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Thogphog

Corporis PL 8/10 - Thogphog

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Corporis

Power Level: 8/10 (151/151)

Unspent Power Points: 0

Trade-Offs: None

 

In Brief: A vampire given a second life as a hero

Catchphrase: "Come stai?"

Theme: "Blood" by Jim Johnston

 

Alternate Identity: Jennifer James, Secret.

Birthplace: New Orleans, Louisiana.

Residence: Freedom City, New Jersey.

Base of Operations: None.

Occupation: Errand Runner.

Affiliations: Good, Supernaturals, Heroes.

Family: None.

 

Age: 135 (born 1883)

Apparent Age: early twenties

Gender: Female

Ethnicity: Italian-American

Height: 5'7" (1.7 m)

Weight: 140lb (64 kg)

Hair: Black

Eyes: Golden

 

Her skin is darker, but still noticeably white. Her hair is long enough to reach her mid back, and is always straight. She has an hourglass figure. While she is not 'thick', her curves definitely show.

 

She wears darker colors. Black mostly. Leather pants, boots, and coat. Black tshirt, and shades. This doubles as her costume. She carries a falchion at her side, sheathed, to protect herself.

 

History: Back in the late 1800s/early 1900s, there was a place called Storyville in New Orleans. It was seedier than a pack of seeds! Prostitution was what brought in the main money, brothels everywhere. though some tried to cover it up under 'fine establishments' and 'house shows'. Dracula's Sin Den was one of the unlisted types. You had to know someone who knew someone to get in. You were basically lost to the city once you found it.

 

The owner and proprietor, one Miss Dark, hand selected every 'performer' that crossed there. Jennifer - as she's known now, she doesn't remember her birth name - was one of those. Miss Dark found the girl struggling. Jennifer was an Italian, and homeless. Miss Dark picked her up. Jennifer cleaned up nicely. Miss Dark had mercy on her and gave her a job. Jennifer could carry a tune and could move well enough to 'dance'. Miss Dark gave Jennifer her second lease on life by turning the girl into a vampire.

 

Vampire politics were 'simpler' at that time in history. Stay on your turf, do what your master told you, and don't make any messes you couldn't clean up. Jennifer took to the nightlife better than she did when she was 'alive'. Miss Dark was a good master who only asked of her girls to clean things up. Jennifer was part of the 'Brides of Dracula' comp. Anyone who got that got it for free, but they didn't come out. The end of Storyville came with the loss of Miss Dark and Dracula's Sin Den, but Jennifer had to move on.

 

A while later there was an explosion of people in funny costumes who fought crime for truth, justice, and yadda yadda. Jennifer played it no mind until it was up in her turf. There were two full on invasions from other dimensions in the 60s. By the 80s, vampire politics were at an all time high. Freedom City was the safest unsafe place by then. Jennifer had a hunting ground there, but she couldn't stay there. Stuck in New Orleans She wasn't a pawn, but she was no where near the damn king or queen.

 

By the mid 2010s, she found an out of the vampire life. A very unfortunate way too. The villain known as Mastermind was collecting things to experiment on as he was wont to do. He captured her and a few other vampires (Jennifer only remembers seeing a twelve containers, but their were other rooms) and tweaked and combined them with other things. For all the things he did to the other, Mastermind seemingly made Jennifer his pet. He said he'd cure her, which he did. He said he'd let her keep her powers, which he did. But there was always an underlying sinister tone to it that Jennifer didn't get. Luckily(?) she didn't find out what his end goal was. She, and what was left of the things Mastermind collected, was rescued by a group a superheroes.

 

Jennifer showed them that she had bloody superpowers. She didn't tell them that she was formerly a vampire. They set her up with a place to stay in Freedom City. Unknown to Jennifer, there was another problem on her tail. You just don't leave vampire society.  Her having over a hundred years of 'debt' made her a target. Freedom City was safe, but she wasn't.

 

Personality and Motivation: Jennifer is finally happy. Finally free from all that oppressive undead responsibility. She has a wicked, dark sense of humor. Beyond that she's a very sensual type, the type that seems to not know what personal space is. A very hands on type. It's somewhat built into her nature over time.

 

Jennifer wants to help people. Even as a vampire she wasn't a killer (unless she needed to be). She's very caring of the living. Vampires, werewolves, demons, and other supernatural folks, she regards on a case by case basis. She's dealt with all types. Some evil types were the nicest people she knew. Some good folks were absolute sadists. She fights for everyone to have a chance at a good life.

