Character back-up file

Where in all of your character write ups will go.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

https://images.app.goo.gl/cH3XSRhci8sRQ251A



Harbinger
>The Merge: Agents and Powers

PL 6/ PP 152 (135+17; Unspent 0; as of 11/25/2023)
-HP: 1

Real name: Genevieve Yasmin DeLaCourte
Codename/nickname/other aliases: Viv, Harbinger
Concept/archetype: Psychic sensitive; face/investigator
Gender: female
Age: 31
Height- 5'3"
Weight- 120lbs
Hair- black
Eyes- brown
Skin-olive/pale gold
>Looks like: Ruth Negga
>Merge origin: X-Files

GAME STATS:
Abilities: (44 pp)
STR 0 / STA 4 / DEX 1 / AGI 2
FGT 0 / INT 5 / AWE 6 / PRE 4 (Enhanced, up to 8)

Defenses: (6 pp)
Toughness: +4 (STA 4)(Enhanced to +6)
Parry: +4 (FGT 0, +4pp)(Enhanced to +6)
Dodge: +4 (AGI 2, +2pp)(Enhanced to +6)
Fortitude: +4 (STA 4, +0pp)
Will: +6 (AWE 6, +0pp)(Enhanced +8)

Immunity: Fear
Immunity (Half effect): Mind reading; Aging, Disease, Poison, Sleep

Offense:
Initiative: +6 (AGI 2, +Improved initiative x1)
Close attack: +0
Ranged attack: +2

>Specific attacks:
-Heavy pistol: +6; DC 19 (+4); Penetrating 4
-Heavy pistol (gel): +6; FORT DC 14 Affliction
-Staff: +2; DC 17 (+2), reach 1/close (+Enhanced; Zen Fighting; +10/ DC 17)
-Focused anguish: Perception range damage, DC 20 WILL (+5)
-Wave of Anguish: Close/Cone 60ft damage, DC 21 Will (DC 16 Dodge for DC 18 Will)

Skills: (22 pp= 66sp)
>Trained: Acrobatics +3 (1sp); Athletics +2 (2sp); Deception +8 (4sp; Enhanced +12/+16); Insight +16 (10sp; +Mastery); Intimidate +6 (2sp; Enhanced +10/+11); Investigate +16 (11sp; +Mastery); Perception +15 (9sp); Persuasion +8 (4sp; Enhanced +12/+16); Technology +6 (1sp)

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

>Expertise skills: Profession- Agent +9 (4sp); Psychology +8 (3sp); Occult community +6 (1sp); Ritual magic +8 (3sp); Mythology/folklore +6 (1sp); Current events +6 (1sp); Streetwise +6 (1sp); World geography +6 (1sp); Criminology +6 (1sp); Law (EU) +7 (2sp)

>Untrained: Sleight of hand +1, Stealth +2, Treatment +4, Vehicles +1
>Untrained expertise she has used: Computers, Tactics, History, Science, Pop culture, Merge theory/trivia, Civics, Instructor
>NOTE: In general, her Expertise skills would be higher (some of them MUCH higher) on her "home" world- the current totals are what she has 'confirmed' in the Merged continuity.

Advantages: (19pp+)
>Base: Attractive X1 (exotic); Benefit x1 (Rank/ Clearance 1; Ministry Agent); Benefit x1 (Money 1- well off); Connected (Favors/Persuasion); Contacts (Info; Investigate); Eidetic memory; Equipment x6; Luck x1; Move-by action; Ranged attack x1; Ritualist; Skill mastery- Insight; Skill mastery- Investigate; Well-informed

>Campaign bonus (From PRE 4): Languages x4 (8; Native= English; +Arabic, French, German, Japanese, Spanish, Xhosa, Kiswahili, Cantonese, Italian)

>Enhanced Advantages (bought as Powers): Great endurance; Jack of all trades; Luck x1 (Inspiration); Fearless; Evasion x1; Improved initiative x1; Quick draw; Teamwork, Uncanny dodge (+Others, by Array selection)

>Equipment (30ep): Custom heavy pistol (AP rounds; ranged damage 4, Penetrating 4; Accurate x1- laser sight; Imp. Crit x1: 14ep); +AE: Heavy pistol (gel slugs; Ranged, cumulative Affliction 4; Resist- FORT, Recover- FORT; Dazed/Stunned/Incapacitated; +Accurate x1, Imp. Crit x1); Fighting staff (Close damage, STR +2; Reach 1; Collapsible; 4ep); Smartphone (With camera, GPS, police scanner app; +Encrypted; 6ep); Commlink; Multitool; Flashlight; +2ep unspent.

POWERS: (61pp)
>"All around the world": Senses 1- Direction sense; (1pp)

>Weighs as much as a duck:
-Senses 1: Awareness (magic); (1sp)

>Compelling voice:
-Enhanced Skills 3: Deception +4, Intimidate +1; Persuasion +4; (3pp)

>Mental conditioning:
-Enhanced Defense 2: WILL +2; (2pp)
-Enhanced Advantages 1: Fearless (1pp)
-Immunity 2 (Half effect): Mind reading; (1pp)

>Flash of insight:
-Enhanced Advantages 3: Jack of all trades, Luck x1 (Inspiration), Teamwork; (3pp)
-Senses 2: Danger sense (mental); Awareness (mental); (2pp)

>Precognitive reflexes:
-Enhanced Advantages 4: Evasion x1; Improved initiative x1; Quick draw; Uncanny dodge; (4pp)

>Ring of regeneration:
-Regeneration 1, Persistent; (2pp)
-Enhanced Advantage 1: Great endurance; (1pp)
-Immunity 4 (Half effect): Aging, Disease, Poison, Need for sleep; (2pp)

>Spy's Ring:
-Feature 2: Instant change (any clothing); 2pp
-Feature 1: Minor morph; (1pp)(can change eye color, hair, other minor details)
-Feature 1 (2x): Dimensional pocket x2; (2pp)(This is two different, unconnected pockets, each holding 100 lbs)

>Actual psychic powers (Array; 24pp base, +8 extras)
>Empathic Projection (Base power, Dynamic)(24pp, +1 Dynamic)
-Enhanced PRE +4 (8), +Subtle 1; (9pp)(Adds Attractive +1, Fascinate- Persuasion, Leadership; Skill mastery- Persuasion as free PRE-based Advantages); (8pp)
-Enhanced Advantages 5: Inspire x3, Skill mastery- Deception, Taunt; (5pp)
-Subtle suggestion: Affliction 6, Cumulative; Resist- WILL, Recover- WILL; Entranced/Compelled/Controlled; Ranged- Perception (Viv must see target); Sense-limited (Hearing; target must hear her); Builds (Custom limit, the reverse of Fades; Power starts at 1 rank and builds each round of continuous use to maximum PL 6); +Subtle 2, +Insidious, +Variable descriptor 2 (emotions); Quirk: Target must UNDERSTAND as well as hear); (1+1+1-1-1= 1pp/rank x6, +5-1= 10pp total)
=(8+1+5+10= 24pp; base power)

>Hyper-intuition (AE, Dynamic):
-Cold read: Mind-reading 6, Limited- Surface thoughts only; Limited- must converse/interact; +Subtle 2, +Insidious 1 (3+3= 6pp)
-Empathic awareness: Detect (Emotions); +Acute, Ranged, Radius, Precise; Quirk- only targets she can see or hear (5-1= 4pp)
-Senses 4: Precognition; Uncontrolled (GM fiat only); (2pp)
-Senses 4: Post-cognition; Uncontrolled (GM fiat only); (2pp)
-Feature 1: Charmed life (From Power Profiles- Luck powers); (1pp)
-Quickness 2; Limited- mental only; (1pp)
-Enhanced Advantages 4: Animal empathy, Set-up x1; Skill mastery- Perception, Ultimate effort- Investigation; (4pp)
=(6+4+2+2+1+1+4= 20pp; +2pp Dynamic AE)

-Zen fighting (AE, Dynamic):
-Alternate form (state of mind); -Activation= Move; +Subtle 1 (does not physically change); Sustained;
+Enhanced Attributes 5 (DEX +1, AGI +2, FGT +2)(10pp)
+Enhanced Advantages 11: Assessment; Close attack x4, Defensive roll x2; Evasion +1 (2); Improved Trip; Power attack; Ranged attack x1; (9pp)
+Enhanced Skills 3: Acrobatics +2, Athletics +3, Close combat- Staff +2, Stealth +2; (9sp= 3pp)
=(10+11+3-1+1= 24pp; +2pp Dynamic AE)

-Wave of anguish (AE, Dynamic):
+Close damage 6, +Area 1/ Cone 1 (60ft), +Alternate resistance= WILL, +Variable descriptor (any emotion), +Subtle 1 (Mental awareness/ senses); (1+1+1= 3pp/ rank x6= 18+2+1= 21pp; +2pp Dynamic AE)

- Focused Anguish (AE):
+Perception-ranged damage 5; +Alternate resistance= WILL; +Variable descriptor 2 (Emotions); +Subtle 2; (1+2+1= 4/rank x5= 20+2+2= 24pp; +2pp Dynamic AE)


>Stunts: Psychic defense; Battlefield leader, "You wouldn't like me when I'm angry" (Mental transformation= Hyde/Hulk); Reverie (Burst Affliction- emotions)

BACKGROUND:
History: The world that Genevieve comes from would be recognizable to many pre-Merge Earthers as the setting of the X-Files TV show- not QUITE the world at the heart of the Merge, but also not a world full of superheroes; a world that DOES have aliens, black magic, and psychics.

Genevieve's father is Swiss, and has recently retired after a career as an investigator, first with INTERPOL, then as a private consultant. Her mother is Moroccan, part of an influential mercantile family. Her parents met by chance during one of her father's early investigations, where her mother was surprisingly helpful. Genevieve's father Alain specialized in cases involving the unexplained or paranormal phenomenae- INTERPOL's own version of the X-Files (and in fact Alain has met and worked with Mulder and Scully, and with infamous profiler Frank Black). Alain and Zahira lived in Switzerland with their daughter but they traveled extensively- in fact, many of their "vacations" were part of Alain's work; a family of tourists was exceptional cover, especially in the early stages of a case...

From an early age, Genevieve was a clever child- Very Clever. At first her parents were merely amused, since that was a trait they both possessed and appreciated. In due course, though, they were a bit overwhelmed, and by the time she was 9 she and her mother generally stayed home while her father was traveling. As she grew up, her talents grew as well- while psychic abilities were not unheard of in her world, they WERE unusual and poorly understood; her parents kept her gifts a secret as much as they could.

Viv went to University at 16, and graduated with Masters degree at 21. She went to work for INTERPOL six months later. Like her father, she tended to focus on "unusual" cases- though they almost never worked together. After a few years, she was developing her own reputation as a skilled investigator, but "a bit of a weirdo".

And then the Merge happened...

>Since the Merge: Viv (as she has been known most of her adult life) Merged into the new world essentially unchanged as did both her parents. But the world that they arrived in was VERY Different from the world they had started in. For Viv, especially, who was used to simply Knowing things, the process of adjustment was a difficult one. Things, places, people, even the rules by which the world operated- all of these had to be checked, tested, analyzed to be sure she was "thinking" of the correct version, the Merged standard. One of the most confusing changes was to Viv herself, as she seemed to have developed a (very minor) talent for magic- in the long run, though, this was an asset, as she used several divination rituals to help her confirm some esoteric information. As part of her research, she took a few cases where she was finding things for other people, which was how she met Hagen (or "this version" of him, anyway), though he was already acquainted with her father. During the Chaos Incursion, Viv and her mother were home in Switzerland- their village was almost miraculously untouched; her father was out in the world, still working as a private investigative consultant- he also survived, but he retired just afterwards, saying that the new world was "just too weird, even for him".

Once the Incursion was over, Viv consulted with her parents- they were inclined to retreat from public life, to enjoy the travel and relaxation they had always wanted. Viv, however, wanted to see more, wanted to DO more. Using her own connections, and her father's, she went to work for INTERPOL- but in the Merged world, there were a LOT more "weird" cases. With her talent, Viv worked throughout the EU- and more than once, with Hagen. When he formed his Ministry team, she was on the short list of people he wanted to ask- but at the time she was busy on an extended assignment "out of country". When she finally made it home, she got a chance to return some calls- and made her way to Germany...

Complications:
-Responsibility (Agent): Genevieve is loyal to her Agency (in this case, the Ministerium fur Ubernaturliches, and previously INTERPOL). They assign her missions, and there are regulations to be followed and paperwork to be completed. She also has a bond with her fellow agents, and she won't leave "her people" in a tight spot.

-Motivation (Do good/ A Better World): Viv is committed to making the world a better place, and she doesn't hesitate to help out when the opportunity presents itself.

-Prejudice (Mentalist): For the most part, Viv's powers are relatively weak- she certainly is not a "traditional" telepath. But her powers are psychic in nature- and many people get nervous as soon as mental powers are mentioned.

-Enemies (Inherited or earned): Genevieve's father was an investigator for many years and while he specialized in the paranormal he handled other cases from time to time. A surprising number of his opponents made it through the Merge (or remember a slightly different version of him, from a similar world), and he even made a few new enemies post-Merge, before he retired. Since Viv is an active agent, she is a bit easier for her father's old enemies to find- and she has been successful enough in her own right to have made some enemies of her own.

-Power Loss (Rings): Some of her powers are derived from a pair of enchanted rings. They somehow always find their way back to her, but she can be deprived of them in the short term... (These are more of a special effect than a true Device)

>RP Notes (Not full Complications):
-Relationship (Parents): Viv's parents both made it through the Merge as well as she did, and they have retired from active work (though they are only in their mid 50s). They have a fine house in a small village in Switzerland, but spend most of their time traveling- usually Viv just gets an exotic postcard, but they could get into all kinds of interesting situations...

-AIHNDAYW: Viv is, by nature, a non-violent person who prefers non-violent solutions. She knows, quite well, that that doesn't always solve problems- and she is trying to develop her own combat abilities, which is never easy for an empath. She prefers to leave actual violence to professionals. That is one reason why she hates the darker part of her own psyche, her own Hyde...

Description: Genevieve is a relatively petite woman, a bit below average height with a slender build- she does not have the sharply-toned musculature that many field agents display, especially in the post-Merge world. She is noticeably attractive in an exotic fashion, with golden-brown skin, large and expressive brown eyes, and a cap of tousled black hair; her voice is also unusually compelling, and the sheer force of her personality can be stunning to new acquaintances...

Point Accounting: Abilities 44pp; +Defenses 6pp; +Skills 22pp; +Advantages 19pp; +Powers 61pp= 152/ 152pp (135 +5+5+2+5)(11/25/2023)

-Future: Improve array (More points, more slots); Improve self (mostly moving powers out of the array to "full time" access).
Last edited by pathfinderq1 on Sun Dec 17, 2023 6:35 pm, edited 24 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Jakita
-Merge: Agents and Powers build

PL 7/ PP 125 (120+5; Unspent 0)
-HP: 1

Real name: Jakita Wagner
Codename/nickname/other aliases: Jaki, Agent J
Concept/archetype: Superhuman scrapper, would-be Powerhouse
Gender: Female
Age: ?
Height
Weight
Hair: Black
Eyes: Brown
Skin- golden brown

>Merge Origin: Planetary/Wildstorm (altered)

GAME STATS:
Abilities: (68 pp)
STR 7 (8) / STA 7 (8) / DEX 1 / AGI 6
FGT 6 / INT 2 / AWE 2 / PRE 3

Defenses: (4 pp)
Toughness: +8 (STA 8)(+Withstand Damage)(Impervious 2)
Parry: +6 (FGT 6, +0pp)
Dodge: +6 (AGI 6, +0pp)
Fortitude: +8 (STA 8, +0pp)
Will: +6 (AWE 2, +4pp)

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

Offense:
Initiative: +10
Close attack: +6
Ranged attack: +2

>Specific attacks:
-Throw something: +4, DC Variable (up to 23/ +8)
-Basic unarmed: +6, DC 23 (+8)
-Grab:

Skills: (? pp)
>Trained: Acrobatics +7 (1sp); Athletics +10 (2sp); Insight +3 (1sp); Investigate +10 (8sp); Perception +3 (1sp); Persuasion +5 (2sp); Technology +3 (1sp)

>Combat skills: Ranged combat (Throwing) +4 (2csp)

>Expertise skills: Profession (Agent) +8 (6sp); Civics +3 (1sp); Current events +3 (1sp); Merge theory/trivia +3 (1sp); Folklore/mythology +3 (1sp); Streetwise +3 (1sp); Tactics +3 (1sp)

>Untrained: Deception +3 (+5); Intimidation +3; Sleight of hand +1; Stealth +6; Treatment +2; Vehicles +1

Advantages: (22pp)
>Base: Benefit x1 (Agent); Benefit x1 (Ambidexterity); Connected; Equipment x2; Evasion x1; Fast grab; Fearless; Great endurance; Improved initiative x1; Improved smash; Interpose; Jack of all trades; Luck x1; Move-by action; Power attack; Ranged combat x1; Takedown x2; Throwing mastery x1; Uncanny dodge; Well-informed

>Merge HR Bonus (PRE 3): Attractive x1, Languages x2 (German, Japanese)

>Enhanced Advantages (bought as Powers): Withstand damage

POWERS:
>TBD

BACKGROUND:
History: TBD

Complications:
-Gets bored easily

Description: TBD

Point Accounting: Abilities 68pp; +Defenses 4pp; +Skills 10pp; +Advantages 22pp; +Powers 21pp= 125/ 125pp

Future planning: TBD

Capsule: TBD
Last edited by pathfinderq1 on Sun Jan 17, 2021 4:05 pm, edited 28 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Grace (Overdrive)
(Sunstorm)

