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Karma

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  1. Ok then, removed.

    Player’s Name: Karma

    archangelvs5.png

    (Not a very good portrait, but I like having one)

    Character’s Name: Archangel

    Alternate Identity: None

    Height: Varies

    Weight: Varies

    Hair: Varies

    Eyes: Varies

    Description: Archangel is a literal angel (/good spirit/demigod/whatever you want to call them). The physical form he/she took upon coming to earth reflects the idea people would have of such a being, and so Archangel appears as a winged human. The exact form Archangel takes may change over time.

    History: I don’t remember exactly where I came from. That was part of the agreement of my coming. I can’t tell anyone here about what is beyond here, and to facilitate that I don’t even remember it.

    I’m not here to take sides, or point out one person’s or one religion’s ideas as right or wrongâ€â€I’m here to help those in need, whoever they may be.

    I think that says more about where I come from than any memories would anyway, don’t you think?

    In my true form, I don’t really have a form. I’m a spirit. Here, I have a true, physical form (if it’s slightly more… mutable than normal physical bodies). I can die here, although I know I’ll go back to where and how I was before if that happens. I can feel pain here, but I can also do good things and help people… I’m not planning to leave here until this body does die.

    I think I may have been given some information about this world, or maybe this isn’t the first time I’ve undertaken this mission. Parts of the human world seem familiar to me, although there are definitely parts I’m still learning about.

    The place I arrived is called “Freedom City.†This area is full of people who are beyond the normal ideas of humanâ€â€or who aren’t human at all. Many of them use their special powers for good, and I’m willing to fight alongside them. Others… well, there wouldn’t be any fighting without them, now would there?

    I haven’t been here long, but I think both my holy sword and my healing hands will see great use here. And I’m ready for it.

    Archangel’s powers reflect his/her angelic form. Archangel can heal others, or use objects one might expect to see in a depiction of an angel (such as a sword, bow, armor, or trumpet) against villains. These items aren’t actually devices but a part of Archangel’s form.

    Complications: Honor (Archangel will never use lethal force against conscious beings if it is at all possible to avoid it; this makes intelligent constructs and undead a serious problem)

    Tradeoffs: +3 Melee damage/-3 Melee attack

    Stats: 36pp

    Str: 16 (+3)

    Dex: 16 (+3)

    Con: 16 (+3)

    Int: 16 (+3)

    Wis: 16 (+3)

    Cha: 16 (+3)

    Combat: 28pp

    Attack: +7

    Grapple: +13

    Defense: +7 (20, 14 flat-footed)

    Knockback: -5

    Initiative: +3

    Saves: 18pp

    Toughness: +10 (+3 Con, +7 Protection)

    Fortitude: +5 (+3 Con, +2)

    Reflex: +9 (+3 Dex, +6)

    Will: +13 (+3 Wis, +10)

    Skills: 52r = 13pp

    Concentration 4 (+7)

    Diplomacy 12 (+15)

    Intimidate 12 (+15)

    Knowledge (Theology and Philosophy) 15 (+18)

    Notice 4 (+7)

    Sense Motive 5 (+8)

    Feats: 9pp

    Attack Focus (Ranged), Attack Specialization (Blast), Dodge Focus 2, Fascinate (Intimidate), Inspire 3, Power Attack

    Powers: 49pp

    • [*:3l76rk80]Blast 10 (Holy Arrows; Power Feats: Alternate Power 3) [23]
      • [*:3l76rk80]AP: Strike 10 (Holy Weapons; Extra: Penetrating 6; Power Feats: Affects Insubstantial, Mighty, Split Attack, Variable Descriptor (Bludgeoning, Slashing, or Piercing))
        [*:3l76rk80]Healing 10
        [*:3l76rk80]Emotion Control 10 (Extra: Area (General,Burst), Selective Attack; Flaws: Range 2 (Touch))

    [*:3l76rk80]Comprehend 2 (Speak any language and understand all) [4]

    [*:3l76rk80]Flight 3 [6]

    [*:3l76rk80]Immunity 7 (Aging, disease, poison, starvation and thirst, need for sleep, and suffocation) [7]

    [*:3l76rk80]Morph 1 (Any angelic) [2]

    [*:3l76rk80]Protection 7 [7]

    Drawbacks: -3pp

    Moderate Vulnerability to Evil, such as demonic, diabolical, or Hellish powers.

