No announcement yet.

Whiteprofit's Characters

  • Filter
  • Time
  • Show
Clear All
new posts

  • Whiteprofit's Characters

    Whiteprofit's Characters: A List

    Artillery Armes
    Grave Robber
    Hans Trondelag
    Katrina Everetts
    Lorna Dane and Polaris
    Last edited by whiteprofit; 04-30-2014, 12:49 AM.
    Kit Andersen/GravityBoy! - Whole Family of Supers
    GM - Super Framily Plan
    Captain Thunder - Victory Legion!

  • #2
    Arthur Armes was my first, longest played, and favorite ATT character. He was my first foray into the Wild Cards universe and I've been a huge fan ever since. A huge thanks to HnH for picking him and me.
    Art 'Artillery' Armes
    PL 8 | PP 126/130

    Sex: Male
    Age: 45
    Height: 5'9"
    Weight: 170 lbs
    Hair: Black
    Eyes: Blue

    Art's virus manifested in his arms from just below the elbow to his fingertips. He can now shift his hands into different firearms at will. His menagerie of weapons includes machine guns, automatic rifles, a flamethrower, and a rocket launcher. He can fire any of these weapons with incredible accuracy and with just a thought. When not in the shape of artillery, Art's forearms are normal aside the gun barrel black color. Along with his new fire power, Art's body absorbs most gunshot blasts, turning it into ammunition.

    Art 'Artillery' Armes was a business man until the virus infected him. Then, he spent some time doing things his way. But it was during a casual encounter at gun point that he decided he didn't feel any particular fulfillment from his criminal activity, so he turned himself in, served his time, and is now an active community member.

    Rebekah Killenbrooke found his file and enlisted his aid in her team. Artillery decided that this was a good calling for him and signed on immediately. Art is a go get'em, no nonsense kind of guy and doesn't like to take no for an answer. His time in prison and as a criminal has hardened him up a bit, but deep down he is a good person.

    Art 'Artillery' Armes

    STR: +3 (16), DEX: +2 (14), CON: +3 (16), INT: +0 (10), WIS: +1 (12), CHA: +1 (12)

    Defense: +8 (Flat-footed: +3), Knockback: -3
    Tough: +3/+7, Fort: +10, Ref: +8, Will: +8
    Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +7)
    Initiative: +6

    Skills: Bluff 4 (+5), Diplomacy 5 (+6), Disable Device 4 (+4), Gather Information 4 (+5), Intimidate 4 (+5), Notice 6 (+7), Search 5 (+5), Sense Motive 5 (+6), Stealth 3 (+5)

    Feats: All-Out Attack, Attack Focus (ranged) 4, Defensive Attack, Defensive Roll 4, Diehard, Dodge Focus 2, Fearless, Fearsome Presence 3, Improved Aim, Improved Initiative, Interpose, Move-by Action, Precise Shot 2, Teamwork 1, Ultimate Effort (Ultimate Aim)

    Absorb Bullets (Immunity 5) (damage type: Bullets)
    Artillery Arm Array
    • Bazooka/Missile Launcher (Blast 6) (DC 21; Explosion Area (60 ft. explosion); Split Attack (2 targets), Improved Range 2 (300 ft. incr))
      AP- Flame Thrower (Blast 6) (fire, DC 21; Cone Area (60 ft. cone); Split Attack (2 targets))
      AP- Machine Gun (Blast 5) (DC 20, Feats: Improved Critical (Machine Gun (Blast 5)) 2; Autofire (interval 2, max +5); Split Attack (2 targets))
      AP- Pistol w/ Silencer (Blast 5) (Alternate; DC 20, Feats: Distract (Intimidate), Improved Critical 2 (Pistol w/ Silencer (Blast 5)); Penetrating [2 ranks only]; Accurate (+2), Subtle (subtle))
      AP- Shotgun (Blast 6) (DC 21; Penetrating; Accurate (+2))
      AP- Sniper Rifle (Blast 8 ) ( DC 23, Feats: Improved Critical (Sniper Rifle (Blast 8 )) 2; Improved Range 2 (400 ft. incr), Precise)

