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Cabochard

Tesseract (PL10) - Cabochard (Newbie)

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Player Name: Cabochard
Character Name: Tesseract
Power Level: 10 (150/150PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

 

In Brief: Spatial Manipulator

 

Residence: Small apartment, Lincoln.
Base of Operations: Her Apartment.
Catchphrase: None yet!

 

Alternate Identity: Sarah Jones
Identity: Secret
Birthplace: Boston
Occupation: Barrista
Affiliations: None.
Family: Mother, Father, Younger Sister (Boston).

 

Description:

  • Age: 18 (DoB: 1997)
  • Gender: Female
  • Ethnicity: African-American
  • Height: 5'7"
  • Weight: 125lbs.
  • Eyes: Grey
  • Hair: Red

Yh26th4.jpg

Power Descriptions:
Tesseract's powers all manifest as some sort of spatial warping effect. Space around her and under her control bends, sometimes shortening, sometimes lengthening, and occasionally connecting to places it shouldn't. She is never found in-costume without her Localized Spatial Warping effect, a two-fold power that bends space a few inches from her skin, altering distances to confuse the eyes of her enemies, and to turn away blows that could harm her. Her Spatial Control manifests as a large series of powers, including a Spatial Shockwave that contracts space within an 80-foot diameter, then violently expands it, to devastating effect, Spatial Assault, a compacting of space before it's suddenly expanded in one specific direction for a more focused attack, and also one that can repeat multiple times as space bounces, a Spatial Distortion that stretches into the area around her, altering the distances to slow enemies down and trip them up, a Personal Spatial Distortion, which bends space to allow her to reach across impossible distances, access to the Space Between Spaces, where she can store things so that they will not affect the physical world, and the ability to call upon a Spatial Window, to peer at items far from her location.

 

History:
Spatial reasoning never quite came to the young Sarah Jones. Born in Boston in the first months of '97, to a native parent and one new immigrant, her family life wasn't awful. She lived in a small two-bedroom apartment, in a little baby's room barely bigger than a walk-in closet, but at least she was fed and clothed. She even went to preschool, though that was where her problems started. Baby Sarah hadn't gotten the traditional toys to play with, and with parents who had little knowledge of the way babies usually developed, the fact that she had started walking much later than normal, and was still very unsteady on her feet, had completely evaded them as something strange.

In preschool, however, they caught it. Sarah's spatial reasoning and awareness were far behind those of the other children. She'd developed object permanency just like the rest, but she just didn't seem to get shapes, dimensions, distances, or balance. When she tried to walk, her steps were completely off, putting her balance in completely the wrong direction, and always ended with her toppling over. She couldn't even figure out how to get shapes in the right holes, almost always trying to get the square peg in the circular hole. Eventually, the school labeled her as developmentally disabled, and put her in a special needs class.

She stayed in the special needs class until the first grade, when, finally, everything started to click. She managed to catch up with the regular kids, and it was noted that her disability had apparently only limited her ability to gauge dimensions and distances. She had an intelligent mind, otherwise, experiencing only minor difficulty with the more complicated subjects, though math still gave her some problems, particularly basic geometry. When she was asked why she couldn't get it, she would just shrug and say "It just doesn't seem right.". She was held back in her math classes, always working in the one from the previous year, and still struggling with some concepts.

The reason for all her difficulty finally emerged in her freshman year of high school. Due to her particular issues, she'd had problems with bullies off and on through middle school, and with high school came a sudden influx of bullies, who jumped on the chance to have fun with this one. It was during one of these, when they managed to corner her behind the school, that her powers manifested. It happened suddenly, for her. She was trapped in a circle, unable to escape, waiting for whatever horrible fate they had in mind that day, when suddenly space shifted. The space between the bullies widened without explanation, until it was wide enough, from her point of view, for a truck to drive through and, suddenly, a spot all the way at the other end of the street was right in front of her.

Sarah stepped through the folded space, and she left behind a touch of her power. As the space reasserted itself, to the confusion of the bullies, it created a shockwave, the uncontrolled bending causing reality to reassert itself violently, leaving Sarah's aggressors mildly injured and very confused. The cops were called in immediately, to apprehend all of them, including one very young, very scared girl with emergent and uncontrolled spatial warping powers. It didn't go particularly well, and only ended with a powerful electrical shock to her body, a lucky shot through her protective warping.

After a few hours of questioning, and the arrival of a hero with psychic powers to assess the truth of the situation, it all came out. Sarah got off with a short suspension, and the others came out of it with more severe suspensions and, in one case, an expulsion. Soon afterwards, she was approached by Duncan Summers, and he offered her a scholarship to Claremont Academy, where she could learn to control her powers. She accepted, happily moving to Freedom City, until she graduated, with a fair understanding and grasp of her powers.

