[OOC] World's Finest: Character Sheet Repository.   Posted by Editor.Group: 0
Editor
 GM, 72 posts
Sun 30 Apr 2017
at 15:41
[OOC] World's Finest: Character Sheet Repository.
Please post your sheets here, and update them as it becomes necessary. Commentary on the sheets should be made in the OOC Talk thread.

This message was last updated by the GM at 15:42, Sun 30 Apr 2017.

Mera
 Queen of Atlantis, 63 posts
 None; -0 I HP 1
 P13 D13 F10 W14 T13
Sun 30 Apr 2017
at 16:45
[OOC] World's Finest: Character Sheet Repository.

MERA


Queen Of Atlantis

STRSTAAGLDEXFGTINTAWEPRE
1110418344
DEFENSEOFFENSE
DODGE 13 Trident +12, Close Damage 14, Penetrating 14, Reach, Disarming, Crit 19-20
PARRY 13 Unarmed +12, Close Damage 11
TOUGHNESS 13 Hydrokinesis: Constructs 12, Create 11, Movable, Selective, Feature: Elaborate, Stationary
FORTITUDE 10 Hydrokinesis: Control 12, Damaging Move Object 14, Fast Grab, Improved Disarm, Grab & Hold
WILL 14 Hydrokinesis: Dehydrate, Perception Range Affliction 11, [Fatigued, Exhausted, Incapacitated; Fortitude], Cumulative
SKILLSADVANTAGES
 Athletics (+11) Attractive
 Deception (+4) Benefit 4 (Queen of Atlantis)
 Expertise†: Atlantean 5 (+8) Close Attack 4
 Expertise†: Atlantean Sorcery 7 (+10) Equipment
 Expertise†: Head of State 2 (+5) Extraordinary Effort
 Insight 6 (+10) Favored Environment (Aquatic)
 Intimidation (+4) Languages 2 (Atlantean, English, Spanish)
 Perception 6 (+10) Power Attack
 Persuasion 6 (+10) Ranged Attack 9
 Ranged Combat: Hydrokinesis 2 (+12) Ritualist
 Stealth (+4) Takedown 2
 Technology† 2 (+5) 
 Vehicles† 4 (+5) 

POWERS

 Atlantean Physiology
  • Immunity 3 [Cold, Pressure, Drowning]
  • Movement 1 [Environmental Adaptation (Aquatic)]
  • Senses 2 [Low-light Vision, Extended Hearing]
  • Connection to The Clear: Feature [Animal Empathy towards aquatic life, minor (+2) circumstance bonus to Insight and Persuasion checks when interacting with others that share this connection, but a minor (-2) penalty with those who don't]
(8 points)
  • Swimming 13
  • Alt: Leaping 13
(14 points)
 Hydrokinesis
  • Water Shield: Enhanced Dodge & Parry 4
(8 points)
  • Constructs: Create 11 [Movable, Selective; Feature: Elaborate, Stationary]
  • Alt - Control: Move Object 14 [Damaging; Fast Grab, Improved Disarm, Improved Grab, Improved Hold]
  • Alt - Dehydrate: Perception Range Cumulative Affliction 11 [Fatigued, Exhausted, Incapacitated; Resisted by Fortitude]
(48 points)
 Trident of Atlantis
  • Damage 3 [Penetrating 14, Dangerous, Disarming, Reach]
  • Symbol of Atlantean Authority: Feature 2
[Easily Removable (-10), Indestructible] (13 points)
 Enchanted Earrings
  • Comprehend 4 [Languages (Understand, Understood, Speak, Read)]
[Removable (-2)] (6 points)

EQUIPMENT

  • Cellphone (usually turned off and in a sealed container)
  • Arcanotech Wrist Holo-communicator
  • Scale Armor: Protection 3

