Raveled Posted December 5, 2010 Posted December 5, 2010 Characters Name: Robin Morrigan Isla Cross Power Level: 12 (205/205) Trade-Offs: None Alternate Identity: Raven Queen, Raven Starver Age: C. 7000 years (Subjective: 35; DoB: 7/4/1975) Gender: Female Ethnicity: Middle Eastern/Mediterranean Height: 5' 2" Weight: 90 lbs Eyes: Hazel/Gold Hair: Blue-Black In Brief: Millennia-old bad girl reforms and becomes a hero. Description: Robin Cross is a slim, short woman with warm, mahogany-colored skin. Her face is thin, and both her nose and chin are sharply pointed. Her deep-set eyes are a dark gold a few shades lighter than her skin, and her blue-black hair falls in waves to just past her shoulders. Despite the severity of her features she has a wide, generous mouth and an easy smile. Her limbs and fingers are slender, and she moves with an easy, practiced grace. Robin prefers to wear long-sleeved shirts of bright blue, green, pure white, and tan or khaki slacks when she doesn’t wear jeans. She wears a choker about her neck made of many pale wood panels connected by a thin chain of electrum. If someone got close enough, they might notice that each panel is inscribed with a different symbol in Sumerian. When the sorceress requires it, the choker expands into a slender ash wood staff, banded about with a thin filigree of electrum. She usually wears a charm bracelet around her right wrist. The central band appears to be silver and gold twisted together, and the charms are an eclectic mix: a half-open door, an eye, a horse in mid-gallop, and maybe a dozen others. Their overall meaning, if in fact there is one, is something the sorceress is keeping to herself. When Robin expects trouble or wants to be obvious about being a practitioner, she carried a slender ash wood staff a full inch shorter than herself. The pale wood is bound in thin rings of some silvery metal, more like a filigree than anything else, spaced evenly down the length of wood. Most of the time there's nothing to suggest that the staff is anything special -- aside from the person wielding it -- but when Robin puts power through it, runes flare on the surface of the wood. History: A thousand years before recorded history, when the world was a more savage place, a young shepherdess named Robin was born in the rocky mountains of the Near Est. She grew up in a sleepy village built around ancient Atlantean ruins, mostly untouched by the outside world, until the day her quiet home was invaded by bloodthirsty raiders. The girl was lucky enough to hide among the ruins and avoid death, but it left a mark on her. She studied the notes left behind by the village’s shaman, growing in arcane power and her need for revenge. Eventually she left the ashes of her home and went searching for the marauders. Robin, now calling herself the Morrigan, found many allies and enemies as she searched for the people who destroyed her birthplace; she finally found them and destroyed them, laying the memories of her past to rest, but by now the woman was too powerful to go back to being a quiet farmer. Morrigan continued to hone her talent, until she ruled a kingdom as the Raven Queen. She wasn’t a good queen, holding sway with an iron fist and a lust for power and knowledge. Aspirants to her throne rose up and were defeated, until a group of adventurers managed to trap her inside a magical tapestry. The enchanted canvas contained what was, on the surface, a perfect world, one where the Raven Queen ruled absolutely and was the acknowledged master of Earth, and the mightiest sorceress on the planet. For awhile she enjoyed her position, experimenting and expanding her mystical ability, but before long she grew bored. There simply wasn’t anything left to conquer or learn when she ruled the planet, and the few challengers who rose up against her she destroyed with contemptuous ease. Morrigan took to moving through her own empire incognito, as a shaman called Isla. She faced many trials and had a lot more fun, even when technically fighting against her own forces. Almost by accident she found herself a rallying point of the despairing inhabitants of her land, ending up heading a rebellion against herself! The rebellion succeeded and the Raven Queen’s empire crumbled. Isla continued to wander the land, searching for excitement and personal tests. Surprisingly, she learned that doing good was harder than evil, and she felt better. After a decade of questing throughout the illusory landscape, Isla had changed