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Character Edits, v4


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Thanks to Blink's quick eye, she caught another flaw on my character sheet.

Stats: 6+2+6+0+2+0 = 16pp

Str: 16/34 (+3, 12)

Dex: 12 (+1)

Con: 16/34 (+3, +12)

Int: 10 (+0)

Wis: 12 (+1)

Cha: 10 (+0)

Combat: 10+10 = 20pp

Attack: +8 Melee, +9 Plasma Blast

Grapple: +28 Max/ +20 no Super Strength

Defense: +8 (+3 flat-footed) [(+5/+3 Dodge Focus)

Knockback: -9

Initiative: +9 (+1 Dex, +8 Improved Initiative)

It should instead say

Stats: 6+2+6+0+0+2 = 16pp

Str: 16/34 (+3, 12)

Dex: 12 (+1)

Con: 16/34 (+3, +12)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 12 (+1)

Combat: 10+10 = 20pp

Attack: +8 Melee, +8 Plasma Blast

Grapple: +28 Max/ +20 no Super Strength

Defense: +8 (+3 flat-footed) [(+5/+3 Dodge Focus)

Knockback: -9

Initiative: +9 (+1 Dex, +8 Improved Initiative)

The Attack for the Ranged attack was over caps, and the Wis and CHA scores needed to be switched.

Irradiated by Doc... for Science!

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Okay, got some Edits for Zealot. The 4 pp he has unspent I want to use to buy a hard to lose device that replaces his armor. Basically the armor is imbued with better toughness due to Zealot's "faith" and should have the magic descriptor (as all his powers have that descriptor and come from his inborn magic abilities but he believes them to be faith powered).

The device will look like this:

Device 1 (Hard to lose) 4pp

Protection 5

The 1 pp from equipment freed up by this I want to be put into his Sense Motive, which will raise it to: Sense Motive 8 (+11)

In Nomine Archeville

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For Fleur de Joie:

More work on Stesha's array this month. I'm adding 2pp to the array's overall power, and adding 1pp for one additional AP, to make it a total of 31pp. The Snare Array will now look like this:

Snare 10 [entangling vines] (Power Feat: Indirect 2, Alternate Power 9) [31pp]

AP: Corrosion 6 (Extra: Duration/Sustained; Flaw: Limited/Plant Material; Power Feats: Incurable, Precise)

AP: Dimensional Pocket 2 (Extras: Duration 3 [Continuous], Range [Ranged]; Power Feat: Progression 9 [50,000lbs])

AP: ESP 4 (one mile, sight and hearing; Extras: Action [free action], No Conduit, Simultaneous; Flaw: Medium/Plants)

AP: Growth 10 (Extra: Affects Others; Flaw: Limited/Plants)

AP: Healing 10 (Extras: Area/Burst, Total; Flaw: Plants only (-2); Power Feats: Regrowth, Stabilize)

AP: Healing 10 (Extras: Persistent, Action/Standard, Total; Flaws: Distracting, Unreliable/5 uses)

AP: Stun 10 (pollen burst; Extras: Range/Ranged, Sleep; Flaw: Action/Full)

AP: Teleport 8 (Extra: Accurate; Flaw: Medium/Plants; Power Feat: Progression 4 [2,500 lbs])

AP: Move Object 8 (Precise, Indirect 3, Accurate)

The other 2pp can go to skills,

4 ranks in Notice

4 ranks in Sense Motive

Hedges trimmed by Doc; I also updated her DC Block.

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Geckoupdates!

Abilities

2pp: Dex raises from 14 to 16, and thus 18/16 (+4/+3). Weee!

Saves:

2pp: Will save increases by 2, to +4

Skills:

1pp: Bluff 1, Investigate 1, Gather Information 2, to:

Bluff 13 (+18)

Gather Information 3 (+8)

Investigate 1 (+2)

Feats:

3pp:

Connected, since he got contacts in the police department during 3 Days of the Gecko.

Set-Up, for teamwork stuff

Sneak Attack. He has a massive Bluff and doesn't fight especially fair. GROIN ATTACK.

Powers:

2pp: Enhanced Constitution 2, so Con is now 14/12 (+2/+1)

Mutated by Doc, but you've got 2pp left over!

. No points miscalculated here.

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If at all possible, I would like to have this version of the character listed as the primary one; the old PL11 version of Grim is only active in one thread (Trickster's Game) and PL8 Grim is down for the count in Checkmate. Also if my 1pp from September can be used for Equipment for the Interceptors, that would be grand.

EDIT: Hold off on the Equipment until next month ;)

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So I guess it turns out a bunch of Jack's feats are totally useless with PL caps. So:

Dropping

Improved Block 2

Improved Disarm 2

Improved Sunder

Weapon Bind

Weapon Break

= 7pp

4pp - Raise Charisma to 22 (+6) (This improves his Bluff to +21 and Diplomacy to +12, obviously.)

2pp - Add Inspire 2

1pp - Improve "Super-Senses 1 [energy awareness]" to "Super-Senses 2 [acute energy awareness]"

= 7pp

Sandman finds your lack of faith disturbing

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Ok I have been playing this chara bit and after some RP I decided that his skills don't make sense.

Skills: 16r = 4pp

Bluff 4 (+5)

Diplomacy 8 (+9)

Knowledge

-Popular Culture 4 (+4)

Ok he doesn't really have a lot of charisma and he isn't skill ed at negotiating I think those are things he can get when he becomes an older hero.

SO I want

Skills: 16r = 4pp

Intimidate 4 (+5)

Knowledge

-Popular Culture 4 (+4)

Notice 8 (+8)

Sandman makes a silly little statement, signifying that he has updated your character

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If at all possible, I would like to have this version of the character listed as the primary one; the old PL11 version of Grim is only active in one thread (Trickster's Game) and PL8 Grim is down for the count in Checkmate. Also if my 1pp from September can be used for Equipment for the Interceptors, that would be grand.

EDIT: Hold off on the Equipment until next month ;)

Any movement on this?

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So to clarify, you want us to replace the PL 8 stats with the stats in the link above?

Yeah, sorry, not the most clear char edit post ever :D

The linked version of Grim is the one that Shaen came up with; she exists after Grim's IC transformation in the Moondance thread, which takes place on September 4th, so any thread after that would use that version. Other than Trickster's Game, any thread previous versions of Grim was in she has been rendered unconscious as a way of dealing with my recent absence. Since I started a lot of threads this month, I thought the new version of Grim should be front and center.

Em-Spriggan-ed by Doc

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Quark Edits:

[u]Height:[/u] 5'7"

[u]Weight[/u]: 130 lbs

[u]Hair[/u]: chromatic
and
[u]Description[/u]: Quark doesn't look like your average teenager. The technicolor hair and golden eyes being the most outstanding part of him. He's a bit short and lean for his age too. He has fair skin with light freckles all over. His hair is thick and a bit shabby and almost rests on his shoulders when he doesn't have it in a rubberband. He dresses in what some would call 'business casual': loafers, slacks, belt and polo shirt (though sometimes a white t-shirt with an unbuttoned short sleeved dress shirt). He also is never seen without a messenger bag full of notes and gadgets to work with.

Reason? he's almost 16, not 14. He needs to have a growth spurt sometime.

Growing pains soothed by Doc

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  • 2 weeks later...

Wall of Text!

First, the 5 tasty pp Doc earned for October.

Skills

+5r in Computers (to 13r)

+2r in Disable Device (to 13r)

-1r in Know/Business (to 5r)

+3r in Know/Civics (to 5r)

+5r in Know/Earth Sciences (to 10r)

+2r in Know/Life Sciences (to 10r)

-1r in Know/Physical Sciences (to 10r)

+1r in Perform/Oratory (to 8r)

+16r (4pp) total, so he now has 168r = 42pp in Skills

Feats

Add Benefit 1 (Status [CEO of ArcheTech]). Brings total Benefit to Benefit 4.