    Attacks: Bazooka/Missile Launcher (Blast 6), +8 (DC 21), Flame Thrower (Blast 6), +8 (DC 21), Machine Gun (Blast 5), +8 (DC 20), Pistol w/ Silencer (Blast 5), +10 (DC 20), Shotgun (Blast 6), +10 (DC 21), Sniper Rifle (Blast 8 ), +8 (DC 23), Unarmed Attack, +4 (DC 18 )

    Ex-Wife and Kids - Reconnecting with Didi Armes and his two kids is a constant struggle for Art. Though they are estranged to him currently, Art would bend over backwards if he could help them.
    Paranoia of the Undead and Spiritually, Super-Natural - Vampires, Zombies, Ghosts, and Spirits skive Art out. He's uncomfortable and paranoid of their existence. Though he'll try to look past it, it makes working with individuals with this power difficult and also puts him at a - when interacting with them as he's short and unreasonable with them. And Zombies? forget about it. Shoot on sight.

    Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 25 + Powers 31 + Combat 20 + Saves 20 + Drawbacks 0 = 126

    Art's 'People'
    Didi Armes: Art's exwife.
    The perfect example of a nuclear family, Didi and Arty were happily married until he went a little crazy and started shooting things and robbing banks. One day, Didi took the kids and ran away. It wasn't until Art was locked away that she finalized the divorce. He apologized, asking nothing but her forgiveness. She still left, still took the kids, and pretty much got everything int he divorce settlement... but somewhere, deep down, she still loved him and gave him that forgiveness. Art hopes that one day, when all this Wild Card stuff has settled down and he can prove that he is a good man again, she'll take him back.

    Their Children: Megan and Jake Armes (14 and 10 years old)
    Art's two kids. They are typical kids for their age. Megan wants nothing to do with her criminal father. She's mostly afraid of what he would do to her reputation at school, which is pretty typical of all teens, so maybe it's not so personal. In contrast, Jake still looks up to his father and criticizes all his mother's dates with Art as the standard.

    Hugh Binginton: Art's ex-parole officer and now friend.
    Hugh was one of the only people who truly believed and trusted Art's 'return to normal' story. Though never confirmed, Art always thought Hugh might have been infected by the Wild Card Virus too, but never pushed the issue. The way he talked about the virus and how some people develop 'the crazies' when they first get a power, was always spoken with an educated tone and with a hint personal experience. Developing into a true friendship, Hugh still checks up on him to make sure Art's ok even though his parole ended some time ago.
    Last edited by whiteprofit; 04-30-2014, 12:28 AM.
    Kit Andersen/GravityBoy! - Whole Family of Supers
    GM - Super Framily Plan
    Captain Thunder - Victory Legion!


    • #3
      Hans Trondelag

      A close second for favorite characters. Hans lived a short life in the Inquisition game run by Nineofspades. I would have gladly kept playing just to use him, despite any problems with player and game dynamics.
      Hans Trondelag (1447-present)
      Hans was born in Norway and raised among a long line of troll hunters. He's been hunting since he was twelve years old and training for such activity since he was eight. As a troll hunter he can identify and track them throughout the countryside and he knows their patterns and tenancies almost better than he knows people.

      Hans was part of a large family name that lived in the area that is now known as Nord-Trondalag and Sor-Trondelag (North and South), in the thick of the Scandinavian Mountains. They herded, warded, and slayed trolls that went out of their boundaries, were sick, or otherwise a threat to civilization. A farmer, who'd lost a large number of livestock would hire them to investigate and terminate a possible troll problem.

      Killing Trolls was Hans' life until he was eighteen. His father and four brothers would trap them in the open and wait until the sun came up to turn them to stone. The noise the transformation made was one of Hans' favorites. But as the second youngest among nine children, and with an extended family totaling well above fifty, much of the family estate, business, and responsibilities fell on elder siblings or cousins. His sisters were married off, his brothers found work in other areas of Norway, and Hans began traveling.

