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  1. 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
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