Character back-up file

Where in all of your character write ups will go.
Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:46 pm

So I keep getting blocked from That Other Site, and I wanted to put up a back-up file of my character sheets (both in use and in development), for this site and others.

1. (This page- Index)
2. Template
3. Lena Longclaws: Pl5/80pp (fantasy setting); archer, scout, possible werewolf
4. Rachel Tapperly: PL5/75pp (The Daze, fantasy setting); apprentice wizard
5. Buzzbomb: PL 10/150, Speedster, nuisance villain (for Suicide Squad style game)
6. Featherweight: PL 7/135pp, Density shifter; Merge/YHI game (daughter of AU Kitty Pryde and Colossus)
7. Charger (v 1.0): PL 8/120; flight speedster (KE control)
8. Fairwind: PL8/120pp; teen hero; air elemental control (air spirits)(STH version)
9. Raksha/San: Pl8/120pp (Small Town Heroes), animal shapeshifter
10. (Visitor comment)
11. Traxxion (STH build): PL 8/120; Peak physical, legacy hero
12. Thrasher (Rave)(Small Town Heroes build): PL8/120pp, punk rocker, vibration/sound control
13. PrettyPlease (Small Town Heroes build): PL8/120pp, empath (voice projection)
14. (Visitor comment)
15. Charger (v1.1, Small Town Heroes build): PL8/120pp, teen hero, alien-powered blaster
(Page 2)
16. Saber: PL8/120pp, young/street hero, force sword/shield
17. Vajra ("Thunderbolt"): PL8/120, English (Indian descent), high speed flier (STH)
18. Tatterdemalion: PL12/200pp; Projection teleporter, college student (Gods Among Men build)
19. "Jackie": PL7/135pp, Merge/YHI build; young Jakita Wagner/Planetary
20. Dax: PL7/135pp, Merge/YHI build, Q Dash Incredible
21. Final Girl: PL8/150pp, Merge build, Chaos-warped ex-Slayer
22. Feywild: Conjurer, Fae changeling (?)
23. Hotwire: Streetwise spirit-sensitive, bonded Efreet
24. Jackalope: Not-quite criminal, stealth/teleportation
25. Firefly: Pixie, "Arcanokinetic"
26. Ranger: Teleporter, EMT (ex-Army)
27. Figment: Art student, telekinetic
28. Mustang: Driver/mechanic, physics-control "bubble"

Others to follow


Last edited by pathfinderq1 on Sat Aug 10, 2019 11:53 am, edited 7 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:46 pm


PL ?/ PP ? (Unspent 0)

Real name: ?
Codename/nickname/other aliases: ?
Concept/archetype: ?
Gender: ?
Age: ?

-Magic school/type:
-Base of operations:

-Why are you adventuring?:
-Why might you have o be away?:
-Why might you have to leave?:

Abilities: (? pp)
STR ? / STA ? / DEX ? / AGI ?
FGT ?/ INT ? / AWE ?/ PRE ?

Defenses: (? pp)
Toughness: +?
Parry: +?
Dodge: +?
Fortitude: +?
Will: +?

Immunity: ?
Immunity (Half effect): ?

Initiative: +?
Close attack: ?
Ranged attack: ?

-Specific attacks:

Skills: (? pp)
>Trained: TBD

>Untrained: TBD

Advantages: (? pp)
>Base: -TBD

>Enhanced Advantages (bought as Powers): ?


History: TBD

-(At least 2; TBD)

Description: TBD

Point Accounting: Abilities ?pp; +Defenses ?pp; +Skills ?pp; +Advantages ?pp; +Powers ?pp= ?/ ?pp

Future planning: TBD

Capsule: TBD
Last edited by pathfinderq1 on Sat Aug 10, 2019 12:10 pm, edited 8 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:47 pm

Lena Longclaws- IN PROGRESS

"Now this is the law of the jungle, as old and as true as the sky, And the wolf that shall keep it may prosper, but the wolf that shall break it must die."- Rudyard Kipling

PL 5/ PP 80 (Unspent 0)
-HP: 2 (base)

Nicknames/ other aliases: Elfling, Cub, Loudmouth
Real name: Lenya'ra Shwartzgrendt
Concept/archetype: Ranger, Scout (Certainly not a werewolf)
Gender: Female
Age: 17
Height- 5' 7"
Weight- 145 lbs
Hair- black (cut short)
Eyes- Hazel/gold (wolf eyes)
Skin- tanned
-typically wears brown-and-grey forester's garb and carries a bow
-"Observe carefully, speak quietly, ACT decisively"

-Languages: Elvish, Gesture/combat hand sign
-Magic school/type: N/A (Martial styles)
-Alignment: CG (tending N)(Basically good, but independent and a bit distant, mixed with cynicism/pragmatism)
-Deity: Nylea (the hunt), Kord (like most mercenaries); she is not particularly devout in any case
-Occupation: Mercenary, caravan guard, adventurer
-Base of operations: Mobile
-Affiliations: The Party (?); formerly the village of Sarzenn (near Konstantinopolis); formerly Arko's Fist (mercenary company, based in Konstantinopolis)

-Why is she adventuring?: For the most part, it is a combination of wanderlust and thrillseeking- after hearing her father and his friends tell stories for years, she wanted to SEE for herself. After a few bad experiences, she realized life in a formally structured mercenary cohort did not suit her, and she HATES bandits- so that left caravan guarding and adventuring. She has a great hope that she will find a band of allies to work with on a long-term basis (though she doesn't realize it, deep down she craves a Pack to be a part of). And, of course, she has had just enough odd experiences to realize that there might be something a bit odd about her, something that wouldn't fit into a simple settled life. So she wants to explore the world, master her skills, and get rich- in approximately that order.

-Why might she have to be away?: While she cannot consciously change to wolf form, an extreme experience or event could make her change (while asleep or unconscious, perhaps) and wander off- and if she wakes up covered in blood in a strange place, she might take some time to return to her "pack" (the party). A particularly intense event (like the rare 'Blood Moon), or falling under the sway of a more powerful werewolf might also delay her return. OR, more mundanely, one of her father's old friends might need a favor... (+See also: Motivation- wanderlust)

-Why might she have to leave?: If she is forced to change, she might not be able to change back, or could be warped into a mindset too evil or too feral to travel with normal folk. OR she might have to return to her father's homeland, in an effort to remove the taint in her blood (or to truly master it), a process which could take years.

Abilities: (34pp)
STR 1 / STA 3 / DEX 1 / AGI 3
FGT 5 / INT 1 / AWE 4 / PRE -1

Defenses: (4 pp)
Toughness: +3 (STA 3, 0pp)(+4 with leather armor)
Parry: +5 (FGT 5, +0pp)(+6 with shield)
Dodge: +5 (AGI 3, +2pp)(+6 with shield)
Fortitude: +4 (STA 3, +1pp)
Will: +5 (AWE 4, +1pp)

Immunity: Supernatural infection
Immunity (Half effect): Age, Disease, Poison, Sleep
Immunity (Half effect): Fear, Interaction effects

Initiative: +3; Perception +7
Close attack: +5
Ranged attack: +1

>Specific attacks:
-MW Recurve bow +7, DC 18 (Crit 19-20)
-Short sword +7, DC 18 (Crit 19-20)
-Whip +5; DC 17 (Reach 2)(+Disarming, Grabbing)
-Knife +5; DC 17
-Unarmed: +5; DC 16

Skills: (11 pp= 22sp)
>Trained: Acrobatics +4 (1sp); Athletics +3 (2sp); Investigation +2 (1sp); Perception +7 (3sp)(+11 Tracking); Stealth +7 (Skill mastery, Hide in plain sight); Treatment +2 (1sp); Ranged combat- Bow +5 (4sp); Close combat- Light blades +7 (2sp); Expertise- Survival +3 (3sp); Expertise- Mercenary/soldier +2 (1sp); Expertise- Craft (Bowyer/fletcher) +2 (1sp)

>Untrained: Deception -1, Insight +4, Intimidation -1, Persuasion -1, Sleight of hand +1, Technology +1, Vehicles +1; (Uses Jack of all trades)

-Ranged combat- Other +1; Close combat- Other +5

Advantages: (17 pp)
>Base: Benefit 1 (Ambidexterity); Equipment (x6; 30ep); Great endurance; Hide in plain sight; Improved Critical (x1, Bow); Jack of all trades; Languages (x1); Move-by action; Power attack (Bow); Quick draw; Skill mastery (Stealth); Track

>Enhanced Advantages (bought as Powers): Diehard

POWERS: (14pp total)
>Wolf's blood:
-Feature- Wolves (and to a lesser extent other canines) accept her as a wolf (+ See under Complications)(1pp)
-Unnatural vitality 1: Regeneration 1, Persistent; Quirk- does not heal from fire or silver (1pp)
-Unnatural vitality 2: Immunity 1 (Supernatural infection)(1pp)
-Unnatural vitality 3: Immunity 4 (half effect)(Aging, Disease, Poison, Sleep)(2pp)
-Unnatural vitality 4: Enhanced trait- Advantage (Diehard)(1pp)

-Lupine awareness 1: Wolf's eyes- Senses 1 (Low-light vision)(1pp)
-Lupine awareness 2: Master tracker -Enhanced trait- Skill; +4 Perception, (limited- only to find or follow tracks)(1pp)
-Lupine awareness 3: Wary- Senses 1 (Danger sense)(1pp)

-Untamed: Immunity 6 (half effect)(Fear, Interaction effects)(3pp)
-Can't get lost: Senses 1 (Direction sense)(1pp)
-Run with the pack: Speed 1 (1pp)

History: Lenyara's story truly begins with her father Gunther, who was born many years ago in Wolfenstrahd. Following some unspecified "family trouble", he left home as a young teenager, and never went back- for the most part he almost never spoke about his family, or the Old Country. He was, of course, a true (naturally born) werewolf, afflicted as many of his ancestors had been down through the ages. Like many natural lycanthropes, he had better control than the infected variety, and he managed to have a fairly successful career as a mercenary and adventurer. In middle age, he settled in the city-state of Konstantinopolis, where he led the guard force for one of the Guilds. By the age of sixty, he was still vigorous enough to lead his guards in a real fight, but almost all of his time was instead spent on administrative and ceremonial tasks- in short, he felt that it was time to retire.

With the money he had earned over the years, he bought a small farm near the village of Sarzenn, in the belt of farm country about a two-day ride from the outer walls of Konstantinopolis, and he settled down with a young wench from one of his favorite taverns. Just as a hobby, he put together a village militia, though there was never any serious trouble this close to the city walls. And, scandal of scandals, his much-younger wife was soon pregnant. She died giving birth to their daughter, while Gunther fled out into the night- the attending midwife (and, indeed, most of the villagers) swore that his howls of grief were appallingly loud and almost inhuman... When he returned the next morning, the midwife presented him with a healthy daughter, who he named Lenya after his own grandmother, adding the " 'ra" suffix that his wife's people gave their first-born daughters. Years passed, and Gunther and his daughter kept the farm alive. They spent most of the growing season in relative solitude, tending to the various tasks around the place (though unlike most small farmers, they had only crops and trees, and kept no animals, bartering in town for milk and eggs, and hunting for meat)- in the off season Gunther bullied the village militia and taught Lenya'ra as much as he felt she needed. A few times a year they would travel into the "Big City" bringing a wagonload or two of goods from the village- on may of those trips Gunther visited with old friends, and Lenya'ra got to meet a wide variety of people, from many backgrounds. Still, she chafed at the limits of her life- she wanted to experience all that the wider world had to offer, and she decided that becoming a soldier (or at least a scout) offered a better chance than being a simple farmer's daughter. Her father, predictably, wouldn't think of it- so "Lena" practiced with the village militia when her father was busy, and dreamed of being old enough to leave.

When she was 14, things changed, and not for the better. Following years of restlessness and neglect, small groups of bandits began to plague the villages near the great city- they moved too quickly and too unpredictably for the city's outer patrols to strike back, and internal disagreement thwarted the planning of an effective large-scale operation to wipe the bandits out. And one day it was Sarzenn's turn to be raided- a villager made it to Gunther's farm, and the old man headed out alone to help the paltry militia; while he ordered Lena to stay behind with the wounded villager she soon found out he had also left the armor and weapons he usually wore when 'training'. Filled with something that she thought was fear on behalf of the old man (but might have been wild anger under the gaze of a new-risen full moon), Lena put on the armor herself and took up a weapon she had sparred with a hundred times. While her father had always been strong, he wasn't THAT hefty, and scale armor can adjust well enough with proper padding- sure she rattled a bit, but she was the best-armored person in a twenty-mile radius... By the time she got to town, it was full dark- but between the full moon and the light of burning buildings, Lena could see enough (or perhaps too much). What seemed like dozens of bandits rampaged back and forth through the town, directed by a single hooded man on a huge horse- they shifted away whenever the shrinking militia tried to form up. But again and again, a massive black creature, surely too large and savage to be a normal wolf, darted forth from the shadows to strike at the bandits. Their numbers dwindled, and even as Lena stepped into line with the remaining militia, the bandit leader finally turned to face the true threat. As it turned out, he was a wizard, and while the bandits blades could leave no mark on the massive wolf, the spears of silvery fire could, and did. The beast managed to make one final charge fatally injuring the wizard's not-entirely-natural horse- and as it collapsed it rolled across its master; wards that turned away arrows could not stop more than a ton of horse-thing. While the wizard was still screaming out his last breath, the wolf lurched off into the shadows one last time. Lena saw no more than that- as the bandits realized their leader had fallen, they drove through the weak line of militia in a mad rush to escape- one of the struck Lena's loose-fitting helmet hard enough to ring it like a bell, but did not stop to finish her as she fell into unconsciousness. When she awoke it was daylight (more than a day later, though she didn't realize it), and none of the villagers would meet her gaze, or let her see her father's body. He had fallen valiantly, they insisted, but had been burned to death trying to rescue someone from one of the burning houses. No one would tell her the truth- that they had followed the blood trail from the massive wolf only to find a man's dead body, which they had burned at the insistence of the village wisewoman. Lena retreated to the farm to heal, far more quickly than she expected- but no one from the village came to visit, and Lena knew she could not stay there alone.

A week later, she left for the big city, her father's traveling gear bundled into a heavy pack. While the gate guards gave her a long glance, one of her father's friends took her in for a time. She knew the basics of a hundred jobs well enough to gain an apprenticeship, despite her age- but there was a whole world out there... A traveling mercenary company was hiring- and while she was too young to fight, Lena was old enough to work on the supply wagons, and to train for when she WOULD be old enough to fight... Two years passed, through every kind of weather you could imagine- and while Arko's Fists didn't see a lot of action, they saw some, and they certainly did get around. Lena made a few friends in the company, and some enemies, and learned (or improved) a number of skills. While she still wasn't ready to be on the front lines, she was better than most villagers and many bandits, and she was honestly dangerous with a bow. One of the troop sergeants saw her interest and got her shifted into the "headquarters detail"- for the most part it meant standing around the field leaders or command tent on guard, but it offered a rare opportunity to learn something more complicated than marching drills and formation fighting. She also showed an aptitude for scouting, and trained with the Fists' trackers.

Then she went on her first field assignment... It was supposed to be a simple scouting job, with one of the company's lieutenants leading a team chasing down some rumors about the bandits that the Fists had been hired to root out- Lena was along mostly to serve as a runner and gofer for the lieutenant, but she was dressed and armed to fight. Grrr, bandits! Right from the start, the lieutenant knew SOMETHING was wrong, and his nerves rubbed off on the rest of the group. Everybody was jumpy and stressed out- and when mercenaries get stressed, they tend to get aggressive. Easy to lead into an ambush kind of aggressive. They realized that their point man hadn't signaled in a bit- just as the first flight of arrows came flying at them, and everything turned to chaos. The lieutenant went down in the first wave, along with their medic. Lena tried to shout for help, or a rally point, but no one was listening. She could almost smell the blood in the air, and a haze of red swept across her vision.

When she woke up, she was lying on the ground- the lieutenant, battered but alive, was standing over her, wide-eyed, pale, and shaking. Her shattered shield and broken weapons were beside her, as was a veritable pile of dead bandits. She was also covered in blood, some of it hers, and her clothing and armor were shredded in a way that should have exposed a dozen fatal wounds. While she was sore, that was all- and she had no memory of what had happened; while some of the other Fists had survived, it was mostly because they had fled in the chaos- no one would admit to having seen what had happened.

There were meetings among the officers, consultations with hedge wizards and 'supernatural advisors' who had helped Arko's Fists before- it went on for weeks. But at the end of it, Lena was removed from the company- with neither honor nor dishonor; they simply bought out her contract and left her at a caravan hub with a few recommendations. This sort of thing, for more mundane reasons, happened all the time among mercenaries. Lena found work as a caravan guard for a while, which is what brought her as far as Gilthorian, but that kind of work couldn't hold her interest for long. The idea of adventuring had been mentioned to her before, through the years- many ex-Fists had found such work interesting and profitable; now it was Lena's turn to give that a try...

-Heart of the wolf: While she has not learned how to assume wolf form (and, in fact, does not know that she could do so), she is, deep down, a natural werewolf. The phases of the moon CAN influence her behavior, usually for the worse- making her prone to reckless behavior or even violence. In addition, she has a mild vulnerability or allergy to silver- prolonged contact can be painful or even debilitating (silver manacles would be bad). In a truly unusual situation, she might even transform unconsciously (while asleep or badly wounded, for instance), though she would likely have no control, or memories of the event.

-Scent of a wolf: While the dormant nature of her heritage makes it difficult for traditional forms of detection to discern her nature, natural animals (and many other creatures that act like or resemble natural animals) treat her as if she were a wolf. This makes it a bit difficult to ride a horse, for instance, and other interactions with domestic (or wild) animals can be unpredictable.

-"Die bandit scum!": Lena has a terrible, almost irrational hatred for bandits. She will go after them without hesitation, pursue them (or rumors of them) farther than she should, and treat them badly (even when she shouldn't- she is inclined to not accept surrender from them, and to hang them rather than take them in for trial). While she can be reined in, it requires some doing, and her hatred can lead to trouble. (This is likely to fade as she develops)

-Wanderlust/thrillseeking: Lena wants to see what is over the next ridgeline or down the road, or just "over there". She gets bored easily, and she is a bit prone to being distracted, or wandering off, especially in unfamiliar or uncomfortable settings. And she likes to convince her friends to come along for the ride...

-Sins of the father (Relationship): Her father had a LOT of friends from many different backgrounds, in a wide variety of places. While this CAN come in handy from time to time (she has been known to use an HP for a dose of Connections), it also means there is always a chance one of her father's friends might need a favor (legal or otherwise). Some of them might also know her father's secret, and have darker goals...

-Leader of the pack (Motivation): Lena wants to prove herself- to herself, and to the world (if her father was still alive, it would be to him- since he isn't, she has to impress everybody else). She wants to find a group of friends/allies (A Pack), and she wants them to succeed, even if she has to MAKE them succeed. She will risk herself for a friend, keep her word unto death, and push herself and her friends into situations that ought to avoid, in pursuit of improvement or accolades.

-Wild child: Lena doesn't really like people all that much. She rarely speaks when she can avoid it, and never looks anyone directly in the eyes (which some people find unsettling, shifty, or rude). She doesn't like cities and similar crowded, chaotic settings- and has no tolerance AT ALL for courtly graces and fancy clothes (or the nobles who use them- this has caused her trouble in the past). Also, given her skill set and the way she dresses and acts, many civilized folks assume she is a criminal, or at least a shiftless drifter.

Description: Lena is a bit over average height, with a lean, athletic build. She keeps her black hair cut short, to fit under a helmet or hood, and she has the noticeable tan of someone who spends almost all of their time outside (accentuated just a bit by the slightly olive complexion she inherited from her mother). She tends to dress in simple, utilitarian clothing- armor or hunter's leathers, and prefers to keep her weapons close. Her most striking feature is her eyes, which have an unusual grey-flecked gold hue, more the eyes of a wolf than a human. She also has noticeably sharp canine teeth- she hides these traits around strangers by never smiling and keeping her eyes down. She tends to speak quietly, if at all (Her nickname in the Fists was 'Loudmouth', in the usual sarcastic/ironic fashion of mercs).

Point Accounting: Abilities 34pp; +Defenses 4pp; +Skills 11pp; +Advantages 17pp; +Powers 14pp= 80/ 80pp

Future planning: Improve fighting styles (Archery, whip, 2 knives), improve scouting and tracking. Convert bow from equipment to Device. Maybe improve wolfy-ness (up to controlled Metamorph?)

