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Alderwitch Post Hiatus Updates


alderwitch

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So, as its been a while (both in the game timeline and in real life!), I'm trying to get some of my ideas blocked down for character updates. The characters I unarchived are:

Phantom (PL 15): Interdimensional Cosmic Guardian

  • PL is most likely staying where its at; Taylor is a cosmic entity in concept
  • Fluff Updates: Need to add a brief blurb updating her struggles as a parent:

    It’s been almost ten years now since Phantom appeared on the costumed crimefighter scene. She’s seen a lot and done more than most and still looks like she’s a college student outside of her cape. That’s especially frustrating when she’s got a dhampyr offspring about to start kindergarten and his perpetually-sixteen dimensional dopelganger going to Claremont and immortal ex-vigilante vampire for a spouse. Well, things never get BORING.

  •  Stat Adjustments: Need to add skills that didn't exist last time she was played Knowledge (Cosmology) and Knowledge (Galactic Lore) and adjust the Lair for only having Taylor as a PC. (Formerly split as an HQ with Avenger (NPC) )
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Psyche (PL 14): Terminus Baby Psychic Wonderkind

  • Psyche was under caps for her PL before and I will probably shore her up to be a PL 12 all around as she is PL14 for her defenses and PL10/11 for most of her psychic abilities
  • Fluff Updates: Pretty much everything needs to be updated as she's now in her early twenties (22) and a lot has changed since her time as a 15 year old genius at Claremont
    • Description

      Its taken years, but Alex has emerged from her awkward teen years as a slender, poised young woman. Her eyes are still too large and her gaze will always be too direct, too intent but she makes it work for her, most of the time. The ambient glow of her powers is once more under her control but without that tell, she’s still well known as who, and what, she is. Her red hair is still long but often pulled up out of her face as she works and she’s taken recently to wearing glasses - an affectation that she hopes blunts some of the unease her too-direct gaze can engender especially among her employees. 

      Quiet and but authoritative, Alex has never fully embraced business wear - she’s always got some sort of bright clashing colors somewhere although between employing a stylist and being a Fortune 500, her quirks have become not unpopular among a certain set of high society. 

    • History

      Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. After struggling to conceive, they were overjoyed when Alex was finally on the way.

      Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often.

      What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts.

      Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home.

      Rebecca grew more and more concerned as Alex grew older and when Alex was around ten, began trying to get her out of the program and into Claremont instead as Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex.

      Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever.

    • Personality and Motivation

      These days, the best word to describe Alex is ‘driven’, she’s turned AEON and its research into a force to be reckoned with, creating a billion dollar empire based on ethical research. Combining that with outing herself as a Terminus baby with the determination to prove the the entire world how good she can be, it’s a lot. Even for Alex’s super brain, it’s a lot. Without the team of Young Justice to balance her, Alex is deeply lonely but she buries it in her work.

      Although by nature a rule follower with a strong ethical code, her loyalty to her friends and family will always outweigh her other desires. She doesn't have much of a temper, but once riled can proving surprisingly stubborn. 

      As Alex has grown up with powers, she has had to learn telepathic ethics the hard way. These days, Alex finds 'snooping' uncalled for in most circumstances. There are, of course, exceptions but Alex is never one to pry - especially with strangers - unless the situation requires it. The only exception is the friend with whom she shares a permanent communication link. She feels completely free to poke around in his brain when the mood strikes.

    • Powers & Tactics

      Alex has done many interviews about her powers and she often… edits her answers carefully. Telepaths make people uncomfortable and no one knows this better than Alex.

      Her psychic powers are formidable and expansive. She can read minds, alter memories, manipulate material with an ever increasing fitness and despite what she’s on the record about, internal tests at AEON show that she’s not yet plateaued on her growth and potential in opposition to what she’d believed as a teenager. 

      Alex is without question a genius well above typical human capacity. Although she’s ostensibly no longer the costumed Psyche, that she was is a matter of record and she still keeps in practice at her own training ground, ‘just in case’. Her powers are more deft these days - Alex would still rather stop a conflict before its begun than smash someone with a ton of rocks.

      Alex can scan for thoughts miles away and extend her senses well outside her immediate presence. She's aware that she can even wrest control of a person's actions away from them but finds that both unsettling, and ethically distasteful although she’s done it in the past, and may very well in the future. She can also alter memories and emotions but is always cautious of not only the ramifications but the potential reaction to her actions.

    • Complications

      Famous: Not only is Alexandra Albright famous, but her alter ego is a matter of public record as are her origins as a Terminus baby. Alex does her best to keep her visible public identity as an advantage but there are many, many ways it can be used against her. 

      Lonely: Her powers have always separated her from normal and although she once hoped as her friends aged the gap would close, it has only been made clearer just how much of an outsider she can be. 

      Terminus Baby: Alex's power origin comes from being in utero as an infant during the Terminus invasion. Despite her best efforts to undo that damage, preconceptions and prejudice exists. 

      Retired: As far as Alex's concerned, her days as Psyche are behind her. Alex isn't wrong much of the time but it DOES happen.

  • Stat Adjustments
    • Add to Skills and EP first, raising her skills to reflect the learning she's had and adjusting the EP from the YJ HQ to AEON
      • Skills (r = 37 PP )  (spent 16 PP here)

        Computers 9 (+20)

        Concentration 9 (+20)

        Gather Information 17 (+21)

        Knowledge (Behavioral Sciences) 9 (+20)

        Knowledge (Business) 4 (+15)

        Knowledge (Civics) 4 (+15)

        Knowledge (Earth Sciences) 4 (+15)

        Knowledge (History) 4 (+15)

        Knowledge (Physical Sciences) 9 (+20)

        Knowledge (Life Sciences) 9 (+20)

        Knowledge (Technology) 9 (+20)

        Medicine 9 (+20)

        Notice 17 (+28)

        Search 17 (+28)

        Sense Motive 17 (+28)

      • Equipment Points (Raised to 32 EP) [7 PP = 35 EP] (Spent 1 PP Here)

        AEON Foundation (HQ) Size: Gargantuan [4 ep], Toughness: 14 [4 ep], Features: Combat Simulator, Communications, Computer, Defense System x 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells x 2, Infirmary, Lab, Library, Living Space x 3, Personnel, Pool, Power 2: Teleporter, Power System, Security System, Worskhop [23 ep] - Total EP: 31

        Power 2: Teleport 10 (20,000 miles), Drawbacks: Power Loss 2 (Teleport Beacon), Extras: Accurate, Affects Others, Flaws: Limited (To/From Manor)

        Teleport Beacon and Communicator (watch) [1 ep]

    • Drop the Protection to a 12, remove the drawback. (Gained 1 PP Here)

      Protection 12 [12 pp]

    • Eventually, over time, adjust the psychic array to be at a PL12
    • Remove the Communication Link with Zoe since she's back in her own time. (Gained 1 PP Here)

Still have 1 PP Unspent from total available 

 

Edited by alderwitch
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Character Idea for Claremont Academy enrollment

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

In Brief: Fens Street Vigilante given a free ride at Claremont Academy (Or... what if Bruce Wayne had been poor and female!)

