Dragonfly
Ho boy. This'll be fun.
[*:v0rohdpo]Various and assorted formatting updates and added information to reflect the latest version of the template.
[*:v0rohdpo]Minor backstory fill out/retcon: Was hit with Fridge Logic and realized that Mara would have been born in France. She's thus a dual citizen; this has been reflected on her sheet.
[*:v0rohdpo]Added a complication: visual or auditory dazzles can cancel out her ability to make use of some her new visor's powers (see below), depending on the dazzle used.
[*:v0rohdpo]Dropped a rank of base attack (Attack 5 to Attack 4), added a rank of Accurate to the gauntlets (Accurate 1 to Accurate 2), for a net change of +1 attack (bringing her up to PL8 caps). This freed up 1pp, for a total of 7 unspent pp.
[*:v0rohdpo]Dragonfly now has a second device: her visor (easy to lose; Analytical Vision, Infravision, Radio, Uncanny Dodge), costing 4pp.
[*:v0rohdpo]Added a feat: Skill Mastery. 1pp.
[*:v0rohdpo]Added a power point to skills; skill points were spent on Language (French), Computers, and her two Knowledge skills. 1pp.
[*:v0rohdpo]Bought the Innate feat for her Quickness, which really should have been there to begin with. 1pp.
[b][u]Characters Name:[/u][/b] Dragonfly
[b][u]Power Level:[/u][/b] 8 (123/123)
[b][u]Trade-Offs:[/u][/b] +2 Defense / -2 Toughness
[b][u]Unspent PP:[/u][/b] 0
[b][u]Gold Status:[/u][/b] 18/30
[b][u]In Brief:[/u][/b]
Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's.
[b][u]Alternate Identity:[/u][/b] Mara Hallomen
[b][u]Identity:[/u][/b] Secret
[b][u]Birthplace:[/u][/b] France (dual citizen, French/American)
[b][u]Occupation:[/u][/b] inventor; full-time hero
[b][u]Affiliations:[/u][/b] Ironclad
[b][u]Family:[/u][/b] Alexander 'Hollow Man' Hallomen (father)
[b][u]Age:[/u][/b] 18 (born December 1991)
[b][u]Gender:[/u][/b] female
[b][u]Ethnicity:[/u][/b] Caucasian
[b][u]Height:[/u][/b] 5'4"
[b][u]Weight:[/u][/b] "I can build death rays, you know."
[b][u]Eyes:[/u][/b] dark blue
[b][u]Hair:[/u][/b] dirty blonde
[b][u]Description:[/u][/b]
On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Very often what she's wearing hasn't been washed recently. Makeup is practically a foreign concept.
When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has a translucent blue visor over her upper face. She prefers boots with a little bit of heel to them – they're not very practical, but she's self-conscious about her height (especially when confronting criminals or working with your standard 6' bombshell heroine).
[b][u]Power Descriptions:[/u][/b]
When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even under her visor, which obscures most of her features). Failed attempts to penetrate her Mental Immunity are met with psychic 'static', resistance, and unintelligible echoes of her multiple running thoughts.
Her technology-based spacial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her gauntlets emit at the seams and glasswork when charged.
[b][u]History:[/u][/b]
In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from.
Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother died (something he calmly claims he had nothing to do with, of course) she fell into his care.
Little Mara Hallomen indeed was predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information, her only human contact a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways science could not. Even this was cold comfort, however: anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist.
Kept docile, driven, and borderline insane as an intended side-effect of her constant 'health treatments', the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.
Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.
[b][u]Personality & Motivation:[/u][/b]
Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of assorted substances that are even now still washing out of her system) can make her snide and irate.
Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.
[b][u]Powers & Tactics:[/u][/b]
Mara dabbles in many areas of technology but most of her combat tech is based on spacial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.
When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.
[b][u]Complications:[/u][/b]
[b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items has vanished the more and more flexible he gets as long as she's alive and her head's in one piece.
[b]Hatred:[/b] People taking advantage of children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.
[b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.
[b]Secret:[/b] Identity.
[b]Visor:[/b] The visor device communicates most of its powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).
