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Player Name: Electra
Character Name: Keeley Erin White (goes by Erin)
Power Level: 15 (250/250PP) [289]
Trade-Offs: None
Unspent PP: 0
Progress to Impervium Status: 139/150
New Hotness
In Brief: A survivor of plague and apocalypse in her home universe, Wander is a dimensional refugee working to make a place for herself both on Earth Prime and among the heroes of Freedom City.
Alternate Identities: Wander, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart)
Identity: Secret, though she does little to protect it
Birthplace: Seattle, Washington, Earth EZO1(e)
Occupation: High School Student, Extreme Babysitter
Affiliations: Young Freedom
Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2002)(1942-2007) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007)
Age: 18 (DoB: November 11, 1992)
Apparent Age: 18
Gender: Female
Ethnicity: Caucasian
Height: 5'8
Weight: 175
Eyes: Brown
Hair: Auburn
Description: Tall and solidly built, Erin's average appearance allows her to blend into the background behind her more spectacular teammates. Her eyes are medium brown, her hair auburn and shoulder-length, usually held back clips or in a blue hairband when she's working. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood.
Erin's wardrobe is quite limited, and most of her clothes have obviously seen many washings and even some mending. Unlike the other members of Young Freedom, Wander does not have a distinctive individual uniform, instead wearing the blue and gold spandex uniform that Claremont provides to students for superpowers training.
Power Descriptions: Wander's powers, while formidable in their own way, are not the flashy and world-shaking displays that many superheroes possess. Fast but not a speedster, strong but not a powerhouse, able to leap but not to fly, and enduring without transcending physical needs, she is the jack of all trades who is master of none. The one thing she is really good at is melee combat, in which she is unmatched one on one or in large groups.
Abridged History: Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee.
Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures.
(For Erin's complete history, visit her News Thread.)
Personality & Motivation: Erin is a serious young woman with a strong tendency towards singlemindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. She has a reputation around school for being dangerously unstable, thanks to her early jumpiness and ultraquick reaction time, but in truth has never actually injured another student outside of sparring, and these days is not nearly as easy to startle. Prone to occasional lapses into depression for obvious reasons, she remains in comprehensive therapy with the school psychologist. Generally she is fairly easy to get along with, and is far more likely to live and let live than to pick a fight, at least in social situations. She is extremely protective of her friends, to the point where it can be a problem when they are in a dangerous situation and she must stop protecting them in order to let them do their work.
Motivation has been a continuing theme in Erin's story at Claremont. She has struggled with the idea that she is merely doing hero work because it is expected of her and she wants to be on good terms with the people who pay her room and board, or that it's because of the guilt she feels at failing to save her family and world despite her powers. She is gradually becoming comfortable with the truth that hero work itself makes her happy, and that in alleviating or averting the fear and pain of others, she is slowly coming to grips with her own. Although she frequently claims she'll start a one-woman moving company after graduation if she does not make the cut for the Freedom League, the truth is that she is deeply invested in being a hero now, and not much is going to stop that.
Powers & Tactics: Wander is a seasoned melee fighter whose preferred tactic is to hit fast and overwhelmingly hard, in the hopes of disabling her opponent before they have a chance to hit her back. Her weapon of choice is a five-foot-long expandable baton that is designed to prevent her from using lethal force against enemies, while simultaneously extending her range and allowing her pinpoint control of the damage she causes. Her lightning-quick fighting style allows her to pick off many less-skilled opponents at one time, but if given the option, she will usually target the biggest, baddest villain first and allow her teammates to take care of the goons.
Complications:
Can't Pay the Rent: Erin has a couple of part time jobs, but she doesn't make much, and what she makes, she tends to squirrel away. She doesn't have a lot of clothes or possessions, and can't pay her way to do a lot of things her classmates wouldn't think twice about.
