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Heritage

The Shrike (PL10/12) Heritage - Electrum

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Player Name: Heritage
Character Name: The Shrike
Power Level: 10/12 (180/181PP)
Tradeoffs: Defense +3/Toughness -3
Unspent PP: 1

In Brief: Snarky barista/musician wielding magical artifacts.
Alternate Identity: Gretchen McDaniels
Identity: Secret
Birthplace: Portland, ME

Area of Operations: Emerald City, OR
Occupation: Barista/bookseller/personal crime-fighting assistant
Affiliations: Grimalkin, Silberman's Books
Family: Evelyn Woolsey (mother, deceased), Mark McDaniels (father), Caroline Clement (aunt), Lynn Epstein (girlfriend)

DOB: November 21, 1991
Gender: Female
Height: 5'1" (5'4" in costume)
Weight: 113 lbs.
Hair: Brown
Eyes: Blue

 

Gretchen is an attractive young woman in her mid-twenties; she tends to keep her brown hair loose, and has a lightly-muscled athletic build. She has several tattoos on her body, including bars of music on both forearms, inspirational lyrics on various parts of her torso, and the words 'The Future Is Unwritten' on the four knuckles of her left hand. Her ears bear multiple piercings, mostly a mix of rings and ear spikes. Gretchen usually doesn't wear much makeup, but she experiments with lips gloss and eyeliner.

 

As far as clothing goes, she sort of falls into the 'hipster chick' look, mostly because she just hits the same resale shops she favored as a FreeSA student, so comfortable jeans, hi-tops, combat boots, fatigue jackets, plaid shirts, t-shirts, vests, etc. When she's feeling frisky, she'll show some skin (typically a more revealing top), but if she's feeling antisocial, she'll dress down. She often wears rings and bracelets, but always has a silver ring with a large red stone on her left index finger.

 

The Shrike is a mysterious figure wrapped in black; her costume is a mostly black armored jumpsuit with silver accents, topped with a hawk-like silver half-face mask bearing a large ruby in the middle of her forehead. Her heavy reinforced boots add three inches to her height to make her slightly more intimidation, and her gloves are padded for extra protection. A black hooded cloak reaches down to her ankles; the hood helps to hide her features a bit better, and the cloak softens her outline in the shadows. A small carbon fiber shield is strapped to her right arm, which she keeps on her back when not in use. A silver ring with another ruby is visible on the index finger of her left gloved hand.

History:
For most of her life, Gretchen McDaniels has been disappointed; by a father who abandoned her mother to raise a child alone, by a world that seems more concerned with money than reducing human suffering, and by a music industry obsessed with churning out catchy crap. Growing up in Portland, Maine, young Gretchen was drawn to the performing arts from an early age; her mother Evelyn was a successful attorney specializing in labor law, and though their family was small it was full of love, and the budding musician never lacked for love and encouragement. There were piano lessons and violin recitals, and Evelyn couldn't be prouder.

 

But then when Gretchen was fourteen, her mother was killed in an accident while driving home in a New England ice storm; with her father nowhere in sight, it was decided it would be best for the girl to live with her free-wheeling aunt Caroline in Freedom City. Moving to a much larger city during her freshman year of high school, especially right have her mother's tragic death, proved to be particularity painful for the introverted girl, and she began to slowly build walls around herself. However Caroline, who was also musically inclined, offered something to Gretchen to help with the pain: classic punk rock. The anger, passion and energy of the music struck a chord with the unhappy girl, and even though she often struggled to express her grief and frustration through words, she could always turn to punk to feel better

 

Eventually graduating from FreeSA with a degree in Musical Performance, Gretchen found her BFA opened a few doors but didn't lead to steady employment, so like many recent college graduates she turned to the world of retail to make ends meet. She frequently found herself 'working with idiots to serve idiots', and her dry humor and rather surly demeanor did little to enamor her to either her coworkers or customers. In time she got a job at Slberman's Books in the West End, and her life has never been the same. Due to a rather bizarre set of circumstances, Gretchen now bears the Gifts of the Magi, once borne by Lynn's great-grandfather Ira Silberman, aka the Amazing Al-Kazar; these two magical artifacts adapt to their user, so her costumed identity is very different from her predecessor's.

 

After having been in a committed, very intimate relationship with Lynn for over two years, Gretchen felt the need to make a change; it's not that her feelings for Lynn had lessened; in fact, they'd grown more intense. But Gretchen nonetheless felt the desire to get some space, to work through some things, and do some solo crime-fighting on her own. After much discussion over the course of a long summer road trip, Gretchen and Lynn came to an agreement. Gretchen would help open a new Silverman's Books location in Emerald City, under her own management and operation. The two would still remain dating, but had permission to see other people, though they would still be very much a couple connected by strands of magic. This whole situation is very new, but Gretchen hopes it will help her shake off the feeling that she is being smothered by someone she loves. After a year, both parties will review the situation and go from there.

 

Personality & Motivation: 
Gretchen is keenly aware of life's injustices, but for most of her life, she felt powerless to do anything about it; but now, inspired by her mysterious employer Lynn Epstein, she found that she can make a difference in small ways, and as the equally mysterious Shrike, she can do even more! Her attitude is frequently seen as caustic or sarcastic, but it secretly hides a big caring heart that she tries to wall off from the dangers and disappointments of the world.

 

Though she doesn't like to use labels like 'bisexual', Gretchen has dated both men and women in her life; she finds men to be uncomplicated and easier to get along with, but women to be more challenging and rewarding in the long run. In any event, she's never been very good at maintaining long-term relationships, due to her extremely guarded and somewhat negative attitude.

