Character back-up file

Where in all of your character write ups will go.
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pathfinderq1
Posts: 231
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. Lena Longclaws: Pl5/80 (fantasy setting)
2. Yasmira Spiritsinger PL 5/80 (fantasy setting)
3. Buzzbomb PL 10/150 Speedster, nuisance villain

Others to follow

pathfinderq1
Posts: 231
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

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

TEMPLATE:

PL ?/ PP ? (Unspent 0)
-HP:

Real name: ?
Codename/nickname/other aliases: ?
Concept/archetype: ?
Gender: ?
Age: ?
Height
Weight
Hair
Eyes
Skin

-Magic school/type:
-Alignment:
-Deity:
-Occupation:
-Base of operations:
-Affiliations:

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


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

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

Immunity: ?
Immunity (Half effect): ?

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

-Specific attacks:
>?

Skills: (? pp)
>Trained: TBD


>Untrained: TBD

Advantages: (? pp)
>Base: -TBD

>Enhanced Advantages (bought as Powers): ?

POWERS:
>TBD

BACKGROUND:
History: TBD

Complications:
-(At least 2; TBD)

Description: TBD

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

Future planning: TBD

Capsule: TBD

pathfinderq1
Posts: 231
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.


GAME STATS:
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

Offense:
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)

BACKGROUND:
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...

Complications:
-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

pathfinderq1
Posts: 231
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

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

Yasmira Spiritsong

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

Codename/nickname/other aliases: Al-Hakima
Concept/archetype: Healer, Fortuneteller, Bard; Spirit mage
-Human, half-Kurikami/half-Konstantinopalin
Gender: Female
Age: 19
Height- 5'0"
Weight- 100 lbs
Hair- Black (long and wavy, but usually in a tight braid)
Eyes- Grey
Skin- pale gold

-Magic school/type: Spirit magic (kami)
-Alignment: NG
-Deity: none (Animist/spirits)
-Occupation: Healer, Fortuneteller, Storyteller
-Languages: Common, Elven, Draconic, Celestial, Elemental, Kurikami
-Base of operations: Mobile
-Affiliations: (?)

-Why are you adventuring?: Yasmira is a wanderer by trade- neither a storyteller nor a fortuneteller thrives in one location for long. At a deeper level, she follows her divinations through the world, letting the spirits guide her where they will.

-Why might you have to be away?: Guided as she is by the spirits and her divinations, Yasmira might feel compelled to attend to a task somewhere else. Perhaps something simple, a matter of days, but perhaps a matter of greater complexity.

-Why might you have to leave?: The war with the kami has consumed Kurikami for many years- given her abilities, it is likely that Yasmira has apart to play in that great struggle. Or (or maybe AND) her parents might call her home for some extended business...


GAME STATS:
Abilities: (24 pp)
STR -1 / STA 3 / DEX 0 / AGI 0
FGT 0 / INT 4 / AWE 4 / PRE 2

Defenses: (10 pp)
Toughness: +3 (STA 3, +0pp)(4 in armor)
Parry: +4 (FGT 0, +4pp)(5 with Warding)
Dodge: +4 (AGI 0, +4pp)(5 with Warding)
Fortitude: +3 (STA 3, +0pp)
Will: +6 (AWE 4, +2pp)

Immunity: n/a
Immunity (Half effect): Aging, Disease, Poison, Sleep

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

-Specific attacks:
>MW Light crossbow +5, DC 17 pierce; Range 50/100/200
-Knife: +3, DC 15 slash, crit 19-20, silver
-Spirit bind: Affliction DC 12 Will (auto-hit; Dazed/Immobile/Paralyzed); Range- Perception (Spell)
-Sever Spirit: DC 16 slashing/force (auto-hit; Penetrating 1, affects insubstantial 2); Range- Perception (Spell)

Skills: (11 pp= 22sp)
>Trained: Deception +3 (1sp)(+8 Attractive; Taunt); Insight +5 (1sp); Investigation +7 (3sp; Well-informed); Perception +5 (1sp); Persuasion +5 (3sp)(+10 Attractive; Connections); Treatment +5 (1sp)(+7 with Full of life OR MW healer's kit, +9 with both); Ranged combat- crossbow +3 (3sp); Close combat- knife +2 (2sp); Expertise- Magic +6 (2sp); Expertise- History +5 (1sp); Expertise- Current events +5 (1sp); Expertise- Streetwise +5 (1sp); Expertise- Fortuneteller +5 (1sp); Expertise- Storyteller (PRE) +3 (1sp)

>Untrained: Acrobatics +0, Athletics -1, Intimidation +2, Sleight of hand +0, Stealth +0; Technology +4, Vehicles +0
-Expertise (all others) +4
>Uses Jack of all trades and Eidetic memory for most skills.

Advantages: (15 pp)
>Base: Artificer; Attractive x2; Benefit x1 (Wealth- well-off); Connected (Favors, uses Persuasion); Equipment x5 (25ep); Improved critical x1 (crossbow); Languages x2 (5 languages); Ritualist; Taunt (Creative curses- May the fleas of a thousand camels... etc.)

