ICON
Emma Alexandra Hoffman
 
Cost

Characteristic

Value Roll Notes
0 STR 50 19- Lift: 25tons; 10d6; [5]

12 DEX 14 12- OCV: 5    DCV: 5
0 CON 25/30 14-
0 BODY 30 15-
8 INT 18 13- PER Roll 13-
0 EGO 10/15 11-/12- ECV: 5
0 PRE 10 11- PRE Attack: 2d6
4 COM 18 13-
0 PD 10   Total: 10/17 PD (0/7 rPD)
0 ED 5/16   Total: 5/12/23 ED (0/7 rED)
0 SPD 2/3/4   Mental Defense: 0/7
0 REC 15/20   Phases: 6, 12 / 4, 8, 12 / 3, 6, 9, 12
-10 END 30   Running: 6" / 12"
0 STUN 68   Flight: 10" / 2km
 

Cost

Powers

END

  Iconic Powers:  
30 Iconic Constitution: +15 CON 0
30 Iconic Strength: +40 STR (40 Active Points); Energy Flare when pushed (-) plus ; Energy Flare when pushed (-) for up to 10 Active Points of STR (-2 Active Points) 4
40 Iconic Toughness: +20 BODY 0
5 Focused Will: +5 EGO (10 Active Points); Defensive Only (-1)
3 Fast: +1 SPD (6 Active Points); Movement-based Effects Only (-1) 0
9 Energy Aura: Elemental Control, 42-point powers, (21 Active Points); all slots Energy Power Limitation (-1)
[Notes: Energy Power Limitations: Only in Heroic ID (-1/4), very easy to spot (-1/4), Activation Roll (14-, single roll to activate all powers, -1/4), Extra Time (Delayed Phase Only to Activate, -1/4), Concentration (0 DCV, only while activating, -1/4) Side Effect: Energy Explosion when Activated (-1/4)]
9 1) Empowered Defense: Force Field (7 PD/7 ED/7 Mental Defense/7 Power Defense), Reduced Endurance (0END; +) (42 Active Points) 0
7 2) Energy Sense: Detect Energy 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (43 Active Points); Sense Affected As More Than One Sense Touch (-), Only when Empowered Defense is up (-) 0
5 3) Empowered Healing: Healing 1 BODY, Reduced Endurance (0END; +), Persistent (+), also affects any power affected by a Drain, Suppress, or Transform Simultaneously (+2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1), Self Only (-) 0
9 4) Empowered Strength: Indirect (Same origin, always fired away from attacker; +), Reduced Endurance (0END; +) for up to 50 Active Points of STR (37 Active Points) 0
9 5) Empowered Flight: Flight 10", Reduced Endurance (0END; +) (30 Active Points) plus x8 Noncombat (10 Active Points); Only in a straight Line (-) 1
8 6) Energy Conservation: Succor 3d6+1 (standard effect: 10 points), Reduced Endurance (0END; +), REC, SPD, CON, and ED simultaneously (+1) (42 Active Points); Self Only (-) 0
18 Energy Manipulation: Variable Power Pool, 10 base + 8 control cost, Cosmic (+2) (25 Active Points); Limited Class Of Powers Available Limited (Energy Manipulation only; -), Must research/practice new powers (-)
0 1) LATO (Leap-Assisted Takeoff): Leaping +10" (20" forward, 5" upward) (10 Active Points); Forward Movement Only (-1), Only In Heroic Identity (-) Real Cost: 4 1
