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Wander (PL 10/15) - Electra (Impervium)


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Player Name:  Electra

Character Name: Wander

Power Level: 10 (184/250pp) [329]

Trade-Offs: None

Unspent Power Points: 66

Progress To Orichalcum Status: 179/180

Older Version

In Brief: A survivor of plague and apocalypse in her home universe, Wander is a dimensional refugee working to make a place for herself both on Earth Prime and among the heroes of Freedom City.

Alternate Identity: Keeley Erin White, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart)

Identity: Secret, though she does little to protect it.

Birthplace: Seattle, Washington, Earth EZO1(e)

Occupation: Security Guard

Affiliations: Liberty League, Young Freedom (alumnus)

Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2007)(1942-2002) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007)

Description:

Age: 18 (DoB: November 11, 1992

Apparent Age: 18

Gender: Female

Ethnicity: Caucasian

Height: 5'8

Weight: 175

Eyes: Brown

Hair: Auburn

Tall and solidly built, Erin's average appearance allows her to blend into the background more easily than many superheroes. Her eyes are medium brown, her hair auburn and cut short to keep it out of the way while she works. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood.

Erin's wardrobe is quite limited, though slightly less so now than when she was in school. She prefers subdued colors and styles, rarely choosing anything that will make her stand out. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity.

Power Descriptions:

Wander's powers are decidedly unspectacular, for all she's made the most of what she has. She is strong and resilient, healing quickly from injuries and with a metabolism that allows her to do a lot with very little. She is a superlatively trained fighter, either barehand or with her specialized bat, and is able to leap from rooftop to rooftop and across short distances.

History:

Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee.

Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures.

At the climax of her career with Young Freedom, Wander was part of a mission that required them to face off with Omega, Lord of the Terminus. Wander went toe to toe with him and, against all the odds, not only survived but came away triumphant. In the aftermath of the battle, her cat Oliver revealed his true nature as a sorcerer and a guardian of the multiverse, who had chosen and empowered her as a champion specifically for the battle she had just fought. With the battle won, he offered her the choice to go with him to fight battles throughout the multiverse against the powers of the Terminus, or to stay and take advantage of the life she had earned for herself, but without the powers he had granted her. Erin chose to stay, but is afraid to reveal how much she lost in order to do so.

Personality & Motivation:

Erin is a serious young woman with a strong tendency towards singlemindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. Her reputation as a vicious fighter is well-earned, though it brings with it an unflattering characterization as a loose cannon. In reality, she is extremely concerned with not hurting anyone who doesn't deserve it, thought that's a lot less of a problem lately. A long string of failures and setbacks, great and small, have somewhat mitigated her few great successes, leaving her with the constant nagging feeling of not being quite good enough. She beats the feeling back with constant training and exercise, but the recent revelation that most of her prowess was bestowed on her from outside and is now gone has shaken her deeply. She wants to continue to be a hero, but questions whether she is good enough to do so anymore.

Powers & Tactics:

Up until recently, Wander's overwhelming speed and power allowed her to take the lead in combat and attack the most dangerous villain in the hopes of scoring a quick disablement. These days she is more likely to hang back and even avoid combat if there is a choice, afraid of compromising a fight or revealing her weaknesses. When pushed, though, she will fight like she always has, with uncompromising ferocity and a disregard of personal safety.


Complications:

Double Trouble:  Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion.

Overprotective:  After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers.

Post Traumatic Stress:  Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations.

Double Secret Identity Wander has a secret identity as Keeley Erin White, one that's gotten more important now that she needs it to do grownup things like pay rent and bills. Her deeper, darker secret, the fact that she's lost most of her powers permanently, is one that she keeps even from her friends, and is much more difficult.

Love and Loyalty There is virtually nothing that Erin would not do for her boyfriend Trevor, Midnight II. She also has deep and abiding loyalty to her friends from Young Freedom, and growing feelings for her colleagues on the Liberty League.

Abilities: 6 + 4 + 6 + 2 + 2 + 0 = 20PP

Strength: 30 [16] (+10/+3)

Dexterity: 20 [14] (+5/+2)

Constitution: 30 [16] (+10/+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 10 (+0)

Combat: 20 + 20 = 40PP

Initiative: +9

Attack: +10 Melee, +10 Ranged

Grapple: +20/+13, +23 Super-Strength

Defense: +10 (+10 Base), +5 Flat-Footed

Knockback: -9/-1

Saving Throws: 0 + 4 + 6 = 10PP

Toughness: +10 (+10 Con) (8 Impervious) (+3 if nullified)

Fortitude: +10 (+10 Con) (+3 if nullified)

Reflex: +9 (+5 Dex, +4) (+6 if nullified)

Will: +7 (+1 Wis, +6)

Skills: 76R = 19PP

Acrobatics 12 (+17)

Craft (Electronic) 4 (+5)

Craft (Mechanical) 2 (+3)

Drive 2 (+7)

Knowledge (Tactics) 2 (+3)

Intimidate 10 (+10)

Notice 14 (+15)

Perform (Dance) 2 (+2)

Sense Motive 13 (+14)

Stealth 6 (+11)

Survival 9 (+10)

Feats: 19PP

Acrobatic Bluff

All-Out Attack

Challenge (Fast Task) 1 (Acrobatic Feint)

Defensive Attack

Equipment 2 (10 EP)

Evasion 2

Improved Initiative

Interpose

Luck 2

Move-by Action

Power Attack

Quick Draw

Skill Mastery (Acrobatics, Intimidate, Notice, Survival)

Takedown Attack 2

Uncanny Dodge (Audio)

Share of Midnight Manor [10EP]

Powers: 4 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2+6 = 76PP

Device 1 (Wander's Bat; 5PP, Flaws: Easy-To-Lose 2, Feats: Subtle [Collapsible]) [4PP]

Strike 0 (Feats: Extended Reach 2 [15ft], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal) [5PP]

Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP]

Immunity 2 (Auditory Effects) [2DP]

Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP]

Enhanced Constitution 14 (to 30/+10) [14PP]

Enhanced Dexterity 6 (to 20/+5) [6PP]

Enhanced Strength 14 (to 30/+10) [14PP]

Features 1 (Temporal Inertia) [1PP]

Immunity 2 (Disease, Poison) [2PP]

Immunity 2 (Need For Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP]

Impervious Toughness 8 [8PP]

Movement Array 2 (4 points; PF: Alternate Power) [5PP]

  • BE: Speed 4 (100MPH / 1,000ft per Move Action) {4/4}

    AP: Leaping 4 (x25, Running Long Jump: 625ft, Standing Long Jump: 312ft, High Jump: 156ft) {4/4}

Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP]

Regeneration 6 (Recovery Rate: Bruised 3 [1/round/no action], Injured 3 [1/minute]) [6PP]

Super-Senses 2 (Normal Hearing, Extras: Accurate 2) [2PP]

Super Movement 1 (Safe Fall) [2PP]

Super-Strength 3 (effective Str 45; Heavy Load: around 6 tons) [6 pp]

Drawbacks: (-0) + (-0) = -0PP

None

DC BLOCK

Attack --- Range --- DC ---------------------- Effect

Unarmed - Melee --- 25 Toughness (Staged) --- Damage

Abilities (20) + Combat (40) + Saving Throws (10) + Skills (19) + Feats (19) + Powers (76) - Drawbacks (0) = 184/250 Power Points

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