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Magic 8 Ball - First Take


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Magic 8 Ball
Power Level: 8 [Taken as a PL10 and reduced] (150/150PP) 
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: -4 Defense / +4 Toughness 
 
In Brief: A girl with minor Psychic and Oracular Powers is cursed with a semi sentient relic disguised as a Magic 8 Ball.

 

Alternate Identity: Vicki Adams (secret)
Birthplace:  Stonehenge, UK

Residence: London / Claremont Academy
Base of Operations: Claremont Academy
Occupation:  Student, aspiring Medic
Affiliations: Claremont Academy, her Nanny, Freedom City Police
Family: StepFather (Robert, 46), Mother (Janet, 45), Sister (Helen, 13), StepBrother (Duncan, 15), Nanny (Alice 27)

 

Description:
Age: 16 (DoB: 2007, April 13th )
Gender:  Female
Ethnicity: Caucasian
Height:  5'2"
Weight:  102 lbs
Eyes:  Black
Hair:  Black


Vicki is a cute, but not stunning 16 year old girl.  She is petite and to her chagrin, has not matured like many of her friends and classmates.  Her black hair is usually done up in a stylish bob and her fathers access to good dental and health care allowed her to have very clear skin and perfect teeth.  She has a very sweet smile with two dimples that pop out when she turns it on.  
 

History:
Vicki was born on Friday, April 13th while her mother was visiting Stonehenge to talk with a Wiccan group to try to appease them for her husband who was running for MP.  It was an auspicious day and the midwives who ended up helping deliver the young girl, also marked her for second sight.  Growing up, Vicki realized quickly she was different as her Oracular sight often triggered and she ended up talking to people who weren't there or interacting with things that didn't exist.  

 

Thankfully for her, the Ministry of Powers was more than equipped to protect the young girl and help her grow up without causing issues or embarrassment for either her or her politically minded father.  In fact, they assigned a mentor for the young girl; another psychic named Synapse.  Synapse became a bit of an enigmatic fixture in her life, showing up every few months to both check in and help Vicki learn to deal with her powers.  Additionally, it was through the Ministry of Power's intervention that Vicki's life held the normalcy that it did; even if she was moved through several schools in an attempt to keep her identity and meta status secret.

 

Of course, Robert Adams, Vicki's father, was more than happy to throw money at the issue of his odd daughter so that she was not a political liability.  On her 13th birthday, Vicki was left a present by an anonymous visitor to her home.  After security examined it, they let the girl have the odd gift.  Opening it up, she wondered who would have given her a Hasbro Magic 8 Ball, but didn't originally think much of it.  However, this was no ordinary item.  It was a powerful magical relic which enhanced her power tremendously.  

However, with great power... came great strangeness.  She found out quickly that the Ball had it's own agenda and while it was all 'heroic' she often could not discern why it wanted to do anything in particular.  Additionally, she found it VERY hard to refuse the ball when it wanted to do something which began to cause more noticeable issues for her political father.

 

Within a year of finding the ball, she was sent to the US for a private boarding school that was known to both be discrete and also handle 'strange' children.  Enrolling first at the Atom Academy, she reveled in the science focused school while learning Medical and Science skills.  Yet when her father finally visited and realized it was a school for Meta children, he quickly pulled her and switched her into Claremont starting half way through her Sophomore year.  Additionally, he asked one of his friends from Parliament, Lord Robert Harrow to help the girl out as the Lord had located his family in Freedom City.  Satisfied that his daughter was in a position away from the British media and had a powerful ally by way of a long standing friend, he has given little more thought to his only daughter and left her too her studies, unaware of the true nature of the school.

 

In the short time she has been in Freedom City, she has started working with the Police Department.  Befriending an older detective in the Cold Cases Division, she has already helped solve several outstanding cases.

 

Personality & Motivation:
Vicki is a very altruistic person and has a high degree of empathy for her fellow man.  She is wise beyond her years, mostly as a product of seeing a parade of horrible things that people do to each other.  She is determined to help in any way that she can and has aspirations of being a doctor and a hero on the side.  Additionally, she is saddled with the Magic 8 Ball, which while enigmatic, also consistently pushes her to engage in heroic activities even if she doesn't always know how to solve or recognize them.
 

Powers & Tactics:
In combat Vicki relies on her senses to determine who is opposed to them.  She is careful and cautious, trying to assess any situation she is in before recklessly getting stuck in.  While she can slug with other aspiring heroes of her age, she often would rather try to defuse situations and if she can trick or lower the heat she'll do that.

 
Power Descriptions:
Most of Vicki's powers are subtle and hard to notice.  Not much that she does is very flashy.  The most flashy of her abilities is when she uses any of her Telekinetics to toss things around.  When she uses the ball, it tends to glow with a magical inner light.  Her telepathy is far more subtle with most of the abilities registering only to people who have specialized senses to notice such mental intrusions.
 