    [b]DC Block:
    
    ATTACKS:                     SAVE DC:             DAMAGE TYPE:[/b]
    
    Blast +10                    DC 25 Toughness      Piercing, Holy
    
    Strike +7                    DC 28 Toughness      P/S/B, Holy
    
    Emotion Control              DC 20 Will           Various

    Costs: Abilities (36) + Combat (28) + Saves (18) + Skills (13) + Feats (9) + Powers (49) - Drawbacks (3) = Total Cost 150 pp

  2. That doesn't seem like it'd fit with a Touch-Range Area effect Lasting power, which is already effectively "Attached" to the character.

    It's not an extra or anything. UP says to specify either attached or stationary for an area effect with a duration longer than instant, like it says to choose whether an area effect is general or targeted.

  3. Comprehend 1, you can either speak any language, one at a time, or understand all languages simultaneously.

    That's what I was looking for, both of those 1 rank functions, for a total of 2. I rephrased it to be clearer.

    This doesn't work -- you can't have both Perception and Touch, because both are functions of the Power's Range.

    And what does the "Attached" mean?

    I was looking at the Perception area from UP, but it should probably just be a burst. Changed.

    The attached is just a specification from UP for area powers with a longer duration, whether the effect remains attached to the original targets or is stationary, releasing targets that leave and affecting new ones that enter.

  4. The universe/dimension of Freedom City has a barrier of sorts around it (part of something called The Pact) that prevents any non-native-to-Earth supernatural being from forcibly entering.

    Is it? Well, she's a benevolent protector, so she wouldn't have to trick anybody. She could have been sent in response to an entreaty for aid. Archangel knew that people could use help, so it makes sense if that knowledge came from an invitation.

    I'll have to think about whether Archangel knows about the summons, and, if so, if she knows who the summoner was.

    As for stats, the only real "issue" I see is the Morph. S/He can have a much higher rank in the power. But with it being in the "Angelic Attacks" array, s/he cannot use any of the attack powers (Blast, Emotion Control, or Strike) or Healing while Morphed, which could definitely present some problems.

    Ah, good point.

    The one rank is fine, even in the array, because Archangel was never really going to use it for a disguise--she'd simply be a young woman with long blonde hair and golden wings today, and an older man with graying dark hair and white wings when you saw him next week.

    I just thought it was a bit much for a Feature, and Morph seemed best.

    Ah, one other thing: the Comprehend. Is it for Languages? If so, at 1 rank, she can either understand all spoken languages simultaneously, or speak any language, one at a time. Which is it? And if it's not for Languages, what is it for?

    Ah, I misread the book. It should be two ranks, and yes, it's language.

    I've also made some adjustments to Archangel's Emotion Control. The Extras and Flaws should cancel out, so there's no change in cost. Archangel is always the object of any emotions (which I didn't think was enough for a limited flaw since it only applies to half of them anyway).

    I decided a higher Will save is more likely to protect her from the attacks she'd face anyway, so I dropped the Impervious and bumped her saves with the remaining points.

    Player’s Name: Karma

    archangelvs5.png

    (Not a very good portrait, but I like having one)

    Character’s Name: Archangel

    Alternate Identity: None

    Height: Varies

    Weight: Varies

    Hair: Varies

    Eyes: Varies

    Description: Archangel is a literal angel (/good spirit/demigod/whatever you want to call them). The physical form he/she took upon coming to earth reflects the idea people would have of such a being, and so Archangel appears as a winged human. The exact form Archangel takes may change over time.

    History: I don’t remember exactly where I came from. That was part of the agreement of my coming. I can’t tell anyone here about what is beyond here, and to facilitate that I don’t even remember it.

    I’m not here to take sides, or point out one person’s or one religion’s ideas as right or wrongâ€â€I’m here to help those in need, whoever they may be.

    I think that says more about where I come from than any memories would anyway, don’t you think?