>Enhanced Advantages (bought as Powers): Diehard, Eidetic memory, Jack of all trades, Well-informed

POWERS:
>Bardic training: Enhanced Traits 3- Advantages (Eidetic memory, Jack of all trades, Well-informed)(3pp)

-Foresight 1: Senses 1- Danger sense (mystic)(1pp)
-Foresight 2: Senses 4- Precognition, Limited- Distracting, Uncontrolled (GM whim, or perhaps a critical success with Expertise- Fortuneteller)(1pp)(Plot device)

-Minor magics 1: Feature- Prestidigitation (1pp)
-Minor magics 2: Comprehend 1- Read all, Limited- Distracting (1pp)
-Minor magics 3: (Warding) Enhanced trait 2- Defenses (+1 Dodge, +1 Parry); Duration (sustained), Action (Move action to activate)(1pp)
(Stunts/to add: Mage hand, Dimensional pocket, Groom-o-matic, etc.)

-Infused with spiritual energy 1: Enhanced trait 1- Advantage (Diehard)(1pp)
-Infused with spiritual energy 2: Features- Stabilize, Full of life (2pp)
-Infused with spiritual energy 3: Immunities 4 (half effect)- Aging, Disease, Poison, Sleep (2pp)
-Infused with spiritual energy 4: Regeneration 1, Persistent; Limited- only for use with Empathic Healing (1pp)
-Infused with spiritual energy 5: Comprehend 1(spirits); Limited- Distracting (1pp)

>Favor of the spirits (Array)(3+1+1= 5pp total)
-Spirit transfer: Healing 5; Persistent +1, Empathic, Limited- others only; (5+1= 6pp- 3 flaws= 3pp/base slot)(Touch, Standard)
-Spirit bind: Affliction 2; Dazed/Immobile/Paralyzed; Resist- Will 12; Recover- Will 12; Ranged 2- Perception; (6pp-3 common flaws= 3pp/ 1pp AE)
-Sever Spirit: Damage 1; Ranged 2- Perception; Penetrating 1, Affects insubstantial 2 (full); (4/rx1= 4+2= 6pp-3 common flaws= 3pp/ 1pp AE)

-(Known stunts/ future slots: True sight, True speech, Spirit blast, Spirit storm, Poltergeist, Strengthen spirit, turn/ char-broil undead)
>All array slots have the same Flaws: Quirk (limited spells per day)(-1), Check required (Persuasion, 10+ for base effect)(-1); Activation- Move action to activate or switch slots (-1)

BACKGROUND:
History: Yasmira comes from an ancient lineage of Kurikami spirit-callers, who dealt with the kamis of that land for generations. More than twenty years ago, her mother received a message of imminent disaster from her spirit allies, and fled the country before the beginnings of the Kami War- she ended up in the great city of Konstantinopolis, where she made a name for herself as an entertainer, and found a husband. Yasmira was their only daughter. From an early age, she received an excellent education. She also displayed the ability to hear the spirits- while her mother had expected this, it filled her with dread, and she refused to teach Yasmira how to USE this gift, in the hope it would fade with time. Instead Yasmira was allowed to haunt the libraries, and given coin to spend on storytellers and singers in the marketplace- in time she was apprenticed to a wandering loremaster, and they set out into the larger world.

Yasmira's mother had chosen the girl's mentor well- old Barnabus was as deaf to spirits as a stone. He was more of a merchant and an alchemist than anything else, trades which interested Yasmira not a bit, but he was a decent healer and a better-than-decent storyteller- THOSE trades she learned. But in the wider world, sometimes she saw things out of the corner of her eye- things that vanished when she turned to look; she also heard voices no one else could hear. Of course she didn't talk to her mentor- she didn't want to be labeled as a madwoman. She stopped in libraries when they found them, and spoke with wizards, philosophers, and servants of various deities, but she was clever and circumspect which meant she learned very slowly.

Time passed, and she was quite close to completing her apprenticeship- while her parents, no doubt, hoped that would bring her home, Yasmira had no such intentions. In fact, when she did finish her trial, old Barnabus had a bit of a surprise- he gifted her with his own traveling wagon and gear, for he had decided to return home, to retire in peace, and he knew that she yet yearned for the road...

Yasmira cast the rune at the first crossroads, and set off on her journey, headed anywhere BUT home. After a few months time, though, the divinations which guided her travels brought her to a place she would rather have avoided- the dark land of Wolfenstrahd. She crossed the border on a particularly misty morning, and things only got worse. The shapes she had grown used to seeing at the corners of her vision (which she had since learned were stray spirits, or in her mother's language "Kami") took on a threatening aspect, and the voices that she alone could hear grew sibilant and unsettling. The villages were depressing, and wary of outsiders, and she was always cold, no matter how heavily she dressed. On the third day, the mules pulling her wagon were sluggish and tired, and she did not make it to the next village before nightfall- against her better judgement she pulled the wagon to the side of the road to camp for the night.

