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  • 1 year later...

Sage, La Renarde Bleue [The Blue Fox]

Power Level: 13 (196/196)

Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness

Abilities:

Strength: 14 (+2)

Dexterity: 24 (+7)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat:

Initiative: +15

Attack: +6, +16 Alpha Array

Grapple: +13

Defense: +18, +3 Flat-Footed

Knockback: -4

Saving Throws:

Toughness: +8

Fortitude: +7

Reflex: +10

Will: +10

Skills:

Acrobatics 18 (+25, Skill Mastery)

Concentration 6 (+10)

Escape Artist 8 (+15, Skill Mastery)

Knowledge (Business) 4 (+5)

Languages 2 (French [Native], English, ASL)

Notice 16 (+20)

Sense Motive 16 (+20, Skill Mastery)

Stealth 18 (+25, Skill Mastery)

Feats:

Acrobatic Bluff

Attack Specialization 5 (Alpha Array)

Beginner's Luck

Benefit 4 (Status [Martel Heiress], Wealth 3 [Filthy Rich])

Challenge: Fast Task 1 (Acrobatic Bluff)

Defensive Roll 2

Dodge Focus 12

Eidetic Memory

Evasion 2

Grappling Finesse

Hide in Plain Sight

Improved Initiative 2

Jack-of-All-Trades

Leadership

Luck 4

Power Attack

Set-Up

Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth)

Teamwork 3

Ultimate Save (Will)

Powers:

Array 11 (Alpha Array, Feats: Alternate Power 2)

BP: Strike 8 (Extras: Penetrating 5 [Damage 15], Feats: Affects Insubstantial 2 [100%], Improved Critical 2 [18-20], Knockback 2, Mighty [+2 Damage], Split Attack, Subtle)

AP: Strike 8 (Extras: Alternate Save [Will], Feats: Affects Insubstantial 2 [100%], Improved Critical 2 [18-20], Mighty [+2 Damage], Subtle)

AP: Move Object 7 (STR 35 [Heavy Load: 1.5 tons], Extras: Range [Perception], Feats: Precise)

Array 5 (Beta Array, Feats: Alternate Power 1)

BP: Communication 6 (Mental [Range], Feats: Rapid [x10], Subtle) linked Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental, Flaws: Duration [instant/Lasting], Limited [surface Thoughts])

AP: Move Object 3 (STR 15 [Heavy Load: 200 lb.], Extras: Range [Perception], Feats: Precise)

Comprehend 2 (Languages 2 [understood by All/Understand All])

Container 1 (5PP Container [Passive, Permanent])

Leaping 2 (x5 [Running Long Jump: 60 ft.])

Speed 1 (10 mph, 100 ft./rnd)

Super-Movement 1 (Slow Fall)

Super-Senses 1 (Communication Link [Mental, Trevor Hunter/Midnight II])

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental])

Super-Senses 5 (Normal Mental Sense [Accurate 2, Acute, Radius, Ranged])

Drawbacks:

None

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  • 2 weeks later...

You might notice some stuff (or might not) in the sheet above you.

Power X (Power Trait, Extras: Extra 1, Extra 2 [info], Flaws: Flaw, Another Flaw, Feats: Feat, Drawbacks: Drawback) (Name; descriptor(s)) [PP Cost]

[power=Power X]Power Trait, [extra]Extra 1, Extra 2 [Info][/extra], [flaw]Flaw, Another Flaw[/flaw], [feat]Feat[/feat], [drawback]Drawback[/drawback][/power] (Name; descriptor(s)) [PP Cost]
I have this thing about using bbCode for something other than the intended purpose.
You already know about device (for all containers)
But did you know about array?
or equipment?
[device]You already know about device (for all containers)[/device]
[array]But did you know about array?[/array]
[equip]or equipment?[/equip]

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Sage

Power Level: 13 (200/200)

Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness

Unspent PP: 0

Progress to Silver: 50/60

[floatr][/floatr]

In Brief: Eve Martel is an athletic teenage telepath and telekinetic from an exceptionally wealthy though altruistic family whose psychic members have been fighting the good fight for hundreds of years.

Alternate Identities: Eve Alexis Martel, La Renarde Bleue ["The Blue Fox"]

Identity: Secret

Birthplace: Orléans, France

Occupation: Student, Gymnast (former)

Affiliations: Claremont Academy (Student), Martel Enterprises (Family Company), Young Freedom

Family: Leon Martel (Father), Josephine Martel (Mother), Nicholas Marius Martel/Paladin (Brother), Isabel Jade Martel/Binary (Sister), Faith Martel/Seraph (Cousin), many others.

Age: 17, Born 11 April (1994)

Gender: Female

Ethnicity: French

Height: 5'0''

Weight: 110 lb.

Eyes: Green

Hair: White

Description:

Small in stature but possessing a powerful, toned, athletic frame, Eve Martel views the world through striking green eyes. Chin-length soft white hair frames a pretty, if otherwise unremarkable, heart-shaped face.

Eve tends to dress in intense, rich colors accented with jewel tones, or contrasted with brighter white or icy pastels as these colors tend to compliment her cool complexion. Regardless of the color choices, her clothing is comfortable and well-made, though it tends to be rather understated in design.

History:

The youngest of three children, Eve Martel was born in France one year after the Terminus Invasion. Though Eve had been separated from her oldest brother Nicholas, she grew up with plenty of cousins her age. On occasion she would visit the extended family in the United States, where she would see her brother Nicholas or her cousin Faith, but she would always return home to France eventually. Enjoying every privilege the Martel family had to offer, Eve was encouraged, and provided the means, to set her own goals and pursue her dreams.

