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BIG THINGS/SMALL PACKAG'D BY HGM

 

Rock

Fixing up some formatting and spending 34PP, putting him at effective PL12 in the process:

  • 4PP: +2 Base Attack

  • 4PP: +2 Base Defense

  • 3PP: +3 Will Save

  • 4PP: +3 Bluff, +3 Computers, +5 Intimidate, +5 Sense Motive

  • 2PP: + Improved Pin, Stunning Attack

  • 3PP: +3 ranks of Sidekick

  • 4PP: +2 ranks of Molten Core Array

  • 2PP + Immunity to Critical Hits

  • 2PP +2 ranks of Protection

  • 6PP +2 ranks of Super-Strength with Bracing and Countering Punch

 

Spoiler

 

Character Name: Rock_allery_5.23077a2e17c189e660532ebfcf5b70
Power Level: 12/13 (199/199PP)
Trade-Offs: -5 Attack / +5 Damage; -5 Defence / +5 Toughness
Unspent Power Points: 0

 

ThemeRock and Roll Band by Boston

In Brief: Rock.

Birthplace: Some Rock
Residence: The Horizon
Occupation: Rock for Hire
Affiliations: Captain Eclipse, Nae-Dae
Family: Rocks

Description:
Age: Old as Rocks
Gender: Rock
Ethnicity: Rock
Height: 8'7" of Rock
Weight: 1.5 Tons of Rock
Eyes: Molten Rock
Hair: Rocks

At first glance Rock appears to be a crude humanoid statue pieced together from ill-fitting stones, a towering stack of grey and brown punctuated by patches of faded green moss and veins of ferrous ore. Two spots of glowing molten rock set in cavernous eye sockets are the first signs of life, followed by an uneven though surprisingly expressive maw similarly lit from within.

 

Although he has little need for clothing Rock does wear a broad sash across his chest which supports a saddlebag, a concession to the practical need to carry various items and woven from green fibers with the texture of reptilian scales. All of his movements are accompanied by the scraping grate of stone against stone, even changes in expression.


Power Descriptions:
Rock is every bit the pile of stones that he appears. An internal core of molten rock provides him with noticeable body heat and functions similarly to connective tissue. He does not have any internal organs as such, brain included, animated instead by some diffuse intelligence. This allows him to daily reattach severed limbs or even rebuild his entire body provided raw materials.

 

Unbeknownst to Rock himself, he is in fact the juvenile stage of an intelligent living planet with a life cycle billions upon billions of years long. Given enough time he will continue to accrue mass, likely spending millennia as an island then continent on a more mundane world or perhaps as an self-propelled asteroid before reaching maturity.


History:
Rock doesn't entirely remember from where he came. He doesn't consider himself particularly old on the rare occasions he's inclined to consider the matter. He does know that he's outlived every friend and every enemy he’s ever had, that he's seen great powers have risen and fallen only to be replaced by someone or something else often enough to have stopped counting.

 

In all that time he's never encountered another being like himself. Non-carbon based life, certainly, even symbiotic stone creatures of a sort. They still were not whatever he was, nor he one of them. That uniqueness seemed to bother the occasional scientist or law enforcement agent who took an interest in him more than it did Rock himself but searching for answers was as good a reason as any to continue rolling from world to world.

 

Currency is the axis upon which the galaxy spins, as they say, and while Rock has few material needs the adage still holds true. For the past few decades at least he's been finding work as hired muscle, or whatever passes for sinew in his imposing frame. Some of those jobs have been upstanding, many of them have not been but Rock maintains the same philosophical perspective on legality as most other topics.

 

His dealings with the galaxy's criminal underworld introduced him to many for whom the day to day struggle for survival was a more dire affair. He watched time and time again as those with power took advantage of those without, surprisingly often with the law on their side. Relaxed as he was about his own concerns the fiery temper unleashed by harm done to others coupled with an inability to adequately explain himself earned him a lengthy record and a reputation as less than reliable.

 

Things reached a turning point when Rock was recruited for a job by Talisyn Alar, better known as Captain Eclipse. The stony titan's strength was instrumental in getting past the security of the private art collection Eclipse had been hired to invade. When the crew reached their target, the final piece in a collection of ancient artifacts sought by their employer, a moment of clumsiness on Rock's part accidentally revealed it as a component of an alien weapon capable of creating a black hole.

 

Agreeing that it was too destructive a power for anyone to possess, Rock and Eclipse destroyed the artifact, earning the wrath of their employer and the rest of the crew. Partnering up first out of necessity and then because of how well they found they worked together, the pair adopted a new policy. There was no reason doing the right thing couldn't also be profitable, after all, not when so many of the beings deserving of comeuppance had so much to steal. And if it also felt pretty good, well. Only a fool would accuse the battle-hardened cyborg and the towering pile of rocks of being sentimental.


Personality & Motivation:
Rock is generally happy to go with the flow, leaving most of the decision making to more vivacious allies such as Eclipse. He is rarely shy about making his opinions known, however, and his calm demeanour belies a fiery temper that is not easily cooled once roused. He feels generally protective of those smaller than him, which is a broad category, and strives to be helpful without expecting much in return. He is far more easily motivated by the mistreatment of others than slights against himself.


Powers & Tactics:
Rock is well versed in throwing his considerably weight around. In battle he charges into the fray with little regard for his own durable form, grappling or knocking about multiple opponents at once. He tends to target the most physically imposing target first given the choice, glad for the opportunity to let loose without needing to hold back.

 

When fighting alongside allies, however, his priorities shift and Rock uses himself as mobile cover, attempting to place himself between his friends and the worst danger. If things do not appear to be going well he is not too proud to scoop them up bodily and beat a hasty retreat.

 

When suitably enraged, Rock's molten core can erupt through any of his body's surfaces, usually either his mouth or the palms of his hands. The wave of liquid stone is scalding and indiscriminate and takes Rock a moment to recover from as he rebuilds his internal reservoir.

 



Complications:
Faulty Hardware: Galactic civilization just isn't designed with giant rock people in mind. From squeezing through doors to trying to use tools intended for smaller, fleshy digits, his difficulties are multitude. Rock tends to leave a lot of shattered monitors and bent chairs in his wake.