Edit Wealth 2/Filthy Rich to Wealth 3/Filthy Rich

And lastly... his Platinum reward of Equipment 15!

1+48+24 = 73/75ep

Teleport Beacon for Scarab's Lair Teleporter (1ep)

"It's an object about the size of a quarter that will let you open up a 25ft x 25ft portal at your present location that will lead into The Lair. It only works if you're within 2,000 miles or on the same continent."


Archeville's Array of HQs (43+5=48ep)

HQ no.1: Schloss Wissenschaft ("Science Castle") (43ep)

Location: Near Donaueschingen, Germany.

Appearance/Details: See here.

Size: Gargantuan; Toughness: 20; Features: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System 1 (Blast 13 [PFs: Variable Descriptor 2/any technological], +14 to hit), Defense System 2 (Snare 13 [PFs: Affects Insubstantial 2], +14 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells (Nullify Mutant Powers 14), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (as Power x3), Power no.2 (as Power x2), Power no.3, Power no.4 (as Power x2), Power no.5, Power no.6 (as Power x2), Power no.7, Power System, Security System x4 (DC 35), Workshop. [4+3+36 = 43/43]

Power no.1: Same Communication/Comprehend as at Home HQ in Freedom City. [74/84p]

Power no.2: Same Enhanced Feats/Skills as at Home HQ in Freedom City. [43/56p]

Power no.3: Enhanced Skills 72 (+6r to Computers, Craft/Chemical, Craft/Electrical, Craft/Mechanical, Craft/Structural, Knowledge/Current Events, Knowledge/Earth Sciences, Knowledge/Life Sciences, Knowledge/Physical Sciences, Knowledge/Popular Culture, Knowledge/Technology, and Medicine; Useable By Others; PFs: Progression 10/up to 2,500 users simultaneously) (“Educational Computers”) [18+10=28/28p]

Power no.4: Same ESP as at Home HQ in Freedom City. [51/56p]

Power no.5: Same Healing as at Home HQ in Freedom City. [28/28p]

Power no.6: Same Super-Senses as at Home HQ in Freedom City. [56/56p]

Power no.7: Same Teleporter as at Home HQ in Freedom City. [28/28p]

HQ no.2: Doktor Archeville's Hanover Home (40/43ep)

Location: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs.

Appearance/Details: See here.

Size: Huge/Small (Castle/House-sized); Toughness: 20; Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System 1 (Blast 13 [PFs: Variable Descriptor 2/any technological], +14 to hit), Defense System 2 (Snare 13 [PFs: Affects Insubstantial 2], +14 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (as Power x3), Power no.2 (as Power x2), Power no. 3 (as Power x2), Power no. 4, Power no. 5 (as Power x2), Power no. 6, Power System, Security System x5 (DC 40), Workshop. Cost 3+3+34 = 40/43ep.

Power no.1: Communication 10 (audio, radio and visual; Extra: Area [entire globe]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [74/84p]

Power no.2: Enhanced Feats 2 (Contacts, Well-Connected) plus Enhanced Skills 162 (+6r to Computers, Craft/Artistic, Craft/Chemical, Craft/Electrical, Craft/Mechanical, Craft/Structural, Disable Device, Gather Information, Investigation, Knowledge/Arcane Lore, Knowledge/Art, Knowledge/Behavioral Sciences, Knowledge/Business, Knowledge/Civics, Knowledge/Current Events, Knowledge/Earth Sciences, Knowledge/History, Knowledge/Life Sciences, Knowledge/Physical Sciences, Knowledge/Popular Culture, Knowledge/Streetwise, Knowledge/Tactics, Knowledge/Technology, Knowledge/Theology and Philosophy, Medicine, Notice and Search; Useable By Others) (“Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds”) [2+41=43/56p]

Power no.3: ESP 10 (all, 200,000 mile range [entire planet, as well as satellites in orbit]; Extra: No Conduit, Simultaneous; Flaw: Medium – cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.; PFs: Subtle) (“Sensor Tap”) [51/56p]

Power no.4: Healing 9 (Extra: Total; PF: Regrowth) (“Arzthelferin”) [28/28p]

Power no.5: Super-Senses 59 (communication link 4 [with Archeville's electromagnetic screwdriver, Schloss Wissenschaft, Fjölnirskraft, and Archstern], acute analytical extended 2 [1,000 ft. increment] tracking extradimensional awareness, acute analytical extended 2 [1,000 ft. increment] radius ranged tracking detect energy [radio sense], acute analytical extended 2 [1,000 ft. increment] radius ranged detect mutant powers, acute analytical detect physical objects [tactile], acute analytical detect time, infravision, low-light vision, microscopic vision 4, acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors], extended radar [accurate extended {100 ft. increment} radius radio sense], radio, trace teleport, tremorsense [accurate ranged touch], ultra-hearing, ultravision, x-ray vision [not through lead]) ("Oodles of Sensors and Analytical Equipment") [4+6+8+7+3+3+1+1+4+3+4+1+1+3+1+1+4=56/56p]

Power no.6: Teleport 10 (to any Arche-Tech facility, Schloss Wissenschaft, and ArcheStern; PFs: Change Direction, Easy, Progression 6/10 tons of cargo) ("Transporter") [28/28p]

HQ no.3: ArcheTech Facilities (31/43ep)

Location: Worldwide. Corporate HQ is in Hanover, Freedom City, USA.

Appearance/Details: See here.

Size: Large; Toughness: 15; Features: Animal Pens*, Communications, Computer, Defense System (Stun 9 [Extra: Range/Ranged; PF: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Mutant Powers 14, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel**, Pool, Power no.1, Power no.2, Power System, Security System x5 (DC 40), Think-Tank*, Workshop. Cost: 2+2+27 = 31/43ep.

Power no.1: ESP 3 (visual and auditory, 1,000 feet [entire interior of building]) and Super-Senses 13 (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [not through lead]) ("Sensor Net") [9+13=22/28p]

Power no.2: Teleport 10 (to any Arche-Tech facility, Schloss Wissenschaft, and ArcheStern; PFs: Change Direction, Progression 6/10 tons of cargo) ("Bulk Transporter") [27/28p]

* from Agents of Freedom.

** from Books of Magic.

HQ no.4: Fjölnirskraft ("Fjölnir's Power/Strength") (37/43ep)

Location: The Pacific Ocean.

Appearance/Details: See here.

Size: Gargantuan; Toughness: 20; Features: Communications, Computer, Defense System 1 (Blast 8 [Extra: Penetrating; PFs: Improved Range 1/200 ft. increments, Progression 1/25 increments; max range ~0.9 miles]; +14 to hit), Defense System 2 (Paralyze 8 [Extras: Alt Save/Fortitude, Range/Ranged, PFs: Improved Range 1/200 ft. increments, Progression 1/25 increments; max range ~0.9 miles]; +14 to hit), Defense System 3 (Stun 8 [Extra: Range/Ranged, PFs: Improved Range 1/200 ft. increments, Progression 1/25 increments, Sedation; max range ~0.9 miles]; +14 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (as Power x3), Power no.2, Power no.3 (as Power x2), Power no.4 (as Power x2), Power no.5 (as Power x2), Power no.6, Power System, Security System x3 (DC 30), Workshop. [4+3+30 = 37/43ep]

Power no.1: Same Communication/Comprehend as at Home HQ in Freedom City. [74/84p]

Power no.2: Additional Limbs 4 (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), Concealment 4 (all auditory and all radio; PF: Close Range; "Anechoic Radar Absorbent Coating"), Elongation 8 (1,000 feet; Flaw: Only for Additional Limbs; "Manipulatory Tentacles"), and Swimming 6 (100 mph/87 knots; PF: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/28p]

Power no.3: Same Enhanced Feats/Skills as at Home HQ in Freedom City. [43/56p]

Power no.4: Same ESP as at Home HQ in Freedom City. [51/56p]

Power no.5: Same Super-Senses as at Home HQ in Freedom City, but replace precognition & trace teleport with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [56/56p]

Power no.6: Super-Strength 14 (effective Str 70) [28/28p]

HQ no.5: Archestern ("Arche-Star") (39/43ep)

Location: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America.

