souffle_girl Posted October 19, 2014 Posted October 19, 2014 (edited) I think I'll collect all my current and future WIP characters in this thread and just get over it. Vendetta is getting really tiring to tweak up, so I might drop her for now and put forward another favorite character of mine. Meet Cally, Claremont sophomore and empathic guitar player extraordinnaire. Cally is once again transgender, like Mechanized, but luckily for her her mutant powers are doing the job of changing her body to match. Once again, I had created her for another setting, one that looks close enough to Claremont to easily adapt her. Player Name: Souffle_GirlCharacter Name: Calliope (Cally)Power Level: 10 (150/150PP)Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")Unspent Power Points: 0Progress To Bronze Status: 0/30In Brief: Mutant transgender girl. Her powers gave her an overall improved body and the ability to read emotions and project her own feelings through music. Residence: Claremont HighCatchphrase: "It's Calliope. Not the instrument, the Muse of Epic Poetry! And that's not the correct greek pronunciation! Nevermind, just call me Cally, OK?" Alternate Identity: Fiorella PersicoIdentity: SecretBirthplace: Genoa, ItalyOccupation: High school studentFamily: - Gianluca Persico: father. He divorced from his first wife Simonetta and married a younger woman.- Simonetta Ghersi: mother, university professor of Latin and Greek literature. - Claudio Persico: older brother, PhD student in metahuman biology. Claudio is very fond of his younger siblings, and is the one who put them in contact with Claremont High in the first place. His research institute is paying for their tuition in exchange for them partecipating in their brother's research. - Francesco Persico: aka Ariete, twin brother. Another mutant, her has the same "enhanced body" package Cally has, but his psychic powers take the form of a telekinetic forcefield surrounding his skin, making him extremely strong and nearly invulnerable when active. Claremont High freshman. Since when he came into his powers he became kind of a playboy and quite full of himself. Can be very immature at times. - Marzia Persico: younger step-sister (2 years old). Daughter of Gianluca and his new wife, Sabrina.Description: Age: 16Gender: male to female transsexualEthnicity: CaucasianHeight: 5" 6'Weight: 123 poundsHair: Light brown, wavy, with golden streaks.Eyes: Golden Cally, as everyone calls her, is a slender and attractive brunette. Her powers locked her in her current body form, so she stays reasonably fit in spite of how much she actually eats or exercises. She usually dresses in a "girl next door" style: light makeup. camisoles, t-shirts, jeans and skirts, and can often be seen carrying a guitar in a bag. As a side quirk, her powers gave her golden eyes that glow when she uses her projective empath power and her hair has whole strands in matching color.Power Descriptions: Cally's powers are very subtle in nature. A good portion of her mutation gave her her current looks and body, which is deceptively strong and resistant. She's also an empath. Cally constantly, passively read the emotions of everyone around her. She can "tune down" the voulme of them, but she's otherwise unable to sort between her own feelings and other people's, nor to find out which emotions come from who. She can also use her powers in a projective manner. When Cally plays music or sings, people tend to feel the same way she does and her eyes glow. Once again, this power works on everyone who can hear Cally directly, and is strictly dependant on hearing. History: Born in Genoa from an ancient literature professor and a businessman, Fabrizio has aways been the kid that didn't fit in. Despite being smart and good looking, he was reserved and preferred classic books and playing music to social interaction and sports. He always felt awkward around people, especially boys, despite growing up with an identical twin brother, Francesco. Some time ago, the two brothers suddenly manifested mutant powers on the same day, but their powers took a dramatically different turn: while Francesco displayed super-strength and resilience and started to become beefier and better looking, Fabrizio slowly started to change into a girl, and showed to have psychic powers. Their older brother Claudio, a PhD student in a research center that studies mutants, suggested the hypothesis that the two of them were actually changing into an idealized version of themselves, as the change made Fabrizio, now Fiorella, realize the real reason she felt out of place was she was transgender and wanted to be a woman in the first place, something she could never