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Scuffles builds a character


Scuffles

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Posted

First time! Don't hurt me! I fully expect to get this wrong a few times to start with!

Player Name: Scuffles

Character Name: Kristin Jones

Power Level:7 (103/105PP)

Trade-Offs:None

Unspent Power Points: 2

Progress To Bronze Status: 0/30

In Brief: A young Australian girl grappling with her recently awoken telekinetic abilities.

Alternate Identity:

Identity: Public.

Birthplace: Australia - Gold Coast.

Occupation: Student.

Affiliations: None.

Family: Father: Jeff, Mother: Marie, Sister: Rebecca.

Description:

Age: 16 (DoB: May 3rd 1995)

Apparent Age: 16

Gender: Female.

Ethnicity: Caucasian.

Height: 5'2"

Weight: 99 lbs

Eyes: Hazel

Hair: Red

Whip-thin and short, Kristin is a toned little athlete who has inherited her build from her mother. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face .

She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder.

Power Descriptions:

Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind.

Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a force field capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow.

History:

Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo.

Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle.

Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go.

Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister.

Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussing and several broken bones - and the entire scene was brought to a happy conclusion.

Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training.

Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy.

Personality & Motivation:

Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate.

Kristin's first priority right now is to learn to control her abilities properly. In time she intends to use her abilities to protect others. She has seen that it's not just the powerful villains of the world that can cause pain and suffering to innocent people - even the lowest of two-bit thugs can ruin a life, and Kristin feels that she may have an opportunity to help prevent that.

Powers & Tactics:

Kristin hasn't yet adjusted to her powers enough for their use to be instinctual. She still tends to think "physical first" and may resort to her Judo training under pressure. If she does, her gameplan is "takedown, pin, chokehold" which might work fine on untrained normal people but is likely to get her demolished by the strong or the trained. Recognizing this, Kristin has been practicing the use of her telekinesis to immobilize, thump, or in a pinch throw-bad-guy-away. She also recognizes the potential for using "throw-really-heavy-thing-at-bad-guy" as a technique but hasn't had need or opportunity to try it.


Complications:

Fame: It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls.

Abilities: 0 + 6 + 2 + 2 + 6 + 2 = 18PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 8 + 8 = 16PP

Initiative: +3

Attack: +4 Melee, +4 Ranged

Grapple: +7

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -7

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +7 (+1 Con, +2 Defensive roll, + 4 Force field)

Fortitude: +5 (+1 Con, +4)

Reflex: +7 (+3 Dex, +4)

Will: +8 (+4 Wis, +4)

Skills: 44R = 11PP

Acrobatics 8 (+11)

Climb 8 (+8)

Computers 6 (+7)

Concentration 4 (+7)

Escape Artist 4 (+7)

Notice 4 (+7)

Perform (Dance) 4 (+5)

Sleight of hand 4 (+7)

Swim 2 (+2)

Feats: 10PP

Ambidexterity

Chokehold

Defensive Roll 1

Dodge focus 3

Grappling Finesse

Improved Grab

Improved Pin

Improved Trip

Powers: 28 + 8 = 36PP

Telekinesis 7 (Extras: Damaging, Range [Perception]) 28pp

Force Field 4 (Extra: Impervious) [8 pp]

DC Block

(see below)

Totals: Abilities (18) + Combat (16) + Saving Throws (12) + Skills (11) + Feats (10) + Powers (36) - Drawbacks (0) = 103/105 Power Points

I think that's mostly right. Still a couple of spare points I don't know what I'm going to do with yet. I realize that giving a bunch of grappling feats to a character not well suited to front-line melee type combat probably isn't that sensible but it does sound like fun to me!

Obviously with the background she's intended as a "going to school" character who's in for a bunch of training, but she should be sturdy enough for some rough and tumble too. In a roleplay sense I'm planning on her having occasional accidental power usage as well as some other mishaps to represent her not having complete control of the telekinesis yet. I don't really know how to represent that with the rules though.