I Can't Stand to Fly: Wander cannot actually fly; she can simply jump hella high, and uses her incredible acrobatics training to maneuver in the air as well as most fliers. The GM can at any time tell her that she cannot reach a particular location by jumping (i.e. that it's moving too fast or erratically, or is too high off the ground), or that she'll have to find an alternate route across a large body of water, firestorm, or other surface which she could not normally safely pass through.
Loyalties: Wander is a member of Young Freedom. She has to be available when the team is called on and able to work with her teammates. She also must maintain a public image to comport with being a superhero, as much as anyone ever notices her. Her teammates are very important to her, and she would do just about anything for them. Trevor, though not technically a teammate, is also very important to her for different reasons.
Double Trouble: Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion.
Overprotective: After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers.
Post Traumatic Stress: Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations.
Abilities: 10 + 4 + 6 + 2 + 2 + 0 = 24PP
Strength: 40/20 (+15/+5)
Dexterity: 20/14 (+5/+2)
Constitution: 30/16 (+10/+3)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Combat: 20 + 20 = 40PP
Initiative: +13
Attack: +10, +15 Melee
Grapple: +30/+20, +36 Super-Strength
Defense: +15 (+10 Base, +5 Dodge Focus), +5 Flat-Footed
Knockback -14/-1
Saving Throws: 0 + 3 + 6 = 13PP
Toughness +15/+4 (+10/+3 CON, +5/+0 Protection, +1 Leather Jacket) (14/0 Impervious)
Fortitude +11/+3 (+10/+3 CON, +1)
Reflex +10/+5 (+5/+2 DEX, +5)
Will +7 (+1 WIS, +6)
Skills: 80R = 20PP
Acrobatics 13 (+18)
Craft (Electronic) 4 (+5)
Craft (Mechanical) 2 (+3)
Drive 2 (+7)
Knowledge (Tactics) 2 (+3)
Intimidate 10 (+10)
Notice 16 (+17)
Perform (Dance) 2 (+2)
Sense Motive 14 (+15)
Stealth 6 (+11)
Survival 9 (+10)
Feats: 34PP
Acrobatic Bluff
All-Out Attack
Attack Focus (Melee) 5
Challenge (Fast Task) 1 (Acrobatic Feint)
Defensive Attack
Dodge Focus 5
Equipment 2 (10EP)
Evasion 2
Fearless
Improved Initiative 2
Interpose
Luck 4
Minion 0(10) (Super-Kitty, 150PP) (+10 Veteran Reward)
Move-By Action
Power Attack
Skill Mastery (Acrobatics, Intimidate, Notice, Survival)
Takedown Attack 2
Track
Ultimate Save [Toughness]
Uncanny Dodge (Audio)
Powers: 4 + 3 + 14 + 6 + 40 + 1 + 2 + 1 + 14 + 5 + 13 + 5 + 2 + 6 + 2 + 2 = 120PP
Device 1 (Wander's Bat; 5PP, Flaws: Easy-To-Lose 2, Feats: Subtle [Collapsible]) [4PP]
Strike 0 (Feats: Extended Reach 2 [15ft], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal) [5PP]
Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP]
Immunity 1 (Auditory Effects) [1DP]
Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP]
Sensory Shield 1 (Auditory)[1DP]
Enhanced Constitution 14 [14PP]
Enhanced Dexterity 6 [6PP]
Enhanced Strength 20 (Extras: Autofire 2 [Rank 10, +1 Damage per 2 points over targets Defense DC, Max +10 Damage]) [40PP]