PL 11/ PP 195 (Unspent 0)
-HP: 1

Real name: Abigail Graciela Henderson
Codename/nickname/other aliases: Abby, Bee, Grace
Concept/archetype: Scrapper, skill monkey
Gender: female
Age: 20
Height: 5'8"
Weight: 145
Hair: Black (Currently pretty short, for work)
Eyes: Grey
Skin: pale caucasian


GAME STATS:
Abilities: (108 pp)
STR 6 / STA 8 / DEX 3 / AGI 9
FGT 12 / INT 4 / AWE 12 / PRE 0

Defenses: (5 pp)
Toughness: +8 (STA 8, +0pp)(+10 with Defensive Roll)
Parry: +12 (FGT 12, +0pp)
Dodge: +12 (AGI 9, +3pp)
Fortitude: +9 (STA 8, +1pp)
Will: +13 (AWE 12, +1pp)

Immunity: Disease, Critical hits (limited)
Immunity (Half effect): Poison, Natural aging, Need for sleep, Starvation/thirst; Fear, Interaction effects

Offense:
Initiative: +17
Close attack: +12
Ranged attack: +5

>Specific attacks:
-Unarmed: +14, Dc 23 (+8); Close, Crit 16-20, +Special)
-Throw something: +8; DC variable (up to 21/+6)

Skills: (13 pp= 26 sp)
>Trained: Acrobatics +12 (3sp); Athletics +8 (2sp); Deception +1 (1sp); Insight +13 (1sp; Assessment +21); Investigate +5 (1sp); Perception +14 (2sp); Stealth +10 (1sp); Technology +5 (1sp); Treatment +8 (4sp)

>Combat skills: Ranged combat (throwing) +8 (3sp); Ranged combat (other, includes guns) +5 (0sp); Close combat (unarmed/ martial arts) +14 (2sp)

>Expertise skills: Profession (Medic- nurse/EMT) +6 (2sp); Streetwise +5 (1sp); Area knowledge (Chicago) +5 (1sp); Geek culture +5 (1sp)

>Untrained (Jack of all trades): Intimidate +2, Persuasion +2, Sleight of hand +3, Vehicles +3
>Untrained Expertise: Computers, Criminology, Instruction/ coaching, Psychology, Religion, Social work, Profession (college student)

Advantages: (37 pp)
>Base: Assessment; Benefit x1 (Ambidexterity); Benefit x1 (Use FGT to grapple/ resist grapples, instead of STR); Defensive roll x2; Eidetic memory; Equipment x2; Evasion x2; Fast grab; Grappling finesse; Great endurance; Improved critical x4 (Unarmed strike); Improved grab; Improved trip; Jack of all trades; Languages x2 (Albanian, Spanish); Luck x1; Move-by action; Power attack; Precise attack x1 (Close/ concealment); Quick draw; Ranged attack x2; Skill mastery x3 (Acrobatics, Athletics, Treatment); Takedown x2; Teamwork; Throwing mastery x1; Uncanny dodge

>Campaign bonus (Free from PRE 0): n/a

POWERS: (32pp)
>Natural talents:
-Senses 1 (Direction sense); (1pp)
-Mental discipline: Immunity 6 (Half effect)- Fear (1), Interaction effects (5); (3pp)

>Hidden depths:
-Enhanced Advantage 3: Luck x3 (Recover); (3pp)

>Primal nature:
-Senses 1: Scent (acute); (1pp)
-Senses 1: Low-light vision; (1pp)
-Enhanced skill 4: Insight +8; Limited- only for Assessment; (2pp)
-Feature 1: Always armed; (1pp)(In any situation where it would matter if she had a weapon in hand, she is treated as if she does, even if she does not- for example, in cases where an unarmed opponent might have some penalty against an armed person)
-Martial arts: Close/unarmed Damage 2 (STR +2; +8 total); (2pp)
-Chi? Focused Will? (Feature 1): Unarmed strike affects insubstantial 1 (half power); (1pp)
-Immunity 2: Critical hits; Limited- only in active hand-to-hand/close combat; (1pp)
-Feature 1: Can deliver a critical hit with martial arts/ unarmed strike against opponents who are normally immune to critical hits; limited- opponents that have been successfully Assessed; (1pp)

>"Keep moving":
-Superspeed 2 (Speed 2, Quickness 2, Improved initiative 2); (6pp)
-Speed +1 (3 total; 4 with Athletics DC 15 autosuccess); (1pp)
-Leaping 2; (2pp)

>Hyper-efficient metabolism (aka "I don't have time to get sick/ be tired/ get hurt"):
-Regeneration 1; +Persistent; (2pp)
-Immunity 1: Disease; (1pp)
-Immunity 4 (Half effect): Poison, Starvation/thirst, Natural aging, need for sleep; (2pp)
-Feature 1: Recovers fatigue in one-half normal time; (1pp)(This is basically Regeneration or Quickness, specific to fatigue recovery)

Complications:
-
Spoiler
"Hufflepuff at heart" (Motivation): Abby is basically a Hufflepuff- hardworking, patient, and loyal, but stubborn to a fault (Geek that she is, she wears the black-and-yellow colors as a routine part of her wardrobe). She is a genuinely good-hearted person, and more importantly she has been raised to be "the Responsible One", to help out, to take care of things. She has a very hard time saying "Not My Problem", even for things that really shouldn't be her problem- in terms of the old Polish proverb, it is always her circus, they are always her monkeys. At a time when many health care workers are burning out or stepping back, Abby is practically leaping into that breach, and she fills a similar role at home; even casual acquaintances probably know they can always ask for some help.

-Responsibility: Abby has a part-time job at a nursing home, and she is taking college/professional courses as well; she is also a part-time (probationary) EMT for the city of Chicago. In addition, she has her home/family duties-if she is really lucky, sometimes she gets to sleep...

-Temper (Be nice- until its time to Not be nice): Abby is a generally friendly, helpful person- but underneath her calm quiet exterior she has a volcanic well of temper. Most especially, she has no tolerance for bullies or abusers- she also has a bit of trouble with the concept of "proportional retribution". Early indications seem to indicate that recent changes may have made this particular problem worse- if her temper does let go, she might have a hard time stopping the resulting violence... (The guiding image is of a tiger in a cage like a giant hamster- for the most part content to stolidly run along the wheel, but occasionally bursting into sudden anger enough to rip the wheel and the cage to pieces).

-"I don't have superpowers" (Quirk- Delusion): Abby is faster, tougher, and stronger than a normal person of her build or experience- she is even smarter, more mentally focused. more on top of things. But she isn't that strong, or that fast, or that smart- she can't lift a car, or fly, or invent some sci-fi battlesuit. She may be better than "Normal", possibly even beyond "Human", but it is very hard to see and harder to prove. Stubborn as she is, she has convinced herself that just in good shape, clever, and determined- maybe even a little bit of luck. As her abilities develop, it may become harder for her to stay convinced- but fully accepting things may take some work..
-(Holding Back Complication) Inert: Once Grace drops out of Overdrive, she is almost immediately overcome with exhaustion. She can act (though Exhausted) for a few rounds, then passes out until she recovers- this takes at least an hour. In addition, her Overdrive state causes a mental fugue condition, like limited amnesia- Grace remembers nothing of her time in Overdrive, and for about a minute before and after.


Description: Abby is a bit taller than average with a lean, well-toned athletic build- she is whipcord over steel, not bulky muscle. She is fairly pale, both naturally and due to lack of sunlight. She has black hair (currently cut in a short tousled cap, though she wore it shoulder length in high school) and dark grey eyes. She seems to wear a set of medical scrubs as a second skin, no matter where she is, but she wears a pair of battered, well-broken-in combat boots unless she is at work. While she is a generally friendly, helpful person, she is not bubbly or upbeat or extroverted- she is instead rather quiet and peaceful; she seems to be an island of calm in whatever situation she finds herself (until something goes wrong, and she has to jump into action). For the most part she is quiet and fairly introverted- she doesn't have a lot of spare time for recreation or socializing. When she does have some free time, she likes to work out a bit (staying in good condition is important for her self-confidence as well as her career) and maybe, just maybe catch a movie or binge-watch some guilty pleasure shows (she low-key loves superhero movies and shows, especially the Netflix MCU stuff).

Point Accounting: Abilities 108pp; +Defenses 5pp; +Skills 13pp; +Advantages 37pp; +Powers 32pp= 195/ 195pp
Last edited by pathfinderq1 on Tue Jun 13, 2023 12:40 am, edited 62 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Charger (2.0)
Sunstorm

PL 7/ PP 139 (Unspent 0)
(135 base; +2pp 10/25/22; +2pp 10/23/23)
-HP: 1

Real name: Victoria Agnieska Pulaski
Codename/nickname/other aliases: Vickie, Vex
Concept/archetype: Flight speedster (Kinetic energy control)
Gender: female
Age: 18 (first year student/ athlete at U Chicago)
Height: 5'6"
Weight: 135
Hair: light reddish-brown, VERY frizzy, currently quite short
Eyes: hazel
Skin: golden brown, dusted with freckles (biracial)

GAME STATS:
Abilities: (52 pp)
STR 0 / STA 5 / DEX 1 / AGI 6
FGT 4 / INT 4 / AWE 4 / PRE 2

Defenses: (6 pp)
Toughness: +5 (STA +5, +0pp)(+6 with Force Field)
Parry: +6 (FGT 4, +2pp)(+8 flying)
Dodge: +6 (AGI 6, +0pp)(+8 flying)
Fortitude: +5 (STA 5, +0pp)
Will: +8 (AWE 4, +4pp)

Immunity: disease, poison
Immunity (Half effect): Natural aging, need for sleep, fear, interaction effects

Offense:
Initiative: +10
Close attack: +4
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +4, DC 15 (+0); close, crit 20
-Kinetic strike: +8, DC 21 (+6), Close (5ft reach), Crit 20
-Kinetic pulse: +8, DC 16 Fort/ Affliction, Close (5ft reach); Crit 20
-Kinetic lance: DC 16 dodge, DC 21/18 Toughness resist; 5x30 ft line/ close; (Damaging Move Object 6)


Skills: (10 pp= 20 sp)
>Trained: Acrobatics +7 (1sp; flying +15); Athletics +7 (1sp); Insight +5 (1sp); Investigation +5 (1sp); Perception +5 (1sp); Stealth +7 (1sp); Technology +5 (1sp)

>Combat skills: Ranged combat (throwing) +2 (1sp); Close combat (unarmed) +4 (0sp); Close combat (kinetic array) +6 (2sp)

>Expertise skills: Profession- student +5 (1sp); Business (finance/accounting) +6 (2sp); Sports/fitness +5 (1sp); Survival +5 (1sp); Area knowledge (Chicago) +5 (1sp); Geek culture +5 (1sp); Law +5 (1sp); Science (Physics) +5 (1sp); Profession: Video production +5 (1sp)

>Untrained: Deception +2, Intimidate +2, Persuasion +2, Sleight of hand +1, Treatment +4, Vehicles +1

Advantages: (10 pp)
>Base: Benefit x1 (Ambidexterity); Benefit x1 (Athletics skill based on AGI); Equipment x3; Evasion x1; Great endurance; Luck x1; Move-by action; Skill mastery x1 (Athletics)

>Campaign bonus (Free from PRE 2): Attractive x1; Language x1 (Spanish)

>Equipment 3 (15ep): Smartphone with police scanner app, burner phone (Batphone), multitool, Go-pro video camera/recorder, Laptop with video editing suite, emergency parachute (Safe-Fall, 1 use), "Her Parents' Cabin" (HQ: Tiny size -1, Isolated 1, Power system (solar/wind/generator) 1, Living quarters 1, Secret 2, Grounds (forest, mostly) 1; 5ep total)

>Non-points "equipment": Costume (modified ski-racing bodysuit), light helmet with Go-Pro mount, tandem skydiving harness

>Enhanced Advantages (bought as Powers): Improved initiative x1; Quick draw, Uncanny dodge, Favored environment (flying/ open air); (+Others, dependent on array selection)

POWERS: (61pp)
>Natural talents (Not really Powers):
-Senses 1: Direction sense; (1pp)
-Mental discipline: Immunity 6 (half effect)- Fear (1), Interaction effects (5); (3pp)

>Healing factor:
-Regeneration 1; (1pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (half effect): Natural aging, need for sleep; (1pp)

>Built for speed:
-Superspeed 1 (Speed, Quickness, Improved Initiative); (3pp)
-Senses 2: Vision (Rapid1, Extended 1); (2pp)
-Speed-vantages: Enhanced Advantages 2 (Quick draw, Uncanny dodge); (2pp)

>Force field:
-Protection 1; (1pp)
-Immunity 3 (Friction heat, own slams), linked to Protection; (3pp)
-Immunity 4 (Half effect)(Need to breath- all/2; Environment- cold; Environment- low pressure), linked to Protection; (2pp)

>Basic kinetic control (Array)(6pp base, +1 AE)
-Lift it: Flight 2, +Precise, +Subtle 1 (unusual senses); (4+1+1= 6pp, base power)
-(AE) Move it: Move object 2, +Precise, +Subtle 1 (unusual sense); (4+1+1= 6pp; +1pp/ AE)

-Feature 1: Dramatic wind; (1pp)
-Enhanced Advantage 1: Favored environment- Flying (open air); (1pp)
-Senses 1: Awareness (Kinetic); (1pp)

>Advanced kinetic control (Array)(20+1+2+2+2+2+1= 30pp total)
-Agile flight (Base power; Dynamic): (20pp Base, +1 Dynamic)
-Fast flight (AE; Dynamic): (20pp; +2pp/ DAE)
-Kinetic control field (AE; Dynamic): (19pp; +2pp/ DAE)
-Kinetic strike (AE; Dynamic): (11pp; +2pp/ DAE)
-Kinetic Pulse (AE; Dynamic): (8pp; +2pp/ DAE)
-Kinetic Lance (AE): (14pp; +1pp/ AE)
Spoiler

1. Agile flight:
(5x2= 10+1+2+2+3+2= 20pp; +2pp/ DAE)
-Enhanced Flight +5 (7 total; 250 mph); (2 x5= 10)
-Feature: Perfect maneuverability; (1pp)
-Enhanced Defenses 4 (Dodge +2, Parry +2); Limited- only while flying; (2pp)
-Enhanced Skills 4 (Acrobatics +8); Limited- only while flying; (2pp)
-Enhanced Advantages 6 (Agile feint, Evasion +1, Fascinate- Acrobatics, Improved Defense, Set-up x1, Skill mastery- Acrobatics); Limited- only while flying; (3pp)
-Movement 1 (Sure-footed x1); (2pp)

2. Rapid flight:
(7x2= 14-1+4-1+2+2= 20pp; +2pp/ DAE)
-Enhanced Flight +7 (9 total; 1000mph), -Quirk; Flight loses Precise, Subtle 1; (2 x7= 14, -1)
-+Enhanced Flight +4 (Stacks; 13 total; 16000mph), -Distracting, -Quirk: must have Force Field active; (2-1= 1 per rank x4= 4,-1)
-Movement 1: Environmental adaptation- high altitude; (2pp)
-Enhanced Immunities 4 (raised from base half effect to full): Need to breath (all/ 2), Environmental cold, environmental Low pressure/ Vacuum; (+2pp)

3. Kinetic Control Field:
(2x3= 6+2+1+1 +3+1 +5= 19pp base, +2pp/DAE)
-Move Object 2, +Area 1 (Burst 1; 30ft), +Selective, -Reduced Range (close, burst centered on self); +F Affects insubstantial 2 (full power), +F Precise, +f Subtle 1 (Unusual senses); (2+1+1-1= 3pp per rank x4= 12, +2+1+1)
-Kinetic Siphon: Environment 1 (Impede movement -2), +Selective, +F Subtle 1 (unusual senses); (2+1= 3pp per rank x1= 3, +1)
-Immunity 5: Bullets/ballistic damage, -Sustained; (5pp)(Maybe a Deflect/physical projectiles, someday?)

This trick, from Neo, at about 0:27 in the clip: https://www.youtube.com/watch?v=uXGE0vuuaDo

4. Kinetic strike:
(6+1+1+3= 11pp; +2pp/ DAE; 9pp left)
-Close damage 6 (force), +F: Accurate x1, +Feature 1 (Reach 1; 5ft); (6+1+1= 8pp)
-Enhanced Advantage 3: Improved Smash, Takedown x2; (3pp)

6. Kinetic pulse:
(6+1+1= 8pp; +2pp/ DAE; 12pp left)
-Affliction 6 (close), +Extra condition, -Limited degree, +F: Accurate x1, +Feature 1 (Reach 1; 5ft); (6+1+1= 8pp)
Resist= FORT 16, Recover= FORT 16; Dazed +Impaired/ Stunned +Disabled

7. Kinetic lance:
(12+1+1= 14pp; +1pp/ AE)
-Move Object 6, -Reduced Range (Close), -Limited: only to push away, +Damaging, +Area 1 (Line 1, 5x30 ft), +Feat: Affects insubstantial 1 (half power), +Feat (Split x1; fires from hands)
>Background:

-History: Waldomir ("Wally") Pulaski was a nerdy Polish kid from Passaic, who went across the river to Fordham for college. He came back and settled down just a few blocks from where he had been raised- but now he had a degree in Accounting and a Dominican wife, who he had met at her family's diner during his breakfast sojourns in college. Some people looked at them askance, and every once in a while there was an uncomfortable moment- but Wally and Maria were obviously very much in love. And Wally was very, very good at his job. In ten years, he had left the firm and started his own office- and he and his wife had a daughter, Victoria Agnieska (named after both of her grandmothers). In another ten years, they had left the bustling city behind and moved out near Princeton- Wally could see the sense of leaving the densely populated city behind, but he couldn't bear to leave New Jersey entirely. He was successful enough to semi-retire, operating a small 'boutique' office for select clients, and his wife began to dabble in real estate- life was pretty good. The family liked to take vacations to the Adirondacks (enough to buy a cabin there), and all of them had a healthy appreciation for a quiet hike in the forest.