pinpoint before. Cally is quite good at playing guitar, and often carries one around. Of course, since the day she got her powers, her performance got a mutant boost as well.Personality & Motivation: Cally is introverted, shy, and she tends to reflect and daydream a lot. With people she's close to, she's friendly and caring. Cally didn't tell anyone in the school she used to be a boy, and doesn't plan to. In the past she's been teased a lot about it, and she doesn't want to live through the same humiliation; in fact one of the main reasons she wanted to leave her hometown was intolerance and bullying. She also likes girls, and she's not sure if she wants to make her sexual orientation public or not. Cally loves reading, especially classical literature; playing music and playing videogames. She likes all kinds of music except modern techno and disco (she doesn't consider it music at all!). She only likes being in the spotlight when playing music or singing, but is otherwise quite shy. She also doesn't like people too full of themselves or who tend to pick on their more unlucky fellows. Cally is still very young and doesn't really have an idea of what to do with her life. The whole superhero business is something she's not culturally accustomed to, coming from a low-supers country where superpowers are heavily regulated. This thends to put her at odds with her more heroic and adventurous peers. In spite of this, she can and will stand up for someone who's actively discriminated, having suffered herself from prejudice and intolerance. Powers & Tactics: Cally is not much of a fighter, and her natural reaction to aggression is to calm everyone in the area down using her empathic powers. Failing that, she's still tugher than a normal human in one on one combat, but she can't stand by any mean against a dedicated brick. Should a selective way of applying her powers be found, Cally can potentially become an invaluable team support character. Edited October 19, 2014 by souffle_girl
Thevshi Posted October 19, 2014 Posted October 19, 2014 SG, one issue I see with the fluff you have up right now, all characters on this site have to be 16 years old (physically and emotionally, if not chronologically).
souffle_girl Posted October 19, 2014 Author Posted October 19, 2014 So how do you put in a freshman? I can still age her to 16 and make her a sophomore, if needed
Thevshi Posted October 19, 2014 Posted October 19, 2014 There really aren't any freshmen at Claremont. The only occasional exceptions are PCs that have needed a bit more formal schooling, ie ones that for whatever reason never had any. And yes, she does need to be 16.
souffle_girl Posted October 19, 2014 Author Posted October 19, 2014 (edited) As much as I like her, though, I have questions about her playability. She has only support powers whose nature is largely GM dependent, and while having high abilities she has no formal combat training. A possible sheet I came up with for her is this: Abilities: 2 + 2 + 2 + 2 + 2 + 6 = 16PP Strength: 12/22 (+6) Dexterity: 12/22 (+6) Constitution: 12/22 (+6) Intelligence: 12/22 (+6) Wisdom: 12/22 (+6) Charisma: 16/28 (+9) Combat: 8 + 8 = 16PP Initiative: +6 Attack: +4 Grapple: +10 Defense: +10 (+4 base, +6 Dodge Focus)(+2 flat-footed) Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +10 (+6 Con, +4 Defensive Roll); +6 flat-footed Fortitude: +10 (+6 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +10 (+6 Wis, +4) Skills: 24R = 6PP Perform (singing) 6 (+15) Perform (string instruments) 6 (+15) Sense Motive 8 (+14) Feats: 8 PP Defensive Roll 2 Dodge Focus 6 Powers: 62+30 = 92 PP Container 12.4 (Enhanced Body, biological, mutant) [62PP] Enhanced Strength 10 [10PP] Enhanced Constitution 10 [10PP]Enhanced Dexterity 10 [10PP]Enhanced Intelligence 10 [10PP] Enhanced Wisdom 10 [10PP] Enhanced Charisma 12 [12PP] Container 6 (Empathy, biologica, mutant, psychic) [30PP] Mind Reading 10 (Extras: duration [continuous], Area [burst]; Flaws: Permanent, Emotions Only) [20PP] Emotions Control (Extras: Area [Perception - hearing]; Flaws: Limited [Cally's emotions only], Check Required [Perform DC 20]) [10PP] Drawbacks: 0 Totals: Abilities (16) + Combat (16) + Saving Throws (12) + Skills (6) + Feats (8) + Powers (92) = 150/150 Power Points It's useless in combat, even assuming the psychic powers are built correctly. Furthermore, she's low on skills points. Edited October 19, 2014 by souffle_girl
Raveled Posted October 19, 2014 Posted October 19, 2014 I wonder how this is even a support character. Her combat caps are PL 5 and it's not like she has Healing or even Creation Object (for making walls and the like). How would she support in combat?