As early as the age of seven, Eve took an interest in gymnastics bordering on obsession. That she had a natural talent for it only seemed to make her more determined to see just how far that natural talent could take her. Eve withdrew from school at the age of nine so she could focus on gymnastics, receiving tutoring while she was not working out in the gym. Soon she started to compete at a national and international level, doing well enough over the years that speculated she would earn a spot in the 2012 Olympics, even if she would be nearly two years older than most competitors.

The day she turned fourteen was also a day of competition. The beginning of the day had already started on a high note with Eve scoring rather well in both the vault and the uneven bars. Then it all went pear-shaped. Twisting through the air on the balance beam the thoughts of everyone around her, from the spectators to the judges to the other competitors slammed into her mind. In one heartbeat she went from intensely focused to disoriented and confused and the results were tragic. Eve fell, the tip of her shoulder slamming into the balance beam, dislocating the collarbone.

Eve screamed as the agony tore through her body and a pulse of mental energy slammed into everyone present in the area. The entire arena was brought to its knees, those present linked with Eve in her moment of suffering, a problem compounded as the link fed back in itself. Mercifully the event was short-lived, as Eve eventually passed out.

Eve never fully recovered from that day, the awakening of her psychic voice robbing her of her physical one. While she continued to have the warmth and support of her family, she was officially barred from competition on the grounds that she wasn’t a “normal” human. Not one to sit idle, Eve shifted her focus to more martial pursuits and over the next two years under the tutelage of her father and other Martel family members, learned to refine her control over her mental abilities. Still, Eve doesn’t have complete control over her psychic ability, to those that have the ability to sense it she is like a beacon of psychic energy and those near her tend to pick up on her emotions.

In the hope of somehow helping his daughter recover, Leon Martel sent Eve to live with her brother Nicholas, to put her as far away from the memories of what she lost and yet still near family, and it worked. The past year has seen a transformation in Eve, she's regained some measure of confidence, regained her ability to speak and made some deep and lasting friendships.

Personality & Motivation:

Eve possesses an athlete’s mentality, tackling obstacles before her with a single-minded ferocity. From a young age she has refused to accept limits and failure, and trained her mind and body to push through doubt, pain and fatigue. Eve is a very private individual and tends to keep to herself, presenting a mask of emotionless self-control to the rest of the world. But that's all it is, a mask, for she has a cheerful disposition and a warm, ready smile for those that she has opened up to.

As a Martel, Eve holds herself to a high standard. The Martel motto of "I stand between evil and its victims, between darkness and light, between right and wrong. I stand between those I have sworn to defend and death." binds her. It takes only a handful of years to make a Martel, it takes far longer to create a civilzation worth defending. Amelie Dutemps, the Rogue Fox ["la Renard Rogue"], Eve's late Great Aunt is a prominent example of the Martel commitment to this ideal.

Powers & Tactics:

Eve possesses a great deal of psychic power in addition to being in phenomenal physical condition and leverages her telepathic and telekinetic abilities in a multitude of ways. In a straight up fight Eve will use her excellent physical conditioning to approach a target quickly and quietly, flanking and harassing her foe before retreating back into hiding just to repeat the process.


Complications:

Age: Eve is seventeen years old, a minor, which places numerous restrictions on what she is allowed to do without the consent of her guardian. And, honestly, sometimes adults simply don't take kids seriously.

Enemies: Sage has spoiled the plans of numerous villains across a number of worlds.

Fame: Eve is a former elite level gymnast and Olympic hopeful before injury forced an early retirement. In addition she is the youngest of the Martel's, a family internationally known for its philanthropy and social activism as well being the private owners of one of the world's largest biotechnology companies. Sage on the other hand enjoys the reputation being a member of Young Freedom.

Identity: It's a constant struggle for Eve to keep her private and hero lives separate.

Prejudice: Eve is a young, gay, Frenchwoman.

Relationship: Eve is extremely fond of Etain Maher (Changeling) and thinks with her heart rather than her head where Etain is concerned. She also had a sibling like bond with Trevor Hunter (Midnight II), as well as a literal telepathic bond to the concealed crusader (a result of continual mental contact.) In addition, Eve maintains relatively close ties to former and current members of Young Freedom.

Reputation: Sage helped take down an incarnation of Omega, Lord of the Terminus, an event guaranteed to bring the mortal teenager to the attention of other cosmic entities (let alone the Terminus!).

Responsibility: Eve is a student at Claremont Academy and hero work is no excuse for missed class or late assignments! She is stubborn and will, if allowed, ignore injury and fatigue to place herself in harm's way and protect others be they her family, her friends, her teammates or an innocent.

Abilities: 4 + 14 + 8 + 2 + 8 + 4 = 40PP

Strength: 14 (+2)

Dexterity: 24 (+7)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat: 12 + 12 = 24PP

Initiative: +15

Attack: +16 Psionics, +6 Base

Grapple: +13

Defense: +18, +3 Flat-Footed

Knockback: -4

Saving Throws: 3 + 3 + 6 = 12PP

Toughness: +8 (+4 Con, +4 Defensive Roll)

Fortitude: +7 (+4 Con, +3)

Reflex: +10 (+7 Dex, +3)

Will: +10 (+4 Wis, +6)

Skills: 88 Ranks = 22PP

Acrobatics 18 (+25, Skill Mastery)

Concentration 6 (+10)

Escape Artist 8 (+15, Skill Mastery)

Knowledge (Business) 4 (+5)

Languages 2 (French [Native], English, ASL)

Notice 16 (+20)

Sense Motive 16 (+20, Skill Mastery)

Stealth 18 (+25, Skill Mastery)