Vickie went to the local Catholic school for elementary and middle school, but was shipped off to private school when it was time for high school. She was an excellent student, as well as an avid runner- and in high school, she moved from track to cross country; running by herself through the woods was her own time, when she let the pressures of school (and her more-than-a-bit overbearing parents) just wash away. By her junior year, she was All-State in both Cross Country (fall) and Track (1500 and 3000 meters; Spring), though the spring season (early 2020) was marred by COVID protocols. That fall, she started her senior year, and college applications were front and center. Her parents lobbied for places close to home- Rutgers or Princeton, or even her father's alma mater in the City. But Vickie had enjoyed living away from her parents, and she didn't really want to go back. She was accepted on a (partial) athletic scholarship to the University of Chicago. In early 2021, she narrowly missed the final round of tryouts for the US Olympic team- but that was good enough to intrigue her soon-to-be coach at UChicago. She also graduated in the top ten percent of her class- and she was planning on majoring in business and accounting; she had seen first-hand what a good career that could offer, and there had to be a solid plan when she started to slow down...

Her first semester was pretty good, but living in a real city was a big adjustment- as a student and an athlete, she did fairly well (but just barely okay by her own standards). She had planned to go home for Winter Break and Christmas, but her parents both got COVID just as she was finishing her finals. Both of them ended up with mild cases, but none of them wanted to risk unnecessary exposure. Luckily the University had set up one of the residence halls to house all the students who were unable to travel home over break- as a last-minute "stay over", Vickie got a room on the top floor (but at last it was a single, and that gave her an excuse to use the stairs while the gym was closed, to get a head start on next semester's class reading, and to binge all the shows and movie she had missed during fall semester).

Christmas was kind of miserable- her first big holiday alone, seeing her parents through the magic of Zoom- but they had express shipped her presents, including a pretty sweet set of hiking and camping gear for next summer's family vacation (not much serious hiking to be had in Chicago-land...). And her roommate (a Chicago native) showed up with a foil-wrapped plate of food (not a real Christmas dinner, but much better than dorm food), so things weren't all bad. The 'stay-over' students had kind of a party in the residence hall for New Years and Vickie, never a real party animal, had woken up the day next day as miserable as you could imagine. After lunch she burrowed back into bed with some hot tea and her laptop- only to wake up three days later...

Complications:

-Thrills (maybe just a bit...): While she is generally sensible and down-to-earth, she does like to move fast and Do Stuff. It is kind of fun, and paradoxically relaxing (when she is running, she can get lost in the moment, and let the pressures and demands of the rest of her life take a back seat for a bit). Only now she can move a lot faster, and Do a lot more Stuff- will she get addicted to the the thrills that her new powers offer?

Do good, help people (Secondary Motivation): Vickie is a friendly and cheerful person, who enjoys being helpful- and could get into all kinds of trouble by jumping in to help without assessing the situation first. She would have made an awesome Boy Scout, if they weren't still so hung up on tiny little details. Vickie, like many college students, has also developed a fondness for social causes- she is always up for a good protest march, and loves to cheer for the underdog, to fight discrimination, and to stand up against bullies of all sorts. In addition, she realizes that she has had a pretty good life- and feels she has to pay back some of that karma every once in a while. In general she is loyal, dependable and generally sensible- but also stubborn and more than a little competitive...

-Kinetic potential (power loss): Vickie doesn't generate the kinetic energy that she uses (or at least, no more than a normal person generates through normal movement)- she absorbs and redirects the energy (and potential energy) in the world around her. She can, to some degree, store some of that absorbed energy within herself, but not an infinite amount. In a contained environment (without a lot of availabe environmental energy), she could conceivably use up her stored reservoir of energy, leaving her abilities weakened or curtailed. Once she is in a more normal setting, she could probably recharge quite quickly (using her Kinetic Siphon ability).

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

-Prejudice (Racism- among other things): Vickie is a light-skinned biracial girl, and she has grown up in a pretty white environment. But, well, some racists are just gonna racist, and even golden brown is brown enough to set them off. In addition, after years of uncertainty and discomfort, Vickie is increasingly certain that she isn't straight- and she isn't really sure how to handle this development...



>RP Hooks (not full Complications):
-Family matters (Responsibility):
-Parents: Vickie is pretty sure that her parents are some of the most boring people ever created, and are staunchly conservative (small c, not Conservative). They believe in planning and preparation, and that hard work should be well rewarded, but that laziness should not be indulged. They are happy that she got into a good school, and that she has developed a sensible plan for her life- but they are overbearing, high-pressure people (at least in private- most of their friends probably think of them as sensibly relaxed). They have an agreement where they will pay for her college expenses as long as she maintains her scholarship- but if she loses it, she will have to take up her own student loans, even if they COULD pay for her). Both of them enjoy the outdoors, and family vacations usually involve hiking and other outdoor recreation- they don't enjoy bare-bones camping very much though. Father: Wally Pulaski, age 48 (semi-retired accountant); Mother: Maria (Ortiz) Pulaski (housewife, part-time real estate agent).

-Kind of geeky, for an accountant: During a crucial portion of her childhood, her father's office was located above the local comic book shop, and Vickie got hooked early. The comics (and later movies) came out of her own allowance and chore money though, because her parents are BORING. She drifts into and out of comics on a regular basis, but rarely misses a superhero movie or TV show- and like any fan of such material she has some strong opinions about a few things.

-Roommate: (Rashida Muhammad) Also on the track team (a long-distance runner), but not nearly as serious a student. A native of the Chicago area, and proud of it, a first-generation college student. She is from a Muslim family, but they are not terribly observant- Rashida usually only goes to mosque on important holidays, but she did drag Vickie along a few times during their first semester; in return Vickie introduced her to the glories of Polish food (of which Chicago has PLENTY).


>Description: Vickie is just a tiny bit over average height and has a lean, well-toned build- the term "sleek" has been used to describe her. She has golden-brown skin, lightly dotted with freckles on her face and shoulders; hazel eyes, and reddish-brown hair (which is fine and very, very frizzy; she has recently taken to wearing it quite short, as it easily becomes unmanageable). For in-person classes or any kind of school function, she tends to dress in a "private school" style, a habit she is very much used to. On her own time, she prefers functional athletic-style clothes (shorts or leggings, hooded sweatshirt with a U-Chicago logo); she also has an array of very functional outdoorsy, hiking-type clothes (though there isn't much use for them in Chicago-Land).

>Point Accounting: Abilities 52pp; +Defenses 6pp; +Skills 10pp; +Advantages 8pp; +Powers 59pp= 135/ 135pp
>+2PP (10/25/22): Skills +2 (1pp), Expertise- Science (Physics) +5 (1sp), Expertise- Law +5 (1sp)
+Advantage +1: Equipment +1 (2 total)
>+2PP (10/23/23): Advantage +1 Equipment +1 (3 total)
+Add AE to Array: Kinetic lance (Move object 6, +Area: Line 1 (5x30), +Damaging, -Reduced range: Close, -Limited: Only to push away, +Feat: Affects insubstantial 1 (half power), +Feat: Split x1; 12+2= 14pp totatl; +1pp/AE; next= make Dynamic)
Last edited by pathfinderq1 on Mon Oct 30, 2023 11:35 pm, edited 44 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Stormdancer

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

Real name: "Allison Erin Carson"
-Actually:
Spoiler
(Margaret Jessica McGuire- Max, Mags, Miss Maggie May from her father when she is really in trouble; the twins, of course, always call her "Maggot" )
Codename/nickname/other aliases: Stormdancer, Dancer, Al, Allie
Concept/archetype: Weather controller
Gender: Female
Age: 16
Height- 5'4"
Weight- 115lbs
Hair- Variable (naturally strawberry blond; short and curly)
Eyes- Grey
Skin- Caucasian (lightly tanned, freckled)

GAME STATS:
Abilities: (32 pp)
STR 0 / STA 5 / DEX 1 / AGI 4
FGT 2 / INT 2 / AWE 2 / PRE 0

Defenses: (9pp)
Toughness: +5 (0pp,+8 in costume)
Parry: +4 (FGT 2, +2pp)(enhanced up to +8)
Dodge: +4 (AGI 4, +0pp)(enhanced, up to +8)
Fortitude: +6 (STA 5, +1pp)
Will: +8 (AWE 2, +6pp)

Immunity: N/A
Immunity (Half effect): disease, poison, natural aging, need for sleep, fear, interaction effects, mind reading
-Note: Some other Immunities available by Array selection

Offense:
Initiative: +4
Close attack: +2
Ranged attack: +2

>Specific attacks:
-unarmed strike +2, DC 10 (+0)
-Storm bolt: +8, DC 18 (+8), ranged (80/200/400); Crit 18-20; Force/air (or lightning)
-Storm wave: Close/ cone area Move Object 8; DC 18 Dodge, DC 18/14 (+8/+4); Force/air (or lightning)
-Storm strike: +8, DC 18 (+8), close (10ft reach), crit 18-20; Force/air (or lightning)

Skills: (24sp +2 Csp= 8+1= 9pp)
>Trained: Acrobatics +5 (1sp; Enhanced up to +11 flying); Athletics +5 (1sp); Insight +5 (3sp); Investigation +3 (1sp); Perception +7 (5sp); Persuasion +2 (2sp); Technology +3 (1sp); Treatment +3 (1sp); Vehicles (land) +2 (1sp)

>Combat skills: Ranged combat (Stormbringer array) +4 (2 Csp); Ranged combat (Throwing) +2 (0 Csp); close combat (Unarmed) +2 (0sp); Close combat (Stormbringer array) +2 (0 Csp)

>Expertise skills: Profession- Student +3 (1sp); Survival +5 (3sp); Streetwise +3 (1sp); Civics +3 (1sp); Pop culture +3 (1sp); Mechanic +3 (1sp)

>Untrained (Jack of all trades): Deception +0, Intimidation +0, Sleight of hand +1, Stealth +4, Vehicles (exotic) +1

Advantages: (12 pp)
>Base: Benefit x1 (Athletics based on AGI); Benefit x1 (Status- emancipated minor); Equipment x1; Evasion x1; Great endurance; Jack of all trades; Languages x1 (Spanish); Luck x1; Move-by action; Ranged attack x1; Teamwork; Uncanny dodge

>Enhanced Advantages (bought as Powers): Holding back x1; Favored environment (Flying/ open air) (+Others- Linked/ Limited)

>Equipment (free): Academy uniform (Protection 3, subtle; Immunity 2- environmental heat, environmental cold), Commlink/watch/GPS.

>Equipment: Multitool, basic cellphone, mask with built-in flying goggles, inhibitor/tracker bracelet

POWERS: (58pp)
>Natural talents:
-Senses 1: Direction sense; (1pp)
-(Good eyes) Senses 1: Vision- Extended 1 (x10); (1pp)
-(Strong-willed) Immunity 6 (Half effect): Fear (1), Interaction effects (5); (3pp)

>Alpha durability:
-Regeneration 1; (1pp)
-Immunity 4 (Half effect): Disease, Poison, Natural aging, Need for sleep; (2pp)

>Force of nature:
-Enhanced Advantage 1: Holding back x1; (1pp)
-Feature 1: Weather resistant; (1pp)
-Feature 1: Dramatic weather; (1pp)
-Feature 1: Light resistant; (1pp)
-Immunity 2 (Half effect): Mind-reading (2); (1pp)

>Aerial agility:
-Flight 1; (2pp)
-Enhanced Defenses 8: Dodge +4, Parry +4; Limited- only while flying; (4pp)
-Enhanced Advantage 1: Favored environment (Flying/ open air); (1pp)

>Stormbringer (Array): (27+1+2+2+2+2+2= 38pp total)
-Weather control (Base power, Dynamic; 27)
-Weather mastery (AE, Dynamic; 27)
-Whirlwind (AE, Dynamic; 27)
-Storm wave (AE, Dynamic; 18)
-Storm bolt (AE, Dynamic; 21)
-Storm strike (AE, Dynamic; 18)

-Details:
Spoiler
-Weather control (Base power, Dynamic; 27): Environment 4 (250ft). Maximum of 4pts of effect, from: Intense heat (1), Intense cold (1), Reduce visibility 2 (-2/-5 Perception); Impede movement 2 (-1 movement/ -2 Acrobatics/ Athletics; -2 movement/ -5 Acrobatics/ Athletics)), +Selectivex2 (area, Intensity); +Variable descriptor (Any weather phenomena/ +3);
>(4+2= 6/r x4= 24+3= 27pp base, +1 Dynamic= 28pp)

-Weather mastery (AE; Dynamic; 27):
Feature 1 (Anemometer);
Feature 1 (Micro-storms);
Feature 1 (Gusts);
Weather Prediction (Senses 4/ Precognition; Limited- only weather, Activation- Standard action);
Immunity 2 (Natural weather);
Movement 1 (Environmental adaptation- bad weather);
Immunity 2 (Need to breathe- all; -Sustained);
Senses 1: Awareness (Air);
Senses 1: Awareness (Weather);
+Enhanced Flight +4 (5 total), +Flight gains Precise, Subtle 1;
+Wind-lifting (Enhanced STR +3; 3 total; Limited- only to carry extra weight while flying);
+Enhanced Advantages 2: Evasion +1, Improved defense; Limited- only while flying;
+Enhanced Skill 2: Acrobatics =6; Limited- only while flying;
>(1+1+1+1+2+2+2+1+1+10+3+1+1= 27pp/ +2pp D/AE)

-Whirlwind (AE, Dynamic, 27): Move object 6 (3200lbs), +Area- Cylinder 1 (30ft); +Selective; +Affects insubstantial 2 (full power), +Feat- Precise; (2+1+1= 4/r x6= 24+2+1= 27pp/ +2pp D/AE)

-Storm wave ("Flinging gust") (AE; Dynamic, 18): Move object 8, +Area- Cone 1 (60ft), +Damaging, -Reduced range (Close), -Limited direction (away only), +Feat 1- Affects insubstantial 1 (half power); +Feat: Variable descriptor 1 (Can change to lightning; base is force/ air); (2+1-1+1-1+1=2/r x8, 16+1+1- 18pp/ +2pp D/AE)

-Storm bolt (AE, Dynamic, 21): Ranged damage 8, +Accurate x2 (+4= +8 total); +Feat 1: Affects insubstantial 1 (half effect), +Feat 2: Improved Critcal 2; +Feat 1: Variable descriptor 1 (Can change to 'lightning', base is force/air); -Diminished range 1 (80/200/400); (16+2+1+2+1-1= 21pp/ +2pp D/AE)

-Storm strike (AE, Dynamic, 18): Close-range damage 8, +Accurate x3 (+6= +8 total), +Feat 1: Affects insubstantial 1 (half effect), +Feat 2: Reach 2 (10ft), +Feat 1: Variable descriptor 1 (Can change to 'lightning', base is force/ air); +Enhanced Advantages 3: Improved critical x2, Unbalancing strike; (8+3+1+2+1+3= 18pp/ +2pp D/AE)

-Storm surge (AE, Dynamic, 21: Ranged Affliction 8 (Resist= FORT, Recover= FORT; Dazed +Impaired/ Stunned +Disabled); +Extra condition, - Limited degree; +Feat 1: Variable descriptor (Can change to lightning/ "taser"; base is force/air "suffocation"), +Accurate x2, +Enhanced Advantage 2: Improved critical x2; +Feat 1: Affects insubstantial 1 (half power), -Diminished range 1 (80/200/400); (1+1+1-1= 2 per rank x8= 16+1+2+2+1-1= 21pp; +2pp D/AE; 6pp left)

-Known stunts: Lightning strike (Perception-range indirect damage; outdoors), Rainstorm (large area Environment effect, but slow; outdoors), Suffocation (individual or burst), Weather-related Afflictions (individual or burst, various)
-Feature 1 (Weather resistant): No matter the weather conditions, you remain dry, and your hair and clothing are never mussed by the wind.
-Feature 1 (Dramatic weather): The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks (like Intimidation)
-Feature 1 (Sunlight resistant): You have a minor degree of immunity to light effects, enough that you never sunburn, need sunglasses, or otherwise have trouble with any amount of full direct sunlight.

-Feature 1 (Micro-storms): You can create tiny "micro-storms" focused enough to water plants or to shower beneath.
-Feature 1 (Gusts): You can create small gusts of wind, roughly equivalent to a -5 Rank Move Object effect, able to scatter small light objects, ruffle hair or clothing, blow off hats, and so forth.
-Feature 1 (Anemometer): You can accurately determine the speed and direction of prevailing winds in your immediate area.


BACKGROUND:
History: Charlie McGuire has hated Alphas for as long as he can remember, even when he was a kid. He was born and raised in central Kansas, joined the Army right out of high school and spent a few years there, mostly as a mechanic and armourer. While records have been sealed, he MAY have been part of a Counter-Alpha covert action unit- whether that is true or not, he certainly left the military with many more connections to like-minded people. He married Heather Carson and started a family- and kept up his anti-Alpha activities, a philosophy that Heather shared wholeheartedly, coming from an Alphaphobic background as well. Over the years, Charlie was affiliated with a number of violent groups- while he did have a C.A.S.T.L.E. file, he was always on the edges of the bad behavior, not at the center of it (at least as far as the authorities knew...)

