RocketLord Posted March 27, 2020 Posted March 27, 2020 (edited) Little Mermaid II Power Level: 15 Effective Power Level: 12 Power Points: 212/250PPUnspent Power Points: 38PPTrade-Offs: (Unarmed) ATK-4/DC+4, No defensive In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale. Catchphrase: "Let's make a splash!" Theme: Under The Sea - Jonathan Young Alternate Identity: Mette Madsen (Secret)Birthplace: Copenhagen, Denmark Residence: Copenhagen, DenmarkOccupation: Adventurer, Swimming Coach Affiliations: Vanguard Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal) DESCRIPTION Age: DOB (2000, December 24th)Gender: FemaleEthnicity: Scandinavian Height: 5’6’’Weight: 150 lbs.Eyes: GreenHair: Dark brown Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots. When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving the top of her head, her mouth and her chin free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail HISTORY Mette was born on Christmas Eve, 2000. The last Christmas of a millenium, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more. As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities. For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right? Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers. Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more. PERSONALITY & MOTIVATION At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong. Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities, as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched. POWERS & TACTICS Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it. As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. POWER DESCRIPTIONS The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen. Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic. Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect. COMPLICATIONS Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point. Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water using her Create Object power, and the GM can award her a Hero Point. I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point. Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation. ABILITIES 0 + 6 + 8 + 4 + 10 + 10 = 38PP Strength: 10 (+0) / 42 (+16) Dexterity: 16 (+3) / 20 (+5) Constitution: 18 (+4) / 34 (+12) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 8 + 8 = 16PP Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) / +32 (+32 Bring the Sea) Knockback: -2 (TOU/2) / -3 w. Defensive Roll / - 5 w. Enh Con / - 6 w. Enh Con and Defensive Roll SAVING THROWS 0 + 7 + 7 = 14PP Toughness: +4 (+4 Con) / +12 (+4 Con, +8 Enh Con) Fortitude: +4 (+4 Con, +0) / +12 (+4 Con, +8 Enh Con, +0) Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex +7) Will: +12 (+5 Wis, +7) SKILLS 92R = 23PP Diplomacy 15 (+20) SM Gather Information 5 (+10) Intimidate 15 (+20)SM Knowledge [Arcane Lore] 3 (+5) Knowledge [Earth Sciences] 3 (+5)SM Languages 3 (Native: Danish; Learned: Atlantean, English, French) Notice 10 (+15)SM Perform [Singing] 10 (+15)SM Sense Motive 10 (+15)SM Survival 5 (+10) Swim 10(+10) / (+26 w. Enh Str)SM FEATS 29PP Accurate Attack Attack Focus [Melee] 4 Benefit 1 [Famous in Scandinavia, known in Europe] Challenge (Fast Startle) Dodge Focus 8 Evasion 2 Move-By Action Luck 4 Power Attack Skill Mastery 2 [Diplomacy, Gather Information, Intimidate, Knowledge [Earth Sciences], Notice, Perform [Singing], Sense Motive, Swimming] Startle Takedown Attack 2 Uncanny Dodge [Auditory] Enhanced Feats Environmental Adaption [Aquatic] Quick Change POWERS 2 + 16 + 4 + 1 + 53 + 3 + 1 + 2 + 10 = 92 All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted. Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: Talk to Fish, Physical Enhancement) Enhanced Constitution 16 [16PP] (Descriptors: Physical Enhancement) Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Magical Uniform, Summon Uniform) Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid) BP: {32 + 16 = 48/48} (Descriptors: Mighty Mermaid, Physical Enhancement, Underwater Adjustment) Enhanced Strength 32 [32PP] Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] AP: Blast 12 (Extras: Area [General Line], Penetrating 6; Feats: Knockback 6) {48/48} (Descriptors: High Pressure Water Burst, Water, Impact Damage Type) AP: Create Object 11 (Extras: Duration [Continuous], Movable; Feats: Progression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: Shape of Water, Water, Water Expansion, Water Shaping) AP: Move Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control) AP: {24 + 24 = 48/48} (Descriptors: Siren's Song, Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)) [24PP] Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP] AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song) Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: Underwater Adaption, Physical Enhancement) Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: Tremorsense, Physical Enhancement) Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: Darkvision, Physical Enhancement) Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement) BP: Swimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change) AP: {5 + 4 = 9/9} (Descriptors: Powerful Legs) Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP] Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Mighty Mermaid Touch DC31 Tou (staged) Damage +8 High Pressure Water Burst 120 ft., Line Area DC22 Ref Reduce Damage effect to DC21 if passed Area DC27 Tou (staged) Damage Penetrating 6, Knockback+6 Siren's Song Area, Auditory Perception DC22 Ref Ignore Drain Will and Mind Control effects if passed DC22 Will (staged) Drain Will Linked to Mind Control Effect DC22 Will Mind Control Linked to Drain Will effect Siren Scream 120 ft., Cone Area DC22 Ref Reduce Stun effect to DC16 if passed DC22 Fort Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious Knockback Totals: Abilities (38) + Combat (16) + Saving Throws (14) + Skills (23) + Feats (29) + Powers (92) - Drawbacks (0) = 212/250 Power Points Edited November 11, 2021 by Thevshi +4PP for Oct 2021
EternalPhoenix Posted March 28, 2020 Posted March 28, 2020 I don't have any problems with this. APPROVED
Fox Posted March 28, 2020 Posted March 28, 2020 Minor math thing: I read the low-end of the Knockback modifier as -2 (+4 from con, /2).
RocketLord Posted March 28, 2020 Author Posted March 28, 2020 Fixed the knockback, also added calculation for knockback with Enh Con, in case Defensive Roll is denied
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