Appearance/Details: See here.

Size: Colossal; Toughness: 20; Features: Communications, Computer, Defense System 1 (Blast 12 [PFs: Improved Range 2/600 ft. increments, Progression 2/50 increments; max range ~5.5 miles], +14 to hit), Defense System 2 (Move Object 12 [tractor beams, Str 60; PFs: Indirect 3, Subtle], +14 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (as Power x3), Power no.2 (as Power x2), Power no.3 (as Power x2), Power no.4, Power no.5 (as Power x2), Power no.6, Power System, Security System x5 (DC 40), Workshop. [5+3+31 = 39/43ep]

Power no.1: Same Communication/Comprehend as at Home HQ in Freedom City, and Flight 2 (25mph; "Positional Adjustment Jets"). [74+4=78/84p]

Power no.2: Same Enhanced Feats/Skills as at Home HQ in Freedom City. [43/56p]

Power no.3: Same ESP as at Home HQ in Freedom City. [51/56p]

Power no.4: Same Healing as at Home HQ in Freedom City. [28/28p]

Power no.5: Same Super-Senses as at Home HQ in Freedom City, minus detect mutant powers & tremorsense (frees 10 ranks), add extended to radar (for extended 2/1,000 ft. range increment), and extended 4 to visual sensors and extended 2 to both extradimensional awareness and detect energy (total of extended 4 for all three, for 100,000 ft. [18.9 miles] increment). [55/56p]

Power no.6: Same Teleporter as at Home HQ in Freedom City. [28/28p]

HQ no.6: Nichtuberall ("Not Anywhere") (31/43ep)

Location: Top Secret

Appearance/Details: See here.

Size: Medium (House-sized); Toughness: 20; Features: Communications, Computer, Concealed x3 (+20 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (as Power x2), Power no.2 (as Power x2), Power no.3, Power no.4, Power System, Sealed, Security System x5 (DC 40), Workshop. [1+3+27 = 31/43ep]

Power no.1: Same Enhanced Feats/Skills as at Home HQ in Freedom City, and Flight 2 (25mph; "Positional Adjustment Jets"). [43+4=47/56p]

Power no.2: Same Super-Senses as at Home HQ in Freedom City, minus the 4 Communications Links, detect mutant powers, and tremorsense (frees 14 ranks), add extended 4 to all visual sensors (100,000 ft. [~19 miles] increment) and extended 3 to all radio senses (total extended 4/100,000 ft. [~19 miles] increment for radar, total extended 5/1,000,000 feet [~189 miles] increment for extradimensional awareness and detect energy). [56/56p]

Power no.3: Nullify 4 (all Insubstantial effects; Extras: 200-ft. Burst Area [entire HQ], Duration 3/Continuous, No Save; Flaws: Range/Touch; PFs: Progression 3 for Area, Subtle) [28/28p]

Power no.4: Obscure 7 (mental and radio, 500-ft. radius [entire HQ]; Extra: Duration/Continuous; PF: Subtle) [22/28p]


Archeville's "Utility Coat" (15+9=24ep)

Detailed here.

Free: Cell phone, Digital camera, Digital audio recorder, Flashlight

BE: Blast 5 (assorted explosives; Extra: 50-ft. Explosion; PF: Variable Descriptor; Drawback: Reduced Range/5 increments) [15p]

AP: Blast 3 (throwing discs; Extra: Autofire; PFs: Ricochet 2, Variable Descriptor [bludgeoning/piercing/slashing])

AP: Corrosion 1 (PFs: Precise, Variable Descriptor/acids or cutting torch)

AP: Dazzle Auditory & Visual 4 (flash-bangs; Extra: 20-ft. Burst Area)

AP: Dazzle Visual 5 (pepper spray; Extra: Linked Stun 5; Flaw: Range/Touch for Dazzle)

AP: Obscure Visual 2 (smoke pellets, 10 ft. radius; Extra: Independent)

AP: Paralyze 4 (paralytic poison darts; Extras: Alt Save/Fortitude, Poison, Range/Range; Drawback: Reduced Range/5 Increments)

AP: Snare 4 (PF: Variable Descriptor/steel-wire bolos or glue-goo)

AP: Strike 4 (power knuckles; PF: Mighty)

AP: Stun 4 (stun bomb v2; Extras: 40-ft. Explosion, Ranged; Drawback: Reduced Range/5 increments)

This will change his skills to

Bluff 5 (+5, +9 w/ Attractive; +12/+16 w/ Enhanced Cha; +6 more w/ Wealth)

Computers 13 (+20, +26 at HQ or with Electromagnetic Screwdriver.; +27/+33 w/ Enhanced Int)

Craft (chemical) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Craft (electronics) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Craft (mechanical) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Diplomacy 5 (+5, +9 w/ Attractive; +12/+16 w/ Enhanced Cha; +6 more w/ Wealth)

Disable Device 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Gather Information 0 (+0, +6 at HQ or with E.S.; +7/+13 w/ Enhanced Cha)

Investigate 4 (+11, +17 at HQ or with E.S.; +18/+24 w/ Enhanced Int)

Knowledge (behavioral sciences) 5 (+12, +18 at HQ or with E.S.; +19/+25 w/ Enhanced Int)

Knowledge (business) 5 (+12, +18 at HQ or with E.S.; +19/+25 w/ Enhanced Int)

Knowledge (civics) 5 (+12, +18 at HQ or with E.S.; +19/+25 w/ Enhanced Int)

Knowledge (earth sciences) 10 (+17, +23 at HQ or with E.S.; +24/+30 w/ Enhanced Int)

Knowledge (life sciences) 10 (+17, +23 at HQ or with E.S.; +24/+30 w/ Enhanced Int)

Knowledge (physical sciences) 10 (+17, +23 at HQ or with E.S.; +24/+30 w/ Enhanced Int)

Knowledge (technology) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Knowledge (all others) 0r (+7, +13 at HQ or with E.S.; +14/+20 w/ Enhanced Int)

Language 10 (Arabic, English, French, Hindi, Japanese, Mandarin Chinese, Portuguese, Russian, Spanish, Urdu; German is native)

Medicine 3 (+8, +14 at HQ or with E.S.; +15/+25 w/ Enhanced Wis)

Notice 5 (+10, +16 at HQ or with E.S.; +17/+23 w/ Enhanced Wis)

Perform (Oratory) 8 (+8; +15 w/ Enhanced Cha)

Search 0 (+7, +13 at HQ or with E.S.; +14/+20 w/ Enhanced Int)

Sense Motive 5 (+10; +17 w/ Enhanced Wis)



And 5pp for Dead Head

1pp for one rank in Dodge Focus

1pp to increase Protection to 17

1pp to increase Impervious Toughness to 12

2pp to increase Necromantic Array from 5 to 6

Stats now are

Defense +7 (+3 flat-footed)

Toughness +17 (Impervious 12 [not vs. blessed, magic or silver])

Knockback -14 (-8 vs. blessed, magical or silver attacks)

Necromantic Powers 6 (12pp powers; PFs: 2 Alternate Powers) [14pp]

BE: Enhanced Anatomic Separation 4 (Extra: Variable Split; brings total to Anatomic Separation 5 [Variable Split])

AP: Enhanced Feats 12 (Fearsome Presence 12 [60 feet, DC 22])

AP: Healing 10 (Extra: Resurrection [up to 10 months]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they come back wrong]; PFs: Progression 7/1 month per rank)

Sandman's eyes are crossed!