souffle_girl Posted October 19, 2014 Author Posted October 19, 2014 That's why I'm not going to play her XD
Thevshi Posted October 19, 2014 Posted October 19, 2014 Yeah, as built this character has some issues SG. You really seem to be cramming two concepts together (the paragon of human potential with a psychic) and are not really ending up being that accomplished at either. You could drop her PL down to 8 but still have her built on 150 pp to help with this some, or maybe lessen the enhanced attributes some (not sure they all need to be at near human max potential). Also, permanent mind control is not going to fly, even if it is only emotions.
souffle_girl Posted October 20, 2014 Author Posted October 20, 2014 (edited) Back to a playable character: welcome back, Diane!Name: Diane Joan DaviesAge: 28Character Name: Nano AngelPower Level: 10 (150/150PP)Trade-Offs: NoneUnspent Power Points: 0Progress To Bronze Status: 0/30In Brief: A hybrid of human and nanomachines with regenerative and psychic powers, and a touch of mad scientist.Alternate Identity: Diane Joan DaviesIdentity: SecretBirthplace: Denver, ColoradoOccupation: Currently unemployedFamily and friends: - Natalie Harrington: Natalie is Diane's best friend. Half japanese, she's an accomplished martial artist and a street level superheroine, under the name of Red Ninja. - Diane's family: Diane has an older sister, and both her parents are alive and well in Denver. She used to have a pretty normal relationship with them, now she doesn't want to have anything to do with them, being afraid her enemies might target them. They were informed she's alive and well, however, and a cover story was created saying that Diane got into a FBI witness protection pogram after having been rescued from her kidnappers. - Potato: variably called 'Pott', 'Tato' or 'That frigging ball of fur', Potato is a stray kitten Diane took in a few months ago. He can't be more than an year old, he's ginger, striped, and can usually be found around her house, exploring holes and generally causing mischief.Description:Age: 28Gender: femaleEthnicity: CaucasianHeight: 5" 8'Weight: 194 pounds (denser than a normal human)Hair: RedEyes: Green At first sight, Diane looks like a young woman in a suit of sci-fi, matt white power armor, and with a lot of makeup and gloves could pass for one. In truth, the armor is her real skin. Only her hands and head are still quite human-looking, only with a fine pattern of circuitry embedded in her pale skin. Her red hair is the only strictly human thing she's left. She has two seven feet long wings sprouting from her back, that can be retracted on her shoulder blades and have "fins" in place of feathers. They only allow her to fly very clumsily, and she needs her telekinesis to provide thrust and maneouverability while airborne. Finally, her forearms hide a compartment containing five coiled, fifteen feet long tentacles (she calls them "probes") on each arm. The walls of the compartment have a very sharp edge and Diane can use them as if they were melee weapons. In a fight, Diane wears a white mask to conceal her face.Power Descriptions: Techno-organic body: A good part of her Diane's body mass consists in self replicating nanomachines. They repaired her body, including most of her vital organs, after the accident and now are integral to her organs, with the nervous system, skin and probes being the most rich in nanites. If Diane is injured, the nanites repair the damage allowing her to regenerate, but they tend to take the place of more organic tissue each time. Diane's techo-organic nature allows her to connect directly to electronic equipment using her probes as "jacks", and this makes her a whiz at electronics. Finally, Diane's body is highly reliant on the nanites to survive, meaning that EMP attacks or very advanced informatic viruses could damage her to the point of killing her. Psionics: Diane's brain has been extensively modified by the nanites, and she acquired psychic powers in the process. She possesses both telepathic and telekinetic abilities, but is still struggling to control them properly.History: Diane was born in Denver, and always showed a keen mind and an interest in science that drove her to become an engineer, specifically a nanotechnology expert. She loved to find out she had been selected for a PhD in one of the most advanced research centers in the country, where she was confronted with a device of unknown origin. The team