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Blue Rose

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  1. Shiftiness: My first purchase is probably gonna be Power Attack to get better mileage out of that attack-shifted blast, but she's more about her perception powers than brute damage anyways, and I may end up using that blast more for aid attempts than actual attacks anyways. As for defense/toughness... -2 Dodge Focus, +1 Defensive Roll. That lets me buy Ranged and Extended on my soul sense. Strength makes sense. It's somewhere on the to-do list. Though with powers doing a lot of the work the body would do, I consider it excusable for a while. Stun, by my tally, is fine. 2/rank base, +2 for Perception range, +0 for Sleep, -1 for Distracting, -1 for Sense-Dependent makes 2/rank. 2*7=14, then +1 for Subtle makes 15 PP. Morph, however, is wrong. Dropped to Morph 3 to compensate. Also, I forgot to add Selective, so I'm shifting it to Progression 1 in order to buy that up.
  2. Okay, update again. Personality completely redone. Complications mostly redone. Morph modified. Should be ready.
  3. Okay, updated the backstory from the point where Kit comes to Earth. Updated section is as follows:
  4. Sorry for the delay. Classes started up this week and really hit the ground running. Still haven't had time to address most of it, so right now, I'm only doing mechanics. I'll get to the more important parts when things calm down and I relearn how to juggle everything. Kit isn't a Mimic-based character. I did start with a cool power idea, but the character drifted away from it to the point where Mimic even being there is more a relic. So, that's gone in favor of the abilities that make more sense for the character. Mechanical changes are as follows: -12 PP: Nix Mimic +8 PP: Improve Array- (2 PP from new power, 6 from making everything better) Blast- +1 Affects Insubstantial +1 Homing, +3 Improved Range, +1 Indirect 1 Illusion- -1 rank, nix Single Target, Progression -1 Concealment- nix Save: Will Emotion Control- +1 rank Teleport- +1 Easy, +6 Progression New Power: Stun 7, Range: Perception, Distracting, Sense-Dependent: Eye Contact, Sleep, Subtle New Power: Morph 2 (Humanoids), Affects Others, Progression (2 people) + Growth 1 (Dispersal, Affects Others, Progression, Linked Separate: Morph) + Shrinking 1 (Progression, Affects Others, Linked Separate: Morph) +3 PP: Skill ranks *+5 Acrobatics *+6 Diplomacy *+1 Escape Artist +1 PP: +Will Growth and Shrinking are listed as Extras on Morph because... well... that's what they are, for all practical purposes. An overpriced extra for the run-of-the-mill desire for Morph to not be strictly confined to forms the user's size. But otherwise, Mimic's gone for more skills and some upgrades to Kit's main powers. Like I said, I'll get to the important stuff later.
  5. Rewrote a couple complications, appended personality. Honestly, from that list, Peter Parker's more what I'm going for in practice, though it seems I had bad aim with the spotlight. "Impish" sums things up. One of the big ones is, a lot of the streaks and suspicions aren't the whole picture. Just because she's a poor judge of character doesn't mean Kit's forgotten that someone who's nice to you and has a death ray pointed at the waiter is not a nice person. The crazy doctor trying to infect the city with turkey pox for daring to call him mad? Yeah, you stop that guy. However, when it's all said and done, she's a lot more likely to look the other way and let the loony go if they have a noble cause that they're genuinely passionate about and go through the not-so-hard task of convincing her they can repent, change their ways. It's not that she can't tell that the bad guys are bad; it's that she still has hope that they're not rotten to the core. Likewise, she's entirely aware that the good guys are the good guys, she's just extra wary and every now and then, it becomes a situation. Preferably with the standard, "Let's you and her fight," issue, with standard fallout. Likewise, schadenfreude isn't quite the same as the evil demon king saying, "Your suffering doth please me, mortal. Muahahahaha." If she sees a waiter fall on their butt in a restaurant, her first reaction is to laugh. She might remember to help them up, and she'd feel guilty if they were actually hurt, but if it's something serious, like a spill that might be lethal? That's not funny to her. It's misfortune and surprise that are funny, not harm. Also, hoo yah gossip. And all this is pretty standard high school fare. Heck, it's pretty standard adult fare. Hopefully that's a little more clear? Actually, her real name's Samantha. Kit's her codename. Since she was sidekick to the Phantom Fox and all. So, codename and powers.