>Equipment: (30ep)
-Fighting leathers: Protection 1, subtle (2ep)
-Buckler/small shield: +1 Parry, +1 Dodge (2ep)
-Bullwhip: STR +1, Reach 2, Disarming, Grabbing (5ep)
-AE: Short sword: STR +2, Slashing, Dangerous (+1ep AE)
-Knife: STR +1 Pierce or Slash, Dangerous, Precise (4ep)
-AE- Holdout knife: STR +0, pierce, dangerous, Precise, Concealable (+1ep)
-Masterwork recurve bow: Ranged Piercing 3, Accurate 1, Extended range 1 (8ep)(Add variant arrows)

-Adventurers kit: (5ep) Backpack, sack, waterskin, bedroll, flint and steel, belt pouch.
-(TO ADD: pack harness, spare clothes, rope, whetstone, bowyer's tools

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:48 pm

Rachel Tapperly

PL 5/ PP 75 (Unspent 0)
-HP: 1

Concept/archetype: apprentice wizard, scribe, scholar
-Human (some elven blood- about one quarter elf)
Gender: Female
Age: 17
Height- 5'0"
Weight- 105 lbs
Hair- Black (Straight, long; single braid)
Eyes- Green
Skin- pale gold/light tan

-Alignment: NG
-Occupation: scholar, scribe, healer, apprentice wizard
-Languages: Desert trade speech, Elven, Goblin, Draconic (+Native- Common)

Abilities: (30 pp)
STR -1 / STA 4 / DEX 1 / AGI 2
FGT 0 / INT 5 / AWE 4 / PRE 0

Defenses: (7 pp)
Toughness: +4 (STA 4, +0pp)(+5 with armor)
Parry: +4 (FGT 0, +4pp)
Dodge: +5 (AGI 2, +3pp)
Fortitude: +4 (STA 4, +0pp)
Will: +4 (AWE 4, +0pp)

Immunity: n/a
Immunity (Half effect): natural aging, need for sleep (racial)

Initiative: +2; Perception +5
Close attack: +0
Ranged attack: +2

>Specific attacks:
-Crossbow: +8 DC 17 (+2), crit 19-20, ranged piercing
-Staff: +2, DC 16 (+1), close bludgeoning, reach 1

Skills: (17 pp= 34sp)
>Trained: Acrobatics +3 (1sp); Athletics +0 (1sp); Deception +1 (1sp); Insight +5 (1sp); Intimidate +1 (1sp); Investigation +8 (3sp); Perception +5 (1sp); Persuasion +1 (1sp); Sleight of hand +2 (1sp); Technology +6 (1sp); Treatment +8 (3sp); Expertise (Perform- singing/PRE) +1 (1sp); Expertise (Perform- harp/DEX) +3 (2sp); Expertise- Merchant +8 (3sp); Expertise- Scribe +6 (1sp); Expertise- Magic +6 (1sp); Expertise- Languages +6 (1sp); Expertise- Bardic lore (songs and stories) +6 (1sp); Expertise- Folklore and mythology +6 (1sp)

>Combat skills: Ranged combat- Crossbow +8 (6sp); Close combat- staff +2 (2sp)

>Untrained: Stealth +2, Vehicles +1
-Expertise (most others, with Eidetic memory) +5

Advantages: (18 pp)
>Base: Attractive x1; Benefit x1 (Wealth- well-off); Eidetic memory; Equipment x5 (Gear; 25ep); Equipment x1 (HQ; 5ep); Fascinate (Perform- harp); Languages x3; Luck x1; Move-by action; Ranged attack x1; Ritualist; Well-informed

>Upcoming/ to learn: Artificer, Taunt (Creative curses), Quick draw, etc.

>Enhanced Advantages (bought as Powers): N/A

>Elven heritage (Racial powers- Rachel is not even a true half-elf, but she does have some elven blood in her, enough to make her different):
-Senses 1: Low-light vision (1pp)
-Immunities 2 (half effect): natural aging, need for sleep (1pp)

>Gift of knowledge:
-Comprehend 1 (Languages- Read all), Distracting (full focus) (1pp)

History: Once upon a time, there was a young girl who lived in a village where nothing ever happened- no matter how much she wanted something to happen. Anything, anything at all, as long as it was as exciting as the tales she had heard from wanderers in the local inn. Her name was Rebecca Tapperly, and this is not HER story.

She was one daughter among many, part of the Tapperly family who ran the largest inn in the quiet village of Solmir. Rebecca spent most of her childhood and her early teenage years listening to every story from every traveler, and dreaming of "getting out"- her family for the most part, simply shook their heads and waited for her to settle down. Nobody ever really left town, after all.

Except Rebecca, who ran away from home at 15 and was never seen in town again. At the time, everyone thought she had stowed away with a caravan headed back to the desert cities, and they knew she would be back as soon as the merchants discovered her. She never came back, and in time her family almost forgot about her- running the inn was a full-time, all-hands sort of business and anything outside of town seemed to just fade out of mind, after all.

Imagine how surprised all of them were, years alter when another caravan of traders from the desert showed up- carrying a tiny baby in a basket and insisting that the child was Rebecca's daughter Rachel, who they had been told to bring to her relatives in Solmir. None of the merchants seemed certain of what had happened to Rebecca. Even her own family had all but forgotten about her, and they took some convincing before they would accept the child- among other issues the girl's eyes were a catlike green, speaking of some measure of elven heritage. Just who had Rebecca married, wherever she had gone?

But young children have a magic all their own, and in time the Tapperly family adopted her- Rebecca's own siblings had children of their own now and ran the inn for the most part. Her parents (little Rachel's grandparents were still well enough to help, including caring for the new child. Years passed, and the girl became part of the family, as much 'daughter' as 'niece' and more sibling than cousin to those nearer to her own age. She was quiet but very curious, and very very smart. And like her mother, she loved to listen to songs and stories, noo matter what she should have been doing instead. As the years passed, she helped around the inn like the other children. She also learned to read and write and to fgure sums- from a fairly early age she helped out with lists and book-keeping- when she began to learn other languages she helped her "parents" with foreign travelers who passed through the village (and either stayed at or traded with the inn).

-Curiouser and curiouser: Rachel doesn't have a cat, and that is probably a good thing. She is very curious by nature, and loves riddles, puzzles, and mysteries of all sorts- she loves SOLVING them most of all. Her curiousity (and her "Let me try" approach to puzzles) could get her into trouble.

-The value of words:

-The sorrow of the elves:

-The sins of the mother:

Description: TBD

Point Accounting: Abilities 30pp; +Defenses 7pp; +Skills 17pp; +Advantages 18pp; +Powers 3pp= 75/ 75pp

-Reinforced robes: +1 Protection, Subtle (2ep)
-MW Healers kit (2ep)
-Tools (Ritualist)(1ep)
-Light crossbow: Ranged Piercing +2 (DC 17), Dangerous 1, improved range 1 (6ep)
-Ritual knife: STR+0 slashing/piercing, Silver (2ep)
-Quarterstaff: STR +2, bludgeoning, Reach 1 (3ep)
-Spare clothes: 2 sets (1 plain traveling, 1 moderately fancy)(2ep)
-Backpack, bedroll, waterskin, flint and steel, scholars pack (??ep)

>Grandparents' cottage (HQ; 5ep)
Last edited by pathfinderq1 on Thu Feb 28, 2019 6:53 pm, edited 7 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:49 pm

Real name: Keyanna 'Kix' Ortiz
Codename: Buzzbomb
Concept: Speedster; minor villain, bad attitude. Buzzbomb appears to be a typical mid-tier speedster, and like many such, her powers do involve some temporal distortion. She has only recently realized this, after discussions in the speedster villain therapy group in prison, so she hasn't really practiced those aspects much...
Gender: Female
Age: 19
-Androgynous-looking; lean, well-toned and graceful; very short, tightly curled black hair, brown eyes; light-skinned black/ dark hispanic (Dominican)
-5'6"; 130 lbs
-typically has a defiant/surly expression and posture. Is NOT smiling.

PL 10; 150/ 150 pp

Abilities: (42 pp)
STR 1 / STA 7 / DEX 1 / AGI 4 (8)
FGT 4 (8) / INT 1 / AWE 3 / PRE 0

Defenses: (9 pp)
Toughness: +7
Parry: +6 (up to +13)(AGI 4/8, +2pp, +3 powers)
Dodge: +6 (up to +13)(FGT 4/8, +2pp, +3 powers)
Fortitude: +7 (STA 7, +0pp)
Will: +8 (AWE 3, +5pp)

Immunity: Intoxicants/street drugs (Limited- Friction heat)
Immunity (Half effect): Aging, Disease, Poison, Sleep

-Base: Speed 1, Leaping 1
-Powered: Speed 7 (Speed 9 including Superspeed 2)

Initiative: +16 (AGI 4/8, +Improved initiative x2)
Close attack: +4/ +8 (FGT 4/ 8)
Ranged attack: +1 (DEX 1)

-Specific attacks:
>Basic unarmed: +8, DC 16 (+1)
>Baseball bat: +8, DC 18 (+3)
-High speed strike: +13, DC 22 (+7); Crit 18-20 (+); physical/blunt
-Jackhammer punch: +15, DC 20 (+5), Multiattack 5, Penetrating 5; Physical/blunt
-Fingersnap 'sonic boom': +13, Affliction DC 17 Fort (+7), Crit 19-20, Close/ 5' reach); Sonic/force

-High speed throw: +12, DC 18 (+3), Crit 18-20; Range 30/75/150; Damage- varies by projectile type (mostly piercing)

Skills: (11 pp)(24sp noncombat= 8pp; +6sp combat= 3pp)
>Trained: Acrobatics +9 (1sp); Athletics +5 (4sp, Mastery); Deception +5 (5sp)(+11 for Taunt); Insight +4 (1sp)(+10 to resist interaction/ Influence); Investigation +2 (1sp); Perception +4 (1sp); Sleight of hand +2 (1sp); Stealth +9 (1sp); Technology +2 (1sp); Expertise- Streetwise +5 (4sp); Expertise- Criminal +2 (1sp); Expertise- Pop culture +3 (2sp); Expertise- Area knowledge (Boston) +2 (1sp)

>Combat skills: Close combat (high speed strikes array) +13 (5sp); Ranged combat (throwing) +2 (1sp); Close combat (all other) +8 (0sp)

>Untrained: Intimidation, Persuasion, Treatment, Vehicles
>Notes: Noncombat skill cost 1pp per 3 ranks; Combat skills cost 1pp per 2 ranks (House rule)

Advantages: (14 pp)
>Base: Agile feint; Equipment x1; Evasion x1; Great endurance; Improved trip; Languages x1 (Dominican Spanish, native is English); Lionheart; Luck x1 (basic); Move-by action; Power attack; Quick draw; Skill mastery x1- Athletics; Takedown x1; Taunt

>Enhanced Advantages (bought as Powers): Improved Initiative x2 (+others- Limited or attack specific)

>Natural abilities:
-Track and field: Speed 1, Leap 1 (2pp, natural ability +training)
-Run home: Sense 1 (direction sense)(1pp)
-Run around the block: Movement 1- Environmental adaptation (urban)(2pp)
-EPIC eye-roll: Enhanced skill- Insight +6 (Limited- only to resist Influence/ interaction)(1pp)

>Speedster metabolism:
-Regeneration 1, Persistent (2pp)
-Immunity 1: Street drugs/intoxicants (1pp)
-Immunity 4 (half effect): Aging, Disease, Poison, Sleep (2pp)

>Built for speed:
-Enhanced AGI +4 (8pp)
-Enhanced FGT +4 (8pp)
-Enhanced defenses: +3 Dodge, +3 Parry (6pp)
-Superspeed 1 (+Speed 1, Quickness 1, Improved initiative 1; superhuman physicality)(3pp)
-+Superspeed 1 (+Speed 1, Quickness 1, Improved initiative1; Temporal)(3pp)
-Enhanced Speed +6 (7 total; Speed 9 including Superspeed 2)(6pp)(Stunt- Movement: Permeate)
-Movement 2: Wall-running 1, Water walking 1 (Both Limited- only while moving above human Speed 3+)(4-2= 2pp)
+Voicebox vibration: Feature 1- disguised voice, +Enhanced Skill- Deception +6 (Limited, only for Taunt)(1+1= 2pp)

>Temporal senses
-Senses 2: Awareness (temporal), Danger sense (Other- temporal; "not quite precognition")(2pp)

>Past to Present to Future (Array):
-Present tense (base)- Senses 3: Rapid x1 vision (x10), Radius vision, Time sense (3pp; base power)
-Past tense (AE): Enhanced advantage (Tracking); Enhanced advantages 2 (Eidetic memory, Well-informed)(Limited- require conscious activation/ Move action; -1); Senses 4 Post-cognition (Limited- Unreliable, Distracting; -2)(1+1+1= 3pp; +1pp AE)
-Future tense- Enhanced advantage (Luck x1- Inspiration); Senses 4- Precognition (Limited- Uncontrolled/ GM whim; -1)(1+2= 3pp; 1pp AE)

>High-speed combat (Array)
-High speed strike: STR +6 close damage, blunt; Improved crit x2; Precise attack x2 (Close, concealment and cover); Enhanced Takedown +1; Subtle x1 (temporal senses or Rapid sense); Affects insubstantial 2 (full); 6+2+2+1+1+2= 14)(base, 14pp)

-Jackhammer strike: STR +4 close damage, blunt; Multiattack 5; Penetrating 5; Accurate x1; Quirk- multiattack vs. single target only (4+5+5+1-1)(14pp, +1AE)

-Finger snap/ sonic boomlet: Affliction 7, close, sonic/force; Improved crit x1; Precise attack x2 (Close, concealment and cover); Reach x1 (5'); Affects insubstantial 2 (Limited- only vs. level 1-2 insubstantiality; -1); Resist- FORT; Recover- FORT; Dazed +impaired/ Stunned +disabled; Limited degree, extra condition (12pp, +1AE)

-High speed throw: Enhanced advantages 3 (Throwing mastery x1/ weaponize; Improved critical x2- thrown weapon); Ranged damage 3 (DC 18); Feature 1 (Variable damage type; projectile +Cutting or blunt or piercing); Quirk 1 (requires ammunition to throw); +Precise; Accurate x5 (+10); Diminished range x1 (30/75/150 at rank 3; -1 flat)(3+6+1-1+5-1= 14)(14pp, +1 AE)

-Timeskip: Immunity 10 (Entrapment/grapples 5, Temporal effects 5)(Limited- Unreliable, -1); Immunity 1 (Friction heat); Feature 1- 'blur disguise'/visual; Speed +1 (10); Speed gains Precise (+1); Quickness +2 (4); Enhanced advantages 3 (Hide in plain sight, Improved defense, Evasion +1)(5+1+1+1+1+2+3= 14)(14pp, +1AE)

>Known array stunts: Tag everyone (Burst selective strike); High-speed disarm; 'Handful of ball bearings' (cone damage throwing); Vertigo (WILL affliction); Bullet catch (Deflect/Reflect/Redirect- physical projectile)

History: Keyanna was born in Florida, but her family moved to Boston before she could walk- her father had a solid job with the city's Parks Department. They settled in Dorchester on the south side of the city- a 'working class' neighborhood that was actually a bunch of smaller neighborhoods. There was the Dominican enclave (where the Ortiz family settled), the Irish section, the growing Vietnamese section, and a number of other smaller zones- and well, there were some good parts of town, and some very, very bad parts of town. Keyanna's father had been raised in a rural setting, and even when he wasn't on the job he enjoyed the outdoors- he was forever trying organize walks, picnics, and so on. From an early age, Keyanna was all on board with that- she had an excess of energy and though she would never admit it, she liked the time alone. Her older brother Henry was more of an urban child- he had lots of friends in the neighborhood, and the only time he enjoyed being outside was playing on the baseball field or the basketball court (and he was great at both). As a result, Keyanna grew up very much in her brother's shadow.

Over the years, their neighborhood got worse and worse. There were drugs, and gangs, and violence. Dad, of course, stubbornly refused to admit it- but he DID make even more efforts to get the family out of the neighborhood whenever there was a chance. Like many kids his age, Henry ended up in a gang and started putting his life on the line for the possession of two square blocks- his serious chance at athletics was basically over. He was still strong and fast and tough and he had a lot of friends, and so Keyanna was still insulated from the worst the neighborhood had to offer- no one wanted to mess with Henry's little sister. By 13, she had started to demonstrate her own athletic potential- she was the only freshman on the varsity track team, and her ideal afternoon consisted of putting on some headphones and going for a run (though she DID avoid the neighborhood as much as she could).

By the time Keyanna was 16, her brother was firmly established in the neighborhood gang, warlord of a good solid block. Keyanna, still at home, hardly ever saw him except in passing, though she heard his name often enough in school and out. Then one day when she was across the river in Cambridge at a track meet, she heard her brother's name someplace she didn't expect- two of the members of one of the other teams, with their own ties to another Dorchester crew, were talking about an upcoming rumble, and about how one of their other friends had scored some serious assistance, some kind of super-drug.

The Boston area didn't have a huge superhuman population, then or now- nothing like Freedom City, or Emerald City out on the west coast. Supers weren't unknown though- and the so-called "Power drugs" like Max and Zoom were common enough in the right circles (though not usually among Dorchester street gangs). Even worse, between MIT researchers and the massive number of biopharmaceutical companies in the area, there were an awful lot of experimental power drugs out there- some very effective and some very unpredictable, put out by unethical scientists unwilling to go through the formal clinical trials process.

Keyanna sought her brother out that night, braving some of the worst parts of the neighborhood to track him down. She was thoroughly disgusted by some of the stuff she saw but well, he WAS her brother. She delivered her warning- and Henry just laughed it off, saying he had a few surprises of his own. Not exactly convinced, Keyanna went home- but she didn't tell their parents. A few days later at school, she was just sitting down to lunch with some of her friends from the track team when one of her brother's friends burst into the cafeteria. There was no way Case should have been on school property to start with, and he was moving strangely- both too fast and too erratically. And he made his way right through the middle of the caf, straight to Keyanna's table, babbling so fast she couldn't understand him. She knew what was happening though- she grabbed her bag off the back of the chair and headed for the door.

They were back on the streets in a minute, and Keyanna ran like she never had before. Case, for all his speed (wherever it had come from) didn't maneuver very well, and Keyanna was mostly able to keep up with him. On the corner of their block, they found a blasted hole in one building where an empty storefront had been. There, in the wreckage, was Henry- and two other kids in H-Block colors, one of whom seemed to still be moving (or at least wavering) even as he was lying still.There were no firemen, no EMTs- just one cop lazily stringing up some crime scene; from around the corner the was the echoing crack of gunfire, and a sharper sound that wasn't guns. That was where the rest of the police and emergency personnel were tied up, and Case took off towards the excitement as soon as Keyanna realized what had happened. The lone cop, no longer looking bored, took a quick look at Keyanna kneeling by her brother's body before taking off after Case. Keyanna wasn't really crying, that wasn't her style, and if she was screaming, it was AT her brother, not ABOUT him. When she shook him, his eyes slid open for a moment and he reached out, pressing something into her bloodied hand before his eyes slid closed again, and his breathing stopped.

What he had put in his sister's hand was a pair of pills, like nothing she had ever seen- they looked more like tiny crystals, and they seemed to react to the still-warm blood on her fingers. Without even thinking about it, she swallowed the pills- and her head exploded. At least, that was what it felt like. Blinking her eyes, her vision seemed to stutter like an old-fashioned film strip, and she could feel her heart racing. She stood up, despite a wave of dizziness, and took a stumbling step- and was fifty feet down the street. Still wavering, she made her way around the corner to where the fighting was still going on- some of her brother's friends and a half-dozen H-Block boys were all going at it. The police were busy setting up a perimeter and keeping bystanders away- Keyanna could see one of the armored SWAT trucks trundling closer, and she heard one of the cops screaming into his radio for an AEGIS response team. Because that was all they COULD do, really- all of the combatants were moving incredibly fast, rapid jagged movements that Keyanna could barely track- until she blinked, and they were all moving at normal speed. Another blink, and everyone on the street was moving too slowly now- everyone but her. In what felt like one step, she was beside Case, casually pushing away the cop who had was trying to wrestle him down. Someone had dropped a bloodstained baseball bat- Keyanna picked it up and strode into the fray. In seconds the fight was over- and everybody was looking at her (at least as soon as she slowed down enough for them to be able to see her, that is).

One of her brother's friends recognized her, and the words "Yo, Kix..." were barely out of his mouth before the cops started moving in. Still hyped up Keyanna almost laid all of them out beside the other fallen combatants- instead she dropped the bat and took off, No way they were going to catch her... She went home and grabbed a bunch of her clothes and belongings, but she didn't stay- she couldn't face her parents, and she knew AEGIS would be coming. She couldn't go to any of HER friends either, couldn't drag them into this. She took to the streets instead, looking for some of her brother's friends- they might be disreputable, but they were all she had.

The news of the day, between Henry's death and Keyanna's change, gave her father a stroke- but she still couldn't go home. One of her friends live-streamed Henry's funeral, because Keyanna knew better than to go to that. One of Henry's friends was really clever- he set Keyanna up with a place to stay, anything she might need- he even promised more, "as soon as he could call in some favors". All he needed in return was a little help from her, a couple of errands that she was uniquely capable of attending to. Deliver this, pick this up... Maybe, if you want to, steal this thing for me... It was like that for a couple of weeks. And by then, Keyanna was all too aware that whatever had happened to her, it wasn't wearing off like Zoom did, it wasn't going away- if anything it was getting stronger, more under control.

So she decided to have a little fun. She started off by trying some of the "speedster tricks" she had seen on the news, Youtube, that sort of thing- trying to figure out which ones she could do. Armed with that knowledge, she exercised a bit of revenge and busted up the operations of the H-Block gang, blaming them for her brother's death. She made sure to dump a lot of their ill-gotten resources on her parents' back porch- with her father in the hospital they needed all the help they could get. And then she started tearing around town, making a general high-speed nuisance of herself. While Boston didn't have a lot of superheroes, they had a few- and she quickly ran afoul of one of them, the MIT-based powered armor hero known as Ramjet. He was fast, but his jet-suit operated best away from ground clutter and he couldn't corner worth a darn- he almost caught her with a snare-burst shell, but she managed to escape it somehow, not even certain what had happened...