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Ok, here goes. I've run against a little opposition on this, so I'm just gonna throw it out there as it is, then you do what you do =]

- Increased Base Attack and Defense by 2 each (8pp)

- Added these Skills: Craft (electronic) 2, Craft (mechanical) 2, Gather Information 2, Investigate 4, Knowledge (technology) 2 (3pp)

- Removed these Skills: Climb 2, Survival 2, Swim 2 (-1.5pp)

- Increased these Skills: Computers +2r, Disable Device +2r, Knowledge (streetwise) +2r, Knowledge (tactics) +2r, Language +4r, Search +2r (3.5pp)

- Added these Feats: Improved Grapple, Move-by Action, Quickdraw 1, Rage 1 (4pp)

- Removed these Feats: Attack Focus 2 (melee), Attack Specialization 3 (Razorblades), Dodge Focus 2, Sneak Attack 1 (-8pp)

- Increased these Feats: Equipment +6r, Takedown Attack +1r (7pp). The Equipment may look radical, but there really isn't anything that's "too" far from what listed in the book. I even purposefully made sure not to spend each available point in each AP (unless needed) so the utility belt would be considered. The Grapple Gun (which was a Device 4) has been reduced in funtion and made into Equipment. The Snare 4 is in line with bolos, and an AP Trip isn't that off. I saw "Super-Movement 1 (swinging)/Speed 1" on ATT and thought it was fitting.

Contributing 6 equipment points toward the following:

Generic Equipment [4ep]

camo clothing (desert, foliage, night, urban) [4ep], cell phone [0ep], commlink [0ep], iPod [0ep], laptop [0ep], PDA [0ep]

Grapple Gun [12ep]

Snare 4 (Power Feat: Alternate Power 1, Reversible, Tether; Drawback: Reduced Range 2) [9ep]

- AP Trip 4 (Extra: Knockback; Power Feat: Improved Throw; Drawback: Reduced Range 2)

Super-Movement 1 (swinging) (Extra: Linked to Speed 1) [3ep]

Razorcycle [15ep]

STR 15, SPD 5, DEF 10, TOU 8, SIZE Medium; Features: Alarm, Caltrops, Disguised, Hidden Compartments, Navigation System, Smoke Screen

Utility Belt [23ep]

binoculars [0ep], camera [0ep], commlink [0ep], flashlight [0ep], gasmask/rebreather unit (spare) [2ep], grapple gun (spare) [2ep], handcuffs [1ep], mini-tracers [1ep], PDA [0ep]

Enhanced Feats 1 (Improvised Tools) [1ep]

Strike 6 (explosive) (Extra: Area [explosion 3], Penetrating; Flaw: Unreliable [5 uses]; Power Feat: Alternate Power 6, Triggered [detonator]) [16ep]

- AP Blast 1 (piercing, shuriken/Razorblade) (Extra: Autofire; Power Feat: Masterwork, Mighty 3, Precise, Ranged Pin)

- AP Blast 4 (explosive, piercing, shuriken/Razorblade) (Extra: Penetrating; Flaw: Unreliable [5 uses]; Power Feat: Masterwork; Drawback: Reduced Range 2)

- AP Corrosion 3 (cutting torch, fire) (Extra: Penetrating; Power Feat: Precise)

- AP Dazzle 4 (auditory and visual) (flash-bangs) (Extra: Area [burst]; Flaw: Unreliable [5 uses]; Drawback: Reduced Range 2)

- AP Nauseate 4 (tear gas) (Extra: Area [burst], Ranged; Flaw: Unreliable [5 uses]; Drawback: Reduced Range 2)

- AP Obscure 4 (visual) (black smoke) (Extra: Independent; Drawback): Reduced Range 2)

- Increased Device 4 (armored jumpsuit; hard to lose) +1r (4pp)

- Added descriptors to the best of my ability


[b][u]Players Name[/u][/b]: ex3lev3n

[b][u]Power Level[/u][/b]: 10

[b][u]Trade-Offs[/u][/b]: +2 Atk/-2 Dmg, +2 Def/-2 Tgh

[b][u]Unspent PP[/u][/b]: 0 (156/156)


[b][u]Characters Name[/u][/b]: Razorwing

[b][u]Alternate Identity[/u][/b]: Kristian Gerber

[b][u]Height[/u][/b]: 5'9"

[b][u]Weight[/u][/b]: 160 lbs.

[b][u]Hair[/u][/b]: Black

[b][u]Eyes[/u][/b]: Blue


[b][u]Description[/u][/b]: [img=http://i482.photobucket.com/albums/rr184/lerciferus/nightwing113-2-1-1-1.jpg[/img][img]http://i482.photobucket.com/albums/rr184/lerciferus/bale-1-1.jpg]

An extremely athletic young man, Kristian Gerber is in remarkable shape for a teenager. His normal attire consists of BDU pants and combat boots accompanied by heavy metal t-shirts and a gray hoodie with a white skeletal stencil.  As a note of interest, Kristian and the teen hero known as Elite share a strikingly similar appearance, so much so that a casual observer could mistake them for twin brothers.


[b][u]History[/u][/b]: Some time during the 1970's , two extremely gifted teenagers thought to take up the war on crime. This dynamic duo, Cardinal (James Gerber) and Blackbird (Cynthia Schwartz) as they had named themselves, battled against the seedy underbelly of New York City for years at the side of the dark avenger Raven, eventually falling in love. When the Moore Act was passed in the 1980's, James chose to leave New York to help the few remaining heroes of Freedom City battle against the scum and villiany that plagued the once proud city while Cynthia stayed in New York to finish college. Dropping his happy-go-lucky demeanor and his flamboyant costume, he crafted a new identity for himself; one more suited to the social, economic, and anti-heroic theme of the day. Based on a mythological bird from the fabled Utopia Island that was said to be an ill omen, the vigilante known as Razorwing cut a swathe of justice through Freedom City. As an on-again, off-again member of the group ForceOps, James Gerber found himself falling deeply into the darkest places of his soul due to the terrible things he was doing in the name of peace and order. Unable to handle the pressure anymore, James hung up his costume and returned to New York City a broken man. If it weren't for the love and support of his former friend and confidant Cynthia, now a criminal psychologist, he would have remained a husk of the man he once was. After years of renewed friendship, the two became romantic once more, marrying, and moving out to Freedom City when Mayor Moore was exposed for the crook he really was. Soon Cynthia Schwartz-Gerber was with child, and she gave birth to a wonderful baby boy in the Spring of 1993. These were to be the happiest times of their lives, but Omega had other plans.


When the city was attacked, James did not hesitate to don the guise of Razorwing one last time to aid his fellow heroes in pushing back the extra-dimensional legions at Omega's command, and he gave his life so that so many others may live. In the aftermath of the Terminus Invasion, Cynthia became increasingly depressed and introverted to the point that she was sent to an asylum, her infant son taken into foster care. Kristian, himself a dark and brooding introvert, was raised in orphanages and foster homes for nearly a decade, only seeing his mother once shortly before her death from leukemia.


On the evening before his tenth birthday he was startled out of bed by a powerful hand gripping his mouth and a cold, emotionless voice whispering from the darkness of the room, [b]"I knew your old man, and his son deserves better than this. Come with me and you'll learn the truth."[/b] Those words were the beginning of the end of Kristian Gerber. The next six and a half years of his life are like a haunting dream, slipping farther from him the harder he tries to remember, but some things he could never forget. The physical and mental conditioning, the combat drills, the obedience training, the survival tests: all administered by a single figure clad in full body armor known to him only as "Ronin".


With his brutal yet thorough training nearly completed, Ronin gifted the young man with a suit of advanced combat armor resembling that of the original Razorwing's, an utility belt, and a custom motorcycle to aid him in his final test: infiltrate the Labyrinth and recover any data detailing the past of the mercenary group once known as Nemesis. To this end, Ronin has used his connections to have the boy placed in Ev Prep, the front for the nefarious training camp known as the Shadow Academy.


