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Tiffany Korta

Character Edits 2017

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When you submit an edit request, please do not just submit a new code-blocked sheet for us to copy & paste. You must tell us specifically what you're adding/editing.

 

A code-blocked sheet is not required, but does make it easier on us. So not to clutter things up to much if you do include the sheet please stick it withing spoiler tags.

 

When submitting edits for multiple characters, please make one post per character - it helps with the bookkeeping and make sure that an issue with one character edit doesn't affect another's.

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GamerXZ   

TRANSFORMED by Fox

 

This is Gamer making a request to see my Quantum Shift sheet get edited. Namely the Powers section. I request the removal of Improved Initiative 2, Move-by Action, and Set Up along with Super Senses. I would like the points from this to be used to bring Morph to its highest rank possible.

 

One of the remaining points to be used to retain the Immunity To Aging. I bring this up cause I made a mistake while calculating the PP for my Powers and ended up with 58, not 57 since I had left out Immunity. My apologies. If those changes were made, I would be grateful. The last point may need to be dropped.

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WISENED by Fox

 

Roulette

  • Increased Wisdom to 20 and reduced Will and Skills affected by Wisdom respectively.
  • Purchased Line Area Alternate Power for Optic Blast Array
  • Purchased 2 Ranks of the Benefit for using Knowledge Tactics in expanded ways as described in the House Rules
  • Purchased 2 Ranks of Inspire Maxing out the Bonus from Inspire
  • Converted DC Block to a table format in line with my other character sheets
Spoiler

 

Player Name:  HG Morrison
Character Name:  Roulette
Power Level: 11/12 (181/182PP)
Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 1

In Brief: Conman who shoots optic blasts

 

Alternate Identity:  Stahnze Turk
Identity:  Public
Birthplace:  Zultas  
Occupation:  Bounty Hunter
Affiliations: The Voidrunners (Ruby Voxx and Bliss)
Family:  Leorio Turk (Father, Deceased), Sattara (Mother, Deceased)

 

Description:

Age: 28 (DoB: 1986 [April 22nd])
Gender:  Male
Ethnicity: Zultasian
Height:  6'1
Weight:  205 lbs.  
Eyes:  Blue
Hair:  Silver and Black

 

 

Roulette_zps9e8d705e.png

 

Roulette is an purple skinned male with an athletic build.  His short spiky silver hair is kept spiked owing to some dedicated time with hair care products.  His typical clothing tends to favor exposing his arms to take in light better directly on the skin.

 

On the job, Stahnze wears a custom made white jumpsuit that looks almost like militarized gear.  He is known to wear a silver visor with a ruby lens. The visor an attachment system for Stahnze to add a portable rebreather.  When either the rebreather or the environmental seal of the space suit are in use it appears much like a jade green transparent layer over his face.  

 

Power Descriptions:

His Optic Blasts appear as if they were violet colored beams of coherent light.  Appearing a bright red for those whom can see the infrared spectrum.  And a dark blue for those who see under the ultraviolet spectrum.

 

History:

Stahnze Turk was born the son of a Star Knight and a lounge singer.  The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space.  Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights.  Few having deemed worthy by Mentor of having the strength of character required.

 

Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire.  Which was to say none, at least none that could actively express much support publicly.  At least until the Stellar Khanate went to war with the Lor.  When Leori  left to participate in the war, dying branded a traitor against the Khanate.

 

When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease.  Leaving him with no one left to care for him.  Stahnze chose to spend his teenage years traversing the stars.  Unfortunately living as a spacer required some sort of financial backing.  Lacking a proper source of income he learned to rely on the kindness of strangers.  

 

Or rather manipulating said kindness to his own ends.  Stahnze became an interstellar confidence man.  Funding his travels by tricking others out of their hard earned gains.  Stahnze actually began to get a taste for the luxurious as he began to accrue wealth.  In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way.

 

Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum.  The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn.  Their research seeking to create living weapons for the glory of the Khanate.  The researchers  thoroughly modified and experimented on Stahnze.  

With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of concussive force fired out of his eyes.  Before any further research could be conducted on the full capability of his powers, Stahnze used his new ability to blast his way out of the facility.  Leaving the entire location in shambles, with the research data fully destroyed.

 

As a free man again, Stahnze resumed pulling off massive confidence jobs.   Tricking criminal and lawman alike out of many a profit.  For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy.  Accruing a massive debt with some bad investments through various criminal contacts.  His face became a common sight on many a bounty poster soon after.

 

Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast.  To Stahnze's credit, he never harmed a civilian while on the run.  There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture.  But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire.  

 

It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty.  With the notable exception of a bounty hunter by the name of Ruby Voxx.  Stahnze considered her the most relentless bounty hunter to chase him down.  If he lingered for too long, she would be hot on his heels soon after.  Keeping the conman looking over his shoulder everywhere he went.  This dichotomy continued on for years.

 

Everything changing when Stahnze went to the planet Un-Sabnur.  Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed.  Ranark the winner of the game agreed not to kill Stahnze.  Stahnze just had to return the payment in triplicate.   With Ranark having already chosen the means for Stahnze to gain the money.  Ranark was a former gladiator in the planet's famed coliseum.  After retiring he became the cruel overseer of the current crop of gladiators on the planet.

 

Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight.  So a bet in support of Bliss would have paid substantially had she won the fight.  Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee.  

 

Before Stahnze could accomplish the poisoning he was caught in the act by Bliss.  Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion.  Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself.  Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment.  Her plan to catch Stahnze and beat a confession out of him.  

 

While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime."  A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory.  Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about.

 

The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug.  Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet.  When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers.  It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette.  Compounded further by his willingness to propagate the lie.

 

All three of them found it prudent to not get slaughtered by the invading force, so they played along.  Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion.  Surviving with some parts ingenuity and more parts luck.  Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village.  Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner.  With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future.   And thus the Voidwalkers were formed

 

Personality & Motivation:

Roulette has spent most his life as an arrogant self-serving jerk.  The only thing that has really changed is he's a bit less self serving.  Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can.  A consummate liar preferring to use his silver tongue rather than a weapon.  His more negative qualities are hidden behind a thin veneer of politeness.  But, Roulette consciously chooses proper etiquette solely when it suits whatever his current needs.  Preferring to rudely unnerve those around him.

 

However, Roulette is not without his positive traits.  He enjoys the feeling that comes from helping people, even if he'll never admit it.  He has a massive soft spot for children.  To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand.  Despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them.

 

Powers & Tactics:

Roulette's body is able to metabolize ambient energy from photons found in the environment around him.  He is then able to release that energy in a coherent beam of light.  The beam has no apparent heat or recoil to it relying on concussive force instead.  The more power put into a beam the more concentration it takes to sustain, making more powerful blasts difficult to aim. 

 

Roulette prefers to avoid combat whenever possible.  Relying on his wits and sharp tongue to manipulate foes.  Feeling that a good con never need raise his hands.  Acting as support for his teammates on the defensive instead.  If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible.  His Optic Blasts operate on principles similar to lasers.  Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles.  

 

 

Complications:

Body Heat: While not running any hotter than normal, his body emits a far larger heat signature than normal.  This can lead to issues in hiding from those able to track or distinguish heat signatures.  Or worse heat seeking weaponry.

Enemies: In Roulette's less than stellar days he accrued a large number of enemies.  Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head.

Look where you're pointing that thing:   Prolonged use of his powers has begun to erode Roulette's vision.  If a GM feels like temporarily blinding him or sticking the Uncontrolled flaw on his optic blasts during a "blind" episode it would make sense.

Mirror, Mirror on the Wall:  Roulette's optic blasts take on many of the properties of lasers.  Including being able to bounce of reflective surfaces.  Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him.

Power Loss:  When away from a light source for too long, Roulette can use up his reserves of solar and ambient energy with repeated firings of his optic blasts.  Leaving him with a lack available access to his energy source for a  recharge.  Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair.

Rose Tinted Glasses:  Roulette is color blind.  He sees everything only in shades of red.  Although he has naturally adapted over time this still provides ample opportunity for the GM to be devious

 

 

Abilities: 0 + 6 + 8 + 10 + 10 + 10 = 44PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 20 (+5)

 

 

Combat: 8 + 10 = 18PP

Initiative: +3
Attack: +4 Base, +7 Ranged
Grapple: +4
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -4

 

 

Saving Throws: 3 + 4 + 2 = 9PP

Toughness: +9 (+4 Con, +5 Space Suit)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+3 Dex, +4)
Will: +7 (+5 Wis, +2)

 

 

Skills: 80R = 20PP

Bluff 14 (+19)
Concentration 4 (+9)
Diplomacy 5 (+10)
Disable Device 5 (+10)
Knowledge (Behavioral Sciences) 8 (+13)
Knowledge (Galactic Lore) 4 (+9)

Knowledge (Tactics) 10 (+15)
Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor )
Notice 5 (+10)
Pilot 6 (+9)
Sense Motive 10 (+15)
Sleight of Hand 5 (+8)

 

 

Feats: 37PP

Accurate Attack
Attack Focus (Ranged) 3
Beginner's Luck

Benefit 2 (Use Tactics to Set up a Surprise Attack, or to Detect Ambush/Avoid Feint)
Distract (Bluff)
Dodge Focus 8
Equipment 5
Fascinate (Bluff)
Improved Aim
Inspire 5
Leadership
Luck 3
Master Plan 2
Power Attack
Set-Up
Taunt

 

Equipment: 5PP = 23/25 EP

Lock Release Gun [1EP]

Multi-Tool [1EP]

 

Space Pod The ORPod [21EP]
Size: Huge [2EP]
Strength 30
Toughness 9
Defense -2
Features: Alarm 1 (DC 20) , Communications, Computer, Living Space, Navigation System 1 (+5 Nav)
Powers: [14]

Flight 5 ( 250 mph ) [10EP]
Super Movement 2 (Space Travel 2) [4EP]

 

Powers: 12 + 1 + 37 + 1 + 2  = 53PP

Device 3 (15PP, Hard to Lose]) [12PP] (Lor Spacesuit)

Immunity 9 ( Life Support [9PP]
Protection 5 [5PP]
Super-Senses 1 ( Infravsision [1PP]

 

Immunity 1 ( Own Powers [1PP]

 

Optic Blast Array ( 34PP Array Feat: Alternate Power 3 ) [37PP]

Base PowerDamage 15 ( Extra: Range [Ranged]; Feats: Improved Critical 2, Precise, Ricochet 1 [1 Bounce] ) (Optic Blast) {34/34}
Alternate PowerDamage 11 ( Extras: Area [General, 60-110-220' Cone]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Wide Angle Optic Blast) {28/34}
Alternate PowerDamage 11 ( Extras: Area [General, 5x275' Line]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Optic Beam) {22/34}
Alternate PowerDamage 11 ( Extras: Area [General, 55-110' Burst], Range [Ranged], Selective Attack; Feat: Progression, Increase Area 1; Flaw: Action [Action] )(Optic Bank Shot) {34/34} 

 

Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] [1PP]

 

Super-Movement 1 ( Slow-Fall [2PP] (Optic Blast Landing)

 

Drawbacks: (-0) + (-0) = -0PP

 

 

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC15 Toughness

Damage (Physical)

Optic Beam

5x275’ Line

DC21 Reflex

DC26 Toughness

Damage (Bludgeon/Light)

Optic Blast

Ranged

DC30 Toughness

Damage (Bludgeon/Light)

Optic Bank Shot

55-100’ Burst

DC21 Reflex

DC26 Toughness

Damage (Bludgeon/Light)

Wide Angle Optic Blast

60-110-220’ Cone

DC21 Reflex

DC26 Toughness

Damage (Bludgeon/Light)

 

 

Totals: Abilities (45) + Combat (18) + Saving Throws (9) + Skills (20) + Feats (37) + Powers (53) - Drawbacks (0) = 181/182 Power Points

 

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Exaccus   

Character was promoted to PL10/150; that supersedes this edit request. Making it to reduce confusion. - Fox

 

And on fascimile i would like to buy an additional rank of Object mimicry bringing it from 6 to 7.

and using 6 of his 10 unspent points.

 

thanks!

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REBALANCED by Fox

 

Glamazon

  • Drop two points of Enhanced Strength and buy 1 rank of Enhanced Attack Bonus
  • Drop two points of Enhanced Con and buy 1 rank of Enhanced Defense Bonus
  • Adjusted Leaping Distances and Super-Strength carrying capacity due to changes.
  • Drop all the ranks of Sense Motive
  • Re-Added the Limited Flaw to Impervious
  • Dropped Vulnerability Drawback to Minor
  • 6 Points Left Unspent

 

 

Spoiler

 

Glamazon


Power Level: 13 (192/198PP)
Trade-Offs: -2 Defense/+2 Toughness, -2 Attack/+2 Damage
Unspent Power Points: 6

In Brief: Atlantean Demigoddess 

Alternate Identity: Thaelia
Identity: Public
Birthplace: Atlantis
Occupation: Atlantean Ambassador
Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member), Unofficial Seafering Heroes coalition (Tsunami & Temperance)
Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)

 

Description:
Age:
 19 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Atlantean
Height: 6'0
Weight: 160 lbs.
Eyes: Blue
Hair: Black

_allery_5.ebea2f124adceae6af6d31218f036c

Thaelia is a muscular teenage girl with raven black neatly kept hair and soft blue eyes that always give the feeling of an ocean's view.  Her skin is slightly olive in complexure.  Her most frequented hero costume is actually a formal toga styled dress topped off with bits and pieces of old decorated Atlantean battle armor and mesh-wear.  Coupled with some jade colored scaled leggings under her dress for modesty and convenience. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears.

 

History:

When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well.  Her mother, the younger sister to Theseus, Despina.  Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned.

 

Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons.

 

When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function.

 

As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations.

