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Revenant (PL 12/15) - Tiffany Korta (Gold)


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Posted (edited)

Player Name: Tiffany Korta
Character Name: Revenant
Power Level: 12 / 15 (250/250PP) [289]
Trade-Offs: None
Unspent PP: 0

In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the "other side".

Alternate Identities: Lucy Harker
Identity: Public, but thought dead
Birthplace: Freedom City
Occupation: ex-Lawyer
Affiliations: Bloodhound Detective Agency
Family: Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased)

Age: 119 (DoB: May 26th 1897)
Apparent Age: 30
Gender: Female
Ethnicity: Undead
Height: 5'3"
Weight: 125 lbs.
Eyes: Black
Hair: Black

 

Desc2QvtBw6.jpgription: Before her "accident" she had an average appearance, a face that wouldn't stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life.

Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20's fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape.

Power Descriptions: Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her.


History: When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian "the Revenant" Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man.

Except one.

Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was "just" a woman. A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiance, Lucy volunteered to prosecute the Mob Boss.

Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman's actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer.

His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes.

And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her "alive" but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world.

The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time "dead" has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men now wait is that what they're called now?

Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world.

Personality & Motivation:Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she's ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone.

A defense mechanism of the time as "just" woman in a man's world is a snide sarcastic sense of humor which has started to drift towards black humor.

Her logical side tell her that all those involved in her death have long since perished. But that doesn't stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life.

Though this time she'll make sure to keep an eye on the prosecuting lawyer!

Complications
A woman out of her time: Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her.
Dining on Ashes: Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there.
(Grand)Father-in-Darkness: The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire.
 
Abilities: 20 + 8 - 10 + 10 + 8 + 10 = 46PP
Strength: 30 (+10)
Dexterity: 18 (+4)
Constitution: -- (-10)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 20 (+5)


Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10 base, +12 unarmed
Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2)
Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed
Knockback: -11


Saving Throws: 0 + 9 + 10 = 19PP
Toughness: +12 (- Con, +12 Protection); Impervious 5
Fortitude: - (-)
Reflex: +13 (+4 Dex, +9)
Will: +14 (+4 Wis, +10)


Skills: 128RP = 32PP
Bluff 16 (+21)
Diplomacy 16 (+21)
Gather Information 10 (+15)
Investigate 5 (+10)
Knowledge (Arcane) 10 (+15)
Knowledge (Business) 10 (+15)
Knowledge (Civics) 12 (+17)
Knowledge (Popular Culture) 10 (+15)
Knowledge (Streetwise) 10 (+15)
Languages 1 (English [Native], Latin)
Notice 16 (+20)
Sense Motive 12 (+16)


Feats: 6PP
Attack Specialization (Strike) 1
Dodge Focus 2
Fearless
Improved Initiative 1
Taunt


Powers: 30 + 24 + 32 + 4 + 3 + 2 + 2 + 13 = 110PP

Immunity 30 (Fortitude Saves) [30PP]

Protection 12 (Extra: Impervious 12) [24PP]

Regeneration 30 (Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], Feats:Persistent, Regrowth) [32PP]

Speed 4 (100 mph / 880 ft. per move action[4PP]

Strike 2 (Feats: Mighty) [3PP]

Super-Senses 2 (Darkvision) [2PP]

 

Super-Senses 2 (See Undead [Extended]) [2PP]

Super-Strength 6 (Lifting Strength 60 [Heavy Load : 50 tns] Feats: Groundstrike) [13PP]

Drawbacks: -4PP

Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP]

DC Block:
ATTACK RANGE SAVE EFFECT

Unarmed Touch DC27 Toughness Damage
Strike Touch DC29 Toughness Damage (Physical)


Abilities (46) + Combat (40) + Saving Throws (19) + Skills (32) + Feats (7) + Powers (110) - Drawbacks (4) = 250/250 Power Points

 

 

Edited by Fox
+1pp for March 2020
Posted

Really, this is a very good sheet, so don't be discouraged.

But, really, being that low below combat caps will bite you in the ass, hard. She's only PL7.5 in melee and 6.5 defensively. That's... lower than the PL7/105pp characters are. For a PL10 character, any PL10 threats will just annihilate her. I strongly, strongly advise buying up to PL10 caps.

Posted

I don't think you've entirely understood.

The books don't phrase it this way, but PL caps are calculated as:

Your attack and DC add up to your PLx2.

Your defence and toughness add up to your PLx2.

So, for example, someone with Attack +8 and Blast 12 is PL10, as 8+12=20.

Currently, to hit PL caps, you could increase your Attack by 3, or your Strength bonus by 3, or any combination of the two. Alternately, pick up a Mighty Strike power instead of buying high Strength. Additionally, you could increase your Defence by 5, or your Toughness by 5, again in any combination of the two.

To save points, remember, you don't need to buy your entire Attack or Defence as the 2pp/rank base traits. Attack Focus (melee) is +1 to hit with melee attacks, and is Dodge Focus is +1 to Defence, but isn't halved when flat-footed but instead lost completely. To further save pp, Attack Specialisation (unarmed) is +2 to hit with your fists, for only 1pp, but only applies with your fists, not improvised weapons you might pick up in a fight. Although remember to buy at least 1/3 of your Attack and Defence bonuses as the base 2pp/rank trait.

Also, something else I forgot, please list Attractive in the skills block, a la Bluff 5 (+8, +12 w/ Attractive).

Posted

Two quick things:

Firstly, you repeat the paragraph that begins with "Lucy Harker was a fine civil lawyer" twice in your background.

Secondly, Attack Specialization (unarmed) won't apply to your Strike power. Get Attack Specialization (Strike) for that. The devil's in the details.

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