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Hestina

Hestina (PL10/11) - bstripp

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Final%20Hestina_zpse133y2c5.pngPlayer Name: Hestina
Character Name: Hestina
Power Level: 10/11 - 156/161PP)
Trade-Offs: +5 Defense / -5 Tough7ness
Unspent Power Points: 5
Progress To Bronze Status: 12/30

In Brief: Touch based psionicist with dimensional folding powers with a Pacifistic outlook on life.

Alternate Identity: Vicki Adams
Identity: Secret
Birthplace: Egg Harbor, WI
Occupation: Student
Affiliations: Claremont

Family: Father (Marcus), Mother (Annie), 3 sisters (Beth, Chrissy, Stephanie).

Description:
Age: 17 (DoB: 1998-05-17)
Apparent Age: 15-18
Gender: Female
Ethnicity: Caucasian
Height: 5'5"
Weight: 122
Eyes: Hazel
Hair: Black

SummerGlau_zpscbom6x83.pngPerhaps it's because of her near persistent smile, but Vicki has a guileless, friendly open look about her.  She is fit although not muscular, having spent years training in gymnastics and Tai Chi.  Having a metabolism that seems to devourer calories certainly helps keep her trim as well.  Her body tends more to a gymnast's build sporting a lack of curves which has never bothered her too much.  Overall, she is pretty average for height and weight even if she looks lighter than she is. 

For dressing, she gravitates more too practical and simple, near Tomboy-ish clothes.  Her wardrobe would fit in fine in most rural areas of the country having an ability to pass for the prototypical farmer's daughter.  As for colors, pale blues, whites, and other soft colors are things she gravitates too and wears.  That also applies to the little make-up that she tends to wear, it's either subtle, or she can't be bothered with it.  Thankfully, her complexion is still youthful and clear enough not to need it often.

Like her taste in clothes, her hair is typically simply done with a shoulder length ponytail.  On occasions where she needs to impress, a French braid or mostly straight with a thin tied braid tends to be what she prefers.  While she has wished on more than one occasion to have striking eyes, but unfortunately she has had to settle for ordinary hazel eyes, which do tend to show a twinkle of mirth and intelligence on occasion.

Her costume reflects the colors of her namesake, black with white accents.    

Power Descriptions:
Most of her powers are not flashy at all.  If fact, much of the time there is little indication that she is even using them.  That is with the exception of her teleporting, which tends to be a bit flashier.  There is an audible poof from the air returning to the spot she vacated and a distinct shimmer.  

History:

Vicki Adams grew up as a military brat.  Her father, Marcus, was a decorated career man in the navy and they floated from base to base depending on his deployments and posting.  Surprisingly, she actually enjoyed base life.  Her easy going personality and curiosity making a perfect mix for the frequent moves.  While each base was different, there was a comforting similarity among them all that made them feel like home.  Her mother and sisters, were a tight knit group which further added to the support structure that she had to draw on.  

It was both an honor and a challenge to live in the shadow of her father, a soldier who had been decorated multiple times for bravery and exemplary service.  However, it also served as a clear path on how she should conduct her life.  His unflagging morals and code of honor shaped her in ways that she is proud to admit, even if her philosophy differs from her father.  The base offered a perfect culture for her to hone her impressive physical gifts, studying gymnastics and Tai Chi, as well as working towards a collegiate life to study medicine and psychology. 

Even before her powers manifested, she had very strong ideas on what she wanted to do with her life and how she should approach it.  While her father was a soldier, she had a very strong stance on killing and harming others.  It was never an issue of confrontation with her father, just a unique point of view which was hers.  While she understood the dichotomy of living on a military base and practically being a pacifist, she also understood reality and readily accepted those who didn't share her ethical standards.

When her powers manifested themselves, she quickly realized one thing.  People do not like telepathy, even the hint of it.  While she couldn't plumb minds for their deepest secrets, that didn't stop everyone from assuming that she could when she revealed her mental communication.  She learned fast that her gifts were best shared only with family and close trusted friends.  No one liked whispered voices in their head unless they knew and trusted her.    

When she turned 15, she began moonlighting as a hero named Siren.  She achieved some minor fame and success with a series of thwarted bank robberies.  Her life took a strange turn when one day on the base a smartly dressed lawyer intercepted her at lunch and began to politely describe what trademark infringement was.  While the Freedom League man was very nice in explaining why she couldn't call herself Siren, it was when the real Siren showed up that took all the sting out of losing the name Siren.

The fact that Siren showed up multiple times to help mentor her through her rapidly strengthening powers made it even better.  Vicki changed her name to become Hestina, a butterfly that collectively was known as the Sirens.  Given her elusive nature, it was a wonderful suggestion and she took it to heart.  Over the next year, she continued her minor career as a hero, and has kept in touch with the real Siren who seems to check in on her every now and again.

The most recent change in her life was her father being transferred to Lonely Point Naval Base.  While moving was routine for her, getting placed at the Claremont Academy was not.  She was used to the military schools, but like anything else in her life, change was something to be accepted and coped with.  Besides, it was likely that Freedom City offered far more opportunities to develop as a hero than the sleepy bases she had previously resided at.

Personality & Motivation:
Vicki wants nothing more than to live up to the ideals her father has stood for his whole life.  Protect those that can't protect themselves.  She is smart, motivated, and determined to do this even with her pacifistic nature.  While she has strong beliefs on what is right and wrong, she is more than willing to accept the world views of others won't likely match her own.    To that end she is rarely preachy unless asked to speak about her viewpoints.

