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Scarab, The (PL15) - ShaenTheBrain (Silver)


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[floatr]TheScarabElenaGuerrero.jpg[/floatr]Player Name: ShaenTheBrain

Character Name: The Scarab

Power Level: 15 (225/228PP)

Tradeoffs: None

Unspent Power Points: 3

Progress To Gold Status: 78/90

Bronze Reward: 2nd PC at PL10/150PP

Silver Reward: 7PP of Equipment for The Scarab, 8PP of Equipment for Thrude

Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation)

Identity: Secret

Birthplace: Santa Lucia, California, USA

Occupation: Freelance Legal Consultant, Philanthropist

Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Libraries (Donor), Freedom City University (Alumnus), Law Office of Nelson & Bannerly (Independent Consultant), Rhodes Foundation (Shareholder)

Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased)

Description:

Age: 31 (DoB: 1979)

Ethnicity: Latina

Height: 5'8"

Weight: 130 lbs.

Hair: Black

Eyes: Brown

Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under her shoulder guards never ceases flowing and billowing dramatically behind her, subtly guided by her telekinesis and her flair for the dramatic. Careful observers will quickly realize that, even when she chooses to walk rather than hover, her feet never quite touch the ground, only adding to the alternately unsettling and awe-inspiring mystique she cultivates.

[floatl]MichelleRodriguezAsElenaGuerrero01.jpg[/floatl]Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals employed in the fields of law or big business. She tends toward tailored skirtsuits, sweaterdresses, sundresses, and other outfits which could be described as "feminine and elegant, but unremarkably so." She tends to wear a lot of red and gold combinations, so as to be color-coded for the convenience of the imaginary readers of the FCPBP comic books. When it comes to clothing, she believes in paying for quality, but almost never to the point of extravagance (on the rare occasion where she does indulge, it is not for her own benefit). She isn't a very athletic person, focused far more on the cerebral than the physical, and her body suffers for it. She's fortunate enough to have been born with genes which make weight difficult to keep on rather than off, but what flesh she does carry lacks any real muscle tone. Her physique is petite, but doughy. Her facial features aren't actively unpleasant to gaze upon, but neither are they anything exceptional.

History:

Heru-Ra

In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics or economics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and sheer talent, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining great power to exert his will upon the world around him.

Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men fought together often, defending Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, and trapped them within the eggs for all eternity.

Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade died striking each other a death blow. When the two men stood before the gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor. Simultaneously impressed with his courage and insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all - they gave him exactly what he asked for.

Heru-Ra and Tan-Aktor were both doomed to unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and rid himself of his eternal foe.

[floatr]TheScarabAlexanderRhodes.jpg[/floatr]Alexander Rhodes

Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark in 1961. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra. The recovery of all the memories he'd accumulated in previous lifetimes reawakened his ka, empowering him once again. He decided to use his powers to fight Evil, putting on a mask and cape to help usher in the resurgence of costumed superheroes as The Scarab.

The Scarab was the second-in-command of the original Freedom League, and aside from The Centurion, the longest-running member. His psychic powers and diplomatic nature helped him fulfill the role of "peacemaker" on the team, settling conflicts and encouraging and facilitating teamwork. He was a mentor, comrade, and friend to most of his teammates during his nearly 20 years of service.

Although Rhodes never met the Nazi sorcerer Wilhelm Kantor personally, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless hours and resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab foiled his attempts at world conquest.

In 1979, seeking to rid himself of his eternal foe, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleashing the Scions of Sobek upon the world. He manipulated the crocodile-headed sorcerers into hunting down Heru-Ra. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both of them their lives.

As far as the public knew, Alexander Rhodes suffered a fatal brain aneurysm (which was technically true). At his request, his comrades on the Freedom League interred his corpse in a secret chamber inside The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. In accordance with his departed friend's wishes and contingency plans, Daedalus created cloned bodies which were interred at Rhodes' public grave and a fake burial chamber in The Lair, as decoys. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will & testament, controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for taking care of The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. As Maria aged, she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place at the head of the Rhodes Foundation.

As he'd promised, Adrian Eldritch cast a spell immediately after The Scarab's death, obscuring any attempt by Kantor to locate his next incarnation. Unfortunately, this spell made it impossible for any of The Scarab's fellow heroes to locate her either, so she was left to her own devices. Although she was conceived at the moment of Rhodes' death, it would be nearly 30 years before the next incarnation of Heru-Ra became fully aware of her own destiny.

