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The Scarab III (PL10/12) - Tiffany Korta


Tiffany Korta

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The Scarab III

 

Player Name: Tiffany Korta

Power Level: 10 [15] (214/250PP)
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness
Unspent Power Points: 36


In Brief: Genius gadgeteer with a surprising origin for her powers...

Residence: Apartment in Downtown Freedom City
Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City.
Catchphrase:

 

Alternate Identity: Kamala Khanufasa
Identity: Secret
Birthplace: Jersey City, New Jersey
Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated
Affiliations: None
Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother)

 

Description:
Age: 28 (DoB: 31st August 1992)
Gender: Female
Ethnicity: Egyptian
Height: 5'4"
Weight: 135 lbs
Eyes: Brown
Hair: Black

KamdAjxCdA.jpgaldAjxCdA.jpga's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots 4W52HwE.jpgcan be trace4W52HwE.jpgd back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt.

 

 Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage.

 

Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon.

 

To enhance her own abilities she's designed and build a power armor that syncs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume.

 

Power Descriptions:

Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using.

 

On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume.

 

History:

Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact.  This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil.

 

The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess.


From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT.  All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago.


For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself,  she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter.

 

With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab.

 

Personality & Motivation:
Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated.

 

Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves.

 

Powers & Tactics:

Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations.

 

If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against.

 

Complications:

Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all.

Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities.
Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved.


Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP
Strength: 30/10 (+10/+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Base, +8 Unarmed w/ Carapace, +8 w/ Scarab's Bite
Grapple: +18, +6 without Carapace
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -11 w/ Carapace & Pack, -6 w/ Pack only, -2 w/ Carapace only, -1 w/ nothing


Saving Throws: 8 + 7 + 10 = 25PP
Toughness: +2/+12 (+2 Con, +10 Force Field; Impervious 10 from Carapace)
Fortitude: +10 (+2 Con, +8)
Reflex: +9 (+2 Dex, +7)
Will: +13 (+3 Wis, +10)


Skills: 128R = 32PP

Computers 13 (+20)Skill Mastery

Concentration 12 (+15)

Craft (Electronic) 13 (+20)Skill Mastery

Craft (Mechanical) 13 (+20)

Disable Device 13 (+20)Skill Mastery

Drive 3 (+5)

Knowledge (Business) 13 (+20)

Knowledge (Technology) 13 (+20)Skill Mastery

Knowledge (Physical Sciences) 12 (+20)

Language 2 (Ancient Egyptian, Arabic, English [Native])

Notice 7 (+10)

Pilot 3 (+5)

Search 3 (+10)

Sense Motive 7 (+10)



Feats: 18PP

Beginner's Luck

Benefit 2 (Wealth 2 [Rich])

Dodge Focus 2

Eidetic Memory

Equipment 4 (Mandjet Building)

Evasion 1

Inventor

Luck 3

Master Plan

Second Chance (Concentration)

Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Technology])

 

From Scarab's Eye

Accurate Attack

Attack Focus (Ranged) 2

Improved Aim

Power Attack

 

Equipment: 20EP = 4PP

Mandjet Building (Headquarters) [20EP]

This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City.

The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place.

Size: Large [2]

Toughness: +15

Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16]



Powers: 28 + 20 + 16 + 12 + 11 = 87PP

 

Device 7 ("Scarab's Carapace," Hi-tech Power Armor; 35PP Device, Hard to Lose) [28PP]

Enhanced Strength 20 (to 30/+10) [20PP]

Enhanced Feat 1 (Attack Specialization [Unarmed Attack]) [1PP]

Impervious Toughness 10 [10PP]

Super Strength 2 (effective lifting STR 40, heavy load 6 tons) [4PP]

 

Device 5 ("Scarab's Bite," Hi-tech Vambrace; 25PP Device, Hard to Lose) [20PP]

Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP]

  • BE: Blast 12 (120ft range) [24PP]
  • AP: Dazzle Auditory 10 (100ft range; Extra: Burst [50ft, General, Area]; Feat: Subtle) [21PP]

 

Device 4 ("Scarab Pack," Hi-tech backpack; 20PP Device, Hard to Lose) [16PP]

Flight 5 (Gravitic Repulsion, 250 mph/2,500 ft/rnd.) [10PP]

Force Field 10 (Gravitic Field) [10PP]

 

Device 3 ("Scarab's Eyes," Hi-tech Googles; 15PP Device, Easy to Lose) [12PP]

Enhanced Feats 5 (Accurate Attack, Attack Focus [Ranged] 2, Improved Aim, Power Attack) [5PP]

Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate] {3PP}, Time Sense, Ultra-Hearing, Ultravision) [10PP]

 

Psychic Potential 5 (10PP Array; Feat: Alternative Power 1) [11PP]

  • BE: Mind Reading 10 [10PP]
  • AP: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages) [4PP] [10PP]

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
*            Touch      DC 25 Toughness                Damage (Physical)

Unarmed             Touch      DC 15 Toughness                Damage (Physical)
Blast               Ranged     DC 27 Toughness                Damage (Sonic)
Dazzle              Ranged     DC 20 Fort/Ref                 Dazzled (Staged)

Mind Reading        Perception DC 20 Will                     Mind Read

* while wearing Carapace

 

 

Totals:

Abilities (28) + Combat (24) + Saving Throws (25) + Skills (32) + Feats (18) + Powers (87) - Drawbacks (0) = 214/250 Power Points

 

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