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Polarity (PL10) - GooseInduced

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Player Name: GooseInduced
Character Name: Polarity
Power Level: 10[11] [150/161 pp]
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 11
Progress To Bronze Status: 11/30

In Brief: Female gymnast with electricity based teleportation, blasts and enhanced dexterity.

Alternate Identity: Juno Dempsey
Identity: Secret
Birthplace: Tampa Florida
Occupation: Gymnast/Student
Affiliations: (People and/or groups you work with)
Family: Mother: Annabelle (Deceased), Father: Brian (living), Brother: Davis (living), Grandmother: Juno/June (Living)

Age: 16 November 12th 1997
Gender: Female
Ethnicity: Caucasian
Height: 5â€7
Weight: 125
Eyes: Normally a pale blue
Hair: Dark Brown

Juno tends to keep her hair rather short, stopping right near her chin with long strands in the front that tend to fall in her eyes. Sometimes she clips them back, other times she could care less. She has fair skin and prefers to stay out of the sun so she doesn’t fry. Her eyes are narrow and sometimes get lost beneath her hair or smile. A small nose and a rounded jaw make her somewhat of a plain Jane but when she really smiles it’s the kind that can light up a room. Makeup isn’t a priority but she isn’t adverse to it, normally just something simple like mascara and eyeliner. Her clothes aren’t the best brands but they are clean and don’t have holes. She tends to layer a lot of dark with splashes of color. For example dark jeans and a dark gray military style jacket with a bright blue shirt underneath. Most of what she wears isn’t very girly either and she never wears skirts. It’s hard to tumble around with your underwear hanging out. Shoes are normally flat like converse so she can feel the ground beneath her and stick better to surfaces.

She holds herself like the gymnast she is, back straight and chest out. It's more a force of habit than anything but it gives her an air of perpetual attitude that she doesnt necessarily mean to put out.

In costume she wears a special outfit her grandmother gave her. It’s a two piece body suite made of a thin but sturdy material. It hugs her form, allowing her to flip and tumble without worry that she will get caught in her clothing. It affords her a level of protection against physical attacks that she otherwise would not have. A belt fits snug around her waist that houses the components for a communicator that fits in her ear, attached to a pair of curved polycarbonate goggles that help obscure her face and hide her identity. Most of the suite is white aside from the thin knee high boots, the belts, a band around each thigh and at the shoulders where the outfit is a cobalt blue. The sleeves are white and end in fingerless gloves allowing her better conductivity for channeling electricity

Power Descriptions:
The electricity she produces is usually hued blue to some degree, ranging from almost white to nearly bright blue depending on the intensity of the charge. Her eyes glow and spark to match but only when she is actively using her powers.

Also might be noted that the static charge from using her powers can make her hair stand on end.

Growing up Juno was just like any other kid. Her family was unassuming. Her parents were the type who everyone else thought was the perfect couple. Two beautiful people with two cute children. Her brother Davis is three years older and ever the thorn in her side like a proper sibling should be. Her father owned a restaurant in Tampa Florida, a place that became popular with both the locals and with tourists. The tacky tropical theme wasn’t what he had first envisioned doing after he graduated from culinary school, but in the end it did well. Well enough for her mother to only work part time at a local office and go back to school. She’d always wanted to be a journalist, interact with the world and see excitement first hand.

One day at school her gym class had a special guest, a woman from a local gymnastics studio. She was there to teach them a little about what gymnastics was. There was even a balance beam that they could try and do a few basic turns on, something Juno was proud to accomplish on her first try. She went home, raved to her parents like any excited ten year old would and practically shoved a pamphlet in their face. She talked and talked for weeks until eventually her parents took her seriously.

So, while her mother was in school and her brother at football, Juno started gymnastics. No one could call her a prodigy, or say she was destined for the Olympics, but Juno didn’t care. She loved it and for the next year she was the happiest girl in the world.

