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Miss Rabbit

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  1. Dreadfully sorry about my lack of attendance. Will get something done soon!
  2. Amy quickly pulled out an invoice booklet with a nod. "" she continued in what she believed to be the man's native language, "" A few seconds later she looked up to him and handed him the receipt. She almost hesitated to ask, "
  3. Amy's Courier Service was a new thing in the theatre district. With help from the Freedom League, she set up shop delivering packages, small to medium items. She could do larger items though that would take special order. Still, being a small business owner made Amy happy. She got to travel around the city. She got to meet with interesting people and Freedom City had some of the most interesting people. On top of heroes and villains, there were people who tried to make a living on what they could do with their powers! Amy thought teleporting with her job would be easy, but she came to find out it wasn't so easy to carry stuff though the realms. Luckily she tested that before the whole business venture started. After that she bought a van and thus Amy's Courier Service was born! The crime wave did not worry her, though the the method was kind of mysterious to her. How could someone do that? Just come in and disappear at the same time with no tracks at all. She could do it, but then again, she WOULDN'T do it! Maybe there was some mystical magician doing it. It never crossed her mind that someone of her type could be doing it. What little she knew about her race didn't include bandits. She liked to think they were noble travelers, like her mother's side of the family. Yet she knew so little about them that she didn't worry. Worry leads to grief and grief isn't fun at all. Amy was just getting back in from lunch. Business was slow today, she hadn't heard a phone ring yet! As soon as she plopped down in her desk chair, she heard a knock at the door. "Did I forget to unlock it," she questioned her memory. Amy smiled as the man came in after he saw the 'Yes, we are Open' sign. She was going to greet him, but in his bluster he interrupted her! He was obviously struggling with his English. "Good afternoon. Would this be easier," she asked politely in Japanese. "Or would that be rude of me," she asked in English. The man could tell in either language that the States was not her home of origin due to her accent.
  4. So, me and Azuth have been talking and I have decided that Sidestep's first adventure will be something of an accident. Something will be transported to this realm due to a botched movement. Nazis? Robots? Demons? Dinosaurs? Ninjas? Nazi Robotic Demon Dinosaur Ninjas? That's up for the GM to decide, but it should be something to show off Sidestep's abilities in full. So, what do you say?
  5. Thank you all for your suggestions. If anyone would like to join in on Sidestep's adventures, feel free to ask!
  6. I need ideas for adventures. Anyone wanna throw some at me?
  7. Alright, changed the name to Realm of Creation because that makes sense Put Improved Critical 2 on all the attack power and noted the Knockback. Is good?
  8. Player Name: Miss Rabbit Character Name: Sidestep Power Level: 10 (150/151PP) Trade-Offs: None Unspent Power Points: 1 Progress To Bronze Status: 1/30 In Brief: A half-human half-realm walker. Alternate Identity: Amy Quinn Identity: Secret Birthplace: Ireland Occupation: Superhero, Self-Employed Courier Affiliations: None Family: Kara Quinn (mother), Ch't (father), Travelling Sideshow (surrogate aunts, uncles and cousins) Description: Age: 22 (DoB: April 1990) Apparent Age: late teens Gender: Female Ethnicity: Irish Height: 1.6m Weight: 46kg Eyes: Green Hair: Red Lightly freckled everywhere. Light skin. Athletic frame. Nearly flat chest. Bit of hips. Long curly hair reaches her mid back. Doesn't wear make up. Small locket with a picture of her and her mother on a small chain around her neck. Doesn't own any pants, wears dresses and skirts exclusively. When in superhero mode, she wears a large dark brown silk cloak with a hood, it goes to her feet and covers her head and body. Under the cloak she wears a white one-piece swimsuit and white ankle boots. Power Descriptions: When she moves though the realms there is a flash of gold and silver light and a sound most commonly described as "WAWM". She can disguise the light and sound though it is still there. She can also touch a person and send them to various unpleasant realms. When she does so, they flicker back and forth with the WAWM sound effect. History: While Amy's mother, Kara, was safe about it, she was not choosy about her partners. Consequently, when Kara got pregnant no one batted an eye, though they did wonder who the father was. Most of Kara's partners came from the small circle of fellow traveling performers, but it was through a dalliance with another sort of traveler that Amy came to be. Amy's father, Ch't (used the name Chet