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Maelstrom (PL 10) - Raveled

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Player Name: Raveled

Character Name: Maelstrom

Power Level: 10 (152/161 PP)

Trade-Offs: +5 DC/-5 Att, +5 Def/-5 Tou

Unspent Power Points: 9

Progress To Platinum Status: 11/30

In Brief: One half of a Foundry experiment to create the most powerful psychic ever.

Alternate Identity: Rachel Colletta

Identity: Secret

Birthplace: Foundry lab

Occupation: Superhero, reporter

Affiliations: Freedom City University, the Daily Word

Family: Nathan Colletta (brother)


Age: 25

Gender: Female

Ethnicity: Italian/Cyborg

Height: 5' 4"

Weight: 110 lbs

Eyes: Brown/Gold

Hair: Black

Rachel Colletta is a short, slim woman, with an olive complexion and sharp features, full lips and long, glossy black hair. Her hair is her most immediately striking feature; it reaches to her mid-back and it usually fixed in a complicated braid. Her makeup tends towards dark rouges and greens, playing up her strong bone structure and darker complexion.

When on the job Rachel wears dark-colored pantsuits with contrasting blouses and running shoes. She doesn't wear any jewelry, though she does carry one of several big, chunky purses. In her off-hours she usually wears jeans or tight shorts, athletic shoes, and tee-shirts.

When fighting crime, Maelstrom lets her hair hang free. She wears a rich purple bodysuit with an orange collar, belt, and shoes, with orange lines connecting them and running down her arms to the back of her hands. She wears a purple cloak that connects to her wrists, a purple face domino mask, and orange contact lenses.

A medical scan of either twin will reveal a web of electronics and circuits digging into their brain. They are aware of it, but believe that it exists to boost their powers. In truth their memories and personalities are housed in the electronics, not in their grey matter.

Power Descriptions: Rachel Coletta is psychokinetic, able to impart kinetic energy and direction to objects with just her mind. She has enough care to move things gently or very fast. She can extend her powers to let herself or a few others fly, and can protect herself from harm by either diverting an attack or using something in her environment to intercept it. She can even stiffen the fabric of any outfit to spread out the impact of a blow. She can even let her power run wild through her surroundings to create dangerous terrain.

Rachel cannot project pure force, and so has to manipulate her environment to find 'ammunition' for her psychokinetic abilities. As a last resort, she can directly agitate a target's molecules, heating them up sharply and even making them catch on fire.

History: Nathan and Rachel Coletta started life in a tank. Talos had often encountered biological heroes with psychic abilities, and while his own creations were largely immune to such powers they did represent an interesting avenue for attacking biologicals. His experimentation in creating a purely artificial psychic were unsuccessful, however, and eventually he had to swallow his pride and create a living psychic. A pair of them in fact, twins, one harboring internal powers while the other one expressed external powers.

The experiments proceeded apace until the lab was attacked by a team of superheroes. As part of the self-destruction sequence, the tanks holding the semi-conscious Rachel and Nathan were ejected, landing far from the location of the former base. The twins woke up with fragmentary memories and implanted identities, but the drive they were supposed have to seek out the nearest Foundry base got scrambled.

The pair made their way to civilization, finding short-term work here and there before settling in Freedom City. Rachel found herself fascinated by the political processes in the city, how the various groups interacted and fought against, and compromised with, each other. She took journalism classes at Freedom City University and applied for jobs with all the major city news organizations. After doing a few independent pieces, her resume was eventually picked up by the Daily Word; not exactly where she wants to be, but at least her foot is in the metaphorical door.

Personality & Motivation: Rachel Colletta is a passionate and driven woman, given to strong opinions and a burning need to uncover the truth. Perhaps because of her blank past, she is never content until she learns all the facts in a matter, and she's willing to use a wide array of tools to uncover the truth. Her favorite is probably verbal jousting, trying to get her target to reveal something without giving away too much herself.

Powers & Tactics: Rachel Colletta is psychic artillery, capable of laying down an impressive amount of destruction in a short time. She knows this and tends to hold back, using Accurate Attack to more precisely land her blows. She only uses her pyrokinesis in situations where none of her other powers can affect a target. Tactically she prefers to go for groups of weaker targets first, removing them from the battlefield before focusing on the bigger targets.


Secret Past Rachel isn't human, not strictly; her and Nathan were both created by the Foundry, even if they don't remember it.

Actually Artificial Rachel's mind and personality is housed in a computer distributed throughout her brain. This leaves her open to powers that normally only affect computers, like Datalink or an EMP attack.

Hypermetabolism Rachel's psychokinesis is fueled on her own body reserves, which means she burns a lot of body fat. Normally she can keep up with her expenditure, but if she can't either her powers or her body would begin to fail.

Motivation Rachel wants to prove herself as a serious reporter. This can lead her to pursue leads unwisely.

False History The Collettas' history is elaborate, but ultimately fake. Enough digging will reveal this.

