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Grimalkin (PL12) - Heritage

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Player Name: Heritage
Character Name: Grimalkin
Power Level: 12 (250/250PP) [271]
Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form)
Unspent PP: 0
Progress To Orichalcum Status: 151/180 (32PP earned pre-bump, 109PP earned post-bump)

In Brief:
Shapeshifting faerie with a human soul, recently returned to Freedom after a three-year absence.

Alternate Identity: Lynn Epstein
Identity: Secret
Birthplace: Atlantic City, NJ
Occupation: Bookstore owner
Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance.
Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son)

Apparent Age: Mid-twenties
Actual Age: 108
Gender: Female
Height: 5'3"
Weight: 121 lbs.
Eyes: Brown
Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin

Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Unless she is going undercover, she always wears a leather lanyard around her neck, from which dangles a dark black ring with a row of diamonds set along the top; she frequently fiddles with the ring while deep in thought. Her ears are pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair.

A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William ‘Colt’ Reynolds. Three years ago she married Reynolds and retired from active crime-fighting, and she had not been seen in Freedom City since.

Upon her return, Lynn reopened Silberman’s Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She recently revealed to her former teammates that time moved differently on Colt's world, where she'd been for the last three years, and she's now closer to one hundred and eight.

Personality & Motivation:
Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

Powers & Tactics:
Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture; a favorite form is that of a pixie, just under one foot tall with a two pairs of gossamer wings for flight

She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement; she has now found a way to maintain a connection with these objects, and can use this link for surveillance purposes.

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents.



Cannot Eat Normal Food: Though she can still consume mundane liquids, Grim's faerie body can no longer process mundane foodstuffs; her body violently rejects any human food.
Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
She’s the Boss: Lynn employs a small number of employees at her recently-reopened bookstore; sometimes they are overly curious or manage to get into trouble.

Abilities: 2 + 16 + 8 + 4 + 4 + 16 = 50PP
Strength: 22/12 (+6/+1), 4 (-3) in Pixie Form (Heavy Load: 520/130 lbs., 20 lbs. in Pixie Form)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 26 (+8)

Combat: 24 + 12 = 36PP
Initiative: +12
Attack: +12 Ranged (+14 in Pixie Form), +12 Melee (+14 in Pixie Form)
Grapple: +20, +12 in Pixie Form
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed. +12 Enraged (+6 Base, +8 Dodge Focus, -2 Rage), +3 Flat-Footed. +16 in Pixie Form (+6 Base, +8 Dodge Focus, +2 Size), +4 Flat-Footed
Knockback: -5, -4 in Pixie Form

Saving Throws: 6 + 8 + 8 = 22PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +8 in Pixie Form (+4 Con, +6 Defensive Roll, -2 Size)
Fortitude +10 (+4 Con, +6), +15 Enraged (+4 Con, +5 Rage, +6)
Reflex +16 (+8 Dex, +8)
Will +10 (+2 Wis, +8), +15 Enraged (+2 Wis, +5 Rage, +8)

Skills: 152R = 38PP
Acrobatics 12 (+20)
Bluff 12 (+20)
Craft (Artistic) 8 (+10)
Craft (Structural) 8 (+10)
Diplomacy 7 (+15)
Disguise 0 (+8, +38 Morph)
Drive 2 (+10)
Gather Information 7 (+15)
Handle Animal 2 (+10)
Intimidate 2 (+10, +6 in Pixie Form)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Civics) 3 (+5)
Knowledge (Pop Culture) 3 (+5)
Knowledge (Streetwise) 8 (+10)
Knowledge (Tactics) 1 (+3)
Language 1 (Hebrew)
Notice 13 (+15)
Perform (Dance) 2 (+10)
Perform (Singing) 2 (+10)
Pilot 2 (+10)
Ride 2 (+10)
Search 13 (+15)
Sense Motive 3 (+5)
Sleight of Hand 7 (+15)
Stealth 14 (+22, +30 in Pixie Form)
Survival 3 (+5)
Swim 4 (+5)

Feats: 36PP
Acrobatic Bluff
All-Out Attack
Benefit: Wealthy
Defensive Attack
Defensive Roll 3 (+6 Toughness)
Distract (Bluff)
Dodge Focus 8
Elusive Target
Equipment 2 (10EP)
Evasion 2
Grapple Finesse
Improved Initiative
Move-By Action
Power Attack
Rage 4
Sneak Attack
Takedown Attack 2
Uncanny Dodge (Auditory)