[floatl]TheScarabDCAUStyle.jpg[/floatl]Elena Guerrero

Elena Guerrero's parents were illegal Mexican immigrants, who made it over the border just in time for her to be born in Southern California, becoming an American citizen by default. Eventually, her family made their home in Santa Lucia, a small town with a large (and poor) Latino population. Her upbringing couldn't help but be "multicultural."

Some children are born with a silver spoon in their mouths. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. As childhood gave way to adolescence, childish games stood aside to make room for Noble Causes. Elena was never without a cause to champion, though the exact nature of that cause seemed to change with amusing regularity. Still, it was courage, conviction, and an unhealthy sense of adventure that had driven her parents across the border in the first place, and they had no intention of squashing these same qualities in their own daughter. So they indulged her as much as they were able.

An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her Juris Doctorate. As a lawyer, she planned to fight injustice and oppression, to fight for those who couldn't fight for themselves. During her tenure at FCU, Elena was amazed how Freedom City felt more like "home" to her than any place she had ever visited. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline.

Unfortunately, her graduation from FCU Law School was a bittersweet occasion, as both her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people were dying premature, cancer-ridden deaths in Santa Lucia, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a wholly-owned subsidiary of Grant Conglomerates. But it was the poor Latino residents who were dying, while the White upper-class (a minority in population but a majority in power and resources) looked the other way.

[floatr]MichelleRodriguezAsElenaGuerrero02.jpg[/floatr]The townspeople finally organized and put together a class-action suit against Locusta, but they couldn't find a lawyer to try the case who they could afford. That is, until Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic. To them, she was "one of us," a local-kid-done-good. Besides, they had accumulated a mountain of evidence and a list of witnesses a mile long. It was an open-&-shut case.

Which is why everyone was so surprised when they lost. They underestimated Locusta's influence as much as they overestimated Locusta's ethics. Witnesses either disappeared or recanted their testimony. Evidence was lost or destroyed. New evidence "appeared" or was manufactured. The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta.

The *crack* of the judge's gavel coming down echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. Her mind started randomly reaching out into the thoughts of others. She saw past events as if they were happening in the present. She saw the bribes, the threats, the lies. She staggered out of the courtroom, overwhelmed and demoralized. It was her first and last case.

Her defeat utterly disillusioned Elena regarding the entire legal system. She decided that, if the system was being so easily and thoroughly subverted by Evil, then she needed to restore the balance. Elena spent the next few years learning to control and expand her powers, and learning how to profit from them. Precognition helped her make a substantial profit on the stock market (and one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." She helped select juries, verify witness testimony, and stay one step ahead of the opposing legal teams. None of her clients knew about her superhuman abilities; they thought she was "just that good." Most law firms paid top dollar for her services, though she was known to aid certain sincere "underdog" causes for free.

The money started piling up, almost faster than she could spend it. She began donating it to charity, starting with several anonymous donations to both the private citizens and public institutions of Santa Lucia. But in all those years, no matter how many cases she helped win or how much money she gave away, her sleep was plagued with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough. That she had to do more.

Three years to the day of her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to Downtown, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance to The Lair. She realized that she wasn't merely daydreaming about flying across the skyline. She was actually reaching out with her mind, extending her senses beyond her physical body. Once inside The Lair, once inside her Lair, everything finally made sense. She remembered everything.

Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb for what it was, and identified the true resting place of Alexander Rhodes. She was able to tell Sofia things, things about herself, about her mother, about Rhodes, that no one else would know, that no one else could know. Eventually, Sofia was convinced, and pledged her renewed support. Soon, all the pieces were in place. At long last, almost thirty years since his death, The Scarab was reborn, and ready to make up for lost time.

Personality & Motivation:

In and out of costume, Elena carries herself with an air of nobility. She radiates the calm confidence of someone who really has "seen it all;" very little surprises her anymore. Some people mistake her demeanor for repression at first, but in her interacts it quickly becomes clear that she isn't pent up, merely serene. She is incredibly empathic, always looking for the best in people even when they can't see it themselves, always looking for ways to settle conflicts peacefully and turn yesterday's enemies into today's allies. The fact that she hasn't already tried to just take over the world and turn everyone into her puppets, after dealing with Humanity for 5,000 years, is a testament to an almost saintly capacity for restraint and understanding.