Residence: Claremont Academy (Formerly a runaway)
Base of Operations: The Fens
Catchphrase: "Yeah, it's a crappy part of town but its my crappy part of town."

Alternate Identity: Robin Chevalier
Identity: Secret
Birthplace: Freedom City
Occupation: Student, Former Street Rat
Affiliations
Family: Deceased / Foster kid runaway

Description:
Age: 16 (DoB: October 30, 1999)
Apparent Age: Same
Gender: Female
Ethnicity: Biracial (African American / Caucasian)
Height: 5'5"
Weight: 145 lbs.
Eyes: Grey
Hair: Black

Robin is built like a gymnast or athlete although it's usually hidden in baggy, tattered clothes. Her dark curly hair is braided back or, when loose, stuffed under whatever second-hand cap she can find. Her worn leather jacket is well loved and has been patched more that once but its her most common accessory. As Nightingale, she wears a black fabric mask that covers her hair and the upper half of her face. It was cobbled together from a black t-shirt and a ragged shirt under her leather jacket marked with a bird in flight and steel-toed boots. 

Power Descriptions:
Nightingale has no overt powers. She's a world class athlete and gymnast and a self-taught hand to hand combatant with two years of street fighting experience. The fact that she's accomplished so much on her own is remarkable but as far as anyone knows or has tested, it comes from no supernatural source just an uncanny natural ability and a dogged determination for justice that earned her a spot at Claremont academy.

History:
Robin's early life was a happy one. Her family wasn't wealthy by any stretch of the imagination but they were making ends meet in the Fens and working towards a better future. Although there wasn't much in the way of disposable income, her parents set just enough aside that she could take classes; tumbling, acrobatics, gymnastics. Robin had a real talent for it and although she did well in school, her heart was in the sport and it was clear she had a potential future in it. By the time she was ten, there was serious talk of turning competitive and perhaps eventually, taking a run at the Olympics. 

However that life, and all of those plans, were derailed the night her parents never came home from their date night. Despite her efforts, Robin's run down only the vaguest of details, that they were shot and robbed on their way back home. 

With her parents dead and no next of kin, Robin was shuttled into foster homes. Her foster-care wasn't bad, but it wasn't spectacular. Overcrowded and ill equipped, Robin's anger had no productive outlet and she became problematic for her care givers. She got into fights at school and at home that she lost more often than she won. 

Robin could have gone down a very dark path indeed but when lurking in the alley that had claimed her parents life, perhaps hoping for some illumination, she chanced on another robbery in progress. At last, her anger had an outlet. Driven by sorrow and rage, and backed with years of hard-won strength and nimbleness, she drove off the attacker. It gave Robin a sense of purpose. She couldn't bring her parents back, but she could try to keep anyone else from feeling that loss. 

That night, Robin left home for good, haunting the streets as a pint-sized vigilante at night and training during the day harder than she'd ever trained before. It's been two years since she began her self-appointed watch and she'd still be in the Fens but for an offer from the Claremont headmaster. It's no surprise that Nightingale's efforts resonate with someone who once wore the cowl of Raven but without proper training, Robin's flirting with an early grave for all of her potential.

As for Robin, she's been told that Claremont might have the sort of resources to help her find the men that killed her parents. The regular meals and hot showers don't hurt though. 

Personality & Motivation:
Robin's claimed the Fens as her own and it bothers her to be away even though she's well aware that the offer of 'unique teaching' that Claremont can provide is something she is in desperate need of. She's used to being on her own and comfortable with the odd life she'd carved out. The attempt to return to even Claremont-normal teenage life is a bizarre experience and it discomfits her, although Robin does her best not to betray that particular weakness. 

She's more comfortable in what she knows, which at this point is generally fighting or looking for someone to fight. Still, she has a lot more potential than just her fists, she's canny and cunning and learning to use those as weapons in the same way she's learned to use her fists. Justice and a need to protect those that can't protect themselves are very much her driving goals but she still has a short-sided view of how to accomplish it. 

Powers & Tactics:
Robin is a world-class athlete - fast, strong and sturdy and backed with an iron-will to push herself past her limits. In a fight, Robin relies on her fists as they've always been the one weapon she can count on. Her style is a mix-mashed hodge podge of quick strikes and she's entirely willing to use every dirty trick she has at her disposal to win. Any fight you can walk away from is perfectly fair. Robin's willing to toe-to-toe slug fest it out but she's also comfortable with cutting and running to strike from a higher vantage point and will exploit her acrobatic experience to gain the advantage. 

She's no mindless scrapper, though. Robin's very smart and although she's not had proper school in years, she has a knack for picking up information and odd skills. Her background on the streets has left her with a unique skill set. Robin knows the Fens like the back of her own hand. Further, she has the advantage of having been an active street level hero before her time at Claremont. 

Complications:
Impoverished: Robin has nothing of her own but her clothing, not even bus fare. She's got all the skills TO steal but unless its for survival, its against her moral code. It's a hard knock life and having no family or pocket money isn't exactly helping her outsider status. 

Justice: She can't let go of what happened to her parents and its an ever burning need. Although the trail is long cold, if Robin can find a thread of who might have done it, she's going to have to follow it to the ground. On top of that, her parents have been tied to the Fens and the fact that she's left it 'undefended' bothers her regularly. Sometimes the draw is too hard to resist. 

Experienced: Sometimes experience isn't a good thing. Robin can be impatient with exercises that she feels are less than helpful or, worse, that she already knows. Yes, her school of hard knocks has its perks but it also has its draw backs and sometimes its harder to unlearn something to learn how to do it properly. 


Abilities: 20 + 20 + 20 + 12 + 8 + 10 = 90 PP
Strength: 30 (+10)
Dexterity: 30 (+10)
Constitution: 30 (+10)
Intelligence: 22 (+6)
Wisdom: 18 (+4)
Charisma: 20 (+5)


Combat: 20 + 20 = 40PP
Initiative: +10
Attack: +`10 Melee, +10 Ranged
Grapple: +10
Defense: +10 (+10 Base, +0 Dodge Focus), +10 Flat-Footed
Knockback: -5


Saving Throws: 0 + 0 + 1 = 1PP
Toughness: +10 (+10 Con, +0 [Other])
Fortitude: +10 (+10 Con, +0)
Reflex: +10 (+10 Dex, +0)
Will: +5 (+4 Wis, +1)


Skills: 24R = 6PP

  • Acrobatics 4 (+14)
  • Climb 4 (+14)
  • Disable Device 4 (+14)
  • Escape Artist 4 (+14)
  • Gather Information 8 (+13)


Feats: 14PP

  • Attractive
  • Beginner's Luck
  • Blind-Fight
  • Chokehold
  • Contacts
  • Eidetic Memory
  • Elusive Target
  • Endurance
  • Evasion x 2
  • Improvised Tools
  • Instant Up
  • Jack of All Trades
  • Well Informed


Powers: 0 + 0 + 0 = 0PP

Drawbacks: (-1) = -1PP

Drawback Impoverished; [-1PP]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 20 Toughness                Damage (Physical)
 

 

Totals: Abilities (90) + Combat (40) + Saving Throws (1) + Skills (6) + Feats (14) + Powers (0) - Drawbacks (1) = 150/150 Power Points

 


 

 
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Potential alternatives, Starling (motled Dark coloration), Whippoorwill (Spooky sounding nocturnal), Nighthawk(because night and raptor and grimdark), Swift(corpuscular and sounds fast and agile!)