0 2) Energy Absorption: Absorption 1d6, Can Absorb Maximum Of 10 Points' Worth Of Energy Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +), any Energy manipulation power one at a time (+) (10 Active Points) Real Cost: 10 0
0 3) Combat Flight I: Flight 5" (10 Active Points); Only In Straight Lines (-), No Noncombat Movement (-), Only In Heroic Identity (-) Real Cost: 5 1
0 4) Combat Speed: Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Costs Endurance (Only Costs END to Activate; -), Visible (-), Only In Heroic Identity (-) Real Cost: 5 1
0 5) Moving REALLY Fast: (Total: 10 Active Cost, 7 Real Cost) Teleportation 2", Megascale (1" = 1 km; +) (5 Active Points); Must Pass Through Intervening Space (-), Turn Mode (-), Only In Heroic Identity (-) (Real Cost: 3) plus Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Only In Heroic Identity (-) (Real Cost: 4) Real Cost: 7 1
0 6) Energy Flash: Sight Group Flash 2d6 (10 Active Points); No Range (-), Linked (STR; -) Real Cost: 5 1
0 7) Stealth Suite: Invisibility to Radio Group (10 Active Points); Only When Not Attacking (-), Concentration, Must Concentrate throughout use of Constant Power (DCV; -) Real Cost: 5 1
0 8) Echo on the Screen: Radio Group Images Increased Size (16" radius; +1) (10 Active Points) Real Cost: 10 1
0 9) Detect Energy Weakness: Find Weakness 11- with Single Attack (energy punch) (10 Active Points); Only While Power is active in Power VPP (-), Concentration, Must Concentrate throughout use of Constant Power (DCV; -) Real Cost: 5 0
0 10) Energy Cocoon: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Nonpersistent (-) Real Cost: 5 0
0 11) Radio Interference: Darkness to Radio Group 1" Radius, Megascale (1" = 10 km; +), Selective Target (+) (10 Active Points) Real Cost: 10 1
0 12) Chameleon Effect: Concealment 16- (9 Active Points); Not while Energy Aura is active (-), Costs Endurance (Only Costs END to Activate; -) Real Cost: 5 1
0 13) Yes, I can shoot laser beams from my eyes: Energy Blast 2d6 (10 Active Points); Limited Range (-), Beam (-), Cannot Be Used With Multiple-Power Attacks (-) Real Cost: 6 1
0 14) Energy Deflection: Energy Damage Reduction, 25% (10 Active Points); Costs Endurance (-), Concentration, Must Concentrate throughout use of Constant Power (DCV; -) Real Cost: 5 1
0 15) Energy Punch: (Total: 7 Active Cost, 5 Real Cost) Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-) (Real Cost: 3) plus +2 with Energy Punch (Real Cost: 2) Real Cost: 5 1
0 16) Deflection Shields: +2 with DCV (10 Active Points); Restrainable (-), Costs Endurance (Only Costs END to Activate; -), Visible (-), Only In Heroic Identity (-) Real Cost: 4 1
0 17) Energy Hammer: Area Of Effect (up to One Hex; +) for up to 20 Active Points of STR (10 Active Points) Real Cost: 10 1
     