However, that "air of nobility" cuts both ways. She expects her words to carry weight, for others to defer to her experience, and so she has very little patience for being questioned or second-guessed, especially on the battlefield. And although her patience is legendary, once a foe (or even a comrade) has reached its limits, she swings completely to the other end of the spectrum with alarming alacrity. There is no gradual progression between "understanding counselor" and "ruthless warrior" with The Scarab, but a switch (albiet a weighty one, difficult to flip).

Between remembering 5,000 years worth of accumulated life experience and being the most powerful telepath in the history of the world, The Scarab tends to be uncomfortably (and unconsciously) blunt in social interaction. She usually stops short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects and gives voice to matters others leave unspoken. She knows too much about how the human mind works to avoid some measure of manipulation in her interactions, but she rarely has the patience for employing or indulging outright deception.

When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. After accumulating so much experience on both sides of the gender barrier, watching the fickle standards of beauty change from one culture and generation to the next, while peering into the very minds and souls of so many people, she no longer places much importance upon the particular body those souls come wrapped in. In short, she's bisexual, and at one point or another, she's probably tried everything, in all possible combinations, from all possible points of view.

When Elena puts on the mask of The Scarab, she changes her persona noticeably to match. Her speech pattern and word choice leans far toward the formal and the dramatic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright hammy speeches. She does not "speak." She proclaims.

Ultimately, the soul of Heru-Ra is a hero in any incarnation. An unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault.

Powers & Abilities:

The Scarab is the archetypal "Psionic" superhero. She is a master of the art of exerting her will upon the world around her, both physical objects and the thoughts and minds of others. This allows her to move objects (including herself) as if she had the strength of thousands, without touching them, at amazing speeds (potentially turning any object into a "bullet"). She can project her thoughts into the minds of others (overwhelming them to the point of pain or even injury if she chooses), and read their thoughts as well. She can even seize direct control of other minds entirely, directing their actions like a puppeteer, or erasing and rewriting their memories as she chooses. Her senses are not bound by her physical body, or even time or space. She can push her sight out past her eyes, scanning her surroundings with incredible speed and experiencing faraway events as if she were present, or she can dredge up the psychic echoes left in places and objects, viewing past events which occurred around them. With effort, she can even extend her perceptions into the future. Such prophetic visions often come to her without any active effort on her part, especially in her dreams.


Complications:

:!: Dating Catwoman: The Scarab's previous incarnation had a "complicated" relationship with the supervillain Bombshell. Thanks to The Scarab's reincarnation and Bombshell's immortality, they have rekindled that relationship.

:!: Enemy: Tan-Aktor is, to say the least, not pleased to learn that his nemesis has returned.

:!: Justice: In 5,000 years and 100 lifetimes, there are still some lessons Heru-Ra hasn't learned. Elena's innate sense of justice and nobility are like conveniently-placed handles bolted to her back for easy steering.

:!: Keep Your Enemies Closer: The offices of Johnathan Grant (Grant Conglomerates) and Hieronymus King (Majestic Industries) are a stone's throw away from both Elena's apartment in Pyramid Plaza, and her secret headquarters beneath it. Constantine Urallos rents office space for Delphic Industries and one of the penthouse apartments. Which he sometimes uses to host meetings with the inner circle of The Labyrinth. Elena is, of course, totally ignorant of all this.

:!: Legacy: Heru-Ra has walked the Earth many times, making friends and enemies, accumulating and collecting debts, and generally building a past full of elements which could come back to bite her in the ass at any moment.

:!: Peeps: If Sofia Cruz, Maria Hernandez, or their families or friends are ever in danger, Elena will feel personally responsible for rescuing them. If any villains ever discover the link between them and The Scarab, exploiting that information will be the worst mistake they ever make.

:!: Powers:

  • [*:19q8vrbw]ESP: GMs can Fiat to allow villains being observed remotely to reroll or automatically pass the Notice check to pick up on it, and to allow them to ignore the "No Conduit" extra and target The Scarab with Perception-range powers.
    [*:19q8vrbw]Mind Reading: If a subject The Scarab has established mental contact with is injured, The Scarab must make a save against the same Damage, using her Mind Reading power rank in the place of her Toughness bonus, as with the "Feedback" flaw. The GM can also force a save against an attack effect of his choice if The Scarab's mental probing unconvers a particularly intense or traumatic memory.
    [*:19q8vrbw]Teleport Beacon: The beacon uses a Radio medium to transmit the signal to The Scarab's Lair to open up a portal at its location. Any effects which interfere with Radio Communication or Radio senses will also block the signal.
    [*:19q8vrbw]Other: The GM should feel free to force a save against an attack effect of his choosing, with either her power rank or her actual saving throw, when one of her mental powers is resisted or otherwise fails.