I think someone back in the day was going to use nighthawk but don't recall if the concept made it in game or was too ironagey and didn't make it past concept.

 

Also peak unenhanced Human is usually stats of 24.  Not sure if you care about the technically "superhuman"  or not though.  

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Darnit! Ah well. I liked that name too :D

Starling might work, or Peregrine. I almost went with Nighthawk but assumed that would be taken. I actually really like Nighthawk.

 

As to the stat block, I thought about that but based the stats on this:

Beyond Human

Although 25 is defined as “the peak of human achievement” in an ability score on the Ability Benchmarks Table, a character with an ability score greater than 25 isn’t “non-human,” merely superhuman in comparison to ordinary people. Many “normal human” characters in the comics have truly superhuman ability scores, particularly Dexterity, Intelligence, Wisdom, and Charisma. A character can have a superhuman ability score without necessarily being anything other than an amazingly talented, well-trained human being. The limits of what “normal” characters can accomplish is up to the Gamemaster and depends very much on the style of the setting.

Mutants and Masterminds 2.0, p. 31

But I bought them as regular stats as her abilities can't be nullified. She does fall into the realm of superhuman compared to normal but by her background, that's nothing other than exemplary effort with the caveat that she might find out more about her 'true origins' during some story if that becomes a direction to take her in. I anticipate the commentary on her to be akin to Batman in world, I mean, that although she's not technically a metahuman, she isn't 'normal' either. 

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  • 3 weeks later...

(Cashing in Silver Reward - PL12 ; Remake of Bombshell)

 

Player Name: alderwitch
Character Name: Bombshell
Power Level: 10 (12) (180/180PP)
Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Immortal Femme Fatale, (Heel? Face? Who knows?)

Residence
Base of Operations: Freedom City
Catchphrase

Alternate IdentityNatalya Browning, aka. Rebecca Danvers
Identity: Public (Talya) / Secret (Rebecca)
Birthplace: London
Occupation: Idle Rich / ex-thief
Affiliations: Allies of Freedom (1939-1945), MI6 (1945-1954), Thief (1960-1970), Prison (19702-2009)
Family: None currently living

Description:
Age: 98 (DoB: September 7, 1917)
Apparent Age: Mid twenties
Gender: Female
Ethnicity: Caucasian
Height: 5'6"
Weight: 135 lbs
Eyes: Blue
Hair: Blonde

A curvy bombshell, for lack of better term. Talya didn't look out of place as a sultry songbird in the 1940s. In fact, low end lounge singer was her cover for much of the war years. These days, she's only average in height but in her hey-day she was considered statuesque. Talya always makes the effort to blend in with the current decade. In the '40s she did femme fatale. In the '60s it was go-go boots and micro-minis. These days, while swinging from lines across Freedom City, she favors a leather cat-suit and domino mask. In order to keep up with the times, she's updated the look to include more straps and a pair of goggles that she never actually wears. In any era, however, she is a stunning woman with a smokey voice and a rare wry wit.

Power Descriptions:
Talya's powers look like nothing at all. Although she's been imbued with immortality and few more tricks up her sleeve post her efforts in Europe during the second World War, its to her benefit that they look like nothing at all. Most of what she has going for her is skill and carefully honed ability, and then a little bit over the years to even the playing field. 

History:

Bombshell started out hero. Born in England to an upper-class family, when the war arrived, Talya was quick to head overseas with her group of friends to serve as a spy. Mental training helped her shield her thoughts and presence from the Nazis. They were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protections. For Talya, that enhanced her natural aptitudes for stealth and shielding into mystically enhanced physiology. Gifts that she was quick to turn into weapons for the Allies during the war. 

Once the war was at an end, Talya remained with MI6 and her talents were turned towards the potential threat that Russia posed for the Western world. This, however, was a much murkier world and Talya lost her taste for the spy game as it became much less clear what good and evil war.

Abandoning war-torn Europe, Talya gave into her thrill-seeking ways, becoming a pre-eminant thief. As England was still rebuilding, she left European shores for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the '60s, enjoying a special game of cat and mouse with the Scarab as her abilities helped her remain elusive to his senses.

When her old "friends" from her first caper showed back up, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was willing to go. She was a thief but never a killer. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentence began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Instead, she's spent her time and used her disguise skills to look more fragile with the years. 

After breaking out on the scene, Talya found that the villains of the era weren't any sort that she wanted to throw her lot in with. No style. No panache. Too much murder. After another heel-face turn, Bombshell was back on the side of good. Ish. When the chips are down, Talya's always on the side of 'lets not blow up the world'. Burning buildings. Rescuing cats from trees. Sure. She still has a bit of a weakness for taking things from rich people who fail to appreciate them.

Personality & Motivation:
Bombshell has always been chaotic, never evil. Although she stole and broke many laws but she's always had her own own moral code. She worked with heroes occasionally even during her more criminal days. She will, not, however play by a hero's rules. She won't kill or cause harm to innocents. Afflicted by moral ennui, she's about to embark on a heel-face turn. Once the threads for those finish, Bombshell will be much more in line with her golden age morals. A spy for the good guys, and struggling to not get assumed to have slipped back to her felonious habits.

Powers & Tactics:Bombshell will do her best to cut and run from most conflicts. She's not interested in exchanging blows with meat-heads and considers it a win if she gets away. She prefers, when she has to fight, to strike from stealth and distract or taunt her opponent. She fights with her head but the years have left her a skilled hand-to-hand combatant, the lingering magic buffs she has don't hurt.

Complications:

I Got A Record: In her long life, Talya's done lots of things and not all of them on the side of angels.

I'm Just Drawn That Way: Femme fatale means having to say you're sorry. A lot.

Pretty Baubles: She has a bit of a thing for the glitz and glamour. She might be a hero but occasionally personal property laws don't really count in her estimation. 

Wrong Place, Wrong Time: Sometimes the cops assume that she's there to commit a crime, not solve one. For some reason, Talya tends to end up on the scene at the absolute worst time

Old Friends, Old Enemies: Talya has lived a long life and has no shortage of old friends needing help, old enemies that want to fight and old lovers that could fall into either category. 