irrevocably from the woman who was first trapped – and the magic stopped working. The woman was spat out into a world much changed by time. Though only a decade or so had passed inside the tapestry, thousands of years had passed outside. Horses, minstrels, and mud-walled villages had been replaced by airplanes, the Internet, and metropolii with tens of millions of citizens. It wasn’t easy to adapt, but in time she settled down in Freedom City. She even has a store near FCU; Cross’ Roads specializes in magical and occult books and ingredients. In her free time the sorceress worked as an occult detective, helping the normal people of Freedom City with magical problems that didn’t attract the attention of the super-powered population. She’s even trained some budding mages in their powers, usually just enough so they don’t set the cat on fire. Personality & Motivation: Robin Cross has always been a woman who lived for the next thrill, the next test of her abilities, but age and experience have tempered her ardor a bit. She still loves a challenge to tackle, but now she’s likely to research a threat and prepare the exact response, rather than charge ahead and trust to luck and raw power to see her through. At heart, though, she’s still an emotional person, and with the right riggers all reason goes out the window. If just one thing drives Robin, it’s the hope of redemption. She deeply and sincerely regrets what she did as the Raven Queen. Her greatest rational fear is that her past will be exposed and she will become a pariah among heroes, or even be treated as a villain. Robin can be a bit odd in her stance towards magic. She views it as something special, not something to be thrown at every single problem. She prefers to use a mundane solution, if one exists, and is not shy about berating mages too eager to show off their power. Robin has a recurring dream about falling from a very tall height, which always lasts just long for her to feel her head crack on landing. Since she's never had an experience like this, she has become convinced that it's a premonition of her death. Powers & Tactics: Robin's magic is oriented towards mental effects, not physical ones. When she needs to interact with the physical world, she uses foci; most often her staff. To use her magic, the sorceress must gather the energy and shape it using words and gestures. Anything that leaves her unable to move and/or speak would leave her unable to access her spells. However, she could still use her foci. In a fight, Robin tries to use her Illusion and Emotion Control to break up groups of enemies. If possible, she'll set them to fighting each other, or at least fighting imaginary constructs. If there are innocents around, her first priority will be to get them out. Complications: Acrophobia Robin believes she will die from a long fall, and as such has a crippling fear of heights. Day Job Robin has a store in the same neighborhood as FCU, and must work her schedule around keeping it open and profitable. Soft-hearted Robin finds it difficult to turn down a plea for help, even when it would be in her best interests to. She's in the Book Cross' Roads is listed in the Freedom City Yellow Pages as a magic store, and people come to her off the street for help with some occult problem. Skeleton in the Closet Robin will go to great lengths to hide the fact of her past. Old Allies, Old Demons As the Raven Queen, Robin made pacts with evil creatures. She regrets is now, but some recognize her -- and some still have old debts to call due. Abilities: 0 + 6 + 4 + 4 + 10 + 6 = 30PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 12 + 16 = 28PP Initiative: +3 Attack: +6, +12 w/ Staff Foci and Nullify Magic spell Grapple: +0 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 7 + 6 + 9 = 22PP Toughness: +2/+12 (+2 Con, +10 Protection) Fortitude: +8 (+2 Con, +7) Reflex: +8 (+3 Dex, +6) Will: +14 (+5 Wis, +9) Skills: 120R = 30PP Concentration 15 (+20) Craft (Artistic) 8 (+10) Craft (Chemical) 8 (+10) Diplomacy 10 (+13) Gather Information 8 (+10) Intimidate 10 (+13) Knowledge (Arcane Lore) 18 (+20) Knowledge (History) 3 (+5) Languages 12 (Ancient Atlantean, Ancient Egyptian, Arabic, Celestial, English, French, Gaelic, Greek, Hebrew, Infernal, Latin, Mandarin, Sumerian [native]) Notice 10 (+15) Search 8 (+10) Sense Motive 10 (+15) Feats: 14PP Artficer Contacts Dodge Focus 4 Equipment 3 (15 EP) Luck 3 Ritualist Trance PL 12 HQ [10EP] Unless noted otherwise, these apply both to Robin's