COMPLICATIONS

  • Accident: A good soaking can do some real damage; Large scale hydrokinesis can potentially do considerable or have unexpected side-effects, alternatively, pulling water from the ground, container, pipes or similar places damages said objects.
  • Power Loss: Mera's hydrokinesis requires water to work, low availability may restrict the scale of what she can do or force her to damage the local infrastructure in order to obtain large amounts of water; and being where there is little to no water at all, such as in space, would prevent her from using this power in it's entirety.
  • Responsibility: As Queen of Atlantis, Mera must attend to the needs of her people, which can occasionally come into conflict with others.
  • Temper: Mera has a fierce temper.
  • Weakness: Atlanteans are more vulnerable to dehydratation than surface dwellers. In addition to requiring twice as much water on average than regular humans, They start making checks against fatigue after half a day without water instead of a full day. In addition, each level of fatigue taken is accompanied by becoming impaired, disabled and incapacitated before the condition becomes life-threatening. Immersion in water immediately removes all accumulated conditions.

NOTES

  • Mera's toughness drops to 10 without her armor.
  • If her Water Shield is down, both active defenses drop by 4.
  • Skills marked with a (†) are trained-only.
  • Expertise: Atlantean refers to all things Atlantean, from their history and lore to how to run their military and economy and everything in between.
  • Expertise: Head of State refers to surface knowledge of multiple fields in so much as where they'd intersect with being a ruler and diplomat.
  • Feature: Elaborate allows for Mera's constructs to be highly detailed in appearance, this can manifest as a +2 bonus for favorable circumstances when this special effect is likely to impress people or otherwise aid her.
  • Feature: Symbol of Atlantean Authority has two effects. The first is morale, much like the standard of a roman legion, it is a symbol of her position, which provides a bonus on interactions with other atlanteans who would be affected by such a thing. The second effect is as a key to activate and control a lot of current and past atlantean technology and artifacts.
  • This sheet reflects Mera some time after becoming Queen, right after leaving Xebel some of her skills would be lower, she would lack the knowledge of some languages, and some of her equipment would not be present, as well as the trident. She would also, of course, lack the Benefit of being Queen.
  • Mera is intended to be balanced between melee and ranged, although her ranged options have more versatility, making her prefer them. Having said that, even when using them she fights close to the frontline.
  • As an Atlantean, Mera's bone and muscle density is greater than those of a regular human. Apart from her strength and durability, this results in being heavier than a normal woman of her size and build would be.


Point total: 250.

This message was last edited by the player at 16:50, Sun 30 Apr 2017.

Yoxiu
 Terrific, 40 posts
 None; -0 I; HP 1
 P11 D11 F10 W10 T10/8
Sun 30 Apr 2017
at 17:04
[OOC] World's Finest: Character Sheet Repository.
Yoxiu

Abilities
STR 4, STA 5, AGL 7, DEX 7, FGT 8, INT 12, AWE 5, PRE 2

Advantages
Agile Feint, Assessment, Benefit (Wealth) [5], Defensive Attack, Defensive Roll (3),
Eidetic Memory, Evasion (2), Equipment (1), Improved Disarm, Improvised Tools, Inventor,
Jack-of-All-Trades, Languages (5), Sidekick (38) Ultimate Effort (Technology), Quick Draw,
Well-informed

Skills
Acrobatics +8 (+15)
Athletics +6 (+10)
Close Combat: Staff +2 (+10)
Expertise [Science] +4 (+16)
Expertise [Engineering] +4 (+16)
Insight +4 (+9)
Investigation +2 (+14)
Perception +4 (+9)
Persuasion +2 (+4)
Technology +12 (+24)
Treatment +2 (+14)

Powers
Smartest Woman in the World:
  • Quickness 10 Limited to Mental Tasks
  • Sleepless: Feature 1

Nano-Mask:
  • Concealment 10 (All Senses) Feature (Quick Change); Limited to Machines
  • Remote Sensing 8 (Visual and Auditory), Medium (location of Rai Shi)
  • Senses 1 (Communication Link)
  • Removable

