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Power Level: 7 (105/114PP)
Unspent Power Points: 9
Trade-Offs: +
2 Attack / - 2 Damage, +2 Defense / -2 Toughness 

In BriefDown on her luck ex Russian Gymnast

Catchphrase

Theme

 

aliya-mustafina-sml_zps8cck4dww.jpg  aliya_mustafina_port_sml_zpswhltdkni.jpg

 

Alternate IdentityJoule (Secret)
Birthplace: Yegoryevsk, Russia

ResidenceBedlam
Base of Operations: Bedlam
Occupation: Part Time Gymnastics Coach
Affiliations: FSB, Russian Gymnastics Federation
Family

 

Description:
Age: 23 (DoB: 09/30/1994)
Apparent Age: 

Gender: Female
Ethnicity: Caucasian
Height: 5'4"
Weight: 106 Lbs
Eyes: Hazel
Hair: Brown

 

A very fit young woman with shorter brown hair that she often wears pulled back.  She has a very pretty face and delicate looks.  As a gymnast she has wonderful poise and a smooth flowing walk.  She shares the build with many gymnasts, being very petite in body.  Her clothes are a mixture of very nice items left over from when she was touring with the Russian team, and a collection of hand me downs and thrift store bargains which is what she seems to be able to afford lately.  When confronted with a problem, she has a serious expression on her face and often looks nearly ready to cry. Often times she looks world weary as if she is expecting the next shoe to drop, which it often does.

 

History:
Aliya was targeted at a very young age to be part of a Russian genetics program.  Given a serum that altered her DNA and made her far more athletic along with her more esoteric abilities, she was groomed by the Russians to be both a spy, and a member of their Gymnastics team as a cover.  Mostly separated from her family, she was practically raised by her coaches and taught by the FSB and military specialists how to fight, and more important how to get information important to the Russian government.  For a time, she was quite successful in this, making notable inroads on a global scale, even if she never quite won an Olympic medal.  In fact, her handlers were insistent that she didn't win too many accolades or her primary function as a spy would be compromised.  As a spy, she was used for minor things and while she never participated in high level espionage, her success in Gymnastics overshadowed this.

 

All of these years of planning were ruined in an instant when her latent powers manifested themselves in a very aberrant way.  At the World Championships in Glasgow she was performing her routine when suddenly the judges scoring machines went haywire, attacking the panel and numerous other machines went haywire, attacking fans and judges alike.  With her hands crackling with electrical power, the world knew that Aliya was not competing as a normal.  Further testing revealed what had been concealed by blockers and other drugs, that Aliya was an engineered human designed to compete at the highest levels.  The World Federation banned her from the sport and she returned to Russia in disgrace.

 

However, the FSB was not disappointed with this.  They had spent too much time and money on Aliya to consider her finished.  Stepping up her training in Systema and trying to increase her espionage capability they began a very rigorous routine to make her the best spy possible.  Yet every time they stepped up their efforts, something seemed to go wrong.  An instructor would come up lame, equipment would fail, Alyia's powers would short out the facility, always something.  After several frustrating years, they abandoned thoughts of placing her as a high level agent and instead set her up as an Asset in Bedlam to help with a number of unsavory tasks.  Her ability to cause Chaos around her was a major determinant in her placement as it was hoped she might even become a destabilizing force in the area.  Either way, they would get their return on investment.

 

After arriving in Bedlam, Aliya found that life in America was not quite what she had imagined.  With little support from the state, she was forced to get a job as a part time Gymnastics Coach.  it's barely enough to cover the bills if she rotates which ones to pay on a weekly basis.  While she's tried to get better work, or resettle in a better place, nothing she tries seems to work.  Instead, her life, which has been a series of disasters, continues in the fashion of a train wreck.  Her life seems to be long stretches of drudgery, barely treading water, punctuated by brief moments of stark terror and stressful demands from her homeland.

