Jump to content

Wisp (PL 13) - Azuth65 (Silver)


Recommended Posts

Posted

Subject: Wisp (PL 12) - Azuth65 (Bronze)

[floatr]WispHF.png[/floatr]
Player Name: Azuth65
Character Name: Wisp
Power Level: 13 (189/212PP)
Trade-Offs: +2 Attack / -2 Damage Unarmed, -1 Attack / +1 Damage Cosmic Energy Control, +2 Defense / -2 Toughness
Unspent PP: 23
Progress to Gold Status: 62/90

In Brief: The teenaged daughter of two super-spies. One effectively Superior’s daughter, the other a teleporter.

Alternate Identities: Victoria Knight
Identity: Secret
Birthplace: Chicago, Illinois
Occupation: High-school student
Affiliations: Claremont Academy, The Irregulars
Family: John Knight (father), Natasha Knight (mother)

Age: 17 (Born March 24, 1994, Cook County Hospital)
Gender: Female
Ethnicity: Caucasian
Height: 5' 4â€
Weight: 110lbs
Eyes: Red
Hair: White, just past her shoulders, usually in a braid.

Description: Victoria is a shy and modest girl, despite her undeniably pretty face and developed curves. She keeps her long hair, recently turned white from her powers emerging, in a braid and her red eyes show glints of the sharp mind behind them.

Power Descriptions: Wisp's teleporting leaves a small cloud of red and white smoke in her place and another around her when she arrives. Her recently discovered energy blasts come in the form of light blue crackling energy with randomly appearing black streaks.

History: Victoria Anastasia Knight is the only child of Johnathan and Natasha Knight. John was a CIA operative during the Cold War while Natasha was a Soviet double-agent, feeding the Americans intel from the KGB. Both had participated in their nation's super-soldier serum.

John's was a variant on the serum The Patriot was given that, instead of making a man into the peak of humanity, granted him two powers that would aid greatly in espionage and assassination, invisibility and teleportation.

Natasha's however, due to the Soviet Union's crippled financial condition and their war in Afghanistan, used a serum left-over from The Great Patriotic War, a serum based on blood samples taken from Superior found in a captured Nazi lab. She was the best qualified person who volunteered for the test. It left her with super-human strength and abilities of the Ultiman, if to a limited degree, some of which (such as the energy blasts) she had better control than others. Her commanders assigned her mostly to body guarding and espionage missions.

Her mother and father ran into each other multiple times over the years where, after years of romancing and convincing, she eventually began feeding intel to the Americans and giving false information to her own people. In the late '80s, she defected West and assumed a new life in America with John.

As a child Vicky, named after her paternal grandmother, learned as much as she could from her parents, in case any old enemies showed up (obviously, they didn't tell her that last part). The result however left her less than outgoing, thus her reclusive personality, retreating into Sci-Fi and Fantasy of all sorts. Before her powers manifested, she might have been well on her way to a life locked in her home with few friends or outside contact.

When her powers did emerge, they did so in a way that pretty much destroyed a chance at keeping them secret. The local cheerleaders, most of whom had tormented Vicky for openly reading books like World War Z and Mistborn, though mainly because she read the Russian language versions of those books, had cornered her and were about to spray paint her and her backpack again. As the head cheerleader moved in with the can of purple spray paint aimed at Vicky's face, her fear and anger caused her to teleport behind her and before she knew what she was doing she had laid out the squad. More amazing to her was that the scrapes and bruises on her knuckles from where she'd punched the girls healed before for her stunned eyes.

The next few weeks were, tense to say the least. Her parents were less than pleased she'd been suspended for the incident. The principal had always been one to side with the cheer squad, since their parents usually donated the most, so when Vicky was found standing over the group of girls groaning in pain, she was removed from the school.

When the representative from Claremont Academy came and offered her a place to attend class with other meta-humans, to practice with and gain full control of her powers. She and her parents agreed this was an excellent idea and they began preparations for the move.

Upon seeing the campus she was hooked. Seeing it as a chance to start over, and with that in mind she made a concentrated effort to come out of the shell she'd built around herself.

Taking up the mask she wears now, she picked a codename that focused on the stealth training and puffs of smoke her teleportation leaves and thus Wisp was born.

Personality & Motivation: Bullied and abused by those with more power, be it physical or social, Vicky has sworn a personal oath to use her powers responsibly, helping those who can't help themselves.

