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Kit (PL 7/10) - Blue Rose (Bronze)


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Posted (edited)

Player Name: Blue Rose
Character Name: Samantha Vance
Power Level: 7/11 (116/166PP)
Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness
Unspent Power Points: 50

In Brief: The girl from Hell.

Alternate Identity: Kit
Identity: Public
Birthplace: Planet Dis
Occupation: Student
Affiliations: Claremont
Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque)

Description:

Witch__fragment_by_KatjaFaith-1.jpg

 


Age: 16
Apparent Age: 16
Gender: Female
Ethnicity: Caucasian
Height: 5'0"
Weight: 97 lbs
Eyes: Green
Hair: Red

Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck.

She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform.

Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself.

Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy.

Power Descriptions:
Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however.

She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both.

History:
The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves.

Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury.

The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades.

Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date.

Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos.

First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her.

Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha.

This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed.

They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis.

Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais.

It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth.

Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell.

Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief.

The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area.

And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law.

Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment.

There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed.

So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor.

And so, she sent the girl to Claremont Academy.

Personality & Motivation:
Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake.

Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow.

That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on.

Powers & Tactics:
Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs.

That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire.

 

 

 



Complications:
Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge.

Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment.

Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list.

Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP
Strength: 8 (-1)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 8 (-1)
Charisma: 20 (+5)


Combat: 8 + 8 = 16PP
Initiative: +5
Attack: +4, +12 with Blast
Grapple: +3
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -2, -0 flat-footed


Saving Throws: 6 + 5 + 6 = 17PP
Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed
Fortitude: +7 (+1 Con, +6)
Reflex: +10 (+5 Dex, +5)
Will: +5 (-1 Wis, +6)


Skills: 76R = 19PP
Acrobatics 5 (+10)
Bluff 8 (+13, +17 /w Attractive) Skill Mastery
Computers 3 (+5)
Diplomacy 6 (+11, +15 /w Attractive)
Disable Device 8 (+10)
Escape Artist 5 (+10) Skill Mastery
Investigate 3 (+5)
Knowledge (Arcane Lore) 1 (+3)
Knowledge (Art) 3 (+5)
Knowledge (Current Events) 1 (+3)
Knowledge (History) 1 (+3)
Knowledge (Popular Culture) 1 (+3)
Knowledge (Streetwise) 1 (+3)
Knowledge (Theology and Philosophy) 1 (+3)
Language: Demonic 1
Notice 6 (+5)
Search 3 (+5)
Sleight of Hand 7 (+12) Skill Mastery
Stealth 12 (+17) Skill Mastery


Feats: 15PP
Attractive
Defensive Roll 2
Distract: Bluff
Dodge Focus 5
Evasion
Teamwork 3
Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth)
Uncanny Dodge (Mental)


Powers: 4 + 2 + 21 = 27PP

Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP]

Super-Senses 2 (Darkvision 2) [2PP]

Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP]

 

 

 

Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal)

Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental)

Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental)

Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental)

Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow)

Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental)

Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental)

 

 


DC Block

 

 

 

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC14 Toughness (Staged) Damage (Physical)

Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal)

Mirage Perception DC16 Will Illusion (Infernal/Mental)

Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental)

False Visage Perception DC12 Will Morph (Infernal/Mental)

 

 


Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 116/166 Power Points

 

 

Edited by Fox
+1pp for March 2017
Posted

Alright, setting the mechanical half of things to the side for a moment, there are some issues here. Her backstory on the whole is definitely pushing it for the tone of the site. I can live with the idea of her growing up in a hostile environment with a Cable-esque guardian and even with Shrike's self-sacrifice, but layer after layer of parental figure dying and turning evil strains things somewhat. I'm also not clear why AEGIS would hold a minor being controlled by a literal demon responsible for her actions.

I'm more concerned with what her Complications and Personality sections suggest about her current state, however. A character who can't tell who the good guys are and explicitly enjoys the misfortune of others isn't just a bit unheroic, she doesn't sound like anybody anyone else would particularly want to have around, especially in a high school. It paints a picture that would be too far on the grim and gritty side in an adult heroine, let alone a teenager.

I'll illustrate it this way: in the section of the genre we strive for, growing up in on hellish environment and drawing the special attention of its despotic ruler result in personalities like Mister Miracle and Big Barda. Being raised by a brutal killer results in personalities like Cassandra Cain. Feeling responsible for the death of a parental figure results in personalities like Peter Parker. Cass is probably the closest to what you're going for here, but even then (setting aside some of her questionable OYL portrayals) she always knew right from wrong and was often shown as particularly empathic. Does that help?

Posted

Also, a concern I noticed.

We tend to go with the idea that a character should have two out of three from having powers, having a costume, and having a codename. She uses her real name, her description section goes into detail about her avoiding a costume, which leaves... just powers. Which isn't ideal.

