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Jacqueline des Épées (PL13 NPC, Tier 2)


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Players Name: Gizmo

Power Level: 13 (195/195PP)

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

Unspent PP: 0

NPC Tier: 2

Characters Name: Jacqueline des Épées

Alternate Identity: Esmé Escrime

Age: 21

Gender: Female

Height: 5'10''

Weight: 130 lb

Hair: Chestnut

Eyes: Dark Blue

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Description:

Esmé Escrime is a slight young woman with fair skin and wavy chestnut hair which reaches to the small of her back and falls over one eye to frame high cheekbones and angular features. She sticks to conservative dresses in creams and light blues, but favours tall boots of a practical design.

As Jacqueline des Épées, her costume consists of a long, royal blue skirt, slit up the leg for mobilty, and a matching, low-cut tunic with billowing sleeves. A white-silver cord fastens a half cape over one side of her back, emblasoned with a white cross in the style of an archetypal mousquetaire. The top half of her face is covered by a deep blue mask and tricorne, trimmed in white.

History:

On the grim parallel world known as Erde, the Nazi occupation of France never ended, eventually evolving into a permanent government. The homeland of liberté, égalité and fraternité was not so easily broken, however, and the spirit of resitance continued throughout the decades, with Paris in particular known for periodic outbreaks of ‘crime and terrorism against the Reich.’

Using skills passed down through the reminents of la Maison des Épées, Esmé Escrime escaped the purge of metahumans and eventually became ther leader of a small cell of freedom fighters. Woefully outmatched in numbers and force, she adopted the masked identity of Jacqueline des Épées, striking small blows against her people’s opressors and becoming a living folk hero and symbol of liberty.

Personality & Motivation:

Though possessing a composed demeanor and dry wit, Esmé has the flint-hard personality of a soldier who has been at war her entire life. She tolerates no incompetance nor irresponsibility from those around her, holding herself to even higher standards. Methodical in her planning, she truly excells at improvisation, salvaging otherwise failed missions with flair.

Chafing under the meek persona she must present publically, she revels in the freedom offered by her Jacqueline des Épées identity. Coyly demure, she uses humour and double entendres to make her foes look foolish. Even so, she uses her anonymity sparingly, carefully choosing her moment to inflict the greatest damage to her enemies.

Powers & Tactics:

Esmé’s metahuman abilities are identical to those of her Earth-Prime counterpart, Jack of all Blades.

As a resistance fighter, Esmé uses guerilla tactics, strinking suddenly before disappearing back into the shadows. She opperates as Jacqueline almost exclusively under cover of darkness because of this, and goes out of her way to avoid prolonged fights. Idealy she targets infrastructure over individuals; an officer is more easily replaced than a mutitions factory.

Complications:

Enemies (The occupying Nazi forces.)

Responsibility (Resistance Cell Leader)

Secret (Secret Identity)

Struggling (Time are tough under Nazi rule.)

Symbol (Esmé is a symbol of freedom to her people.)

Vive La France (Esmé’s sole goal is the liberation of her nation. She considers its safety, and that of its people, to be her personal resonsibility.)

Abilities: 2 + 12 + 12 + 0 + 4 + 12 = 32PP

STR: 12 (+1)

DEX: 22 (+6)

CON: 12 (+1)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 22 (+6)

Combat: 12 + 16 = 28PP

Attack +6 Base, +12 Melee, +18 Swords

Grapple +18

Defense +18 (+8 Base, +10 Dodge Focus), +4 Flat-Footed

Knockback -3/-0

Initiative: +10

Saves: 4 + 10 + 8 = 21PP

Toughness: +8 (+1 Con, +4 Defensive Roll, +3 Costume)

Fortitude: +5 (+1 Con, +4)

Reflex: +15 (+6 Dex, +9)

Will: +10 (+2 Wis, +8)

Skills: 72R = 18PP

Acrobatics 9 (+15)

Bluff 18 (+24)

Knowledge (tactics) 15 (+15)

Language 3 (Native: French, Danish, English, German)

Notice 13 (+15)

Stealth 14 (+20)