she worked with spent years analyzing its working, but its secrets still eluded them. One day, she found out by accident that her employers were actually using her research to try creating supersorldiers by injecting unwilling victims with nanites. Disgusted by them, Diane tried to destroy the device. However, she underestimated the power of the thing. As she smashed it, it blew up, severely injuring her and showering her in nanites. But Diane didn't die. The nanites, perhaps guided by her dormant psychic powers, flooded her body and repaired it. Four days later she awoke, no longer fully human, a bizarre fusion of flesh and machine. Her employers couldn't believe their luck: where they had repeatedly failed, a young girl succeeded by mere accident. They imprisoned Diane and poked, prodded and experimented on her for months. In the meantime, however, Diane's disappearance hadn't gone unnoticed. She had been declared dead in the accident, but Diane's friend Natalie was a minor superheroine. She just felt Diane was still alive somewhere and refused to stop looking for her. It took her months to pin the lab down, but she finally called in a few favors and busted into the complex with a full team of supers, freeing Diane. The woman she found was just a shadow of who she had been. Her trials had left her deeply scarred, traumatized and terrified of her new powers. Since then, Natalie tried to get Diane back on her tracks. She's slowly recovering, but still suffers from her past, and took her place as a superheroine next to Natalie.Personality & Motivation:Diane is young and afraid of what she is. While a caring and motherly person at heart, she's been deeply scarred by her methamorphosis and the time spent as a lab rat. As a result, she's slow to trust people and has developed anxiety disorders and kind of an obsessive-compulsive personality, spending a great deal of time in a laboratory studying herself and pretty much every other interesting piece of tech she stumbles upon. Basically, she's a mad scientist, only on the right side of the fence.Powers & Tactics:When in a fight, Diane usually keeps to the distance and harasses her enemies with telekinetic strikes. In closer quarters, she can use her probes to grapple enemies. Unfortunately, using more than one psychic power together requires a level of coordination Diane still hasn't acquired, so she can't use all her powers efficiently at the same time.Character Inspiration: In looks and powerset, Diane is explicitly inspired by Artisia, aka Ann Never, the daughter of the namesake character in the Italian sci-fi comic Nathan Never. Artisia as a character references, in turn, many sci-fi classics and, in particular, the Borgs from Star Trek. Actually, the whole story arc Artisia appears in is a huge homage to Gene Roddenberry. The following images are taken from the comic, and Artisia is the woman in white with long blonde hair. Diane looks roughly like her, only shorter and with red hair. She draws heavily from Sarah Kerrigan from Starcraft too.Complications:Mental Scarring: Diane has been deeply scarred from her experiences and suffers from PTSD, anxiety disorders and is prone to obsessive/compulsive behavior. Unfortunately, her unique physiology makes her immune to usual psychiatric drugs, so she has to come out of it the hard way.Inhuman Appearance: Diane is not a human being anymore, and that's obvious at little more than a casual glance.Alien Tech: Diane is the result of an accident involving unknown alien technology. Forces might be interested in retrieving it, and there's no real knowing what her nanotechnology can do to her or those around her.Prejudice: Diane is a lesbian. There's much more obvious reasons to discriminate against her, but you never know. Nanotech Regeneration: Diane's nanomachines allow for fast and efficient regeneration, but do so by taking over damaged tissues. Injury after injury, Diane's tissues are slowly being replaced by nanites. The final result of this process is unkown, but looks definitely scary. Techno-organic Body: being part machine makes Diane vulnerable to EMP attacks, and possibly to informatic viruses and hacking.Abilities: 4 + 6 + 16 + 10 + 4 + 0 = 40PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0)Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4, +10 Telekinetic Slam (+4 base, +6 Attack Specialization) Grapple: +6 (+16 using probes) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -5Saving