Jump to content
Heritage

Grimalkin (PL10) WIP

Recommended Posts

grimpic-1.jpg            grimpic-2.jpg

 

Player Name: Heritage
Character Name: Grimalkin
Power Level: 10/15 (250/250PP) [283]
Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage
Unspent PP: 0

In Brief:
Shapeshifting faerie with a human soul

Alternate Identity: Lynn Epstein
Identity: Secret
Birthplace: Atlantic City, NJ
Occupation: Bookstore owner
Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Partner of the Shrike.
Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son)

Description:

DOB: June 17, 1988
Apparent Age: Late twenties
Actual Age: Over 100
Gender: Female
Height: 5'3"
Weight: 121 lbs.
Eyes: Brown
Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin


Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch.

History:
A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She evemtually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since.

Upon her return, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who since died

 

Lynn is currently in a semi-open long-distance relationship with Gretchen McDaniels, her former sidekick the Shrike, who has temporarily relocated to the Emerald Cities; what this holds for their relationship, no one knows.

Personality & Motivation:
Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

Powers & Tactics:
Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement.

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents.


Complications:
Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore.
Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works.
Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc.

Wish You Were Here: Lynn is really struggling with Gretchen's request for more space, and is not a fan of long-distance relationships.

 


Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP
Strength: 14 (+2) (Heavy Load: 175 lbs.)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 26 (+8)

Combat: 24 + 8 = 32PP
Initiative: +12
Attack: +12 Ranged, +12 Melee
Grapple: +20
Defense: +12 (+4 Base, +8 Dodge Focus)
Knockback: -5

Saving Throws: 6 + 8 + 4 = 18PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude +10 (+4 Con, +6)
Reflex +12 (+8 Dex, +4)
Will +10 (+2 Wis, +8)

Skills: 160R = 40PP
Acrobatics 12 (+20)
Bluff 12 (+20)
Craft (Artistic) 8 (+10)
Craft (Structural) 8 (+10)
Diplomacy 7 (+15)
Disguise 2 (+10, +40 Morph)
Drive 2 (+10)
Gather Information 7 (+15)
Handle Animal 2 (+10)
Intimidate 2 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Civics) 3 (+5)
Knowledge (Pop Culture) 3 (+5)
Knowledge (Streetwise) 8 (+10)
Knowledge (Tactics) 3 (+5)
Knowledge (Theology and Philosophy) 3 (+5)
Language 1 (Hebrew)
Medicine 3 (+5)
Notice 13 (+15)
Perform (Dance) 2 (+10)
Perform (Singing) 2 (+10)
Pilot 2 (+10)
Ride 2 (+10)
Search 13 (+15)
Sense Motive 3 (+5)
Sleight of Hand 7 (+15)
Stealth 12 (+20)
Survival 3 (+5)
Swim 4 (+5)

Feats: 33PP
Acrobatic Bluff
Ambidexterity
Benefit: Wealthy
Defensive Attack
Defensive Roll 3 (+6 Toughness)
Distract (Bluff)
Dodge Focus 8
Elusive Target
Equipment 4 (20EP)
Evasion 2
Fascinate (Bluff)
Grapple Finesse
Improved Initiative
Move-By Action
Power Attack
Setup
Takedown Attack 2
Taunt
Uncanny Dodge (Auditory)

Equipment: 4PP = 15EP

Silberman's Books (PL10 HQ) [15EP]
Size: Small [0EP]
Toughness: +5 [0EP]
Features: [15EP]
Communications
Computer

Cover Facility (Bookstore)
Fire Prevention System
Gym
Library
Living Space
Powers 5 (150PP, see below)
Security System 2 (DC 25)
Workshop

Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective[9PP] (Magic Wards)

Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe)

Features 1 (Temporal Inertia) [1PP]

Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 100' radius]) [91PP] (Magic Wards)

Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror)

Rusty's Ranch (PL10 HQ) [5EP]
Size: Medium [1EP]
Toughness: +10 [1EP]
Features: [3EP]
Combat Simulator
Gym
Security System 1 (DC 20)

 

Powers: 4 + 16 + 3 + 19 + 7 + 12 + 10 + 12 = 83PP

Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue)

Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Glamour)


Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault)

Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP]

Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP]
Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body)


Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance)

Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws)

 

Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness)

Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory [12PP] (Dark Faerie Senses)

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]


Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points

DC Block:

 


ATTACK          RANGE             SAVE                 EFFECT
Unarmed         Touch             DC17 Toughness       Damage (Physical)
                                  
                  
Claws           Touch             DC23 Toughness       Damage (Physical)
                                
                                  
Create Object   Ranged            DC16 Reflex          Trapped
Edited by Heritage

Share this post


Link to post

This is a possible rebuild/depower of Grim, bringing her back to her roots. I really miss seeing her climbing walls, running across rooftops and mixing it up with bad guys.

 

The biggest changes are dropping her ESP, pixie form, Rage and Teleportation; this will take some time, and probably get a little messy

Share this post


Link to post

Oh, she already got approved! And yes, I will definitely miss the pixie form in many ways, but it just made it too easy to do some stuff, if that makes sense? I ain't got to listing for scrap your side of the lumber sauce, which is a lot of running and jumping and climbing, all of which was completely negated when she got the flying. Also she couldn't stop using acrobatics altogether.

Edited by Heritage

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×