Posted

Alright, setting the mechanical half of things to the side for a moment, there are some issues here. Her backstory on the whole is definitely pushing it for the tone of the site. I can live with the idea of her growing up in a hostile environment with a Cable-esque guardian and even with Shrike's self-sacrifice, but layer after layer of parental figure dying and turning evil strains things somewhat. I'm also not clear why AEGIS would hold a minor being controlled by a literal demon responsible for her actions.

I'm more concerned with what her Complications and Personality sections suggest about her current state, however. A character who can't tell who the good guys are and explicitly enjoys the misfortune of others isn't just a bit unheroic, she doesn't sound like anybody anyone else would particularly want to have around, especially in a high school. It paints a picture that would be too far on the grim and gritty side in an adult heroine, let alone a teenager.

I'll illustrate it this way: in the section of the genre we strive for, growing up in on hellish environment and drawing the special attention of its despotic ruler result in personalities like Mister Miracle and Big Barda. Being raised by a brutal killer results in personalities like Cassandra Cain. Feeling responsible for the death of a parental figure results in personalities like Peter Parker. Cass is probably the closest to what you're going for here, but even then (setting aside some of her questionable OYL portrayals) she always knew right from wrong and was often shown as particularly empathic. Does that help?

Rewrote a couple complications, appended personality.

Honestly, from that list, Peter Parker's more what I'm going for in practice, though it seems I had bad aim with the spotlight. "Impish" sums things up.

One of the big ones is, a lot of the streaks and suspicions aren't the whole picture.

Just because she's a poor judge of character doesn't mean Kit's forgotten that someone who's nice to you and has a death ray pointed at the waiter is not a nice person. The crazy doctor trying to infect the city with turkey pox for daring to call him mad? Yeah, you stop that guy. However, when it's all said and done, she's a lot more likely to look the other way and let the loony go if they have a noble cause that they're genuinely passionate about and go through the not-so-hard task of convincing her they can repent, change their ways. It's not that she can't tell that the bad guys are bad; it's that she still has hope that they're not rotten to the core. Likewise, she's entirely aware that the good guys are the good guys, she's just extra wary and every now and then, it becomes a situation. Preferably with the standard, "Let's you and her fight," issue, with standard fallout.

Likewise, schadenfreude isn't quite the same as the evil demon king saying, "Your suffering doth please me, mortal. Muahahahaha." If she sees a waiter fall on their butt in a restaurant, her first reaction is to laugh. She might remember to help them up, and she'd feel guilty if they were actually hurt, but if it's something serious, like a spill that might be lethal? That's not funny to her. It's misfortune and surprise that are funny, not harm. Also, hoo yah gossip. And all this is pretty standard high school fare. Heck, it's pretty standard adult fare.

Hopefully that's a little more clear?

Also, a concern I noticed.

We tend to go with the idea that a character should have two out of three from having powers, having a costume, and having a codename. She uses her real name, her description section goes into detail about her avoiding a costume, which leaves... just powers. Which isn't ideal.

Actually, her real name's Samantha. Kit's her codename. Since she was sidekick to the Phantom Fox and all. So, codename and powers.

Posted

Honestly, from that list, Peter Parker's more what I'm going for in practice, though it seems I had bad aim with the spotlight. "Impish" sums things up.

Okay, that helps! However I wouldn't really describe Pete as 'scarred'. He's got issues and baggage, no question, but he's ultimately a pretty optimistic, positive guy. Unless your going for Topher Grace. And... don't be Topher Grace. Just as a general life rule. Anyway!

  • Wisecracking to keep others at arm's length and hide her insecurities: Good, just keep in mind that some players can be quite sensitive about their characters, so pick your moments.

    Being soft on Victor Fries style tragic villains: A potentially interesting complication, so long as she doesn't some across as a gullible dummy.

    Prone to misunderstanding-based pre-team-up fights: Not bad, per se, but we aren't a PvP site anymore for some very good reasons. The other player would have to agree beforehand, obviously, and you'd probably want a GM keeping an eye on things.

    Spreading gossip about her fellow students: Eugh... I get what you're going for here, actually, but that role has typically been left to openly antagonistic NPCs.

    Refusing to wear a costume: Is there a specific reason for this or is it just a case of her being 'too cool' for it?

Looking at her backstory, and dipping back into analogues for a moment, what I'm getting is sort of Hope Summers is raised by Cable and Oberon on Apocalypse until the former is killed and the latter tries to use her as a weapon, Nick Fury decides he hates little girls, she's adopted by Batman as played by Uncle Ben who dies in a Skrull Invasion because she couldn't stop it, at which point she's adopted again by Tuxedo Mask. Also she's magic.

I like a lot of those elements individually, but altogether... it's a little much, not just in terms of how awful her life has been but in how busy the narrative is. I'm not going to use the 'M' word here (largely because it's a terrible litmus test for this genre), but keep in mind that mimic-based character already have an element of 'everything you can do, I can do better', so you're working under some existing preconceptions already.

