Arianna Corazón de Sousa
Campaign: Three Rivers
Power Level: Classic
Coming from a older noble family, Arianna was set to become the next Condessa of Porto Alegre. The title was strictly honorific, but it was a source of pride for Arianna’s father and he hoped to pass it on to his daughter
Arianna Corazón de Sousa, the next heir to her father, the Count’s Brazilian coffee empire, with super-strength, enhanced reflexes, invulnerability and the attitude to match her power. Her father tried to convey to his daughter the responsibility to the workers that lived on his lands as all Sousas have for about a century. While he was a Count stemming from the original Count, when the nobility existed in Brazil, he took care of his people as they lived together to cultivate the beans that was their livelihood. Arianna was the self-entitled child. Her powers made her feel like she was better than them but her father felt she needed an attitude adjustment, so, he sent Arianna to America to learn at a school for ‘gifted’ students.
Now, to change things up a notch, I have her listening to R. Kelly’s I Believe I Can Fly, and it literally inspires her to not only try to do better, but to literally try to fly with her powers.
She learns the hard way that Nobility Obliges You to use your power to protect your people and by extension, her super abilities should do the same.
Father: Manuel de Sousa the 4th
Mother: Gabriela da Silva
Keeps trying to learn to fly but unable to do so, only buying more and more leap
♫ ♪…..If I can see it, then I can be it. If I just believe it, there’s nothing to it….♫ ♪
Strength 10 (1 AP)
Dexterity 10 (1 AP)
Origin: Generational/Experiment 12
Catalyst: Atone for my actions 8
Drive: Noblesse Oblige 5
Drive: Learn to Respect Others 1
Drive: Am I Really That Shallow? 1
Background(Raised in High Society) 3
Area of Influence: High Fashion Community 3
Art (Clothing) 1 (1 AP)
Art (Music) 1
– Specialty: Piano 1 (1 AP)
Brawn 6 (1 XP)
Etiquette 4 (1 AP)
Fashion 7 (1 AP)
– Specialty: Haute Couture 4 (2 AP)
Never Back Down 4 (1 AP)
Provoke (Bitch) 3
Sport (Tennis) 1
Allowance (Wealth) 3
Brawn Supports Offense MA
Extra Stamina MA2
Languages ( Portuguese – Native, German, English, Spanish) TY
Cost 7 AP
Added Support: Strength (Dexterity, Sense) MA3
Healing (Self) (Regeneration) MA2
Secondary Role: Defense (Full Role) MA2
Passive Defense MA
Armor (Boost Armor) MA2
Secondary Role: Offense Full Role) MA2
Cost: 1 Power + 12 Boons + 14 AP
– Specialty: Brace for Impact 3
Cost 1 AP + 2XP
Experience Spent 3 /Earned 3
Starting AP 30
(Attributes 2 + Talents 7 + Boons 7 + Powers 15 – Drawback 1)
Initiative: 10 (Dexterity 10) Dice 2
Surprised Defense: 19 (Fortune 7 + Perfection 12) Dice 3 Armor 8
Normal Defense: 24 (Constitution 12 + Perfection 12) Dice 3 Armor 8
Braced Defense: 7 (Constitution 12 + Perfection 12 + (S) Brace for Impact 3 – Brace for Impact 20) Dice 4 Armor 12
Mental Defense: 7 (Mental 7) Dice 2 Armor 2 (Negotiations)
Impervious: The Character takes no Damage from normal Attacks until the Start of their Next Turn. The Damage from Rolling 6s, the Penetrating Boon ignore Impervious. This Boon may be activated for Free on the Character’s Turn or whenever they would take Damage. Usable Once per Session.
Regeneration: Heals 2 Stamina Automatically Each Turn
Etiquette: Once per Session use Etiquette as a Supporting Characteristics when Defending against Mental Attacks that bypass normal Defenses.
Fashion: Once per Session use Fashion as a Supporting Characteristics when Defending against Mental Attacks that bypass normal Defenses.
Fitness: Reduce the the number of Actions Staggered by 2.
Favored Attack: Regal Fisticuffs (Constitution 12 + Perfection 12 + Support: Brawn 3) 27 Dice 4 Range Close Damage 6 Notes
Secondary Attack: Pissed Off Pound (Constitution 12 + Perfection 12 + Support: Brawn 3 – Heavy Blow -10) 17 Dice 4 Range Close Damage 9 Notes
Beauty: Once per Session use their Beauty as a Meddling (-5) or Control Power (17 + 3d6). The Character must explain how their Beauty distracts the target.
Education: Once per Session spend 1 Action to advise an Ally. The ally may use the half Character’s Education (6) as a Supporting Characteristic for their next Action.
Intimidation: Roll Mental 7 + Intimidation 6 + 3d6 VS Target’s Mental + 10. On a successful roll,use half Intimidation as a Meddling Power (-2 to a target’s Rolls) on the Target for 1 Turn.
Sport: Tennis: May be used as a Supporting Characteristics to related rolls Once Per Session. Example: An American Football player tackling a running target.