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Jedaii

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You're very kind, thank you very much! I have no questions for now, though let me tell you that I really enjoy how the adventure started.

I also keep an eye on the forum constantly so whenever it's "my turn" again, I will be here, I just don't want to grab the spotlight all the time (jk, the timezone difference allows me to jump on new posts pretty quickly). :)

Edited by eltorin (see edit history)
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4 hours ago, eltorin said:

You're very kind, thank you very much! I have no questions for now, though let me tell you that I really enjoy how the adventure started.

I also keep an eye on the forum constantly so whenever it's "my turn" again, I will be here, I just don't want to grab the spotlight all the time (jk, the timezone difference allows me to jump on new posts pretty quickly). 🙂

Thanks, @eltorin

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SILVER SHRIKEPL 10
OpheliaAlexandreaBindings.jpg
ABILITIES(64pp)Strength:  3 (6pp) Stamina: 3 (6pp) Agility: 7 (14pp) Dexterity: 5 (10pp) Fighting: 6 (12pp) Intelligence: 1 (2pp) Awareness: 6 (12pp) Presence: 1 (2pp)

STRENGTH
3
AGILITY
7
FIGHTING
6
AWARENESS
6
 
STAMINA
3
DEXTERITY
5
INTELLECT
1
PRESENCE
1
ADVANTAGES(21pp)???

Agile FeintYou can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus (see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better)., Benefit: Princess, Diplomatic Immunity 1Daughter of a Denmark ambassador with full diplomatic immunity, Benefit: ClearanceDue to her particular status (i.e. immortality) she has a certain level of clearance within both the government of Denmark and to a lesser degree, the United States, Benefit: Wealth 4Alex is a millionaire having access to an effective unlimited amount of financial resources. She financially seems to have a knack for things "panning out" for her and in fact, she actually does though she's unaware of that fact., Defensive AttackWhen you make a defensive attack (see Maneuvers, page 197), you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry)., Defensive Roll 4You can avoid damage through agility and “rolling” with an attack. You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry (see Active Defenses in the Abilities chapter), so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level. 

This advantage is common for heroes who lack either superhuman speed or toughness, relying on their agility and training to avoid harm.
, EvasionYou have a +2 circumstance bonus to Dodge resistance checks to avoid area effects (see the Area extra in the Powers chapter). If you have 2 ranks in this advantage, your circumstance bonus increases to +5., Favored Environment (Urban Jungle)Urban Jungle - i.e. Buildings, alleys, traffic, sidewalks with mailboxes and street poles, construction sites, etc.

You have an environment you’re especially suited for fighting in. Examples include in the air, underwater, in space, in extreme heat or cold, in jungles or woodlands, and so forth. While you are in your favored environment, you gain a +2 circumstance bonus to attack checks or your active defenses. Choose at the start of the round whether the bonus applies to attack or defense. The choice remains until the start of your next round. This circumstance bonus is not affected by power level.
, Hide in Plain SightYou can hide (see Hiding under Stealth in the Skills chapter) without any need for a Deception or Intimidation check or any sort of diversion, and without penalty to your Stealth check. You’re literally there one moment, and gone the next. You must still have some form of cover or concealment within range of your normal movement speed in order to hide., Move-by-ActionWhen taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed., Power AttackWhen you make a power attack (see Maneuvers, page 198) you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack., Precise Attack (Close, Concealment)When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment., Takedown 2If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target.

A second rank in this advantage allows you to attack nonadjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.
SKILLS(10pp)???

Acrobatics +11 (5 agi + 6 ranks (3pp)), Athletics +7 (3 str + 4 ranks (2pp)), CC (Psychic Touch) +14 (12 fgt + 2 ranks (1pp)), Exp (Politics) +3 (1 int + 2 ranks (1pp)), Insight +8 (6 awe + 2 ranks (1pp)), Intimidation +2 (2 pre), Perception +10 (6 awe + 4 ranks (2pp)), Persuasion +1 (1 pre), Stealth +5 (5 agi)
OFFENSES(10pp)???

