MnM3 Centropolis (Re-bot)

pathfinderq1

First Post
So, would it be okay to start with a character who is fairly under-powered on offense? My teleporter ended up spending almost all of her points on mobility and senses, with very little left over for offense. The plan, in this case, would be to have her as definitely a rookie hero, with the intent of improving her offense first as we roll along.

My air controller seems to work out in a more balanced fashion, so if that is an issue let me know- I still have options (or a ready back-up).
 

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Shayuri

First Post
I think it would be okay from our point of view...but be sure you're prepared for that. I know in the past when I've tried making characters like that, I've tended to get disillusioned quickly. It's hard, especially in a PBP, to deal with characters who have to 'grow into' the fun. Advancement is slow, battles are drawn out. You may spend literally months feeling like your character has little to offer.

If you're down with that, I say go for it. :)
 


pathfinderq1

First Post
She can sort-of teleport as an attack (as in- it is one of the powers in her attack array, but it is only rank 5/Unreliable).

At this point, I'm going to try it- at least some of her 'attacks' aren't too low, and I'm going to use one of her array slots for a 'combat trickery' set with feint/trick goodness. She might not be great at hurting people herself, but she can set them up like nobody's business.

Darkness, concealment, dazzle, blindness, deception- we are going to be one frustrating bunch of heroes...

I'll start posting the build shortly.
 

pathfinderq1

First Post
[sblock= Current status]
>Injuries: none
>Conditions: none
>HP: 2
>Current powers (DEFAULT): Spatial awareness/danger sense; Microport mobility, Dimensional echoes
>Notes: none
[/sblock]

Real name: Annabelle 'Bella' Sanchez
Codename: Warp
Concept: Teleporter, rookie superhero
Gender: female
Age: 18

PL 9; 135/ 135 pp

[sblock= Stats/crunch]
GAME STATS:
Abilities: (32 pp)
STR -1 / STA 4 (6) / DEX 1 / AGI 4
FGT 0/ INT 2 / AWE 4 (6)/ PRE 2

Defenses: (5 pp)
Toughness: +4 (+6); (+6/+8 with defensive roll); 0pp
Parry: +2 (+6); 2pp
Dodge: +5 (+10); 1pp
Fortitude: +4 (+6); 0pp
Will: +6 (+8); 2pp
-(slightly under caps here, reflecting lack of real combat experience, FORT and WILL to be improved)

Immunity: Disease, Poison
Immunity (Half effect): Aging, Sleep

Offense:
Initiative: +4 (Agility, +0pp)
Close attack: +0 (Fighting 0)
Ranged attack: +1 (Dexterity 1)

-Specific attacks:
>Dimensional blade (close) +10, DC 23 (+8; Cutting)
>Dimensional railgun (ranged) +11, DC 18 (+3, variable/projectile)
>Dimensional sickness (close affliction) +10, DC 18 FORT
>Dimensional distortion (burst/selective affliction) DC 18 WILL
>'Popgun' (teleport attack, close/10' reach) +10, DC 16
>Stunts: dimensional vortex, Deflect/redirect, 'teleport throw' (cars, mostly)

>Movement:
-Walking 30 (normal- but why walk?)
-Dimension step: Teleport 7 (1/2 mile)
-Far step: Teleport 9/Extended (1000 miles)
-Microport: Teleport 120' (broken up as needed)

Skills
: (12 pp/ 24sp)
>Trained: Acrobatics +5 (1sp); Athletics +1 (2sp); Deception +3 (1sp); Insight +5/+7 (1sp); Intimidate +3 (1sp); Investigate +4 (2sp); Perception +6/+8 (2sp); Persuasion +3 (1sp); Sleight of hand +2 (1sp); Stealth +5 (1sp); Technology +3 (1sp); Expertise- metahumans +4 (2sp); Expertise- teleport tricks +3 (1sp); Expertise- Student +3 (1sp); Expertise- mythology/folklore +3 (1sp); Expertise- new age philosophy +3 (1sp); Close combat (rift array) +4 (4sp)

