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With Nexus' encouragement, i'm posting my character in his Seeds campaign for review.Faye SoenghenPlayer: Michael Telford

Val** Char*** Cost
10** STR 0
23** DEX 39
23** CON 26
10** BODY 0
18** INT 8
23** EGO 26
15** PRE 5
20** COM 5
*
15/29** PD 13
15/29** ED 10
6** SPD 27
7** REC 0
50** END 2
50** STUN 23
*7"**RUN23"**SWIM13"**LEAP1Characteristics Cost: 188
Cost** Power END
39** Telekinetic Grab: Telekinesis (15 STR), Invisible to Hearing, and Sight Groups (+3/4) (39 Active Points)* 4
77** Telekinetic Shield: Force Field (8 PD/8 ED) (Variable Adder: May use up to ten points of Adders), Variable Advantage (+3/4 Advantages; +1 1/2) (77 Active Points)* 8
7** Environmental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); Linked (Telekinetic Shield; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4)* 0
80** Telekinetic Powers: Multipower, 120-point reserve, (120 Active Points); all slots All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)*
11m** 1) Energy Blast 16d6 (80 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
11m** 2) Energy Blast 8d6, Variable Advantage (+1/2 Advantages; +1) (80 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
9m** 3) Entangle 8d6, 8 DEF (80 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4)* 8
9m** 4) Entangle 6d6, 6 DEF (Variable Adder: Can apply up to ten points of Adders) (75 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4)* 7
5m** 5) Flight 13", Variable Advantage (+1/4 Advantages; +1/2) (39 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 4
10m** 6) Force Wall (6 PD/6 ED; 5" long and 1" tall), Variable Advantage (+1/2 Advantages; +1) (76 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
11m** 7) Force Wall (14 PD/14 ED/4 Flash Defense: Sight Group; 4" long and 1" tall) (86 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 9
7m** 8) Hand-To-Hand Attack +12d6, Variable Special Effects (Can appear as various weapons; +1/4) (75 Active Points); Hand-To-Hand Attack (-1/2), All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 7
11m** 9) Killing Attack - Hand-To-Hand 2d6+1, Variable Special Effects (Can appear as various weapons; +1/4), Variable Advantage (+1/2 Advantages; +1) (79 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
11m** 10) Killing Attack - Ranged 2 1/2d6, Variable Advantage (+1/2 Advantages; +1) (80 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
3u** 11) Pinpoint Barrier: (Total: 45 Active Cost, 30 Real Cost) Missile Deflection (Any Ranged Attack) (20 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2) (Real Cost: 13) plus +5 with DCV (25 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2) (Real Cost: 17)* 0
11m** 12) Telekinesis (13 STR), Affects Porous, Fine Manipulation, Variable Advantage (+1/2 Advantages; +1) (79 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
11m** 13) Telekinesis (20 STR), Fine Manipulation, Variable Advantage (+1/2 Advantages; +1) (80 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 8
7m** 14) Telekinesis (37 STR) (56 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 5
3u** 15) Tunneling 3" through 9 DEF material, Fill In (43 Active Points); All Powers must take -1/4 in Limitations per 10 Active Points Power loses about a third of its effectiveness (-1/2)* 4
27** Teleportation Abilities: Multipower, 40-point reserve, (40 Active Points); all slots All powers must take -1/4 in Limitation per 10 active points used Power loses about a third of its effectiveness (-1/2)*
3u** 1) Teleportation: Teleportation 20" (40 Active Points); All powers must take -1/4 in Limitation per 10 active points used Power loses about a third of its effectiveness (-1/2)* 4
