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Mirage aka Annie Porter PL10


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Posted (edited)

Any and all critique on her is welcome.

 


 

Player Name: ChrisClark13
Character Name: Mirage
Power Level: 10 150/150 PP
Trade-Offs: +2 Attack -2 Damage, +2 Defense -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: A woman from the 19th century who's life was altered forever when she was given the power to shapeshift by a trickster spirit. She's done a lot of things here and there, but most recently she got involved with a super-gang and turned herself and the rest in when a recent plan crossed one too many lines for her.

Alternate Identity: Rosanna "Annie" Porter
Identity: Secret
Birthplace: Virigina, raised mostly in Freedom City
Occupation: Former manufacturing plant worker, Ex-super-gang member.
Affiliations: Project Freedom, Jessica's family, Steve's gang.
Family: John and Elizabeth Porter, both deceased for a long time. She has cut off ties with their descendants.

Description:
Age: 163 (DoB: 1850)
Apparent Age: 20-25, varies based on mood.
Gender: Female
Ethnicity: Caucasian
Height: 5' 2"
Weight: 105 lbs
Eyes: Green
Hair: Brown

Annie looks like a near-perfect model of what old fashioned beauty would look like, or at least she would if she was wearing clothes from that time periods (she can totally rock that look though). She usually wears modern clothing, letting her wavy hair hang down to a few inches below her shoulders. She doesn't wear makeup at all usually, instead if she wants to look like she's wearing makeup she just shape shifts to look that way.

 

Her costume at the moment is just a armored, black, generic costume.

 

Power Descriptions:
Morph: Annie can (somewhat) gracefully assume any humanoid form, changing clothes, gender, race, species even.

 

Collapsible Electrified Baton: Modeled after collapsible police batons, this one is longer than the norm: being about as long as a sword when fully extended. It can also deliver electric shocks with each strike, though only when fully extended. Only when it's collapsed does the Subtle feat apply.

 

Flash-bangs and Smoke Grenades: Standard equipment, nothing special here.

 

Goo Grenades: These experimental grenades explode into a mess of sticky, blue goop that solidifies within a few seconds upon contact with air.

History:

When she was four years old she was snatched away by a trickster spirit who was in need of a helper, he changed her entire being inside and out so she could help effectively. When the spirit was done with his tricks (and she was getting homesick as well) he couldn't remember what she had looked like in the first place so he gave her the power to change her shape and left her alone, assuming she could figure out what she had originally looked like on her own. When she was found by her mother again she had been missing for an entire week, but her mother soon found out that her only daughter had been returned as a different kind of being.

 

As time went on, she discovered that in addition to her power to change, she also didn't seem to age as everyone else in her family did. She lived with her brother, a Civil War veteran, in his manor as she became less and less unsure about what she was. Over time her brother died of old age and she lived with his oldest son in the same manor. She cut ties with her brother's descendants after the Great Depression, not want to burden them anymore when they suddenly had trouble even supporting themselves, and went her own way in life.

 

During WWII she worked at an aircraft factory and had a run in with a monstrous spy for Germany. At first he seemed like a nice guy, but she was only planning on snatching Annie to be his own and was playing with her for a while as well as secretly using her to spy on the aircraft factory. Luckily she was able to discover his ruse before it became too late and managed to defeat him by dropping an aircraft engine on him in his monster form. Last she saw he was dragged off by the military and she's never seen the spy again.
 
After WWII ended she continued to wander about America and joined up with a group of hippies in the 1960s, making a close friend named Jessica (who was in on Annie's secret, but didn't particually care). After the group broke up after a few years Annie lived with Jessica and then her children as time passed.
 
Things were good for them for a time, Annie was even able to move into her own apartment and find a job as a secretary. But around the turn of the 21st century, things started to go sour for them as credit card debt and bills forced all of Jessica's small family to move in with Annie. Jessica's grandson, Steve, joined a gang to try and bring in extra money and everyone silently turned a blind eye since they really needed the money. Then one day Steve ended up in the hospital, so Annie disguised herself as 18 year old and went out to join his gang to try and repay all the kindness that had been shown her. When Steve got out of the hospital he wouldn't let himself be persuaded to leave the gang, and so they sank into a life of stealing.
 