Throws: 2 + 5 + 2 = 9PP Toughness: +10 (+8 Con, +2 Defensive Roll) Fortitude: +10 (+2 base, +8 Con) Reflex: +8 (+5 base, +3 Dex) Will: +10 (+2 base, +8 Mental Resilience)Skills: 52R = 13PP Computers 1 (+18, Skill Mastery) Craft [Electronic] 10 (+15, Skill Mastery) Craft [Mechanical] 10 (+15, Skill Mastery) Diplomacy 4 (+4) Disable Device 3 (+8) Knowledge [Technology] 10 (+15, Skill Mastery) Notice 6 (+8) Sense Motive 8 (+8)Feats: 13PP Dodge Focus 6 Inventor Improvised Tools Luck 1 Attack Specialization (Telekinetic Slam) 3 Defensive Roll 1Powers: 35+27=62 PPTechno-organic Body 7 (35 pp container, alien, biological, technological) [35PP]Enhanced Will 8 (Mental Resilience) [8PP]Enhanced Feats: Eidetic Memory, Skill Mastery (Computers, Craft [electronics], Craft [Mechanical], Knowledge [technology]) [2PP]Flight 1 [2PP]Regeneration: Recovery Rate [bruised] 3, allows recovery check every round as a free action Recovery Rate [injured] 4, allows recovery check every round Recovery Rate [disabled] 2 allows recovery check every hour Recovery Rate [resurrection] 1 DC 10 recovery check every week Feat: Regrowth [11PP] Array: Techno-organic Probes [11 PP Array, Feat: 1 alternate power] [12PP]base power Additional Limbs 4 linked w/ Elongation 2 (Flaws: Limited [additional limbs only]) linked w/ Enhanced Strength 12 (Flaws: Limited [Grappling Only][11/11PP]alt Enhanced Skill (Computer) 12 [3/11PP]Psionic Powers 10 (20 pp array, alien, biological, psychic; Feats: dynamic base power, 3 dynamic alternate powers) [27PP]base power Telekinesis 10 (Feat: dynamic) [20/20PP]alt Blast 10 (Telekinetic Slam, Feat: dynamic) [20/20PP]alt Flight 9 (Telekinetic Flight, Feat: dynamic) [18/20PP]alt Telepathy 10 (Feat: dynamic) [20/20PP]Drawbacks:Vulnerable (EMP Attacks, Frequency: uncommon, Intensity: Major [x2 DC]) [-3 PP]DC BlockUnarmed: +4, Touch, DC 21 damage (bludgeoning)Telekinetic Slam: +10, Ranged, DC 16-25 damage (bludgeoning)Mind Probe: Will DC 20Total Points Spent: Abilities 40 + Skills 13 + Feats 13 + Powers 62 + Combat 16 + Saves 9 - Drawbacks 3 = 150/150 PP Edited October 22, 2014 by souffle_girl
souffle_girl Posted October 20, 2014 Author Posted October 20, 2014 (edited) sorry, a silly error... Anyway, she feels like a solid character, assuming I added up the dynamic power array cost right. She's very versatile, the only thing she really lacks being impervious resistance, but her regeneration should make up for it Edited October 20, 2014 by souffle_girl
Thevshi Posted October 20, 2014 Posted October 20, 2014 Actually, I am afraid the dynamic array is not priced correctly. The cost for the dynamic slots is placed in the total price of the array (and does not add to the active points in the array). It should be priced like this: Psionic Powers 10 (20 pp array, alien, biological, psychic; Feats: dynamic base power, 3 dynamic alternate powers) [27PP] BP: Tekekinesis 10 {20/20} AP: Blast 10 (Telekinetic Slam) {20/20} AP: Flight 8 (Telekinetic Flight) {16/20} AP: Telepathy 10 {20/20} Also, you should list out exactly what that level of regeneration does for you, so the GM does not have to look up what Bruise 3 does, etc.
souffle_girl Posted October 20, 2014 Author Posted October 20, 2014 Ok, so I'm 3 points over. I'll see what I can do about it, and reformat regeneration.
Thevshi Posted October 20, 2014 Posted October 20, 2014 No, the dynamic array costs 3 more pp than you have spent, so some sort of adjustment needs to be made.
souffle_girl Posted October 20, 2014 Author Posted October 20, 2014 (edited) Corrected. Any further thought? Sensitive stuff: - Flight 1 from wings adds with dynamic ranks, right? - is enanced strength with Limited (Grapple only) OK? It costs 1 PP for each +2 grapple bonus, right? Edited October 20, 2014 by souffle_girl
Thevshi Posted October 20, 2014 Posted October 20, 2014 Yes, the base flight (not that you have taken out the gliding limitation) would stack with any flight you use from the dynamic array). Enhanced Str that is limited to grapple is okay, but it would cost 1 pp per +1 to the check, as it takes 2 ranks of str to add a +1 to grapple checks (just like it takes 2 points to add to +1 damage). So enhanced Str 12 only adds +6 to grapple. But you are getting grapple bonuses from the elongation and additional limbs as well. You still need to fix your formatting for both arrays. Take a look again at what I did for your Psionic Powers array, you need all the information I put in there for both.