DC block has me bamboozled so I'll look at that later. I'll probably add some more to the backgroundy type stuff later too.

Posted

I believe the minimum age for PCs is set at 16.

The sheet, though not optimized as you said yourself, looks mostly correct, but wait for a REF's opinion.

Defensive roll, thanks to a house rule, gives you +2 Toughness instead of +1, so you can drop a rank of force field or dodge focus and still be at full PL 7.

If you'd like another extra point (maybe to "color up" your powers with power feats or features), you can drop 1 rank of base defense and get another rank of dodge focus. Mechanically, this two configurations:

base def +4, dodge focus 3

base def +3, dodge focus 4

are exactly the same thing, but the first one costs 1 pp more.

The only weird thing is a teenager with Wisdom 18, but hey... :mrgreen:

Posted

Airon almost speaks the truth on all things. Def 4 + Dodge 3 has a flat-footed Def of 2; Def 3 + Dodge 4 has a flat-footed Def of 1.

Why does a physically active teenager (and yes, she has to at least be 16) have a negative Strength modifier and such a low Fort save?

Posted

Airon almost speaks the truth on all things. Def 4 + Dodge 3 has a flat-footed Def of 2; Def 3 + Dodge 4 has a flat-footed Def of 1.

No, I'm pretty sure I'm right.

Core Rulebook, page 32

Half your defense bonus (rounded down) is a dodge bonus, which is lost

under certain circumstances

the rounded-down half of 3 is 1

if, starting from a base defense of 3, you lose 1, you still have 2 as your flat-footed defense

Posted

Right, here is our confession.

Yes, the book says that Airon's way is correct. However, we're using Raveled's way as we had been using it for two years before anyone pointed it out and we realised we'd have to go edit 30 sheets to change away from a mechanic which wasn't hindering us

Ergo, odd numbered Defences half and round down, so a Base Defence of +3 is +1 flat-footed. It isn't what the book says, but we've never found the difference to be especially unfair or prohibitive when compared to the alternative of changing god knows how many character sheets.

Posted

Also one, minor, thing. The minimum allowed age for PCs is 16.

I think 2 people said that already! I didn't notice it in the newbie guide though, maybe you should stick that in there. Anyway, easily done. I'll just make her a little older and bigger.

Why does a physically active teenager (and yes, she has to at least be 16) have a negative Strength modifier and such a low Fort save?

-1 strength is mostly because she's tiny tiny. Even though she's hyperactive she's just plain small. Fort save -might- be because I can't read my own scribbles I made when making the thing up, I'll take another look at that soon! :D

Thanks for the tips! Is there anything else that sticks out?

Posted

I made some changes. Things that have changed should be in red.

Highlights:

Character is now older. She also grew a bit as a result.

Yoinked 2 points out of Wisdom to wipe out that Strength penalty.

Dropped the 2 spare PP in fort save.

Adjusted defensive roll to account for the house rule. Removed a rank of Force field as suggested. Once again have 2 spare PP. I'm not sold on liking that because it makes "Impervious" a bit weaker, but I'm not sure 4 is really that different to 5 anyway.

I have a nagging suspicion there's something on here that I forgot to change. I can't find it yet though.

  • 1 month later...
Posted

Glow, reworked to remove the perception extra from her telekinesis. She can stunt that if she wants it. Added a couple of APs with the leftover points. Also spending her powerpoints from November, mostly on some skills and feats.

Player Name: Scuffles

Character Name: Kristin Jones

Power Level: 7 (110/110PP)

Trade-Offs: -1 defense + 1 toughness, -1 attack + 1 damage

Unspent Power Points: 0

Progress To Bronze Status: 5/30

In Brief: A young Australian girl grappling with her recently awoken telekinetic abilities.

Alternate Identity: Glow

Identity: Public.

Birthplace: Australia - Gold Coast.

Occupation: Student.

Affiliations: None.

Family: Father: Jeff, Mother: Marie, Sister: Rebecca.

Description:

Age: 16 (DoB: May 3rd 1995)

Apparent Age: 16

Gender: Female.