:arrow: Pretender To The Throne: Some people doubt the legitimacy of Elena's claim to the legacy of The Scarab.

:!: Prejudice: Elena is female, Hispanic, openly bisexual, and "New Money" (or "Nouveau Riche," as they are called only by the super-pretentious). There's a whole salad bar of differences for bigots to disapprove of here.

:!: Reputation: The Scarab's romantic relationship with the supervillain Bombshell (or at least, accusations thereof) is now a matter of public record. Opinions differ, to say the least.

:!: Secret: Identity. If any of The Scarab's enemies ever learn who she is, the residents of Pyramid Plaza will quickly see their insurance premiums skyrocket.

Abilities: (-2) + 0 + 4 + 10 + 10 + 8 = 30PP

Strength: 08 (-1)

Dexterity: 10 (+0)

Constitution: 14 (+2)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 18 (+4)

Combat: 8 + 8 = 16PP

Initiative: +5

Attack: +4, +12 Telekinesis

Grapple: +3, +24 Telekinesis

Defense: +12/+4 (+4 Base, +8/+0 Shield), +2 Flat-Footed

Knockback: -6/-2, -1 Flat-Footed

Saving Throws: 6 + 2 + 15 = 25PP

Toughness: +12/+4 (+2 Con, +2 Defensive Roll, +8/+0 Force Field), +2 Flat-Footed

Fortitude: +4 (+2 Con, +4)

Reflex: +6 (+0 Dex, +6)

Will: +20 (+5 Wis, +15)

Skills: 108R = 27PP

Concentrate 10 (+15)Second Chance

Diplomacy 11 (+15)Skill Mastery

Investigate 15 (+20)Skill Mastery

Knowledge (History) 0 (+5)Skill Mastery

Language 1 (English [Native], Spanish)

Medicine 0 (+5)Skill Mastery

Notice 20 (+25)Skill Mastery

Perform (Oratory) 16 (+20)Skill Mastery

Search 15 (+20)Skill Mastery

Sense Motive 20 (+25)Skill Mastery

Feats: 21PP

Attack Specialization (Telekinesis) 4

Beginners Luck

Benefit 3 (Status [Legacy], Wealth 2 [Rich])

Connected

Defensive Roll

Equipment 0 (+7 [35EP] Veteran Reward)

Improvised Tools

Jack of All Trades

Luck 4

Second Chance (Concentrate)

Skill Mastery 2 (Diplomacy, Investigate, Knowledge [History], Medicine, Notice, Perform [Oratory], Search, Sense Motive)

Speed of Thought

Trance

The Scarab's Lair (PL14 HQ) [35EP]

The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, those aged facades conceal the highly advanced technology that maintains the entire complex. The Lair is detailed in Freedom City Atlas #2, and this thread.

Size: Huge [3EP]

Toughness: +15 [2EP]

Features: [30EP]

Communications

Computers 2 (Masterwork)

Concealed 2 (+15 DC)

Defense System (Blast 15) (Scarab-Bots)

Fire Prevention System

Gym

Holding Cells (Nullify 15)

Infirmary 2 (Masterwork)

Laboratory 2 (Masterwork)

Library 2 (Masterwork)

Living Space

Personnel (Scarab-Bots)

Pool

Power 2 (60PP)

Power System

Security System 5 (DC40)

Self-Repairing (Scarab-Bots)

Think-Tank (Journals From Past Lives)

Workshop 2 (Masterwork)

The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each scarab-bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks.

Powers:

Teleport 10 (200,000 miles ["Earth To The Moon"], Extras: Accurate, Duration 2 [Continuous], Portal 2, Flaws: Limited [Others], Limited [To/From HQ], Feats: Change Direction, Progression [Portal Size] 1 [10ft x 10ft]) [52PP]

The Scarab's teleportals appear to be giant glowing ankh-shaped holes in space, surrounded by crackling lightning. In order to use the teleporter, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses will prevent the beacon from working, and the subject will gain a Hero Point for the Complication. Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that they be on the list of characters to whom The Scarab has granted access.