Feats: 54PP

Attack Focus (Melee) 6

Attack Specialization (Swords) 3

Challenge (Fast Task [Feint])

Defensive Roll 4

Distract (Bluff)

Dodge Focus 10

Elusive Target

Equipment 2

Evasion 2

Fascinate (Bluff)

Fearless

Grapple Finesse

Hide in Plain Sight

Improved Critical (Swords, 18-20)

Improved Initiative

Inspire 5

Jack-of-all-Trades

Luck 2

Master Plan

Move-By Action

Power Attack

Set Up

Skill Mastery 1 (Acrobatics, Bluff, Knowledge (tactics), Stealth)

Takedown Attack 2

Taunt

Uncanny Dodge 2 (Mental, Visual)

Costume: Protection 3 [Power Feat: Subtle]; Cost: 4EP

Night-Vision Sunglasses: Super Senses 1 [low-light vision; Power Feat: Subtle]; Cost: 2EP

Smoke Bombs: Obscure Visual 2 [Extra: Independent]; Cost: 4EP

Powers: 32 + 2 + 1 + 7 = 42PP

Energy Sword 7 (Corrosion, Power Feats: Alternate Power, Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], Drawbacks: Limited [Available, Concentrated Energy Types], Extras: Penetrating) [32PP]

  • Alternate Power: Energy Sword Flurry 7 (Damage, Power Feats: Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], Drawbacks: Limited [Available, Concentrated Energy Types], Extras: Autofire 3) [31PP]

Super-Senses 2 (Energy Awareness [Mental], Magic Awareness [Mental])[2PP]

Super-Senses 1 (Danger Sense [Mental], Complications: Limited [Energy/Magic Attacks]) [1PP]

Super-Senses 6 (Detect Energy [Mental, Extras: Accurate 2, Acute, Radius, Ranged], Feats: Alternate Power) [7PP]

  • Alternate Power: Super-Senses 6 (Detect Magic [Mental, Extras: Accurate 2, Acute, Radius, Ranged]) [6PP]

DC Block:

Unarmed -- DC17/Toughness -- Bruised (Staged)

Energy Sword -- DC23/Toughness -- Bruised (Staged)

Energy Sword -- DC16/Fortitude -- Drain Toughness (Staged)

Costs: Abilities 32 + Combat 28 + Saves 21 + Skills 18 + Feats 54 + Powers 42 = Total Cost 195/195

Note: Jacqueline des Épées has a single rank of Improved Critical as part of her Strike power, which brings her energy swords in line with regular swords, i.e. a 19-20 range. The additional rank as part of her normal feats places this at 18-20 for both regular and energy swords.

Note: Esmé’s powers are the result of a mystically enhanced genetic mutation. This enhancement specifically allows her to form her borrowed energy into swords. Magic nullification removes the 'sword' descriptor from her Strike power, which means she will no longer benefit from hheris Attack Specialization or Improved Critical feats. Effects that nullify mutant powers shut her Strike off entirely.

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  • 1 month later...

Hey guys,

Gizmo, after all the hashing-out the Refs had to do to get your character's Super-Senses rules-legal, you should put exactly how they work right there on your character sheet, the way Electra did with Stesha's weird suffocation immunity. (Since you modeled all these sheets on Jack of Blades', I'm saying you should put it on your main sheet). That way there's less chance of them being overlooked or misinterpreted.

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Alright, like it says, Esmé's powers are essentially identical to Erik's, so the drawback on the variable descriptor is just like his: she can only make a sword with the descriptors of a readily available energy source. Jack of all Blade's Powers and Tactics section has this spelled out in more detail, but that's the gist.

AA, I see if I can work up some sort of concise explanation of the super-senses.

EDIT: These are being added to Jack's sheet:

Erik can form swords from any mundane or mystical energy, but requires a source to borrow from. See 'Powers and Tactics' above for more information.

Erik's metamagi abilities make him sensitive to the mundane and mystical energies surrounding him. This awareness is filtered through to his regular senses in a mishmash of synesthesia, giving him a general impression of the energy's particulars and allowing him to recognize signatures he's sensed before.

That do it?

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