A fresh graduate, Sarah has saved up enough money from odd jobs during her Academy years, to rent a small apartment in Lincoln, and enough experience to get herself a nice job at a small coffee shop on the Boardwalk. While she works, she keeps an eye out for problems, eager to finally get into the business of real superheroing, instead of just training her powers.

 

Personality & Motivation:
Sarah Jones is often a cheery person, friendly to new faces, and always up for a challenge. Sometimes, it may seem as though she has something to prove, and pushes herself to match others even when it might be foolhardy to do so. Other times, she seems to genuinely enjoy the challenge, happy to try new things and reach new heights.

By contrast, Tesseract is quiet and calculating. She is not unwilling to engage in conversation, but when she does, her conversations are slow and her words carefully chosen, always seeming to expect some sort of trap in the other person's words. Even her voice changes, from Sarah's warm, friendly tone, to a calmer, more distant one. Tesseract is, however, completely dedicated to the ideals of peace and order, and only rarely does she step outside the mandate of the law.

 

Powers & Tactics:
Sarah Jones is occasionally known to make stealthy use of her powers during her normal life, mostly for small aids that don't risk blowing her identity. The spatial control it affords her allows her to move far greater distances than normal, making it easy to get from one place to another without a vehicle.

Tesseract in combat is a tactician, always trying to manipulate the battlefield to her advantage. Space warps beneath her ministrations, allowing her to move herself, and force her enemies to move, in ways they might never have imagined. However, she is severely limited in her ability to manipulate space at any one time, only able to change one thing, lest it snap back and the feedback harms her. This requires her to think ahead, planning her next few moves, and her next few power uses, before she does anything.

 

Complications:

  • Identity: Secret
  • Responsibility: Job

 

Abilities: 2 + 8 + 4 + 0 + 2 + 6 = 22PP

  •     Strength: 12 (+1)
  •     Dexterity: 18 (+4)
  •     Constitution: 14 (+2)
  •     Intelligence: 10 (+0)
  •     Wisdom: 12 (+1)
  •     Charisma: 16 (+3)

 

Combat: 16 + 16 = 32PP

  •     Initiative: +4
  •     Attack: +8 Melee, +8 Ranged
  •     Grapple: +0
  •     Defense: +8 (+0 Base, +0 Dodge Focus), +0 Flat-Footed
  •     Knockback: -0

 

Saving Throws: 5 + 4 + 7 = 16 PP

  •     Toughness: +12/2 (+2 Con, [+10 Force Field])
  •     Fortitude: +7 (+2 Con, +5)
  •     Reflex: +8 (+4 Dex, +4)
  •     Will: +8 (+1 Wis, +7)

 

Skills: 40R = 10PP

  •     [Acrobatics] [8] (+12)
  •     [Bluff] [10] (+13)
  •     [Concentration] [11] (+12)
  •     [Notice] [7] (+8)
  •     [Sense Motive] [4] (+7)


Feats: 4PP

  •     Accurate Attack
  •     Assessment
  •     Precise Shot
  •     Taunt


Equipment: 0PP = 0EP

None.


Powers: 10 + 9 + 42 + 5 = 66PP

Force Field 10 (Localized Spatial Warping) [10PP] (Spatial Warping)

Concealment 9 (Localized Spatial Warping; Visual, Auditory, Olfactory, Radio (Radar Only); Flaws: Blending) [9PP] (Spatial Warping)

Spatial Control Array 18 (Spatial Control; 36PP Array; Feats: Alternate Power 6) [42PP] (Spatial Warping)

  •     Base Power: Teleport 8 (Spatial Control; 800ft/2000mi; Extras: Affects Others, Accurate; Feats: Turnabout, Easy, Change Direction, Change Velocity) {36/36}
  •     Alternate Power: Blast 10 (Spatial Shockwave; Extras: Area [Explosion]; Feats: Indirect 3) {33/1}
  •     Alternate Power: Blast 10 (Spatial Assault; Extras: Autofire; Feats: Accurate, Indirect 3) {34/1}
  •     Alternate Power: Environmental Control 12 (Spatial Distortion; 1/4 Movement) {24/1}
  •     Alternate Power: Elongation 12 (Personal Spatial Distortion) {24/1}
  •     Alternate Power: Dimensional Pocket 12 (Space Between Spaces) {24/1}
  •     Alternate Power: ESP 6 (Spatial Window) {24/1}

Strike 2 (Martial Arts; Feats: Accurate 2, Mighty) [5PP]

 

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

None.

