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Magic 8 Ball - PL8/150pp - Bitcook


BitCook

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Magic 8 Ball
Power Level: 8 [Taken as a PL10 and reduced] (150/154PP) 
Unspent Power Points: 4 
Trade-Offs: -4 Defense / +4 Toughness 
 
In Brief: A girl with minor Psychic and Oracular Powers is cursed with a semi sentient relic disguised as a Magic 8 Ball.

 

Alternate Identity: Vicki Adams (secret)
Birthplace:  Stonehenge, UK

Residence: London / Claremont Academy
Base of Operations: Claremont Academy
Occupation:  Student, aspiring Medic
Affiliations: Claremont Academy, her Nanny, Freedom City Police
Family: StepFather (Robert, 46), Mother (Janet, 45), Sister (Helen, 13), StepBrother (Duncan, 15), Nanny (Alice 27)

 

Description:
Age: 16 (DoB: 2007, April 13th )
Gender:  Female
Ethnicity: Caucasian
Height:  5'2"
Weight:  102 lbs
Eyes:  Black
Hair:  Black


Vicki is a cute, but not stunning 16 year old girl.  She is petite and to her chagrin, has not matured like many of her friends and classmates.  While looking youthful for her age, she dresses and acts far above it, carrying herself with an aura of an old soul.  She moves gracefully and with purpose and her smile is enough to light a room and perhaps power a small city while displaying her dimples.  Her black hair is usually done up in a stylish bob and her father's access to good dental and health care allowed her to have very clear skin and perfect teeth.  As she comes from money, her clothes are quite trendy and tasteful for a young lady; gravitating to skirts and simple tops or summer dresses.

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History:
Vicki was born on Friday, April 13th while her mother was visiting Stonehenge to talk with a Wiccan group to try to appease them for her husband who was running for MP.  It was an auspicious day and the midwives who ended up helping deliver the young girl, also marked her for second sight.  Growing up, Vicki realized quickly she was different as her Oracular sight often triggered and she ended up talking to people who weren't there or interacting with things that didn't exist.  

 

Thankfully for her, the Ministry of Powers was more than equipped to protect the young girl and help her grow up without causing issues or embarrassment for either her or her politically minded father.  In fact, they assigned a mentor for the young girl; another psychic named Synapse.  Synapse became a bit of an enigmatic fixture in her life, showing up every few months to both check in and help Vicki learn to deal with her powers.  Additionally, it was through the Ministry of Power's intervention that Vicki's life held the normalcy that it did; even if she was moved through several schools in an attempt to keep her identity and meta status secret.

 

Of course, Robert Adams, Vicki's father, was more than happy to throw money at the issue of his odd daughter so that she was not a political liability.  On her 13th birthday, Vicki was left a present by an anonymous visitor to her home.  After security examined it, they let the girl have the odd gift.  Opening it up, she wondered who would have given her a Hasbro Magic 8 Ball, but didn't originally think much of it.  However, this was no ordinary item.  It was a powerful magical relic which enhanced her power tremendously.  

However, with great power... came great strangeness.  She found out quickly that the Ball had it's own agenda and while it was all 'heroic' she often could not discern why it wanted to do anything in particular.  Additionally, she found it VERY hard to refuse the ball when it wanted to do something which began to cause more noticeable issues for her political father.

 

Within a year of finding the ball, she was sent to the US for a private boarding school that was known to both be discrete and also handle 'strange' children.  Enrolling first at the Atom Academy, she reveled in the science focused school while learning Medical and Science skills.  Yet when her father finally visited and realized it was a school for Meta children, he quickly pulled her and switched her into Claremont starting half way through her Sophomore year.  Additionally, he asked one of his friends from Parliament, Lord Robert Harrow to help the girl out as the Lord had located his family in Freedom City.  Satisfied that his daughter was in a position away from the British media and had a powerful ally by way of a long standing friend, he has given little more thought to his only daughter and left her too her studies, unaware of the true nature of the school.

 

In the short time she has been in Freedom City, she has started working with the Police Department.  Befriending an older detective in the Cold Cases Division, she has already helped solve several outstanding cases.