Geological Record: Not all of Rock's exploits have been strictly legal by local - or universal - standards. He has more outstanding warrants for destruction of property, disturbing the peace and more than he can reasonably keep track of and it's tough to remember where he might not be welcome.

Making a Mountain: Rock is generally calm and contemplative by nature but when his ire is raised his temper is literally fiery. Tending to extremes, any perceived threat to his friends or a similar trigger will unleash a juggernaut with the strength and inexorable momentum of an avalanche.

Rock and a Hard Place: Rock's willingness to use his body as a living bulwark for his friends often outweighs his awareness of his own limits. While he can take a staggering amount of punishment by most standards, he is not invulnerable and can easily overestimate his own durability.

Taken for Granite: Between his appearance and limited vocabulary many beings underestimate Rock's intellect and insight. Apart from his Eclipse and Nae-Dae he has difficulty making others take his opinions seriously or even convincing some that he is a legitimately sentient creature.


Abilities: - 10 - 4 - 10 + 4 + 8 + 4 = - 8PP
Strength: 44/20/- (+17)
Dexterity: 6 (-2)
Constitution: -
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 16 + 16 = 32PP
Initiative: -2
Attack: +7 (+8 Base, -1 Growth)
Grapple: +32 (+7 Attack, +17 Strength, +2 Density, +4 Growth, +2 Super-Strength)
Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed
Knockback: -16


Saving Throws: 0 + 5 + 8 = 13PP
Toughness: +17 (+12 Protection, +3 Density, +2 Growth; Impervious 3)
Fortitude: - (Immune)
Reflex: +3 (-2 Dex, +5)
Will: +12 (+4 Wis, +8)


Skills: 64R = 16PP

Bluff 3 (+5)

Computers 3 (+5)
Intimidate 11 (+15)
Knowledge (Galactic Lore) 8 (+10)
Knowledge (Physical Sciences) 3 (+5)
Knowledge (Technology) 3 (+5)
Language 1 (Galstandard, Phaesti [Native])
Medicine 1 (+5)
Notice 6 (+10)
Pilot 12 (+10)
Sense Motive 11 (+15)
Survival 2 (+6)


Feats: 33PP
Improved Grab

Improved Pin
Interpose
Equipment 2
Sidekick 24
Startle

Stunning Attack
Takedown Attack 2

Equipment: 10EP = 2PP

Binoculars; Super-Senses 4 (Visual; Extended 2 [1000' Range Increment], Infravision, Tracking) [4EP]

Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP]



Powers: 91 + 25 = 116PP

Rock Person Physiology 18 (90PP Container [Passive, Permanent]; Power Feats: Innate) [91PP]

Density 6 (+12 Strength, +3 Toughness [impervious], +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration [Permanent, +0]) [18PP]

Immunity 32 (Critical Hits, Fortitude Effects) [30PP]

Immunity 10 (Electricity Damage, Fire/Heat Damage; Flaws: Limited [Half]) [5PP]

Growth 4 (Large, +8 Strength, +2 Toughness; Extras: Duration [Permanent, +0]) [12PP]

Protection 12 [12PP]

Regeneration 10 (Recovery Bonus 5 [+0], Resurrection 1 [1 Week]; Flaws: Source [Rocks], Power Feats: Persistent, Regrowth) [5PP]
 
Super-Strength 2 (Effective Strength 69, Heavy Load ~200 tons; Power Feats: Bracing, Countering Punch) [6PP]


Molten Core 12 (24PP Array; Power Feats: Alternate Power 1) [25PP]

Base: Enhanced Strength 24 [24PP]

AP: Damage 12 (Extras: Area [General, Cone], Secondary Effect, Flaws: Action [Full]) [24PP] (eruption)


Drawbacks: -3PP

Geologuistics (Can Only Vocalize 'Rock' in Galstandard, DC 15 Sense Motive Check to Discern Meaning; Frequency: Very Common; Intensity: Minor) [-3PP]

DC Block
ATTACK     RANGE                  SAVE             EFFECT
Unarmed    Touch                  DC32 Toughness   Damage
Eruption   Area [General, Cone]   DC22 Reflex      Half Damage
                                  DC27 Toughness   Damage [Secondary Effect]



Totals: Abilities (-8) + Combat (32) + Saving Throws (13) + Skills (16) + Feats (33) + Powers (116) - Drawbacks (3) = 199/199  Power Points

 

 

Nae-Dae

Spending the 15PP granted by the additional ranks of Sidekick and raising her to PL8:

  • 2PP: +1 Base Attack
  • 4PP: +2 Base Defense
  • 2PP: +1 Reflex Save, +1 Will Save
  • 7PP: Making her toolbox a 30PP Device and moving the Alternate Power feats inside the Device:
     
    • Device 6 (30PP Container; Flaws: Easy-to-Lose, Power Feats: Multiple Weapons 2) [20PP] (toolbox)

       

      Damage 10 (Extras: Autofire, Ranged, Flaws: Action [Full], Power Feats: Alternate Power 2, Homing 2, Improved Critical 2, Knockback 4) [30DP] (rocket launcher)

       

      AP: Damage 8 (Extras: Area [General, Burst], Ranged, Flaws: Unreliable [5 Uses], Power Feats: Ricochet 2, Triggered 2) + Dazzle 8 (Auditory; Extras: Area [General, Burst], Flaws: Unreliable [5 Uses]) [28DP] (grenades)

       

      AP: Drain Toughness 10 (Extras: Affects Objects, Alternate Save [Reflex, +0], Linked [+0], Flaws: Limited [Objects Only], Power Feats: Improved Critical 2, Precise) + Damage 10 (Extras: Linked [+0], Penetrating 5) [28DP] (wrench)

Spoiler

 

Character Name: Nae-Dae

Power Level: PL8 (Sidekick 24, 120/120PP)

Trade-Offs: -2 Attack / +2 Damage; +3 Defence / -3 Toughness

Unspent Power Points: 0

 

Theme: Make A Circuit With Me by The Phenomenauts

 

In Brief: Four-armed wrench monkey with a weakness for shiny things that don't belong to her yet.

 

Birthplace: Irrera-8

Residence: The Horizon

Occupation: Starship Mechanic

Affiliations: Captain Eclipse, Rock

Family: Broodmother, Unknown Number of Siblings

 

Description:

Age: 24

Gender: Female

Ethnicity: Irreran

Height: 3'9"

Weight: 56 lbs.