    In my true form, I don’t really have a form. I’m a spirit. Here, I have a true, physical form (if it’s slightly more… mutable than normal physical bodies). I can die here, although I know I’ll go back to where and how I was before if that happens. I can feel pain here, but I can also do good things and help people… I’m not planning to leave here until this body does die.

    I think I may have been given some information about this world, or maybe this isn’t the first time I’ve undertaken this mission. Parts of the human world seem familiar to me, although there are definitely parts I’m still learning about.

    The place I arrived is called “Freedom City.†This area is full of people who are beyond the normal ideas of humanâ€â€or who aren’t human at all. Many of them use their special powers for good, and I’m willing to fight alongside them. Others… well, there wouldn’t be any fighting without them, now would there?

    I haven’t been here long, but I think both my holy sword and my healing hands will see great use here. And I’m ready for it.

    Archangel’s powers reflect his/her angelic form. Archangel can heal others, or use objects one might expect to see in a depiction of an angel (such as a sword, bow, armor, or trumpet) against villains. These items aren’t actually devices but a part of Archangel’s form.

    Complications: Honor (Archangel will never use lethal force against conscious beings if it is at all possible to avoid it; this makes intelligent constructs and undead a serious problem)

    Tradeoffs: +3 Melee damage/-3 Melee attack

    Stats: 36pp

    Str: 16 (+3)

    Dex: 16 (+3)

    Con: 16 (+3)

    Int: 16 (+3)

    Wis: 16 (+3)

    Cha: 16 (+3)

    Combat: 28pp

    Attack: +7

    Grapple: +13

    Defense: +7 (20, 14 flat-footed)

    Knockback: -5

    Initiative: +3

    Saves: 18pp

    Toughness: +10 (+3 Con, +7 Protection)

    Fortitude: +5 (+3 Con, +2)

    Reflex: +9 (+3 Dex, +6)

    Will: +13 (+3 Wis, +10)

    Skills: 52r = 13pp

    Concentration 4 (+7)

    Diplomacy 12 (+15)

    Intimidate 12 (+15)

    Knowledge (Theology and Philosophy) 15 (+18)

    Notice 4 (+7)

    Sense Motive 5 (+8)

    Feats: 9pp

    Attack Focus (Ranged), Attack Specialization (Blast), Dodge Focus 2, Fascinate (Intimidate), Inspire 3, Power Attack

    Powers: 49pp

    • [*:2l5yesxc]Blast 10 (Holy Arrows; Power Feats: Alternate Power 3) [23]
      • [*:2l5yesxc]AP: Strike 10 (Holy Weapons; Extra: Penetrating 6; Power Feats: Affects Insubstantial, Mighty, Split Attack, Variable Descriptor (Bludgeoning, Slashing, or Piercing))
        [*:2l5yesxc]Healing 10
        [*:2l5yesxc]Emotion Control 10 (Extra: Area (General,Burst, Attached), Selective Attack; Flaws: Range 2 (Touch))

    [*:2l5yesxc]Comprehend 2 (Speak any language and understand all) [4]

    [*:2l5yesxc]Flight 3 [6]

    [*:2l5yesxc]Immunity 7 (Aging, disease, poison, starvation and thirst, need for sleep, and suffocation) [7]

    [*:2l5yesxc]Morph 1 (Any angelic) [2]

    [*:2l5yesxc]Protection 7 [7]

    Drawbacks: -3pp

    Moderate Vulnerability to Evil, such as demonic, diabolical, or Hellish powers.

    [b]DC Block:
    
    ATTACKS:                     SAVE DC:             DAMAGE TYPE:[/b]
    
    Blast +10                    DC 25 Toughness      Piercing, Holy
    
    Strike +7                    DC 28 Toughness      P/S/B, Holy
    
    Emotion Control              DC 20 Will           Various

    Costs: Abilities (36) + Combat (28) + Saves (18) + Skills (13) + Feats (9) + Powers (49) - Drawbacks (3) = Total Cost 150 pp

  5. Her Defense should be 11 when flat-footed (one-half the normal defense, and no benefit from Dodge Focus), and her initiative should only be +2.

    Huh. Fixed.