>Untrained: Treatment +2, Vehicles +1, Ranged combat (any) +1
*Can use Expertise for other subjects at +2 with Eidetic memory

Advantages: (8 pp)
>Base: Contact (Mercurio the Mystic, retired hero/artificer; 1pp); Eidetic memory (1pp); Equipment (x2, 10ep; 2pp); Fearless (1pp); Languages (x1, Spanish; 1pp); Luck (x1; 1pp); Move-by action (1pp)

>Enhanced Advantages (bought as Powers): Great endurance, (+others)

>To add: Increase Luck, Connected, more Contacts, more Equipment, More languages, Benefit (money)

POWERS:
>1. Enhanced metabolism (Parahuman vitality?; 9pp):
a. Enhanced Stamina +2 (6 total; 4pp)
b. Regeneration 1 (1pp)
c. Immunities: Disease, Poison (2pp)
d. Immunities (half effect): Aging, Sleep (2x1 x1/2= 1pp)
e. Enhanced Advantage: Great endurance (1pp)

>2. Enhanced senses (13pp)
a. Enhanced Awareness +2 (6 total; 4pp)
b. Senses 3: Direction sense, Distance sense, Awareness (Dimensional)(3pp)
c1. Senses: Spatial awareness +Danger sense; Accurate, Acute, Radius, Ranged for Mental sense, +Danger sense, Activation (move action) (2+1+1+1+1-1= 5pp)
+c2. +AE- Speak with spirits: Comprehend spirits 2, Distracting, Activation (move action), +Enhanced advantages 4 (Connected -spirits; Skill mastery 2- Investigation, Perception; Well-informed)(2 x2-1= 2-1= 1+4= 5pp, +1 AE)

>3. "The Sealskin" (Costume; 2pp):
a. Instant change (Clothes to costume and back; 1pp)
b. Feature 1 (Restoration)(1pp)(Warp's costume is always clean, dry, and in perfect repair- no matter what happens to it, every time she teleports it is completely restored to perfect condition)
-to add: Feature- dimensional pocket (and Quickdraw, to or from pocket)

>4. Dimensional step
a. Movement 1 (Dimensional- one dimension: the Locus); Distracting (-1/rank); 2-1= 1/rank, x1 rank= 1pp)
b. Rift step (array)(26 base +2 AE= 28pp)
-b1. Dimension walk: Teleport (Self/basic); Teleport 7, Accurate, Precise, Subtle, Turnabout, Change Direction, Change Velocity (2+1= 3/rank, x7= 21, +5= 26pp)
-b2. Far Step (AE): Teleport 9, Accurate, Extended, Extended only, Precise, Flaw- Transit time 2 (2+1+1-1= 3/rank, x9= 27 +1-2= 26pp; 1pt AE)
-b3. Microport mobility: Teleport 2, Accurate, Subtle, Precise, Turnabout, Change Direction, Change Velocity
+Enhanced Defenses: Parry +4, Dodge +5 (teleport descriptor)
+Enhanced Advantages: Defensive roll x2, Evasion x2, Hide in plain sight, Uncanny dodge (mental)
(2+1= 3/rank, x2= 6, +5, +9, +6= 26pp; 1pt AE)(Teleport descriptor)
*+known stunts: Ghostwalk (Incorporeal/Concealment (blending)/Subtle flight)

