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A merry band of thieves, help?


Enforcer84

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Re: A merry band of thieves, help?

 

Your formshifter character sounds like one of my favorite-to-play characters of all time. I always perceived him as a he, but that was never certain.

 

Nemo (latin for nobody) is an experiment. Who created him/her/it is unknown, as is why. Nemo consists of a human central/peripheral nervous system surrounded by a mass of nano-molecular polymer (NMP), and a humanoid skeleton of unknown material. This allows him/her/it to change its shape in nearly any way imaginable, within the limits of mass and an inability to eliminate the skeleton. The original Nemo was a truly amoral character, concerned only with survival and obtaining the power to continue his/her/its existence.

 

In terms of build, I bought him Shapeshifting, any humanoid shape, and most of the optional tweaks (cellular, imitation, instant change, etc.). Also, Nemo had no 'base form' to which he/she/it reverted if knocked unconscious (0END Persistent). Hence the name. Imagine living with no face to call one's own. He also had a 14- Accidental Change (into a different form) associated with natural sleep. Made it dangerous to fall asleep in anyone else's vicinity.

 

On top of that was a VPP, with a carefully specified group of powers available through it, to represent the non-humanoid aspects of the power (attacks, defenses, environmental Life Supports, special movement, enhanced characteristics, etc..). I didn't include flight in the original build, but there's no reason it couldn't be there. All in all a very challenging character to play, since his combat stats depended entirely on what he did with the VPP (which only had 50 AP).

 

I'm interested to see what you decide to do with these ladies. Could be fun.

 

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Re: A merry band of thieves, help?

 

Rosepetal Erika Rainwater was born to a commune in Oregon. Sure it was 20 years after most of the other communes had died out, but in her extended family of seven couples and their children and now grandchildren happily eked out a modest, happy existence in harmony with nature.

 

Erika (she went by her middle name as soon as she left the place) didn't really fit in. It wasn't that she was a shallow, materialistic yuppie wannabe. It was that she simply hated the country. (the other description might work too, but she managed to conceal those traits) When she turned fifteen she took a scooter and bolted to the nearest city, Eugene. As far as cities go, Eugene, Oregon is probably the first step from counterculture trappings to cultural normalcy. (at least in the minds of some ) There, Erika felt alive for the first time -literally, she could breathe better, and her metahuman bloodline emerged. She found that she could communicate with the denizens of the city: mice, stray cats and dogs, birds, rats, snakes. The city provided for her in a way that the country never did. She always found food, traffic lights changed for her as she walked, she always had a bus token.

 

For the next several years, Erika went from city to city, learning about her "charges," for she was the caretaker of all cities now. Like Athena's over achieving progeny, she went from city to city fixing blighted areas, pruning the decay, building gardens or beautiful buildings. Sadly, the same beings who create the beautiful cities often are the one's who despoil and destroy them and Erika occasionally came into conflict. Oh and then there's that whole law thing. But the guardian of cities is beyond that - isn't she?

 

One evening, Erika was strolling through a new park built where a burned out tenement building had been, when she encountered a fight between two groups of meta-humans. One group, three women, were on the defensive; the other group a few well known supervillains known as the Elite. Not liking the odds, and feeling the fight was too close to the park, Erika intervened. She had never used her abilities in conflict before, and was very much out of her element. After her initial surprise attack she found she was more in the way than anything else. In the end the three women were joined by two more, one in a sleek battle suit and the other in a souped-up car. They grabbed Erika and made their escape.

 

Once back at their temporary hide out, they tended her wounds and chatted with her. She impressed them with her attitude and her varied abilities. They in turn made her feel welcome and talked a good game about what they did. Erika decided she'd missed the sense of community she had left behind and that working with these women would give her some of that back. Taking the name Urban Jungle, she joined the ranks of the costumed crowd.

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Re: A merry band of thieves, help?

 

I have ideas for Urban Jungle...her appearance tends to adapt to the city she's in (particularly if said City has a popular image)..in LA she's slowly become blonde, tanned, and well...plastic-y. In Athens she tends to look like the statue appearances of Athena...