Equipment: 2PP = 10EP




Silberman's Books (PL12 HQ) [10EP]
Size: Small [0EP]
Toughness: +10 [1EP]
Features: [9EP]
Fire Prevention System
Living Space
Security System (DC20)

Powers: 4 + 18 + 3 + 21 + 7 + 12 + 11 = 76PP

Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP]

Glamour Creation 8 (16PP Array, Feats: Alternate Power 2) [18PP]



Base Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP]

Alternate Power: ESP 7 (Range: 200 miles. Auditory, Visual, Flaws: Medium [Created Objects], Feats: Subtle) [1PP]

Alternate Power: Teleport 7 (Range: 200 miles. Extras: Accurate, Feats: Change Direction, Change Velocity, Disadvantage: No Extra Weight, Flaws: Medium [Created Objects]) [1PP]

Dimensional Pocket 3 (Flaw: Range [Touch], 500 lbs.) [3PP]

Glamour Body 9 (18PP Array, Feats: Alternate Power 3) [21PP]



Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP]

Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP]

Alternate Power: Emotion Control 9 (Extras: Action 2 [Free], Area [Perception/Visual], Flaws: Limited to Fear, Range 2 [Touch]) [18PP]

Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP]

Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP]

Strike 6 (Extras: Penetrating [2] [DMG 7, 12 with Rage], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws)

Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory [11PP]

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]

Abilities 50 + Combat 36 + Saving Throws 22 + Skills 38 + Feats 36 + Powers 76 - Drawbacks 8 = 250/250 Power Points

DC Block:


ATTACK          RANGE             SAVE                 EFFECT
Unarmed         Touch             Toughness (Staged)   Damage (Physical)
                                  Medium DC16(18*)
                                  Medium w/ Rage DC21
                                  Tiny DC12(14*)

Claws           Touch             Toughness (Staged)   Damage (Physical)
                                  Medium DC22(24*)
                                  Medium w/ Rage DC27
                                  Tiny DC18(20*)

Create Object   Touch             DC16 Reflex          Trapped

Fear            Perception/Area   DC22 Reflex          No Effect
                                  DC22 Will            Shaken/Frightened/Panicked

*Sneak Attack
Edited by HG Morrison
+3 pp for April 2015
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This looks overall good!


A few points:


Create Object (feedback) is a flaw not a drawback, costed correctly. 


Morph (flaw: not metals) I think is a borderline case, but as its "any objects" I think its a flaw not a drawback. A heads up though,

might be debated. 


Dimensional pocket 2: not quite sure why you have this, but if its a utility "storage power" you could quite reasonably have a limitation (cannot attack) or something. As it is, totally legit, of course. 


Everything else looks good -


However, as per chat, Emotion control due to a horrible visage is probably not extremely well simulated by that power. I think you are looking at a perception [visual] area, touch range effect. Everything that is looking at you at the time is effected. 


Alternatively, rather than "everything that is looking at you when you activate the power [take a standard action]", if you change into something horrible permanently you may want "everything that looks at you"


Emotion Control 6 (Extras: Reaction (+3), Flaws: Sense Dependent -1, Limited to fear) ] [18 PP]  which is less powerful but more funky. 


Those are my only comments. Looks good to approve. 

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As discussed in chat, Emotional Control as a free action is something a little bit edgy, so other peeps may want to scrutinise that. The alternative options would be to make it PL 6, reaction effect, or PL 12 for a standard action (or even a mix of the two) however, its good to go for me. 

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Supercape said this in chat:

Personally I though that worked, although it is debatable.

Not being able to create on object out of metal is unlikely to cause an actual problem.

However not morphing into anything with metal cuts out a lot of objects - as it is a disguise thing. And also gives a sure fire way of someone in the know to see through a morph.

That was my logic. They are, in essence, different because of the nature of what morph does (a stealth thing) and create object (something quite different)

In essence, create object is used for entrapment, dropping, and cretaive uses of a material thing. The fact that it is not metal is unlikely to be an issue.

Morph, however, is going to be an issue.
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