>5. Portal Glove (AKA Dimensional Field Matrix Manipulator)
-(This used to be a device, but that is now just a 'Special effect', though she still THINKS she needs it; 23pp)
>a. Dimensional Rift Manipulation (array; 17pp base +6 AE= 23pp)
-a1. Dimensional blade: Close damage 8 (cutting), Incurable, Precise, Accurate x3, Affects Insubstantial x2 (full), Penetrating 2 (1/rank x8= 8, +1+1+3+2+2= 17pp)
-a2. Dimensional railgun: Ranged damage 3 (DC 18), Indirect 4, Accuracy x5, Penetrating x1, Quirk (requires ammunition, -1), Variable damage descriptor (+1, depends on ammunition type, base is bludgeoning), +Enhanced advantage- Throwing mastery x1 (2/rank x3= 6, +4+5+1-1+1, +1= 17pp, 1pt AE)
-a3. Dimensional sickness: Affliction 8 (Close, resist= FORT, Daze>Stun>Incapacitate), Accurate x3, Affects insubstantial x2 (1/rank x8= 8 +3+2= 13pp, 1pt AE)
-a4. Dimensional distortion: Affliction 8 (Close, Resist= WILL, Daze>Stun), Area- Burst (30'), Selective, Limited degree (2nd), Affects insubstantial x1 (1+1+1-1= 2/rank x8= 16+1= 17pp, 1pt AE)
-a5. "Popgun": Teleport 6, Attack, Accurate, Unreliable, Accuracy x3, Feature- Reach 10'/close, Complication- aiming problems (GM can invoke complication to say target goes someplace other than planned)(2+0+1-1= 2/rank x6= 12, +3+2= 17pp, 1pt AE)
-a6. "Come with me if you want to live": Teleport 6, Accurate, Extended, Extended only, Unreliable, Flaw- Transit time x2 (6 seconds), +Feature: Extra mass x6 (3200 lbs), +Feature (custom- 'piggybacks' on Far Step teleport; must be used together, but uses same action/rolls/etc.)(2+1+1-1-1= 2/rank x6= 12, -2+6+1= 17pp, 1pt AE)
-a7. Dimensional echoes: Enhanced advantages x8 (Daze- Deception; Improved Trip, Redirect, Set-up, Takedown x2, Taunt, Teamwork), +Enhanced Skills +9 (Acrobatics 3/+6, Deception 4/+16/limited- combat use only, Intimidate 2/+8/limited- sudden Startle only), +Quickness 2 (limited- Physical only), +Quirk (Only usable while Microport Mobility AE is in use)(9+8+1-1= 17pp, 1pt AE)(All abilities share the Teleport descriptor)
*Total 17pp base, +6 AE= 23pp

*+known stunts: Dimensional vortex (close cone damage), "I'll take that" (small object teleport, 10'reach), "Look out" (Teleport- based Deflect/Redirect), Object throw (short range/large mass projecting teleport- throwing cars 60 feet), Dimensional Lock (Nullify Teleport)
[/sblock]

[sblock= Background/fluff]
BACKGROUND:
History: "My mother always said my father was a god- I never knew him, so I thought she was kidding. Now, I'm not so sure."

Bella's story really begins almost twenty years ago. Her mother was the daughter of poor immigrants (mixed Asian and Central American) from a struggling neighborhood in San Angeles- Marika was the first member of her family to go to college, and after her graduation, her family put up the money for her to take a trip around the world. About halfway through the expected trip she suddenly returned home, with no explanation (and claiming no memory of the trip)- to make matters worse, she was pregnant. This revelation soured her relationship with her parents for years, and Bella was born with no idea who her father was, and very little contact with her grandparents. Luckily her mother was smart and motivated, so Bella's early years didn't lack for much.

