Solar Flare (Mutant Human, APPROVED)

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Solar Flare (Mutant Human, APPROVED)

Postby Solar Flare » Sat Sep 12, 2009 10:35 am

Player Name: Sasq
YIM Handle: Sasqaricious

Character Name: Aurora Saturnalia
Power Category: Human Mutant
Alias: Solar Flare
Alignment: Scrupulous
XP Level: 4
XP Points: 11,311 (Updated 7/10/2010 - Blackhaunt)
Next Level @ XP: 16,501
Birth Order/Family Ties: Unknown other then adoptive family
Land of Origin: Raised in Inuvik, Canada but born somewhere in the USA
Childhood Environment: Found and raised by one of the traditional tribes
Social/Economic Background: Actual parents were Highly Skilled/Upper class
When Extraordinary Abilities First Manifested: At birth and continually appeared as she grew in age.
Disposition: Some what withdrawn as she is not used to being out in the "Real World"
Insanity: Kleptomania and a healthy obsession with Crimebusting!

(Solar Powered bonuses: 20% in the day; 40% under the full sun)
I.Q.: 19 (+5% to skills)
M.E.: 12
M.A.: 16
P.S.: 19 (23 / 27)
P.P.: 21
P.E.: 19
P.B.: 30 (36 / 42)
Speed: 24 (29 / 34)

PPE: 15
HP: 40
SDC: 100 (160)
Age: 19
Sex: Female
Height: 5’8”
Weight: 132lbs
Description: Beautiful girl with Blonde hair and blue eyes

Natural Abilities
Trust/Intimidate: 40%
Charm/Impress: 92%
Land Speed: 17.9mph (61.62mph / 25.35mph)
Flying Speed: 280mph
Perception: 0

Mutant Characteristics
Angelic Beautiful Face

Super Abilities (Powers grow with age and experience)

Major Powers
Control the Void (PU3, p. 53)
* Can see all spectrums of light.
Star Blast - Damage: 1D6x10 in space (5D6 elsewhere); Range: 1000 feet +100 feet per level (Half in atmosphere); APM: Each blast costs one melee attack; Bonuses: +1 to strike on an aimed shot.
Bolt of Cold - Damage: 3D6 +1D6 per level per blast; Range: 500 feet; APM: Each blast costs one melee attack; Bonuses: +2 to strike on an aimed shot.
Radiation Heat Blast - Damage: 3D6 from one hand or eye, or 6D6 damage by a simultaneous attack from both hands or eyes. The victim exposed to the radiation heat blast must roll percentile dice. A roll of 1-30% means they have radiation sickness (HU2, p. 268); APM: Whether one or two simultaneous blasts, it counts as one melee attack; Bonuses: +3 to strike on an Aimed shot, +1 to strike if shooting wild.
The following can only be done when in space:
* Does not need Oxygen
* Protection from space – Negate space effects in a crippled spaceship or 15 diameter bubble
* Flawless sense of direction and distance in space
* Gravity Well and Gateway Activation
Meteor Shower – Can create one small, soccer ball-sized meteor per level. Damage: 5d6 per meteor; Range: Up to 6000ft; APM: One at a time or a volley of two or more count as one melee attack. Note: In the alternative, she can direct an existing meteor weighing up to one ton per level to avoid hitting him, or to change it's course, picking up speed and be directed to hit a specific target. In this case, range is doubled and the meteor does 2D4x10 damage per ton.

Energy Conversion (3rd; PU3, p.60)
Range: Can affect an energy source by touch or up to 200ft away, provided he has a clear line of sight on the energy source or energy beam. The range of the energy being fired is half that of the weapon/energy that it originally was.
Duration: Instant results, as long as character is touching or focusing on the source of energy.
Damage/Effects: To protect, can lessen the damage inflicted by regulating by increments of 1D6. Harmless energy can be converted into damaging energy causing 1D6 damage per level. Each converted blast/beam counts as one melee attack.
APM: Each use counts as one attack. To sustain a conversion, she must spend one action per round.

Minor Powers
Solar Powered (PU1, p.41) – Note: Because of the unique characteristics of Solar energy, the only energy the character can create with Energy Conversion is the equivalent of artificial light (for nourishment).
* Never gets hungry, nor fatigues when exposed to sufficient sunlight and can supplement nutritional needs with solid food and water whenever necessary, though she'll feel bloated and sluggish (reduce Spd by 10%, all bonuses at -1).
* Sense the exact moment of the rising and setting of the sun
* Recognize vampires and any creature that fears the sun, for what they are.
* Cannot be turned into undead
* Bio-regenerates damage – 2d4/melee; 1d4/melee without sunlight.
* Increase P.S, P.B and Spd; 20% during the daytime, even if overcast or indoors; 40% if outdoors on a sunny day or in an environment bathed in sunlight, or if she has already spend a full six hours in the sun (which keeps him fully powered for the rest of the day).
* Increase range of most energy expulsion powers by 20% during the daytime, or 50% if light- or laser-based.
* Has perfect eyesight, can literally see like a hawk; ie. can see a rabbit-sized target from two mile range with a clear vantage point.
* Being deprived of sunlight for prolonged periods of time has a devastating effect.
* Vulnerable to magic or super abilities that involve darkness, shadows and night; they do double damage and/or saves against them at half usual bonuses.
* Artificial light does NOT empower her in any way besides nourishment.

