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Singularity


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Singularity


Power Level: 12 (180/180PP)
Trade-Offs: None

 

Age: 24
Gender: Female 
Height: 5'8"
Weight: 175 lbs
Eyes: Brown
Hair: Short and blonde

 

Description: 

 

A young woman of average height and muscular build, Singularity's blonde hair doesn't quite match her dark eyebrows. She carries herself with a combination of athleticism and hesitancy - as if forever afraid she's going to break some thing, or some one. She generally speaks quietly, even, and perhaps especially, when angry. In combat she wields a short, dark baton like a single escrima stick, one she can snap open to staff length. She wears a blue jumpsuit in combat, if she has time to gear up. 

 

History: 

 

Victim. Survivor. Monster. Weapon. Prisoner. Artist. Hero? Jessie White, displaced from her own dying world into a hellish alternate reality, now living on a world where she is a shadow of another woman, bearing her own reputation as a mindless killing machine. At least her best friend is a monster from below the waves who worships strange gods and eats live fish for fine? It's good to know she's not alone - even if sometimes she thinks she's better off that way. 

 

Personality and Motivation: 

Jessie keeps her personality restrained as best she can, keeping her voice and passions to herself. She's better off that way - and so is everyone else around her. She does feel things, sometimes intensely, with strange visions of a life that wasn't hers and of the horrific reality beyond it - but she tries to keep them to herself. Pretending to be normal is hard enough without thinking about all the ways she's anything but. 

Powers and Tactics: 

Jessie White fights with her shield, striking with the mechanics of someone who has solid, albeit limited, training in melee combat. She'll strike to stun and to daze, staying mobile with leaps and kicks, not too dissimilar from her aquatic friend. Singularity fights to kill. She doesn't come out much - even when Jessie's in costume. But sometimes she does. Jessie doesn't like to think about that. 

 

Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP
Strength: 30/18 (+10/+4)
Dexterity: 20/14 (+5/+2)
Constitution: 30/14 (+10/+2)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 12 (+1)

 

Combat: 12 + 12 = 24PP
Initiative: +13
Attack: +6 Base, +10 Melee
Grapple: +24
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -12

 

Saving Throws: 0 + 3 + 7 = 10PP
Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield)
Fortitude: +10/+2 (+2 Con, +8 Enhanced Con)
Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3)
Will: +8 (+1 Wis, +7)

 

Skills: 64R = 16PP
Acrobatics 10 (+15, SM)
Craft (Artistic) 8 (+8) 
Intimidate 14 (+15, SM) 
Notice 9 (+10, SM)
Sense Motive 9 (+10, SM)
Stealth 10 (+15)
Survival 4 (+5) 

 

Feats: 25PP
Acrobatic Bluff
All-Out Attack
Attack Focus (Melee) 4
Challenge 2 (Fast Acrobatic Bluff, Fast Startle) 
Dodge Focus 4
Environmental Adaptation (Underwater) 
Evasion
Improved Initiative 2
Interpose 
Luck 2
Power Attack
Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) 
Startle 
Takedown Attack 
Uncanny Dodge (auditory)

Powers: 10 + 16 + 6 + 12 + 1 + 2 + 10 + 9 + 9 + 2 + 8 = 85PP

 

Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP]
Damage 4 (shield strike, PF: Mighty) {5}
Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3}
Immunity 3 (drowning, environmental cold, high pressure) {3} 
Force Field 4  {4} 

Enhanced Constitution 16 [16PP]

 

Enhanced Dexterity 6 [6PP]

 

Enhanced Strength 12 [12PP]

 

Feature 1 (Temporal Inertia) [1PP]

 

Immunity 2 (disease, poison) [2PP]

 

Impervious Toughness 10 [10PP] 

 

Movement Array 8 (8 points; PF: Alternate Power) [9PP]
BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) + Super-Movement 2 (Slow Fall, Wall-Crawling 1) {4+4=8/8}
AP: Speed 4 (100 mph / 1000 feet per move action) + Super-Movement 2 (Water-Walking 2) {4+4=8/8}

Regeneration  9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]

 

Super-Senses 2 (Accurate Hearing) [2PP]

 

Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] 

DC Block
ATTACK            RANGE          SAVE              EFFECT
Unarmed           Touch          DC29 Toughness    Damage (Physical)
 
Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (25) + Powers (85) = 180/180 Power Points

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