But before she could walk, there began to be issues... Bella was often not in her crib, for instance- and her mother fired quite a few babysitters before figuring out that Bella was disappearing on her own. This was the kind of revelation that would upend even a normal solid family life- and Marika had no partner and little family to help her. Things were a little crazy around the house for a while, but they calmed down (mostly) once Bella learned to walk on her own. Until kindergarten, that is... The stress of being in school and around other kids made her start "jumping" again- sometimes in school, in front of people. Her mother brought her to a child psychologist (who secretly had some connections among the local metahuman populace)- some calls were made... Initial efforts were wildly inconclusive- Bella was too young for some of the mental discipline exercises, and power-blocking drugs or similar items had unpredictable effects. After a great deal of debate and networking, Bella was introduced to a kindly old man named Mercurio- he was an alchemist, ritual magician, and minor metahuman with a 'stage magician' persona, and he wanted to train Bella to "help him out". In effect, they were trying to overcome the stress and fear that her mother had associated with her powers, to make them a game- and by doing so, to help her understand and control those powers better. Bella spent nearly two years (weekends and afterschool only) in costume as 'Presto'- there were fundraisers, charity gigs, even a commercial or two, but no field missions, and no combat. Bella grew quite comfortable using her powers- after a while such things became routine, then boring. She saw her powers as a chore, and closed them down almost entirely- as her mother had hoped. About the time Bella turned 8, Mercurio got into apublic 'feud' of sorts with another mystic-themed metahuman- for her own safety, Presto 'retired' (and for her, it couldn't have come soon enough- she still doesn't know that the whole feud was faked, to give her an excuse to quit, rather than be 'fired').
From there, Bella lived a much more normal life- for about eight years. She grew up, went to school, made friends- all just like a regular kid. She didn't have a father around, or much contact with her mother's family either, but many of her friends were in similar situations. Life went on. From time to time she got a call or a card from her old teacher, asking if she had been keeping up her studies. She usually lied- she didn't have the heart to tell the kindly old man she never used her powers anymore... But just before she turned sixteen, she began to notice some strange things going on. At first it was subtle- flashes of color or motion right at the edge of her peripheral vision; sometimes there was a waft of scent or a soft trill of music.

Complications:
->Relationship (her father): Who (or what) was he? Or rather, is he? Is he a metahuman, whose powers Bella has inherited? Or is he a creature of some other dimension or reality? One theory is that he is a deva (sort of like an angel), a servant of Ganesh, the Hindu deity known as the Remover of Obstacles. Might explain her fondness for chocolate (that might just be a coincidence).

>Relationship (her mother): Bella's mother is a real estate agent and part-time community activist in southern California. She worries about her daughter- when she has the time to spare... Marika Sanchez is fairly young (Bella was born when Marika was only 23), modestly successful in mid-tier residential real estate, and completely in denial of her daughter's metahuman abilities and activity ("It was just a phase- she grew out of THAT").

>Relationship (her mentor, Mercurio the Mystic): The old man had a brief but successful run as a magical gadgeteer with a stage magician persona, and since his retirement he has improved his knowledge of "real" magic and his skills as an artificer. He also maintains a position as Bella's mentor and friend. While he won't push, he would love to see her start a real hero career- in fact, he is the one who build her 'portal glove'. Bella calls him for advice and encouragement from time to time- and while she was never a 'field' sidekick, his old friends or enemies might try to track Bella (or rather, "Presto") down...

>Child of two worlds: For whatever reason, be it meta-powers or 'unusual' ancestry, Bella is a living bridge or weak spot between dimensions. Creatures that can perceive (or move through) alternate dimensions are unusually aware of her presence, and dimensional effects may become unpredictable whenever she is around- dimensional portals open or close, dimensional energy sources grow weaker or stronger, that sort of thing. And while many of her powers are normally subtle, those with dimensional senses can find them jarringly noticeable- to someone with dimensional awareness (for instance) her mere presence would be like a constant stream of activity.

>Haunted: Someone (or something) seems to have taken an interest in Bella. Sometimes she can see a shape at the edge of her vision, one that vanishes without a trace. Sometimes she comes home to find subtle traces of disturbance, but never anything certain. And sometimes she gets mysterious 'gifts', like her costume, which seems to be woven from no earthly material. But who is this mysterious presence? Is it her missing father, unable to leave his daughter alone? Is it someone from her mentor's past, out to pay back a debt- or settle a score? Or is it something not of this world at all, that latched onto Bella when she was walking between worlds? The spirits, or whatever they are, seem especially inclined to take notice (or even "meddle") if Bella brings passengers along while traveling...

