In the original discussion Kris stakes out Zatava, the
daughter of Zatanna, and a third generation wizard hiding as a stager magician.
It’s the standard stuff – elemental magic as the baseline power packed by a
decent amount of Sorcery, which is a very versatile power in DC Heroes but
beats your character up spiritually if you try to use too much of it in one
place at one time (if Zatava focuses all of her Sorcery in one power at one
time she can only use it 4 times before she knocked herself out). With the new
skill rules it was possible to make her distinct from the Questions ritual
magic and Master Bai’s awesome if seldom used Enchanting skills, while at the
same time making her stage magician skills (including the slight-of-and and
general deception that come from that) more noted in the character: she is an
excellent actress, pickpocket, person-reader, mimic and mistress of mortal
legerdemain and that should be noted. I also gave the character elemental animation
powers because, well, they fit and I thought they were cool. We can easily drop
them but they do make her distinct from prior generations.
I haven’t had a chance to really flesh out what Kris
wants to do with the background, but there are two real areas to explore:
First, is Zatava the daughter of Earth 1’s (or Earrth 9’s)
Zatanna who dimension hopped here as Zatanna did between Earth 2 and Earth 1
looking for her father (which opens the door for cross dimensional adventure) or
have Zatanna and Zatara both come from Earth 10 (in which case we have secret
magical super heroics going back to the 1930’s, since Earth 10 did not have
public WWII super-heroics, though clearly Vigilante was doing something then).
I lean towards the latter, but it’s Kris’ call.
The other one is who is Zatava’s dad? I kept her power
set here pretty close to her mom’s under the idea that she married either another
human or another homo magus and just kept the skills and training. However another
idea jumped to mind with having her father being a Nokken, a Nordic river
spirit. You see, Kris once played and quite enjoyed a V&V character who had
magical water powers – the most visible of this was her pet/vehicles made out
of water – and the code name Circe. It would have been trivial to give Zatava a
water focus to mirror that character (and we still could still do so just by
limiting her Elemental Animation to Water Animation and using some of those
spare points for Water Adaptation). I didn’t do so because there’s a risk of
too much overlap with Vigilante’s Sparky and Aquaman’s, well, Aquaman-ness and because
it’s a very specific character definition that Kris didn’t request. I’m putting
the idea out there mostly to see if she’s interested.
Player
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Kris
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Affiliation
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Justice Alliance
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Character
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Zatava Zatara
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Secret ID
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Daugter of world famous stage magician Zatanna, grandaughter of
Zatara, she is following in the family tradition.
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Metaphor
|
Secret Generational Hero
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Attributes
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Normal
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Enhanced
|
Normal
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Enhanced
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Normal
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Enhanced
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Current
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Defense
|
Notes
|
|||||
Dex
|
4
|
Str
|
3
|
Body
|
4
|
Physical
|
7
|
100 lbs
|
Lift
|
|||||
Int
|
4
|
Will
|
6
|
Mind
|
4
|
Mental
|
7
|
4 MPH
|
Run
|
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Infl
|
8
|
Aura
|
14
|
Spirit
|
11
|
Spiritual
|
11
|
0
|
Hero Pts
|
|||||
Initiative
|
16
|
Running
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2
|
Wealth
|
4
|
120k
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Income
|
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Abilities
|
||||||||||||||
Name
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Potency
|
V. Factor
|
Scarcity
|
Notes
|
||||||||||
Elemental Animation
|
10
|
10
|
30
|
Create beings of air, earth, fire, plant or water. Divide
Potency into one score for
|
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physcal stats and one for mystical stats, or set aside 1 potency
for each extra being
|
||||||||||||||
i.e 1 water horse (7
Physcal/3 Spiritual) or a flight of air birds (3 physical, 2 spirit, 5 birds)
|
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Elemental Control
|
10
|
10
|
25
|
Can manipulate air, earth, fire, plant or water - hurl it at
opponents, move volumes of it
|
||||||||||
move through it (tunneling, flying, swimming at -3AP) at 128mph,
and other feats.
|
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Flame Projection
|
6
|
3
|
5
|
Can fire bursts of flame (which she can then control via
Elemental Control)
|
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Lightning
|
6
|
3
|
5
|
Her control of elemental conditions let her unleash blasts of
lightning.
|
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Sorcery
|
14
|
10
|
50
|
Mimic any power up to 14 Potency, but with spiritual damage of
that level when used
|
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Skills
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Expertise
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V. Factor
|
Scarcity
|
Description
|
||||||||||
Connive
|
8
|
5
|
Noted professional competency with slight of hand, deception,
picking pockets, etc.
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Invention (Enchantment)
|
9
|
8
|
Can enchant objects with magical effects, and she's pretty good
at it
|
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Investigation (Divination)
|
9
|
5
|
Can use magic and magical knowledge to investigate mysteries
|
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Profession (Stage Magician)
|
9
|
3
|
renowned professional at stage magic
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Origins
|
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Earth 2
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John Zatara is a Homo Magus who speaks his spells backwards and
hides his power in plain sight as a stage magician as he fights evil.
|
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Earth 1
|
Zatanna, daughter of the Earth 2 Zatara, came to Earth 1 looking
for her lost father; she has the same magic, cover career and foes.
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Earth 9
|
Zaratta was WWII era, Zatanna is contemporary; Zatara died in
the Crisis that formed Earth 9.
|
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Earth 10
|
Zatava is the daughter of Zatanna, third in a family line of
heroic sorcerers masquerading as stage magicians.
|
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