Close, Disrupting Touch +14, Dmg 6, Will Resist (Imp Disarm, Imp Trip, 15' reach)
Close, Unarmed Strike +12, Dmg 3, Toughness Resist
Ranged, Magic Motes +11, Dmg 9, Will Resist (Homing 2, Penetrating 3, Subtle 1 DC20 Perception to Notice)
DEFENSES(17pp)Dodge: 5 (agi) + 6 (6pp) = 11 :: Dodge and Toughness Tradeoff :: 11 + 7 = 18 <= 20 Parry: 12 (fgt) :: Parry and Toughness Tradeoff :: 12 + 7 = 19 <= 20 Fort: 3 (sta) + 6 (6pp) = 9 Toughness: 3 (sta) + 4 (defensive roll 4) = 7 Will: 6 (awe) + 5 (5pp) = 11 :: Fort and Will Tradeoff :: 9 + 11 = 20 <= 20

Dodge +11
Parry +12
Fortitude +09
Toughness +03/+07
Will +11
POWERS(30pp)???

• Fae Magic (array):
•• Disrupting Touch (Primary Effect) (Damage 6 1/r, Alternate Resistance (Will) +1/r; 2/r * 6 = 12pp) (Array 12 + 2ae; TC: 14pp)

Alex's body becomes suffused with chaotic magic that allows her to make focused strikes on an opponent or other target with a reach of up to 15'. These strikes pulse with a gray-blue dim phosphorescent like glow. They're not reliant on the force of the blow itself, rather the damage is dealt by the chaotic energy. Thus even if she barely touches her target with a fingertip the effect will trigger. For opponents that are unfamiliar with her abilities this can be quite the surprise; a mere touch causing the effect of a forceful strike.

•• Magical Motes (Alternate Effect): (Create 2pp/r, Movable +1pp/r, Limited: Only solidified psychic "slivers" -2pp/r, Proportional -1pp/r, Damaging (Move) +1pp/r, Limited Direction (move): Directly Away from You -1pp/r, Limited Material (Move): Only psychic slivers -2pp/r, Resistance (Will) +1pp/r; 1pp/3r, Accurate 3 +3pp/f, Homing 2 +2pp/f, Subtle 1 +1pp/f, Penetrating 3 +3pp/f; 9 ranks; 12pp[/ooc] [color=gray][size=1](1pp AE)

Alex can create solidified fragments of magical energy and launch them. They are extremely difficult to detect and can pierce even reinforced materials. Once launched she has no way to control them but they are linked to their target and will double back and try to strike them up to two additional times if they miss.

•• Healing Touch (Alternate Effect): Healing 6 (12pp) (1pp AE)
Alex can use a soothing magic energy to stimulate rapid healing.

• Mystic Senses: Senses 5 (Detect Life (Ranged) 2pp, Accurate 2pp; Danger Sense (Mental) 1pp) (5pp)
Alex can sense the location of living creatures all around her without any need for focusing or concentration, just as most people see and hear the world around them. Not only does this prevent her from being surprised but it allows her to send magical motes at targets that she isn't even facing, launching them at targets that can even be directly behind her. This sense doesn't detect non-living creatures such as robots, the creature must actually have a life force for her to be aware of it.

• Fae Movement (array)
•• Sprite's Speed: Speed 5 (5pp), Movement 2 (Water Walking, Trackless) Limited to Solid Surfaces 2pp; 7pp total; (7pp Array + 1pp AE; 8pp Total)
Alex can move much more quickly than the typical human being. By leveraging her chi she can reach speeds of up to 60 mph. Not only that but she can move on surfaces that would normally not support her weight, or anyone else's weight for that matter. She can move across thin tree branches, sheets of paper, and even the top of snow without sinking or damaging the surface and able to move normally as well.

rig's Leap: Leaping 4 (4pp), Movement 2 (Water Walking, Trackless) Limited to Solid Surfaces 2pp;  Requires; 6pp; (1pp AE)
Similar to her ability to run at rapid speeds, Alex can also leap great distances. She can cover 120' in a single jump and land on a slender branch without disturbing it only to leap away and land somewhere else.