 

Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight.

 

Life After Claremont

 

Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface.  Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis.  Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing.

 

Personality & Motivation:

Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety.  Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to ask.  While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist.  Even giving piety to the gods after defeating particularly dangerous foes.  Though she is not above collecting spoils of battle either.

 

Thaelia is short on impulse control, she finds herself often acting without thinking.  She's never been lacking in hubris the overconfidence. Furthermore coming from a warrior culture Thaelia has far looser views on what means are considered necessary for riding oneself of a villain.  She does willingly follow the laws of the Surface World.  But if push came to shove she doesn't think it above herself to take a life, in the most dire of circumstances.  She can't, however, stand for cruelty.  Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice.

 

Thaelia lives by a code of honor that would set her right at home with a Homeric Hero.  Believing a hero's duty was to fight for those in need, and that the only way of gaining glory an immortality is through committing heroic acts on the battlefield.  In her case leaving some truth to the mythology as a demigoddess.  Living up to her honorable ideals is the top priority for Thaelia.  This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger.  

 

Powers & Tactics:

Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface.  Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease.  Those who underestimate her are quickly made aware of her superhuman strength.  Thaelia is strong enough to lift an ocean liner with minimal effort.  When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing.
 

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even.  That's if her opponents can injure her in the first place.  While in contact with a sufficient source of water, Thaelia recovers from her injuries at tremendous rate.  Her body is durable enough that even low caliber firearms have little chance of scratching her.  Thaelia can see through illusions, darkness, and all concealment that isn't created through obstacles in the path of her line of sight.

 

Complications:

Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest.  Which wouldn't be an issue for the fact that she is also incapable of turning down a challenge which can easily play into a villain's hands. 

Diplomatic Responsibility: Thaelia isn't free to act as she pleases considering any bit of collateral damage she causes would be a reflection on Atlantis. At all times her role as an ambassador should be in the back of her mind.

Enemies: Atlantean Barbarians and those looking to claim the throne aren't the fondest fans of anyone in the royal family.  Furthermore there are plenty of people who could make use of the ichor that flows through her veins for nefarious magical purposes.  The girl herself could become a mystic's last ingredient in some sort of spell.

Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family.  When circumventing the Pact her family can be cause for a great deal of worry for Glamazon.

Ichor of the Gods:  Divinity is in the blood.  Literally.  Thaelia's blood glows a golden color (although it is still mostly red).  Which could make for easy tracking of her once injured.  In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain.  The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art.

Not a Drop to Drink:  Thaelia's connection to the sea is so strong it's almost physiological.  If Thaelia is somehow dehydrated the effect can be rendered especially potent.  GM's are encouraged to give any desiccation effects nasty secondary effects.  Perhaps making the drain effect continuous so she has to save every round without the attacker doing anything.  Perhaps she's blinded and deafened.  Perhaps her Divine Container is rendered inert.  Whatever serves the Narrative.

Truth Teller:  Thaelia isn't just a bad liar.  She's a disastrous one.  The GM is encouraged to make any attempt at Deception with Thaelia involved end up with disastrous results.

 

Abilities: 20 + 2 + 20 + 4 + 2 + 0 = 48PP
Strength: 30/40 (+10/+15)
Dexterity: 12 (+1)
Constitution: 30/40 (+10/+15)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)

 

Combat: 16 + 8 = 24PP
Initiative: +1
Attack: +8/+11
Grapple: +34(+8/+11 Base Attack, +10/+15 Strength, +9 Super-Strength)
Defense: +8/+11 (+4 Base, +3 Enhanced, +4 Dodge Focus), +2/+4 Flat-Footed
Knockback: -11

 

Saving Throws: 0 + 0 + 9 = 9PP
Toughness: +15 (+10/15 Con, 8 Impervious)
Fortitude: +10/+15 (+10/+15 Con, +0)
Reflex: +1 (+1 Dex)
Will: +10 (+1 Wis, 9)

 

Skills: 44R = 11PP
Diplomacy 7 (+7)
Knowledge (Arcane Lore) 13 (+15)
Knowledge (Theology & Philosophy) 8 (+10)
Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian)
Perform (Singing) 5 (+5)
Ride 4 (+5)

Swim 3 (+17)

 

Feats: 13PP
All-Out Attack
Benefit (Status)

Chokehold
Dodge Focus 4

Equipment 5 (Free from Veteran Rewards)
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Interpose
Instant Up
Power Attack
Ritualist

 

HQ: The Aquarium[25EP]

Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep
Appearance/Details: http://johannesfalk.com/graphics/compressed/2011-11-06-underwater_base-compressed.jpg
Size: Huge Sized [3EP]; Toughness: +20 [3EP];
Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP]

 

 

 

 

 

 

 

 

 

 

 

 

 

Powers: 37 + 50= 87PP

Atlantean Physiology  ( 36PP Container; Feat: Innate [37PP]

Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP]
Super Senses 1 ( Low-Light Vision [1PP]
Super-Strength 9 ( Effective lifting STR 85  [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP]
Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11]
Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156'[6+4]={10/10}

 

Demi-Deific Blessings ( 50PP Container; All Effects have the Divine Descriptor [50PP]

Enhanced Attack 3 [6PP] (Divine Speed)
Enhanced Defense 3 [6PP] (Divine Speed)
Enhanced Feat 2 ( Affects Insubstantial 2 [On Strength] [2PP] (Divine Touch) 
Enhanced Constitution 10 
[10PP] (Divine Constitution)
Enhanced Strength 10 [10PP] (Divine Strength)
Impervious Toughness 8 ( Flaw: Limited [ [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic] )  [4PP](Protection of the Seas)
Regeneration 8 ( Bruised 3/No Action, Injured 5/Standard Action; Flaw: Source [Water] ) [4PP] (Favor of the Seas)
Super Senses 9 ( Vision [Counters Illusion, Concealment, and Obscure [All] [9PP] (True Sight)

 

Drawbacks: -2 = -2PP

Vulnerable ( Electricity; Frequency: Common, Intensity: Minor[-2]

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC30 Toughness

Damage (Physical)

Groundstrike

130’ Explosion

DC23 Reflex

Trip

Shockwave

130’ Cone

DC23 Reflex

DC31 Toughness

Damage (Air)

Thunderclap

65’ Burst

DC23 Reflex

Dazzle (Deafened)

Totals: Abilities (48) + Combat (24) + Saving Throws (9) + Skills (11) + Feats (13) + Powers (87) - Drawbacks (2) = 192/198 Power Points

 

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RECALCULATED by Fox

 

You know what's time for? Everyone's favorite . . . Errors. 

 

Warp's grapple score should be +8, not 16, and we evidently round up defense, now? Making her flatfooted +3. Here's the fixed combat block.

 

Combat: 10 + 10 = 20PP
Initiative: +12
Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt
Grapple: +8
Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed
Knockback: -3/-1

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Blarghy   

TRAINED AND EQUIPPED by Fox

 

Adept

 

Spending 5PP, all on skill points (20R)

Gather Information 5 R (17 Total)

Intimidate 5R (17 Total)

Knowledge (Tactics) 5R (17 Total)

Sense Motive 5R (12 Total)

 

Spoiler

Skills: 35PP=140R

Bluff 7 (+10)

Diplomacy 2 (+5)

Disable Device 7 (+10)

Drive 2 (+5)

Gather Information 17 (+20)

Intimidate 17 (+20)

Investigate 7 (+10)

Knowledge (Arcane Lore) 7 (+10)

Knowledge (Civics) 7 (+10)

Knowledge (Current Events) 2 (+5)

Knowledge (Streetwise) 7 (+10)

Knowledge (Tactics) 17 (+20)

Knowledge (Technology) 2 (+5)

Language 4 (Arabic, Mandarin Chinese, Russian, Spanish)

Medicine 2 (+5)

Notice 7 (+10)

Search 7 (+10)

Sense Motive 12 (+15)

Stealth 7 (+10)

 

...

 

Totals: Abilities (36) + Combat (14) + Saving Throws (21) + Skills (35) + Feats (20) + Powers (53) - Drawbacks (0) = 179/181 Power Points

 

 

Leviathan

 

First of all, selling the 2PP of Equipment comprising his old Riverside lab.  This brings his total up to 9PP.  I'm spending all of them, plus part of my Bronze veteran award.

+2 Wisdom [2]

All-Out Attack [1]

Benefit (Alternate Identity (Alien Space Lizard!)) [1]

20R of Skills [5]

Diplomacy 1 (11 Total)

Knowledge (Earth Sciences) 5 (10 Total)

Knowledge (Life Sciences 2 (17 Total)

Knowledge (Physical Sciences) 5 (10 Total)

Knowledge (Technology) 5 (10 Total)

Medicine 2 (17 Total)

 

And the Veteran Award, I'm buying a new Headquarters and a Vehicle.  The only thing I think might be questionable here is the second Power, with the Immunities.  The House Rules say that a non-damaging effect is 5PP, and uses Fatigue as an example, so I assume that Disable Device (i.e., traditional hacking and lockpicking and such) would cost about the same.  That Immunity applies to the Headquarters itself; the others apply only to its inhabitants, and are mostly matters of fluff.  It doesn't use the full PP available (12 out of a possible 24, at Leviathan's PL), but that's fine.  Note that this Headquarters comes with some Complications to limit the effects of its two Powers; I've detailed those in the full edited sheet below.  Please PM me if there are still any concerns.  Assuming that it's approved, I should create a thread in the Rivers, Lakes, and Oceans subforum for it, yes?

 

Headquarters: 6PP=30EP
Size: Huge [3]
Toughness: 20 [3]
Features: Communications, Computer 2 (Masterwork), Concealed 2 (+20), Dock, Gym, Infirmary 2 (Masterwork), Isolated, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space, Pool, Power (Healing 12; Affects Others Only), Power (Immunity 5 [Disable Device 5]; Immunity 7 [Aging 1 (Half-Effect), Disease 1, Fatigue 5; Affects Others Only]) Power System, Security System, Self-Repairing, Workshop 2 (Masterwork, Chemicals Only).  [24]

 

Submarine: 2PP=10EP
Defense: 8
Size: Huge [2]
Speed: Swimming 4 (25MPH) [4]
Strength: 40 [2]
Toughness: 14 [1]
Features: Remote Control [1]

 

Finally, I've adjusted Leviathan's fluff a bit, mostly to just update references to his lair. 

 

Spoiler

Leviathan 480?cb=20150520055339

 

Power Level: 12 186/186 PP
Trade-Offs: -5 Defense / +5 Toughness
Unspent Power Points: 0PP

 

In Brief: If Bruce Banner really, really wanted to be the Hulk.

 

Residence: A fantastic Midtown apartment comprising the top three stories of a high-rise complex.
Base of Operations: Underwater biological, living headquarters crated from his own body.
Catchphrase: None

Alternate Identity: Doctor Tristan Delacroix
Identity: Secret
Birthplace: Freedom City
Occupation: Biologist, geneticist, non-practicing doctor, and all-around rich kid.
Affiliations: The Freedom Cross Institute.
Family: Alexander and Delvin Delacroix (older brothers, ages 31 and 28).

krogan-sentinel-mass-effect-3-grunt.jpg

Description:
Age: 22 (DoB: May 7, 1994)
Apparent Age: Anywhere from his actual age to mid-teens, in the right lighting and outfits (to say nothing of when he Morphs).
Gender: Male
Ethnicity: Caucasian (French ancestry)
Height: 5’ 9” / 9’ 6”
Weight: 118 lbs. / 700 lbs.
Eyes: Brown / White with long, black, rectangular pupils
Hair: Black / None

 

In his daily life, Tristan is a slim, well-dressed, bespectacled young man with a face that will force him to show his driver’s license for every age-restricted purchase until he’s roughly sixty-five.  Most bars and nightclubs refuse to let him in at all without a bribe, thanks to his general demeanor of intelligence that screams “I can probably make fake IDs.”  His clothes, shoes, wristwatch, and personal electronics are visibly expensive, and so combined with his unintimidating appearance, he rarely walks alone at night for fear of being mugged or kidnapped (for which he’s had a special insurance policy since he was eleven years old). 

 

Leviathan, on the other hand, is a great big scaly monster with fists like cinderblocks.  Unsurprisingly, he very rarely gets mugged, and not just because he has no pockets. 

 

Power Descriptions: If you’ve seen one gang member get punched through a wall, you’ve seen them all.  More interesting is Leviathan’s regeneration.  His flesh knits itself back together with incredible speed—and first, any attack must pierce his thick plate-scales. 

 

Tristan, in his human form, also has the useful ability to mold his features as he wishes.  It was a stepping stone on his way to mastering the Leviathan transformation; these days he mostly uses it to leave his apartment complex without alerting the other tenants, and then onto some isolated place where he can fully become his hero self, away from prying eyes.  It’s also handy for avoiding his pesky older brothers.

 

History: Private tutors from the time he could talk, Cornell by age twelve, Harvard Medical School by fifteen (mostly to prove he could), and at eighteen, the star of R&D at his family’s company, The Freedom Cross Institute…Tristan’s natural intellect let him zip through life from child prodigy to wealthy scientist so fast that he hardly had time to mourn his parents’ passing.  His father died when he was seven (bone cancer) and his mother at nine (tripping on her way out of the shower; not the most glamorous death).  A series of nannies, teachers, and full-time house servants primarily raised him anyway, which helped ease the transition. 

 

His parents had their hands full with the FCI, funded by old money dating all the way back to their family’s origins in Freedom City during the Revolutionary War.  They nurtured it better than their own children, hoping to make the world a better place via lifesaving pharmaceuticals and various biotech.  Finding tumors scattered up and down Wyatt’s spine probably redoubled those efforts.  Had they kept their eyes turned closer to home on occasion, though, then perhaps Tristan would be less independent, and his brothers less sour. 