[b][u]Stats:[/u][/b] 0+4+0+12+2+2 = 20pp
Str: 10 (+0)
Dex: 14 (+2)
Con: 10 (+0)
Int: 22 (+6)
Wis: 12 (+1)
Cha: 12 (+1)
[b][u]Combat:[/u][/b] 8+8 = 16pp
Initiative: +6
Attack: +4, +8 Gauntlets
Grapple: +5
Defense: +10/+4 (+4 Base, +6 Shield), +2 Flat-Footed
Knockback: -0 Base, -3 with Force Field
[b][u]Saves:[/u][/b] 4+4+6 = 14pp
Toughness: +0 Base, +6 with Force Field (+0 Con, +6 Force Field)
Fortitude: +4 (+0 Con, +4)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+1 Wis, +6)
[b][u]Skills:[/u][/b] 68r = 17pp
Computers 10 (+16)
Concentration 4 (+5)
Craft (electronic) 9 (+15)
Craft (mechanical) 9 (+15)
Knowledge (physical sciences) 10 (+16)
Knowledge (technology) 10 (+16)
Languages 3 (English [native], French, Japanese, Russian)
Notice 4 (+5)
Perform (stringed instruments) 9 (+10)
[b][u]Feats:[/u][/b] 13pp
Ambidexterity
Benefit (wealth)
Eidetic Memory
Equipment 3 (15ep)
Fearless
Inventor
Luck
Master Plan
Online Research
Skill Mastery (Computers, Craft (electronic), Craft (mechanical), Notice)
Speed of Thought
[quote name="Equipment"]Multitool [1ep]
Masterwork Double Bass [1ep]
Masterwork Violin [1ep]
Warehouse HQ [12ep]
[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]
Size/Medium
Toughness/10
Concealed
Computer
Defense System
Fire Prevention System
Garage
Laboratory
Living Space
Power System
Security System
Workshop[/device][/quote]
[b][u]Powers:[/u][/b] 2+27+4+6+4 = 43pp
[b]Datalink 2 ([/b]100ft, mental; mutation[b])[/b] [2pp]
[b]Device 1 ([/b]Visor, 5dp; technology; [i]Flaws:[/i] Easy to Lose; [i]Feats:[/i] Restricted [Datalink][b])[/b] [4pp]
[i]A blue, obscuring visor attached to two ear-covering mounts and covering much of the upper face. It requires the wearer to have Datalink to be used properly.[/i]
[device][b]Super-Senses ([/b]Radio; Uncanny Dodge[b])[/b] [2dp]
[b]Super-Senses ([/b]Visual; Analytical 2, Infravision[b])[/b] [3dp][/device]
[b]Device 6 ([/b]Gauntlets, 30dp; technology; [i]Flaws:[/i] Hard to Lose; [i]Feats:[/i] Accurate 2, Restricted [Datalink][b])[/b] [27pp]
[i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require the wearer to have Datalink to be used properly.[/i]
[device][b]Spacial Array 8 ([/b]16pp array; spacial; [i]Feats:[/i] Alternate Power 1[b])[/b] [17dp]
[list]
[b]Damage 8 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [16/16]
[b]Dimensional Pocket 7 ([/b]25,000lbs; [i]Feats:[/i] Progression 1[b])[/b], [b]Enhanced Feat ([/b]Quick Change[b])[/b] [15+1 = 16/16][/list]
[b]Protection 6 ([/b]spacial; [i]Extras:[/i] Force Field; [i]Flaws:[/i] Ablative; [i]Feats:[/i] Selective[b])[/b] [4dp]
[b]Shield 6 ([/b]spacial; [i]Feats:[/i] [b]Enhanced Feat ([/b]Evasion[b])[/b] [7dp]
[b]Teleport 1 ([/b]100ft; spacial[b])[/b] [2dp][/device]
[b]Immunity 10 ([/b]Mental Effects; [i]Flaws:[/i] Limited [Half]; [i]Feats:[/i] Innate[b])[/b] [6pp]
[b]Quickness 6 ([/b]x100; [i]Flaws:[/i] One Type [Mental]; [i]Feats:[/i] Innate[b])[/b] [4pp]
[b][u]DC Block:[/u][/b]
[code]Unarmed 15 DC/Toughness damage
Blast 23 DC/Toughness damage
Pocket 17 DC/Reflex trapped
17 DC/Will, -1 per save failed to escape (Dimensional Movement grants automatic escape)
Costs: Abilities (20) + Combat (16) + Saves (14) + Skills (17) + Feats (13) + Powers (43) - Drawbacks (0) = 123pp
The Doktor has done to her