The gang was brought in more money than ever with Annie's help (and less people ended up getting hurt in general too!) but that attracted the attention of a superpowered gang who through careful observation discovered that Annie was more than she seemed. They approached her one night and forced her to show them her powers and join them or else they would go after Jessica's family. Uneasy memories of the spy prodded at the back of her mind, but she agreed.
 
The large amounts of money she now made keep her content with working for them, but then someone (should I have it be obviously?) from Overthrow contacted her super-gang with a deal. The deal was that if the gang went to the mall and caused a big fuss, take hostages, whatever it took and then in return they would get a ridiculous large sum of money. To seal the deal, the contact even sent over a bunch of gear and weapons to cause mayhem with. Then the super-gang decided they wanted to bring in Steve's gang, because it was a really big job. That one line too many for her and she turned the super-gang and herself in before even another hour had passed. Some soon superheroes arrived and arrested them all (of course the others resisted arrest with their new toys, but Annie just let herself be taken in). 
 
She went through Project Freedom as soon as she learned what it was, in what most would swear was record time, keeping her Steve's involvement in the other gang a secret since she's worried that he wouldn't be able to get off as easily as she had. At the moment she's faithfully fulfilling her missions under the codename Mirage, but if something pops up that she could pursue to help Jessica or Steve she'll go for it.

Personality & Motivation:
Annie's personality seems old fashioned, but that's only because she tends to use a lot of old fashioned words and swears. At heart she's free spirit who looks out for the ones she loves.
She's currently working with Project Freedom as much as she can because she believes that she's bound to find some way to help Jessica's family or at least earn some favors she could call in to help them.

Powers & Tactics:
She fights rather un-womanly, going for a grapple if fighting a single opponent or doing her best to land nasty punches if fighting multiple opponents. If she manages to sneak up on an opponent she just punches their lights right out.
She mainly uses her shape shifting ability to blend in with a crowd or sometimes to impersonate a specific person.
 
Complications:
Quirk: Seemingly a holdover from earlier times when people were arguably more polite, Annie tends to the most elaborate curses and swears that she can think of when she gets mad. If she's in a disguise, this can definitely ruin her cover.
 

Power Loss: Getting drunk/high/etc causes her to lose her grip over her current form and she'll revert to her normal form. Powers that cause similar effects will cancel out her morphing abilities as well.
 

Secret: Identity and the situation she's in. She hides her powers and identity from anyone who doesn't truly need to know about it. She also tries to hide the fact that she's an ex-crook from any bad guys or heroes she runs into for fear of bringing prejudice (good or bad) down upon herself.
 

Responsibility/Secret: Jessica's family. Annie feels like that she has to do something to get Jessica and her family out of the bad situation they're in, the less bad guys know about this the better. She tries to keep this a secret from everyone for fear of bringing even more troubles upon them.
 

Enemies: Jessica's old gang would probably love to get their hands on her if/when they escape from prison. Also if the spy found out about her he would love to make her pay dearly for what she did to him.
 

On a Leash: As part of Project Freedom, Annie has had a microchip implanted into neck so that they can track her movements at all times (it was much easier than designing a bracelet or anklet that adapts to her morphing abilities). It constantly emits a signal on a low frequency that technologically minded foes could potentially take advantage of.

Also she's not allowed to leave Freedom City without an escort or a very good reason. If she tries to, a hero will be called in to go fetch her.

 

Smells the Same: Her morphing power doesn't change her scent so her disguises tend to fail against animals or those with Acute Scent.

 

Shines with Magic: Because of her nature, she shows up strongly to any abilities that can Detect Magic. This may cause problems when she's in disguise.