while here), was always interested in Earth's Realm. Ch't too was a performer, a travelling musician. He and Kara met one night after a performance of his. Neither of them knew this was going to happen so he left without even saying good night. Oh he's been to Earth realm since then, but is none the wiser of his daughter. When Amy popped out she didn't look like Kara or any of the other performers. Still, the crew was tightknit and helped Kara with the child. Amy was a precocious child, always questioning everything. She was not hyperflexible like her mother, but she learned how to bend and stretch in various ways. Her friends were like family to her. As said, there wasn't much they did outside of the sideshow. Still, Amy always wondered about the outside world. What the people passing by were like. She got her chance to do a little bit of psychology when she was old enough to work a booth. She learned to shill with the best of them. Oh, her increasingly serene attractiveness was all part of the act - she hooked more boys and girls than others - but she also used her inquisitiveness too. It was almost like a complete interview with some people disguised as a game or attraction. She learned alot about people there. What they liked and wanted. Well at least immediately wanted. Still, it helped her form a view of the outside world she wanted to get into. It was around that time that she experienced movement when she was 14. It wasn't grandiose, but she stepped forward to one place and was already there. She saw a quick flash of gold and silver light and a sound that sounded sort of like "WAWM". She was shocked, but no one was around to see it. She chocked it up to be a hallucination. It wasn't until a while later, when EVERYONE could see that she did it again. It was no hallucination at that point. She was happy, yet baffled at the short jumps she could not control, but she wondered what the sound and light was about. The more she focused on it the more the uncontrolled jumping happened. So much so that she asked the owner if she could have her own side act. She didn't tell him or anyone else it was uncontrolled. She just said she thought about it and it happened, which was a half truth. The owner said that she'd have to do more than just move and show pretty lights. So she came up with an acrobatics act with her mother. When it came time for her first act, Amy was nervous. Kara gave her a little bit of advice when it came to performing. "Pretend that no one's there and think about what makes you happiest." Amy nodded, it was some help mentally, but it didn't help her focus on the act at hand. Ththough the advice did work, well, almost. She thought about a few different places they had been before. Then her mind wandered off to other countries she had see online. She always wanted to go to Japan to see the cherry blossoms. The act started and the two began their practiced work, Amy diasppeared! She was in Japan! It took a month before Amy could ever get the damn thing to work again. No matter how much she focused, there was just no going home. The first few nights she cried her eyes out. She slept on benches in the park. A kind family, the Akiyamas, took her in. They made her earn her keep, but she did have a place to lay her head. She eventually did reach her mother and family though the internet, but no one could go that far out of the way to come get her. They sent her some clothes and cash what they could, but the poor girl was stranded. Amy was just getting situated with the country, learning their language and connecting with its people. She thought of home one night and with a flash of light and a WAWM she was there. She still keeps in touch the Akiyamas to this day. Everyone was happy to see her and Amy was happy to see them. She felt more in control of her powers, but she tried not to think of them too much, she didn't want to disappear again. She kept the act doing short jumps mixed with acrobatics with her mother. Cut to a couple of years later when she was 16. Everyone enjoyed the show, but Amy was growing too big for her breeches. She had a healthy fixation with material things as mid-teens often do. She put two and two together and figured her powers could help her do that. She wasn't planning on being a supervillain, just knicking a few things and selling them for extra money. That didn't last long. For about a month she was fine and no one caught on. THEN she got in some major trouble. In London, she saw a nice small jewelry store in with some small things that would never be missed. She waited until nightfall when everything was closed and ported in. And then she couldn't move! This shop had more than an alarm system, it had a magical superperson on duty! The person called the cops and Amy was taken into juvenile justice for a string of crimes. Not just any juvenile justice system, one that worked with superpowered kids. She was put under a power dampener so she couldn't escape. It would be two years before she got out again