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Curious Key

Ember

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Player Name: Curious Key

Character Name: Ember
Power Level: 7/7 (105/105)
Trade-Offs: +2 Def, -2 Tou 
Unspent Power Points: 9
 
In Brief: Pyrotechnic mage drafted by and liberated from an oppressive magical state.
 
Alternate Identity: Amber Brand
Identity: ?
Birthplace: Earth-J-Coldwar-1, Sector 12 (geographically, Brooklyn, New York)
Occupation: What you do
Affiliations: Alexander Wolff (Lexicon) et all
Family: Read left for instructions
 
Age: 16 (DoB: Birthday, birth year)
Gender: Female
Height: 5'6"
Weight: How Heavy
Eyes: Blue
Hair: Black
 

Amber is lean, stands a a middling height and only now really beginning to really develop into her adult proportions. Her training has built up the clear athletic physique of a dancer or acrobat; nimble, flexible and strong. Her hair is true black, cut above her bangs and long in the back, where she either leaves it free or pulled back in a low ponytail. When it comes to her wardrobe, Amber favors plain shirts or tank-tops, with shorts, leggings or skirts, paired with a jacket or vest—regardless of what the weather is.

 

costume: light orange, White, Black

 

Power Descriptions:

 

Ember can summon magical blue-red flames in an act of what people from her dimension call pyrosympathy. Her flames are deeply tied to the rhythm of her body, in particular her breathing. Her fire follows her movement of her body, less a spell she inflicts on the world and more an extension of herself. Her powers are most precise at close range, which she can use to propel herself from place to place as well as augment her strikes. Working at greater distances requires most of her focus, cutting off her ability to use most of the little flourishes that allow her to a really mobile fighter.

 

Her armor, on the other hand, was a gift from her mother before she was first sent off. It insulates Ember from her own powers, allowing her to use her flames without risking burning herself in the process. It provides her important cushioning against fire, but its foritifications double as a means to bolster her defenses.

 

History:
 
Amber was born in a dimension where all 'superpowers' have a magical origin and where the governments of the world had run headfirst into an arms race in search of how to use magical power in the service of their country—and their military. People of magical potential were well cared for in a way, but they also had no choice. Their lives, futures and powers belonged to their nation. When the testers came to her school, her innate pyrosympathy marked her out of the crowd. Her life from that instant had been planned for her, as a federal magician of the country. She was trained, monitored, and her family was thrilled when she was chosen to be enrolled in a pretentious military program, and they were likewise thrilled to know the privileges they would receive as the family of someone who would become a federal magician. Her dad was happy, and gladly took advantage of the fringe privileges he received. Amber's mom quickly left the picture.
 
But there were many fundamental details of Amber's life that her handlers refused to budge on. When the time came they refused to respect what she would like to be called or acknowledge any of her unique needs. She was quickly marked as a problem child, subjected to geis to effectively curtail what they considered embarrassing behavior. In this state within a gilded cage in which disobedience had become impossible, it was easy to see the true nature of the regime that had drafted her as they shaped her into their magician. 
 
It was her mother who helped her escape. Having worked with the elusive 'Prometheus Movement' since after Amber was conscripted. She used her powers of foresight through flame to stay one step ahead of the state, and eventually to retrieve Amber from their clutches. Given precious little time to catch up, she was paired with her old friend Alex and cast adrift into the multiverse where they would both be safe. They came 'ashore' on Earth Prime.
 
Personality & Motivation:
 

Personality

 
Powers & Tactics:
 
While she has options at range, Ember really shines in close combat. An acrobatic fighter with a lot of tricks up her sleeves, with the depth of her training and the versatility of her physical blows Ember has more in common with martial artists than she does with most other energy manipulators, relying on her fire as a force to bring her blows up to par in an arena of superhumans rather than the true heart of her power.  
 

Complications:
Complication — How it complicates
 
Abilities: 6 + 8 + 2 + 0 + 6 + 0 = 26PP
Strength: 20 (+5)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)
 
Combat: 6 + 6  = 12PP
Initiative: +16
Attack: +3 Base, +7 Melee
Grapple: +13
Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -0/-0
 
Saving Throws: 4 + 3 + 2 = 9PP
Toughness: +5 (+1 Con, +4 Insulating Armor)
Fortitude: +5 (+1 Con, +4)
Reflex: +7 (+4 Dex, +3)
Will: +5 (+3 Wis, +2)
 
Skills: 48R = 12PP
Acrobatics 8 (+12)
Concentration 9 (+12)
Disable Device 6 (+10)
Notice 7 (+10)
Sense Motive 12 (+15)
Stealth 6 (+10)
 
Feats: 27PP
Accurate Attack
Acrobatic Bluff
Attack Focus 4 (Melee)
Challenge (Fast Feint)
Dazzling Attack
Defensive Attack
Dodge Focus 6
Elusive Target
Evasion 2
Fearless
Improved Initiative 2
Improved Sunder 
Power Attack
Stunning Attack
Takedown Attack 2
Uncanny Dodge (Auditory)
 
Powers: 8 + 11 = 19PP
 
Insulating Armor (10PP Device; Flaw: Hard To Lose) 8PP Descriptors: Enchantment
Protection 4 4PP
Immunity 10 (Fire, Flaws: Half) 5PP
 
Fire It Up! (11PP Passive Container) 11PP Descriptors: Pyrosympathy
Damage 2 (Feats: Mighty; Feats: Improved Critical) 4PP (Burning Melee)
Leap 4 (LongJ: 375ft, StandingLJ: 187ft, HighJ: 93ft) 4PP (Fiery Leap)
Super Movement 1 (Slow Fall) 2PP (Jet Landing)
Speed 1 (10ft per round, 10mph) 1PP (Jet Skate) 
 
Drawbacks: -0
 

DC Block

ATTACK              RANGE       SAVE                     EFFECT

Unarmed             Touch       20DC Toughness           Damage (Physical)

Burning Melee       Touch       22DC Toughness           Damage (Energy)

Stunning Attack     Touch       17DC Fortitude           Daze/Stun/Unconscious 

Dazzling Attack     Touch       17DC Fortitude           Dazzle (Visual)

 

 

 
Totals: Abilities (26) + Combat (12) + Saving Throws (9) + Skills (12) + Feats (27) + Powers (19) - Drawbacks (0) = 105/105 Power Points
Edited by Curious Key

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