Shortly after his arrival and striking up some quick friendships among the other students, Razorwing set forth to complete his mission under the cover of night. Finding an entrance to a high-tech laboratory deep beneath the grounds of Ev Prep, Razorwing successfully retrieved the data he was sent to obtain, though not without tripping an alarm. Narrowly avoiding an all-out confrontation with the students and faculty of the Shadow Academy, he delivered his package at the predetermined drop-off point, only to be ambushed by Ronin! Ronin took the data-disc and left the battered and beaten Razorwing with one final message before he departed: [b]"Sorry kid, no loose ends."[/b] Cast out by his former mentor, he was all alone in a world he hardly understood. Razorwing must now come to terms with the latest raw deal that life has dealt him and strive to become his own man.


[b][u]Personality & Motivation[/u][/b]: Many would describe Kristian Gerber as an introvert and a sociopath, and they would be right. His life before Ronin's tutelage was lacking in all the qualities that led to the healthy psychological development of a child, and his intense training at the hands of a gun-for-hire did little to reinforce what little positive influences Kristian had. He had always thought of himself as a weapon forged to do battle at the whims of the highest bidder, but now he feels he has a new purpose. Abandoned by the only person he's ever really known and hunted by one of the largest villainous conglomerates in the world, Razorwing has decided to use his skills and fighting abilities to combat the injustices of the world that he himself had once committed.


[b][u]Powers & Tactics[/u][/b]: A skilled martial artist and acrobat, Razorwing uses his utility belt's array of weaponry and his state-of-the-art grapple gun to full advantage to even the playing field against his adversaries before going in close for the finish. His costume, the Raptor Mk. II Advanced Combat Armor, was a prototype developed for the SAS but never saw mass production due to the enormous price tag. The suit is constructed from "kinetic weave kevlar", a lightweight material that redistributes kinetic energy for both offensive and defensive purposes. It's mission profile specifications were designed for stealthy infiltration/ex-filtration operations. On top of a remarkable resistance to environmental temperature and ballistic damage, the suit possesses a set of retractable "glider wings" that allow for airborne delivery and the cowl houses both an advanced sensor suite and a rebreather unit. The grapple gun was another prototype that was mothballed due to an unpractical cost and lack of demand, researched and developed by ASTRO Labs.


[b][u]Complications[/u][/b]:

[i]Enemies[/i]: Branded a traitor by the Shadow Academy, a security threat by the Labyrinth, and a failure by Ronin, Razorwing is constantly hunted by the forces set against him.

[i]Off the Grid[/i]: Kristian Gerber has been missing since he was ten years old. As such, he is without any form of identification (driver's license, social security card, etc.) unless he reports himself to the proper authorities. Kristian Gerber is dead to the world, and Razorwing prefers to keep it that way.

[i]Reputation[/i]: His years of combat training did not include "painless takedowns" or "submission moves" that are meant to subdue rather than terminate. Razorwing's tactics and philosophy on fighting are simple: put them down, hard and fast. He has no compunction about maiming or crippling his opponents if the need arises.


[b][u]Stats[/u][/b]: 6+6+6+6+6+6 = 36pp

Str: 16 (+3)

Dex: 16 (+3)

Con: 16 (+3)

Int: 16 (+3)

Wis: 16 (+3)

Cha: 16 (+3)


[b][u]Combat[/u][/b]: 16+16 = 32pp

Attack: +8, +9 masterwork shuriken/Razorblades, +12 Melee 

Grapple: +15

Defense: +8, +12 Dodge Focus (+4 flat-footed)

Knockback: -4 (-1 flat-footed)

Initiative: +7


[b][u]Saves[/u][/b]: 4+4+4 = 12pp

Toughness: +8 (+3 Con, +3 Protection, +2 Defensive Roll)

Fortitude: +7 (+3 Con, +4)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+3 Wis, +4)


[b][u]Skills[/u][/b]: 19r = 76pp

Acrobatics 8 (+11) [Skill Mastery]

Computers 4 (+7)

Craft (electronic) 2 (+5)

Craft (mechanical) 2 (+5)

Disable Device 4 (+7)

Drive 2 (+5)

Gather Information 2 (+5)

Intimidate 8 (+11) [Skill Mastery, Startle]

Investigate 4 (+7)

Knowledge (streetwise) 4 (+7)

Knowledge (tactics) 4 (+7)

Knowledge (technology) 2 (+5)

Languages 6 (Base: English; Arabic, German, Japanese, Russian, Spanish, Swahili)

Notice 8 (+11) [Skill Mastery]

Profession (mercenary) 2 (+5)

Search 4 (+7)

Sense Motive 2 (+5)

Stealth 8 (+11) [Skill Mastery]


[b][u]Feats[/u][/b]: 39pp

Assessment

Attack Focus 4 (melee)

Defensive Roll 2

Diehard*

Dodge Focus 4

Equipment 12

Evasion 1

Fearless

Hide in Plain Sight

Improved Grapple

Improved Initiative 1

Jack-of-all-Trades

Move-by Action

Power Attack

Quickdraw 1 (draw)

Rage 1

Skill Mastery 1 (Acrobatics, Intimidate, Notice, Stealth)

Sneak Attack 1

Startle

Takedown Attack 2

Uncanny Dodge 1 (auditory)

[quote name="Equipment"]

Contributing 6 equipment points toward the following:

[quote name="Interceptors"][b][u]Interceptors HQ[/u][/b]: [21ep]


[i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmiry, Power 2, Power System, Security System 2, Workshop


[b][u]Defense System 1:[/u][/b] [b]Snare 10[/b]

[b][u]Power 1:[/u][/b]  [b]Healing 9[/b] ([i]PFs:[/i] Persitant, Regrowth) [20pp]

[b][u]Power 2:[/u][/b] [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid) [14pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Search) [3pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Notice) [3pp]



[b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals):  [13ep]


STR 35, SPD 5, DEF 8, TOUGH 10, SIZE Huge; [i]Features[/i]: Alarm, Caltrops, Remote Control, Smokescreen[/quote]


[u][i]Generic Equipment[/i][/u] [4ep]

[i]camo clothing[/i] (desert, foliage, night, urban) [4ep], [i]cell phone[/i] [0ep], [i]commlink[/i] [0ep], [i]iPod[/i] [0ep], [i]laptop[/i] [0ep], [i]PDA[/i] [0ep]


[url=http://i482.photobucket.com/albums/rr184/lerciferus/66166-Weapon_Pistol-1-1.jpg][u][i]Grapple Gun[/i][/u][/url] [12ep]

[b]Snare 4[/b] ([i]Power Feat[/i]: Alternate Power 1, Reversible, Tether; [i]Drawback[/i]: Reduced Range 2) [9ep]

- [i]AP[/i] [b]Trip 4[/b] ([i]Extra[/i]: Knockback; [i]Power Feat[/i]: Improved Throw; [i]Drawback[/i]: Reduced Range 2)

[b]Super-Movement 1[/b] (swinging) ([i]Extra[/i]: Linked to [b]Speed 1[/b]) [3ep]


[url=http://i482.photobucket.com/albums/rr184/lerciferus/b-king-concept.jpg][i][u]Razorcycle[/u][/i][/url] [15ep]

STR 15, SPD 5, DEF 10, TOU 8, SIZE Medium; [i]Features[/i]: Alarm, Caltrops, Disguised, Hidden Compartments, Navigation System, Smoke Screen


[url=http://i482.photobucket.com/albums/rr184/lerciferus/utility_belt-1.jpg][i][u]Utility Belt[/u][/i][/url] [23ep]

[i]binoculars[/i] [0ep], [i]camera[/i] [0ep], [i]commlink[/i] [0ep], [i]flashlight[/i] [0ep], [i]gasmask/rebreather unit[/i] (spare) [2ep], [i]grapple gun[/i] (spare) [2ep], [i]handcuffs[/i] [1ep], [i]mini-tracers[/i] [1ep], [i]PDA[/i] [0ep]

[b]Enhanced Feats 1[/b] (Improvised Tools) [1ep]