      Hans mother was a devout Christian. In the monster hunting world that could get you killed. But Hans still attended church regularly the Sunday mornings he wasn't recovering from a late night out turning monsters into statues. The Catholic church, in the late 1400s was still the major church in Norway, and it was through this connection that Hans found himself hunting more than just trolls in 1465.

      Twenty years later, Hans is still killing spirits, beasts, vampires, and ghouls 'in the name of God'. Though he has a lot of experience, there's a lot he hasn't seen. And he always treats each mission as it's own entity. He's seen a lot of people get killed thinking they knew what they were up against, assuming each mission was like the last, and he won't make that mistake. His second rule of monster hunting is: "There are no rules." The first is: "Don't get dead."

      Hans Trondelag- PL 8
      120/120 pp

      Abilities [32]
      Str 1; Sta 3; Agl 1; Dex 2; Fgt 2; Int 3; Awr 4; Pre 0

      Defenses [19]
      Fort 5 (+8); Will 3 (+7)
      Dodge 6 (+7); Parry 5 (+7)
      Tough +7/+6

      Skills [29] (*Combat Skills @ 2/pp; Others @ 3/pp)
      Expertise: Current Events 6 (+9); Rituals: Demonic and Arcane) 6 (+9); Traps 6 (+9); Hunting 6 (+9); Fables, Myths, Legends 6 (+9); Trolls 2 (+5); Vampires 2 (+5); Spirits 2 (+5)
      Other: Athletics 4 (+5); Close (Unarmed) 4 (+6); Deception 4 (+4); Insight 6 (+10); Intimidate 3 (+6); Investigation 7 (+8); Perception 6 (+10); Ranged (Guns) 4 (+6/8); Ranged (Thrown) 2 (+4/6); Stealth 4 (+5)

      Advantages [32]
      Combat: Accurate Attack, Assessment, Defensive Attack, Defensive Roll, Improved Aim, Improved Defense, Improved Grab, Improved Hold, Improvised Weapon 4, Quick Draw, Ranged Attack 2
      Fortune, Skill, Other: Favored Foe: Trolls, Fearless, Great Endurance, Inspire 3, Leadership, Second Chance 4 (Setting Traps, Falling into a trap, Insight supernatural, Perception surprise attack), Startle, Tracking, Well Informed
      Languages: English, Norwegian, Swedish, Latin, Spanish

      Equipment: [8] (40ep)
      Worn Items: Silver Necklace with Star of David and Crucifix (1), Heavy Leathers (+3 Tough)(3)
      Every Day Items: Hunting Knife (2), Toolkit (Basic) (1)
      Weapons: Lead Knife (2), Crossbow (7), Bolos(6)
      Trapping Materials: Heavy Ropes (1), Iron Chains(1), Iron Restraints(1)
      Hunter's Cart (15ep)
      Size: Large - Str 0, Defense -2, Tough 7
      Features: Library, Laboratory, Security System, Defense System
      Powers: Variable 2 (supplies and equipment)- (Flaws: Slow, Unreliable)
      Too Direct - Hans is straight forward and direct. He's not one for spinning tails or glossing over facts with pretty details. For this, he suffers a -5 on bluff and diplomacy checks.
      Innocent Bystanders - Despite his gruff interaction skills Hans always saves the damsel in distress, the sacrificial virgins, or the kidnapped children. (+1 Hero point reward either because this is added to a mission, or as reward for successfully saving them)
      Large Family - Hans' comes from a huge line of Trondelags and even his immediate family is large and well scattered across the European continent. It's not uncommon for Hans to encounter cousins or even siblings that require his attention, help, or expect him to visit.
      **Hans does not meet his Defensive caps, except in Fort, nor his damage and attack caps. But his mastery is in knowledge and in knowing where to hit more than how hard. Brains over Brawn, for sure.
      His traps however will be hard hitting and will be the key to his victory.

