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Scuffles

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  1. I'd like to be in on this too with Glow. When she's approved. She's a PL7 too. I'm a complete beginner to the system too, but hopefully I won't mess up too much! :D
  2. Thanks Avenger. Fixed my formatting. I think it's fine now. I read about chokehold and definitely agree that it's hopeless. It's mostly there for background reasons though. She loves her Judo, and a Judo player with no chokes (even bad ones) is useless. So I'd like to keep it anyway. I don't mind spending a power point on a bad feat that suits her personality. Uncanny dodge definitely sounds handy though. I ditched "Improved grab" for it instead.
  3. Player Name: Scuffles Character Name: Kristin Jones Power Level: 10 (132/155PP) Trade-Offs: -1 defense + 1 toughness Unspent Power Points: 23 Progress To Silver Status: 50/60 In Brief: A young Australian girl grappling with her recently awoken telekinetic abilities. Alternate Identity: Glow Identity: Public. Birthplace: Australia - Gold Coast. Occupation: Student. Affiliations: Claremont Academy Family: Father: Jeff, Mother: Marie, Sister: Rebecca. Description: Age: 17 (DoB: May 3rd 1995) Apparent Age: 17 Gender: Female. Ethnicity: Caucasian. Height: 5'4" Weight: 109 lbs Eyes: Hazel Hair: Red While she is naturally whip-thin and short, hard training at Claremont has added some muscle to Kristin's frame, giving her a wiry gymnast-like build. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face. She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder. As Glow, Kristin wears a green and black bodysuit comprised of Morphic Molecules, complete with gloves and a small mask. This costume was designed by Wisp. Power Descriptions: Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind. Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow. History: Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo. Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle. Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go. Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister. Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussion and several broken bones - and the entire scene was brought to a happy conclusion. Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training. Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy. Personality & Motivation: Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate. With her powers now firmly under control Kristin is becoming more comfortable with her role as a (junior) heroine. Protection of innocents is her first goal, and while she will always turn to people with more experience for advice if possible she won't hesitate to simply react if someone is in immediate danger. Powers & Tactics: While she has become adept at using her gymnastic abilities to distract or confuse foes, and she is comfortable engaging in hand-to-hand combat with 'normal' humans, Glow is aware that she can't compete with powered individuals on a physical level. Despite her telekinetic defenses being mostly impervious to gunfire she will always attempt to subdue firearm-equipped foes as quickly as possible. She is capable of attacking multiple foes at once with her telekinesis but this does greatly limit the force of the blows she can deliver. Against more powerful opponents she will attempt to concentrate her attacks, either delivering direct telekinetic blows or - in extreme situations - potentially even throwing large objects. Complications: Fame: It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls. The Disaster from down under / Jack Jackson: Certain members of the media (most noticeably a hack of a journalist by the name of Jack Jackson) delight in writing untrue things about Glow and her "wild, uncontrollable" abilities. This may cause her to be less well received by some members of the public than most heroes would be. Jackson himself appears to bear Glow significant ill will, despite her contributions to saving his life on the ill-fortuned Abilities: 0 + 6 + 4 + 2 + 6 + 2 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 8 = 18PP Initiative: +7 Attack: +5 Base, +9 Telekinesis Grapple: +8, +18 w/ Telekinesis Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -7, -5 flat-footed; -2, -1 flat-footed w/out Force Field Saving Throws: 4 + 4 + 4 = 12PP Toughness: +10 [imperious 6] (+2 Con, +2 Defensive roll, +6 Force Field), +8 [impervious 6] flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +7 (+3 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 72R = 18PP Acrobatics 12 (+15) Climb 5 (+5) Computers 4 (+5) Concentration 7 (+10) Diplomacy 4 (+5) Escape Artist 2 (+5) Intimidate 4 (+5) Knowledge (Current events) 4 (+5) Knowledge (Pop culture) 4 (+5) Notice 7 (+10) Perform (Dance) 4 (+5) Search 2 (+3) Sense Motive 7 (+10) Sleight of hand 2 (+5) Stealth 2 (+5) Swim 2 (+2) Feats: 18PP Acrobatic Bluff Challenge: Fast Task 1 (Acrobatic Bluff) Chokehold Defensive Roll 1 Dodge Focus 4 Grappling Finesse Improved Initiative 1 Improved Pin Improved Trip Interpose Luck 1 Quick Change Set-up Skill Mastery (Acrobatics, Concentration, Notice, Sense motive) Uncanny Dodge (Auditory) Powers: 12 + 32 + 2= 46PP Flight 1: [2pp] Force Field 6 (Extra: Impervious 6) [12PP] Telekinesis 13 (30PP Array; Feats: Alternate Power 2) [32PP] Base: Telekinesis 9 (Str 45 [hvy load 4.3 tons]; Extras: Damaging, Feats: Accurate 2, Precise) [30PP] AP: Flight 3 (50mph / 440ft per round) 6PP AP: Telekinesis 7 (Str 35 [hvy load 3.2 tons]; Extras: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective Attack, Feats: Accurate, Progression (increase area), Flaws: Distracting) [30PP] DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC 15 Toughness Damage (Physical) Telekinesis 9 Ranged DC 24 Toughness Damage (Physical) Telekinesis 7 Ranged DC 22 Toughness Damage (Physical) Totals: Abilities (20) + Combat (18) + Saving Throws (12) + Skills (18) + Feats (18) + Powers (46) - Drawbacks (0) = 132/155 Power Points
  4. I made some changes. Things that have changed should be in red. Highlights: Character is now older. She also grew a bit as a result. Yoinked 2 points out of Wisdom to wipe out that Strength penalty. Dropped the 2 spare PP in fort save. Adjusted defensive roll to account for the house rule. Removed a rank of Force field as suggested. Once again have 2 spare PP. I'm not sold on liking that because it makes "Impervious" a bit weaker, but I'm not sure 4 is really that different to 5 anyway. I have a nagging suspicion there's something on here that I forgot to change. I can't find it yet though.