Ethnicity: Caucasian.

Height: 5'2"

Weight: 99 lbs

Eyes: Hazel

Hair: Red

Whip-thin and short, Kristin is a toned little athlete who has inherited her build from her mother. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face .

She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder.

Kristin hasn't yet created a costume to wear as "Glow" yet, and will wear her Claremont Academy jumpsuit until she works out something better.

Power Descriptions:

Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind.

Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow.

History:

Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo.

Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle.

Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go.

Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister.

Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussing and several broken bones - and the entire scene was brought to a happy conclusion.

Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training.

Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy.

Personality & Motivation:

Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate.

Kristin's first priority right now is to learn to control her abilities properly. In time she intends to use her abilities to protect others. She has seen that it's not just the powerful villains of the world that can cause pain and suffering to innocent people - even the lowest of two-bit thugs can ruin a life, and Kristin feels that she may have an opportunity to help prevent that.

Powers & Tactics:

Kristin hasn't yet adjusted to her powers enough for their use to be instinctual. She still tends to think "physical first" and may resort to her Judo training under pressure. If she does, her gameplan is "takedown, pin, chokehold" which might work fine on untrained normal people but is likely to get her demolished by the strong or the trained. Recognizing this, Kristin has been practicing the use of her telekinesis to immobilize, strike or throw. She also realizes that she could potentially throw very heavy objects, but that thought scares her more than a little.

Complications:

Fame: It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls.

How'd I do that / oops!: Kristin has only recently begun to use her powers and has little idea of her limits. Additionally she still doesn't have perfect control, occasionally using them accidently or imperfectly, especially in her sleep.

Abilities: 0 + 6 + 4 + 2 + 6 + 2 = 20PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 8 + 8 = 16PP

Initiative: +7

Attack: +4 Base, +5 Ranged, +7 Telekinesis

Grapple: +7, +14 w/ Telekinesis

Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -6, -5 flat-footed; -2, -1 flat-footed w/out Force Field

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +8 [imp 6] (+2 Con, +2 Defensive roll, +4 Force Field), +6 [imp 6] flat-footed

Fortitude: +6 (+2 Con, +4)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+3 Wis, +4)

Skills: 60R = 15PP

Acrobatics 7 (+10)

Climb 10 (+10)

Computers 6 (+7)

Concentration 4 (+7)

Escape Artist 4 (+7)

Knowledge (Current events) 4 (+5)

Knowledge (Pop culture) 4 (+5)

Notice 7 (+10)

Perform (Dance) 4 (+5)

Search 2 (+3)

Sense Motive 2 (+5)

Sleight of hand 2 (+5)

Stealth 2 (+5)

Swim 2 (+2)

Feats: 13PP

Acrobatic bluff

Attack focus (ranged)

Chokehold

Defensive Roll 1

Dodge focus 2

Grappling Finesse

Improved Initiative 1

Improved Pin

Improved Trip

Luck 1

Set-up

Uncanny dodge (Hearing)

Powers: 24 + 10 = 34PP

Force Field 4 (Extra: Impervious 6) [10 pp]

Telekinesis (22PP Array; Feats: Alternate Power 2) [24PP]

Base power: Telekinesis 7 (Str 35 [hvy load 1.5 tons]; Extras: Damaging Feats: Accurate) 22pp

Alternate power: Flight 3 (50mph / 440ft per round) 6pp

Alternate power: Telekinesis 5 (Str 25 [hvy load 800lbs]; Extras: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective attack Feats: Accurate, Progression (increase area) Flaws: Distracting) 22pp

DC Block


ATTACK        RANGE        SAVE            EFFECT

Unarmed       Touch        DC 15 Toughness Damage (Physical)

Telekinesis 7 Ranged       DC 22 Toughness Damage (Physical)

Telekinesis 5 Ranged       DC 20 Toughness Damage (Physical)

Totals: Abilities (20) + Combat (16) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (34) - Drawbacks (0) = 110/110 Power Points

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