 

Power Descriptions: Jennifer is greatly gifted from her years as a vampire and Mastermind's experiments on her. She's quicker and more hearty. She can take harder hits. She'll live forever. She can use her blood others to do various fair and foul things to their bodies. Though she relies on her falchion more often than not. She's not the world's best swordsman, but she's learning!

 

Her fighting style is powerful and graceful swings of her sword. She'll incapacitate her opponent with her sword alone. But if the danger rises, she'll use her blood manipulation in a retreating effort.

 

Complications:

Hee Hee... Oh, Sorry!: Jennifer's sense of humor is macabre. It might offend the squeamish.

Hunted: Vampires are after her. You just don't leave the vampire after 100 years of 'service'.

Smoke Break: Tobacco was one of those things she never gave up from her former life. She carried it into death and now into life again.

What's Happening?: Every so often, Jennifer's body will betray her. It's something that Mastermind put in for all his escapees. At least she's still alive.

What's That Smell?: Not needing blood to survive anymore, she does get the weird craving for it every once in a while. The smell of it is enough to distract her from her current situation.

 

Abilities: 4 + 6 + 2 + 4 + 4 + 8 = 28PP

Strength: 14 (+2)

Dexterity: 22/16 (+6/+3)

Constitution: 18/12 (+4/+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 18 (+4)

 

Combat: 16 + 14 = 30PP

Initiative: +10/+7

Attack: +8 Melee, +8 Ranged, +10 Swords

Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed

Grapple: +10

Knockback: -4, -2 without Protection, -1 without Protection and Enhanced Constitution

 

Saving Throws: 4 + 4 + 4 = 12PP
Toughness: +8/+5 (+4/+1 Con, +4)

Fortitude: +8/+5 (+4/+1 Con, +4)

Reflex: +10/+7 (+6/+3 Dex, +4)

Will: +6 (+2 Wis, +4)

 

Skills: 40R = 10PP

Acrobatics 9  (+15/+12) SM

Concentration 3 (+5)

Diplomacy 6 (+10, 14 attractive)

Intimidate 6 (+10) SM

Knowledge (arcane lore) 8 (+10) SM

Knowledge (history) 3 (+5)

Language 1 (English, Italian [native])

Notice 3 (+5)

Perform (dance) 1 (+5) SM

 

Feats: 13PP

Attack Specialization (swords) 1

Attractive

Distract (Intimidate)

Dodge Focus 1

Improved Block 2

Improved Disarm 2

Improved Initiative

Precise Shot

Quick Draw

Skill Mastery (Acrobatics, Intimidate, Knowledge [arcane lore], Perform [dance])

Weapon Bind

 

Powers: 30 + 6 + 6 + 6 + 5 + 4 + 1 = 58PP

Blood Manipulation Array 12 (24PP Array; Feats: Alternate Power 6) [30PP]  (vampirism, biological manipulation)

Base Power: Healing 8 (Tincture; Extras: Restoration, Total; Flaws: Source [Blood]) {24/24}

Alternate Power: Damage 8 (Exsanguinate; Extras: Alternate Save [Fortitude], Duration [Concentration]) {24/24}

Alternate Power: Drain Ability Scores 8 (Dilute Blood) {24/24}

Alternate Power: Mind Control 8 (Body Control; Extras: Alternate Save [Fortitude], Conscious) {24/24}

Alternate Power: Move Object 8 (Blood Control; Extras: Area [Burst], Selective Attack; Flaws: Limited [Blood]) {24/24}

Alternate Power: Nauseate 8 (Retch; Extras: Duration [Concentration]) {24/24}

Alternate PowerTeleport 9 (Bloody Path; Extras: Accurate; Flaws: Limited [Blood]; Feats: Change Direction, Change Velocity, Easy, Progression 2 [weight, x500], Turnabout) {24/24}

 

Device 2 (sword; 10PP Container; Flaws: Easy To Lose) [6PP] (weapon, steel)

Damage 4 (Extras: Penetrating [2 ranks]; Feats: Improved Critical 2, Mighty, Precise) [10PP] (masterwork blade)

 

Enhanced Constitution 6 [6PP] (biological manipulation)

 

Enhanced Dexterity 6 [6PP] (biological manipulation)

 

Immortality 1 (5PP Container) [5PP] (vampirism)

