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Seraphim
Power Level: 10/built 8 (150/150PP)
Unspent Power Points: 0

Trade-Offs: None

 

In Brief: Light-wielding Claremont student with some healing

Catchphrase: 

Theme: 

 

Alternate Identity: Sarah Francine Thatcher (Secret)
Birthplace:  Freedom City, NJ

Residence: Claremont Academy 

Base of Operations: Claremont Academy

Occupation:  Student
Affiliations:
Family: Mother (Michelle), Father (Charles), Older Brothers (Chance and Daniel), Older Sister (Lacey), Younger Sister (Gauge)

 

Description:
Age: 16 (DoB: May 2nd 2008)
Apparent Age: 16
Gender:  Female
Ethnicity: Caucasian
Height:  5’ 4”
Weight: 
Eyes:  Hazel
Hair:  Dirty Blonde

 

Description: 

Sarah is not much of an athlete having spent more studying. Her blonde hair falls to the middle of her back and she usually keeps it secured with a hair pin. Her wardrobe consists mostly of blouses and pants, with the occasional skirt. But, she tends to only wear a little bit of jewelry.

She doesn’t have a costume of her own design yet, so she uses the school provided one. The only thing beyond that, is her eyes glowing and a set of ethereal wings of light that manifest when she uses her powers.

 

History:

Sarah is the 4th child of five. Her family only recently moved to Freedom City for the start of the new school year. Her mother and father both accepted new jobs at local schools. Her mother, as an elementary teacher and her father, as an high school assistant principal.

Sarah and her parents accepted an invitation for Sarah to attend Claremont. Although her parents don’t know about her recently acquired powers or Claremont’s true nature, they only know the school’s perceived reputation as a well known private school.

In truth, Sarah had had a strange encounter several months prior. She had been helping with a school-run park cleanup event when a man stumbled through her class. Sarah had met the man’s eyes and a spark seemed to leap from his eyes to hers, unseen by anyone else. The man stumbled off and her fellow students eventually wrote him off.

Several minutes later, while picking up some trash the man reappeared, surprising her. Sarah was scared, but the man attempted to calm her. Something about him radianted reassurance and she stopped to listen as he spoke. He asked a simple harmless sounding question: “Do you see the light?”

At first, she didn’t understand, but before she could answer she saw it. An aura of light surrounded the man and she could feel its warmth.

Sarah nodded and the man seemed to sigh in relief. His relief turned to regret though and he apologized. Before Sarah could question him she felt it as the light brightened. The light fell over her and its warmth filled her.

When the light cleared the man had vanished.

 

Personality & Motivation:
Sarah is a bright and cheerful sort, always willing to help those in need. Studious and determined, she hopes to eventually enter the medical field in some manner.

 

Powers & Tactics:
Seraphim’s powers are light-based. Blasts of light work as ranged attacks and walls of light as protection. Manifesting an aura of light she can allow herself to fly. She believes though, that her greatest power is her ability to heal wounds. Tactically speaking though, she simply has no real experience.

 

Power Descriptions:

Her powers all manifest as white light. Beams of light for her blasts and walls of light constructed of hexagon shaped plates. An obvious white aura surrounds her as she uses her powers, its brightness reflecting the amount of energy she is using.

 

Complications:
 

Diffusion: A large enough crystal, prism, or light diffusing material could disrupt her powers

 

Deep Dark: GM can decide that damage she is attempting to heal requires a higher power check, or possibly an additional Medicine check, due to having to ‘push the healing light deeper to reach the wound’. GM may also decide wound is beyond her ability to heal (i.e.: fully psychic damage, requiring complicated surgery, etc.)

 

Jumping at Shadows: Sarah has a fear of the dark, a fear that has only increased since learning what can actually lurk in the darkness. This can cause her to hesitate, losing her action(s) or possibly dropping in initiative order

 

A Light that Shines: creatures of darkness or users of powers with the darkness descriptor can usually sense her light light problem



Abilities: 2 + 4 + 2 + 6 + 6 + 4 = 22PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +6 (+2/Dex +4 Improved Initiative)
Attack: +4 / +8 [Blast] (+4/Base) [+4/Accurate]

Defense: +8 (+4/Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +4 (+3/Base +1/Str)
Knockback: -0/-4


Saving Throws: 7 + 6 + 5 = 18PP
Toughness: +8 (+1 Con, +7/Protection)
Fortitude: +8 (+1 Con, +7)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+3 Wis, +5)


Skills: 64/64R = 16PP

Computers +10 (+3/Int +7)

Diplomacy +5 (+2/Cha +3)

Gather Information +5 (+2/Cha +3)

Investigate +10 (+3/Int +7)

Knowledge, Current Events +10 (+3/Int +7)

Knowledge, Pop Culture +10 (+3/Int +7)

Medicine +12 (+3/Wis +9)

Notice +10 (+3/Wis +7)

Search +10 (+3/Int +7)

Sense Motive +10 (+3/Wis +7)



Feats: 8PP

Dodge Focus 4

Improved Initiative 

Luck 2

Skill Mastery (Medicine, Notice, Search, Sense Motive)

 



Powers: 37 + 7 + 5 + 5  + 16 = 70 PP

(All powers have the Light descriptor)

 

Light Control Array 16.5 (33PP Array; Feats: Alternate Power 4) [37PP]

BP: Healing 8 (Healing Light; Healing 8; Range: Touch; Extra: Energizing; Feat: Persistent, Regrowth, Stabilize) [33/33PP]

AP: Healing 8 (Restoring Light; Healing 8; Range: Touch; Extra: Restoration; Feat: Persistent, Regrowth, Stabilize) [33/33PP]

AP: Blast 8 (Light Beam; Damage 8; Range: 8 [100’ increments, 800’ max]; Extras: Ranged, Penetrating 4; Feats: Accurate 2 (+4 Attack), Affects Insubstantial 1, Precise) [24/33PP] (additional descriptor: heat)

AP: Dazzle 8 (Flash Bang; Dazzle 8 (Visual), Range 800’ max; Extra: Area [burst], Feat: Affects Insubstantial 2) [18/33PP]

AP: Environmental Control 8 (Dayshine; Environmental Control 8 [Light 2]; Range: 8 [100’ increments, 800’ max]) [16/33PP]

 

Protection 7 (Light Barrier; Protection 7) [7PP]

 

Immunity 5 (Immunity to Visual Effects) [5PP]

Immunity 5 (Immunity to all Light based Damage) [5PP]

 

Flight 8 (Speed: 2500’ per round, 2500 mph) [16PP]


Drawbacks: 0PP


DC Block

ATTACK          RANGE     SAVE                       EFFECT
Unarmed         Touch    DC 15 Toughness            Damage
Light Beam Ranged DC 23 Toughness Damage
Flash Bang     Ranged DC 18 Reflex/Fortitude       Dazzle

Healing Touch DC 18 Fortitude (harmless) Healing

 

Totals: Abilities (22) + Combat (16) + Saving Throws (18) + Skills (16) + Feats (8) + Powers (70) - Drawbacks (0) = 150/150 Power Points

Edited by Spacefurry

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