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Lady Lincoln - (10PL) - SomethingHere

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Player Name: SomethingHere
Character Name: Carol Weaver
Power Level: 10 (150/150PP)
Trade-Offs: +2 Attack / -2 Damage; +1 Defense / -1 Toughness
Unspent Power Points: 0
In Brief: Self-proclaimed defender of Lincoln at night, mild schoolteacher by day. Has some custody issues with her daughter, may or not be secretly an heir to an ancient West African tribe.

Residence: Lincoln
Base of Operations: N/A
Catchphrase: Fear The Might of Lincoln!

Alternate Identity:  Lady Lincoln
Identity: Secret
Birthplace: Monrovia, Liberia
Occupation: Elementary School Teacher
Affiliations: People and/or groups you work with.
Family: Tyrone Taylor (ex-husband), Cora Taylor-Weaver (daughter), Marcus Weaver (father), Nora Weaver (mother), Jennika Weaver (sister)

Age: 28
Apparent Age: N/A
Gender: Female
Ethnicity: African-American
Height: 5'4
Weight: 115 lbs
Eyes: Brown
Hair: Dark-brown to Black


Carol is a fairly pretty, although somewhat plain woman in her late-20s to early 30s. She tends to keep her very curly black hair in a bun or ponytail if possible, and regularly gets her hair straightened to make this easier. She has a wide nose and full flips, and her eyebrows are slightly arched. Trying to balance practicality and fashion, she tends to wear cardigans with floral dresses and flats, preferring colors like yellow and green above all else. As Lady Lincoln however, she wears a black and yellow spandex bodysuit, and she wears her hair in a tightly made bun to prevent it from getting into her face.


Power Descriptions:

Whenever she begins to mimic the power of an animal, Carol's eyes flash orange, and an aura of sorts seems to emanate from her. In addition to this, a faint outline of whatever animal she is channeling seems to form around her.

Carol Weaver was born in Monrovia, Liberia, to Marcus and Nora Weaver. The eldest of two siblings, Carol grew up mainly helping out in the family business, which was selling and hawking various items in the bazaar, although oftentimes the products were somewhat more shady, including charms and totems made by her mother. This was all seen as normal to young Carol, and up until the age of 12, she believed that she would continue on in the family legacy of becoming a merchant - perhaps not much of an exciting life, but one that would provide her a good chance at a steady living. When she was 12, however, her life would change dramatically with the First Liberian Civil War. When unrest and protests broke out, Marcus and Nora decided it would be best for their family to get a fresh start faraway, so they fled to America, specifically Freedom City.


Adjusting to life in Lincoln was hard for Carol and her family, although they tried their best to approach their problems with a positive attitude and belief that eventually, things would one day be better. Marcus found a job as a plumber, and Nora found work as a nanny for one the more affluent families in the neighborhood, so during this time, Carol's contact with her family was fairly limited, although her younger sister Jennika continued to be a comforting and stabilizing presence as she moved through middle school. All throughout middle school, Carol remained a fairly decent student, although she was more inclined to the athletic side of things, joining the girls' volleyball and track teams.


Entering high school though, Carol met Tyrone. The captain of the basketball team, Tyrone was the guys all wanted to be, and all the girls wanted to be with, and by dating him, Carol was able to catapult herself to the top of the leaderboard. A whirlwind romance, Tyrone and Carol had an often tempestuous relationship, often breaking up and getting back together. This relationship continued well into college, where Carol decided to major in Education, and it was during her senior year that, in a heat of passion, Tyrone and Carol ended up having a child by accident. Met with surprise and some amount of scorn for both of their families, Tyrone and Carol decided to have a shotgun marriage, and both ended up regretting the decision.


Both Tyrone and Carol were unprepared for a long-term commitment, and many of their days were spent arguing and bickering, all while trying to care for Cora. While both of them attempted to be good parents for their young daughter, their mutual animosity meant that something was desired when it came to their parenting skills, and it was decided by the judge that shared custody between the two of them would be the best, as long as their families also assisted in the raising of Cora. Now newly divorced, Carol finally found a job as a second-grade teacher at a local public school, in which she discovered she greatly enjoyed working with the children and helping them with their schoolwork. Around this time, her family life gradually improved once more, with her parents pitching in to take care of their granddaughter, helping Carol to slowly pave things over with her grandparents.


However, it was during a routine class field trip to the zoo when everything went wrong. While in the zoo with her class, warnings started going off about radioactive energy within the zoo, and so a mass evacuation was underway. Carol helped her class to escape the Zoo inside, but she remained trapped as the doors and the gates all shut.


The next day, Carol emerged from the zoo, apparently unharmed, but unmistakably changed. It first started when she was looking for her cat, and she began to be able to see in the dark,  then when she was able to crawl on walls when thinking of spiders. Carol was confused and terrified, until she told her parents about what had happened. With her mother pulling out a dusty old book, she showed Carol a tale of an old Kpelle tribal warrior, the Lady of Light, they called her, who defended the Kpelle from invaders and deliver justice. While Carol didn't know if she believed in that specific story, she did know that something needed to be done to protect Lincoln. Like the Kpelle had the lady of light, Lincoln needed a new defender, someone to protect people from all of the gangs and all of the trouble that was going down. So, Carol took up the mantle of Lady Lincoln, to protect her home from danger.


Personality & Motivation:
Carol is outgoing, personable, and friendly, but also impulsive, rash, and prone to jumping to conclusions. She likes to be the one taking charge and taking initiative whenever it comes to working together, but this also means she's incredibly likely to try to get people to fight at the very first sign of danger, rather than trying to figure out something's weaknesses or work up a strategy beforehand.