      Also, instead of listing a bazillion things he might have on hand, I listed a few staples like rope, chains and tools, and then gave him 2 ranks in variable for 10ep of wiggle room in the cart.
      Last edited by whiteprofit; 04-30-2014, 12:38 AM.
      Kit Andersen/GravityBoy! - Whole Family of Supers
      GM - Super Framily Plan
      Captain Thunder - Victory Legion!


      • #4
        Grave Robber

        Another build I love. The design idea for this campaign were characters that had abilities that weren't 'powers'. Based on a "Lucky soul" who had survived trial and tribulation, cheated death, and had a strong mind to boot. Inspirations include The Spirit, The Cat Came Back, and Sherlock (The new BBC series).

        Grave Robber
        Notorious among criminals for being unkillable, the Grave Robber has appeared and reappeared after multiple confirmed deaths in the course of six years of major crime solving. Having cheated death multiple times the previously named but long forgotten hero now goes by Grave Robber. Now starting his seventh year 'on the force', the masked man of shadows has nursed a temperamental relationship with the police and local crime fighting agencies.

        He is known to these police officials, and others on the 'right' side of the law, to be a bit crazy and possibly possessing unnatural powers. These rumors are driven by the number of times he's 'stolen his life back' and his open conversation with dead bodies on murder scenes.

        The truth is that the Robber is far from possessed, undead, or even magical. He's a very mortal man with a powerful brain and eye for forensics that also happens to be agile and strong enough to handle the rough and gritty world he lives in. A bit of luck and riding the edge of madness doesn't hurt either.

        Grave Robber - PL 6

        **The Spirit is the closest image I can come up with for this similarly inspired character

        Strength 0, Stamina 0, Agility 3, Dexterity 0, Fighting 2, Intellect 2, Awareness 0, Presence 0

        Agile Feint, Assessment, Connected, Defensive Roll 5, Diehard, Equipment 1, Evasion, Hide in Plain Sight, Improvised Weapon 3, Luck 3, Second Chance: Explosions, Second Chance: Falling, Second Chance: Traps, Uncanny Dodge

        Acrobatics 7 (+10), Athletics 8 (+8), Close Combat: Hand to Hand 4 (+6), Expertise: Anatomy & Biology 4 (+6), Expertise: Physics 4 (+6), Expertise: Streetwise 4 (+6), Investigation 8 (+10), Perception 8 (+8), Sleight of Hand 6 (+6), Stealth 7 (+10), Treatment 2 (+4), Vehicles 2 (+2)

        Acrobat: Movement 2 (Safe Fall, Sure-footed 1) [4pp]
        Eye for Details: Senses 2 (Acute: Sight, Analytical: Sight, Advantages: Assessment) [3pp]
        Nine Lives: Enhanced Trait 9 (Advantages: Diehard, Evasion, Luck 3, Second Chance: Falling, Second Chance: Explosions, Second Chance: Traps, Uncanny Dodge) [9pp]

        Cell Phone (Smartphone)
        Suit and Tie [Protection 1, +1 Toughness]
        Forensics kit

        Initiative +3
        Grab, +6 (DC Spec 10)
        Throw, +0 (DC 15)
        Unarmed, +6 (DC 15)

        Police Pass: Though granting him access to scenes, evidence, and laboratory space, all of the Grave Robber's information also gets used and issued back by the police. It is a difficult relationship to maintain and always suspect to public reveal, dirty cops, and law enforcement showing up before he does.
        Secret (Identity): The Grave Robber's identity is a secret to everyone he knows. Arguably his true identity is even robbed from himself, as the man behind the mask wears his outfit more than he takes it off.
        Full Time Hero: The Grave Robber wears his suit and tie more than anything else and thus doesn't get the benefit of using his alter ego.

        Dodge 5, Parry 6, Fortitude 6, Toughness 6/0, Will 4

        Power Points
        Abilities 14 + Powers 16 + Advantages 12 + Skills 32 (64 ranks) + Defenses 16 = 90
        I have a lot of ideas for growth on this character and had a hard time widdling down his character sheet. The following is mostly notes for myself but also acts as an insight for where the character is going:
        Benefit: Security Clearance w/ Local Police & Detective agency
        Improvised Tools
        Improvised Weapons +2-3
        Skill Mastery
        Kit Andersen/GravityBoy! - Whole Family of Supers
        GM - Super Framily Plan
        Captain Thunder - Victory Legion!