 

Personality & Motivation:
Surprisingly, Aliya is still a cheerful person.  However, she comes off as world weary if she is talked to for very long.  There is an ever present sadness and a weight on her shoulders that pervades even the times when she's quite happy.  Her fierce sense of competition will not let her give up and if life kicks her down more than once, she will get back up again and keep trying.  She realizes that she is a focal point for trouble and has decided to help as many people around her as she can... even while she often is sticking a dagger in their backs as she carries out assignments for the Russians.

 

Powers & Tactics:
Aliya has a good background in Systema.  Her goal is to get to grips with an opponent and apply submission holds and other techniques to subdue an opponent.  She will occasionally use her animation powers to confuse or harry foes where she can.

 

Power Descriptions:
Aliya's powers are usually announced with the crack of lightning and thunder.  Her attacks have a halo of power around her hands and feet when she strikes with them and machines seem to carry more electricity than they should be capable of.

 

Complications:

From Russia with Love - Aliya has been placed as a Russian asset in Bedlam.  As a failed spy and gymnast, the government calls on her to do... things.

Just my Luck - Luck has seemed to plague Aliya all her life.  Whenever things get too good, or too comfortable, something goes wrong.  Her powers have a habit of manifesting at just the wrong moment.  Jobs disappear, items are lost, villians escape, cameras catch her doing something that looks wrong even if it isn't.

Look at Me - While Alyia is not incredibly famous, she was on the Russian Gymnastics team and was part of a scandal.  Her picture has made the news and she often is recognized as that girl.

Red Heat - Trouble has a way of finding Alyia.  If she's walking down the street, there's likely a mugger or someone who wants to do her harm.  Riots start up around her and chaos seems to just like to begin wherever she is. 

Look Who's Talking Now - small microcharges of electricity, especially when anxious, can make mobile phones and computers freeze up just at the wrong moment...

Flatliners - Alexa's powers have a habit of failing her at the worst moments, when they do she needs to use extra effort or find a large power source to amp up

 

Abilities: 4 + 12 + 6 + 0 + 4 + 2  = 28PP

Strength 14 (+2)
Dexterity 22 (+6)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 12 (+1)

 

Combat: 6  + 6  = 12PP
Initiative: +6
Attack: +9 Melee, +3 Ranged, +3 Base 
Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed

Grapple: +18 (+3 from Static Cling)
Knockback: -0

 

Saving Throws: 3 + 3 + 4 = 10PP
Tou + 3 (+3 Con, +5 w/ Defensive Roll)
Fort +6 (+3 Con, +3)
Ref + 9 (+6 Dex, +3)
Will +5 (+1 Wis, +4)


Skills: 60r = 15PP
Acrobatics 12 (+18)
Language 1 (Russian [Base], English)
Notice 8 (+9)
Perform (Dance) 6 (+8)
Stealth 4 (+10)
Search 8 (+8)
Bluff 7 (+9)
Diplomacy 4 (+6)
Escape Artist 2 (+8)
Investigate 2 (+2)


Feats: 20PP
Acrobatic Bluff
Attack Focus 6
Defensive Roll
Dodge Focus 6
Grapple Finesse
Improved Grab
Improved Trip
Improved Throw
Uncanny Dodge (Auditory)
Up the Wall


Powers: 10 + 5 + 1 + 1 + 3= 20PP
Machine Automation 2 ("Static Charge"; Feats: Progression 2, Horde) [10PP] (Mutation, Electrical, Machines)

 

Spoiler

 

Sample Constructs:

Diminutive: Str 1 (includes Shrinking), Dex 10, Con —, Int —, Wis 1, Cha 1; Powers: Immunity 30 (Fortitude effects), Protection 5 (Extras: Impervious), Shrinking 12 (Power Feats: Innate; Flaws: Permanent); Combat: Attack +5 (includes +4 for size), Damage –5 (unarmed), Defense +5 (includes +4 for size), Initiative +0; Saving Throws: Toughness +2 (+5 from Protection, –3 from size), Fortitude +0, Reflex +0, Will –5;

Cost: Abilities –38 + Skills 0 + Feats 0 + Powers 53 + Combat 4 + Saves 0 = 19 points.