3u** 2) Long Range Teleportation: Teleportation 15", x8 Noncombat (40 Active Points); All powers must take -1/4 in Limitation per 10 active points used Power loses about a third of its effectiveness (-1/2)* 4
3u** 3) Intercontinental Teleportation: Teleportation 9", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); All powers must take -1/4 in Limitation per 10 active points used Power loses about a third of its effectiveness (-1/2)* 4
2u** 4) Taxi!: Teleportation 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 100m (+1/4), Usable Simultaneously (up to 32 people at once; +1 1/2) (35 Active Points); Must accompany target(s) Power loses about a third of its effectiveness (-1/2) [Notes: Unlike a regular UAO, Faye doesn't need to be touching her targets, she just has to be in the same hex with them. Think of Illyana's stepping discs and you'll have the right general idea.]* 3
2u** 5) Going between: +5 with DCV (25 Active Points); Costs END Power loses about a third of its effectiveness (-1/2)*
5** Teleportation: Fixed Location (5 Locations) [Notes: These have been left undefined because Faye at this point doesn't actually know she can teleport.]* 0
Powers Cost: 378
Cost** Skill
10** +2 with HTH Combat*
3** Acrobatics 14-*
4** Computer Programming (Computer Networks, Personal Computers) 13-*
3** Electronics 13-*
3** Jack of All Trades*
2** 1) PS: Cheerleader (3 Active Points) 14-*
2** 2) PS: Drafting & Architecture (3 Active Points) 13-*
2** 3) PS: Metalworking (3 Active Points) 13-*
2** 4) PS: Woodworking & Carpentry (3 Active Points) 13-*
3** Linguist*
1** 1) : Cantonese (basic conversation)*
1** 2) : French (fluent conversation) (2 Active Points)*
1** 3) : German (fluent conversation) (2 Active Points)*
3** Mechanics 13-*
2** SS: Chemistry 11-*
3** Scholar*
1** 1) KS: GVRD Occult & magical "scene" (2 Active Points) 11-*
1** 2) KS: Magic and Witchcraft (2 Active Points) 11-*
2** 3) KS: Metalworking (3 Active Points) 13-*
2** 4) KS: Woodworking & Carpentry (3 Active Points) 13-*
2** Survival (Temperate/Subtropical Forests) 13-*
Skills Cost: 53
Cost** Perk
3** Her drafting teacher (Good relationship with Contact) 11-*
3** Her auto shop teacher (Good relationship with Contact) 11-*
3** Her electronics teacher (Good relationship with Contact) 11-*
3** Her woodworking teacher (Good relationship with Contact) 11-*
3** Her metalwork teacher (Good relationship with Contact) 11-*
Perks Cost: 15
Cost** Talent
3** Ambidexterity (-2 Off Hand penalty)*
12** Combat Luck (6 PD/6 ED)*
18** Combat Sense (Sense) 14-*
25** Danger Sense (self only, out of combat, Function as a Sense) 16-*
3** Perfect Pitch*
Talents Cost: 61
Val** Disadvantages
10** Blindingly Bright Aura: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)*
15** Psychological Limitation: Refuses to back down or be bullied. (Common, Strong)*
10** Psychological Limitation: Loves irritating overly serious shamans, witches, et. al.: (Uncommon, Strong)*
15** Psychological Limitation: Oath of Peace: Do not bruise when words are enough. Do not hurt when bruising is enough. Do not wound when hurting is enough. Do not maim when wounding is enough. Do not kill when maiming is enough. The greatest warrior is one who need not fight. (Common, Strong)*
15** Psychological Limitation: Showoff: (Common, Strong)*
5** Rivalry: Marcie Turner: Professional and Romantic (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)*
15** Secret Identity: She's not sure if she wants to go public yet. If she does, this will become Public Identity (same point cost). Frankly, I'm not sure this is the best way to handle her conflicted desires, but a Psych Lim seemed rather too clumsy. (Frequently, Major)*
5** Social Limitation: Teenager (17): (Occasionally, Minor)*
5** Psychological Limitation: Money hungry (Uncommon, Moderate)*
Disadvantage Points: 95