Charlie and Heather had a number of children together: Martin (the oldest), Michael, and Margaret. Their youngest children were twins, David and Daniel, but Heather died during childbirth, leaving Charlie to try to raise the kids on his own. They moved around quite a bit- a combination of "following the work", wanderlust, and Charlie's paranoia. Charlie had a succession of girlfriends (none of whom made much of an impression on his rambunctious brood)- he also got even more deeply involved in the anti-Alpha underground, and tried to indoctrinate his children to follow his philosophy (with varying degrees of success). The McGuires moved to Chapman, Kansas in 2016, joining the still-rebuilding town. Charlie cultivated some contacts up the road at Fort Riley, who provided some degree of illicit support for him and his "associates"- weapons smuggled out of Fort Riley were tied to anti-Alpha attacks in several locations, though Charlie was never directly implicated.

Over the years, the McGuire "boys" were the terror of various neighborhoods and schoolyards- between their somewhat insular philosophy and their frequent moves, they often only had one another to rely on. But once they settled in Chapman, some degree of division began to occur- Martin and Margaret did not fully subscribe to their father's near-madness, but Michael, David, and Daniel climbed aboard the crazy train (or seemed to, anyway). When Martin moved away to Boston for college (and made it clear he was never coming back), Margaret ran away to follow him. She was only 12, but she made it all the way to Kansas City before she was caught trying to sneak on to a Boston-bound Amtrak. Her father wanted to teach her a lesson, and left her in the custody of juvenile authorities for almost three weeks before he "bailed her out". During that time, Margaret made friends with her "cellmate" Erin Jackson- Ren was the product of a broken home, and was dancing on the line between "runaway" and "Delinquent". The two of them formed a strong bond, and they kept in contact after they were released from custody.

Over the next few years, the McGuires stayed in Chapman, putting down roots for the first time since Heather died. There were rare trips into Junction City, and even rarer visits to Charlie's family near Salina. Life went on. From time to time, Ren would drop by for a "visit", or Margaret would run away for a while to visit her- she didn't have a lot of friends in Chapman (She was too tomboyish for the local girls, and too "girl with aggressive brothers" for the boys in such a small hick town). The twins, meanwhile, had each other for company, and Michael's athletic prowess meant that he had lots of friends. Charlie kept up a mechanic's shop for just about anything, which earned him some friends around town (among those who could ignore his obvious bigotry), and he kept up his connections with his anti-Alpha buddies.

Then the world turned upside down (and not in a good way, like in "Hamilton"- more like the Upside Down in Stranger Things). After a few weeks out of contact, Ren showed up at the McGuires' front door- she was woozy and unfocused, visibly shaking and not entirely sure how she had arrived there. Thankfully it was Margaret who opened the door- Charlie was back in the garage, Michael was at football practice, and the twins were out causing trouble for somebody. Realizing that her friend was in trouble, Margaret dragged Ren upstairs- but the other girl's condition kept getting worse. By the time Margaret realized that something was very seriously wrong, her father had come back inside and pissed off about who knows what, he decided to go inflict some grief upon his wayward daughter. Given his attitude though, he arrived at the worst possible time- right about the time that Ren was falling into a full-on seizure, but obviously displaying Alpha-level speed...

As one might expect, Charlie took one look at his daughter's best friend, obviously in need and in pain- and he totally flipped out, and went to get his gun. Margaret tried to intervene, to protect Ren, but it was no use.

It was right about this time that the pair of C.A.S.T.L.E. agents who were maintaining surveillance on the McGuire house (as part of an investigation regarding an anti-Alpha attack in Oregon three months earlier) realized that something was very wrong. They had already called for back-up when they saw Ren arrive, since it seemed obvious that she was in the midst of her Alpha breakthrough- and they knew how Charlie would react to THAT. But as they stepped out of their car, they could see that the sky, which had been clear only minutes before, was now boiling with clouds- and the wind was picking up. They heard a gunshot from inside the house, and a piercing scream- and then they saw the funnel drop out of the clouds, a rope tornado so narrow it looked like a laser beam, focused on the McGuire house. As soon as the tornado touched down, it expanded outwards, swallowing the house entirely- but the agents, only fifty yards to the west, were untouched- though they did dive into the dubious shelter of a roadside ditch, just in case. One of the agents looked up long enough to see, quite clearly, a young woman rising into the air at the center of the new-born tornado- before the expanding cloud of debris hid her from view.

One of the agents stayed at the scene- he saved Charlie McGuire's life by pulling his unconscious body to safety. It wasn't really a matter of digging him out of the wreckage of the house though, as there really wasn't any wreckage to speak of left at the scene. The other agent, a veteran of Alpha-level conflicts, hopped back in their vehicle and followed the trail of the tornado for more than a mile, through where the town of Chapman, KS, HAD been- he was just starting the engine when the NOAA radio in the car and the tornado sirens in town blared to life.

Possibly through random chance and possibly through some measure of unconscious control, no one was killed, though a large portion of the town (much of it only recently rebuilt after a tornado in 2008) was destroyed. When the tornado collapsed, the agent quickly located the unconscious body of a teenage girl, later identified as Margaret McGuire, in a windswept field by the side of the road. Bundling her into the car, he headed back to collect his partner. Back where the McGuire house had been, the other agent had begun to search the scene for the other girl, before being interrupted by screams from what had been the house next door. The other newly-manifested Alpha, believed to be Erin "Ren" Jackson, was never found- between her healing factor, her Alpha-level speed, and her distrust of pretty much everyone, she was long gone. By the time emergency responders were in control of the scene in Chapman both the agents and the girl, more comatose than unconscious, were being whisked onto a C.A.S.T.L.E. jet at Marshall Army Airfield, just outside Junction City, en route to one of the agency's medical facilities.

It was quite obvious that Margaret couldn't simply be returned to her family- with Charlie's attitude (and known associates) that would have been a death sentence- for someone. But this wasn't the first time that C.A.S.T.L.E. had dealt with this sort of situation- there were plans and procedures, calls were made. A few other agents were inserted as part of the disaster relief response, though they also did their part to sanitize the scene and manage the curious. Margaret McGuire and Erin Jackson were basically swept under the rug, left to be "Missing and presumed dead". Cooperation with the National Weather Service and other relevant agencies (both federal and state) made sure that the incident was recorded as a severe unexpected (but entirely natural) storm, not unprecedented in the heart of Tornado Alley.

Strictly speaking, Margaret was ready to leave the hospital about an hour after she arrived. But the question of what to DO with her was far more complicated. Discussions were had, procedures were put in motion, lots of serious people did serious things- and there was an awful lot of paperwork, which was completed, certified, and then buried. In a week or two, she was declared legally emancipated, which allowed her to then change her name. Her abilities were tested, as were her attitudes and her mental and academic traits. Soon enough, she was enrolled at the Vanguard Academy under her new name, and she started her new life, a life she would never have expected.

A life as an Alpha...


Complications:
-Do good (Motivation): Allie was raised to be helpful and good at heart. She honestly enjoys helping other people, and she wants to make the world a better place. While she was raised to hate and fear Alphas, no matter how good they SEEMED to be, that idea never really took root- she saw them as no better or worse than ordinary people, and has always believed that Alphas were capable of doing great things for humanity and for the world. Now that she has herself manifested as an Alpha, she wants to be an example of those good deeds and good behavior, and she won't hesitate to step into a situation where it looks like someone is in trouble. Thus her "Not All Alphas" tee-shirt... She is also generally honest, hard-working, and quite responsible for her age (especially compared to her father and most of her brothers).

-Thrills (Secondary motivation): Allie loves having powers, and she really enjoys using them (especially flying).

-Prejudice (Alpha): Like many Alphas, Allie faces the prospect of being hated or feared because of her powers. In addition, her own father and many of his friends or associates are active (and violent) anti-alpha bigots- if any of them were to find out that she was still alive, they would likely want to make her a high-priority target (either for violence, to blame her for something or frame her, or just other shenanigans).

-Raging storm (Accident): Allie has been an Alpha for less than a month. Her instinctive control of her powers is pretty good (thankfully, considering what her powers ARE), but she has had very little training or practice. Especially if she is in a particularly stressful situation, her powers could get out of control. On a smaller scale, if she is startled or upset (or even just excited) 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. In addition, her emotional state is somewhat tied to local weather patterns- mostly the weather reflects HER emotions, but sufficiently strong weather events (either natural or influenced by another Alpha), could influence her emotions in return...

-Legacy (Cloudburst): Dave Wein was a member of the second Vanguard team, back in the 1980s. A gay man, he died without any children, but he had a older sister named Debra. Debra never manifested as an Alpha, but she carried the potential for such abilities- before his death, she was estranged from her brother for a number of reasons, but more because of his status as an Alpha than because of his "lifestyle". Her daughter Heather never understood why her mother hated Alphas so much, but in time she grew to hate and fear them as well- not knowing that she was herself a potential Alpha. Heather married a fellow Alphaphobe, Charlie McGuire, and started a family of her own. As part of her government intervention and the intake process for the Vanguard Academy, routine backgrounding and genetic testing revealed Margaret's connection to this long-dead hero. She hasn't really come to terms with this revelation yet, but certainly intends to try to live up to the high standards that the Vanguard portrays. (For the most part, this just reinforces her "Do Good" Motivation, but the Legacy aspect could come into play at some point)

-Secret (Identity/ Status): Margaret McGuire is legally "Missing and presumed dead". She has received legal assistance from C.A.S.T.L.E. and the Vanguard Academy to apply for Emancipated Minor status, and to legally change her name. As far as the school is concerned, she is already "Allison Carson"- no one (especially Al) wants to let the can of legal worms get opened back up... As part of her school uniform, she has a mask, and is supposed to wear it whenever she is "in costume".

-PTSD: Allie has a pretty significant amount of unresolved trauma related to the circumstances of her Alpha breakout, which was even more stressful and dramatic than most. She has counselor assigned to her case, as part of her enrollment at Vanguard Academy- but she also has a deep-set distrust of authority figures in general and government-aligned authority in particular, so she hasn't really made any meaningful progress in treating her issues. She is just keeping all of that trauma tightly bottled up- that always works out well, right?

>Relationships (and so on):
Spoiler
-Father (and his associates): Charlie McGuire is in his late 40s- he is a very talented mechanic, especially on heavy equipment (if your combine harvester, bulldozer, or tank is having trouble, he can probably fix it). He is also a vicious anti-Alpha bigot- and he is connected to many people who share that philosophy, some of them far more violent and dangerous than he is. And, of course, he is a smuggler and black market arms dealer, mostly drawing on his Army connections. He also dabbles in any number of conspiracy theories, especially anti-government ones. While he is usually content to incite other people to violence, when he found out his daughter's best friend was one of THEM, he made a serious attempt to kill her- and probably would have tried to kill Margaret as well, as much as he was overcome with rage. Even so, he is her father and Margaret still loves him- but she knows that if they ever meet again one of them probably won't survive... Sadly, it is entirely likely that the "Chapman Incident" has pushed him past the emotional breaking point...

-Oldest brother: Martin McGuire is five years older than Margaret (21, almost 22). Like her, he never hated or feared Alphas the way his parents did, though he usually phrased his disagreements with calm rational analysis, hard facts against his parents' emotional appeals. He is very smart- not an Alpha hyperbrain, just really smart. He left home to attend MIT in the fall of 2018 and has never come back- his last argument with his father was bitter and nearly violent. Of all the kids, he was closest to Margaret, and he has been devastated by her (apparent) death.

-Second older brother: Michael McGuire is two years older than Margaret (18), a high school senior and football star. Strong and aggressive, he has absorbed his father's anti-Alpha screed better than any of the other children. He hates Alphas more than anything, and blames them for almost all of the world's problems- just the way his parents wanted him too.

-Younger brothers: David and Daniel are twins, four years younger than Margaret (12). They don't really hate Alphas, but they act like they do. Mostly they are a pair of troublemakers, for their school and the community at large.

-Erin (Ren, "Renegade") Jackson: Erin was (is?) Margaret's best friend- the two of them met in a juvenile facility after having run away from their respective homes at the age of 12. Mags wasn't used having a friend who was a GIRL, and Erin wasn't used to having anyone who wasn't out to abuse or exploit her. The two of them kept in communication, and over the last few years they have exchanged occasional "visits" (viewed by their respective families as "running away")- Margaret from her home and family, and Erin from whatever foster family or juvenile facility was "home" at the time... After the Chapman incident, she is missing and presumed dead, but she is actually alive (somewhere)- her Alpha abilities include a healing factor. She might show up someday- maybe trying to connect with her friend (or to worm her way into the Academy), maybe needing some kind of help, or maybe as a supervillain-in-training...



>Design notes, etc.:
Spoiler
>Solved the secondary character problem (scrapper/ almost speedster) by having her as a plot device/ guest star/ BFF (and possible Complication)

>I did put in a Legacy connection to one of the earlier Vanguard members (Cloudburst, from the second iteration of the team, back in the 1980s)- while he didn't generate any offspring directly, I gave him an older sister. Let me know if this is okay- I can edit.

>Possible Connections:
-Donar (Vanguard): possible mentor
-Gaia (Vanguard Academy- Beta class): Probable rival
-Cardinal, Current (Vanguard Academy): common interests?

>General personality cues:
-loves the outdoors
-won't break her word/ turn on a friend
-physically confident, but socially/verbally shy and quiet
-generally Ace, but weather-based emotions could mess with this
-Doesn't really think of herself as a girl, or present as female; thinks and acts like "one of the boys" (tomboy, AFAB)

>Description: Allison (Allie, or better yet, Al) is not terribly tall, and is slender but moderately athletic (She has fairly good muscle tone, but not much bulk)- her build is often described as "boyish". Her skin is lightly tanned and dotted with freckles, but she never seems to burn, no matter how much sun she gets. In her previous life she typically wore her hair just past shoulder length, long enough to pull back in a ponytail (but just barely)- these days she wears her hair much shorter, in a ragged mop of floppy curls. Her hair is naturally reddish-blond, but is typically variable by the day or even the hour. She tends to wear comfortable but sturdy, loose-fitting clothes (military fatigues, jeans, or athletic wear), and prefers combat boots to sneakers. She has no known tattoos or piercings (not even her ears); she rarely if ever wears jewelry or makeup of any kind. Most people, when they first meet her, tend to guess "boy" (though they also tend to think she is younger than her real age).

>Point Accounting: Abilities 32pp; +Defenses 9pp; +Skills 9pp; +Advantages 12pp; +Powers 58pp=120/ 120pp

>Future planning: Build out array (Add Afflictions, improve base), move minor powers from array to fixed slots, improve basic abilities/skills
Last edited by pathfinderq1 on Mon Oct 30, 2023 1:06 am, edited 33 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Pounce!
(Geneforge)

PL 7/ PP 105 (Unspent 0)
-HP: 1

Concept/archetype: Scout/messenger, hunter
Gender: female

Height: 4'11"
Weight: 110
Eyes: green (cat-pupiled)
Fur: Naturally light grey/brown, short but silky soft; changeable color/patterns

Description: Pounce! appears to be a feline humanoid, with cat-like facial features (including whiskers), short soft fur, and prominent ears; she is a catgirl, but far more "cat" than "Girl", leaning towards a young terrestrial leopard in general appearance. She is equally comfortable as a biped or quadruped, though she most often moves around on all fours. She has opposable thumbs and sharp retractable claws on her forepaws ("hands"), and shorter non-retractable claws on her hindpaws ("feet"), like those of a cheetah. She does have a rather long sturdy tail, like that of a snow leopard- it helps a bit with her balance and movement, and may give some clue as to her emotional state. She is roughly the size of a rather small adult human female, but generally appears smaller- she prefers to crouch or sprawl instead of standing up straight. While it is not immediately obvious, her Shaper did blend in some lizard-like traits (the color-shifting ability of a chameleon and a degree of regenerative ability).

She is primarily designed as a scout when the Shaper must travel, and a hunter, providing food or dealing with vermin. She also acts as a messenger, and a general "Go out and get this" forager. In addition, her warm body and soft fur make her an excellent footwarmer and body pillow of sorts... In time of need she CAN fight (though she is not currently at caps), but she might spar or train with Meat Shield or other combat-focused creations.

She is primarily a physical character- she has some enhanced senses and some movement abilities; she also has a very robust metabolism so that she requires little attention or upkeep. She also has some minor (Feature level) abilities which are intended to be basis for some future powers.

Pounce! rarely speaks in words, unless she is with "Her" Shaper- the rest of the time she prefers to rely on a wide range of feline vocalizations, and on body language. When she is around Shapers or other Shaped creations, she tends to act very timid and quiet- when she is out in the wild (or around natural animals), she acts more confidently (in these situations, it is obvious that she is primarily built from predator stock).