Feats: 48PP

Acrobatic Bluff

Attack Specialization 5 (Psionics)

Beginner's Luck

Benefit 4 (Status [Martel Heiress], Wealth 3 [Filthy Rich])

Challenge: Fast Task 1 (Acrobatic Bluff)

Defensive Roll 2

Dodge Focus 12

Eidetic Memory

Evasion 2

Grappling Finesse

Hide in Plain Sight

Improved Initiative 2

Jack-of-All-Trades

Leadership

Luck 4

Power Attack

Quick Change 1

Set-Up

Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth)

Teamwork 3

Ultimate Save (Will)

Up The Wall

Powers: 24 + 11 + 4 + 1 + 1 + 1 + 2 + 5 + 5 = 54PP

Psionics 11 (22PP Array, Feats: Alternate Power 2) [24PP]

BP: Strike 8 (Extras: Penetrating 5 [Damage 15], Feats: Affects Insubstantial 2 [100%], Improved Critical 2 [18-20], Knockback 2, Mighty [+2 Damage], Split Attack, Subtle) (Psionic Blade; mutant, slashing, piercing)

AP: Strike 8 (Extras: Alternate Save [Will], Feats: Affects Insubstantial 2 [100%], Improved Critical 2 [18-20], Mighty [+2 Damage], Subtle) (Psionic Blade; mental, mutant)

AP: Move Object 7 (STR 35 [Heavy Load: 1.5 tons], Extras: Range [Perception], Feats: Precise) (Telekinesis; mutant)

Psionics 5 (10PP Array, Feats: Alternate Power 1) [11PP]

BP: Communication 6 (Mental [Range], Feats: Rapid [x10], Subtle) linked Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental, Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) (Networked Telepathy; mutant, mental)

AP: Move Object 3 (STR 15 [Heavy Load: 200 lb.], Extras: Range [Perception], Feats: Precise) (Telekinesis; mutant)

Comprehend 2 (Languages 2 [understood by All/Understand All]) [4PP]

Leaping 1 (x2 [Running Long Jump: 24 ft.]) (Training) [1PP]

Speed 1 (10 mph, 100 ft./rnd) (Training) [1PP]

Super-Senses 1 (Communication Link [Mental, Trevor Hunter/Midnight II]) (Telepathic Conduit; mental, mutant) [1PP]

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP]

Super-Senses 5 (Normal Mental Sense [Accurate 2, Acute, Radius, Ranged]) [5PP]

Telekinetic Augmentation (5PP Container [Passive, Permanent]) [5PP]

Leaping 1 (x5 [Running Long Jump: 60 ft.])

Super-Movement 1 (Slow Fall)

Super-Movement 1 (Wall-Crawling [Half-Speed])

Drawbacks: -0PP

None

DC Block:


ATTACK RANGE DC/SAVE EFFECT
Psionic Blade Touch 25/Will Damage (Staged)
Psionic Blade Touch 25/Toughness Damage (Staged)
Unarmed Touch 17/Toughness Damage (Staged)

Abilities (40) + Skills (22) + Feats (48) + Powers (54) + Combat (24) + Saving Throws (12) - Drawbacks (0) = 200/200 Power Points

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  • 5 months later...

Original Willow 1.0 Sheet. Posted here for reference.


Player Name: Sorus

Character Name: Willow

Power Level: 8 (110/121PP)

Trade-Offs: -3 Defense / +3 Toughness

Unspent Power Points: 11

Progress To Gold Status: 16/90 (Silver Status earned by Sage)

[floatr][/floatr]

In Brief: A dryad, far from home, performing her duties as a guardian of the natural world.

Alternate Identity: None

Identity: Public

Birthplace: Ancient Earth

Occupation: None

Affiliations: The Interceptors

Family: Karya, Balanos, Kraneia, Morea, Aigeiros, Ptelea, Ampelos, Syke, and many others (Siblings)

Age: At least 50,000 years (older than behavioral modernity in Humans)

Apparent Age: 26

Gender: Female

Ethnicity: Dryad (Preserver Bioengeered Lifeform)

Height: 5'7"

Weight: 130 lbs.

Eyes: Amber

Hair: White

Description: Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and delicate pointed ears enhance her exotic appearance and hint at her inhuman origins. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years.

Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though some of her clothing has a well worn, almost lived in appearance. Regardless of what she's wearing, she almost always has a little brown leather pouch on her person.

Willow's "tree armor," though frequently varying in appearance due in part to the capricious whim of its owner, significantly bulks out the tall, slender woman, easily adding two feet or more to her height. Regardless of how she feels the armor should look at the moment, or how complete the coverage should be, it is extremely rare for Willow to submerge her head into its tangled roots as it limits her view of the situation, and is unnecessarily restrictive on her hair.

History: Eons ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet.

One of these creatures came to be known as Willow.

Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory.

As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses).

Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented.

The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure.

Personality & Motivation: Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests.

In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone.

During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus.

On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature.

Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white.

Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world.

Powers & Tactics: Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Encased in the suit, Willow's tactics are fairly straightforward; the suit significantly boosts her strength and reach, allowing her to pound her opponent into submission.


Complications:

Limited Knowledge: Willow's Knowledge (Life Sciences) only applies to Botany related checks.

Nonentity: Willow has no birth certificate, no social security number, no drivers license or any other form of identification that proves that she does, in fact, exist. As far as the System is concerned, she doesn't.

Public Identity: Willow is Willow. She has no civilian identity she can return to at the end of a day of heroing.

Struggling: If Willow had to eat or drink she would be a lot worse off. As it is she is only Struggling.

