souffle_girl Posted October 23, 2014 Posted October 23, 2014 (edited) Name: Diane Joan DaviesAge: 28Character Name: Nano AngelPower Level: 10 (150/155PP)Trade-Offs: NoneUnspent Power Points: 5Progress To Bronze Status: 5/30In 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 (+18 using probes) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -5Saving Throws: 2 + 5 + 1 = 8PP Toughness: +10 (+8 Con, +2 Defensive Roll) Fortitude: +10 (+2 base, +8 Con) Reflex: +8 (+5 base, +3 Dex) Will: +12 (+1 base, +2 Wis, +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 Attack Specialization (Telekinetic Slam) 3 Defensive Roll 1Dodge Focus 6 Inventor Improvised Tools Luck 1Powers: 35+27=62 PPTechno-organic Body 7 (35 pp container, alien, biological, technological) [35PP]Enhanced Will 8 (Mental Resilience) [8PP]Enhanced Feats 2: Eidetic Memory, Skill Mastery (Computers, Craft [electronics], Craft [Mechanical], Knowledge [technology]) [2PP]Flight 1 (10 MPH/100 fpm) [2PP]Regeneration 10 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] Techno-organic Probes Array 5.1[11 PP Array, Feat: 1 alternate power] [12PP]BP: Additional Limbs 4 linked w/ Elongation 2 (Flaws: Limited [additional limbs only]) linked w/ Enhanced Strength 12 (Flaws: Limited [Grappling Only][11/11PP]AP: Enhanced Skill (Computer) 12 [3/11PP]Psionic Powers 10 (20 pp array, alien, biological, psychic; Feats: dynamic base power, 3 dynamic alternate powers) [27PP]BP: Telekinesis 10 (Feat: dynamic) [20/20PP]AP: Blast 10 (Telekinetic Slam, Feat: dynamic) [20/20PP]AP: Enhanced Flight 9 (Telekinetic Flight, Feat: dynamic) [18/20PP]AP: Telepathy 10 (Feat: dynamic) [20/20PP]Drawbacks:Vulnerable (EMP Attacks, Frequency: uncommon, Intensity: Intermediate [+50% DC]) [-2 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 8 - Drawbacks 2 = 150/155 PP Edited March 11, 2015 by Thevshi +1pp for Feb 2015
Fox Posted October 26, 2014 Posted October 26, 2014 CombatYour grapple bonus is actually higher than what you've listed! Going all-out, it works out to [+4 (attack) + 2 (str bonus) + 4 (additional limbs) + 2 (elongation) + 6 (enh. str bonus)] = +18. That +2 can make all the difference.SavesWill gets a bonus from your Wisdom; with a Wis bonus of +2, 2pp spent to boost it, and Enhanced Will 8, the total saving throw bonus is +12, not +10.
Recommended Posts