12 Student: Development Pool 0
 

Cost

Talents

6

Local Hero: Universal Contact 17- (24 Active Points); No Conscious Control (-2), Argus City and Surrounding Environs Only (-), Only In Heroic Identity (-)

Cost

Perks

3

Reputation: Local Hero (A medium-sized group) 14-, +2/+2d6 (4 Active Points); Only In Heroic Identity (-)

Cost

Martial Arts
Maneuver Phase OCV DCV Notes

5

Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; Full Move

5

Passing Throw 1/2 +0 +0 10d6 +v/5; Target Falls; Full Move

Cost

Skills

3

+1 with Movement-based attacks

3

Analyze: Energy Readings 13-

3

Criminology 13-

3

Deduction 13-

0

Everyman Skills

 

Area Knowledge: Argus City, New Jersey, USA 11-

 

Acting 8-

 

Climbing 8-

 

Concealment 8-

 

Conversation 8-

 

Deduction 8-

 

Language: English (idiomatic)

 

Professional Skill: Super Hero 11-

 

Paramedics 8-

 

Persuasion 8-

 

Shadowing 8-

 

Stealth 8-

 

Transport Familiarity: Small Motorized Ground Vehicles

3

Power Skill: Energy Aura 13-

2

Knowledge Skill: Law 11-

2

Knowledge Skill: Uberhumans 11-

3

Tactics 13-

2

Teamwork 12- (3 Active Points); Only with others who have Teamwork (-)
125+ Disadvantages

5

Accidental Change: Emotionally-charged confrontation with friends and family members 8-

5

Dependent NPC: Mike Hoffman, Ami Ziwinski, Lt. Elizabeth Price, Adam Jennings 8-

0

Distinctive Features: Extremely Large (but faint) Energy Aura

5

Enraged: Emotionally-charged Confrontations with family and friends (Uncommon), Go 8-, Recover 14-

10

Hunted: Mother 8- (Mild)

10

Hunted: Minor Rogues Gallery 8-

15

Physical Limitation: Unusual Biochemistry

15

Psychological Limitation: Code Against Killing

5

Psychological Limitation: Recovering Victim of Parental Abuse

10

Psychological Limitation: Code of Conduct: Truth, Justice, and the American Way

10

Reputation: Hero of Argus City, 14-, Argus City Residents Only

5

Rivalry: Professional and Romantic (various people in school)

5

Social Limitation: Minor

15

Social Limitation: Secret Identity

5

Social Limitation: Secret: Sees A Psychologist

1

Quirk: Closet fangirl of Superman

1

Quirk: Embarrassed that she isn't better with computers

1

Quirk: Takes extremely powerful anti-depressants

1

Quirk: Has rage issues, but is aware of and controls it

1

Quirk: Knows that she is a potential alcoholic, and will thus never drink
0 Experience Points
 
Characteristics Cost 13 Base Points 125
Powers Cost 194 Disadvantages 125
Talents Cost 6 Experience Points 0
Perks Cost 3 Total Points 250
Martial Arts Cost 10
Skills Cost 24
Total Cost 250
 
Concept Brick Hair Colour Brown, but dyed Black
Nationality American Eye Colour Blue
Place of Birth Argus City, New Jersey, USA Height 1.68m
Date of Birth June 2, 1990 Weight 68kg
 
Background

Everyone in school thought Emma was doing fine: even as a freshman, she was an honor student, earned a spot on the Junior Varsity cheer squad, and had the attention of several upperclassmen of appropriate gender and social standing. She was rich, pretty, smart, and popular. In short, she was living the dream of most everyone in the school. She was also living in despair. Her father, a systems administrator for a successful software company, was wrapped up in his work. Her mother, a defense attorney, drank heavily. When the two were in the house at the same time, they argued. The marriage had been over for years, but for some reason they never got separated, both being more afraid of being alone than of living in misery together.

And then her mom started to hit her.

Emma wasn't sure why; maybe a case went bad, or maybe Emma herself did something to set it off. It started with slapping. Oh, Jessica looked guilty when she was sober, and bought Emma's friends expensive things to apologize, but it didn't actually stop. Sometimes it would escalate to hitting, but not often. Mike didn't do anything, except look ashamed. She hit him too; screamed obscenities, mocked his manhood and inability to act, and he retreated to his work even more.

And then Emma hit back.

She wasn't sure why; maybe she just got tired of it, or maybe it was the pent-up rage. It started off normally, but by the end of the night, the side of Mike's face was a swollen mess, Jessica had started in on Emma, and suddenly it stopped. According to police reports, and later statements given by both parents, the argument had escalated until Mike had pushed Jessica away, causing her to pierce her gut with chair leg that had been broken earlier that evening. The hospital confirmed the existence of defensive wounds on both Mike and Emma, as well as signs of long-term abuse on both. However, while the doctors found no signs of wood in the wound, such evidence was later set aside 'for the good of the family.'

The divorce was finalized two months later, with sole custody being granted to Michael Hoffman. He still has nightmares about trying to extract his daughter's fist from his wife's stomach.