when she was 18, but in those two years, she learned the meaning of being a good person and why villainy was a seriously bad thing. She learned to control her powers and use them better also. The big thing she learned though is that she was not human. Well, not partly human. She was investigated of her powers and it was found out that her father she never knew was from a race of immortal realm walkers. She wasn't just teleporting, she was moving through the realm between realms, the Cosmic Coil! After she got out, she went back home. Her mother and family glad to see her again. Though she wouldn't stay long. She explained to them the weight of her situation. She had great power, now she had to use them responsibly. And by responsibly, she meant for the forces of good. From then on she would travel travel the world to see where she could help out. A few years later she found Freedom City when she was 20. It was an auspicious start too! The Meta-Grue was on a rampage in s rundown part of town and no heroes were around. Only she was. She was the one that stood up to the villain. Little did she know that the Meta-Grue was a Freedom League caliber villain. She got thoroughly worked over, but she didn't stop protecting the people. By the time she was knocked out she saw the Freedom League arrive. When she woke up she was in Freedom League headquarters being attended to in the hospital. They had looked her records up and knew who she was. They offered her a favor for her heroic deed and the first thing she asked for was citizenship. After a few hushed whispers and a short meeting, they agreed to her favor on the terms that if she ever pulled any villain stunts that she would be forcefully deported. She agreed. Personality & Motivation: She is motivated by selflessness. She wants to be a hero because it's the right thing to do. In her incarceration she learned that there is more than just being a selfish twit. People needed their help and the way of the villain, while easy at first, eventually lead to destruction. She doesn't want to hurt herself or anyone else! She wants to help! Her personality has been affected by years of being a traveler. Everyone has a story to tell, she's found out. Each story is interesting at least a little bit. No one lives in a vacuum! She's a very talkative person that wants to know everything about the people she knows. She's a bit too forward. Some would say she gets into things she knows she shouldn't. She just wants to be helpful all she can. She's no wizened sage, but she'll give her advice and lend her help to anyone. She's a very friendly girl on top of all her insistence. She never has an unkind word to say about anyone, even her foes. Oh she's a bit passive aggressive with her taunts, but never outright mean. It's something she learned when she was working with the sideshow. You catch more flies with honey than vinegar. Powers & Tactics: With her inborn nature of "teleporting" she can be anywhere she wants or needs to be. Despite er long range capabilities, her fighting style incorporates close ranged combat. She teleports out of the way of blows and and uses her dimension walking abilities to send her opponents to different realms for a few short seconds. She can also use her dimension walking to clear a small area of mooks. Complications: Flickering: Being a relative child to her powers, she will experience a bit of movement at inopportune times. One Born Every Minute: While taking advantage of good people is beneath her, she sees her foes as rubes that it's ok to play every trick in the book on. On top of the more wary good guys not liking this type of chicanery, bad guys can trick her into believing they're more foolish than they are. Secret: Her identity as Sidestep. Abilities: 4 + 6 + 4 + 4 + 4 + 4 = 26PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 Melee, +4 Ranged, +8 Teleport Powers Grapple: +6 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5/-2 Saving Throws: 4 + 9 + 4 = 17PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+3 Dex, +9) Will: +6 (+2 Wis, +4) Skills: 100R = 25PP Acrobatics 12 (+15)Skill Mastery Bluff 8 (+10, +14 Attractive)Skill Mastery Diplomacy 8 (+10, +14 Attractive) Escape Artist 12 (+15)Skill Mastery Knowledge (pop culture) 3 (+5) Knowledge (current events) 3 (+5) Language 3 (English, Japanese, Russian, Shelta/Cant [native]) Notice 8 (+10)Skill Mastery Perform (dance) 3 (+5) Search 8 (+10)Skill Mastery Sense Motive 8 (+10)Skill Mastery Sleight of Hand 12 (+15)Skill Mastery Stealth 12 (+15)Skill Mastery Feats: 16PP Acrobatic Bluff Assessment Attractive Challenge (Fast Acrobatic Bluff) Contacts Distract (Bluff) Dodge Focus 6 Improved Initiative Skill Mastery 2 (Acrobatics, Bluff, Escape Artist, Notice, Search, Sense Motive, Sleight of Hand, Stealth) Uncanny Dodge (auditory) Powers: 41 + 1 + 8 = 50PP Array 17 (Feats: Alternate Power 7) [41PP] (access to the realm between realms, Dimensional) Base Power: Teleport 9 (900 feet move, 20000 miles full; walking through the