Keyanna, now using the alias "Buzzbomb" because of the vibrato whine her voice emitted at high speeds, stayed in the Boston area for a few months, doing a few jobs for her brother's friend, or out of necessity for her own sake. AEGIS dutifully added her to their list of superhuman criminals, but didn't set her threat rating very high- she was mostly a petty criminal, with a few high-value thefts and very little violence. Most of the heroes in town made a try for her once or twice, but none of them came close to catching her. After a while, though, she knew it was time to leave- being near her parents, her old home, her friends, without being able to visit them- it was starting to grind her down. And Ramjet just would not let up- he was just fast enough to be a real threat, and his technological skills include surveillance and 'predictive software'- it seemed like he was always showing up on her trail, and often at the worst time. With another winter right around the corner, she left town- after, of course, taking a moment to run the famous Marathon route. Keyanna wandered around the country for a while- she didn't have a lot of allies to rely on, but she was adaptable, and she could always just steal anything she needed.

Even this unfettered lifestyle grew kind of stale after a while, and she started looking for a new place to set up shop- especially after a run-in with the famous Johnny Rocket. She only got out of that one because one of his more well-known foes broke up the fight, pretty much by accident. Luckily for Keyanna, somebody else had been keeping a quiet eye on her. Hellbent and Fullbore, the leaders of the Masters of Speed, were always on the watch for new recruits, and after a few encounters they offered her a try-out for their team. It did not go well. To start with, Buzzbomb did NOT mesh well with Whiplash, and her often sour attitude didn't appreciate Blur's pranks. And well, there was this one time, where Keyanna might have accidentally made a possibly flirtatious comment to Cheetah- which neither Cheetah, nor Hellbent, nor Fullbore really liked... So she was out- no real hard feelings, just don't come back, that kind of thing. She has heard that they picked up some other new guy instead, but whatever...

So she tore around the country some more, generally making a nuisance of herself. Since she wasn't a hardcore Capital V Villain by nature she even picked off a few crooks here and there, dropping them for local police to find- or leaving them behind so that pursuing AEGIC agents would pick them up instead and stop chasing her.

And then Ramjet, that jerk, caught up to her AGAIN. She had only come home to watch some of her old friends graduate from high school. She was just another audience member, another anonymous shape in loose clothes, a Sox cap, and sunglasses- but when she left the auditorium, Ramjet was RIGHT THERE, hovering in his jetsuit and ready to rumble. Keyanna just took off. This time, Ramjet was prepared, flying a couple of harrier drones through his suit's uplink to disrupt her escape. Going all-out, Keyanna made it to the Charles and zoomed away upstream, running on water. Aweome! Ramjet kept on after her, and she jumped up onto a bridge, then into the tangled streets around Harvard Square- still couldn't shake him. After a tight turn, her long braided hair slipped out of her hood and started trailing along behind her- just far enough for Ramjet to snag. Before he got tighten his grip and bring her down, Keyanna tried something she had only done once before, and turned to run directly at a wall. And then through it, cleanly, without a scratch on her or the wall- even more awesome!

Except that Ramjet hadn't left go of her hair in time, and he had been pulled into the wall before he could release his grip- she had pulled him out of phase, but he solidified when he let go. Inside the wall, at least mostly. Keyanna was horrified, actually physically ill and traumatized. And that had certainly moved up her threat as far as AEGIS was concerned- Ramjet had been a well-regarded, established hero, and they had no reason to believe this had been an accident. Keyanna headed for the hills, as far away from Boston as she could get. A month on the run, then two- with AEGIS and a bunch of Ramjet's friends after her- then she was back in California, where it was warm and sunny. And where Johnny Rocket nailed her to a wall, not QUITE literally. At trial the made sure to mention she had killed before (both at her initial manifestation and once or twice by causing accidents involving vehicle pursuits)- she certainly didn't have anyone pleading FOR her (though maybe some of the Masters of Speed, well-disguised, showed up in the courtroom audience).

And so she ended up in jail- not just regular jail, but Super-jail, with her powers damped and no visitors, not one. She did finish up her GED, for all the good it was going to do her, and she took some tips from older, experienced speedster-crooks. But she spent the rest of her time alone in her cell or alone out on the yard, keeping in shape and maintaining an armor of sullen disinterest. For someone who treasures the freedom to just go out and do stuff, this locked-down boredom was worse than torture.

-Motivation (Thrills): Like many speedsters, Keyanna tends to revel in the expression of her powers- she loves to fast, and to do stuff (fun, exciting stuff, like learning new tricks and competing against other superhumans). Sometimes she doesn't do a very good job of weighing consequences, or of exercising proper precautions about her behavior. Especially these day, she would be as likely as not to jump at a chance of amateur vigilante heroing- as long as she gets to run... ("I got this!")

-Responsibility (Family): Keyanna's father is now an invalid, and her mother is a nervous wreck- neither one of them wants anything to do with her. Her father did keep his pension, but only after a fight, and they don't have an easy time of it. Keyanna feels as if their troubles are all her fault (instead of only some of them), and she desperately wants to help them out. Anyone who offered her an opportunity to improve things (or, conversely, threatened their fragile state on her behalf) would get her attention very quickly.

-Can't sit still, can't wait around: Keyanna, like a cat, has two basic conditions- flopped out half asleep, and moving at full speed. She is comfortable at rest, but she prefers to be moving, if there is anything to do. Waiting around, complicated plans, and coordinating actions with slow-movers aren't things she does well- though lately the realization that some of her powers involve temporal distortion has led her into trying to learn meditation; we'll have to see how THAT goes).

-Don't cross me/ drugs suck: Keyanna has a bit of a temper, and once she gets angry or frustrated, she tends to hold a grudge and retaliate a bit too strongly. She doesn't apologize, or often accept apologies. At least she is pretty open in her anger- she doesn't understand or enjoy clever devious subtle anger or vengeance- so she could be easy to mislead for an experienced manipulator. As one might expect, she has a hard time making friends, and has had terrible luck with what friends she HAS made- she tends to armor herself in sullen disdain, and expects no good from anyone. She would really LOVE to be proven wrong, just once- and if she did make a real friend she would do ANYTHING for them. She also hates 'street drugs' and those who make, use, or sell them- she wholeheartedly believes they ended her brother's life, and destroyed hers, and she would go out of her way to make trouble for drug dealers, even ones who wear a doctor's coat and 'official approval'.

-Accident (Kinetic/speed): Keyanna moves very fast, and generates a lot of potential energy. Luckily her control is pretty good- but when you are moving that fast, accidents can happen.

-Accident (temporal): In addition, some of her abilities involve an element of temporal distortion- primarily her perception of time. When using her time-related senses, she can get 'lost in the moment' and lose track of the actual progression of time- possibly a brief distraction, possibly a more lengthy fugue state or 'time loop'. Her abilities may also affect time in an uncontrolled fashion- a bubble of 'stuck time' or worse...

Description: Keyanna is a young woman of Dominican descent- she looks like a light-skinned black girl with a very lean, well-toned build (even before her powers manifested she was a serious runner). She has brown eyes, usually half-closed in a disdainful squint, and tightly curled black hair- she used to wear it long, in narrow silver-tipped braids but that was what got her caught; she now keeps it trimmed very short. She does not have a specific costume, though she prefers functional athletic clothing- she does usually wear close-fitting sunglasses, black fingerless gloves, and a messenger bag. She would probably not kill you for a phone with decent music selection and a good set of headphones (PROBABLY wouldn't...). Between her lean build, her close-trimmed hair, and her general disdain for make-up, she has a very androgynous look- not terribly butch, but not exactly femme either. Her nickname on the cellblock is 'Prettyboy', and most people have a bit of confusion when they meet her for the first time.

Point Accounting: Abilities 42pp; +Defenses 9pp; +Skills 11pp; +Advantages 14pp; +Powers 74pp= 150/ 150pp

Future planning: Improve Will save (and AWE ?), add advantages, improve array and speed. Maybe improve temporal abilities.

Capsule: Former city kid who metahuman powers activated after taking a dose of Zoom cut with "Something else". She ran wild for a while, more a nuisance and troublemaker than a serious villain- but then she accidentally killed somebody (phased them partway through a wall). She has been in jail since- she has had serious thought about 'turning good' or giving up the whole active super career, but she is holding on to a cocky attitude.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:51 pm


Anna Katherine Prydeman
Birth name: Ilyana Rachel Pryde-Rasputin
-Prefers Anna, Kate or Katie is okay, Kitty will get you slapped or mocked; only her DXDO case officer and her mentor Touchstone know her real birth name (all official ID documents are for Anna Katherine Prydeman
Codename: Featherweight
Concept: Density-controller, legacy heroine, X-D
Gender: female
Age: 15
4'10"; 90 lbs. (Varies between 0-ish and 1500-ish lbs)

PL 7; 135/ 135 pp

Abilities: (44 pp)
STR 0 / STA 5 / DEX 1 / AGI 5
FGT 4 / INT 2 / AWE 4 / PRE 1

>Defenses: (6 pp)
Toughness: +5 (0pp)(Varies)
Parry: +6 (FGT 4, +2pp)(Varies)
Dodge: +6 (AGI 5, +1pp)(Varies)
Fortitude: +5 (STA 5, +0pp)
Will: +7 (AWE 4, +3pp)

-Low density: T +6/D +8/P +8 (~12lbs)
-Full phase: T +5/D +6/P +6
-High density: T +10 (Imp 6)/D +4/P +4 (~1500 lbs; STR 10, STA 10, AGI 3, FGT 2, DEX 0; ground speed -1, cannot swim)
(+others by Stunt)

Immunity: Disease (+Limited: Poison, Street drugs/intoxicants)
Immunity (Half effect): Aging, Starvation/thirst (CAN eat and drink)

Initiative: +5 (base)
Close attack: +6
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +8; DC 16 (+1)
-Unarmed (Low-D): +10; DC 19 (+4)
-Unarmed (High-D): +4; DC 25 (+10)
-Selective density alteration: +0 touch; DC 24 Weaken Toughness 14, Objects only, +associated effects)(This LOOKS like an attack power, but is really more of a Utility power)
-Thrown something: +2; DC varies
-Grab: +6; DC 10 (+0)

Skills: (42sp= 14pp)
>Trained: Acrobatics +6 (1sp); Athletics +3 (3sp); Deception +8 (Mastery, 7sp); Insight +6 (2sp); Investigation +5 (3sp); Perception +5 (1sp); Persuasion +2 (1sp); Sleight of hand +2 (1sp); Stealth +9 (Mastery, 4sp); Technology +3 (1sp); Treatment +3 (1sp); Ranged combat (Throwing) +2 (1sp); Close combat (unarmed) +8 (2sp)
-Expertise (X-Men trainee) +5 (3sp)(Mostly recognizing other members of various X-continuities)
-Expertise Streetwise) +5 (3sp)
-Expertise (Criminal/thief) +3 (1sp)
-Expertise (Urban survival) +3 (1sp)
-Expertise (Geek culture) +5 (3sp)( A variation on Pop culture)
-Expertise (Student) +3 (1sp)
-Expertise (Art- Sculpture, uses DEX) +3 (2sp)

>Untrained: Intimidation +1 (or less); Vehicles +1

Advantages: (15 pp)
>Base: Benefit 1 (Burglar- Stealth); Close combat x2; Disarming x1; Evasion x1; Hide in plain sight; Improved trip; Languages x3 (Russian, Japanese, Hebrew, Morse code); Luck x1; Move-by action; Power attack; Skill mastery- Stealth; Taunt

>Enhanced Advantages (bought as Powers): Diehard, Great endurance (+Others, depending on density array choice)

>Free (from PRE 1): Skill mastery- Deception
>Free (Campaign): Legal identity (provided by DXDO)

-To add: Teamwork/combat stuff mostly, some stealth and/or deceit stuff.
-Benefit (Burglar): Substitute Stealth skill check for Technology checks related to security (locks, alarms, etc.) but not other Technology uses (Gadget Guide)
-Disarming (Fortune, ranked- to 10): (AKA Puppy-dog eyes) Looks cute and non-threatening, so villains might not want to flatten her. Can directthis against one villain- Spend an HP to force the target to roll Will (DC 10 +double the ranks in Disarming). If they fail, they will "pull their punch", reducing the attack by 2 ranks, 5 ranks for 2 degrees of failure, 10 ranks for 3 degrees. This lasts until she attacks and hurts the target- if they make the initial save, or if she does hurt them, they can't be affected by Disarming for the rest of the encounter. (From Hero High)(In this case, it is more "non-threatening" than "Innocent" and she often keeps this in reserve, hidden by a mask or sunglasses)

>Unstable molecule costume
-Feature 1: costume adapts to powers (avoiding "Wear and tear" Complication) and 'heals' from most damage (1pp)
-Feature 2: Instant change (Any), Limited- Activation required (Move action), always the same material (Black spandex-ish)(1pp)(Her costume can shift from the equivalent to a conservative one-piece bathing suit to a full bodystocking with hood and face coverage, but is obviously the same material)

>Spatial awareness
-Senses 2: Direction sense, Distance sense (2pp)

>Hit 'em where it hurts
-Martial strike: STR +1 unarmed damage (1pp)

>Never let 'em see you sweat
-Immunities 6 (Half effect): Fear, Interaction effects (3pp)

>Personal cellular control (Package)
-Regeneration 1, Persistent, Regrowth (3pp)
-Immunities 1: Disease (1pp)
-"Purge" -Immunities 2: Poison, Street drugs/intoxicants; Limited- Activation required (Standard action; -2)(1pp)
-Immunities 2 (Half effect): Aging, Starvation/thirst (CAN eat/drink)(1pp)
-Enhanced advantages: Diehard, Great endurance (2pp)

>Merge-muddled memories
-Enhanced trait Advantages) 2: Eidetic memory, Well-informed; Limited- Unreliable (1pp)(To be improved, but if the reliability roll fails, the GM can feel free to make stuff up instead)

>Merge-muddled mind
-Immunity 2 (Half effect): Mind reading (1pp)

>Density control (Array)(35 pt base, +3 AE)
-1. Low density: Insubstantiality 1 (+Reaction, Continuous)(7), +Subtle 2 (looks normal)(2), +Precise (1); +Feature 3 (Reduced mass x3)(3); +Enhanced trait 4 (Defenses- Dodge +2, Parry +2)(4); +Enhanced trait 3 (Skills- Acrobatics +3, Athletics +2, Stealth +2, Close combat/unarmed +2)(3); +Enhanced trait 2 (Advantages- Evasion +1, Improved defense)(2); +Protection +1 (1); +Speed 1 (1); +Leaping 1 (1); +Immunities 3 (Atmospheric pressure, critical hits)(3); +Movement 4 (Trackless, Safe fall, Waterwalking 2)(Limited- Distracting)(4); +Martial strike +3(+4 total, "Selective rigidity")(3); (7+2+1+3+4+3+2+1+1+!+3+4+3= 35pp, base power)

-2. (AE) Full phase: Insubstantiality 4 (full incorporeal; Sustained; affected by Magic), Reaction, Subtle 2 (looks normal), Precise (20+4+2+1pp); +Feature 1- Affects corporeal for normal STR (1pp); +Linked- Flight 1, Subtle, Precise (2+1+1pp); +Enhanced trait 2 (Advantages- Improved trick, Redirect)(2pp); +Enhanced trait 1 (Skill- Stealth +3=+12)(1pp). (20+4+2+1+1+4+2+1= 35pp; +1pp/AE)

-3. (AE) High density: Density growth 4 (Sustained)(8), Subtle 1 (looks normal)(1); +Enhanced traits 7 (Abilities: STR +6, STA +1)(14); +Immunities 11 (Critical hits 2, Up to full Life Support 9)(11); +Impervious 8 (8); +Enhanced traits 4 (Advantages- Improved grab, Improved critical x1/ unarmed strike, Improved smash, Interpose)(4); +Feature 1 (Hands like tools)(1); +Precise for STR (1); +Penetrating 1 (Unarmed strike)(1); +Flaw- "Loses some flexibility": Reduced traits 5 (Abilities- AGI -2, FGT -2, DEX -1)(-10); Reduced traits 2 (Skills- Acrobatics -3, Stealth -3)(-2); Reduced ground speed -1, cannot swim (-1); Inaccurate x1 (Unarmed strike, -2)(-1)(8+1+14+11+8+4+1+1+1-10-2-1-1= 35pp; +1pp AE)
(Anna calls this her "Dad Bod")

-4. Selective density alteration: Weaken 14 (Toughness); Affects objects/objects only (+0); Inaccurate x3 (-6), Precise (1), Subtle (1), +Reversible (1); +Transform 14 (Any object into any other object of the same material, 3/rank); +Continuous (+1/r; effect is permanent), +Distracting (-1/r), +Grab-based (-1/r), +limited (-1/r, only on objects reduced to 0 Toughness or less), +Precise (1), +Subtle 1 (1), +Inaccurate 3 (-6, +0 ttl), +Activation (Standard, -2), +Quirk (Takes as long as the GM Wants it to, up to 1 round per mass rank, -1); +Affects incorporeal 2 (normal STR)(2); +senses 2 (Acute normal touch, analytic normal touch; 2); +Enhanced trait 4 (Advantages- Fast grab, Improved grab, improved hold, Improvised tools)(4); +Feature 1 (Iron stomach- can break down and absorb anything like food); (14+3-3, +14+1+1-3-2-1, +2+2+4+1; 14+10+9; 33pp, +1pp/AE)(Possible stunts- Burrowing, Object restorative persistent Healing)

+Stunts: Hyperdensity, Full phase with others ("Take a deep breath- and DON'T LET GO"); Compression (Shrink, normal STR); Cloud form; Disruptive phase (attack)

-The group known as the X-Men existed in a large numbers of worlds before the Merge, though not many of those X-Men seem to have made it through the Event. In a large number of those iterations, Kitty Pryde and Piotr Rasputin were closely entwined- they were one of the most iconic pairings in a wide variety of X-continuities, outdone only by Jean Grey and Scott Summers. While Kitty and Piotr were often closely linked in a romantic fashion, very few of those matches ever produced a child...

In her world, her parents met in the mid-1990s, when Kitty was 14 and Piotr was 19. While they were fond of each other almost from the start, Piotr was a good guy, and he held out until Kitty was 18. They were married shortly thereafter, but as in nearly every continuity the X-Men led busy chaotic lives- ther daughter was born several years later, in early 2003. They named her after Piotr's beloved sister (who in that world had died mysteriously at a young age) and one of their time-traveling friends- the other X-Men were honorary aunts and uncles (only natural for a child actually born IN the mansion). Unfortunately, the situation was hardly an ideal one... For starters, while Kitty loved her daughter, she was, frankly, a terrible mother- far too busy with her work, among other things. In addition, the X-Mansion was definitely NOT child-proofed, and even the youngest other students were far older than little Ilyana, and not fond of 'tag-along babies'. And, of course, the team was often gone on extended missions, and various enemies were known to attack the mansion from time to time. In short, Ilyana spent an awful lot of her early childhood visiting her grandparents- aside from one brief visit to the Rasputin family farm in Russia, that meant she was a regular at the Pryde household in Illinois. On the plus side, she got to spend time with her grandparents, and with her still-living great-grandfather Samuel Prydeman (who was a wealth of great stories- some enthralling and some TERRIFYING). On the other hand, her grandparents were also occasional foster parents to a number of disadvantaged children from nearby Chicago, kids from broken homes and other bad situations- and many of them were all too willing to expose Ilyana to bad language, bad attitudes, and bad habits (And she, eager for kids who didn't scorn her, was quick to learn those lessons, which did NOT please her parents). They tried to be good parents, really they did- Piotr more so than Kitty, but both of them put in some effort. It just didn't seem to stick- whenever the relationship seemed to be getting better, the X-Men would have to jaunt off to some other planet or timeline or something, and by the time they got back Ilyana hated her parents again. It didn't help that Kitty never told her daughter that she was proud of her, or pleased with her...

Ilyana ran away from home for the first time just after her 11th birthday- a day she spent being shuttled back to Illinois before her mother and the X-Men shot off into space (again) to assist their Shi'ar allies against some cosmic threat (instead of Kitty and her daughter spending a long-promised day together). Ilyana remembered some of the things she had learned from one of the Pryde foster kids on her last visit and she took off out a window in the middle of the night (this was before she had demonstrated any kind of powers, but she WAS clever). Somehow she made her way to Chicago, and survived on her own for three days before the police found her and dragged her back to her grandparents- mortified, they never mentioned it to Kitty when she came back three weeks later. Two months after that Ilyana displayed the first sign of her powers, in a totally uncontrolled fashion- her mother, of course, didn't admit pride or approval; she simply set about giving her daughter a whole new round of lessons (though she STILL wasn't old enough to officially train with even the youngest official students). The next time she was dropped off with her grandparents, Ilyana ran away again, and this time she was much better prepared. Calling herself 'Anna', she went back to Chicago and this time she found one of the former foster kids who had 'advised' her. Most importantly, she wasn't back with the Prydes when her mother returned. Kitty flipped out, and she would have mobilized all of the X-Men in a military style operation to shame D-Day and stormed the city of Chicago looking for her daughter- but Professor X sent out an urgent call with no room for delay, and Kitty returned to the mansion to see what was going on. She would return, of course, with help. Any minute now, right?

Except things went to heck in a handbasket, and the X-Men were stuck in some warped dimension. After a few weeks Ilyana and her new friends scrounged up enough money for a bus ticket, and she made her way back to the mansion. The X-Men had just returned, and Ilyana caught a brief glimpse of her mother's fierce smile as she opened the front door...