Abilities: 2 + 4 + 2 + 2 + 6 + 4 = 20PP

Strength: 24/12 (+7/+1)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 6 + 8 = 14PP

Initiative: +2

Attack: +3 Ranged, +7 Melee

Grapple: +17/+8, +19 with Additional Limbs

Defense: +4, +2 Flat-Footed

Knockback: -5/-0, -12 with Bracing

Saving Throws: 5 + 2 + 2 = 9PP

Toughness: +10/+1 (+1 Con, +9 Armor)

Fortitude: +6 (+1 Con, +5)

Reflex: +4 (+2 Dex, +2)

Will: +5 (+3 Wis, +2)

Skills: 28R = 7PP

Climb 4 (+11/+5)

Escape Artist 4 (+12/+6)

Intimidate 8 (+10)

Knowledge (Life Sciences) 8 (+9)

Survival 4 (+7)

Feats: 9PP

Attack Focus (Melee) 4

Improved Grab

Improved Pin

Startle

Stunning Attack

Takedown Attack

Powers: 4 + 29 + 1 + 6 + 2 + 4 + 5 = 51PP

Comprehend 2 (Plants 2 [speak To, Understand]) [4PP]

Device 7 (35PP Container [Passive, Permanent], Flaws: Hard-To-Lose, Feats: Restricted [Plant Controllers, those immune to Suffocation in CO2]) [29PP]

Usually grown from a seed that Willow keeps in a small brown leather pouch, Willow stimulates the growth and alters the nature of any plant within the vicinity to create her suit of "plant armor". Though the overall look changes frequently, with varying degrees of coverage, the armor usually manifests with the following properties.

Additional Limbs 2 (2 Limbs, +2 Grapple or Improved Grapple) [2PP]

Elongation 6 (250ft, Flaws: Limited [Additional Limbs]) [3PP]

Enhanced Strength 12 [12PP]

Protection 9 [9PP]

Super-Movement 1 (Swinging) [2PP]

Super-Strength 3 (Lifting Strength 39 [Heavy Load: 2 tons 1,600 lbs.], Feats: Bracing) [7PP]

Immunity 2 (Cold, Heat, Flaws: Limited [1/2 Effect]) [1PP]

Immunity 6 (Aging, Disease, Poison, Starvation & Thirst, Suffocation) [6PP]

Regeneration 2 (Resurection 2 [1 day]) [2PP]

Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Plants]) [4PP]

Teleport 5 (500ft per Move Action / 5 miles per Full Action, Flaws: Medium [Plants]) [5PP]

Drawbacks: -0PP

None

DC Block:

ATTACK     RANGE    SAVE                          EFFECT
Unarmed Touch DC22/16 Toughness (Staged) Damage (Physical)

Totals: Abilities (20) + Combat (14) + Saving Throws (9) + Skills (7) + Feats (9) + Powers (51) - Drawbacks (0) = 110/121 Power Points

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  • 4 months later...

Abilities: 14 + 14 + 14 + 4 + 6 + 4 = 56PP

Strength: 24 (+7)

Dexterity: 24 (+7)

Constitution: 24 (+7)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 8 + 8 = 32PP

Initiative: +7

Attack: +12 Melee, +8 Base

Grapple: +19

Defense: +12, +4 Flat-Footed

Knockback: -6

Saving Throws: 1 + 1 + 2 = 4PP

Toughness: +12/+7 (+7 Con, +5 Protection)

Fortitude: +8 (+7 Con, +1)

Reflex: +8 (+7 Dex, +1)

Will: +5 (+3 Wis, +2)

Skills: 80R = 20PP

Acrobatics 8 (+15)

Climb 8 (+15)

Concentration 12 (+15)

Handle Animal 8 (+10)

Knowledge (Life Sciences) 8 (+10)

Notice 12 (+15)

Sense Motive 12 (+15)

Survival 12 (+15)

Feats: 12PP

Animal Empathy

Attack Focus (Melee) 4

Dodge Focus 4

Favored Environment (Forest)

Fearless

Interpose

Powers: 30 + 22 + 6 + 4 = 62PP

Enhanced Biology 6 (30PP Container [Passive, Permanent]) [30PP]

Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP]

Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP]

Regeneration 5 (Recovery Bonus [+2], Recovery Rate: Bruised 3 [No Action]) [5PP]

Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP]

Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP]

Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP]

Plant Control 10 (20PP Array, Feats: Alternate Power 2) [22PP]

BP: Damage 5 (Extras: Secondary Effect, Feats: Extended Reach 3 [15 ft.], Improved Critical 2 [18-20], Mighty [+7 Damage], Split Attack 2 [3 Targets]) [18PP]

AP: Damage 5 (Feats: Extended Reach 3 [15 ft.], Mighty [+7 Damage]) linked Paralyze 5 (Feats: Insidious) [20PP]

AP: Damage 5 (Feats: Extended Reach 3 [15 ft.], Mighty [+7 Damage]) linked Stun 5 (Feats: Insidious) [20PP]

Protection 5 (+5 Toughness, Extras: Force Field, Feats: Subtle) [6PP]

Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP]

Drawbacks: -0PP

None

DC Block:

ATTACK                  RANGE             SAVE                        EFFECT

Unarmed Touch DC 22 Toughness (Staged) Damage

Vine Whip [barbed] Touch (15 ft.) DC 27 Toughness (Staged) Damage, Secondary Attack

Vine Whip [Paralyze] Touch (15 ft.) DC 27 Toughness (Staged) Damage

DC 15 Will (Staged) Paralyze

Vine Whip [stun] Touch (15 ft.) DC 27 Toughness (Staged) Damage

DC 15 Fortitude (Staged) Stun

Totals: Abilities (56) + Combat (32) + Saving Throws (4) + Skills (20) + Feats (12) + Powers (62) - Drawbacks (0) = 186/186 Power Points

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  • 1 month later...

Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34PP

Strength: 34/18 (+12/+4)

Dexterity: 14 (+2)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 16 + 16 = 32PP

Initiative: +2

Attack: +12 Melee, +8 Base

Grapple: +26 Guardian Strength, +16 Base

Defense: +12, +4 Flat-Footed

Knockback: -6

Saving Throws: 4 + 6 + 2 = 12PP

Toughness: +12/+4 (+4 Con, +8 Protection)

Fortitude: +8 (+4 Con, +4)

Reflex: +8 (+2 Dex, +6)

Will: +5 (+3 Wis, +2)

Skills: 72R = 18PP

Acrobatics 8 (+10)

Climb 8 (+12, +20 Guardian Strength)

Concentration 12 (+15)

Handle Animal 8 (+10)

Knowledge (Life Sciences) 8 (+10)

Medicine 2 (+5)

Notice 12 (+15)

Sense Motive 7 (+10)

Survival 7 (+10)

Feats: 13PP

Animal Empathy

Attack Focus (Melee) 4

Dodge Focus 4

Favored Environment (Forest)

Fearless

Interpose

Equipment 1

Equipment:

Interceptor HQ contribution [5EP]

Powers: 21 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 78

Ancient Guardian 10 (20PP Array, Feats: Alternate Power 1) [21PP]

BP: Enhanced Strength 16 (Strength +16 [34, +12]) linked Super-Strength 2 (Effective Strength 44; Heavy Load 5.6 Tons) [20PP]

AP: Snare 12 (Extras: Area [Targeted, Burst, 60 ft. radius], Flaws: Medium [Plants], Range 1 [Touch], Feats: Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether) [20PP]

Comprehend 2 (Plants 2 [speak To and Understand]) [4PP]

Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP]

Concealment 4 (All Visual Senses, Flaws: Limited [Forests]) [4PP]

Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP]

Leaping 2 (x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.) [2PP]

Protection 8 (+8 Toughness, Extras: Force Field, Feats: Subtle) [9PP]

Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP]

Regeneration 8 (Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action]) [8PP]

Speed 1 (10 mph, 100 ft./round) [1PP]

Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP]

Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP]

Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP]

Drawbacks: -0PP

None

DC Block:

ATTACK                         RANGE                    SAVE                        EFFECT

Unarmed Touch DC 19 Toughness (Staged) Damage

Unarmed (Guardian Strength) Touch DC 27 Toughness (Staged) Damage

Snare Touch (60 ft. Radius) DC 22 Reflex (Staged) Snare

Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (78) - Drawbacks (0) = 187/187 Power Points

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  • 5 months later...
  • 1 month later...
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  • 1 month later...

Windrunner

Power Level: 8 (180/180 PP)

Trade-Offs: None

Unspent PP:

Progress To Gold Status:

In Brief

Alternate Identities:

Identity: Abigail Storm

Birthplace:

Occupation: Student

Affiliations:

Family:

Description

Age:

Apparent Age:

Gender: Female

Ethnicity:

Height:

Weight:

Eyes: Heterochromatic: Right Green, Left Grey

Hair: Red

History

Personality & Motivation

Powers & Tactics


Complications

Abilities

Strength: ?

Dexterity: ?

Constitution: ?

Intelligence: ?

Wisdom: ?

Charisma: ?

Combat

Initiative: ?

Attack: ?

Grapple: ?

Defense: ?

Knockback: ?

Saving Throws

Toughness: ?

Fortitude: ?

Reflex: ?

Will: ?

Skills

Feats

Equipment

Powers

Drawbacks

None

DC Block

ATTACK RANGE SAVE EFFECT

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 0/180 Power Points

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  • 1 year later...

Nightingale

Power Level: 8 / 180 PP

Trade-Offs: None

Unspent PP: 0

In Brief: A thief turned religious sister turned vampire turned thief turned hero.

Alternate Identities: Nicola "Nick" Cervenka

Identity: Secret

Birthplace: Prague, Czech Republic

Occupation: Nurse

Affiliations: None

Family: None

Age: 21

Gender: Female

Ethnicity: Caucasian

Height: 5'10"

Weight: 135

Eyes: Grey

Hair: Dark Brown, often dyed.

Even before she was transformed into a vampire Nicola was a pale skinned brunette whose height, gray eyes and slender build would have turned more than a few heads. She carries herself with unshakable calm and moves with a preternatural--and almost predatory--grace that carries over as an uncanny stillness, though in manner she is warm and inviting. Nicola doesn't confine herself to one particular fashion or style, wearing what she feels like, and sometimes dying her hair to match (or as the mood takes her.) The one ubiquitous accessory that is nearly always in her possession is the rosary she held from her all-too-brief service to the church.

Heroics, on the other hand, call for a certain look. Wearing dark clothing shrouded in a black long coat, Nightingale seeks to invoke the intimidating style of the iron age (as some call it), while also giving a nod to the fashions of private detectives. Sometimes she even wears sunglasses at night.

History:

Personality & Motivation:

Nicola is... complicated.

She is determined to find--and possibly unmake--the person who made her what she is, not for her sake but so that it doesn't happen to others. Though she hides it behind an aloof--sometimes cold--exterior, a strong altruistic streak runs through Nightingale; she doesn't have much but what she has she'll give to others if their need is great. Nicola isn't suicidal, in the eyes of the faith she still clings to such a thing is a sin, though she's prone to bouts of melancholy when she stops to consider what she has become which tends to make her a little eager to be the martyr.