realms, Dimensional; Extras: Accurate; Feats: Change Direction, Change Velocity, Easy, Hide In Plain Sight, Quick Change, Subtle, Turnabout) {34/34} Alternate Power: Communication 9 (auditory, 20000 miles; talking through the realms, Dimensional; Extras: Area; Feats: Dimensional 3, Selective, Subtle) {23/34} Alternate Power: Damage 12 (the realm of creation, Dimensional; Extras: Penetrating; Feats: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Precise, Variable Descriptor 2 [any energy]) {33/34} Alternate Power: Damage 10 (quick surprise attacks, Dimensional; Extras: Area [Targeted, Burst], Selective Attack; Feats: Accurate 2, Affects Insubstantial 2) {34/34} Alternate Power: ESP 9 (auditory and visual, 20000 miles; looking and listening through the realms, Dimensional; Feats: Dimensional 3, Rapid 3, Subtle) {34/34} Alternate Power: Move Object 12 (push and pull through the realms, Dimensional; Feats: Accurate 2, Affects Insubstantial 2, Precise) {29/34} Alternate Power: Nauseate 12 (the realm of sickness, Dimensional; Feats: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Precise) {31/34} Alternate Power: Paralyze 12 (the realm of madness, Dimensional; Feats: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Precise) {31/34} Immunity 1 (aging) [1PP] Protection 8 [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) The Realm of Creation Touch DC27 Toughness (Staged) Damage (Energy) Quick Surprise Attacks 50' Burst Radius DC25 Toughness (Staged) Damage (Physical) The Realm of Sickness Touch DC22 Fortitude (Staged) Nauseate The Realm of Madness Touch DC22 Will (Staged) Paralyze Totals: Abilities (26) + Combat (16) + Saving Throws (17) + Skills (25) + Feats (16) + Powers (50) - Drawbacks (0) = 150/151 Power Points
  9. It's a choice. The place she puts them shocks them (figuratively, not literally). I don't think a real hero would intentionally try to drive someone insane.
  10. Know one knows. Not even me yet! It'll be a story later on most likely. It was a supers-type juvie. I figured it would have some villain rehab type program. Oi. This is a snarl then. Any suggestions from the peanut gallery?
  11. Yeah, i haven't got the formatting done. It's mentioned a couple of times in Avenger's character thread, so i asked him and he said it was OK. I think Doc and Gizmo chimed in and said it was OK also. Also, it doesn't make it continuous, it just lengthen the times between saves. Instead of getting a save every round, they get one every minute.
  12. Player Name: Miss Rabbit Character Name: Sidestep Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A half-human half-realm walker. Alternate Identity: Amy Quinn Identity: Secret Birthplace: Ireland Occupation: Superhero, Self-Employed Courier Affiliations: None Family: Kara Quinn (mother), Ch't (father), Travelling Sideshow (surrogate aunts, uncles and cousins) Description: Age: 22 (DoB: April 1990) Apparent Age: late teens Gender: Female Ethnicity: Irish Height: 1.6m Weight: 46kg Eyes: Green Hair: Red Lightly freckled everywhere. Light skin. Athletic frame. Nearly flat chest. Bit of hips. Long curly hair reaches her mid back. Doesn't wear make up. Small locket with a picture of her and her mother on a small chain around her neck. Doesn't own any pants, wears dresses and skirts exclusively. When in superhero mode, she wears a large dark brown silk cloak with a hood, it goes to her feet and covers her head and body. Under the cloak she wears a white one-piece swimsuit and white ankle boots. Power Descriptions: When she moves though the realms there is a flash of gold and silver light and a sound most commonly described as "WAWM". She can disguise the light and sound though it is still there. She can also touch a person and send them to various unpleasant realms. When she does so, they flicker back and forth with the WAWM sound effect. History: While Amy's mother, Kara, was safe about it, she was not choosy about her partners. Consequently, when Kara got pregnant no one batted an eye, though they did wonder who the father was. Most of Kara's partners came from the small circle of fellow traveling performers, but it was through a dalliance with another sort of traveler that Amy came to be. Amy's father, Ch't (used the name Chet while here), was always interested in Earth's Realm. Ch't too was a performer, a travelling musician. He and Kara met one night after a performance of his. Neither of them knew this was going to happen so he left without even saying good night. Oh he's been to Earth realm since then, but is none the wiser of his daughter. When Amy popped out she didn't look like Kara or any of the other performers. Still, the crew was tightknit and helped Kara with the child. Amy was a precocious child, always questioning everything. She was not hyperflexible like her mother, but she learned how to bend and stretch in various ways. Her friends were like family to her. As said, there wasn't much they did outside of the sideshow. Still, Amy always wondered about the outside world. What