 

Personality & Motivation:
Vicki is a very altruistic person and has a high degree of empathy for her fellow man.  She is wise beyond her years, mostly as a product of seeing a parade of horrible things that people do to each other.  She is determined to help in any way that she can and has aspirations of being a doctor and a hero on the side.  Additionally, she is saddled with the Magic 8 Ball, which while enigmatic, also consistently pushes her to engage in heroic activities even if she doesn't always know how to solve or recognize them.  She is mostly friendly and cheerful and pushes to engage with people all the time, finding that far more enjoyable than more solo pursuits.
 

Powers & Tactics:
In combat Vicki relies on her senses to determine who is opposed to them.  She is careful and cautious, trying to assess any situation she is in before recklessly getting stuck in.  While she can slug with other aspiring heroes of her age, she often would rather try to defuse situations and if she can trick or lower the heat she'll do that.  When forced to fight, she would rather support others than take the center of a battle, using her abilities to help others resolve the conflict.  While she is still learning, she is already showing promise of being a skilled medic and does her best to help anyone injured in a battle.  One thing she does not like to do is to read minds.  She is fine with reading their emotions or communicating mentally, but she views intrusively reading minds as a violation of someone's privacy, which her uncontrolled visions already often do so.

 
Power Descriptions:
Most of Vicki's powers are subtle and hard to notice.  Not much that she does is very flashy.  The most flashy of her abilities is when she uses any of her Telekinetics to toss things around.  When she uses the ball, it tends to glow with a magical inner light.  Her telepathy is far more subtle with most of the abilities registering only to people who have specialized senses to notice such mental intrusions.
 

Complications:
Listen to the Ball: While the 8 Ball gives Vicki a lot of additional power, it also is rather bossy and tells her to do things.  It is semi sentient and has it's own (Heroic) agenda.  Which does not always coincide with Vicki's plans.
Who are you talking too?: Since she can not control her Oracular gifts it is often that she is talking to a vision and not realizing it.  Since they are not obvious, other people just see her talking to space.  This does not help Teenaged cool.
Just a little bit Pushy: If she, or anyone, asks the 8 Ball a question, she is compelled to do what it says even if she disagrees with it.
It's polite to ask first: Sometimes the ball demands to be heard and Vicki has to ask it about even mundane things, like 'Should I go to the movies'.
Can't get rid of it: The 8 Ball is bound to her and no matter what she has tried, she can't get rid of it.  It shows up in awkward times.
My Wonderful Parents: Everyone is embarrassed by their parents, Vicki's father is a well know firebrand right wing politician in the UK who does not know of his daughters gifts.
Culture Shock: America is not the UK and when you ask people for a rubber to correct a mistake on your paper... they look at you funny.
Get out the Eye Bleach: Vicki's Oracular sight comes unbidden regularly and often shows her things she has no wish to see.  She ends up seeing Embarrassing moments of people's lives all the time.
Just Get the Information Already: Vicki has the ability to read bits and bobs from people's minds, but she doesn't like too.  While it might be easier to solve a situation by doing so, she often does not.

 

Abilities: 0 + 2 + 4 + 6 + 10 + 6 = 28PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 20/26 (+5/+8)
Charisma: 16 (+3)


Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP
Initiative: +1
Attack: +4 Melee, +8 Ranged, +4 Base
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed

Grapple: +4
Knockback: -6


Saving Throws: 5 (1PP / Fortitude) + 6 (1PP / Reflex) + 0 (1PP / Will) = 11PP
Toughness: +2/12 (+2 Con, +10 [Protection])
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+1 Dex, +6)
Will: +8/+11 (+8/+11 Wis, +0)


Skills: 10PP = 40R (1PP = 4 Skill ranks)
Bluff 2 (+5)
Concentration 2 (+10) [Second Chance]
Diplomacy 7 (+10)
Investigate 2 (+5)
Knowledge [Life Science] 7 (+10)
Knowledge [Parapsychology] 2 (+5)
Knowledge [Popular Culture] 2 (+5)

Language [ASL] 1
Medicine 2 (+10)
Notice 2 (+10)
Search 7 (+10)
Sense Motive 2 (+10)

Survival 2 (+10)


Feats: 13PP
Assessment
Attack Focus (ranged) 4
Dodge Focus 2
Interpose
Luck 1
Connections 1
Benefit (Important Family) [Politician Father] 1
Second Chance [Concentration]
Teamwork 1

 

