Ecalsneerg Posted July 20, 2010 Posted July 20, 2010 Power Level: 10 (150/150pp) Trade-Offs: None Unspent pp: 0 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identities: Siobhan Drake (Shiv-awn, not see-oban) Identity: Secret Birthplace: Freedom City, NJ Occupation: Theology lecturer at FCU Family: General Jonathan Drake [father, 51], Jessica Drake [mother, 46], Francis "Frank" Smith [uncle, 39] Age: 26 (born 20th March 1985) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 150 lbs Eyes: Blue (White when using powers) Hair: Brown (Black as Equinox) Description: [floatl][/floatl] Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her youth. Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. Mainstays of her arsenal include binding spells, control of the four classical elements and a mind-assaulting sedative. In addition, she has skill with a defensive ward spell, and one which creates spectral white wings to allow flight. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and sedate foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. Complications: Addiction (cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' it harm none, do as you will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Force Field, Flight and Magic array. Power Glows: When using her magic array, flight, or her force field without her pentagram, Siobhan's irises turn a brilliant white colour. This is quite obvious if used in her civilian identity without precuations. Prejudice (openly practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties in both identities. Responsibility (Eldrich): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (magical threats): Equinox feels obligated to focus on preventing magic from being misued, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ... she hasn't much money, spending a lot of what she does earn on mystic supplies. Secret (identity) Stats: 0+2+0+6+8+2 = 18pp Str: 10 (+0) Dex: 12 (+1) Con: 10 (+0) Int: 16 (+3) Wis: 20 (+4) Cha: 12 (+1) Combat: 12+12 = 0pp Attack: +6, +10 Magic Grapple: +6, +12 telekinesis, +16 with Wand Defense: +6 (+3 flat-footed), +10 with Shield (+3 flat-footed) Knockback: -0, -3 with Force Field, -2 with Pentagram, -5 with both Initiative: +1 Saves: 6+5+8 = 18pp Toughness: +10 (+0 Con, +6 Force Field, +4 Pentagram) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 72r = 18pp concentration 12 (+16) Craft [Artistic] 12 (+15, Skill Mastery) Diplomacy 9 (+10) Knowledge [Arcane Lore] 12 (+15, Skill Mastery) Knowledge [Theology and Philosophy] 7 (+10, Skill Mastery) Language 2 (Greek, Latin, native: English) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10, Skill Mastery) Feats: 10pp Artificer Attack Specialisation (Magic) 2 Equipment 2 Luck 2 Ritualist Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Sense Motive) Trance Apartment Size: Diminutive; Toughness: 10; Features: Defence System [magical Snare 10], Fire Prevention System, Library, Living Space, Power [scrying ball; ESP 6 (20 miles; visual; Move Action)], Power [scrying ball; Communication 6 (20 miles; mental)], Security System, Workshop Cost: 7 equipment points. Powers: 24+1+10+6+6+11 = 62pp Magic Array 9.5 (Wiccan magic, Power Feats: 5 Alternate Powers) [24pp] Paralyze 6 (Halt thy foe; Extras: Ranged [+1], Power Feats: Reversible) AP: Blast 6 (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor [any elemental]) AP: Blast 6 (Weaken the mind; Extras: Alternate Save - Will [+1]; Power Feats: Sedation) AP: Stun 6 (Rest thy head; Extras: Ranged [+1], Sleep [+0]; Power Feats: Reversible) AP: Snare 6 (Binding; Extras: Regenerating [+1], Transparent [+1]; Flaws: Feedback [-1]; Power Feats: Reversible) AP: Telekinesis 6 (Move the elements; Heavy load: 1600 lbs [12 tons with Wand]; Power Feats: Precise) Enhanced Feat 1 (Quick Change) Flight 3 (Wings of magic; 50 MPH) [6pp] Force Field 6 Linked to Shield 4 (Spells of warding) [10pp] Super-Senses 4 (Detect Magic [mental; accurate, acute, extended, ranged]) [6pp] Device 3 (Wand of Spell Focus; Easy to Lose; 15pp of powers; Power Feats: Restricted 2 [only her]) [11pp] Enhanced Magic Array 6 (total 15.5; increases rank of all spells in Array to 10, Power Feats: Affects Insubstantial, 2 additional Alternate Powers) [15pp] AP: Healing 6 (Seal wounds; Extras: Action - Standard [+1], Energizing [+1], Total [+1]; Power Feats: Regrowth) AP: Weather Control 6 (Call down the sky; 250ft area; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1]; Power Feats: Reversible) Device 2 (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp] Force Field 4 (spells of warding, Power Feats: Subtle) [5pp] DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Paralyze Ranged DC16/20 Will (Staged) Slowed/Paralyzed Element Blast Ranged DC21/25 Toughness (Staged) Damage Will Blast Ranged DC21/25 Will (Staged) Damage Stun Ranged DC16/20 Reflex (Staged) Entangled/Bound Snare Ranged DC16/20 Fort (Staged) Daze/Stun/Unconscious Abilities (18) + Combat (24) + Saves (18) + Skills (18) + Feats (10) + Powers (62) - Drawbacks (00) = 150pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's.
Sandman XI Posted July 20, 2010 Posted July 20, 2010 Set a good example. Don't put WIPs in the character bank.
Ecalsneerg Posted July 20, 2010 Author Posted July 20, 2010 Set a good example. Don't put WIPs in the character bank. We'd outright banned them?
Sandman XI Posted July 20, 2010 Posted July 20, 2010 Ban the people? No. Move WIPs to the character building section? Yes.
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