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Warp (PL 10/12) - Curious Key

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(Wanted to switch up a few aspects of Warp's layout ever since I came back, but didn't have the PP to spend on it. Now I do! This sheet is meant to represent changes to Warp that happen in-universe after her powers further awaken. Original sheet here. Let me know if I've fouled anything up.)


Player Name: Curious Key

Character Name: Warp
Power Level: 10/12 (190/193)
Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC
Unspent Power Points: 8
In Brief: A teleporting T-baby trying to prove she has what it takes to be a hero.
Alternate Identity: Katharine Lilly Shade
Identity: Secret
Birthplace: Normal, Illinois
Occupation: Student
Affiliations: Claremont (Alumni), FCU
Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother)
Age: 20 (DoB: 1997, 3rd of August)
Gender: Female
Height: 5'4"
Weight: 135lb
Eyes: Glowing Red
Hair: Red
Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair falls to her neck at its greatest length. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Her eyes, lacking pupils or irises, are instead entirely red with flecks of black that dart across it,. Kat's complexion is fair and lightly freckled, interrupted by a spiderweb of lines pulsing with darkness and red light. They cross her skin like cracks in glass. While the lines are spread unevenly across much of her body the markings center around Kat's hands and over her heart, which glow like coals.
Kat's HoloBand is a sleek silver wristband that can pop open to reveal several knobs and dials. By manipulating these dials Kat can trigger its routines, concealing the evidence of Terminus mutations beneath a hologram for as long as it is active. Her pure-red eyes become tinted gray. The markings on her skin erased. Just a normal, human, girl. 
During day-to-day activities, Kat wears a wide variety of clothes, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. As Warp, Kat's color scheme is primarily red and black, and while she wears it well and keeps a consistent uniform, the clothes she wears are made of plain, ordinary fabric you could cobble together by going to everyday stores. She wears an open red hooded vest with a white, wavy spiral on the back. Beneath that a snug black, short-sleeved shirt. She finishes the look with black tights and a pair of red boots.
Power Descriptions:


While the increasing t-count of Warp's body has sparked a number of physical mutations which has instilled a certain sturdiness of character in Warp, the true focus of her power remains her ability to erode space. She corrodes reality, capable of tearing holes in the universe that she can use to travel quickly from place to place. She can also turn her powers against more immediate aspects of reality, erasing aspects the world around her, sometimes even drawing its strength into herself in the process.


Katharine Lilly Shade was born in a hospital, in small-ish Normal Illinois. There was a spike of Terminus radiation that no one noticed, before her birth Subtly but definitively changed, she lived her life in Normal without understanding what she was, until the day before she was set to take a staring role in a play she woke up in a dumpster in Chicago. 
Things started happening fast, then. As soon as she got home her family met face-to-face with scouts from a Claremont Academy in Freedom City, offering her a place free of charge to learn to control her talents. And maybe even use them for good. No other such institution existed, and even if they did they certainly weren't offering to teach her for free. So off she went.
Under the tutelage of experienced Claremont heroes Kat learned to put her powers through their paces and use them as she saw fit rather than the other way around. Inspired by the other would-be heroes of Claremont, Kat took up her own 'cape' and adopted the mantle of Warp and engaged in combat against freedom's most vile alongside Freedom's youngest. While she faced many things, the Day of Wrath was one of the most terrible. It set her off kilter, and no one else knew anything was going wrong until her powers started rebelling against her in the middle of the street. 
It was politely suggested that Warp retire from heroism for a while, at least long enough to go to therapy and get her powers back under control again. And she did  get it under control, mostly, but never to the same degree she had before the Day of Wrath. Nevertheless, she stayed retired. On graduating from Claremont, Warp returned home for a year, where she tried to recover surrounded by family that didn't understand and didn't know how to start. She took an offer to start in FCU with Claremont's blessing, on some path to a normal life. But even then, she wasn't sure what she wanted to be. 
Desperate to feel less lost, Kat couldn't help but look up at the heroes in the sky above her. They were important. Everyone knew that. Luckily, she'd kept the costume.
Warp returned. But as Kat first got her footing again she discovered her mutation was progressing quickly and, as she could see from the lines of entropic power crisscrossing over her skin, very distinctly. Desperate, she turned to AEON in hopes of finding support . . .
Personality & Motivation:

Dubious, weary cynicism.


The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow to her psyche and her powers failing toppled what confidence she had aside. Recovering has been a slow process of picking up the pieces again, and it's possible it will never really be done. 


But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her.


Nonetheless . . . Kat wants to believe she can. Wants to try. 

Powers & Tactics:
Warp is primarily a melee fighter. She uses her teleport to move swiftly about any battlefield she finds herself, engaging immediately with whoever is least prepared for her. Through a combination of amateur training, teleporting and entropic strikes Warp can bob and weave with the best of them. When possible, Warp augments her strikes by enveloping her body in an entropic shroud, causing anything her fists touch or that tries to hit her back to grow brittle and easily broken. All the same, Warp is not defenseless at range. She can focus her energy into a violent bolt of reality-eroding red-black power.
Quick and tricky, Warp uses misdirection and bluster to set her opponent's off balance, baiting her opponents into poor choices. She revels in setting people off their game and engaging in ways they aren't comfortable, even if it means varying her approach a bit.

Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. 
I Need This Gig Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands.
It's All Too Much — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to chaotic lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or can cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. 
Reality Unweaving   When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world.
Psychosomatic Powers  The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed.
Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call.
Caught Red-Handed While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder.
In Sheep's Clothing  . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Random system failures can cause her HoloBand to give a soft warning alarm, overload and shutdown. It takes some time to recalibrate before becoming usable again.
Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP
Strength: 14(+2)
Dexterity: 14/22 (+2/6 Enhanced Dexterity)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 18 (+4)
Combat: 10 + 10 = 20PP
Initiative: +10/14
Attack: +5 Base, +13 Entropic Strike/Reality Erosion
Grapple: +7
Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed
Knockback: -3/-1
Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +6 (+3 Con, +3 Protection)
Fortitude: +9 (+3 Con, +6)
Reflex: +12 (+2/6 Dex, +6)
Will: +10 (+4 Wis, +6)
Skills: 68R = 17PP
Acrobatics 8 (+10/14) Skill Mastery
Bluff 12 (+16) Skill Mastery
Concentration 6 (+10)
Diplomacy 6 (+10)
Disguise 6 (+10/30 Morph)
Notice 8 (+12/17 Cosmos Touched) Skill Mastery
Sense Motive 6 (+10) Skill Mastery
Stealth 6 (+8/12)
Intimidate 10 (+14)
Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) 
Feats: 27PP
Challenge (Fast Feint)
Defensive Attack
Distract [Bluff]
Dodge Focus 9
Elusive Target
Equipment 2
Evasion 2
Improved Initiative 2
Luck 2
Power Attack
Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)
Stunning Attack
Takedown Attack
Uncanny Dodge (Auditory)
Equipment: 2PP = 10EP
 Prototype HoloBand
Morph 4 ("Normal" Kat; Extras: Continuous; Feats: Subtle; Drawbacks: Action -3 [Full Action]) 6EP
Tablet 1EP
Commlink 1EP
Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP
Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant)
Enhanced Trait 5 5PP (Knowledge (Cosmology) 15, Notice 5) 5PP (Cosmos-Touched, Descriptor: Cosmic)
Protection 3 3PP (Mutant Physique, Descriptor: Mutant)
Super Senses 2 (Low-Light Vision, Entropy Awareness [Visual]) 2PP (Terminal Sight, Descriptor: Mutant)
Strike 5 (Feats: Mighty, Improved Critical 2, Accuracy 4, Incurable) 13PP (Entropic Strike, Descriptor: Entropic)
Reality Erosion 10 (50PP Passive Container; Drawbacks: Power Loss -1 [Daka Crystal]) 49PP (Descriptors: Entropic unless contradicted)
Teleport 1 (100') 2PP (Warp)


Prime Terminus Array 21.5 (43PP Array; Power Feats: Alternate Power 5)  [48PP]

BP: Enhanced Teleport 12 [+1] (1300' / 200 Million Miles; Extras: Accurate 13; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs], Easy) [43/43PP] (Greater Warp)
AP: Disintegration 7 (Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds], Homing) [42/43PP] (Entropic Bolt)
AP: Teleport 9 (20,000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged; Feats: Easy, Progression 3 [50 feet by 50 max], Dimensional 3 [All Dimensions]), [43/43PP] (Tear)
AP: Drain Toughness 7 (Extras: Affects Objects, Duration+2 [Sustained], Aura; Power Feats: Slow Fade [5 rounds], Incurable) [37/43PP] (Entropic Shroud)
AP: Dimensional Pocket 10 (500000lbs [250 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2, Progression 2 [Storage]) [14/43PP] (Pocket)
AP: Apply To Strike (Extras: Vampiric, Secondary Effect, Penetrating, Linked) [21+22=43/43PP] (Reckoning)
+Drain Toughness 7 (Extras: Affects Objects, Secondary Effect, Linked; Power Feats: Slow Fade [5 rounds]) 22
Drawbacks: -2
Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP]

DC Block

ATTACK              RANGE      SAVE                  EFFECT

Unarmed             Touch      17DC Toughness        Damage (Physical)

Entropic Strike     Touch      22DC Toughness        Damage (Energy)

Stunning Attack     Touch      17DC Fortitude        Stun/Daze/Unconcious

Entropic Bolt       Ranged     17DC Fortitude        Drain Toughness
                               22DC Toughness        Damage (Energy)

Entropic Shroud     Aura       17DC Fortitude        Drain Toughness

Reckoning           Touch      17DC Fortitude        Drain Toughness
                                                                22DC Toughness        Penetrating, Vampiric Damage (Energy)
Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
Edited by Thevshi
Edited at player request
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