 

her peripheral powers - using animals for spies, teleportation, LS: Breath smog, Bump of direction, some other keen senses are thought out

but combat? I'm considering making her a tarzan like natural fighter with enhanced stats or an Urban mystic who's attacks involve animated Gargoyles or "Buses of Opportunity".

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Re: A merry band of thieves, help?

 

"Ok Bre, spill it." Chastity sipped her strawberry daiquiri, and then smiled sweetly at her friend.

 

"Spill what, Chas?" Breanna lifted her eyebrow. She finished off her second plate of fries and chugged her beer to wash it down. The other women Blue Pearl's private booth looked expectantly from one to the other. The din from one of Portland's more popular mid card restaurants was muffled by the security walls.

 

"Tell us about you powers." Chastity, aka Chimera, picked at her food. She wasn't a big Italian cuisine fan.

 

"I was bitten by a radioactiv -" Breanna "Snow Leopard" Watson started.

 

"That's a load o' crap and you know it!" Rhona "Claymore" St. Claire rolled her eyes and set her drink down. "You were no more bitten by a radioactive anything than I fell on a magic sword."

 

Erika and Belle giggled.

 

"I come from a bloodline of Scottish immortals?" Bre said grinning.

 

"Bah!" Rhona took another swig of her whiskey and blushed a bit.

 

Breanna sighed dramatically, "Ok. So I was the third of three kids to a middle class yuppie family. I was a soccer/volleyball letterman and got a scholarship to Indiana to play. I blew out my knee my sophomore year and found myself without a clue as to what to do next. So I switched majors to sports medicine and concentrated on studies."

 

"In 2004, I graduated middle of the pack but made some valuable connections, i was offered an assistant's position at Crucible Technologies, and when my supervisor decided to sell the latest super-soldier process to the black market, I ... kind of stole it from him. But I turned in evidence of his wrong doing and quit, citing emotional distress and fear for my safety. I'd done some shoplifting and petty theft before and easily outmaneuvered hm. I took the process myself and darned if it didn't work. The sensory enhancements were totally unexpected, I probably have some trace meta-gene bloodline that was activated."

 

"So what made you become Snow Leopard?"

 

"..." Bre looked into her drink.

 

"Excitement?" Belle asked. She had craved that.

 

"Riches? Comfort?" Erika asked, she enjoyed those.

 

"...I had to pay back my student loans." Bre giggled.

 

The table burst into laughter.

 

"Well I created the Snow White persona for the Underground Meta Fighting Federation. But...I wasn't as good an actress then." She snuck a fry from Rigger's plate. "The breaking and entering started there. Got my loans paid off but I was hooked by then."