GAME STATS:
Abilities: (46 pp)
STR 2 / STA 5 / DEX 1 / AGI 8
FGT 4 / INT 0 / AWE 4 / PRE -1

Defenses: (4 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive Roll)
Parry: +6 (FGT 4, +2pp)
Dodge: +8 (AGI 8, +0pp)
Fortitude: +5 (STA 5, +0pp)
Will: +6 (AWE 4, +2pp)

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

Offense:
Initiative: +12
Close attack: +4
Ranged attack: +1

->Specific attacks:
-Basic unarmed: +4, DC 17 (+2), crit 20, close/bludgeoning
-Claw swipe: +6, DC 19 (+4), crit 19-20, close/cutting
-Charge/slam: +4,

-Throw something: +2, DC variable (generally 17/+2), ranged


Skills: (10 pp)
>Trained: Acrobatics +9 (1sp); Athletics +9 (1sp); Deception +0 (1sp); Insight +5 (1sp); Investigate +1 (1sp); Perception +8 (4sp); Persuasion +0 (1sp); Sleight of hand +2 (1sp); Stealth +9 (1sp)

>Combat skills: Ranged combat (throwing) +2 (1sp); Close combat (unarmed) +4 (0sp); Close combat (claw swipe) +6 (2sp)

>Expertise skills: Survival +5 (5sp)

>Untrained: Insight +5, Intimidate +3, Technology +0; Treatment +0; Vehicles +2

Advantages: (14 pp)
>Base: Animal empathy, Benefit x1 (ambidexterity), Benefit x1 (Athletics based on AGI); Defensive roll x1, Evasion x1; Fearless; Great endurance, Hide in plain sight, Improved critical x1 (Claw swipe), Improved initiative x1, Improved trip, Luck x1, Move-by action, Uncanny dodge

>Enhanced Advantages (bought as Powers): Close attack x2 (Limited), Interpose (limited), Teamwork (limited)

POWERS: (31pp)
>Keen senses:
-Senses 1: Direction sense; (1pp)
-Senses 2 (Vision): Infravision, Low-light vision; (2pp)
-Senses 2 (Scent): Acute, Tracking 1; (2pp)
-Senses 1 (Hearing): Ultrahearing; (1pp)
-Feature 1 (Taste): Determine if any food is safe for "Her" Shaper to eat; (1pp)(This is a limited form of Analytical)

>Low-maintenance:
-Regeneration 1, +Regrowth; (2pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Natural aging, need for sleep; (1pp)
-Feature 1: iron stomach; (1pp)

>Instinctive bond:
-Feature 1: Determine direction and approximate distance to "Her" Shaper; (1pp)(This is based on the Essence that was used to create her; it may lead to future sensitivity to Essence in general, and to Shaper powers/effects- the actual intent is for her to home in on the Shaper while on scouting missions); (1pp)
-Enhanced advantages 2: Interpose, Teamwork; Limited- only to cooperate with "Her" Shaper; (1pp)

>Bred to hunt:
-Quickness 1; (1pp)
-Leaping 1; (1pp)
-Speed 2; (2pp)
-Feature 1: When she hits with a Charge (close attack or Slam), she may make a free Trip check; (1pp)
-Enhanced Advantage 2; Close Attack x2; Limited- only to counteract the attack penalty for a Charge; (1pp)

>Purpose-built details:
-Feature 1 (Marsupial pouch): Internal compartment 1 (holds size rank -5 object, about 6 inches/ 2 pounds); (1pp)
-Feature 1 (Color-changing fur): (short silky soft fur, can change color slowly to match a background- or, at her Shaper's direction, to other colors or patterns; this is currently more for amusement/entertainment than anything else, but may develop into Blending Concealment; similar to the "Minor Morph" feature, but only for hair/fur color); (1pp)
-Feature 0: Tail (she has a long tail, like a snow leopard; it is not prehensile, but is used for balance, and can be a clue to her emotional state)(This has no mechanical benefit, and thus no cost, but is included for completeness); (0pp)
-Feature 1 ("Soft and fuzzy"): Enhanced Skill 2 (Deception +4), Limited- only to appear "cute" or nonthreatening (including against Assessment); (1pp)
-Feature 1 ("Warm and soft"): Soft silky fur, slightly elevated body temperature, vibration from persistent purring (this is functionally the Attractive Advantage but for tactile senses rather than visual); (1pp)
-Feature 1 ("Paws and effect"): Suffers no penalty for moving/operating on all fours (Similar to Prone Fighting Advantage; but moving on all fours does limit her ability to carry things or perform some other actions, at GM's discretion); (1pp)

>Savage claws (Array)
-Claw swipe (base power): STR +2, close damage, +Precise, +Subtle 1 (Retractable); (4pp, base)
-Climbing claws: Movement 2- Wall-crawling 2; -Quirk: Surface must be soft enough for claws to grip, or have some cracks; (3pp= 1pp/ AE)

Complications:
-Illiterate: She knows that those symbols, that "writing" has power, but feels that sort of thing is best left to Shapers and she has no desire to learn it. She can accurately copy writing/ symbols that she finds in her travels, if the Shaper is interested.
-Bound to the Shaper's will
-Motivation: Exploration/wanderlust/curiosity

>Character quirks/RP guidelines:
-Pack hunter: Pounce! is unshakably loyal to "Her" Shaper and will often try to amuse or comfort them, or bring them things that she thinks they might find interesting. She is also loyal to the Shaper's other creations, considering them members of her pack. She has no particular loyalty or fondness for other Shapers, or for their creations.
-Won't lie (but will keep silent)
-Almost always eating something (at a reflexive/ unconscious level)
-Acts timid and quiet when around other Shapers/creations; she prefers to be barely noticed at all (and never wants to be the center of attention)
-Typically acts pre-verbal, except around "Her" Shaper (uses broad range of feline vocalizations and body language; "words are a Shaper thing")
-She is mildly addicted (by design) to the proximity or physical contact of "Her" Shaper- this is a bit of a safety mechanism, to keep her coming back, since she does wander far afield...

Point Accounting: Abilities 46pp; +Defenses 4pp; +Skills 10pp; +Advantages 14pp; +Powers 31pp= 105/ 105pp

>Future planning:
-Comprehend 2 (Animals); improvement from base Animal Empathy (Advantage)
-Concealment 4 (All visual), Limited- Blending; improvement from Color-changing fur (Feature)
-Improve senses
-improve movement abilities
Last edited by pathfinderq1 on Thu Jul 07, 2022 1:10 am, edited 36 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

MorningStar

PL 10/ PP 150 (Unspent 0)
-HP: 1

Real name: Keyanna Estrellita Ortiz
Codename/nickname/other aliases: Key, Star, Lita
Concept/archetype: Solar-powered paragon/blaster
Gender: female
Age: 21
Height: 5'6"
Weight: 140
Hair: Black
Eyes: gold
Skin: Golden brown

GAME STATS:
Abilities: (58 pp)
STR 1 (Enhanced 12, lift 13) / STA 8 / DEX 2 / AGI 4
FGT 6 / INT 2 / AWE 4 / PRE 2

Defenses: (12 pp)
Toughness: +8 (STA 8, +0pp)
Parry: +8 (FGT 6, +2pp)
Dodge: +8 (AGI 4, +4pp)
Fortitude: +8 (STA 8, +0pp)
Will: +10 (AWE 4, +6pp)
(Heart of a star: T12/P8/D8)

Immunity: Environmental radiation, Starvation/ thirst
Immunity (Half effect): Environments (4: Heat, cold, low pressure, high pressure); Need to breath (all/2); natural aging, disease, poison, need for sleep
-(Some additional effects dependent on array selection)

>Offense:
Initiative: +4
Close attack: +6
Ranged attack: +4

>Specific attacks:
-Basic unarmed: +8, DC 16 (+1), close, crit 20
-Unarmed (heart of a star): +8, DC 27 (+12), close, crit 20
-Plasma Strike: +10, DC 25 (+10), Close, crit 20
-Solar blast: +8, DC 27 (+12), ranged 120/300/600), crit 20
(+various stunts/ future array slots)

Skills: (113 pp= 26sp)
>Trained: Acrobatics +5 (1sp); Athletics +2 (2sp; Enhanced up to +10); Deception +7 (2sp; Taunt +11); Insight +5 (1sp); Intimidate +6 (1sp); Investigate +3 (1sp); Perception +5 (1sp); Persuasion +6 (1sp); Technology +3 (1sp)

>Combat skills: Ranged combat (Throwing) +2 (0sp); Close combat (Unarmed) +6 (2sp); Ranged combat (solar blast) +4 (2sp); Close combat (Solar array) +6 (0sp)

>Expertise skills: Profession (college student) +3 (1sp); Cooking +5 (3sp); Streetwise +4 (2sp); Pop culture +3 (1sp); Area knowledge (Chicago) +5 (3sp); Perform (dance; uses AGI) +5 (1sp)

>Untrained: Sleight of hand +1; Stealth +4; Treatment +2; Vehicles +1

Advantages: (14 pp)
>Base: Accurate attack; Attractive x1 (exotic); Benefit x1 (Ambidexterity); Equipment x1; Evasion x1; Great endurance; Languages x2 (Spanish, Portuguese); Luck x1; Move-by action; Ranged attack x2; Teamwork; Uncanny dodge

>Campaign bonus: Benefit (AEGIS agent); Equipment (AEGIS gear- uniform, blaster pistol, handcuffs, commlink)

>Enhanced Advantages (bought as Powers): n/a (Some dependent on array selection)

POWERS: (55pp)
>Natural abilities:
-Senses 1: Direction sense; (1pp)

>Starsight:
-Feature 1 (Fire in the eyes); (1pp)
-Senses 2: Ultravision, Extended vision 1 (x10); (2pp)

>Stardancer:
-Flight 1 (glowing contrail); (2pp)
-Feature 1 (Personal spotlight); (1pp)

>Fueled by the sun:
-Feature 1 (Light resistant); (1pp)
-Regeneration 1; (1pp)
-Immunity 2: Environment (radiation), Starvation/ thirst; (2pp)
-Immunity 10 (Half effect): Environments 4 (cold, heat, low pressure, high pressure); Need to breath 2 (all); Natural aging, need for sleep, disease, poison

>Solar paragon (Array)(33pp total)
-Sunlight control (Base power, Dynamic; 26pp)
-Starflight (AE, Dynamic; 26)
-Heart of a star (AE, Dynamic; 24)
-Solar blast (AE, Dynamic; 21)
(+Spaceflight, Blinding flash, Nova burst, Plasma cutter, Plasma strike)
Spoiler
Solar paragon (Array)(31+1+2+2+2+1)
>1. Sunlight control (Base power, Dynamic)
(30+1= 31pp, +1 Dynamic base)
-Environment 5 (500' radius)(5x 6pp/rank)
Bright light 2, +Custom 1 (counts as natural sunlight), +intense heat 1, +Selective 1 (area), +Selective 1 (intensity/brightness); (2+1+1+1+1= 6pp/ rank)
+F/ Precise; (+1pp)

>2. Starflight:
(18+3+2+2+1+4+1= 31pp; +2pp/ DAE)
-Enhanced flight +9 (10 total; 2000 mph); (18pp)
-Immunity 3 (friction heat, own slams); (3pp)
-Movement 1 (Environmental adaptation- high altitude); (2pp)
-Immunity 4 (Raised from half to full)(Need to breath/ all, low pressure, cold); (2pp)
-Enhanced Advantage 1 (Favored environment- flying/ open air); (1pp)
-Enhanced Defenses 8 (Dodge +4, Parry+4); Limited- only while flying; (4pp)
-Enhanced Advantages 2 (Evasion +1, Improved Defense); Limited- only while flying; (1pp)

>3. Solar blast:
(24+1+1+1+1-1= 27pp; +2pp/ DAE)
-Ranged damage 12, +Precise, +Split 1, +Feature (can be fired from eyes or hands), +Accurate x1, Diminished range x1 (10/25/50 per rank); (27pp)

>4. Plasma strike:






5. "Heart of a star":
(22+1+4+4= 31pp; +1pp/ DAE)
-Enhanced STR +11 (12 total); (22pp)
-+Powerlifting +1 (13; 200 tons); (1pp)
-Protection +4 (12); (4pp)
-Immunities 8 (raised from half to full): Environments 4 (heat, cold, low pressure, high pressure); Need to breath (all/2), Disease, Poison; -Sustained; (4pp)

>Stunts/future array: Blinding flash, Spaceflight, Nova burst, Plasma cutter

>Features:
-Fire in the eyes:

-Light resistant (From Power Profiles- Light): You have a minor degree of immunity to light effects, enough that you never sunburn, need sunglasses, or otherwise have trouble with any amount of full direct sunlight.

-Personal Spotlight (From Power Profiles- Light): You have a personal "spotlight" that can illuminate you at will and follow your movement, putting you in a continuous "pool" of light no more than distance rank -2 (6 feet) across.
BACKGROUND:
History: TBD

Complications:
-Solar-powered (Power loss): Both Lita's powers and her metabolism are fueled by solar energy conversion, and the reserves of energy are not infinite. Extended use of her powers could cause them to weaken or fail entirely until she can recharge, and extended periods of deprivation could cause her to get weak or tired, rather like a normal person would starve without food over time. A normal cloudy overcast day still allows her to absorb SOME energy- the equivalent of "bread and water"; even though moonlight is technically just reflected sunlight it doesn't seem to do much for her.

-Do good/ help out (Motivation)

-AEGIS agent (Responsibility):

-Relationship (Her family): Lita has a pretty large family (between her parents and all those siblings) and an even larger extended family (with cousins, aunts, uncles, and so on throughout the neighborhood, the city, and the greater Southeast). She is on generally good terms with them. Mostly. Maybe one of her older brothers has gotten into trouble while traveling, or maybe a cousin has friends who are convinced that metahumans are agents of Satan; or maybe it is as simple as an old-fashioned family reunion, which she Has To Attend...








Description: TBD

Point Accounting: Abilities 58pp; +Defenses 12pp; +Skills 11pp; +Advantages 14pp; +Powers 55pp= 150/ 150pp

Future planning: TBD
Last edited by pathfinderq1 on Sun Feb 06, 2022 1:18 am, edited 35 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

"Peaches"
-(Sunstorm)

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

Real name: Georgia Danielle Holloway
Codename/nickname/other aliases: Peaches; Asset G-127
Concept/archetype: Teen-age powerhouse, reluctant government enforcer
Gender: Female
Age: 17
Height: 9'1" now (was 5'9")
Weight: 820 lbs (was 170lbs)
Hair: brown
Eyes: brown
Skin: tanned caucasian

GAME STATS:
Abilities: (56 pp)
STR 8 (10; Lift 11) / STA 8 (10) / DEX 1 / AGI 2
FGT 6 / INT 0 / AWE 2 / PRE 1

Defenses: (8 pp)
Toughness: +10 (STA 10, +0pp)(Impervious 10)
Parry: +6 (FGT 6, +0pp)
Dodge: +6 (AGI 2, +4pp)
Fortitude: +10 (STA 10, +0pp)
Will: +6 (AWE 2, +4pp)

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

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

>Specific attacks:
-Unarmed strike: +6, effect +10 (DC 25)
-Throw Something: +4, effect variable (up to +10/ DC 25)

Skills: (24 sp= 12 pp)
>Trained: Acrobatics +4 (2sp); Athletics +12 (2sp); Deception +2 (1sp); Insight +3 (1sp); Intimidation +11 (STR; 1sp); Investigation +1 (1sp); Perception +4 (2sp); Persuasion +2 (1sp); Technology +1 (1sp)

>Combat skills: Ranged combat (Throwing) +4 (2sp); Close combat (unarmed) +6 (0sp)

Expertise skills: Streetwise +4 (4sp); Pop culture +2 (2sp); Profession- delinquent +2 (2sp); Profession- student +1 (1sp); Profession- agent +1 (1sp)

>Untrained: Sleight of hand +1, Stealth +2 (+0 actual), Treatment +0, Vehicles +1

Advantages: (20 pp)
>Base: Benefit x1 (Ambidexterity); Benefit x1 (Government agent- sort of); Benefit x1 (Status- emancipated minor); Equipment x1; Fast grab; Fearsome presence (Use STR to Intimidate); Great endurance; Improved critical x1 (unarmed strike); Improved grab, Improved smash, Improved trip, Luck x1; Luck x1 (Recover), Move-by action, Ranged attack x1, Skill mastery (Athletics); Teamwork; Throwing mastery x1; Ultimate effort (Toughness); Withstand damage

>Campaign freebies (From PRE 1): Language x1 (Spanish)

>Enhanced Advantages (bought as Powers): None currently

POWERS: (24pp)
>Healing factor:
-Regeneration 1, +Persistent; (2pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Natural aging, need for sleep; (1pp)
-Feature 1: Iron stomach; (1pp)

>Tough as heck
-Impervious Toughness 10; (10pp)

>Bigger and badder:
-Growth 2, +Permanent; (4pp)
-Powerlifting 1 (Lift STR 11; 50 tons); (1pp)
-Feature 1: Reach 1 (5ft); (1pp)
-Speed 1; (1pp)
-Leaping 1; (1pp)


BACKGROUND:
History: Peaches was born in South Carolina and lived there until she was twelve. She was always an athletic kid, a little larger and stronger than the rest of her classmates, but lacking the drive or ambition to become a star athlete. She was just sort of coasting through life. But just after she turned twelve, her father was arrested (along with several of his friends) for a long list of crimes. Her mother divorced the scoundrel and moved back to live with her own family in rural Illinois, bringing Peaches along.

Peaches struggled to adapt to a new town, a new school, a new LIFE- it was just so much work. She fell in with a bad crowd, and soon found herself working as muscle for the local bullies. After a few incidents she found that she didn't actually have to push anyone around- she just had to stand by and look threatening. That was much easier, and this role continued into high school. Soon enough, her "partners" started to get into more serious activities. Peaches didn't care that much (and wasn't really paying attention to what trouble the crew was getting into) and her mother and larger family didn't notice or didn't care. Juvenile warnings and then arrests started happening- which earned her some stern lectures, first from her family, than the police, then a judge.

It all came to a breaking point one night when Peaches and her crew were joyriding around town in a stolen car and got involved in an accident which killed an innocent family. Peaches wasn't driving, but when the survivors got pulled from the wreckage she was the one found to be carrying illegal drugs. Since she already had a record, that meant some time in a juvenile detention facility upstate. Many of the other kids were from far tougher environments, and Peaches had to work harder than she would like to stake out a place in the not-quite-prison pecking order- once again, she ended up not as a bully herself, but as an enforcer.

