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Presence 4 (1)
Skills: Close Combat [Unarmed] 4 (+9), Persuasion 4 (+6), Expertise [Earth Sciences] 2 (+7), Intimidation 5 (+7), Perception 4 (+5), Ranged Combat [Magnetic Mastery] 4 (+9), Technology 3 (+5)
Advantages: All-Out Attack, Attractive, Improved Critical [Magnetic Blast] 3, Improved Initiative, Power Attack, Ranged Attack 5
Powers: Altered Brainwaves:
Enhanced Presence 3
Enhanced Will 6
Impervious Will 12 (Flaw: Limited [vs Mental Effects Only]
Minor Ferrokinesis: Feature 1 [Can generate a strong enough magnetic field to move small (mass rank –5 or less) ferrous objects within about an arm’s reach]
Minor Magnetism: Feature 1 [Can magnetize a small [hand-sized] ferrous object of mass rank –5 or less by holding it and taking a standard action to do so. The object remains magnetized until degaussed]
Magnetic Manipulation: Feature 1 [Can use magnetic fields to turn or operate small metal fasteners [screws, bolts, nails, etc.] within arm’s reach as if you had the proper tools]
True North: Feature 1 [Has an “internal compass” — always able to sense magnetic north on a planet with magnetic poles, equivalent to the Direction Sense effect and know if an object is magnetized by touching it]
Magnetic Awareness: Senses 5 [Detect (Magnetism; Accurate, Acute, Radius, Ranged)]
Magnetic Levitation: Flight 6
Metallic Armor: Protection 10 (Extra: Impervious)
Sense Metals: Senses 5 [Detect (Metals; Accurate, Acute, Analytical, Radius, Ranged)]
Magnetic Mastery Array:
Shape Metal: Ranged Transform 10 [assemble or disassemble metal objects, shape metal objects into other metal objects] (Extras: Increased Duration [Continuous], Perception Range); (Feats: Increased Mass 2 [100 tons])
-Magnetic Energy Blast: Ranged Magnetic Damage 11 (Extra: Penetrating)
-Magnetic Disarm: Move Object 14 (Extra: Area [Shapeable] 2, Selective); (Flaw: Limited [Disarm checks only], Limited [Metallic objects only])
-Magnetic Lifting: Move Object 10 (Extra: Perception Range); (Feats: Precise, Increased Mass 2 [100 tons]); (Flaw: Limited [Metallics only])
-Magnetic Pulse: Nullify 8 [Electronics & Machinery] (Extras: Area [Burst] 2, Sustained); (Flaw: Close Range)
-Magnetic Blinders: Concealment 10 [All Senses] (Flaws: Limited [Machines only])
-Metal Everywhere: Environment 4 [Impede Movement 2] (Flaw: Quirk [Requires Metals] -2)
-Metal Storm: Ranged Slashing Damage 11 (Extra: Multiattack); (Feat: Variable Effect [Piercing]); (Flaw: Quirk [Requires Metals] -2)
-Metal Trap: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Flaw: Quirk [Requires Metals] -2)
-Rail Gun: Ranged Ballistic Damage 11 (Flaw: Quirk [Requires Metal Objects As Ammo])
Offense: Initiative +6
Melee Attack +5 // Unarmed Attack +9
Ranged Attack +
Defense: Dodge +8
Toughness +12*/+2 [*Metallic Armor (Impervious 10)]
Will +12*/ +6 [*Altered Brainwaves]
Costs: Abilities 24+ Skills 11+ Advantages 12+ Powers 153+ Defenses 20= 220 pts.
Real Name: Francis “Frankie” Dane
Weight: 135 lbs
Eye Color: Brown
Her Name Says It All: Bipolar is an alternate personality created by the influence of Frankie’s magnetic powers. On occasion, her true personality can exert itself, particularly if her powers are temporarily weakened or nullified.
Greed: Bipolar is motivated by a desire to have everything Frankie was ever denied in life, and more.
Temper: Bipolar has a fierce temper, particularly when defied or denied something she wants.
Background: Frankie Dane’s family never had much, and Frankie was forced to make do with what her parents were able to provide; she didn’t have the latest fashions, or the most up-to-date cell phone, or even her own car, but she did learn the importance of hard work. She applied herself to become a straight A student in high school, then worked on earning several scholarships which allowed her to study information technologies. Frankie worked hard enough in college to graduate with honors, then pounded the pavement relentlessly to get an internship and later a job at Oddessy Technologies. Along the way, she passed up the college parties, and the relationships that would have distracted her from her goals; she was on the road to success.
Then Black Sun attacked Oddessy and the lab where Frankie was working in was among the ones heavily damaged, leaving her buried under rubble. The trauma of that event triggered the manifestation of her Transhuman abilities. In that instant she could feel the magnetic fields of the Earth, the flux created by masses of metal, the radio emissions from devices throughout the city... and her mind screamed under the crushing weight of their signals. From deep within her, the feelings Frankie had always buried, feelings that she was barely even aware of, erupted to the surface. How she had denied herself for so very long, and for what? An apartment she could barely afford? Working harder than ever for middle management that couldn’t appreciate her skills and saw her as just a pretty face? She didn’t have to put up with that; she had power and she could whatever she wanted now. Modest and sweet Frankie Dane was gone and was replaced with Bipolar!
Weeks later Frankie woke up to find herself in a prison cell wearing power dampening restraints and very confused. When told, or rather shown video footage, of the various crimes she committed, she was horrified and embarrassed beyond all measure and refused to see her family when they came to visit her. While doctors from Oddessy Technologies said it wasn’t her fault, that her powers altered her brain; this allowed Frankie’s lawyer to enter a plea of innocent due to mental defect, but it didn’t make much difference: Frankie would still be put away because she was a danger to society. So, when a malfunction happened to her power nullifying restraints, Frankie was secretly glad to relinquish control to the power that surged up from inside her.
She couldn’t cope any longer, but Bipolar could handle anything.