Equipment
Bo Staff Strength-based Damage 2
Rebreather Immunity 2 (Suffocation), Limited
Nanite Armor Protection 2

Offense
Initiative +7
Unarmed +8, Close Damage 4
Bo Staff +10, Close Damage 6

Defense
Dodge 11, Parry 11, Toughness 10/8, Fortitude 10, Will 10

Totals
Abilities 100
Powers 28
Advantages 65
Skills 25
Defenses 17
Total: 235


Complications
Fair Play: Yoxiu is dedicated to the idea that the strong and capable must
do everything in their power to help those less fortunate.
Fame: Yoxiu is well-known and loved enough to be nearly a state agent of China.
Needless to say, not everyone is a fan of this.
Arrogant: Nothing has ever been challenging for Dai Yi. She is literally better than
everyone at almost every task. This can go to your head a little bit.

Rai Shi Swarm - Sidekick
STR: -4, STA --, AGL 0, DEX --, FGT -4, INT --, AWE 1, PRE --

Powers:
Machine Cloak: Concealment 10 (Limited to Machines)
Micro-Propulsion: Array
  • Flight 7 (200 MPH)
  • Flight 4 (Effects others, Quirk: Must hold a sphere; 32 MPH)

Database: Feature 1
Sensory Suite: Senses 7 (Communication Link, Darkvision, Infravision, Radio,
  Tracking (Infravision), Ultra-Hearing)
Construct: Immunity 30 (Fortitude effects)
Utility Array: Array
  • Force Shield: Shapable Sustained Protection 12 [Affects Others]
  • Disassemble: Concentration Weaken 12 [Effects Only Objects; Toughness]
      Linked Concentration Damage 6
  • Holographic Projection: Illusion 12 [Visual, Auditory]
  • Micro Fabrication: Permenant Create Object 16 [Impervious, Innate, Precise, Subtle 1,
      Limited: Must Disassemble equal volume of material]
  • Dazzle: Cumulative Burst Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Unaware)
  • Suppression Wave: Concentration Burst Affliction 12  (Resisted by Will; Vulnerable, Defenseless,
      Incapacitated)

Swarm:
  • Multi-Unit: Insubstantial 2, Permanent, Innate, Quirk (Limited by size of individual components, 2 points)
  • Spread: Elongation 5
  • Divide: Summon Rai Shi 7, Heroic, Multiple Minions 3, Horde, Feedback, Limited: Swarm 'unit'
      vanishes while effect is active

Skills: Ranged Combat 12, Stealth 10

Offense:
Integrated Weaponry +12, Varies

Defense:
Dodge: 15, Parry: 15, Toughness 9, Fortitude --, Will --

Rai Shi - Individual (Summon)
Abilities: STR -4, STA , AGL 0, DEX 0, FGT -4, INT , AWE 0, PRE

Powers:
Machine Cloak: Concealment 10 (Limited to Machines)
Micro-Propulsion: Flight 6 (120 MPH)
Database: Feature 1
Construct: Immunity 30 (Fortitude effects)
Armour Plating: Protection 8
Sensory Suite: Senses 4 [Communication Link, Infravision, Radio, Tracking (Infravision)]
Small Spheres: Shrinking 12 (Innate, Permanent)
Weapons Systems: Array
  • Knockout Gas: Cloud Area Affliction 12 (Resisted by Fortitude; Fatigued, Exhausted, Asleep)
  • Dazzle: Ranged Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Unaware)
  • Holographic Projection: Visual and Auditory Illusion 8
  • Laser Grid: Damage 12 (Shapeable Area, Concentration Duration, Limited [Team Attack])
  • Zero-Visibility Smoke: Concealment 4 (All Visual, Attack, Continuous, Cloud Area 2 [30 feet])
  • Suppression Wave: Burst Affliction 12  (Resisted by Will; Vulnerable, Defenseless, Incapacitated)


Skills
Ranged Combat: Weapon Systems 12 (+12)
Stealth 0 (+12)

Offense
Initiative +0
Dazzle +12 (Cumulative Affliction 12, Resisted by Fortitude)
Knockout Gas - (Cloud Area Affliction 12, Resisted by Fortitude)
Laser Grid - (Shapeable Area Damage 12)
Zero-Visibility Smoke - (Continuous Cloud Area Concealment Attack 4, Resisted by Dodge)

Defense
Dodge 14, Parry 14, Toughness 9, Fortitude Immune, Will Immune

This message was last edited by the player at 11:41, Sat 13 May 2017.