And then the Sunstorm happened, and turned the world upside down. Over the course of three days of unconsciousness, her body grew- and her strength grew even more. In the aftermath of the event, Peaches and several other teenage Sunstormers were moved to a secretive facility for further study- the place she ended up at had "subjects" from a dozen juvenile detention centers throughout the Midwest. The handlers leaned on her pretty hard, especially after they found out how strong she was, and how tough- in truth, they leaned on her a little too hard- and when one of the other detainees started a sort of riot, Peaches put her strength to work, AGAINST their jailers.

She didn't make it out of the facility- but she also didn't die, and even some of the hardened correctional officers and soldiers were impressed by some of what she did that night. She was recruited to act as a government agent of sorts, shown both the carrot and the stick. After a bit of manipulation she signed on, basically taking up her old "enforcer" role for the government, in return for both legal and financial assistance- oh yeah, and a "sense of purpose". What-ever...

But now the government had a stick of their own, even if they tended to use her a bit sparingly, and as covertly as they could. But when the official government Sunstorm task force rolled out to make a new contact, they had a bit of an edge...

Complications:
-Lacks ambition: Peaches in not exactly lazy- she just has little ambition, and tends to prefer living her life with as little effort as possible. She doesn't like to work hard, or to think hard- she is perfectly content to accomplish tasks with as little energy as possible, and (for the most part) to let others think or make decisions for her. Her life motto might well be "What-ever..." Presented with an assignment, she will generally choose whichever method uses the least energy (despite her improved physical abilities) to get the job done (even if quality suffers a bit), and she will rarely take initiative to "Go above and beyond" with assigned tasks ("You said to grab that guy- you didn't say anything about his friends, so I let them go..."). She would much rather spend her days watching television or playing video games or just hanging out than WORKING out or participating in the military-adjacent training that they keep assigning her, that is for sure...

-Stands out in a crowd: Peaches is permanently nine feet tall, and she weighs about 800 pounds. This makes her very noticeable, and causes all kinds of problems in normal day-to-day life. Among other things, almost all of her clothing needs to be specially made, and she can't ride in most normal vehicles (operational transport usually involves some sort of cargo van). She also needs an absolutely enormous amount of food.

-Responsibility (draftee): Peaches is, somewhat reluctantly, a government agent- a status which is complicated by her age and her juvenile criminal history. She works for the government, lives in government provided housing, and receives financial and legal assistance from the government- but they pretty much own her. She has to do what they say, when they want- her living situation is comparable to many armed forces special operators (except that she doesn't really get leave, or have a home to go to). She is allowed to have some degree of social contact on-line, but this is heavily monitored.

-Motivation: "Protect and serve, sort of" Peaches is functionally a very specialized law enforcement asset- she is less of an agent or police officer and more like a K-9 or bomb detection dog. She is told, rather often, that she is helping the country, helping the government, helping people with her assigned duties- and at some level she actually believes that (because believing her handlers is much easier than doubting them and having to make her own decisions or take personal responsibilities for her actions, and Peaches likes taking the easy road). But she also does like helping people...

-Reputation (delinquent): Before the Sunstorm, Peaches was in a juvenile detention facility for the state of Illinois, and was probably on track to spend most of her adult life in prison- she is hardly a hardened vicious criminal, but is easily led and tends to associate with some unsavory people (and is too loyal to rat out her friends, even if they are not REALLY friends). She prefers threats and intimidation (often just silently standing there looking like she is ready to do violence, in support of someone else's threats or schemes), but she is perfectly willing to cause damage if needed (it is much easier now).

-Fear (Drowning): In her new form, Peaches is slightly more dense than a normal person- too dense to float normally (though she can still swim albeit rather clumsily). Her new abilities do not include full environmental immunity, so she can drown, and her trainers found this out quickly enough during her induction. Given how tough she is otherwise, they tend to use "the Tank" as a punishment, and she has developed a rather severe fear of drowning, even outside of officially-sanctioned torture.

Description: Peaches (as she prefers to be called) looks like a normal, All-American, sort of girl- she is slightly on the stocky side of athletic, but otherwise rather mundane, neither notably attractive nor ugly, though perhaps a bit too prone to scowling. She has wavy brown hair, currently cut rather short, and brown eyes. Someone looking at a picture of her might take her for a successful high school athlete, maybe the catcher on the softball team, or perhaps on the rugby club. Nothing special, not really. Most pictures of her look like the sort of shots you would see in a high school yearbook (except for the mugshots, of course).

Unless, of course, that picture of her had something to show an idea of scale, because since the Sunstorm, she is nine feet tall and weighs about 800 pounds (in addition to actual growth, she is slightly denser than a normal person). These day she tends to dress in a purely utilitarian fashion- typically loose athletic clothing or military fatigues- since all of her clothing needs to be custom made.

Point Accounting: Abilities 56pp; +Defenses 8pp; +Skills 12pp; +Advantages 20pp; +Powers 24pp= 120/ 120pp

Future planning: TBD
Last edited by pathfinderq1 on Sun Jun 04, 2023 5:37 pm, edited 59 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Jackrabbit (Sunstorm)

PL 7/ PP 135 (Unspent 0)
-HP: 1

Real name: Taylor Jacqueline Cavanaugh
Codename/nickname/other aliases: Jax
Concept/archetype: Speedster
Gender: female
Age: 18
Height: 5'2"
Weight: 115
Hair: Red
Eyes: blue
Skin: pale caucasian, freckled

GAME STATS:
Abilities: (54pp)
STR 1 / STA 5 / DEX 1 / AGI 6
FGT 4 / INT 3 / AWE 4 / PRE 3

Defenses: (6 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive Roll)
Parry: +6 (FGT 4, +2pp)(Enhanced +8)
Dodge: +6 (AGI 6, +0pp)(Enhanced +8)
Fortitude: +5 (STA 5, +0pp)
Will: +8 (AWE 4, +4pp)

Immunity: Disease, Poison, Friction heat, own slams
Immunity (Half effect): Aging, need for sleep, fear, Interaction effects

Offense:
Initiative: +10
Close attack: +4
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +4, DC 16 (+1); Close, Crit 20
-Jackhammer strike: +8, DC 21 (+6), Close, multiattack, Crit 20
-Fastball: +10, DC 19 (+4), Ranged (40/100/200), Crit 20

Skills: (10 pp)
>Trained: Acrobatics +7 (1sp); Athletics +7 (1sp); Deception +7 (4sp; +11 Taunt); Insight +5 (1sp); Investigate +4 (1sp); Perception +5 (1sp); Sleight of hand +2 (1sp); Stealth +7 (1sp); Technology +4 (1sp); Treatment +4 (1sp)

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

>Expertise skills: Profession (Student) +4 (1sp); Streetwise +4 (1sp); Pop culture +4 (1sp); Area knowledge (Chicago) +5 (2sp); Exercise/ fitness +4 (1sp)

>Untrained: Intimidate +3, Persuasion +3 (Attractive +5)Vehicles +1

Advantages: (9pp)
>Base: Benefit x1 (Ambidexterity); Benefit x1 (Athletics based on AGI); Equipment x1; Evasion x1; Great endurance; Luck x1; Skill mastery x1 (Athletics); Teamwork

>Campaign bonus (Free from PRE 3): Attractive x1, Language x1 (Spanish), Taunt

>Enhanced Advantages (bought as Powers): Improved initiative x1, Defensive roll x1, Evasion +1, Quick draw, Uncanny dodge (+Others by array selection)

>POWERS: (60pp)

>Mundane abilities:
-Senses 1: direction sense; (1pp)
-Immunity 6 (Half effect): Fear (1), Interaction effects (5); (3pp)
-Skill focus 2: Deception +4, Limited- Taunt/feint only; (1pp)

>Speedster metabolism:
-Regeneration 1; (1pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Natural aging, need for sleep; (1pp)
-Enhanced Advantage 2: Luck x2 (Recover), Limited- only to recover fatigue from extra action use; (1pp)
-Feature 1: Iron stomach; (1pp)

>Speedster basics:
-Superspeed 1 (Speed 1, Quickness 1, Improved initiative 1); (3pp)(60 ft/ 4mph base; or 1200 ft/8mph with DC 15 Athletics, normally auto-success)
-Senses 2: Vision (Rapid 1; x10), Hearing (Rapid 1; x10); (2pp)
-Immunity 3: Friction heat, own slams; (3pp)
-Enhanced Defenses 4: Dodge +2, Parry +2; (4pp)
-Speed-vantages= Enhanced Advantages 4: Defensive roll x1, Evasion +1; Quick draw; uncanny dodge; (4pp)

>Advanced Speedster Abilities (Array)(21+1+2+2+2+1= 29pp total)
-Run, Run, Away (Base power, Dynamic)(21pp, +1pp dynamic/base)
-Gotta Catch 'Em All (AE; Dynamic)(21pp; +2pp D/AE):
-Jackhammer strike (AE; Dynamic)(18pp; +2pp D/AE):
-Fastball (AE; Dynamic)(15pp; +2pp D/AE):
-Run on air (AE)(21pp; +1pp AE):

(ARRAY)
Spoiler
>Run, Run, Away (Base power; Dynamic): (9+1+1+1+3+2+6= 24pp base, +1pp dynamic base)
-Speed +9 (10 total; 4 miles/move; 2000mph); +Precise; (9+1pp)
-Leaping 1; (1pp)
-Swim 1; (1pp)
-Movement 3: Wall-crawling 2, Water-walking 1; Limited- only while running (Speed3+); (3pp)
-Concealment 4 (all visual), Limited- only while running (Speed 3+), Limited (Partial= blur); (2pp)
-Super-speedvantages 4: Agile feint, Set-up x1, Instant up, Interpose; (4pp)

>Gotta Catch 'Em All (AE, Dynamic): (12+6+3= 21pp; +2pp D/AE)
-Quickness +9 (10 total); +Subtle 1 (Rapid senses); +Precise; (11pp)
-Feature 1: Instant change 2 (any clothing), Quirk: Limited to prepared or readily available clothes); (1pp)

-Normal STR (1) gains: Area 2 (Burst 2, 60ft), Selective, -Limited (low ceiling, must reach target; instead of a 60 ft sphere/ dome, it is a 60 ft circle, only about 8-10 ft tall, and she must be able to move to any spot she wants to affect); +Subtle 1 (Rapid senses), +Precise; +affects insubstantial 2 (full power); (2+1-1= +2pp per rank of STR x1= 2+1+1+2= 6pp total)

-Enhanced Advantages 2: Improved Disarm, Improved Trip; (2pp)
-Feature 1: use current Speed rank for Disarm check, not STR; (1pp)

>Jackhammer strike (AE, Dynamic): (5+6+2+1+4= 18pp; +2pp D/AE)
-Close damage STR +5 (Unarmed/impact), +Multiattack 6, +Accurate 2 (+4, +8 total), +Subtle 1 (Rapid senses); (5+6+2+1= 15pp)
-Enhanced Advantages 4: Improved Smash, Power attack, Takedown x2; (4pp)

>Fastball (AE, Dynamic): (3+4+4+4+1-1-1+1= 15pp; +2pp D/AE)
-Ranged damage STR +3 (4), +Multiattack 4; +Accurate x4 (+8, +10 total), +Variable damage descriptor (Cut/Pierce/Bludgeon, by projectile), -Quirk (Requires small projectiles to throw; projectile used determines damage type), -Diminished range 1 (10/25/50 per rank); (+4+1-1-1= 11pp)
-Enhanced Advantage 1: Throwing mastery 1; (1pp)

>Run on air(AE): (12+2+7= 21pp; +1pp AE)
-Flight 5, +Precise, +Subtle 1 (Unusual senses); +Precise; (10+1+1= 12pp)
-Enhanced Advantage 1: Favored environment (Flying/ open air); (1pp)
-Senses 1: Awareness (Air); (1pp)

+(Linked) Environment 1 (30ft): Impede movement 2, +Selective 1 (Area), +Selective 1 (Effect level): +Feature: Affects insubstantial 2 (full power), +Subtle 1 (unusual senses); (2+1+1= 4 per rank x1= 4pp +2+1= 7pp)
>Background:

-History:

Complications:
-Do good, help people (Motivation):

-Speed trap (Accident): Jax can move really really fast when going all out, fast enough to possibly outpace even her own enhanced senses and reactions. In addition, the speed and momentum she generates can have a problematic effect on the local environment- for instance an accidental sonic boom would be dangerous in a city of close-packed buildings... (She is also very hard on shoes, stairs, carpet, and so on...)

-Thrills (maybe just a bit...): While she is generally sensible and down-to-earth, she does like to move fast and Do Stuff. It is kind of fun, and paradoxically relaxing (when she is running, she can get lost in the moment, and let the pressures and demands of the rest of her life take a back seat for a bit). Only now she can move a lot faster, and Do a lot more Stuff- will she get addicted to the the thrills that her new powers offer?

>RP Hooks (not full Complications):
-Family matters (Responsibility):
(Mother- Heather Anne (Carson) Cavanaugh)
(Father, younger sister- deceased)


>Description:


Point Accounting: Abilities 54pp; +Defenses 6pp; +Skills 10pp; +Advantages 9pp; +Powers 56pp= 135/ 135pp

Future planning: Improve SuperSpeed to 3 (Speed/ Quickness max 12), explore temporal abilities

Capsule: Jax is a speedster, able to act and move with superhuman speed- simple enough on the surface. But only a small fraction of her abilities come from physical enhancement- most of her powers come from a unique relationship with the normal flow of time.
Last edited by pathfinderq1 on Sat Jun 18, 2022 9:00 pm, edited 59 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Pok'

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

Real name: (Something long and unpronouncable- she rarely uses it for anything except "Official" business)
Codename/nickname/other aliases: Pok'
Concept/archetype: Powerhouse, alien
Species: Kronen
Gender: N/A (female)
Age: 31 (Equivalent to 17 human years)
Height: 5'2"
Weight- 800lbs
Hair- N/A
Eyes- Black (crystalline)
Skin- Dark grey (stone; lightly mottled)

GAME STATS:
Abilities: (66pp)
STR 10 (12)(Lift 13) / STA 8 (10) / DEX 1 / AGI 2
FGT 6 / INT 1 / AWE 4 / PRE 0

Defenses: (8 pp)
Toughness: +10 (STA 10)(Typically 12, Impervious 2)
Parry: +6 (FGT 6, +0pp)
Dodge: +6 (AGI 2, +4pp)
Fortitude: +10 (STA 10, +0pp)
Will: +8 (AWE 4, +4pp)(+10 vs. Fear/Intimidation)

Immunity: Disease, Poison, Critical hits, Need to breathe (all/2), Environments (all/5)
Immunity (Half effect): Aging, need for sleep

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

>Specific attacks:
-Unarmed strike: +6, DC 27 (+12)
-Grab: +6
-Throw Something: +4; DC Variable (up to 27/+12)

Skills: (18sp= 9pp)
>Trained: Acrobatics +3 (1sp), Athletics +13 (1sp, Mastery), Insight +6 (2sp), Intimidate +13 (1sp), Investigate +2 (1sp), Perception +5 (1sp), Persuasion +1 (1sp)

>Combat skills: Close combat (Unarmed) +6 (0sp); Ranged combat (Throwing) +4 (2sp)

>Expertise skills: Profession (Spacer crew) +3 (2sp), Profession (Bouncer) +2 (1sp), Galactic +5 (4sp), Perform- Drumming (DEX) +2 (1sp)

>Untrained (Jack of all trades): Deception +0, Sleight of hand +1, Stealth +2, Technology +1, Treatment +1, Vehicles +1

Advantages: (22pp)
>Base: Accurate attack, Benefit x1 (Ambidexterity), Diehard, Equipment x2, Evasion x1, Fast grab, Fearless x1, Forceful intimidation (Use STR for Intimidate), Great endurance, Improved grab, Improved smash, Interpose, Jack of all trades, Language x1 (Technate Standard; native is Kronen), Luck x1, Move-by action, Ranged combat x1, Skill mastery x1 (Athletics), Takedown x1, Teamwork, Throwing mastery x1

>Enhanced Advantages (bought as Powers): N/A
>To Add: Power attack, Withstand damage, Improved critical (unarmed), etc.

>Equipment (10ep): Translator pin (6ep), multitool, commlink.


>POWERS: (32pp)
>Natural talents:
-Senses 1 (direction sense); (1pp)

>High-G race:
-Density growth 2, -Permanent, +Innate; (5pp)
-Leaping 1; (1pp)
-Powerlift 1 (STR 13 to lift/carry); (1pp)

>"Metamorphic rock":
-Variable 1 (Physical shapeshifting), -Quirk: Retains color/texture, retains mass; (7-1= 6pp)
-Regeneration 1, +Persistent, +Regrowth; (3pp)
-Immunity 9: Disease, Poison, Need to breathe (all/2), Environments (All/5); (9pp)
-Immunity 2 (Half effect): Natural aging, need to sleep,
-Immunity 2: Critical hits; (2pp)
-Feature 1: Iron stomach (digest just about anything); (1pp)
-Feature 1: Internal compartment 1; (1pp)
-Feature 1: Hands like tools; (1pp)
-

>Variable uses (5pp available):
-Protection +2, Impervious 2 (this is most commonly used)
-Insubstantiality 1,+Precise, -Distracting,-Concentration (4pp)
-Immunity 5 (Transformation effects)
-Movement 1: Environmental adaptation- High gravity
-Burrowing
-Variable damage descriptor (add Cutting or Piercing), for Unarmed/close attacks (+Reaction damage when struck)
-"Rolling Rock": Speed 4, +unarmed combat skill (Charge)
-Long arms (Reach 1-2 for normal STR)


BACKGROUND:
History: Pok', as she is commonly known, was born on a backwater heavy gravity world somewhere out in the galactic equivalent of the middle of nowhere. Her village mostly made their living as miners, as many Kronen do- and while most of their negotiations with their buyers were remote or automated, sometimes there were in person visits (to assess the mines or their product, mostly).