• Fae Life: Immortality (2pp)
Alex can die. But she doesn't stay dead. She's died dozens of times already and she always finds herself back in her homelands about a month or so later, waking on one of the uncountable small islands there, dressed in whatever she had been wearing last. In actuality she's inherited the distant lineage of a fey bloodline running through her. This mystic bond to the land will always bring her back, alive, to her birth land, regardless of her deaths.

• Fae Wealth: Visions of Fortune: Senses 4 (Precognition), Limited to Luck Trends, Limited to Self, Limited to Financial; 1pp (1pp)
Alex has a subtle and uncanny ability to gain wealth. She finds a coin but its not just picking up a quarter, its a rare quarter worth a few hundred bucks. She doesn't play the lottery but helps a neighbor with groceries who then wins the lottery and gives the nice young woman next door ten grand. Over the years Alex has made and spent an untold amount of money. Currently her wealth is in the high end hundreds of millions.

TOTALS: Abilities (72) + Defenses (17) + Skills (10) + Advantages (21) + Powers (30) = Total (150/150)
CHARACTER DETAILS???

Legal Name: Ophelia Alexandrea Bindings
Goes By: Alex Bindings
Birth Name: Princess Margaret Alexandrine Ingrid Frederik
Nationality: Danish
Info: Caucasian, Female, 22, 5' 4", 132 lbs.
Eyes: Hazel-Green; Hair: Brown
Adopted Father: Lathamer Bindings
Genetic Father: Prince Joachim of Denmark, Count of Monpezat. The youngest son of Queen Margrethe II and Prince Henrik, 6th in the line of succession to the Danish throne.
Origin: Martial Artist, Mystic Endowment

BACKGROUND

She was born to Prince Joachim of Denmark, the Count of Monpezat, as Princess Margaret Alexandrine Ingrid Frederik. She died in a horseback riding accident at the age of 5. She was found just over a month later on a small island on the palace grounds in the middle of the grounds kept lake. Life only got stranger for the young princess from that point on. The media and public were redirected with stories of her initial death being exaggerations to cover possible permanent damage. They bought it, for the most part, other than the fringe media which spun it into a conspiracy theory of alien takeovers of the planet and what-not. She was removed from the public eye as much as possible at that point, private tutors and never leaving the estate being their primary defenses.

When she was 8 and attending one of the exceedingly few public events in which her presence was required she fell victim to her 2nd death. This one, was unfortunately, extremely public. Jim Taylor Lancing, an american ex-military, marine, turned photo journalist, and then conspiracy theorist and anarchist, who was obsessed with death events, assassinated the child princess at her own father's funeral. The long range sniper shot took off the entire top of her skull on national television as her body collapsed forward onto the casket of her father, the single rose rolling from her lifeless hand to fall on the other side of the casket.

She was found just over a month later on a small island a hundred miles to the east. A young girl wearing an identical copy of the blood stained funeral dress was discovered by an older couple fishing nearby. They called it in and she was brought back to the estate and questioned, once again. The older couple was sworn to secrecy as were all the law enforcement involved. At this point in time the royal family was at a loss on how to deal with the situation. A bright young diplomat at the time, located in their american embassy suggested that the child be placed with a foreign located family. He should have kept his mouth shut.

Lathamer Bindings became the proud father of an 8 year old daughter and was relocated to another embassy position immediately. Princess Margaret was given a new name, diplomatic immunity as the daughter of Lathamer Bindings and a new life. She was watched and cared for as well as given a very generous stipend for himself and his daughter, a child born out of wedlock to a woman that passed away in a car crash, at least officially.