Powers: 6 + 2 + 2 + 7 + 15 + 46 + 13 + 15 = 106PP

Descriptors: Enlightenment, Ka, Mental, Past-Life Memory, Psionic, Psychic, Reincarnation, Telekinetic, Telepathic

Comprehend 3 (Languages 3 [Read/Write Any, Speak Any, Understand Any]) (Past-Life Memory) [6PP]

Comprehend 1 (Spirits) (Telepathy) [2PP]

Features 2 (Quick Change [Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]) [2PP]

Flight 3 (50mph / 500ft per Move Action, Feats: Subtle) (Telekinesis) [7PP]

Force Field 8 (Extras: Linked [shield], Flaws: Limited [Dodge Bonus]) [4PP] + Shield 8 (Extras: Linked [Force Field], Feats: Selective, Subtle, Variable Descriptor) [11PP] (Deflection, Dodge, Force Fields, Parry, Precognition, Telekinesis, Telepathy) [15PP]

Psionics 20 (40PP Array, Feats: Alternate Power 6) [46PP]

  • Base Power: Stun 12 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Flaws: Action [Full], Feats: Sedation, Subtle) (Psychosomatic Pain) [38PP]

    Alternate Power: Concealment 10 (All Non-Mental Senses, Extras: Affects Others, Flaws: Phantasm, Feats: Progression [save DC] 5 [DC25], Progression [subjects] 1 [2 Subjects], Selective) (Psychic Invisibility) [27PP]

    Alternate Power: Damage 12 (Extras: Range 2 [Perception], Flaws: Action [Full], Feats: Knockback 12, Precise, Subtle) (Telekinesis) [38PP]

    Alternate Power: ESP 5 (Visual + Auditory Senses, 5 miles, Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous, Feats: Fast Task [search] 4 [Full Action to search 1-mile area], Subtle [DC25 Notice]) (Clairvoyance) [40PP]

    Alternate Power: Mind Control 12 (Extras: Conscious, Instant Command, Flaws: Action [Full], Feats: Mental Link, Subtle) [38PP]

    Alternate Power: Move Object 12 (Lifting Strength 60 [Heavy Load: 50 tons], Extras: Range [Perception], Feats: Precise, Subtle) (Telekinesis) [38PP]

    Alternate Power: Transform 12 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Feats: Precise, Subtle) [38PP]

Super-Senses 15 (Acute Radius Ranged Mental Sense, Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition, Precognition [Flaws: Uncontrolled], Uncanny Dodge [Mental]) [13PP]

Telepathy 6 (12PP Array, Feats: Alternate Power 3) [15PP]

  • Base Power: Communication 7 (Mental, 200 miles, Extras: Linked [Comprehend, Mind Reading], Feats: Subtle) [8PP] + Comprehend 1 (Languages 1 [speak Any Language], Extras: Linked [Communication, Mind Reading]) [2PP] + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Linked [Communication, Comprehend], Mental, Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) [2PP] (Telepathy) [12PP]

    Alternate Power: ESP 1 (All Senses, 10ft, Extras: Action [Free], Duration [sustained], Simultaneous, Feats: Subtle [DC21 Notice]) [8PP]

    Alternate Power: Mind Reading 15 (Extras: Linked [super-Senses], Mental, Flaws: Duration [instant/Lasting], Feats: Subtle) [9PP] + Super-Senses 1 (Normal Mental Sense, Extras: Analytical) [1PP] (Telepathy) [10PP]

    Alternate Power: Move Object 2 (Lifting Strength 10 [Heavy Load: 100 lbs.], Extras: Damaging, Range [Perception], Feats: Precise, Subtle) (Telekinesis) [10PP]

Drawbacks: -0PP

None

DC Block:

ATTACK                RANGE         SAVE                       EFFECT

Unarmed               Touch         DC14 Toughness (Staged)    Damage (Physical)

Memory Alteration     Perception    DC22 Will                  Transform

Mind Control          Perception    Contested +12 vs Will      Controlled

Pain                  Perception    DC22 Will                  Dazed/Stunned/Unconscious

Telekinesis           Perception    Grapple check (Staged)     Pinned/Bound

TK Blast              Perception    DC27 Toughness (Staged)    Damage (Energy)

TK (Thrown Object)    Ranged        DC27 Toughness (Staged)    Damage (Physical)

