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Bombshell (PL11) - Alderwitch (Silver)


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[floatr]BombshellHF.png[/floatr]

Player Name: Alderwitch

Power Level: 11 (161/164PP)

Trade-Offs: None

Unspent PP: 3

Progress to Gold: 14/90 (Silver status earned by Phantom and Psyche)

Character Name: Bombshell

Alternate Identity: Natalya Browning, Rebecca Danvers

Height: 5'6"

Weight: 135 lbs.

Hair: Honey Blonde

Eyes: Blue

Description:

A curvy bombshell, for lack of better term. Talya didn't look out of place as a sultry songbird in the 1940s. In fact, low end lounge singer was her cover for much of the war years. These days, she's only average in height but in her hey-day she was considered statuesque. Talya always makes the effort to blend in with the current decade. In the '40s she did femme fatale. In the '60s it was go-go boots and micro-minis. These days, while swinging from lines across Freedom City, she favors a leather cat-suit and domino mask. In any era, however, she is a stunning woman with a smokey voice and a rare wry wit.

History:

Bombshell started out hero. Born in England to an upper-class family, when the war arrived, Talya was quick to head overseas with her group of friends to serve as a spy. Mental training helped her shield her thoughts and presence from the Nazis. They were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protection.

For Talya, she left the war and gave into her thrill-seeking ways, becoming a pre-eminant thief. She abandoned war-torn England for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the '60s, enjoying a special game of cat and mouse with the Scarab as her training helped her remain elusive to his senses.

When her old "friends" showed back up, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was willing to go. She was a thief but never a killer. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentence began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Instead, she's been biding her time and using her disguise skills to look more fragile with the years. She's been paroled an elderly little old lady but no one realizes that Bombshell's about to break out on the scene of Freedom once again.

Personality & Motivation:

Bombshell has always been chaotic, never evil. Although she stole and broke many laws but she's always had her own own moral code. She might even end up working with a hero now and again if her morals align for the situation. She will, not, however play by a hero's rules. She won't kill or cause harm to innocents. Afflicted by moral ennui, she's about to embark on a heel-face turn. Once the threads for those finish, Bombshell will be much more in line with her golden age morals. A spy for the good guys, and struggling to not get assumed to have slipped back to her felonious habits.

Powers & Tactics:

Bombshell will do her best to cut and run from most conflicts. She's not interested in exchanging blows with meat-heads and considers it a win if she gets away. She prefers, when she has to fight, to strike from stealth and distract or taunt her opponent. She fights with her head but the years have left her a skilled hand-to-hand combatant, plus the magic that imbued her with immortality increases her hand to hand damage.

Complications:

Hands Off The Cape: Tayla's got just the tiniest obsession for The Scarab. It leads her to do stupid things.

I Got A Record: In her long life, Talya's done lots of things and not all of them on the side of angels.

I'm Just Drawn That Way: Femme fatale means having to say you're sorry. A lot.

Pretty Baubles: She has a bit of a thing for the glitz and glamour.

Wrong Place, Wrong Time: Sometimes the cops assume that she's there to commit a crime, not solve one.

Abilities: 0 + 14 + 4 + 4 + 6 + 14 = 42PP

Strength: 10 (+0)

Dexterity: 24 (+7)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 24 (+7)

Combat: 8 + 8 = 16PP

Attack: +4 Base, +9 Melee

Grapple: +16 (+9 Melee Attack, +7 Dex)

Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed

Knockback: -5, -2 Flat-footed

Initiative: +7

Saving Throws: 0 + 1 + 5 = 6PP

Toughness: +9 (+2 Con, +3 Protection, +4 Defensive Roll), +5 Flat-Footed

Fortitude: +2 (+2 Con, +0)

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

Will: +8 (+3 Wis, +5)

Skills: 124R = 31PP

Acrobatics 13 (+20)

Bluff 13 (+20)

Disable Device 11 (+15)

Disguise 13 (+20)

Escape Artist 13 (+20)

Gather Information 3 (+10)

Investigate 6 (+10)

Language 4 (English [Native], French, German, Polish, Russian)

Notice 7 (+10)

Perform (singing) 5 (+12)

Search 6 (+10)

Sense Motive 7 (+10)

Slight of Hand 8 (+15)

Stealth 15 (+22)

Feats:: 27PP

Acrobatic Climber

Attack Focus (Melee) 5

Blindfight

Defensive Roll 2 (+4 Toughness)

Dodge Focus 5

Evasion

Fascinate (Bluff)

Grapple Finnesse

Hide In Plain Sight

Improvised Tools

Jack of All Trades

Quick Change 2

Second Chance (Stealth)

Skill Mastery 2 (Acrobatics, Disable Device, Disguise, Escape Artist, Gather Information, Notice, Search, Stealth)

Sneak Attack

Uncanny Dodge (Audio)

Powers: 7 + 1 + 6 + 9 + 3 + 9 + 4 = 39PP

Concealment 3 (ESP, Mental Senses, Feats: Selective) (Training) [7PP]

Immunity 1 (Aging) (Magic) [1PP]

Immunity 10 (Mental Effects, Feats: Selective, Flaws: Limited [1/2 Effect]) (Magic) [6PP]

Strike 8 (PF: Subtle) (Magic) [9PP]

Protection 3 (Magic) [3PP]

Regeneration 9 (Bruised 1/round w/out rest, Staggered 4 [1/round], Resurrection 1/day) [9pp]

Super-Movement 2 (Slow Fall, Swinging) (Training) [4PP]

Drawbacks: 0PP

[None]

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

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

Unarmed ------ 15(17*)/Toughness ------ Bruise/Staged

Strike ------ 23(25*)/Toughness ------ Bruise/Staged

*Sneak Attack

Abilities (42) + Combat (16) + Saving Throws (6) + Skills (31) + Feats (27) + Powers (39) - Drawbacks (0) = 161/164 Power Points

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Attack needs to be noted clearer

Attack: +5, +9 melee

If you're going to note the bbreakdown of your grapple, please note it as such

base attack + attack focus + ability mod

Defense needs to be noted a little clearer

Defense: +9 (+2 flat-footed; +5 Base, +4 Dodge Focus)

Also, you can save a point by going with an even base defense

Knockback is half your toughness

Knockback: -5 (-2 flat-footed)

Your saves equal up to 12, not 6

I'm counting 124 ranks in skills

That's 27 feats

please explain how concealment to esp and mental senses is training descriptor. I have a pretty good idea why slowfall and swinging are training, but let me ask you how they are training, just to see if we're on the same page

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Attack needs to be noted clearer

Attack: +5, +9 melee

If you're going to note the bbreakdown of your grapple, please note it as such

base attack + attack focus + ability mod

Defense needs to be noted a little clearer

Defense: +9 (+2 flat-footed; +5 Base, +4 Dodge Focus)

Also, you can save a point by going with an even base defense

Knockback is half your toughness

Knockback: -5 (-2 flat-footed)

Fixed. I dropped the base attack down to get 2 PP back by rolling those into feats and dropped the feats Blindfight and Beginner's Luck

please explain how concealment to esp and mental senses is training descriptor. I have a pretty good idea why slowfall and swinging are training, but let me ask you how they are training, just to see if we're on the same page

They're from her golden age era super-spy training. She's done the zen meditation style mind of matter sort of thing. They're all from the same bailiwick. I'm thinking of sticking it all in a container to reflect that and keep it separate from what she got from glowing magical artifact.

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