Carol's primary motivation is to defend Lincoln and by extension Freedom City, which means that she's usually going to be reacting to threats, but if she's got a lead on something, she's definitely going to follow it.


Powers & Tactics:
Carol's powers means that she can manifest the spirit, or at least some abilities of any animal of her choosing, such as spider which lets her crawl on walls, a tiger, letting her claw people, even a squirrel that lets her glide temporarily. However, because Carol is quite inexperienced with her powers, it still takes her a somewhat length amount of time in combat to fully summon the powers of an animal, and using her power too often often results in a splitting headache the morning after. In combat, Carol is quick and vicious, tending to prefer small but quick and numerous strikes that allow her to quickly overwhelm her opponent, as well as use her superior reflexes to dodge out of the way of incoming attacks.


Baby Please: Carol aims to get full custody of Cora because she believes Tyrone is an unfit father for her, but she is currently stuck in a lengthy legal battle with him. This has started to seep over into her professional life as well, with her almost flying into a rage anytime someone mentions him.


A Helping Hand: In almost all cases, Carol will attempt to save someone before pursuing an attacker, even if their capture is vital. This also means that she will never kill, always offering mercy as a last resort.


What About The Children: Carol's job as a second-grade teacher often means she has the children on her mind, and this means that if she ever sees a child harmed, all her attacks are redirected at whoever committed the attack, as well as giving her a penalty to Defense.

Abilities: 4 + 8 + 8 + 2 + 4 + 4 = 30PP

STR 24 [14] (+7/+2)

DEX 28 [18] (+9/+4)

CON 28 [18] (+9/+4)

INT 12 (+1)

WIS 14 (+2)

CHA 14 (+2)

Combat: 12 + 10 = 22PP
Initiative: +9/+4

ATK: +6 (+12 Melee)

DEF: +11 (+5 Base, +6 Dodge Focus, +3 Flat-Footed)

Grapple: +19/+14

Saving Throws: 1 + 2 + 5 = 8PP

TOU +9 (+9 Con)

FORT +11 (+9 Con, +1)

REF +11 (+9 Dex, +2)

WILL +7 (+2 Wis, +5)

Skills: 80R = 20PP

Acrobatics 8 (+17)

Climb 7 (+14)

Handle Animal 11 (+13)

Knowledge: Life Sciences 10 (+11)

Medicine 6 (+8)

Notice 8 (+10)

Sense Motive 8 (+10)

Survival 13 (+15)

Swim 5 (+12)

Languages 1 (English, Kpelle (native))

Diplomacy 2 (+4)

Ride 1 (+10)

Feats: 22PP

Acrobatic Bluff

Animal Empathy

Attack Focus: Melee 6

Dodge Focus 6

Improved Initiative

Luck 2

Move-By Action

Power Attack

Skill Mastery (Acrobatics, Climb, Notice, Sense Motive)

Takedown Attack

Uncanny Dodge (auditory)

Powers: 18 + 10 + 10 + 10 = 48PP

Animal Mimicry 2 [18 pp] '10 pp'

-Sample Allocation

Big Cat: Leaping 4 (x25) [4], Speed 3 (50 MPH) [3], Super-Senses 3 (Acute Tracking Olfactory, Low-Light Vision)

Enhanced CON 10 [10 pp]

Enhanced DEX 10 [10 pp]

Enhanced STR 10 [10 pp]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 22 Toughness                Damage (Physical)


Totals: Abilities (30) + Combat (22) + Saving Throws (8) + Skills (20) + Feats (22) + Powers (48) - Drawbacks (0) = 150/150 Power Points

Edited by SomethingHere
Math. Removed a single point in Fortitude!

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I like it!


Looks like mostly some little math things here, pretty standard for new sheets:



Ability scores may need another pass - you're paying too much for the Dex and Con (paying for 18, only getting 16), and too little for the Cha (paying for 14, getting 18). Int 12 would be a +1 bonus, not a +2, and Str 24 would be a +7, not a +6!


Double-check the 'empowered' version of the Str, too - +10 on a base 16 is Str 26, not Str 24. This is, alas, the burden of using Enhanced Abilities as a power - it's really, really easy to lose track of all the little updates when you're doing number tweaking later in the build process.



With +8/+3 Dex, Lady Lincoln would have a +8/+3 Initiative bonus.


You're paying both too much and too little here: too much because you don't buy flat Init (it's calculated from your Dex, plus any bonuses from the Improved Initiative feat, usually), and too little because you're only paying half what you need to for base attack (+6 base attack costs 12pp, not 6pp).


Once you sort out the ability scores, double-check your Grapple bonus - for this character, it's likely just going to be [melee attack + Strength bonus], which right now would be +18, not +20.



Re-check the Handle Animal, Knowledge, and Swim bonuses - you've either got too much or too little final bonus on each, probably from previous ability score tweaks.


You're over-paying for Languages, too: you get a base language (eg, Kpelle) for free, so you only need Languages 1 to add English. If Lady Lincoln's native tongue is neither English nor Kpelle, you should note that (Languages 2 (XXXXXX [native], English, Kpelle)).

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Swept the math of the sheet to tidy things up for you - didn't change any powers, just updated numbers to reflect what you'd bought and what it costs. Please do check it for errors - goodness knows I'm not perfect myself.


So at the end of the day you're a single power point over-budget - you were over-paying for some stuff, and under-paying for some stuff, and it actually balanced out pretty well! You'll have to lose 1pp of something somewhere, though, and then you'll be right where you ought to be.

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