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Ellie Espadas AKA Jill o' Cure


Gizmo

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Here's the preliminary build for Jack of all Blade's sister, who will eventually be his sidekick. She's PL 10 and I'm hoping to keep her down to 150PP (30 ranks of Sidekick). This version is 160PP, however. Thoughts?

Abilities: 0 + 8 + 2 + 8 + 4 + 6 = 28PP

Str: 10 (+0)

Dex: 18 (+4)

Con: 12 (+1)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 16 (+3)

Combat: 8 + 16 = 24PP

Attack: +4 Base, +6 Melee, +10 Unarmed

Grapple: +8

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed

Knockback: -2/-0

Initiative: +4

Saves: 4 + 6 + 8 = 18PP

Toughness: +5 (+1 Con, +1 Defensive Roll, +3 Costume)

Fortitude: +5 (+1 Con, +4)

Reflex: +10 (+4 Dex, +6)

Will: +10 (+2 Wis, +8)

Skills: 52R = 13PP

Acrobatics 6 (+10)

Bluff 12 (+15)

Knowledge (Life Sciences) 6 (+10)

Language 1 (Spanish)

Medicine 13 (+15)

Notice 8 (+10)

Stealth 6 (+10)

Feats: 22PP

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Unarmed) 2

Defensive Roll 1

Distract (Bluff)

Dodge Focus 7

Equipment 1

Evasion 1

Improved Defense 2

Improvised Tools

Set-Up

Taunt

Uncanny Dodge (visual)

Costume: Protection 3 [Power Feat: Subtle]; Cost: 4EP

Masterwork Medical Tools: Cost: 1EP

Powers: 45pp

Healing 10 (Power Feats: Alternate Power 2, Stabilize, Persistent, Regrowth, Extras: Restoration, Total) [45PP]

  • AP Disease Touch 10 (Damage 10, Extra: Alternate Save [Fortitude], Secondary Effect, Flaw: Limited [Living Beings]) + (Drain Fortitude 10, Power Feat: Slow Fade, Extra: Secondary Effect) [41PP]
    AP Create Object 10 (Power Feats: Selective, Stationary, Extras: Impervious, Movable) [42PP]

DC Block:

Unarmed -- DC15/Toughness -- Bruised (Staged)

Disease Touch -- DC 20/Fortitude -- Drained, Bruised (Staged)

Costs: Abilities 28 + Combat 24 + Saves 28 + Skills 13 + Feats 22 + Powers 45 = Total Cost 160

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(13:19:21) Ecalsneerg: Alternately, you could start her at PL8-9

(13:22:30) ShaenTheBrain: She has a lot of feats. You might want to narrow her focus a little more.

(13:23:09) Gizmo: Most of those are just for meeting caps.

(13:23:56) ShaenTheBrain: Like instead of making her an acrobatic swashbuckler like her brother, maybe give her mobility as a result of her force constructs. Flight 1 (10mph, Flaws: Platform) [1PP].

(13:26:17) ShaenTheBrain: For all those points you're spending on Defense and Dodge Focus and Defensive Roll, you could buy her a Force Field instead, which she keeps on at all times. Then you could drop one of the extras on her Healing AP, and have it share the AP slot with a power which adds +Affects Others to the Force Field.

(13:27:26) ShaenTheBrain: Also, you could drop the whole array by 9PP by dropping the Restorative extra from her Healing power, and instead giving her a Restorative-Only Boost as an AP.

(13:27:53) Gizmo: Hmm, point.

(13:28:18) ShaenTheBrain: Drop the secondary effects from the Harm AP and the Impervious from the Create Object AP accordingly.

(13:28:24) ShaenTheBrain: Is how I'd do it.

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  • 1 month later...

Couple things. Unarmed does not count for all touch attacks each attack is it's own specialty. So she's PL 8 with diesease touch and PL 5 unarmed. Seems like a bit of a waste to have the unarmed spec on a strength 10 character but since she's more a support sidekick her her offensive potential isn't the important part over all. Really Jacks plenty offensive on his own ;)

If you want her to be a set up/distract kinda sidekick she'll need higher bluff. But JOAB does it better right now anyway so I'm not sure how much he needs the help there.

Restoration is basically useless on Healing. You could stunt a restorative boost effect instead if you really want her to take care of ability damage in a given thread. (Pick up leadership on jack and he can clear her fatigue with his HP) Ability damage just isn't common enough to have a standard power to deal wit it.

Lose movable for tether on the create object. That way it'll move with her if she needs to cover a retreat and if you really need to change the position of your Move object effect you can just stop maintaining it and set it up in a new spot (Or use lots of bubbles rather than walls)Lose the secondary effect on the Disease touch it really doesn't need the boost against any one with a low enough fort save for it to matter.

If her main thing is healing/forcefield support you can squeeze out some of those feats that are about social manipulation. As I said above Jack pretty much has that covered.

Fort save seems low for what is basically a biokineic from what I can see though thats just a style thing.

Personally +effects others on a forcefield is basically useless as almost everyone is at defensive caps so they already have all the toughness they need and can't actually gain anything from a forcefield built with protection as the base.