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 695

Height: 1.73 m Hair: Black
Weight: 63.00 kg Eyes: Brown
Appearance: Personality: Faye's main motivation is pretty simple: She wants enough money to get herself and her parents into a new house in neighbouring West Vancouver, a much nicer area. She's not sure if she wants to go public with her powers (or at least the full scope of them), but she does want to figure out how to make money off of them. Currently, she's considering creating a few "impossible" carvings.Quote:"I am not taking second place."Background: Faye grew up in a lower-middle class (or upper-lower class) area of North Van, where most families have their own homes but the homes are usually in poor condition. She never went hungry, but meals were usually bland and often repetitious. Most of her clothing was second hand. Nice, but still second-hand. She was never really *cold* in winter, but there were usually drafts, making it hard to keep the house really warm.

 

Conditions like this made Faye eager to improve her lot, and so when she reached high school [Grade 8 up here, we don't have junior high] and it started to sink in that such improvement would need skills and the proof of them, she started to work really hard, getting good grades and keeping her record clean. She went in for cheerleading to raise her social profile, and found herself to be more agile and flexible than she'd ever guessed, a consequence of the Seedling changes (of which she was unaware), soon coming to excel. This, inevitably, gained her the ire of her fellow cheerleader Marcie Turner, who was excellent as well, but also firmly convinced that she was just naturally superior to... well, everyone. By Grade 10, the two were established and implacable rivals in every area they shared: Grades, cheerleading, boys (of course); they're both more than willing to do each other dirt. Faye's just a little sneakier about it.

 

With high grades and solid performances on the cheering squad, Faye's "in" with the jocks, the jock girls, the tough girls to a degree (she doesn't back down easily, and she can fight if she needs to) and the brains - the local plastics detest her because she doesn't obey their rules and grovel at their feet. Surprising though it would be to an outsider, Faye's pretty well a virgin despite being very socially active; she's seen too many girls get boyfriends and turn into mush-brains, unable to think of anything but "Allen" or "Joe" or whoever. Not for her, thanks. Casual relationships are fine, but anything serious? No way.

 

Sometime last April, Faye had become interested in meditation and (like many girls her age) some of the surface elements of magic and witchcraft. In her Art 11 class, they were learning about the First Nations totem-based art, and as part of this, she took a trip one weekend to a local gallery that specializes in such work, wher she made drawings, asked about the artists, and examined the works on display. Afterward, she had most of half an hour to kill before her bus arrived, so she looked around the area, poking into other stores, and in one store finding a miniature stone garden: A piece of shaped glass, small stones, fine, white sand, and a tiny rake. Think ing this might be useful in her meditations, she checked what she had on her, thought about what else she wanted to get that month, and decided she colud afford to buy the little kit.

 

When she got back, Mom and Dad were arguing about money again, so after saying hi, Faye went upstairs to her room without telling them about her purchase. She set it up, and settled in to attempt the exercise called "growing stones." As she relaxed and focused, the chosen stone seemed to grow in her perception, then to raised itself up from the sand. She grinned, and lost her focus, but the pebble stayed floating just barely long enough for her to convince herself that yes, it had actually done that. She put the garden back on the shelf, and tried to figure out just what had actually happened. It seemed impossible, but somehow she'd made the pebble move without touching it - impossible, but there it was. Later that night, after dinner, she told her parents she was going for a walk (which she was), and went to one of the wooded areas near her house, where she started to experiment a little. Reasoning that if she had done it before, she could do it again, she first tried to lift a small rock - it lifted, and shot up so fast and hard she lost sight of it almost instantly. An attempt to move something larger (making a tree sway a little) nearly got her squashed! It was then she decided she had to give herself a structure for her powers, a way she could control and regulate her power output and her actions. After a few days' of thinking about it, off and on, she decided that the easiest one to use would be the surface elements of magic and sorcery. A magic wand, a flying carpet, gestures and incantations, they'd all be great for focussing her mind and power (meditation was a little too slow for most purposes, she felt). She started to spend more and more time talking with the local shamans, witches, and similar, getting bits of information (and getting annoyed by the more pompous ones), or by herself, refining her control of her powers, and working especially on two defensive application: a telekinetic screen, and a telekinetic grab: Harmless, but effective. She's learned that she can focus her powers with only concentration, but having a more external focus for a given effect makes that effect much easier to accomplish. She's also discovered that most of her Gifts are pretty obvious unless she works hard to make them inobvious. To date, she hasn't found anything she can't do, but there are a lot of things she hasn't tried. She's fashioned a costume for herself, from a silver swimsuit, a pair of silvered boots, silver-toned bracers, a silver-toned "Isis" brooch, and a cape made of silver lam? fabric she scavenged from the Cannel Studios dumpster; only the swimsuit's new. She's only worn it once so far, to a Halloween party, and she's still not quite sure if she wants to go public with her powers; after all, she's only in grade 12.