        • #5

          My character in the Super Family Game run by shock.
          Kit Andersen | GravityBoy!

          Identity: Kit Andersen
          Gender: Male
          Age: Adjustable 15 to 19
          BIO: Kit, despite his variable background, is able to control the local Gravity on objects, allowing him to mimic super-strength and hold people in place. Adjusting the gravity around him, he is able to enhance his own stamina and strength, leap tall buildings, and walk on surfaces other humans wouldn't be able to walk on. Though he can't fly, (yet, he insists) he is working on it and hopes to figure it out by his next birthday.

          At least that's what he tells his one and a half million Facebook fans. Kit, being an attractive, young, super-hero teen, has quite the fan base in young media. He manages a higher tweet count and scream level index than most boy bands. At his parent's direct order, he keeps his identity secret though he's been tempted to take off the mask by many sources for a lot of money. This certainly adds to the mystery and intrigue that fuels his popularity, but his attention seeking personality clashes with his mother and father's safety first point of view. He doesn't see a problem with appearing in a few advertisements, supporting local business, and giving a small wink or smile to the cameras. His father sees these actions as childish while Kit sees it as a way to pad his allowance. The point of contention, as well as the mob gathering of teens that should be fleeing, can sometimes be a hassle, but Kit can't help doing what comes natural to him as a hormone driven teenager.
          GravityBoy! - PL 8

          Strength 0, Stamina 1, Agility 2, Dexterity 0, Fighting 2, Intellect 0, Awareness 1, Presence 1

          Agile Feint, Daze (Deception), Defensive Roll 5, Equipment 1, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Improvised Weapon, Move-by Action, Ranged Attack 8, Taunt, Weapon Bind

          Acrobatics 2 (+10/+4), Athletics 4 (+10/+4), Close Combat: Unarmed 6 (+8), Deception 7 (+8), Insight 6 (+7), Perception 7 (+8), Persuasion 5 (+6), Stealth 5 (+7), Technology 4 (+4), Vehicles 5 (+5)

          Enhanced Trait: Enhanced Trait 4 (Traits: Athletics +6 (+10), Acrobatics +6 (+10))
          Gravity Control
          . . Affliction: Concentration Burst Area Affliction 7 (1st degree: Hindered, Impaired, 2nd degree: Immobile, Defenseless, 3rd degree: Paralyzed, Paralyzed, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere, Concentration, Extra Condition; Instant Recovery)
          . . Deflect: Deflect 8 (Increased Range: perception)
          . . High and Low: Move Object 8 (25 tons, DC 23; Damaging, Increased Mass 2, Indirect 2: any point away or fixed point in fixed direction, Subtle: subtle; Limited Direction: Up and Down)
          . . Repulse: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, Selective)
          Leaping: Leaping 6 (Leap 500 feet at 120 miles/hour)
          Movement: Movement 4 (Safe Fall, Wall-crawling 1: -1 speed rank, Water Walking 2)
          Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
          Padded Suit: Protection 2 (+2 Toughness)

          Goggles and Belt Equipment (Commlink, Flashlight, GPS Receiver), Super Suit [Padded Suit: Protection 2, +2 Toughness]

          Initiative +2
          Affliction: Concentration Burst Area Affliction 7 (DC Fort 17)
          Grab, +2 (DC Spec 10)
          High and Low: Move Object 8, +8 (DC 23)
          Repulse: Burst Area Damage 7 (DC 22)
          Throw, +8 (DC 15)
          Unarmed, +8 (DC 15)

          Fame: Popular Teen Superhero
          Identity: Secret


          Dodge 8, Parry 8, Fortitude 8, Toughness 8/1, Will 8

          Power Points
          Abilities 14 + Powers 44 + Advantages 24 + Skills 17 (51 ranks) + Defenses 26 = 125
          Last edited by whiteprofit; 05-01-2014, 06:03 PM.
          Kit Andersen/GravityBoy! - Whole Family of Supers
          GM - Super Framily Plan
          Captain Thunder - Victory Legion!


