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Isobel Fletcher (PL7) - Estro


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Isobel Fletcher
Power Level: 
7 (105/105PP) 
Unspent Power Points: 
Trade-Offs: None

 

In Brief: Telekinetic knifehands trying to control herself. 

 

 

Alternate Identity: None, at present. 
Birthplace:  Denver.

Residence: Claremont Academy boarding
Occupation:  Student, Claremont Academy
Affiliations: 
Family: Mother - Rebecca Fletcher; Father - Arthur Meville (Estranged), Half-Sister - Claire Meville 

 

Description:
Age: 16 (DoB: 2004)
Gender:  Female
Ethnicity: Mixed.
Height:  Five ten, or 178cm
Weight:  148 lb, or 67 kg
Eyes:  Blue
Hair:  Natively black, dyed lavender with a fade towards the tips

Isobel typically dresses in darker clothes, with a tendancy towards longer sleeves to hide the scars from her first few uncontrolled attempts at using her powers. Her height generally means she has fewer selections than she'd like, and several of her more comfortable clothes are mens clothes. She rather hopes that she'll stop growing sometime soon. She doesn't have a costume, but her few vague ideas for it 

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History:
Isobel was born in Denver to a then happy couple in the early 2000s, where her Father worked as a paralegal, and her mother made money using her own small talent with telekinesis to craft intricate microscopic structures. After an... acromonius divorce when Isobel was eight, her and her mother moved to Freedom city,  the home of superheroism in America. Her mother kept up her free-lance crafting duties (her power lacking the ability to affect anything much larger than a grain of sand), while Isobel settled into a life different from the once she once knew. One where superheroism was a norm, and terrifying yet marvelous things could afflict the city at once. She made new friends, went to a new school, and settled into life, as much as you can in a city such as Freedom.

Perhaps it was the exposure then, to all that power, the experiance of living in a city larger than life that lead to her own powers becoming larger than life when they blossomed half a year ago. Where her mother could carve all of war and piece onto a pin head, Isobel could carve through steel. And not much else, when it first formed, her room swiftly becoming a mess, with rents in the walls and gouges in the ceiling, to speak nothing of the state of the bed. And the more her powers acted out, the more she became fustrated, and the more the powers acted out in turn.The tipping point was about a week after manifestation, when Isobel became so agitated that her telekinetic hands attempted to grab her own arms. The aftermath of that incident led to a short stint in a hospital, a personal aquiantace with several heroes, and several scars twisting around her elbows. 

 

The six months since then have been one of herculean effort. She has brought her powers under her control, enough that Isobel can now attend the famous - or is it infamous - Claremont Academy, the school for gifted youngsters. She won't let her powers defeat her.  She'll make something of her self, just you see. 

 

Personality & Motivation:

Isobel was in attitude, once, a fairly typical expression of a teenage girl. Removed from parental attention, slightly rebellious towards authority, and fond of far too loud music. And, for the most part, that still remains, but it's been clouded by the recent months, the months where an emotional outburst could destroy a bed, or a jacket, or a prized possession. She was serious before, but it was the mock seriousness of a teenager who believes she knows everything. Parts of that still remain, but it's been tempered by nothing less unrelenting than reality.

 

And, with this power, Isobel has nothing more than a desire to master it. To form it to her will, to make it a force for good in the world, rather than what it once was. 

 

It would help, then, if she could master the fact she's terrified of it.

 

 

Power Descriptions:
Isobel controls a multitude of invisible hands, which she can see as a faint warp in the air, a twisting of space in her vision. These hands are far stronger than she is, and each finger is tipped with an impossibly sharp claw. At times, when she's very agitated or under a lot of strain, others can see them as a faint blue haze. For now, she's just about managed to master a passive version where the faint sense of touch she gets from them allows her to see an area around her. They also act to drain energy from incoming attacks, as well as protect her if she falls. To clarify, this is merely her interpretation of a much wider telekinetic power, where she visualises it as hands. 

 

Touchsight works by the feeling she gets from her telekinetic hands. They're constantly surrounding her and moving, and this lets her understand the relative position (through proprioception), texture and tempreture of objects around her. Her brain has turned this into a sort of map of her surroundings, much as you might get if you had sonar.


Her immunity to falling is an instinctive reaction of her powers. As she approaches the ground (or whatever she's going to hit and get falling damage from) the hands instinctively reach out, slow her down, and just absorb the force that would have gone through her (it's much like the kinetic sump aspect that provides her toughness).

 

Her powers, although she doesn't like to admit it given the predudice, are caused due to her being a Terminus child. Or, rather, the grand-daughter of one. Her mother's grandmother lived in freedom city, and had the misfortune to be pregnant when the invasion came. Her grandmother was born with a "third hand", a mental construct that could lift and manipulate anything like another hand could. It was no stronger than her arms, and could reach no further than them. Isobel's mother, Rebecca, was even more limited, barely even able to move a pin, but she gained in precision what she lacked in power. Being born in Denver, her mother and Isobel in turn can rebute most of the ideals. But, well, Isobel was the right age, and in the right place that when the invasion came again, and her body absorbed the Terminus energies. 

 

Complications:
Forcibly controlled: Isobel's psychic powers aren't conciously controlled so much as conciously applied. In times of stress, emotion, or even tiredness this control can slip, allowing her powers to run amok once more, or perhaps even more disconcertinly desert her entirely as she instead involuntarily clamps down on any useage of it.

 

Fear of the Self: Isobel is, and she knows it even if she refuses to acknowledge it, scared of her powers. At times, she's suddenly struck by the power they have, and her mind goes back to those terrible few weeks and her elbows start to ache. At times like those, although she can still use her powers, getting her to do so is like pulling teeth.

