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horngeek

Vector (PL 10/11) - horngeek

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Player Name: horngeek

Character Name: Vector

Power Level: 11 (155/161PP)

Trade-Offs: -2 Attack / +2 Damage (For close-combat attacks only), +/-variable Defense / +/-variable Toughness (A Dynamic Alternate Power array allows changing of this on the fly)

Unspent Power Points: 6

Progress To Bronze Status: 11/30

In Brief: Vector-manipulating Australian mutant who's the daughter of a rich businessman.

Alternate Identity: Catherine Fields

Identity: Secret

Birthplace: Sydney, Australia

Occupation: University Student

Affiliations: None

Family: Michael Fields (Father), Opal Fields (Mother)

Description:

Age: 22 (DoB: 12 July 1990

Apparent Age: 22

Gender: Female

Ethnicity: Caucasian

Height: 152 cm (5'0")

Weight: 46 kg (approx. 100 pounds)

Eyes: Bright Emerald

Hair: Brown

Catherine Fields is a small figure. Her bright emerald eyes make her stand out from a crowd, and her looks, with fair skin, brown hair, a rounded face and a certain level of fitness all serve to make the young university student quite attractive.

In her civilian identity, Catherine generally wears casual clothing, not at all expected from the daughter of a multibillionaire. Jeans and a t-shirt are most common, and she's well-known among the social newspapers for almost always wearing an akubra hat- indeed, she only takes it off it it's inappropriate to wear a hat.

Vector, on the other hand, wears a body-hugging suit (made out of Dr. Atom's morphic molecules- her father is not above recognising when someone else beats him hands-down on something), almost all blue, except for a white cross on the chest and a golden seven-pointed star on the chest. It should be noted that the blue is the same shade that appears on the Australian (and British) flags, and the star is a direct copy of the Commonwealth Star.

Power Descriptions:

Vector's powers revolve around, appropriately enough, changing the vectors of forces acting on objects. She can only do this for object's she's touching, but it's still a very flexible power- she can propel an attack away from her body, use it to fling objects at opponents (or drastically increase the force of her own punches), and even propel her own body and enhance her leaping ability.

History:

To fully understand Catherine, you first need to know a bit about her father. Michael Fields was born in Sydney in 1960, and developed mutant powers in his teens- the young man had a mind uniquely suited to understanding and developing technology, and his mind worked incredibly quickly. A self-made man, he created several inventions, the funds from which made him a multi-billionaire. His powers could have made him a superhero... except he never went through with it, although his company, Fields Technology, has always sold equipment to superheroes at discount. Michael wasn't a coward by any means, he... just wasn't a martial man, and had no taste for fighting. He was content to help his company. And... he eventually married his childhood sweetheart, Opal Aiken (and the pair still joke about how cliched the whole relationship is).

And then, in 1990, they had a child, Catherine Fields. The birth went fine, with the only real unusual thing being Catherine's pure white hair. As she grew, they realised that Catherine had inherited a part of her father's mind, the young girl excelling at maths and science (especially material sciences). They didn't realise she had... more... until she put a hand on her bike one day when she was 17 and accidentally propelled it across the room.

The Fields had some decisions to make after that happened. Michael knew his daughter needed teaching how to control her powers- and he had a favor to call in with the Claremont Academy, so he could certainly arrange that- but he didn't want to pull her away from her Higher School Certificate. Ultimately, they decided that she'd stay at school in Australia... but during school holidays, she went to the Claremont Academy and learnt some control over her budding powers. And once she graduated from high school, she went to Freedom University.

Now, she's working to gain her degree, on a stipend from her parents... and she's starting to learn the whole Superhero business. I mean, sure, she doesn't have to... but she figures that she might as well use the powers she has.

Personality & Motivation:

For the most part, Catherine doesn't have a radically different persona for Vector- she's cheerful, sometimes frighteningly intelligent, and loves coming up with new solutions. As Vector, she's a lot more physical, moving around a lot more, although always being careful, and she honestly loves being a superhero. The fact that dad's so, so proud of her helps too. Her primary motivation, however, is simply a way to help people, and a way to use her powers responsibly.

Powers & Tactics:

Vector is largely a Powerhouse, using her powers instead of brute strength. She fights intelligently, and tries her hardest to protect civilians.


Complications:

Name: [Description]

Example:

Secret: Identity. While this wouldn't be a massive disaster for Catherine if it was revealed she was Vector, it would be... enough of a nuisance that she'd really rather it remain under wraps.

Funds: Or rather, lack of. Catherine has immediate access to enough funds to sustain her, for the most part, at a middle-class standard of living without having to find a job. Accessing her full wealth represented by her Rich Benefit requires contacting her father and telling him exactly why she needs the funds. This Complication only awards a Hero Point if the reason doesn't satisfy Michael (rare- the request would have to be completely frivolous for this to happen) or if the lack of immediate funds is an issue.

Enemy: Michael's open support of the hero community has made him several enemies. His daughter, right in Freedom City? More than a few supervillains might be unable to resist the chance to strike at her.

