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Character Name: Alice Ishikawa
Power Level: 8 (8.5 w/ Sneak Attack) (180/194PP)
Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 14
In Brief: Young sneak-thief without a sense of purpose.

Residence: Bedlam. 

Alternate Identity: The Gremlin (pejorative)
Identity: Secret-ish.
Birthplace: USA
Occupation: Thief.
Affiliations: The Fix, assorted Bedlam criminal groups
Family: Estranged (mother, father, brother).

 

Description:
Age: 21
Apparent Age: 21
Gender: Female
Ethnicity: Japanese
Height: 5'1"
Weight: 110lb
Eyes: Brown
Hair: Black/Brown

 

When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards.

 

Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes.


She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere.

 

History:
Alice's life has been nothing if not defined by theft, even from birth.

 

When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset.

 

It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options.

 

Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored.

 

Personality & Motivation:
Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large.

 

Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite.

 

Powers & Tactics:
Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth.

 

Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most.

 

Power Descriptions:
Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see.


Complications:

Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage.
Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment.

Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed.

Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming.

Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported.

 


Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP
Strength: 14 (+2)
Dexterity: 22 (+6)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 16 + 16 = 32PP
Initiative: +14
Attack: +12 Melee, +8 Ranged
Grapple: +18
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -3/-2


Saving Throws: 5 + 7 + 6 = 18PP
Toughness: +6/+4 (+4 Con, +2 Defensive Roll)
Fortitude: +9 (+4 Con, +5)
Reflex: +13 (+6 Dex, +7)
Will: +7 (+1 Wis, +6)


Skills: 156R = 39PP
Acrobatics 13 (+19)SM

Bluff 5 (+7)

Climb 13 (+15)SM

Computers 3 (+5)

Concentration 4 (+5)

Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC

Disguise 4 (+6)

Escape Artist 13 (+19)SM

Knowledge [Current Events] 3 (+5)

Knowledge [Streetwise] 8 (+10)

Knowledge [Tactics] 8 (+10)

Language 2 (English [native], Italian, Spanish)

Medicine 4 (+5)

Notice 11 (+12)SM

Perform [Dance] 8 (+10)

Search 13 (+15)SM

Sense Motive 5 (+6)

Sleight of Hand 13 (+19)SM

Stealth 13 (+19)SM, SC


Feats: 43PP

Acrobatic Bluff

Attack Focus (Melee) 4

Attractive

Blind-Fight

Defensive Roll 1

Dodge Focus 2

Elusive Target

Equipment 5

Evasion 2

Fast Task 2 (Feint, Trick)

Grappling Finesse

Hide in Plain Sight

Improved Initiative 2

Improvised Tools

Instant Up

Luck 3

Master Plan 2

Move-By Action

Power Attack

Prone Fighting

Second Chance 2 (Disable Device, Stealth)

Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth)

Sneak Attack

Ultimate Effort (Stealth)

Uncanny Dodge 2 (Auditory, VIsual)

Redirect

 

Equipment: 5 ranks = 25ep

  • Binoculars [1ep]
  • Climbing Equipment [1ep]
  • Concealable Microphone [1ep]
  • Knife [4ep]
  • Masterwork Lockpicks [1ep]
  • Medical Kit [1ep]
  • Mini-Tracer [1ep]
  • Night-Vision Goggles [1ep]
  • Hideout [14ep]
    • A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home sweet home none the less.
    • Toughness: 20 [3ep]
    • Size: Tiny [-1ep]
    • Features [12ep]:
      • Communications
      • Concealed 5 [DC +30]
      • Fire Prevention System
      • Gym
      • Living Space
      • Security System 3 [DC 30]



Powers: 5+4+5 = 14PP

Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp]

Communication Link 4 (other earbuds; Feats: Subtle) [5dp]

 

Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp]

Damage 2 (Feats: Extended Reach, Improved Trip, Mighty[5dp]

 

Teleport 3 (300'; Flaws: Short-Range; FeatsChange Direction, Turnabout) [5pp]



Drawbacks: -0PP


DC Block

ATTACK              RANGE         SAVE                        EFFECT

Unarmed             Melee         DC17 Toughness              Damage (Staged)

Knife               Melee         DC18 Toughness (19-20)      Damage (Staged)

Staff               Melee +5'     DC19 Toughness              Damage (Staged)

 

 

Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/194 Power Point

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I believe Knockback should be -3/-2 (1/2 of +6 and +4 toughness with and without defensive roll)

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Woop! You're absolutely right - I had to make a last-minute toughness change when adjusting caps and forgot to propagate it. Fixed!

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