And in that brief shining moment, the world collapsed around her, as countless realities were shuffled together. Everything went black, and when Ilyana woke up she was someplace new, someplace unfamiliar. In fact, she was somewhere in Illinois- where the Pryde family house had never existed. She made her way to Chicago, where everything was a thousand times more chaotic than she remembered. In the first days after the Merge, no one really seemed to know what was going on- though someone recognized her on the street (or rather recognized her as her mother). Somehow, she managed to survive, and made her way to Salem Center. When she arrived, the person who opened the door was her father- or rather, a version of her father who wasn't much older than Anna herself. He too thought she was Kitty, which led to a brief and very weird interaction- and to Anna running away. The next few weeks were a blur- the slow understanding of what had happened, the brief glimpses of familiar faces (and the people who recognized her), and the simple chaos of the new, Merged world; and a gradual understanding of her powers, which were Much stronger than they had been. She tried to ignore the voices that tickled the back of her mind, the fleeting memories that weren't hers. Anna doesn't remember how she got into the Morlock tunnels beneath New York, nor does she remember what happened there- or what caused her to shift into an immovable hyperdense form. She was stuck in that form for more than a year, before one of the expeditions into the labyrinth of tunnels found her. At first they thought she was a statue- or possibly someone who had been petrified by a previously unknown Morlock- what they DID know was that she was all but impossible to move. After they were sure the tunnels were safe, they brought in the British spirit-mage Touchstone, who was able to discern that there was someone in the statue- and was able to reach Anna's mind long enough to bring her out of the shifted state. By then it was 2017- the Chaos Incursion was over, and the Merge was almost two years past; Anna remembered none of it, but too much of what had happened before. The swirl of memories threatened to overwhelm her again, but this time Touchstone was with her and helped Anna through the trauma- Touchstone was a counselor in her civilian life, and had worked with MGS patients in the past. While Anna's case wasn't exactly MGS, Touchstone knew the symptoms and coached her through the adjustment process- learning how to handle the memories of not people but POTENTIAL people took even more time. And, of course, Touchstone had other cases, throughout the world- and everytime she had to leave, Anna ran away from the facility where the DXDO was holding her until her "Adjustment" was complete. At first there was discussion of moving her to Xavier's Institute, given that she had a prior connection- but Anna refused; that was the one place she definitely DIDN'T want to go. And she was too young and volatile to accompany Touchstone as a ward or fosterling... Over time, she settled down, though there were still concerns about her attitude- it was obvious that she needed guidance and training. When the YHI project was approved, she was one of the candidates identified as potentially suitable, and Touchstone managed to get Anna to agree to the idea...

-Wear and tear (Inanimate objects): Anna's powers take quite a toll on inanimate objects, especially fragile or complicated things. While she cannot disrupt electronics simply by passing through them like her mother could, the simple process of density shifting (especially on a repeated basis) can be damaging. A normal cell phone won't survive more than a few shifts, clothing quickly looks tattered or pitted (as if washed with too much bleach), and other things grow fragile or brittle. With the exception of special materials and some extremely resilient compounds, objects don't last long. (In mechanical terms, the GM can invoke complication to wreck stuff as desired, even beyond the 'easy breakage' of normal equipment- or to warp things instead of simple destruction, or to have somebody grab something she has set aside for safekeeping). Pretty much, only things that are specially adapted (A Feature, or some Devices) would be safe. In consequence, Anna does not depend on gear or have a lot of treasured old possessions. Right now she DOES have a really nice coat, and she takes great pains to 'protect' it (Shrugging it off before shifting, etc.)

-Power loss (and power lock): While her powers work differently than her mother's did, she still has trouble phasing through certain substances (Adamantium is difficult, and vibranium is nearly impossible, and more exotic materials could have unknown effects). In addition, her powers work much better on non-living matter than on living creatures (this is one of the reasons why she finds it so difficult to phase another person, a trick her mother mastered early on). Even though she looks normal while phasing, passing through another living creature gives both of them a slight 'pins and needles' tingle (noticeable, but not damaging). Because of the nature of her powers, surfaces or objects that are sealed against teleportation or dimensional travel MAY slow her down or stop her as well. On the flip side she may also, from time to time, find herself unable to TURN OFF a power, leaving her stuck in one form or another (while her fully phased state usually 'wears off' when she passes out from not breathing, her high density state can last longer (she spent more than a year in her hyper-dense statue form just after the Merge, before someone 'woke her up'). This is most likely if she is surprised while changing states, or as a consequence of mental power effects (as if she needed more reason to dislike telepaths).

-Responsibility (Xavier's dream, adapted): Anna was raised in the X-Mansion, and she was 'brainwashed from an early age to believe in Charles Xavier's great dream, that mutants and humans could live in peace, work together, and share the world- and that mutants would step up, into the very fires of the Hells, to protect a world full of people who hate and fear them. In the post-Merge world, that dream has changed, if only a little. The version that Anna subscribes to is similar- that X-Ds, the Gestalts, and Empowered natives can all live in peace, work together, and share the world (especially since this is the only one they've got, it seems) with mundane natives who might hate and fear them. And like all the X-Men, Anna is willing to step up and lay her life on the line to protect the world, and to protect that dream. In this, if nothing else, she is willing to follow in her mother's footsteps.

-Parental issues: Like you wouldn't believe. Luckily, she hasn't met an incarnation of her mother post-Merge, and while she has met one version of her father it was only briefly (and it was terribly uncomfortable for both of them). Anna has avoided the X-Mansion since the Merge, and was pushed towards the YHI as one of the few reputable alternatives for powered teenagers. Any meeting with a version of her parents would be likely to be problematic, but deep down Anna misses them both, and would do almost anything to see them again, or to gain their approval- this could be used to manipulate her.

-Where EVERYBODY knows your name (Mistaken identity): The worlds that were folded into the Merge contained many versions of the X-Men and among those who crossed over, almost all of them see Kitty Pryde when they look at Anna (despite the differences), especially since many of the versions of Kitty were about the same age her daughter is now. In addition, her mother was a fairly well-known comic and movie character, so even some natives or people from non-X worlds might recognize her (again, despite the differences). This can lead to all sorts of confusion, from hilarious to sort of squicky- especially since Kitty was famously a multi-talented genius and Anna... isn't (and really hates the fact that she still can't escape her mother's shadow). (The most common reaction is: "Kitty!? Is that you?" Followed by "What did you do to your hair? And what the &%$* are you wearing?")

-Wild child: At least on her own time, Anna maintains a sullen, sarcastic demeanor- her personality could be described as "spiky" and in school terms her natural habit would be "in detention". Adults and other authority figures tend to assume she is up to no good (and they are often right), and if they see trouble, they will usually assume she is the cause of it. Her bad attitude and disreputable appearance can make a bad situation worse (Especially if there are police or similar authorities about). In addition, most adults tend to not listen to her, or take her seriously- even if they ought to; this factor is much lower when she is "in uniform" instead of street clothes (possibly because she also ACTS more serious and focused when she is 'on the job'), but a GM can invoke Complication along these lines as needed. In addition, she IS 15, and can be prone to extreme displays of emotion from time to time (or was that All The Time...).

-Heart of gold (or some other high-density metal): Despite her sullen and sarcastic nature, Anna is, deep down, a good person- she wants to make friends, and she is willing to risk all sorts of trouble to help out those friends (or potential friends). She could be led astray, or simply get into a hazardous situation. She is also quite willing to do risky things to protect innocents (especially children or cute animals). Deep down she does have good heart, and she does want to help people- she just doesn't want anyone to know it was her that helped... And while she might be a liar and a thief, she values her word, and will keep her promises (if you can get her to make a REAL one, instead of the sullen "I promise..." she gives to grown-ups). In more basic terms, she is basically good deep down, and despite her demeanor, the administrators in charge of the YHI consider her to be "redeemable".

-Merge-muddled: It isn't QUITE MGS, or at least not a normal case. While Anna is, as far as anyone knows, unique throughout the worlds that Merged, the number of worlds where her parents existed (and so she COULD HAVE existed) is rather high. And given the way that the X-Men tended to tie the timelines in knots, this made the status of various potential copies a bit more complicated. In short, Anna seems to have 'inherited' the existence of many potential copies, instead of several ACTUAL iterations. As such, she will occasionally have thoughts or memories that are not QUITE her own, or memories or thoughts that were true in one lost reality, but aren't true here-and-now. She is still trying to bring these issues under control, but the usual therapy drugs don't work very well, and she is VERY wary of telepaths... ("There are a lot of people in here with me sometimes, and some of them might have BEEN me, if things were different- so my brain is basically a giant Jenga tower, and I'd rather not have anybody else shaking the stack")

-Prejudice (X-D): Plenty of people hate or fear XDs in general, and especially powered ones, and even some un-powered XDs manage to hate those with powers (native or not). Coming from a world that hated and feared mutants, Anna is used to that kind of treatment- but it doesn't make life any easier some days.

-Relationship (Touchstone): The UK-based "spirit mage" and psychic counselor helped Anna through her rather complicated adjustment to the Merged world, and is just about the only person that she fully trusts. The two are in occasional contact, which is contingent on Anna's maintaining a reasonable disciplinary record in "school" though this has taken on a more friendly, almost familial role (Anna's actual continuing therapy is handled by DXDO staff these days). Anna greatly values her mentor's opinions, and secretly wants to work with her someday (or, at least, to prove worthy of working with her). (NOTE: Touchstone is a character that I was working on for the Merge- London game- I'm not sure if I'll have her done though. She is a spirit-focused mage and a trained psychiatric counselor, in demand worldwide for her work with MGS patients. It is most likely she will appear in 'off-screen' conversations with Anna, acting to temper her more illegal or antisocial impulses to the point where she fits into a team setting).

-Anna is short and rather slender, though she has decent muscle tone- it is obvious she hasn't hit her full growth yet. While almost anyone who sees her is reminded of her mother, there are some differences- because of her father, she has a somewhat rounder face, and her hair is somewhat darker (nearly black in the right light, instead of Kitty's medium brown hair); she also wear her hair cut quite short, a style her mother didn't use until she was older. In addition, Anna tends to dress in a punk/goth style very much at odds with her mother's fashion choices- a dark plaid schoolgirl skirt and a tattered tee-shirt is standard, possibly with a long black coat. (In basic terms, think of the Ellen Page version of Kitty Pryde, cosplaying as the DP 1 version of Negasonic). In the field, she tends to wear a plain black bodysuit (with a mask, if she expects to encounter anyone who might know her).

Point Accounting: Abilities 44pp; +Defenses 6pp; +Skills 14pp; +Advantages 15pp; +Powers 56pp= 135/ 135pp

Capsule: Density control secretly (unknown to her, certainly) has 'Dimensional' descriptor, may develop relevant powers. Skills 3sp/pp, free advantages from PRE
-1. Her density alteration tends to affect an object's rigidity as well as its density- this is most obvious with her Selective Density Alteration power, but also shows up in her personal shifting. if density drops, things become more malleable; if density increases, they become more rigid. This is one of the reasons she is so hard on inanimate objects.
-2. A number of her powers are a bit unreliable or conditional- this is because she is still young, and still learning how to put them to best use. In addition, while she has some combat training, it is mostly on an individual level- she is definitely seeking to improve her team/group skills.
-3. So, the big one- that Selective Density Alteration AE slot. This LOOKS like an attack power, but is actually more of a Utility. By phasing into sync with an object, she can become 'in tune' with its molecular structure (living creatures have an energy signature which resists this melding, which is one reason she finds it so hard to phase other people with her). She can reduce an object's density and rigidity to the point where it is as soft as pudding- and once she does that, she can 'sculpt' it into a new form (though she cannot change the actual material). This is a slow process, as she must be very careful to maintain her 'link' to the object- much too slow to use in a combat situation, or against an object that is capable of motion. But given enough time, she can create some interesting shapes/objects (like small tools out of available steel), or shaping a steel cell door into a table. As noted, this isn't intended for combat- IF YOU HAVE ANY QUESTIONS ON THIS, LET ME KNOW, I really had some trouble trying to accurately model my intent here.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Sep 19, 2018 12:53 pm


Real name: Allison Jane Sullivan ("AJ")
Codename: Charger
Concept: Flight speedster (KE manipulation)
Gender: female
Age: 16
-5'8"; 125 lbs (tall for her age, but skinny as a beanpole)

PL 8; 120/ 120 pp

Abilities: (42 pp)
STR 1 / STA 5 / DEX 1 / AGI 5 (enhanced 8)
FGT 4 / INT 1 / AWE 3/ PRE 1

Defenses: (9 pp)
Toughness: +5 (0pp)(Enhanced to +6)
Parry: +6 (4 base, +2pp)(Enhanced to +8)
Dodge: +6 (5 base, +1pp)(Enhanced to +10)
Fortitude: +6 (5 base, +1pp)
Will: +8 (3 base, +5pp)

Immunity: Disease, Poison (Enhanced: Friction heat, own slams)
Immunity (Half effect): Aging, Sleep

Initiative: +9 (5 base, +Improved initiative 1; Enhanced +12 total)
Close attack: +4
Ranged attack: +1

-Specific attacks:
>Unarmed strike: +8, DC 16 (enhanced up to DC 23; Bludgeoning)
-Velocity strike: +10, DC 21 (crit 19-20; reach 5'; Force)
-Pressure slap: Close Affliction, +8, DC 18 Dodge resist; DC 18 FORT recover; Daze/Stun/Incapacitate (reach 5', Force descriptor)
-Grab: +4, DC 11 (up to DC 18)
-(Stunts: Jet blast, sonic boom, etc.)

Skills: (18 sp= 9 pp)
>Trained: Acrobatics +6/+9 (1sp)(+13 while flying); Athletics +4 (3sp)(up to +11); Investigation +2 (1sp); Perception +4 (1sp); Persuasion +2 (1sp); Technology +2 (1sp); Vehicles +2 (1sp); Close combat- unarmed +8 (4sp); Ranged combat- throwing +2 (1sp); Expertise- Student +2 (1sp); Expertise- Outdoor survival +2 (1sp); Expertise- mechanic +2 (1sp); Expertise- Classic cars +2 (1sp)

>Untrained: Deception; Insight; Intimidation; Sleight of hand; Stealth; Treatment

Advantages: (5 pp)
>Base: Attractive x1; Equipment x1; Great endurance; Move-by action; Power attack

>Enhanced Advantages (bought as Powers): ?

POWERS: (55pp)
>Hyper-efficient metabolism:
-Immunities 2: Disease, Poison (2pp)
-Immunities 2 (Half effect): Aging, Sleep (1pp)

>Born to fly
-Flight 1, Precise (2+1= 3pp)
-Feature 1: Dramatic wind (1pp)
-Senses 2: Direction sense, Distance sense (2pp)

>Aerial agility
-Enhanced attribute AGI +3 (8)(6pp)
-Enhanced advantages: Agile feint, Evasion x1 (2pp)
-Enhanced skill: Acrobatics +4 (limited- only while in flight)(1pp)

>Built for speed
-Senses 2: Extended x1, Rapid x1 (for normal vision)(2pp)
-Quickness 1 (1pp)
-Enhanced advantage: Improved initiative x1, Quick draw, Takedown x2 (4pp)

>Slip field
-Protection +1, sustained (1pp)
-Immunities 3: Friction heat, own slams (linked to Protection)(3pp)
-Enhanced defenses: Parry +2, Dodge +1 (3pp)

>"Jet power"(Dynamic array)(18+1+2+1+1)
-Flight +9, Dynamic (Base power)(18+1pp)(max Flight 10)
-Enhanced strength +7 (8), +Powerlifting 2 (Lift 10); Dynamic (14+2= 16; 2pp/ DAE)(2pp Flight left at max, Flight 2)
-Velocity strike (AE) STR damage +5 (6; DC 21); Accurate x1, Improved Crit x1; Reach 5' (5+1+1+1= 8; 1pp/ AE)(Cannot link with enhanced Strength slot)(Force descriptor)(10pp Flight left; Flight 6)
-Pressure slap (AE) Close, Affliction 8; Resist- Dodge; Recover-FORT; Dazed/Stunned/Incapacitated; Accurate x2 (+8); Reach 5'; Affects insubstantial x2 (Full; Limited- only vs. rank 1 or 2 Insubstantiality, -1); Force descriptor (8x1= 8+2+1+1= 12; 1pp/ AE)(6pp Flight left; Flight 4)
-Stunts: Jet blast, sonic boom

>"Jet boost/ Afterburners"
-Enhanced advantages: Extraordinary effort, Untapped potential (both Limited: only to improve flight speed or lift/carry strength; -1)(1pp)

History: AJ's parents met when they were serving in the US Air Force- her father Jack was a mechanic from west Texas, and her mother Cathy was from rural North Carolina; she was also one of the first female fighter pilots, a truly amazing aviator. The two of them fell in love almost immediately, and while they wanted kids, their life together took a back seat to Cathy's flying career- Jack mustered out at the end of his term so he could follow his wife to a series of bases around the world. When Cathy finally mustered out after 12 years, they moved in with her parents on the family farm in Henderson County, and they had their first child, a boy they named Mack. After a year or so, Cathy was hired by a major defense contractor to work as a test pilot for the next generation of combat aircraft (Secretly using some stolen alien technology). She shuttled back and forth to the west coast, while Jack and Mack stayed on the farm- but the project kept dragging on for years... Cathy never even realized she was pregnant again, until one of her frequent routine physicals found it out- by then she was more than a month along, and who could say what energies she had been exposed to by then. Her employer gave her a generous leave, but when it was over they wanted her back in the cockpit. Unfortunately the project kept hitting snags, financial and otherwise, and it still wasn't complete 5 years later. The official story is that Cathy died when her test plane crashed in the Nevada desert- but in truth she simply disappeared in a burst of unknown energy when the propulsion system 'exploded' (and certainly NOT because the company had begun cutting corners on safety to expedite the testing). The whole family was devastated, and their relationships definitely suffered. Mack had always been close to his grandparents, and only grew closer (and further from his father and sister)- he spent all his time working around the farm, and when the time came for him to go off to college he didn't go far; he ended up just down the road at UNC Asheville, studying Sustainable Agriculture so that he could take over the farm when the time came. AJ on the other hand, had always been her Daddy's darling- they both loved hiking and camping, and AJ grew to share his interests in cars and racing. When she wasn't in school or running around with the other kids in town, she was likely to be in the garage where her father spent almost all his time. She was driving ATVs, tractors, and the farm truck by the time she was 12- and even went with her father whenever NASCAR was at a racetrack nearby. That sort of thing was just a fun hobby, but it kept her close to her father over the years. While she had answered to "Allie" as a child, she started using "AJ" instead, after the legendary driver/owner who was one of her father's idols.

Like most metahumans, AJ first manifested her powers in her early teens, in a particularly stressful moment. In her case, she was 13, and hiking in the mountains with a group of friends (an informal, more adventurous outing than the REAL Girl Scouts ever enjoyed- and AJ didn't like the cookies much either...). The trail was wet and slippery, and AJ was at the back of the group when her friend Debbie started to slip- towards a 300-foot drop. AJ dove for her hand- and came up inches short, as Debbie went over the edge. Without thinking, AJ scrambled and lunged, just brushing Debbie's fingertips before she slid over the muddy edge herself.

Ten seconds of chaos and disorientation later, AJ flew back up over the edge where her friends were still wide-eyed with terror, holding Debbie in a clumsy carry. THAT story made the local papers, made her the subject of tales for the rest of middle school. But no matter how much she enjoyed flying, and no matter how much the other kids JUST WOULD NOT SHUT UP about it, she didn't show off where other could see her- both her father and her grandparents were quite insistent. That doesn't mean she didn't practice, or go flying just for fun- the rural mountains were full of places where nobody was watching, as long as she kept her altitude and speed to reasonable levels... (She even remembered her mother's old jokes about "never break the sound barrier near population"). High school was a whole new world- and a much larger crowd of kids to fade into, especially since she didn't join any of the sports teams, and she wasn't really a prep or a brain. The fact that her older brother had just graduated, as a top student AND a football star before he went to college made her beneath most notice. For most of the year anyway...

The last week of school was low-key, and the whole freshman class signed up for a field trip down into Raleigh to see some sights and museums and so on. Some of the kids had never even left the county, so it was a big deal for them. In fact, it started to turn into kind of a bust for everybody when their bus blew a tire on I-40. Most of the kids ended up having an impromptu picnic sitting by the side of the highway watching airplanes heading in to land at RDU. And once again, everything turned in one terrible moment...

Along with everyone else in her class, AJ was watching when a small business jet, a Learjet 40, was heading in- and its left engine simply exploded. For just a second or two it wobbled- and then it started falling out of the sky, engine fragments having wrecked some of its control surfaces. Most of AJ's classmates screamed, and some of them covered their eyes- AJ had seen some terrible NASCAR crashes so she didn't turn away. Time seemed to slow, and she had enough of a chance to look around as her startled schoolmates reacted in stunned horror- except her friend Debbie, who was looking straight at AJ, who knew what to do, what she HAD to do.

She dropped her jacket and her hat on the ground, took two running steps, and was in the air. She didn't QUITE break the sound barrier- but she was beside the struggling plane in seconds, close enough to see the terrified people inside the windows, and close enough to realize there was no way the plane could land safely. Unless it had some help... AJ slid in under the damaged wing, and pushed upwards- it wasn't anything like she had tried before, and the effort was almost unbearable for few seconds before something shifted, and suddenly it just felt natural, like any other kind of workout. A minute later and the plane touched down on the runway- AJ tumbled to a stop, nearly unconscious from the strain. The plane belonged to a major research company executive who had been flying in for a meeting in RTP, and there were press members waiting for him. The resulting photo of a fireman cradling AJ in a safety blanket by the side of the runway made national news- it pretty much destroyed any hope of her having a normal high school life in Henderson County, but it got the attention of the All-Star Squadron...

