EDIT: No longer a submission. Superceded by Sparks, two pages from here.
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This is still a rough sketch of a character. Her main flaw at the moment, from a normal superhero game perspective, is the lack of a movement power and only a single offensive power. I don't know if that's an issue in this game. Her other flaw is a lack of Deception. "Were you reading my mind?" "No-o?"
Spending 27 points on an intell-gathering, non-combat power is investing a lot in strategic superiority.
And it is this part of the build that you should probably pay attention to. Especially when you combine the "Open Minded" and "Sees too damned much" effects. Secrets she can suss out. But can she survive to tell them?
Precog and Postcog are relegated to to an alt effect and the quirk on the main effect means she can only use them when she is alone.
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Destiny
(Hero; PL: 12; PP: 200/200)
STR: 0;
AGL: 0;
FGT: 0;
AWE: 8
STA: 8;
DEX: 6;
INT: 0;
PRE: 2/0
Dodge: 16/4,
Parry: 16/4,
Fortitude: 9,
Toughness: 8,
Will: 15
COMBAT
Initiative: +8; Close: +0; Ranged: +6
- Grab: +0 (Special DC 10) Range: Close
- Hand of Fate: Damage 4+6: +14 (DC 25) Range: 250/500/1000 ft.
- Open Minded: Mind Reading 6: +6 (DC 16)
- Throw: +6 (DC 15)
- Unarmed: +0 (DC 15) Range: Close
SKILLS: Athletics +0; Deception +2; Expertise: Cuisines and Wines +10 (10r); Insight +20 (12r); Intimidation +2; Investigation +20 (20r); Perception +20 (12r); Persuasion +20 (18r); Stealth +0; Technology +9 (9r)
LANGUAGES: English
ADVANTAGES: Benefit, Wealth (well-off), Connected (free), Defensive Attack, Initiative based on Awareness, Luck 6, Well-informed (free)
POWERS- (House Rule) Dex-based Damage - Flaws: Device: Removable (No cost)
- Dex Damge: Damage 6 - Extras: Increased Range (Ranged), Stacks with: Hand of Fate: Damage 4+6
- (House Rule) PRE-based Advantages: Enhanced Presence 2 +2 PRE - Ability: Presence; Advantages: Connected, Well-informed; Flaws: Limited: House Rule (4 PP)
- Anticipates all: Enhanced Trait 24 - Traits: Dodge +12, Parry +12 (24 PP)
- Controls Fate: Luck Control 4 - Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other (12 PP)
- Fake Photophobia: Immunity 5 - Sensory Affliction Effects; Flaws: Limited: Vision Only (3 PP)
Although immune to flash effects, she wears dark sunglasses all the time. She claims to have photophobia, light sensitivity.
- Hand of Fate: Damage 4+6 - Extras: Accurate 4 (+8), Increased Range (Ranged), Subtle 2 (Undetectable), Variable Descriptor: Fate Intervenes (Close group - fate intervenes) (15 PP)
This "attack" is her causing fate to intervene on her behalf. The target is hit by something in the environment in the most opportune location.
- Iron Stomach: Immunity 2 - Disease, Poison; Flaws: Limited - Half Effect (1 PP)
- Open Minded: Mind Reading 6 - Extras: Insidious, Precise, Reaction 3 (Reaction), Subtle 2 (Undetectable); Flaws: Limited to Surface Thoughts, Permanent, Quirk: Must be completely isolated to use Alternate Effects, (29 PP)
If someone interrupts her while she is using an alternate effect, the main effect immediately kicks in and the alt effect is ended.- Alt: External Awareness: Remote Sensing 12 Range: 16 miles - Affects: 2 Types, inc. Visual - Sight and Sound; Extras: Subtle 2 (Looks normal); Flaws: Concentration (1 PP)
- Alt: Senses: Senses 8 - Postcognition, Precognition (1 PP)
- Sees Too Damned Much: Senses 16 - Analytical (Type): Vision, Counters All Concealment: Vision, Extended: Vision 2 (X100), Penetrates Concealment: Vision, Radius (Type): Vision, Ultravision (16 PP)
Gender: Female
Age: 42
Eyes: Blue
Hair: Brunette
Height: 5' 7"
Weight:136 lb.
BACKGROUND
Kara Karsten is a reporter for Food and Wine magazine. She was reporting on the vinyards in the Okanagan valley when the event happened.
She had no idea most people had not survived nor that anything had happened to her until the thoughts started popping into her mind. Then luck seemed to be on her side. She once stopped a mugger when an unexpected pipe struck him in the head.
Every now and then she hears a disturbing thought. She's never positive of the source of the thought. But the thought is of a government agent observing her. She is not sure what they suspect about her but she guesses they are aware of her special abilities.
COMPLICATIONS- Agoraphobia: Large crowds flood her mind with the surface thoughts of everyone around her. She can actually handle all that noise but she avoids crowds because she thinks it will overwhelm her.
- Motivation: Doing Good
- Relationship: On again/off again, she can never remember the state of her relationship with Vance Stanpoole, chef, restauranteur, bon vivant. He does seem to always be underfoot though.
- Responsibility: Working as a food critic means being places and having to spend time wining and dining people.
MOVEMENT AND STRENGTH DATA
Size: Normal size ~6 ft.
Walking: 2 miles/hour; 30 feet/round;
Running: 4 miles/hour; 60 feet/round
Swimming: 1/2 mile/hour; 6 feet/round
Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
Throwing Distances: 200 lbs. up to 6 ft, 50 lbs. up to 30 ft, 12 lbs. up to 120 ft
TOTALS: Abilities: 44, Powers: 104, Advantages: 9, Skills: 27, Defenses: 16 -> 200
HOUSE RULES- Skill Points: 3 Skill Points per PP
- Optional Rules: Choose Starting PP
- Etc