Complications:
Listen to the Ball: While the 8 Ball gives Vicki a lot of additional power, it also is rather bossy and tells her to do things.  It is semi sentient and has it's own (Heroic) agenda.  Which does not always coincide with Vicki's plans.
Who are you talking too?: Since she can not control her Oracular gifts it is often that she is talking to a vision and not realizing it.  Since they are not obvious, other people just see her talking to space.  This does not help Teenaged cool.
Just a little bit Pushy: If she, or anyone, asks the 8 Ball a question, she is compelled to do what it says even if she disagrees with it.
It's polite to ask first: Sometimes the ball demands to be heard and Vicki has to ask it about even mundane things, like 'Should I go to the movies'.
Can't get rid of it: The 8 Ball is bound to her and no matter what she has tried, she can't get rid of it.  It shows up in awkward times.
My Wonderful Parents: Everyone is embarrassed by their parents, Vicki's father is a well know firebrand right wing politician in the UK who does not know of his daughters gifts.
Culture Shock: America is not the UK and when you ask people for a rubber to correct a mistake on your paper... they look at you funny.
Get out the Eye Bleach: Vicki's Oracular sight comes unbidden regularly and often shows her things she has no wish to see.  She ends up seeing Embarrassing moments of people's lives all the time.

 

Abilities: 0 + 2 + 4 + 6 + 10 + 6 = 0PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 20/26 (+5/+8)
Charisma: 16 (+3)


Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP
Initiative: +1
Attack: +4 Melee, +8 Ranged, +4 Base
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed

Grapple: +4
Knockback: -6


Saving Throws: 5 (1PP / Fortitude) + 6 (1PP / Reflex) + 0 (1PP / Will) = 11PP
Toughness: +2/12 (+2 Con, +10 [Protection])
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+1 Dex, +6)
Will: +8/+11 (+8/+11 Wis, +0)


Skills: 10R = 40PP (1PP = 4 Skill ranks)
Bluff 2 (+5)
Concentration 2 (+10) [Second Chance]
Diplomacy 7 (+10)
Investigate 2 (+5)
Knowledge [Life Science] 7 (+10)
Knowledge [Parapsychology] 2 (+5)
Knowledge [Popular Culture] 2 (+5)
Medicine 2 (+10)
Notice 2 (+10)
Search 7 (+10)
Sense Motive 2 (+10)


Feats: 13PP
Assessment
Attack Focus (ranged) 4
Dodge Focus 2
Interpose
Luck 1
Connections 1
Benefit (Important Family) [Politician Father] 1
Second Chance [Concentration]
Teamwork 1

 

Powers: 49 + 22 + 4 = 75PP
Device 11 (Magic 8 Ball, 55DP Device, Feats: Indestructible, Summonable, Disguised, Only usable by you 2) 49PP (Magic)
    Super Senses 8 (Shake the Ball; Pre/Postcognition  Flaws: Uncontrolled, Limited [Yes, No, Maybe IE 8Ball answers only] Drawback: Noticeable [Glows]) 2DP
    
    Protection 10 (Ball of Protection), Extra: Force Field, Feat: Subtle 1) 11DP
    
    Enhanced Trait 9 (Fortified Mind; [Wisdom 6, Will Save 3]) 9DP
    
    Flight 2 (Mental Levitation; Feat: Maneuverability 1) 5DP
    
    Telekinetic Power 14 (Array 28PP, Feat: Altername Powers 2) 28DP
        BE: Move Object 8 (Telekinesis; Extra: Damaging, Feat: Precise, Progression Range 1 [160ft], Alternate Powers 2) 26PP
        AP: Blast 8 (Fling Debris; Extra: Area(Cone)) 1PP
        AP: Blast 8 (Power Throw; Extra: Penetrating) 1PP
        
Telepathy 11 (22PP Array, Feats: Alternate Powers 6) 23PP (Mental, Psychic)
    BE: Mind Reading 8 (Emotional Scan; Extra: Effortless, Feat: Subtle 2, Flaw: Limited to Emotions) 10PP (17PP Total)
        Linked to
        Communication 4 (Telepathy; [Mental Communication], Feat: Rapid 2, Subtle 1) 7PP
    AP: Concealment 10 (Mind Blank; [All Senses], Feats: Selective, Flaw: Phantasm) 1PP
    AP: Emotion Control 8 (Change Moods; Feat: Subtle 1) 1 PP
    AP: Stun 8 (Mental Strike; Extra: Alternate Save [Will], Feat: Subtle) 1PP
    AP: Mind Reading 8 (Quick Probe; Extra: Effortless, Flaws: Duration [Instant]) 1PP
    AP: Mind Control 8 (Suggestion; Extra: Effortless, Feat: Subtle 1, Flaw Duration 1 [Instant]) 1PP
    AP: Illusion 8 (Distort Senses; [All Senses], Flaw: Phantasms, Action 1 [Full]) 1PP
    
Super Senses 8 (Oracle Sight; [Pre/Postcognition], Flaw: Uncontrolled) 4PP

 

Drawbacks: (-0) + (-0) = -0PP
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage
Telekinesis         Ranged     DC 23 Toughness                Damage
Fling Debris        Cone 80ft  DC 23 Toughness                Damage
Power Throw         Ranged     DC 23 Toughness, Penetrating   Damage
Mental Strike       Ranged     DC 18 Will                     Stun
Emotional Scan      Perception DC 18 Will                     Mind Reading
Suggestion          Perception DC 18 Will                     Mind Control
Change Moods        Perception DC 18 Will                     Emotion Control


Totals: Abilities (28) + Combat (12) + Saving Throws (11) + Skills (10) + Feats (13) + Powers (76) - Drawbacks (0) = 150/150 Power Points

Edited by BitCook
Changed History, removed Apparent Age

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