    Dexterity: 26 (+8)
    Constitution: 18 (+4)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 26 (+8)

    Combat: 12 + 8 = 20PP
    Initiative: +12
    Attack: +6 Base
    Grapple: +8
    Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
    Knockback: -4

    Saving Throws: 6 + 8 + 4 = 18PP
    Toughness: +8 (+4 Con, +4 Defensive Roll)
    Fortitude +10 (+4 Con, +6)
    Reflex +12 (+8 Dex, +4)
    Will +10 (+2 Wis, +8)

    Skills124R = 31PP
    Acrobatics 12 (+20)
    Bluff 12 (+20)
    Craft (Artistic) 8 (+10)
    Craft (Structural) 6 (+8)
    Diplomacy 7 (+15)
    Disguise 2 (+10, +40 Morph)
    Gather Information 7 (+15)
    Intimidate 2 (+10)
    Knowledge (Arcane Lore) 8 (+10)
    Knowledge (Streetwise) 8 (+10)
    Language 1 (Hebrew)
    Medicine 3 (+5)
    Notice 13 (+15)
    Search 13 (+15)
    Sense Motive 3 (+5)
    Sleight of Hand 7 (+15)
    Stealth 12 (+20)

    Feats: 35PP
    Acrobatic Bluff

    Beginner's Luck
    Benefit: Wealthy

    Challenge [Fast Feint]

    Challenge [Fast Taunt]
    Defensive Roll 2 (+4 Toughness)
    Distract (Bluff)
    Dodge Focus 8
    Elusive Target
    Equipment 5 (25EP)
    Evasion 2
    Fascinate (Bluff)
    Improved Initiative

    Jack-of-All-Trades

    Luck 3
    Move-By Action
    Power Attack
    Setup
    Taunt
    Uncanny Dodge (Auditory)

     

    Enhanced Feats

    Luck 2 -> Luck 5

    Takedown Attack 2

    Equipment: 4PP = 15EP

    Silberman's Books (PL10 HQ) [15EP]
    Size: Small [0EP]
    Toughness: +5 [0EP]
    Features: [15EP]
    Communications
    Computer

    Cover Facility (Bookstore)
    Fire Prevention System
    Gym
    Library
    Living Space
    Powers 5 (150PP, see below)
    Security System 2 (DC 25)
    Workshop

    Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective[9PP] (Magic Wards)

    Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe)

    Features 1 (Temporal Inertia) [1PP]

    Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards)

    Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continuous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror)

     

    Rusty's Ranch (PL10 Training Area) [10EP]
    Size: Medium [1EP]
    Toughness: +10 [1EP]
    Features: [3EP]
    Combat Simulator
    Gym

    Powers 5 (144 PP, see below)
    Security System 1 (DC 20)

    Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective[9PP] (Magic Wards)

    Features 1 (Temporal Inertia) [1PP]

    Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards)

    Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continuous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror)

     

     

    Powers: 4 + 3 + 32 + 5 + 20 + 7 + 5 + 10 + 11 = 97
    All powers carry the Magic, Dark Fae Lineage descriptors


    Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue)

     

    Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault)

     

    Fae Magic Array 14 (28PP Array, Feats: Alternate Power 4) [32PP]

    • BPCreate Object 10 (10 cubes, Toughness +10, Lifting Strength 50 [Heavy Load: 12 tons], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 3 [50ft cubes], Selective, Subtle; Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron]; Flaws: Action [Full]) {25/28} (Dark Faerie Conjuration)
    • APDamage 8 (Extras: Range [Ranged]; Feats: Accurate 3, Improved Critical 2, Incurable, Precise) {23/28} (Shadow Knives)
    • APParalyze 10 (Extras: Range 2 [Perception]; Flaws: Action [Full], Sense-Dependent [Visual]; Feats: Subtle 2) {22/28} (Fearsome Faerie)
    • APSnare 8 (Extras: Regenerating; Feats: Accurate 3, Reversible) {28/28} (Dark Faerie Prison)
    • APStrike 8 (Extras: Penetrating 2; Feats: Accurate 2, Improved Critical 2, Incurable, Mighty, Takedown Attack 2, Variable Descriptor 2 [Any Fae]) {20/28} (Dark Faerie Strike)

     

    Flight 2 (Feats: Subtle 1) (25 mph, 250 ft/rnd.) [5PP]


    Glamour Body Array 9 (18PP Array, Feats: Alternate Power 2) [20PP]

