Eclipsing Skids / Sally Blevins (Starting Hero)

Skids force field apparently makes her pretty much invulnerable. According to her old FASERIP stats (from the Uncanny X-Men Box Set) she was capable of ignoring every other character in the book (including Gladiator) until she either died of thirst, starvation or old age, or somebody like Death. Eternity, or Galactus arrived to extract her. It may even have protected her against M-Day.

On the other hand, everyone outside her shield enjoyed the same protection from her and from anyone she was protecting. Basically… Skids could get in the way, hit people (as a normal young woman) if she briefly dropped her shield, and acted as a portable bunker. Her secondary effects were being really difficult to grab (the field was frictionless) and the ability to skate around on it, giving her the amazing power of… roller skates.

In theory she might have been vulnerable to gases “leaking” through her field, but I can’t really recall that being tested. It might have been able to filter out harmful contaminants in the same way that it let light and sound (and cell phone signals) through up until the point where they would have been harmful, and then blocked them – and if it couldn’t at first, I’d bet that she could easily get it to do so.

She later developed the ability to project her force field around other people and still later developed the ability to wrap it around an area to contain whatever was there while keeping it separate from her – but that rapidly exhausted her.

Personally, Skids was basically a sidekick to Rusty and shared the standard “alienated from society and with no social skills or ties” background of most of the new X- characters of the time: Skids powers manifested to save her from her abusive father, who then killed her mother because he couldn’t harm Skids any longer. She then ran away to the Morlocks who ALSO rejected her because she was too good-looking – and no outside friends or relatives were ever mentioned as far as I know.

Of course, she was competing with Russell Collins (parents deceased, custodial uncle dumping him, another uncle who pretty much never appeared, no friends or other relatives), Shatterstar (a super-soldier from another dimension – apparently with no friends, relatives, coherent backstory, or interest in sex or social situations even there), Feral (most notable for killing off her “friends” and relatives), and Warpath (his entire tribe wiped out) for the “most alienated” crown. It’s almost as if some mysterious authorial force didn’t want to have to deal with characters with actual backgrounds or something.

Anyway, the Mutants & Masterminds build is over HERE, but she’s not going to function much like that; Skids is effectively invulnerable, not “slightly tougher”. Secondarily, I’m going to give her a lot more skills (emphasizing the fact that she was a reasonably successful thief) and some gear to go with them so that she has some role on a team outside of “somebody’s girlfriend”. “the resident pinata”, and “medical bunker”. After all, as written… she’s pretty boring much of the time;

Skids (Sally Blevins)

Level Two Valley Girl Barrier Warrior, Sneak-thief, and Team Cheerleader.

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 10, Int 14, Wis 12, Con 14, Dex 16 (+2 Human = 18), Cha 12 (Pathfinder 25 Point Buy).

Mutant Powers:

Skids power is pretty much defined by her childhood abuse. As long as she is playing a role, and so isn’t really HERSELF, no one can harm her.

And she never really stops.

  • Outside Reality:
    • Mana-Powered Mystic Artist for Deception (Acting) (6 CP), The Art of the Occult: The Hidden Way and Spellweaver (both Specialized, only as a prerequisite, 6 CP), Sphere of Mastery (reality bubble, 6 CP), Immunity/ever having to drop her act to do something else (Very Common, Minor, Major, Specialized/must make a DC 15 Will Save to stop even momentarily, 6 CP).
    • Mana-Powered Luck, Specialized for Reduced Cost and Corrupted for Increased Effect / only to “Take 30″ on Escape (bonds, grabs, etc) checks (3 CP).
    • Blessing with Multiple, Specialized for Reduced Cost and Corrupted for Increased Effect / Only for use with her “Outside Reality abilities”, only to bring things into her “bubble” or to put other creatures and things into their own bubbles, it is rapidly exhausting to put other creatures and things into their own bubbles and requires a ranged attack check (3 CP).