Telepathy             Perception    Contested +15 vs Will      Mind Reading

Totals: Abilities (30) + Combat (16) + Saving Throws (25) + Skills (27) + Feats (21) + Powers (106) - Drawbacks (0) = 225/228 Power Points

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ESP + Telepathy: This is just several effects Linked together. As I understand it, a single action activates and then maintains all the Linked effects simultaneously, but you have to use the worst Action and Duration of all of them. So I dropped the Action and Duration on Communication to match that of ESP and Mind Reading. With this configuration, a single Full Action initiates a search at range with ESP, and makes contact with a single target mind via Communication/Comprehend/Mind Reading, and a single Standard action each round maintains the senses at a distance, maintains the communication link, and accounts for the surface thought scanning. Ultimate Power clarifies that the action/duration for Communication accounts for initiating and maintaining the link, and that the actual "communication" takes the normal amount of time (usually a Free action according to the Combat chapter in M&M2E.

Keep in mind that ESP doesn't let you instantly find someone, it just widens the area you can search. You'd still need to make extended Search checks, which take time; Rapid is a PF for Communication, not ESP.

You don't need to list out all th components of Mental Blast, because "Mental Blast" is understood to already have those components. (And it's both Sensory and Attack; Sensory Shield would work, if it protects Mental senses.) Ditto ont he Transform, it's both Alteration and Sensory.

Not sure exactly where she'd fit on "20 Wealthiest," since (as you mentioned) no one has a Wealth score listed (since Wealth's an optional rule, one apparently not used in the FC stats). She's not Gates or Buffet rich, though, as I'd put them at +31 or more.

I'd say the Scarab Lair's Teleport works the same as the Freedom League teleporters (since it likely uses similar technology, seeing as he was a Freedom Leaguer). That is, it can only send her to other FL teleportals.

Also, please use the format shown in the Game Rules thread (or as seen in other approved char sheets) for your stats, especially the powers. It makes it easier on the Refs when things are standardized ;)

Everything else appears okay, except for that one unspent pp. We don't allow players to start with unspent points.

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Wow. I thought I was much further down the waiting list than this. Thanks for the relatively quick reply.

I thought I already had fixed the format. I guess I'll go take another look at the template.

As far as I know, there is one teleportal in every nation capitol and major city on Earth, as well as one in Freedom Hall, one in The Lighthouse, and one in the Centurion's Sanctum. Am I missing any? Also, is it possible for her to reconfigure the controls on the teleporter in her lair to limit access to it from those other teleportals? I assume people in one of those city teleportals can't just hop through it and jump up to the Lighthouse whenever they feel like it.

I was under the impression that the Action of ESP included making the extended search. Is that not the case? If it isn't, then I'm confused by the default structure of ESP. It defaults to a Move action to initiate and a Standard action to maintain. Searches are usually a Full action. So if the extended search isn't covered by the power's action/duration, the power itself is broken, and I'll need to shuffle around some points.

Rapid is a general power feat. It's Quickness, flawed to one task, for a final cost of 1PP per 3 Ranks. Quickness can be used to reduce the time of Search checks, since it's an action you can take 20 on. Is there a particular reason this power feat can't be applied to ESP? If you're specifically deciding to disallow it, I'll change it.

I didn't realize we couldn't bank starting power points. I'll figure out where to spend that point as soon as these other build issues are resolved.

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As far as I know, there is one teleportal in every nation capitol and major city on Earth, as well as one in Freedom Hall, one in The Lighthouse, and one in the Centurion's Sanctum. Am I missing any? Also, is it possible for her to reconfigure the controls on the teleporter in her lair to limit access to it from those other teleportals? I assume people in one of those city teleportals can't just hop through it and jump up to the Lighthouse whenever they feel like it.

First, where'd you get those locations from?

Second, the teleportals work like the Watchtower teleporters on JL/JLU -- Joe Mook can't use it any more than Joe Mook could waltz into the FL hangar or training room or command center. Clearance/permission is needed (or some hacking/sneaking).

I was under the impression that the Action of ESP included making the extended search. Is that not the case? If it isn't, then I'm confused by the default structure of ESP. It defaults to a Move action to initiate and a Standard action to maintain. Searches are usually a Full action. So if the extended search isn't covered by the power's action/duration, the power itself is broken, and I'll need to shuffle around some points.