 

Abilities: 8 + 10 + 8 + 6 + 8 + 12 = 52 PP
Strength: 18 (+4)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 22 (+6)

Combat: 8 + 8 = 16 PP
Initiative: +10
Attack: +12 Melee, +4 Ranged
Grapple: +18
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -4

Saving Throws: 2 + 5 + 3= 10 PP
Toughness: +8 (+4 Con, +4 Protection)
Fortitude: +6 (+4 Con, +2)
Reflex: +10 (+5 Dex, +5)
Will: +7 (+4 Wis, +3)

Skills: 64 Ranks = 16 PP
Acrobatics 3 (+8)

Bluff 2 (+8/+12 w/ Attractive) Skill Mastery, Second Chance

Climb 2 (+6)

Craft (Mechanical) 7 (+10)

Diplomacy 4 (+10/+14 w/ Attractive) Skill Mastery, Second Chance

Disguise 6 (+12/+27 w/ Morph) Skill Mastery, Second Chance

Drive 5 (+10)

Escape Artist 2 (+7)

Gather Information 1 (+7)

Intimidate 2 (+8)

Knowledge (History) 6 (+9)

Knowledge (Streetwise) 3 (+6)

Notice 4 (+8)

Profession (Mechanic) 4 (+8)

Search 3 (+6)

Sense Motive 4 (+8) Skill Mastery

Sleight of Hand 2 (+7)

Stealth 4 (+9)

 
Feats: 39 PP

Accurate Attack
All-Out Attack
Attack Focus (Melee) 8
Attractive
Beginner's Luck
Defensive Attack
Dodge Focus 4
Equipment 8
Evasion
Grappling Finesse
Improved Disarm
Improved Initiative
Luck 2
Power Attack
Second Chance 3 (Bluff, Disguise, Diplomacy)
Skill Mastery (Bluff, Disguise, Diplomacy, Sense Motive)
Takedown Attack
Taunt
Weapon Bind
 

Commlink [1 EP]

Smart Phone (Cell Phone + Video Camera) [3 EP]
Flash-bangs (Dazzle Burst 4 [visual + auditory]) [16 EP]
AP: Goo Grenades (Snare Burst 5) [1 EP] 
AP: Smoke Grenades (Obscure 5 [visual]) [1 EP]
Armored Costume (Protection 4) [4 EP]

Sweet Motorcycle (Strength: 20; Speed: 5; Defense: 10; Toughness: 9); Features: Alarm, Navigation System 2 [14 EP]



Powers: 10 + 6 + 1 = 17 PP

Device 3 (Collapsible Electrified Baton; Flaws: Easy to Lose; Feats: Subtle) [10 PP]
Strike 4 (bludgeoning; Feats: Mighty) + Stun 5 (technology, electricity) [4+10=14 PP)

 

Morph 3 (Humanoid Forms; magic, spirit) [6 PP]

 

Immunity 1 (aging) [1 PP]

 

Drawbacks: (-0) + (-0) = -0PP

DC Block
Attack         Range  Save                                              Effect
Unarmed        Touch  DC15 Toughness (Staged)                           Damage (Physical)
Baton          Touch  DC23 Toughness (Staged) + DC15 Fortitude (Stages  Damage (Bludgeoning) + Stun (Electricity)

Flash-bang     40'    DC14 Reflex / DC14 Fortitude (Recovery)           Dazzle Visual and Auditory [20' radius] (Light + Sound)

Goo Grenade    50'    DC15 Reflex (Staged)                              Snare Burst [25' radius]

Smoke Grenade  50'    -                                                 Obscure Visual [25' radius] (Smoke)
Totals: Abilities (52) + Combat (16) + Saving Throws (10) + Skills (16) + Feats (49) + Powers (17) - Drawbacks (0) = 149/150 Power Points

Edited by ChrisClark13
Posted

You have 40PP in Feats rather than 38 or 37, otherwise your math checks out to a cursory glance. Make note where the Protection is coming from.

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