Immunity 3 (aging, disease, poison) [3PP]

Regeneration 2 (Resurrection 2 [1/day, unless beheaded]) [2PP]

 

Protection 4 [4PP] (vampirism, biological manipulation)

 

Super-Senses 1 (low-light vision) [1PP] (vampirism, biological manipulation)

 

DC Block

Unarmed          Touch +8       DC 17 Toughness     Damage

Body Control     Perception     DC 20 Fortitude     Mind Control, Conscious

Exsanguinate     Touch +8       DC 23 Fortitude     Damage, Concentration

Dilute Blood     Touch +8       DC 18 Fortitude     Drain Ability Scores

Retch            Touch +8       DC 18 Fortitude     Nauseate, Concentration

Sword            Touch +10      DC 21 Toughness     Damage, Improved Critical 2 [18-20], Penetrating [2 ranks], Precise

 

Totals: Abilities (28) + Combat (30) + Saving Throws (12) + Skills (10) + Feats (13) + Powers (58) = 151/151 Power Points

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Complications:

It might be a good idea to elaborate on What’s Happening? as it’s a bit unclear what exactly you mean with it right now. The same applies, to a lesser extent, to the other complications.

 

Abilities

A bit nitpicky, but since the Enhanced Abilities will be active most of the time, it’s better if you write them as 22/16 (+6/3)

 

Combat

Initiative should be +6/3 as the Enhanced Ability will usually be active

 

Skills

Acrobatics would be (+15/12)

Please annotate Skill Mastery in some way, in this case I edited it in for you

 

Powers

I’m not sure what Teleport (Medium [Body]) is meant to be, could you elaborate?

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What's Happening? is intentionally left vague. I have no idea the extent of Mastermind's power. He was suggested as the type who does biological experiments on people, willing or not. So it could be a slight sting or a full blow.

 

Medium is supposed to be her appearing next to something with warm blood. basically she can't teleport to an empty place. If this were a darker setting, I'd say it would be full chest burster. But we're PG-13 and family friendly!

 

Stuff is all fixed!

Edited by Thogphog

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And after some discussion in refchat delaying things, here you go:

 

APPROVED

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So, I'm thinking I'm going to need the description of what's going on with the blood control?  At least some idea of how the Move Object works?  Are they lifting things with blood?  

 

Which brings me back to the Teleport medium.  Why not just use blood as a medium?  I don't really have a problem with doing the whole horror movie pop up thing.

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Yes, Blood Control is her moving things with squishy inside. it can apply to basically any living or unliving being. Except robots. And maybe classic elementals. Hence no Flaw.

 

As for Body Hop, would it be OK to give it the Damaging Extra for the Blood Flaw? Meaning she can step out without ripping into someone. Or she can! :o

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So it isn't Blood Control then.  Your Mind Control is more that.  Your Move Object is just Move Object.  And should carry a different Descriptor

And the flaw is Medium, however Medium [Must be a dude nearby] is a little sketch, and would probably push it to a drawback.  I recommend having like Medium:  Spilled Blood.  Then it actually hampers the powers usability which is the point of Flaws and Drawbacks, hence why they relax the cost.  How often will you not be around people?

 

We tend to have power written out in Effect based format construction, because it is reductionist enough to be clear regardless of other factors.


Keep in mind that power construction is based on Effects.  The How and the Why of the effect being is applied are the Descriptors and what make it a power.

I.e.
Damage [Fire; Extra: Ranged] 
Is:
Blast [Fire]
But it is not:
Blast [Plasma]

So a living thing, without blood, should not be susceptible to a Move Object w/blood.  If you want to only effect lifeforms that's fine.  Not all have Blood, though.

 

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I really don't see how Medium for having someone there in't a flaw. Want to go somewhere? Someone has to be there. No one on the top of that roof? Too bad! No one in the building you want to go to? Too bad! The power is useless unless someone happens to be passing by.

 

Blood Control is throw things around Body Control is making them a puppet.

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Because the character is set in a city of several million, within that context it is not a flaw so much as a drawback.

And again, it isn't Blood Control, it is just Move Object.  If you want it to be Blood Control then it needs to be Flawed to be limited to thing with Blood.

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Per discussion, I've dropped Body Hop. Replaced with a much cleaner Body Chess. C'est la vive :D

 

Changed it again. We'll get this right!

Edited by Thogphog

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