the people passing by were like. She got her chance to do a little bit of psychology when she was old enough to work a booth. She learned to shill with the best of them. Oh, her increasingly serene attractiveness was all part of the act - she hooked more boys and girls than others - but she also used her inquisitiveness too. It was almost like a complete interview with some people disguised as a game or attraction. She learned alot about people there. What they liked and wanted. Well at least immediately wanted. Still, it helped her form a view of the outside world she wanted to get into. It was around that time that she experienced movement. It wasn't grandiose, but she stepped forward to one place and was already there. She saw a quick flash of gold and silver light and a sound that sounded sort of like "WAWM". She was shocked, but no one was around to see it. She chocked it up to be a hallucination. It wasn't until a while later, when EVERYONE could see that she did it again. It was no hallucination at that point. She was happy, yet baffled at the short jumps she could not control, but she wondered what the sound and light was about. The more she focused on it the more the uncontrolled jumping happened. So much so that she asked the owner if she could have her own side act. She didn't tell him or anyone else it was uncontrolled. She just said she thought about it and it happened, which was a half truth. The owner said that she'd have to do more than just move and show pretty lights. So she came up with an acrobatics act with her mother. When it came time for her first act, Amy was nervous. Kara gave her a little bit of advice when it came to performing. "Pretend that no one's there and think about what makes you happiest." Amy nodded, it was some help mentally, but it didn't help her focus on the act at hand. Ththough the advice did work, well, almost. She thought about a few different places they had been before. Then her mind wandered off to other countries she had see online. She always wanted to go to Japan to see the cherry blossoms. The act started and the two began their practiced work, Amy diasppeared! She was in Japan! It took a month before Amy could ever get the damn thing to work again. No matter how much she focused, there was just no going home. The first few nights she cried her eyes out. She slept on benches in the park. A kind family, the Akiyamas, took her in. They made her earn her keep, but she did have a place to lay her head. She eventually did reach her mother and family though the internet, but no one could go that far out of the way to come get her. They sent her some clothes and cash what they could, but the poor girl was stranded. Amy was just getting situated with the country, learning their language and connecting with its people. She thought of home one night and with a flash of light and a WAWM she was there. She still keeps in touch the Akiyamas to this day. Everyone was happy to see her and Amy was happy to see them. She felt more in control of her powers, but she tried not to think of them too much, she didn't want to disappear again. She kept the act doing short jumps mixed with acrobatics with her mother. Cut to a couple of years later. Everyone enjoyed the show, but Amy was growing too big for her breeches. She had a healthy fixation with material things as mid-teens often do. She put two and two together and figured her powers could help her do that. She wasn't planning on being a supervillain, just knicking a few things and selling them for extra money. That didn't last long. For about a month she was fine and no one caught on. It was her first trip to the States (by herself naturally) that caused her trouble. She saw a nice small jewelry store with some small things that would never be missed. She waited until nightfall when everything was closed and ported in. And then she couldn't move! This shop had more than an alarm system, it had a magical superperson on duty! The person called the cops and Amy was taken into juvenile justice for a string of crimes. It would be two years before she got out again, but in those two years, she learned the meaning of being a good person and why villainy was a seriously bad thing. She learned to control her powers and use them better also. The big thing she learned though is that she was not human. Well, not partly human. She was investigated of her powers and it was found out that her father she never knew was from a race of immortal realm walkers. She wasn't just teleporting, she was moving through the realm between realms, the Cosmic Coil! After she got out, she went back home. Her mother and family glad to see her again. Though she wouldn't stay long. She explained to them the weight of her situation. She had great power, now she had to use them responsibly. And by responsibly, she meant for the forces of good. From then on she would travel travel the world to see where she could help out. A few years later she found Freedom City. A sort of hub of heroes and