Pok' spent most of her early childhood like most Kronen children do- listening to the stories of the village elders, and playing childish games (most of which had roots in the sort of physical tasks the children might take up when they were older, like the ever-popular 'rock-stacking game'). But soon enough, difference began to be apparent- one day while the other children were playing "Stand in the rushing river", Pok' decided to, instead, play a game of her own invention, called "walk to the next village' (despite having no idea how far it was, and only a vague idea which direction it was in). The game, as it happened, took three days.

And that was only her first "indiscretion". Fortunately, while "The Wandering" was rare, the village elders were familiar with it. When the growing children were assigned their first work apprenticeships, Pok' was assigned to Transport, the team that hauled the mine's product to the nearest processing facility. That was interesting enough- at first. Sometimes, though, the miners dug up rarer ores or objects, things which needed to be taken to other processing facilities- or even directly to the continent's only spaceport for shipping off-world. And THAT was a big deal to Pok'- she had planned to explore the WHOLE WORLD someday; the idea that there were OTHER worlds (and quite a few of them, from what she could tell) was truly a revelation. These trips, however, were rare- only every two or three years. On her first trip, Pok' was captivated, but a bit overwhelmed. Three years later, on her second trip, she was ready- and she didn't expect to be coming home anytime soon...

She was able to find work among other Kronen around the port- at first simply as general heavy labor. She was able to learn enough Technate Standard to converse with other species, and to pick up a wider range of job skills- she seemed to learn the basics of new skills quickly enough, but few of them were interesting enough to learn further. After a while, she got hired as cargo handler on an outbound ship- her immense strength and durability, linked to a thinking mind, made her far more useful than a traditional forklift. She traveled the spaceways for a few years, working as basic crew- she got a lot of different jobs because she willing to work cheap- her real payment was the traveling itself, and seeing new places. Sometimes, when she found a particularly interesting world she would take a job planet-side, most often as a bouncer in some spaceport bar or another, and spend her spare time exploring the planet.

She wasn't ever entirely sure how she got connected to the Last Men Standing- she had been on one particular backwater world for weeks, not because it was interesting but because there just weren't many ships visiting. The Last Men Standing had come to meet a contact, but it had been a trap. When the fighting started, Pok' realized how badly the Men were outnumbered and leapt to their defense. In a chaotic fighting retreat, she helped the survivors back to their ship- and had little choice but to leave with them.

She has been with them ever since. Sure, that amounts to a bit less than a Terran Standard year- but she has made some friends and proved her worth. And, of course, their constantly "on the run" lifestyle has provided the travel she loves so much.

Who knows what adventures lie ahead?



Complications:
-Unfamiliar with Earth culture: But willing to explore it, and learn as much as she can...

-Motivation (wanderlust/ curiosity): Her race tends to stay on whatever world they were born on, and many rarely even leave their village- Pok' on the other hand, wants to see as much of the universe as she can. She loves to wander and explore, and is always interested in new experiences- but not always good at judging whether those experiences might be dangerous. In addition, in not-critical situations (where she is not focused on the task at hand) she could easily be distracted or even led astray by the lure of something new or interesting...

-Heart of gold: Despite her occasionally flighty nature, Pok' is, in many ways, utterly reliable (and predictable). She is completely loyal to her friends, and will go out of her way to protect those who seem to be in danger or physically weak or frail (sometimes even to the point of taking their share of physically demanding but not dangerous tasks or chores) . She is also quite honest- she always keeps her word, and is so bad at lying that she doesn't usually bother to try (though she understands why other might do it, and is good enough at keeping her mouth shut).

-Obviously inhuman (Prejudice): Pok', like all Kronen, appears to be a fairly crude stone statue of a human (-oid)- they cannot even remotely pass for human, and even other aliens may treat them poorly. Their race has a reputation for being hidebound, slow-witted, and generally dull. Pok' breaks that mold in a lot of ways, but some beings can't be bothered to tell the difference...

-Inhuman anatomy: The Kronen are silicon-based life-forms with nothing even approaching a human metabolism or body structure. They are living beings, not constructs, but lack many internal organs. Medical treatment is difficult or even impossible under normal circumstances, requiring powers or some degree of super-science. Kronen can not swim, and may encounter other problems when dealing with a world not designed to handle their mass- don't expect them to walk on a tightrope or sit in a folding chair, for instance. Some of these issues are merely embarrassing or comical- but some can be more serious...

Description: Pok' is just a bit over 5 feet tall, with a stocky humanoid build; she appears to be a humanoid statue of smooth dark grey stone, with only vaguely recognizable features (eyes, a crude mouth which also functions as a nose); As a rough-hewn sculpture, she does not have an identifiable gender (though she generally identifies as female). Pok' weighs just about 800lbs. Pok' is relatively young for her species, the equivalent of mid teenage years for a human. She has eyes of faceted black crystal, set deep under a prominent brow ridge and like most of her folk has a very deep voice, almost more felt than heard, though she really doesn't talk much.

Pok' is very easy-going and relaxed, quiet but generally cheerful. She loves to explore and to experience new things, or to re-experience things that were pleasant or interesting. She finds a degree of peace and relaxation in physical tasks, even ones that would be repetitive (or demanding for someone less robust). Her sense of humor is fairly traditional, though she dislikes slapstick as she often worries about the health of the participants... She is quite honest and reliable, but realizes that not everyone is.

Point Accounting: Abilities 64pp; +Defenses 8pp; +Skills 9pp; +Advantages 22pp; +Powers 32pp= 135/ 135pp

Future planning: improve durability (Immunities, Impervious), Add STR options, maybe add 1 rank of shifting Variable

>Racial profile: It is generally believed that the Kronen were originally created as a servitor race, which would explain their distribution across their "home" quadrant despite lacking space travel technology of their own. No race has claimed credit for their creation, though, and if it happened it was some time ago- and they have since evolved into a self-sufficient species, and spread further around the galaxy on the transports of other races. Unlike most lifeforms, they are silica-based, rather than carbon-based- they appear to be humanoid statues carved of stone. Strictly speaking, they are genderless, and reproduce by a sort of cooperative parthenogenesis where two individuals work together to produce a crystalline "egg". Individuals who associate with other races frequently may identify as one gender or another. Kronen are far stronger than humans, and specifically adapted to high gravity worlds; they are also far more durable than most species, capable of surviving a broad range of environments.

Kronen have a general reputation as hard-working and honest but a bit dull, dim-witted, and hidebound. While they can use technology well enough, especially in the course of their work, they have no particular fondness for it. Given their rock-like nature, it is no surprise that they are prone to settling in one particular area- Very few of them leave whatever planet they were 'born' on, and most never even leave the immediate area of their settlement. While not exactly xenophobic, they have little interest in dealing with other races.

From time to time, a rare individual is born with a wanderlust or curiosity which draws them out into the wider universe. This peculiarity is usually associated with a particular physical mutation as well- these individuals have a limited ability to reshape their otherwise rock-solid bodies. These individuals tend to travel widely, often signing on as starship crew or taking up various "heavy labor" occupations. They are generally far more comfortable associating with other species than their stay-at-home brethren. It is believed that these individuals are responsible for spreading the Kronen race around the galaxy- as they are also capable of producing an egg without a partner...
Last edited by pathfinderq1 on Sun Jan 23, 2022 2:28 pm, edited 50 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

Arrival

#ShowUsYourPower

How to fail at carjacking
Last edited by pathfinderq1 on Sun Oct 02, 2022 1:16 am, edited 39 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

TBD

Real Name:
Alias:
Race/ ethnicity:
Gender identity:
Occupation:
Age:
Height:
Weight:
Hair:
Eyes:
Skin:

Birthplace:
Family:
Legal status:
Marital status:
Religion:
Level of education:
Base of Operations:
Group Affiliation:
Identity:
Quote:
Character Concept:
Hero Point:
Theme Song:
Celebrity Bodycast:
Celebrity Voiceover:


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
Last edited by pathfinderq1 on Sun Jul 17, 2022 12:40 am, edited 39 times in total.
pathfinderq1
Posts: 2196
Joined: Sun Mar 12, 2017 4:04 pm

Re: Character back-up file

Post by pathfinderq1 »

>Disclaimer:
Spoiler
At this point I should feel compelled to point out that I have almost no experience with actual MMOs or video games in general. I haven't played actual video games since they cost a quarter per play at an arcade, and all of my online gaming is text-based (except for Candy Crush). I use almost no social media, and nothing like Discord or chat programs. Almost all of my video/MMO experience comes from books (and the referenced "Artisan' story), or from talking to friends who work in the gaming industry. So I will make some "cultural" mistakes.
Hellcat

PL 9/ PP 165 (Unspent 0)
-HP: 1

Real name: Parker Ariel Barr
Codename/nickname/other aliases: Hellcat (fka Rascal)
Concept/archetype: Speedster (physics/time)
Gender: female
Age: 18
Height: 5'1"
Weight: 115
Hair: Reddish-blond
Eyes: grey-green
Skin: caucasian (light tan, freckles)


GAME STATS:
Abilities: (60 pp)
STR 2 / STA 5 / DEX 2 / AGI 8
FGT 6 / INT 1 / AWE 4 / PRE 2

Defenses: (10 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive roll 1)(FLH +8)
Parry: +8 (FGT 6, +2pp)(Enhanced +12)(FLH +10)
Dodge: +8 (AGI 8, +0pp)(Enhanced +12)(FLH +10)
Fortitude: +8 (STA 5, +3pp)
Will: +9 (AWE 4, +5pp)

Immunity: Disease, Poison
Immunity (Half effect): Natural aging, need for sleep, Fear, Interaction effects, Mind-reading
>(Other immunities possible depending on array selection)

Offense:
Initiative: +12
Close attack: +6
Ranged attack: +2

>Specific attacks:
-Basic unarmed: +6; DC 17 (+2)
-Basic throwing: +4; DC variable (up to +2)
(+Array dependent options)
-Unarmed (Fight like hell): +12; DC 21 (+6); Crit 18-20 (Close/unarmed)
-Jackhammer strike: +12; DC 21 (+6), Multiattack; Crit 18-20 (Close/unarmed)
-Sonic snap: +10; DC 18 FORT (Affliction); Crit 18-20 (Close, 5ft reach)
-Fastball: +12, DC 21 (+6); Crit 19-20 (Ranged ; projectile)
-Running slam: +6; DC 27 (+12), +Free Trip check; Crit 20 (Close)


Skills: (24sp= 12pp)
>Trained: Acrobatics +11 (3sp; or higher); Athletics +10 (2sp; or higher); Deception +3 (1sp; +7 Taunt/Feint); Insight +5 (1sp); Investigate +2 (1sp); Perception +5 (1sp); Persuasion +3 (1sp); Sleight of hand +3 (1sp); Stealth +9 (1sp; or higher); Technology +2 (1sp)

>Combat skills: Ranged combat (throwing) +4 (2sp); Close combat (unarmed) +6 (0sp); Close combat (Speed array) +6 (0sp)

>Expertise skills: Profession (student) +2 (1sp); Profession (superhero) +2 (1sp); Profession (restaurant worker) +2; Pop culture +5 (4sp); Streetwise +3 (2sp)

>Untrained: Intimidate +1; Treatment +1, Vehicles +2

Advantages: (21 pp)
>Base: Attractive x1 (Adorbz); Benefit x1 (Ambidexterity); Benefit x1 (Athletics based on AGI); Benefit x1 (Status- Legacy); Defensive roll x1; Equipment x1; Evasion x2; Great endurance; Improved initiative x1; Improved trip; Languages x1 (Spanish); Luck x1; Move-by action; Quick draw; Skill mastery x2 (Acrobatics, Athletics); Taunt; Teamwork; Uncanny dodge

>Enhanced Advantages (bought as Powers): Luck x1 (Recover), Luck x2 (Recover; Limited)
(Other possibilities dependent on array selection)

POWERS: (19+44= 63pp)
>Super-suit: Feature 1 (costume is self-cleaning and self-repairing); (1pp)

>Natural talents:
-Senses 1: Direction sense; (1pp)
-Unperturbed: Immunity 6 (Half effect)- Fear (1), Interaction effects (5); (3pp)
-Can be a bit much: Skill focus 2/ Deception +4, Limited: only for Taunt/ Feint; (1pp)

>Built for Speed:
-Quickness 1; (1pp)
-Speed 1; (1pp)
-Senses 1: Time sense; (1pp)
-Asynchronous Mind: Immunity 2 (Half effect) Mind reading; (1pp)

>Enhanced metabolism:
-Regeneration 1, +Persistent; (2pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (half effect): Aging, Need for sleep; (1pp)
-Feature 1: Iron stomach; (1pp)
-Feature 1: Can recover fatigue at normal rate even without resting; (1pp)
-Enhanced Advantage 1: Luck x1 (recover); (1pp)
-Enhanced Advantage 2: Luck x2 (recover), Limited- only for Fatigue for extra actions; (1pp)

>"It's Just Physics" (Dynamic Array; 31pp base, +5= 36pp)
-Cartoon Physics (Base power, Dynamic): (aka "How The Hell...")
-Practical Combat Physics (AE, Dynamic): (aka Fight Like Hell)
-Applied Projectile Physics (AE, Dynamic): (aka Fastball, not-so-special)

>"Okay, So Now It's Quantum Physics": (Expanded Dynamic Array; +8pp)
(These powers add the Time Descriptor; In addition, if more than half of her Array pool is selected from these powers, Hellcat gains the "Temporal Distortion" Complication for the duration)
-Run, Run, Away (AE, Dynamic; 31pp max; +2PP DAE)
-Gotta Catch 'Em All (AE, Dynamic; 31pp max; +2pp DAE):
-Jackhammer Strike (AE, Dynamic); 20pp max; +2pp DAE)
-Supersonic snap (AE, Dynamic); 23pp max; +2pp DAE)

>Known stunts (or future AEs): (all under the "Quantum Physics" expansion)
Spoiler
- *Break* local physics (Teleport, tiring)
-Wrap it up (Snare, multi-snare)
-Sonic Boom
-Run over (Line damage)
-Temporal drift (Senses, +Time Travel ?)
-Time Stop (Area Affliction/Environment)
-Rewind (Luck control)
*Array details:
Spoiler
>1. Im-practical Physics (Base power, Dynamic; 31pp max, +1pp Dynamic base)
-Enhanced Advantages 9: Agile feint, Assessment (modified- compares Acrobatics/Athletics skill instead of combat stats), Benefit x1 (Burglar), Fascinate (Acrobatics), Favored environment (Flying), Hide in plain sight, Improved defense, Improved (agile) feint, Set-up x1; (9pp)
-Enhanced Skills 7: Acrobatics +8 (+19 total), Athletics +4 (+14 total), Stealth +2 (+11 total); (7pp)
-Enhanced Skill 4: Insight +8 (+13 total), Limited- only for (modified) Assessment; (2pp)
-Movement 2 (Safe fall, Environmental adaptation (Unusual orientation- upside down, etc.); (4pp)

-Flight 3, +Precise, +Subtle 1, +Aquatic; (9pp)(250 ft/16mph)
(31pp total; aka "How the Hell...")

