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Electra

Hologram (PL 12/14) - Electra (Electrum)

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Players Name: Electra
Characters Name: Hologram
Power Level: 12/14 (180/221PP)
Trade-Offs: None
Unspent PP: 41
 
In Brief: Last and least scion of a famously villainous family, Paige kicked over her bad-girl traces back in the 90s and took up on the side of good. Twenty years later, she's back in Freedom City with her super-husband and wonderkids, trying to keep all her plates spinning while avoiding any unfortunate family reunions.
 
Alternate Identities: Paige Psion
Identity: Paige Cline
Birthplace: Freedom City
Occupation: Television Personality
Affiliations: Nicholson School, Discovery Channel
Family: Richard Cline (Fast-Forward), William Cline (Thoughtspeed), Holly Cline, Bryant Cline (1.5 years old)

Description:
Age: 48
Apparent Age: 35
Gender: Female
Ethnicity: Jewish
Height: 5'9
Weight: 130 lbs
Eyes: Brown
Hair: Brown
 
Despite concessions to age like moisturizing foundation and a mom haircut, Paige looks awfully young to be the mother of a sixteen year old. She's pushing fifty, but easily passes for her early thirties, which is a fantastic superpower to have on the West Coast. Working in Hollywood keeps her thin, but unless she's being dragged onto a red carpet, she wears blue jeans or cargo pants with t-shirts. Her uniform is similarly simple, a morphic black turtleneck and fitted slacks with a silver belt and a holographic flash patch at breast and shoulder.
 
Power Descriptions:
Paige's everyday powerset falls under the mental/psionic descriptor and includes a swiss-army knife set of telepathic and illusory powers. In a pinch, though, she can call upon her unnatural birthright to soup up her powers with the entropic/Terminus Energy descriptor. When she uses her entropic power suite, it occasionally manifests itself as wisps of black fog or sparks of black energy.
 
History:
For details of Paige's history, please >refer to her History Page.
 
Personality and Motivation:
Paige grew up on the wrong side of the villain/hero divide, which gives her a unique sort of perspective on the battle between good and evil. She's been good for a long time and believes in good, but she's also of the belief that sometimes evil is just trying to live its life too, and you can just leave it alone until it actually starts acting up. Practical and pragmatic by nature, she provides grounding to her partner's flashier live-in-the-moment attitude. Paige is not a nightly-patrol style hero, she's just too busy for that. She puts her family and her work first, and she knows full well that in a town like this, just making yourself available to fight evil is enough to keep you busy without going out looking for trouble.
 
Powers and Tactics:
Hologram is not a skilled solo fighter and if confronted alone is likely to hide until she can summon backup. In a group combat, she can provide concealment for allies and confusion to her enemies, as well as distance reconnaissance. In a pinch, she can lash out with a psychic blow to hurt or stun her enemies, though she often has to call upon her entropic powers to make that effective.
 
Complications:
Before It Was Cool: Sure, T-Babies are totally a thing now, but when Paige was growing up, nobody knew what they were, and the entropic nature of some of her powers was mysterious and frightening. Even now, she is often reluctant to call upon those powers despite their usefulness.
Driving the Minivan: Just because the men in your family can run across town in the blink of an eye doesn't mean they know where they're going. Paige keeps the family calendar and timetable, making sure people are where they need to be and when. If she is gone or starts losing track, the whole system will inevitably derail in magnificent fashion.
Deep, Dark Fears: Paige has more vivid memories of being crushed to death in a subterranean landslide than anyone who didn't die of one really ought to. It makes her very leery of tight, dark places, especially underground.
Long Commute: Paige works between three and six days a week in Los Angeles when her show is taping. Assuming Richard is around, she can be back in Freedom City in under an hour, but a lot can happen in an hour. And if he's not around, she's out of luck.
Rotten Family Tree: Returning to Freedom City has put Paige back in Psion territory, back within reach of her very elderly but still formidable father, and the bright and psychotic band of nieces and nephews he hand-raised. If they take an interest in her and her family, it will cause all sorts of trouble.
Den Mother: Paige not only has two dependent children (though William might hotly protest the description), the family home is often full of the kids’ friends on any given day or night. When work follows her home, she’s got a lot of innocent lives riding on her ability to send it packing again.
 