-Tomboy/ Spirit of adventure (motivation): AJ is pretty athletic and quite competitive. She can get into all kinds of trouble by getting into competitions with classmates, friends, or random other people- and she can get into almost as much trouble all on her own, if she overestimates her own abilities. It also means she is long on planning or analyzing things- she likes to jump right in. Given her tendency towards physical solutions, she might even REALLY hurt somebody, without meaning to- especially since she seems to be getting stronger... On a lighter side, she has a lot of typically 'boy' oriented interests (cars, hiking, sports), and dresses like a boy to boot (she hasn't worn a skirt since she started climbing trees at the age of seven), which might lead some people to make certain (incorrect) assumptions about her habits. She also tends to think of problems and solutions in a very straightforward, physical fashion- complicated scenarios or diplomatic interactions aren't really her style (she is totally the type to try out her Leatherman on that there Gordian Knot thingy).

-Country girl (prejudice): Annie is rather proudly a country girl, the product of rural America, in speech, dress, and attitudes- in fact, she tends to play up some of those details almost reflexively, as something she is proud of. In a cosmopolitan setting like Platinum City (and a snooty private school like the Carson Academy) she definitely stands out. And in a situation like high school where cliques and social status are the order of the day, she is bound to make some waves (and have some trouble fitting in).

-"Raised right" (Motivation): Annie was raised with a strong moral code and fairly traditional standards of good behavior. She is very honest, doesn't swear, and doesn't have any of the bad habits that many kids her age have picked up. She believes in fighting fair (for the most part), and hates liars and bullies of all stripes. Her habits may put her in opposition to less "good" classmates, and make her easy to anticipate (or even manipulate) in many situations- she is rather naive, and by most modern standards she is easily shocked by a lot of things that a jaded 'city kid' wouldn't bat an eyelash at (and conversely, she has seen a lot of bloodshed and violence close up, either at butchering time or in car crashes, so such things don't bother her as much). And her attitudes aren't the sort of thing she could hide very well, even if she wanted to.

-(Not so) Secret (identity): Since the Carson Academy has many super-powered students, and AJ is a terrible liar, she is pretty open about the fact that she has powers- though as far as the school and most of her fellow students know, she is just a fairly fast, agile flier- she doesn't show off her strength. Like her fellow recruits, her selection as a trainee for the All-Star Squadron IS a secret (and her costumed identity as Charger, novice superhero), even at school. And like many of her fellow students, she is SUPPOSED to keep her abilities under wraps when off campus, and out in public. She didn't grow up wanting powers, but she loves having them, and she wants to put them to use- like, you know, for a good cause and all. She kept her identity under wraps for a couple of years at home (mostly), but at this point she isn't as cautious as she probably should be- she thinks nothing of flying from place to place, for instance. In rural North Carolina there aren't a lot of people to see her- but Platinum City is a whole different world.

-Doing Good (Motivation): AJ is a strong believer in "doing the right thing" and helping people out if she thinks they need it (sometimes even when they don't think they need help). She won't hesitate to step in where she thinks there is trouble, and she isn't great at defusing stressful situations. She could easily make things worse- or she could be misled into helping the wrong person (or the right person at the wrong time). She could also get into trouble if she steps into a situation that is worse than she thought it was- and she isn't great at backing down either.

-Melo-Dramatic wind (Accident): The same air movement that can work to her advantage for a dramatic entrance or stunt can also work against her. Particularly when she is angry or stressed (even a 'pleasant' stress, like the attention of a cute guy), things around her are subject to a sudden burst of air- enough to slam doors, scatter papers or hats, or upset someone's tray in the lunchroom. It isn't enough to actually HURT anyone, but it can make quite a mess, and somehow it draws attention in AJ's direction.

>Relationships (Family)(More RP hooks than real Complications, presented for completeness)
-Idolizes the memory of her mother (and so would likely respect women in a military/police role, even more than one might expect)
-Adores her father, wants to make him proud of her- also maintains shared interests to keep their strong connection
-Fond of her big brother (and doesn't know that he has begun to have friends who are strongly anti-metahuman)
-Distant but basically positive relationship with her grandparents- she was never their favorite grandchild, even before THAT DAY, and they weren't shy about showing it. Even so, their rural hardworking lifestyle is a central part of her personality.

Description: AJ is pretty tall for her age, but currently as thin as a beanpole- she has grown into most of her height, but hasn't filled out yet. She has wavy strawberry blonde hair, just past shoulder-length- she keeps it tied back in a simple braid or pony tail most of the time so it doesn't get in the way. She also has green eyes, a wide engaging smile, and the healthy tan (dotted with a few freckles) of someone who spends most of her life outside. AJ tends to dress in a simple, functional fashion- shorts or jeans, sneakers or cowboy boots, tee shirts- and occasionally a denim vest or flannel shirt. She usually wears a hat (baseball cap or straw cowboy hat) and sunglasses, and often carries a set of heavy work gloves "just in case". Around school, she usually carries her books and stuff in a battered leather backpack, far more suited to a camping trip than a classroom. Since her enrollment at the Carson Academy, she has somewhat reluctantly acquired a costume- in her case, a bright red jumpsuit with a stylized white horse (similar to the Ferrari logo) on the upper left side of the chest.

Point Accounting: Abilities 42pp; +Defenses 9pp; +Skills 9pp; +Advantages 5pp; +Powers 55pp= 120/ 120pp

Future planning: Improve Flight/ speed/ agility; Improve STR and array, boost defenses and combat advantages.

Equipment: Multitool, Smartphone with GPS
Last edited by pathfinderq1 on Sat Aug 10, 2019 11:57 am, edited 2 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Mon Sep 24, 2018 3:08 pm


PL 8/ PP 120 (Unspent 0)(Small Town Heroes build; stats base of -1, except STA 0)
-HP: 1

Real name: Amanda Zephyr Kerrigan
Codename/nickname/other aliases: Fairwind, Zee
Concept/archetype: Air elementalist
Gender: Female
Age: 14
Height- 4'10"
Weight- 85
Hair- Black, long and wavy.
Eyes- Brown
Skin- pale golden brown, (caucasian/middle eastern, lightly tanned)

Abilities: (34 pp)
STR -1 / STA 5 / DEX 1 / AGI 2
FGT -2 / INT 2 (3) / AWE 2 / PRE 1

Defenses: (14 pp)
Toughness: +5 (0pp, Defensive Roll +6)
Parry: +2 (FGT -2, +4pp)(enhanced up to +4)
Dodge: +6 (AGI 2, +4pp)(enhanced, up to +10)
Fortitude: +5 (STA 5, +0pp)
Will: +8 (AWE 2, +6pp)

Immunity: none
Immunity (Half effect): Natural aging, need for sleep

Initiative: +2
Close attack: -2
Ranged attack: +1

>Specific attacks:
-unarmed strike -2, DC 14 (-1)
-Wind blast +10, DC 21 (6), ranged
-Suffocation +8, DC 18 FORT
-Flinging gust- Close/ cone area Move Object 8
(+Non-damaging Move Object 1, depending on power selection)

Skills: (22 sp; 11 pp)
>Trained: Acrobatics +3 (1sp; +11 flying- or higher); Athletics +1 (2sp); Insight +5 (3sp); Investigation +4 (1sp); Perception +5 (3sp); Persuasion +2 (1sp)

>Combat skills: Close combat- Unarmed -2 (0sp); Ranged combat- Throwing +1 (0sp); Ranged combat- Wind array +2 (1sp)

>Expertise skills: Student +5 (2sp); Mythology and folklore +4 (1sp; Enhanced +5); Magic +4 (1sp; Enhanced +5); Ancient history +4 (1sp; Enhanced +5); Wilderness survival +4 (1sp); Perform- Singing (PRE) +3 (2sp); Perform- Dancing (AGI) +3 (1sp); Perform- Drumming (DEX) +2 (1sp)

>Untrained: Deception +1, Intimidation +1, Sleight of hand +1, Stealth +2; Technology +3, Treatment +3, Vehicles +1, Expertise- current events +3, Expertise- Pop culture +3

Advantages: (9 pp)
>Base: Connections; Defensive roll x1; Equipment x1; Evasion x1; Languages x3 (Arabic, Farsi, Latin, Ancient Sumerian; Native is English); Luck x1; Move-by action

>Enhanced Advantages (bought as Powers): Great endurance, Eidetic memory, Ritualist, Well-informed

POWERS: (52pp)
-Senses 1: Direction sense; (1pp)

>Empowered Host:
-Enhanced Advantage 1: Great endurance; (1pp)
-Immunity 2 (Half effect): Natural aging, need for sleep; (1pp)

>Spirit of air and wisdom
-Enhanced Attribute 1: INT +1 (Permanent); (2pp)
-Enhanced Advantage 3: Eidetic memory, Ritualist, Well-informed; (3pp)
-Enhanced Skill 2: Investigate +1, Expertise- Magic +1, Expertise- Ancient history +1, Expertise- mythology/folklore +1; (2pp)
-Other voices: Comprehend Spirits 2, Distracting; (2pp)

>Air spirits blessing
-Flight 1, Precise (3pp)
-Feature 1- dramatic wind (1pp)
-Senses 1: Awareness (air); (1pp)
-Enhanced Advantage 2: Favored environment (Flying/open air), Evasion +1 (2); (2pp)
-Enhanced Skill 2: Acrobatics +4 (+9 total), Limited- only while flying (1pp)

>Shifting winds (Array)
-Enhanced Defenses 6: Dodge +4, Parry +2; Sustained; (6pp, base power)
-AE: Move object 1, Perception range, +Precise; (4pp; +1pp/AE)

>Command the winds (Array)(20+1+1+1+1+1= 25pp total
-Wind blast (Base power): Ranged damage 6, Accurate x4 (+8); +Affects insubstantial x2; +Precise; +Subtle 1; 12+4+2+1+1= 20pp (base power)

-Wind storm (Alternate effect): Environment 5- Impair movement 2, Impair visibility 1, Selective x1, +Feature 1 (Impair movement also hinders Acrobatics/Athletics rolls), -Quirk 1 (Impair visibility requires sufficient loose material as chaff); (4/rank x5= 20pp; +1pp/AE)

-Lifting winds (alternate effect): Enhanced STR +4 (3), Limited- only to carry extra weight in flight; +Movement 1- Safe fall, ranged (Perception), Affects others (only); +Flight +4, affects others (+self); Limited- must maintain physical contact; if target lets go, effect ends at end of round); (4+5+8= 17pp; 1pp/AE)

-Flinging gust (alternate effect): Move object 8, Close range, Area- Cone, Damaging, Limited direction (away only), Affects insubstantial 2; 2+1-1+1-1+1=2/r x8, 16+2; (18pp; 1pp AE)

-Suffocation (alternate effect): Affliction 8, Ranged; Resist- FORT, recover- FORT (DC 18); Dazed/Stunned/Incapacitated; Accurate x4; (16 +4= 20pp; 1pp AE)

-Dance on the wind (Alternate effect): Boosted Flight +6 (7 total, 250 mph); +Enhanced Advantage 5 (Agile feint, Fascinate- Acrobatics, Improved defense, Set-up x1, Skill mastery- Acrobatics); =Enhanced Skill 2 (Acrobatics +4, Limited- only while flying; total +8= +11); +Feature 1 (personal soundtrack- a dancable, drumming beat); (12+5+1+1= 19pp; 1pp/AE)

-Known Stunts: Dizzying spin, Air bubble (power profiles), Nullify (Air/gas); Tornado (area/concentration damage), Air ball (Wind-aided projectile)

History: Amanda, more often addressed by her middle name or Zee, is the daughter of Frank Kerrigan, a swashbuckling archaeologist based at Rutgers University, and his wife Zamira (An Englishwoman of middle eastern descent), a scholar of folklore. They met one of of Frank's earliest adventures (I mean Expeditions) and traveled the world together, even after their daughter was born. Instead of slowing down, they employed Amanda's grandmother (or possibly great-grandmother?) to keep the daughter occupied (and their current campsite or living space in good order). The old woman was a font of wonderful stories about all kinds of incredible things- she was also what most cultures would call a witch, and a powerful one at that. The old woman was happy to help out, especially with her granddaughter- even more so when she found out that the girl had inherited her ability to see and interact with spirits, a rare and powerful gift (and all the more so in the changing modern world).

From an early age, Zephyr was taught to respect the elemental spirits that she could perceive, and was instructed with the same old folktales that her grandmother had been. There seemed to be little room for such spirits in the modern world, but in a campsite in the high desert their presence was both appropriate and welcome. Both of her parents took the news in stride- they were used to dealing in legends, after all, and the spirits, acting through either Zephyr or her grandmother, were quite convincing.

On Zephyr's 12th birthday, her grandmother worked a major ritual, one that had rarely been attempted in modern times- but as various factors had changed it worked as well as it might have in ancient times. The ritual called forth a spirit of air and wisdom, an incorporeal spirit that was bound permanently to Zephyr. In return for using her as a physical host and being able to experience normal senses and sensation, the spirit would act as an advisor- and allowed her to control and command the air around her (as an air elemental would).

Over the last few years, her grandmother's health has begun to decline just a bit, leaving the old woman less suited for traveling and so on- and Zephyr's parents definitely aren't ready to settle down. After some debate, they decided to get her some additional training, and some time with kids her own age- and so they packed her off to Bass City, where her father's parents have lived for years.

-Motivation (the Greater Good): Zephyr has been taught that those who possess gifts like hers are supposed to work to protect their community, and the world around them, from threats both mundane and supernatural- up to putting their own lives on the line if needed.In her current view, that applies to the world at large- but also to the local Bass City 'community' and of course to her family. In addition, she is a genuinely nice person, and likes to help people, just on general principles.

-Not-so-secret identity: Amanda HAS a codename, but she almost never uses it (except for official school business)- likewise, almost nobody ever calls her Amanda. All the other kids just call her Zephyr, to the point that most people think that IS her codename (Zef and Zee are also used). She doesn't use a formal costume either, though she wears a school uniform when she must. In general, she doesn't put any effort into hiding her identity- supervillains would be just another hassle for her parents (those who could even find her parents, likely on a dig who-knows-where), and any super villain who went after her grandmother would deserve anything they get... On the other hand, it also means she can be a little too casual with other people's secret identities, and she rarely bothers to pretend she doesn't have powers (why walk when you can fly?)

-Power loss: Zephyr's powers require some amount of actual air to manipulate, of course, though the elemental spirit that is bound to her can create air in most environments. Her powers also depend, more importantly, upon the connection to her elemental 'passenger'- while the binding cannot be undone short of death, certain rituals or magical bindings might weaken the spirit or lull it into something like sleep. Last of all, she requires some degree of freedom of movement to invoke her Arrayed powers- simple handcuffs won't prevent this, but paralysis or more thorough bindings might.

-Melodramatic wind (accident): While her powers are mostly well-controlled, they have been known to cause a bit of chaos from time to time. Especially if Zephyr is startled or in the grip of strong emotions, sudden gusting winds may surge up around her- scattering papers or small objects, slamming doors, etc. This isn't strong enough to really HURT anyone, but it can be startling, or make a mess.

-Responsibility (Spirit's due): Zephyr's powers depend upon the good will of elemental spirits- for the most part they are happy to help. But from time to time,they will want some sort of favor- or other factors may require some degree of ritual will be required to appease them. (For future development, this will progress into Connections and Contacts through spirits)

-Space case: Zephyr has a fairly mild case of claustrophobia, and values both the freedom to move about and her own personal space. Riding in a crowded elevator or car would be quite a trial, and a more limited environment might require some convincing. Left to her own devices, she likes to be outdoors whenever possible.

>RP Hooks (Not full complications):
-Relationship (Parents): Zephyr's parents are world-traveling researchers (An archaeologist and a cultural anthropologist, respectively). They could be nearly anywhere in the world- except settled down at home. From time to time, they remember that they have a daughter and might write her a letter or sent her a gift (a month's late birthday present or gift for some holiday that hasn't been celebrated in 3000 years, perhaps).

-Relationship (Maternal grandmother): Zephyr's grandmother on her mother's side is rather elderly and frail- she lives in an assisted-living home near Oxford in England. She is what the middle-eastern tribes once called a Hakima, a wise woman- or in modern terms, a witch. She has been practicing since just after World War 2, when powers began to reappear in the world, and she is quite powerful and experienced, despite her age and physical limitations. If she is still alive once Zephyr finishes school there may be talk of an apprenticeship...

-Relationship (Paternal grandparents): Zephyr's father's parents have lived in New Jersey all of their lives and in Bass City for more tha 40 years. They are very easy-going people, hippies who never quite left that peaceful lifestyle. They used to own a bookstore but have retired- they both work in the garden and volunteer at the local library.

Description: Zephyr is a bit under average height for her age, and about average weight- she has the sleek musculature of a trained dancer. She tends to wear her dark wavy hair long and loose, and her skin is a light golden brown- the slight olive tone of Mediterranean or Middle Eastern heritage accented by a light tan, the look of someone who spends most of her time outside. She is rather attractive, in an exotic fashion.

She does not have a formal costume yet- on her own time, she wears loose-fitted flowing clothing, often including a kerchief or headscarf of some sort. She goes barefoot whenever possible. If there is a school-issued uniform for activities, she will wear that if she must, though she will want to add headcovering (and remove footwear).

Point Accounting: Abilities 34pp; +Defenses 14pp; +Skills 11pp; +Advantages 9pp; +Powers 52pp=120/ 120pp

>Update to 120 base (+14): FGT +1, AGI +1, INT +1, Parry +1, FORT +1, SK +1 (Persuasion, Expertise- dance), AD +1 (Attractive), Immunity (half)- disease, poison; Array +4 (Indirect on base, etc.)
Last edited by pathfinderq1 on Mon Jul 22, 2019 7:58 pm, edited 15 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Mon Sep 24, 2018 3:11 pm

PL 8/ PP 120 (Unspent 0); Small Town Heroes build; stats base of -1, except STA 0)
-HP: 1

Real name: Roberta Anne McGregor
Codename/nickname/other aliases: Bobbi, San
Concept/archetype: Animal shapeshifter
Gender: Female
Age: 15
Height: 5'3"
Weight: 110
Hair: Brown, shading towards auburn
Eyes: Hazel
Skin: pale, freckled

Abilities: (50 pp)(Stats have base of -1, except AGI 0)
STR 0 / STA 5 / DEX 1 / AGI 5
FGT 4 / INT 2 / AWE 2/ PRE -1

Defenses: (7 pp)
Toughness: +5 (+6 with DR)(STA 5, +0pp)
Parry: +6 (FGT 4, +2pp)
Dodge: +6 (AGI 5, +1pp)
Fortitude: +5 (STA 5, +0pp)
Will: +6 (AWE 2, +4pp)
-(May be higher, depending on powers)

Immunity: Supernatural infection
Immunity (Half effect): Disease, Poison (+Fear, Interaction effects)

Initiative: +5
Close attack: +4
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +4, DC 15 (+0)
-Thrown object: +2, DC Variable (+?)
-(+Others by power)
-War dog (natural weapons): +10, DC 21 (+6)
-Bat claws: +6, DC 19 (+4)

Skills: (13 pp)
>Trained: Acrobatics +6 (1sp); Athletics +6 (1sp); Insight +5 (3sp); Intimidate +0 (1sp); Investigate +3 (1sp); Perception +6 (Enhanced +8, Mastery)(4sp); Persuasion +0 (1sp); Stealth +6 (1sp); Treatment +5 (3sp)

>Combat skills: Ranged combat (throwing) +2 (1sp); Close combat (unarmed) +4 (0sp)

>Expertise skills: Wilderness survival +5 (3sp); Mythology/folklore +3 (Shapeshifter stories +7)(1sp); Student +3 (1sp); Pop culture +3 (1sp); Sports/fitness +3 (1sp); Science +3 (1sp); Nature lore (Plants/animals) +3 (1sp)

>Untrained: Deception -1, Sleight of hand +1, Technology +2, Vehicles +1

Advantages: (13 pp)
>Base: Benefit x2; Connections; Defensive roll x1; Equipment x1; Evasion x1; Hide in plain sight; Luck x1; Move-by action; Power attack; Skill mastery x1 (Athletics); Teamwork; Tracking

-Benefits (2): Athletics based on AGI, Veterinarian (can use Treatment on animals without penalty)

>Enhanced Advantages (bought as Powers): Animal empathy, Great endurance, Skill Mastery- Perception

POWERS: (37pp total)
>Natural talents:
-Senses 1: Direction sense (1pp)
-Runner: Speed 1 (1pp)
-Werewolves of London: Enhanced Skill 2 (Expertise- folklore and mythology +4), Limited- only regarding shapeshifters; (1pp)

>Shifter durability:
-Regeneration 1, Persistent; (2pp)
-Immunity 1: Supernatural infections (1pp)
-Immunity 2 (half effect): Disease, Poison; (1pp)
-Enhanced Advantage 1: Great endurance; (1pp)

>Wild at heart:
-Enhanced Advantage 1: Animal empathy; (1pp)
-Untamed: Immunity 6 (half effect)- Fear (1), Interaction effects (5); (3pp)

>Animal senses:
-Enhanced Skill 1: Perception+2; (1pp)
-Enhanced Advantage 1: Skill Mastery x1 (Perception); (1pp)
-Senses 2: Hearing 1 (Ultra-hearing), Scent 1 (acute); (2pp)

>Beast traits (Beast form)
-Variable 3 (Animal traits; 15pp), +Continuous, -Quirk (Shifting is Distracting), -Quirk (Shifting is Unreliable), -Activation (Move action, in addition to the Standard action to actual shift the Variable pool); (24-3= 21pp)

History: Since ancient times, people have told legends of shapeshifters, from those able to channel the powers of beasts to those who can take an animal's form as their own. From the epic of Gilgamesh to the Japanese hengeyokai, from the Norse "bear-sarks" and the animal-headed "gods" of Egypt to the Central America nagaul, nearly every culture has stories like this- and some of those stories are based on truth... For a very long time, though, these abilities were all but dormant, though they did not entirely die out- from time to time, people would have an extraordinary ability to work with animals or a strong psychological affinity for a particular creature. It is only in recent times, with the rise (or resurgence) of metahuman and demihuman potential that such gifts have begun to reappear.