 

Secret Terminus Child - Three generations removed, but enhanced since, Isobel is one of the feared and hated terminus children, and she hides this. But it's not as well hidden as she would hope, and has the potential to backlash upon her. 

 

Abilities: 0 + 4 + 6 + 2 + 6 + 4 = 22PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 4  + 8 = 12PP
Initiative: +2 (+2 Dex)
Attack: +2 Melee, +2 Ranged (+2 Base)
Defense: +4/+7 (+4 Base, +3 Enhanced Defence), +2/+3 Flat-Footed

Grapple: +2 (+2 attack, 0 Str)/ +12 (telekinesis)
Knockback: -1/-3


Saving Throws: 3 + 3  + 6 = 12PP
Toughness: +3/+7 (+3 Con, +4 Protection)
Fortitude: +6 (+3 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +10 (+3 Wis, +6)


Skills: 36R = 9PP 

Acrobatics 4 (+6)

Bluff 4 (+6)

Computers 4 (+5)

Concentration 10 (+13) Second Chance

Diplomacy 3 (+5)

Notice 8 (+10)

Sense Motive 3 (+5)

 


Feats: 3PP
Luck 

Second Chance (Concentration checks)

Ultimate Save (Will) 

 

Equipment: 0PP = 0EP 

Powers: 6 + 5 + 6 + 5 + 25 = 47PP

Descriptors: all mutant, all Force, all Telekinetic

 

Enhanced Defence 3 (Repulsion field ) [6PP] 

 

Immunity 5 (Falling) [5PP] 

 

Protection 4 (Kinetic Sump; Extras: Force Field [+0]; Feats: Subtle 2) [6PP] 

 

Super-Senses 5 (Touchsight; Tactile Accurate [free], Acute [free] , Extended, Radius, Ranged, Uncanny Dodge) [5PP]

 

Thousand Ethereal Hands 12 (24 PP Array, Feats: Alternate Power 1) [25PP]

Base Power: Move Object 6 (Telekinesis (effective Str 30, 532lb/241kg light load), Extras: Ranged [Perception]; Feats: Indirect 3, Precise, Subtle 2) {24/24} 

Alternate Power: Damage 7 (Telerend, Extras: Penetrating, Ranged 2 [Perception]; Flaws: Unreliable; Feats: Indirect 3, Subtle, Drawbacks: Full Power) {24/24} (Descriptors: Slashing)



Drawbacks: (-0) + (-0) = -0PP



DC Block

ATTACK              RANGE              SAVE                                    EFFECT
Tele-rend             Perception      DC 22 Toughness                Damage

 

 

Totals: Abilities (22) + Combat (12) + Saving Throws (12) + Skills (9) + Feats (3) + Powers (47) - Drawbacks (0) = 105/105 Power Points

Edited by Estro
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From my initial read you will want to specify that all powers are Mutant, and Force.

Also you will want to update the name for the Array power Telekinesis, as that is a specific power within the framework, unless the hand gimmick is merely her understanding of her Telekinesis. As such we tend to classify Telekinesis as a Psionic power.

I would like to know how the touchsight and her immunity falling works. Please note they will needs descriptors as well.

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Added force to the all descriptors section.

 

The array power Telekinesis (I'm assuming you mean the move object and not the name for the overal array) is Telekinesis as built, I just used the base power name from Ultimate Power as the bold name. I haven't classified it as Psionic as my understanding of psionics is that they're more "mental" than the telekinetic expression Isobel possesses. I called it telekinesis as she's able to project force at a distance (using her invisible hands) which is my understanding of the definition. 

 

The touchsight works by the feeling she gets from her telekinetic hands. They're constantly surrounding her and moving, and this lets her understand the relative position (through proprioception), texture and tempreture of objects around her. Her brain has turned this into a sort of map of her surroundings, much as you might get if you had sonar. It's classified as mental and not tactile because it's not technically her actual sense of touch. 


Her immunity to falling is an instinctive reaction of her powers. As she approaches the ground (or whatever she's going to hit and get falling damage from) the hands instinctively reach out, slow her down, and just absorb the force that would have gone through her (it's much like the kinetic sump aspect that provides her toughness). 

 

At present they both have mutant and force descriptors, and I can't think of more that would apply.  

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Flaws/Drawbacks that do not exist should be excised.  All powers that adjust carry weight should have the carry weight listed.

 

The delineation is fine, however:

Psionic are powers of the mind.  Mind influencing, or involved with cognition, are generally labelled as Psychic. Telekinesis is the name of a power and a Descriptor as well (construction is  Perception range Move Object), as such is somewhat confusing on those grounds, as such I do want you to change the name of the Array to eliminate that as an issue. If you feel they are more Telekinetic in nature, then you will want to include that in the descriptors, or Psionic, note that as a Mental Sense, Touchsight would universally categorize this.

If you are stating "No, these are force projections." Then I would steer really towards the powers, as described, don't make sense to have perception range on Move Object.

Please note that what you are doing with Touchsight, Immunity, etc. are components that should be put in the Power Descriptions, this allows for more than a short hand understanding as we are not privy to the internal logic used by a player, and serves as information for all GMs you're in threads with.

Strictly speaking from the description above I have some suggestions re: Touchsight, in that I'd recommend dropping Rapid and instead go with Uncanny Dodge. Also I recommend Tactile, as given it is a Mental Sense then Effects that inhibit/render a person immune to it blinds that sense to them, and from how you are view.

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Following our discussion on discord; I've added Telekinetic as a descriptor for all her powers, added the Touchsight and Immunity to Falling section to her powers, clarified the hands as merely her utilitsation and interpetation of her telekinetic powers, and changed Touchsight to tactile instead of mental. With the two free points from that (as tactile gets Accurate and acute free) I've boosted the renamed array by one and spent it on better indirects. 

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