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Snakebite [PL 9] - Supercape


Supercape

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SnakebiteSnakebite.jpg
Power Level: 9 (220/227 PP)
Unspent Power Points: 7
Trade-Offs: +3 Attack/-3 DC, +3 Defence / -3 Toughness

 

In Brief: Archaeologist. Adventurer. Snake.

Catchphrase: “Sssss….”

ThemeChan Chan

Alternate Identity: Cassandra (Cassie) Crow
Birthplace: Canterbury, England

Residence: London
Base of Operations: World Wide Jet Setter
Occupation: Archaeologist, Honorary Curator of British Museum
Affiliations: British Museum, UNISON, Ministry of powers
Family: Vera Crow (Grandmother, Professor of Egyptology), Diana Crow (Mother, Anthropologist), Amanda Crow (Older Sister, Mountaineer)

 

Description:
Age: 25
Apparent Age: 25
Gender: Female
Ethnicity: Caucasian
Height: 5’9”
Weight: 70Kgs
Eyes: Green
Hair: Brown with Red Highlights

 

Cassie looks like an athletic woman with a great physique and reddish brown hair of varying length (depending on her mood and activities). She wears a variety of clothes, including skirts and shirts at the library, to a more adventurous pants and jacket and boots when out in the field. No stranger to danger, Cassie objects to guns but does carry a customised revolver loaded with sedative darts.

 

History:
The Crow family stretches back centuries, shrouded in rumours of witchcraft. How much truth in these rumours is debatable, but the it is true to say that many members of the family have had some form of Eldritch sight, and have brushed with the arcane. It is perhaps due to these talents that they have amassed great wealth, with mansions, castles, and estates all over Europe and beyond (even if they are often crumbling and dusty).

 

Cassandra Crow developed, as a teenager, the Eldritch eye – in her case, the ability to see what had transpired in the past. She was an adventurous soul, with her mothers inquisitive academic mind, and her fathers reckless spirit of adventure (he was a Brazilian ranger who protected the entrance to the Lost World).

 

On one of her many trips to South America, the family (her mother, father, and sister) discovered an ancient temple dating back to the last days of Lemuria. And Cassie found a golden snake skull, a great find! Until she snagged her hand on a tooth and got injected with an ancient poison.

 

She woke up a few months later. And recovered a few years later. The poison had awoken some trace Lemurian heritage (possibly the source of the Crow families Eldritch sight). She now had enhanced physical abilities and a fascination for history and archaeology that has propelled her to academic success. Two years later, her father died in Brazil, shot dead by some unknown villains trying to get access to the Lost World. This only gave more fuel to her determination.

 

Now, with the code name Snakebite, she travels the world trying to understand the ancient past and the dread sorceries buried beneath the earth and ocean…

 

Personality & Motivation:
Snakebite is a scientist, artist, and explorer. A thrill seeker in many domains. Underneath this exterior she has the mysterious legacy of the Crow family in her blood, and feels compelled – like so many of her family – to explore the hidden worlds both mundane and eldritch.

 

She has a complex relationship with her family and her wealth; on the one hand she enjoys the trappings and opportunity it affords her, on the other she actually admires “primitive” cultures, artists, philosophers and bohemians as opposed to the inhabitants of the Jet set. This gives her a rather conflicted personality.

 

Powers & Tactics:
Cassie has always had the magical ability to “see” the past with post-cognition.

 

Cassie was already athletic but now functions at peak human physical performance, and has superhuman acute vision and hearing. She has developed an immunity to poison and an ability to communicate with snakes.

 

Tactically she will either fight unarmed, with her whip, or with her dart gun – although she has a sneaking preference for a hand to hand fight. She is quite at home improvising with makeshift weapons or utilising the environment.

 

Aside from her exceptional physical abilities, Cassie is an intelligent woman who has a PhD in South American history and is well versed in many associated sciences and disciplines. She is an accomplished explorer, a skilled fighter, and is fluent in several languages.

 

Power Descriptions:

Cassie's powers are essentially invisible. When using her post-cognition power, her eyes will go jet black.

 

Complications:
Curses! Whilst the Crow family have amassed immense wealth over the centuries, there seems to be some Eldritch trade-off, for they also have a habit of attracting curses and dark magics. In particular, Cassie is almost irresistibly drawn to activating curses – such as reading what she should not, or defiling forbidden tombs. She is in essence a magnet to every curse and hex for miles around.

 

Lemurian Ancestor: She doesn’t quite know how (who does?) but the Crow family have some Lemurian heritage. Whatever the cause anyone or thing opposed to Lemuria might have an itchy crawling uncomfortable feeling, and the Snake people themselves will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like).

 

Appropriator: Cassie has a type of greed. Not so much for money (she is wealthy already although of course likes more!), but for prestige. She will go to nearly any costs to acquire rare and valuable antiquities for the British Museum – as long as she gets the credit for it.

 

Flashback: Cassie’s Postcognitive power is not 100% reliable, and – in some cases going back many years and encountering something Eldritch, has even sent her catatonic.

 

Wealthy? Cassie is always reasonably well off. The access to the various large amounts of estates, wealth, and possessions is more complicated as they are tied up in complex and old laws that date back centuries with the Crow family. She might have issues in accessing her resources if her family do not agree or some cunning legal mind is set against her.