 

Not Actually Telekinesis: While Vector's powers are a fair stand-in for touch telekinesis in most circumstance, they aren't actually telekinesis- while she is capable of amplifying fairly small 'force vectors' and is fairly adept at doing so, she does actually require something to be moving relative to her within her (rather short) range of vector manipulation.  As such, if she is immobilised, her powers are effectively neutralised. 

 

Abilities: 0 + 4 + 2 + 12 + 8 + 8 = 34PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 22 (+6)

Wisdom: 18 (+4)

Charisma: 18 (+4)

Combat: 16 + 10 = 26PP

Initiative: +6

Attack: +8 Melee, +10 Ranged

Grapple: +8, +20 w/Move Object

Defense: +15 w/Enhanced Defensive, +5 Base, +3 Flat-Footed

Knockback: -12/-2

Saving Throws: 6 + 6 + 7 = 19PP

Toughness: +15/+5 (+1 Con, +4 Defensive Roll, +10 Force Field)

Fortitude: +7 (+1 Con, +6)

Reflex: +8 (+2 Dex, +6)

Will: +10 (+3 Wis, +7)

Skills: 32R = 8PP

Computers 5 (+11)

Diplomacy 3 (+7)

Investigate 6 (+12)

Knowledge (Physical Sciences) 4 (+10)

Knowledge (Technology) 4 (+10)

Knowledge (Business) 4 (+10)

Knowledge (Streetwise) 2 (+8)

Sense Motive 4 (+8)

Feats: 9PP

Attack Focus 2 (Ranged)

Beginner's Luck

Benefit 2 (Rich)

Defensive Roll 2

Improved Initiative

Luck 1

Powers: 23 + 3 + 4 + 3 + 24 = 57PP

Vector Control Array 10(PFs: Alternate Power 2, Subtle) [23PP]

Base Power: Move Object 10 (Effective STR 50, Heavy Load: 12 tons) (Redirect Gravity, Physical) [20pp]

Alternate Power: Deflect 10 (Vector Deflect, All Physical) [20pp]

Alternate Power: Strike 12 (Vector Punch, Physical) [12pp]

Quickness 6 (x100, Flaw: Limited [Mental Tasks Only]) [3 pp]

Immunity 4 (Disease, Environmental Conditions [Cold, Heat, Radiation]) [4PP]

Leaping 3 (x10- running long jump: 100', standing long jump: 50', high jump 25') [3PP]

Speed 2 (20MPH) [2PP]

Vector Control: Reflect Array 10 (Feats: Dynamic Alternate Power 2) [24PP]

Base Power: Force Field 10 (Vector Shield, Physical; Extras: Impervious) [20pp]

Dynamic Alternate Power: Enhanced Defense 10 [20pp]

DC Block

ATTACK                 RANGE SAVE                    EFFECT

Gravity Control Object Throw DC25 Toughness (Staged) Damage (Physical)

Vector Punch           Touch DC27 Toughness (Staged) Damage (Physical)
Totals: Abilities (34) + Combat (26) + Saving Throws (19) + Skills (8) + Feats (9) + Powers (59) - Drawbacks (0) = 155/161 Power Points Edited by trollthumper
+1 PP, July 2014

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All right, various kinds of things:

I like the backstory, I like the powerset.

I've corrected some errors here and there, but you need to do some personal revision.

I put in her Grapple score; you should go ahead and figure out her Knockback, indicating it for both her Toughness with her Force Field up (That's what Sustained Protection is called, change it to say that) and her Enhanced Defense (maybe call that a shield for ease of reference?)

As written Defensive Roll is a lousy feat, so we house-ruled it to be +2 Tou rather than +1 per rank. So you've got 2 points to spend, so that she doesn't have +19 Tou (and be rather over caps!) with her Force Field up.

I alphabetized her feats and tightened up her Quickness. Telekinesis is better listed as Move Object (its name in Ultimate Power), so I did that and put in its Strength. You should figure out her Leaping distances and put those in for ease of reference.

Why is she so vulnerable to fire, especially since she's immune to environmental heat? Is she...a WITCH? :o

Overall good, just needs some book-keeping.

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Almost all changes made (last one was me being bleh :P). I didn't call the Enhanced Defense a Shield because the two do different things (total Defense vs. Defense when not caught flat-footed).

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I've tweaked a couple notation things - none of the powers themselves changed:

- Deflect has been updated to clarify that you're deflecting all physical ranged attacks, not all ranged.

- Immunity has been updated to clarify that you have environmental immunity to, say, heat, not immunity to all heat-based powers (which is possible, but would cost a lot more!).

Your character is currently under-budget (and the summary line at the bottom and your Powers: line are off). You have:

Abilities (34) + Combat (26) + Saving Throws (17) + Skills (5) + Feats (8) + Powers (57) - Drawbacks (0) = 147/150 Power Points

...which gives you 3pp left to spend. I recommend at least a rank of Luck (hero points are delicious things, especially when you're starting out), and/or a boost to that Fort save (unless there's a strong thematic reason you're keeping it low). Up to you, though - the points are yours to play with!

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Fixed up the math a little (no powers changed, but it looks like the final pp total line was out of date), moved Subtle up into the array structure itself so that the array powers are 20pp (which is all the array can give them).

:approved:

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