The fifth member of the Syracuse Seven hero team, who are gradually being ported over from the Tiny d6 Supers system along with their friends, family and supervillains. She's slightly the youngest and newest hero on the team, and provides strong ranged support with a some decent bonus generation as well. Her Principles also help fill some gaps in the group's Overcome spectrum.
Scintillator
Asterope Jones is new to the hero scene, having begun developing her energy-based powers at age 17. She spent the last four years growing into them under the aegis of a federal training program for young supers that also offered educational support in exchange for a tour of duty with a sponsored hero team. Asterope had planned to go into community services and social activism after college anyway, but this seems like it might be an even better path for her. The idea of it being dangerous hasn't fully sunk in yet, and maybe it never will. She's growing in power daily and the examiners who tried to categorize her were uncertain what her peak levels might turn out to be. Her power source is definitely magical in nature, but it seems to be some kind of recessive heritage thing rather than the usual spell-and-scroll stuff, which Asterope has zero talent for. Maybe there was a storm deity in her family tree or something? She likes that idea. Asterope has also been outfitted with an array of experimental gadgetry - sensors, advanced commo gear, security/hacking multitools, and concussion grenades for crowd control - all of which rely on her personal electrical output for power, making them small and easy to disguise as innocuous jewelry and fashion accessories.
To date her only real complaint is her supranym, which wasn't her first choice. She'd planned to use her own first name (which is really on point for her power set) only to be informed that another US super was already using it - and her real name was Karen, of all things. So unfair. Scintillator isn't bad and sounds pretty catchy, but she still stumbles over it sometimes and tends to slip and use Asterope when she's not concentrating. To put it mildly, she doesn't have a secret identity, and really isn't cut out for it.
Description: A lean, muscular young woman dressed in a snug red sleeveless bodysuit, white trunks and ankle boots, and a short white vest. She accessorizes heavily with rings, bracelets and earrings, all of which are concealed gadgets. Her eyes literally give off sparks and she's accompanied by a faint smell of ozone. She has a strong, clear voice with a faint Brooklyn accent, although you can sometimes hear an electrical buzz underlying it.
Gender: Female Age: 21 Height: 5'8" Eyes: Sparking White
Hair: Shaved Scalp Skin: Mahogany Build: Extremely Fit
Background: Upper Class Power Source: Supernatural Archetype: Blaster
Personality: Decisive Health (G/Y/R): 32/24/11
Powers: Electricity d10, Gadgets d10, Radiant d10, Teleport d8, Awareness d6
Qualities: Conviction d10, Ranged Combat d10, Alertness d8, Good With Electronics d8, Persuasion d8
Status: Green (32-25) - d8 / Yellow (24-12) - d8 / Red (11-1) - d10
Abilities:
Green
Forked Lightning (A) Attack multiple targets using Electricity. Use your Min die.
Penetrating Light (A) Attack using Radiant. Ignore all penalties on this Attack, and it cannot be affected by reactions or Defend actions.
Principle of Magic (A) Overcome against a mystical force. Use your Max die. You and your allies each gain a Hero Point. Minor twist: What weird curse is now following you around? Major twist: What mystic backlash has changed your life? RP: You are attuned to an otherworldly force and can feel the mystical energies of the area.
Principle of the New Girl (A) Overcome a challenge that has already flummoxed a more senior teammate. Use your Max die. You and your allies each gain a Hero Point. Minor twist: Which hero has to rescue you from your current predicament? Major twist: What serious lesson that you ignored is now getting you into big trouble? RP: You always seem to be where the trouble is; you're never too far away when a crisis strikes your group.
Yellow
Dynamo Heart (I) If you would take damage from Electricity, ignore it and instead Recover that much Health.
Guardian Halo (A) Boost or Hinder using Radiant. Apply that mod to multiple close targets.
High Voltage (A) Boost yourself using Electricity. Use your Max die. That bonus is persistent and exclusive.
Sheer Brilliance (A) Attack using Radiant. Use your Max die. If you choose another hero to go next, Boost that hero using your Mid die.
Red
Crowd Control (A) Attack multiple nearby targets using Gadgets. Use your Max + Mid dice. Take irreducible damage equal to your Min die.
Electrocution (A) Attack up to three targets using Electricity, one of which must be you. Assign your Max, Mid, and Min dice as you choose among those targets.
Out
Lingering Glow (A) Boost an ally by rolling your single Radiant die.
Tactics
Scintillator is a ranged combatant with a sideline in mod creation. In Green, Forked Lightning gives her a multi-target minion sweeper right out of the gate, and Penetrating Light offers a workaround for many defensive tricks as well as her getting buried in penalties. Her Principle of Magic reflects her power source and may come as a surprise to supernaturals who were expecting an easy ride against a seemingly mundane blaster and gadget-user, while Principle of the New Girl (renamed from Sidekick) reflects her being marginally the youngest and newest of the Syracuse Seven - and makes her very good at cleaning up challenges her allies have failed to finish.
In Yellow she really comes to life, with her picking up a very strong persistent bonus from High Voltage and turning all electrical damage into healing via Dynamo Heart. Offensively she gains Sheer Brilliance for a strong radiant hit that can also aid an ally. She also gets the versatile but short ranged Guardian Halo, which can either augment multiple allies at arm's reach or hamper anyone crowding her in close combat.
Once she hits Red Scintillator can either quickly heal herself while handing out some damage as well with Electrocution, or accept some damage by draining her reserves to use a bunch of her concussion grenades for Crowd Control.
Lingering Glow lets her continue to aid allies while Out.
Design Notes
Compared to her Tiny d6 version, the new Scintillator is a bit more versatile and experienced. She now does more things with Radiant power in combat and added a whole new sideline in using custom self-powered gadgets for more Overcome versatility and a very strong Red Attack that doesn't rely on an element/energy type. Her SCRPG version also has some great healing, either in Red with Electrocution or by exploiting environmental elements like downed power lines in Yellow.
She's still very much a ranged combatant but has an easier time escaping melee thanks to adding Teleport, and Guardian Halo gives her some reason to get close to people. Her team role is applying damage to the whatever target(s) are highest priority and she has a wide range of options to deal with different categories of foes and types of defenses. Unlike the Tiny d6 Scintillator she's not primarily responsible for minion-sweeping, as there are others who rival or even excel her at that task.
Scintillator is slightly vulnerable to getting soaked with water. Whether she's actually immersed or just wet to the bone, she suffers painful feedback that seriously handicaps her until she dries out. Habitually keeps an eye on weather forecasts and carries an umbrella when expecting rain, sometimes has a tote full of towels along for missions. She also takes very quick showers, which is part of the reason she shaves her scalp.
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