  6. Oops. Forgot a couple complications. They're in now.
  7. Player Name: Blue Rose Character Name: Samantha Vance Power Level: 7/11 (116/166PP) Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness Unspent Power Points: 50 In Brief: The girl from Hell. Alternate Identity: Kit Identity: Public Birthplace: Planet Dis Occupation: Student Affiliations: Claremont Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5'0" Weight: 97 lbs Eyes: Green Hair: Red Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck. She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform. Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself. Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy. Power Descriptions: Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however. She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both. History: The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves. Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury. The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades. Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date. Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos. First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her. Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha. This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed. They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis. Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais. It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth. Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell. Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief. The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area. And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law. Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment. There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed. So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor. And so, she sent the girl to Claremont Academy. Personality & Motivation: Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake. Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow. That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on. Powers & Tactics: Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs. That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire. Complications: Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge. Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment. Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list. Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 8 (-1) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 with Blast Grapple: +3 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2, -0 flat-footed Saving Throws: 6 + 5 + 6 = 17PP Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (-1 Wis, +6) Skills: 76R = 19PP Acrobatics 5 (+10) Bluff 8 (+13, +17 /w Attractive) Skill Mastery Computers 3 (+5) Diplomacy 6 (+11, +15 /w Attractive) Disable Device 8 (+10) Escape Artist 5 (+10) Skill Mastery Investigate 3 (+5) Knowledge (Arcane Lore) 1 (+3) Knowledge (Art) 3 (+5) Knowledge (Current Events) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Popular Culture) 1 (+3) Knowledge (Streetwise) 1 (+3) Knowledge (Theology and Philosophy) 1 (+3) Language: Demonic 1 Notice 6 (+5) Search 3 (+5) Sleight of Hand 7 (+12) Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 15PP Attractive Defensive Roll 2 Distract: Bluff Dodge Focus 5 Evasion Teamwork 3 Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Uncanny Dodge (Mental) Powers: 4 + 2 + 21 = 27PP Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP] Super-Senses 2 (Darkvision 2) [2PP] Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP] Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal) Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental) Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental) Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental) Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow) Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental) Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal) Mirage Perception DC16 Will Illusion (Infernal/Mental) Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental) False Visage Perception DC12 Will Morph (Infernal/Mental) Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 116/166 Power Points
  8. [Reserved for table of contents]
  9. Alright, updated. Not much added, but I do hope it addresses some concerns. For convenience, the main additions are here:
  10. Mechanical updates are in. Flight 10 with alternate Space Travel 10 (21 points) was split into Flight 7 (14) and separate Space Travel 7 (7). Dropped Protection 2 for another rank of Defensive Roll and +1 to Reflex. That should resolve the mechanics, yes? The rewrites will be handled another day. As for fitting her in? Well, were she a stand-alone, no restrictions? Most issues would begin in media res, either already raiding/attacking the baddie of the week, with us getting there in time for everything to fall apart for our dashing heroine to scrape through the unexpected disaster, if she weren't the crux of her own superteam in the form of her crew (completely unworkable in FCPbP). However, for getting her more firmly into the FC crimefighting scene, she may need some stronger Earth ties. Media darling status, lots of that wealth spent on public works, and most relevant, an agent (and probably a lawyer, or at least someone to say, "This stack of power cores we stole from Doctor Megadeath's robot army is not any sort of doomsday device, nor is it the key to stopping his evil schemes, and the plant people of Planet Z we're selling them to aren't intergalactic tyrants."). A lust for attention would be a useful addition, so her agent would point her to heroes who are useful to associate with and offer a hand to. Kinda hard to turn down someone who shows up to the battlefield in a battleship, after all. She'd still fight crime out of a genuine desire to do good, mind, just, with plenty of photo ops and a hasty retreat with a fancy shiny at the end. Of course, what more traditional, paragon-type heroes might see as showboating and money grubbing may cause some strife with fellow heroes, possibly leading to the oh-so-popular "Let's you and her fight" issue when the bickering gets too pointed for Silvia to take without a sword in hand, either after taking down the baddies as a bang for the end and set-up for later conflict or up front to turn an otherwise routine mission into a deadly threat by virtue of heroes being wounded and unwilling to cooperate. Standard fare, really. Which isn't to say I expect her to constantly be fighting everyone; far from it. She's more than friendly enough if you're polite to her and works quite well enough with others, even when taking orders (bar the habit of going off half-cocked into the open without a plan). A ship is run by a crew, not a person, after all, and any wise captain bows to the experience of the boatswain who's been working his job for thirty years.