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Take Two!

Abilities: 0 + 8 + 2 + 8 + 4 + 6 = 28PP

Str: 10 (+0)

Dex: 18 (+4)

Con: 12 (+1)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 16 (+3)

Combat: 8 + 16 = 24PP

Attack: +4 Base, +6 Melee, +10 Disease Touch

Grapple: +8

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed

Knockback: -2/-0

Initiative: +4

Saves: 4 + 6 + 8 = 18PP

Toughness: +5 (+1 Con, +1 Defensive Roll, +3 Costume)

Fortitude: +5 (+1 Con, +4)

Reflex: +10 (+4 Dex, +6)

Will: +10 (+2 Wis, +8)

Skills: 56R = 14PP

Acrobatics 6 (+10)

Bluff 15 (+18)

Knowledge (Life Sciences) 6 (+10)

Language 2 (Latin, Spanish)

Medicine 13 (+15)

Notice 8 (+10)

Stealth 6 (+10)

Feats: 21PP

Attack Focus (Melee) 2

Defensive Roll 1

Distract (Bluff)

Dodge Focus 7

Eidetic Memory

Equipment 1

Evasion 1

Improved Defense 2

Improvised Tools

Quick Change

Set-Up

Taunt

Uncanny Dodge (visual)

Costume: Protection 3 [Power Feat: Subtle]; Cost: 4EP

Masterwork Medical Tools; Cost: 1EP

Powers: 35PP

Healing 10 (Power Feats: Alternate Power 2, Stabilize, Persistent, Regrowth, Extra: Total) [35PP]

  • AP Disease Touch 10 (Drain Fortitude 10, Power Feats: Accurate 2, Incurable, Slow Fade, Extra: Linked [Damage]) + (Damage 10, Extras: Alternate Save [Fortitude], Linked [Drain]) [34PP]
    AP Create Object 10 (Power Feats: Progression 1 [10-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious) [34PP]

DC Block:

Unarmed -- DC15/Toughness -- Bruised (Staged)

Disease Touch -- DC 20, DC 25/Fortitude -- Drained, Bruised (Staged)

Costs: Abilities 28 + Combat 24 + Saves 28 + Skills 14 + Feats 21 + Powers 35 = Total Cost 150

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  • 1 month later...

Here's Jill's final, complete sheet for approval:

Power Level: 10 (150/150 PP) (Sidekick 30)

Trade-Offs: +5 Defense, -5 Toughness

Unspent PP: 0

[floatr]Ellie.pngJillOCureHF.png[/floatr]Characters Name: Jill O'Cure

Alternate Identity: Ellie Espadas, Jill Pique

Age: 17

Gender: Female

Height: 5'8''

Weight: 125 lb

Hair: Dusty Brown, Dyed Black

Eyes: Dark Blue

Description:

Ellie Espadas is a coltish young woman with short dusty brown hair dyed black and a perpetually sardonic expression on her angular features. She prefers to dress in layers, favouring oversized dress shirts under fitted vests and similar combinations, accessorising with bangles and broad rings. Recently she has taken to carrying a canvas messenger bag storing first aid supplies and her costume.

Said costume mirrors her brother's, swapping a deep crimson for his royal blue. Black tights feature prominent red piping up the sides while a cropped top and jacket provide an airier look. Jill O'Cure has also adopted an identity concealing bandana mask and a hair colour to match Jack’s customary wig, although the family resemblance remains obvious.

History:

Born in 1992, Ellie Espadas was born to Freedom City policewoman Gina Espadas and immigrant John Pique, who disappeared shortly before her birth. Growing up in the West End verbally sparing with her older brother Erik, she demonstrated a keen mind from an early age, reading voraciously and studying a variety of subjects without prompting.

When a stray bullet in a convenience store robbery gone wrong left Gina paralysed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics who arrived to stabilise her mother. While the tragedy signalled the end of her brother's childhood, it came at a time when Ellie was only just beginning to discover who she was. Simultaneously developing a devoted interest in medicine and acquiring a flint hard, cynical edge, she found her early high school years difficult and isolating. Compounding matters, her brother and closest confidant was forced to spend most of his time making ends meet.

Though trying, these years honed Ellie's forceful personality. When Erik revealed to her the super powers he had gained, she helped his create the persona of Jack of all Blades. Her medical knowledge were instrumental in those early months, during which he would often return home in the middle of the night with a variety of wounds and fractures.

Escaping social tribulations at school stemming from boredom, Ellie was delighted to spend time with the friends Erik made in the superhero community. Nevertheless, she remained on the periphery of that world until the night John Pique reappeared at the Espadases’ door step, carrying the unconscious form of Rose Copas, better known as Jaci o' Cups.

Amidst the revelations and frantic melee which followed as the so-called Tournament of Jacks reached a head, Ellie came into possession of the Jack of Coins playing card dropped by the slain Denari Jones. The complex magics woven into the artefact awoke the latent metamagi abilities which were as much her heritage as her brother's.