Abilities: -2 + 0 + 4 + 6 + 6 + 6 = 20PP
Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
 
Combat: 8 + 8 = 16PP
Initiative: +4
Attack: +4
Grapple: +3
Defense: +12/+8/+6/+4 (+4 Base, +2 Shield, +2 Dodge Focus, +4 Enhanced Dodge), +2 Flat-Footed w/out powers
Knockback: -6/-2
 
Saving Throws: 3 + 5 + 9 = 17PP
Toughness: +12/+4/+2 (+2 Con, +2 Protection, +8 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +5 (+0 Dex, +5)
Will: +12 (+3 Wis, +9)
 
Skills: 76R = 19PP
Bluff 2 (+5)
Concentration 7 (+10)
Diplomacy 2 (+5)
Gather Information 12 (+15) Skill Mastery
Investigate 2 (+5)
Knowledge (Behavioral Sciences) 2 (+5)
Knowledge (Life Sciences) 2 (+5)
Knowledge (History) 2 (+5)
Languages 7 (English [base], French, German, Grue, Latin, Hebrew, Russian, Spanish)
Medicine 2 (+5)
Notice 17 (+20) Skill Mastery
Search 7 (+10) Skill Mastery
Sense Motive 12 (+15) Skill Mastery
 
Feats: 7PP
Dodge Focus 2
Improved Initiative
Skill Mastery (Gather Information, Notice, Search, Sense Motive)
Trance
Ultimate Save (Will)
Well-Informed
 
Powers: 8 + 30 + 1 + 38 + 6 + 3 + 15 = 101PP
 
Enhanced Feats 8 (Defensive Roll 4, Dodge Focus 4) [8PP]
 
Entropic Psychic Heritage 6 (30PP Container [Passive, Permanent]) [30PP]

Entropic Mentalist Array 9 (18PP, PFs: Alternate Powers 7, Variable Descriptor 1 [entropic/psionic]) [26PP]
BE: Move Object 3 (Effective STR 15 [Heavy Load: 200 lbs]) (Extras: Damaging, Linked [super-Senses, +0], Range [Perception], PF: Precise]) {13} + Super-Senses 6 (TK blindsight, Mental (Enhancements: Accurate, Acute, Ranged, Radius, Drawback: Noticeable [Creepy Black Energy Tentacles From the Brain], -1) , Extra: Linked [Move Object, +0]) {5} = {13+5=18/18}

AP: Enhanced Damage 2 (Extras: Alternate Save [Will], Range [Perception, +2]) {8} + Feature 10 (Buys off Action Flaw on Damage 10) {10} = {8+10=18/18}

AP: Enhanced Emotion Control 2 (Extras: Mental [+0], Secondary Effect, PF: Insidious) {7/18}

AP: Enhanced Mind Control 2 (Extras: Conscious, Instant Command) {8} + Feature 10 (Buys off Action Flaw on Mind Control 10) {10) = {8+10=18/18}

AP: Enhanced Illusion 2 (all senses) {8} + Feature 10 (Buys Off Phantasm Flaw on Illusion) {10} = {8+10=18/18}

AP: Enhanced Stun 2 (Extras: Alternate Save [Will], Mental, Range 2 [Perception}) {8} + Feature 10 (Buys off Action Flaw on Stun 10) {10} = {8+10=18/18}

AP: Enhanced Mind Reading 2 (Extras: Mental [+0], Penetrating, Flaw: Duration [instant/Lasting]) {2} + Drain Wisdom 5 (Extras: Range [Perception, +2], PF: Subtle) {16/16} = {2+16=18/18}

AP: Enhanced Concealment 0 (PF: Selective) {1} + Feature 10 (Buys off Phantasm Flaw on Concealment 10) {10} = {1+10=11/18}

Protection 2 [2PP]