Powers: 49 + 23 + 4 = 76PP
Device 11 (Magic 8 Ball, 55DP Device, Feats: Indestructible, Summonable, Disguised, Only usable by you 2) 49PP (Magic)
    Super Senses 8 (Shake the Ball; Pre/Postcognition  Flaws: Uncontrolled, Limited [Yes, No, Maybe IE 8Ball answers only] Drawback: Noticeable [Glows]) 2DP
    
    Protection 10 (Ball of Protection), Extra: Force Field 0, Feat: Subtle 1) 11DP
    
    Enhanced Trait 9 (Fortified Mind; [Wisdom 6, Will Save 3]) 9DP
    
    Flight 2 (Mental Levitation; Feat: Maneuverability 1) 5DP
    
    Telekinetic Power 13 (Array 26PP, Feat: Alternate Powers 2) 28DP
        BE: Move Object 8 (Telekinesis; Extra: Damaging, Feat: Precise, Progression Range 1 [160ft]) {26/26PP} 26DP
        AP: Blast 8 (Fling Debris; Extra: Area(Cone)) {24/26} 1DP
        AP: Blast 8 (Power Throw; Extra: Penetrating) {24/26} 1DP
        
Telepathy 8.5 (17PP Array, Feats: Alternate Powers 6) 23PP (Mental, Psychic)
    BE: Mind Reading 8 (Emotional Scan; Extra: Effortless, Feat: Subtle 2, Flaw: Limited to Emotions) {10PP} 17PP
          Linked to
          Communication 4 (Telepathy; [Mental Communication], Feat: Rapid 2, Subtle 1) {7PP} 0PP
    AP: Concealment 10 (Mind Blank; [All Senses], Feats: Selective, Flaw: Phantasm) {11/17PP} 1PP
    AP: Emotion Control 8 (Change Moods; Feat: Subtle 1) {17/17PP} 1 PP
    AP: Stun 8 (Mental Strike; Extra: Alternate Save [Will], Feat: Subtle) {17/17PP} 1PP
    AP: Mind Reading 8 (Quick Probe; Extra: Effortless, Flaws: Duration [Instant]) {8/17PP} 1PP
    AP: Mind Control 8 (Suggestion; Extra: Effortless, Feat: Subtle 1, Mental Link,  Flaws: Action [Full Action], Distracting) {10/17PP} 1PP
    AP: Illusion 8 (Distort Senses; [All Senses], Flaw: Phantasms, Action 1 [Full]) {16/17} 1PP
    
Super Senses 8 (Oracle Sight; [Pre/Postcognition], Flaw: Uncontrolled) 4PP

 

Drawbacks: (-0) + (-0) = -0PP
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage
Telekinesis         Ranged     DC 23 Toughness                Damage
Fling Debris        Cone 80ft  DC 23 Toughness                Damage
Power Throw         Ranged     DC 23 Toughness, Penetrating   Damage
Mental Strike       Ranged     DC 18 Will                     Stun
Emotional Scan      Perception DC 18 Will                     Mind Reading
Suggestion          Perception DC 18 Will                     Mind Control
Change Moods        Perception DC 18 Will                     Emotion Control


Totals: Abilities (28) + Combat (12) + Saving Throws (11) + Skills (10) + Feats (13) + Powers (76) - Drawbacks (0) = 150/154 Power Points

Edited by Thevshi
+4 PP for Dec 2023
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Just little math or notation things here:

The Skills line has its notation backwards - you've bought 40R for 10PP, not 10R for 40PP.

 

In the Telekinetic Power array, you don't need to buy Alternate Powers 2 on the Move Object if you've already bought them on the array itself. Please also note the cost of each individual power, which will help both you and us for future edits - and help us spot where you don't actually need as big an array as you've bought. My math says this, but please do double-check it:

 Telekinetic Power Array 13 (26PP Array; Feat: Alternate Power 2) 28DP
        BE: Move Object 8 (Telekinesis; Extra: Damaging, Feat: Precise, Progression Range 1 [160ft]) {26/26}
        AP: Blast 8 (Fling Debris; Extra: Area(Cone)) {24/26}
        AP: Blast 8 (Power Throw; Extra: Penetrating) 1DP {24/26}

 

The same logic - noting the individual power costs - should be applied to the Telepathy array, though I think it's all within its budget.

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