 

The most severe test she's yet put herself to was clearing a rockslide from the Upper Levels highway in early December; she took a bus that went past it, using the crawling pace of the bus past the constriction to buy herself the time needed to move the rocks off the blocked lane, making them slide and shift until both lanes were clear. The concentration needed to pull it off without using any sort of "spell" or "talisman" or letting the energies become visible was both intense and exhausting, but she managed it, and she's fairly sure she managed not to be noticed staring at the rockslide, since the rest of the passengers were staring anyway.

Powers/Tactics: So far, she has none; she hasn't yet needed to use her powers in any sort of tactical situation. However, on the few occasions she's used her powers in public situations, she's put a lot of effort into concealing them (taking "Invisible Power Effects" and "Concentration" limits).Campaign Use: 
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Re: Character for review

 

An interesting write-up and a very flexible character. Is that jpeg going to be her costume? If so, it should be interesting having her on a team with hurricane, who's an inveterate womanizer.

 

"battle? what battle? I'm busy trying to shove pound notes in her g-string!" or something like that.. :)

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Re: Character for review

 

Looking it over, my biggest concern is the 8/8 FF

 

What advantages are you intending to use for it?

 

What Adders are you planning on ?

 

It just seems to drain alot of points to me...

Usually Invisible to Sight & Sound, and Reduced END Cost. Adders will be things like Flash Defense, or expanding the field to covers what she's carrying. Oh, and yes, that is her costume - with the addition of boots, bracelets, brooch and cape.
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  • 2 weeks later...

Re: Character for review

 

How do you intend to use all of these points you've put into contacts with teachers? Teachers can't actually do all that much for a Super; if they aren't going to be that useful, you may not want to spend 15 points on them. A normal student does not (imo) have his teachers as contacts, or at most has a contact with one favorite teacher or an 8 or less Group Contact with School Staff. You should talk this over with Nexus.

 

Where did she learn these languages?

 

Yove sunk a lot of points into background skills. How do you plan to actually use them in play? If they are just there for color, I'd suggest that 11 or less is more than enough.

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Re: Character for review

 

How do you intend to use all of these points you've put into contacts with teachers? Teachers can't actually do all that much for a Super; if they aren't going to be that useful' date=' you may not want to spend 15 points on them. A normal student does not (imo) have his teachers as contacts, or at most has a contact with one favorite teacher or an 8 or less Group Contact with School Staff. You should talk this over with Nexus.[/quote']

 

The contacts mean that she's on good terms with thom, and can pretty reliably get access to the school's shops and equipment even after hours. You're right that it would probably be better to use a group contact for that.

 

Where did she learn these languages?

 

She learned German at home; her family is German, she speaks German. I personally have known kids from Polish, German and Ukranian families who learned these languages growing up. French is something every Canadian kid learns in school to at least some degree. Cantonese represents various phrases picked up from Chinese friends; Vancouver has a large Asian population.