Shield 2 [2PP]


Immunity 1 (Aging) [1PP]
 
Psionics 16.5 (33PP Array, PFs: Alternate Power 5) [38PP]

 

BE: ESP 4 (clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33}

AP: Damage 10 (mental blow; Extras: Alternate Save [Will], Range [Perception]; Flaw: Action [Full], PF: Subtle) {31/32}

AP: Emotion Control 10 (suggestion; Extras: Mental [+0], Secondary Effect, PFs: Mind Blank, Subtle) {32/33}

AP: Illusion 10 (hologram; all senses, Flaw: Phantasm, PFs: Precise, Progression 2 [25' by 25']) {33/33}

AP: Mind Control 10 (domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Subtle) {32/33}

AP: Stun 10 (subjugation; Extras: Alternate Save [Will, +0], Mental [+0], Range [Perception, +2]; Flaw: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor [pain/sleep]) {33/33}


Super-Senses 8 (Danger Sense [Mental], Psionic Awareness 2 [Mental], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [6PP]

Super-Senses 1 (Communications Link 3 [Mental] [Fast-Forward, Thoughtspeed, Holly]) [3PP]
 
Telepathy 6.5 (13PP Array; PF: Alternate Power 2) [15PP]

 

 

BE: Communication 6 (Mental, 20 miles, Extras: Area, Two-Way [+0], PF: Selective) {13/13}

AP: Mind Reading 10 (Extras: Mental [+0], Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/13}

AP: Concealment 10 (all senses, Extra: Affects Others, Flaws: Passive, Phantasm, PFs: Precise]) {11/13}

 


DC Block:

 

 

 

ATTACK              RANGE          SAVE              EFFECT
Concealment         Perception     DC 20 Will        Concealed
Move Object         Perception     DC 18 Tou         Damage [Energy]
Mental Blast        Perception     DC 25/27 Will     Damage [Energy]
Emotion Control     Perception     DC 20/22 Will     Controlled
Mind Control        Perception     DC 20/22 Will     Controlled
Mind Reading        Perception     DC 20/22 Will     Mind Probed
Illusion            Perception     DC 20/22 Will     Illusion'd
Stun                Perception     DC 20/22 Will     Dazed/Stunned/Unconscious

 

 

Totals: Abilities (20) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (7) + Powers (101) = 180/221PP

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Looking good!

Only two things I picked up.

Second chance for mind reading would not be allowed as per core rules. You can use it for saves va hazards or skills, but not on offensive opposed rolls.

The tactile ranged sense is something that has come up in refcave discussions before under almost identical situations...at least I presume so...I think this is a kind of telekinetic touch sense, yes? If so, the previous debate concluded that this should be bought as a mental base sense. Firstly because tactile ranged sense is cheap (various AT&T posts on the subject) and secondly this sense would not be dazzled by local anaesthetic or itching powder (the organ used is your mind, not your skin). Of course I may be jumping to conclusions here, but I'm going by the previous debate and conclusion when a TK Supersenses came up!

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Okay, changed second chance to Ultimate Save, and bought the TK touch as a mental sense. Does that work out? And the history as well? 

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Well unfortunately Ultimate (Check) is a fortune feat, and as per house rules cannot be folded into an array :(

 

TK Mental Sense doesn't add up to me but I may be missing something:

 

Super-Senses 4 (Mental [Extras: Acute, Analytical, Radius, Ranged, Extra: Linked [Move Object, +0]) {4}

 

I cost this at 5 (1 for a new sense, 1 for acute, 1 for analytical, 1 radius, 1 ranged) = 5. I guess drop analytical? Not accurate at the moment but I'm sure that can be bought up later :)

 

Everything else looks good to go - I presume this is actually your Orichalum reward? ;)

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Okay, took off the ultimate save. Mental sense extras are bought on the base sense, not on a new sense, so it should work out. 

 

Nah, it's not the Orichalcum or Orichalcum+ reward, if anything it's Platinum or Impervium, but I've retired Papercut, so it's sort of a moot point anyhow. =) 

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