Over Erik's objections, she donned a costume of her own and took the name Jill O’Cure. Conceding that she was determined to follow in his footsteps regardless, Erik decided that he'd rather keep his sister nearby where he could keep her out of the worst danger. Ellie, naturally, has other ideas. Thanks to a few pulled strings, she has enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique, in order to learn more about her powers.

Personality & Motivation:

Ellie developed a biting wit alongside her brother, and if she lacks a measure of his self-assured bravado, she makes up for it with a razor sharp acumen. She is, however, more likely to use this as a defence mechanism, making clever quips to downplay a strong sense of empathy and what is easily a genius level intellect.

Although somewhat more pragmatic than many heroes, Ellie has a strong sense of personal responsibility and has dedicated herself to saving lives. She struggles to balance the need to do what it takes to get the job done and a keen awareness of potential collateral damage. The Jill O'Cure persona allows her to indulge in her more impulsive side, while still playing the voice of reason to her brother's reckless abandon.

Powers & Tactics:

Ellie is able to manipulate biological material on the cellular level. Thanks to her extensive knowledge of medicine, her default use of this ability is to heal, miraculously repairing wounds, curing illness and even regrowing limbs. The flip side of that power is a devestating attack on a body's natural defenses with a mere touch. These applications are signalled by a pale blue and virulent green glow, respectively. Ellie also possesses the apparently unrelated ability to create translucent force fields around herself and others.

Conceptualizing herself as a super paramedic, Ellie makes protecting civilians her priority, sheilding them with her force fields and delivering medical attention to any injured. Given a choice, she prefers traditional medical techniques to using her powers, not entirely trusting their 'something for nothing' nature, but does not hesitate when time is of the essense.

In actual combat, Ellie leverages her not inconsiderable self defense training. Against non-powered foes, a single application of her offensive abilities is often enough to discourage further conflict, while she wisely follows a more cautious strategy when dealing with super villains. Ultimately, she lacks her brother's inclination toward fighting, and seeks to end such confrontations quickly.

Complications:

Civilians (Ellie prioritizes the protection of innocent bystanders over fighting villains, even more so than most heroes.)

Family (It's not easy being Jack of all Blades' sister.)

Secret (Superhero Identity, 'Jill Pique' Identity)

Sidekick (As Jill, Ellie has to deal with an over protective brother and may have trouble getting other heroes to take her seriously.)

West Ender (Ellie is proud of her neighbourhood and particularly protective of its residents.)

Abilities: 0 + 8 + 2 + 10 + 4 + 6 = 30PP

Str: 10 (+0)

Dex: 18 (+4)

Con: 12 (+1)

Int: 20 (+5)

Wis: 14 (+2)

Cha: 16 (+3)

Combat: 8 + 16 = 24PP

Attack: +4 Base, +6 Melee, +10 Disease Touch

Grapple: +8

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed

Knockback: -2/-0

Initiative: +4

Saves: 4 + 6 + 8 = 18PP

Toughness: +5 (+1 Con, +2 Defensive Roll, +2 Costume)

Fortitude: +5 (+1 Con, +4)

Reflex: +10 (+4 Dex, +6)

Will: +10 (+2 Wis, +8)

Skills: 56R = 14PP

Acrobatics 6 (+10)

Bluff 15 (+18)

Knowledge (Life Sciences) 5 (+10)

Language 2 (Latin, Spanish)

Medicine 12 (+15)

Notice 10 (+12)

Stealth 6 (+10)

Feats: 18PP

Attack Focus (Melee) 2

Defensive Roll 1

Distract (Bluff)

Dodge Focus 7

Eidetic Memory

Equipment 1

Evasion 1

Improvised Tools

Quick Change

Set-Up

Taunt

Costume: Protection 2 [Power Feat: Subtle]; Cost: 3EP

Masterwork Medical Tools; Cost: 1EP

Night Vision Goggles; Cost: 1EP

Powers: 36pp

Biological Manipulation Array 17 (34PP, Power Feats: Alternate Power 2) [36PP]

  • Healing 10 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Total) [33PP]

    AP Disease Touch 10 (Drain Fortitude 10, Power Feats: Accurate 2, Incurable, Slow Fade, Extra: Linked [Damage]) + (Damage 10, Extras: Alternate Save [Fortitude], Linked [Drain]) [34PP]

    AP Create Object 10 (Power Feats: Progression 1 [10-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious) [34PP]

DC Block:

ATTACK            RANGE     SAVE                        EFFECT

Unarmed           Touch     DC15 Toughness (Staged)     Damage

Disease Touch     Touch     DC20 Fortitude (Staged)     Drain Fortitude

                  Touch     DC25 Fortitude (Staged)     Damage

Costs: Abilities 30 + Combat 24 + Saves 28 + Skills 14 + Feats 18 + Powers 36 = Total Cost 150

Note: Like her brother, Ellie is a metamagi, the result of mystically enhanced mutation, blurring the line between genetics and sorcery. In her case, magic nullification prevents her from using her Disease Touch or Create Object Alternate Powers. Effects that nullify mutant abilities shut off her powers entirely.

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