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Vith

Mercy - Vith - PL 6 Heroine

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Players Name:Vith

Power Level:6 (92/95 pp)

Trade-Offs: None

Unspent PP: 3

Character's Name:Natasha Porter

Alternate Identity:Mercy

Height:5'2"

Weight:105 lbs

Hair:Brown

Eyes:Brown

Age:18

Description: Civies: A little over five and a half feet, this lovely young lady has rather fair skin (perhaps even bordering on the pale side) and a curvy figure. Her brown hair is pulled back into a frazzled ponytail. Lively brown eyes take in the world from behind the lenses of her stylish glasses. A small, pert nose sits delicately on her face, balancing well with her expressive lips. Roundish cheeks and a dainty chin finish her face quite nicely. A slender neck gives way to hunched shoulders and slightly bad posture, while her physique is well rounded but unmuscled, looking something like a couch potato with a great metabolism.

She's usually dressed casually, wearing a T-shirt with a funny saying or picture on it and a multitude of braceletes and beads encircling her wrists with garishly bright fingernails of a random neon color. A studded leather belt encircles her waist, holding up faded, denim jeans that flare out at the ankles and a pair of black tennis shoes adorning her feet.

Heroic:Her costume is a white and black affair. That covers everything from her hairline down, even her eyes are hidden behind large opaque lenses that mirror the world in front of her. The face, shoulders, cape, gloves and boots are white while the torso is black. Around her waist is a utility belt that probably doesn't live up to it's name and on her chest is Justice's symbol: a balanced scale.

History:

Natasha(Tasha) Porter was born unnaturally strong. Not 'lifting the car' strong, but much stronger than she should have been. Tough too, so tough she didn't know what pain felt like until she was twelve. Growing up strong was a trial though, her parents put her up for adoption when she was a toddler, after having suffered from broken bones(mostly fingers and hands) and a ton of property damage. After that she bounced from foster home to foster home, disliked and labeled a problem child as she struggled(and failed) to control her powers, crushing pretty much anything in her hands and sometimes hurting the other children with her. The foster care people assumed these 'little accidents' were simply her acting out, deeming her a liar and prescribing varying medications that made the problem worse.

When she was about fourteen, she found out how to fly, quickly running away. Nearly starving to death on the streets she was taken in by a local street gang, who recognized her special abilities and put her to work as their muscle. After that life was good, she could do pretty much anything she felt like and could steal anything she wanted. She was always very careful to minimize the damage she did and the pain she caused, hiding her guilt about her actions from the rest of the gang, lest they decide to kick her out.

Then the hero showed up. Justice she called herself. A tiny woman with no powers, just a sword and a belt full of tricks, which she used to clean up L.A.'s criminal element, going head to head with Tasha and her crew more than once. WIthin a month she'd put all of her friends in jail and Tasha herself in juvenile hall. The girl was elated to realize that they didn't know she had powers, wisely biding her time to escape in a way that didn't look like she just flew away. After all, if they knew you had powers you go to a very special prison... or so she'd been told.

And while she was biding her time she was surprised by a visit by a woman named June Smith. The mysterious woman made Tasha an offer, she could get her out of Juvie and could live with her and all she had to do was get back into school(even offering tutoring to help her catch up), do some community service, and stop any drugs she might be doing. Natasha quickly agreed, intending to rob June and run away the first night.

But when Tasha arrived at her new home, she was surprised by the size of the house, not to mention her room. It was like a small apartment, with a big screen television, huge bed, her own computer and clothes that would fit her(along with promises to be taken shopping so she could buy some things she liked). What's more is June didn't seem to mind when she accidentally crushed something, having a closet full of extra remotes, phones, and other fragile bits of property. And the trust she extended her was astounding, no room was locked and nothing save for her 'office' was off limits. Deciding she had a few weeks before enough of her crew was out on the streets to do anything anyway, Natasha decided to play along, just for now.

Weeks turned into months and months into a year before Natasha finally admitted to herself that she liked her new life. She loved not having to rob and hurt people, not being worried when the cops drove by and a multitude of other things that comes with an honest life. She practically worshipped June(who she thought of as her roommate). The woman was always nice and did her best to spend as much time with her ward as she could, work permitting. The woman owned and ran a small software firm, which strangely enough had her out at all hours of the night and even had her flying around the country(and sometimes the world) every now and again. Tasha was almost always invited along for the extended trips.

However Tasha was restless. She enjoyed her new life but missed the action of the old one. Recognizing this June finally revealed herself for what she was; Justice, the same heroine who'd originally put her old crew away! The woman offered to train her and take her on as a partner(very carefully not using the word sidekick) after a week or so of pouting Natasha finally agreed. The training was boring and hard, ranging from martial arts to disarming bombs. But putting on a mask and beating people up was loads of fun(And so was helping people). June dubbed her Mercy after she'd let a particularly hungry-looking purse snatcher go, giving the poor man money from her own pocket before returning the purse to it's rightful owner.