Eyes: Rust Red

Hair: Cobalt Blue

 

As an Irreran, Nae-Dae has a compact form covered in dark blue fur and dominated by four proportionally long arms and a pair of similar lanky legs. Expressive, spade-shaped ears top a simian and habitually scowling face while a long, thin tail provides counterbalance as she scurries around and leaps back and forth across any available surface. Big, red eyes without pupils sparkle whenever she sees a new machine or simply something shiny.

 

Nae-Dae wears a heavy protective apron whenever she expects to be working, which is effectively all of the time. She lugs around a beaten red toolbox from which she has been known to pull all manner of helpful tools and worrisome incendiary devices. The most cherished of these items is a surprisingly primitive wrench, oversized in comparison to its wielder but equally useful for repairing and demolishing as desired.

 

Power Descriptions:

With lean, nimble digits at the end of each of her six limbs, Nae-Dae is adept at climbing and working her way into nooks and crannies overlooked by larger sentients. The same mental faculties that allow her to coordinate those limbs make her a quick study and efficient multitasker, if somewhat distractible.

 

Nae-Dae's wrench is a simple but sturdy length of metal without any electronics or power source, a nice, reliable lever and percussive instrument wrapped up into one. Her incessant tinkering means the rest of her equipment can change radically in appearance and function from day to day but usually includes a rocket launcher large enough to require all four of her limbs to support.

 

 

History:

A native of the gas giant Irrera's eighth and only life-supporting moon, Nae-Dae grew up in a society broadly analogous to a caste-based insect hive. Born into the soldier caste, Nae-Dae had little interest in guarding a bunch of cliffside burrows when the sky and the stars beyond were so tantalizingly close. Her curious, inventive nature earned her only mockery and reprimands in the deeply traditionalist Irreran society and when the opportunity to stow away on a visiting Lor survey vessel presented itself she didn't hesitate.

 

Nae-Dae managed to stay hidden in the service crawlspaces on the ship for weeks, surreptitiously accessing engineering consoles and absorbing information at a rate that would have astounded her hosts had they known she was there. She was eventually discovered when the Lor Chief of Engineering noticed an unexplained 3% improvement in the ship's power output resulting from the diminutive tinkerers calibrations. Impressed, the chief convinced his captain to bend their strict protocols enough to drop Nae-Dae off on their next refuelling stop rather than returning her to Irrera-8.

 

With a palm computer full of engineering manuals and what little currency her benefactor had been able to scrounge together for her, the Irreran set herself up as a mechanic for hire. Annoyed to find that many larger species associated her size with a childlike lack of intelligence, Nae-Dae's already grumpy outlook developed into a confrontational streak that tended to get her into trouble. More problematic was her lack of impulse control when it came to examining and occasionally pocketing bits and baubles that caught her interest. It wasn't so much that she intended to steal as she found that four hands worth of quick fingers made her awfully good at it and she wasn't one to let her own talents go to waste.

 

Bouncing around from spaceport to spaceport, Nae-Dae eventually ran into trouble she couldn't handle when she pilfered something from a hardware shop with silent partners disinclined to accept an apology. Burning the last of her meager currency and contacts to escape, she holed up amongst the rusting hulls of a used shipyard on the backwater world she upon which she now found herself stuck.

 

When an Alarian cyborg and her hulking stone partner came looking for a rapid change in transportation with the fewer questions asked the better, it was the Horizon that caught their eyes. No coincidence, the ship in the best state of repair was also the one Nae-Dae had been living in and working upon for weeks. Only once they were in deep space did they realize that their new vessel had come with an unexpected addition.

 

Although their initial introductions could have gone more smoothly, as Nae-Dae vigorously defended her engine room, Captain Eclipse eventually saw the benefit of having a dedicated mechanic on board. It didn't hurt that after all of her modifications Nae-Dae was very nearly the only one able to get anything on the Horizon to work properly. The chattering Irreran and the laconic Rock got on particularly well and for the first time Nae-Dae began to feel as though there was somewhere she genuinely belonged.

 

 

Personality & Motivation:

Nae-Dae has a hair-trigger temper and a defensive mistrust of others that gives the first impression of a pessimistic curmudgeon. Presented with an interesting problem or new mechanism to work on, however, she becomes animated and excited, speaking quickly and moving even faster. Life experience has taught her to be generally self-interested but in practice she has a territorial loyalty to her friends and tends to identify with underdogs of all sorts despite herself.

 

 

Powers & Tactics:

In combat Nae-Dae has taken to using Rock as a sort of mobile weapons platform, perching atop his shoulder while lobbing grenades or firing rockets. She would generally prefer a quick escape to a drawn out battle but when forced into a corner she takes a gleeful pride in the destructive capabilities of her equipment. Collateral damage generally doesn't worry her much; she's sure she'll be able to fix anything really important afterward anyway.

 

 


 

Complications:

 

Forewarned is Forearmed: For a mammal without much of a protuberance of cartilage on her face, Nae-Dae can sure be nosy. She's learned that ignorance is no virtue and faced with a restricted area, sensitive document or forbidden tome she can't help but take a peek.

 

Knuckle Up: Coming from a species less involved in galactic culture and physically smaller than the Lor average, Nae-Dae has found she has something to prove to many sentients. Any disparaging remarks about her species or stature are an easy way to provoke the high strung mechanic.

 

Plenty of Elbow Room: Coming from a society that lives in crowded cliffside burrows, Nae-Dae guards her personal space jealously. Invasions upon her literal or metaphorical territory make her irritable and argumentative, even combative. Anyone entering the Horizon's engine room without permission is asking to be brained with a wrench.

 

Shoulder to Shoulder: By the same token, Irrerans are naturally highly social creatures. While Nae-Dae is far more independent than most of her people, she still does not enjoy prolonged periods of isolation. Lack of interpersonal contact exacerbates her compulsions and eventually effects her health.

 

Sticky Fingers: Nae-Dae doesn't steal anything that's not nailed down; she has tools for removing nails. She's easily distracted by shiny baubles, particularly new technology that might be used to upgrade the Horizon or her personal arsenal and has a flexible definition of 'borrowed'.

