Harbor City Witch Light: Difference between revisions

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'''Secret identity''': Evelyn Combs. founding partner of combs and associates (a small but successful law firm focusing on marital and contract law)
'''Secret identity''': Evelyn Combs. founding partner of combs and associates (a small but successful law firm focusing on marital and contract law)


'''Qualities''':
 
== Qualities ==
 


Pretty +4 (+2/0/-2/gone)
Pretty +4 (+2/0/-2/gone)
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Flaw: Staunch Feminist. Strongly believes that women need to "work together" and "Be strong" to have any sense of equality. will almost always side with women in conflicts and will only harm other women as a last resort.
Flaw: Staunch Feminist. Strongly believes that women need to "work together" and "Be strong" to have any sense of equality. will almost always side with women in conflicts and will only harm other women as a last resort.


'''Powers'''


''Body of light'' +6. (see above). gives a +6 to all defense rolls and various stunts
== Powers ==
 
 
'''Body of light''' (+6) gives a +6 to all defense rolls and various stunts


Stunt: Flight +2 (can float/fly/hover)
Stunt: Flight +2 (can float/fly/hover)
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Stunt: Blinding Flash +2 (as blast power, but doing only failure rank damage. range downshifted to 10 yards. damage upshifted one rank (+4 failure ranks). can spend hero points to make this a super scale attack, causing successful hit to cause +13 damage)
Stunt: Blinding Flash +2 (as blast power, but doing only failure rank damage. range downshifted to 10 yards. damage upshifted one rank (+4 failure ranks). can spend hero points to make this a super scale attack, causing successful hit to cause +13 damage)


''Witchlights'' +0 (minions). can conjure and command smaller balls of light. Can communicate to/with her minions at a range of up to 7 miles at normal conversational speed. can tell if a minon can be defeated/destroyed. can unsummon minions if they are within sight range. witchlights cannot fly but can hover over land up to 5' off the ground. Can "climb" up objects and float across water at slow speeds.
'''Witchlights''' (minions +0). can conjure and command smaller balls of light. Can communicate to/with her minions at a range of up to 7 miles at normal conversational speed. can tell if a minion can be defeated/destroyed. can unsummon minions if they are within sight range. witchlights cannot fly but can hover over land up to 5' off the ground. Can "climb" up objects and float across water at slow speeds.


Lesser Witchlights: can have up to 7 of these at once. They are self-aware and have basic human-level intelligence. can be given up to a list of 7 commands/directives. Lesser witchlights are banished after 2 levels of damage. the seven lesser witchlights (one of each color) can speak and possess individual personalities.
Lesser Witchlights: can have up to 7 of these at once. They are self-aware and have basic human-level intelligence. can be given up to a list of 7 commands/directives. Lesser witchlights are banished after 2 levels of damage. the seven lesser witchlights (one of each color) can speak and possess individual personalities.

Latest revision as of 03:36, 13 December 2009

Witch Light

Appearance: A shimmering ball of light about the size of a beach ball. generally a blue/white color, but can and does change colors according to mood. Speaks in a voice that sounds like chimes. the shimmer of the light tends to both sooth and catch the eye so she's hard to miss. Commonly surrounded by a cloud of smaller lights of various colors much like a central star with orbiting planets.

Secret identity: Evelyn Combs. founding partner of combs and associates (a small but successful law firm focusing on marital and contract law)


Qualities[edit]

Pretty +4 (+2/0/-2/gone) Lawyer +4 (+2/0/-2/gone) Martial Arts +2 (0/-2/gone) Diplomatic +2 (0/-2/gone)

Flaw: Staunch Feminist. Strongly believes that women need to "work together" and "Be strong" to have any sense of equality. will almost always side with women in conflicts and will only harm other women as a last resort.


Powers[edit]

Body of light (+6) gives a +6 to all defense rolls and various stunts

Stunt: Flight +2 (can float/fly/hover)

Stunt: prismatic beam +2 (as beam power, does super scale (+9) to objects, standard to living creatures. can spend a hero point to do super scale to living. can be dodged, reflected, blocked by not parried)

Stunt: Witchlight +2 (as bolt power, except that its a ball of energy vs a laser)

Stunt: blinding flash +2 (1 downshift in range (10 yards), 1 downshift in effect (+4), successful hit does failure ranks instead of damage)

Stunt: ghostlight. changes light from visible light to infrared, making her invisible to normal sight. has a slight "heat shimmer" effect when invisible so can be detected on a success of 9 or better. (while invisible, gets 2 upshifts on attacks and attackers suffer 2 downshifts to hit)

Stunt: Blinding Flash +2 (as blast power, but doing only failure rank damage. range downshifted to 10 yards. damage upshifted one rank (+4 failure ranks). can spend hero points to make this a super scale attack, causing successful hit to cause +13 damage)

Witchlights (minions +0). can conjure and command smaller balls of light. Can communicate to/with her minions at a range of up to 7 miles at normal conversational speed. can tell if a minion can be defeated/destroyed. can unsummon minions if they are within sight range. witchlights cannot fly but can hover over land up to 5' off the ground. Can "climb" up objects and float across water at slow speeds.

Lesser Witchlights: can have up to 7 of these at once. They are self-aware and have basic human-level intelligence. can be given up to a list of 7 commands/directives. Lesser witchlights are banished after 2 levels of damage. the seven lesser witchlights (one of each color) can speak and possess individual personalities.

Minor Witchlight: (how many?) as lesser witchlights but much less intelligent and smaller. Child-like intelligence. can be given a single command to obey. anything beyond basic "go here, do this" level of commands require a 7+ roll to succeed or they make a mistake or get confused. any damage to a minor light banishes it. minor witchlights can be told to give messages to other people but otherwise do not speak.

witchlights do not attack individually, but en masse. if used as a defense, they do not attack but take any damage to witchlight first. if used as an attack, they are considered a single +0 "attack" which does normal damage.