    • BP: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) {18/18} (Dark Faerie Body)
    • AP: {12 + 5 = 17/18}
      • Concealment 10 (All Non-Tactile Senses, Flaws: Passive; Feats: Close Range, Selective) [12PP]
      • Flight 2 (Feats: Subtle 1) (Stacks with Flight 2) [5PP]
        • Stacked Power: Flight 4 (Feats: Subtle 2) (100 mph, 1000 ft./rnd)
    • AP: {5 + 13 = 18/18}
      • Flight 2 (Feats: Subtle 1) (Stacks with Flight 2) [5PP]
        • Stacked Power: Flight 4 (Feats: Subtle 2) (100 mph, 1000 ft./rnd)
      • Insubstantial 2 (Gaseous Form; Feats: Selective, Subtle 2) [13PP]


    Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance)

     

    Luck Control 1 (Force Reroll; Feats: Luck 2) [5PP] (Luck of the Faerie)

     

    Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness)


    Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory]) [11PP] (Dark Faerie Senses)

     


    Drawbacks: (-2) + (-6) = -8PP

    Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP]
    Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]



    DC Block:

     

    Name

    Range

    Save

    Effect

    Attack bonus

    Unarmed

    Touch

    DC17 Tou (staged)

    Damage

    +6

    Shadow Knives

    80 ft.

    DC23 Tou (staged)

    Damage

    +12

    Fearsome Faerie

    Perception

    DC20 Will (staged)

    Fail: Slowed

    >5: Paralyzed

    N/A

    Dark Faerie Prison

    80 ft.

    DC18 Ref (staged)

    Fail: Entangled
    >5: Bound and Helpless

    +12

    Dark Faerie Strike

    Touch

    DC25 Tou (staged)

    Damage

    +10

    Dark Faerie Conjuration

    100 ft.

    DC20 Reflex Save

    Trapped

    N/A

     

     

    TOTALS

    Abilities 52 + Combat 20 + Saving Throws 18 + Skils 34 + Feats 35 + Powers 97 - Drawbacks 8 = 245/250 Power Points

  10. "Weirdly enough, the most fun part was getting to dress up as someone else; I grew up in a pretty conservative Christian family, so I didn't get many chances to play around with my look growing up." 

     

    A look of playful mischief flitted across Casey's face.

     

    "I love a chance to go undercover, but it doesn't come up very often. But coming up with a new look or changing my voice is always fun."

     

    She cleared her throat a few times before speaking in an amazing replication of the younger crimefighter's voice.

     

    "This is one of those tricks that has a surprising number of uses. Especially if you pick up a bad guy's phone or comm."

  11. Grimalkin

     

    The changeling nodded thoughtfully "Okay, well...we're in the Fens, so-" She held up her hands in a semi-shrug to indicate the obvious. "It's gotta be Lenny's Superdawg."

     

    A Fens staple since 1957 when Leonard Shonfeld moved from New York to open up a burger stand, Superdawg used only Hebrew National kosher beef franks, as a young Lynn Epstein discovered during a visit to her grandparents back in the 90s. Lenny's grandchildren still owned the place, and they still wrote out customer's orders on brown paper bags.

     

    Superdawg had no internal seating; you walked right up to the open counter that faced the sidewalk and placed your order, the delicious smell of french fries and grilled onions wafting out to the street. Joey at the counter recognized Grim from her years working the Fens, but she'd been a way for some time.

     

    "Oh my God, it's little Grimmie! Where you been, sister?"

     

    "Joey! God, it's been too long!"

     

    Grim hoisted herself up onto the counter so she and the cashier in the greasy apron could exchange a quick hug.

     

    "I ain't seen you in forever! Are you back here slummin' in your ol' stompin' grounds or what?"

     

    "Uh, maybe, maybe!" Rubbing her hands together in anticipation, the diminutive heroine peered up at the menu mounted to the wall left of the counter. "Okay, can I have-"

     

    "A Superdawg with mustard, onions, relish and sauerkraut, large fry, large Cherry Coke."

     

    "Oh jeez, you know me too well!"

     

    Joey pointed at his head with this pen. "See, I remember, I remember..." Seemingly noticing Casper for the first time, the cashier smiled again. "Hey, it's the Ghost with the most! What're you havin', big guy!"

  12. Grimalkin

     

    The diminutive heroine nodded in approval. "Here's to having friends in high places." She clinked the neck of her beer against his in salute. Tucking her legs up under herself, she turned to consider Ghost, resting her head on on ones fist.

     

    "So how do you normally celebrate a victory like this? I mean, I say I'm done, but I know I won't be able to fall asleep for hours." The changeling looked off into the distance thoughtfully. "I could really go for some pinball and mozzarella sticks right about now."

×
×
  • Create New...