Yes and no. The Action just covers activating the ESP -- "turning on the camera". An extended search is "panning the camera around until you find the subject." If you know exactly where the target is -- "I'm using my ESP to look in on Detective O'Grady, whom I know is at Krazy Krullers right now" -- then no extended search is needed, you just pop the ESP onto Krazy Krullers. If he's not there, you'll need to do an extended search, same as if you were searching for him on foot. ESP doesn't make your searches faster, it just lets you search a wider area from the comfort of home and without getting your feet dirty; it's not broken, it's doing exactly what it's supposed to do, which is allow you to make extended search checks in the first place.

Rapid is a general power feat. It's Quickness, flawed to one task, for a final cost of 1PP per 3 Ranks. Quickness can be used to reduce the time of Search checks, since it's an action you can take 20 on. Is there a particular reason this power feat can't be applied to ESP? If you're specifically deciding to disallow it, I'll change it.

Rapid is not a general PF, as it's not listed under the general PFs. It's not technically/by-the-book allowed on ESP because it's not included in the ESP description, whereas it is included in the Communication description (and under Super-Senses).

That being said, I honestly don't see a reason not to allow it on ESP, as long as you specify that it is for the ESP aspect of your power.

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I revised the character slightly.

:arrow: I dumped the remaining power point into the main array.

:arrow: I lowered the Base Attack Bonus by 1 and purchased 1 rank of Attack Focus, freeing 1 power point.

:arrow: I used that 1 power point to purchase Stun as an alternate power of the main array. I decided I wanted a means of incapacitating a person without causing them actual bodily harm.

:arrow: I reconfigured some of the powers in the main array. I lowered most of the mental attack powers to rank 9, and I lowered the range of Communication and ESP to 6 (20 miles). Since Freedom City has an average diameter of 20 miles (it's actually something like 15x25), I'm hoping this will be sufficient for the scope of most adventures on this board. This character isn't quite ready to operate on a "global" scale yet, but she's close. ESP also has 1 less rank of Rapid, so now an extended search of the entire city will take her 15 minutes, rather than 90 seconds.

First, where'd you get those locations from?

The horse's mouth.

Freedom City 2E, page 110: "The command deck has a teleportal, able to instantly transport passengers to any other portal on Earth. The League has teleportals in the world capitols and major cities. The Freedom City teleportal is located in Freedom Hall, which is used as the League's local 'embassy' and outpost in the city."

The book doesn't specify how many teleportals each city has. Are there several teleportals in strategic locations spread throughout the city, or just the one in Freedom Hall?

It can be inferred that the Centurion's Sanctum has one because the build (Freedom City 2E, page 91) has Teleport, built exactly the same way as on The Lighthouse. Freedom City Atlas #2 states on page 2 "...a Freedom League teleportal system put in place by Daedalus (which also linked Centurion's Sanctum to Freedom Hall)."

Second, the teleportals work like the Watchtower teleporters on JL/JLU -- Joe Mook can't use it any more than Joe Mook could waltz into the FL hangar or training room or command center. Clearance/permission is needed (or some hacking/sneaking).

So I can assume that anyone trying to access The Lair via teleportal has to beat the Security System? Cool.

The teleportals on JLU seemed to be Star Trek-style. They could transport people from the Watchtower to anywhere on Earth, and from anywhere on Earth to the Watchtower. I had the impression that, given the "Limited: Other Teleportal Locations" flaw on The Lighthouse, that the Freedom League teleporters worked more like a series of interconnected "gates."

Yes and no. The Action just covers activating the ESP -- "turning on the camera". An extended search is "panning the camera around until you find the subject." If you know exactly where the target is -- "I'm using my ESP to look in on Detective O'Grady, whom I know is at Krazy Krullers right now" -- then no extended search is needed, you just pop the ESP onto Krazy Krullers. If he's not there, you'll need to do an extended search, same as if you were searching for him on foot. ESP doesn't make your searches faster, it just lets you search a wider area from the comfort of home and without getting your feet dirty; it's not broken, it's doing exactly what it's supposed to do, which is allow you to make extended search checks in the first place.

I'm aware that it doesn't make the searches faster (that's why I purchased Rapid - well, that and I had some points left over).

I went ahead and changed the configuration of ESP for this character (I bought it up to Sustained, so this won't be an issue), but I'm still confused about this. Like all powers, ESP is (presumably) supposed to work "out-of-the-box." It requires a standard action to maintain. Extended searches with ESP are mentioned in both the description for the Search skill and the ESP power, so it's heavily implied that ESP is meant to be used for (among other things) extended searches. But those searches require a full action. Which an out-of-the-box ESP user can't take, since he already needs to take a standard action each round just to keep his senses displaced. So how exactly is this supposed to work?

