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Glow (PL 10) - Scuffles (Bronze)


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Player Name: Scuffles

Character Name: Kristin Jones

Power Level: 10 (132/155PP)

Trade-Offs: -1 defense + 1 toughness

Unspent Power Points: 23

Progress To Silver Status: 50/60

In Brief: A young Australian girl grappling with her recently awoken telekinetic abilities.

Alternate Identity: Glow

Identity: Public.

Birthplace: Australia - Gold Coast.

Occupation: Student.

Affiliations: Claremont Academy

Family: Father: Jeff, Mother: Marie, Sister: Rebecca.

Description:

Age: 17 (DoB: May 3rd 1995)

Apparent Age: 17

Gender: Female.

Ethnicity: Caucasian.

Height: 5'4"

Weight: 109 lbs

Eyes: Hazel

Hair: Red

While she is naturally whip-thin and short, hard training at Claremont has added some muscle to Kristin's frame, giving her a wiry gymnast-like build. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face.

She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder.

As Glow, Kristin wears a green and black bodysuit comprised of Morphic Molecules, complete with gloves and a small mask. This costume was designed by Wisp.

Power Descriptions:

Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind.

Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow.

History:

Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo.

Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle.

Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go.

Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister.

Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussion and several broken bones - and the entire scene was brought to a happy conclusion.

Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training.

Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy.

Personality & Motivation:

Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate.

With her powers now firmly under control Kristin is becoming more comfortable with her role as a (junior) heroine. Protection of innocents is her first goal, and while she will always turn to people with more experience for advice if possible she won't hesitate to simply react if someone is in immediate danger.

Powers & Tactics:

While she has become adept at using her gymnastic abilities to distract or confuse foes, and she is comfortable engaging in hand-to-hand combat with 'normal' humans, Glow is aware that she can't compete with powered individuals on a physical level. Despite her telekinetic defenses being mostly impervious to gunfire she will always attempt to subdue firearm-equipped foes as quickly as possible. She is capable of attacking multiple foes at once with her telekinesis but this does greatly limit the force of the blows she can deliver.

Against more powerful opponents she will attempt to concentrate her attacks, either delivering direct telekinetic blows or - in extreme situations - potentially even throwing large objects.


Complications:

Fame: It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls.

The Disaster from down under / Jack Jackson: Certain members of the media (most noticeably a hack of a journalist by the name of Jack Jackson) delight in writing untrue things about Glow and her "wild, uncontrollable" abilities. This may cause her to be less well received by some members of the public than most heroes would be. Jackson himself appears to bear Glow significant ill will, despite her contributions to saving his life on the ill-fortuned

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

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 10 + 8 = 18PP

Initiative: +7

Attack: +5 Base, +9 Telekinesis

Grapple: +8, +18 w/ Telekinesis

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

Knockback: -7, -5 flat-footed; -2, -1 flat-footed w/out Force Field

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +10 [imperious 6] (+2 Con, +2 Defensive roll, +6 Force Field), +8 [impervious 6] flat-footed

Fortitude: +6 (+2 Con, +4)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+3 Wis, +4)

Skills: 72R = 18PP

Acrobatics 12 (+15)

Climb 5 (+5)

Computers 4 (+5)

Concentration 7 (+10)

Diplomacy 4 (+5)

Escape Artist 2 (+5)

Intimidate 4 (+5)

Knowledge (Current events) 4 (+5)

Knowledge (Pop culture) 4 (+5)

Notice 7 (+10)

Perform (Dance) 4 (+5)

Search 2 (+3)

Sense Motive 7 (+10)

Sleight of hand 2 (+5)

Stealth 2 (+5)

Swim 2 (+2)

Feats: 18PP

Acrobatic Bluff

Challenge: Fast Task 1 (Acrobatic Bluff)

Chokehold

Defensive Roll 1

Dodge Focus 4

Grappling Finesse

Improved Initiative 1

Improved Pin

Improved Trip

Interpose

Luck 1

Quick Change

Set-up

Skill Mastery (Acrobatics, Concentration, Notice, Sense motive)

Uncanny Dodge (Auditory)

Powers: 12 + 32 + 2= 46PP

Flight 1: [2pp]

Force Field 6 (Extra: Impervious 6) [12PP]

Telekinesis 13 (30PP Array; Feats: Alternate Power 2) [32PP]

Base: Telekinesis 9 (Str 45 [hvy load 4.3 tons]; Extras: Damaging, Feats: Accurate 2, Precise) [30PP]

AP: Flight 3 (50mph / 440ft per round) 6PP

AP: Telekinesis 7 (Str 35 [hvy load 3.2 tons]; Extras: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective Attack, Feats: Accurate, Progression (increase area), Flaws: Distracting) [30PP]

DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC 15 Toughness Damage (Physical)

Telekinesis 9 Ranged DC 24 Toughness Damage (Physical)

Telekinesis 7 Ranged DC 22 Toughness Damage (Physical)

Totals: Abilities (20) + Combat (18) + Saving Throws (12) + Skills (18) + Feats (18) + Powers (46) - Drawbacks (0) = 132/155 Power Points

Edited by Fox
+1pp for October 2013
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Thanks Avenger.

Fixed my formatting. I think it's fine now.

I read about chokehold and definitely agree that it's hopeless. It's mostly there for background reasons though. She loves her Judo, and a Judo player with no chokes (even bad ones) is useless. So I'd like to keep it anyway. I don't mind spending a power point on a bad feat that suits her personality.

Uncanny dodge definitely sounds handy though. I ditched "Improved grab" for it instead.

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