Skids essentially occupies a private little pocket dimension of her very own. As such, if an attack does not include the ability to affect other dimensions, she – and anyone she drops the effect long enough to pull in with her – is invulnerable to it. On the other hand, she can be seen and heard – but cannot attack anyone else without using that same modifier or dropping her defenses.

  • Innate Enchantment: All effects Level 1/2 or 1, Caster Level one, Unlimited-Use Use=-Activated (x2000 GP) x. 7 (Personal-Only) where applicable, (7 CP)
    • Expeditious Retreat: +30′ Ground Movement (“Skating”) (1400 GP).
    • Practiced Thief (Skill Mastery (Group) 1): +3 Competence Bonus to Deception, Sleight of Hand, and Stealth (1400 GP)
    • Inspiring Word: +1 Morale Bonus to Saves, Attacks, Checks, and Damage (1400 GP)
    • Handy Haversack (2000 GP): There’s very little justification for this outside of extrapolating that her Dimensional Bubble effect includes a bit of spacefolding for storage space – but why not?

Skills:

  • Skill Boosters: Human Fast Learner to +2 SP/Level (3 CP), Fast Learner Specialized in Skills for +2 SP / Level (6 CP), Adept x2 (Acrobatics, Deception, Investigation, Martial Art (Capoeira), Perception, Persuasion, Sleight Of Hand, and Stealth, 12 CP)
  • Available Skill Points: 10 (Int Mod x 5) +20 (Fast Learner) +2 (Purchased, 2 CP) = 30
  • Purchased Skills (all +1 Morale):
    • Acrobatics 5* (+4 Dex = +10)
    • Deception 5* (+1 Cha +3 Comp = +10)
    • Expertise (Science) 2 (+2 Int = +5)
    • Insight 1 (+1 Wis = +3)
    • Investigation 5* (+4 Int = +10)
    • Martial Art (Capoeira) +5* (Dex +4 +3 Comp = +13)
    • Perception 5* (+1 Wis = +7)
    • Persuasion 5* (+1 Cha = +7)
    • Sleight Of Hand 5* (+4 Dex +3 Comp = +12
    • Stealth 5* (+4 Dex +3 Comp = +13)
    • Technology 3 (+2 Int = +6)
    • Treatment 2 (+2 Int = +5)

Net total: 28 SP.

  • +3 Skill Specialties: Deception (Acting) (1 SP), Sleight Of Hand (Stealing) (1 SP), Expertise (Sciences) (Biological Sciences) (1 SP), and Technology (Security Systems) (1 SP).
  • Mystic Artist Abilities: Fascinate (Being Outrageous, Will DC 13), Hold Audience (Deadpan Snarking, Will DC 14), Suggestion (Taunting, Will DC 16), Emotion (Will never shut up, Will DC 13 when applicable) and Competence (Cheerleading, Will DC 14 if somehow applicable),
  • Capoeira Techniques (6): Strike, Attack 4, and Crippling (May opt to do 1d4 Con damage rather than hit point damage on a critical hit; this is how she took out Boom-Boom once).

Basics:

  • BAB: +1, Corrupted/does not contribute to iterative attacks (4 CP).
  • Hit Dice: 8 (L1d8, 4 CP) +3 (L2d4, 0 CP) +12 (Immortal Vigor) +8 (Con Mod x 4) = 31 HP (Mutants & Masterminds Toughness +7).
  • Saving Throws:
    • Fortitude +0 (0 CP) +1 (Morale) +2 (Con) = +3
    • Reflex +0 (0 CP) +1 (Morale) +4 (Dex) = +5
    • Will +2 (6 CP) +1 (Morale) +1 (Wis) = +4
  • Proficiencies: None.
  • Armor Class: 10 (Base) +4 (Dex) +2 (Armor) = 16
  • Attack: Punch or Kick with Stunweb: +7 (+1 BAB +4 M. Ar +1 Weapon +1 Morale) Damage 1d4 +1 +4d6 Electrical +DC 18 Fort Save or Stunned for 1d4 rounds). Crit 20/x2 on the d4 OR may choose to do 1d4 Con damage. (Mutants & Masterminds: +8 Damage plus Save or Stunned with Improved Critical).