BEHIND THE CURTAIN

Alex isn't simply part of the royalty of Denmark, secretly, but she's actually part fae. A recurring but exceptionally rare happening in her bloodline that historically granted those touched by it with numerous small perks and some larger ones. In Alex's particular case the bloodline ran truer than it has ever done so, bringing her back in line with the fae of her original ancestry. Alex hasn't realized this as it is information lost in the verbal myths of her past. A sorcerer or mystical individual could find out this information relatively easily, she's simply unaware of it. As time passes certain other aspects of her nature will also establish themselves (i.e. character advancement). Innate mystical abilities will become more pronounced and grow such as her fae abilities, both the magic and movement arrays.

Motivations / Complications / Relationships / Etc.

Motivation: Alex would like to see the world a better place for her part. Just because. She's a Do Gooder at the core, out to help as many people, in as broad a situation, as she can.

Enemy (3): Jim Taylor Lancing is alive, and in prison for life. But he's positive she's out there somewhere. He isn't wrong of course and not everyone thinks he's crazy at all. He's got a web site that he runs and two "devotees" to his cause. Claire Hutchins and Daniel "Danny" Bleaker are both a few fries short of a happy meal. They're certain that Lancing was merely carrying out his duty. Claire and Daniel are certain that Alex is the girl that he "killed" just over a decade ago. They each have their own "agenda" but all of them include harm to Alex in one way or another.

Fae Fate; Through the Looking Glass: Alex is, without question, a weirdness magnet. Stuff happens that simply defies reason, and it happens all around her. It's been happening her entire life, and to this day, it still does. She's often in the hot spot, regardless of where that is, whether she's at a gas station or a club, somethings going to happen, and it will be strange!

 
SILVER SHRIKEPL 10
OpheliaAlexandreaBindings.jpg
ABILITIES(64pp)Strength: 2 (4pp), Agility: 6 (12pp), Fighting: 4 (8pp), Awareness: 9 (18pp)
Stamina: 8 (16pp), Dexterity: 2 (4pp), Intellect: 0 (0pp), Presence: 1 (2pp)

STRENGTH
2
AGILITY
6
FIGHTING
4
AWARENESS
9
 
STAMINA
8
DEXTERITY
2
INTELLECT
0
PRESENCE
1
ADVANTAGES(17pp)???

Agile FeintYou can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus (see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better)., Benefit: Princess, Diplomatic Immunity 1Daughter of a Denmark ambassador with full diplomatic immunity, Benefit: ClearanceDue to her particular status (i.e. immortality) she has a certain level of clearance within both the government of Denmark and to a lesser degree, the United States, Benefit: Wealth 4Alex is a millionaire having access to an effective unlimited amount of financial resources. She financially seems to have a knack for things "panning out" for her and in fact, she actually does though she's unaware of that fact., Defensive AttackWhen you make a defensive attack (see Maneuvers, page 197), you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry)., EvasionYou have a +2 circumstance bonus to Dodge resistance checks to avoid area effects (see the Area extra in the Powers chapter). If you have 2 ranks in this advantage, your circumstance bonus increases to +5., Favored Environment (Urban Jungle)Urban Jungle - i.e. Buildings, alleys, traffic, sidewalks with mailboxes and street poles, construction sites, etc.

You have an environment you’re especially suited for fighting in. Examples include in the air, underwater, in space, in extreme heat or cold, in jungles or woodlands, and so forth. While you are in your favored environment, you gain a +2 circumstance bonus to attack checks or your active defenses. Choose at the start of the round whether the bonus applies to attack or defense. The choice remains until the start of your next round. This circumstance bonus is not affected by power level.
, Hide in Plain SightYou can hide (see Hiding under Stealth in the Skills chapter) without any need for a Deception or Intimidation check or any sort of diversion, and without penalty to your Stealth check. You’re literally there one moment, and gone the next. You must still have some form of cover or concealment within range of your normal movement speed in order to hide., Move-by-ActionWhen taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed., Power AttackWhen you make a power attack (see Maneuvers, page 198) you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack., Precise Attack (Close, Concealment)When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment., Takedown 2If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target.