    Why is she so intimidating? 8 ranks is professional level, and it didn't seem like she was that scary from her backstory.

    Natural talent rather than trained skill. This is a girl who can actually make one suffer a literal run of bad luck, after all. Perhaps it should be Enhanced rather than normal ranks, though.

    I don't really mind lowering it, if you wish.

    I'm ok with all of the powers and APs with the exception of the Healing. While the other things can be explained through luck (good or bad) happening, Healing requires retroactive change to make sense. I might be able to see Regeneration (Bruised 3) (Extra: Affects Others, Range (Perception)) as a way for Karma to help someone shake off an injury more quickly, but only minor injuries like bruises make sense with that method.

    I thought of the Healing when I was adding the Blast vs Fort. I figured the same explanation could work the other way around, too. It's a minor point though, if you don't like it I can drop it.

    The Regeneration could also work. Should probably change the duration to Continuous, too, although it doesn't make much of a difference.

    Also, the enhanced feats should say 10. It's currently listed as 8, though the pp total at the end is correct.

    Bah. Ability to count is overrated anyway. Fixed

    Player’s Name: Karma

    Power Level: 6

    Character’s Name: Karma

    Alternate Identity: Vicki Browne

    Age: 15, almost 16

    Height: 5’4†- 5’6†in costume

    Weight: 130 lb

    Hair: Braided shoulder-length black

    Eyes: Brown

    Description: Vicki Browne is a black teenage girl of around average height and build, if more muscular than most.

    She wears her hair in braids of about shoulder length, and typically wears jeans or denim skirts and various T-shirts or sweat shirts when not in costume or her Claremont Academy uniform.

    Her Karma costume consists mostly of normal clothing in garish black and purple: Bright purple tights, a black skirt, a purple tank top, a black buttoned shirt worn open, and black and purple platform shoes. She conceals her identity with a purple mask (trimmed with black) and ties her braids back behind her head .

    History: My background isn’t so amazing, although I think things might have been worse if I hadn’t been born in Freedomâ€â€lucky, I guess.

    Born and raised here, in Freedom City, in one of the nicer neighborhoods in southern Freedom.

    I’ve… always been lucky. Things have always tended to go my way. That’s gotten truer and truer as I’ve gotten older. I can guess answers on a test and get them rightâ€â€and that’s when I didn’t study just the right parts of the book anyway. I always made the team or gotten the part I wanted in the school play, and usually because of a lucky shot or happenstance. I’ve won a lot of raffles, and my room is crowded with those giant stuffed animals that nobody ever wins in carnival games.

    Given where I grew up, and what growing up was like for me, I wasn’t that shocked when I started to realize that I wasn’t just lucky, I was actually influencing probability. I did it subconsciously at first, but I’ve gotten better at controlling it now. Things still happen in my favor without me even trying, though.

    See, it’s like this. Y’know how they say that, at any time, there’s a huge big number of different things that could happen? I tend to naturally… prune off some of the less-interesting ones. And the ones I like, but that are really unlikely? If I focus (or just really want it) I can make it, well, more likely. And vice versa; things that would probably happen, but that I wouldn’t like, suddenly probably will not happen instead. They still might, but, y’know, probably not.

    As luck would have it, I found myself once at the scene of a bank robbery while trying to take out some money from my school’s drama club account to use for buying props. Some… unlikely kept the robbers from hurting anybody and delayed them until some of our local superheroes showed up. I didn’t think anybody knew that I gave that outcome a little push, but somebody must’ve.

    Still, my lucky day. That altercation got me an invite into the Claremont Academy, and I’ve had a bit of a chance to practice both my powers and my self-defense skills.

    I haven’t done any hero-ing since stopping that robbery, but I… I think I’m ready. My power is stronger than I realized when I really focus at it, and I can do some amazing things.

    I chose the superheroine name “Karmaâ€Â. Quick and dirty definition of that word: Bad stuff is more likely to happen to bad people, good stuff to good people. I help that happen.

    Good name for me?