 

DC Block

         ATTACK              RANGE      SAVE                           EFFECT

  •     Strike              Touch      DC 18 Toughness                Damage 3(Physical), Accurate 2
  •     Spatial Shockwave   Ranged     DC 25 Toughness                Damage 10(Physical), Area (Explosion) 100ft
  •     Spatial Assault     Ranged     DC 25 Toughness                Damage 10(Physical), Autofire, Accurate


Totals: Abilities (22) + Combat (32) + Saving Throws (16) + Skills (10) + Feats (4) + Powers (66) - Drawbacks (0) = 150/150 Power Points

Edited by Tiffany Korta

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Grats on submitting your first character.  Here are some comments: 

Fluff: 

Background and everything looks fine.  A few things I would point out or suggest.  First, there is no registry of superpowered characters in this setting, nor would there be any mandatory classes for new heroes/superpowered individuals.  However, her incident with her new powers is very likely to have attracted the attention of Duncan Summers, who would have extended her a invitation to Claremont (with a scholarship if needed).  So, that might be something to change a bit if you want. 

Crunch:

Unfortunately, there is a fair bit here that needs to be changed (and a few suggestions for you to consider). 

First, you have a couple of PL cap problems.  You attack/damage is only that of a PL 8 (+8 attack and only a +8 damage attack).  You should probably consider making some changes that puts you at the PL 10 cap in terms of attack/damage. 

Your PL cap problem is you are waaaay over the cap in terms of defense/toughness. You have +8 defense, which means you could have a +12 toughness (and would need to list the -2/+2 tradeoff at the top of the sheet).  Your +16 toughness (which is not even the right calculation of your toughness) far exceeds that.  You need to make some changes to bring your total toughness down to +12.  On this subject, you cannot spend points to directly increase toughness (as you have done in your saves), so that is the first point you can drop right there. 

Regarding your equipment, we have effectively eliminated the 1EP Commlink.  Per our house rules, you would need to build the Communication power for the commlink, which has some limitations on it (such as requiring a move action to use in combat). 

I would drop the armored jumpsuit, as it is part of what is throwing off your toughness save.  If you want to keep it, then you are going to have to make cuts elsewhere. 

Also, we generally discourage heroes that carry firearms.  Personally, I would make some adjustments to add an attack power that was only for one target, it will be far more effective than a light pistol.  If you really want the pistol, then you should indicate it has stun ammo (non-lethal) in it (which we do not make you pay extra for). 

Powers:  So, a number of issues here. 

Your Force Field/Concealment:  You are probably going to need to reduce the Force Field some, depending on what you chose to change regarding your toughness.  Given that, I would probably just drop the drawback on it.   

For the Concealment, why is she also concealed from mental senses?  (Just a question).  Also, reading Blending, if I were GMing a thread, I would say any teleporting would mess up the Concealment, because you are switching faster than the Concealment can adjust. 

Super Senses:  Couple of things here.  First, I am not sure it is priced right.  Between the extendeds (more on that later) and Distance and Danger senses, that is 8 pp, leaving 5 pp unspent.  What senses are you making radius?  Hearing, touch and smell are by default radius, so no need to improve them.  Improving normal vision would only be 1 pp (as you only have normal vision), so what are the other 4 pp for? 

Also, you need to tie your Danger Sense to one of your existing senses. 

Regarding the Extended 3 on vision and hearing....I am generally not a big fan of such long range increments.  Why is she always able to see and hear out to almost 2 miles before taking any penalty?  (have you considered the amount of information that is constantly pouring into her from that?)  Given that you have ESP for all senses, that makes such a long extended on these senses almost superfluous.   

The Spatial Control Array: 

Few things here, you have named the array as spatial control, I would just buy the base power as Teleport and not call it Spatial Control.  You should also list the range of your Teleports.  I would note, that at the moment, you just have straight teleport, without extras of feats such as Accurate (to teleport to places you cannot see) or Change Velocity, Change Direction or other useful feats.  You might want to consider some of those. 

Your area blast is fine, though as I suggested above, I would consider getting one that is just an individual target attack that puts you closer to PL and is a focused attack.  (Also, one note I would bring up here, you do not have to use every single point in every alternate slot) 

Duplication 10:  I am afraid we do not allow Heroic with more than one duplicate.  In general, we tend to try to steer people away from this power altogether. What is it you are looking to do with this power?   There may be other ways to achieve the intended goal.

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Okay, down to minor nits: 

So, her age.  At one point you say she was born in 1997, in her history you say 1992.  Either is fine, just should be consistent. 

Skills: We really do not use the Profession skill here, probably better served using those skill points for some other skill. 

You array: with 36 active power points, it should be a rank 18 array, not a rank 17.5.

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How do you feel about Strike 2 (martial arts training, PFs: Accurate 3, Mighty) [5PP]? 

That puts her Damage at only +3, but it means she has +14 attack with it! That way you're much better off if you're forced into melee. 

 

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