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TheJoshie - Tarantula - PL11 Hero

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Player Name: TheJoshie

Character Name: Tarantula

Power Level: 11 (165/173PP)

Trade-Offs: +2 Attack / -2 Damage, +5 Defense / -5 Toughness

Unspent PP: 8

Alternate Identities: Yukio Mishka

Height: 5'5"

Weight: 175 lbs.

Hair: Reddish-Auburn

Eyes: Brown



Yukio carries with her a sort of rugged beauty, one that only a select few may find as beautiful. Her skin carries an off-white tint, her hair a reddish auburn, and her eyes a dusty brown. Her oval eyeshape, normal nose, and medium lips keeps her from being a stunning knockout.


Her costume consists of a Kevlar plated jump suit. It's flexible and light, yet can protect her of anything up to a straight shot of a gun (or a lucky stab of a standard knife). It's not the best, hence she uses her agility and leaves nothing to chance.

History: Project 9 appeared to be a rousing success. As the Illuminati vice chancellor viewed the growing form in the chemical filled vat he was filled with pride. The genetic material and technology provided and stolon from various labs around the world were acting as promised. All data indicated the clone growing in the vat was vastly superior to her genetic donor. Exceptional physical abilities on a lightweight but durable skeletal structure were the least impressive of the child's features. Brain scans indicated exceptional psychic potential as well.

Project 9 was birthed when she reached physical maturity and Agent 6 was assigned to handle education and indoctrination. Agent 6 selected a spider for psychological programming believing that the arachnid's small size would allow her to instill a sense of vulnerability, while it's predatory nature would allow her to push Project 9's potential. She designated Project 9 Tarantula and began work.

Under Agent 6's instruction and mental programming techniques, Tarantula learned to utilize her superior physique and manifested her psychic abilities with a spider theme. By generating psychic ectoplasm she could adhere to surfaces and generate webbing (she seems to enjoy using her fingers to produce the psychic webbing). She also developed a psychic ability to detect threats that entered or arose in her general area, through this ability has been known to be spotty at best.

Tarantula's training was going well until her first planned field exercise. The mission was simple. Go from point A to point B. Tarantula left location A as planned and proceeded to not arrive at location B. Her homing transmitter was located on a Pit Bull Terrier in the suburbs. Tarantula was missing and Agent 6 fled before her superiors could hold her responsible.

Personality & Motivation: Yuki's Motivation is in helping people and protecting them. This has been ingrained to her by her foster mother, though Yuki can't get much out of her as to WHY she's teaching this. While super-powered and very fast, Yuki is a teen at heart and often uses glibe comments and wise-cracking to cover hoe deathly terrified she is at times.

Powers & Tactics: As cliche as it sounds, Yuki has the proportunate abilities of spider her size. She sticks to walls, move superhumanly fast in short bursts, shoot webs (psychicly), etc. She uses these abilities to form a deadly form of stick and move where she dodge attacks at the last second, finding openings and taking them, wise cracking the whole time.


Enemy (Hunted by Illuminati): Every exploit Yukiko does in public, risks exposure to the Illuminati. Whenever she risks public exposure (television coverage that can be seen nationally), she gains a hero point.

Phobia (Tight/Enclosed Spaces, Water, Needles): Yukio has been a lab rat most her life, and now that she has a taste of freedom, there is no going back for her. Enclosed spaces, being under water, or needles sticking into her are three things that on a failed WILL check will cause Yukio to 'freeze' up and miss her turn. Memories of her time in the labs will resurface.

Responsibilities (Protecting Angela Creed [Agent 6], Job [Newspaper Courier], Student [High School]): Yukio must share the responsibility of protecting her adoptive mother, her job as a freelance paper carrier (which often is used to finance her vigilantee night job), and being a junior in high school. She has a reputation of being late and lax in her studies due to her crime-fighting. Whenever Yukio is late to school or work, is forced to choose between earning money and saving lives, or her mother is in danger, she earns a hero point.

Secret (Identity): This is obvious. If her secret Identity is endangered, she gains a hero point.

Abilities: 4 + 6 + 4 + 0 + 4 + 4 = 22PP

Strength: 14 (+2)

Dexterity: 30/16 (+10/+3)

Constitution: 14 (+2)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 26 + 24 = 50PP

Initiative: +18/+11

Attack: +13

Grapple: +23/+16

Defense: +16 (+12 Base, +4 Dodge Focus), +6 Flat-Footed

Knockback: -3, -1 Unarmored

Saving Throws: 8 + 4 + 4 = 16PP

Toughness: +6 (+2 Con, +4 Costume)

Fortitude: +10 (+2 Con, +8)

Reflex: +14/+7 (+10/+3 Dex, +4)

Will: +6 (+2 Wis, +4)

Skills: 56R = 14PP

Acrobatics 12 (+22/+15, Skill Mastery)

Bluff 8 (+10)

Escape Artist 8 (+18/+11)

Notice 8 (+10, Skill Mastery)

Search 8 (+8, Skill Mastery)

Stealth 12 (+22/+15, Skill Mastery)

Feats: 12PP

Acrobatic Bluff

Dodge Focus 4

Equipment 1 (5EP)

Fast Task (Acrobatic Bluff)

Grapple Finesse

Improved Initiative 2

Move-By Action

Skill Mastery (Acrobat, Notice, Search, Stealth)

Costume (Protection 4 [Feats: Subtle])

Powers: 20 + 14 + 3 + 4 + 4 + 6 = 49PP

Ectoplasmic Webbing 9 (18PP, Feats: Alternate Power 2) [20PP]

  • Base Power: Snare 9 (10 90ft Range Increments / 900ft Max Range) [18PP]

    Alternate Power: Blast 9 (10 90ft Range Increments / 900ft Max Range) [18PP]

    Alternate Power: Strike 7 (Extras: Penetrating [9], Feats: Mighty) [17PP]

Enhanced Dexterity 14 [14PP]

Leaping 3 (x10, Running Long Jump: 120ft, Standing Long Jump: 60ft, High Jump: 30ft) [3PP]

Speed 2 (25mph / 250ft per Move Action, Extras: Linked [swinging]) [2PP] + Super-Movement 1 (Swinging, Extras: Linked [speed]) [2PP] (Ectoplasmic Webbing) [4PP]

Super-Movement 2 (Wall-Crawling 2) [4PP]

Super-Senses 6 (Danger Sense [Mental], Darkvision, Tremorsense [Tactile, Extras: Ranged], Uncanny Dodge [Mental]) [6PP]

Drawbacks: -0PP


DC Block:

ATTACK     RANGE     SAVE                       EFFECT

Unarmed    Touch     DC17 Toughness (Staged)    Damage (Physical)

Blast      Ranged    DC24 Toughness (Staged)    Damage (Physical)

Snare      Ranged    DC19 Reflex (Staged)       Entangled/Bound

Strike     Touch     DC24 Toughness (Staged)    Damage (Physical)

Abilities (22) + Combat (50) + Saves (16) + Skills (14) + Feats (12) + Powers (51) = 165/173 Power Points

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