 

Powers & Tactics:
The Shrike's combination of flight, stealth and ranged attacks make her an ideal infiltrator and combat 'sniper', and the psychokinetic power of the ring allows her to grab and detain foes as well as move objects and remove obstacles with ease. The Gifts are now better attuned to her personality, unlocking several new powers, including creating a sort of 'magic grenade' and allowing her to become immaterial, abilities that greatly increases her combat flexibility. Since losing the Cloak of Mystery, Gretchen's supplemented her magical devices with tactical gear, including armor and several varieties of handmade, non-lethal grenades.

 

Complications:
Give a Guy a Break: Gretchen has a tendency to not take men super-seriously, seeing them as rather uncomplicated creatures; this underestimation may cost her.
I Don't Like Labels: Gretchen has dated both men and women in her life, though never for very long; this attitude may bother those with more traditional values.
Secret Identity: The Shrike has been told how important it is to maintain a secret identity, especially if you're not a shapeshifter!
The Distance Between Us: Gretchen and Lynn are attempting maintain an open, long-distance relationship assisted by magic. It's challenging and very much I'm work in progress

 

Abilities: 2 + 6 + 4 + 6 + 4 + 4 = 26PP
Strength: 12 (+1) [Heavy Load: 130 lbs.]
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 12 + 24 = 36PP
Initiative: +3
Attack: +6 Ranged, +6 Melee, +10 Ring of Power
Grapple: +7, +16 Ring of Power
Defense: +12 (+13 w/Shield)
Knockback: -10 (-1 without Cloak)

Saving Throws: 8 + 7 + 8 = 23PP
Toughness: +2/+7 (+2 Con, +2 Defensive Roll, +3 Protection [EP])
Fortitude +10 (+2 Con, +8)
Reflex +10 (+3 Dex, +7)
Will +10 (+2 Wis, +8)

Skills: 152R = 38PP
Bluff 8 (+10)
Computers 12 (+15)*

Craft: Chemical 2 (+5)
Craft: Electronics 12 (+15)*
Disable Device 12 (+15)*

Drive 2 (+5)

Gather Information 3 (+5)
Investigate 7 (+10)

Knowledge (Arcane Lore) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Pop Culture) 7 (+10)

Knowledge (Streetwise) 2 (+5)

Knowledge (Tactics) 2 (+5)
Knowledge (Technology) 7 (+10)*
Medicine 3 (+5)
Notice 8 (+10)
Perform (Keyboards) 13 (+15)
Perform (Singing) 13 (+15)
Perform (Stringed Instruments) 13 (+15)
Search 7 (+10)
Sense Motive 8 (+10)
Stealth 7 (+10)

 

Feats: 8PP
Attack Specialization 2 (Ring of Power)
Defensive Roll 2

Improvised Tools

Inventor

Precise Shot

Skill Mastery*

 

Equipment: 0PP (40EP from Rewards)

Silberman's Northwest (PL10 HQ) [15EP]

Size: Small [0EP]

Toughness: +5 [0EP]

Features: [15EP]

Communications

Computer

Cover Facility (Bookstore)

Fire Prevention System

Library

Living Space

Powers 6 (144PP, 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)

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 = 150' radius]) [91PP] (Magic Wards)

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

      

Shrike's Gear

Armored Jumpsuit 3EP

Small Shield 1EP

Laptop 1EP

Tactical Harness [20EP Utility Belt]

     Tear Gas grenade (ME: Dazzle 4 + Nauseate Explosion 4) [18EP]

     Flash-Bang grenade (AP: Dazzle Burst 4) [1EP]

     Smoke grenade (AP: Obscure 2 [visual])[1EP]

 

Powers: 17 + 32 = 49PP (All have Magic descriptor)

 

Device 4 (Helm of Truth, Magical Helmet, 20PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [17PP]

Comprehend 2 (All Codes and Written Languages[4PP]
Super-Senses 16 (Danger Sense, Magic Awareness [Visual, Analytic, Extended, Tracking], Vision Counters Concealment, Illusion, and Obscure [All]) [16PP]

 

Device 9 (Ring of Power, Magical Ring, 40PP, Flaws: Hard-To-Lose) [32PP] 

Magic Blast Array 10 (23PP Array, Feat: Alternate Power 3[26PP]

     Base PowerRanged Damage 10 (Power Feats: Affects Insubstantial 2, Precise) [23PP]

     Alternate Power: Ranged Burst Damage 6 (Power Feats: Affects Insubstantial 2, Selective, Triggered 2) [1PP]
     Alternate PowerMove Object 10 (Strength 50, Heavy Load: 12 tons. Power Feats: Precise, Subtle[1PP]

     Alternate Power: Insubstantial 4 (Power Feats: Selective, Subtle 2[1PP]

Dimensional Pocket 1 (Flaw: Limited [Storage only], 100 lbs.) [1PP] 

Flight 5 (250 mph) (Power Feats: Subtle 2) [12PP]
Super-Senses 1 (Communication Link [with Grimalkin]) [1PP]

 

Abilities 26 + Combat 36 + Saving Throws 23 + Skills 38 + Feats 8 + Powers 49 - Drawbacks 0 = 180/181 Power Points

DC Block:


ATTACK          RANGE             SAVE                 EFFECT
Unarmed         Touch             DC16 Toughness       Damage (Physical)
Blast           Ranged            DC25 Toughness       Damage (Physical)

Flash-Bang      Ranged            DC14 Reflex          Dazzled

 

Magic Bomb      Ranged            DC21 Toughness       Damage (Physical)

 

Smoke Grenade   Ranged                - - -            Obscure (visual)

 

Tear Gas        Ranged            DC14 Reflex          Dazzled and Nauseated

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