Powers & Tactics: Wisp's strength is in the range of the pinnacle of what a normal human is capable of and between her stealth and high mobility she has little trouble leading a charge. She's not afraid to go toe to toe with anyone, knowing she'll heal quickly.
Complications:
Dark Legacy: Her super-strength and energy blasts come from a super-serum using genetic material taken from a Nazi war criminal and foe of the Centurion.
Enemy: Brannagh and his boss might be a tad angry from the result of her first "visit" to their realm.
Family: She loves her parents and would do almost anything for them.
In Soviet Russia...: Her Russian heritage has caused trouble with people who just can't let the Cold War go.
Secret (Identity): The fact she feels much more confident while behind the mask means Vicky will go to great lengths to keep her nightly activities a secret.
Spy Kid: Her parents are both retired spies and have made enemies. Said enemies may come looking for revenge.

Abilities: 4 + 6 + 4 + 4 + 4 + 4 = 26PP
Strength: 28/14 (+9/+2)
Dexterity: 16 (+3)
Constitution: 28/14 (+9/+2)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 16 + 16 = 32PP
Initiative: +11
Attack: +8, +9 Melee, +13 Unarmed
Grapple: +24/+11
Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed
Knockback: -4/-1

Saving Throws: 0 + 5 + 5 = 10PP
Toughness: +9/+2 (+9/+2 Con)
Fortitude: +9/+2 (+9/+2 Con)
Reflex: +8 (+3 Dex, +5)
Will: +7 (+2 Wis, +5)

Skills: 80R = 20PP
Acrobatics 12 (+15)
Bluff 11 (+13)
Computers 8 (+10)
Craft: Artistic 8 (+10)
Diplomacy 4 (+6)
Languages 1 (English [Native], Russian)
Notice 12 (+14)
Sense Motive 12 (+14)
Stealth 12 (+15)

Feats: 26PP
Acrobatic Bluff 2 (Move Action)
All-Out Attack
Attack Focus (Melee)
Attack Specialization (Unarmed) 2
Dodge Focus 5
Evasion 2
Improved Initiative 2
Inspire 2
Interpose
Leadership
Luck 3
Power Attack
Quick Change
Teamwork
Uncanny Dodge (Auditory)

Powers: 27 + 14 + 3 + 31 = 75PP

Cosmic Energy Control 13 (24PP Array, Feats: Alternate Power) [27PP]

Base Power: Cosmic Energy Blast 12 ( Feats: Accurate, Homing) [26PP]

Alternate Power: Enhanced Strength 14 [14PP] + Super-Strength 6 (Lifting STR 58, Extras: Linked) [12PP]
Enhanced Constitution 14 [14PP]

Regeneration 3 (Recovery Rate: Bruised 3 [1/round/no action]) [3PP]

Teleportation Array 15 (30PP Array, Feats: Alternate Power) [31PP]
Base Power: Teleport 9 (900ft per Move Action, 5 miles per full action, Extras: Accurate, Flaws: Limited [short-Range ranks 6-9], Feats: Change Direction, Change Velocity, Easy, Hide In Plain Sight, Progression [Cargo] 2 [500 lbs.], Turnabout) {30/30}

Alternate Power: Enhanced Strength 0 (Extras: Area [Targeted, Burst] [9], Autofire [9], Selective [9], Feats: Improved Critical, Progression [Area] 2 [225ft radius]) {30/30}
DC Block:

 

 

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22/17 Toughness (Staged) Damage (Physical)
Teleport Touch/Area DC22*/17 Toughness (Staged) Damage (Physical)
Cosmic Blast Ranged DC 27 Toughness (Staged) Damage (Energy)
*Up to DC25 with Autofire.

 

 

 

Abilities (26) + Combat (32) + Saving Throws (10) + Skills (20) + Feats (26) + Powers (75) - Drawbacks (0) = 189/212 Power Points

Posted

You need to denote what your standard ability scores are, and what they are when they when they are enhanced.

Example: STR: 14/24 (+2/+7)

Typo in your feats, you've spent 17pp there, not 16.

You also need to update the formatting to the powers section.

Example:

Blast 10 Extras: Autofire; PF's: Improved Critical, Split Attack [32pp]

[b]Blast 10[/b] [i]Extras[/i]: Autofire; [i]PF's[/i]: Improved Critical, Split Attack [32pp]

  • 3 weeks later...
Posted

The math was a little off on the teleportation array, and it looked like the Attack Specialization (Unarmed) was contributing to the grapple bonus (which it doesn't). I also went ahead and listed powered values first, depowered values second, since the former will come up far more often than the latter.

×
×
  • Create New...