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Power Level: 10 [15] (202/229PP)
Unspent Power Points: 27PP
Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness


In Brief: Teenaged trickster making up for lost time.
Theme: Pinkzebra - Larger Than Life


Alternate Identity: Elizabeth Grey (secret)
Birthplace: London, England
Residence: Freedom City, USA
Base of Operations: Claremont Academy
Occupation: student, amateur magician
Affiliations: Claremont
Family: mother, father, three older brothers


Age: born April 2002
Gender: female
Ethnicity: Caucasian
Height: 5' 5"
Weight: 120lb
Eyes: grey
Hair: white


Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes.


Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group.


Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment.


Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack.

Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives.


A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn.


Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful.

Personality & Motivation:
Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can.

Powers & Tactics:
While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare.


She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary.

Power Descriptions:
Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side.


The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain.

'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't.

Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories.
Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat.
Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful.
Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses.
Relapse Fear: The idea of this happening is terrifying.
Secret: Identity.
Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost.
Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different.


Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 16 (+3)

Combat: 12 + 10 = 22PP
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate)
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Grapple: +8
Knockback: -3

Saving Throws: 3 + 6 + 7 = 16PP
Toughness: +7 (+2 Con, +5 Protection)
Fortitude: +5 (+2 Con, +3)
Reflex: +9 (+3 Dex, +6)
Will: +7 (+0 Wis, +7)

Skills: 112R = 28PP
Acrobatics 8 (+11)SM
Bluff 11 (+14, +18 Attractive)SM
Concentration 10 (+10)
Diplomacy 5 (+8, +12 Attractive)
Disguise 2 (+5)

Driving 7 (+10)
Escape Artist 12 (+15)SM
Knowledge (Arcane Lore) 8 (+11)
Knowledge (Popular Culture) 8 (+11)
Notice 10 (+10)
Perform (Comedy) 4 (+7)
Search 2 (+5)
Sense Motive 10 (+10)
Sleight of Hand 15 (+18)SM

Feats: 23PP
Attack Focus (Melee) 1
Dodge Focus 8
Equipment 1
Fast Task 2 [Feint, Trick]

Improved Initiative
Luck 2 [to 5, from powers]
Power Attack

Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand)
Uncanny Dodge [Auditory]


Equipment: 1PP = 5EP

  • Handcuffs [1EP]
  • Knife [3EP]
  • Masterwork Magician's Kit [1EP]


Powers: 4 + 2 + 4 + 1 + 1 + 47 + 6 + 5 + 1 + 10 + 5 + 3 = 89PP
All powers have the 'magic' descriptor unless otherwise noted.


Comprehend 2 (Speak Any, Understand Any) [4pp] (liar's tongue)


Enhanced Feats 2 (Quick-Change 2) [2PP]


Environmental Control 4 (50' radius; Light 1) [4PP]


Feature 1 (mask cannot be removed by force) [1PP]


Immunity 1 (Disease) [1PP]


Trickster Array 22 (44PP array; Feats: Alternate Power 3) [47PP]

  • Blast 8 (Extras: Linked [Dazzle]; Feats: Accurate 3, Homing) + Dazzle 8 (visual; Extras: Linked [Blast]) [20+16= 36/44] (will-o'-wisp)
  • Concealment 10 (all sense types; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [22 + 20 = 42/44]
  • Illusion 10 (all sense types [4]; Feats: Progression 4 [100' radius]) [44/44]
  • Duplication 11 (155/165PP clone; Feats: Mental Link; Extras: Heroic, Survival; Drawback: duplicate inherits conditions) [44/44]


Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP]


Protection 5 [5PP]


Speed 1 (10mph) [1PP] (training)


Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry)


Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP]


Teleport 3 (300'; Flaws: Short-Range) [3PP]


Drawbacks: 0PP


DC Block
ATTACK              RANGE      SAVE                           EFFECT
Unarmed             melee      DC16 Toughness                 damage (staged)
Conjured Weapons    melee      DC20 Toughness                 damage (staged)
Blast               ranged     DC23 Toughness                 damage (staged)
Dazzle              ranged     DC18 Reflex                    blind
                               DC18 Fortitude                 recover
Illusion            100'       DC20 Will                      disbelieve




Abilities (24) + Combat (22) + Saving Throws (16) + Skills (28) + Feats (23) + Powers (89) - Drawbacks (0) = 202/229 Power Points


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Let's fill in one of those vet award slots, while the three base character slots remain somewhat empty, because I've apparently forgotten how to build on a 150pp budget.


The drawback on Duplication comes from Kenson; normally when you summon a duplicate, it shows up unharmed. With the drawback, this duplicate would inherit with any damage or conditions the real PC has at time of creation.

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The blast is explicitly magic, indeed - I took a small shortcut on the per-power descriptor notes, to save some clutter. I can absolutely expand that out if it was unclear, though; my own eyes are biased, after all!

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It's not commonly used as the sole descriptor for things like Dazzle or Blast, and what is listed in the Powers Descriptions section makes it seem like she has effectively a variable descriptor tucked away into both.
I'm only poking at this point because there is points to burn for each in their slot on the array.

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