It quickly became obvious that something was terribly wrong. While the sensation of being watched was not new, there was a terrible gnawing hunger that came with it- and even her mules, normally the most stolid of creatures were nervous. Yasmira built the fire as large as she dared (or perhaps a bit larger), and settled into the wagon behind a terribly weak set of wards, with her crossbow near to hand. She woke to the mules screaming, a sound she had never heard before (and doesn't want to hear ever again), and she stumbled out of the wagon to gaze upon horror. A writhing creature, seemingly made of shadows had engulfed the mules, and even as Yasmira watched they grew smaller and paler, as if they were being drained of both blood and life. Her crossbow bolt sailed through the thing without effect- though it turned eagerly in her direction and began to float closer. Yasmira grabbed a flaming brand from the fire- but the floating terror did not pause and engulfed Yasmira as it had the mules. She felt a terrible cold, then an awful draining sensation- she could practically feel her own life force flowing away, like water down a pipe. She struggled and cried out- but with her voice and more importantly, with her mind.

And something answered. For the briefest of moments she could clearly see the writhing spirits that she had only ever glimpsed before, and now they were flocking to her side- and even, somehow, INTO her, replacing the energy that the shadow creature was draining away. While an instant before she had felt her very essence ebbing away, now it was as if a wellspring had opened and energy was flooding IN. There was a blast of blinding light that illuminated nothing, and a terrific gust of wind with no earthly source, and Yasmira stumbled to the ground, barely awake but very, very ALIVE.

The momentary wind had blown the over-large fire all through the clearing, including over the wagon and the corpses of the mules- Yasmira was barely able to drag herself out of the clearing, but nearly all of her possessions were lost. By morning she made her way to the nearest village- the night had no further terrors for her, not now. She consulted with the local wise woman, who told her of the thing that had haunted their village for years, a creature she had now destroyed. In gratitude the villagers replaced many of her lost items- though the wagon was more than they could provide.

Instead Yasmira set out on foot, headed for the border. Over the next few months she journeyed into Gilthorian- she was able to find enough work in one trade or another. And each night, the spirits sang her to sleep- they would never leave her now. In time, she began to learn what she could do for them- and what they could do for her...

Complications:
-Spiritual beacon: Yasmira is positively overflowing with spiritual energy (AKA life force). Natural spirits such as kami are drawn to her out of simple curiousity- but necromantic beings such as life-draining undead are drawn because she resembles a veritable feast. Beings which can sense such energy can likewise detect her quite easily.

-Power loss: Yasmira needs to be able to speak and gesture to use her Favor of the spirits array, and her Minor magics. In addition, her array depends on the power of the spirits (or kami)- if they are absent in an area (or unable or unwilling to help), her spells will fail.

-Read the cards: Yasmira puts great weight upon the "will of the spirits"- she typically uses Divinations for nearly all important decisions, and is rather stubborn about following the omens. This can delay her at an important point, or influence her attitude (or make others uncomfortable, if they do not like such measures). ("See, I TOLD you this was a bad idea! The cards foretold disaster- and now here we are..."). Yasmira typically uses card reading or fire-watching for most of her divinations, but also owns a set of dwarven rune stones and uses them from time to time.

-Doing good (with least harm)(Motivation): Yasmira wants to help people and make the world a better place. In addition, while she knows the world is a violent place, and realizes violence is sometimes required, she almost always see it as a last resort (at least when dealing with other sentient beings)- she would rather negotiate than fight, at least with most foes. Undead, golems, and animals (things that can't be reasoned with) are another matter.

-A friend in need: Yasmira makes friends easily, and has friendly acquaintances all around the world. Perhaps one of them needs a favor, or two of them are on different sides of a conflict...

-Parents (Relationship): Yasmira's parents are firmly settled in the great city-state of Konstantinopolis, and very much a part of the constant intrigue there. Perhaps they might send a messenger after their errant daughter- or someone wishing to influence them might seek her out. Or perhaps she might simply run into someone who knows them, and has a strong opinion (for good or ill).


Description: TBD

Point Accounting: Abilities 24pp; +Defenses 10pp; +Skills 11pp; +Advantages 15pp; +Powers 20pp= 80/ 80pp

Future planning: First things first- BOOST THAT ARRAY to effective levels. She will also start building Devices to hold permanent effects (like an improved version of her Warding). Also add/improve Social skills and Advantages.

>Equipment:
-Reinforced robes: +1 Protection, Subtle (2ep)
-MW Healers kit (2ep)
-Tools (Ritualist)(1ep)
-Tools (Expertise- Fortuneteller)(1ep)(Rune stones and not-Tarot cards)
-MW light crossbow: Ranged Piercing +2, Accuracy x1 (5ep)
-Silver knife: STR+1 slashing, silver, dangerous (3ep)
-AE: Holdout blade: STR +0, slashing, Precise, Concealable (+1ep)
-Adventurer's kit: (5ep)
-Spare clothes: 2 sets (1 plain traveling, 1 moderately fancy)(2ep)(22)

-To add: Wagon (mobile HQ), better weapons, STUFF

pathfinderq1
Posts: 231
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

GAME STATS:
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

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

>Offense:
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)

POWERS:
>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)

BACKGROUND:
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.