>2. Fight Like Hell (AE, Dynamic; 31pp max; +2pp/DAE)
-Enhanced Attributes 5 (STR +2, DEX +1, FGT +2); (10pp)
-Enhanced Defenses 2 (Dodge +2; (2pp)
-Enhanced Advantages 12: Assessment, Defensive roll x2, Improved critical x2 (Speed strike), Improved Smash, Power attack, Precise attack x1 (Close- concealment), Ranged attack x1, Takedown x2, Throwing mastery x1; (12pp)
-Enhanced Skill 2: Close combat (Speed punch +4; +12 total); (2pp)
-Enhanced Skill 4: Insight +8 (+13 total), Limited- only for Assessment; (2pp)
+Speed strike: Close attack, STR +2 damage (+6)(Unarmed), +Feat: Subtle 1 (Rapid senses); (3pp)
(31pp total; aka Practical Combat physics)

>3. Applied Projectile physics: (AE, Dynamic; 17pp max; +2pp/DAE)
-Ranged damage (thrown projectile), STR +4 (+6 total); (4+6= 10pp)
+Variable damage descriptor (by projectile type); (+1pp)
-Quirk: Requires small projectiles to throw; (-1pp)
-Diminished range x1 (10/25/50 per rank; 60/150/300); (-1pp)
+Accurate x4 (+8= +12 total); (4pp)
+Enhanced Advantages 4: Improved critical x1 (Fastball), Power attack, Precise attack x1 (Ranged/ cover), Throwing mastery x1; (4pp)
(17pp total; aka Fastball, not-so-special)


(Expanded array slots)
>4. Run, Run, Away: (AE, Dynamic; 31pp max +2pp/ DAE)
-Enhanced Speed +12 (13 total), +Precise; (13pp)(max 16000 mph, or 30 miles per move)
-Movement 2 (Wall-crawling 2), Limited- only while running, Speed 3+; (2pp)
-Movement 1 (Water-walking 1), Limited- only while running, speed 3+; (1pp)
-Enhanced Defenses 8 (Dodge +4, Parry +4); (8pp)
-Immunity 3 (Friction heat, own slams); (3pp)
-Enhanced Advantage 1 (Interpose); (1pp)
-Enhanced Advantages 2 (Close attack x2), Limited- only to counteract Charge attack penalty; (1pp)
-Feature 1: Charge movement does not need to be in a straight line; (1pp)
-Feature 1: Can make a free Trip check after hitting with a Charge or Slam; (1pp)
(31pp; aka Run Like Hell)

>5. Gotta Catch 'Em All: (AE, Dynamic; 31pp max; +2pp/DAE)
-Enhanced Quickness +12 (13 total); (12pp)(16 hours in a 6-second round, or 4 hours in 1 second/ Free action)
-Modified normal STR (2): Add Area 2 (Burst 2; 60ft), +Selective, -Limited (Low ceiling, must be able to reach target), +Feat: Precise, +Feat: Subtle 1 (rapid senses); +Feat: Affects insubstantial 1 (Half power, STR 1); (+4pp, +3pp Feats= 7pp)
-Senses 6: Rapid 2 (x100) for normal vision, normal hearing, normal touch; (6pp)
-Feature 1: Friction ignition; (1pp); (by passing one hand along a surface, cause a brief sudden flare of flame, sufficient to ignite combustible materials, or cause a scene)
-Feature 2: instant change 2 (any); Limited- only prepared or available clothing; (1pp)
-Enhanced Advantages 2 (Fast grab, Improved Disarm); (2pp)
-Enhanced Skill 1 (Sleight of hand +2); (1pp)
-Enhanced Skill 2 (Investigation +4), Limited- only to search an area; (1pp)
(31pp total; aka Altered Time Rate)

>6. Jackhammer strike: (AE, Dynamic; 20pp max; +2pp/DAE)
-Close unarmed damage, STR +4 (+6 total), Multiattack 6; (10pp)
+Subtle 1 (Rapid senses); (+1pp)
+Affects insubstantial 1 (half power); (+1pp)
+Accurate x3 (+6= +12 total); (3pp)
-Enhanced Advantages 5: Improved critical x2 (Jackhammer strike), Improved Smash, Takedown x2; (5pp)
(20pp total)

>7. Supersonic snap: (AE, Dynamic; 23pp max; +2pp/DAE)
-Affliction 8, +Cumulative; (16pp)
+Reach 1 (5ft); (+1pp)
+Affects insubstantial 1 (half power); (+1pp)
+Accurate x2 (+4= +10 total); (2pp)
+Enhanced Advantages 3: Improved critical x2 (Supersonic snap), Power attack; (3pp)
-Resist= FORT (DC 18)
-Recover= FORT (DC 18)
-Dazed/Stunned/Incapacitated
(23pp total)

8. Wrap It Up: (AE, Dynamic; 27pp max; +2pp/ DAE)
-Affliction 8, +Cumulative (Snare)
-Alternate resistance (Dodge; STR/ Sleight of hand)
-Extra condition
-Limited degree
+Accurate x2 (+4= 10 total); (2pp)
+Improved Advantage 1: Improved critical x1 (Wrap It Up); (1pp)
-Resist= Dodge (DC 18)
-Recover= STR (or damage), or Sleight of hand (DC 18)
-Hindered +vulnerable; Immobile +defenseless)
(Stunt a burst area/Selective, non-cumulative version, DC 7)
X

>Description:
-Civilian ID: Parker is fairly short and has an athletic build- she has a decent amount of muscle for her size and excellent muscle tone. She tends to hide this by wearing loose-fitting or oversized clothing- but she does favor knee-length shorts or pleated skirts, so her legs are a bit of a giveaway. She favors light-colored clothing, and prefers pale pastels to bright (or dark) colors. She generally wears lightweight sneakers or minimalist sandals- she never wears heels. She usually carries an oversized satchel/ messenger bag covered in pins, ribbons, and patches- it contains snacks, water, and a dozen or so golf balls; it may also contain her costume (if she remembered to pack it this morning).

She has a round face, pleasant features, and a wide, engaging smile- her face tends to broadcast her emotions very clearly. She is lively and energetic- even without her powers, she is often in motion (if she is NOT in motion, she is typically sprawled out like a cat). She tends to come off as a bit spacy, kind of a ditz- but a very friendly, upbeat, likable ditz; not quite a full-on Luna Lovegood Cloudcuckoolander (She is less "Silly" or "Wacky", and more upbeat, friendly, and ditzy- I'll try to keep this on a leash, as I realize it can be annoying when pushed too far).

>(I don't have much luck poaching images, but Enid Sinclair, from the Netflix 'Wednesday' series is the model for this- though with a decent California tan and a dusting of freckles; Parker spends a lot of her free time outside).

-As Hellcat: In her official Super-Identity, Hellcat has a an official super-costume. It is a sleek full-body suit (not exactly spandex- something a bit heavier and definitely more durable; you know, "unstable molecules" or some other kind of super-material). It is mostly black, with red tiger-stripes- a closer look reveals that the stripes are subtly shaded with orange and yellow highlights that appear to shift ever-so-slightly as she moves (that's right- both stripes AND flames at the same time, so like, what, twice as fast? Five times as fast?). The head covering has cat ears, which fold down at speed, and goggles/sunglasses with "cat's eye" design. It also has thin fiber "whiskers" and fangs (painted on, to match the claws painted onto the gloves). In her Super-Identity, she comes off as more serious, more focused- and she doesn't smile nearly as much.

>Point Accounting: Abilities 60pp; +Defenses 10pp; +Skills 12pp; +Advantages 20pp; +Powers 63pp (19+44)= 165/ 165pp

>Capsule: Hellcat is, strictly speaking, a speedster- but she usually acts and operates more like a skirmisher/light scrapper. Her powers are primarily based on time manipulation (and incidentally "modifying" local physics)- she is decently athletic, but not superhumanly so. Most of her powers (and incidentally some degree of her memory) were actively suppressed for several years (until about six months ago), so she is still learning her full capabilities. In addition, she is only vaguely aware that her powers are mostly time-based and lacking any meaningful understanding of quantum physics or temporal theory, she has not really grasped the implications of that. She operates almost entirely on instinctive understanding and control.

>Complications:
1. Civilian Identity (Out of Game):
Spoiler
Kendall Hamilton WAS a very talented gymnast before being badly injured. While she has regained some mobility, she is nowhere near where she once was- and that bothers her, all day every day. In the VR World, she can be as good as she used to be- in a VR Super game, she can be better. She is not precisely addicted to the VR world experience, but she is pretty close to that line. In addition, her ex-almost fiance is also a player in the game- he is more highly ranked and more experienced, but he is far more interested in "the metaplot", while Kendall enjoys the physical rush that full-VR gameplay allows; they mostly manage any tension by avoiding one another. Most of the time.
2. Secret identity (In Game): Parker Ariel Barr is an eighteen-year-old kid, a high school graduate and community college student who lives with her grandparents in the suburbs of Premium City. Nobody seems to know where her parents are- but in a world full of superheroes that sort of thing happens all too often. She has a younger brother (Robert aka Bobbob, age 12), some part-time student work, and a part-time job at the (Oh-So-Very-Retro) Diner that her grandparents own- they would really like her to focus more on one or the other. But what they don't know, don't understand, COULDN'T understand, is that the rest of her time is mostly spent as rookie hero Hellcat, learning the ropes of the trade in the Big City...

2a. Relationships: (Grandparents- own very retro diner; Bobbob- "normal" 12 year-old brother)

3. Motivation (thrills): Both Kendall the player and Parker the character revel in the rush of movement, the sheer physical joy of superhuman speed and agility. Even when Parker isn't out roaming the city, doing the whole "hero thing", she loves having her powers (and using them)... She also tends to leap before she looks.

4. Secondary Motivation (responsibility/ do good/ help out): Parker knows that her parents are (were?) famous superheroes, even if those years were a little fuzzy. But the whole "with great power..." speech was drilled into her head from a very young age, and she understands that, whatever else she does with her powers, whatever she does in her life, she must do what she can to make the world better, in ways large or small. She is also generally nice, friendly, and trustworthy. In her civilian identity she doesn't go out looking for trouble- but she won't ignore it if she stumbles onto it. As Hellcat, she DOES go out looking for trouble, but she tends to focus on street-level or low-end super problems- again, she won't ignore larger problems.

5. Memory issues: Parker's powers were actively suppressed for several years. Because the parts of the brain which govern perception of time (and thus, control and awareness of her powers) are close to those that regulate memories, this has caused some issue with her ability to remember things. While her powers are coming back quite nicely and she is learning to use them more effectively, her memory can still be, shall we say, spotty. In general, she is pretty good with important stuff (anything she has spent points on, or otherwise reinforced), but she is a bit forgetty- the GM can penalize any attempt to "roll to remember x" to whatever degree is wanted, or rule that she has forgotten a particular detail; she is also much better remember faces than names. Her long-term memory is also a bit hazy- a lot of her memories are vague, fuzzy, or very general (she may remember going on vacation one summer, and some of the more exciting things she did there, but not remember WHEN this happened). In general she often comes off as a bit of a ditz, or a space-case, and she makes even more use of the notes and recording function of her phone than most teenagers do.
*When she activates her time based powers (ie. when she has more than half of her array pool assigned to the Quantum Physics powers), this Complication is replaced by the "Temporal Distortion" Complication (below).

5a. Accident (temporal distortion): Parker's more advanced powers are primarily temporal in nature (ie. time manipulation) and somewhat incidentally physics-based. Occasionally something weird with happen with time (or the way people experience time) to her or in her general area- she is subconsciously used to this, to some degree, and might not even notice. To other players (or their in-game avatars) this is most likely to show up as unexplained lag or general slowness (reduced initiative or movement, loss of actions), but in an extreme circumstance the GM could 'Edit Scene' to rewind things a bit. The more she uses her more temporal powers (particularly at higher levels), the more likely it is that something will happen. For the record, she has only caused a full-on "Groundhog Day" time loop that one time, okay. Jeez...
As she develops her powers, this issue should, hopefully, fade away...

6. Lost legacy: While Hellcat is, strictly speaking, a legacy hero she does not publicly acknowledge it very much. She has entirely abandoned her juvenile hero ID (Rascal), and is not engaged in finding out what happened to her parents- Horizon is far too obsessed with that mystery, and won't tolerate anyone interfering in his search, even a sibling. But in a dire situation, Parker might have to reach out to one of her parents' old allies- or one of their old enemies might track her down. Or, AI shard/gods forbid, maybe Bobbob starts displaying superpowers where other people (or worse, the grandparents) can see...

7. Not-exactly-enemy: Parker's brother Vincent (using the Supername "Horizon") is a cosmic-level superhuman, a psychic paragon type. He is obsessed with their parents' disappearance- his methods are suspect, his pursuit ruthless. He is constantly dancing across the line between "Antihero" and "Sympathetic villain"- and outside the game IRL he and Kendall were a long-time couple who broke up pretty permanently. Despite their in- game family connection, he is not a friend or even a reliable neutral party. And maybe, someday, he might get the idea that Parker is responsible for their parents' disappearance (or partially responsible, or an unwitting tool)- and then things might get ugly. But for now, an uncomfortable silence reigns... Outside the game, Vincent's player is Kendall's ex-fiance, so that definitely contributes to some in-game tension, which they mostly deal with by avoiding one another. But maybe the AIs might steer their plotlines closer together, to see how that tension evolves...


Background:
>Outside the game:
Spoiler
Kendall Hamilton was an incredibly talented gymnast (and by some measures, she still is)- in addition to Olympic competition, she did some work with Cirque du Soleil, and some motion capture work for gaming studios (including some earlier generation VR studios, where she made some important connections). All of that came to a (literally) crashing halt when she was in a transport accident (they aren't really "cars" anymore, are they?)- both of her legs were horribly mangled. Between modern neurosurgery and prosthetics technology (and a few years of physical therapy), she was able to walk normally (MOST of the time), and even engage in some more complicated movement (some of the time)- but nowhere near where she had been. As part of her therapy, she did more motion modeling work for "The Studio" focusing on performing motion capture for physically non-standard forms (like mermaids and the "cloud from the waist down" slyph- that was how she got involved in the Beta testing phase of Superheroics Unlimited. Well, that and the fact that her (almost) fiance was a much more hardcore VR gamer, who skills the developers definitely wanted.
>Inside the game:
(First off, watch both of The Incredibles movies- it is just possible that some ideas may have been borrowed here)

Years ago (ie. back in beta-testing times) Rebound and Valiant were the hottest super-couple in town. Sure they took it easy for a few years after they got married and started a family- but no low-life criminals were going to set up shop in CarmenMirandapolis (and WOW, did THAT place get re-named after moving out of Beta), and even seasoned supervillains usually stayed clear of the place (it was technically a city, but too small and too nondescript to have much to interest a REAL villain, with a few exceptions- archenemy style exceptions). After a particularly upsetting series of incidents when their oldest child was about 16, they tried to retire for real, moving to an even smaller town and (mostly) staying out of the business. Sure they did some All-Star teamups, and maybe a few vacations turned into "Old archenemy escapes super-prison" incidents, but for the most part things were quiet. While all three of their children had some degree of superpowers, they were forbidden from using them, practicing with them, or anything of the sort. They even began dosing all of their children with power-suppressing drugs.

Outside the game, the players behind Rebound and Valiant had been a couple, but while they both remained committed to the game, they broke up IRL. So when the game moved to actual release, a compromise of sorts was reached- and the developers (or the AIs, who can tell the difference theses days) agreed to the "new plot". In the MMVR world, Rebound and Valiant vanished right about the time their oldest child was graduating from college- their younger children were 18 and 12 years old, respectively. Everyone assumed that the disappearance was part of a devious scheme by one of the old arch-enemies, but none of them took credit for it. Their oldest child, taking the Supername "Horizon", went more than a little crazy, becoming obsessesd with solving the "mystery" of the disappearance- and not letting anyone get in the way. (Outside the game, Valiant's player had opted out of the "pure Hero" role, and was interested in walking the line between "antihero" and "sympathetic villain", as well as participating in some deeper metaplot; Kendall, as Rebound's former player, opted to stay "full hero", and to focus on the physical aspects and senstaions of a full VR world).

Inside the game, the years of power-suppressing drugs started to wear off after a while. Vincent Barr finished college and vanished as well- he became a full-time Super with no known civilian ID. Parker Ariel Barr and Robert (Bobbob) moved in with the grandparents in suburban Premium City. Parker graduated from high school and started community college- but secretly she took the heroic identity of Hellcat, a rookie speedster in the superhuman ecology of Premium City. The grandparents are entirely clueless, and Bobbob seems content to live the live of a normal suburban 12-year old (in his case, the power-suppressing drugs HAVEN'T worn off, which is probably a good thing).

-Character background timeline:
Spoiler
>(In ancient times, ie. pre-beta-test; specifically backstory for the beta characters/timeline): Kendall and her almost-fiance are enrolled as beta-testers, and agree to develop characters together, sharing in-game connections and backstory. The game developers and the AIs are intrigued by this sort of connection, since it may yield different dynamics than a more-traditional hero team. Rebound and Valiant operate as a two-person hero team for several years, dating and then marrying in their civilian identities. After the birth of their first child, they enter semi-retirement, move to a smaller city, and have two more children.

>(In the past, ie. during the beta-testing gameplay timeline): Rebound and Valiant return to active superhero work, as their home city faces a time of dire need. They attempt to maintain secret identities, and to raise three (powered) children, during a very turbulent time for their home city. During the climax of the beta-phase, they are forced to work together (despite increasing stresses on their relationship, both in and out of game) to save both their children and their family.

>(And then, ie. during the time break between beta-testing and the "start of the current age"): Outside the game, Kendall and her fiance break up in a fairly irreparable fashion. After the "Big Family Adventure", Rebound and Valiant retire (as much as they can- there are some narrative "Events"). They stay together "for the children", but also does all three children with power-suppressing drugs (which also, incidentally, interfere with the memories associated with those powers). Several years pass, during which the family has what appears to be a normal life. In the last narrative segment before the launch of the actual game, both Rebound and Valiant vanish without a trace. The eldest (Vincent) is already on his own, but the two younger children are taken in by their grandparents. The power-suppressing drugs which their parents had been dosing them begin to wear off- both Vincent and Parker begin to experiment with their "New" abilities...

>(So Far, ie. since the start of the actual game): Parker and Bobbob move to the suburbs of Premium City to live with their grandparents. Vincent, no longer bothering to maintain a civilian identity, cleans out the secret super-lair beneath their parents' house and disappears- the enigmatic psychic paragon Horizon enters the ranks of "cosmic level" beings. Parker enrolls part-time at the local community college, and takes a part-time job at the restaurant her grandparents run (a very over-the-top Retro version of a classic diner). She spends the rest of her time just being an eighteen-year-old in the suburbs and the city at large- she even starts to make some new friends to replace those she moved away from. Unknown to her grandparents (who never really knew about the hero career her parents led), Parker also begins operating as a rookie superhero- mostly in the city. Kendall (and thus Parker) are in the game on launch day, but with only a few months of play so far, Hellcat has not made much of an impact on the local Super-ecology...
As far as anyone knows, her younger brother Bobbob has not displayed superhuman abilities and seems entirely happy as a normal suburban twelve-year-old. For now the studio is keeping him in reserve as an NPC/system character- at this stage all PCs are supposed to be at least 18, and he might be useful plot leverage for either of his siblings (but who knows- if they change the character age guidelines, maybe some well-funded user might purchase the character rights).

Outside the game, Kendall has structured her life so that she can spend as much time as possible in the VR environment- even when not actively playing, she does some work for the studio. She does have some off-line responsibilities, but her heart is in the game (or, more accurately, in the VR world, which she is certainly NOT addicted to...
X
Post Reply