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Player Name: Fox

Character Name: Dragonfly
Power Level: 12 (15) (234/250pp) [261]
Trade-Offs: +2 Defense / -2 Toughness
Unspent PP: 18


In Brief: Bitter young genius out to apply her mind on her terms, and no one else's.

Alternate Identity: Mara Hallomen
Identity: Secret
Birthplace: France (Dual-Citizenship, French/American)
Occupation: Full-Time Inventor/Superhero
Affiliations: Ironclad, Jill O'Cure, The Lab
Family: Alexander "Hollow Man" Hallomen (Father)

Age: 22 (DoB: December 1991)
Gender: Female
Ethnicity: Caucasian
Height: 5'5"
Weight: ~110lbs, ~160lbs in armor
Eyes: Dark Blue
Hair: Dirty-Blonde

Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, quiet blues and dark purples being runners-up). Make-up is practically a foreign concept and generally not worth her time.

Her powersuit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are bulkier, relative to the rest of the suit, and have plating that can shift and rearrange for the task at hand - including deploying a number of small tools. The back of the suit carries a smooth backpack-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience.

When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and, while clearly well-made and tasteful, does not appear to be especially valuable.

Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not outwardly transparent). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts.

Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial to the touch, if tingly, and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control).

She can call up a number of small drones for a variety of purposes; each is a bit smaller than a football, with one end flattened into a 'face' dominated entirely by a single large eye capable of projecting images and high-energy lasers. Though they lack grasping limbs, they can carry light loads by way of the same gravity manipulators that let them fly.

History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to disposal or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty rooms. What customers only very rarely know is where most of the new and custom items came from.

Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was beginning to show superhuman traits – signs of high intelligence and her mother's ability to communicate with electronics. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care.

Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough for the Hollow Man – no, anything good can be made better, results could be obtained faster. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist.

Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of an insect, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was - to escape and feel the wind under her metaphorical wings.

Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.

Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and distrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate...though continuing social exposure and her ongoing relationship are alleviating many of these problems.

Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims.

Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.

When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.

 

 



Complications:
Drones: Powers with the 'drone' descriptor only function when Dragonfly can deploy and command her drones. She has a decent but not inexhaustible stock to call up, and if her radio communication to them is cut off they are left with only their most recent instructions and a dog-like AI - which only tells them to finish their current task (to the best of their now-reduced ability) and then return to safety.
Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece.
Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.
HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).
Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.
Relationship: With >Jill O'Cure.
Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein.
Secret: Identity.
Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.
Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used.


Abilities: 2 + 4 + 2 + 18 + 2 + 4 = 32PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 28 (+9)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +10
Attack: +6, +12 Suit Offense
Grapple: +7 / +11 Super-Strength
Defense: +14/+6 (+6 Base, +8 Shield), +3 Flat-Footed
Knockback: -7/-2/-0 (full defense / force field only / base)


Saving Throws: 8 + 7 + 11 = 26PP
Toughness: +10/+1 (+1 Con, +5 Protection [impervious 5], +4 Force Field)
Fortitude: +9 (+1 Con, +8)
Reflex: +9 (+2 Dex, +7)
Will: +12 (+1 Wis, +11)


Skills: 100R = 25PP
Computers 11 (+20)SM
Concentration 4 (+5)
Craft (Electronic) 15 (+24)SM
Craft (Mechanical) 15 (+24)SM
Disable Device 8 (+17)
Knowledge (Business) 1 (+10)
Knowledge (Physical Sciences) 11 (+20)
Knowledge (Technology) 8 (+17)
Languages 4 (English [Native], French, Japanese, Russian, Spanish)
Notice 4 (+5)SM
Perform (Stringed Instruments) 10 (+11, +13 Masterwork Instruments)
Sense Motive 9 (+10)


Feats: 15PP
Ambidexterity
Benefit (Wealth) 1
Eidetic Memory
Equipment 4 (20EP)
Fearless
Inventor
Luck 2
Master Plan
Online Research
Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice)
Speed of Thought