[b]Strike 6[/b] (explosive) ([i]Extra[/i]: Area [explosion 3], Penetrating; [i]Flaw[/i]: Unreliable [5 uses]; [i]Power Feat[/i]: Alternate Power 6, Triggered [detonator]) [16ep]

- [i]AP[/i] [b]Blast 1[/b] (piercing, shuriken/Razorblade) ([i]Extra[/i]: Autofire; [i]Power Feat[/i]: Masterwork, Mighty 3, Precise, Ranged Pin)

- [i]AP[/i] [b]Blast 4[/b] (explosive, piercing, shuriken/Razorblade) ([i]Extra[/i]: Penetrating; [i]Flaw[/i]: Unreliable [5 uses]; [i]Power Feat[/i]: Masterwork[i]; Drawback[/i]: Reduced Range 2)

- [i]AP[/i] [b]Corrosion 3[/b] (cutting torch, fire) ([i]Extra[/i]: Penetrating; [i]Power Feat[/i]: Precise)

- [i]AP[/i] [b]Dazzle 4[/b] (auditory and visual) (flash-bangs) ([i]Extra[/i]: Area [burst]; [i]Flaw[/i]: Unreliable [5 uses]; [i]Drawback[/i]: Reduced Range 2)

- [i]AP[/i] [b]Nauseate 4[/b] (tear gas) ([i]Extra[/i]: Area [burst], Ranged; [i]Flaw[/i]: Unreliable [5 uses]; [i]Drawback[/i]: Reduced Range 2)

- [i]AP[/i] [b]Obscure 4[/b] (visual) (black smoke) ([i]Extra[/i]: Independent; [i]Drawback[/i]): Reduced Range 2)[/quote]


[b][u]Powers[/u][/b]: 18 = 18pp

[b]Device 5[/b] (armored jumpsuit, technology; hard to lose) ([i]Drawback[/i]: Vulnerable [kinetic, uncommon and moderate -2]) [18pp]


[quote name="Armored Jumpsuit"]

[i]commlink[/i] [0dp]

[b]Flight 3[/b] (retractable glider wings) ([i]Flaw[/i]: Limited to gliding; [i]Power Feat[/i]: Alternate Power 1) [4dp)

- [i]AP[/i] [b]Super-Movement 1[/b] (slow-fall) 

[b]Immunity 5[/b] (rebreather unit) (cold, gases, heat, suffocation) [5dp]

[b]Protection 3[/b] (kinetic) ([i]Drawback[/i]: Weak Point) [2dp]

[b]Strike 3[/b] (bludgeoning, kinetic) ([i]Power Feats[/i]: Alternate Power 1, Mighty) [5dp]

- [i]AP[/i] [b]Super-Strength 2[/b] (kinetic) ([i]light[/i]: 306 lbs; [i]medium[/i]: 613 lbs; [i]heavy[/i]: 920 lbs; [i]Max[/i]: 1,840 lbs; [i]Push/Drag[/i]: 4,600 lbs)

[b]Super-Senses 5[/b] (direction sense, low-light vision, radio [extended 1], time sense) [5dp]

[b]Sensory Shield 2[/b] (all senses) [4dp][/quote]


[b][u]Drawbacks[/u][/b]: 0 = 0pp

none/see Device


[b][u]DC Block[/u][/b]:

Blast 1 (Mighty 3) --- 19/Toughness --- Damage, Staged

Blast 4 (Penetrating)--- 19/Toughness --- Damage, Staged

Corrosion 3 (Penetrating) --- 13/Fortitude, 18/Toughness --- Damage, Staged

Dazzle 4 (Area [burst]) --- 14/Reflex, 14/Fortitude --- Dazzled

Nauseate 4 (Area [burst])--- 14/Fortitude --- Sickened, Staged

Snare 4 --- 14/Reflex --- Entangled, Staged

Strike 3 (Mighty) --- 21/Toughness --- Damage, Staged 

Strike 6 (Explosion 3, Penetrating) --- 21/Toughness --- Damage, Staged

Trip 4 --- 14/Reflex --- Tripped


[b][u]Costs[/u][/b]: Abilities (36) + Combat (32) + Saves (12) + Skills (19) + Feats (39) + Powers (18) - Drawbacks (00) = 156pp

Sandman does the That Was Easy dance!

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*one-up's Doc with 8pp*

I also apologize for the incoming Wall O' Text:

8pp to spend

Drop:

Challenge (Fast Bluff) [1pp]

Distract (Bluff) [1pp]

10pp to spend:

Purchase:

Base Attack +1 [2pp]

Dodge Focus +1 [1pp]

Constitution +2 [2pp]

Device +1 [4pp]

Equipment 1 [1pp]

Please add the following to his Equipment Section

General Equipment

Comm link [free]

Cell Phone [free]

Flashlight [free]

Handcuffs [1ep]

and 4ep towards…

Interceptors HQ: [21ep]

Size: Large; Toughness: 10; Features: Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmiry, Power 2, Power System, Security System 2, Workshop

Defense System 1: Snare 10

Power 1: Healing 9 (PFs: Persitant, Regrowth) [20pp]

Power 2: ESP 6 (Visual, 20 mile range [all of Freedom City]; Extra: No Conduit; Flaw: Medium – Surveillance equipment; PFs: Subtle, Rapid) [14pp] AND Quickness 9 (Flaws: Limited to Search) [3pp] AND Quickness 9 (Flaws: Limited to Notice) [3pp]

MAVERIC (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals): [13ep]

Size: Huge [2ep]

Strength: 35 [1ep]

Speed: 5 [5ep]

Toughness: 10 [1ep]

Defense: 8 [0ep]

Features: 4 [4ep]

Features: Alarm, Caltrops, Remote Control, Smokescreen

Aesthetically, I would like to change "Exploding Rounds" on his Array to "Sniper Shot" as it seems more appropriate.

For ease of copying, here's the code version of his sheet.


[b][u]Players Name[/u][/b]: quotemyname

[b][u]Power Level[/u][/b]: 13 (191/191)

[b][u]Trade-Offs[/u][/b]: +5 Attack / -5 Damage (ranged); None (Melee); None (Defensively)

[b][u]Unspent PP[/u][/b]: 0


[b][u]Stats[/u][/b]: 4+8+8+0+6+4 = 30pp

Str: 14 (+2)

Dex: 18 (+4)

Con: 18 (+4)

Int: 10 (+0)

Wis: 16 (+3)

Cha: 14 (+2)


[b][u]Combat[/u][/b]: 26+12 = 38pp

Attack: +13 Base (+14 ranged; +18 Jericho & Marlin)

Grapple: +7

Defense: +12 (+3 flat-footed)

Knockback: -6

Initiative: +0


[b][u]Saves[/u][/b]: 4+8+4 = 16pp

Toughness: +12 (+3 Con, +9 Protection)

Fortitude: +8 (+4 Con, +4)

Reflex: +12 (+4 Dex, +8)

Will: +7 (+3 Wis, +4)


[b][u]Skills[/u][/b]: 100r = 25pp

Acrobatics 16 (+20)

Bluff 8 (+10)

Drive 6 (+10)

Gather Info 8 (+10)

Intimidate 8 (+10)

Search 4 (+4)

Notice 12 (+15)

Pilot 6 (+10)

Sense Motive 12 (+15)

Sleight of Hand 12 (+16)

Stealth 8 (+12)


[b][u]Feats[/u][/b]: 38pp

Acrobatic Bluff

Attack Focus (Ranged) 1

Challenge (Fast Acrobatics)

Defensive Attack 

Dodge Focus 7

Equipment 4

Evasion

Fearless

Improved Aim

Improved Initiative 2

Luck 3

Move by Action

Power Attack

Precise Shot 2

Quick Draw 2

Set-Up

Skill Mastery 2 (Acrobatics, Bluff, Intimidate, Notice, Drive, Pilot, Sense Motive, Sleight of Hand)