 

 

Abilities: 4 + 4 + 2 + 8 - 2 + 0 = 16PP

Strength: 10/6 (+0/-2)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 18 (+4)

Wisdom: 8 (-1)

Charisma: 10 (+0)

 

 

Combat: 10 + 16 = 26PP

Initiative: +2

Attack: +6 (+5 Base, +1 Shrinking)

Grapple: +1

Defense: +12 (+8 Base, +3 Dodge Focus, +1 Shrinking), +5 Flat-Footed

Knockback: -1

 

 

Saving Throws: 3 + 4 + 5 = 14PP

Toughness: +4 (+1 Con, +2 Defensive Roll, +2 Protection, -1 Shrinking)

Fortitude: +4 (+1 Con, +3)

Reflex: +7 (+2 Dex, +5)

Will: +5 (-1 Wis, +6)

 

 

Skills: 68R = 17PP

Acrobatics 8 (+10)

Computers 6 (+10)

Craft (Electronic) 8 (+12) Skill Mastery

Craft (Mechanical) 9 (+13) Skill Mastery

Disable Device 6 (+10) Skill Mastery

Knowledge (Galactic Lore) 1 (+5)

Knowledge (Technology) 6 (+10)

Language 1 (Galstandard, Irreran [Native])

Notice 5 (+5)

Sense Motive 6 (+5) Skill Mastery

Sleight of Hand 8 (+10)

Stealth 4 (+10)

 

 

Feats: 11PP

Defensive Roll 1

Dodge Focus 3

Equipment 2 (10EP)

Evasion 2

Improvised Tools

Inventor

Skill Mastery (Craft [Electronic], Craft [Mechanical], Disable Device, Sense Motive)

 

Equipment: 10EP = 2PP

 

Heavy Apron; Protection 2 [2EP]

 

Multitool [1EP]

 

Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP]

 

Welding Googles; Sensory Shield 1 (Visual) [1EP]

 

 

Powers: 16 + 20 = 36PP

 

Irreran Physiology 3 (15PP Container [Passive, Permanent]; Power Feats: Innate) [16PP]

 

Additional Limbs 2 (+2 Grapple) [2PP] (four arms)

 

Quickness 3 (x10) [3PP]

 

Shrinking 4 (Small, +1 Attack/Defense, -4 Strength; Extras: Duration [Permanent, +0], Power Feats: Normal Movement) [5PP]

 

Speed 1 (10MPH) [1PP]

 

Super Movement 2 (Wall-Crawling 2) [4PP]

 

Device 6 (30PP Container; Flaws: Easy-to-Lose, Power Feats: Multiple Weapons 2) [20PP] (toolbox)

 

Damage 10 (Extras: Autofire, Ranged, Flaws: Action [Full], Power Feats: Alternate Power 2, Homing 2, Improved Critical 2, Knockback 4) [30DP] (rocket launcher)

 

AP: Damage 8 (Extras: Area [General, Burst], Ranged, Flaws: Unreliable [5 Uses], Power Feats: Ricochet 2, Triggered 2) + Dazzle 8 (Auditory; Extras: Area [General, Burst], Flaws: Unreliable [5 Uses]) [28DP] (grenades)

 

AP: Drain Toughness 10 (Extras: Affects Objects, Alternate Save [Reflex, +0], Linked [+0], Flaws: Limited [Objects Only], Power Feats: Improved Critical 2, Precise) + Damage 10 (Extras: Linked [+0], Penetrating 5) [28DP] (wrench)

 

 

DC Block

ATTACK             RANGE            SAVEEFFECT

Unarmed            Touch            DC15 Toughness               Damage (Physical)

Wrench             Touch            DC20 Reflex                  Drain Toughness (Objects Only)

                                    DC25 Toughness               Damage (Physical)

Rocket Launcher    Ranged           DC25 Toughness [Autofire]    Damage (Physical)

Grenades           Ranged [Area]    DC23 Toughness               Damage (Energy)

                                    DC18 Reflex                  Auditory Dazzle 

 

 

Totals: Abilities (16) + Combat (26) + Saving Throws (14) + Skills (17) + Feats (11) + Powers (36) = 120/120 Power Points

 

 

Edited by HG Morrison
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LIFTED BY HGM

 

Bombshell

Getting her to offensive PL12 caps this month and then working on defensive caps with my next PP. She'll hit +3 Attack / -3 Damage for PL 12 with this with her baton.

8 PP available

Spend 6 PP on raising Strength to STR 16 (+3)

Spend 2 PP on raising base Attack to +9 (+11 Melee / +9 Ranged / +15 with batons)

 

New DC Block

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 18 Toughness                Damage (Physical)
Sneak Attack        Touch      DC 20 Toughness                Damage (Physical)
Baton               Touch      DC 22 Toughness                Damage (Physical)
Baton-Sneak Attack  Touch      DC 24 Toughness                Damage (Physical)

Edited by HG Morrison
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POKED BY HGM

 

The Traveller

 

 

Add Feat Takedown Attack [+1 PP]

Skill Add to following skills [+7 PP]

 

+4 Craft (Electronic) for 9 (+14)

+5 Knowledge (Galactic Lore) for 10 (+15)

+5 Knowledge (Tactics) for 10 (+15)

+5 Knowledge (Technology) for 10 (+15)

+2 Languages add English and Delaztri

+7 Pilot for 8 (+10)


Add +3 to Power Pike as Follows

 

Power Pike 6 (30PP Device, Easy to Lose, Feats: Restricted 2 [biorhythmic Field]) [22PP]

Weapon Modes 11 (22PP Array, Alternative Power 8) [25PP]
Base Power: Blast 11 (110ft increments) [22PP]
Alternate Power: Blast 6 (150ft increments; Extra: Autofire; Feats: Improved Critical, Improved Range 1) [20PP]
Alternate Power:  Blast 7 (70ft increments; 35ft Bust Area; Extra: Area - General (Burst), Feat: Improved Range 1) [22PP]
Alternate Power: Dazzle 7 (Visual Senses, 70ft range, 35ft Burst Area; Extra: Area - General (Burst)) [21PP]
Alternate Power: Drain Toughness 6 (60ft increments; Extra: Affects Objects, Ranged, Feats: Precise, Reversible) [20PP]
Alternate Power: Paralyze 6 + Strike 7 (Feats: Improved Critical, Improved Trip, Mighty) [22PP]
Alternate Power: Stun 11 [22PP]
Alternate Power: Stun 5 (Extras: Autofire, Ranged [50ft increments]) [20PP]
Alternate Power: Stun 5 (Extra: Area - General (Burst), Ranged [50ft increments]) [20PP}
Edited by HG Morrison
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TIDED UP BY HGM

 

Edge/Monsoon: 

 

Please change Edge's age to 22. 