Minor Abilities:

  • Opportunist: May take an attack for any target within normal movement range once per round (6 CP).

Point Costs:

  • Four-Color Package: 24 CP
  • Outside Reality: 30 CP
  • Innate Enchantment: 7 CP
  • Skill Boosters: 21 CP
  • Purchased Skill Points: 2 CP
  • Base Attack Bonus: 4 CP
  • Hit Dice: 4 CP
  • Saving Throws: 6 CP

Net Cost: 98 CP

Available Character Points: 72 (Level Two Base) +10 (Disadvantages: History, Compulsive (Kleptomania), and Healing Resistant) +12 (Human and L1 Feats) +4 (Duties. Skids is a bit of a reluctant hero, but does it anyway) = 98 CP

Remaining Details:

  • Minor Four Color Ability: Immortal Vigor I (+12 + 2 x Con Mod) HP.
  • Equipment: As a level two character, Skids is entitled to 1000 GP worth of adventuring gear.
    • Primary Transport: Motorcycle (Yamaha YZ250F, 250 GP)
    • Primary Weaponry: Stunweb: “Brass Knuckles” (+1 “Unarmed” damage, DC 5), Compact (1 Size Smaller, +2 DC) Electrified (+4d6 Electricity, +2 DC), Heavy Stun (DC 18 Fort Save or stunned for 1d4 rounds, +6 DC), Masterwork (+1 to Hit, +3 DC) (Net Purchase DC 18, 60 GP).
    • Other Equipment:
      • Binoculars (3 GP)
      • Bolt Cutter (2 GP),
      • Climbing Gear (8 GP)
      • Clothing: Business Outfit (10 GP), 3x Casual Outfits (10 GP),
      • Demolitions Kit (14 GP) with twelve blocks of C4 (30 GP), two rolls of Det Cord (8 GP), and 10 Radio-Controlled Detonators (60 GP)
      • Fire Extinguisher (4 GP)
      • Forgery Kit (10 GP)
      • Lockpick Set (5 GP).
      • Mastercraft +3 Multipurpose Tool (Kit) (60 GP, net +1 on skills that need tools).
      • Medical Kit (DC 15) Miniature (+5 DC) (100 GP): +2 to Treatment.
      • Night Vision Goggles (45 GP)
      • Notebook Computer (50 GP).
      • Portable Stove (5 GP)
      • Search-And-Rescue Kit (DC 12) Miniature (+5 DC, 45 GP): Ration pack, compass, waterproof matches, “space” blanket, a standard flashlight, 50 feet of nylon rope, two smoke grenades, and one signal flare
      • Smartphone (5 GP). With GPS app.
      • Steel Handcuffs (six sets, 16 GP)
      • Tactical flashlight (4 GP)
      • Three Tear Gas Grenades (30 GP)
      • Tough Costume (as per classic leather armor, 10 GP).

This comes to some 640 GP, leaving her 360 GP ($7200) for other purposes.

Skids big decision in combat is when to drop her shield for a moment and try to slug someone versus just cheering her allies on a bit and pulling the wounded to safety – but this version does have a few other options and a reasonable number of out-of-combat skills to use. I still have my doubts – absolute invulnerability with a single gaping Achilles heel doesn’t tend to make for exciting scenes – but at least now she has the skills and the damage-dealing capacity to be playable.

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One Response

  1. […] Skids is a nice demonstration of specialization. She’s invulnerable to the point where most hero or villain teams will be unable to affect her. Unfortunately, she can’t really do anything much while being invulnerable except a little cheerleading for her companions (if any), which keeps her down at level two. Her powers been built with the Mystic Artist ability sequence. […]

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