 

Today, Alexander Delacroix owns the old family mansion on Lantern Hill.  The middle brother Delvin grudgingly accepts an equally opulent but less historic home in North Bay.  They manage the Institute with their combined majority shares, including Tristan’s, as he has no interest in the tedious board meetings and other tasks.  The brothers occasionally drag him out for public functions, but for the most part, he’s the cow whose milk supports their operations.  So long as he occasionally turns in a new piece of useful research, they’re content to let him hide in his lab or amuse himself in the city.  His disdain for business and his ignorance concerning the end results of his hard work suits their purpose very well.

 

And thus, the problem: unbeknownst to him, his older brothers have eaten the core of something potentially wonderful and are slowly rotting it from the inside out.  The FCI was never a charity, but Alex and Delvin took whatever pretenses of goodwill it may’ve once had, stretched them into a thin veil to hide from public inquiry, and now use the corporation to rake in vast amounts of wealth even beyond their ancestral standards.  Greed consumes them; the Institute’s applications of Tristan and his fellow scientists’ research are paltry compared to that of the many shadowy groups that purchase anything they might find useful.  Biological weapons, controlled mutations, designer drugs—it makes no difference to the brothers, not that they typically know the outcomes at all.  Sometimes they’re unaware of their clients entirely—such as the Labyrinth, which has a casual interest in this useful, though ultimately expendable, pawn.

 

Meanwhile, Tristan has long been motivated not just by pride in his work (a factor, still) but by his own secret use of it.  He spent his childhood largely isolated from the outside world, yet still aware that he lived in the center of Earth’s superhero activity.  His lack of natural talents—beyond intelligence, which he couldn’t appreciate without an outsider’s perspective—depressed him for years, until he at last decided to take matters into his own hands.  If nature wouldn’t give him what he needed, then he’d create it himself.

 

He chose deliberately to specialize in biology and genetics, with a particular interest in marine subjects.  One discovery led to another, and another, and another—he leapt from fine-tuning his immune system onto manipulating the operations of his cells, and then to his very genome.  Finally, early this year, he achieved true transformation (and slightly less important, the reverse back to his original self).  Since then he’s enjoyed a handful of “field tests,” which he performs with a level of glee he feels isn’t proper for a hero who wants to be taken seriously.  He does his best not to giggle when he places anonymous calls to the police and races off into the night, leaving behind wrecked warehouses full of unconscious gang members. 

 

Personality & Motivation: Leviathan’s foremost motivation is heroism in and of itself—not so much for the goodness of a deed (which he feels to an extent and tries to cultivate in his heart), but the pride he takes in having, at long last, joined the ranks of Freedom City’s many defenders.  He worries he doesn’t live up to the ideal he pictures (in particular, he envies the Cowls and tries to emulate them, with mixed success).  Thanks to a decent amount of self-awareness, he realizes that being a hero is the sort of thing one achieves by having heroic goals, rather than the goal being heroism.  That only frustrates him all the more; the breakneck speed of his youthful education hasn’t cultivated much patience, and he’s accustomed to more straightforward endeavors thanks to a lifetime of school tests and neatly-contained classes.  Trying to be spontaneous is the opposite of spontaneity, and it drives him up the wall.

 

His lifelong fascination with heroes causes him to react predictably to them: anyone who’s well-established, or just vaguely familiar, is bound to get a positive (if deliberately gruff; he tries to maintain his image) reception.  Even unproven heroes like himself should have no problem making a new friend, although in their case, Leviathan finds it easier to see them as equals rather than heroes to a hero. 

 

In contrast, Tristan in his daily life is relaxed, confident, and dry.  He’s surprisingly personable for being so isolated; growing up fast meant he spent his time with older children, and then full adults, and so, his attitude seems more mature than his face. 

 

He loves his work, so he naturally spends hours upon hours in his lab (either publicly at the FCI or privately in his nigh-supernatural underwater facility, where he conducts Leviathan-related studies), but at least once a week he wanders through the city.  Often he wears a different face, but this habit began even before that talent; his brothers have long-since come to terms with him turning up in random places, Bill Murray style.  In doing so, he clears his head and entertains himself by meeting unfamiliar people.  Now that he can become the mighty and terrible Leviathan, he tours also in the hope of stumbling across something dastardly so he can punch the problem until it magically turns into a police report.

 

Powers & Tactics: Leviathan’s body is full of “smart” stem cells and a redesigned nervous system capable of directing them.  At their most basic, they allow him to change his features; lately, they repair grievous injuries and let him transform into a much larger, stronger, tougher version of himself—and even in his regular form, Tristan is hardier than the vast majority of humans. 

 

In terms of tactics, his are elegantly simple for someone who’s clever enough to normally get tangled in elaborate systems: find the bad people and punch them.  He’s yet to find someone who can hit back hard enough to make him regret this decision.  Thanks to deliberate exploitation of his muscle memory, Tristan is very good at physical abuse, and not terrible at range.  At least he recognizes the potential for situations he can’t knuckle his way through, but it’s just so satisfying.

 

He’s nonetheless eager to expand on these core abilities.  From sea life alone, he has a wealth of inspiration: will he next try to make his scales change color like an octopus, to hide his enormous body and pounce on criminals unseen?  Will he take on the electrical touch of an eel?  He already modeled his scales after limpet teeth, and his regeneration on the humble starfish.  All kinds of sources are possible, but it’s traditional to stick with a theme, he supposes…

 

Complications:

[HQ] At the Speed of Plot: GMs shouldn't use the Healing Power of Leviathan's lair as it usually applies; moderate Regeneration speeds are more appropriate.  In general, visitors to the headquarters should recover as quickly as the story allows--and if this is noticeably slower than Healing would usually permit, then a Hero Point might be appropriate.  Perfect for heroes licking their wounds after a defeat and preparing to go after the villain for Round 2!  The same guidelines can also apply to the Immunities granted by the lair; they stem from an extremely healthy environment rather than any magic, and should be treated as such.  Note also that Immunity to Fatigue does not apply to Extra Effort, as detailed in the forum's House Rules.

 

[HQ] Wrong Kind of Lockpicks: Leviathan's lair, being a living plant-like creature in its own right, shouldn't fear traditional intrusion methods.  However, just because Disable Device won't work hardly makes it impregnable.  Enemies with life magic, or medical and biological skills similar to Leviathan's own talents, should be able to apply those talents to enter uninvited.  The Computers skill continues to work normally, with respect to hacking; Leviathan's electronics might not actually be electronic any longer, but they function the same in terms of what havoc an experienced programmer can accomplish with a keyboard. 

 

“Aaaaaaahh!”: Leviathan sits on the fence between imagining himself as a brooding, outcast-by-the-society-that-misunderstands-him Cowl and wanting to be recognized and beloved by Freedom City for his good deeds.  He leans toward the latter when civilians and cops alike see him, assume he’s on the wrong side, and greet him not with cheers, but with screams and gunfire.

 

Foolhardy: There’s something about being able to take a rocket to the face, get back up after a moment, and walk away that makes a person overconfident.  Combined with his burning need to prove himself as a hero, Leviathan can easily jump head-first into more than he can handle.  His reflexes and willpower aren’t nearly as good as his physical durability, and there are ways to defeat a hero without leaving a scratch.  Leviathan is more likely to underestimate such threats than most; he probably won’t take this lesson to heart until he’s learned the hard way a few times.

 

Secret Identity: Tristan rightly suspects that his board of directors, let alone his brothers, wouldn’t appreciate knowing that he occasionally spends his nights as a punch-happy lizard monster.  He takes great pains to hide his activities, and a credible threat to his privacy will scare him more than any gun in the city.

 


Abilities: 0 + 0 + 10 + 10 + 4 + 4 = 28PP
Strength: 10/34 (+0/+12)
Dexterity: 10 (+0)
Constitution: 20/44 (+5/+17)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 10 + 8 = 18PP
Initiative: +0
Attack: +12 Melee (+5 Base, +8 Attack Focus, -1 Growth);

+4 Ranged (+5 Base, -1 Growth);

+8 Improvised Throwing Weapons (+5 Base, +4 Attack Specialization, -1 Growth)

Grapple: +12/+27
Defense: +7 (+4 Base, +4 Dodge Focus, -1 Growth), +2 Flat-Footed
Knockback: -2/-11

Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +5/+17 (+5/+17 Con, +0)
Fortitude: +5/+17 (+5/+17 Con, +0)
Reflex: +4 (+0 Dex, +4)
Will: +6 (+2 Wis, +4)

 

Skills: 112R = 28PP

Computers 10 (+15)

Craft (Chemicals) 10 (+15)

Diplomacy 11 (+13)

Disguise 0 (+2/+12)

Intimidate 8 (+10/+12)

Knowledge (Earth Sciences) 10 (+15)

Knowledge (Life Sciences) 17 (+22)

Knowledge (Physical Sciences) 10 (+15)

Knowledge (Technology) 10 (+15)

Language (Latin) 1

Medicine 17 (+19)

Notice 4 (+6)

Sense Motive 4 (+6)


Feats: 24PP

All-Out Attack

Attack Focus (Melee) 8

Attack Specialization (Improvised Throwing Weapons) 2

Benefit (Alternate Identity (Alien Space Lizard!), Charity CEO, Wealth 3) 5

Dodge Focus 4

Equipment 8 (VA)

Improved Grapple

Interpose

Takedown Attack 2

 

Equipment: 8PP = 40XEP

Headquarters: 6PP = 30XEP
Size: Huge [3]
Toughness: 20 [3]
Features: Communications, Computer 2 (Masterwork), Concealed 2 (+20), Dock, Gym, Infirmary 2 (Masterwork), Isolated, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space, Pool, Power* (Healing 12; Affects Others Only), Power* (Immunity 5 [Disable Device 5]; Immunity 7 [Aging 1 (Half-Effect), Disease 1, Fatigue 5; Affects Others Only]) Power System, Security System, Self-Repairing, Workshop 2 (Masterwork, Chemicals Only).  [24]

 

* See Complications

 

Submarine: 2PP = X10EP
Defense: 8
Size: Huge [2]
Speed: Swimming 4 (25MPH) [4]
Strength: 40 [2]
Toughness: 14 [1]
Features: Remote Control [1]


Powers: (All Mutations) 76 + 4 = 80PP

 

Leviathan Transformation Container 15.8 (Active; Drawback: Activation [Full Action, -3])  [76PP]

  • Enhanced Constitution 20 [20PP]
  • Enhanced Strength 16 [16PP]
  • Growth 4 (Large; Strength +8, Constitution +4) [16PP]
  • Immunity 3 (Cold, High Pressure, Suffocation [Water]) [3PP]
  • Leaping 3 (10x) [3PP]
  • Regeneration 15 (Bruised 3, Injured 6, Staggered 6 [No Action]; Feats: Regrowth) [16PP]
  • Speed 3 (50 MPH, 500 Ft./Move Action) [5PP]
    • AP: Burrowing 3 (5MPH, 50 Ft./Move Action in Soil (Less in Harder Materials)) [3PP]
    • AP: Swimming 3 (10MPH, 100 Ft./Move Action) [3PP]

 

Morph 2 (Any Humanoid) [4PP]


Drawbacks: = -0PP


DC Block

ATTACK        RANGE      SAVE                 EFFECT
Unarmed       Touch      DC 27 Toughness      Damage (Physical)

 

Totals: Abilities (28) + Combat (18) + Saving Throws (8) + Skills (28) + Feats (24) + Powers (80) - Drawbacks (0) = 186/186 Power Points

 

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To be resubmitted as new sheets, in accordance with the prophecies. - Fox

 

A brand-new sheet for Edge's sidekick Monsoon, building her as the PL 12 ranged fighter she needs to be during and after her pregnancy. This is just the math changing.