The Bat
 Vengeance Incarnate, 4 posts
Sun 30 Apr 2017
at 20:42
[OOC] World's Finest: Character Sheet Repository.
The Bat

Abilities
Strength 5, Stamina 7, Agility 7, Dexterity 6, Fighting 5, Intellect 9, Awareness 12, Presence 5

Advantages
All-out Attack
Benefit (Cipher)
Benefit (Wealth) 5
Chokehold
Daze (Intimidation)
Defensive Attack
Defensive Roll 2
Eidetic Memory
Equipment 8 (36/40)
Evasion
Extraordinary Effort
Fast Grab
Fearless
Hide in Plain Sight
Improved Critical (Unarmed) 3
Improved Critical (Gadgets) 2
Improved Defence
Improved Disarm
Improved Grab
Improved Hold
Inventor
Jack-of-All-Trades
Power Attack
Redirect
Startle
Skill Mastery (Intimidation)
Skill Mastery (Investigation)
Skill Mastery (Stealth)
Takedown 2
Throwing Mastery
Tracking
Uncanny Dodge
Weapon Bind
Well Informed

Skills
Acrobatics +12 (5 ranks + 7 Agility)
Athletics +17 (12 ranks + 5 Strength)
Close Combat (Unarmed) +20 (15 ranks  + 5 Fighting)
Deception +16 (11 ranks  + 5 Presence)
Expertise (Arts and Culture) +9 (9 Intellect)
Expertise (History) +9 (9 Intellect)
Expertise (Criminology) +9 (9 Intellect)
Expertise (Streetwise) +9 (9 Intellect)
Expertise (Occult) +9 (9 Intellect)
Expertise (Science) +9 (9 Intellect)
Expertise (Medicine) +9 (9 Intellect)
Insight +20 (8 ranks + 12 Awareness)
Intimidation +20 (15 ranks  + 5 Presence)
Investigation +20 (11 ranks + 9 Intellect)
Perception +20 (8 ranks + 12 Awareness)
Persuasion +10 (5 ranks  + 5 Presence)
Ranged Combat (Gadgets) +16 (10 ranks + 6 Dexterity)
Sleight of Hand +10 (4 ranks + 6 Dexterity)
 - Escaping     +16 (6 ranks)
Stealth +20 (13 ranks + 7 Agility)
Technology +15 (6 ranks + 9 Intellect)
Treatment +10 (1 rank + 9 Intellect)
Vehicles +15 (9 ranks + 6 Dexterity)

Powers/Equipment
Polyglot [Training]: (3 pp)
- Comprehend Languages (All, Written and Spoken); Quirk: Takes time to acquire new language

Com-Bat Suit [Device]: (11 pp)
- Strength-based Damage 2
- Enhanced Grabbing 2
- Protection 2; Subtle 1
- Gliding 5, Subtle 2
- Removable -3