Abilities: 12 + 16 + 12 + 6 + 6 + 6 = 58
Strength: 22 (+6)
Dexterity: 26 (+8)
Constitution: 22 (+6)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Combat: 24 + 24= 48
Initiative: +12
Attack: +12
Defense: +12, +6 Flat Footed

Grapple: +20
Knockback: -3

Saving Throws: 2 + 4 + 5 = 11
Toughness: +6
Fortitude: +8 (+6 Con, +2)
Reflex: +12 (+8 Dex, +4)
Will: +8 (+3 Wis, +5)

Skills: 120R = 30 PP
Acrobatics 12 (+20) Skill Mastery

Bluff 4 (+7)

Climb 4 (+10)

Drive 4 (+12)

Escape Artist 12/0 (+20)Skill Mastery

Intimidate 4 (+7)

Knowledge (Arcane) 8 (+11)

Knowledge (Art) 8 (+11)

Knowledge (Earth Sciences) 4 (+7)

Knowledge (History) 12 (+15)

Knowledge (Theology and Philosophy) 4 (+7)

Language 12 (Ancient Aztec, Ancient Egyptian, Ancient Mayan, Arabic, Chinese [Mandarin], English [Native], French, German, Greek, Latin, Lemurian, Portuguese, Spanish)

Medicine 4 (+7)Skill Mastery

Notice 12 (+15)

Perform (Dance) 4 (+7)

Pilot 4 (+12)

Search 4 (+7)

Sense Motive 4 (+7)

Stealth 4 (+12)Skill Mastery

Survival 4 (+7)

Swim 4 (+10)

As enhanced trait: Escape Artist 12 (+20)


Feats: 30 PP

Acrobatic Bluff

Ambidexterity

Attractive

Benefit 4 (Wealth 3, Honorary Curator of British Museum*)

Blind Fight

Chokehold

Endurance

Equipment 7

Elusive Target

Evasion 2

Grappling Finesse

Improved Grab

Improved Initiative 1

Improved Pin

Jack of All Trades

Power Attack

Precise Shot

Prone Fighting

Skill Mastery (Acrobatics, Escape Artist, Medicine, Stealth)

Uncanny Dodge (Auditory)

 *This esteemed position comes with few duties but many advantages; Cassie has full access to the museum and all its resources, and the goodwill of many academics and staff associated with the museum. The Museum itself is world class and enough to give a +2 situational bonus to knowledge rolls (of a related type such as history and some art, theology, arcane rolls).

 

Equipment: 10 EP = 2 PP

GPS Receiver [1 EP]

Multi-Tool [1 EP]

Rebreather [1 EP]

Whip (Damage 0, Feats: Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [5 EP]

 

 

Headquarters: English Country Manor (Location: Outside Canterbury, Kent)

Toughness: +10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Library, Living Space, Pool, Power System, Security System 3, Stables, Staffed [19 EP] Total Cost 22 EP

3 EP: Alternate HQs

 

London Town House (Location: Near the British Museum)
Toughness 10 [1 EP], Size: Small [0 EP], Features: Communications, Computer, Garage, Gym, Library, Living Space, Security System 3 [9 EP]


Freedom City Seafront Residence (Location: Northbay)
Toughness 10 [1 EP], Size Medium [1 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Helipad, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3 [16 EP]

Brazilian Jungle Manor (Location: Deep in Jungle, not far from concealed entrance to the Lost World)
Toughness 10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Staffed [18 EP]



Powers: 2 + 1 + 15 + 3 + 2 + 9 + 7  + 4 = 43 PP (All powers have magic descriptor)

 

Additional Limb 1 (Extendable Tongue, Feats: Duration [Continuous]) [2 PP]

 

Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP]

 

Device 5 (Tranq Pistol; 25 DP Flaws: Easy to Lose) [15PP] (Tech)

Fatigue 6 (Extras: Poison, Range, Feats: Subtle) [25 DP] (Poison)

 

Enhanced Trait 3 (Escape Artist +12) [3 PP]

 

Immunity 2 (Environmental Heat, Poison) [2 PP]

 

Poison Array (8 PP Array, Feats: Alternate Power 1) [9 PP]

BP: Paralyze 6 (Extras: Poison, Feats: Improved Critical 2, Flaws: Requires Grapple, Unreliable [5 uses]) "Poison fangs" [8/8 PP]

AP: Dazzle 6 (Visual and Olfactory, Feats: Extended Reach 2, Flaws: Range [Touch], Unreliable [5 uses]) "Poison spit" [8/8 PP]

 

Super Senses 7 (Scent/Acute Olfactory, Extended 1 [Olfactory], Extended 1 [Visual], Extended 1 [Auditory], Darkvision, Tracking [Olfactory]) [7 PP]

 

Super Senses 4 (Postcognition) [4 PP]


Drawbacks: none

DC Block

ATTACK            RANGE      SAVE                           EFFECT
Unarmed           Touch      DC 20 Toughness                Damage

Whip              15’        DC 20 Toughness                Damage
Dart Gun          Ranged     DC 15 Fort                     Fatigue

Poison Fangs      Touch      DC 16 Will                     Paralyzed

Poison Spit       15'        DC 16 Reflex                   Dazzled

 

Totals:

Abilities 58 + Combat 48 + Saves 11 + Skills 30 + Feats 30 + Powers 43 = 220/227 PP

 

Edited by Thevshi
+4 PP for Jan 2024
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Combat

Knockback wasn’t updated, from what I can tell?

 

Saves

I’m not sure how you get to 8 Toughness, 5 from Con but where do the other 3 come from?

 

Saves

These only add up to 96/24, which you wrote correctly in the effective cost but not the amount of Skill Ranks, but that’s a minor thing

 

 

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  • Dr Archeville changed the title to Snakebite [PL 9] - Supercape
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