  11. Player Name: Blue Rose Character Name: Captain Silvia the Stormbreaker Power Level: 12 (153/177PP) Trade-Offs: Attack/Damage (Variable) Unspent Power Points: 24 Progress To Silver Status: 27/60 (Bronze Status earned with >Kit) In Brief: Former mystical space dragon turned mystical space pirate. Alternate Identity: Notus the Summer Breeze (lost) Identity: Public Birthplace: Wyrmward Gate Occupation: Intergalactic space pirate Affiliations: South Wind Pirates Family: None by blood Description: Age: Ancient Apparent Age: 34 Gender: Female (originally sexless) Ethnicity: Apparently caucasian Height: 5'6" Weight: 132 lbs Eyes: Green Hair: Blonde Captain Silvia, or Stormbreaker as has become her more common name when doing battle on Earth, looks nothing like a giant space lizard/deity. In fact, archaic dress aside, she looks like a perfectly normal human woman in her mid thirties, attractive but not extraordinary. A lean, slender body with a light layer of athlete's muscle beneath a face framed by shoulder-length, wavy flaxen hair. Her full features would likely be cheerful and pleasant, were they to move normally. They don't; a fact that's undeniable on sight, yet hard to pin down. The way her face expresses itself, the way she moves, it's all odd, unnatural, inhuman. It's all controlled and graceful, to be sure, but more akin to some breed of predator. Perhaps a cornered, feral cat. Even when supposedly "relaxed", her face appears constantly wary and her body is always ready to strike. Adding to the appearance is a slightly inhuman set of teeth, not monstrous, but seeming rather more fang-like than is the norm. Her bicuspids in particular are long and sharp, though the right front bicuspid is cut short. Her usual attire might have been considered the height of warrior's fasshion once upon a time, centuries ago, were it a time that accepted women in such a line of work as inserting long pieces of metal into people they don't like. Nowadays, it looks expensive if not high class and highly eccentric, though perhaps less so than those who go around in public wearing rubber pajamas. She wears an entirely functional chain shirt visible beneath her outer garments, usually some manner of gold- or silver-embroidered vest in a rich blue, violet, or green and all manner of battle-appropriate jewelry, from belt buckles designed in intricate knots of steel to amulets and clasps in the shape of various leaves, nuts, and emblems. On her back, she always wears a heavy cloak, less prone to billowing in the wind than many heroes', and always tilted to the left, covering her left arm. Or rather, the vacant air that would be her right arm; it was cut off past the elbow. And capping off the entire ensemble is a shining rapier of the highest quality, its hilt twisting in patterns of blue steel roses. A work of art as much as a weapon, but well-used regardless. Power Descriptions: Silvia's powers, relatively limited though they may be, revolve around the wind. As one normally can't see air, there is little to describe; she swings her sword, one does not see the shockwave flying through the air, and then a gash appears on her target. Her presence also calms the weather immediately around her. Nothing flashy, but one does tend to take notice when, in the middle of a hurricane, a woman walks along, everything around her hit by nothing more than a light drizzle. Expanding 'power' to 'property,' her most impressive possession is the Ages Lost, her ship. Her space ship, in fact, though it looks very much like a much larger, fancier version of a Spanish galleon. Just floating in the sky. And made of golden dragon scales. And equipped with an exterior hyperdrive. But that aside, it is much like a galleon on the exterior, even including a fully-functional weatherdeck, solar sails, and mooring lines, though the anchor is unlike anything seen on Earth; a large bulb with a gravity lock to hold itself in place, allowing it to anchor to empty space and sky. History: Notus the Summer Breeze. A dragon. A timeless, nigh godlike entity that took up residence in the Red Belt; a sector in space so named as a result of merchants' losses trying to conduct business in the area, only to lose their product to the storms. A calm spirit of the winds, Notus' presence brought peace to a section of the Red Belt large enough