  Cowl [Equipment]   (9 ep)
- Communication Link (Alfred)
- Analytical Vision
- Accurate Hearing
- Penetrates Concealment (Vision)
- Radio
 Utility Belt [Equipment] (29 ep)
- Variable 1(any tool or skill equipment), Free Action, Quirk (Limited to 2 equipment points or less, 3 points) (6 ep)
- Batarangs: Ranged Multiattack Damage 4 [Homing 1, Accurate 2] (15 + 6 ep)
AE: Bolas: Ranged Affliction 7 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree, Accurate 1 [15 ep]
AE: Explosive Batarangs: Ranged Burst Area Damage 5 [15 ep]
AE: Flash Bang: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware) [15 ep]
AE: Gas Grenade: Ranged Cloud Area Affliction 5 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated)  [15 ep]
AE: Smoke Pellets: Burst Area Concealment (Visual) Attack (12 ep)
AE: Explosive Gel: Damage 7 linked to Weaken Toughness 7 (Objects) [Precise] (15 ep)

Offense
Initiative +6
Unarmed +20, Close Damage 5 [17-20]; Automatic grab
Batarangs +20, Ranged Multiattack Damage 4; Homing [18-20]
Bolas +18, Ranged Affliction 7; [18-20]
Gadgets +16, Ranged [18-20]

Defense
Dodge 16 (9 pp + 7 Agi)
Parry 16 (11 pp + 5 Fgt)
Toughness 11 (7 Sta + 2 Protection + 2 Defensive Roll)
Fortitude 12 (5 pp + 7 Sta)
Will 16 (4 pp + 12 Awe)

Totals
Abilities 112
Powers 14
Advantages 50
Skills 68
Defenses 29
Total: 273


Complications
Obsessive: The Bat is single-minded, he doesn't trust others to live up to his standards.
Scary: First impressions of the Bat are nearly always 'monster' rather 'hero'. He's not
a nice person at all. He may not even be a person.

This message was last edited by the player at 00:00, Tue 02 May 2017.

Power Girl
 Daughter of Krypton, 13 posts
 None; 0I HP1
 P12 D10 F12 W8 T14
Mon 1 May 2017
at 03:42
[OOC] World's Finest: Character Sheet Repository.

Power Girl

Strength 16, Stamina 14, Agility 2, Dexterity 2, Fighting 9, Intellect 1, Awareness 1, Presence 4

Advantages
Attractive, Benefit, Wealth 2 (independently wealthy), Equipment 1, Extraordinary Effort, Improved Critical:
Focused Beam, Improved Disarm: Multiple Blasts, Improved Smash: Multiple Blasts, Inspire, Languages 1, Leadership,
Power Attack, Seize Initiative, Ultimate Effort: Toughness

Skills
Close Combat: Unarmed 4 (+13), Expertise: Business 4 (+5), Expertise: Farming 2 (+3), Expertise:
Krypton 2 (+3), Expertise: Science 4 (+5), Insight 2 (+3), Intimidation 2 (+6), Perception 4 (+5), Persuasion
4 (+8), Ranged Combat: Heat Vision: Damage 14 8 (+10), Technology 4 (+5)

Powers
Heat Vision: Damage 14 (DC 29; Increased Range: ranged, Precise)
Focused Beam: Damage 9 (Alternate; DC 24, Advantages: Improved Critical; Increased Range:
ranged, Penetrating 9, Precise)
Multiple Blasts: Damage 12 (Alternate; DC 27, Advantages: Improved Disarm, Improved Smash;
Accurate 2: +4, Increased Range: ranged, Multiattack, Precise; Distracting)
Senses: Senses 16 (Alternate; Extended: Hearing 3: x1k, Extended: Vision 3: x1k, Infravision,
Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing)

Invulnerability
Enhanced Ability: Enhanced Stamina 13 (+13 STA; Permanent)
Immunity: Immunity 10 (Life Support)
Impervious Defense: Impervious Toughness 18 (Permanent)
Protection: Protection 4 (+4 Toughness)

Smart Suit & Cape: Feature 1*

Super Motion
Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
Super Speed
  *Quickness: Quickness 11 (Linked; Perform routine tasks in -11 time ranks)
  *Speed: Speed 11 (Linked; Speed: 4000 miles/hour, 8 miles/round)