When Juno was eleven everything changed. Not all at once and not in a way she noticed at first. The first time she noticed it was while helping her mother cook dinner.. They wanted to have it ready for her dad when he got home since he’d been cooking all day at work. Simple stir-fry, nothing complicated. Juno washed the veggies, set them on the cutting board for her mom to finish. Yet, as she watched her mother pick up the knife, she couldn’t help but notice the way her hands shook, the concerned expression on her mother’s face. It scared her for a moment, but her mother adjusted her grip on the knife and when the shaking stopped, started to cut.

Juno didn’t think of it again for almost three months.

She was waiting for her mom to pick her up from gymnastics, looking out the front door and watching her mother climbs the few steps up to the landing. She needed to be signed out or she would have met her half way. Only her mother never made it. She went down out of nowhere and Juno bolted out the door.

It would take months of testing and poking and prodding only for the doctors to say they didn’t know what was causing it. Juno’s grandmother, the woman she was named after, a woman she usually only saw on holidays and the occasional trip to Disney, flew down from Freedom City. Juno didn’t know much about her, just that they had the same name and that she was a scientist. That she worked at a lab or a hospital or something to do with medicine. She only stayed a few weeks, trying desperately to convince them to all come back with her, where the doctors might be able to help. At first her parents resisted, not wanting to uproot the family and convinced the doctors might find a way to help.

By the time Juno was in eighth grade they had relocated to Freedom City, her mother’s condition only getting worse and worse. Juno didn’t sleep much anymore, always worried, always wanting to be by her mother’s side. She started doing poorly in school, started having trouble focusing. The work she did turn in was sloppy and scribbled. Everyone, Juno included, just attributed it to what she was going through with her mom. The only thing that could hold her focus was gymnastics. When she wasn’t at school or the hospital, she was there, working her frustration out in tumbles and tricks. The worse her mother got the more time Juno spent there.

Until a fall that she should have been able to shake off, had her grounded. Dizzy, disoriented. Her grandmother ran a few simple tests, compared Juno’s results to her mother’s and found probably the worse news she could have gotten. Whatever Juno’s mother had was genetic and she passed it to her daughter. Only Juno was already showing symptoms, the lack of focus, sloppy handwriting, problems focusing, insomnia…. Everything they attributed to stress were the early symptoms of the condition.

It was only a matter of weeks before her mother finally passed and the family was nearly torn apart with grief. The restaurant her father had tried to open in Freedom City was failing because he just couldn’t devote the energy to get it going. Her brother starting hanging out with some punks and ended up spending the night in a cell after spraying graffiti all over the school. Juno was bedridden, stealing first her balance and robbing her of the only thing that still made her happy. The condition was progressing remarkably fast and at the rate it was going she only had months to live. Her grandmother though was the only one with more energy instead of less.

In the months leading to the death of her daughter, Grandma June had found the cause of the condition, isolating it in her daughter and hoping to find a way to reverse it or cure it. It was something she had been working tirelessly at but unfortunately, even with all her intelligence she couldn’t save her daughter. Maybe though, with a bit of luck, she could still save Juno.

It was nearly six weeks after the death of her daughter that she finished it. A machine, much like a hyperbaric chamber that was designed to counteract the decay the condition was causing, to fix the genetic marker and override it.

Remarkably enough after six hours in the machine and two days of a drug induced coma, Juno came out of it cured. Any decay the condition caused to her nervous system was reversed. The victory was bittersweet, coming too late to save her mom but in time for Juno to come out the other side alive. After that Juno’s father decided they should stay in Freedom City, stay close to Grandma June. He started putting everything he had into the new restaurant, a place he named after his wife, Annabell’s. Over the next year he made it the restaurant he always wanted to own and he did it for his wife.

Juno’s brother got back into football and got a scholarship to college for sports.

While Juno’s life got much more complicated. It started small at first, almost like an over abundance of static electricity, shocking other people if they were both touching something metallic and wall sockets sparking electricity whenever she plugged something in. When she got back to gymnastics everything felt easier. Back flips and bends, flips, floor routines, she even felt like she had better grip on the balance beam. Like her feet and hands were rooted to the spot.