Take-down Attack

Teamwork 3

Ultimate Aim

Uncanny Dodge (Hearing)


[quote name="Equipment"]

[b][u]Total Equipment Points[/u][/b]: 1+15+4=20ep


[b][u]General Equipment[/u][/b] [1ep]

Comm link [free]

Cell Phone [free]

Flashlight [free]

Handcuffs [1ep]


[b][u]Stellar Cycle[/u][/b] [15ep]

Strength 15 {1ep}

Speed 5; AP: Flight 3 (Drawbacks: Requires Move Action prior to takeoff [-1]) {6ep}

Toughness 8 {3ep}

Defense 9

Size Large {1ep}

Features: Remote Control, Navigation System, Hidden Compartments, Alarm {4ep}


[i]Contributing 4ep to the following shared equipment:[/i]


[b][u]Interceptors HQ[/u][/b]: [21ep]


[i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmiry, Power 2, Power System, Security System 2, Workshop 


[b][u]Defense System 1:[/u][/b] [b]Snare 10[/b]

[b][u]Power 1:[/u][/b]  [b]Healing 9[/b] ([i]PFs:[/i] Persitant, Regrowth) [20pp]

[b][u]Power 2:[/u][/b] [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid) [14pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Search) [3pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Notice) [3pp]


[b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals):  [13ep]


[b]Size[/b]: Huge [2ep]

[b]Strength[/b]: 35 [1ep] 

[b]Speed[/b]: 5 [5ep] 

[b]Toughness[/b]: 10 [1ep] 

[b]Defense[/b]: 8 [0ep] 

[b]Features[/b]: 4 [4ep]


Features:  Alarm, Caltrops, Remote Control, Smokescreen [/quote]


[b][u]Powers[/u][/b]: 36+8 = 44pp

[b]Device 9[/b] ("Jericho & Marlin Pair"; Hard to Lose 45dp) [36pp]

[b]Device 2[/b] ("Reflexive Fabric Clothing"; Hard to Lose; 10dp) [8pp]


[quote name="Jericho & Marlin"]

[b]Jericho Trick Shots[/b] (8-chamber revolver)

[u]Base[/u]: [i]"Speed Fire"[/i] [b]Blast 8[/b] (Extras: Autofire 3; Flaws: Action/Full; PF: Accurate 2, Affects Insubstantial 2, Variable Descriptor 2, Improved Range [175ft]) {40dp}


[u]AP[/u]: [i]"Armor Piercing Rounds"[/i] [b]Blast 8[/b] (Extras: [i]Linked to[/i] [b]Paralyze 8[/b] [Extras]; PF: Penetrating 2, Accurate 2, Improved Range (175ft), Improved Critical 2, Variable Descriptor 1) [40] {1dp}


[u]AP[/u]: [i]"Omni-Shot"[/i] [b]Blast 8[/b] (Extras: Targeted Area Burst, Selective, [i]Linked to[/i] [b]Obscure (Visual) 1[/b]; PF: Accurate 2, Progression [80ft], Variable Descriptor 2, Ricochet) [40] {1dp}



[b]Marlin Trick Shots[/b] (Lever Loading Rifle capable of firing slugs or buckshot; Lever loading similar to Winchester)

[u]AP[/u]: [i]"Skeet Shot"[/i] [b]Damage 13[/b] (Extras: General Area Cone, Selective; Flaws: Action/Full; PF: Affects Insubstantial 2, Variable Descriptor 2) [30] {1dp}


[u]AP[/u]: [i]"Sniper Shot"[/i] [b]Blast 8[/b] (Extras: Penetrating; PF: Affects Insubstantial 2, Improved Range 5 [3,500ft Range Increments], Progression 2 [3,500ft Max Range], Variable Descriptor 2, Improved Critical 2, Ricochet) [38] {1dp}


[u]AP[/u]: [i]"Rifle Butt"[/i] [b]Strike 11[/b] (Extras: [i]Linked to[/i] [b]Stun 13[/b]; PF: Mighty, Improved Critical 1) [40] {1dp}[/quote]


[quote name="Reflexive Fabric Clothing"]

[b]Protection 9[/b] (PF: Subtle) {10dp}[/quote]


[b][u]Drawbacks[/u][/b]: 0pp

None


[b][u]DC Block[/u][/b]:

"Speed Fire" Blast 8 --- DC23/Toughness --- Damage, Autofire 3

"Armor Piercing Rounds" Blast 8 | Paralyze 8 --- DC23/Toughness | DC18/Fortitude --- Damage | Paralyze, Penetrating

"Omni-Shot" Blast 8 --- DC23/Toughness --- Damage

"Skeet Shot" Damage 13 --- DC23/Reflex, DC28/Toughness --- Damage, Cone

"Sniper Shot" Blast 8 --- DC23/Toughness --- Damage, Penetrating

"Rifle Butt" Strike 11 | Stun 13 --- DC28/Toughness | DC 23/Fortitude --- Damage, Mighty | Stun


[b][u]Costs[/u][/b]: Abilities (28) + Combat (36) + Saves (16) + Skills (25) + Feats (38) + Powers (40) - Drawbacks (00) = 183pp[/quote]

Sandman is getting spoiled with all this easiness >.>

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And now the moment you've all been waiting for...Breakdown! *chirp chirp chirp*

Non-Rules stuff first -

Please add the Complication:

Dead Zone: When Breakdown is without headphones or access to music in any way, he gains a Hero Point for being unable to access his Alternate Forms power.

5pp to spend

Skills: [1pp]

Concentration 2

Notice 1

Sense Motive 1

4pp to spend

Feats:

I've reformatted Eddie's Equipment section to take advantage of the Wealth rules. This freed up 2ep which I would like to put towards the Young Freedom HQ.

Powers:

Remove Extended 3 from Radio Sense [+3pp]

7pp to spend

Powers: [6pp]

Super Senses 1 (Radio Sense; PF: Acute, Accurate) [2pp]

This:

Communication 1 (Radio; 10ft) [1pp]

Should be changed to this:

Communication 10 (Radio; 10000ft; Flaws: Duration[-1]) [5pp]

For a net cost of 4pp.

1pp to spend:

Drawbacks: [1pp]

Eliminate Eddie's Power Loss Drawback [1pp]

Character sheet for ease of copying: (stats only)


[b][u]Players Name:[/u][/b] quotemyname

[b][u]Power Level:[/u][/b] 11 [165/165]

[b][u]Trade-Offs:[/u][/b] None

[b][u]Unspent PP:[/u][/b] 0

[b][u]Rollover PP spent:[/u][/b] (4/4)


[b]Stats[/b]: [20pp = 2+4+0+0+4+10]

Str: 12 (+1), 22 (+6) ROCK

Dex: 14 (+2)

Con: 10 (+0)

Int: 10 (+0)

Wis: 14 (+2)

Cha: 20 (+5)


[b][u]Combat[/u][/b]: [8+8=16pp]

Attack: +4; +11 (ROCK/SKA)

Grapple: +5; +12 (SKA); +17 (ROCK)

Defense: +4; +9(Dodge Focus); +11 (ROCK/SKA/JAZZ/TRANCE/DANCE); (+2 flat-footed in all forms)

Knockback: -0; -5 (ROCK/SKA/JAZZ/TRANCE/DANCE)

Initiative: +10


[b][u]Saves[/u][/b]: [4+4+4=12pp]

[quote name="Normal Form"]Toughness: +0 (+0 Con, +0 other)

Fortitude: +4 (+0 Con, +4)

Reflex: +6 (+2 Dex, +4)

Will: +6 (+2 Wis, +4)[/quote]


[quote name="Rock Form"]Toughness: +11 (+0 Con, +11 Protection)

Fortitude: +8 (+0 Con, +4 Enhanced Fortitude, +4)

Reflex: +6 (+2 Dex, +4)

Will: +6 (+2 Wis, +4)[/quote]


