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Bombshell (PL10/14) - Alderwitch (Silver)


alderwitch

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Bombshell
(Original Sheet for Bombshell)

Power Level: 10 (14) (201/245PP)
Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 44

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:

Adopted Family: Talya long ago outlived her biological siblings but her former Allies of Freedom teammate, Dimitri, is a brother in all but blood.

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.

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. 

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. 

Relationship: Talya is currently involved with the married Espadas: Jack and Min and while the two are formidable in their own right, there's little that Talya wouldn't do to ensure their safety. 

Responsibilities (Team): For the first time since the golden age, Bombshell is on a team roster with the Interceptors. Considering that her last team was predominently murdered by Kantor, despite her bluffing to the otherwise - she takes their safety and her responsibility there seriously.

Ward(s): In addition to her parental role to Eden and Mia (and the twins on the way), Talya's taken on mentorship of Raina as well. 

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

 

 


Abilities: 6 + 14 + 8 + 4 + 4 + 14 = 50PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 24 (+7)


Combat: 18 + 16 = 34PP
Initiative: +7
Attack: +11 Melee, +9 Ranged / +15 Baton
Grapple: +14
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -2/-4


Saving Throws: 1 + 0 + 0 = 1PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +5 (+4 Con, +1)
Reflex: +7 (+7 Dex, +0)
Will: +2 (+2 Wis, +0)

 

Skills: 140R = 35PP
Acrobatics 13 (+20) Skill Mastery
Bluff 13 (+20) Skill Mastery
Disable Device 13 (+15) Skill Mastery
Disguise 13 (+20) Skill Mastery
Escape Artist 13 (+20) Skill Mastery
Gather Information 3 (+10) Skill Mastery
Investigate 5 (+7)
Language 5 (English [Native], French, German, Polish, Russian, Spanish)
Notice 8 (+10) 
Perform (singing) 5 (+12)
Search 8 (+10) Skill Mastery
Sense Motive 8 (+10)
Slight of Hand 8 (+15)
Stealth 13 (+20) Skill Mastery



Feats: 31 PP
Attack Focus: Melee x 2
Benefit: Wealth 3, Status: Fame, Status: Veteran (British Forces; DBE), Alternate Identity x 2
Blind Fight
Defensive Roll x 2

Distract (Bluff)
Dodge Focus x 4
Evasion x 2

Hide in Plain Sight
Improvised Tools
Luck 2
Quick Change 2
Jack of All Trades
Power Attack
Skill Mastery 3 (Acrobatics, Disable Device, Disguise, Escape Artist, Gather Information, Bluff, Search, Stealth, Perform (Dancing, Singing), Sleight of Hand, Notice)
Sneak Attack
Uncanny Dodge (auditory)


Powers: 6 + 3 + 1 + 10 + 22 + 6 + 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) (Magic; Imbued) [10 PP]

Regeneration (Feats: Regrowth) (Bruised/No Action, Injured/1 Round, Staggered/No Action, Disabled/5 Minutes, Resurrection/5 Minutes) (Magic; Imbued) [22 PP]

Super Movement 3 (Slow Fall, Wall Crawling 2) (Training) [6 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: (-5) = -5PP

Vulnerable (Magic [Very Common], Major [x2]) [5PP]

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 18 Toughness                Damage (Physical)
Sneak Attack        Touch      DC 20 Toughness                Damage (Physical)
Baton               Touch      DC 22 Toughness                Damage (Physical)
Baton-Sneak Attack  Touch      DC 24 Toughness                Damage (Physical)

 

Totals: Abilities (50) + Combat (34) + Saving Throws (1) + Skills (35) + Feats (31) + Powers (55) - Drawbacks (5) = 201/245 Power Points

 
Edited by Fox
+3pp for January 2022
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Alright letsee.

Your Skill totals are off by 1, due to Int only giving a +2 modifier.

You have only spent 20PP on Feats not 21.

Regeneration (Feats: Regrowth, Persistent) (Bruised/No Action, Injured/1 Round, Staggered/No Action, Disabled/5 Minutes, Resurrection/5 Minutes) (Magic; Imbued) [23 PP] cost 25PP

This also means you're 1 point over on how many you've spent.

I'm also not sure how you're getting 15 on the Grapple.  I only get 10 looking at it.

 
Edited by HG Morrison
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