Natasha finally returned to school after that, the tutors helping her catch up for the most part with her education. She was the oldest in her class, but it wasn't a huge gap. her life became a careful juggling act of balancing her normal identity with her costumed one and she loved every second of it.

And then it all came crashing down. A new villain had shown up, calling himself Wrath. He was the biggest, strongest person Tasha had ever seen, tossing cars around like toys. She doesn't remember much of the fight, waking up in a hospital a few weeks later, her friend and mentor missing.

Eventually released from the hospital, Natasha found herself unsure of what to do, spending a week or so chasing blind leads in a vain attempt to find June. Finally she ransacked her mentor's office, the one place she'd never been allowed in. There she discovered that June had been part of a secret society dedicated to bettering mankind and all-around goodness that called themselves The Virtuous. Almost immediately strangers burst into the room(having been monitoring her since her release), and subdued her after a quick scuffle.

She learned precious little after that, just that Wrath had been part of a similar society dedicated to doing evil and that June/Justice's boss didn't approve of Natasha. Writing June off as dead they quickly took over everything, though her mentor had had the presence of mind to alter her will to include Natasha, giving her a monthly stipend(and a large sum of cash when she turned 21) as well as setting her up in a school across the country(Claremont).

And so she was unwillingly packed off, promising to keep their secret and vowing to find her mentor, not willing to believe that she might be dead.

Personality & Motivation:Natasha is cheerful, loudmouthed, rude, and crude. She delights in jokes of all sorts as long as no one gets hurt(with hurt being a rather relative term sometimes). Having almost never felt pain she's quite fearless and brash as well, believing that if violence hasn't solved your problem then you aren't using enough of it. For all that she's a kind person, hating to see someone in pain or suffering.

Complications:

Secret I.D.:Because you gotta get away from the fans somehow, right? And I suppose ninja assassins...

It's not as easy as looks ok!?:Tasha's control of her powers is rudimentory at best and she'll often crush phones or door handles on accident. However flying is still a major obsticale for her. She dips, careens, and doesn't land so much as crash into the general vicinity that she was aiming for. She's lost more than one purse snatcher because she clipped a car or building, making her careen off course and into something else.

Unlucky:Murphy's law incarnate, anything that can go wrong usually does, at Tasha's expense and in the most humiliating way possible. Sure she stopped the train from going over the edge, but she also derailed it and spent the next six hours helping barely(and very cranky) injured people get out of rail cars. Once she landed so hard after flying she crashed through the street and into the sewer below.

Enemy:With perhaps the most uninspired name ever, The Sinners know she's gunning for them, casually sending ninja assassins and other ne'er dowells at her costumed identity.

Obsession:Finding her mentor, who may be alive and may be brainwashed into being an assassin (Dun dun dunnnnn)

Stats: 16pp

Str: 12/22 (+1/+6)

Dex: 14 (+2)

Con: 12 (+1)

Int: 14 (+2)

Wis: 10 (+0)

Cha: 14 (+2)

Combat: 8pp

Attack: +4(+6 Unarmed)

Grapple: +11

Defense: +6 (+0 flat-footed)

Knockback: -5

Initiative: +2

Saves: 8pp

Toughness: +6 (+1 Con, +5 other)

Fortitude: +4 (+1 Con, +3)

Reflex: +5 (+2 Dex, +3)

Will: +2 (+0 Wis, +2)

Skills: 44r = 11pp

Acrobatics 4 (+6)

Bluff 11 (+13)

Computers 2 (+4)

Disable Device 2 (+4)

Gather Info 4 (+6)

Investigate 1 (+3)

Knowledge (Streetwise) 4 (+6)

Language 1 (English Base, Spanish)

Medicine 1 (+1)

Notice 6 (+6)

Search 3 (+5)

Sense Motive 3 (+3)

Stealth 2 (+4)

Feats: 21pp

Accurate Attack

All-out Attack

Attack Focus (Unarmed) (2)

Defensive Attack

Dodge Focus (6)

Equipment (4)

Fearless

Interpose

Move-By Action

Power Attack

Stunning Attack

Taunt (Bluff)

Equipment: 20 ep worth

Costume: H.U.D.:

-Binoculars (Wealth)

-Commlink (Wealth)

-GPS receiver (Wealth)

-Super-Senses [ultravision, Radio] 2 ep

-Video Camera (Subtle) 3 ep

-Voice Scrambler [Features 1 (Mimicry)] 1ep

Utility Belt: Handcuffs 1 ep, Mini-Tracer 1 ep, Multi-tool (Wealth), Rebreather 1 ep, Throwing Discs [Strike 4, Mighty, Thrown x3; AP: Snare 4 {bolos}] 10 epp

Powers: 28pp

Enhanced Strength 10 (Mutation) [10]

Protection 5 (Mutation; Extras: Impervious) [10]

Flight 3 (Mutation) [6]

Super-Strength 1

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Unarmed --- 21/Toughness --- Bruise (Staged)

Stunning Attack --- 16/Fortitude --- Daze/Stun

Bolos --- 14/Reflex --- Snare

Throwing Discs --- 23/Toughness --- Bruise (Staged)

Costs: Abilities (16) + Combat (8) + Saves (8) + Skills (11) + Feats (21) + Powers (28) - Drawbacks (00) = 92/95pp

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A Costumed Adventurer with a few mutant power tricks. Nifty.