 

 

Spoiler

 

 

Power Level: 10 (150/150pp) 

http://www.hotflick.net/flicks/2010_The_Last_Airbender/tn640/010LAR_Summer_Bishil_001.jpg

Trade-Offs: +2 Def/-2 Tou, +4 Atk/-4 Dmg (Noahic), +0 Atk/-0 Dmg (Scimitar) 
Unspent PP: 0
 
In Brief: Youngest daughter of one of the most notorious tyrants in the World of Freedom, Nina al-Darsah (aka Monsoon) is going her own way. 

Alternate Identity: Monsoon
Identity: Secret [Registered] 
Birthplace: Socotra
Occupation: Political Activist, Princess
Affiliations: Socotra, Mark Lucas, the Liberty League 
Family: The al-Darsah dynasty of Socotra

 

Description:
Age: 22
Gender: Female 
Ethnicity: Socotran
Height: 5'3" 
Weight: 140 lbs
Eyes: Black
Hair: Black 

 

Nina al-Darsah's Socotran ancestry is visible at first glance - her dark brown skin and glossy black hair mark her as a scion of a time and place where Arab, Indian, and African united as one. She
generally keeps her hair, which streams down well past her shoulders, in a bun tied up on the back of her head. She's shorter and stockier than the average Freedom City superheroine, her
athleticism a product of vigorous self-defense training; and like Mark has the kind of build that's well on this side of chiseled rather than actually cut.

She has a forceful personality and winning smile, one that turns to a snarl or sneer when she's angry. She prefers to wear upscale, fashionable clothes (a habit she's trying to instill into Mark)
and dark sunglasses when she's out among the mundanes, but in private wears baggy blue and white trousers and blouses that match the traditional Socotran national colors. She wears a headscarf at
mosque, which is not that often - she will admit that she is an exceedingly poor Muslim. Her scimitar looks like a cavalry sabre laid with gold along the blade.

As Monsoon, she wears a navy blue and light grey costume consisting of a pair of pants and a long sleeved tunic, with a golden-crowned hood and mask attached with pieces clipped together.

 

Power Description:

 

Nina's powers are a mutation inherited from her father - she's a hydrokinetic who can manipulate water drawn from any source. 

 

History:
 
The youngest of twelve and raised primarily by servants after her mother's disappearance, Nina al-Darsah was spoiled as only the daughter of a king can be. She learned early on to poke people
around her to see how they'd react, sometimes with her dawning powers but sometimes with her words, but soon found it was dull, tedious stuff. Servants feared her, as well they should, but that
was no more satisfying than squashing an insect - and her siblings were far too old, with the exception of her brother Farida, who was just young enough to be vulnerable to a little sister's
taunts and manipulations, which in retrospect, she admits, may be why brother Farida left when he turned 18 to lend his tidal manipulation powers to the forces of Japan's revanchist Imperial
Resistance Army. He always was soft.

 

But then Farida was gone, and what was she supposed to do with herself? She supposed one day she'd strike out on her own to seek her fortune as her siblings had, or maybe marry someone very wealthy and very handsome, and in preparation for the former she began studying the so-called heroes who had so often bedeviled her father, figuring they would one day be her enemies too. Deciding that the best way to learn about her future enemies was to go among them; she successfully begged her father for permission to study in America (and learn about its "superheroesa", all the while planning to sample some of that decadent Western culture. As fate would have it, she got a chance to do both when Mark Lucas, aka Edge, was assigned as her bodyguard during her first trans-Atlantic plane flight.

 

Mark was a dalliance at first - he was good to her, and very handsome, and everything she was looking for in her first real lover. When she realized just how powerful he was, that was a source of
a deeper attraction - what could she accomplish if a man like that was hers? But Mark proved hard to tempt, at least with offers of fame and power, and so she kept pushing, looking for the same
weak spots she'd found in so many people over the years. But there was nothing - he wasn't frightened of her father or of her, he didn't seem to want anything from her except companionship that
she rather enjoyed providing, and he had no ambitions to wealth and power. But he wasn't a coward, either; calling her out when she stepped beyond the boundaries of Freedom City etiquette, but
defending her right to believe and say what she wanted at the same time.

 

His friends, when she got to know them, were the same way - and it was baffling to her! Beings who were clearly her equal, at least in some ways, who saw their power as a duty to serve others
while expecting nothing in return. It was baffling! It was like entering a realm of madness, or a realm of people speaking a language she didn't quite understand. She fought alongside Mark a few
times, but her interest wasn't in superheroing.

 

Of course, the more she thought about it, she wasn't sure _what_ she was interested in - her history major had made her a better writer and more comfortable in a library, it was true, but those
weren't really skills she could see herself using back in Socotra, and she had no desire to live the tedious life of a scholar. But her life as an aimless aristocrat idly toying with the other
aristocrats and her father's hangers-on now seemed duller than she wanted to live, and almost as bad - purposeless.

 

But as it happens, fate has a way of finding purpose for those who seek it out - even if it's not what they might have wanted. After an assasination attempt on her father turned out to be the work
of her own estranged mother, Nina intervened along with Mark to protect her mother from her father's wrath. The subsequent break with the family has left her an isolated exile in America - and
driven her into a costume. 

 

But Monsoon won't last forever. One day a new Typhoon will sit on the throne of Socotra. 
 
Personality & Motivation:
 
Nina is self-confident and not shy about expressing that, but she's also not stupid, especially now that so many things she took for granted have crumbled beneath her feet. She hides her
insecurities, an alien sensation indeed, with arrogance that she doesn't really feel anymore, alternating with genuinely heroic resolve. She wants to be a better person, to have inner strength
that doesn't come from the desiccation of others; but she also likes the person she was pretty well. It's a tough fight. 
 
Nina doesn't _really_ want to be a hero - she wants to go back to a home that's not really her home anymore. 