Catherine Drake was born in Cape May, NJ, and she loved animals from an early age- from her first visit to the circus at the age of 4, she knew she wanted to work with animals when she grew up. She went to Rutgers and became a veterinarian, specializing in conservation and predator populations. John McGregor was born on a ranch in Montana but his family was strongly in touch with their Scottish ancestry- on a family trip to the Highlands as a child he first heard the legends of Loch Ness, which sparked a lifetime interest in cryptozoology. In between trips spent looking for Bigfoot he went to school for a degree in Cultural Anthroplogy- he didn't study animals directly, instead focusing on various cultures and the legends that they had about animals, both real and fantastic. He was on a trip to the Pine Barrens in search of the Jersey Devil when he met Catherine at a train station- and they fell in love almost immediately (starting with their initial conversation, sparked by his Jurassic Park t-shirt).

John and Catherine married shortly thereafter, and they traveled the world together- whether she was working on tiger populations in India, wolves in Canada, or saltwater crocodiles in the South Pacific, John would record and analyze the local legends of that sort of creature. Their first child was a boy, and that didn't even slow them down- their second child was a girl, and even that didn't stop their wandering. Bobbi and her older brother David spent most of their childhood being shuffled all around the planet with their parents- while they visited John's family home a few times, it was always Catherine's parents' place in New Jersey that felt closest to being "Home". From an early age Bobbi and David were athletic, outdoors-y kids- they got a reasonable amount of tutoring and education but that was never a big draw for either of them. As a kid, Bobbi had some interest in her mother's work, including a period where she dutifully "doctored" all of her stuffed animals- but her father's job was more interesting (and he told better stories).

When David was ready for high school, they dropped him with his grandparents in New Jersey. David went to the regular public high school, where he excelled at football and wrestling. John, Catherine, and Bobbi continued to travel- this time to study grizzly bears in Wyoming... Fast forward from then until the beginning of last summer- David had graduated from high school and was headed for college on a wresting scholarship, and Bobbi was ready to start high school herself when fall started- arrangements had already been made to place her with Catherine's parents in Bass City. The family had planned to spend the whole summer together on an expedition to the Serengeti plains in Tanzania. Catherine had planned to work with the parks' cheetah population, while John (and David and Bobbi) were going to interact with one of the local tribes, who were known to have an animalistic, shaman-led religion (in modern times, some of them were even rumored to have animal-like superhuman abilities). One of the shamans, in particular made fast friends with David, and he seemed eager to share their rites with such a knowledgeable and interested outsider. After some negotiation, the entire family was invited to observe one of the tribal rites, where young adults were to find their personal totem animals. It was especially interesting for David and Bobbi, as the tribe members who were to undergo the ceremony were quite close to their own ages...

What none of the McGregors knew was that the shaman who was leading this particular rite had supernatural powers of his own, a primal power which could be called magic, or more accurately alchemy (he may even have been a supernatural being). He was also an evil man, and he was eager to see how his potions affected outsiders. On the night of the ritual, he provided the McGregor family with special food and drink, calling it "traditional tribal fare"- it was all laced with his concoctions. They were seated in a place of honor, close to the "sacred music" and the dancers who were part of the ceremony. Close enough, in fact, that they became part of the ritual themselves. All four of the McGregors rose to their feet and began to shamble through the steps of the dance, though they shuffled like crude puppets, and their glazed eyes saw nothing.

And the power of the ritual, the primal energy of the shaman, woke something within each of them. For deep in ancient times, John McGregor's ancestors had been animal-worshipping Picts and Norsemen, and some of Catherine's ancient forebears had come to Italy from Egypt, where the beast-headed gods of the Nile had marked them- David and Bobbi, children of both bloodlines, felt the effect more strongly than their parents did, and far more strongly than the shaman had expected. He had attempted to force the outsiders into the shape of docile prey, for his own tribefolk to prey on when the magic took hold of them. John and Catherine became antelope, as he intended, but David became a bear, a grizzly in the prime of its power. And Bobbi became a wolf, larger and stronger than any canine since the last ice age.

The ritual dissolved into sudden bloody chaos. The tribesfolk, while gifted with the traits of their totem animals, were no match for a raging bear, and the shaman, whatever his powers, had not anticipated a snarling wolf at his throat. Dawn returned Bobbi and David to their normal shapes, surrounded by bodies and the wreckage of the village- of their parents there was no sign. Bobbi and David managed to hike back to their parents' camp and to call for help. Within a few days they were back in the US- the local government, horrified by what they had found in the village, covered up the incident, destroyed all the evidence, and denied everything. John and Catherine were never found- perhaps they still live as antelope somewhere within the Seregeti... David and Bobbi were subjected to extensive testing- David seemed to be fine, with no memory of the event and no obvious lasting effects, but Bobbi seemed to have been permanently changed. While the trigger seemed to have been supernatural in nature, she had developed superhuman abilities, the power to mimic certain animal traits or even to shift her form entirely. By the standards of government regulation, she was now a metahuman. Luckily, Bass City had two metahuman educational facilities, and despite the sudden change her grandparents managed to secure an interview at the exclusive private academy, the Siegfried School of Supernatural Excellence. The visit was, predictably, a disaster, as some instinctive revulsion led Bobbi to transform in the middle of her interview, attacking one of the Siegfried teachers (to be fair, they WERE trying to 'stress test' her, a standard part of their normal admissions procedure).

A few days later, everything was settled. David was packed off to college, and Bobbi was enrolled for freshman classes at the local public 'super school'. What could possibly go wrong? Or rather, WHEN would something ELSE go wrong?

-"Where wolf?" "There- wolf!": (accident/ power loss) Bobbi is a natural shapeshifter, and is MOSTLY in control of her Changes. For the most part, she finds it quite easy to adopt the physical traits of various animals, though sometimes she may also gain some of their mental or instinctive characteristics as well- her results usually work best when she takes on the traits of other mammals (birds, fish, and reptiles are all less certain). She CAN also shift entirely into an animal form, but she is not very good at this yet- it is hard to do, and she risks losing more of her control, especially if she is in pain or under stress. GM could invoke a complication to add an unexpected physical or mental trait (like a tail or thin coat of fur, or the 'predator instinct' to chase something that runs, or even the loss of ability to speak or understand human speech while shifted)- at worst, she may end up looking like an escapee from the recent Cats trailer.... In addition, a Complication might lock her in to a particular shifted form for a while, which could be upsetting or inconvenient.

-Petting zoo: Bobbi is (now) a supernatural creature. There are many people (and not-people) who are interested in such beasts- some want to study them, some want to collect them as pets or weapons, and some want to hunt them for sport. While she does not seem to have an allergy to silver, perhaps some other substance might affect her powers (or her mind). Wolfsbane? Catnip?

-Reputation: Bobbi is an animal-based shapeshifter, and plenty of people (especially other teenagers) tend to think of her and treat her more like a wild animal than a person. This is NOT helped by her occasional moments of beastly behavior while shifted. Will local authorities force her to get a rabies vaccine like other "pets", or to be registered? Will other kids tease her about biting people, or other feral behavior? She has even been cruelly accused of eating people, up to and including her own missing parents- but of course THAT isn't true. Is it?

-The Law of the Pack: While Bobbi is capable of copying the traits of almost any animal, her strongest and most primal connection is to wolves. As such, she has an instinctive desire to be a part of a Pack, to Belong. On one level, this may cause her to take risks or exert herself on behalf of those she has chosen as friends, it may also lead to some bad decisions in the actual choosing of friends (she is not nearly as good a judge of character as she thinks she is). To a lesser extent, she also sees all of humanity as part of a larger pack, and likes to help people out or try to make the world better (This is a Motivation- Do good/ help out).

-Motivation: (thrills) Bobbi might not be comfortable talking about her powers, but she loves HAVING them. Between the physical rush of enhanced strength or flexibility and the thrill of boosted senses, she will often put her powers to use at the slightest opportunity. This is fine, as long as she keeps them under control...

-Relationship (older brother): Bobbi's brother David is four years older, and he is just starting as a college freshman at Penn State on a wrestling scholarship. During the Event where Bobbi gained her powers, he was briefly shifted into the form of a bear, an incident he would prefer to forget (and which thankfully has not re-occurred). The two of them used to be close, but have grown apart as siblings sometimes do.

-Relationship (grandparents): Bobbi's grandparents are pretty nice, but they are a bit old-fashioned and conservative in their world-view. Handling David was easy for them, since he is a fairly traditional sort of boy. Bobbi is NOT a very traditional girl, and there are bound to be some hurdles in her life in their house. They can (kind of) handle the idea that she is a tomboy (though they were really expecting her to wear a dress to school), but they really don't understand what to do about the fact that she has superhuman powers. They also haven't really decided when they should have "The Talk" about, you know, Boys...

Description: Bobbi is just below average height (though a bit tall for her age) and has a lean build- despite her youth she is an accomplished middle-distance runner. She has hazel eyes (which have begun to fade towards gold since she gained her powers), reddish-brown hair (usually worn in a chin-length bob), and fairly pale skin liberally dotted with freckles. She generally dresses in comfortable, outdoors-y clothing. For the most part she looks like a run-of-the-mill tomboy- the only unsettling detail is that her canine teeth are rather long and sharp...

Personality-wise, Bobbi isn't really used to dealing with other kids her own age- she tends to be a bit quiet and reserved, more aloof than shy. She would certainly like to make some friends for this new, uncertain chapter of her life, she just isn't quite sure how to go about it. Her interests tend towards athletic and outdoor activities rather than academic or social pursuits. She likes having her powers, but she does wish they were a bit more under control and she isn't entirely comfortable talking about them or demonstrating them, especially given some of the treatment she has received.

Point Accounting: Abilities 50pp; +Defenses 7pp; +Skills 13pp; +Advantages 13pp; +Powers 37pp= 120/ 120pp

Future planning: Improve senses and physical ability in base form, Improve Variable (+1 or 2 levels, easier), maybe move some Morph/metamorph slots out of Variable. Expand options to include legendary or extinct animals (or fictional/fantastic ones?)

>Capsule: Bobbi is a shapeshifter, who is easily able to acquire various animal traits. She has only recently learned to fully shift into an animal form- specifically a very large wolf (and full-body shifting is not yet something she can entirely control). Her powers come from a supernatural heritage, but Official classifications simply list her as Metahuman.

>Variable pre-sets: (15pp available)
1. Beast-speaker: Comprehend (animals) 2; +Feature 2 (animals treat her as an animal, not a person, can judge a natural animal's attitude); +Enhanced Skill 3 (Perception +6); +Enhanced Skill 12 (Insight +8, Intimidate +8, Persuasion +8; Limited- only for dealing with animals); (4+2+3+6= 15pp)

2. Beast senses: Senses 9 (Vision- low-light, Ultravision, Extended x1; Hearing- Extended x1; Scent- Reach x1, Accurate, Tracking 2), +Enhanced Advantage 1 (Uncanny dodge- scent); +Enhanced Skill 5 (Perception +6, Insight +2, Investigation +2); (9+1+5= 15pp)

3. Howlin' Wolf: Affliction 6; Resist- WILL, Recover- Will; Impaired +Vulnerable, +Extra condition, -Limited degree x2; Close range, Area- burst x2 (60'); Feature 2- Allies (only) are immune; +Feature 1 (Penetrating call, +20 to counteract hearing penalties, for distance etc.); (12+2+1= 15pp)

4. War dog: Close damage 6 (fangs and claws), +Enhanced Advantages 2 (Defensive roll +2); +Enhanced Defenses 4 (Dodge +2, Parry +2); +Enhanced Skill 3 (Close- combat- natural weapons +6); (6+6+3= 15pp)

5. Pursuit predator: Enhanced Speed +4 (5 total), +Subtle; +Leaping 1; +Movement 1 (Wall-crawling1, limited to soft/clawable surfaces); +Movement 2 (Sure-footed x2); +Enhanced Skills 3 (Acrobatics +2, Athletics +2, Stealth +2), +Enhanced Advantage 1 (Hide in plain sight); (4+1+1+1+4+3+1= 15pp)

6. I'm Bat-Man: Flight 6, Winged; -Quirk (uses use of hands while shifted), +Feature (Can use feet as hands, in limited fashion- grip but no opposable thumbs); +Feature 1 (reduced Mass x1); -Complication (Vulnerability to crushing/bludgeoning, effect at +2); +Ultrahearing gains Accurate, +Feature 1 (emit ultrasonic 'ping'); +Close damage 4 (claw kick), +enhanced skill 1 (close combat-claw kick +2); (6-1+1+1+0+2+1+4+1= 15pp total)

7. Spitting cobra: Senses 1 (infra-vision); Affliction 6, Resist- FORT, Recover- FORT; Dazed +Impaired/ Stunned +Disabled; +Extra condition, -Limited degree, +Enhanced Defense 2 (Will +2); (1+12+2= 15pp)

8. Beast shape: Morph 1, +Metamorph, +Continuous, -Quirk (change is Unreliable); +Feature 1 (animals accept her as a natural member of that species), Comprehend 2 (animals), Limited to Morphed species; (6+1+2= 9pp)(Usually to wolf, but can take other forms as a power stunt)

9. (Special) Primal beast: Morph 1, +Metamorph (giant dire wolf), +Continuous, -Uncontrolled transformation (6pp), +Feature 1 (Wolves accept her as one of their own species), +Comprehend 2 (Animals), limited to canines; +Linked, Holding Back 5 (Uncontrolled transformation activates with Holding Back); (15pp total)

>UPDATE to true 120 (+14): FGT +2; SK +1 (various), Vision (low light); Regeneration (add Regrowth); Feature 1 (Longevity); Variable +1 (8pp)
Last edited by pathfinderq1 on Wed Aug 14, 2019 5:53 pm, edited 35 times in total.

Posts: 1672
Joined: Fri Nov 04, 2016 8:52 pm

Re: Character back-up file

Post by Thorpocalypse » Tue Sep 25, 2018 2:43 am of these characters looks familiar... ;)
Me fail English? That's unpossible. - Ralph Wiggum

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Nov 14, 2018 1:41 pm


(Small Town Heroes build, stats start at -1, except FGT 0)
PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Jenna Jane Winston
Codename/nickname/other aliases: Traxxion, JJ
Concept/archetype: "Peak Physical", legacy heroine
Gender: Female
Age: 15
Height: 5'6"
Weight: 120
Hair- Black
Eyes- brown
Skin- light brown (bi-racial: Caucasian/black)

Abilities: (58 pp)(Stats start at -1, except FGT 0)
STR 3 / STA 5 / DEX 1 / AGI 4
FGT 8/ INT 1 / AWE 1 / PRE -1

Defenses: (11 pp)
Toughness: +5 (STA 5, +0pp; +6 in costume)
Parry: +10 (FGT 8, +2pp)
Dodge: +8 (AGI 4, +4pp)
Fortitude: +5 (STA 5, +0pp)
Will: +6 (AWE 1, +5pp)

Immunity: Fear
Immunity (Half effect): Disease, Poison, Natural aging, Need for sleep

Initiative: +8
Close attack: +8
Ranged attack: +2

>Specific attacks:
-Unarmed strike: +12, DC 19 (+4)

Skills: (? pp)
>Trained: Acrobatics +5 (1sp); Athletics +5 (2sp, +Mastery)Insight +3 (2sp); Investigation +2 (1sp); Perception +2 (1sp; Enhanced +4); Persuasion +0 (1sp); Technology +2 (1sp); Treatment +2 (1sp)

>Combat skills: Close combat (Unarmed) +12 (4sp); Ranged combat (throwing) +4 (2sp)

>Expertise skills: Martial arts +3 (2sp); Student +2 (1sp); Streetwise +2 (1sp); Pop culture +2 (1sp; +3 Supers-related); Current events; History; Law

>Untrained: TBD

Advantages: (? pp)
>Base: Agile feint; Animal empathy; Assessment; Benefit x1 (Ambidexterity); Connections; E

>Enhanced Advantages (bought as Powers): Great endurance, Improved initiative x1


History: Both of Jenna's had powers. Her mother was an A-list heroine, a paragon- she died "in the line of duty". Her father isn't even a C- or D-list hero, just a low-powered guy getting along in the world (he can speak to animals and works in a zoo). Of course, as a child, Jenna knew none of this. She was born in Newark, and spent most of her childhood there- her father was a stay-at-home dad, and her mother worked "in the city".

-"Do the job" (Motivation): Ever since Jenna found out the truth about her mother's death, she has been firmly committed to helping people and making the world better. Before she learned that she had powers, she was going to be a doctor or a cop. But once she learned that she DID have powers, she was determined to become a hero, despite her father's wishes to the contrary.

-Relationship (father): James Winston was never comfortable being married to an A-list superheroine, but he loved her- so he kept his mouth shut and played the dutiful "house-husband". They both wanted children, but it wasn't easy- and Mary went right back to "work" after Jenna was born. It was only when Mary died in a super-battle, helping to save the city, that James let his temper go. He swore that his daughter, their daughter, wasn't going to "throw her life away" like her mother had. At first he simply tried to hide the facts, and only told Jenna that her mother had died in the battle (as quite a few civilians had, despite the best efforts of the team). But then one Of Mary's surviving teammates sought the family out and made the truth known.

Description: Jenna, better known as "JJ" is fairly tall for her age, with the lean slender build of a runner. She is biracial, with a white father and a black mother- her skin is golden brown and her hair is tight black curls (cut very close). She has deep brown eyes and might have a wide, engaging smile- except that she never smiles, she is always very somber and serious.

Point Accounting: Abilities 58pp; +Defenses 11pp; +Skills 12pp; +Advantages 23pp; +Powers 16pp= 120/ 120pp

Future planning: TBD

Capsule: TBD
Last edited by pathfinderq1 on Mon Aug 12, 2019 8:34 pm, edited 14 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Wed Nov 14, 2018 1:47 pm


PL 8/ PP 120 (Unspent 0)(Small Town Heroes build)
-HP: 1

Real name: Harper Jane Hicks
Codename/nickname/other aliases: Thrasher, Rave
Concept/archetype: Punk rock kid, vibration/sound control
Gender: female
Age: 15
Height: 4'11"
Weight: 95
Hair: Black
Eyes: Brown
Skin: Pale
-Spiky hair, dark punk/goth make-up, dark/tattered clothes

Abilities: (44 pp)(Base stats at -1, except AGI 0)
STR -1 / STA 4 / DEX 1 / AGI 4
FGT 4 / INT 1 / AWE 1 / PRE 1

Defenses: (10 pp)
Toughness: +4 (+6 with Defensive Roll 1)(0pp)
Parry: +6 (FGT 4, +2pp)(Enhanced +10)
Dodge: +6 (AGI 4, +2pp)(Enhanced +10)
Fortitude: +5 (STA 4, +1pp)
Will: +6 (AWE 1, +5pp)

Immunity: N/A (fear)
Immunity (Half effect): Disease, Poison, Natural aging, Need for sleep

Initiative: +4
Close attack: +4
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +4, DC 14 (-1)
-Buzzsaw: +8, DC21 (+6), +Linked Weaken Toughness 6 (DC 16)(Objects only)
-Shockwave: Cone Move Object 6
-Vertigo (Pulse): DC 18 FORT or Dazed +Impaired/Stunned +Disabled, 30' burst

Skills: (12 pp)
>Trained: Acrobatics +5 (1sp); Athletics +5 (1sp); Deception +2 (1sp; +6 Taunt/feint); Insight +2 (1sp); Investigate +2 (1sp); Perception +3 (2sp); Persuasion +2 (1sp); Sleight of hand +2 (1sp); Stealth +5 (1sp); Technology +2 (1sp)

>Combat skills: Ranged combat (Throwing) +1 (0sp); Close combat (Unarmed ) +4 (0sp); Close combat (Speed strikes/array) +6 (2sp)

>Expertise skills: Student +2 (1sp); Music +2 (1sp); Streetwise +3 (2sp); Pop culture +2 (1sp; +6 Music); Perform (singing/PRE) +5 (4sp; +7 Cool); Perform (guitar/DEX) +2 (1sp); Perform (Drums/DEX) +2 (1sp)

>Untrained: Intimidate +1, Treatment +1, Vehicles +1

Advantages: (12 pp)
>Base: Benefit x1 (Ambidexterity); Benefit x1 (Athletics based on AGI); Cool x1 (Perform- Singing); Defensive roll x2; Equipment x1; Evasion x1; Fearless; Luck x1; Move-by action; Taunt, Teamwork

>Enhanced Advantages (bought as Powers): Diehard, Great endurance

>To buy: Languages x1 (learning Spanish)

POWERS: (42pp)
>Natural talents:
-Senses 1: Direction sense (1pp)
-Encyclopedia of ROCK: Enhanced Skill 2 (Expertise- Pop culture) +4, Limited- music only; (1pp)

>Internal rhythm ("Keep the beat"):
-Senses 1; Time sense; (1pp)
-Feature 1: can tap a natural beat like a metronome; (1pp)

>Mutant durability:
-Enhanced Advantage 2: Diehard, Great endurance; (2pp)
-Regeneration 1, Persistent; (2pp)
-Immunity 4 (Half effect): disease, Poison, Need for sleep, Natural aging; (2pp)

>Defensive micro-vibration:
-Enhanced Advantage 1: Second chance (FORT saves vs. sonic/vibration Afflictions); (1pp)
-Feature 1: Immunity 1, to loud/ "environmental" noise (can safely stand in front of concert speakers, etc.); (1pp)

>Counter-pulse projection:
-Enhanced Defenses 8: Dodge +4, Parry +4, Sustained; (8pp)
-(+Linked) Enhanced Advantages 2: Evasion +1, Improved Defense; (+2pp)

>Vibration control (Dynamic Array)(16+1+1+1+1= 20pp total)
-Acoustic manipulation (micro-vibration tricks): Enhanced Skill 6 (Intimidate +8, Perform- singing +4); +Enhanced Skill 4 (Deception +8, limited- only for Taunt or Feint); Enhanced Advantages 3 (Startle, Fascinate: Perform- singing, Second chance- FORT save vs. Vibration effects); Feature 1 (personal loudspeaker/amplifier, counter up to -20 to hearing penalties); Senses 3 (Sonar- Accurate Ultrahearing), +Feature 1 (can generate an ultrasonic 'ping' for Sonar echolocation); (6+2+3+1+3+1= 16pp; Dynamic, base power)

-AE Buzzsaw: Close damage 6 (Vibration/cutting), +Accurate x1, +Reach x1 (5'), +Enhanced Advantage 1 (Improved Smash); +Linked: Weaken Toughness 6, +Reach 1 (5'), +Affects objects, -Affects objects ONLY; (6+1+1+1+6+1= 16pp; +1pp/AE)

-AE Shockwave: Move object 6, +Damaging (Vibration), +Area: Cone x1; -Close range, -Limited movement (directly away), +Affects insubstantial 2; (12+2= 14pp; +1pp/AE)

-AE Vertigo pulse: Affliction 8, Dazed +Impaired/ Stunned +Disabled, Resist- FORT, Recover- FORT; Close range, Area- Burst x1; (16pp; +1pp/AE)

-+Known Stunts: Intense vertigo (individual Affliction), Dampen vibration (Auditory Concealment), Cancel vibration (Nullify Vibration/Sonic)

History: Harper considers herself a city girl, and life in the small town of Bass City has really been a let-down for her. She was born in Newark, though she really doesn't remember it much. Of course, she doesn't remember her real family much either- she never met her father, and her mother died when Harper was still very young; she has been caught in the gears of the state care and foster family system for most of her life. The state-run "homes" were uniformly terrible, while some of the foster families were good and others were awful- the only constant was that Harper never seemed to be in one place for very long. From an early age, Harper demonstrated a gift for music, but her education in the arts was rather spotty, depending on where she was being raised at the time...