I know AA suggested taking a look at Wander and Harrier as examples of successful characters with exaggeratedly tragic backstories. I think that would be a good idea, just for comparison's sake.

Posted

Sorry for the delay. Classes started up this week and really hit the ground running. Still haven't had time to address most of it, so right now, I'm only doing mechanics. I'll get to the more important parts when things calm down and I relearn how to juggle everything.

Kit isn't a Mimic-based character. I did start with a cool power idea, but the character drifted away from it to the point where Mimic even being there is more a relic. So, that's gone in favor of the abilities that make more sense for the character. Mechanical changes are as follows:

-12 PP: Nix Mimic

+8 PP: Improve Array- (2 PP from new power, 6 from making everything better)

Blast- +1 Affects Insubstantial +1 Homing, +3 Improved Range, +1 Indirect 1

Illusion- -1 rank, nix Single Target, Progression -1

Concealment- nix Save: Will

Emotion Control- +1 rank

Teleport- +1 Easy, +6 Progression

New Power: Stun 7, Range: Perception, Distracting, Sense-Dependent: Eye Contact, Sleep, Subtle

New Power: Morph 2 (Humanoids), Affects Others, Progression (2 people) + Growth 1 (Dispersal, Affects Others, Progression, Linked Separate: Morph) + Shrinking 1 (Progression, Affects Others, Linked Separate: Morph)

+3 PP: Skill ranks

*+5 Acrobatics

*+6 Diplomacy

*+1 Escape Artist

+1 PP: +Will

Growth and Shrinking are listed as Extras on Morph because... well... that's what they are, for all practical purposes. An overpriced extra for the run-of-the-mill desire for Morph to not be strictly confined to forms the user's size. But otherwise, Mimic's gone for more skills and some upgrades to Kit's main powers.

Like I said, I'll get to the important stuff later.

Posted

Okay, updated the backstory from the point where Kit comes to Earth. Updated section is as follows:

Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief.

The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area.

And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law.

Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment.

There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed.

So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor.

And so, she sent the girl to Claremont Academy.

Posted

Alright, I think we've addressed the main 'fluff' concerns, with the caveat that in-play she should be actively working to overcome her remaining issues.

On the 'crunch' side of things, a few issues:

As a fully traded-off PL7, she's going to get knocked about. A lot. Which is fine so long as you're aware! She'll also have some issue putting a dent in anything, but with all of her 'support' and manipulation powers, I'm less concerned about that. On a personal note, I usually don't let a character get below +5 in anything even after trade-offs, meaning a +2/-2 trade-off at character creation that might increase to +5/-5 by the time they reach PL10. Take from that what you will.

She'll probably want to bring up her Strength to at least average eventually, if only to represent her active lifestyle. The Wisdom penalty makes sense given her poor judgement, though!

Onto bigger problems, I had to fix a considerable amount of formatting in her Powers section. You'd listed her Power Feats as Extras; those are not the same thing, and listing them together makes auditing the math of the sheet much more difficult.

As is, her Mental sense doesn't have Ranged, meaning she can sense living, sentient creatures with a soul... in her own head. Given the Uncanny Dodge feat, I'm guessing that's not what you're going for. Scroll down a bit here to see what each sense type gets automatically. Mental doesn't have any innate qualities, in exchange for how few things can block it.

With the formatting fixed in her array, the biggest issue is that you've brought two Range [Touch] Powers up to Range [Perception] but only paid enough to bring them to Range [Ranged]. Perception is two steps and as such is a +2 Extra. That puts both her Stun and Morph (with Attack [+1]) over the Array's pool of PP.

Posted

Shiftiness: My first purchase is probably gonna be Power Attack to get better mileage out of that attack-shifted blast, but she's more about her perception powers than brute damage anyways, and I may end up using that blast more for aid attempts than actual attacks anyways. As for defense/toughness... -2 Dodge Focus, +1 Defensive Roll.

That lets me buy Ranged and Extended on my soul sense.

Strength makes sense. It's somewhere on the to-do list. Though with powers doing a lot of the work the body would do, I consider it excusable for a while.

Stun, by my tally, is fine. 2/rank base, +2 for Perception range, +0 for Sleep, -1 for Distracting, -1 for Sense-Dependent makes 2/rank. 2*7=14, then +1 for Subtle makes 15 PP.

Morph, however, is wrong. Dropped to Morph 3 to compensate. Also, I forgot to add Selective, so I'm shifting it to Progression 1 in order to buy that up.

Posted

Ah, pardon me. I was looking at the Alternate Save on the Stun, but that should just be +0, of course.

Selective on any Attack power is typically an Extra not a Power Feat. Given that it's an Extra on Illusion, which is fairly close to what that Morph is ultimately achieving, I'd say it should be an Extra there, as well.

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