    Complications: Phobia (Bad luck and luck-related superstitions), Responsibility (Family), Secret (Identity)

    Allegiances: Good, Claremont Academy, Freedom City

    Stats: 16pp

    Str: 14 (+2)

    Dex: 14 (+2)

    Con: 12 (+1)

    Int: 12 (+1)

    Wis: 10 (+0)

    Cha: 14 (+2)

    Combat: 8pp

    Attack: +2

    Grapple: +8

    Defense: +2 (16, 11 flat-footed)

    Knockback: -3

    Initiative: +2

    Saves: 9pp

    Toughness: +6/+5 Flat-footed/+2 vs Crits (+1 Con, +1 Defensive Roll, +4 Protection)

    Fortitude: +3 (+1 Con, +2)

    Reflex: +5 (+2 Dex, +3)

    Will: +4 (+0 Wis, +4)

    Skills: 16r = 4pp

    Intimidate 8 (+10)

    Notice 4 (+4)

    Sense Motive 4 (+4)

    Feats: 1pp

    Defensive Roll

    Powers: 52pp

    Blast 6 (Extra: Alternate Save (Fort); PF: Alternate Power 4) [22]

    AP: Blast 6 (PFs: Indirect 3)

    AP: Strike 4 (Extra: Linked Stun 6; PF: Mighty)

    AP: Healing 5 (Extra: Ranged)

    AP: Nullify 7 (All Defense Powers)

    Luck Control 3 (Spend HP on another's behalf, spend HP to negate another's HP or GM fiat, spend HP to force a re-roll for the worse) [9]

    Protection 4 (Drawback: Weak Point) [3]

    Enhanced Attack 4 [8]

    Enhanced Feats 10 (Dodge Focus 4, Beginner's Luck, Evasion, Improved Critical (Strike), Luck 3) [10]

    Drawbacks: 0pp

    DC Block:

    ATTACKS: SAVE DC: DAMAGE TYPE:

    Blast +6 Toughness 21 Bruise

    Blast +6 Fort 21 Bruise

    Mighty Strike +6 Toughness 21/Fort 16 Bruise/Daze Crit 19-20

    Nullify +6 +7 opposed Power Check Negates Defense Powers

    Costs: Abilities (16) + Combat (8) + Saves (9) + Skills (4) + Feats (1) + Powers (52) - Drawbacks (00) = Total Cost 90

    Power Descriptions:

    All of Karma's powers come from a mutation that she was born with, that has grown slowly in power as she grew up. She was using them subconsciously to some extent all along, but she is far more powerful when she concentrates.

    Indirect Blast:

    It would be very unlikely for an object to fall on a villain, and even more unlikely that it would actually hurt him or her.

    Karma can vastly increase the likelihood that accidents like this happen around her.

    This usually has the bludgeoning descriptor, but if other types of accidents are more likely the GM could change it for a particular attack.

    Blast vs Fort:

    The human body (or most other structures that Karma might want to damage, for that matter) is a very complex thing. The number of things that may simply go wrong is very high, and, as hospital emergency staffs can attest, sometimes they do.

    Karma can increase the likelihood of these circumstances occurring by a very large degree. She could attempt to inflict serious complications like heart attacks, but has always used non-lethal ones in the past and has no intention of changing that. People just pass out sometimes; it happens.

    Healing:

    Just as things might go wrong with the body, sometimes things fall into place just right.

    Maybe an attack wasn’t as bad as it first appeared, maybe the hero recovers from unconsciousness at just the right time, or maybe things work out so that his injuries don’t actually make him any more susceptible to further attack.

    Enhanced Attack/Dodge Focus:

    Karma has some skill in battle, but most of her ability is pure luck. Opponents tend to dodge the wrong way into her attacks, and sometimes she avoids blows by tripping and stumbling out of the way.

    Strike/Stun:

    Karma’s punches and kicks always seem to hit her opponents in just the right spots to hurt them far more than one would expect.

    Protection:

    Even when foes manage to land attacks on Karma, its often a glancing blow or otherwise not very damaging. It is less likely than one might expect to land a solid hit on this girl.

    A truly lucky opponent, however, can beat the odds.

    Nullify:

    Enemies’ defenses aren’t infallible. Sometimes, they just aren’t working properly or the heroes’ attacks hit in just the right ways to get around them. It’s possible, after allâ€â€and the possible is probable.