At the age of twelve, she discovered punk rock, thanks to an older kid in her foster home du jour- and she has never looked back. She continued to endure the carousel of foster homes, but made chances to get out to whatever shows or all-ages clubs were nearby, and her fashion taste skewed to match her musical interests (this didn't really do much to make her more attractive to potential foster families).

About a year ago, she started getting headaches, really bad ones. These turned into random occasional seizures, but medical tests were inconclusive at best. Then one night she was at a show, and she got a little too close to the amps when the band started up- the pulse of sound hit her just wrong, and she screamed in surprise, which blew out the amps and made her pass out. THIS brought her to a a whole different bunch of doctors, and an awful lot more tests- the state care system did not have very many guidelines for kids with super-powers, it seemed. Harper found herself stuck in administrative limbo- not many of the foster families available had the inclination (or the resources) to handle a budding superhuman, so she was stuck in a Home that was a terrible hybrid of orphanage and juvenile hall. Months passed, and Harper finished up her Junior High requirements with no idea where she would be headed in the fall.

Finally, after months of wrangling, Harper was 'bailed out' of the Home and fostered with a family in Bass City, one of the few families in the system who had successfully handled super-powered kids. Charlie and Jessica Hansen weren't rich, but they were easy-going and comfortably settled in town- in fact, both of them even had minor superhuman abilities of their own which helped them connect with powered kids. They have almost finished raising their latest "son", a hard-core "jock" and budding powerhouse named Alex, and they were persuaded to take Harper as their next "Project". She moved into the Hansen house in Bass City at the beginning of the summer, and they have worked together over the summer to get things ready for her to attend the less-prestigious local 'super school'. While there isn't much of a music scene in Cape May county, Harper Has managed to meet a few local kids with similar tastes- they are working on starting a band. The Hansens even let her pick out (most of) her own clothing for school (it was at the thrift shop, but still...), and got her this new thing called an I-Pod for her birthday. Even though her foster brother Alex has managed to ignore her presence, it still feels more like home than anyplace she can remember.

The glorious future of high school awaits!

-Responsibility (In a band): Sure, they haven't quite taken off yet. Let's be honest, basically nobody has even heard of them yet. In fact, they aren't quite sure about their lineup, and they haven't entirely picked a band name. But they are a band anyway, and the only way they are going to get anywhere is by sticking to it, practicing, and getting the word out. Harper is in a band with a couple of other kids from town, though she is the only one who is going to "super-school". They all have to adjust their schedules to account for band practice, and maybe for a gig someday...

-Accident: ("BOOM!") Harper has her powers pretty much under control- but the possibility of an accident remains. Maybe a small one, like noise pollution or someone reporting what sounds like a gunshot, maybe a bigger one (Don't put her in a glass building).

-Impulsive/adventure: Harper tends to revel in the expression of her powers. She loves to make noise (or a scene). Sometimes she doesn't do a very good job of weighing consequences or exercising proper precautions about her behavior.

-Motivation (doing the right thing): Harper is, deep down, a good person and she understands many people in bad situations. If presented with an opportunity to help out, she would be very likely to do so- even if it were dangerous (and ESPECIALLY if she could deny it later).

-Motivation (Homeward bound): Harper has been on the revolving carousel of state care for most of her life, rarely spending more than a few months in any particular arrangement. She really REALLY wants to have a home and a family of her own, and maybe even some long-term friends. Obstacles (official or otherwise) might present themselves, forcing Harper to overcome them.

-Short end of the stick (Prejudice): Harper's foster family isn't even close to rich- they live in a reasonable house, and not in the bad part of town, but there isn't a lot of money to spare. Most of her clothes are thrift shop or donation specials (Harper doesn't care, but other kids WILL notice), she is on the free school lunch program, and she doesn't have the kind of money that other average kids might (paying for stuff or replacing equipment might be a challenge).

>RP Hooks (not full Complications):
-Relationship: Foster family (pretend you don't know them...) Charlie and Jessica Hansen have lived in the Bass City area for most of their lives, and are pretty familiar with Cape May county. They are also one of the few families in the NJ state foster care system who have experience dealing with Powered kids, and both of them have minor superhuman gifts of their own. They have almost finished raising one boy, Alex, who is starting his senior year of high school, and they have taken in Harper as their next "project". For the most part, they are easy-going and good-tempered, but they do have rules, and they believe in a respectful settled household. Which is, to say the least, NOT the sort of environment that Harper is used to. They are willing to tolerate her taste in music and clothing, but she is expected to keep up with her schoolwork, to help around the house a bit, and to not get in trouble (Curfews, grounding, and loss of privileges await her inevitable misdeeds). The Hansens also have an older foster, Alex, who is a senior at school and has some low-level powerhouse abilities- he is a respected member of the Jock clique, and will do everything he can to avoid interacting with his "new sister" anywhere that his buddies might see. He isn't really a jerk, just very different from Harper and not interested in bridging that gap. In addition, Harper is subject to the bureaucratic machine that is the state care system- at the moment everything is pretty settled, but there are rules and procedures and paperwork and "visits" (inspections), and so on that might crop up...

>Relationship (Father ?): Harper's mother died years ago. Harper has never met her father, and has no clue who he is- he isn't listed on her birth certificate and her mother never mentioned him. He could be anybody- but it seems likely that he had (has ?) Powers. Especially now that Harper has powers of her own (and thus is potentially valuable) someone could show up CLAIMING to be her father (or some other relation from that side)- maybe it leads to a real family, maybe he is a liar or con-man...

Joan Jett (junior edition), or Freefall from Gen 13

-Dresses in punk/thrift-shop Goth clothes most of the time

Point Accounting: Abilities 44pp; +Defenses 10pp; +Skills 12pp; +Advantages 12pp; +Powers 42pp= 120/ 120pp

Future planning: Band as allies/connections (minions?), improve array, Improve base powers (move stuff out of array, to base).

>UPDATE to true 120 (+14):
Last edited by pathfinderq1 on Fri Aug 16, 2019 6:16 pm, edited 25 times in total.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

PrettyPlease (Small Town Heroes)

Post by pathfinderq1 » Wed Nov 14, 2018 1:50 pm

PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Natasha Miriam Rabinowitz (Tasha)
Codename/nickname/other aliases: La Princessa, PrettyPlease
Concept: Empath, mentalist
Gender: female
Age: 15
Height- 4'9"
Weight- 80 lbs
Hair: Black (wavy and long- mid back)
Eyes: Black
Skin- very pale (some dark make-up)

>"Do you like me because I'm a nice person and a good friend? Or do you like me because I told you to?"

>Her place in town: Tasha is pretty new in Bass City- she only moved in with her grandparents at the beginning of the summer, and she has been pretty isolated for that time. And well, to be honest Bass City isn't much like anyplace that she has lived in before, from the gated communities of Southern California to the expensive rural "treatment centers" that have been home for most of the last few years. She doesn't have any friends, doesn't even really know anybody- but she would love to make some actual friends here, since she seems likely to be in Bass City for some time. Unfortunately for her, she is quiet and nerdy (especially about superhumans and powers-related issues)- and while she doesn't know anybody yet, the rumor mill and local grapevine have made sure that most of the local kids know all about her (mostly that she is certifiably crazy, actual "locked up in a nuthouse" crazy). It seems unlikely that she will have an easy time making friends here- unless she uses her powers...

Abilities: (22 pp)(Base stats= -1, except AWE 0)
STR -2 / STA -2 (4) / DEX 0 / AGI -1
FGT -3 / INT 4 / AWE 6 / PRE 2 (5)

Defenses: (12 pp)(May be higher, depending on powers)
Toughness: +4 (STA 4, +0pp)(up to +8 with TK Shields)
Parry: +2 (FGT -3, +5pp)(higher with TK shields)
Dodge: +2 (AGI -1, +3pp)(higher with TK shields)
Fortitude: +6 (STA 4, +2pp)
Will: +8 (AWE 6, +2pp)

Immunity: N/A
Immunity (Half effect): N/A

Initiative: -1
Close attack: -3
Ranged attack: +0

>Specific attacks:
-Basic Unarmed strike: -3, DC 13 (-2)
+Various, by powers

Skills: (15pp)
>Trained: Acrobatics +0 (1sp); Athletics -1 (1sp); Deception +6 (1sp); Insight +14 (+18 powers; 8sp); Investigation +8 (+12 Well-informed; 4sp); Perception +8 (2sp); Persuasion +9 (4sp); Technology +5 (1sp); Treatment +5 (1sp)

>Combat skills: Ranged combat (throwing) +0 (0sp); Close combat (Unarmed) -3 (0 sp)

>Expertise: Student +5 (1sp); Computers +5 (1sp); Psychology +5 (1sp); Pop culture +5 (1sp; +7 Supers-related); Current events +5 (1sp; +7 Supers-related); History +5 (1sp; +7 Supers-related); Law +5 (1sp; +7 Supers-related); (Is currently learning- Russian History/folklore)

>Untrained: Intimidation +5 (or less); Sleight of hand +0; Stealth -1; Vehicles +0

Advantages: (16 pp)
>Base: Attractive x1 (Fragile/delicate); Benefit x2; Connections; Disarming x1; Eidetic memory; Equipment x3; Languages x2(Spanish, Hebrew- Learning Russian and Yiddish); Luck x1; Move-by action; Skill Mastery x1 (Insight); Trance; Well-informed (check +12)

>Benefits (2): Money x1 (well off); Status x1 (Special- has PE exemption)

>Enhanced Advantages (bought as Powers): Various (Depending on power array)

POWERS: (59pp)
>"Did the Research":
-Skill Expertise 4; Limited- only for supers/powers-related information; (x4: Expertise- Pop culture, History, Current events and Law, all at +2); (2pp)
-Skill Expertise 2; Investigation +4, Limited- only for Well-informed checks; (1pp)

>Natural empath:
-Enhanced PRE +3, Permanent; (6pp)
-Enhanced Skill 2 (Intuition +4); Permanent; (2pp)

>Basic psychic powers:
-Mind over body: Enhanced STA +6, Permanent; (12pp)
-Foresight: Senses 4- Precognition; -Distracting, -Uncontrolled (GM fiat only); (1pp)
-Senses 2: Direction sense, Awareness (mental); (2pp)

>Advanced psychic powers (Dynamic Array)
-Empathic influence (Dynamic, base power)
-Telekinetic projection (D/AE)
-Personal TK (D/AE):
-Telepathic projection (AE):
-Telepathic Reception (AE):
-Suggestion (AE)
-(Stunts- Psychic Scream,)

History: Tasha was literally born in Hollywood- both of her parents were involved in the entertainment industry. Her father, a California native had very minor healing and morph powers but no acting ability at all- he was a stand-in, stunt double, and bit player. Her mother was a Jewish girl from New Jersey, getting by mostly on looks, who had a very minor telepathic gift which had never been developed or trained (and in fact she used a lot of alcohol to keep it repressed). Tasha was rather weak and sickly as a toddler, but she was cute and precociously smart- she started "acting" as a TV baby before she could talk. Unfortunately for her, and for her family, she also started to develop her psychic powers at a very early age, in an entirely uncontrolled fashion.

At first her parents saw "the episodes" as simple misbehavior, but after a few years of increasingly inexplicable events, that was obviously not the case. So they proceeded as typical Hollywood stage parents- and Tasha got a therapist as an 8th birthday present. The so-called therapist, Dr. Dixon, was actually an expert in psychic powers, having been part of the MK Ultra project (and a few less reputable groups) and he was quite intrigued by what he saw- but he also knew her parents would never consider that Tasha actually HAD powers. For nearly four years, Dr. Dixon toyed with her, using drugs and other techniques to alternately improve or hinder her powers, all for his own twisted research. He was also a very weak psychic vampire, and he greatly enjoyed feeding on Tasha's emotions (her own powers made her feel things much more intensely than a normal person, giving her emotional output the flavor of strong drink to Dixon). He had no intention of curing her, or of training her to properly use her gifts.

But as the years passed, her powers DID improve, and so did her mind. By the time she was twelve, she KNEW she was being used- and with a little effort, she made sure she got out of that situation, refusing to see or work with Dr. Dixon ever again. The process was not easy, given that her parents liked him, and he was very well-respected- but Tasha would not be denied. Unfortunately it turned out to be the last straw for her parents' marriage. Her father re-married almost indecently soon after the divorce, while Tasha and her mother moved around a bit- mostly to put Tasha into ever-more remote and exotic treatment centers, since her mother still resolutely refused to believe that Tasha had superhuman abilities. In time, they moved back East, moving in with her mother's own parents in Bass City. And it was there that they finally found a therapist that could convince Tasha's mother that the girl had gifts, and that she needed to be trained. That therapist was herself a low-level telepath, and she was able to recognize Tasha's gifts, mangled as they had been by years of experimentation.

First there were months of intensive therapy in an isolated treatment center. At the beginning of the just-ended summer, Tasha was judged to be functional, and she was released to live with her mother and grandparents, someplace where she could rely on getting love and support. Arrangements were made for her to start "super school" at an appropriate institution in the fall, and she was to spend the summer getting ready for that, by associating with normal people in small numbers and controlled settings. At this point, she needed to around other people, especially people her own age- both to properly develop and understand her powers, and to have any chance of a normal life.

-Doing good (Motivation): Tasha is a good person at heart, and she wants to do her part to make the world a better place. She knows that she isn't cut out for a "traditional" hero role, but she wants to do what she can to help people.

-"What did I say?" (Accident): Tasha's powers are, as yet, not entirely under her control- they may manifest accidentally if she becomes emotional or distracted. For the most part this just ends up Fascinating those who hear her voice, but it has subjected some people to a Suggestion. She is learning to be very careful about how she speaks, especially under stress, to avoid Problems. Unfortunately teen life, especially in school, is a very stressful time- and no one likes having their emotions played with, even accidentally...

>Mind-screw (Prejudice): Even in a world where superhuman powers are relatively common, many people are uncomfortable with telepathy and other mental powers. In a small town like Bass City (and especially in a setting as volatile as high school), those concerns are likely to be more common (and more severe). Even if she isn't using her powers, her simple presence might make people act out or treat her poorly...

>That weirdo... (Reputation): One look at Tasha will reveal that she doesn't fit into a small town like Bass City- and that is just the way she wants it. Many adults (and especially other kids) are likely to have a poor opinion of her simply because of how she dresses and acts.

>Vulnerability (Emotions): Tasha is very sensitive to emotions, especially negative ones- in effect her empathy is always on. She is developing a strong will and training to resist the influence of outside emotions- but for now she is still vulnerable. Dealing with people with strong emotions (and especially crowds) can be problematic, even painful. This is, in part, why she is so bad at fighting... GM can invoke a Complication to have her face "difficulties"- an extra degree of failure from powers, perhaps, or uncomfortable (primarily RP) effects from strong 'normal' emotional sources.

>Enemy: Dr. Dixon is out of Tasha's life- for now. He would be VERY glad, however, to have an opportunity to 'work with his favorite student' once more- both to continue his twisted experiments and to feed on her emotions himself. In addition to Dr. Dixon, other psychic predators might target Tasha as well- some of them see her as prey, while others might see a corruptible apprentice or assistant.

>Relationships (RP hooks, not really complications):
-Relationship (Father, and Step-mother): Tasha's father (and his new wife) still live in Los Angeles, where are involved in the film and television industry. At this point they would really prefer to pretend she doesn't exist- but if her powers develop further (or if she becomes well-known or otherwise marketable) they might change their minds...

-Relationship (Mother): Tasha's mother Sherrie is a lawyer, specializing in Entertainment Industry and Intellectual Property issues- she technically works in New York City, but usually only goes in to the office once or twice a week. She is also a latent telepath who has never come to terms with her potential powers (and in fact has done everything she can to suppress those gifts). After significant pressure, she has admitted that her daughter needs to train and develop her own abilities. The relationship between the two of them is strained and distant.

-Relationship (Grandparents): Tasha's grandparents are nice enough, but they are a bit old-fashioned and noticeably more religious than either Tasha or her mother are. They are generally supportive and loving, but life in their household is rather structured, and they don't really understand "kids these days" (or Powers).

-Relationship (Great-grandmother): Tasha's great-grandmother is nearly 100 years old but relatively spry for her age and still very sharp mentally. She lives in the same big rambling house, with occasional visits from a home-care nurse. She has a surprisingly wicked sense of humor and is quite fond of Hope- she has said that they are fellow prisoners there. Olga speaks very poor English, so Tasha is learning Russian to communicate more easily with her.

Description: Tasha is quite petite, even for her age- she is a bit short, and somewhere between "slender" and "painfully skinny". She tries to disguise her build by dressing in a very "girly" Goth fashion, though she prefers 'fancy' to 'grimdark'- she likes long dresses, long sleeves, and high-collared blouses, with lots of lace and velvet. In a small town like Bass City, her look does tend to stand out- she likes to think of it as the same sort of warning conveyed by various bright-colored plants and animals. Her skin is very pale, and she is rather pretty (it is a fragile and delicate sort of pretty, more like a doll than a person- the sort of look that makes it seems as if she needs protection). She has wavy black hair down to the middle of her back, typically braided and topped off with a small hat or fascinator. Her eyes are incredibly dark, nearly jet black, and just a bit large for her face- one of the few traits that she uses make-up to accentuate (though she often hides them behind big dark sunglasses). She carries a slender black shoulder bag instead of the traditional over-stuffed backpack (she is tech savvy for the time, with all her schoolbooks loaded onto a laptop). She often wears gloves and typically carries a parasol, to round out her goth-style look. She is generally quiet and keeps to herself- she is a serious student and, despite her powers, also a bit shy. She tends to speak in a stilted, overly-formal fashion- and she chooses her words very carefully...

Point Accounting: Abilities 22pp; +Defenses 12pp; +Skills 15pp; +Advantages 16pp; +Powers 55pp= 120/ 120pp

Future planning: Improve mental powers, Improve WILL

Last edited by pathfinderq1 on Thu Aug 15, 2019 2:35 pm, edited 45 times in total.

Posts: 11745
Joined: Fri Nov 04, 2016 8:05 pm

Re: Character back-up file

Post by Jabroniville » Fri Nov 23, 2018 9:29 am

Hey man, welcome to the boards! Sorry to hear about everyone's trouble at Ronin Army- while I pretty much took my whole thread over here, I still know and like some of the people there. Hearing about them getting constantly screwed by that buggy forum is pretty unfortunate.

Posts: 398
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 » Sun Dec 02, 2018 2:42 am

Charger (Small Town Heroes variant)
PL 8; 120pp; base stats at -1, except 1 at 0; normal cost for Skills.

>Basic concept is in the Captain Marvel/ Nova vein, someone who has been modified by alien tech into a living weapon. Some base powers, some powers from a Device (energy control bands).

>Capsule/ deep background (that is, stuff that AJ doesn't know, but the GM ought to): The K'Xiari are a space-faring empire, somewhere VERY far away from Earth. They have a Caste-based, occupation-specific society, with various functions handled by individuals specifically tailored to particular roles. In this case, they had sent out a Scout ship to explore distant regions, a craft which was staffed by Pilot-Navigators and Explorers. Because the ship was going to be far from home, it was supplied with a number of resources. It had Control Links, which Explorers could implant to control the ship's systems if the Pilots were disabled (Pilot-Navigator caste members had more advanced versions implanted shortly after birth, but these would allow an Explorer to perform basic flight operations)- AJ now has one of those implants. Emergency control bands could augment the implant, and allow the user to function almost like a one-person mini-ship themselves- while this was primarily a survival function (and the reason the accompanying suit was bright red), it had a number of utility functions as well, powered by the K'Xiari's "Universal Energy Source". The Scout ship was one of many that were sent out across the universe (or possibly multiverse)- it was not expected back for some time, and the K'Xiari may, in fact, have totally lost track of it. They might someday realize their mistake and come looking for their missing "property"- or other alien races that have dealt with them might recognize the "Energy signature".