 

But in the meantime, she can't just sit around and do nothing. She has power and the will to use it; and there are battles that need to be fought here in Freedom City. A princess never turns her
back on what she needs to do. 

 

Powers & Tactics:
 
Nina has focused her powers on precision, lacking some of the overwhelming power of her fellows. Her attacks look like distortions in the air, swirling mini-vortexes that seem to reach inside the
skin of her targets. She can stun people, knock them down, or even toss them around. She flies by manipulating the blood inside her own body; an eerie effect that (when she wishes) lets her eyes
turn blood-red while she maneuvers. If need be, she will use her own blood to power her abilities, but not only is that dangerous, it looks very unpleasant.

 

In general she's a talker, calling out her enemies for their obvious weaknesses and many problems, trusting in her agility and her powers to carry her through any counter-attack. When in Mark's
company (or alongside another hero), she's a formidable member of any team. 

 

Complications (mostly for Mark):
True Power, The Divine Right To Rule, Is Something You're Born With.
Nina's getting better about this, but she still has a lot of issues understanding why people are so jazzed about freedom and democracy. Why should the masses be in charge of their own destiny,
anyway?

Together, You And I Will Be The Strongest Couple In The Entire World! We Will Dominate The Earth!
Nina loves Mark, for all that they see the world very differently, but still thinks she can get him to lose what she sees as naivete.

It's Terrible When You Can't Trust The People Who Are Closest To You.
People have a way of not trusting the mad despot's daughter, for some reason - and she has her own issues with trusting them.

Well, That Sounds Pretty Shallow And Stupid. Let's Try It!
Nina's not exactly a hedonist - but she'll try anything once.
Do The Tides Command This Ship? 
Nina's powers require at least _some_ water in whatever she's attacking. 

No, YOU Miscalculated!
Having been the baby of the family her whole life, and now the partner of a very powerful superhero, Nina al-Darsah is eager to prove she’s just as tough as anyone else - even when she most
certainly isn't.


Abilities: 4 + 14 + 8 + 0 + 4 + 6 = 36PP 
STR 14 (+2) 
DEX 24 (+7) 
CON 18 (+4) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 16 (+3) 

 

Combat: 12 + 12 = 24PP
ATK: +6 (+10 Melee/+14 Hydrokinesis) 
DEF: +12 (+6 Dodge Bonus, +6 Base, +3 flat-footed) 
Init: +7
Grapple: +12 
Knockback: -4/-2

 

Saves: 1 + 2 + 7 = 10PP  
TOU +8/+4 (+4 Defensive Roll, +4 Con)
FORT +5 (+4 Con, +1) 
REF +9 (+7 Dex, +2) 
WILL +9 (+2 Wis, +7) 

 

Skills: 68r = 17PP 
Acrobatics 8 (+15) 
Bluff 12 (+15) 

Concentration 1 (+3)
Diplomacy 12 (+15) 
Intimidate 12 (+15)
Knowledge (Current Events) 4 (+4) 
Knowledge (History) 4 (+4)  
Languages 3 (Arabic, English, Persian, Base: Soquitri) 
Notice 3 (+5) 
Sense Motive 8 (+10) 
Stealth 3 (+10) 

 

Feats: 28PP 
Acrobatic Bluff 
Attack Focus: Melee (4) 
Benefit (Fame [Princess]) 
Challenge 4 (Fast Acrobatic Bluff, Fast Feint, Fast Startle, Fast Taunt) 
Defensive Roll (2) 
Dodge Focus (6) 
Evasion
Improved Trip 
Move-By Action
Power Attack 
Precise Shot 
Second Chance (Will Saves Vs. Mind Control) 
Set-Up
Startle 
Takedown Attack 
Taunt  
Uncanny Dodge (auditory) 

 

Powers: 10 + 7 + 17 = 34PP

 

Container 2 (Typhoon's Heritage, Duration [Permanent]) [10PP]
Enhanced Feat 1 (Environmental Adaptation [Underwater]) [1PP] 
Immunity 3 (drowning, environmental cold, high pressure) [3PP]
Movement Array 1 (2PP, PFs: Alternate Power 1, Subtle) [4PP]
BE: Swimming 2 (5 MPH/50 ft per round) {2/2} 
AP: Flight 1 (10 MPH/100 ft per round) {2/2} 
Super-Senses 2 (Darkvision) {2/2} 

 

Device 2 (Ferida's Scimitar, 10PP, Flaw: Easy to Lose, PF: Indestructible) [7PP] 
Strike 8 (PFs: Improved Crit, Mighty) [10DP]

 

Noahic Array 6 (12 PP, PFs: Accurate 4, Alternate Powers 1) [17PP]
BE: Move Object 6 (hydrokinesis, Effective STR 30 [Heavy Load: 1500 lbs], Extra: Damaging, Flaw: Duration [Concentration]) {12/12}
AP: Move Object 6 (hydrokinesis, Effective STR 30 [Heavy Load: 1500 lbs]) {12/12}

 

costs 
abilities 36 + combat 24 + saves 10 + skills 18/72 + feats 28 + powers 34 = 150 pts 

Edited by HG Morrison
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EDIT PUT ON HOLD UNTIL POINTS FREE UP

\

Redoing Terrifica a bit. Breaking her container into Linked powers. INT remains permanent. The rest are whatever they'd usually be. With that PP and the five PP in storage, lots of things get rejiggered. Just...look at it.

 

 

 

 

Spoiler

 

Player Name: Eternal Phoenix

Character Name: Terrifica

Power Level: 10 (170/170 PP)

Trade-Offs: +5 Attack, -5 Damage (unarmed); +3 Attack, -3 Damage (Terrifi-Staff Melee); +2 Attack, -2 Damage (Snare & Dazzle); +2 Damage, -2 Attack (Terrifi-Cannon);

Unspent PP: 0

Progress towards Bronze: 20/30

 

In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements.

 

Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current)

Identity: Secret

Birthplace: Rural China (half raised in Boston, Mass.)

Occupation: Associate Professor (without tenure) of Physics

Affliations: MIT, Mensa

Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son), Meili Gresham (daughter), the Carson family (black sheep of), the Song family (black sheep of)

 

Age: 24

Apparent Age: 24

Gender: Female

Ethnicity: Half Han Chinese, half Anglo Saxon

Height: 5’ 4” (5’ 6” in costume)

Weight: 115 lbs.