In general, she is cheerful, upbeat, optimistic and curious.  Add this to her disciplined, orderly nature and you have the underpinnings of a well-adjusted girl who is more than willing to toss herself into either trouble or new social situations with equal abandon.  

Powers & Tactics:
Confuse and disorient.  That has been her mantra from the day she realized what she was capable of.  She knows that she is not tough enough to slug it out with most thugs so she stays on the move, trying her best to keep out of harm's way.  When she sees an opening, she will try to port in, disorient or disable her opponent and get out as fast as possible.

If she manages to take someone down, popping them into her Dimensional Pocket until they can be deposited with the authorities.  That same pocket has been useful for transporting her costume, spare clothes, and any number of other odds and ends.

However, most important, is that she often tries her best to avoid conflicts all together.  When she can communicate with people, she is rather disarming and persuasive.

Complications:
You're in my head!: When Hestina uses her communication people get uneasy assuming that she can read their thoughts.
Can't you just speak up?: Hestina is mute.  She cannot speak and while she's pretty good at making her desires clear, it's a rough road trying to convey complicated concepts.  Also warning people is rather tricky.
Shadow of a real hero: Hestina has to live up to the larger than life image that her father has achieved.  She will take risks to protect people that she otherwise might not.
Blind trust: Hestina has a tendency to trust people up until they try to slit her throat.
The only way to keep a secret... There are several people on various bases who know about Vicki's powers before she decided on a secret identity.  Some of them likely have put together the person they know and Hestina.
You don't really want me to hit him?: Vicki has a pacifistic outlook on life.  She is opposed to killing of any sort, and will go out of her way to minimize any harm she would cause to someone regardless of what they are doing. 
Are you going to eat that?: Much to her horror, she seems to always be hungry.

 

Abilities: 0 + 10 + 10 + 4 + 10 + 6 = 40PP

Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 20 (+5)
Charisma: 16 (+3)

 

Combat: 8 + 20 = 28PP

Initiative: +5
Attack: +10 Melee, +4 Ranged
Grapple: +10
Defense: +15 (+10 Base, +5 Dodge Focus), +5 Flat-Footed
Knockback: -2

 

Saving Throws: 0 + 7 + 8 = 15PP

Toughness: +5 (+5 Con)
Fortitude: +5 (+5 Con)
Reflex: +12 (+5 Dex, +7)
Will: +13 (+5 Wis, +8)

 

Skills: 52R = 13PP

Acrobatics(10) +15
Diplomacy(7) +10
Gather Information(2) +5
Knowledge[behavioral Science](3) +5
Language[English Native, American Sign Language](1)
Medicine(5) +10
Notice(5) +10
Pilot(2) +7
Sense Motive(5) +10
Stealth(5) +10
Survival(2) +7

Swim(5) +5 

 

Feats: 20PP

Acrobatic Bluff
Attack Focus Melee - 6
Challenge - Improved Feint (Acrobatic Feint)
Connected
Dodge Focus - 5
Elusive Target
Evasion - 2
Luck - 2
Uncanny Dodge(Mental) - 1

 

Powers: 1 + 1 + 9 + 29 = 40PP

Communication 1 (Mental, Flaws: Touch-Range) [1PP]

Super Senses 1 (Danger SenseMental) [1PP]

Teleport 3 (Genetics; 300 ft, Extras: Accurate Flaws: Short Range Feats: Change Direction, Change Velocity, Turnabout, ) [9PP]

Dimensional Pocket 4 (Mental, Genetics, Dimension; Extras: Duration 3 (continuous) Feats: Progression 3 [Cargo: 5 Tons], Subtle 1, Quick Change 1, Hide in Plain Sight, Alternate Powers 3 ) [29PP]
Alternate Power: Stun 10 (Mindfry; Mental, Genetics; Extra: Alternate Save[Will]; Feats: subtle 1, Improved Critical[stun] 2 ) {23/1}
Alternate Power: Fatigue 10 (Mental, Genetics; Feats: subtle 1, Improved Critical[Fatigue] 2; ) {23/1}
Alternate Power: Snare 10 ("Dimensional Cage"; Mental, Dimension, Genetics; Extra: Transparent; Feats: subtle 1, Improved Critical[snare] 2; Flaws: Range 1; ) {23/1}

 

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

 

DC Block

ATTACK      RANGE      SAVE                        EFFECT
Unarmed     Touch      DC15 Toughness (Staged)     Damage (Physical)
Stun        Touch      DC20 Will (Staged) 18-20    Stun
Fatigue     Touch      DC20 Fort 18-20             Fatigue
Snare       Touch      DC20 Reflex (Staged) 18-20  Snare

 

Totals: Abilities (40) + Combat (28) + Saving Throws (15) + Skills (13) + Feats (20) + Powers (40) - Drawbacks (0) = (156/161) Power Points

Edited by trollthumper
Edited at Player Request

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OK, this looks good - my only question is, I thought Short-Range was only an acceptable flaw on Teleport 4 and above; since she can't teleport long-range anyway with just 3 ranks.

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Technically, Communication is 2pp as written as the Flaw wouldn't bring down the cost of the extra 1PP from subtle it would take a Drawback  to do so.  On the bright side Mental Communication already has a degree of subtlety in that it'd only be noticeable to someone with the appropriate Super-Senses.

 

 Unless you wish to shuffle something around for Subtle 1.  If so you could probably afford to safely drop a rank of Will or Reflex.

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