It wasn’t until one night when she was on the trampoline just messing around. She wanted to see if she could jump high enough to touch the beam that ran the length of the ceiling in the studio. It was high, but she saw people do it before. Higher and higher she jumped until finally she managed to touch it. The moment her hand touched the metal beam sparks arched between them and made the light flicker. She did it again on the next jump and again on the next and on the last jump she grabbed onto the beam and her hands stuck and when she swung her legs up so did her feet. She wasn’t even holding on, just clinging to the metal as if she were a giant magnet.

The next six months were full of discoveries and finally when her brother pulled a prank that resulted in him getting jolted back ten feet and Juno somehow on the roof of their house, her family found out. It was a shock at first to all but Grandma June. She knew why, she even knew how. The changes were not temporary and were not going away. It wasn’t something they could ignore. Her father was angry at first, confused. He didn’t understand how the machine could do this to her. With time he came to accept it, to understand that Juno was still his Juno and nothing would change that.

Eventually Grandma June came to find out about Claremont and what it offers to young people like Juno. With a little convincing, she talked pall into letting Juno enroll. She needed to finish school and since many of her powers are still new to her the risk of a normal school is too great.

Personality & Motivation:
It’s been about a year since her mother died and it’s only time that has made her not the emotional wreck she was. Juno is still guarded because of it, almost wary to let people in. She hides her insecurities under a veneer of snark and attitude, not wanting people see just how scared she is. She never imagined herself as a superhero, as having powers. Now that she has them, they scare her. Not necessarily for herself but those around her. She fears losing control, of hurting the people she cares about. It’s what drove her to go to Claremonte, to learn how to live her life now.

Powers & Tactics:
Because of the way the ‘cure’ altered her nervous system, all of Juno’s abilities revolve around electricity and electrical impulses in her body. These impulses are magnified and made more efficient, enhancing her reflexes and overall dexterity. As well as having a latent charge capable of sticking her to most any surface with static electricity. She is also capable of producing a charge high enough to damage, paralyze or stun an enemy. Perhaps the most drastic of abilities is her capacity to teleport, able to use electrical pulses to send her instantaneously from place to place.

Juno is relatively new to her abilities and combat in general. Her hand to hand skill are rudimentary but her enhanced Dexterity helps compensate.

Can’t…. Stop…. Snarking: Normally Juno’s snarking is just playful and harmless. Little jabs meant to tease and it’s a way for her to deflect attention. When she’s agitated though, she can’t make herself stop. She always has to have the last word no matter the repercussions. This means that sometimes she gets into fights that could have been avoided if only she shut up.

Secret Identity: Not a secret from her family. They know about what she can do and why she is at Clarmonte. Fighting crime isn’t what her father wants for his little girl but at this point he knows he can’t stop her.

Ordinary Family: Juno is the only super powered one in her family. Her father, brother and grandmother are just average people. So if her identity ever becomes compromised they are all but helpless without her.

Family Secret: The genetic disorder that claimed the life of Juno’s mother and ultimately resulted in her powers started somewhere familiar, with her grandmother. The woman harbors a vast intellect that is much higher than she allows anyone to believe. The subject of early genetic experimentation, she passed on a flawed version of her altered genes to her daughter and ultimately Juno. She had hoped to pass on her intellect or for the gene to remain dormant. Instead it turned destructive, starting to shut down their nervous system. Grandma June blames herself and fears anyone in the family finding out. She already blames herself for her daughter’s death and she doesn’t want her family hating her as well.