          • #6
            Lorna Dane
            PL 4 - Pokemon Trainer

            Lorna is a 16 year old at the school with her unevolved Magnemite which she's had since a child. Lorna is an average student who's enrollment at the school was heavily aided by her step father's employment as the Earth Sciences teacher. Lorna's mother died a few years ago, leaving her in the custody of her Erik, as she's never known who her real father was (AKA Magneto). In more recent news, Lorna's ex-best friend, Wanda Maximoff, are now rivals after a fiasco involving a boy and a Pokemon battle that brought out some harsh and unkind words just before school started.
            Lorna Dane - PL 4

            Strength -1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

            Defensive Roll 2, Equipment 3, Inspire 3, Luck 2, Set-up, Taunt, Teamwork

            Acrobatics 4 (+4), Athletics 4 (+3), Deception 4 (+4), Expertise: Pokemon 4 (+4), Expertise: Pop Culture 4 (+4), Expertise: Science 6 (+6), Insight 4 (+4), Perception 4 (+4), Persuasion 6 (+6), Ranged Combat: Throw 4 (+4), Sleight of Hand 2 (+2), Stealth 2 (+2), Technology 4 (+4), Vehicles 4 (+4)

            Cell Phone (Smartphone), PokeBall 10, PokeDex 1

            Initiative +0
            Grab, +0 (DC Spec 9)
            Throw, +4 (DC 14)
            Unarmed, +0 (DC 14)

            Reputation: NPC's Step Daughter
            Rivalry: Wanda Maximoff: Wanda and her Braixen

            Dodge 5, Parry 5, Fortitude 4, Toughness 3/1, Will 4

            Power Points
            Abilities 0 + Powers 0 + Advantages 13 + Skills 28 (56 ranks) + Defenses 17 = 58
            *I'm aware she is two points shy of being complete. Suggestions welcome.
            PL 6 - Magnemite
            Polaris is a tough little Magnemite with a strongly tested connection to Lorna after years of being together. The small Pokemon is built with a dynamic alternate power for Thundershock and Thunder Wave. At full power, his attack bonus would drop to +4 from +6 to accommodate the higher DC levels. The dynamic alternate effectively allows Polaris to choose the level of stun attached to his attacks. The quirky little machine can also communicate with and hear radio frequencies as well as cause a stunning screech with the same sonic power.

            Polaris - Magnemite - PL 6
            Strength -3, Stamina 0, Agility 2, Dexterity 0, Fighting 0, Intellect -4, Awareness 0, Presence 0

            Perception 4 (+4), Ranged Combat: Thunder Wave: Affliction 8 6 (+6)

            Steel/Electric Type: Feature 21 (Notes: Immune: Poison
            Weak: Fire, Fighting, Ground
            Resistant: Steel, Fairy, Electric, Flying Rock, Bug, Grass, Psychic, Ice, Normal, Dragon)
            Levitate: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
            Magnetic Pull: Enhanced Strength 4 (+4 STR; Limited: Metal, Limited to Lifting)
            Senses: Senses 4 (Awareness: Polar/Magnetic , Direction Sense, Radio, Ultra-hearing)
            Steel Body: Protection 6 (+6 Toughness)
            Tiny: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)

            Shock/Magnet Bomb: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, Variable Descriptor: close group - Steel/Electric)
            . . Metal Sound: Burst Area Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere)
            Thunderbolt: Blast 8 ([6 active, 16/16 PP, 2/r], DC 21; Linked: Thunder Wave: Affliction 8 )
            . . Thunder Wave: Affliction 8 (Alternate; [2 active, 16/16 PP, 2/r], 1st degree: Impaired, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 12; Increased Range: ranged)