Abilities: 0 + 14 + 8 + 4 + 4 + 14 = 44PP
Strength: 10 (+0)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 24 (+7)


Combat: 16 + 16 = 32PP
Initiative: +7
Attack: +10 Melee, +8 Ranged / +14 Baton
Grapple: +15
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -0


Saving Throws: 1 + 0 + 0 = 1PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +5 (+4 Con, +1)
Reflex: +7 (+7 Dex, +0)
Will: +3 (+3 Wis, +0)

 

Skills: 124R = 31PP
Acrobatics 13 (+20) Skill Mastery
Bluff 13 (+20)
Disable Device 12 (+15) Skill Mastery
Disguise 13 (+20) Skill Mastery
Escape Artist 13 (+20) Skill Mastery
Gather Information 3 (+10) Skill Mastery
Investigate 5 (+8)
Language 4 (English [Native], French, German, Polish, Russian)
Notice 7 (+10) Skill Mastery
Perform (singing) 5 (+12)
Search 8 (+10) Skill Mastery
Sense Motive 7 (+9)
Slight of Hand 8 (+15)
Stealth 13 (+20) Skill Mastery



Feats: 21 PP
Attack Focus: Melee x 2
Benefit: Wealth
Blind Fight
Defensive Roll x 2
Dodge Focus x 4
Evasion x 2
Quick Change 2
Instant Up
Jack of All Trades
Power Attack
Skill Mastery 2 (Acrobatics, Disable Device, Disguise, Escape Artist, Gather Information, Notice, Search, Stealth)
Sneak Attack
Uncanny Dodge (visible)


Powers: 6 + 3 + 1 + 11 + 23 + 4 + 7 +   = 55 PP

Concealment 3 (Mental Senses, ESP, Extras: Duration: Continuous, Flaws: Permanent) (Magic; Imbued) [6 PP]

Concealment 3 (Visual, Auditory, Extras: Duration: Continuous, Flaws: Passive, Blending) (Magic; Imbued) [3 PP]

Immunity 1 (Aging) (Magic; Imbued[1 PP]

Immunity 10 (Psychic Effects, Feats: Selective) (Magic; Imbued) [11 PP]

Regeneration (Feats: Regrowth, Persistent) (Bruised/No Action, Injured/1 Round, Staggered/No Action, Disabled/5 Minutes, Resurrection/5 Minutes) (Magic; Imbued) [23 PP]

Super Movement 2 (Slow Fall, Wall Crawling) (Training) [4 PP]

Device 2 (Bombshell's Batons; 10DP, Flaws: Easy-to-Lose [-2], Feats:Subtle [Collapsible]) (Technology; Device) [7PP]

  • Damage 4 (Feats: Accurate 2, Mighty) [7DP]
  • Super-Movement 1 (Swinging) [2DP]
  • Speed 1 [1DP]



Drawbacks: (-4) = -4PP

Vulnerable (Magic [Common], Major [x2]) [4PP]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Sneak Attack        Touch      DC 17 Toughness                Damage (Physical)
Baton               Touch      DC 19 Toughness                Damage (Physical)
Baton-Sneak Attack  Touch      DC 21 Toughness                Damage (Physical)

 

Totals: Abilities (44) + Combat (32) + Saving Throws (1) + Skills (31) + Feats (21) + Powers (55) - Drawbacks (4) = 180/180 Power Points

 
Edited by alderwitch
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  • 3 weeks later...

Player Name: alderwitch
Character Name
Power Level: 10 (12) (180/180PP)
Trade-Offs: -5 Defense / +5 Toughness, 
Unspent Power Points: 0
Progress To Bronze Status

In Brief

Residence
Base of Operations: Freedom City
Catchphrase

Alternate Identity
Identity
Birthplace
Occupation
Affiliations
Family

Description:
Age: Cosmically ancient (pre-dates the Earth)
Apparent Age: mutable (polymorph)
Gender: gender fluid androgyne (polymorph)
Ethnicity: Preserver (alien)
Height: mutable (polymorph)
Weight: mutable (polymorph)
Eyes: mutable (polymorph)
Hair: mutable (polymorph)

 

Power Descriptions:

 

History:

 

 

Personality & Motivation:
 

 

Powers & Tactics:

 

Complications:

Complication: Text


Abilities: 0 + 0 + 0 + 30 + 0 + 0 = 30PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 40 (+20)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 10 + 10 = 20PP
Initiative: +0
Attack: +5 Melee
Grapple: +15
Defense: +5 (+5 Base), +3 Flat-Footed
Knockback: -0


Saving Throws: 8 + 8 + 8 = 24PP
Toughness: +8 (+0 Con, +15 Protection)
Fortitude: +8 (+0 Con, +8)
Reflex: +8 (+0 Dex, +8)
Will: +8 (+0 Wis, +8)

 

Skills: 0R = 0PP
 



Feats: 0 PP



Powers: 16 + 61 + 15 + 12 + 0 + 0 + 0  =  PP

Morph 4 (Cosmic, Extras: Duration: Continuous) (Cosmic) [16 PP]

Transform 10 (Anything, Extras: Duration: Continuous, Flaws: Range: Touch, Power Feats: Precise) (Magic; Imbued) [61 PP]

Protection 15 (Cosmic Resilience) (Cosmic[15 PP]

Immunity 10 (Life Support, Aging, Sleep, Food) (Cosmic) [12 PP]

Regeneration (Feats: Regrowth, Persistent) (Bruised/No Action, Injured/1 Round, Staggered/No Action, Disabled/5 Minutes, Resurrection/5 Minutes) (Cosmic) [0 PP]

 



Drawbacks: (0) = 0PP

 


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Sneak Attack        Touch      DC 17 Toughness                Damage (Physical)
Baton               Touch      DC 19 Toughness                Damage (Physical)
Baton-Sneak Attack  Touch      DC 21 Toughness                Damage (Physical)

 

Totals: Abilities (44) + Combat (32) + Saving Throws (1) + Skills (31) + Feats (21) + Powers (55) - Drawbacks (4) = 180/180 Power Points

 
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  • 1 month later...

Player Name: Alderwitch
Character Name: Renegade
Power Level: 10/12 (180/180PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Surly exiled angel channeling celestial power through tattoos

 

Residence: Riverside
Base of Operations: Eternal Ink, lives above the shop that he owns
Catchphrase: "Look, I don't even want to BE here."

Alternate Identity: Araeriel / 'Ray Haskell'
Identity: Secret
Birthplace: Heaven
Occupation: Tattoo Artist
Affiliations: Heaven (currently out of favor)
Family: Estranged but plentiful

 

Description:
Age: Circa 2500 BCE
Apparent Age: Mid thirties
Gender: Male
Ethnicity: Caucasian
Height: 6'3"
Weight: 195 lbs
Eyes: Green
Hair: Blonde

 

Ray is a tall, fit blonde man of ambiguous Western European ancestry that seems somehow perpetually scruffy. He usually favors tank tops and battered black BDUs. The most noteworthy feature Ray has are the prodigious amount of tattoos he's accumulated which all appear almost fresh with how bright the ink remains on his skin. The tattoos are mystic in origin with Enochian sigils hidden within the more evocative images and the bulk of Ray's tattoos shift based on what he needs to materialize at any given point. There are a few fixed points that do not change; the Enochian markings remain in place and although the wings might change position along his shoulders and back, they are always there. 

 

With the nature of his powers, Renegade's super hero costume is generally 'whatever Ray was wearing' right before there was a need for his super hero alter-ego, sometimes with his shirt abandoned if he's needing more than what he can pull from his arms for a conflict. 