Abilities: 0 + 10 + 4 + 4 + 2 + 2 = 22PP
Strength: 10 (+0)
Dexterity: 20/30 (+5/+10)
Constitution: 14 (+2)
Intelligence: 14(+2)
Wisdom: 12 (+1)
Charisma: 12 (+1)

Combat: 8 + 8 = 16PP
Initiative: +9/+14
Attack: +4 Base, +10 Array
Grapple: +10
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -4

Saving Throws: 6 + 0 + 6 = 12PP
Toughness: +2/+8 (+2 Con, +6 [suit])
Fortitude: +8 (+2 Con, +6 base)
Reflex: +5/+10 (+5/+10 Dex, +0)
Will: +7 (+1 Wis, +6 base)

Skills: 64R = 16PP
Acrobatics 14(+19/+24)
Computers 5 (+7)
Escape Artist 10 (+15/+20)
Knowledge: Biological Science 5 (+7)
Knowledge: Pop Culture 5(+7)
Knowledge: Technology 5 (+7)
Notice 10 (+11)
Stealth 10 (+15/+20)

Feats: 18PP
Acrobatic Bluff
Challenge: Fast Acrobatic Bluff
Dodge focus 8
Improved Initiative
Power Attack
Quick Change
Skill Mastery: Acrobatics, Escape Artist, Notice, Stealth
Uncanny Dodge (sight)

Powers: 26 + 12 + 10 +1 + 1 + 4 + 12 = 66PP

Electrical Control 10 (Electricity, Mutant; 20PP Array; Feats: Alternate Power 3, Accurate 3) [26PP]

Base Power: Blast 10 [20/20]

Alternate Power: Strike 10 (Extras: Penetrating 4; Improved Critical 2, Incurable, Takedown Strike 1) [18/20]

Alternate Power: Paralyze 10 [20/20]

Alternate Power: Stun 10 [20/20]

Device 3 (15PP Container, Protective suite; Flaws: Hard-To-Lose) [12PP]
Communication 4 (Sense type: radio – 1 mile) [4pp]
Super-Senses (Darkvision, Infravision, Accurate Hearing) [5PP]
Protection 6 [6pp]

Enhanced Dexterity 10 [10PP]

Leaping 1 (Jumping distance: x2) [1PP]

Speed 1 (10mph) [1PP]

Super-Movement 2 (Wall-Crawling 2 full speed) [4PP]

Teleport 5 (500ft move action, 5 miles full action; Extra: Accurate; Power Feats: Change Velocity, Progression; Flaws: Short Range) [12PP]

DC Block
Blast 100 ft DC 25 Toughness (Staged) Damage
Strike Touch DC 25 Toughness (Staged) Damage
Stun Touch DC 20 Fortitude (Staged) Stun
Paralyze Touch DC 20 Will (Staged) Paralyze

Totals: Abilities (22) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (18) + Powers (66) - Drawbacks (0) = (150/161) Power Points Edited by Ecalsneerg
+1pp Jan 2015
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Nice character, Goose. A few concerns - some of your bonuses, like your Initiative and your Skills, don't designate the difference between with and without Enhanced Dexterity. As Enhanced Dexterity is a power that can be Nullified, it would help to show what your base skills are like should it go out.


Also, Computers seems to be using your +10 DEX bonus, instead of your +2 INT bonus. Is there a reason for this? 


And a suggestion - you probably won't need 10 ranks of Penetrating on your strike. If you want to be really careful, Penetrating 4 will do. You can use the other points on Power Feats like Improved Critical, Dazzling Strike, Incurable, Split Attack, etc. 

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All right. Things are looking good. Just some formatting advice:


-You've already got Alternate Power 3 on the Array. It doesn't need to go into the Blast.


-Likewise, Accurate 3 should go into the Array so that it covers all powers equally, rather than going into Blast and Paralyze.


-Also, I know I recommended getting more Power Feats on Strike, but I'd like to know how these ones work for Polarity's Strike when some of them (e.g., Incurable) aren't in the other attacks. Is it that harnessing the electricity directly through her fists rather than forcing it to arc or altering its frequency unlocks different powers? Even then, it might be good to explain how her electricity Affects Insubstantial - or to replace Affects Insubstantial with Improved Critical 2.

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Ok, so put accurate in the array. I can do that. The reason stun and paralyze are there is I was thinking the physical contact would intensify the effects of the electrical attack. Similar thing with the strike. As for insubstantial it just seemed like a good idea. I could make it improved critical instead. That would also be handy.

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