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Electra

Wander (PL 12) - Electra (Orichalcum)

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Player Name: Electra
Character Name: Wander
Power Level: 12 (232/250pp) [374]
Trade-Offs: None
Unspent Power Points: 18

Older Version

In Brief: A survivor of plague and apocalypse in her home universe, Wander began as a shell-shocked dimensional refugee, but has worked hard to recover and make a place for herself among the heroes of Freedom City and the people of Earth Prime.

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: Head of Security at Halloman Advanced Experts (HAX)
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:

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Age: 19 DoB: November 11, 1992
Apparent Age: 19
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 shoulder-length, held back by a band when 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 consists mainly of classic pieces in interchangeable styles. She does not dress to stand out, but has finally managed to acquire more clothes than she can wear in a week. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity. When she is on duty at HAX, she wears a simple gray jumpsuit with an identifying patch on the arm and a badge.

Power Descriptions:
Wander's powers are less flashy than many of the heroes of Freedom City, but nonetheless quite effective. 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 great distances, either horizontally or vertically. She runs at tremendous speed, and when going all-out can even run up walls and across water.

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, and gradually learned to live with the loss of many of her powers. It took a long time for her to disclose her “disability†even to those closest to her, which resulted in more injuries and stress than if she'd come clean to start with. Just as she was becoming acclimated to her powers, a fight with Madrigal's Hounds for the amusement of the Terminus resulted in a nearly life-threatening injury. The Furions healed her, and in the process, revitalized her with some new abilities that she is still trying to get used to. At the same time, she is continuing her long-term relationship with Trevor Hunter, Midnight II, and working full-time as chief of security at HAX.

Personality & Motivation:
Erin is a serious young woman with a strong tendency towards single-mindedness, 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, and trains constantly and thoroughly to ensure she is battle-ready on all counts. The past year has been a difficult one for her, losing many of her powers and questioning her own fitness as a hero, but by overcoming her own doubts and learning she could still be a hero without Oliver's loaned power, she's turned a corner in her self-perception. Erin is a grown-up hero now, for good and bad. She's less plagued by doubts and nagging feelings of worthlessness, but beginning to perceive greater problems in the world outside herself. Luckily, she is a hero and can try to do something about it.


Powers & Tactics:
Wander's style has mellowed from her school days, partly from necessity as her powers have fluctuated over time. Rather than rushing headfirst into combat, she will usually look for ways to get a tactical advantage, whether that's sussing out the situation with surveillance or reconnaissance, or by using her impressive acrobatic skills to confuse her opponent before delivering a blow. If a teammate is threatened, she's generally the first to throw herself in the path of danger, and when pressed into a corner, will fight with uncompromising ferocity.

 

 



Complications:

Triple Threat: 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. Things have only gotten more complicated now that the Erin White who was trapped on Anti-Earth, codenamed Singularity, is also on Prime, and may even be released into Freedom City eventually.

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.

Growing Up: 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. She has neighbors now, and a cat who can't fend for himself. She's also got a full-time job that, while flexible with the needs of her hero career, demands lots of energy and attention. That comes with subordinates to worry about, and a whole new potential rogue's gallery.

Love and Loyalty: Loyalty is extremely important to Erin, and for those people who have earned it, she will extend herself far beyond convenience or even practicality. There is virtually nothing that Erin would not do for her boyfriend Trevor, (Midnight II), whether he would want her to or not. She also has deep and abiding loyalty to her friends from Young Freedom and her Liberty League teammates. She takes her job at HAX very seriously as well, and would give her life to protect Dragonfly or Jill O'Cure in particular, and to protect the facility as a whole.


Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP
Strength: 34/30/20/16 (+12/+10/+5/+3)
Dexterity: 20/14 (+5/+2)
Constitution: 34/30/20/16 (+12/+10/+5/+3)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 20 + 20 = 40PP
Initiative: +9
Attack: +10 Base, +12 w/Cosmic Power
Grapple: +27/+13
Defense: +12 (+10 Base, +2 Cosmic Power), +6/+5 Flat-Footed
Knockback: -11/-9/-1


Saving Throws: 0 + 4 + 6 = 10PP
Toughness: +12/+10/+5/+3 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) (10/8/2 Impervious, Reflective 2)
Fortitude: +12 (+3 Con, +7 Enhanced Con, +2 Cosmic Power)
Reflex: +9 (+2 Dex, +3 Enhanced Dex, +4)
Will: +7 (+1 Wis, +6)


Skills: 96R = 24PP
Acrobatics 12 (+17) Skill Mastery
Craft (Electronic) 4 (+5)
Craft (Mechanical) 6 (+7)
Drive 10 (+15)
Knowledge (Tactics) 6 (+7)
Intimidate 10 (+11) Skill Mastery
Notice 14 (+15) Skill Mastery
Perform (Dance) 6 (+7)
Sense Motive 13 (+14)
Stealth 6 (+11)
Survival 9 (+10) Skill Mastery


Feats: 19PP
Acrobatic Bluff
All-Out Attack
Challenge (Fast Acrobatic Feint)
Defensive Attack
Equipment 2 (10EP)
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)

Equipment: 2PP = 10EP

 

 

 

Share of Midnight Manor [10EP]

 


Powers: 18 + 11+ 16 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2 + 6 = 117PP

Cosmic Power 3.6 (18PP Container [Passive, Permanent]) [18PP]

 

 

Enhanced Attack 2 (to +12) [4PP] (cosmic speed)

Enhanced Constitution 4 (to CON 20 [+5] or 34 [+12]) [4PP] (cosmic toughness)

Enhanced Defense 2 (to Defense +12 [+6 flat-footed]) [4PP] (cosmic speed)

Enhanced Impervious 2 (to Impervious 2 or 10) [2PP] (cosmic toughness)

Enhanced Strength 4 (to STR 20 [+5] or STR 34 [+12]) [4PP] (cosmic power)


Cosmic Power Array 5 (10PP, Power Feat: Alternate Power 1) [11PP]

 

 

Base: Damage 0 (Extra: Autofire [10]) {10/10}

AP: Enhanced Speed 3 (to Speed 7 [1000 MPH/10000' per move]) {3} + Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Limited [Only While Moving]) {3} {3+3=6/10}


Device 5 (Wander's Bat; 25DP, Flaws: Easy-To-Lose [-2], Power Feats: Subtle [Collapsible]) [16PP]

 

 

Damage 0 (Power Feats: Extended Reach 2 [15'], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal Only) [5DP]

Impervious 0 (Extras: Duration [sustained, +0], Reflective 10 [2, all ranged]) [20DP]


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

 

 

Immunity 2 (Auditory Dazzles) [2DP]

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


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

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

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

Features 1 (Temporal Inertia) [1PP] (dimensional refugee)

Immunity 2 (Disease, Poison) [2PP] (chemical enhancement)

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

Impervious Toughness 8 [8PP] (chemical enhancement)

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

 

 

Base: Speed 4 (100MPH/1000' per move) {4/4}

AP: Leaping 4 (x25, Running Long Jump: 550', Standing Long Jump: 275', High Jump: 137') {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 49; Heavy Load: ~12 tons) [6PP]


Drawbacks: 0PP


DC Block:

 

 

 

 

 

 

 

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC27 Toughness (Staged) Damage (Physical)
Bat Touch DC27 Toughness + Autofire (Staged) Damage (Physical)

 

 

 

 

 

 

 

Abilities (22) + Combat (40) + Saving Throws (10) + Skills (24) + Feats (19) + Powers (117) - Drawbacks (0) = 232/250 Power Points

Edited by Fox
+1pp for March/April 2018

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Only question I have is the earings immunity to auditory effects! Is that auditory dazzles or any hearing-dependent attack?

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