She still clings to her faith, if only by the fingertips, but she wonders why God would even allow creatures such as she.

Powers & Tactics:

As both a vampire and a blood mage, Nicola has a number of physical or magical means to track, subdue or otherwise function as a hero. She has a limited focus in her blood magic on manipulating the blood directly, preferring to concentrate on the more on the familial and social relationships of blood magic, and the breakdown of those relationships.


Complications:

I Never Drink... Wine: Nightingale can only survive off of blood, normal foods do nothing for her and in some cases make her ill! However if blood is mixed in with the foods she can eat them without being sick. She still gains no nourishment from it, though in the case of alcohol it'd at least allow her to feel the effects.

Tarnished: Before she was a religious sister Nicola was a thief. Not a particularly good thief, nor a particularly bad one, but one that didn't quite respect international borders--and would occasionally work for those of dubious character, like the Russian mob for instance. Interpol has a file on her, and watches her movements.

Literally A Monster: Vampire Blood Mage; not a combination of attributes that has the best of reputations.

No Fixed Abode: Nicola has no permanent residence in Freedom City, though she does have a post office box where she can collect her meager paycheck.

Abilities:

Strength: 26 (+8)

Dexterity: 28 (+9)

Constitution: - (-5)

Intelligence: 18 (+4)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat:

Initiative: +9

Attack: +8

Grapple: +16

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -4

Saving Throws:

Toughness: +8

Fortitude: Immune

Reflex: +9

Will: +8

Skills:

Acrobatics 6 (+15)

Bluff 9 (+12, +16 Attractive)

Diplomacy 9 (+12, +16 Attractive)

Disable Device 11 (+15)

Drive 1 (+10)

Gather Information 2 (+5)

Investigate 6 (+10)

Knowledge: Arcane Lore 6 (+10)

Knowledge: Theology 6 (+10)

Language 2 (Czech [Native], English, Russian)

Medicine 4 (+5)

Notice 9 (+10)

Perform: Percussion 4 (+7)

Search 6 (+10)

Sense Motive 9 (+10)

Sleight of Hand 6 (+15)

Stealth 12 (+21)

Feats:

All-Out Attack

Attractive

Dodge Focus 4

Evasion 2

Fascinate: Diplomacy

Fearless

Power Attack

Ritualist

Takedown Attack 1

Uncanny Dodge: Olfactory

Equipment:

None

Powers:

Blood Magic 5 (10PP Array, Feats: Alternate Power 4) 14 PP

BP: Damage 8 (Extras: Alternate Save [Fortitude], Flaws: Distracting, Requires Grapple, Feats: Insidious, Subtle) linked Boost 12 (Single Trait [Regeneration], Extras: Affects Objects [Only], Flaws: Personal, Source [blood])

AP: Healing 8 (Flaws: Tiring, Feats: Persistent, Regrowth)

AP: Move Object 8 (Strength 40 [Heavy Load: 3.2 tons], Extras: Range [Perception], Flaws: Limited [Objects/Individuals with Blood], Extra Save [Fortitude], Feats: Precise)

AP: Sensory Link 8 (2000 Miles, Flaws: Distracting, Feats: Subtle 2)

AP: Super-Senses 4 (Postcognition, Flaws: Source [blood]) and Mind Reading 8 (Extras: Action [Move/Standard], Flaws: Duration [instant/Lasting], Range 2 [Touch], Source [blood], Feats: Subtle 2)

Immunity 30 (Fortitude Save)

Protection 8 (+8 Toughness)

Regeneration 6 (Recovery Bonus +5 [+0 Total], Resurrection 1 [week], Flaws: Unreliable [5 Uses, Blood Recharges])

Super-Senses 2 (Darkvision)

Super-Senses 6 (Blood Awareness [Olfactory, Very Common Descriptor], Acute, Tracking 2 [Normal Speed])

Enhanced Physiology 1 (5PP Container [Passive, Permanent])

Leaping 1 (x2 [Running Long Jump: 30 ft.])

Speed 2 (25 MPH, 250 ft./rnd)

Super-Movement 1 (Slow Fall)

Drawbacks: -0PP

None

DC Block:

Totals: Abilities (40) + Combat (24) + Saving Throws (7) + Skills (27) + Feats (14) + Powers (68) - Drawbacks (0) = 180/180 Power Points

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  • 2 months later...

Ringdown

Power Level: PL 12 / 180 PP

Trade-Offs:

Unspent PP:

In Brief: "Damn it 'Mara, I'm a Doctor not an artillery platform."

Alternate Identities: Aria Ara-Dia

Identity: Public

Birthplace: Naram Prime

Occupation: Former Praetorian of the Delaztri Empire

Affiliations: Praetorians

Family: None

Age: ?

Apparent Age: ?

Gender: Female

Height: 5'7"

Weight: 150 lbs.

Eyes: Yellow-Green

Hair: Dark Red/Black

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities:

Strength:

Dexterity:

Constitution:

Intelligence:

Wisdom:

Charisma:

Combat:

Initiative:

Attack:

Grapple:

Defense:

Knockback:

Saving Throws:

Toughness:

Fortitude:

Reflex:

Will:

Skills:

Feats: 13PP

Equipment:

Powers:

Drawbacks: -0PP

None

DC Block:

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

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  • 10 months later...