 

 

 

 


Monsoon 

 

Power Level: 12 (180 PP)


Trade-Offs: None, +2DMG/-2ATK, +2 TOU/-2 DEF w/Armor


Abilities: 4 + 4 + 4 + 4 + 4 + 4 = 24 PP
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 14 (+2)

 

Combat: 12 + 12 = 24 PP
Attack: +6 (+9 Melee, +10 Might)
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Initiative: +2
Grapple: +11/+16
Knockback: -14/-10/-2/-1

 

Saving Throws: 5 + 6 + 5 = 16 PP
Toughness: +14/+10/+4/+2 (+2 CON, +2 Defensive Roll, +6 Protection, +4 Armor)
Fortitude: +10/+7 (+2 CON, +5)
Reflex: +11/+8 (+2 DEX, +6)
Will: +10/+7 (+2 WIS, +5)

 

Skills: 64r = 16 PP
Bluff 15 (+17, SM) 
Intimidate 10 (+12, SM) 
Knowledge (Civics) 3 (+5) 
Knowledge (History) 3 (+5) 
Knowledge (Tactics) 6 (+8) 
Languages 4 (Arabic, French, English, Persian, Socotri [base])
Notice 8 (+10, SM) 
Sense Motive 15 (+17, SM) 

 

Feats: 17 PP
Attack Focus (Melee) 3
Benefit 1 (Royalty) 
Defensive Roll 1 
Dodge Focus 4
Equipment 
Evasion 2
Master Plan 2
Skill Mastery (Bluff, Intimidate, Notice, Sense Motive)
Takedown Attack
Uncanny Dodge (auditory)

 

Equipment: 5EP
Strike 3 (PF: Improved Crit, Mighty) [5EP]

 

Powers: 11 + 30 + 35 + 6 = 83 PP

Container 2 (10PP, Al-Darsah Family Mutation) (PF: Innate) [11PP]
Enhanced Feat 1 (Environmental Adaptation [Underwater]) [1PP]
Immunity 3 (environmental cold, pressure, suffocation [underwater]) [3PP] 
Flight 1 (10 MPH/100 FPM, PFs: Move-By Action, Subtle) [4PP]
Super-Senses 2 (Darkvision) [2PP]
1 + 3 + 4 + 2 = 10

 

Device 7 (35PP, Monsoon’s Armor, Flaw: Hard to Lose, PFs: Restricted 2 [Monsoon]) [30PP]
Enhanced Might of the al-Darsah Family 3.1 [7DP]
Makes all Might Effects Rank 12 
Enhanced Saves 8 (Fortitude 3, Reflex 3, Will 3) [9DP]
Flight 3 (50 MPH/500FPM) [6DP]
Immunity 9 (Life Support) [9DP] 
Protection 4 [4DP]
7 + 9 + 6 + 9 + 4 = 35/35

 

 

Might of the Al-Darsah Family 15 (30PP, PFs: Accurate 2, Alternate Powers 4) [35PP]
BE: Move Object 10 (Effective STR 50, Heavy Load 24 tons, Extra: Damaging) {30/30}
AP: Move Object 10 (Effective STR 50, Heavy Load 24 tons, Extras: Area [General, Burst], Damaging, Range [Touch]) 
AP: Paralyze 10 (Extras: Alternate Save [Fortitude], Range [Ranged]) {30/30}
AP: Paralyze 10 (Extras: Alternate Save [Fortitude], Area [General, Burst]) {30/30}

 

Protection 6 [6PP]

 

DC Block
ATTACK             RANGE          SAVE               EFFECT
Unarmed          Touch            DC 17 Tou       Damage
Sword               Touch            DC 20 Tou       Damage
Move Object 1   Range           DC25/27 Tou        Damage
Move Object 2   Area [Burst] DC 20/22 Reflex/DC25/27 Tou     Damage
Paralyze 1         Ranged         DC20/22 Fort       Slow/Paralyze
Paralyze 2         Area [Burst] DC 20/22 Reflex/DC 25/27 Fort Slow/Paralyze
Damage                 Touch                DC 30 Tou            Damage

Abilities (24) + Combat (24) + Saving Throws (16) + Skills (16) + Feats (17) + Powers (83) - Disadvantages (0) = 180 PP

 

 

BE: Damage 15 (Extra: Penetrating 7) {22} + Impervious Toughness 14 {14} {22+14=36/36}
AP: Move Object 12 (Effective STR 60, Heavy Load 48 tons, Extra: Damaging) {36/36}
AP: Move Object 12 (Effective STR 60, Heavy Load 48 tons, Extras: Area [General, Burst], Damaging, Range [Touch]) {36/36}
AP: Paralyze 12 (Extras: Alternate Save [Fortitude], Range [Ranged]) {36/36}
AP: Paralyze 12 (Extras: Alternate Save [Fortitude], Area [General, Burst]) {36/36}
 

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To be resubmitted as new sheets, in accordance with the prophecies. - Fox

 

A significant reworking of Mark Lucas's sheet to go with Monsoon's.

 

 

 


 

Mark Lucas

 

PL: 15 (250)

 

Abilities: 0 + 4 + 6 + 0 + 4 + 6 = 20 pp
STR 10 (+0)
DEX 14 (+2)
CON 24/16 (+7/+3)
INT 10 (+0)
WIS 14 (+2)
CHA 24/16 (+7/+3)

 

Combat: 12 + 12 = 24 pp
ATK: +6 (+10 Wrath, 12 w/Transform)
DEF: +10 (+4 Dodge Focus, +6 Base, +3 flat-footed)
Init: +2
Grapple: +6/+24 w/Move Object
Knockback: -10/-7/-5

 

Saves: 5 + 8 + 8 = 21 pp
TOU +20/+14/+10/+3 (+3 Con, +4 Enhanced Con, +6 Defensive Roll, +7 Protection)
FORT +12/+8 (+3 Con, +4 Enhanced Con, +5)
REF +10 (+2 Dex, +8)
WILL +10 (+2 Wis, +8)

 

Skills: 80 r=20 pp
Bluff 3 (+10)
Concentration 5 (+7) 
Craft (Artistic) 10 (+10) 
Diplomacy 13 (+20)
Drive 2 (+4)  
Knowledge (Civics) 5 (+5) 
Knowledge (History) 10 (+10) 
Knowledge (Popular Culture) 10 (+10) 
Languages 6 (Arabic, Mandarin Chinese, Grue, Lor, Russian, Spanish) 
Medicine 3 (+5) 
Notice 10 (+12) 
Pilot 3 (+5) 

 

Feats: 60 pp
Beginner’s Luck
Benefit 2 (Status 2 [Hey, It’s Mark Lucas!], [Royalty]) 
Defensive Roll 3 
Dodge Focus 4
Leadership
Inspire 5 
Interpose
Luck 2
Seize Initiative
Sidekick 36 [Monsoon]

 

Powers: 8 + 8 + 16 + 17 + 2 + 7 + 47 = 105 pp

Enhanced CHA 8 (to CHA 24/+7)  [8PP]

 

Enhanced CON 8 (to CON 24/+7)  [8PP] 

 

Enhanced Feats 4 (Ultimate Saves 4 [Fortitude, Reflex, Toughness, Will], Extras: Affects Others, Range 2 [Perception]) [16PP]

 

Luck Control 4 (spend an HP for another character, give HP to others, spend HP to negate HP/Fiat, force reroll, PFs: Luck 5) [17 pp]

 

Immunity 2 (despair, fear) [2PP]

 

Protection 7 [7 pp]

 

Mark is Magic 21.5 (42PP, PFs: Alternate Powers 5) [47PP] 
BE: Transform 6 (100 lbs, anything to anything, Extras: Alternate Save [Reflex], Duration [Continuous], Flaw: Action [Full], PFs: Accurate 6) [42/42] 
AP: Blast 20 (wrath, PFs: Accurate 2) [42/42]
AP: Create Object 10 (the power of creation!, Extras: Duration [Continuous], Moveable, PFs: Innate, Subtle) [42/42] 
AP: Damage 12 (great disaster, Extras: Area [General, Burst], Selective, PFs: Indirect 3, Variable Descriptor 2 [Any Plausible]) [41/42] 
AP: Move Object 12 (assuming direct control, Effective STR 60, Heavy Load 96 tons, Extra: Range [Perception], PFs: Indirect 3, Variable Descriptor 2 [Any Magic]) [41/42]
AP: Teleport 10 (1000 ft/Earth to Moon, time to go, Extras: Affects Others, Area [Burst], Selective, Flaw: Long-Range Only, PFs: Easy, Turnabout) [42/42] 

 

DC Block
ATTACK              RANGE      SAVE                           EFFECT
Unarmed               Touch      DC 15 Toughness                Damage (Physical)
Blast             Range       DC 35 Toughness               Damage (Energy)
Create Object     Range       DC 20 Reflex                  Encaged
Damage 2          Area [Burst] DC 22 Reflex/DC 27/22 Toughness Damage (Various)
Transform         Range       DC 16 Reflex                  Transformed

 
 

 


costs
abilities 20 + combat 24 + saves 21 + skills 20/80 + feats 60 + powers 105= 250 pts

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ABSORBED & INTEGRATED by Fox

 

Moving Asad to PL11

 

*Fixing some fluff.

*Adjusted Complications to represent changes in RP/flavor/mechanical refinement of powers.

 

Changing offensive to -4 Attack / +4 Dam,

Keep defensive the same.

 

2PP to Wisdom to increase to 18.

4 PP to increase Attack from +5 to +7.

Removed Dodge Focus used the PP for that and 3 PP to increase Def from +4.

3 PP into Skills to bring: Bluff and Diplomacy from 11 to 12 for both.  Increase Knowledge: Civics and Business from +4 to +8, where they should been and increase Notice from +2 to +4.

As mentioned previous removed Dodge Focus.

Spent 2 PP to add Challenge (Fast Feint) and Accurate Attack

2 PP into Powers.  1 Into the Absorption Array.  Upping the Variable Descriptor feats for his Blast and Area Damage.  1 PP to add Protection 1.

Swapped Drain Energy for a Nullify Energy effect, taking advantage of the extra PP to brin it to Caps. See first spoiler tag

 

Spoiler

Drain Energy 15 (Touch; Flaws: Action [Full]; PFs: Slow Fade 2 [5 Minutes]) [32PP]
to

 Nullify Energy 11 (Area of Effect 55’ Radius, All Energy types; Extras: Alternative Save [Fortitude +0], Effortless, Nullifying Field [+0], Selective; Flaws: Distracting) [33PP]

 

 

 

Full change.

Spoiler

ASAD

 

Power Level: 11/13 (200/200PP)
Trade-Offs: -4 Attack / +4 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0

 

In Brief: Egyptian American Billionaire with Energy Absorbing powers
Quote: "I decided that instead of keeping my identity a secret it's easier just to hire a PR firm."
Alternate Identity: Amir ibn Jafar ibn Abd al-Aziz al-Misri, Amir al-Misri, Amir Misri
Identity: Public
Birthplace: New York City.
Occupation: Hero, Philanthropist, Super Wealthy Businessman
Affiliations: Summit Transnational, Freedom City's Muslim Community, Local Politics and Charitable Organizations, International Business Community
Family: Father - Abu Naseef Jafar ibn Abd al-Aziz ibn Amir al-Misri, Mother - Amatullah bint Haroun bint Khaldun al-Misri,(siblings have patrilineal names, and are shortened) Brother - Kareem al-Misri , Sisters - Fatima al-Misri, Hida al-Misri, Shafiah al-Misri. Order of children is this Fatima, Hida, Amir, Shafiah and Kareem.


Description:
Age: 46
Apparent Age: Early 30s. (D.O.B 1971)
Gender: Male
Ethnicity: Arabic.
Height: 6'2
Weight: 193
Eyes: Dark brown
Hair: Pitch Black.

Description:

If Asad were to describe himself, in a word, that word would be dashing. In another word, smoldering.  Most often he had a relaxed expression on his face and in his overall demeanor. Since becoming a hero, he had put on some mass, a sign of a new workout regime, hours spent boxing and doing charity runs has added mass in a lean, brawler sort of way.

No matter the event he is normally impeccably groomed and dressed, though there again was a casual flair to his clothes, even if he prided himself on being the best dressed person at any social function. Every single hair purposed for the event or task at hand, and contributing to the mood he wants to present. Though is reluctant to wear any kind of jewelry, except a watch.

Asad generally opts for something a bit more simple, a morphic molecule short sleeved shirt. This generally worn under whatever clothes he has on, so he can 'change' quickly. Burgundy in color, with a white stripe up each side and over the sleeves. A stylized front facing golden lion's face is on the chest of his shirt. He pairs this with his normal khaki-cargo pants, and either track-jacket with similar colors as his shirt, in addition to gloves, and whatever shoes he has on.

 

Though he does experiment with different color schemes and various other outfits.


Power Descriptions:

All of his powers are Inherited Genetic Mutations, activated by the massive amount of energy from the supercollider breach. This would indicate that others in his family have energy based powers as well.  As such all his powers carry the Mutation descriptor.

Amir is possessed of the ability to absorb massive amounts of kinetic energy, and thus far all energy from the electromagnetic spectrum. This is both passively, in a fashion that affords him the ability to resist harm, and actively in a manner to remove non-latent energy. Currently it seems as those he can metabolize the absorbed energy to some degree and it has prevented his aging, as well as allowed for greater physical prowess than before.

 

He no longer seems to be required to ‘charge up,’ and has been able to generate energy he is not currently exposed to.  This may be related to the Fission Chips episode that him absorbing a small fission based thermonuclear reaction.

 

Finally there are some visual cues that comes from his absorption powers that occur when he absorbs large quantities of energy, or if he is emotionally distressed.  This can present as a simple glow, to coruscating blue light that resembles Cherenkov radiation, which seem to correspond to the fission chips embedded in his skin


He also possesses the ability to fly, the mechanics of which is unknown, as he has been reluctant to be tested.



History:

Amir Al-Misri was just a rich, gadfly playboy type. He drove insanely fast cars (badly). He regularly traveled to Monte Carlo and Las Vegas. He hit up as many red carpet and high profile events as possible. Skied at all the best resorts. Flew in his private jet to New York just for the Pizza, and L.A. just for a movie premiere. Drinks like a fish a lot of the time, and has eaten gold dusted beluga caviar on more than one occasion. And often he is doing all of this with some starlet hanging on his arm (or pop-star, or celebrity bad girl, or heiress, or... well you get the picture).

Yes, Amir Al-Misri led a charmed life, not that he seemed aware of it. Ostensibly in control of the former American subsidiary of his family's financial empire (because he was the only one born in the U.S.), it was hoped that sequestered as that he would not negatively impact the Al-Misri Holdings Group at large. They also separated all overt ties between Summit Transnational and the rest of the Group. It was the outcome he had hoped for his entire life.

The truth was that his parents were individuals who felt that competition amongst their children would help them succeed. Amir was the child to successfully seize control of his fate aware from their well intentioned efforts. A natural talker, he spent his formative years in various expensive boarding schools using his natural silver tongue to maneuver through life among the children of the super-rich and the ambitious. This carried through to college to Oxford, then Harvard, and finally Stanford (though not necessarily a degree from any and/or all of them). And while he will admit he doesn't remember every class lesson, he came out with a Rolodex (contact list for the kids) that would buckle a desk.

All of that helped when handed the keys to Summit Transnational in 2003. Calling in every favor owed, and every friend he had made throughout the years, and he brought them with him into the company, changing it's corporate climate and direction. Of course no one really credited him with assembling such a skilled group of people. In 2008, he hired a former classmate, and someone who had shown herself to be immune to his charms, Anastasia van Cleef, as his personal aid.