  6. Player’s Name: Karma

    archangelvs5.png

    (Not a very good portrait, but I like having one)

    Character’s Name: Archangel

    Alternate Identity: None

    PL: 10 (153pp)

    Unspent PP: 3

    Height: Varies

    Weight: Varies

    Hair: Varies

    Eyes: Varies

    Description: Archangel is a literal angel (/good spirit/demigod/whatever you want to call them). The physical form he/she took upon coming to earth reflects the idea people would have of such a being, and so Archangel appears as a winged human. The exact form Archangel takes may change over time.

    History: I don’t remember exactly where I came from. That was part of the agreement of my coming. I can’t tell anyone here about what is beyond here, and to facilitate that I don’t even remember it.

    I’m not here to take sides, or point out one person’s or one religion’s ideas as right or wrongâ€â€I’m here to help those in need, whoever they may be.

    I think that says more about where I come from than any memories would anyway, don’t you think?

    In my true form, I don’t really have a form. I’m a spirit. Here, I have a true, physical form (if it’s slightly more… mutable than normal physical bodies). I can die here, although I know I’ll go back to where and how I was before if that happens. I can feel pain here, but I can also do good things and help people… I’m not planning to leave here until this body does die.

    I think I may have been given some information about this world, or maybe this isn’t the first time I’ve undertaken this mission. Parts of the human world seem familiar to me, although there are definitely parts I’m still learning about.

    The place I arrived is called “Freedom City.†This area is full of people who are beyond the normal ideas of humanâ€â€or who aren’t human at all. Many of them use their special powers for good, and I’m willing to fight alongside them. Others… well, there wouldn’t be any fighting without them, now would there?

    I haven’t been here long, but I think both my holy sword and my healing hands will see great use here. And I’m ready for it.

    Archangel’s powers reflect his/her angelic form. Archangel can heal others, or use objects one might expect to see in a depiction of an angel (such as a sword, bow, armor, or trumpet) against villains. These items aren’t actually devices but a part of Archangel’s form.

    Complications: Honor (Archangel will never use lethal force against conscious beings if it is at all possible to avoid it; this makes intelligent constructs and undead a serious problem)

    Tradeoffs: +3 Melee damage/-3 Melee attack

    Stats: 36pp

    Str: 16 (+3)

    Dex: 16 (+3)

    Con: 16 (+3)

    Int: 16 (+3)

    Wis: 16 (+3)

    Cha: 16 (+3)

    Combat: 28pp

    Attack: +7

    Grapple: +13

    Defense: +7 (20, 14 flat-footed)

    Knockback: -5

    Initiative: +3

    Saves: 18pp

    Toughness: +10 (+3 Con, +7 Protection)

    Fortitude: +5 (+3 Con, +2)

    Reflex: +9 (+3 Dex, +6)

    Will: +13 (+3 Wis, +10)

    Skills: 52r = 13pp

    Concentration 4 (+7)

    Diplomacy 12 (+15)

    Intimidate 12 (+15)

    Knowledge (Theology and Philosophy) 15 (+18)

    Notice 4 (+7)

    Sense Motive 5 (+8)

    Feats: 9pp

    Attack Focus (Ranged), Attack Specialization (Blast), Dodge Focus 2, Fascinate (Intimidate), Inspire 3, Power Attack

    Powers: 49pp

    • [*:3d253sn7]Blast 10 (Holy Arrows; Power Feats: Alternate Power 3) [23]
      • [*:3d253sn7]AP: Strike 10 (Holy Weapons; Extra: Penetrating 5; Power Feats: Affects Insubstantial 2, Mighty, Split Attack, Variable Descriptor (Bludgeoning, Slashing, or Piercing))
        [*:3d253sn7]Healing 10
        [*:3d253sn7]Emotion Control 10 (Extra: Area (General,Burst), Selective Attack; Flaws: Range 2 (Touch))

    [*:3d253sn7]Comprehend 2 (Speak any language and understand all) [4]

    [*:3d253sn7]Flight 3 [6]

    [*:3d253sn7]Immunity 7 (Aging, disease, poison, starvation and thirst, need for sleep, and suffocation) [7]

    [*:3d253sn7]Morph 1 (Any angelic) [2]

    [*:3d253sn7]Protection 7 [7]

    Drawbacks: -3pp

    Moderate Vulnerability to Evil, such as demonic, diabolical, or Hellish powers.