Complications:
-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.

pathfinderq1
Posts: 231
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

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

FEATHERWEIGHT

"Anna"
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

GAME STATS:
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)

Offense:
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)


POWERS:
>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)


BACKGROUND:
-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...



Complications:
-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).


>Description:
-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
>Notes:
-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.

pathfinderq1
Posts: 231
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

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

-As Always- IN PROGRESS


STEADFAST
"It's all right. I'm here to help."

PL 9/ PP 135 (Unspent 0)
-HP: 1

Real name: Katie (KT) Sullivan
Codename/nickname/other aliases: Steadfast
Concept/archetype: Paragon-in-training (Tactile TK)
Gender: Female
Age: 23
Height- 5'9"
Weight- 155 lbs
Hair- Auburn
Eyes- Green
Skin- Fair, freckled


GAME STATS:
Abilities: (44 pp)
STR 1 (Enhanced 2; up to 12) / STA 6 (enhanced 7) / DEX 1 / AGI 2
FGT 4 / INT 3 / AWE 3 / PRE 2

Defenses: (13 pp)
Toughness: +6/+7 (0pp)(Enhanced up to +12)
Parry: +6 (FGT 4, +2pp)
Dodge: +6 (AGI 2, +4pp)
Fortitude: +6/+7 (STA 6/7, +0pp)(Enhanced up to +8)
Will: +10 (AWE 3, +7pp)

Immunity: Disease, Poison (others possible, depending on power array)
Immunity (Half effect): Aging, Sleep

Offense:
Initiative: +2 (or higher)
Close attack: +6
Ranged attack: +1

-Specific attacks:
>Basic unarmed: +8, DC 17 (+2)
>Enhanced STR unarmed: +8, DC 25 (+10)
>Full STR unarmed: +6, DC 27 (+12)
>Thrown something: +4, damage variable (up to +12)
-Grab

Skills: (28sp/ 14 pp)
>Trained: Acrobatics +3 (1sp); Athletics +5 (Mastery, enhanced up to +16)(4sp); Insight +4 (1sp); Investigation +4 (1sp); Perception +4 (1sp); Persuasion +5 (attractive +7, Mastery)(3sp); Technology +4 (1sp); Treatment +4 (1sp)
-Ranged combat (Thrown object) +4 (3sp)
-Close combat (Unarmed) +8 (2sp)
-Expertise (Science) +5 (2sp)
-Expertise (Engineering) +5 (2sp)
-Expertise (Architecture) +5 (2sp)
-Expertise (Building traces/construction) +5 (2sp)
-Expertise (History) +4 (1sp)
-Expertise (Streetwise) +4 (1sp)

>Untrained: Deception +2, Intimidation +2, Sleight of hand +1, Stealth +2, Vehicles +1
-Can use some skills untrained (Jack of all trades)

Advantages: (15 pp)
>Base: Attractive x1; Benefit x1 (Ambidexterity); Close combat x2; Equipment x1; Equipment x1 (dedicated to team HQ); Fearless; Jack of all trades; Languages x2 (Irish Gaelic, Spanish; learning Italian); Luck x1; Move-by action; Skill mastery x2 (Athletics, Persuasion); Teamwork.

>Enhanced Advantages (bought as Powers): Evasion x1, Great endurance, Interpose, Throwing mastery x1 (+others possible)

-To ADD: Combat advantages, Leadership-type advantages

POWERS:
>Raised in Boston:
-Senses 1: Direction sense (1pp)

>STRONG:
-Enhanced Trait 1 (ability) STR +1 (2), Permanent (2pp)
-Feature 1- Force gloves (1pp)
-Feature 1- Hands like tools (1pp)
-Feature 1- Tactile TK (can use STR without leverage or grip, just contact)(1pp)
-Enhanced Trait 1 (Advantage); Throwing mastery x1 (1pp)

>TOUGH:
-Enhanced trait 1 (Ability) STA +1 (7), Permanent (2pp)
-Enhanced trait 1 (Advantage): Diehard (1pp)
-Regeneration 1 (1pp)
-Immunities 2: Disease, Poison (2pp)
-Immunities 2 (Half effect): Aging, Sleep (1pp)

>FAST:
-Enhanced Trait 2 (Advantages): Evasion x1, Interpose (2pp)
-Quickness x1 (1pp)
-Speed 1 (1pp)
-Leaping 1 (1pp)