  5. I think 2 people said that already! I didn't notice it in the newbie guide though, maybe you should stick that in there. Anyway, easily done. I'll just make her a little older and bigger. -1 strength is mostly because she's tiny tiny. Even though she's hyperactive she's just plain small. Fort save -might- be because I can't read my own scribbles I made when making the thing up, I'll take another look at that soon! Thanks for the tips! Is there anything else that sticks out?
  6. First time! Don't hurt me! I fully expect to get this wrong a few times to start with! Player Name: Scuffles Character Name: Kristin Jones Power Level:7 (103/105PP) Trade-Offs:None Unspent Power Points: 2 Progress To Bronze Status: 0/30 In Brief: A young Australian girl grappling with her recently awoken telekinetic abilities. Alternate Identity: Identity: Public. Birthplace: Australia - Gold Coast. Occupation: Student. Affiliations: None. Family: Father: Jeff, Mother: Marie, Sister: Rebecca. Description: Age: 16 (DoB: May 3rd 1995) Apparent Age: 16 Gender: Female. Ethnicity: Caucasian. Height: 5'2" Weight: 99 lbs Eyes: Hazel Hair: Red Whip-thin and short, Kristin is a toned little athlete who has inherited her build from her mother. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face . She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder. Power Descriptions: Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind. Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a force field capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow. History: Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo. Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle. Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go. Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister. Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussing and several broken bones - and the entire scene was brought to a happy conclusion. Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training. Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy. Personality & Motivation: Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate. Kristin's first priority right now is to learn to control her abilities properly. In time she intends to use her abilities to protect others. She has seen that it's not just the powerful villains of the world that can cause pain and suffering to innocent people - even the lowest of two-bit thugs can ruin a life, and Kristin feels that she may have an opportunity to help prevent that. Powers & Tactics: Kristin hasn't yet adjusted to her powers enough for their use to be instinctual. She still tends to think "physical first" and may resort to her Judo training under pressure. If she does, her gameplan is "takedown, pin, chokehold" which might work fine on untrained normal people but is likely to get her demolished by the strong or the trained. Recognizing this, Kristin has been practicing the use of her telekinesis to immobilize, thump, or in a pinch throw-bad-guy-away. She also recognizes the potential for using "throw-really-heavy-thing-at-bad-guy" as a technique but hasn't had need or opportunity to try it. Complications: Fame: It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls. Abilities: 0 + 6 + 2 + 2 + 6 + 2 = 18PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 Melee, +4 Ranged Grapple: +7 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +7 (+1 Con, +2 Defensive roll, + 4 Force field) Fortitude: +5 (+1 Con, +4) Reflex: +7 (+3 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 44R = 11PP Acrobatics 8 (+11) Climb 8 (+8) Computers 6 (+7) Concentration 4 (+7) Escape Artist 4 (+7) Notice 4 (+7) Perform (Dance) 4 (+5) Sleight of hand 4 (+7) Swim 2 (+2) Feats: 10PP Ambidexterity Chokehold Defensive Roll 1 Dodge focus 3 Grappling Finesse Improved Grab Improved Pin Improved Trip Powers: 28 + 8 = 36PP Telekinesis 7 (Extras: Damaging, Range [Perception]) 28pp Force Field 4 (Extra: Impervious) [8 pp] DC Block (see below) Totals: Abilities (18) + Combat (16) + Saving Throws (12) + Skills (11) + Feats (10) + Powers (36) - Drawbacks (0) = 103/105 Power Points I think that's mostly right. Still a couple of spare points I don't know what I'm going to do with yet. I realize that giving a bunch of grappling feats to a character not well suited to front-line melee type combat probably isn't that sensible but it does sound like fun to me! Obviously with the background she's intended as a "going to school" character who's in for a bunch of training, but she should be sturdy enough for some rough and tumble too. In a roleplay sense I'm planning on her having occasional accidental power usage as well as some other mishaps to represent her not having complete control of the telekinesis yet. I don't really know how to represent that with the rules though. DC block has me bamboozled so I'll look at that later. I'll probably add some more to the backgroundy type stuff later too.
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