Ardent
Power Level: PL 10 / 180 PP
Trade-Offs: None
Unspent PP: 0
In Brief: Girl from Hell doing Good, and also her homework

Real Name: Phaedra Morningstar
Identity: Secret
Birthplace: Throne the Red City
Occupation: Student
Affiliations: Claremont Academy

Age: 16
Gender: Female
Height: 5'9"
Weight: 145 lbs.
Eyes: Grey
Hair: Red

A tall and slender young woman, the grey-eyed Phaedra's near flawless appearance is owed more to her heritage than concerted effort.  Phae's red hair is usually kept short, the longest it ever gets is just barely touching her shoulders.  She doesn't confine herself to one particular fashion or style, wearing what she feels like, but she prefers rich colors accented with jewel tones.  Generally though she's a jeans and t-shirt kind of girl, maybe a jacket or sweater since she likes layers, but she avoids skirts unless it's part of her cheerleader uniform--skirts are bad for fliers.

When drawing on the more demonic parts of her heritage the color of Phaedra's eyes shift, the iris becoming a burning crimson and the whites of her eyes bleeding away to inky black.  In addition her red hair starts to glow slightly taking on the appearance of fire.

History
The young woman known on Earth as Phaedra Morningstar began her life in the hell dimension known as Throne.  The massive city, from which the dimension gains it's name, was founded by Fallen and though other denizens would arrive in time it was they who ruled.  Among the first to arrive in Throne were the exiled, self or otherwise, who were useful to the Fallen and though few in number filled a role of mediator between them and those that were still Loyal.  Phae's mother, Laphrael, was one such exile.

Her father was a demon, a quite ambitious one who was unsatisfied with the position his kind held in Throne, who sought won the service and support of an exile--Phaedra's mother.  A compassionate being by nature, Laphrael worked with Phaedra's father to improve the lot of the infernals that lived in Throne, using her position as a mediator to win concessions from the Fallen.

That changed she gave birth to a daughter.  For a time Phaedra's existence was kept hidden from Throne, and she was raised independently by her mother.  However nothing stays secret in the Red City for long, and the young half-breed was soon thrust into the middle of the delicate political situation.  Taking harder and harder measures to protect her child, Laphrael called in a favor to an old friend to see her child away safely.

Personality & Motivation
There are very few things that scare Phaedra, but the idea that someone may discover her heritage--and judge her accordingly--sits high on that list.  When the subject comes up the young angel/demon hybrid practically shuts down, becoming evasive and stand-offish, growing angry if pressed.  It's not because of shame, both of Phaedra's parents still have her love and loyalty, but more that nobody would understand.

Phaedra makes an effort to be friendly and approachable, but even on her best days she's slow to trust.  Trust was a precious commodity when she was growing up, and the young half-breed can be a bit stingy with it even in a relatively safe place like Freedom City.  Though she was raised with a strong moral center, she's seen the cost of maintaining it in the face of absolute darkness; even beings with the most noble of intentions can't walk away from Hell unchanged.

Ultimately Ardent wants to do good, to right wrongs and to triumph over evil.  The how is a matter of some debate.  All too aware that evil acts were done on her behalf, Ardent want to balance the scales.  And hopefully, some day, restore her mother to the person she once was.

Powers & Tactics
Phaedra would prefer to not fight at all, using diplomacy, guile or outright intimidation to end a conflict before it gets too far out of hand.  Mainly this is because Ardent is reluctant to call upon the more obvious aspects of her infernal heritage, limiting her tactics to teleportation and melee combat.  Some circumstances might render such reservations dangerous, in which case she would her to call up the full aspect of her infernal heritage; revealing her wings to fly and slinging about hellfire being some common examples.

Complications
None.  Lots.  I'll fill this out later.

Abilities: 12 + 4 + 14 + 6 + 4 + 14 = 54
Strength: 22 (+6)
Dexterity: 14 (+2)
Constitution: 24 (+7)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 24 (+7)

Combat: 12 + 8 = 20
Initiative: +2
Attack: +6 (+10 Infernal Magic, +10 Soul Glaive) 
Grapple: +12
Defense: +10 (+4 Base, +6 Dodge Focus, +2 Flat-Footed)
Knockback: -5

Saving Throws: 0 + 3 + 5 = 8
Toughness: +10
Fortitude: +7
Reflex: +5
Will: +7

Skills: 56 Ranks = 14 PP
Bluff 13 (+20, Skill Mastery)
Concentration 3 (+5)
Diplomacy 3 (+10, Skill Mastery)
Gather Information 8 (+15, Skill Mastery)
Intimidate 13 (+20, Skill Mastery)
Knowledge: Arcane Lore 2 (+5)
Knowledge: Theology & Philosophy 7 (+10)
Language 1 (Ascended Speech [Native], English)
Notice 3 (+5)
Sense Motive 3 (+5)

Feats: 16 PP
All-Out Attack
Distract (Bluff)
Dodge Focus 6
Fearless
Power Attack
Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)
Takedown Attack 2
Taunt
Uncanny Dodge (Auditory)
Well-Informed

Powers: 28 + 17 + 3 + 2 + 3 + 7 + 6 = 68
Array 12 (Infernal Magic, 24PP, Feats: Accurate 2, Alternate Powers 2) [28 PP]

  • BP: Damage 10 (Hellfire Bolt, Extras: Range [Ranged], Feats: Improved Critical 2 [18-20], Improved Range, Incurable) [24 PP]
  • AP: Damage 10 (Hellfire Blast, Extras: Area [General, Cone], Feats: Incurable) [21 PP]
  • AP: Teleport 6 (600 ft./move, 20 miles/full, Extras: Portal) [24 PP]

Array 7 (Soul Glaive, 14PP, Feats: Accurate 2, Alternate Powers 1) [17 PP]

  • BP: Damage 4 (Extras: Penetrating, Vampiric, Feats: Incurable, Mighty) [14 PP]
  • AP: Nullify 10 (All Magic, Flaws: Range [Touch]) [10 PP]

Flight 3 (50 MPH, 500 ft./round, Drawbacks: Restrainable) [3 PP]

Immunity 2 (Aging, Environmental Heat) [2 PP]

Protection 3 [3 PP]

Super-Senses 7 (Darkvision, Divine Awareness [Visual], Infernal Awareness [Visual]) [7 PP]

Teleport 2 (200 ft. Extras: Castling, Feats: Change Direction, Turnabout) [6 PP]

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  • 2 years later...