A second rank in this advantage allows you to attack nonadjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.
SKILLS(7pp)14 (Total Ranks)/2 = 7pp
* ==> Trained Only

Acrobatics +08* 2r
Athletics +06 4r
CC: Disrupting Touch +14 2r+8p
Deception +01 0r
Exp.: Politics +02* 2r
Insight +09 0r
Intimidation +02 0r
Investigation +00* 0r
Perception +09 0r
Persuasion +01 0r
RC: Magic Motes +14 2r+10p
Sleight of Hand +00* 0r
Stealth +06 0r
Technology +01* 1r
Treatment +01* 1r
Vehicles +00* 0r
OFFENSES

Close, Disrupting Touch +14, Dmg 6, Will Resist (15' reach, Penetrating 5, Magic (variable))
Close, Unarmed Strike +04, Dmg 2, Toughness Resist
Ranged, Unbound Motes +14, Dmg 6, Will Resist (125'/250'/500', Homing 2, Magic)
Ranged, Slumber Motes +08, Affliction 6, Will Resist (125'/250'/500', Cumulative, Magic)
modifiersDefensive Attack
- You can take a penalty of up to -5 on your attack bonus and add the same number to both your active defenses (Dodge and Parry).

Evasion
- +2 circumstance bonus to Dodge resistance checks to avoid area effects.

Favored Environment: Urban Jungle
- +2 circumstance bonus on Attack Checks or Active Defenses
- Selectable at the start of a round.
- NOT limited by power level

Power Attack
- You can take a penalty of up to -5 on your attack bonus and add the same number to the effect bonus of your attack
DEFENSES(15pp)Dodge: 6 (agi) + 6 (6pp) = 12 :: Dodge and Toughness Tradeoff :: 12 + 8 = 20 <= 20
Parry: 4 (fgt) + 6 (6pp) = 10 :: Parry and Toughness Tradeoff :: 10 + 8 = 20 <= 20
Fort: 8 (sta) + 1 (1pp) = 9
Toughness: 8 (sta)
Will: 9 (awe) + 2 (2pp) = 11 :: Fort and Will Tradeoff :: 9 + 11 = 20 <= 20

Dodge +12
Parry +10
Fortitude +09
modifiersDefensive Attack
- You can take a penalty of up to -5 on your attack bonus and add the same number to both your active defenses (Dodge and Parry).

Defensive Roll 4
- You receive a bonus to your Toughness equal to this rank but it is considered an active defense similar to Dodge and Parry so you lose this bonus when you are vulnerable or defenseless.
- This is included in the +08 value under Toughness

Evasion
- +2 circumstance bonus to Dodge resistance checks to avoid area effects.

Favored Environment: Urban Jungle
- +2 circumstance bonus on Attack Checks or Active Defenses
- Selectable at the start of a round.
- NOT limited by power level

Power Attack
- You can take a penalty of up to -5 on your attack bonus and add the same number to the effect bonus of your attack
- Full Power Range: 250 ft. / 500 ft. / 1,000 ft.
Toughness +08
Will +11
POWERS(47pp)Fae Magic 29pp (25pp+4pp in AE's)
Mystic Awareness 4pp
Danger Sense 1pp
Fae Movement 10pp (8pp+2AE's)
Fae Life 2pp
Fae Wealth 1pp

• Fae Magic (array):
•• Disrupting Touch 6 detailsDamage Effect 1pp/rank
Alternate Resistance: Will +1pp/rank
Accurate +4pp
Reach: +5'/+1pp/Flat: +2pp
Penetrating 5r +5pp
Variable Descriptor: magical
Actual Cost: 2pp/rank+6pp
Total Ranks: 6
Final Cost: 25pp

(Alternate Effect)

Alex's body becomes suffused with chaotic magic that allows her to make focused strikes on a target by touch or up to 15'. These strikes typically appear as gray-blue dim phosphorescent energy "puffs"; similar in appearance to dandelion "puffballs" more than anything else. They're not reliant on the force of the blow itself, rather the damage is dealt by the chaotic energy. Thus even if she barely touches her target with a fingertip the effect will trigger. This is always magical in nature but she can vary the type of effect as desired every round. One round she might create a flame while the next she could make it electromagnetic. The puffs vary in coloration depending on their descriptors. For opponents that are unfamiliar with her abilities this can be quite the surprise if released with a touch.