Super Strength
Enhanced Ability: Enhanced Strength 15 (+15 STR; Increased Duration: continuous)
Ice Breath: Cumulative Cone Area Affliction 11 (Alternate; 1st degree: Hindered, 2nd degree:
Defenseless, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 21; Cone Area: 60 feet cone, DC 21,
Cumulative, Selective)
Super Breath
  *Move Object: Cone Area Move Object 11 (Linked; 50 tons; Cone Area: 60 feet cone, DC 21,
Selective; Limited: Push/Pull Only, Reduced Range: close)
  *Nullify: Cone Area Nullify 11 (Linked; Counters: Fire or Gas, DC 21; Cone Area: 60 feet cone,
DC 21, Simultaneous; Reduced Range: close)
Power-Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)

Equipment
Commlink, PC tablet 1, Smartphone 1

Offense

Initiative +2
Focused Beam: Damage 9, +10 (DC 24)
Grab, +9 (DC Spec 26)
Heat Vision: Damage 14, +10 (DC 29)
Ice Breath: Cumulative Cone Area Affliction 11 (DC Fort 21)
Move Object: Cone Area Move Object 11 (DC 21)
Multiple Blasts: Damage 12, +14 (DC 27)
Nullify: Cone Area Nullify 11 (DC Will 21)
Throw, +2 (DC 31)
Unarmed, +13 (DC 31)

Complications
Power Loss: Yellow Sun: Power Girl's amazing abilities come from her ability
to absorb and store the energy of yellow sunlight. Without the light of a yellow
sun, they eventually diminish and fade, leaving her without any of her Powers.
Relationship: Aunt and Uncle Kent, cousin Clark, romantic interest Lex Luthor,
employee Nicholas Cho.
Responsibility: Power Girl feels a strong sense of responsibility to use her powers for the benefit of all.
Secret: Secret Identity - Karren Star, mild mannered CEO of Starrware Industries.
Secret Origin - Kara Zor-El, orginally of the planet Krypton.
Weakness: Kryptonite - Although Power Girl has yet to encounter much of this
substance, the radioactive remnants of the planet Krypton have damaging effects
on Kryptonians. When in the presence of Kryptonite, Power Girl becomes Impaired, then Disabled, then
Incapacitated. Further exposure can even cause death!
Weakness: Magic - The Kryptonians long ago distanced themselves from the magic
arts, and over the millennia of their evolution, their sunlight absorption powers
never guarded them from magic's might. Effects with the Magical descriptor
ignore Power Girl's Invulnerability power (leaving her toughness 1).

Languages
English, Kryptonian

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 18, Will 13

Power Points
Abilities 42 + Powers 156 + Advantages 11 + Skills 20 (40 ranks) + Defenses 21 = 250

*Smart suit This Krytonian garment is made of semi intelligent crystalline fiber weave,
containing millions of crystals that can change color, grow, shrink, and rearrange
themselves at the whim of their owner via sympathetic reaction to its hosts nerve impulses.
Thus it can alter its form, within certain limits, for example, it could change from a full
body suit, to a leotard. It can alter its opacity, thus giving the appearance that Power
Girl is wearing a skirt with hose and boots, for example. Although it may appear to be two
separate articles of clothing, it's only an illusion, if can't actually split apart
(unless damaged). It is self repairing, as long as it parts maintain contact and aren't
completely obliterated. It can regrow lost crystals over time if it is in contact with
suitable material to cannibalize. It can shrink to a crystal the size of a human finger for
storage and can expand no further than Karas full grown form. It can take a turn to a minute
to make alterations depending on the complexity, and its ability to change colors isn't fine
enough to produce any sort of effective camouflage effect (Stealth capable suits are only
issued to the military caste). Kara wore this suit on her journey from Krypton to Earth, it
grew with her, and now serves as Power Girls uniform.

Kara has managed to alter the suits function to modulate light wave frequencies in a
localized area around head, making it appear, for all intents and purposes, that her hair
and eye color as Power Girl are different than those of Karen Star.