Features 1 (Temporal Inertia) [1PP]
Immunity 2 (Disease, Poison) [2PP]
Immunity 2 (Need For Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP]
Impervious Toughness 14 [14PP]
Movement Array 2 (4 points; PF: Alternate Power) [5PP]
BE: Speed 4 (100MPH / 1,000ft per Move Action) {4/4} AP: Leaping 4 (x25, Running Long Jump: 625ft, Standing Long Jump: 312ft, High Jump: 156ft) {4/4}
Paragon Array 6 (12 points; PF: Alternate Power) [13PP]
BE: Super-Strength 6 (Lifting STR 70, Light Load: 64 tons, Medium Load: 125 tons, Heavy Load: 200 tons, Max Load: 400 tons, Push/Drag: 1,000 tons) {12/12} AP: Flight 6 (500MPH / 5,000ft per Move Action; Note: See Complications) {12/12}
Protection 5 [5PP]
Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP]
Regeneration 6 (Recovery Rate: Bruised 3 [1/round/no action], Injured 3 [1/minute]) [6PP]
Super-Senses 2 (Normal Hearing, Extras: Accurate 2) [2PP]
Super Movement 1 (Safe Fall) [2PP]
Drawbacks: -0PP
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC30 Toughness (Staged) Damage (Physical)
Bat 15ft DC30 Toughness (Staged) Damage (Physical, Non-Lethal)
Bat (Stun) 15ft DC30 Fortitude (Staged) Dazed/Stunned/Unconscious
Abilities (24) + Combat (40) + Saving Throws (12) + Skills (20) + Feats (34) + Powers (120) - Drawbacks (0) = 250/250 Power Points
Oliver "The Super-Kitty" (Minion)
Power Level: 10 (150PP)
Abilities: (0 + 2 + 10 + 10 + 10 + 10 = 40 pp)
STR: 10 (+0) (18 (+4 w/Growth)
DEX: 12 (+1)
CON: 20 (+5) (24 (+7 w/Growth)
INT: 20 (+5)
WIS: 20 (+5)
CHA: 20 (+5)
Combat: (10 + 10 = 20 pp)
Attack: +5 (+7 w/Shrinking, +4 w/Growth)
Defense: +5 (+7 from Shrinking, +4 w/Growth)
DMG: +7 Strike w/Shrinking (+11 w/Growth)
Saves: (1 + 4 + 1 = 6 pp)
Tou: +7 w/Shrinking (+9 w/Growth)
Fort: +6 (+8 w/Growth)
Ref: +5
Will: +6
Skills: (52 r = 14 pp)
Acrobatics 8 (+9)
Bluff 4 (+4)
Climb 8 (+10)
Knowledge (arcane lore) 4 (+9)
Notice 8 (+13)
Sense Motive 8 (+13)
Stealth 15 (+16) (+24 w/Shrinking, +12 w/Growth)
Feats: (4 pp)
Agile Climber
Attractive [Cute]
Elusive Target
Uncanny Dodge (Auditory)
Powers: 1 + 4+ 7+ 22 + 2 +2 + 20 + 8 +2 + 6 = 74 pp
Comprehend 2 (read/understand all languages simultaneously) (4 pp)
Immunity 1 (aging)
Impervious Toughness 7 (7 pp)
Leaping 2 (x5) (2 pp)
Magic Kitty Array 10.5 (21pp; PF: Alternate Power) [22PP]
BE: Insubstantial 4 (vulnerable to water; PF: Alternate Power, Subtle) (22 pp) AP: Emotion Control 10 (Extras: Area [General, Burst], Insidious; Flaws: Range 2 [touch]; PF: Subtle) (21 pp)
Protection 2 (2 pp)
Size-Shifting Array 9.5 (19pp; PF: Alternate Power) [20PP]
BE: Shrinking 8 (Extra: Continuous Duration; PFs: Normal Movement, Strength, Toughness) AP: Growth 4 (Extra: Continuous Duration)
Strike 7 (PF: Mighty) (8 pp)
Super-Movement 1 (Slow Fall) (2 pp)
Super-Senses 6 (Aura Reading, Low-Light Vision) (6 pp)
Drawbacks: (-8 pp)
Mute (common, major) (-4 pp)
No Hands (common, major) (-4 pp)
Abilities 40PP + Combat 20PP + Saving Throws 6PP + Skills 14PP + Feats 4PP + Powers 74PP - Drawbacks 8PP = 150/150 Power Points