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Mahir


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Mahir

Power Level: 10 (150/150PP)
Unspent Power Points: 0  
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness 
(or "None")

 

In Brief: Speedster empowered by a (once-)evil spirit

Catchphrase:

Theme:

 

Alternate Identity: Sara Nahmad (Secret)
Birthplace: Tel Aviv-Yafo, State of Israel

Residence:  
Base of Operations: 
Occupation:  
Affiliations:  
Family: 

 

Description:
Age: 26 (DoB: 17th May 1995)
Gender:  Female
Ethnicity: Mizrahi Jewish 
Height:  5’4” (162 cm)
Weight:  
Eyes: Brown
Hair: Black

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:

Mahir’s story begins in 1930, when a young German archeologist was investigating a site in the Levant. Gustav Richter, the archeologist in question, was a quiet, reflective sort, though his nationalist and racist tendencies did nothing to endear him to the others in his expedition.

 

During their long dig, Gustav was caught in a collapse along with three others. It was there that he discovered something that changed his life forever. An ancient spirit of wind and fire, bound centuries before by mages of the caliphate, called out to Gustav, and he answered.

 

Gustav Richter returned to Germany alone, three years later, whereupon he joined Hitler’s Übersoldaten, becoming known as Schnellschatten, the Swift Shadow. Serving mostly as a super-fast scout, he nevertheless clashed several times with the Liberty League, and was responsible for intelligence that led to some of the worst defeats of the Allies.

 

When the Second World War ended, Gustav was captured, and it was discovered that the ancient spirit that had endowed him with power was also possessing him. When the spirit was cast out, he claimed that all he had done was at its behest – though no one could tell whether or not this was true, he was not executed and instead lived out the rest of his life in prison. The spirit, meanwhile, was mystically dissected and sealed away across the Earth.

 

Fifty years later, in the State of Israel, Sara Nahmad was born to the Syrian Mizrahi couple Aharon and Maryam Nahmad. Unusually slow for a child, Sara never seemed to do anything fast – whether it was growing, or playing. The only exception to this rule was her mind, and there she truly excelled, as she learned to speak months earlier than her peers, and generally was quite intelligent.

 

Her older brother, Eliya, doted significantly on Sara, and the two were inseperable for the first six years of her life. Though he was only three years older than her, Eliya proved an able mentor and protector, keeping bullies away from her when she first went to school, and generally being an inspiration for her.

 

School was a joy and a pain for Sara, whose slow movements made her very unpopular with the highly physical culture of the Israeli school system, but she delighted in learning about history and myth. Meanwhile, at home, she learned religion from her father’s rabbi and her mother. 

 

Once she graduated from high school, Sara joined the IDF as an analyst, for her physical capabilities left her with much to be desired as a soldier. The next two years saw Sara grow increasingly depressed and disappointed with her homeland’s policies, even as she loved her people dearly.

 

When her two years of service were up, Sara went to university, where she studied religion and history – unpopular choices in the technological heart that was Tel Aviv, but she persevered. The day she graduated was one of her proudest moments, and Eliya and her parents showed their pride in her as they gave her a silver necklace, which she wears to this day.

 

It was in the late winter of 2020 that Sara found the place that would change her life forever. While she was on pilgrimage to Jerusalem, Sara came across an ancient tablet. Studying it carefully led her to begin hearing the voice of the ancient spirit that once possessed Gustav Richter, so many years ago.

 

Despite her caution, Sara decided to speak with the spirit, trying to determine its intentions. After nearly three days, the young woman decided to help free it – to her mind, it deserved to have a chance to be free of its tormented existence.

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Faster than I can Think: Sometimes Mahir finds herself struggling to keep up with her body’s reactions, and she acts before her thoughts catch up with the action. This isn’t exactly impulsiveness, but it is close enough that there’s little difference.
Dark Origins: XXXX, the spirit that Mahir freed and which empowered her, was an infamous villain in the 1930s and 40s. Anyone who recognizes the signatures of her movements will end up quite suspicious of her.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0 
(2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged 
Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 
(1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [
Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP 
(1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

 

Examples:

  • Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.
  • Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.
  • Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.
  • Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 1PP

Languages 1 (English, Hebrew [Native], Arabic)

 

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


Powers: 0 + 0 + 0 = 0PP

All powers have the magic descriptor unless otherwise noted

 

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example: 

  • Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example: 

  • Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
    • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
    • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
    • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

  • Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)
  • Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

  • Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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