store and the lab within. Size: Small [0EP] Toughness: +5 [0EP] Features: [10EP] [*:iy1f3xb6]Concealed: +10DC. The lab has a spell on it to make it innocuous and unnoticeable. [*:iy1f3xb6]Defense System: Snare 12 [24PP] (Magic, Ward). Only on the lab. [*:iy1f3xb6]Holding Cells: Prepared warding circles inside the lab. [*:iy1f3xb6]Laboratory: An arcane laboratory. [*:iy1f3xb6]Library: She works in an occult bookstore. This is just mandatory. [*:iy1f3xb6]Power System: Less 'has a generator' then 'doesn't use electricity.' Specifically the lab. [*:iy1f3xb6]Security System 3: DC30. A mental alarm and anti-personal wards. [*:iy1f3xb6]Workshop: Also a necessity. Also in the lab. PL10 HQ [2EP] Size: Diminutive [-2EP] Toughness: +5 [0EP] Features: [4EP] [*:iy1f3xb6]Living Space [*:iy1f3xb6]Power [*:iy1f3xb6]Security System 2: DC25 Powers: Concealment 1 (ESP) [2 PP] (Magic, Wards)Powers: 12 + 23 + 1 + 41 + 1 + 1 + 2 = 81PPAll powers have the magic descriptorDevice 3 (Spell-Wrought Longcoat; 15PP, Flaws: Hard-To-Lose) [12 PP]Immunity 5 (Critical hits; heat & cold effects; radiation) [5 PP]Protection 10 [10PP]Device 6 (Staff Foci; Easy to Lose; 30 PP; Feats: Accurate 3, Restricted 1 [Anyone with Arcane Lore +10], Subtle) [23 PP]Elemental Array 12 (24 points; PFs: Alternate Power x5) [29 PP]BE: Trip 12 (Air; Feat: Knockback 12) [24/24PP] -- Air BlastAP: Magnetic Control 12 (Magnetism; Str 60) [24/24 PP]AP: Obscure 12 (Water; Visual and olfactory, 1 mile radius; Extra: Independent; Flaw: Partial) [24/24 PP] -- FogAP: Environmental Control 6 (Fire; create intense heat & daylight, 250 ft radius) [18/24PP] -- TorchAP: Strike 12 (Earth; Feats: Affects Insubstantial 2, Improved Disarm, Improved Trip; Extra: Penetrating 8) [24/24PP] -- Enhanced StaffAP: Strike 12 (Electricity; Extra: Area/Line [Targeted]) [24/24PP] -- Lightning Bolt Enhanced Feat 1 (Quick Draw) Immunity 2 (Aging, Sleep; Flaws: Limited [1/2 Effect]) [1 PP] Magic Array 18 (36PP Array, Feats: Alternate Power 5) [41 PP] BE: Emotion Control 12 (Extras: Area [General, Shapeable, Stationary], Independent) [36/36PP]AP: ESP 5 (5 miles, all senses; Feats: Dimensional [Mystical dimensions], Subtle) [22/30PP]AP: Illusion 12 (Mental; All Senses; Feats: Slow Fade 1 [1 minute]; Extra: Duration [sustained], Independent; Flaws: Phantasm, Action/Full Round; Drawback: Must be able to gesture and speak) [36/36PP]AP: Mental Blast 12 (Mental; Flaw: Action/Full Round) [36/36PP]AP: Nullify Magic 12 (Feats: Accurate 3, Selective; All magic effects) [28/30PP]AP: Telepathy 7 (Mental; Communication [Mental] + Mind Reading; 200 miles; Feats: Selective; Extras: Area [Communication]) [22/30PP] Super-Senses 2 (Magic; Detect Magic [Visual], Extras: Analytical; Flaw: Blocked by natural earth) [1PP] Super-Senses 2 (Magic; Detect Magic [Tactile], Extras: Ranged; Flaw: Blocked by natural earth) [1PP] Super-Senses 2 (Magic; Magical Awareness [Mental], Magical Awareness [Olfactory]) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Mental Blast Perception Will DC 27 Damage (staged) Illusion Perception Will DC 27 Emotion Control Area/Ranged Will DC 27 Nullify Magic Ranged Power Check DC 27 Trip Ranged Opposed Acrobatics/Strength Staff Strike Melee Toughness DC 27 Damage (staged) Electrical Strike Melee Toughness DC 27 Damage (staged) Abilities (30) + Combat (28) + Saving Throws (22) + Skills (30) + Feats (14) + Powers (81) - Drawbacks (0) = 205 Power Points
Dr Archeville Posted December 12, 2010 Posted December 12, 2010 The "magic wards" on her HQ: you realize they won't stop anyone if there's an open door or window, right? Force Field will just enhance the toughness of anything already there blocking the way, but it not a "repulsive field" that'll keep things out. If you want "field that'll keep things out even if a window or door is open," you need Create Object. Also, Affects Insub isn't a viable PF for Force Field (though it is one for Create Object). You should probably put a note at the top of her Powers indicating everything she has is of the Magic descriptor. Easier to say so once, and as written now someone skimming her sheet may think she has Immunity to Magic. And I know you wouldn't want anyone thinking that.... For her Staff, would any potential usurper needs Know (Arcane Lore) +10 and Magic 5, or just one or the other? What's the descriptor/effects for her spells? Does the Obscure (Water) create a fog or mist? For the Strike (Earth), does her staff and arms tunr into stone so she can whack folks better?