•• Unbound Mote 6 detailsRanged Damage 2pp/rank
Alternate Resistance: Will +1pp/rank
Accurate +5pp/flat
Homing 2 +2pp/flat
Actual Cost: 3pp/rank+7pp
Max Ranks: 6
Virtual Cost: 25pp
Final Cost: 1pp

(Primary Power)

Alex can launch motes of magical energy at distant foes as well. Much like her disrupting touch these motes appear like phosphorescent dandelion "puffs" that streak through the air. Once launched they are linked to their target and will double back and try to strike them up to two additional times if they miss.

•• Slumber Mote 6 detailsRanged Affliction 2pp/rank; Disabled, Defenseless, Asleep resisted by Will
Accurate +3pp/flat
Cumulative +1pp/rank
Indirect +4pp: Originate and aim in any direction

Actual Cost: 3pp/rank+7pp
Max Ranks: 6
Virtual Cost: 25pp
Final Cost: 1pp

(Primary Power)

These small motes of entropic energy can appear anywhere within her range and target opponents in any direction. Originating from anywhere these motes are much less accurate than her other attacks. Instead of causing damage they cause the target to become lethargic and eventually put them to sleep if they fail to resist.

•• Healing Touch 12 detailsHealing 2pp/rank
Actual Cost: 2pp/rank
Max Ranks: 12
Virtual Cost: 24pp
Final Cost: 1pp

(Alternate Effect)

Alex can use a soothing magic energy to stimulate rapid healing with her touch. She can magically repair damage effects.

•• Healing Mists 8 detailsHealing 2pp/rank
Area: Cloud 15' radius, distance rank -1 (up to 15'): +1pp/rank
Auto Stabilize +1 flat
Actual Cost: 3pp/rank+1pp
Max Ranks: 8
Virtual Cost: 25pp
Final Cost: 1pp

(Alternate Effect)

Alex can create a cloud of healing motes in a small area that takes a few moments to dissipate and heals those within it, just as she can with her touch. These have a range of 200'.

• Mystic Awareness detailsSenses 4
- Accurate 1 rank
- Radius 1 rank
- Ranged Mental Sense 2 ranks
Actual Cost: 4pp

Alex is mentally aware of her surroundings at all times, just as most people see and hear the world around them. She can run through a pitch dark room without the need for vision and strike at targets that she isn't even facing, launching ranged attacks at targets that can even be directly behind her.

• Danger Sense detailsDanger Sense (Mental) 1pp
When a threat is about to strike she gets a warning, a subtle flash of precognition of sorts, just enough to let her react without being surprised.

• Fae Movement (array)
•• Sprite's Speed detailsSpeed 6 (6pp)

Movement 2 (Water Walking, Trackless), Limited to Solid Surfaces 2pp

8pp total; (8pp Array + 2pp AE; 10pp Total)

(Primary Effect)

Alex can move much more quickly than the typical human being. Her innate magic allows her to reach speeds of up to 120 mph. Not only that but she can move on surfaces that would normally not support her weight, or anyone else's weight for that matter. She can move across thin tree branches, sheets of paper, and even the top of snow without sinking or damaging the surface and able to move normally as well.

•• Grig's Leap detailsLeaping 6 (4pp)

Movement 2 (Water Walking, Trackless) Limited to Solid Surfaces 2pp

Virtual Cost; 8pp

Actual Cost: 1pp

(Alternate Effect)

Similar to her ability to run at rapid speeds, Alex can also leap great distances. She can cover 500' in a single jump and land on a slender branch without disturbing it only to leap away and land somewhere else.