    [b]DC Block:
    
    ATTACKS:                     SAVE DC:             DAMAGE TYPE:[/b]
    
    Blast +10                    DC 25 Toughness      Piercing, Holy
    
    Strike +7                    DC 28 Toughness      P/S/B, Holy
    
    Emotion Control              DC 20 Will           Various

    Costs: Abilities (36) + Combat (28) + Saves (18) + Skills (13) + Feats (9) + Powers (49) - Drawbacks (3) = Total Cost 150 pp

  7. I made a few adjustments.

    I moves most of her feats to Enhanced Feats, since they were mostly based on her luck anyway.

    I also moved a few points around so I could get Luck Control out of the array. It occurred to me that having a reaction power in an array full of mostly standard action attacks didn't work very well. :oops:

  8. Player’s Name: Karma

    Power Level: 6 (90pp)

    Unspent PP: 0

    Character’s Name: Karma

    Alternate Identity: Vicki Browne

    Age: 15, almost 16

    Height: 5’4†- 5’6†in costume

    Weight: 130 lb

    Hair: Braided shoulder-length black

    Eyes: Brown

    Description: Vicki Browne is a black teenage girl of around average height and build, if more muscular than most.

    She wears her hair in braids of about shoulder length, and typically wears jeans or denim skirts and various T-shirts or sweat shirts when not in costume or her Claremont Academy uniform.

    Her Karma costume consists mostly of normal clothing in garish black and purple: Bright purple tights, a black skirt, a purple tank top, a black buttoned shirt worn open, and black and purple platform shoes. She conceals her identity with a purple mask (trimmed with black) and ties her braids back behind her head .

    History: My background isn’t so amazing, although I think things might have been worse if I hadn’t been born in Freedomâ€â€lucky, I guess.

    Born and raised here, in Freedom City, in one of the nicer neighborhoods in southern Freedom.

    I’ve… always been lucky. Things have always tended to go my way. That’s gotten truer and truer as I’ve gotten older. I can guess answers on a test and get them rightâ€â€and that’s when I didn’t study just the right parts of the book anyway. I always made the team or gotten the part I wanted in the school play, and usually because of a lucky shot or happenstance. I’ve won a lot of raffles, and my room is crowded with those giant stuffed animals that nobody ever wins in carnival games.

    Given where I grew up, and what growing up was like for me, I wasn’t that shocked when I started to realize that I wasn’t just lucky, I was actually influencing probability. I did it subconsciously at first, but I’ve gotten better at controlling it now. Things still happen in my favor without me even trying, though.

    See, it’s like this. Y’know how they say that, at any time, there’s a huge big number of different things that could happen? I tend to naturally… prune off some of the less-interesting ones. And the ones I like, but that are really unlikely? If I focus (or just really want it) I can make it, well, more likely. And vice versa; things that would probably happen, but that I wouldn’t like, suddenly probably will not happen instead. They still might, but, y’know, probably not.

    As luck would have it, I found myself once at the scene of a bank robbery while trying to take out some money from my school’s drama club account to use for buying props. Some… unlikely kept the robbers from hurting anybody and delayed them until some of our local superheroes showed up. I didn’t think anybody knew that I gave that outcome a little push, but somebody must’ve.

    Still, my lucky day. That altercation got me an invite into the Claremont Academy, and I’ve had a bit of a chance to practice both my powers and my self-defense skills.

    I haven’t done any hero-ing since stopping that robbery, but I… I think I’m ready. My power is stronger than I realized when I really focus at it, and I can do some amazing things.

    I chose the superheroine name “Karmaâ€Â. Quick and dirty definition of that word: Bad stuff is more likely to happen to bad people, good stuff to good people. I help that happen.

    Good name for me?