Raveled Posted December 12, 2010 Author Posted December 12, 2010 The "magic wards" on her HQ: you realize they won't stop anyone if there's an open door or window, right? Force Field will just enhance the toughness of anything already there blocking the way, but it not a "repulsive field" that'll keep things out. If you want "field that'll keep things out even if a window or door is open," you need Create Object. Also, Affects Insub isn't a viable PF for Force Field (though it is one for Create Object). Got rid of the wards. They've just caused too much trouble. You should probably put a note at the top of her Powers indicating everything she has is of the Magic descriptor. Easier to say so once, and as written now someone skimming her sheet may think she has Immunity to Magic. And I know you wouldn't want anyone thinking that.... Of couuuuurse not... :twisted: For her Staff, would any potential usurper needs Know (Arcane Lore) +10 and Magic 5, or just one or the other? Fixed! What's the descriptor/effects for her spells? Does the Obscure (Water) create a fog or mist? For the Strike (Earth), does her staff and arms tunr into stone so she can whack folks better? The Obscure is a fog. The staff strike is imbuing the staff with power, making it tougher and more powerful.
Dr Archeville Posted December 12, 2010 Posted December 12, 2010 If the Trip (Air) power is to represent a potent gust of wind that knocks someone down, you may wish to consider adding the Knockback extra (especially since Trip is only 1pp/rank). The Improved Trip pf is also a really good thing to have with this power.
Raveled Posted December 12, 2010 Author Posted December 12, 2010 I'm worried about giving her too many points. She's only PL 12, I don't want to build her with 250 PP.
Dr Archeville Posted December 12, 2010 Posted December 12, 2010 ... buh? Trip is a 1pp/rank power, and the slot it's in is only using 12/24 pp, so you can add that Knockback extra 'for free'.
Raveled Posted December 13, 2010 Author Posted December 13, 2010 ... buh? Trip is a 1pp/rank power, and the slot it's in is only using 12/24 pp, so you can add that Knockback extra 'for free'. *Scratches his head, looks at the base sheet* Now when the heck did that get changed around?
Dr Archeville Posted December 13, 2010 Posted December 13, 2010 When I edited some things for clarity Though Trip's always been a 1pp/rank power.
Raveled Posted December 15, 2010 Author Posted December 15, 2010 Added Knockback to her Trip, added some names to other spells. Should be clearer, now. Boosted the Magic array by 6 pts, too, to bring Illusion, Mental Blast, and Emotion Control to PL 12 caps. Because, really, if she's an NPC, why not?
Dr Archeville Posted December 18, 2010 Posted December 18, 2010 I was saying Trip should get the Knockback extra, not the Knockback power feat. (Which, in this case, does wind up doing the same thing.) You'd also want Improved Trip with it, since it can't be stated enough how useful that feat/power feat is with Trip. How is her Staff subtle?
Raveled Posted December 18, 2010 Author Posted December 18, 2010 The idea is that the staff is normally in the form of a choker around her neck, but when Robin wants it, it transforms into her staff and leaps into her hand (as a Free Action, thanks to Quick Draw). There's lots of examples where a staff or a sword is stored as a ring or bracelet. I'm just using it to solve the problem of carrying a big, clunky stick everywhere.
Dr Archeville Posted December 18, 2010 Posted December 18, 2010 Ah, so like Wander's Collapsible Nerf Bat. Gotcha. Looks good to me. :approved:
Recommended Posts