 

Power Descriptions:
Ray's picked up a few things over his time in the mortal realm. His place in the choir was a scholarly one, charged with observation and recording. He was never charged with a flaming sword or divine shield and so comes across more as a brawler and bar fighter than any sort of divine soldier as he's had the last few decades of getting into scrapes to draw on. The lingering divine grace locked within Ray gives his mortal body more natural potency and tenacity than it ought to have.

 

When Ray utilizes his divine birthright through the medium of his tattoos, the ink on his flesh changes and reforms to represent his desires and he draws them from his flesh into reality. The sleeves on his arms most typically feature flames and chains which tend to be his go-to for manifestations but the images can ripple and change depending on his needs and whims. 

 

History:

Araeriel was created during the Bronze Age and tasked with observing and recording. His was a silent, scholarly duty and it suited him, unsurprisingly, as if he were made for that purpose. It's important to note that his duty was not to understand or empathize, to heal or to fight, but simply to be a set of eyes and ears for those of higher rank and greater importance. Araeriel was a messenger, a scholar and an artist, low ranking but content in his use and purpose within the divine dimension he occupied. His focus remained on tracking the art and artists of the eras, documenting them and in his spare time, dabbling with creation himself. As time marched forward and art become more closely intwined with social and political commentary, it began to slowly alter Araeriel's own nature. He grew more recalcitrant in his duties, spending more time focusing on his personal work and less on his duties to the choir. It was clearly, entirely unacceptable behavior but nothing truly worthy of exile or damnation. 

 

At the close of the 1970's, Araeriel was exiled from Heaven to Earth, locked in a mortal body designed to blend in with his surroundings. The official party line on the matter was that Araeriel was to be given time to focus on this new and clearly overwhelming calling of his with less divine distraction. To Ray, however, it is clearly a punishment and, perhaps, a lesson. The tenants of that particular lesson, however, escape him. With his divine nature locked in a mortal shell, the difference was jarring. Ray has never longed for humanity and the longing he felt for home was keen in the first few years. Eventually, he put his not inconsiderable skills to use in attempting to shake off the restrictions of this mortal form. Through tattoos of Enochian inscriptions, he's managed to crack some of the shell and tap into some fragment of his true nature but he remains firmly land-locked, unable to go home until his sentence has been lifted.

 

After bouncing around for the last few decades, Ray is no longer the fish out of water that he was originally. He has even come to enjoy some aspects of the human condition although it has only increased the rebellious streak just starting to crop up in Heaven. Adopting the moniker 'Renegade', Ray has taken on the occasional supernatural menaces that spill into his path. It might be in part that he hopes death in the line of protecting innocents might just be enough to send him home but mostly, even with his occasionally poor attitude, Ray's still an angel.

 

Personality & Motivation:
Ray is somewhat perpetually cranky. His outrage and homesickness have faded enough that it merely keeps him in a surly mindset. He does genuinely take a great amount of pleasure in his art and while he has a rather wide skill set of craft that he's perfected, his current love is in tattooing and he's very protective of his shop in Riverside. Despite his acerbic exterior, Ray has a good heart and maintains his angelic instincts to protect humanity. They are much harder to ignore down here than they were in Heaven, which may in fact have been the actual point of his current time-out. 

 

Powers & Tactics:

Even after a few decades, Ray is not a subtle sort of fighter. He tends to take on threats head long and tossing everything and the kitchen sink at the most dangerous threat available. Its not that he's not capable of different tactics or stupid, Ray has no martial background to draw on and comes at the fight from a brawler's mindset. He has to work to remember that he can do more than hurt something as much as possible, as quickly as possible. For all of that, Ray has no desire to do more than is necessary to end the battle as he is neither overly violent nor cruel. He is more susceptible than many to various social deceptions as humans remain much less clear to him in their motivations than he might like. 

 

Functionally, he's a street level sorcerer with some firepower at his disposal. 

 

Complication
Name: Description

Abilities: 10 + 0 + 10 + 10 + 10 + 10 = 50PP
Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+5)
Intelligence: 20 (+0)
Wisdom: 20 (+0)
Charisma: 20 (+0)


Combat: 20 + 20 = 40PP
Initiative: +0
Attack: +10 Melee, +10 Ranged
Grapple: +15
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed
Knockback: -5


Saving Throws: 5 + 10 + 5 = 20PP
Toughness: +10 (+5 Con, +5 Protection)
Fortitude: +10 (+5 Con, +5)
Reflex: +10 (+0 Dex, +10)
Will: +10 (+5 Wis, +5)


Skills: 40R = 10PP

Knowledge (History) 10 (+15)Skill Mastery
Knowledge (Arcane) 10 (+15)Skill Mastery
Knowledge (Cosmology) 5 (+10)Skill Mastery

Craft (Artistic) 15 (+20)Skill Mastery


Feats: 4PP

Artificer

Ritualist
Jack of All Trades
Skill Mastery (Knowledge: History, Arcane, Cosmology, and Craft: Artistic)


Powers: 6 + 5 + 2 + 6 + 37 = 56PP

Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. 

 

Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6 PP]
Protection 5 (Divine Grace) (Holy, Celestial) [5 PP]
Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2 PP]
Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6 PP]

Enochian Tattoo Array 11 (Breaking the Chains) (22 PP; Power Feat: Alternate Power x 5) (Holy, Celestial) [37PP]

  • Base Power: Damage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor x 2 (any elemental or kinetic) ) [32PP]
    • Alternate Power: Flight 17 (Angelic Wings) (2,500,000 MPH; Drawbacks: Power Loss: Requires Wings Free, Reduced Load) [32PP]
    • Alternate Power: Move Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feat: Variable Descriptor x 2 (elemental or kinetic) [32PP]
    • Alternate Power: Create Object 10 (Creation) (Extra: Duration: Continuous, Power Feat: Precise, Innate) [32PP]
    • Alternate Power: Environmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction (DC 10) [sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feat: Slow Fade, Reversible) [32PP]
    • Alternate Power: Dazzle 10 (The Glory) (Visual, Extra: Area (Cone), Power Feat: Incurable, Reversible) [32 PP]



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



DC Block

ATTACK                                      RANGE        SAVE                           EFFECT
Unarmed (Includes Divine Might)
             Touch        DC 25 Toughness                Damage (Physical/Holy)
Blast (Wrath)                               Ranged       DC 25 Toughness (Autofire)     Damage (Holy)

Move Object (Chains and Bonds)              Ranged       DC 25 Toughness                Damage (Holy)

Dazzle (The Glory)                          Area: Cone   DC 20 Reflex/Fort              Dazzled (Staged)
 

 

Totals: Abilities (50) + Combat (40) + Saving Throws (20) + Skills (10) + Feats (4) + Powers (56) - Drawbacks (0) = 180/180 Power Points

Edited by alderwitch
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  • 3 months later...

Psyche

Array overhaul in progress.