And lots of plot hooks, which is niftier. ;)

Stats: 16pp

Str: 12/22 (+1/+6)

Dex: 14 (+2)

Con: 12 (+1)

Int: 14 (+2)

Wis: 10 (+0)

Cha: 14 (+2)

Adds up.

Combat: 8pp

Attack: +4 (+6 Unarmed)

Grapple: +10

Defense: +0(+6 with Dodge Focus) (+0 flat-footed)

Knockback: -0

Initiative: +2

Adds up, though Defense should be written as "+6 (+0 flat-footed)," and Knockback is -5.

A question, though: why is all her Defense form Dodge Focus? Wouldn't her mentor have taught her some basic Defense, so she'd not be totally defenseless if caught unawares?

Saves: 8pp

Toughness: +6 (+1 Con, +5 other)

Fortitude: +4 (+1 Con, +3)

Reflex: +5 (+2 Dex, +3)

Will: +2 (+0 Wis, +2)

Adds up.

Skills: 44r = 11pp

Acrobatics 4 (+6)

Bluff 11 (+13)

Computers 1 (+3)

Disable Device 2 (+4)

Gather Info 4 (+6)

Investigate 1 (+3)

Knowledge (Streetwise) 4 (+6)

Notice 6 (+6)

Search 3 (+5)

Sense Motive 3 (+3)

Stealth 2 (+4)

I'm getting 41 ranks, not 44.

Feats: 21pp

Accurate Attack

All-out Attack

Attack Focus (Unarmed) (2)

Defensive Attack

Dodge Focus (6)

Equipment (4)

Fearless

Interpose

Move-By Action

Power Attack

Stunning Attack

Taunt (Bluff)

Adds up

I'd say the Voice Scrambler can be done as the Mimicry Feature from Ultimate Power: 1 point, you get a +10 on Bluff or Perform checks to convince others your mimicked sounds are real (or that your voice isn't your voice).

Powers: 26pp

Enhanced Strength 10 (Mutation) [10]

Protection 5 (Mutation; Extras; Impervious) [10]

Flight 3 (Mutation) [6]

Adds up.

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Unarmed --- 21/Toughness --- Bruise (Staged)

Throwing Discs --- 21/Toughness --- Bruise (Staged)

Stunning Attack --- 16/Fortitude --- Daze/Stun

The Throwing Discs would have a DC of 23 -- 15, +6 from Str, +2 from the Strike.

Costs: Abilities (16) + Combat (8) + Saves (8) + Skills (11) + Feats (21) + Powers (26) - Drawbacks (00) = 90

Adds up.

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A Costumed Adventurer with a few mutant power tricks. Nifty.

And lots of plot hooks, which is niftier. ;)

Thanks! I was kind of worried when I created two ancient secret societies(Especially since the book has so many floating around already ;))

Adds up, though Defense should be written as "+6 (+0 flat-footed)," and Knockback is -5.

A question, though: why is all her Defense form Dodge Focus? Wouldn't her mentor have taught her some basic Defense, so she'd not be totally defenseless if caught unawares?

Fixt! Sorry about the knockback, I skipped over intending to do it later and forgot. And uh with Dodge focus, honestly it's because I ran out of points. Though I always viewed the feat as more training based and your base defense bonus to be natural skill/reactions+Experience. IC'ly though I just like to think she never took her training too seriously, opting instead to lean on her invulnerability(since she'd never come up against anything that could really harm her)

I'm getting 41 ranks, not 44.

Fixed! Took a rank in medicine, language, and computers. Trainee batman is not very scary >_>

I'd say the Voice Scrambler can be done as the Mimicry Feature from Ultimate Power: 1 point, you get a +10 on Bluff or Perform checks to convince others your mimicked sounds are real (or that your voice isn't your voice).

Cool! Hadn't seen that before you pointed it out(and couldn't find it until I asked Sandman). Shifted the extra EP to her throwing discs for more range.

The Throwing Discs would have a DC of 23 -- 15, +6 from Str, +2 from the Strike.

Fixt

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I only have one problem:

If you have a Mighty Thrown Damage effect, you can add your Strength bonus to the damage, but no more than the rank of the Damage effect or the Mighty feat, whichever is greater.
Meaning your throwing discs will only allow you to add two Strength damage. So, your DC Block for that would need to be:

Throwing Discs --- 19/Toughness --- Bruise (Staged)

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