Wingless flight
* 200mph +20mph per level. Can hover several inches above the ground during combat in order to use his full bonuses.

* Cold
* Heat/fire
* Pressure
* Radiation

- Half Damage from all energy
- One Quarter Damage from all Light Based Attacks

Damages from powers (Add 20% to all ranges and damage, after rolling, when Solar Powered)
Star Blast(Light Damage) - Range: 1300ft (650ft in atmosphere); Damage: 1d6X10 in space, 5D6 in atmosphere; Bonuses: +1 to strike on aimed shot, +50% when daytime.
Bolt of Cold - Range: 500ft; Damage:7d6; Bonuses: +2 to strike on aimed shot
Radiation Heat Blast - Range: 160ft; Damage: 3d6 or 6d6, 1-30% to inflict Radiation sickness; Bonuses: +3 to strike on aimed shot, +1 on wild.

Basic Skills
Mathematics: Basic - 80% (+5%)
Speak: Inuit - 95% (+5%)
Read/Write: Inuit - 70% (+5%)

Athletics Program
* Sense of Balance - 88% (+2%)
* Walk Tightrope or High Wire - 91% (+3%)
* Work Parallel bars and rings - 91% (+3%)
* Climb Rope - 98% (+2%)
* Back Flip - 98% (+2%)
* Prowl - 50%
* Climbing - 67%

Hth: Expert

Technical Program
Art - 75% (+5%)
Writing - 65% (+5%)
Language: English - 90% (+5%)
Literacy: English - 70% (+5%)

Special Police Skills (3rd Level])
W.P. Pistol
Radio: Basic - 55% (+5%)
Criminal Science (doesn't include Forensic Medicine) - 45% +(5%)
Law (general) - 35% (+5%)
Intelligence - 41% (+4%)

Secondary Skills
Anthropology - 45% (+5%)
Play Musical Instrument (Inuit flute; Professional) - 70% +5%
Dance (Professional) - 65% (+5%)
Land Navigation - 46% (+4%)
Identify Plants & Fruits - 50% (+5%)
(3rd) Athletics
(3rd) Swimming - 65% (+5%)

Bonuses: In daylight; In full sunlight; In flight
Combat Data
HTH Type: Expert
Number of Attacks: 7 (+1 / +1)
Initiative Bonus: +2 (+3)
Strike Bonus: +5 (+7)
Parry Bonus: +10 (+12)
Dodge Bonus: +9 (+13 when hovering/flying under 80mph; +15 when flying 90mph+)
Disarm Bonus: 0 (+2)
HTH Damage Bonus: +4 (+8 total / +12 total; +4 per 20mph of flight)
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +2 (+4)

Weapon Proficiencies

Saving Throw Bonuses
Coma/Death: +8%
Toxins (15+): +2
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): 0
Psionics (varies): 0
Last edited by Solar Flare on Sat Aug 07, 2010 12:57 pm, edited 15 times in total.
Solar Flare

Re: Solar Flare - (Equipment)

Postby Solar Flare » Sat Sep 12, 2009 4:55 pm

Equipment List

Cash at hand: $100,333 (At the base)
Last edited by Solar Flare on Sun Sep 13, 2009 1:14 pm, edited 2 times in total.
Solar Flare

Re: Solar Flare - (History)

Postby Solar Flare » Sat Sep 12, 2009 4:56 pm

Background Story

Of her true parentage Aurora knew nothing. She was never told of how she seemed to arrive at the Inuit tribe. Even when she asked her guardians all they would say is that the great spirit had a purpose for her and that she was sent by some who needed her to fulfill in an odd way the Great Spirits wishes. Even if they did not know it! Apparently she was named by her true parents but that is all she knew. She did not ask how the people knew she had some special gifts or knew that they had to cultivate these gifts. It was always the Great Spirit this, the Great Spirit that. But she did learn to accept it.

By her 8th birthday a fair number of her powers had come forth. All of them based on the powers of a star. Her training in the environment became grueling instead of the standard childhood, and in many ways this made her an embittered child. Angry at her lot in life and seeing no other way to change it. This all changed by her 16th b-day when she met the boy of one of the neighboring tribes. With him she ran away, trying to reach a more civilized land but what happened next was completely unexpected. Unfortunately they left just before the first fall started to fall. They made it only halfway to Yellowknife before the snow started really coming down but that is about as far as they could. The vehicle gave out, there was no sun and they could not find any source to help her boyfriend. As such despite all she could do he died When her people came upon her she was cradling the boy while attempting to cry.

The next 2 years after learning her lesson she delved deeply into her lessons, no more anger as she learned what she did was selfish, and on the 18th day of celebration of her birthday they informed her that it was time for her to depart and head back to the land of her birth. With that they handed her a passport and the only indication of her actual parentage was, a scrap of paper from a tattered old passport that said last name Saturnalia as well as other additional bits of info. There was no first name and nothing else to track other then the company name. With all that she did head to Century station where the company was now based out of.

Edited for continuity.
Solar Flare

Power Grid

Postby Blackhaunt » Wed Jun 23, 2010 2:22 pm

Let the GAMES begin.
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