Eyes: Dark Brown

Hair: Brown

 

Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either.

 

Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is an orange T on her forehead, with the bottom line sliding between her eyes. She pairs it with an ordinary Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast.

 

History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do.

 

Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl” and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it.

 

It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback.

 

 

Personality & Motivation: Sam’s a thinker first and foremost. She doesn’t act rashly, unless acting rashly is the necessary tactic in that situation. In which case, is it really acting rashly? The same applies to just about everything else. Everything she does is logically reasoned out. She does appear to have Obsessive Compulsive Disorder as she organizes her life and plans for literally everything she can think of. In exacting detail. Everything has a place to be and a time to be used. All puzzles and riddles have solutions. You just have to find them. She’s also kind of a nerd, in that she has little to no regard for pop culture and dives headfirst into intellectual pursuits. There’s a subtle arrogance about her, as well. Comes with being smarter than everyone on earth. She thinks she can sing well. She really can’t. No, really. Don’t ever let her sing. It’d be like a close range Auditory Dazzle 3. Or maybe 2. I dunno, but it’s unpleasant.

 

Her motivation is not simple. By virtue of her genius, any given field she focused on would make leaps previously thought impossible. But they’d be her leaps, and hers alone. All the effort, sweat, and tears that everyone else in that field would have would mean nothing. They might as well have not even helped. Or they might even get in her way. They’d be useless. She doesn’t want to make people useless. That said, doing nothing leads to boredom. Boredom is idle hands. Idle hands do bad, bad things to people. Then again, what does it matter if she goes full mad scientist and attempts world domination slash destruction? It’d certainly be a hell of a lot of fun to try. The only problem with that is that a heck of a lot of people would get killed or injured along the way. It’s one thing to have a recovery plan. It’s another to not cause the damage in the first place. So. Can’t do good. Can’t do evil. No desire to die and tons of desire to live, so suicide’s out. Wait. Waaaait. How about both? Do good where there’s effectively no labor limit. Do evil-well, unpleasant things, anyway-to socially acceptable targets. And conquering crime without toppling governments (literally or just in a behind the scenes way) is virtually impossible. We’ll see about that one.

 

Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round. For the record, its descriptors are chemical, not technological. She’s thought ahead in that regard, with the exception of the suit’s Datalink. That, however, is independent from the rest of the suit.

 

She carries a multi functional quarterstaff she calls the Terrifi-Staff. Because Terrifica is a nerd. Also, she adores brand naming. She can just hit people with it, obviously, but it has a high powered taser on one end and an energy emitter on the other. The emitter can well, emit, a flash on energy that can screw up a person’s hearing and vision, a heat displacer beam that can freeze someone in a block of ice, or charged particles in the form of a heavy particle cannon. The best part? It’s collapsible, so she can wear it on her belt.

 

Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured.

 

With the Terrifi-Staff available, she’ll Snare or Dazzle weaker foes at range, and Stun anyone who gets too close. With the Staff’s improved power and accuracy, the Snare and Dazzle are even more impressive. Also, the Cannon’s improved power means she typically refrains from using it on garden variety foes, and indeed anyone without some demonstrated degree of Impervious or ridiculous durability feats.

 

Complications:

 

What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate.

 

I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed quite a bit of arrogance and a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles are correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is either misguided, misinformed, or an idiot. And of course, they need to be informed of their status. Because “person Terrifica thinks is stupid” and “person Terrifica likes” are mutually exclusive descriptors, and she’d rather everyone were in the latter group.

 

Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers, bordering on (if not outright falling into) obsession. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down.

 

I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. If forced to fight, she will try to end it swiftly and without anything approaching mercy. The faster combat is over, the better. For her opponents.

 

Oh, Right. Heroes Save People, Don’t They?: Terrifica…isn’t an altruist, like many heroes. She usually will not go out of her way to protect or save anyone at all. It’s not that she doesn’t care. It’s just that she’s the most intelligent woman in the world, and thus a touch more important than Joe and/or Jane Sixpack. There’s also a understandable touch of absolute terror that she could die, and she doesn’t deal with fear very well. This does not mean she will let someone be murdered in front of her…unless they richly deserve it, in her view. This can cause…friction…with other, more altruistic heroes.

 

People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent the better part of a decade pursuing every lead, no matter how small. You could say she’s obsessed with finding him.

 

Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she could have saved him. Let him have life in prison instead. She kept her mouth shut and watched him die slowly instead. Somebody else might regret this. Perhaps see it as My Greatest Failure. Terrifica does not. It was something that needed doing, and now it is done. No more, and no less.

 

Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way.

 

Abilities: 4+8+6+14+2+2=40

 

Strength 20 (+5) [14 (+2)] (Enhanced Statistic)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 40 (+15) [24 (+7)] (Enhanced Statistic)

Wisdom 14 (+2)

Charisma 14 (+2)

 

Combat: 16+10=26

Initiative: +15 (+4 without powers)

Attack: +8 Base, +9 Melee, +12 Snare & Dazzle, +13 Stun & Strike, +15 Unarmed

Grapple: +14

Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed

Knockback: -5

 

Saving Throws: 4+6+8=18

Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll)

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

Reflex: +10 (+4 Dex, +6)

Will: +10 (+2 Wis, +8)

 

Skills: 56 Ranks = 14 PP

Acrobatics 6 (+10)

Bluff 8 (+10)

Climb 2 (+7)

Concentration 5 (+7)

Diplomacy 8 (+10)

Language 1 (Mandarin Chinese, Base: English)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+12)

Swim 2 (+7)

 

Feats: 24 PP

Assessment

Attack Focus (Melee) 1

Attack Specialization (Unarmed) 3

Defensive Roll

Dodge Focus 5

Equipment 3

Improvised Tools

Inventor

Jack-of-All-Trades

Master Plan

Online Research

Precise Shot

Takedown Attack

Taunt

Well-Informed

Uncanny Dodge (auditory)

 

Powers: 14+15+19=48

 

Device 3 ( 15 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [14PP]  (Nano-Fiber Battlesuit)

 

[device]Immunity 2 (Cold & Heat) [2PP]

 

Protection 5 [5PP]

 

