<div align="center"><span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 14pt;">Blitz - Feedback</span></span></div><div style="text-align: justify;"><br/>This should be a <em>lot</em> shorter than Claire's, not least because I've already gone over one draft and we've discussed her a fair amount.  Stilll... there are a number of questions yet to be answered.  ;)<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Role and History</div><div class="spoiler_body">I'm still unsure whether Valerie is intended to be a 'young' character or a mentor.  28 would seem to put her in the latter category... but she <em>looks</em> 20 and if she has been consciously embracing a renewed youth as well as the other physical changes, then she could fit into the 'recruit' side rather than the 'mentor'.<br/><br/>So - which side of things are you wanting to explore with her?  A certain amount of 'switch' between the two could be feasible (a 28 year-old is certainly likely to have a little more knowledge of the world than a 20 year-old, in some ways), but given the nature of the game a clear desire as to where Blitz falls on the super-group side of things would be helpful.  :)<br/><br/>In terms of what she brings to the group... a speedster who can punch a lot of people in a short space of time certainly has obvious utility.  She can also serve as a scout in some situations.  And while her Temporal Awareness is <em>not</em> likely to come up at all frequently, it could be a very useful little bit of information to have if it ever does become relevant.  She's also the only character thus far with a significant engagement with science <em>or</em> technology, which could definitely be helpful.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Attributes, Defences, and Skills: 80 points allocated, 78.5 used</div><div class="spoiler_body"><br/><strong>Attributes</strong>: 38 points allocated.  19 ranks bought: cost 38.  Correct!  :D<br/><br/>Strength: super or not?<br/>Presence: this being at 0 might suggest that Valerie is still adjusting to how her new self relates to other people.  <br/><br/><strong>Defences</strong>:  20 points allocated, 20 points used.  Correct!<br/><br/>None of the Defence scores are as good as they could be, but none are <em>really</em> weak.  She's more vulnerable than she could be, but not massively so.<br/><br/><strong>Skills</strong>: 22 points allocated to pay for 44 ranks.  <em>Still</em> only 41 ranks assigned!<br/><br/>Physics and Technology could plug some gaps in the group's capabilities, and she's a competent investigator and sneak.  Her unarmed combat is impressively high... but acceptably so, and it could quite feasibly be something she can teach to her future team-mates.<br/><br/>But you still have 3 ranks to assign, to point this out again!<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment and Advantages: 6 points assigned</div><div class="spoiler_body"><br/><strong>Equipment</strong>: None at all!  Of course, with her wealth she can have a lot of <em>stuff</em>... but if you would like her to have anything rare, or that she has specifically tinkered with or invested in (say, an extra-secure laptop for her research) then it might be worth throwing a point into Equipment.<br/><br/><strong>Advantages</strong>: 6 points assigned, and 6 used.<br/>Attractive 2 (2): +5 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone attracted to you.<br/>Benefit, Wealth 3 (millioniare)  (3): In the $1-2 million range of wealth.<br/>Eidetic Memory (1): +5 circumstance bonus to remember things, including to resist effects intended to erase or alter memories.  May also make untrained Expertise checks to dredge up data that might previously have been encountered.<br/>Inventor (1): May use Technology skill to create inventions.  See Inventing on p211 of the Handbook!  (<em>I'll need to read up on this!</em>)<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Powers: 57 points allocated; 55 used</div><div class="spoiler_body"><em><strong>I've left in the still-unanswered queries from the suggested powers</strong></em><br/><br/>Descriptors: Space/Time<br/><br/>Immortality 1 (return from the dead after 2 weeks): 2CP<br/><br/>Immunity (Aging) 1CP.<br/><br/>Temporal Awareness: Senses 1 (DC10 Perception check to notice effects with the Temporal descriptor, -1 to check per 10' of range): 1CP  <em>You originally charged yourself 2 points for this - did you have some extra effect in mind?</em><br/><br/>Super-Speed (Temporal Manipulation):  Speed 6 (Speed 120 mph, 1800’ per round): 6CP, Quickness 6 (do in 1 minute what would normally take an hour): 6CP, Evasion 2 (+5 circumstance bonus to dodge area effects), Improved Initiative 6 (+24 Initiative), Move-by Action 1.  21CP<br/><br/>Flurry of Blows (array):  10CP +1 for an alternate effect: 11CP<br/><br/>    Focused Attack: Damage 5, Strength-based, Multi-Attack (may focus all attacks on a single target to boost resistance DC, or engage an arc), Selective targeting, Limited: Only when in Super-Speed.  10CP.<br/>    Rampage: Damage 5, Strength-based, 30’ radius Burst Area, Selective targeting, Limited: Only when in Super-Speed.  10CP value. <br/><br/>Fold the Spacetime Continuum (array): 4x (2+1) + 5 = 17CP + 2 for alternate effects = 19CP.<br/><br/>    Long-Range Jump: Teleport 3 with Accurate +1/rank, Change Direction +1 flat, Change Velocity +1 flat, Extended and Limited to Extended +0/rank, Subtle 2 (undetectable).  Takes double move action to teleport distance of Teleport rank +8 (i.e. 8 miles); dazed and vulnerable for 1 round thereafter. ‘Easy’ is not a modifier that I have managed to identify: 14CP value without it.<br/>    Short-Range Jump: Teleport 4 with Accurate +1/rank, Change Direction +1 flat, Change Velocity +1 flat, Subtle 2 (undetectable) +2 flat, Turnabout +1 flat.  May teleport (with 50lb) up to 900’ without detailed knowledge of location; change orientation; be ‘at rest’ when moving from a fall or a vehicle; teleport, takes standard action, and return to starting point in a single round so long as total distance travelled is within teleport range limit.  17CP value.<br/>    Time Travel: Movement 5 (Space &amp; time): Dimensional (Alternate Timelines) 2 ranks + Time Travel (+/- 100 years) 3.  Subtle 2 (undectable) +2 flat.  Uncontrolled (and can trigger when a teleport is attempted) -1/rank.  Sustained effect, so will return home if unable to take free action to maintain it.  7CP-value.  <em>Is the 100-year limit a matter of personal preference?  It doesn't seem to be required in the rules (though I have no objection to it being there!)</em><br/></div></div><br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Summary - You have points to spend!</div><div class="spoiler_body">You've currently used 139.5 of your 150 points.  If you allocate the remaining 3 ranks of skills, that would get you up to 141 used - leaving you with 9 remaining.<br/><br/>Putting 1 into Equipment to cover any special items you want to lay claim to, then that'd still leave 8 points for other things.  These could potentially be held in reserve, or could be used to do things like boost Defences.<br/></div></div></div>