 

Psychic Array 25 (50PP; Feats: Alternate Power 11) [55PP]

  • AP: Damage 12 (Psychic Assault; Psionic; Extra: Alternate Save [Will], Mental [+0], Range [Perception], Feats: Subtle x 2) {50/50}
  • AP: Communication 12 (Telepathy; Mental, 20,000,000 miles; Extras: Area, Linked; Feats: Subtle x 2, Selective, Dimensional)
    • Linked: Comprehend 5 (Speak, Read and Write All Languages Simultaneously, Codes, Animals, Spirits, Electronics, Plants; Extra: Linked; Flaw: Duration/Sustained) {28 + 8 = 36/48}
  • AP: Concealment 10 (Psychic Concealment; All Senses; Extra: Affects Others, Area, Attack; Feats: Close Range, Selective; Flaw: Phantasms) {42/48}
  • AP: Create Object 12 (Molecular ManipulationExtra: Impervious, Duration [Continuous]; Feats: Innate, Progression, Precise) {44/48}
  • AP: Emotion Control 10 (Extras: Area, Mental [+0], Selective; Feats: Subtle) {41/48}
  • AP: ESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration [Sustained]; Flaw: Action [Standard]; Feats: Subtle, Rapid 6 [1,000,000 times faster]) {43/48}
  • AP: Healing 10 (Extras: Affects Objects, Total; Feats: Persistent, Regrowth) {42/48}
  • AP: Illusion 11 (All Senses; Extras: Mental [+0], Selective; Flaw: Phantasms) {44/48}
  • AP: Mind Control 10 (Extra: Conscious, Duration [Sustained], Mental [+0]; Feats: Mental Link, Subtle) {42/48}
  • AP: Mind Reading 11 (Extras: Action [Move/Standard], Area, Mental [+0], Selective) {44/48}
  • AP: Move Object 11 (Str 70; Extra: Range [Perception]; Feats: Subtle, Precise) {35/48}
  • AP: Mental Transform 10 (Alter Memories; Extras: Duration [Continuous], Mental [+0], Range [Perception] Feat: Subtle) {41/48}
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Volcanic
Power Level: 10/12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: -2 Attack / +2 Damage, - 5 Defense / +5 Toughness

 

In Brief: Empowered fire-controller not fully in control of her abilities, and lost from her own time.

Catchphrase

Theme

 

Alternate Identity: Leilani Keli'i (Public)
Birthplace: Hilo, Hawaii

Residence: Freedom City, at the moment, as she gets used to her powers.
Base of Operations
Occupation: Unemployed
Affiliations
Family: Leilani has a large family back in Hawaii but since she 'died' during the 1960s, she's struggling to reconnect with them. 

 

Description:
Age
80 (In stasis from 1962 - 2016) (DoB: 1936: August 11)
Apparent Age:
26
Gender: Female
Ethnicity: Native Hawaiian
Height: 5'3"
Weight: 140 lbs 
Eyes: Brown/Blue / Red, glowing
Hair: Black / Red, on fire

 

Leilani is a young Hawaiian woman with an athletic swimmer's build. Her most distinctive feature when not a creature of stone and lava is the fact she has heterochromia, resulting in two differently colored irises. Leilani's skin is tanned from time spent swimming and surfing and she keeps her dark hair cut to a manageable length; long enough to pull back in a pony tail or braid but not so long that it gets in her way. When she's not afraid of burning her clothes to ash, she favors lightweight breezy outfits that are easy to move in. A sundress over a swimsuit is her most common attire - or it was. These days, she generally spends her time in something made of morphic molecules or something equally unlikely to burst into flame. 

 

When she transforms, her body transforms into a living figure made of fire and obsidian, with her hair and eyes burning and her flesh turned to jet black stone.

 

History:
Leilani grew up on the big island during the war years and although life in Hawaii was marked by great change from her birth in the thirties, through the war, and then eventual statehood - Leilani's family buffered their children as much as they could. Her memories of martial law and the mandatory curfews are far dimmer than her experiences in her teen years, enjoying the boom of the tourism and plentiful access to sand and surfing.

 

Middle born of a large family, Leilani was certainly the rebellious one in her family - determined to carve a life out among the surfers. Although she held the occasional odd job here and there, the bulk of her time was spent out at Honoli'i riding waves with other beachcombers, always looking for the next big wave. 1962 was a more active than usual year for storms but that didn't stop Leilani from hitting the waves. When she saw a truly large wave crest on the horizon, she should have started back to shore. Instead, she turned into the wave - a choice that changed her life forever. 

 

When she wiped out spectacularly, the fierce currents pulled her under quickly, yanking her into the depths of the ocean. Leilani thought she'd be cold but it was warm, so warm, and very peaceful. She has only the faintest memories of her long sleep under the waves, of a dark haired woman with eyes that burned like coals singing soft lullabies. What she knows as fact, though, is that she was found smoldering on a beach, over half a century after her presumed death by drowning - spat out of the ocean the same morning as a small seismic event.

 

The fires of Kilauea now burn without respite in her breast and when she closes her eyes to sleep, Leilani hears that same soft lullaby. Thankfully, there's a place in this modern world where they can help people like her - or so she's been told; Freedom City.

 

Personality & Motivation:
Leilani has always had a temper, but now when her mood turns dark, she's likely to set the ground aflame with her rage. There's a part of her frightened by the strange transformation and another part that finds it almost seductive. At the moment, all she wants to do is develop some confidence that she's not going to burn everything around her. Beyond that, she wants to know exactly what her nascent connection to the fires of Hawaii wants from her.

 

Beyond the crisis she finds herself in, Leilani is generally a passionate creature - prone to jumping into situations without forethought and stubborn when she has a goal set for herself. Eventually, she'll be able to see the beauty in the flame but right now, all she can see is the danger to everyone around her.

 

Powers & Tactics:
At the moment, her tactics are rudimentary at best. Without any allies in the fight, turn into a rock-person and set everything on fire tends to work out pretty well for her. Leilani certainly has the potential for a lot more versatility and control once she masters some finesse but at the moment, she's really still getting a feel for the basics. Anger fuels her abilities, although not always in a controllable or even helpful fashion and fear tends to weaken her control.

 

Her ability to surf the sky with her thermal control, however, is the one definite bonus that she's found to this new life. Eventually, no doubt, she'll find others.

 

Power Descriptions:
Leilani channels geothermic energy, resulting in both fiery and lava born powers as well as the ability to manipulate stone and soil itself. As Volcanic, Leilani is a creature of fire and obsidian, and drawing on the additional strength accepting that transformation gives her and able to meld with and through any natural rock or stone by becoming one with it. Even without shifting forms, though, Leilani is immune to any amount of fire or heat, and she generates enough warmth that she no longer feels any sort of chill on her skin.

 

The blasts she fires are pure flame and when she manipulates the earth, it seems to melt and flow at her command. Her flight and burrowing are akin to riding a wave of flame, or earth respectively. It does look not unlike surfing and Leilani thinks that it might - just might - actually be more enjoyable.

 

Complications:
Fiery Temper: Leilani is quick to anger, which is doubly problematic when rage fuels the literal flame.

 

Out of Time: A lot has changed since the 1960s and while she's doing her best to get a more solid footing, there are definitely gaps in her education and understanding.