for trade to pass through. This place became known as Wyrmward Gate, and those reverent to the dragon (mainly some humans it had taken with it as its own personal cult) were permitted to settle on the now-habitable planets in the area, where they profitted greatly from their position on a now-vital trade route. Where Notus came from before settling in the Red Belt, no one knows. Even it did not recall, or at least did not care to answer when asked. The real story, however, is fairly uninteresting to those not studying the more esoteric aspects of the multiverse. This dragon was never born. Nor was it made. It was one of the oldest entities in the universe, and like life itself, simply came into being by... whatever it is that created all life in the universe. Will of God, natural processes, burgeoning cosmic ley lines, tap dancing pixies, or something of the sort. But some how, some cosmic storm took to consuming meteors and other spacial munchies, then excreting star dust and repeating the cycle, growing increasingly complex in the process over the course of eons, slowly gaining sapience as it drifted about the universe until it coalesced into the form of the godlike dragon, Notus. A living, intelligent being, in a manner of speaking, but so far removed from conventional mortals as to make the status meaningless. Once it landed in the Red Belt, it stayed for centuries. A choice. Perhaps the first real, fully-cognizent choice it had ever made; merely maintaining its own massive existence was an enormous feat, and the creature normally operated on instinct alone. So it found a nice place for a rest, sometimes chatting, sometimes hording, sometimes fending off invaders, but mostly sleeping and feeding on the Red Belt's hot gases and unstable energies, its mere presence bringing great fortune and rendering entire planets warm and fertile. Then, he came. Serge the Swordsmith, a warrior and craftsman of legendary pedigree, and one ruthlessly dedicated to his craft. First, he attacked by surprise, a single strike that claimed a single fang. It seemed like nothing at first; a grave insult, but no threat, but that was incorrect. With that piece of the great dragon, Serge was able to forge an incredible weapon, melding it with other stolen elements to create Fang of Five Dragons, one of the mightiest blades in the galaxy, whose creation syphoned much of the dragons power, in addition to it being an absolute defense against its power. In the second attack, Notus was defenseless; protected by the Fang of Five Dragons, the Swordsmith crushed the godlike being and this time, he claimed its left forelimb and left the creature to die. He began forging the limb into Lash of Four Winds, a yet mightier blade whose creation drained still more of Notus' power, reducing it to almost nothing (comparatively speaking), not even enough to retain her form, or her life. With her power gone and her wounds fatal, the Red Belt began to encroach on the gate once more, dooming the planets within to certain annihilation. Evacuations were conducted as best as possible, though growing storms destroyed many evacuation ships. However, a number of Notus' most loyal worshippers gathered, calling on great magics to save their god's life the only way they could. The vessel, the giant lizard? It was damaged beyond repair, yet it could be consumed, absorbed to create a new vessel for the creature's soul. A human vessel. Many sacrificed their lives in the ritual, and even once it was done, they had no way off the doomed planet and the former dragon's powers now failed to reach even a hundred feet. Thankfully, the survivors included several skilled spacefarers and a talented shipwright, and they gathered many of the dragon's shed scales, fashioning it into a crude ship (they made it a thing of beauty later). With the scales amplifying the human captain's power, they safely ignored the storms and escaped. Soon after, they took up their chosen profession, harassing the aggressive, oppressive nations in their quadrant, attacking their warships and stealing their goods for resale to more benevolent allies. A lucrative business, and they survived by fleeing into ion storms and destructive anomolies where they couldn't be followed, thanks to the power of their captain, who took the name Silvia and was given the title