    Complications:

    Phobia (Bad luck and luck-related superstitions), Responsibility (Family), Secret (Identity)

    Allegiances: Good, Claremont Academy, Freedom City

    Stats: 16pp

    Str: 14 (+2)

    Dex: 14 (+2)

    Con: 12 (+1)

    Int: 12 (+1)

    Wis: 10 (+0)

    Cha: 14 (+2)

    Combat: 8pp

    Attack: +2

    Grapple: +8

    Defense: +2 (16, 11 flat-footed)

    Knockback: -3, -2 flat-footed

    Initiative: +6

    Saves: 9pp

    Toughness: +6/+5 Flat-footed/+2 vs Crits (+1 Con, +1 Defensive Roll, +4 Protection)

    Fortitude: +3 (+1 Con, +2)

    Reflex: +5 (+2 Dex, +3)

    Will: +4 (+0 Wis, +4)

    Skills: 16r = 4pp

    Intimidate 8 (+10)

    Notice 4 (+4)

    Sense Motive 4 (+4)

    Feats: 1pp

    Defensive Roll

    Powers: 52pp

    Blast 6 (Extra: Alternate Save/Fort; PF: 3 Alternate Powers) [21]

    AP: Blast 6 (PFs: Indirect 3, Variable Descriptor 2)

    AP: Nullify 6 (All Defense Powers at once)

    AP: Strike 4 (Extra: Linked Stun 6; PF: Mighty)

    Enhanced Attack 4 [8]

    Enhanced Feats 11 (Dodge Focus 4, Beginner's Luck, Evasion, Improved Critical (Strike), Improved Initiative, Luck 3) [11]

    Luck Control 3 (Spend HP on another's behalf, spend HP to negate another's HP or GM fiat, spend HP to force a re-roll for the worse) [9]

    Protection 4 (Drawback: Weak Point) [3]

    Drawbacks: 0pp

    None

    DC Block:

    Unarmed -- DC 17/Toughness -- Damage

    Blast -- DC 21/Toughness 21 -- Bruise (Indirect 3, Variable Descriptor 2)

    Blast -- DC 21/Fort -- Bruise

    Nullify -- +6 opposed Power Check -- Negates Defense Powers

    Strike -- DC 21/Toughness -- Bruise (Crit 19-20) plus

    * Stun -- DC 16/Fort -- stunned

    Costs: Abilities (16) + Combat (8) + Saves (9) + Skills (4) + Feats (1) + Powers (52) - Drawbacks (00) = Total Cost 90

    Power Descriptions:

    All of Karma's powers come from a mutation that she was born with, that has grown slowly in power as she grew up. She was using them subconsciously to some extent all along, but she is far more powerful when she concentrates.

    Indirect Blast:

    It would be very unlikely for an object to fall on a villain, and even more unlikely that it would actually hurt him or her.

    Karma can vastly increase the likelihood that accidents like this happen around her.

    This usually has the bludgeoning descriptor, but if other types of accidents are more likely the GM could change it for a particular attack.

    Blast vs Fort:

    The human body (or most other structures that Karma might want to damage, for that matter) is a very complex thing. The number of things that may simply go wrong is very high, and, as hospital emergency staffs can attest, sometimes they do.

    Karma can increase the likelihood of these circumstances occurring by a very large degree. She could attempt to inflict serious complications like heart attacks, but has always used non-lethal ones in the past and has no intention of changing that. People just pass out sometimes; it happens.

    Enhanced Attack/Dodge Focus:

    Karma has some skill in battle, but most of her ability is pure luck. Opponents tend to dodge the wrong way into her attacks, and sometimes she avoids blows by tripping and stumbling out of the way.

    Strike/Stun:

    Karma’s punches and kicks always seem to hit her opponents in just the right spots to hurt them far more than one would expect.

    Protection:

    Even when foes manage to land attacks on Karma, its often a glancing blow or otherwise not very damaging. It is less likely than one might expect to land a solid hit on this girl.

    A truly lucky opponent, however, can beat the odds.

    Nullify:

    Enemies’ defenses aren’t infallible. Sometimes, they just aren’t working properly or the heroes’ attacks hit in just the right ways to get around them. It’s possible, after allâ€â€and the possible is probable.

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