>Stronger, Tougher, Faster (Dynamic Array; 25pp base, +2 dynamic slots; 25+1+2+2; 30pp total):
>STRONGER (Base power 25pp, Dynamic):
-Enhanced trait 8 (Ability) STR +8 (10)(16pp)
-+Enhanced trait 2 (Ability) STR +2 (12), Inaccurate x1 (+3pp)(must be purchased after base STR slot)
-Powerlifting +2 (2pp)(Enhanced STR +2, only to lift/carry, max 14)
-Enhanced traits 4 (Advantages) 4: Fast grab, Improved grab, Improved hold, Power Attack (4pp)

>TOUGHER (DAE, 25pp):
-Protection +5 (12)(5pp)
-Impervious 12 (for Protection, up to +12 max)(12pp)
-Enhanced trait 1 (Defense) FORT +1 (8)(1pp)
-Enhanced trait 2 (Advantages): Great endurance, Ultimate effort (Toughness check)(2pp)
-Improved Regeneration: Raise to 2, add Persistent 2 (3pp)
-Immunity 2 (Critical hits)(2pp)

>FASTER (DAE, 25pp):
-Enhanced traits 9 (Advantages): Accurate attack, Evasion +1 (2), Improved defense, Improved Initiative x3, Quick draw, Takedown x2 (9pp)
-Flight 6, Precise (13pp)
-Speed +1 (2)(1pp)
-Leaping +1 (2)(1pp)
-Quickness +1 (2)(1pp)

>Standard configuration: STR +8 (16pp); Protection +5 (5pp); Flight 1, Precise (3pp); Accurate attack (1pp); 25pp total

BACKGROUND:
History: Katie was born and raised in South Boston, a mostly-Irish working class neighborhood known locally as Southie (and QUITE different than the nearby South End). Katie was one of four kids, with three brothers (one older and two younger, though her older brother was, well, kind of weird). Her father was a firefighter, at least for a while, and her mother was mostly a stay-at-home mom. But then her dad got hurt on the job, and he started hitting the bottle pretty hard- his wife had to take part-time work where she could, and that meant Katie had to help out around the house. She did her share of chores and more, acted as a caretaker for her two rambunctious younger brothers, and took odd jobs around the neighborhood- and still managed an afternoon every week at the soup kitchen run by the local church. She just felt better when she was helping people.

Then her mother got sick. Really sick. Before she got married, Eileen Reilly had gone to college in New Bay City, and she had had some "therapy" at the Midwifes Hospital for Childbirth. That particular project had folded years ago, and the records had long since been destroyed- but in the long term it also gave her cancer. And it gave her children a secret, dormant legacy. By then Katie's oldest brother Daniel was studying out in Arkham, and he was the first to discover this secret, after the (mostly retired) Deathknell interrupted a ritual Daniel was performing- and saved his life. Not long after that, Eileen Sullivan died- and it nearly tore the family apart. Katie's attempts to keep things together drove her nearly to the breaking point, and after Eileen's funeral Patrick found he could crawl even further into the bottle- and Robby and Petey were worse than ever. When Daniel visited the crumbling family, he used his new-found abilities to create a vision of his mother's ghost, and just like A Christmas Carol, that "haunting" brought everyone back from the brink. Robby and Petey went back to their old selves, and Patrick dragged himself back out of the bottle- and stayed out. Katie pulled herself back together and got on with her life- she even managed to get into MIT after she finished high school.

While Patrick Sullivan was never going to get his old job back, he partnered up with an old friend and opened a building restoration and salvage company- Katie worked there part-time while she was studying Structural Engineering at MIT. While she and her father shared the interest in fixing up old buildings she knew she would have to strike out on her own someday. Life went on.

Boston wasn't the sort of city that had a big superhuman community, but they had their share- first and foremost, at least among the good guys, was the team known as the Twin Lamps, and they dealt with most of the super-villains in New England. One night Katie was headed home late when she got caught up in an honest-to-goodness super-fight. Well, the whole train did, as the fight between Empress of the Twin Lamps and some nameless flying psycho spilled out of downtown and onto the Red Line tracks over the Longfellow Bridge. People screamed- half of them in terror though there was nowhere to run to, and half in excitement as cell-phone cameras started recording. Metal and people shrieked on a whole new level as th trains started to fall sideways off the bridge, And Katie found herself dangling by her fingernails- and starting to slip.

Then Empress was there, the first superhuman Katie had ever seen up close- there to save her life. It seemed like there was a massive explosion inside her head and then Katie was standing on the bridge beside Empress, working with her to pull the entire train car back to safety. Before either of them could question this development, the costumed bad guy was back, and he and Empress went back to their fighting. By the time it was over, Katie was home, wondering just what had happened. She started watching the news sites, but the pictures were chaotic enough, it didn't look like anyone saw her or realized what she had done. But somehow, not an hour later, her phone rang- it was her older brother Daniel, calling for the first time in over a year. Somehow, he knew what had happened- and they had to talk. She made time to visit him in Arkham, and he told her about what had happened to him, and what he had learned since then- and about what had happened to her, as far as he could tell. They discussed things for a good long time, and pledged to keep in touch, to help each other out.