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Re: A merry band of thieves, help?Snow LeopardVal Char Cost Roll Notes25 STR 15 14- Lift 800.0kg; 5d6 [1]35 DEX 75 16- OCV: 12/DCV: 1225 CON 30 14-15 BODY 10 12-18 INT 8 13- PER Roll 17-13 EGO 6 12- ECV: 418 PRE 8 13- PRE Attack: 3 1/2d618 COM 3 13-12/21 PD 7 Total: 12/21 PD (0/9 rPD)12/21 ED 7 Total: 12/21 ED (0/9 rED)8 SPD 35 Phases: 2, 3, 5, 6, 8, 9, 11, 1210 REC 050 END 041 STUN 0 Total Characteristic Cost: 204Movement: Running: 7"/28" Leaping: 15"/30" Swimming: 2"/4"Cost Powers END62 Equipment Allotment: Variable Power Pool (Gadget Pool), 50 base + 25 control cost, (75 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (At Lab or Mobile Headquarters; -1/2); all slots IAF (At least IAF for all gadgets.; -1/2) Hyper Senses30 1) Combat Senses: Targeting with Hearing Group and Normal Smell5 2) Darkvision: Nightvision10 3) Enchanced Thermal Vision: Infrared Perception (Sight Group), Tracking3 4) Enhanced Hearing: Ultrasonic Perception (Hearing Group)5 5) Full Spectrum Vision: Ultraviolet Perception (Sight Group)10 6) Keen Smell/Taste: Analyze with Smell/Taste Group10 7) Keen Smell/Taste: Discriminatory with Smell/Taste Group12 8) Parabolic Hearing: +8 versus Range Modifier for Hearing Group12 9) Preternaturally Keen Senses: +4 PER with all Sense Groups12 10) Telescopic Vision: +8 versus Range Modifier for Sight Group5 11) Tracking Scent: Tracking with Normal Smell Hyper-Athletics17 1) Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-1/2), Character Must Be Aware Of Attack (-1/4)6 2) Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR20 3) Leaping +10" (15" forward, 7 1/2" upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (20 Active Points) 112 4) Running +1" (7" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (12 Active Points) 1 Standard Gear: Advanced Thieves Tools, all slots OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4)3 1) +3 with Demolitions (6 Active Points); OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4)3 2) +3 with Lockpicking (6 Active Points); OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4)3 3) +3 with Security Systems (6 Active Points); OAF (Requires Multiple Foci or functions at reduced effectiveness; -3/4) Standard Gear: Combat Clingsuit1 1) Cut to Impress: +2 COM; OIF (-1/2)5 2) Distracting Costume: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-1/2), Only Works Once Per Target Per Scene (-1/2)23 3) Reinforced Lightweave: Armor (9 PD/9 ED), Hardened (+1/4) (34 Active Points); OIF (-1/2)10 4) Retractable Clawed Gloves: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) 118 5) Advanced Radio Node in costume: Mind Link , Human and Machine classes of minds, Team and Base Computer, Any distance, No LOS Needed, Number of Minds (x8) (50 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Hearing, Radio senses (-1/2), Does Not Provide Mental Awareness (-1/4)Acrobatic Self Created StyleManeuver OCV DCV Notes8 +2 HTH Damage Class(es)5 Cognizant Evasion +1 +3 Block, Abort4 Drop It! -1 +1 Disarm; 45 STR to Disarm4 Flee! +0 +0 50 STR vs. Grabs5 Flying Kick +1 +0 7d6 +v/5; FMove5 Get Me Out of Here -- +4 Dodge All Attacks, Abort; FMove5 It's Mine Now +0 +0 Grab Weapon, 45 STR to take weapon away5 Kick/Knee -2 +1 11d6 Strike3 Legsweep +2 -1 8d6 Strike, Target Falls5 Mine! -2 -1 Grab Two Limbs, 45 STR for holding on; FMove4 Punch/Elbow +0 +2 9d6 Strike3 Slam +0 +1 7d6 +v/5, Target FallsPerks2 Robin Hoodwinked: Reputation: Steals from the rich, aids the poor (A large group) 11-, +1/+1d64 Cat's Meow: Reputation: Skilled Cat Burglar (A medium-sized group) 14-, +2/+2d610 Contributions To Team Success: Vehicles & Bases1 The Bookeeper Wrestler: False Identity: Miriam Webster, aka Snow White3 Well-Connected8 1) Bank of Choice: Contact: The Black Market (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-1 2) Cat and Mouse Games: Favor: Hero (1 Active Points)1 3) Legal Eagle: Contact: Davis Krenshaw, Attorney at Law (2 Active Points) 11-1 4) No Good Deed goes Unpunished: Favor: Deptarment of Metahuman Affairs (2 Active Points)Talents4 Acrobatic Movement: Environmental Movement (no penalties on narrow or uneven surfaces)22 Clever Foresight: Danger Sense (self only, out of combat, Function as a Sense) 17-/13-3 Mathsense: Lightning Calculator3 Rangesense: Absolute Range Sense3 Timesense: Absolute Time Sense6 Well Timed Dodges: Combat Luck (3 PD/3 ED)Skills18 +3 with HTH and Ranged Combat5 +1 with DCV3 Acrobatics 16-3 Acting 13-3 Breakfall 16-3 Climbing 16-3 Combat Driving 16-3 Concealment 13-3 Contortionist 16-3 Criminology 13-3 Cryptography 13-3 Deduction 13-3 Demolitions 13-3 Disguise 13-3 Electronics 13-3 High Society 13-3 Linguist0 1) Language: English (idiomatic) (4 Active Points)1 2) Language: French (completely fluent) (3 Active Points)2 3) Language: Japanese (fluent conversation)2 4) Language: Spanish (completely fluent) (3 Active Points)5 Lockpicking 17-3 Mechanics 13-3 PS: Appraise 13-3 Paramedics 13-3 Scholar2 1) KS: Physical Therapy (3 Active Points) 13-1 2) KS: Sports Medicine (2 Active Points) 11-1 3) KS: The Criminal Underworld (2 Active Points) 11-1 4) KS: The Martial World (2 Active Points) 11-1 5) KS: The Superhuman World (2 Active Points) 11-5 Security Systems 14-3 Seduction 13-5 Stealth 17-5 Streetwise 14-3 Systems Operation 13-4 WF: Common Melee Weapons, Small ArmsTotal Powers & Skill Cost: 546Total Cost: 750200+ Disadvantages5 Distinctive Features: White hair, pale blue-white eyes. