Monk

Whisp's page

77 posts. Alias of Electric Monk (RPG Superstar 2013 Top 32).


Full Name

Whisp

Race

AKA. Isabelle "Iz" White; 15YO;

About Whisp

Summary Statistics:

Hero Points: 2

Abilities
Strength 0, Stamina 3, Agility 6, Dexterity 2, Fighting 3, Intellect 2, Awareness 1, Presence 1

Skills:
Acrobatics 9, Athletics 2, Persuasion 3, Insight 4, Perception 5

Offense
Initiative: 19/22

Linked Teleport/ heal / alternate effect attack: (Light energy, 30ft. range)
. Heal 4, unreliable, limited (self)
. Array:
. . Teleport/Affliction attack: DC 18 Dodge, DC 18/14 (Will), 1st degree: dazed, 2nd degree: stunned.
. . Teleport/Damage attack: DC 15 Dodge, DC 20/17 (Fort).

Defense
Dodge: 14 / 19 vs area effect.
Parry: 3+1 = 4
Fort: 1 + 3 = 4
Toughness: 1+1=2 / 6 active
Will: 5

Concealment rank 4: All visual senses, partial, must have moved in alternate form on the previous round.
Uncanny dodge: not vulnerable when surprised or off-guard.
Insubstantial (light): Immune to physical damage and light energy damage.

Other Abilities

Teleport / Attack / Heal 4 (unreliable) (see offense)
Fly Rank 10 (2000MPH)/ insubstantial alternate form, daylight radius (15ft), concentration to fly at ranks 1, 2, 3 or 4, can not move at, or below rank 0.
Agile Feint: Use move speed (up to 10) or Acrobatics (9) to feint.
Move-by-Action: Move, Act, Move

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Apperance:

Isabelle (Iz) is short at 5ft.1in. with pale freckled skin, medium length brown hair pulled back into a ponytail or pigtails, and a thin build with long legs, small breasts and a thin waist. Being somewhat long-sighted, Isabelle wears glasses and, as a bit of a tom-boy tends to favour jeans and t-shirts, often with a military-style cap, rather than dresses or skirts.

Personality:

Iz is happy-go-lucky, generally failing to take situations seriously and trying to have fun. She has a sarcastic wit, but is generally good-natured and hard to offend. She is, however, a bit self-conscious about her boyish frame which she thinks makes her look like she's still twelve. In reality, however, she is rapidly developing into a good-looking, though slight, young woman.

Power descriptions:

Organic Photon Body
Whisp has the ability to convert the tissues of her body into a form of organic photons, appearing as a flying blue bright sphere of light. In this form she can move through objects permeable to light, including glass and water. She can not, however stop moving, or move slowly, dematerialising if she does so. Moving at a relatively normal pace (below 30MPH) is difficult, requiring concentration, and moving at less than 8MPH is unreliable.

Organic Laser
For very short periods, Whisp can concentrate her form into a biological laser, hurting or stunning any object or person she passes through. When she does this, she is able to somewhat reconstitute herself, healing minor wounds and scrapes.

Blurred Halo
When moving, Whisp's outline is blurred by photons that she spontaneously emits. This effect continues for a short time after she rematerialises and makes her exact position difficult to discern.

Enhanced Neurology
Whisp's nervous system has responded to her emerging powers by becoming supernaturally fast, operating at light speed. As a consequence, she has developed extremely fast reflexes which allow her to fight and dodge highly effectively despite her lack of combat training.

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BUILD DETAILS

Powers 76CP:

* Organic Photon Body (Linked alternate form)

Whisp can

. . . . Flight rank 10: 2000MPH, 4 miles / round
(2CP/rank), Sustained, Concentration required at speed ranks 1,2,3 or 4 (-4CP), Quirk: Can not move at, or below rank 0 (automatically drops into normal form) (-1CP), unreliable at ranks 1,2 (-1CP/rank)
(Cost = (2 x 10 - 4 - 1 - 2) = 13CP)
. . . . Insubstantial rank 3 (light energy)
(5CP/rank), Sustained
(Cost = (5) x 3 = 15CP
. . Environment (light) rank 1
Full sunlight (2CP/rank), 15ft. radius.
(Cost = (2/2) = 1 x 1 = 1CP
. . Quirk: Can not speak whilst in energy form. -1CP.

TOTAL Cost: = 13 + 15 +1 -1 = 28CP)

* Organic Laser Strike (Linked: Teleport + Linked damage/alternate damage or affliction attack.)
. . Teleport rank 1:
(2CP/rank)(Rank 1: Standard action, 30 ft.) Change Direction (+1CP flat), Change Velocity (+1CP flat), Reduced action: Standard Action (+1/rank), Reduced range (-1CP/rank)
(Cost = (2+1-1) x1 +1+1= 4CP)
. . Heal rank 4
(2CP/rank), Personal only (-1/rank), unreliable (-1/rank)
(Cost = (2-1-1) = 1/2 * 4 = 2CP
. . Alternate affliction / damage effect
. . . . Affliction, rank 10:
(1CP/rank) (Rank 10: Line area 5 x 30 ft., 1st degree: dazed, 2nd degree: stunned, DC 20, Dodge/ DC 20/15 Will), Limited Degree (-1CP/rank), Area (+1CP/rank),
(Cost = (1-1+1) = 1 x 10 = 10CP)
. . . . Damage, rank 5:
(1CP/rank) (Rank 5: Line area light energy 5 x 30 ft., DC 20 Dodge / DC 20/17 Fort)
Area (+1 CP/rank)
(Cost = (1+1) = 2 x 5 = 10CP
TOTAL Cost: = 10 + 4 +2 = 16CP

TOTAL COST: 28+16 = 44CP
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Concealment rank 4
(rank 4: All visual senses), partial (-1CP/rank), limited - must have moved previous round (-1CP/rank)
Cost: 2-1-1 ~ 1/2 x 4 = 2CP
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Enhanced traits: (30 CP) (enhanced neurology)
+3 Agility (6CP); +2 Fighting (4CP); +12 Dodge (12CP); +4 Will (4CP) +2 Stamina (4CP)
Cost: 6+4+12+4+4 = 30CP

TOTAL POWERS = 44+2+30 = 76

Raw Abilities 22CP:

Strength (0), Stamina (1), Agility (3), Dexterity (2), Fighting (1), Intellect (2), Awareness (1), Presence (1)
TOTAL ABILITIES = 0+2+6+4+2+4+2+2 = 22CP

Advantages 13CP:

Defensive roll (4) = 4CP
Evasion (2) = 2CP
Improved initiative (4) = 4CP
Uncanny dodge = 1 CP
Agile feint = 1 CP
Move-by-action = 1 CP

TOTAL ADVANTAGES = 13CP

Skills 9 CP:

Acrobatics (4), Athletics (3), Persuasion (2), Insight (3), Perception (4),

TOTAL SKILLS = 18/2 = 9CP

Powers 76 + Abilities 22 + Advantages 13 + Skills 9 = 120CP