 

Benefactor: Leilani's transfiguration was guided by an extra dimensional power and they have their own motivations and goals for what their reluctant avatar is meant to accomplish.

 

Newly Empowered: Leilani doesn't entirely have a handle on her powers, to say the least. Fortunately, most of the time 'set it all on fire' works well for a fight but the rest of the time, not so much. Sometimes, she doesn't actually want everything to burn.

 

Partially Deaf: Congenital deafness runs in Leilani's family and her hearing is diminished but still functional. High and low ranges might be harder for her to perceive and crowded environments are more likely to be confusing for her. 

 

 


Abilities: 0 + 6 + 10 + 4 + 6 + 6 = 32PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 10 = 26 PP
Initiative: +3
Attack: +8 Melee, +8 Ranged
Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +8
Knockback: -0


Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +15 (+5 Con, +10 Protection)
Fortitude: +10 (+5 Con, +5)
Reflex: +8 (+3 Dex, +5)
Will: +8 (+3 Wis, +5)


Skills: 20R = 5PP 

Knowledge (History) 3 (+5)

Notice 7 (+10) 

Language 2 (Hawaiian, Sign Language: ASL)

Perform (Dance) 3 (+6)

Swim 5 (+5)

Feats: 0PP

 

Equipment: 0PP = 0EP 

Powers: 10 + 7 + 11 + 29 + 45 =  102 PP

All of Leilani's powers are geothermic in nature and have the description energy and geothermic. Some have an additional fire descriptor as noted below.

 

Protection 10 (Volcanic Endurance) [10 PP] (fire)

Immunity 7 (Volcanic Immunity; Cold, Heat, Fire) [7 PP] (fire)

 

Movement Array 5 (Feats: Alternate Power)  [11 PP] 

  • Base Power: Burrowing 10 (1,000 MPH) {10 PP} 
  • Alternate PowerFlight 5 (250 MPH) {10 PP} (fire)

 

Volcanic Array 12 (Fire and Earth; Feats: Alternate Power) [29 PP]

  • Base Power: Damage 12 (Fire BlastExtras: Range) {24 PP} (fire)
  • Alternate Power: Move Object 12 (Stone WavesExtras: Damaging Flaws: Limited Material (Stone/Earth) ) {24 PP} 
  • Alternate Power: Create Object 5 (Raising the MountainExtras: Movable, Duration (Continuous); Power Feats: Innate, Progression x 3 (50 cubic foot/rank) ) {24}
  • Alternate Power: Environmental Control 7 (Eruption; Distraction, Hamper Movement, Heat, Light; Extra: Independent) {24} (fire)
  • Alternate Power: Damage 12 (EarthquakeExtras: Area) {24}

 

Alternate Form 9 (Pele's Avatar; Container) [45 PP]

  • Protection 0 (Extras: Impervious 10, Drawback: Noticeable) [9 PP] (fire)
  • Damage 8 (Extras: Aura) [16 PP] (fire)
  • Environment Control 4 (Heat, Light) [8 PP] (fire)
  • Immunity 9 (Life Support) [9 PP]
  • Permeate 3 (Flaw: Limited: Stone or Earth) [3 PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (32) + Combat (26) + Saving Throws (15) + Skills (5) + Feats (0) + Powers (102) - Drawbacks (0) = 180/180 Power Points

Edited by alderwitch
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  • 4 months later...

L0vel@ce / Sofí Orellana
Power Level: 8/12 (180/180PP) 
Unspent Power Points: 0 
Trade-Offs:  Attack /  Damage,  Defense /  Toughness 

 

In Brief: Brilliant cyber-criminal, sticking it to the corrupt and cruel

Catchphrase

Theme: Daft Punk (Pentatonix Cover)

 

Alternate Identity: Sofía Orellana, aka L0vel@ce 
Birthplace:  Hardwick Park, Bedlam City

Residence: Bedlam City
Base of Operations: Bedlam City
Occupation: Hacker 
Affiliations: The Fix
Family: Extended and large, Sofí's parents own their small garage in Hardwick Park and she has grandparents, aunts, uncles and cousins that are all local to the area, keeping her close to Bedlam even as she keeps quiet what she spends her spare time doing.

 

Description:
Age: 27
Apparent Age: 27
Gender:  Female
Ethnicity: Latina
Height: 5'2"
Weight: 120 lbs
Eyes: Brown, if she's not wearing contacts to change it.
Hair: Naturally, dark brown but its rarely the same color for any week in a row. Typically, her long curly hair is dyed in some rainbow of colors. Pink usually factors in over blues and greens but she's been known to regularly switch that up. It's very thick, naturally curly and long enough to reach her hips when dry. It's a bit of a pain in the butt to take care of but it's something of a vanity. 

 

Short and curvy, Sofía Orellana is not the most intimidating of figures at first glance, or even second glance. Give the woman even the most rudimentary of tools, though, and she will happily reign cyber destruction like a sweet-faced, vengeful god. She likes to keep her laptop close at hand, so a shoulder bag with a small horde of colorful pins is never too far from her fingertips. Her clothing tends towards practical and fun unless she's currently working on a car, at which point, she's wearing coveralls with her hair tucked tightly under a cap. Build wise, Sofía has some toned muscle under her curves. Girl doesn't slack on the working out just cuz she's a top-tier geek.

 

History:
Hardwick Park is not a nice place to grow up but its the only place that Sofía has ever called home. Her large family moved into the area with the influx of the other hispanic families as the neighborhood changed hands. Her parents weren't ever well off by the national metric, but her father owns his garage and takes a great deal of pride in that. Sofía grew up around cars and had a natural knack for fixing things, but her brothers were largely recruited into the mechanic's shop, and her sisters seemed content to staff the front of the shop part time. For her part, Sofía found her calling in fixing up the technology that was always third hand and breaking down around the shop. 

 

Without doubt, she's a genius but the public schools around Hardwick aren't exactly designed to help anyone find a way out of Bedlam. She was often bored in classes but while that got some of her cousins and siblings into trouble, Sofía avoided falling in with the local gang, but only because she realized that when money's largely electronic, its pretty easy to move around a few zeroes if you have the means and the know how. 

 

Despite her strong feelings on the public right to information and the unfairness of the financial distribution of this country, Sofí has no desire to see people suffer. She'd go full Robin Hood, really, if she wasn't well aware that most of her family, more money would really mean more problems. So, she fixes things, here and there, makes sure that there's enough windfall to keep her large extended family afloat without tipping her hand to her resources, or her skills. About half of her cousins are involved in petty crimes so she's not real eager to help them scale up to the sort of things that get a body killed. 

 

Personality & Motivation:
Sofí's life choices are about three parts genius to one part stubborn pride. She knows she's very good at what she does, and there's some ego wrapped up in that. Despite her technically criminal endeavors, she's not actually a bad person. Her targets are those that have more than enough, or, in her estimation, don't deserve their good fortune. If the system is inherently broken, then its only fair to change the game. The entire world is full blown Kobayashi Maru in Sofí's book and all she's doing is finding the win.