[quote name="Ska Form"]Toughness: +11 (+0 Con, +11 Protection )

Fortitude: +4 (+0 Con, +4)

Reflex: +11 (+2 Dex, +5 Enhanced Reflex, +4)

Will: +6 (+2 Wis, +4)[/quote]


[quote name="Jazz Form"]Toughness: +11 (+0 Con, +11 Force Field)

Fortitude: +4 (+0 Con, +4)

Reflex: +12 (+2 Dex, +6 Enhanced Reflex, +4)

Will: +12 (+2 Wis, +6 Enhanced Will, +4)[/quote]


[quote name="Trance Form"]Toughness: +11 (+0 Con, +11 Force Field)

Fortitude: +10 (+0 Con, +6 Enhanced Fortitude, +4)

Reflex: +6 (+2 Dex, +4)

Will: +12 (+2 Wis, +6 Enhanced Will, +4)[/quote]


[quote name="Dance Form"]Toughness: +11 (+0 Con, +11 Protection )

Fortitude: +8 (+0 Con, +4 Enhanced Fortitude, +4)

Reflex: +11 (+2 Dex, +5 Enhanced Reflex, +4)

Will: +6 (+2 Wis, +4)[/quote]


[b][u]Skills[/u][/b]: [84r = 21pp]


Bluff 5 (+10)

Concentration 5 (+7) {16 (+18) in TRANCE form)}

Knowledge (Pop Culture): 16 (+17)

Notice 4 (+6) {16 (+18) in TRANCE form}

Perform (Dance) 16 (+21)

Perform (Vocals) 16 (+21)

Profession (DJ) 16 (+21)

Sense Motive 6 (+8) {16 (+18) in TRANCE form}


[b][u]Feats[/u][/b]: 16pp


All Out Attack

Benefit 2 (Fake ID {21 years old}; Use Perform [Dance] in place of bluff for Combat Feints) [2pp]

Dodge Focus 5 [5pp]

Equipment 1 {5ep} [1pp]

Improved Initiative 2

Luck 2

Power Attack

Set-Up

Skill Mastery 2 (Perform [Dance], Perform [Sing], Profession [DJ], Knowledge [Pop Culture], Concentration, Bluff, Notice, Sense Motive)


[quote name="Equipment"]

[b][u]General Equipment[/u][/b]

Communicator [free w/ wealth]

Flashlight [free w/ wealth]

Cell Phone [free w/ wealth]

Teleport Beacon to Caldwell Manor (Young Freedom HQ) [1ep]

Handcuffs [1ep]

Binoculars [1ep]


[i]Contributing 2 equipment points towards Caldwell Manor:[/i]


[b][u]Caldwell Manor: (HQ)[/u][/b]

Size: Huge [3 ep], Toughness: 10 [1 ep], Features: Combat Simulator, Communications, Computer, Concealed, Defense System x 2, Garage, Gym, Hanger, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2: Teleporter, Power System, Security System [19 ep] - Total EP: 23/25


Power 2: [b]Teleport 10[/b] (20,000 miles; Extras: Accurate, Affects Others; Flaws: Limited (To/From Manor); [i]Drawbacks:[/i] Power Loss 2 (Teleport Beacon)[/quote]


[b][u]Powers[/u][/b]: 78pp


[b]Features 2[/b] (Audio Projection; Remote Control) [2pp]

[b]Super Senses 1[/b] (Radio Sense; PF: Acute, Analytical) [3pp]

[b]Communication 8[/b] (Radio; 2500ft; Flaws: Duration[-1]) [4pp]

[b]Alternate Form 13[/b] (65pp forms; PFs: 4 additional forms) [69pp]


[quote name="Rock Form"]

[b]Emotion Control 11[/b] (Flaws: Limited to Hate) [11pp]

[b]Enhanced Attack 7[/b] [14pp]

[b]Enhanced Feats[/b] [2pp]

[i] - Dodge Focus 2[/i]

[b]Enhanced Strength 10[/b] [10pp]

[b]Enhanced Saves[/b] [4pp]

[i] - Fortitude 4[/i]

[b]Protection 11[/b] [11pp]

[b]Speed 6[/b] (PF: Move By Action) [7pp]

[b]Strike 5[/b] (PF: Mighty) [6pp]

[/quote]


[quote name="Ska Form"]

[b]Emotion Control 10[/b] (Flaws: Limited to Hope) [10pp]

[b]Enhanced Attack 7[/b] [14pp]

[b]Enhanced Feats[/b] [3pp]

[i] – Dodge Focus 2[/i]

[i] – Teamwork[/i]

[b]Enhanced Saves[/b] [5pp]

[i] – Reflex 5[/i]

[b]Protection 11[/b] [11pp]

[b]Vibration Control 11[/b] [22pp]

[/quote]


[quote name="Jazz Form"]

[b]Emotion Control 11[/b] (Flaws: Limited to Calm; PF: Subtle) [12pp]

[b]Enhanced Feats[/b] [2pp]

[i] – Dodge Focus 2[/i]

[b]Enhanced Saves[/b] [10pp]

[i] – Reflex 6[/i]

[i] – Will 6[/i]

[b]Flight 5[/b] [10pp]

[b]Force Field 11[/b] [11pp]

[b]Immunity 5[/b] (Entrapment) [5pp]

[b]Regeneration 13[/b] {Recovery Rate: Bruised 3/No Action, Staggered 5/Standard, Injured 5/Standard} [12pp]

[/quote]


[quote name="Trance Form"]

[b]Enhanced Feats[/b] [3pp]

[i] – Dodge Focus 2[/i]

[i] – Trance[/i]

[b]Enhanced Saves[/b] [11pp]

[i] – Fortitude 5[/i]

[i] – Will 6[/i]

[b]Enhanced Skills[/b] [6pp]

[i] – Concentration 10[/i]

[i] – Notice 12[/i]

[i] – Sense Motive 10[/i]

[b]Force Field 11[/b] [11pp]

[b]Hypnosis 11[/b] (Extras: Sense Dependant {Sight/Dancing} [+0]) [22pp]

[b]Teleportation 4[/b] (PF: Change Velocity, Change Direction) [10pp]

[/quote]


[quote name="Dance Form"]

[b]Blur [/b]1 [4pp]

[b]Comprehend 2[/b] (Understand/Speak All) [4pp]

[b]Emotion Control 11[/b] (Flaws: Limited to Love; PF Subtle) [12pp]

[b]Enhanced Feats[/b] [3pp]

[i] – Dodge Focus 2[/i]

[i] - Distract (Dance)[/i]

[b]Enhanced Saves[/b] [8pp]

[i] – Fortitude 4[/i]

[i] – Reflex 5[/i]

[b]Protection 11[/b] [11pp]

[b]Sound Wave 11[/b] (Damage 11 Extras: Area/Burst, Selective; Flaws: Full Round Action) [22pp]

[/quote]


[b][u]Drawbacks[/u][/b]: 0pp

None


[b][u]DC Block[/u][/b]:

ATTACKS:----------------------------SAVE DC:------------------------DAMAGE TYPE:

Unarmed, Normal ------------------ DC 16/TOU -------------------- Damage (Staged)

Emotion Control -------------------- DC 21/WILL ------------------- Varies (Staged)

Emotion Control (Hope) ------------- DC 20/WILL ------------------- Varies (Staged)

Hypnosis ---------------------------- DC 21/WILL -------------------- Enthralled

Sound Wave ------------------------ DC 21 REF / DC 26 TOU ------ Damage (Staged)

Strike ------------------------------- DC 26/TOU --------------------- Damage (Staged)

Vibration Control ------------------ DC 26/TOU --------------------- Damage (Staged)


[b][u]Costs[/u][/b]: Abilities (20) + Combat (16) + Saves (12) + Skills (21) + Feats (17) + Powers (78) - Drawbacks (00) = Total Cost (164)

Sandman wonders if a sheet could physically explode for too many complications :P

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