Smart Cloth Similar to the suit, but more robust and less advanced in its ability to change
forms. It can change into a blanket, towel, bed sheet, table cloth, hammock, mat, cape, small
one man tent, or similar forms. Kara used this as a blanket on her trip from Krypton to Earth,
and now it serves as Power Girls cape.

This message was last edited by the player at 02:51, Tue 02 May 2017.

Star Sapphire
 Sector 2814, 2 posts
 Normal; -0 I HP 1
 P10 D14 F11 W15 T16
Tue 2 May 2017
at 15:54
[OOC] World's Finest: Character Sheet Repository.
Star Sapphire

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

Powers
Power Ring: 137 Points, Removable (-27 Points) 110 points total
    AI and Database: Features 2 2 points
    Communication: Senses 1 (Communication Link to Central Power Battery) 1 point
    Flight: Flight 14 (32,000 MPH); Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3) 36 points
    Force Manipulation: Array 39 points
        Force Blast: Ranged Damage 18 (Dynamic) 31 points
        Force Bubble: Burst Area Immunity 10 (Life Support) 2 points
        Force Constructs: Create 18 (Dynamic) 2 points
        Lifting: Move Object 18 (6 ktons, Dynamic) 2 points
        Mobile Constructs: Create 12 (Movable, Dynamic) 2 points
    Forcefield: Impervious Protection 14; Immunity 10 (Life Support) 38 points
    Hard-Light Costume: Feature 1 1 point
    Heart's Bond: Enhanced Trait (Diehard, Affects Others, Ranged) 3 points
    Scanning Beam: Senses 6 (Analytical Auditory, Chemical, Visual) 6 points
    Sense Love: Senses 3 (Acute Ranged Detect Love) 3 points
    Universal Translator: Comprehend Languages 4 (Read, Speak, Understand, Understood) 8 points

Advantages
Accurate Attack, Agile Feint, Attractive 2, Benefit 4 (Multimillionaire), Benefit 2 (Star Sapphire), Improved Initiative, Inspire 2, Move-By Action, Precise Attack (Ranged, Cover), Teamwork, Ultimate Effort (Will), Untapped Potential

Skills
Expertise: Business 8 (+11), Expertise: Engineering 4 (+7), Expertise: Military (+7), Insight 6 (+8), Perception 6 (+8), Persuasion 8 (+11), Ranged Combat: Power Ring 10 (+12), Vehicles 13 (+15)

Offense
Initiative +6
Unarmed +0, Close Damage 0
Force Blast +12, Ranged Damage 18
Lifting +12, Move Object 18

Defence
Dodge 14, Parry 10
Toughness 16, Fortitude 11, Will 18

Power Points
Abilities 28 + Powers 110 + Advantages 18 + Skills 30 + Defences 44 = Total 230/230

Complications
Lost Love: Hal Jordan, a test pilot for Ferris Air and Carol's boyfriend died in a tragic testing accident, and the body was never recovered. Carol still carries that grief with her, and she refuses to think he's dead.
Power Loss: The power ring needs periodic recharging and issues a warning as its  power runs low.
Responsibility: Carol has to juggle her twin roles as the reluctant but dedicated CEO of Ferris Aircraft, and her status as the Star Sapphire of Sector 2814.
The Predator: Very early in her career, Carol became possessed by the Entity of Love - The Predator. While she is now free, she is  still connected to it in ways no-one fully understands.
Violet Haze: As one of the rawest emotions, at one end of the emotional spectrum the Violet light of Love is an extraordinarily powerful force - but also extremely dangerous and sometimes unstable.
Weakness: Empowered by the Violet light of Love, a Star Sapphire's power can at times be unstable. As they are dependent on the strength of the wielder's love, Star Sapphire power rings maximum ranks are limited by the wielder's Will rank, and moments of doubt or similar conflicting emotions can cause the ring's power to fail.

This message was last edited by the player at 12:42, Sat 06 May 2017.