souffle_girl Posted October 22, 2014 Author Posted October 22, 2014 So, any thoughts on Diane? Build? Fluff? Crunch? I need feedback!
horngeek Posted October 23, 2014 Posted October 23, 2014 (edited) Let's see... I like the idea... Red Ninja's a kinda obvious name for a Japanese superhero in some ways, although I'm blatantly nitpicking here. Also, if you intend for her to be a recurring ally, it might be a good idea to take her as Sidekick. Actually, given the way you're taking her backstory (Diane fighting alongside Natalie), definitely take her as a Sidekick. I know, technically Diane's the sidekick, but site rules are that the more powerful character is the 'primary' even if the relationship goes the other way around. Unless Natalie's going to suffer First Issue Death Syndrome. :V (Or get someone else to play her, if you can manage it. *shrugs* I'd actually put my hand up if I had a free slot/was on Silver, I've got plans to make a PL8 Cowl/Martial Artist) Edited October 23, 2014 by horngeek
souffle_girl Posted October 23, 2014 Author Posted October 23, 2014 (Or get someone else to play her, if you can manage it. *shrugs* I'd actually put my hand up if I had a free slot/was on Silver, I've got plans to make a PL8 Cowl/Martial Artist) She can appear once, and then you can take her over later. I really can't spare the sidekick points right now. Or, I can spend points on her when Diane advances.
horngeek Posted October 23, 2014 Posted October 23, 2014 The latter is probably the best option- any person who took her up as a PC would probably want to put their own spin on the character.
souffle_girl Posted December 16, 2014 Author Posted December 16, 2014 (edited) I'm throwing in a new character concept; considering it puts together several tropes of sci-fi there might be something like this around already. It'ìs also quite unrefined so far, but I'm throwing down the basic idea, which is that of a variable-powered hero with three personalities: each one has its own power set, and it can shift between them. Player Name: Souffle_GirlCharacter Name: GestaltPower Level: 10 (150/150PP)In Brief: Three minds in a single, more than human, bodyCatchphrase: "We used to be three, but we trascended our human nature and became one. We are Gestalt." Alternate Identity: Martha KonigIdentity: SecretBirthplace: seeOccupation: Retired. NASA consultant.Description: Age (Apparent): 30Gender: biologically female. Different personalities have different genders.Ethnicity: CaucasianHeight: 172 cmWeight: 57 KgHair: Dark brown.Eyes: Golden For a being of cosming power, Gestalt is surprisingly unassuming in appearance, looking like any other young woman at a glance. In combat, Gestalt wears a pearl white bodysuit with matching mask and cape. Power Descriptions: Not a single being, but three minds sharing a single body, Gestalt can manipulate the cosmic energy they are infused with in different ways, depending on the persona that controls the body at the time. John's persona is the most martially attuned, he's your typical paragon - super strength and endurance, flight and energy blasts. Martha's persona attunes her cosmic energy to life. She can sap life force from enemies to increase her own, or sacrifice her energy to heal allies. Edward's persona is the most wise, knowledgeable and smart and acts as a counsellor and tactician. History: Project Pathfinder was going to be the most ambitious undertaking NASA ever committed to. Driven by the genius of Dr. Edward Harrison, the inventor of the first prototype of faster than light drive, this three men deep space exploration mission would be the cown's jewel of the Western space program, and the last nail in the Soviet's space missions. On April 21st, 1971 a small spacecraft left Earth. The crew consisted of Major John Brookes, pilot; Dr. Martha Konig, the most brilliant of NASA's xenobiologists, and Dr. Harrison himself. It would ave been a great day for mankind. Except, it wasn't. On ignition, Dr. Harrison's FTL drive malfunctioned and the spacecraft was simply swallowed out of existance, forcing the NASA to cancel the program and never divulge its disastrous results to the public. What their mission command didn't know, however, was that the Pathfinder survived - it was merely thrown off course, drifting through deep space at breathtaking speed, carrying its crew far past the borders of our Solar System. It was there, in the deep and cold void, that the Pathfinder crew found someting, a being of enormous power and yet utterly alien to biological life, something so