And then Katie went back to her life, as best she could. There was schoolwork, and life around the house which was better than it had been in years, and even church once in a while (though not nearly as often as before Eileen Sullivan had passed). But now there was this other thing... Katie didn't do a lot of superhero stuff, and most of it was fairly low-key. Sure she wanted to help out around town, and now she had these amazing gifts... But she didn't want to be some kind of big public Capital-H Heroine (if you said 'heroine' around town, people wanted to make jokes about Charlestown anyway), and she didn't want to get tangled up with the Twin Lamps, especially Empress, for fear that the other woman might "take her powers back" somehow (though Katie realized pretty quick that her powers were not quite the same, despite a surface similarity, and Empress certainly didn't seem to have been weakened). In time, Katie finished her Bachelor's degree in Structural Engineering. While she wanted to go on to get an MS in Architecture, she wanted to do it on her own- she could have stayed in town, continued at MIT, and even worked with her old man's company, but she wanted to get out on her own. She was accepted into a Masters program at New Bay City University, and she one of her professors helped her get a paid internship with a local building restoration company.

So away she went- that was about a year and a half ago. It didn't take long to see that New Bay City was a mess- it wasn't just the Mob (though that was a big part). Katie settled in to her new school, her new job, her new neighborhood... And a new role, hidden behind a mask. She has tried to keep her efforts fairly low-key, but somehow Mr. Hugo managed to realize what she was up to. Maybe it is hard to subtle when you can toss a getaway car half a mile and shrug off a full clip from an assault rifle. One of the reasons she has tried to keep a low profile is that she hasn't practiced very much at full strength- Fitness City doesn't have 100 ton weights. Maybe this Mr. Hugo and whoever else he is recruiting can help her get some real training- ooh, and maybe an actual costume...

Complications:
-Do good (Motivation); Katie has picked up a solid helping of Catholic guilt- she wants to help people out wherever she can, and to make the world a better place. When she was a kid, she volunteered for various projects through her parish back home, and as a teenager she helped build houses through Habitat for Humanity. Now that she is living in New Bay City (and now that she has powers), just dropping a few coins to the panhandlers and volunteering at the womens shelter aren't enough (though she still does those as well). This compulsion to help out where she can might be a source of trouble, especially in a place like New Bay City, where there are so many people in need of help, and so many problems that need fixing.

-That Irish temper: Katie is, for the most part a very good person, a very NICE person- polite, helpful, and friendly. But she is still a bit of a tomboy at heart, born stubborn and raised to be independent. She grew up in a chaotic family, in a rough-and-tumble neighborhood- she is used to dealing with her trouble-making younger brothers, and FOR them against the neighborhood bullies, and against her father's drunken brutality. She doesn't back down easily (and almost never for her own sake), and if pushed she tends to shove back, rewarding threats with defiance and violence with worse. In a place like New Bay City, this can cause all kinds of problems- and while she tries to keep her temper under control, she acknowledges that this is her worst failing...

-Full power (accident): Katie tries to watch out for collateral damage as much as she can- but she is REALLY strong,and she doesn't have a lot of practice at full power (and almost no experience in real combat with other superhumans). She might break something, or worse, really hurt somebody simply by accident.

-My brother's Keeper: Katie's older brother was always a weird kid, but he went away to college in Arkham and ended up downright eerie. They keep in touch, more so than with the rest of the family. Maybe he needs a favor, or maybe he has gotten into some trouble that he can't handle on his own. Also, what if her younger brothers, so far totally mundane, begin to exhibit powers of their own?

-Secret Identity: Don't let the Mob know who you are, or where you live. Between her schoolwork and her internship, she has the equivalent of a full-time job, at least, and while she has been in town for more than a year, she hasn't gone out much or made a lot of friends. Unfortunately, some of the people she has met are involved with the Mob- while her employers are honest enough, the construction industry in New Bay City is full of corruption, from the Planning Department in city hall right down to the Mob's "union representatives". It was this sort of thing that first showed her just how bad things are in New Bay City, and convinced her she needed to step up her game a bit- and she still sees Vinnie coming into the office to collect "processing fees" for their construction permits, and one of his cousins takes "Community Improvement" donations at the work sites around town. At least the older Italian ladies at church are nice to her- and not all of their grandsons are in the Mob, right?

-Strength of will (Power loss): Katie's powers are dependent upon her strength of will, both actual concentration and her belief that was she is doing is RIGHT. Anything that significantly interferes with her concentration, or with her sense of conviction, could weaken her powers as well. A mental attack or compulsion, a clever deception, or even being shown the truth of a situation that is VERY different from what she thought it was might mess her up.