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

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 10 + 8 = 18PP

Initiative: +2

Attack: +5

Grapple: +5/+6-+20 w Move Object

Defense: +15/+9 (+4 Base, +5 Dodge Focus, +6 Enhanced Defense), +5/+2 Flat-Footed

Knockback: -2/+1

Saving Throws: 5 + 3 + 11 = 19PP

Toughness: +5/+2 (+2 Con, +3 Protection)

Fortitude: +7 (+2 Con, +5)

Reflex: +5 (+2 Dex, +3)

Will: +12 (+1 Wis, +11)

Skills: 64R = 16PP

Bluff 5 (+8)

Concentration 9 (+10)

Craft (Writing) 8 (+10)

Gather Information 7 (+10)Skill Mastery

Knowledge (Art) 8 (+10)

Knowledge (Streetwise) 8 (+10)Skill Mastery

Knowledge (Pop Culture) 3 (+5)

Notice 8 (+9)Skill Mastery

Sense Motive 8 (+9)Skill Mastery

Feats: 10PP

Accurate Attack

Dodge Focus 5

Power Attack

Quick Change

Skill Mastery (Gather Information, Knowledge [streetwise], Notice, Sense Motive)

Uncanny Dodge (Auditory)

Powers: 12 + 3 + 49 + 3 + 2 = 69PP

All powers have the Psychic Descriptor

Enhanced Defense 6 (Psychoactive Interception) (Telekinesis) [12PP]

Flight 1 (10 MPH, Extra: Affects Others [+1]) (Pair Flying) (Telekinesis) [3PP]

Psychokinesis Array 18 (36 PP, Feats: Dynamic Alternate Power 5, Subtle, Variable Descriptor [bludgeoning, Slashing, Piercing]) [49PP]

DBE: Environmental Control 1-8 (7 points worth of effects [Distraction, Hampered Movement {half movement}, Heat, Reduced Visibility], 5 - 1000 ft radius) (Psychoactive Storm) (Telekinesis, Fire) [1-32PP]

DAP: Blast 1-15 (Feats: Indirect 3) (Psychoactive Pitch) (Telekinesis) [4-33PP]

DAP: Blast 1-10 (Extra: AoE/Burst [General]) (Psychokinetic Storm) (Telekinesis) [3-30PP]

DAP: Blast 1-10 (Extra: Range/Perception) (Pyrokinetic Ignition) (Fire) [3-30PP]

DAP: Move Object 1-15 (Feat: Precise) (Psychoactive Motion) (Telekinesis)[3-31PP]

DAP: Flight 1-11 (Stacks with Flight 1 for Flight 2-12, 25 MPH to 50,000 MPH, Feats: Progression 3 [Affects Others, 25 targets], Extra: Affects Others [+1]) [3-36PP] 

Protection 3 (Psychokinetic Reinforcement) (Telekinesis) [3PP]

Super-Senses 1 (Communication Link [Nathan Colletta], Feat: Subtle) (Sibling Link) (Telepathy) [2PP]

Drawbacks: (-0) + (-0) = -0PP

ATTACK                  RANGE                          SAVE                           EFFECT
Unarmed                 Touch                          DC 15 Toughness (Staged)       Damage (Physical)
Psychoactive Pitch      Ranged                         DC 16-30 Toughness (Staged)    Damage (Physical)
Psychokinetic Storm     Ranged/Area [Burst/General]    DC 16-25 Toughness (Staged)    Damage (Physical)
Pyrokinetic Ignition    Perception                     DC 16-30 Toughness (Staged)    Damage (Energy)
Distraction             Area                           DC 5-15 Concentration          Distracted
Abilities (20) + Combat (18) + Saving Throws (19) + Skills (16) + Feats (10) + Powers (69) - Drawbacks (0) = 152/161 Power Points Edited by trollthumper
+1pp for December 2014
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Well Rav, not too much to comment on here, but a couple of things:


First, for the Psychokinesis Array, how are all of those powers Subtle?  More particularly, how can the Environmental Control be able to Reduce Visibility and be Subtle at the same time?


Also for the Environmental Control, how does Telekinesis and Pyrokinesis allow you to create Cold/Intense Cold?  You should also note that the Hamper Movement can be one-half or one-quarter and the Heat can be Heat or Intense Heat, depending on how many pp you want to put in.


Finally, for the Pyrokinetic blast, how is it that she never, ever, misses with the attack (ie Perception ranged)? 

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It is Subtle because there is no obvious glow around things or around her when she's using her powers. Things just sort of fling themselves around. She can induce Reduced Visibility by filling the air with dust.

I got rid of the Cold because, yeah, it doesn't really make sense, and clarified that Hamper Movement is one-half.

She doesn't miss with her Pyrokinesis because she isn't tossing a fire ball or something. She is literally agitating the molecules of her target, forcing them to move faster and create friction. As long as she can see something, she can heat it up.

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Fair enough on the subtle.


For the Enviro Control: well, as I was reading how you have it set up (for the mix-and-match version), you could do either version of Hampered Movement, depending on how many points you want to allocate.  Also, the heat effect has two levels, Heat and Intense Heat.


Yeah, figured that was the reasoning on the Pyrokinesis, cannot say I am a personal fan of that, but I know many here accept that, so okay.

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