Stormbreaker. Her greatest goal, however, was to retrieve the swords made of her body, to regain her power, but the Swordsmith was a slippery one, especially with his masterwork incomplete. She eventually received word of those dealing with him taking base on Earth, a planet she barely remembered from the time before her transformation. There, she arrived to continue her old ways; thrashing evil, knicking their less intergalactically illegal stuff (and research notes as well), then selling it to the highest unobjectionable bidder. In the case of information, sometimes several times. The thrashing of evil was well received, though the knicking of stuff caused considerably more strife. To smooth such things over, she has people. She has a manager and an agent, both to work on her image both publically and within the crimefighting community, and to determine which villains are particularly worthy of an eye, due to the high value of their posessions. Both goods and clients are gauged carefully, and any particularly uppity hero who dare call her a soulless mercenary crook or some sort can get a nice, long look at the ledger for the ten million she received for sale of a dimensional generator a couple weeks back- formerly used to store enough poison gas to wipe out all of Freedom City, now being used to evacuate the population of a planet suffering natural ash storms violent enough to render it nigh-uninhabitable. Twenty million to medical research. Thirty million to educational programs. Forty million to funds meant to repair damage from supercrime in locations not fortunate enough to have their own guardian spirit. Five million to local works projects, including a much-needed renovation to South Freedom Elementary's library. And of course, a few million cut out for parts and fuel for her ship, food and supplies for her crew. And some new furniture for her room, a very nice new set of boots, a feast or five that wouldn't be out of place atop Mount Olympus... hey, there's nothing wrong with a little cut for personal foibles. Personality & Motivation: The dragon Notus was tired. Eternally tired. Even when awake, it was always at the brink of collapse, overwhelmed by its own physical and magical magnitude. There was much it aspired to do, yet it was always too weary, even with its infinite time. And every time it woke up, it was to the sound of hundreds of worshippers. Now, as a human, she is awake, and free to indulge in ambition to her heart's content. She does not stop and muse; she takes action, pouring all she has into everything she deems worth doing, eager to explore the world. Unfortunately, she's also used to mortals deferring to her in absolute reverence. She's gotten used to this no longer being the case, more or less, but insolence will still raise her ire far too swiftly. She also learns with exceptional speed, and takes great pride in this, always eager to compete in any field and grow stronger. She especially can't resist a challenge to a duel. Powers & Tactics: Face foe. Stab foe. If they are far away, cut the sky from afar. If there are many foes, engulf them all in slashing winds. If they're flying in the sky, slam them down to Earth. If the fight's in the open air, call in Ages Lost and blow the foe away with the cannons, then take the baddies' stuff and sell it. Silvia relies on mundane swordplay as much as powers, using them as a supplement rather than a replacement. Her wind powers, while useful, are far from the most impressive, though her ship is considerably more imposing. Either way, her means are rarely subtle. Complications: One Arm: The dragon Notus had its left forelimb lopped off, and the wound persisted into the human vessel, Captain Silvia. Although she can fight just fine with one arm, it does have its down sides. Draconic Arrogance: Silvia is used to being worshipped by mortals, and the bulk of her crew is still composed of survivors of her cult. While she's learned a little bit about how to have reasonable expectations of humans who don't worship her, she is brittle and easily insulted. Brash: Silvia's is a bold and adventurous spirit, still used to being a nigh-invincible dragon, even after that's been disproven. As such, with her newfound energy, she is far too apt to jump into a dangerous situation without a plan or go off and do something