>Family matters (RP hook, more than complication): Katie has a family, though she doesn't speak to them as often as they would like, and she hasn't been home to Boston for a visit in nearly a year. Even if she gets in trouble with the Mob, they don't have much to worry about- the Irish mob controls Boston, and Southie is not welcoming to outsiders (not to mention there are an awful lot of Sullivans to sort through to find the right ones).
-Her father Patrick is pretty spry and seems to have conquered his alcoholism; he is part-owner of a building restoration and salvage company.
-Her older brother Daniel (NOBODY calls him Danny) is a scholar in Arkham, a psychic/medium/amateur mage.
-Her younger brothers Robby and Petey are in college at BU, living at home, and still a pair of troublemakers.

-The devil you know (RP hook, more than complication): While Katie (and everyone else, as far as is known) is unaware of the source of her powers, the details are thus:
-Her mother received treatments and therapy at the Midwifes Hospital for Childbirth many years ago (while she was in college in New Bay City, before she got married). This 'treatment' was part of a long-shut down part of Project M- it was considered a failure and all records were destroyed years ago.
-Katie and her older brother Daniel have developed powers, their two younger brothers have not (so far)
-The powers are, at base, psychic in nature (Katie's abilities are similar to tactile TK, and Daniel's are those of a medium, but opened the door to more).
-In both cases, their powers manifested after an encounter with another superhuman, and reflect that person's abilities to some degree, a sort of psychic copy (but not of their ACTUAL recorded powers, instead of the powers as the 'copier' understood them and believed them to act).
-In Daniel's case, he imprinted Deathknell of the Gravestalkers, gaining the powers of a psychic and medium (which has allowed him to learn magic from 'helpful spirits'). In Katie's case, she imprinted on Empress of the Twin Lamps, gaining superhuman physical abilities.


Description:
-Katie is fairly tall, with lean athletic build- she is pretty attractive in a wholesome, "All-American" sort of way. She has shoulder length wavy auburn hair, more red than brown, and sparkling green eyes. She has pale skin, lightly dusted with freckles, and a pleasant, friendly-looking face- made that much better by a near constant smile, She wears minimal make-up, very little jewelry, and fairly plain, comfortable clothes (nothing fancy). The general impression is "Pretty, but not Stunning- nice, friendly, approachable. She has not done enough Hero work to have a real costume- but at her brother's insistence (and with his help), she has a very good mask; it covers the upper half of her face, and actuall doesa good job of altering her hairline and the shape of her nose and cheeks. She has been THINKING about a costume- maybe this mysterious benefactor will help out...

Point Accounting: Abilities 44pp; +Defenses 13pp; +Skills 14pp; +Advantages 15pp; +Powers 49pp; 135/ 135pp total

Future planning: Improve her base powers (shift points from Array to full time). Improve fighting skills/advantages, improve Leadership Advantages.

Capsule: Katie is a low-level Paragon- she is strong, tough, and she can fly. She can kinda-sorta do all three- or she can focus on one area and do THAT really well. Her power-set is a variation of tactile TK

pathfinderq1
Posts: 231
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

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

Fairwind

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

Real name: Amanda Zephyr Kerrigan
Codename/nickname/other aliases: Fairwind, Zee
Concept/archetype: Air elementalist
Gender: Female
Age: 16
Height
Weight
Hair- Black, long and wavy.
Eyes- Brown
Skin- pale golden brown, (caucasian/middle eastern, lightly tanned)

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

Defenses: (13 pp)
Toughness: +4 (0pp, enhanced up to +6)
Parry: +5 (FGT-1, +6pp)(enhanced up to +8)
Dodge: +5 (AGI 4, +1pp)(enhanced, up to +10)
Fortitude: +6 (STA 4, +2pp)
Will: +8 (AWE 4, +4pp)

Immunity: Suffocation (all, sustained), Own powers
Immunity (Half effect): n/a

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

>Specific attacks:
-unarmed strike -1, DC 14 (-1)
-Wind blast +8, DC 23 (8), ranged
-Suffocation +8, DC 18 FORT
-Flinging gust- Close/ cone area Move Object 8
(+Non-damaging Move Object 1, depending on power selection)


Skills: (18 sp; 9 pp)
>Trained: Acrobatics +5 (1sp; +9 flying- or higher); Athletics +2 (3sp); Insight +5 (1sp); Investigation +3 (1sp); Perception +5 (1sp); Persuasion +3 (2sp); Stealth +5 (1sp); Treatment +3 (1sp); Expertise (mythology and folklore) +4 (2sp); Expertise (magic) +3 (1sp); Expertise (history) +3 (1sp); Expertise (student) +3 (1sp); Expertise (Perform- dance, AGI) +5 (1sp); Expertise (Perform- drumming, DEX) +3 (1sp)

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

Advantages: (17 pp)
>Base: Accurate attack, Agile feint, Equipment x1, Evasion x1, Great endurance, Holding back x1, Improved feint, Languages x2 (Arabic, Farsi), Luck x1, Move-by action, Power attack, Ranged attack x2, Ritualist, Set-up x1, Teamwork

>Enhanced Advantages (bought as Powers): Evasion +1 (2), Improved defense

POWERS: (51pp)
>Commune with the spirits
-Comprehend 2 (spirits), Distracting (2pp)
-Senses 3: Awareness (air), Direction sense, Ranged (touch)(3pp)