Personality
The happy, preppy, social butterfly at school that was Emma Hoffman was a mask for the scared, hurting Emma Hoffman that lived at home, who lived in fear of her mother's physical and emotional abuse, and in rage of her father's inability to intervene. The manifestation of her powers brought the dysfunction of her family to the attention of the authorities, which in turn was the beginning of the end of her family life, and a good portion of her social life at school. In year and a half that have passed since then, Emma has gone through severe bouts of depression, lost most of her friends, but has managed to at least partially resolve her feelings towards her father. She is currently motivated by a desire to not let what happened to her happen to other people, as well as a desire to control both her power and her emotions so that she does not unintentionally cause harm, even to those that may deserve it.

In public, Emma comes across as an almost stereotypical depressing, angsty goth. Although she is certainly depressed about her life, this is actually a cover. She's actually just a bit quiet, although in a team setting or fight she is certainly capable of talking or taking command. People who knew her before her powers manifested would notice quite a difference; people who REALLY knew her beforehand would probably think that she's just allowing herself to show how she really feels.

The relationship she has with both her parents is somewhat complex. Her mother was wounded and partially crippled during the confrontation, but was still willing to hide her daughter's powers from the authorities. Although Jessica has not admitted any real wrongdoing in the affair, she has lost custody to her husband in the ensuing divorce. However, she still believes that she is a better parent than Mike, and will occasionally use her legal expertise to attempt to undermine her ex-husband's position. She currently has a restr aining order out against her from ever contacting her daughter, and is allowed to see her only under supervised visits. Emma has not seen her in over six months.

Emma's outburst forced Mike to acknowledge the sad state of affairs with his wife, and has led to at least a partial reconciliation with his daughter. His main motivation in supporting his daughter's desire to become a superhero, alongside parental love and affection, is guilt and self-loathing, which manifests as overworking and a slight distancing from Emma "in order not to hurt her any more". The main bonding he shares with Emma, aside from superhero training, are the weekly sessions they have together with a family psychologist. (In fact, it was the psychologist who recommended that he be involved in her training, as an activity they both shared.) To support his daughter in her endeavors (and to get away from his ex-wife), Mike actually moved to a different city and got a job as the sysadmin for the city police department.
Quote
(in civvies) "Oh, how the falling leaves do show the untoward march of all mankind into the stygian depths of sorrow."

(In combat) "I'll take the flying squid-guy. You get the chick with the big gun. Engage with formation beta in 3...2...1...Engage."
Powers

Emma's body contains a great deal of bio-energy, which radiates off of her in a very large but faint energy aura. In its dormant state, the bioenergy enhances her strength and constitution. Emma can also collapse the energy aura on herself, which requires concentration to activate. In doing so, she can fly, resist damage, and regenerate from wounds. She also becomes slightly faster and more efficient in using her own energy, as being dormant is actually a slightly stressful state for her. Collapsing the aura on herself causes a bit of an explosion, as high-intensity radiation sheers through anything close to her skin. (This is also why she wears spandex - it's close enough to her skin that er aura actually manifests above it.) She will create a similar, if not nearly so obvious, electromagnetic spike if she pushes her powers, although doing so with anything but her strength is rare. She may also, on rare occasions, loose control and activate her energy aura unintentionally. This has happened a handful of times, all in cases of severe emotional trauma with her family: once when she first manifested, and twice more during counseling sessions with her father and psychologist.

Appearance

Emma is a 16-year old American girl of Germanic and Irish descent. She is attractive in a vaguely Teutonic fashion, and has an athletic (if somewhat skinny) build, although her powers have made her body slightly more dense than the human norm. She has long brown hair, which is currently dyed black. For clothing, Emma is fairly successful at pulling of the modern Goth look: black pants or skirts, silver jewelry, and silk blouses. Occasionally she will attempt the Dark Romantic look (actual petticoats and corsets, top hats and gloves), but mostly prefers something a little less elaborate. This is a direct contrast to her superhero look, which consists of silver spandex and a white cape. Emma's energy aura distorts her appearance enough that she can get away without a mask, as very few people ever get a clear look at her face.