•• Pixie's Agility detailsMovement: Wall-Crawling 2: 4pp
Movement: Safe Fall 2pp
Movement: Speed 2 2pp
Virtual Cost: 8pp
Final Cost: 1pp

(Alternate Effect)

Alex can climb walls and ceilings at up to 8 miles per hour with no chance of falling and no need for an Athletics check nor is she vulnerable while climbing. So long as she is capable of action she can fall any distance without harm and stop her fall at any point along a distance using any surface / object.

• Fae Life detailsImmortality (2pp)
Alex can die. But she doesn't stay dead. She's died dozens of times already and she always finds herself back in her homelands about a month or so later, waking on one of the uncountable small islands there, dressed in whatever she had been wearing last. In actuality she's inherited the distant lineage of a fey bloodline running through her. This mystic bond to the land will always bring her back, alive, to her birth land, regardless of her deaths.

• Fae Wealth detailsVisions of Fortune:

Senses 4 (Precognition)

Limited to Luck Trends

Limited to Self

Limited to Financial

Actual Cost: 1pp

Alex has a subtle and uncanny ability to gain wealth. She finds a coin but its not just picking up a quarter, its a rare quarter worth a few hundred bucks. She doesn't play the lottery but helps a neighbor with groceries who then wins the lottery and gives the nice young woman next door ten grand. Over the years Alex has made and spent an untold amount of money. Currently her wealth is in the high end hundreds of millions.

TOTALS: Abilities (64) + Defenses (15) + Skills (07) + Advantages (21) + Powers (43) = Total (150/150)
CHARACTER DETAILS???

Legal Name: Ophelia Alexandrea Bindings
Goes By: Alex Bindings
Birth Name: Princess Margaret Alexandrine Ingrid Frederik
Nationality: Danish
Info: Caucasian, Female, 22, 5' 4", 132 lbs.
Eyes: Hazel-Green; Hair: Brown
Adopted Father: Lathamer Bindings
Genetic Father: Prince Joachim of Denmark, Count of Monpezat. The youngest son of Queen Margrethe II and Prince Henrik, 6th in the line of succession to the Danish throne.
Origin: Martial Artist, Mystic Endowment

BACKGROUND

She was born to Prince Joachim of Denmark, the Count of Monpezat, as Princess Margaret Alexandrine Ingrid Frederik. She died in a horseback riding accident at the age of 5. She was found just over a month later on a small island on the palace grounds in the middle of the grounds kept lake. Life only got stranger for the young princess from that point on. The media and public were redirected with stories of her initial death being exaggerations to cover possible permanent damage. They bought it, for the most part, other than the fringe media which spun it into a conspiracy theory of alien takeovers of the planet and what-not. She was removed from the public eye as much as possible at that point, private tutors and never leaving the estate being their primary defenses.

When she was 8 and attending one of the exceedingly few public events in which her presence was required she fell victim to her 2nd death. This one, was unfortunately, extremely public. Jim Taylor Lancing, an american ex-military, marine, turned photo journalist, and then conspiracy theorist and anarchist, who was obsessed with death events, assassinated the child princess at her own father's funeral. The long range sniper shot took off the entire top of her skull on national television as her body collapsed forward onto the casket of her father, the single rose rolling from her lifeless hand to fall on the other side of the casket.

She was found just over a month later on a small island a hundred miles to the east. A young girl wearing an identical copy of the blood stained funeral dress was discovered by an older couple fishing nearby. They called it in and she was brought back to the estate and questioned, once again. The older couple was sworn to secrecy as were all the law enforcement involved. At this point in time the royal family was at a loss on how to deal with the situation. A bright young diplomat at the time, located in their american embassy suggested that the child be placed with a foreign located family. He should have kept his mouth shut.

Lathamer Bindings became the proud father of an 8 year old daughter and was relocated to another embassy position immediately. Princess Margaret was given a new name, diplomatic immunity as the daughter of Lathamer Bindings and a new life. She was watched and cared for as well as given a very generous stipend for himself and his daughter, a child born out of wedlock to a woman that passed away in a car crash, at least officially.