>Note: The K'Xiari are totally made up, out of whole cloth- if another, more appropriate, alien race already exists in the setting just let me know and I will swap out if needed.

Real name: Allison Jane Sullivan
Codename/nickname/other aliases: AJ, Rusty (AJ mostly for friends and family, Rusty mostly by those who are NOT her friends, or friends of her family)
Concept/archetype: Blaster, Alien weapon
Gender: female
Age: 15
Height: 5'2"
Weight: 112 lbs
Hair: Auburn (more red than brown), tied back in pony tail or single braid to mid-back)
Eyes: Green
Skin: Pale, freckled (doesn't sunburn or tan)
-Looks like: Sadie Sink

Abilities: (28 pp, +powers)(Base stats= -1, except STA 0)
STR -1 / STA 3 (5) / DEX 0 / AGI 1 (2)
FGT 1 (2) / INT 2 (3) / AWE 1 / PRE 0

Defenses: (9 pp, +powers)
Toughness: +5 (+6 with Defensive roll)
Parry: +4 (FGT 2, +2pp)(Up to +10 enhanced)
Dodge: +4 (AGI 2, +2pp)(Up to +10 enhanced)
Fortitude: +6 (STA 5, +0pp, +1 power)
Will: +8 (AWE 1, +5pp, +2 power)

Immunity: Fear
Immunity (Half effect): Disease, Poison, Radiation, Starvation/thirst

Initiative: +6
Close attack: +2
Ranged attack: +0

>Specific attacks:
-Basic unarmed: +3, DC 14 (-1)
-Force strike: +5, DC 18 (+3)

-Cosmic Power (Unarmed): +3, DC 23 (+8)
-Cosmic blast: +8, DC 23 (+8), crit 19-20)
-Stun pulse: +8, DC 18 FORT affliction; Close, 5' reach

>Skills: (11 pp= +22 ranks)
-Trained: Acrobatics +3 (1sp); Athletics +1 (2sp); Investigation +4 (1sp); Perception +3 (2sp); Persuasion +2 (2sp); Technology +4 (1sp); Treatment +4 (1sp); Vehicles +2 (2sp)

-Combat skills: Ranged combat (throwing) +2 (2sp); Close combat (Unarmed) +3 (1sp)

-Expertise skills: Student +4 (1sp); Science +4 (1sp); SCIENCE! +4 (1sp); Mechanic +5 (2sp); Pilot +4 (1sp); Pop culture +4 (+8 Sci-fi)(1sp+)

>Untrained: Deception +0; Insight +1; Intimidation +0; Sleight of hand +0; Stealth +2

Advantages: (8 pp)
>Base: Attractive x1; Connections; Defensive roll x1; Equipment x2; Languages x1 (Spanish); Luck x1; Move-by action

>Enhanced Advantages (bought as Powers): Beginner's luck; Benefit x1 (ambidexterity); Eidetic memory; Evasion x1; Fearless; Great endurance; Improved initiative x1; +Language x1 (K'Xiari); Quick draw

POWERS: (34 +30= 64pp total)
>Naturally gifted:
-Enhanced Skill 2: Expertise- Pop culture +4 (Limited- science fiction)(1pp)
-Senses 1: Direction sense (1pp)

>Enhanced human (Metabolism)
-Enhanced Attribute 2: STA +2 (5; Permanent)(4pp)
-Enhanced FORT +1 (Permanent)(1pp)
-Enhanced Advantage 1: Great endurance (1pp)
-Immunities 4 (half effect): Disease, Poison, Environmental radiation, Starvation/thirst (2pp)
-Regeneration 1 (1pp)

>Enhanced human (Reflexes/coordination)
-Enhanced Attributes 2: AGI +1 (2), FGT +1 (2); (Permanent)(4pp)
-Enhanced Advantages 4: Benefit x1 (Ambidexterity), Evasion x1; Improved initiative x1, Quick draw (4pp)
-Quickness 1 (1pp)

>Enhanced human (mental processing)
-Enhanced attribute 1: INT +1 (3, Permanent)(2pp)
-Enhanced WILL +2; (Permanent)(2pp)
-Enhanced Advantages 4: Beginners luck, Eidetic memory, Fearless, +Language 1 (K'Xiari); (4pp)

>"Cosmic energy" tap:
-Variable 1, Continuous; Quirk- change is unreliable; Quirk- Change is Distracting (activation round); (7+1-1-1= 6pp)

(Some examples- Variable 1, 5pp):
-Environment 1: bright (silvery) light; +Selective (3pp)
>Cosmic force: Move object 1, +Precise, -Close range, +Reach x1 (5'); (4pp)
>Force flight: Flight 2, +Precise; (5pp)
>Force screen: Enhanced Defenses 4 (Parry+2, Dodge +2), +Linked Advantage 1 (Improved defense); (5pp)
>Force strike: Close STR-based damage +4; +Accurate x1; (5pp)

>Device: Energy bands
(35pp total, -7pp Removable; +1pp Restricted (control link or technopath ability); +1pp Indestructable (slow self-repair); (35-7+1+1= 30pp)

>Flight uniform:
-Feature 1: Instant change to/from costume (1pp)
-Feature 1: Costume is self-cleaning and self-repairing (1pp)
-Feature 1: Costume is Impressive (+2 to some reaction/ interaction rolls, similar to the effects of Attractive)(1pp)

>Energy Regulator:
-Enhanced Advantages x2: Accurate attack, Power attack; Limited- only for Cosmic Energy array (with this Device)(1pp)
-Enhanced Advantages x2: Holding back x1, Untapped potential (2pp)

>Cosmic Energy Projection (Array; 21pp base, Dynamic, +2 DAE, +3 AE)(21+1+2+2+1+1+1= 29pp total)
-Cosmic Flight: Flight +10, +Immunity 1 (Friction heat); +Immunity 2, half effect (Suffocation- all); -Quirk: Only usable if she already has Flight (from Cosmic Energy Tap variable); 20+1+1-1= 21pp, base power, +1pp Dynamic base
-Cosmic Power Infusion: Enhanced STR +9 (8); +Powerlifting x2 (10); +Feature 1 (Hands like tools); 18+2+1= 21pp, +2pp/DAE
-Cosmic energy screen: Protection +2 (8), +Impervious Toughness 8; +Enhanced Defenses 8 (Dodge +4, Parry +4); +Immunity 2 (Own slam attacks); +Enhanced Advantage x1 (Ultimate effort- Toughness); 2+8+8+2+1= 21pp, +2pp/DAE
-Cosmic blast: Ranged damage 8, Accurate x4; +Enhanced Advantage x1 (Improved Critical x1); 16+4+1= 21pp, +1pp/AE
-Stun pulse: Affliction 8, Close range; Resist- FORT; Recover- FORT; Dazed +Impaired/Stunned +Disabled/Incapacitated; +Extra condition; +Accurate x3; +Reach x1 (5'); +Enhanced Advantage x1 (Improved Critical 1); 8+8+3+1+1= 21pp, +1pp/ AE
-Cosmic Survival Shell: Immunities 10 (Full Life Suppport); Movement 4 (Environmental Adaptation 2- Vaccuum, Zero gravity; Space travel x2); Flight x1, Precise (Maneuvering); 10+8+2+1= 21pp, +1pp/AE

History: The Sullivan family has been living in and around Bass City for generations, and AJ has a bunch of cousins and other relatives scattered throughout the county. Her father Ted left town after he graduated from high school and joined the Air Force as a mechanic- he had always loved to tinker, and cars just weren't impressive enough. AJ's mother Cindy was from West Texas, and she was in the Air Force as well- she was a very good pilot, though women weren't allowed to fly in combat yet. The two of them got married and moved from base to base over the years. After their first child (a son named Mack), AJ's mom mustered out of the service, dissatisfied at the thought of flying cargo planes and tankers for the rest of her career. Shortly afterwards, she was approached by a secretive aerotech research company that hired her as a test pilot. In fact, they were developing a whole new airframe and propulsion technology system, converted from equipment "acquired" after a UFO crash- and Cindy's reflexes and physical abilities made her a prime candidate; she jumped at the chance. Within a year the family was living full time at a research facility in the Southwest- Cindy had been flying the new prototype for several months before she realized she was pregnant (company doctors SHOULD have noticed it beforehand, but didn't). It is entirely possible that the energies released by the drive system altered AJ even before she was born...

Cindy was back in the cockpit less than two months after AJ was born, and Ted handled most of the housekeeping and child care (though the company handled some of the duties as well, through a string of nannies and other minders (anything to keep their best pilot happy). While AJ was a child, her father would sometimes bring her along when he visited the "Lab"- a lot of the complex was off limits, especially to a kid, but there were all kinds of interesting details, and AJ shared her father's interest in cool technology. During one visit when AJ was about 5, she wandered off and found herself in a storage room where some of the old parts of the original alien vessel were being held temporarily. At her touch, a long-dormant panel lit up and spat out a tiny crystal (the size and shape of a gamer's twenty-sided die)- startled, she snatched up the crystal and scampered off. By some odd coincidence, at that exact moment, her mother's plane suffered a control glitch and nearly crashed- so no one was interested in AJ's new toy- and by the time she got home that night she had almost forgotten about it. When she woke up the next morning it was gone...

What Aj didn't realize was that the crystal was an auxiliary control device for the alien ship- designed to help its pilots control the vessel and its systems (Not a full-on AI, but more like the computer equivalent of a lizard's secondary brain). Given the radiation she had absorbed before birth, her DNA had changed just enough that the system recognized her as a possible pilot and dispensed a spare control device. And while she slept that night, the device had "installed" itself, inside the base of her skull at the top of her spinal column. The controller automatically began to alter her brain chemistry and her nervous system- it was a long slow process, but without an actual vessel to interface with, the system did not need to hurry. Over the years, AJ had rare mild seizures, but medical tests found nothing conclusive, and the symptoms faded as she grew up. By the time she was twelve, the modifications were complete- they simply lacked a catalyst.

Unfortunately by then AJ's life had changed rather radically. The aerotech company that her mother worked for had seen years of problems, and they were desperate for a success to justify further research on the project (or, for that matter, to justify all the time and money they had already spent). A likely objective was proposed, but the process was rushed and a number of shortcuts were taken. Expecting a significant breakthrough, the company had AJ and her family front-and-center to watch, and a number of reporters were there as well (not mainstream press, but people from a number of aviation and technology outlets). When the prototype aircraft vanished in a flare of silvery light, one of the Aviation Quarterly photographers was in the perfect spot to get a picture of young AJ's terrified expression. The bad publicity and the loss of their only functional prototype (as well as their best pilot) drove the company to the brink of bankruptcy, though a number of smaller units were split off and sold to other aviation companies. Ted Sullivan went back to work as an aviation mechanic, working for Lockheed, Boeing, and Grumman for short stints as he tried to provide for what was left of his family (and as a government investigation into the crash and the company's research dragged on).

Finally things got to a breaking point, and Ted moved back home to Bass City, taking his two teenage kids with him. Mack went straight into regular high school, and AJ went to the local middle school- Ted went back to work for his older brother, at the family-owned auto salvage yard (though he actually spent most of his time in the garage, restoring classic cars for wealthy collectors. Handsome, personable, and a star athlete, Mack had a great time in high school, despite his family's reputation. AJ, with her grease-smeared jeans and soft Texas drawl found middle school to be far less welcoming- she didn't make any real friends and spent most of her spare time at the garage with her father

Life moved on- the government finally finished their accident investigation (though since no actual wreckage was ever found, the findings were a bit incomplete), and that put the final nail in the former company's business plan. As part of the final bankruptcy settlement, Ted received a trunk full of miscellaneous parts and equipment- while the senders thought they were spare parts from the prototype, they were actually pieces of the original crashed alien ship. For a while they sat untouched in the back of the garage, until on the tail end of a boring rainy weekend AJ decided to sort through the mess of stuff. At the bottom of the box was a pair of metallic circlets studded with tiny greenish crystals- they looked like clunky oversized costume jewelry and AJ couldn't resist slipping one of them around her wrist.

Everything went blank for a moment, as a stunning bolt of pain shot through her head- the control link set into her skull interfacing with the energy bands for the first time. AJ woke up a few minutes later- only to find herself clad in some weird bright red costume, and wreathed in a strange silvery glow. A glow of energy that she could somehow feel, and (almost by instinct) wield. With a few hours practice, she found she could fly and do a number of other tricks. When she told her father, the Old Man kind of freaked out. Over the course of a couple of days, there were meeting with all kinds of official and semi-official people (scientists, doctors, government representatives- even the local school board). After extensive analysis, AJ was assigned to one of the two "Super schools" in town for the start of the next school year (despite the flashy and possibly useful nature of her powers, she was assigned to the less-prestigious school, because of her family's reputation). She has, in turn, spent most of the summer practicing- she wants to do her best, and to make the most of the opportunities she has been given...

-Power loss/Accident: The energy bands that AJ uses to regulate her powers were intended more for emergencies than for long-term use. For the most part, they are reliable and produce an adequate amount of energy. But if they are used for too long, or at too high an output, they could malfunction- either running out of energy until recharged, or simply going out of control (in this case, out of AJ's direct control and under the instinctive control of her implanted link, doing what seems to be most efficient instead of what AJ actually wants).

-Junkyard dog (Prejudice): Of course AJ doesn't actually LIVE in the junkyard- in fact, she and her family are fairly comfortable in a financial sense and they have a fairly nice house (with an extensive workshop/garage out back). But the Sullivans have owned that sprawling junkyard, and the towing company, for generations now and everyone in town thinks of them as poor junk-rats. The disdain of the local adults is bad enough- AJ and her family can pretty much tune out THAT static (though it does contribute to the reasons she was assigned to the less-prestigious school in town). But kids being kids, AJ can't avoid it in school or around town- nearly all of her peers (even those whose families are in worse shape) look down on her and treat her as poor white trash; AJ has been tagged as a "junkyard dog" in school, and spiked collars or dog biscuits are often left for her. While she is on the Shop class/ vocational tech track in school, she is also in the honors science classes- her status isn't helped by the fact that she genuinely enjoys technical and mechanical work, and she does spend a lot of her free time at her father's garage...

-Do good/ help out (Motivation): AJ was raised with the classic military ethos of serving her country and her community- in addition, on a personal level, she is a genuinely nice person and likes to help out when others are in need (or in danger). This can be as simple as holding the door for someone or helping them across the street- or it could mean leaping into a dangerous situation without hesitating...

-Out of this world: AJ is still fundamentally human- but not entirely so. Her body, and the energy she produces, might react in unforeseen ways to medical scans or treatment- and other alien species might recognize that energy signature (the K'Xiari have many enemies across the known universe).

-Men in black: The technology of the long-wrecked alien ship might be of interest to some shady characters, though the government, at least, has picked through the remnants pretty thoroughly. The changes that have happened to AJ, both her new-found powers and her ability to interact with the alien technology might also be of interest to a variety of people (some honest, but mostly packed with ulterior motives)- some might try a friendly approach, while others might be more heavy-handed. And one can't forget the original aliens who owned the crashed ship- as far as is known they haven't come back to earth since- but that could always change and they might or might not be friendly. In addition, of course, the US military is keeping an eye on AJ- perhaps in a few years she might be a valuable recruit (whether she wants to be one or not).

-Enemy: While the Sullivan family has been a part of the local area for generations, so have the Vanderburgs- the two families have a rather tense relationship (not quite Hatfields and McCoys, but there have been incidents). During the two years or so that AJ has been in town, her primary tormentor was Jessica Vanderburg- serious white trash, but pretty, popular and manipulative. Over the summer, Jessica got powers of her own (unspecified abilities, GM choice), which she seemed to feel was only right, the spoiled, entitled brat. Instead of going to public high school and so out of AJ's life, Jessica was signed up for the better, shinier hero school- while she doesn't see AJ every day, you can be sure she doesn't miss a chance to reinforce her status... (Around town, during events between the schools, etc.)

>RP hooks (Guidelines, not full Complications):
-Straight arrow (Responsibility/prejudice): AJ's father has always been a bit strict, influenced by his time in the military, and AJ and her brother were raised to be disciplined and well-behaved. Stand up straight, do your chores, don't lie or misbehave, "Yes sir, no sir"- all that stuff. AJ doesn't lie (and would be terrible at it if she tried), she keeps her word, and she doesn't smoke, drink, or indulge in any of the misbehavior typical of rebellious teenagers. While this makes most adults happy, it doesn't help her social status- almost everyone her age looks at her as some sort of freak. It also makes her easier to predict, or for a clever person to influence. It also means she has a number of family responsibilities other kids might not- chores, curfew, etc. She also tends to obey or respect authority figures and other adults) more than they might actually deserve. (On the other hand, she DOES curse, often quite a bit, and she can get quite angry when dealing with others her own age, though the mere presence of an adult will usually keep her temper in check). In general, AJ also has a fairly conservative, traditional outlook- some things that might not phase more "worldy" teens will still throw her for a loop.

-Relationship (father): AJ's father Ted has his good days and his bad days. On his good days he is almost like he used to be, a hard-working mechanic that AJ enjoys spending time with. On his bad days, fueled by trauma and alcohol, he varies wildly from neglectful and withdrawn to overly strict and critical, almost to the point of being abusive- those are the days when AJ would rather be ANYWHERE except at home.

-Relationship (brother): Mack Sullivan is handsome, well-spoken, and a star football player- he graduated from the "normal" high school and took a football scholarship to Texas A&M. While he loves his father and his sister, he doesn't get along to well with the rest of the Sullivan clan- to be honest, he probably doesn't plan on coming back to Bass City in the future. He is also used to being the favorite child, and the Big Star in the family- he isn't too happy with AJ's sudden and obvious superpowers.

-Relationship (other family): The Sullivan family is a fairly large one and they are rather thick on the ground in Cape May county- everybody seems to know the Sullivans, either from getting their car towed out of a ditch by Sully's Towing or drinking in a dive bar with some of the more typical representatives of the family name. For the most part they tend to get along (though there are a few exceptions) and to watch out for one another (both a blessing and a curse at times). While superhuman abilities tend to be very common in the modern world, they are fairly rare in the Sullivan family- and the ones that do crop up tend to be pretty minor. AJ is the first Sullivan to go to "Super School", and the first overt super since her great-grandfather whose superhuman durability allowed him to survive service in WW 2. Nobody knows quite how to treat her- but some cousin or another might need a favor... (This large family, with all of their resources and connections, is the source of most of AJ's Connections advantage)

-Relationship (mother)(+Mystery): Almost everyone believes that AJ's mother is dead, killed when her experimental aircraft exploded. In reality, the plane simply vanished in a blur of silvery energy (rather similar to the energy that AJ can now create)- no wreckage was ever found. It is possible that the"explosion" actually sent the plane somewhere else, and she could actually come back- or someone with the right resources and some ulterior motives could impersonate her and pretend that she had returned...

Description: On her own time, AJ is fairly short for her age, with a lean build (don't call her "scrawny"). She has reddish-brown hair (more red than brown), worn long but usually tied back out of her way. She is moderately attractive in a wholesome, girl-next-door sort of way with a ready smile and a broad, expressive face. She has dark blue, almost storm grey, eyes and pale skin lightly dusted with freckles (though pale, she never seems to tan or sunburn, even though she spends a lot of time outdoors). She dresses in plain comfortable clothes- usually jeans or cut-off fatigue pants with battered tennis shoes, and a flannel shirt over a tee shirt, as well as a denim or leather jacket and a baseball cap. She usually has a pair of sunglasses on, but they are more likely to be perched on top of her head instead of being worn 'correctly'. At school she carries a battered leather backpack, more suited to hiking than a classroom. While she tends to slouch or sprawl about when alone or with others her age, she always stands up straight when adults are around. The only unusual detail is a pair of elaborate metal wristbands set with tiny green crystals that she seems to wear all the time- though she often wears long sleeves to hide them.

Her costume is a full body suit of some bright red fabric, with silvery trim (what might be a fractal design or might be some kind of alien script)- it is heavier and thicker than spandex and has a shiny, almost metallic, sheen to it and covers her entire body except her head and her hands. It is very obviously an impressive costume, not some home-sewn patchwork, and it is both self-cleaning and self-repairing so it always looks good. The elaborate wristbands seems to expand a bit, covering almost her entire forearms, and the array of green crystals seem to flicker and glow like an exotic set of circuitry. Her body, and the energy she produces in this state, have a faint silvery glow.

>Equipment: BMX bike, multitool, toolkit (mechanic), cheap cell phone (?), flashlight, flash goggles

Point Accounting: Abilities 28pp; +Defenses 9pp; +Skills 11pp; +Advantages 8pp; +Powers 64pp= 120/ 120pp

Future planning: Convert array +Powers from Device to Personal, improve Enhanced Human traits, improve power array

Capsule: Max Mayfield, Fio from Porco Rosso

>UPDATE To 120 true (+14): Move bands from Device to personal (+5pp); STR +1, AGI +2; FGT +2, SK +1 (Mechanic, unarmed), Array base +2 (and slots)
Last edited by pathfinderq1 on Wed Jul 31, 2019 8:30 pm, edited 8 times in total.

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