Recently, though his course in life would change. Already an extensive philanthropist, he had started to look into Islam, in part because of a request of his father, but also years of posing as the playboy he had to become unfulfilled. He started reaching out to the local Muslim to community, though unable to reconcile his beliefs with some of the elements he felt were antiquated.

Due to his philanthropy he supported various scientific endeavors at universities. During a tour of a supercollider facility Summit Transnational helped fund in part for FCU (for tax breaks!) there was a failure in the containment system. His last conscious thought was managing to throw Ms. Van Cleef and the scientist giving the door through the automatically closing blast doors. Amir was struck with the full force of the energy produced by the experiment gone wrong, and he was sent into the secondary containment wall, slamming into the composite shell over the foot thick metal bulkhead, buckling both like wet cardboard.

Amir's heart stopped during the course of taking him to the hospital, though it restarted at the defibrillation attempt, his powers unknowningly draining that unit as well as killing the ambulance as well. A second emergency managed to get him there, though his vitals were restored. He was unconscious for almost two weeks, and when he did awake the first words out of his mouth was asking after a sip of his favorite scotch. The doctors labeled it a miracle that he survived the incident with no injuries, and that there was no radiation that seemed to have leaked from the incident as well, well publicly they labeled it as such. Privately, they had concerns but his recoverly was also hailed as a miracle there, considering the injuries he had sustained.

Amir gave a series of 'aw shucks, I am lucky and this has put my life into perspective' series of interviews, and it did. So at the next opportunity, the casual Muslim decided to take his Hajj for his 40th birthday. Forced into a level of introspection and retrospection he didn't feel as if he had a choice. This, too, was also covered by the tabloids and even some financial news, as they pondered if his near death experience had forced him to turn a corner. Which was accurate.

What wasn't covered was what happened during the Hajj. During the Stoning of the Devil portion, an old man fell, and was about to be trampled by a group of people, he jumped, farther than he had ever before, snatching up the old man, and landing in a rough roll, carrying the old man to safety, and leaving both of them stunned as the distance had been moved in such a brief period of time. It was enough to reinforce his prayers and meditations. He received no answers.

His return was quiet, matching the sort of behavior one would have when faced with such drastic and recent change. It was during this time that an attempted kidnapping happened, it made sense with some of the more mainstream press he had. The snatch happened as he was jogging in Freedom Park, and when he had made it to Heroes Knoll, three armed men appeared, and attempted to take him. This was the first time he was conscious of his powers, as he shrugged off first their blows and gunshots, before able to stop the effort with display of new found force.

Afterward, before the statues of the deceased heroes on the knoll, he prayed, really prayed for a sign, wondering what he should do, what should happen. Well that, and he saw a shrink just in case. During this time he explored his new powers, testing them covertly.

In the wake of the Gorgon Event Amir knew he couldn't just sit idly by the wayside from here on out.

 


Personality & Motivation:

Asad is not the face he puts out. Having stuck with the guise thus far he has decided to keep it, as it has distinct advantages. He is, by and large, a manipulator of sorts, and apt to use his words as his foremost weapon. Not that he'd shy from adversity. In fact for the first time in his life, he is driven by something greater than his ambitions.  Or maybe his ambitions are aimed in a more altruistic bent.

Powers & Tactics:


Asad is direct in a fight, generally eschewing overly complicated tactics in his efforts, as his powers are not subtle.. He opens with trying to talk down the situation, given that he has an ability to take a fantastic level of punishment.  Once battle has started he does tend to try and become the most visible person in the fight, in the hopes of drawing attention and attacks, as well as placing himself in harm’s way to take the punishment aimed at others.

 

Since training from Mali, he improved his versatility.  Adjusting his tact in his efforts.  He will use Fast Feint and Improved Grab to great effect.  Taunting as needed.  With his goal shifting from slugfests to locking down opponents and getting in close.

 

If need be he will use his blasts and ability to expel massive amounts of energy to


Complications:

 

Dang It Jim, I am a Billionaire Not A Scientist:  Asad’s power grants him more latitude than he exercises.  As such he is hampered by his less than stellar creativity when it comes to it’s use.
Enemies: Whether by personal action, or just happenstance, Asad enters the arena already with some enemies in the wings.  Some personal, and some just plain business.  It doesn't help that at least one woman formerly linked romantically to him is villainess Madame Marvelous.

Fame: He was a social mover and shaker before getting his company. Dated starlets, pop singers, and princesses. Frequent interviews in various forms of media. And then adding his company, and it's rise to prominence has only fueled this. Unfortunately people can sometimes take a less than sterling view of him because of his Reputation.

History: He is old enough, and shaken enough hands and signed enough deals that it may come back to bite him in unexpected ways.

I Am Not Scared:  His powers afford a great ability to take punishment.  While not fearless, he may be apt to jump in over his head in such situations, and as such may not try to dodge, if he feels he can take the punishment.

My Powers Are What Scare Me:  They’ve changed… especially after some incidents.  Is this natural progression or something else?
Public Identity: He is not hiding the fact that he is a superhero, with only feeds...
Reputation: Rake, fop, playboy, feckless, lazy and more. He was, and still is, tabloid fodder, so few people will initially take him seriously.
Responsibility: He is ostensibly the head of a multi-billion dollar equity firm. And recent life changes had nudged him to take a more direct hand in the business, and he takes personal umbrage if someone messed with what's his.
Shut Up Already!: A talented speaker, he sometimes talks too much. And can be apt to make long speeches just like villains.

 

 

Abilities: 10 + 6 + 14 + 2 + 8 + 6 = 44PP

STR 40 [20] (+15/+5)

DEX 16 (+3)

CON 40 [24] (+15/+7)

INT 12 (+1)

WIS 18 (+4)

CHA 16 (+3)

 

 

Combat: 14 + 12 = 26 PP

Initiative: +7

Attack: +7

Grapple: +27/+12

Defense: +6

Knockback: -12/-3

 

 

Saving Throws: 0 + 2 + 5 = 7PP

TOU +15 (CON +16, Base CON +7, Impervious +10)

FORT +15/+7 (CON +7, CON w/Enhanced +15, )

REF +5 (DEX +3, +2)

WILL +9 (WIS +4, +5)

 

 

Skills: 84R = 21PP

Bluff 12 (+15 / +19 Attractive)Skill Mastery

Concentration 1 (+5)

Diplomacy 12 (+15 / +19 Attractive)Skill Mastery

Gather Information 15 (+18)Skill Mastery

Intimidate 2 (+5)

Knowledge (Business) 8 (+9)

Knowledge (Civics) 8 (+9)

Knowledge (Current Events) 4 (+5)

Knowledge (Theology and Philosophy) 2 (+3)

Languages 4 (Arabic, Farsi [Persian], French, Portuguese) (Base: English)

Notice 2 (+6)

Sense Motive 12 (+16)Skill Mastery

 

 

Feats: 19PP

 

Accurate Attack

All-Out Attack

Attractive

Benefit (Wealth 3)

Challenge (Fast Feint)

Connected

Equipment

Improved Grab

Improved Initiative

Interpose

Luck 2

Move By Action

Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive)

Taunt

Ultimate TOU

Well-Informed

 

Equipment: 1PP = 2/5EP

Commlink [1EP]

Smartphone [1EP]

 

Powers: 36 + 16 + 8 + 10 + 11 =  PP

 

All carry the ‘Genetic Mutation’ descriptor.

 

Absorption Array 16.5 (33 points; PFs: Alternate Power 3) [36PP]

 

BE:  Nullify Energy 11 (Area of Effect 55’ Radius, All Energy types; Extras: Alternative Save [Fortitude +0], Effortless, Nullifying Field [+0], Selective; Flaws: Distracting) [33PP]

AP: Damage 10 (Area of Effect 200; Extras: Area [burst], Selective Attack; PFs: Progression [Area] 1, Variable Descriptor 2 [Energy]) [33PP]

AP: Blast 15 (Range 1500; PFs: Precise, Variable Descriptor 2) [33PP]

AP: Enhanced Strength 20 (to 40/+15) + Super-Strength 5 (effective Str 65, Heavy Load: 100 Tons; PFs: Groundstrike, Shockwave) [20+12=32/33PP]

 

Enhanced CON 16 [16PP] (Energized Metabolism)

Flight 4 (1000 ft/ 100mph) [8PP]

Immunity 10 (aging, Life Support) [10PP] (Absorption, Sublimation)

Protection 1 + Impervious TOU 10 [11PP] (Absorption, Sublimation)

 

 

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch Toughness DC 20/DC 30 Damage (Physical)

Blast 1500' Toughness DC 30 Damage (Variable)

Damage(Burst) 200' Radius Reflex DC 20 Damage (Variable)

Nullify Energy 55’ Radius Fort DC 26 PP Cancel/Negate

Groundstrike 150' Radius Ref DC 25/Trip Check .5 DC of Trip Check/Trip

Shockwave 150' Cone Ref DC 25 Damage (Physical)

 

 

Totals: Abilities 46 + Combat 26 + Saves 7 + Skills 21 + Feats 19 + Powers 81 = 200/200P

 

Totals: Abilities 46 + Combat 26 + Saves 7 + Skills 21 + Feats 19 + Powers 81 = 200/200P

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FINE-TUNED by Fox (and I also fixed the array formatting, which had broken the text editor somehow....)

 

Making an edit to my powers and feats, spending power points more effectively.

 

Remove: Paralyzing attack from my feats.

 

In the Kinetic control array use that power point to add an extra alternate power (See spoiler)

Add Autofire 1 to Strike.

 

Spoiler

 Base Power: Strike 10 (Feats: accurate 1 (+2 to hit), Extras; Auto fire) {21/24}

Alternate Power: Paralyze 7 (Kinetic Drain, Extras; Affects objects, alternate save: Fortitude (+0), Feats, accurate (+2 to hit)) {22/24}

 

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INVOKED by Fox

 

Flintlock Edits


14 PP to spend, but mainly refining the character (her sorcery is now largely about “summoning”), and cleaning up a few errors. Changes free up more 1 PP to release a reward. 

 

Spotted annotation error. Can you correct under Equipment it should be 16 PP = 80 EP (this is correctly accounted for, just an annotation error).


Spotted Annotation error. Notice should be 4 (+12), not 4 (+13)  


Increase Immunity to Immunity 2 (Aging, Own Powers) [+1 PP]

 

Increase Equipment to 16 (i.e. freeing up reward, paying for equipment "In full")


Reduce Sorcery Array by 2 PP


Changing her magic array to better reflect “summoning” theme. Most of the array is the same but a few changes in alt powers. 

 

Sorcerous Summoning Array (42 PP Array, Feats: Alt Power 5) [47 PP] [Reduced Power cost to 47, or -2 PP]

 

BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit”

APIllusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Phantasm”

APMove Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Summon Poltergeist”

AP: Suffocate 8 (Extras: Alternate Save [Will], Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP PP] “Summon Fetid Waters”
AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension”
AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos”

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Exaccus   

Partially edited; unfortunately, the ref team hive mind has decided that Untapped Potential won't work here. :( On the bright side, your edit request prompted a ref adjudication! On the not-bright side, can't give you the feat. Sorry...got the other stuff done, though. - Fox

 

Just want to make some minor additions to Moon-Moth.

 namely.

 

Skill mastery (Arcane Lore, Notice, Sense Motive, Investigation)

Untapped Potential

 

and a new alternate power for the array.

 

Dimensional Pocket 16("Myothizar Zone"; 12500000 lbs PF: affects Insubstantial 2 (Full power), Extended reach 2 (10ft reach))(36/40) [1pp]

 

Thanks!

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ENLIGHTENED by Fox

 

Warp got blasted in the face with some weird cosmic crystal stuff that gave her a brief and horrible understanding of the multiverse. To celebrate that, I thought I'd make the results permanent! I settled on a few enhanced skills using four PP that are just sitting around doing nothing.

 

Enhanced Trait 5 (20 Knowledge (Cosmology)) 5PP (Cosmos-Touched, Descriptor: Cosmic)

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olopi   

AIRDROPPED by Fox

 

Okay, big 40PP edit. If you'd rather I do it per re-appliation, just tell me.

 

Bird of Arms:

 

Basic Stuff

-Age +1 because Birthday

-Some Weight/Height Changes

Spoiler

Age: 17 (DoB: 2000, 1st of January)
Apparent Age: Mid-teens
Gender: Male
Ethnicity: Avian, Caucasian with really pale skin
Height: 6’4’’
Weight: 90 lbs
Eyes: Green
Hair: Black

 

Power Description

-Changes to match new powers/changes to old powers

Spoiler

Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black.

His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly.

Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight.

 

Crunch

-Changes to bring him up to PL10

-Increased Abilities by a fair amount

-Saves are higher

-Some new skills, to actually bring crunch and fluff on the same level

-Some new feats, same as above

-Fancy new DC Block

 

Powers:

-AP for Flight which represents Swooping downwards (like, ya know, a Bird of Prey).