>Secret (Identity): Bella is, to all outward appearance, a normal college student. She has a roommate to deal with, papers to write, a part-time job to juggle... Luckily she doesn't sleep much, and the commute is a snap.

>Motivation- Step up: After her brief career as a 'kid sidekick', Bella spent years avoiding her powers- she has begun to see her Powers as a gift; a gift that comes with significant responsibilities. Bella is finally starting to come to feel that she must use those powers to make the world a better place- she genuinely wants to help people who are in need or in danger.

>Curiosity: Bella loves exploring new places, and has a particular interest in going to places that she probably shouldn't- the villains lair, the bad part of town, what have you. She will use caution and stealth, but she still wants to 'check it out'...

>Accident: Bella has only recently learned to tune her abilities well enough to carry passengers with her (with the aid of the 'Glove' Mercurio built for her)- and sometimes they don't end up where she planned (even if she does, the passenger might not); her other 'external' powers may have similar issues.

>Nonviolence: Bella's mother has adopted a very spiritual, new-age philosophy, with some neo-pagan elements mixed in- and Bella herself has many of the same inclinations. One of the biggest reasons she has stayed out of the whole "Superhero" role is the constant violence inherent in confronting super-criminals (and other crazy people). Bella isn't afraid of violence (or anything else, really)- she just dislikes it, and hates having to use it herself. She will usually try to solve problems without violence (using persuasion, trickery, and even intimidation). When that fails, she still hates having to inflict lasting damage on other actual people. In a team environment, she won't interfere with others who use violent means (unless they have lethal intent), but she may lecture them a little later- in a real fight she can even help set people up; she just prefers not to hurt people herself. Needless to say things like undead, constructs, and so on are fair game- mind-controlled (or otherwise coerced) combatants are not. "Unbalanced karma creates a heavy burden- and I like to travel light."

>Power loss (Rift Manipulation): Bella needs her Portal Glove to use her external powers (or at least, she thinks she does). She uses hand position and finger gestures to activate or switch between power sets, and if sufficiently disabled, would be unable to make the right gestures. In addition a particularly sharp opponent might be able to tell WHICH powers she has active, by watching her hand and the lights on the Glove... More to the point, Bella thinks that she requires the Glove itself to use those abilities (and maybe she did, once upon a time- like a month ago). But it is a bit of a placebo now- she THINKS that she needs it (and would probably require stunting, HP use, or a Will roll), but she doesn't ACTUALLY need it. (ie. It was originally built as a Device, but it isn't one now- she only thinks it is- which could be quite a surprise for an enterprising foe- or for Warp herself...)



Description: In her civilian ID, Bella is a rather small young woman- she is short and very lightly built (more 'skinny' than slender). She has very straight jet black hair, worn just past shoulder length, dark eyes, and reddish gold skin- her actual ancestry is a bit hard to determine at a casual glance (over the years people have thought she was Indian, Asian, Hispanic, or even Native American). She tends to dress in mismatched comfortable clothes (thrift shop chic), and usually has a backpack or messenger bag with her. As Bella she tends to speak in proper English (or at least the college-age colloquial equivalent)- her mother was quite insistent about this when she was growing up.

In her hero ID, she wears a close-fitting bodysuit that she half-jokingly calls her "Sealskin". While it is form-fitting, it is heavier than spandex (And far more durable)- it also makes her look a little less skinny. The suit is dark grey in color- at rest it is rather dull and nonreflective, but when she moves it displays a very faint iridescent sheen (like an oil slick moving over water). Most of the time, the suit completely covers her face (though it doesn't interfere with her senses, or her voice)- she can coax it to 'uncover' if needed. On her left hand and wrist, she wears an elaborate glove of black metal, plastic and ceramic- it looks like an 80's sci-fi movie prop, complete with glittering lights. This is actually an Artificer-produced device, alchemy and magic rather than tech, created by her old mentor Mercurio, that allows her to extend and manipulate her dimensional energies to affect others (and the nearby environment). She needs to move her hand to activate or use the Glove, and a particularly perceptive opponent could tell what powers she is using, by her hand position and what lights are lit... Also, as Warp, she tends to salt her speech with Spanish and Spanglish words- her mother would probably be more horrified about that than about her 'hero' activity.
[/sblock]

[sblock= Notes]
Point Accounting: Abilities 32 pp; +Defenses 5 pp; +Skills 12 pp; +Advantages 8 pp; +Powers 78 pp= 135/ 135 pp

Future planning: Improve both arrays (offense first), improve 'detective' skills.