foolhardy simply because it's interesting. Enemies: The South Wind Pirates, Silvia's crew, are pirates known for taking on the most ruthless empires in the galaxy. As such, the bounty on the captain's head is astronomical. Unstable Cash Flow: While generally quite wealthy, Silvia's funds come from large, sporadic bursts of precious (legal) technology or information that she then sells to relatively trustworthy buyers. This is profitable, but inconsistent, and while she's still acquisitive as any dragon, she has also recently discovered the joys of spending money in vast quantities, meaning despite her incredible income and resources, she occasionally finds herself completely broke and struggling to even feed her crew. Duelist's Pride: Silvia's is a highly competetive spirit, eager to prove herself in any manner of competition. She has trouble turning down a direct challenge, especially if it's a fair sword duel. No tricks, no powers. Wind Reader: Sound is merely vibrations in the air. As such, Silvia is particularly aware of them, and far more vulnerable. Various sounds may effect her far more than her peers, in ways they could not possibly be affected. A shrill shriek her compatriots cannot even hear may bring her to her knees, and an enchanted song to bring her team into a daze may enthrall her outright. Abilities: 10 + 2 + 6 + 4 + 4 + 0 = 26PP Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +1 Attack: +4, +10 w/ Blast, +12 w/ Sword Grapple: +9, +16 w/ Hands of Air Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5, -3 flat-footed Saving Throws: 5 + 6 + 6 = 17PP Toughness: +10 (+3 Con, +4 Defensive Roll, +3 Chain Mail), +6 flat-footed Fortitude: +8 (+3 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 48R = 12PP Acrobatics 5 (+6) Skill Mastery Escape Artist 5 (+6) Intimidate 10 (+10) Skill Mastery Knowledge (Arcane) 3 (+5) Knowledge (Business) 3 (+5) Knowledge (Technology) 3 (+5) Notice 5 (+7) Skill Mastery Pilot 14 (+15) Skill Mastery Feats: 29PP Attack Specialization 4: Sword Benefit 3 (Crew, Wealth 2) Defensive Roll 2 Dodge Focus 6 Equipment 12 (60 EP: Sword [5], Chain Mail [3], Ages Lost [52]-Space Vehicle) Quick Draw Skill Mastery: Acrobatics, Intimidate, Notice, Pilot Ages Lost (Vehicle)Size: Colossal [4EP] Strength: 50 (medium load 8 tons, hvy load 12 tons, max load 24 tons) [0EP] Defense: 2 [0EP] Toughness: 13 [0EP] Feature: [1EP] Remote Control Powers: [26 + 21 = 47EP] Blast 12 (PFs: Accurate 2) [26 EP] Flight 7 (1,000 mph/10,000 feet per Move action) [14 EP] Space Travel 7 (100c) [7 EP] Chain Mail (Protection 3) [3 EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Powers: 6 + 3 + 10 + 7 + 27 = 53PP Environmental Control 3 (Calm Weather + Provide Breathable Air, 25-ft. radius) [6PP] (Stormbreak, Magic) Enhanced Environmental Control 3 (to Environmental Control 6 [250-ft. radius]; Calm Weather + Provide Breathable Air; Flaws: Only on Ages Lost) [3PP] (Enhanced Stormbreak, Magic) Flight 5 (250 mph / 2,500 ft. per move action) [10PP] (Wind Rider, Magic, Wind) Super Senses 7 (Accurate Auditory Sense [2], Extended 2 on all auditory senses [4], Ultra-Hearing) [7PP] (Wind Reader, Magic) Wind & Air Magics 12 (24 points; PFs: Alternate Power 3) [27PP] Base Power: Blast 10 (Extras: Homing, Accurate 3, Alternate Power 3) [27PP] (Sky Cutter, Magic, Wind) Alternate Power: Move Object 8 (Str 40 [med load 2 tons, hvy load 3 tons, max load 6 tons]; Extras: Range [Perception]) [24/24PP] (Hand of Air, Magic, Wind) Alternate Power: Nullify Flight 10 (Extras: Range [Perception]) [20/24PP] (Downdraft, Magic, Wind) Alternate Power: Damage 10 (Extras: Area [50-ft. Burst]) [20/24PP] (Slicing Gale, Magic, Wind) DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC20 Toughness (Staged) Damage (Physical) Sword Touch DC23 Toughness (Staged) Damage (Physical) Sky Cutter Ranged DC25 Toughness (Staged) Damage (Magic/Wind) Slicing Gale 50' Burst DC20 Ref/DC25Tough(Staged) Damage (Magic/Wind) Downdraft Perception DC20 Will/Effect Nullify Flight (Magic/Wind) Hand of Air Perception +8 Disarm/Trip/Grapple Move Object (Magic/Wind) HoA (Thrown Object) Perception DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (26) + Combat (16) + Saving Throws (17) + Skills (12) + Feats (29) + Powers (53) - Drawbacks (0) = 153/177 Power Points
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