            Initiative +2
            Grab, +0 (DC Spec 7)
            Metal Sound: Burst Area Affliction 6 (DC Fort 16)
            Shock/Magnet Bomb: Burst Area Damage 6 (DC 21)
            Throw, +0 (DC 12)
            Thunder Wave: Affliction 8, +6 (DC Fort 12)
            Thunderbolt: Blast 8, +6 (DC 21)
            Unarmed, +0 (DC 12)

            Distracted: Magnetic Fields
            Hindered Evolution: Needs other Magnemites to evolve

            No Hands, -4 pnts
            No Verbal, -4 pnts

            Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6

            Power Points
            Abilities -6 + Powers 77 + Advantages 0 + Skills 5 (10 ranks) + Defenses 14 - Drawbacks 8 = 90
            Kit Andersen/GravityBoy! - Whole Family of Supers
            GM - Super Framily Plan
            Captain Thunder - Victory Legion!


            • #7
              Katrina Everetts

              Name: Katrina Everetts
              Hair: Black; Eyes: Blue
              Description: 17 year old Female who's dabbled in magic, unaware of the power and dangers that lurk there.

              Bio: Katrina is a senior in school with a father and deceased mother. She is a bit of a loner at school, but has a large network of online friends in the chatrooms and message boards she frequents. Kat has practiced magic several times, with varying levels of success.

              Not a very physically strong contender in high school, Kat recently tried to help herself out in gym class by casting a spell that would help her "swim like a fish". As she wasn't very confident, it seemed like a wise idea. Instead, it has given her gills, located along her ribs, and a serious case of dry, flaky skin. Though a normal teen girl would be mortified by the results, Katrina has only become more curious at what this mysterious power could do for her.

              Katrina Everetts - Teen Spell Caster
              Power Level: 6; Power Points Spent: 90/90

              STR: -1 (8), DEX: +1 (12), CON: +0 (10), INT: +3 (16), WIS: +1 (12), CHA: +0 (10)

              Tough: +0/+4, Fort: +5, Ref: +5, Will: +9

              Skills: Bluff 6 (+6), Computers 5 (+8), Concentration 5 (+6), Craft (artistic) 8 (+11), Diplomacy 6 (+6), Escape Artist 5 (+6), Gather Information 8 (+8), Handle Animal 6 (+6), Knowledge (arcane Lore) 5 (+8), Knowledge (current events) 3 (+6), Language 2 (+2), Medicine 4 (+5), Notice 7 (+8), Search 5 (+8), Sense Motive 5 (+6), Stealth 5 (+6), Swim 7 (+6)

              Feats: Artificer, Benefit (Personal Library of Magical Books), Contacts, Defensive Roll 4, Dodge Focus 4, Environmental Adaptation (Underwater), Equipment 2, Luck 2, Ritualist, Trance

              "Swim Like a Fish" (Immunity 1) (suffocation: Drowning, Feats: Environmental Adaptation (Underwater); Noticeable)
              Amulet of Protection (Device 1) (Hard to lose)
              . . Immunity 10 (common descriptor: Magic; Limited - Half Effect)

              Equipment: Kid's Chemestry Set 1, Laptop Computer, Smart Phone 2
              Library: "A Seer's Guide to Herbs and Simple Healing Spells" 1, "Amulets and Wards for the Modern Witch" 1, "Beginner's Book of Incantations" 1, "Divination for Dummies" 1,

              Languages: English, Latin, Spanish

              Initiative: +1
              Defense: +8 (Flat-footed: +2), Knockback: -2
              Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +5)
              Attacks: Unarmed Attack, +6 (DC 14)

              Totals: Abilities 8 + Skills 23 (92 ranks) + Feats 17 + Powers 5 + Combat 20 + Saves 17 + Drawbacks 0 = 90
              Last edited by whiteprofit; 04-30-2014, 12:41 AM.
              Kit Andersen/GravityBoy! - Whole Family of Supers
              GM - Super Framily Plan
              Captain Thunder - Victory Legion!