villains. She would eventually get her United States citizenship and move in to Freedom. Personality & Motivation: She is motivated by selflessness. She wants to be a hero because it's the right thing to do. In her incarceration she learned that there is more than just being a selfish twit. People needed their help and the way of the villain, while easy at first, eventually lead to destruction. She doesn't want to hurt herself or anyone else! She wants to help! Her personality has been affected by years of being a traveler. Everyone has a story to tell, she's found out. Each story is interesting at least a little bit. No one lives in a vacuum! She's a very talkative person that wants to know everything about the people she knows. She's a bit too forward. Some would say she gets into things she knows she shouldn't. She just wants to be helpful all she can. She's no wizened sage, but she'll give her advice and lend her help to anyone. She's a very friendly girl on top of all her insistence. She never has an unkind word to say about anyone, even her foes. Oh she's a bit passive aggressive with her taunts, but never outright mean. It's something she learned when she was working with the sideshow. You catch more flies with honey than vinegar. Powers & Tactics: With her inborn nature of "teleporting" she can be anywhere she wants or needs to be. Despite er long range capabilities, her fighting style incorporates close ranged combat. She teleports out of the way of blows and and uses her dimension walking abilities to send her opponents to different realms for a few short seconds. She can also use her dimension walking to clear a small area of mooks. Complications: Flickering: Being a relative child to her powers, she will experience a bit of movement at inopportune times. One Born Every Minute: While taking advantage of good people is beneath her, she sees her foes as rubes that it's ok to play every trick in the book on. On top of the more wary good guys not liking this type of chicanery, bad guys can trick her into believing they're more foolish than they are. Abilities: 4 + 6 + 4 + 2 + 4 + 4 = 24PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 Melee, +4 Ranged, +8 Teleport Powers Grapple: +6 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 4 + 9 + 4 = 17PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+3 Dex, +9) Will: +6 (+2 Wis, +4) Skills: 100R = 25PP Acrobatics 12 (+15)Skill Mastery Bluff 8 (+10, +14 Attractive)Skill Mastery Diplomacy 8 (+10, +14 Attractive) Escape Artist 12 (+15)Skill Mastery Knowledge (pop culture) 3 (+5) Knowledge (current events) 3 (+5) Language 3 (English, Japanese, Russian, Shelta/Cant) Notice 8 (+10)Skill Mastery Perform (dance) 3 (+5) Search 8 (+10)Skill Mastery Sense Motive 8 (+10)Skill Mastery Sleight of Hand 12 (+15)Skill Mastery Stealth 12 (+15)Skill Mastery Feats: 18PP Acrobatic Bluff Assessment Attractive Challenge (Fast Acrobatic Bluff) Contacts Distract (Bluff) Dodge Focus 6 Evasion 2 Improved Initiative Skill Mastery 2 (Acrobatics, Bluff, Escape Artist, Notice, Search, Sense Motive, Sleight of Hand, Stealth) Uncanny Dodge (auditory) Powers: 41 + 1 + 8 = 50PP Array 17 (Feats: Alternate Power 7) [41PP] (access to the realm between realms, Dimensional) Base Power: Teleport 9 (walking through the realms, Dimensional; Extras: Accurate; Feats: Change Direction, Change Velocity, Easy, Hide In Plain Sight, Quick Change, Subtle, Turnabout) {34/34} Alternate Power: Communication 9 (auditory; talking through the realms, Dimensional; Extras: Area; Feats: Dimensional 3, Selective, Subtle) {32/34} Alternate Power: Damage 12 (the realm of pain, Dimensional; Extras: Penetrating; Feats: Accurate 2, Affects Insubstantial 2, Precise, Variable Descriptor [any one energy]) {30/34} Alternate Power: Damage 10 (quick surprise attacks, Dimensional; Extras: Area [Targeted, Burst], Selective Attack; Feats: Accurate 2, Affects Insubstantial 2) {34/34} Alternate Power: ESP 9 (auditory and visual; looking and listening through the realms, Dimensional; Feats: Dimensional 3, Rapid 3, Subtle) {34/34} Alternate Power: Move Object 12 (push and pull through the realms, Dimensional; Feats: Accurate 2, Affects Insubstantial 2, Precise) {29/34} Alternate Power: Nauseate 12 (the realm of sickness, Dimensional; Feats: Accurate 2, Affects Insubstantial 2, Precise) {29/34} Alternate Power: Paralyze 12 (the realm of madness, Dimensional; Feats: Accurate 2, Affects Insubstantial 2, Precise) {29/34} Immunity 1 (aging) [1PP] Protection 8 [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) The Realm of Pain Touch DC27 Toughness (Staged) Damage (Energy) Quick Surprise Attacks 50' Burst Radius DC25 Toughness (Staged) Damage (Physical) The Realm of sickness Touch DC22 Fortitude (Staged) Nauseate The Realm of Madness Touch DC22 Will (Staged) Paralyze Totals: Abilities (24) + Combat (16) + Saving Throws (17) + Skills (25) + Feats (18) + Powers (50) - Drawbacks (0) = 150/150 Power Points
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