 

Yove sunk a lot of points into background skills. How do you plan to actually use them in play? If they are just there for color' date=' I'd suggest that 11 or less is more than enough.[/quote']

 

Well, as I see her, she's not the sort to go the classic superhero route; she's more likely to go into super-contracting. "You can't possibly build a house (or whatever) there!" Yes, she can. And remember that at this point, she's living the life of a typical teenage girl.

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Re: Character for review

 

Well' date=' as I see her, she's not the sort to go the classic superhero route; she's more likely to go into super-contracting. "You can't possibly build a house (or whatever) there!" Yes, she can. And remember that at this point, she's living the life of a typical teenage girl.[/quote']

 

Fair enough. Have a word with Nexus on how many points in skills he sees as being normal for the typical teenage girl. As it is, this is what you've spent:

 

4** Computer Programming (Computer Networks, Personal Computers) 13-*

3** Electronics 13-*

2** 1) PS: Cheerleader (3 Active Points) 14-*

2** 2) PS: Drafting & Architecture (3 Active Points) 13-*

2** 3) PS: Metalworking (3 Active Points) 13-*

2** 4) PS: Woodworking & Carpentry (3 Active Points) 13-*

1** 1) KS: GVRD Occult & magical "scene" (2 Active Points) 11-*

1** 2) KS: Magic and Witchcraft (2 Active Points) 11-*

2** 3) KS: Metalworking (3 Active Points) 13-*

2** 4) KS: Woodworking & Carpentry (3 Active Points) 13-*

2** Survival (Temperate/Subtropical Forests) 13-*

3** Mechanics 13-*

2** SS: Chemistry 11-*

 

By CU default standards, you can make a living with an 11 or less in a skill. This typical teenage girl woud still be profesionally qualified in all of these fields at a savings to you of 6 points, and that's without touching Computer Programing, Electronics, Survival, Mechanics, and Chemistry. You could get all of those as Familiarities and still be far better off than the average High School student. Note that I am not saying you must do this, but you might want to talk it over with your GM. As it is, she looks like a smart adult in her late twenties who has been drifting from job to job for years.

 

Finally, she's a Telekinetic in a Supers game; why do you feel she needs Ambidexterity? Is she ever going to need to shoot a gun or swing a sword with her off hand?

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Re: Character for review

 

None of which is providing any suggestions for my most recent open question: Do you have any suggestion for how Faye could make with her powers? High profile and low profile methods are both wecome.

 

Depends on the game world. International courier for medical companies would be dead easy for her, at a minimum of $500 per trip and probably more (Glaxo and Rohm & Haas pay plane fair plus a flat fee of $500 for some materials on trips to Europe). Air courier jobs (think Kiki's Delivery Service). With that 37 STR TK, all sorts of costruction at good fees. Industrial jobs that TK is useful for.

 

That reminds me; she has no Clairsentiene or telescopic Vision, no Bump of Direction, no area knowledges. You'll need to ask Nexus if her Teleportation will be good for anything other than trips home, once she knows she has it.

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Re: Character for review

 

Depends on the game world. International courier for medical companies would be dead easy for her, at a minimum of $500 per trip and probably more (Glaxo and Rohm & Haas pay plane fair plus a flat fee of $500 for some materials on trips to Europe). Air courier jobs (think Kiki's Delivery Service). With that 37 STR TK, all sorts of costruction at good fees. Industrial jobs that TK is useful for.

 

That reminds me; she has no Clairsentiene or telescopic Vision, no Bump of Direction, no area knowledges. You'll need to ask Nexus if her Teleportation will be good for anything other than trips home, once she knows she has it.

Actually, it will. You'll note the five fixed locations fol Teleportation. She works a bit like a Pernese dragon that way: after she goes there she can learn a place and jump back to it. I figure that I can always buy more locations with XP. Remeber that her Flight has Variable Advantage on it, so she can handle mega-distances. Five locations, plus short-range "hops" from there plus high-speed flight is enough to cover most of Canda's population centres.
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