Super Senses 1 (Low Light Vision) [1PP]

 

Enhanced Strength 6 (to STR 20/+5) [6PP]

 

Datalink 1 [1PP] [/device]

 

 [20PP]

 

Quickness 10 (x2500, Flaw: Limited to Mental Tasks) + Enhanced Intelligence 16 (to INT 40/+15) (Flaw: Permanent) + Enhanced Feats 2 (Eidetic Memory, Speed of Thought) [15PP] (Superhuman Brain)

 

[b[Device 6 ( 30 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [13PP]  (Terrifi-Staff)

[device] Terrifi-Combat (Array 13 [26 PP], Power Feats: Alternate Power 4) [20 DP]

[array]Base Power: Blast 12 (Power Feats: Improved Range, Precise) [26 DP] (Terrifi-Cannon)

Alternate Power: Dazzle 8 (Affects Vision & Hearing, Power Feat: Accurate 2) [1 DP] (Sonic Flash Burst)

Alternate Power: Snare 8 (Power Feats: Accurate 2; Extra: Secondary Effect) [1 DP] (Freonic Ray)

Alternate Power: Stun 7 (Power Feats: Accurate 2, Extended Reach) [1 DP] (Terrifi-Staff Shock)

Alternate Power: Strike 2 (Power Feats: Accurate 2, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack)

[/array][/device]

 

 Equipment 3 (15 points for equipment)

 

[equip] Grapple Gun (Super Movement : Swinging) [2EP]

 

Utility Belt [4EP]

 

[equip] Binoculars (Penalty for Visual Notice checks reduced to -1 per 50 ft, but check takes 5 times as long) [1EP]

 

Rebreather (Immunity to Suffocation for 20 rounds) [1EP]

 

Reference Materials (+2 to Knowledge checks) [1EP]

 

Toolkit (Basic) (for Skills that need tools) [1EP] [/equip]

 

Terrifi-cycle (Vehicle) [9EP]

 

[equip]Size: Medium [0EP]

 

Strength: 15 (Medium Load: 133 lbs.) [1EP]

 

Defense: 0 [0EP]

 

Toughness: +8 [3EP]

 

Features: [0EP]

None

 

Powers: [5EP]

 

Speed 5 (250mph / 2,500ft per Move Action) [5EP]

[/equip] [/equip]

 

 

 

 



 

DC Block:

 

Unarmed (+15 Hit, DC 20)

Terrifi-Staff Smack (+13 Hit, Touch w/ 5ft Reach, DC 22 Toughness)

Terrifi-Staff Shock (+13 Hit, Touch w/ 5ft Reach, DC 17 Fortitude)

Sonic Flash Burst (+12 Hit, Ranged, DC 15 Reflex)

Freonic Ray (+12 Hit, Ranged, DC 17 Reflex)

Terrifi-Cannon (+8 Hit, Ranged, DC 22 Toughness)

 

 

Abilities 40 + Combat 26 + Saving Throws 18 + Skills 14 + Feats 24 + Powers 48– Drawbacks 0= 170/170

 

 

 

 

 

 

 

 

Edited by HG Morrison
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  • 2 weeks later...

SHOCK'D AND AWE BY HGM

 

Kingsnake

 

4PP to spend.

 

Drop Distract.  I've never used it. (+1PP)

 

5PP to spend.

 

Buy 5PP worth of Feats:

  • Fast Task 2 (Acrobatic Feint, Demoralize)
  • Quick Draw
  • Skill Mastery +1 (Climb, Investigate, Search, Stealth)
  • Ultimate Skill +1 (Disable Device)

 

Shift 5 ranks of Disable Device over to Search, dropping Disable Device to +10, and increasing Search to +20.

 

Thrude

 

2PP to spend.

 

Drop 1 rank of Super-Strength, decreasing from 6 to 5.  This drops her Heavy Load from 100 tons to 50 tons, and her powered Grapple bonus from +24 to +23. (+2PP)

 

4PP to spend.

 

Drop the Protection from inside the Device.  This frees up 3PP in the Device.

 

Buy +4 ranks of Protection outside the Device, increasing it from 2 to 6.

 

Her powered Toughness is now +16 (Impervious 11), and her powered Knockback resistance is now 13.  The device no longer has any effect on her Toughness or Knockback resistance.

 

This leaves her at defensive PL11 all the time, and offensive PL11 with her weapon, or offensive PL9 without it.  So overall, she averages out to PL11 with the device, PL10 without it.

 

Within the Device:

 

3PP to spend.

 

Spend 1PP to increase the Action on the Environment Control (Light) power from "Move" to "Free."

 

Spend 2PP to add 1 rank to the Storm Mastery array.

  • Weapon Strike + Wind: Remove 2 ranks of Knockback from the Mighty Damage power.  Transfer those 2PP to the Flight power.  Add the new 2PP to Flight as well.  This increases the Flight rank from 5(6) to 7(8).
  • Lightning Bolt: Add 1 rank of Homing, for 2 ranks total.  This uses 25PP of the available 26PP.  I'll leave the last point unspent for now.
  • Wind: Add 2PP to the Flight power, increasing the rank from 9(10) to 10(11).
  • Summon Rainbow Bridge + Wind: Add 2PP to the Flight power, increasing the rank from 5(6) to 6(7).
  • Storm Summoning: Buy off the "Full Power" drawback.  This uses 25PP of the available 26PP.  I'll leave the last point unspent for now.

 

Edited by HG Morrison
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SUPE'D UP BY HGM

 

Okay, some major character edits for Miracle Girl! With 16 points to work with, here's what I've done:

 

1. Increased her base Strength to 14 (2PP)

2. Increased her Super-Strength to 4 (2PP)

3. Increased her Attack to 6 (2PP)

4. Increased Reflex save to 8 (2PP)

5. Increased Will save to 8 (2PP)

6. Switched her Investigate to Search (0PP)

7 Spent 3PP on Skills (Bluff +1, Diplomacy +4, Know: Current Events +1, Search +6) (3PP)

8 Added a rank of Skill Mastery (Diplomacy, Intimidate, Notice and Search) (1PP)

9 Added 2 ranks of Protection (2PP)

 

There were a few tweaks in her fluff as well, but nothing major; she is now PL10.

 

 

 

 

Edited by HG Morrison
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