-New Armor, less Toughness, but a 1-turn Afterburner which stacks onto his Flight (and can only be used together with it), and a 5 turn Super-Strenght

-Take his array out of his Equipment, now it represents all sorts of weaponry, not just his quarterstaff

 

Spoiler

Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP
Strength: 24 (+7)
Dexterity: 26/20 (+8/5)
Constitution: 20 (+5)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 26 + 10 = 36PP
Initiative: +8/5
Attack: +13 Melee, +13 Ranged
Grapple: +20/22
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3/-2


Saving Throws: 0 + 0 + 4 = 4PP
Toughness: +7/5 (+5 Con, +2 (B.R.D Armor))
Fortitude: +10/5 (+5 Con, +5 Armor, +0)
Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0)
Will: +4 (+0 Wis, +4)


Skills: 56R = 14PP

Acrobatics 12 (+20/17)

Concentration 4 (+4)

Escape Artist 5 (+13/10)

Language 1 (Avian [Native], English)

Notice 10 (+10)

Sense Motive 8 (+8)

Stealth 8 (+16/13)

Survival 8 (+8)

 

 


Feats: 24PP
Accurate Attack

Acrobatic Bluff

All-Out Attack

Ambidexterity

Beginner’s Luck

Blind-Fight

Dodge Focus 8

Evasion 1

Elusive Target

Fearless

Instant Up

Luck 2

Power Attack

Quick Draw

Takedown Attack 1

Uncanny Dodge 1 (Visual)

 

 

Powers: 3 + 3 + 16 + 20 = 42PP

BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP]

AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle)

 

Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP]

 

Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP]

 

Protection 2 [2/20DP]

 

Enhanced Dexterity 6 [6/20DP]

 

Enhanced Fortitude 5 [5/20DP]

 

Enhanced Reflex 4 [4/20DP]

 

 

Flight 2 ((To 4/6 total), Flaws: Limited (Only While Flying [-1]), Fades) [1/20DP]

 

 

Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP]

 

 

Weaponmaster Array (16PP, Alternate Powers 4) [20PP]

 

 

BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise [16/16PP]

 

 

AP: Stun 7  ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun [16/16PP]

 

 

AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP]

 

 

AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved  Critical 2 ) [16/16PP]

 

 

AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP]

 

 

 

 


Drawbacks: (-2) + (-0) = -2PP

Minor Vulnerability (Fire)

DC Block

 

 

ATTACK

RANGE

SAVE

EFFECT

Unarmed Attack

Touch

DC 22 Tou

Damage

Standard Attack

Touch (+10 ft.)

DC 22 Tou

Damage

Stun Attack

Touch

DC 17 Fort

Stun

 

 

Linked

DC 22 Tou

Damage

Trip Attack

Touch

STR/Dex vs. Power

Tripped

 

 

Linked

DC 22 Tou

Damage

Ranged Attack

70 ft.

DC 22 Tou

Damage

Snare

70 ft.

DC 17 Ref

Snared

 

 

                       

Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (24) + Powers (42) - Drawbacks (2) = 151/151 Power Points

 

 

 

 

 

The full sheet:

Spoiler

 

 

Age: 17 (DoB: 2000, 1st of January)
Apparent Age: Mid-teens
Gender: Male
Ethnicity: Avian, Caucasian with really pale skin
Height: 6’4’’
Weight: 90 lbs
Eyes: Green
Hair: Black

Jann is a rather average looking teenager when it comes to looks. He keeps his hair at a short to medium length, and usually is completely shaved. His face, like the rest of his body, is fairly sleek, it’s features rather pointy. His frame quite thin, while also sporting a fair amount of muscle. The wings on his back, similar to those of a stork, and the talons that are part of his hands and feet clearly identify him as avian, and he does not try to hide this fact. His everyday clothes generally are those provided by the academy, hoodies and varsity jackets in the colours of the centurion, t-shirts for when the weather’s too hot. When going out into the city he will usually wear either his armor, or a variety of plain grey, black and white clothes. He can usually be seen wearing headphones, either wearing them on his ears and listening to music, or wearing them around his neck in case he is talking to somebody or sitting at school. A gold necklace with a small emerald and a golden bracelet worn on his right arm finish off his outfit. 

Power Descriptions:
Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black.

His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly.

Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight.

History:
“Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he would achieve full proficiency.

When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all.

So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy.

And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah.

As a gift from the League, he received a prototype armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince, and son of a wildcard super, a real possibility.

Personality & Motivation:
Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning, but he also knows that he is essentially forced to do what he is doing. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him. He can be quiet, contemplating and on the sad side, but also excited, joyful and energetic, and he himself isn’t sure what decides which it is. Once in combat, he forgets all of this and simply enjoys himself, moving, attacking and dodging like it's the only thing on his mind.

Powers & Tactics:
Jann’s tactics are fairly straight forward: Hit ‘em where it hurts most. He’s fairly skilled at combat and knows this, acting confidently, sometimes biting off more than he can chew. He uses his vast weapon skills and physical strength to pick up just about anything and potentially turn it into a weapon. While his weapon of choice is the quarterstaff, a few of which he carries on him at all times thanks to them being able to extend, but in a longer fight he will probably use at least one piece of furniture to smack somebody with.

 

Complications:
The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly.

Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage.

International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him.

The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people.

Freedom Bird: Jann is an avian. It’s pretty obvious, he has wings sticking out of his back at all times. And talons. Some humans might be put off by him, avoid him, or even consider him a threat because of it.

Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just wants not to deal with all this destiny stuff and carve his own path.

High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers.

Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some supers might consider him unfit due to this.

 

Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist.

 

 

 

Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP
Strength: 24 (+7)
Dexterity: 26/20 (+8/5)
Constitution: 20 (+5)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 26 + 10 = 36PP
Initiative: +8/5
Attack: +13 Melee, +13 Ranged
Grapple: +20/22
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Knockback: -3/-2


Saving Throws: 0 + 0 + 4 = 4PP
Toughness: +7/5 (+5 Con, +2 (B.R.D Armor))
Fortitude: +10/5 (+5 Con, +5 Armor, +0)
Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0)
Will: +4 (+0 Wis, +4)


Skills: 56R = 14PP

Acrobatics 12 (+20/17)

Concentration 4 (+4)

Escape Artist 5 (+13/10)

Language 1 (Avian [Native], English)

Notice 10 (+10)

Sense Motive 8 (+8)

Stealth 8 (+16/13)

Survival 8 (+8)

 

 


Feats: 24PP
Accurate Attack

Acrobatic Bluff

All-Out Attack

Ambidexterity

Beginner’s Luck

Blind-Fight

Dodge Focus 8

Evasion 1

Elusive Target

Fearless

Instant Up

Luck 2

Power Attack

Quick Draw

Takedown Attack 1

Uncanny Dodge 1 (Visual)

 

 

Powers: 3 + 3 + 16 + 20 = 42PP

BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP]

AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle)

 

Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP]

 

Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP]

 

Protection 2 [2/20DP]

 

Enhanced Dexterity 6 [6/20DP]

 

Enhanced Fortitude 5 [5/20DP]

 

Enhanced Reflex 4 [4/20DP]

 

 

Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP]

 

 

Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP]

 

 

Weaponmaster Array (16PP, Alternate Powers 4) [20PP]

 

 

BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise [16/16PP]

 

 

AP: Stun 7  ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun [16/16PP]

 

 

AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP]

 

 

AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved  Critical 2 ) [16/16PP]

 

 

AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP]

 

 

 

 


Drawbacks: (-2) + (-0) = -2PP

Minor Vulnerability (Fire)

DC Block

 

 

ATTACK

RANGE

SAVE

EFFECT

Unarmed Attack

Touch

DC 22 Tou

Damage

Standard Attack

Touch (+10 ft.)

DC 22 Tou

Damage

Stun Attack

Touch

DC 17 Fort

Stun

 

 

Linked

DC 22 Tou

Damage

Trip Attack

Touch

STR/DEX vs. Power

Tripped

 

 

Linked

DC 22 Tou

Damage

Ranged Attack

70 ft.

DC 22 Tou

Damage

Snare

70 ft.

DC 17 Ref

Snared

 

 

                       

Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (24) + Powers (42) - Drawbacks (2) = 151/151 Power Points

 

 

 

 

 

Later Edits, contained in the full sheet:

Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP]

Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist.

 

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GamerXZ   

CHLORO-FILLED OUT by Fox

 

For My Evergreen Sheet, I'd like to clarify his immunity to Suffocation and its limits:

 

Plant Respiration, breathes CO2, immune to choking/blocked airways.

 

 

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BANISHED TO THE SHADOW ZONE by GIZMO

 

Making some pretty drastic changes to Hyperactive. I'm adding a few complications and spending some power points

Spoiler

Can't stop moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. 

Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. 

 

Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. 

 

I'm not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. 

 

Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. 

Also besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone. 

Archetech has means of getting people to and from the zone.

The Zone also borders on the Terminus and by extension the rest of the multiverse. 

 

The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. 

 

Ok 4 power points to raise intelligence to 14. 

Basically his mind reaching more of it's full potential

 

2 power points to add 2 alternate powers to his Kinetic Control Array

·        Alternate Power: Move object 12 (Kinetic Drain, Duration; continuous, Flaws: limited: can only stop moving objects) {24/24}

  • Alternate Power: Speed 11 and Quickness 7 and Super Movement 3 (Dimensional movement through Shadow Zone, extras; Affect others, limited; must be moving at the speed of light) {24/24}

All in all it should make the array look like:

Spoiler

Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 6, Drawbacks: Power Loss when exposed to vibrations of 14.247 gigahertz) [30 PP] (Kinetic) 

  • Base PowerStrike 10 (Feats: accurate 1 (+2 to hit)) {11/26}
  • Alternate PowerElemental Control 12 (Air Control) {24/24}
  • Alternate PowerIllusion 4 (Displacement images; sight and sound, Extras: Action 2[Free], Duration [Sustained] Flaw: Only while moving) + Concealment 4( All Visual Senses; Flaws: only while moving)) {24/24}
  • Alternate PowerInsubstantial 4 (Phasing; Extras; affect others) {24/24}

·        Alternate Power: Move object 12 (Kinetic Drain, Duration; continuous, Flaws: limited: can only stop moving objects) {24/24}

  • Alternate PowerParalyze 7 (Kinetic Drain, Extras; Affects objects, alternate save: Fortitude (+0), Feats: accurate (+2 to hit)) {22/24}
  • Alternate Power:
  • Alternate PowerSpeed 11 and Quickness 7 and Super Movement 3 (Dimensional movement through Shadow Zone, extras; Affect others, limited; must be moving at the speed of light) {24/24}

 

and spending 3 points on equipment to build a Headquarters

 

Spoiler

Equipment: 3PP = 15EP 

 

 The Attometer [15 EP]

            Size: Large [2 EP]

            Toughness: +20 [3 EP]

            Features: [10 PP]

Communications

Computer

Gym

Infirmary

Isolate

Laboratory

Living Space

Power: Dimensional Travel: occupants only, any dimension, 

Power System

Security System (DC 20)

 

so all in all the new sheet should look like

Spoiler

Hyperactive
Power Level: 10 (159/159PP)
Unspent Power Points: 0

Trade-Offs: -5 toughness/ +5 defense

 

In Brief: A Speedster who has moved to Freedom City to make his own life and name for himself. He gains his powers from being able to manipulate and absorb kinetic energy.

Catchphrase: “I’ll give you a headstart”

 

Alternate Identity: Tyson Masters (Secret)
Birthplace: Chicago, IL

Residence: Apartment in Freedom City, The Attometer

Occupation: Hero / college student
Affiliations: Family, Waco Warriors

Family: Parents: The Sunset Speedster (aka Jennifer Masters, Mother) and Mr. October (Fredrick Masters, father), Kas Masters, Younger Sister (Claremont student). 
Wife? Emily Masters

 

Description:
Age: 20 (DoB: Year [1997
January 20])
Apparent Age: 20
Gender: Male
Ethnicity: Mix: Black and Hawaiian 

 

Height: 5’10”
Weight: 145 lbs
Eyes: Brown/Green glow while using powers
Hair: Short and black.

 

Tyson typically wears a long black duster coat and a short brimmed fedora hat over a t-shirt, jeans and Cowboy boots. He has dark brown skin and brown eyes. He is rail thin and lean. 
His costume is an all black suit with a green stripe down his front and back. The letter H is in Silver on the stripe on the front. His helmet is all silver with a green face shield that can either cover his whole face, or just the top. The helmet has a black stripe that extends from the forehead down the back. It all locks into one seamless piece.

 

 

 

History:
Tyson always knew he would be a hero. The Chicago heroes Mr. October and the Sunset Speedster are his parents after all. His Grandfathers had been heroes too, in fact it was expected that Tyson would take up the mantle of his Grandfather: the Summer Son. He grew up training, with the knowledge that one day he would be the next one in a long line of heroes. 

 

Tyson longed for the day that he would wear the costume of the Summer Son. He had watched and studied all the video and data. He had trained for hours and hours with his mother. He was ready to step in and take up the mantle that his grandfather had left behind. 

 

That is until he realized he couldn't live up to that. The original Summer Son lobbed fire balls, shielded himself with flame, and could fly. The new Summer Son couldn't, and the papers slammed him for it. No matter how hard he tried, Tyson couldn't quite measure up. Of course he couldn't quite escape the limelight of his parents either. The papers noted that even if Tyson was faster than his mother, he certainly was more spacey. They named him the Hyperactive Hero. 

 

His time as a Chicago hero saw him facing down old enemies of the family. Tyson began to chafe at the reputation he gained as being a sidekick to his parents. He also grew secretly aggravated that the only villains who would challenge him were those who had issues with the original Sumer Son. 

 

Things began to change when Tyson first fought the Gingerbread Man. A mobster with superhuman speed, who forced Tyson to choose between saving innocents and stopping the villain. Choosing the innocents, Tyson was both aggravated by his failure and satisfied that someone had decided to take him on directly. Unfortunately this was Tyson’s only relief from the relentless hammering of a media who felt that he was an insufficient replacement.

 

Yearning for a fresh start Tyson decided to transfer universities and move to Freedom City. He hung up the mantle of Sumner Son and made a new identity. He filed his paperwork and became a new hero: Hyperactive. 

 

 

 

Personality & Motivation:
Tyson moves from one topic to the next with speed. His brain moving too quickly even for him to track sometimes. As such his intelligence often goes unnoticed.
Hyperactive grew up training to be a hero, and protects people since it is right. In addition, he doesn't have an option to not from time to time run. He might as well do some good at the same time. 
He also wants a little bit of fame and recognition as a good and capable hero. 