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)10 Hunted: Rival "Security Specialist" 8- (As Pow; Harshly Punish)20 Hunted: police 8- (Mo Pow; NCI; Capture)15 Psychological Limitation: Capricious and whimsical (Very Common; Moderate)10 Psychological Limitation: Scrapper, will gladly enter a fight (Common; Moderate)10 Psychological Limitation: Selfish (Common; Moderate)10 Psychological Limitation: Sucker for a sob story (Common; Moderate)5 Physical Limitation: Requires 50% more food intake than a normal person her size. (Infrequently; Slightly Impairing)15 Psychological Limitation: Thrillseeker (Common; Strong)5 Rivalry: Professional (with another Cat Burglar), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry15 Social Limitation: Secret Identity (Frequently; Major)15 Susceptibility: Flash Attacks 1d6 damage Instant (Very Common)15 Vulnerability: 1 1/2 x Effect Flash Attacks (Very Common)400 Experience PointsTotal Disadvantage Points: 750Background/History: "Ok Bre, spill it." Chastity sipped her strawberry daiquiri, and then smiled sweetly at her friend. "Spill what, Chas?" Breanna lifted her eyebrow. She finished off her second plate of fries and chugged her beer to wash it down. The other women Blue Pearl's private booth looked expectantly from one to the other. The din from one of Portland's more popular mid card restaurants was muffled by the security walls. "Tell us how you got your powers." Chastity, aka Chimera, picked at her food. She wasn't a big Italian cuisine fan. "I was bitten by a radioactiv -" Breanna started."That's a load o' crap and you know it!" Rhona "Claymore" St. Claire rolled her eyes and set her drink down. "You were no more bitten by a radioactive anything than I fell on a magic sword."Erika and Belle giggled. "I come from a bloodline of Scottish immortals?" Bre said grinning."Bah!" Rhona took another swig of her whiskey and blushed a bit. Breanna sighed dramatically, "Ok. So I was the third of three kids to a middle class yuppie family. I was a soccer/volleyball letterman and got a scholarship to Indiana to play. I blew out my knee my sophomore year and found myself without a clue as to what to do next. So I switched majors to sports medicine and concentrated on studies.""In 2004, I graduated middle of the pack but made some valuable connections, I was offered an assistant's position at Crucible Technologies, and when my supervisor decided to sell the latest super-soldier process to the black market, I ... kind of stole it from him. But I turned in evidence of his wrong doing and quit, citing emotional distress and fear for my safety. I'd done some shoplifting and petty theft before and easily outmaneuvered hm. I took the process myself and darned if it didn't work. The sensory enhancements were totally unexpected; I probably have some trace meta-gene bloodline that was activated.""So what made you become Snow Leopard?""..." Bre looked into her drink."Excitement?" Belle asked. She had craved that. "Riches? Comfort?" Erika asked for she enjoyed those. "...I had to pay back my student loans." Bre giggled.The table burst into laughter."Well I created the Snow White persona for the Underground Meta Fighting Federation. But...I wasn't as good an actress then." She snuck a fry from Rigger's plate. "The breaking and entering started there. Got my loans paid off but I was hooked by then."Personality/Motivation: Snow Leopard is a somewhat hyper-kinetic young woman who forms seemingly strong bonds easily, but can just as easily break them. She looks out for herself first but she also is a sucker for a sob story and can be just a tad crazy. She is nigh fearless and thinks nothing of getting physical. Her heightened senses have changed her view of the world as well; she's become more extroverted, seemingly feeding off the sensory overload she constantly filters through. She's flamboyant and friendly, but unpredictable. She fell easily into a life of crime but doesn't consider herself a bad person. Many would disagree.Quote: Powers/Tactics: Snow Leopard has two distinct but complementary power sets. Her most prominent is her super-senses. They operate on an abstract, almost absurd level. Secondly, she has mild physical enhancements, primarily in her agility and reaction time. Her strength is low level superhuman primarily in her legs, allowing for superhuman leaping. Her uncanny sense of balance and enhanced physiology has allowed her to develop a unique, potent combat style.Campaign Use: Superpowered cat burglar. A more combat worthy version of the sexy rogue.Appearance: Breanna Watson was an athletic girl growing up; her transformation has been striking to those who knew her. She has a lean, muscular physique, akin to a dancer, but thicker, more muscular. Her hair is long and stark white, her eyes are pale blue. She often wears wigs and contacts to keep these features hidden. She has some vavavoom going on and among her friends the rumors of cosmetic surgery or cosmetic eugenic enhancement have floated about. She isn't forthcoming but doesn't go out of her way to act outraged by the whispers. What she does do is fill out her outfits quite nicely thank you very much. When not on the job she dresses dressy casual, she likes dresses and skirts or sweats and tees depending on the circumstances. When accompanying Chastity on meetings she dresses in vampy business attire, usually white and pale colors. When acting as Snow Leopard, she wears a white cat suit, with a plunging neckline and muted gray fur lining the décolletage, gloves, and boots. Her accessories and gear are generally made in her "colors" white, gray, or black - Accessory is very conscious of this.

