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Dragonfly (PL 11/14) - Fox (Gold)


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Player Name: Fox
Character Name: Dragonfly
Power Level: 14 (187/233pp)
Trade-Offs: +2 Defense / -2 Toughness
Unspent PP: 46
Progress to Platinum Status: 123/120

In Brief: Bitter young genius out to apply her mind on her terms, and no one else's.

Alternate Identity: Mara Hallomen
Identity: Secret
Birthplace: France (Dual-Citizenship, French/American)
Occupation: Full-Time Inventor/Superhero
Affiliations: Ironclad, Jill O'Cure, The Lab
Family: Alexander "Hollow Man" Hallomen (Father)

Age: 20 (DoB: December 1991)
Gender: Female
Ethnicity: Caucasian
Height: 5'5"
Weight: ~110lbs, ~160lbs in armor
Eyes: Dark Blue
Hair: Dirty-Blonde

Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept.

Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening).

When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass.

Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts.

Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control).

History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from.

Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care.

Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist.

Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.

Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.

Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems).

Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.

Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.

When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.



Complications:
Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece.
Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.
HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).
Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.
Relationship: With Jill O'Cure.
Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein.
Secret: Identity.
Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.
Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used.


Abilities: 2 + 4 + 2 + 14 + 2 + 2 = 26PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 24 (+7)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 10 + 10 = 20PP
Initiative: +7
Attack: +5, +11 Spatial Control
Grapple: +4
Defense: +13/+5 (+5 Base, +8 Shield), +2 Flat-Footed
Knockback: -6/-1/-0


Saving Throws: 6 + 5 + 7 = 18PP
Toughness: +9/+1 (+1 Con, +5 Protection [impervious 5], +3 Force Field)
Fortitude: +7 (+1 Con, +6)
Reflex: +7 (+2 Dex, +5)
Will: +8 (+1 Wis, +7)


Skills: 92R = 23PP
Computers 10 (+17)Skill Mastery
Concentration 4 (+5)
Craft (Electronic) 13 (+20)Skill Mastery
Craft (Mechanical) 13 (+20)Skill Mastery
Disable Device 8 (+15)
Knowledge (Physical Sciences) 10 (+17)
Knowledge (Technology) 8 (+15)
Languages 4 (English [Native], French, Japanese, Russian, Spanish)
Notice 4 (+5)Skill Mastery
Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments)
Sense Motive 9 (+10)


Feats: 15PP
Ambidexterity
Eidetic Memory
Equipment 5 (25EP)
Fearless
Inventor
Luck 2
Master Plan
Online Research
Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice)
Speed of Thought

Equipment: 5PP = 25EP
1 + 1 + 1 + 5 + 16 + 1 = 25EP

Masterwork Double Bass [1EP]

Masterwork Violin [1EP]

Multitool [1EP]

The Lab (HQ) [5EP]



The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP]

An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [14EP]
Concealed (+10 DC)
Computer
Defense System (Blast 12)
Fire Prevention System
Garage
Laboratory
Library
Living Space
Power (Communication Link [Dragonfly's suit])
Power System
Security System 3 (DC30)
Workshop

Alternate HQ [1EP]
Hallomen Advanced Experts [2 + 1 + 13 = 16EP]

A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans....

Size: Huge [2EP]

Toughness: +10 [1EP]

Features: [13EP]
Concealed (+10 DC)
Computer
Cover Facility
Defense System (Blast 12)
Fire Prevention System
Laboratory
Library
Personnel
Power System
Security System 3 (DC30)
Workshop

Powers: 9 + 2 + 74 = 85PP

Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP]

Immunity 10 (Mental Effects, Flaws: Limited [1/2 Effect]) [5PP]

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]

Datalink 2 (Mental, 100ft) [2PP] (Mutation)

Device 18 (90PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [74PP] (Powersuit, Technology)
A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted.
When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.


Auxiliary Power Array 4 (8PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [11PP]

Base Power (Dynamic): Flight 4 (100mph / 1,000ft per Move Action) [8PP] (Auxiliary Power Allocation: Flight)

Alternate Power (Dynamic): Super-Strength 4 (STR 30 [Heavy Load: 1,600lbs]) [8PP] (Auxiliary Power Allocation: Strength)

Communication 5 (radio, 5 mile range; Feats: Subtle) [6PP]

Features 1 (Improvised Tools) [1PP]

Force Field 3 (Feats: Selective) [4PP] (Spatial Control)

Immunity 9 (Life Support) [9PP]

Protection 5 (Extras: Impervious) [10PP] (Armor Plating)

Shield 8 (Feats: Evasion 2) [10PP] (Spatial Control)

Spatial Control 11 (22PP Array; Feats: Accurate 3, Alternate Power 3, Precise) [29PP] (Spatial Control [unless otherwise noted])

Base Power: Blast 11 (10 110ft Range Increments / 1,100ft Max Range) [22PP]

Alternate Power: Strike 11 (Extras: Penetrating [DMG 22]) [22PP] (Spatial Blade)

Alternate Power: Dimensional Pocket 10 (Feats: Progression [Cargo] 1 [100 tons], Quick Change) [22PP]

Alternate Power: Stun 11 [22PP] (Electricity, "Taser-Hand")

Super-Senses 6 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Spatial Awareness [visual], Uncanny Dodge [Radio]) [7PP]

Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (Spatial Control)


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC16 Toughness (Staged) Damage (Physical)
Dimensional Pocket Touch DC20 Reflex Trapped
DC20 Will (+1 per round) Escape
Spatial Blade Touch DC26 Toughness (Staged) Damage (Energy)
Spatial Blast Ranged DC26 Toughness (Staged) Damage (Energy)
Taser Hand Touch DC21 Fortitude (Staged) Dazed/Stunned/Unconscious



Abilities (26) + Combat (20) + Saving Throws (18) + Skills (23) + Feats (15) + Powers (85) - Drawbacks (0) = 187/233 Power Points Edited by AvengerAssembled
June 2014
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Misc. Notes:

The immunity is rubber-scienced in her history, and essentially provides built-in resistance to outside effects. Something noninvasive and relatively lightweight like telepathic communication could likely get by with some 'static' or minor distortion; anything more intrusive or things that attempt to alter her mind (the sort of things that usually have saves) run into problems. Datalink, being native to that same mind (however warped), is not an outside force and ought to get by just fine.

The description references three devices, only one of which (gauntlets) is currently working - the other two are there but completely nonfunctional, offering no benefit a normal costume wouldn't. They'll be added when she's worked out the kinks and bugs (and I've had time to work up the PP to afford them).

The Hollow Man will probably be written up eventually as an NPC villain. Until then, he could easily be hand-waved by either not being present at all (sending mooks armed with tech to do his dirty work) or as a 'respectable businessman'-type crime lord with high social stats.

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