Capsule: Bella is probably a Parahuman (mixed human and Other) rather than a true metahuman, but no one seems to know for sure. She is a powerful, skilled teleporter, but her powers are mostly limited to moving herself. It is only with the assistance of her Portal Glove (or Dimensional Field Matrix Manipulator) that she can effectively move other objects or people- living things are particularly difficult to move. It appears that her powers are dimensional in nature- she can step out of this world easily, and uses the 'skin' of another dimension (a sort of hub that she calls 'the Locus') as a kind of trampoline to bounce back someplace else; with effort she can entirely step into the Locus, a flat misty plain whose featureless space is studded with random shifting doorways (none of which Bella can open- YET).
[/sblock]

[sblock= Tactics]
>Bella prefers to use non-violent methods against most sentient beings. Taunt, Daze, and various trickery of humiliation or frustration (teleporting hostages or loot away, blocking paths, etc.). Her second choice is non-lethal violence (her Afflictions). Next is Indirect violence (Feints and so on to Set targets up for her teammates, Redirect for targets to hurt themselves, etc.) Direct violence is generally a last resort (her blade and railgun effects). Non-living or non-sentient targets (robots, undead, constructs or manipulations like animated plants or objects) are usually fair game right away.

>She usually has her Spatial Awareness power active whenever she is in costume, and only uses the Comprehend Spirits while investigating and out of combat. She usually keeps her Microport Mobility and Dimensional Echoes AE slots active when there is any possibility of a confrontation, only switching to other slots as needed. Microport mobility means she has 120 feet of movement per round, and with Move-by and Turnabout she uses it in small discreet chunks. Against a single opponent, especially one with no ranged or area powers, she can be a frustrating foe...
[/sblock]
 
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I found a backstory reason for Princess Starlight to join a team:

“Oh, my God,” he thought as he crossed the threshold into his sister's room.
“You love it. Don't you?” his twin sister Brandy grilled him, pointing to the wall decal.
Brandon was completely shocked to see a picture of Centropolis' newest super hero, Princess Starlight, flying away from the camera on his sister's bedroom wall. Life-size, like those images of sports superstars would adorn a child's bedroom.
“Oh, it's great,” he said as he thought it was not great. “You must be a big fan.”
“The biggest,” Brandy replied.​

Marketing, endorsements, and merchandising. Someone is making money off her image with those life-size wall-decals. (Fat Heads) So she might want to join to get a cut of the money. Or get the ability to sue them in court without revealing his identity. :)
 

Charwoman Gene

Adventurer
*Have this great Idea for a villain or hero called the Marketeer*

Added Interpose so I can be a tankier brick. Reduced leaping to 6 to pay for it.
 

GreenKarl

First Post
The teleporter looks good overall, but yes I fear you may get frustrated with not being effective in combat... if you are willing I will try and grant a few extra XP but well... it will be slow going :)

Galatea's changes seem good too me.

Background for Princess Starlight is great :) yes I can see a Marketing villain somewhere out there :)
 

One marketing villain is found in some of the interpretations of The Joker: a charismatic rabble rouser.

A true marketing villain, with pie charts and user focus groups, could be really weird.
 

GreenKarl

First Post
:D

So I am pretty much ready to start at any time. There will be some role-playing and interaction and stuff before we get into any super-need-your-character-to-be-complete now phase... everyone ready?
 

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