 

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Chimera

 

Chimera

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

21 DEX 33 13- OCV: 7/DCV: 7

20 CON 20 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-/14-

11 EGO 2 11- ECV: 4

18 PRE 8 13- PRE Attack: 3 1/2d6

16 COM 3 12-

 

9/27 PD 5 Total: 9/27 PD (0/18 rPD)

9/27 ED 5 Total: 9/27 ED (0/18 rED)

 

5 SPD 19 Phases: 3, 5, 8, 10, 12

12 REC 8

 

40 END 0

 

35 STUN 0 Total Characteristic Cost: 126

 

Movement:

Running: 6"/12"

Flight: 0"/15"/0"/30"

Leaping: 4"/8"

Swimming: 2"/4"

 

 

Cost Powers END

124 Formshifter: Shape Shift (Sight, Radio, Smell/Taste, Touch and Hearing Groups, any humanoid form), Cellular, Imitation, Instant Change, Makeover (+/- 6 COM), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (124 Active Points)

 

149 Shape Powers: VPP (Shape Powers Pool), 75 base + 37 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (186 Active Points); Only to create shape-shifted powers (-1/4); all slots Linked (to Shape Shift; -1/4)

0 1) Armored Form: Armor (12 PD/12 ED) (36 Active Points); Costs Endurance (-1/2), Linked (to Shape Shift; -1/4) Real Cost: 20 4

0 2) Blunt Natural Weapons: Hand-To-Hand Attack +3d6, Indirect (power can manifest from any appropriate part of the character's body; +1/4) (19 Active Points); Hand-To-Hand Attack (-1/2), Linked (to Shape Shift; -1/4) Real Cost: 11 2

0 3) Environmental Adaptation: Life Support (Expanded Breathing: underwater; Safe in Intense Cold; Safe in Intense Heat) (9 Active Points); Nonpersistent (-1/4), Linked (to Shape Shift; -1/4) Real Cost: 6

0 4) Horrific Transformation: +20 PRE (20 Active Points); Only For Fear-Based Presence Attacks During Transformation (-1 1/2), Linked (to Shape Shift; -1/4) Real Cost: 7

0 5) Instant Turnaround: Teleportation 1", Position Shift, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1 1/4) (16 Active Points); Only To Change Facing (-1/2), Linked (to Shape Shift; -1/4) Real Cost: 9 2