Chance Lebeau
Power Level: 8/12 (180PP)
Unspent PP:  5
Trade-Offs:  +5 Attack / -5 Damage, +4 Defense / -4 Toughness


In Brief: Your new best friend.

 

Alternate Identities: Chance Lebeau (Secret)
Birthplace: Somewhere
Occupation: Gambler, Nightclub Owner, Grifter
Affiliations: The Fix, Pier 6 (Nightclub)
Family: Child (Deceased)

 

Age: 179 (DoB: 1837)
Apparent Age: Early 30s
Gender: Male
Ethnicity: Caucasian
Height: 6'1"
Weight: 200
Eyes: Green
Hair: Blond


History:


Personality & Motivation:


Powers & Tactics:


Complications:


Abilities: 2 + 8 + 4 + 4 + 8 + 10 = 36PP
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 20 / 30 (+5 / +10)


Combat: 8 + 12 = 20PP
Initiative: +4
Attack: +4 Base, +7 Melee, +13 Unarmed, +4 Ranged
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Grapple: +8
Knockback: -2


Saving Throws: 4 + 4 + 6 = 14
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +6 (+2 Con, +4 Base)
Reflex: +9 (+4 Dex, +4 Base)
Will: +10 (+4 Wis, +6 Base)


Skills: 128R = 32PP
Bluff 10 (+20) [Skill Mastery, Second Chance]
Diplomacy 10 (+20) [Skill Mastery, Second Chance]
Disable Device 8 (+10)
Disguise 10 (+20)
Drive 6 (+10)
Escape Artist 11 (+15)
Gather Information 10 (+20) [Skill Mastery]
Intimidate 5 (+15)
Knowledge: Art 3 (+5)
Knowledge: Business 3 (+5)
Knowledge: Current Events 3 (+5)
Knowledge: Popular Culture 3 (+5)
Knowledge: Streetwise 8 (+10) [Skill Mastery]
Language 2 (English [Native], French, Russian) 
Notice 6 (+10)
Profession: Gambler 12 (+16)
Sense Motive 6 (+10)
Sleight of Hand 6 (+10)
Stealth 6 (+10)


Feats: 37PP
Attack Focus: Melee 3
Attack Specialization: Unarmed 3
Connected
Contacts
Defensive Roll 1
Distract: Bluff
Dodge Focus 6
Equipment 4
Fascinate: Bluff
Fascinate: Diplomacy
Luck 2
Quick Change 2
Second Chance 2 (Bluff, Diplomacy)
Set-Up
Skill Mastery 1 (Bluff, Diplomacy, Gather Information, Knowledge: Streetwise)
Taunt
Teamwork 3
Ultimate Effort 2 (Bluff, Diplomacy)
Well-Informed


Equipment: 4R = 20EP

HQ: The Warehouse & Pier 6 (Size: Large [2], Toughness 10 [1], Communications, Computer, Concealed (Warehouse DC +15) [2], Cover Facility (Pier 6 Nightclub), Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System (DC30) [3], Workshop) [20EP]


Powers: 10 + 10 + 6 + 10 = 41PP

Device 1 (5DP Earbud; Flaws: Hard-to-Lose, Feats: Subtle) [5PP]

Communications Link 4 (Other Earbuds; Feats: Subtle) [5DP]


Drain Wisdom 8 (Extras: Range 2 [Perception], Alternate Save [Will], Flaws: Action [Full], Sense Dependent [Auditory], Feats: Subtle, Insidious) [10PP] (Razzle; infernal)

 

Enhanced Charisma 10 [10PP] (Dazzle; infernal)

 

Mind Reading (Extras: Action 2 [Free], Flaws: Distracting, Limited [Surface Thoughts], Limited [Requires Interaction], Feats: Subtle 2) [6PP] (Cold Read; training)

 

Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; magic)

Preset 1

Preset 2

 


Drawbacks: -0PP
None


DC Block:
ATTACK              RANGE        SAVE                           EFFECT
Unarmed             Touch        DC 16 Toughness                Damage
Drain Wisdom        Perception   DC 18 Willpower                Drain Wisdom
Mind Reading        Perception   DC 18 Willpower                Mind Reading (Surface Thoughts)


Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (32) + Feats (37) + Powers (41) - Drawbacks (0) = 175/180 Power Points

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  • 3 months later...

Trying to narrow down Gail's appearance.  She'd obvious be the daughter of Una the Unrelenting and Eldritch if you could get all three into the same room.  But Adrian is dead and Una is evil, so ... yeah.   I play a MUD called GSIV, and I kind of used it's feature system to organize my thoughts but it comes out a little too matter-of-fact and it needs to be smoothed out.  

 

Anyway, my current thoughts: 

 

She is taller than average with a lithesome, nimble build.  She has narrow, silver-flecked emerald green eyes and mocha-freckled, lightly tanned skin.  She has hip-length, raven black hair tucked neatly behind her ears.  She has a delicately featured, heart-shaped face, well-defined hawkish nose and classically elegant, chiseled high cheekbones.

 

... Some things I will want to add are that she often dyes the tips of her hair.  As well as general dress and such.

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