Name:  Knock-Out
Alternate IDs: 
Player: 

Val Char Roll Notes
65/85 STR 22- / 26- HTH Damage 13d6/17d6 END [9/11]
27 DEX 14- OCV 9 DCV 9
20 CON 13-
15 BODY 12-
12 INT 11- PER Roll 11-/13-
13 EGO 12- ECV: 4
15 PRE 12- PRE Attack: 3d6
22 COM 13-
21 PD    
20 ED    
6 SPD    
17 REC   Run: 6"
46 END   Swim: 2"
93 STUN   Leap: 13"/17"

Disadvantages Pts
Enraged: when non-powered friends and family are threatened when non-powered friends and family are threatened (Uncommon), go 11-, recover 14-  10
Enraged: if publically humiliated if publically humiliated (Uncommon), go 11-, recover 14-  10
Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  15
Social Limitation: Doesn't yet know her own strength (Occasionally, Major)  10
Social Limitation(Sarah Steiner): Public Identity (Many Enemies) Frequently (11-), Severe  20
Psychological Limitation: Slight klutz (Uncommon, Moderate)  5
 
XP
 
0
 
  Base : 300
  Disads : +70
  XP Spent : +0
  Total = 367
 
205 : Characteristics Cost
110 + Powers Cost
52 + Martial Arts/Skills/Perks/Talents Cost
367 = Total Cost
 
Campaign Use: 
Personality/Motivation: Life was difficult before Sarah manifested her powers, and since that time it's only gotten more challenging. One set of problems has been exchanged for another, it seems. Deep down, Sarah is hurt that no semblance of her former physical self remains. At the time, she was all for the various surgeries, but she didn't quite realize how very different she was going to look -- and feel. Meeting the expectations of her mother, and now of the general public, weighs very heavily upon her. Yes, she now looks the part, and yes, she has some amazing super-powers. But can she use them responsibly? Can she stand up at a press conference and not embarrass herself and her mother in front of the nation? What if she hurts someone without meaning to? What if the public finds out her looks are completely fake, and hates her for it? What if she can't handle the pressures of constant media attention? What if there is no constant media attention? So many unknowns keep Sarah up at night, but she's done a great job thus far of hiding her growing anxiety from her family, friends, and assistants.
Though her appearance suggests otherwise, Sarah is far from true maturity. The many surgeries and brutal training regiment she's been subjected to have stolen some key years
from the girl's adolescence, and as a result she often acts like a 16 year-old when in fact
she's nearing twenty. Sarah is apt to form crushes quickly, she's very much into pop culture,
and she's every bit as immature and impressionable as a teen several years her junior.

Pts.  Power/Skill/Perk/Talent END
  Powers
5   Tough Skin: Elemental Control, 10-point powers 
5   1) LoW (-2) for Normal Defense (2 Active Points) 
5   2) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points) 
15   3) Physical Damage Reduction, 50% (20 Active Points) 
15   4) Energy Damage Reduction, 50% (20 Active Points) 
7   5) Damage Resistance (12 PD/12 ED) (12 Active Points) 
13   +20 STR, Increased Endurance Cost 3x END (Only In Certain Circumstances: Uncommon; +0) (20 Active Points); No Figured Characteristics (-1/2) [Notes: Only while Enraged]  2
35   Fortitude: +35 STUN [Notes: Only while enraged] 
9   Regeneration: Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Hour (-3), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 
2   Keen Senses: +2 PER with Normal Hearing 
   Titanium Knuckles, all slots: OIF Unbreakable (-1/2) 
-1   1) +0 STR, AP x1 (+1/2) (32 Active Points); OIF Unbreakable (-1/2) (Modifiers affect Base Characteristic)  3
 
  Martial Arts
12   +3 HTH Damage Class(es)   
 
  Skills
3   Conversation 12-   
3   Tactics 11-   
5   KS 14-   
5   Acting 13-   
3   Oratory 12-   
11   Seduction 16-   
7   PS 16-   
3   High Society 12-   
 
Base OCV: 9   Base DCV: 9   Base ECV: 4
Adjustment +     Adjustment +     Adjustment +  
Final OCV:     Final DCV:     Final ECV:  



DEX: 27 SPD: 6 ECV: 4
Phases: 2, 4, 6, 8, 10, 12
21 PD (12 rPD) 20 ED (12 rED) MD: 0
END: 46 STUN: 93 BODY: 15


Height: 6' 7" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Sarah is a very beautiful young girl, thanks totally to the extensive and radical cosmetic
surgery her mother has subjected her to. Her cheeks have been sculpted, her nose straightened, the corners of her eyes lifted, and her lips inflated. Excess fat on her body was liposuctioned away, and her skin has been tightened up in the few areas where it previously sagged slightly. Her chest has been completely reshaped as well, with the largest saline implants on the market giving the girl a truly remarkable bust-line.
A team of clothing advisors, make-up artists and hair stylists follow Sarah wherever she goes,
so that when she is seen in public as Knock-out, her looks are consistently flawless. Her
long blonde hair is always styled impeccably, her makeup is without fault, and her attire never
fails to showcase her manufactured features. Tanning salons have turned her once-pasty skin a warm brown, most of her teeth have been capped or artificially whitened, and colored contact lenses give Sarah eyes that are a vivid sapphire-blue. She's truly a classic American dream girl, brought to life -- and at a cost of a little over five million dollars, Lily Steiner considers her quite the bargain.

Sarah's standard Knock-out costume is a two-piece affair consisting of hot-pants and a low-cut midriff-bearing tank top. It contains a ballistic Kevlar weave, simply there to keep her from accidentally ripping the attire. On her fists, Sarah wears a pair of custom-made titanium-alloy brass knuckles.
Quote:
Background: 
Powers/Tactics: Practically all of Sarah's physical attributes have developed well beyond human norm. Her senses, strength, speed and toughness, in particular, are greatly enhanced. She doesn't yet
quite know her own strength, and is constantly pulling off doorknobs, crushing remote
controls, breaking furniture, tearing clothing and otherwise destroying minor pieces of her
environment. Her super-tough skin allows her to ignore most attacks that are mundane in nature, though she bruises and cuts more easily than some of her tougher metahuman brethren. When she is injured, Sarah heals at a remarkable rate. When enraged, Knock-out is particularly difficult to bring down, as she can draw upon great reserves of strength and resilience in times of need.
As Knock-out, Sarah is not much of a tactician. She likes to get in an mix it up, starting and
finishing fights fast and honest. The alloy knuckles she wears dramatically increase her punching power, making the young metahuman is a force to be reckoned with in hand-to-hand combat. However, if hitting the enemy hard and fast won't do the trick, she's in trouble. She's not much for improvisation, and is untrained when it comes to true martial arts. For that reason, Sarah is at a serious disadvantage when facing highly-trained martial artists, since they're usually able to utterly dictate the flow of the fight.