BEHIND THE CURTAIN

Alex isn't simply part of the royalty of Denmark, secretly, but she's actually part fae. A recurring but exceptionally rare happening in her bloodline that historically granted those touched by it with numerous small perks and some larger ones. In Alex's particular case the bloodline ran truer than it has ever done so, bringing her back in line with the fae of her original ancestry. Alex hasn't realized this as it is information lost in the verbal myths of her past. A sorcerer or mystical individual could find out this information relatively easily, she's simply unaware of it. As time passes certain other aspects of her nature will also establish themselves (i.e. character advancement). Innate mystical abilities will become more pronounced and grow.

Motivations / Complications / Relationships / Etc.

Motivation: Alex would like to see the world a better place for her part. Just because. She's a Do Gooder at the core, out to help as many people, in as broad a situation, as she can.

Enemy (3): Jim Taylor Lancing is alive, and in prison for life. But he's positive she's out there somewhere. He isn't wrong of course and not everyone thinks he's crazy at all. He's got a web site that he runs and two "devotees" to his cause. Claire Hutchins and Daniel "Danny" Bleaker are both a few fries short of a happy meal. They're certain that Lancing was merely carrying out his duty. Claire and Daniel are certain that Alex is the girl that he "killed" just over a decade ago. They each have their own "agenda" but all of them include harm to Alex in one way or another.

Fae Fate; Through the Looking Glass: Alex is, without question, a weirdness magnet. Stuff happens that simply defies reason, and it happens all around her. It's been happening her entire life, and to this day, it still does. She's often in the hot spot, regardless of where that is, whether she's at a gas station or a club, somethings going to happen, and it will be strange!

 
Edited by Ryfte (see edit history)
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4 minutes ago, HarbringerInsanity said:

Question. How much did we know already? Were any of us aware of the fact that the Crusaders haven't been around? How long ago were we invited?

Great question: your heroes were approached weeks prior to the current scene and none of them knew about the Crusaders' absence. The heroes would be aware of the Crusaders often leaving Olympolis to address problems in other cities or even in outer space. Apologies for not making that known up front. 

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How I GM:

I like players to use the rules to the best of their ability when deciding on their characters' actions. You want to do something, pick the related Ability, skill, power, action/maneuver, advantage and roll the d20 😃 I don't play "Mother-May-I" style where you have to ask the GM if and how you can RP. In my opinion players should let it rip and have fun. Now if you want to perform an action but aren't sure about the rule, ask about the rule OOC and roll anyway. Once I get to the question I'll cover the rule/ruling and off we go. 

I will not punish players for being active or even aggressively-creative while In-Character. Playing RPGs is all about making fun choices and seeing where they take our characters and as long as you're respecting the group OOC and IC, you never have to ask my permission to RP your character 😉

@HarbringerInsanity it's a DC10 Expertise check that functions like an Investigation/Gather Information check. The roll result determines what Custodian knows about the Crusaders.

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@Ryfte There's no apparent threats in the area, just a lot of pedestrian traffic on the sidewalks and streets. The superheroes are getting plenty of stares but no one seems to be watching other than the reporter.

@rauhric There is an unusual device wired into the electronic door security system. To identity the device requires a DC30 Technology check or a DC20 Investigation (Well-Informed) check. The X-ray scan reveals what looks like normal humans walking around inside but nothing immediately unusual other than the tech on the door. Finally, there's no response to his 'cybernetic communication'.

 

Edited by Jedaii (see edit history)
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29 minutes ago, rauhric said:

Thanks for the info. Question on some background info that I might have missed: When did receive those invitations and how did it find to us?

The PCs would have been invited to join weeks ago by a Crusader they encountered on patrol or while fighting crime. 

@HarbringerInsanity Hm. Custodian would detect an odd aura around SS, certainly.

 

Edited by Jedaii (see edit history)
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