wonderful and different from humans to be completely unthinkable. It appeared as an anomaly, a vortex in space that couldn't possibly exist, but in its own way it was alive, and sentient. When it sensed humans approaching, it tried to communicate, but it overestimated their resistance. What was communication to it, to them was an attack. In moments, Maj. Brookes and Dr. Harrison were killed. The entity, learning from its mistake, found a suitable way to communicate to something so weak as the third being - telepathy. It told Martha that it was sorry for what it had done, but it was willing to make something about it. If she was willing to host them, it could transfer the minds of her fallen companions into her own body. It would also provide her with a gift - a sum of its own power, and a course back home. She accepted. What NASA recovered from the landing site of the Pathfinder, more than thirty years later than its departure, was hardly human anymore. Dr. Konig might still look like her old self - remarkably, not a day seemed to have passed for her - but inside, she bristled with barely contained power. Even more, what once was a single creature had become a multi-faceted being. The three personas of Martha, Jack and Edward all shared the same mind and the same body, emerging in turns. Gestalt, as the new being aptly decided to be called, became a counsellor to mankind on all matters alien and cosmical - and when the needs arised, they donned their costume to bring the fight to those that would threaten the world. Personality & Motivation: coming Powers & Tactics: Gestalt's approach to combat is as varied as they are. From John's shock and awe tactics, to Martha's buff/debuff, with Edward coming into play when it's time to plan, discuss and investigate. Gestalt is a jack of all trades but, as usual, a master of none. Edited December 16, 2014 by souffle_girl
souffle_girl Posted January 23, 2015 Author Posted January 23, 2015 (edited) OK, here's a build I've been tinkering with but it's tricky. It's a PL7 four armed girl with Matrix-style Gun-Fu. Meet... The Gunslinger Player Name: Souffle_GirlCharacter Name: The GunslingerPower Level: 7 (105/105PP)In Brief: Four-armed reformed villainess with an unusual gun-fu combat style.Catchphrase: "You think I'll go easy on you because I'm a hero? Think again, I'm no hero." Alternate Identity: Allison RodriguezIdentity: PublicBirthplace:Occupation: Security systems consultant.Description: Age: 26Gender: femaleEthnicity: Caucasian (Mediterranean)Height: 170 cmWeight: 71 KgHair: Dark brown.Eyes: Brown Allison is a young and fit woman with a perpetual sneer on her face. She prefers practical clothes, and in action she wears a comfortable but sturdy lightweight armor, all in black. Hewr most unusual feature are her two extra arms. Power Descriptions: The Gunslinger's only superhuman trait is the couple of addition arms that grow out of her shoulders. Each of her four arms is fully functional and she can move them independently. Her mutation also enhanced her coordination somewhat, adding to her legendary combat skills and leaving her with no specific dominant hand. Everything else is hard earned training. Allison exercises regularly following a strict regimen and keeps practicing her marksmanship and hand to hand combat skills. History: Allison Rodriguez was born in 1988 in a small town, the only child of a family of Spanish descent. Her early life was pretty uneventful; she was a fairly sociable kid, good at sports and a bit of a tomboy. She started studying martial arts in her early teens, and even managed to compete at State level when she was 15. At 16, her life changed completely when her genes betrayed her. She was a mutant, and when her powers took hold she started growing two additional arms. The process was fairly painful, and took a couple of weeks to complete. Of course, the news flied in town, getting to the ears of a local anti-mutant militant group. One night, six armed men stormed Allison's home, looking for "the freak". When her father tried to grab his hunting rifle, he was simply shot and when Allison's mom threw herself at the men to buy time for her to run, she was beaten mercilessly. The girl however managed to recognize one of the aggressors - and he was the town's Sheriff himself! Allison ran from home. Unable to turn to the authorities for fear that they'd betray her, and not knowing the fate of her mother, she grabbed a bus to Freedom, joining the many homeless kids of the big city. Quickly, her desperation put her on the way to