Equipment: 5PP = 25EP

 

 

 

1 + 1 + 1 + 16 + 1 = 20EP

Masterwork Double Bass [1EP]

Masterwork Violin [1EP]

Multitool [1EP]
 
 
The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP]

An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [14EP]
Concealed (+10 DC)
Computer
Defense System (Blast 12)
Fire Prevention System
Garage
Laboratory
Library
Living Space
Power (Communication Link [Dragonfly's suit])
Power System
Security System 3 (DC30)
Workshop

Alternate HQ [1EP]
Hallomen Advanced Experts [2 + 1 + 13 = 16EP]

A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans....

Size: Huge [2EP]

Toughness: +10 [1EP]

Features: [13EP]
Concealed (+10 DC)
Computer
Cover Facility
Defense System (Blast 12)
Fire Prevention System
Laboratory
Library
Personnel
Power System
Security System 3 (DC30)
Workshop

 


Powers: 9 + 2 + 2 + 98 = 111PP

Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP]

 

 

Immunity 10 (Psionic Effects; Flaws: Limited [1/2 Effect]) [5PP]

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]


Comprehend 1 (Electronics) [2PP] (mutation)

Datalink 2 (Mental, 100ft) [2PP] (mutation)

Device 24 (120PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [98PP] (powersuit)
A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted.
When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.

 

 

Auxiliary Power Array 5 (10PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [13PP]
BP (Dynamic): Flight 5 (250mph / 1,000ft per Move Action) [8PP]

AP (Dynamic): Super-Strength 5 (STR 35 [Heavy Load: 1.5 tons]) [8PP]

Communication 5 (radio, 5 mile range; Extras: Area; Flaws: One-Way; Feats: Selective, Subtle) [7PP]

Features 1 (Improvised Tools) [1PP]

Force Field 4 (Feats: Selective) [5PP] (spatial control)

Illusion 1 (Auditory, Visual, 5' radius; Extras: Duration [sustained, free action to maintain]) [4PP] (drone projection)

Immunity 9 (Life Support) [9PP]

Primary Array 20 (40pp array; Feats: Accurate 3, Alternate Power 6, Precise) [50PP]
BP: Blast 12 (Extras: Secondary Effect) [36/40PP] (spatial blast)

AP: Blast 12 (Extras: Autofire 1; Feats: Homing, Indirect 2, Split Attack) [40/40PP] (drone beamspam)

AP: Dazzle 12 (Visual; Extras: Linked [Nauseate]) + Nauseate 12 (Extras: Linked [Dazzle], Range [Ranged]; Flaws: Sense-Dependent [Visual], Limited [sicken]) [24+12= 36/40PP] (drone strobe)

AP: Dimensional Pocket 12 (1250 tons; Feats: Progression [Cargo] 2, Quick Change) [27/40PP]

AP: Drain Toughness 12 (Extras: Linked ) + Strike 12 (Extras: Linked [Drain], Penetrating 12 [DMG 24]) [12+24= 36/40PP] (spatial blade)

AP:
ESP 6 (Auditory, Visual, 20 mile range; Extras: Simultaneous, Action [Free]; Flaws: Limited [reachable by air drone]; Feats: Rapid 1 [10x search speed], Subtle [cloaking; DC26])
Communication 6 (Auditory, 20 mile range; Extras: Area; Flaws: Limited [reachable by air drone], One-Way; Feats: Selective, Subtle)
Move Object 2 (STR 10; Extras: Action [Move], Range [Perception]) [26+5+8= 39/40PP] (drone search & rescue)

AP: Stun 12 [24/40PP] (taser hand)

Protection 5 (Extras: Impervious) [10PP] (armor plating)

Shield 8 (Feats: Evasion 2) [10PP] (spatial control)

Super-Senses 8 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Radio Sense, Spatial Awareness [visual], Uncanny Dodge [radio]) [8PP]

Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (spatial control)

 


DC Block:

ATTACK               RANGE    SAVE                               EFFECT
Unarmed              Touch    DC16 Toughness (Staged)            Damage (Physical)
Dimensional Pocket   Touch    DC22 Reflex                        Trapped
                              DC20 Will (+1 per round)           (escape)
Drone Blast          Ranged   DC27+autofire Toughness (Staged)   Damaged (Energy)
Drone Strobe         Ranged   DC22 Reflex                        Blind
                             +DC22 Fortitude                     Sickened
                              DC22 Fortitude                     (recover)
Spatial Blade        Touch    DC22 Fortitude (Staged)            Drain Toughness (22 - roll pp)
                              DC27 Toughness (Staged)            Damage (Energy)
Spatial Blast        Ranged   DC27 Toughness (Staged)            Damage (Energy)
Taser Hand           Touch    DC22 Fortitude (Staged)            Dazed/Stunned/Unconscious

Abilities (32) + Combat (24) + Saving Throws (26) + Skills (25) + Feats (15) + Powers (111) - Drawbacks (0) = 233/250 Power Points

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Putting this in as a new sheet to replace >this one; a bit too much has changed to make it easy to do basic edits.

Minor updates to fluff (largely correcting poor writing on my part, and some trimming, alongside updating her age and the like); otherwise it's mostly a straight PL gain and a major revision to her main offensive array, along with some increased skills, saves, and the retirement of The Lab as an actual HQ. It's the suit array that makes it hard to do as a straight edit, honestly - it throws the math pretty far off when comparing it to her older sheet.

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This all looks good. 

 

Two points with communication for clarification:

 

1. The "Radio Communicator" power. This is two way (as per house rules), which means that anyone able to pick up the radio signal can automatically send it back. Is this what you wanted? It could be fluffed as some kind of rebound handwavium science. but I would imagine a regular Radio unit would be the super sense Radio, and a one way communication. 

 

2. On that note, you can save yourself some PP. THe Drones communication power is two way, but this is completely unneeded as it is linked with Audio ESP. Which means 3 PP more to spend on that array. As it is, totally legit, just pointing out you could buy "Limtation: One way" on that power with no loss in utility. 

 

One point for clarification:

 

What does immunity to mental entail? I cast this round in chat and it wasn't entirely clear. On the one hand, with a narrow interpretation, it is similar to Immunity to Psionic. On the other hand, with a broad interpretation, it is close to Immunity to all will saves. Chat figured it probably is the former, but it would perhaps be good to refine. 

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Fair points, all; nice catch. I'd forgotten about our change to Communication...or, rather, I forgot that I hadn't already accounted for it. Rules are easier to remember when building new things!

I've added the One-Way flaw to her Radio Communication, and taken the Area extra to compensate; I've added the Selective feat, for a little more fine control. I've also added the base Radio Sense to her super-sense suite.

That's a net +2pp cost, which I've evened out by removing the Radius Vision super-sense. Not a huge loss, but I'll have to add that back in next time I have points - give her some time to get used to juggling the drone feeds, heh.

The overhead on the search & rescue Communication is a good thought. I'd originally built the power separate from the others, but as you note the two-way on that is awfully redundant with the ESP, which already represents the return feed to Dragonfly. I've pulled the same trick here: +Area, -One-Way, +Selective, +Subtle (for the link to Dragonfly, not the end verbal communication itself! Obviously you can overhear if you're right near the endpoint, you just can't intercept it and get anything intelligible mid-transmission). And as I appear to have the points in the slot still, so +Subtle on the ESP, for kicks - spy mode deserves cloaking, but a particularly sharp-sensed villain will still catch it mid-spying, as well they should. No need to balance pp, as it still fits in the array budget.

Her half-immunity to mental effects is an artifact of the old mental/psionics confusion, before we got that sorted. She should have half-immunity to psionics, having the psychic equivalent of scar tissue, and I've made that update as well.

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