 

            

 

Powers & Tactics:
Speed. His ability to move faster than most people can follow keeps him alive. While not that tough, he prefers hit and runs. He also can use his ability to manipulate kinetic energy to steal it from people and objects. With a touch he can use his powers to steal or convert a person's kinetic energy, freezing them in place. 

 

 

 

Power Descriptions:
As Hyperactive speeds up he tends to leave a green glow around him as he manipulates kinetic energy. This, of course, only applies to those who can see him moving near his top speeds.

 

 

 

Complications:
Showboat: Hyperactive won't ever take down the bad guys without first making it a show for his audience. If there's no audience, then he's far more likely to go in stealthily.

Out of the Shadows: While he does save people because it's the right thing to do, he prefers and craves recognition. If a bad guy makes the case that it'll make him look more impressive he might give them a head start running away. 

 

Legacy: He's still Summer Son II to some people, sometimes that's fans of his grandfather, sometimes that's the people he put away, and sometimes it's the legacy villains of those villains.

Relationships: He loves his family and will back them up if he's needed. Then there's Emily. Emily claims that she was his wife on another Earth. Her Earth was destroyed by Omega, and she is one of the few survivors making her story frustratingly difficult to fact check. She was never born on this world, because her parents never met. The only parent she does have on this world happens to be her father, his Archnemesis Gingerbread Man. While he may not entirely trust her story, he is attempting a relationship with her. 

 

Can't stop moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. 

Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. 

 

Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. 

 

I'm not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. 

 

Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. 

Also besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone. 

Archetech has means of getting people to and from the zone.

The Zone also borders on the Terminus and by extension the rest of the multiverse. Whenever Hyperactive moves through the multiverse he has to pass into the Shadow Zone even if just for a moment. 

The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. 

Weakness: Power Loss when exposed to vibrations of 14.247 gigahertz. 

Abilities: 4 + 8 + 4 + 4 + 2 + 2 = 24 PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 16 + 30 = 46 PP

 

Initiative: +12
Attack: +8 Base
Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed

Grapple: +10
Knockback: -1/-2


Saving Throws:  3 + 10 + 4 =17 PP
Toughness: +5 (+2 Con, +1 protection, +2[Defensive Roll])
Fortitude: +5 (+2 Con, +3)
Reflex: +14 (+4 Dex, +10 [Speed])
Will: +5 (+1 Wis, +4)


Skills: 36R = 9PP 
Acrobatics 4 (+8)
Diplomacy 8 (+9)
Disable Device 10 (+12)
Notice 7 (+8)
Search 7 (+9)

 

 

Feats: 12PP
Acrobatic Bluff
Defensive Roll

Equipment III
Evasion II
Fast overrun

Improved initiative II
Instant up
Move-by Action 

 

Equipment: 3PP = 15EP 

 

 The Attometer [15 EP]

            Size: Large [2 EP]

            Toughness: +20 [3 EP]

            Features: [10 PP]

Communications

Computer

Gym

Infirmary

Isolate

Laboratory

Living Space

Power: Dimensional Travel: occupants only, any dimension, 

Power System

Security System (DC 20)

 

 

           

Powers: 1 + 10 + 10 + 3 + 30 = 54

 

Protection 1 (Shock Absorption) [1PP] (Kinetic)

 

Quickness 10 (X2,500) [10PP] (Kinetic)

 

Speed 10 (10,000 MPH) [10PP] (Kinetic)

 

Super Movement 3 (wall running 2; Flaws: Only while Running, Water running; Flaws; only while running) [3PP] (Kinetic)

 

Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 6, Drawbacks: Power Loss when exposed to vibrations of 14.247 gigahertz) [30 PP] (Kinetic) 

  • Base PowerStrike 10 (Feats: accurate 1 (+2 to hit)) {11/26}
  • Alternate PowerElemental Control 12 (Air Control) {24/24}
  • Alternate PowerIllusion 4 (Displacement images; sight and sound, Extras: Action 2[Free], Duration [Sustained] Flaw: Only while moving) + Concealment 4( All Visual Senses; Flaws: only while moving)) {24/24}
  • Alternate PowerInsubstantial 4 (Phasing; Extras; affect others) {24/24}

·        Alternate Power: Move object 12 (Kinetic Drain, Duration; continuous, Flaws: limited: can only stop moving objects) {24/24}

  • Alternate PowerParalyze 7 (Kinetic Drain, Extras; Affects objects, alternate save: Fortitude (+0), Feats: accurate (+2 to hit)) {22/24}
  • Alternate Power: Speed 11 (50,000,000 mph) and Quickness 7 (to Quickness 17) and Super Movement 3 (Dimensional movement through Shadow Zone, extras; Affect others, limited; must be moving at the speed of light) {24/24}

 

 

Drawbacks: (-2) + (-1) = -3PP

 

Vulnerability (Cold; Frequency: Common; Intensity: Moderate) [-3 PP]
 

  •  


DC Block

 

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 17 Toughness                Damage

Strike                  Touch      DC 25 Toughness                Damage
Paralyze             Touch      DC 22 Fortitude                   Paralyze

 

 

 

Totals: Abilities (24) + Combat (46) + Saving Throws (17) + Skills (9) + Feats (12) + Powers (54) - Drawbacks (3) = 159/159 Power Points

 

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Raveled   

WITNESSED by GIZMO


Chrome

  • Adding a form of X-Ray to his Super-Senses [2PP]
  • Adding 2PP to his Cybernetic Enhancements array [2PP]

 

Spoiler

Chrome

Player Name: Raveled

Character Name: Chrome

Power Level: 10 (154/155)

Trade-Offs: None

Unspent Power Points: 1

 

In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech.

 

Alternate Identity: Warren Locke

Identity: Secret

Birthplace: Freedom City

Occupation: Student

Affiliations: Claremont Academy, AEGIS

Family: Anthony (Father), Marie (Mother)

 

Description:

Age: 16 (DoB: September 1999)

Gender: Male

Ethnicity: Caucasian/Cyborg

Height: 5' 8"

Weight: 330 lbs

Eyes: Brown/Yellow

Hair: Brown/Black

 

Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin.

 

With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate.

 

When he's expecting trouble, Warren wears the usual Claremont uniform. He favors a tee-shirt over the longer jacket and bike shorts over the longer trousers, sometimes choosing running shoes but just as often going barefoot.

 

 

Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons.

 

His image inducer is a piece of technology that Claremont routinely issues to teenagers who have a non-human appearance. He's legally bound to wear it when off the grounds, unless he's acting as a superhero

 

 

History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him.

 

Warren grew up a lot in various hospitals, spending more and more time there as he grew older and his disease progressed. The prognosis was not good and eventually the boy was spending almost all of his time in a hospital bed or a wheelchair, but he did his best to cope. When Anthony was at home it was hard for them to bond, since even something as simple as going to the movies was a medical endeavor, but they bonded over Anthony's collection of old Fifties and Sixties SF books. Father and son read yellowing paperbacks, books that were almost falling apart with age, and for a few hours Warren was a brave astronaut or doughty space explorer.

 

Things got easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the civilian government and the experimental, superhuman exploits of AEGIS field agents, but at least he was able to be home most nights.

 

His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own.

 

In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed.

 

After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent.

 

 

Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about.

 

Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views.

 

 

Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception.

 


Complications:

Secret

Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight.

Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself.

Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly.

Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals.

Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment.

Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies.

 

 

Abilities: -4 - 2 - 6 + 6 + 4 + 4 = 2 PP

Strength: 6/18 (-2/+4)

Dexterity: 8/14 (-1/+2)

Constitution: 4/26 (-3/+8)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

 

Combat: 8 + 8 = 16 PP

Initiative: +2/-1

Attack: +4 Melee, +4 Ranged, +10 Cybernetic Enhancements

Grapple: +13/+9/+2

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -6/+1

 

 

Saving Throws: 2 + 4 + 6 = 12 PP

Toughness: +10/-3 (+8/-3 Con, +2 Protection)

Fortitude: +10/-1 (+8/-3 Con, +2)

Reflex: +6/+3 (+2/-1 Dex, +4)

Will: +8 (+2 Wis, +6)

 

 

Skills: 64R = 16 PP

Computers 8 (+11)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 10 (+12)

Knowledge (Popular Culture) 7 (+10)

Knowledge (Technology) 7 (+10)

Notice 8 (+10)

Sense Motive 8 (+10)

 

 

Feats: 12 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 6

Move-By Action

Power Attack

Startle

Well-Informed

 

 

Powers: 4 + 92 = 96 PP

 

Comprehend 2 (Electronics 2) [4 PP]

 

Alternate Form 18.4 [92 PP]

Cybernetic Enhancements 11 (22 PP, Feats: Accurate 3, Alternate Power 1) [24 PP]

Base Effect: Damage 6 (Feat: Mighty, Variable Descriptor [Bludgeoning/Piercing/Slashing], Extra: Linked [+0] [Super-Strength], Penetrating [10]) + Super-Strength 4 (Stacks with Super-Strength 1 for Super-Strength 5, Str 53, Extra: Linked [+0] [Damage]) (Cyber Claws) [22/22]

Alternate Power: Damage 10 (Feat: Variable Descriptor 2 [Any Electromagnetic], Extras: Range/Ranged) (Arm Cannon) [22/22]

 

Density 4 (+8 STR, +2 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [15 PP]

 

Enhanced Constitution 22 + Enhanced Dexterity 6 + Enhanced Strength 4 (Cyber Bodybuilding) [32 PP]

 

Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP]

Base Effect: Datalink 5 (5 miles, Feat: Machine Control) (Computer Chat) [6/6]

Alternate Power: Communication 5 (5 miles, Feat: Subtle) (Cyber Cell) [6/6]


Leaping 2 (x5, move action) [2 PP]

 

Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP]

 

Super-Senses 5 (Accurate Radius Ranged Radio Sense, Feat: Uncanny Dodge [Radio]) + Super-Senses 2 (X-Ray Vision, Flaw: Limited [Not vs. Metal]) (RADAR) [7 PP]

 

 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block


ATTACK                RANGE    SAVE                       EFFECT
Unarmed (Unpowered)   Touch    DC 13 Toughness (Staged)   Damage (Physical)
Unarmed (Powered)     Touch    DC 19 Toughness (Staged)   Damage (Physical)
Cyber Claw            Touch    DC 25 Toughness (Staged)   Damage (Physical)
Arm Cannon            Ranged   DC 25 Toughness (Staged)   Damage (Energy)

Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (12) + Powers (96) - Drawbacks (0) = 154/155 Power Points

 

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Heritage   

CAT GRANT'D by GIZMO

 

Okay, spent 12PP on Casey, so lot's of new stuff added! Gonna break it down by section.

 

Combat: added her +14 Heatvision to Attack rolls section; this was just missed bookkeeping, no PP spent.

 

Skills: add 2PP for a total of 84 ranks; 7 ranks added to Diplomacy to get her up to 15 max, one rank added to Notice

 

Feats: 5PP spent here, raising Equipment to 2 to pay for her camo suit, and adding Leadership and three ranks of Inspire.

 

Powers: 5PP spent here, as well as finding a previously unspent power point! I'd indicated 89PP put into Powers in the previous version of her sheet, but only 88 were spent (took me a while to spot it; see spoiler below).

 

Spoiler

Powers: 4 + 16 + 18 + 1 + 9 + 6 + 2 + 10 + 9 + 13 = 89PP

Communication 4 (Radio, 1 mile range) [4PP]
Enhanced Constitution 16 [16PP]
Enhanced Strength 16(Power Feats:  Alternate Power 1) [18PP]

     AP: Freezing Breath, Cone Damage 8 (80' cone; Extra: Selective, Flaw: Full-Round Action)

     AP: Heatvision, Blast 6 (Accurate 3, Precise)

Feature: Mimicry [1PP]
Immunity 9 (Life Support) [9PP]
Impervious Toughness 6 [6PP]

Protection 2 [2PP]
Super-Senses 10 (Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-size], Radio, X-Ray Vision [Resisted by Lead]) [10PP]
Super-Strength 4 (Strength 50, Heavy Load: 12 Tons, PF: Super-Breath) [9PP]
Swift as the Wind 6 (12PP Array, Feats: Alternate Powers 1) [13PP]

Base Power: Flight 6 (500 mph) [12PP] AP: Quickness 12 (x5000) [1PP]

 

So, total of 6PP spent on the following:

 

1. Super-Sense increased to 14 ranks, adding 3 ranks of Extended hearing and Ultra-Hearing

 

2. Adding one rank of Flight, boosting it to Flight 7 and Quickness AP to 14 (note that I had her speed calculated wrong before at 5,000x for Q12)

 

Spoiler

Miracle Girl

MissMiracle.jpg  mg%20costume.jpg


Power Level: 10/13 (198/198PP)
Tradeoffs: +2 Toughness/-2 Defense
Unspent PP: 0
In Brief: Super-strong teen with the gift of flight.
Alternate Identity: Casey Blankenship
Identity: Secret
Birthplace: Colorado Springs, CO
Occupation: Student
Affiliations: Claremont Academy
Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother)

Description:
Age: 19 (DoB: December 27, 1997)
Gender: Female
Height: 5'8"
Weight: 145 lbs.
Eyes: Green
Hair: Honey-blonde

Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her!

Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear.

History:
Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden foot bridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security.

Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student.

Personality & Motivation:
Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements.

Powers & Tactics:
Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to appreciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill.

Complications:
"Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds.
"I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her.
"No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes her pledge to the Scouts and their values very seriously.
"There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it.
"Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going.