Rapid is not a general PF, as it's not listed under the general PFs. It's not technically/by-the-book allowed on ESP because it's not included in the ESP description, whereas it is included in the Communication description (and under Super-Senses).

That being said, I honestly don't see a reason not to allow it on ESP, as long as you specify that it is for the ESP aspect of your power.

Or, in other words, "the Rapid power feat" is just another way of saying "Linked Quickness (Limited 2: One Task)."

I intended it to apply to the ESP, so I have no problem with that in this specific case. However, in a more general vein, I was under the impression that unlike Extras and Flaws, which must be applied to each individual effect, Feats and Drawbacks only needed a single application to affect an entire power structure. So in the case of a linked Communication+ESP power, wouldn't it apply to both effects? As I said above, in this particular case, I don't want it to apply to both effects, so this discussion is purely theoretical.

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I went ahead and changed the configuration of ESP for this character (I bought it up to Sustained, so this won't be an issue), but I'm still confused about this. Like all powers, ESP is (presumably) supposed to work "out-of-the-box." It requires a standard action to maintain. Extended searches with ESP are mentioned in both the description for the Search skill and the ESP power, so it's heavily implied that ESP is meant to be used for (among other things) extended searches. But those searches require a full action. Which an out-of-the-box ESP user can't take, since he already needs to take a standard action each round just to keep his senses displaced. So how exactly is this supposed to work?

Standard, or Move if you actually make a Concentration check.

Your question is kinda moot since you bought the duration up to Sustained, requiring only a Free action, and so the answer wouldn't impact you. For the sake of completeness, though, here's my answer: out of the box, default version, it doesn't. Not all powers are usable for everything they "should" be used for without certain extras or power feats (Create Object being a prime example).

However, in a more general vein, I was under the impression that unlike Extras and Flaws, which must be applied to each individual effect, Feats and Drawbacks only needed a single application to affect an entire power structure. So in the case of a linked Communication+ESP power, wouldn't it apply to both effects?

No, because A) then it wouldn't be "One Task," and B) PF's/Drawbacks should be applied to all the parts just like Extras/Flaws (I don't see why it wouldn't be, or anywhere that clearly says otherwise).

I'm only counting 6 Alternate Powers under her TK, not 7.

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Oops! Forgot to actually add the seventh one, even though I mentioned it. I'll make the edit.

Base Power: Telekinesis

Alternate Powers:

1) ESP+Telepathy

2) Concealment+Telepathy

3) Mental Blast

4) Mind Control

5) Stun

6) Telepathy

7) Mental Transform

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Okay, one more question/comment: I see several of her telepathic abilities com with Comprehend (speak any language). You are aware that without the ability to understand any language, her ability to Mind Read could be limited? Is this something you'd want to fix now, or have her develop/grow into as time passes (and pints get earned)?

(And, yes, I edited the sheet to try and bring it closer in line to the standard template we're trying to use.)

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Okay, one more question/comment: I see several of her telepathic abilities com with Comprehend (speak any language). You are aware that without the ability to understand any language, her ability to Mind Read could be limited? Is this something you'd want to fix now, or have her develop/grow into as time passes (and pints get earned)?

This is wrong.

Ultimate Power, page 66, "Mind Reading," "Flaws":

"Limited By Language (-1): You can only understand the subject's thoughts or memories if you share a common language."

The clear implication of this Flaw is that, by default, Mind Reading transcends language barriers.

Ultimate Power, page 32, "Communication":

"Communication is language-dependent; you and the subject must share a common language (see Comprehend to communicate across language barriers."

Communication, by contrast, clearly states that it does not ignore language barriers.

Ultimate Power, page 196, "Telepathy":

"You have the Mental Communication and Mind Reading effects at your Telepathy power rank. To allow anyone to understand your projected thoughts, regardless of language, add a rank of the Comprehend effect."

Emphasis added.

One rank of Comprehend is recommended to allow the subject to understand your projected thoughts. Since Communication is clearly language-dependent, and non-Flawed Mind Reading clearly is not, the text is obviously referring to the "Speak Any Language" rank of Comprehend, not the "Understand Any Language" rank.

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