crime. It was just small thefts at first, a bag here and a wallet there, and by the time she was 20 Allison found herself a full time thief, living mainly off burglaries. She had her share of run-ins with superheroes, but she always managed to get away with as little violence as necessary - only using her guns against the hardiest targets. Hoping to make more money, she fell in with a gang of other metas. Together, they decided to scale up their "jobs" and assaulted a bank. The heist was a complete failure. They never even made it to the vault before the cops jumped them. One of the gang members panicked, and the situation turned into a bloodbath, with a dead cop and three injured ones, while the gang member was killed. The rest of the gang made a rough escape, just barely. That night, Allison couldn't sleep. Stealing had been something she used to do out of desperation and necessity, but she had always despised killing and was horrified to now be an accomplice to murder. Knowing that such a thing might, and probably would, happen again, she decided she couldn't just stand by. The next day, she marched into the local police station and turned herself over. Allison's help was crucial to find and capture the rest of her gang; in the trial that followed the judge took this into account along with the fact she had never injured or killed anyone personally and sentenced her to five years of jail time. As her sentence drew to an end, Allison started growing restless. She didn't know what she would do once she was free again, but she had learned her lesson and she wasn't going to turn to crime again, but she knew it would be very hard for her to live a normal life. So, she considered her skills and decided to keep fighting - just on the other side of the fence. Personality & Motivation: Powers & Tactics: Character Sheet Tradeoffs: +1 Def/ -1 Tou; +4 Attack / -4 DC (unarmed; machine pistol); +3 Attack / -3 DC (heavy pistol) Abilities: 6 + 4 + 4 + 0 + 0 + 0 = 14PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (0) Wisdom: 10 (0) Charisma: 10 (0) Combat: 10 + 4 = 16PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: Unarmed +11 (+5 Base, +6 Attack Specialization); Ranged +10 (+5 Base, +5 Attack Focus) Grapple: +8 Defense: +8 (+3 base, +5 Dodge Focus) Knockback: -1 Saving Throws: 4 + 5 + 6 = 15PP Toughness: +6 (+2 Con, +4 Tactical Vest); +6 flat-footed Fortitude: +6 (+2 Con, +4 Base) Reflex: +7 (+2 Dex, +5 Base) Will: +6 (0 Wis, +6 Base) Skills: 104R = 26PP Acrobatics 8 (+10) Bluff 10 (+10) Climb 12 (+15) Diplomacy 5 (+5) Disable Device 10 (+10) Drive 3 (+5) Gather Information 10 (+10) Intimidate 5 (+5) Investigate 4 (+4) Notice 10 (+10) Search 5 (+5) Sense Motive 4 (+4) Sleight of Hand 5 (+5) Stealth 8 (+10) Survival 5 (+5) Swim 2 (+5) Feats: 30 PP Ambidexterity Attack Focus (Ranged) 5 Attack Specialization (Unarmed) 3 Defensive Attack Dodge Focus 5 Equipment 7 Evasion Improved Block Improved Grapple -> Free for extra arms Improved Initiative Instant Up Power Attack Precise Shot Quick Draw Uncanny Dodge (Hearing) Powers: 2 = 2 PP Additional Limbs 2 (Extra Arms, biological, mutant) [2PP] Equipment: Binoculars 1 ep Commlink 1 ep Heavy Pistol 8 ep Lock Release Gun 1 ep Machine Pistol w/laser sight 9+1 ep Tactical Vest 4 ep Motorcycle Drawbacks: 0 Totals: Abilities (14) + Combat (16) + Saving Throws (15) + Skills (26) + Feats (30) + Powers (2) = 103/105 Power Points DC Block: Unarmed: +11, DC 18 Machine Pistol: Damage 3 (Extras: Autofire, Range [Ranged]) +11 DC 18. Heavy Pistol: Damage 4 (Extras: Range [Ranged]) +10 DC 19 I'm still floating 2 points, and there's a lot of stuff I'm considering: - 10 points of equipment, including better break & enter gear - Luck 1 - More guns. I originally envisioned her wielding dual machine pistols, but that gives no benefit except having a spare gun. - A utility belt of some sort The main weakness of this build is the low damage output, I'll be using Power Attack most of the time. Thoughts? Edited January 23, 2015 by souffle_girl
Raveled Posted January 23, 2015 Posted January 23, 2015 In think that giving a superhero guns, and then making their quote something along the order of 'Do you feel luxky unk' is asking for trouble.
souffle_girl Posted January 24, 2015 Author Posted January 24, 2015 In think that giving a superhero guns, and then making their quote something along the order of 'Do you feel luxky unk' is asking for trouble. ...in that it's too Iron Age or in that she's going to be beaten to a pulp?
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