0 6) Larger Forms: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,520 kg, -4 DCV, +4 PER Rolls to perceive character, 6.6 m tall, 3.3 m wide) (30 Active Points); Linked (Formshifter; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4), Linked (to Shape Shift; -1/4) Real Cost: 20 3

0 7) Natural Weaponry: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Indirect (power can manifest from any appropriate part of the character's body; +1/4) (19 Active Points); Linked (to Shape Shift; -1/4) Real Cost: 15 2

0 8) Opacity Alteration: Invisibility to Sight Group (20 Active Points); Doesn't Affect Worn/Carried Objects (-1/2), Linked (to Shape Shift; -1/4) Real Cost: 11 2

0 9) Smaller Forms: Shrinking (0.2062 m tall, 0.1074 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB) (30 Active Points); Linked (Formshifter; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4), Linked (to Shape Shift; -1/4) Real Cost: 20 3

0 10) Wings: Flight 15", Usable As Gliding (+1/4) (37 Active Points); Restrainable (-1/2), Linked (to Shape Shift; -1/4) Real Cost: 21 4

 

Minor Abilities

3 1) Animal's Nose: Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) 1

1 2) Bigger Ears: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) 1

10 3) Cohesive Form: Power Defense (10 points)

5 4) Human Lockpick: Lockpicking 18- (13 Active Points); Only Versus Mechanical Key Locks (-1), Costs Endurance (-1/2) 1

7 5) The Eyes Have It: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Costs Endurance (-1/2) 1

 

Semi-Divine Kind of Life

10 1) Almost Charmed: Luck 2d6

11 2) Divine Life Form: Life Support (Longevity: 1600 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

10 3) Strong-Willed: Mental Defense (12 points total)

15 4) Tough In a Fight: Energy Damage Reduction, Resistant, 25%

15 5) Tough In a Fight: Physical Damage Reduction, Resistant, 25%

 

Standard Gear: Mutant-Ware Light Combat Suit

18 1) Advanced Radio Node in costume: Mind Link , Human and Machine classes of minds, Team and Base Computer, Any distance, No LOS Needed, Number of Minds (x8) (50 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Hearing, Radio senses (-1/2), Does Not Provide Mental Awareness (-1/4)

12 2) Light Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

 

Battle Shifting

Maneuver OCV DCV Notes

4 Altered Form Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Body Like Water +0 +0 35 STR vs. Grabs

5 Malleable Block +1 +1 Grab One Limb, Block

4 Mallet Hand +0 +2 6d6 Strike

4 Sharpened Hand -2 +0 HKA 1d6 +1

3 Shifting Limbs -1 -1 Grab Two Limbs, 30 STR for holding on

 

Perks

10 Contribution to Team Success: Vehicles & Bases

8 Executive Salary: Money: Wealthy

9 Professional: Reputation: highly regarded professional criminal (A large group) 14-, +3/+3d6

10 The Many Faces of Me: False Identity: x10

20 The Old Gang: Followers: Former members of her gang who are now her employees

2 Traveler: Fringe Benefit: International Driver's License, Passport

3 Well-Connected

11 1) Contact: The ARMORY (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

4 2) Contact: The Black Prince (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 8-

7 3) Contact: The Hag (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (8 Active Points) 12-

 

Talents

3 Ractive: Lightning Reflexes: +2 DEX to act first with All Actions

3 Very Manipulatory: Ambidexterity (-2 Off Hand penalty)

3 Vocal Control: Perfect Pitch

 

Skills

3 +1 with Small Arms

15 +3 with HTH Combat

3 Acting 13-

3 Breakfall 13-

3 Concealment 12-

3 Contortionist 13-

3 Conversation 13-

7 Disguise 14-

3 Forgery 12-

3 High Society 13-

3 Jack of All Trades

1 1) PS: Appraise (2 Active Points) 11-

1 2) PS: Bodyguard (2 Active Points) 11-

2 3) PS: Consultant (3 Active Points) 12-

2 4) PS: Security Analyst (3 Active Points) 12-

3 Linguist

3 1) Language: Arabic (Modern) (idiomatic) (4 Active Points)

0 2) Language: English (imitate dialects) (5 Active Points)

2 3) Language: French (idiomatic) (4 Active Points)