 

Honestly, Sofí could have left this two-bit town a long time ago but she's a fiercely loyal creature and family is important to her, even if she feels like none of them really even understand or even see her for who she actually is. So, Bedlam remains her home and in-between her cyber-antics, she tries to keep her kin from getting too deep into the trouble that winds its way throughout Bedlam. 

 

Powers & Tactics:
Sofí is human but can hardly be called normal. Brilliant, she can make technology do all sorts of things that look like something out of an action movie. She has a few small electronic devices that are easily pocketable and function as a small bag of tricks that allow her not only to hack all sorts of electronics, but go above and beyond. Her Multi-Tool represents a few different palm sized items that are easily carried, from a cutting torch that's no bigger than a pocket flash light to the scanning and recording devices that she's installed in her phone. 

 

Physically, Sofí works out regularly and trains at the gym in both kickboxing and free-running. If it comes to hand-to hand fighting, she's going to do her best to break and run. She's not a close-in fighter - or really any sort of fighter at all - but she's better off if she can get some distance and use something as a distraction to get away.

 

Power Descriptions:

Sofí has no actual powers, at least nothing flashy or noticeable. She's not any sort of meta-human, but she functions at peak human intelligence and has mastered multiple fields through self guided study. There's nothing super natural or magical about it, but its certainly outside of any sort of normal bell curve. The super senses that she does have are to represent her intelligence and what she can glean via her computer skills, as well as Quickness to demonstrate the speed she functions at. I should note that she doesn't possess any supernatural speed and that the Quickness is there to mechanically represent that through her intellect, she can invent devices, build objects and get things done at an astonishing pace.

 

Complications:
Mi Familia: Sofía's large and extended family makes their home in Hardwick park so not only does she have to keep them out of her business and what she actually gets up to, she also occasionally has to try and keep tabs on their activities and try to buffer them from the many dangers in Bedlam... without any of them catching onto her antics.

 

Robin Hood: Her morals generally align to righting the unfairness of the social order, a little bit of anarchy and issues with authority combined with the certainty of her own course of actions. She has a code of ethics that dictates her actions.

 

Hack the Planet: Information should be free, if you ask her, and she's both willing and able to put her money where her mouth is on this subject. Her tendency to dump secrets out in the open has made her plenty of enemies, if they could track her down through her aliases. 

 

Wanted: L0vel@ce's antics are not legal by a large stretch and if connected back to her actual identity, could cause Sofí to end up in jail, or dead.

 

Lover not a Fighter: Sofí is more used to video games than actual bloodshed, any combat she's been in has been the result of a serious error along the way. She's not going to act like a hardened combat veteran because she's just not that experienced with it.

Abilities: 0 + 8 + 8 + 14 + 8 + 8 = 46 PP
Strength: 10 (+0)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 18 (+4)
Charisma: 18 (+4)

 


Combat: 16  + 16  = 32 PP
Initiative: +10
Attack: +8 Unarmed, +8 Base
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Grapple: +9
Knockback: 4 (2 Flat-Footed)


Saving Throws: 4 + 4 + 4 = 12PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+4 Dex, +4)
Will: +8 (+4 Wis, +4)


Skills:  124r = 31 PP

Bluff 6 (+10)

Computers 13 (+20)

Concentration 11 (+15)

Craft (Electronic) 13 (+20)

Craft (Mechanical) 8 (+15)

Craft (Chemical) 8 (+15)

Disable Device 13 (+20)

Drive 6 (+10)

Knowledge (Current Events) 3 (+10)

Knowledge (Physical Sciences) 8 (+15)

Knowledge (Technology) 13 (+20)

Medicine 6 (+10)

Notice 6 (+10)

Search 8 (+15)

Sense Motive 2 (+6)



Feats: 9 PP

Benefit: Wealth 

Defensive Roll x 4

Eidetic Memory

Improvised Tools 

Inventor

Online Research

 

 

Equipment

 

Powers:  = 50 PP

Comprehend 4 (Polyglot; Codes, Languages (Speak One Language, Understand, Read Languages) [8 PP] (training)

Comprehend 1 (Computer Savvy; Electronics)  [2 PP] (training)

Quickness 8 (Genius Hacker) [8 PP] (training)

 

Device 1 (Smartphone; Flaws: Easy-to-Lose; Feats: Subtle) [4 PP]

  • Communication 2 (Datalink; Radio 100' range; Feats: Rapid (x10), Subtle 2) {5}

 

Device 2 (Enhanced Earbuds; 10DP Container; Flaws: Hard-To-Lose; Feats: Subtle) [9PP] (technology)

  • Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5 DP]
  • ESP (Audio Only; Extra: Simultaneous; Flaws: Feedback, Medium: Other Earbuds; Feats; Subtle) [5 DP]

 

Device 6 (Multi-Tool; 30DP Container; Flaws: Easy-To-Lose; Feats: Subtle) [19 PP]

Feature 1(Record and playback Audio, Video, Radio) {1}

Multi-Tool Item Array (24DP; Feats: Alternate Power x 5) {29}

  • Base Power: Dazzle 8 (Flash-Bang; Visual/Audio; Extra: Area(cone), Flaws: Range(touch)) {24}
  • Alternate Power: Stun 8 (Taser; vs. Fortitude; Extras: Affects Objects) {24}
  • Alternate Power: Damage 8 (Laser-CutterExtra; Penetrating, Linked (+0); Feats: Precise) {17} + Drain Toughness 6 (Laser CutterExtras: Affects Objects, Flaws: Objects only, Feats: Precise) {7}
  • Alternate Power: Super Senses 24 (Audio/Radio Scanner; Acute(Audio) 2, Acute(Radio) 2, Analytical(Audio) 2, Analytical(Radio) 2, Radio Sense 1, Ultra-Hearing 1, Extended(Audio 1000') 2, Extended(Radio 1000') 2, Rapid(All Audio x10) 2, Rapid(Radio, x100) 2,  Tracking(Radio) 3, Tracking(audio) 3) {24}
  • Alternate Power: Super Senses 24 (Camera Analysis; Analytical(Visual) 2, Penetrates Concealment 4, InfraVision 1, Ultra-Vision 1, Microscopic Vision 2, Direction Sense 1, Distance Sense 1, Rapid(All Visual x100) 4, Extended (Visual 10,000') 3, Hidden Awareness(Visual) 2, Tracking(infravision) 3) {24}
  • Alternate Power: Illusions 8 (Hack the System; Visual/Audio; Extras: Duration: Continuous; Flaws; Limited to Machines, Action: Full Round) {24}



Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                       RANGE           SAVE                           EFFECT
Unarmed                      Touch           DC 15 Toughness                Damage

Flash-Bang                   Touch           DC 18 Reflex                   Dazzle

Taser                        Touch           DC 18 Fortitude                Stun

Laser-Cutter                 Touch           DC 23 Toughness                Damage

Hack the System              Perception      DC 18 Will                     Illusion


 

 

Totals: Abilities (46) + Combat (32) + Saving Throws (12) + Skills (31) + Feats (9) + Powers (50) - Drawbacks (0) = 180/180 Power Points

Edited by alderwitch
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