>Air spirits blessing
-Flight 1, Precise (3pp)
-Feature- dramatic wind (1pp)
-Immunity 2: Suffocation (all), Sustained (2pp)
-Immunity- own powers (1pp)
-Enhanced trait 2 (Skill): Acrobatics +4 (+9 total), Limited- only while flying (1pp)

>Sheltering winds
-Protection +1, Sustained (1pp)
-Enhanced trait 4 (Defenses): Dodge +3, Parry +1; Sustained, linked to Protection (4pp)
-Enhanced trait 2 (Advantages): Evasion +1 (2), Improved defense (2pp)

>Dancing winds (array)(5+1+1; 7pp total)
-Warding wind- Enhanced traits 5 (Defenses): Protection +1, Dodge +2, Parry +2 (5pp; base power)
-Dance with us- Enhanced traits 2 (Advantages): Skill mastery (acrobatics), Fascinate (Acrobatics); both limited- only while flying; +Enhanced trait 2 (Skill) Acrobatics +4 (+13), Limited- only while flying; +Feature 1 (Soundtrack danceable drumming beat); (1+1+1= 3pp; 1pp AE)
-Mischievous winds- Move object 1, Ranged +1 (Perception), Subtle, Precise (2+1+1+1= 5pp; 1pp AE)

>Forceful winds (Array)(20+1+1+1+1= 24pp total
-Wind blast (Base power): Ranged damage 8, Accurate x2 (+4); Affects insubstantial x2; 16+2+2= 20pp (base power)

-Wind storm (Alternate effect): Environment 3- Impair movement 2, Impair visibility 1, Selective x1, Affects insubstantial x2, +Feature 1 (Impair movement also hinders Acrobatics/Athletics rolls), -Quirk 1 (Impair visibility requires sufficient loose material as chaff); (4/rank x3=12+2+1-1) +Linked Move object 1 (non-damaging), Close range, Selective, Cloud area x1, Affects insubstantial x2, (3/rank x1=3+2); (12+2+3+2=19pp; 1pp AE)

-Lifting winds (alternate effect): Flight +6 (7); +Enhanced STR +6 (5), Limited- only to carry extra weight while flying; (12+8=18; 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 x2; 8x2= 16+2 (18pp; 1pp AE)

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

BACKGROUND:
History: Amanda, more often addressed by her middle name or Zee, is the daughter of Frank Kerrigan, a swashbuckling archaeologist, and his wife Zamira, 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.

For her twelfth birthday, her grandmother taught her a ritual to attract the attention of nearby elemental spirits (specifically spirits of air), and Zephyr has been working with them ever since, such that some tasks are practically second nature- larger effects are still, well, kind of a work in progress. 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 the Claremont Academy.

Complications:
-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 Claremont Academy '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 Claremont 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 Claremont 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 spirits she works with can create air in most environments. Her powers also depend, more importantly, upon the presence of spirits who can do her bidding- certain magical wardings can keep such spirits at bay, and some environments can hinder them as well. 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)

-Vulnerability (gas/smoke/smog, etc.): While Zephyr has a limited need to breathe, but she and the air spirits she controls are susceptible to impurities in the air around them. Smoke, tear gas, and even unusually thick smog can have unpleasant effects- and she is often reluctant to enter such environments, even if they are not strictly dangerous.

-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.


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 does not have a formal costume yet- while she does wear the standard Claremont class uniform when needed, she usually wears loose-fitting comfortable clothing on her own time.

Point Accounting: Abilities 30pp; +Defenses 13pp; +Skills 9pp; +Advantages 17pp; +Powers 51pp=120/ 120pp
Last edited by pathfinderq1 on Tue Oct 02, 2018 12:36 pm, edited 10 times in total.

pathfinderq1
Posts: 231
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

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

Hotwire

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

Real name: Juanita ("Jenny") Lin
Codename/nickname/other aliases: Hotwire, Caliente
Concept/archetype: Pyrokinetic
Gender: Female
Age: 16
Height
Weight
Hair: Black
Eyes: brown
Skin: light brown


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

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

Immunity: ?
Immunity (Half effect): ?

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

-Specific attacks:
>?

Skills: (? pp)
>Trained: TBD


>Untrained: TBD

Advantages: (? pp)
>Base: -TBD

>Enhanced Advantages (bought as Powers): ?

POWERS:
>TBD

BACKGROUND:
History: TBD

Complications:
-(At least 2; TBD)

Description: TBD

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

Future planning: TBD

Capsule: TBD

Thorpocalypse
Posts: 1309
Joined: Fri Nov 04, 2016 8:52 pm

Re: Character back-up file

Post by Thorpocalypse » Tue Sep 25, 2018 2:43 am

Hmmmmm....one of these characters looks familiar... ;)
Me fail English? That's unpossible. - Ralph Wiggum

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