3 4) Language: Greek (Modern) (idiomatic) (4 Active Points)

4 5) Language: Japanese (idiomatic)

3 6) Language: Russian (idiomatic) (4 Active Points)

3 7) Language: Spanish (idiomatic) (4 Active Points)

3 Mimicry 12-

3 Paramedics 12-

3 Persuasion 13-

3 Scholar

2 1) KS: High Society (3 Active Points) 12-

3 2) KS: The Criminal Underworld (4 Active Points) 13-

2 3) KS: The Espionage World (3 Active Points) 12-

1 4) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 12-

3 Seduction 13-

3 Shadowing 12-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 13-

2 WF: Small Arms

 

Total Powers & Skill Cost: 624

Total Cost: 750

 

200+ Disadvantages

10 Accidental Change to True Form: Struck by Electrical Attacks 8- (Common)

5 Distinctive Features: Godly Mein (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group)

20 Hunted: Deparment of Metahuman Affairs 8- (Mo Pow; NCI; Capture)

10 Hunted: Rival Security Specialist 8- (As Pow; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

15 Psychological Limitation: Greedy (Common; Strong)

15 Psychological Limitation: Protective of her "charges," anyone she considers her responsibility (Common; Strong)

15 Psychological Limitation: Thrillseeker (Common; Strong)

5 Rivalry: Professional (with another Grifter; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Criminal Record (Occasionally; Major)

15 Social Limitation: Secret Identities (Frequently; Major)

10 Vulnerability: 1 1/2 x STUN Electrical Attacks (Common)

400 Experience Points

 

Total Disadvantage Points: 750

 

 

 

Background/History: Chastity Mercer was the result of a rape of her mother, who as a young woman vacationed on the Aegean islands, by the Greek sea-god Proteus. Her mother never overcame the effect of the experience, and was stiflingly protective of Chastity, which only pushed the girl to rebel. She began running with a street gang, engaged in petty theft and vandalism. The gang eventually "graduated" to drug-dealing and violence, which she wanted no part of. When she tried to get out of the gang, the male members cornered and tried to assault her... which sparked the emergence of her semi-divine shapeshifting powers.

 

Being smart and strong-willed, Chastity used her new power to take leadership of the gang. As Chimera (a name she remembered from a children's book of fables), she helped the gang commit profitable but non-violent thefts. Police proved no match for her, but the first time they came up against a superhero all but Chimera were captured, and she was barely able to escape. Chimera decided she needed to recruit a new gang with the paranormal abilities to back her up.

 

Chimera doesn't know the truth of her origin (she thinks she's some sort of mutant), but any of her "relatives" who encounter her will recognize the divine blood in her veins.

 

Personality/Motivation: Chimera has a healthy distrust of authority figures, but she knows she was lucky growing up. Ironically she's a very nurturing authority herself. She tends to be very protective of those she considers her responsibility; be they her team, her former gang, her mother, people she grew up with.

 

Her mother never instilled a hatred for men in her, but she isn't exactly quick to trust them. She's confident and collected, and doesn’t' give of any vibes, but she will tend to gravitate towards women socially. She has had relationships in the past, generally as part of her cover identities, but she's not against the concept.

 

She tends to be very analytical. She instinctively feels a kinship towards beings of magic but she doesn't know why.

 

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Powers/Tactics: Chimera can alter her physical form in cosmetic and physiological ways. She can appear to be someone else, sound like someone else, down to a cellular level. However, she prefers inventing her own.

 

In combat, she exhibits a variety of shape shifting attack and defense forms, including size alteration. However she hasn't ever been seen "stretching" or taking a non humanoid form, whether this is a physiological or psychological aspect of her powers is unknown.

 

Campaign Use: a great spy; she has tie ins with the Olympians as well.

 

Appearance: In her natural form, Chastity is a lovely young woman in her mid 20's with black hair and green eyes. She's a little on the short side, but well proportioned. She wears comfortable fashions or her combat suit which she can make look like any clothing she wishes.

 

Her "Villain ID" is a taller, idealized version of herself with a darker complexion and oozing sex appeal. Her standard look is a slinky black bodysuit with long whit gloves and boots, a white belt and a stylize wing design on the back.

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