Tiny: Str 4 (includes Shrinking), Dex 10, Con —, Int —, Wis 1, Cha 1; Powers: Immunity 30 (Fortitude effects), Protection 5 (Extras: Impervious), Shrinking 8 (Power Feats: Innate; Flaws: Permanent); Combat: Attack +3 (includes +2 for size), Damage
–3 (unarmed), Defense +3 (includes +2 for size), Initiative +0; Saving Throws: Toughness +3 (+5 from Protection, –2 from size), Fortitude +0, Reflex +0, Will –5;

Cost: Abilities –36 + Skills 0 +Feats 0 + Powers 49 + Combat 4 + Saves 0 = 17 points.

 

Small: Str 8 (includes Shrinking), Dex 10, Con —, Int —, Wis 1, Cha 1; Powers: Immunity 30 (Fortitude effects), Protection 5 (Extras: Impervious), Shrinking 4 (Power Feats: Innate; Flaws: Permanent); Combat: Attack +2 (includes +1 for size), Damage
–1 (unarmed), Defense +2 (includes +1 for size), Initiative +0; Saving Throws: Toughness +4 (+5 from Protection, –1 from size), Fortitude +0, Reflex +0, Will –5;

Cost: Abilities –36 + Skills 0 + Feats 0 + Powers 45 + Combat 4 + Saves 0 = 13 points.

 

Medium: Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1; Powers: Immunity 30 (Fortitude effects), Protection 5 (Extras: Impervious); Combat: Attack +1, Damage +1 (unarmed), Defense +1, Initiative +0; Saving Throws: Toughness +5 (from Protection), Fortitude +0, Reflex +0, Will –5;

Cost: Abilities –36 + Skills 0 + Feats 0 + Powers 40 + Combat 4 + Saves 0 = 8 points.

 

Large: Str 20 (includes Growth), Dex 10, Con —, Int —, Wis 1, Cha 1; Powers: Growth 4 (Power Feats: Innate; Flaws: Permanent), Immunity 30 (Fortitude effects), Protection 5 (Extras: Impervious); Combat: Attack +1 (includes –1 for size), Damage +5 (unarmed), Defense +1 (includes –1 for size), Initiative +0; Saving Throws: Toughness +7 (includes Growth and Protection), Fortitude +0, Reflex +0, Will –5;

Cost: Abilities –36 + Skills 0 + Feats 0 + Powers 53 + Combat 8 + Saves 0 = 25 points.

 

 

Damage 3 ("Discharge Strike"; Feats: Mighty, Stunning Attack) [5PP] (Mutation, Electrical)

 

Leaping 1 [1PP] (Training)

 

Speed 1 [1PP] (Training)

 

Enhanced Trait 3 ("Static Cling";  Trait: Grapple) [3PP] (Mutation, Electrical)

 

Drawbacks: (-0) + (-0) = -0PP

 

DC Block:

ATTACK              RANGE      SAVE                          EFFECT

Unarmed             Melee      DC 17, Toughness              Damage

Discharge Strike    Melee      DC 20, Toughness              Damage

Stunning Attack     Melee      DC 15, Fortitude              Stun

 

Totals: Abilities (28) + Combat (12) + Saving Throws (10) + Skills (15) + Feats (20) + Powers (20) - Drawbacks (0) = 105/114 Power Points

Edited by Fox
+1pp for March/April 2018
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Leaping and Speed should carry 'Training' as a descriptor as well.

For her other powers what is the Source descriptor?  I.e. mutation, Terminus, Divine, whatever.


Also the Animate Objects can be written out in the original Machine Automation as the descriptive name.

 

Regarding the PF on your Damage, Conductor, we will have to discuss that.

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Edits Made:

Per Discussion with TA:

(1) Nixed Conductor as an Extra to Damage 3

(2) Added the Static Cling power to enhance Grapple.

 

Per TA Forum Comment

(1) Changed Leaping and Speed Desciptors

(2) Animate Object changed name to Machine Automation

(3) Added descriptors to powers

Edited by BlazingCoconut
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