Angel Posted September 12, 2010 Posted September 12, 2010 Power Level: 7 (105/107PP) Trade-Offs: None Unspent PP: 2 Gold Status: 2/30 In Brief: Dick Grayson, age 12 raised by mercenaries, but still has a code against killing. Alternate Identities: Orela Orsini Identity: Secret Birthplace: Italy Occupation: None Affiliations: None Family: None Age: 20 (DoB: August, 1990) Apparent Age: early twenties Gender: Female Ethnicity: Italian Height: 5'2" Weight: 130 lbs Eyes: brown Hair: brown and blonde Description: Orela is a very attractive Mediterranean woman. She looks to be in her early twenties. Her skin is an olive tone that is almost always tanned. While her body is healthy, it is not overtly muscular. Soft curves accentuate her toned build and hourglass figure. Her hair is a sandy brown or dirty blonde, mixing the two colors naturally. Her clothes are limited from what she can find from shelters. It is almost always denim shorts, t-shirt and sandals. Though she is not picky in her situation. She carries herself with the utmost poise. Her voice is heavily accented from her native tongue. She is generally a force to be reckoned with. She is very outspoken and has a force of personality that most find refreshing and others find scary. She's worked on both of those qualities. History: Orela was born with a silver spoon in her mouth. Her family was, well, "family". She grew up never wanting for anything, a life of excess. What she really enjoyed physical activity, the girl was strong and healthy as a horse. This was only matched by her force of personality. On her twelfth birthday, the excess would come to an end. A a band of mercenaries working for a rival family slaughtered everyone in the room. Most of the heads of the family were there. This was a cripplingly fatal blow to the Orsini family. If not for the compassion of one of the mercenaries, Orela herself would have been amongst one of the fatalities. The young twelve year old tried to take down one of the mercenaries. A gun pressed to her forehead after she tackled the gunman. Another one of the mercenaries saw this and called him off. She wasn't the one they were aiming for, The mercenary who saved her life would take her as a prize. This did not sit well with her, though it was better than being dead. He taught her to harness her anger and put it into good use. The group of mercenaries adopted her as sort of a mascot, as if hired heroes were allowed to have mascots. She grew attached to her teacher and eventually the rest of the group.They were her family. Though she didn't approve of the killing. She never got past the moment of seeing her mother and father die in front of her. The group travelled all over Europe. for the next eight years. It was when they got their biggest break that Orela would experience tragedy again. The group of mercenaries were to travel to America. Their job was simple take out some of the Driogano family. The mercenaries did not know that the Drioganos had a psychic on their side. The family was ready for the attack and easily wiped out the mercenaries. Orela was again without a family. She was in Freedom City though. A city of heroes. Surely nothing could go wrong here where they loved the good guys, right? No one knew who she was here. She took the name The Pugilist A heroic name and would continue her own style of heroism in the name of her two lost families. Personality & Motivation: The reason she's in the hero situation is because of her upbringing. Though she didn't agree with her second family's method of heroism, they implanted in her that there were bad people in the world and they needed to be taken care of. Mostly the people they dealt with were monsters in their own right, but she never got used to seeing people die. With her new lease on life she can do heroic things without seeing people die. Due to her past, she mostly hunts mafia. Though she is not picky. Bad people must be taken down on all fronts. Powers & Tactics: Orela is a strong and healthy girl. She has no powers to speak of, but she is almost at peak human physical condition. She will pepper her enemies with hard blows and mind games until they fall. Complications Financially unstable (she has nothing but the clothes on her back) Secrets (no one around these parts knows The Pugilist's past) Abilities: 14 + 0 + 14 + 0 + 0 + 14 = 42pp Str 24 (+7) Dex 10 (+0) Con 24 (+7) Int 10 (+0) Wis 10 (+0) Cha 24 (+7) Combat: 10 + 12 = 22pp Initiative: +0 Attack: +5, +7 melee Grapple: +14 Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed Knockback: -3 Saving Throws: 5 + 5 + 5 = 15pp Toughness: +7 (+7 Con, +0 [Other]) Fortitude: +12 (+7 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +5 (+0 Wis, +5) Skills: 52r = 13pp Acrobatics 10 (+10) Climb 8 (+15) Diplomacy 8 (+15) Intimidate 8 (+15) Language 4 (Italian [native], English, Greek, French, Spanish) Perform (dance) 3 (+10) Perform (wind instruments) 3 (+10) Swim 8 (+15) Feats: 15PP Acrobatic Bluff All-Out Attack Attack Focus (melee) 2 Challenge (Fast Acrobatic Bluff) Distract (Intimidate) Dodge Focus 1 Fascinate (Diplomacy) Fearless Improved Critical (unarmed) 1 Improved Grab Improved Grapple Power Attack Startle Stunning Attack Powers: 0 + 0 + 0 = 0PP Drawbacks: 2 = 2pp Recurring Nightmares (DC 5 check after waking up, fatigued if fails; -2) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 22 (Staged) Damage Stunning Attack Touch Fortitude 17 (Staged) Dazed or Stunned or Unconcious Abilities (42) + Combat (22) + Saving Throws (15) + Skills (13) + Feats (15) + Powers (0) - Drawbacks (2) = 105/107pp
Ecalsneerg Posted September 24, 2010 Posted September 24, 2010 Financially unstable (she has nothing but the clothes on her back) Having absolutely no resources is potentially a 1pp Drawback, although if you're sure you want it as a Complication, then feel free. I'm just making sure. Feats: 15PP Challenge (Fast Feint) Minor quibble, this should be Fast Acrobatic Bluff, not Fast Feint.
Angel Posted September 24, 2010 Author Posted September 24, 2010 I'll keep it as a complication, just in case she gets a place to stay in story. Plus, HPs will do me better in the long run than one measly point Fixed the feat.
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