Abilities: 4 + 4 + 4 + 6 + 2 + 4 = 24PP
Strength: 30/14 (+10/+2)
Dexterity: 14 (+2)
Constitution: 30/14 (+10/+2)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 14 (+2)

Combat: 12 + 12 = 24PP
Initiative: +9
Attack: 6, Melee +6, Ranged +6, Unarmed +10, Heatvision +14
Grapple: +20 (+10 Str, Attack 6, Super-Str 4)
Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed
Knockback: -9

Saving Throws: 0 + 0 + 8 + 9 = 17PP
Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection)
Fortitude +10 (+2 Con, +8 Enhanced Con)
Reflex +10 (+2 Dex, +8)
Will +10 (+1 Wis, +9)

Skills: 84 Ranks = 21PP
Bluff 4 (+6/+10 Attractive)
Craft: Structural 2 (+5)
Diplomacy 15 (+17/+21 Attractive)*
Intimidate 8 (+10)*
Knowledge (Current Events) 2 (+5)
Knowledge (Earth Science) 2 (+5)
Knowledge (Pop Culture) 2 (+5)
Knowledge (Technology) 2 (+5)
Languages 1 (Spanish)
Medicine 4 (+5)
Notice 14 (+15)*
Pilot 3 (+5)

Search 7 (+10)*

Sense Motive 3 (+5)
Stealth 8 (+10, +15 w/ Camo)
Survival 4 (+5)

Swim 3 (+5/+13)

Feats: 21PP

Attack Specialization 1 (Heatvision)

Attack Specialization 2 (Unarmed)
Attractive
Dodge Focus 2
Equipment 2
Improved Initiative 2

Improved Sunder

Inspire 3
Interpose

Leadership

Luck 1

Precise Shot

Skill Mastery (Diplomacy, Intimidate, Notice, Search)

Takedown Attack

Ultimate Toughness

Equipment: 2PP = 10EP
'Bug-Out Belt' contains:

First Aid Kit 1EP
Flashlight (headlamp) 1EP
GPS Receiver 1EP
Multi-tool 1EP
Rebreather 1EP

 

Adaptable Five Mode Camo Suit (Arctic, Desert, Forest, Night Ops, Urban) 5EP

 

Powers: 4 + 16 + 18 + 1 + 9 + 6 + 2 + 14 + 9 + 15 = 94PP

Communication 4 (Radio, 1 mile range) [4PP]
Enhanced Constitution 16 [16PP]
Enhanced Strength 16 (Power Feats: Alternate Power 2) [18PP]

     AP: Freezing Breath, Cone Damage 8 (80' cone; Extra: Selective, Flaw: Full-Round Action)

     AP: Heatvision, Blast 6 (Accurate 3, Precise)

Feature: Mimicry [1PP]
Immunity 9 (Life Support) [9PP]
Impervious Toughness 6 [6PP]

Protection 2 [2PP]
Super-Senses 14 (Extended Hearing 3 [10,000 ft], Ultra-Hearing, Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-size], Radio, X-Ray Vision [Resisted by Lead]) [14PP]
Super-Strength 4 (Strength 50, Heavy Load: 12 Tons, PF: Super-Breath) [9PP]
Swift as the Wind 7 (14PP Array, Feats: Alternate Powers 1) [15PP]

Base Power: Flight 7 (1000 mph) [14PP] AP: Quickness 14 (x50,000) [1PP]


Drawbacks: (-3) = -3PP
Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]

DC Block


ATTACK           RANGE    SAVE          EFFECT
Unarmed          Touch    DC 25 Tough   Damage
Freezing Breath  Cone     DC 18 Reflex  Damage
Heatvision       Ranged   DC 21 Tough   Damage
Super-Breath     Ranged   DC 20 Reflex  Trip

Abilities 24 + Combat 24 + Saving Throws 17 + Skills 21 + Feats 21 + Powers 94 - Drawbacks 3 = 198/198 Power Points

 

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SKILL TESTED by GIZMO

 

Triakosia

 

Attributes: Raise Intelligence by 2 to 16 (+3) [2PP], Wisdom by 2 to 18 (+4) [2PP] and Charisma by 2 to 18 (+4) [2PP]

 

Skills: Raise Bluff by 7 to 11 (+15), Diplomacy by 6 to 11 (+15), Drive by 2 to 3 (+5), Gather Information to 6 (+10), Intimidate to 6 (+10), Search to 7 (+10) and Sense Motive by 8 to 11 (+15). [10PP]

 

 

 

 

 

Triakosia
 

Player Name:
Tiffany KortaTriakosia Costumed
Power Level:
12/15 (232/232PP)
Trade-Offs: -2 Atk/+2 Dam
Unspent Power Points: 0

In Brief: Another survivor from a dying Earth is sent safely to ours, except things didn't go exactly as planned...

Alternate Identity: Dancia Devons
Identity: Secret
Birthplace: Pax Roma
Occupation: Reporter
Affiliations: None
Family: None known

Description:
Age:
132 (DoB: 18th April 1885)
Apparent Age: 33
Gender: Female
Ethnicity: African American
Height: 5'11"
Weight: 180 lbs
Eyes: Brown
Hair: Brown

 

canstockphoto13538898_zps38f3ccdc.jpgThe costume that Dancia wear is familiar to most people of Freedom City if not the world it is the blue and yellow made famous by the Earth mightiest hero Centurion. On closer inspection there are several major differences, the jumpsuit she wears is a darker blue with padding and texturing to provide extra protection, this also gives her the appearance of a much more sculpted physique than she really does. The breastplate and greaves are darker, almost bronze in color, and made of high-tech materials with almost no weight to them.



Power Descriptions:
The exposure to cosmic energies that she received during her inter-dimensional journey have radically altered Dancia's body down to its very core. Super resistant and strong she has no need to breathe and doesn't feel the heat or cold like others. Not only that but can also fly and operate at inhuman speeds.

Her senses have been similarly affected with her able to see and hear things well beyond the range of normal humans.


History:
When the Terminus invaded the world of Pax Roma, a high tech world where the Roman Empire never fell, Centurion was sent safely to Earth Prime. But his father wasn't the only one working on the possibilities of Inter-Dimensional travel in a secret Imperial laboratory a rival of his was working on exactly the same technologies.

When the invasion came the laboratory looked to help halt or at least stall the forces of Terminus, but as it looked more and more likely that the battle was lost the scientist turned their attention back to the inter-dimensional device.

Though untested and uncalibrated their only chance was to send someone through to find help from another world or at least warn them of the threat of terminus, the facility lacked the power or time to send more than one person to possible safety. In it unrefined form that machine would put incredible stresses and strains on the traveler, so it was decided one of the Centurions of the CCC (Triakosia) Legion would use the device to fetch possible aid. To a man and woman all of the cohort volunteered, despite the risks, and so lots were drawn. Dancia was the lucky winner so dressed in her Legion armor she stepped into the machine.

The machine worked but its design was imperfect and Dancia was lost in the Void between world for almost ninety years before she finally arrived on Earth Prime, following in the wake of Centurions journey. Half dead from the travel Dancia collapsed on arrival to Freedom City and spent six months in a coma recovering from her journey. All the while she under the protection of the Freedom League who kept her a secret in case she was another duplicate sent to fool people.

When she awoke Dancia could remember nothing before arriving in Freedom City, beyond a random set of conflicting fragments of memories. Despite the best efforts of some of the world's best psychologists and telepaths she still cannot remember any details of who she was before she arrived.

Once fully recovered and determined not to be a threat Dancia was given a new identity of Dancia Devons and supported whilst she found her place in the world. She seemed drawn towards a career in journalism and with her new identity she earned herself a job on the Freedom Ledger. Granted right now it's collecting stories for the paper website, but it gives her the freedom to both pursue the kind of stories that could make her career and help people as a superhero.


Personality & Motivation:
Whilst Dancia will never hesitate to use her powers to help protect people from harm, she doesn't think of herself as a true hero. She incredibly modest as to what she can do and doesn't think she quite measures up to other heroes in the world.

She's a difficult person to get to know well but she a stern and serious young woman focused on becoming the best at whatever she does, whether in her day job or her time as a hero.


Powers & Tactics:
Dancia's first instincts, when faced with a threat, is to make sure that innocents are kept away from any possible danger, if she can she'll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating
 


Complications:

Who am I?:
Dancia has no memory of her life before waking up in Freedom City. Not knowing who she is Dancia is prepared to go to almost any lengths to find the truth.

Once I was...: Even worse in her time in the void she somehow absorbed memories of different lives all her alternatives. Not know which is true she could be convinced that one of these could be the truth.

Touched by the Void: Travel through the void has left an indelible mark on not just her physiology. It also left a signature that seems to draw creature and people who have traveled through that place towards her, and it's generally not a pleasant reaction.

Abilities: 30 + 4 + 20 + 6 + 8 + 8 = 76PP
Strength: 40 (+15)
Dexterity: 14 (+2)
Constitution: 30 (+10)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 16 + 24 = 40PP
Initiative: +6
Attack: +8 (+10 Unarmed Attack)
Grapple: +23/+33
Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed
Knockback: -10


Saving Throws: 5 + 6 + 7 = 18PP
Toughness: +11 (+10 Con, +1[Impervious 10])
Fortitude: +15 (+10 Con, +5)
Reflex: +8 (+2 Dex, +6)
Will: +11 (+4 Wis, +7)


Skills: 64R = 16PP
Bluff 11 (+15)
Computers 2 (+5)
Diplomacy 11 (+15)
Drive 3 (+5)


Gather Information 6 (+10)

Intimidate 6 (+10)
Language 1 (Latin)
Notice 7 (+10)


Search 7 (+10)
Sense Motive 11 (+15)

Feats: 10PP
Attack Specialization (Unarmed Attack) 1
Improved Initiative 1
Inspire 1
Interpose
Leadership
Luck 1
Move-by Attack
Power Attack
Quick Change
Takedown Attack


Powers: 1 + 2 + 13 + 10 + 25 + 1 + 8 + 10 + 2 = 72PP

Feature 1 (Temporal Inertia) [1PP]

Flight 1 (10 mph/88 ft/rnd [2PP]

Immunity 13 (Aging, Life Support, Starvation & Thirst) [13PP]

Impervious Toughness 10 [10PP]

More Powerful... 10 (20PP Feats: Dynamic Power 3) [25PP]

Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]
Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]
Dynamimc Alternative Power: Super-Strength 9 (up to Super Strength 10; heavy load 3.3k tons Feats: Super-Breath, Thunderclap) [20PP]


Protection 1 [1PP]

 

Super-Senses 8 ( Normal Hearing [Accurate, Extended 5 {200 mile range incr}], Ultra-Hearing ) [8PP] (Super Hearing)

Super-Senses 10 ( Normal Vision [Extended 5 {200 mile range incr}], Penetrates Concealment], Ultravision ) [10PP] (Super Vision)
 

Super Strength 1 [2 PP]

 

DC Block



ATTACK          ATT    RANGE   SAVE                       EFFECT
Unarmed (basic) +10    Touch   DC 30 Toughness            Damage (Physical)
Super-Breath    ---    Area    DC 22 Reflex               Trip 
Thunderclap     ---    Area    DC 22 Reflex               Dazzle (Auditory)

 

Totals: Abilities (76) + Combat (40) + Saving Throws (18) + Skills (16) + Feats (10) + Powers (72) - Drawbacks (0) = 232/232 Power Points

 
 
2

 

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TRIPLE THREAT'D by HGM

 

Red Rat: Could you add, for 5 PP, the Equipment 5 Feat. I suggest this is added as "Equipment 5" to all three sheets but only the first needs the detail. 

 

Headquarters: "The Safe House" Size Medium [1 EP], Toughness15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [25 EP]

 

Also, for 0 PP, could you replace "Flash Bullet" with "Taser Bullet" that I think is more conceptually coherent for a super spy electric bullet type gun. The "Armaments Array" should then look like this:

 

BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Flash Bullet" [21/21 PP]

AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP]

AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP]

AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart”

AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP]

 

 

Which probably needs cutting and pasting to all three sheets, sorry. 

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SKILLFULLY EDITED by GIZMO

 

Miss Grue

 

Feats: Increase Minion (Mother Unit) to 4 [1PP]

 

Skills: Add Bluff 7 (+10), Increase Concentration by 6 to 17 (+18), Increase Diplomacy by 5 to 7 (+10), Increase Gather Information by 3 to  7 (+10), Increase Knowledge (Popular Culture) by 4 to 12 (+13), Increase Notice by  3 to 9 (+10), Increase Search by 3 to 9 (+10)  and Add Sense Motive 9 (+10) [10PP]

 

Mother Unit

 

Skills: Increase Computers by 3 to 10 (+15), Increase Gather Information by 4 to 12 (+15), Increase Notice by 1 to 8 (+10) [3PP]

 

Powers:

 

Comprehend 6 (Languages - Read, Speak and Understand All, Machines - Speak and Understand) [12PP]

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TIED UP by GIZMO

 

Starshot

 

Could you add another 3 points to Equipment, giving 15 EP. 

 

5 EP: Whip

1 EP: Extra Utility Belt Power AP: Paralyse 4 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) [17/20 EP] "Blowpipe"

1 EP: Masterwork Rope (25' Ultralight cord)

 

8 EP to the Xeno: Boost the Xeno's Space Travel to Rank 3 (Intergalactic) [2 EP], Increase Speed to Flight 16 (1mil mph) [32 EP]

 

Could you add 3 PP to Skills

 

Climb Increased by 6 to 8 (+16)

Swim Increased by 6 to 8 (+16)

 

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MONKEY SHINED by GIZMO

 

Gunmonkey

 

Filling out his last 5 PP

 

Abilities:

Increase CON to 20 (+5) - Which Makes his Saves Toughness: +4 (+5 Con, -1 Size), and Fortitude +6 (+5 Con, +1)

 

Skills:

Increase Stealth to 4 (+16 with Size)

Increase Survival to 8 (+8)

 

Feats:

Benefit (Use DEX for climb skill) - which makes his Climb 8 (+16) Skill Mastery

 

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