Tiffany Korta

Character Edits 2017

33 posts in this topic

Posted (edited)

Okay then. Rewrote Terrifica's Personality and Motivation section.

 

Spoiler

The first thing to understand about Terrifica’s personality is that her parents dropped off the face of the earth when she was eight years old. She did not have her powers yet. She was just a powerless and ignorant child. Then she got a power. The best possible power for someone who felt that way. She started running away from those two feelings, and hasn’t stopped since. Yes, being superhumanly intelligent has bred a certain degree of arrogance, however the former still applies. Which is why she can’t quite conceive of being wrong. There’s any number of excuses that can salve her psyche, however. If she was ever truly wrong, then she was ignorant. If she’s ignorant, then she’s powerless too. And suddenly she’s a terrified eight year old again. Understandably, she doesn’t go there.

 

Second thing, from the age of twelve to eighteen she was raised by her great aunt Cassandra Carson. Blue blooded aristocratic hell witch. That woman believes she’s superior to everyone because of her pure bloodline and stellar (if only human) intellect, and she HATED the fact that her son diluted the precious blood. Even if teenage Terrifica tried mightily to ignore the lessons of that cold loveless house, many of them stuck. They appealed to someone who was objectively superior and felt unwanted in her own home. She is slowly shedding those mannerisms, but negative emotions can bring it all right back. Like fear. Or anger. She knows how to treat people properly, but one’s past is never that easily conquered.

 

Third is a simple thing. She likes fixing things. Solving problems. Making things right after they go wrong. Figuring out an explanation for the inexplicable. Thinking and learning, basically. Well, it’s more of a compulsion, honestly. Not that she’d ever admit it. The problem with that is that the only reward for work well done is more work. Which, as she’s a supergenius, would also be well done. And on and on and on until she’s doing everyone’s work and humanity’s forgotten how to do for itself. As appealing as that is, it wouldn’t be right. However, there is an occupation that minimizes the risks of that. Professional superhero.

 

Lastly, Terrifica doesn’t want to be blindly obeyed. Well…that’s not quite true. A part of her thoroughly enjoys it. Sometimes she’ll even indulge that part. However. Her goal, her true goal, is not to dominate and control. Not to keep the people where they were and let her do all the thinking. NO. A thousand times NO. Her goal is to bring the common person up to her level. To apply enough education and training that the entire human race improves dramatically from its present state. Then, and only then, can she walk beside them as equals. This is her dream. One of the two things she wants most in the world. The other being to finally find out what happened to her father.

 

 

And then, just for kicks, pretty much rewrote her Complications. Maybe somebody will use them now?

 

Spoiler

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

 

I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles must be correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is (according to the Carson house lessons) either misguided, misinformed, or an idiot. And (of course), they need to be informed of their status. A GM may award a hero point for Terrifica’s personality flaws getting the better of her.

 

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

 

I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available.  A GM may award a hero point whenever direct combat is the best (or only) choice and Terrifica doesn’t accept that.

 

Oh, Right. Heroes Save People, Don’t They?: Terrifica doesn’t quite share the same moral code as most heroes. Yes, saving puppies and small children is very important, but that mass murderer falling off a roof she’s pretty much unconcerned about. Put simply, she doesn’t care about the lives of morally reprehensible individuals. She’ll let them die, be maimed, or whatever other terrible thing. Innocents she’ll protect, but the guilty will have to look after themselves. A GM may award a hero point when this becomes a problem.

 

People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent years pursuing every lead, no matter how small. She is absolutely obsessed with finding him. It is both the thing she wants most in the world and the last thing in her life that makes no sense. And everything in creation is supposed to make sense.

 

Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she did set up his comeuppance. She could have shown compassion. Let him have life in prison. Instead she watched him die slowly. Somebody else might regret this. Terrifica does not. Justice was served, she says, and that’s the end of it. A GM may award a hero point for this coming back at her.

 

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

 

Edited by EternalPhoenix
Just a bit more

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Edits for Sparkler (married people can post edits for each other, whee!): 

 

Sparkler
17PP to spend: 

 

Abilities: 6PP
Charisma 6 (to Charisma 20/+5) [6PP] 

 

Feats: 2PP
Challenge (Fast Taunt) 
Taunt 

 

Powers: 7PP
Strike 2 (sick ninja moves, PFs: Accurate 3, Innate, Mighty) [7PP] 

 

Skills: 2PP
Bluff 4 (to Bluff 14 (+19) 
Sense Motive 4 (to Sense Motive 10 (+10))

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Comrade Frost 

 

Skills: 1PP

Medicine 4 (to Medicine 7 (+9) 

 

Powers: 8PP

Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard to Lose) [8PP] 

 

 

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Sea Devil: 8PP to spend 

 

Feats: 3PP 

Improved Initiative 1 (to +6) 

Luck

Sidekick 1 (to her Sidekick 35) 

 

Powers: 5PP

add Accurate Tracking [half-speed] to Olfactory - 2PP

add Accurate Extended Ultrahearing - 3PP

 

Singularity: 5PP (from the Sidekick) 

Device 1 (Bat, 5PP, Flaw: Easy to Lose, PF: Subtle [collapsible]) [5PP] 

Strike 0 (bat strikes, PFs: Dazzling Attack, Extended Reach 1 [10 ft], Improved Crit 2, Stunning Attack) 

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Woodsman: 4PP to spend

 

Feats: 3 

Evasion (to 2) 

Luck

Inventor 

 

Skills 1 

Knowledge (Tactics) to 7 (+10) 

 

 

 

 

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Wayward

Spending 1 PP.  1 PP remaining.

 

Purchasing: 

Feat:

Ultimate Perform: Strings.

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I'd like to make the following changes to doctor Deoxy.

 

First i'd like to add a second rank of Improved Initiative bringing his total initiative bonus to +15

 

Next i'd like to spend the remaining 4 Points on bringing the chrysalis warsuit to Device rank 18

 

Make the Speed and Quickness outside of the Lesser augmentations array into a linked power which is itself an alternate power to a 1 rank flight effect and then add 2 New alternate Powers to the big array and 2 to the small array which i have included a complete version of the suit as it stands bellow.

 

Damage 10 ("radial blast" PFs: Accurate 2(+4), Progression: Increased Area 2 (x5), Variable Descriptor 2 (any energy) Extras: Area (burst) Selective Attack, Autofire 1 Flaws: Action (full) [36/36pp]

 

Transform 10("molecular Manipulation"; Inanimate > Inanimate; PFs: Accurate 2 (+4) Extended Reach (10ft) Innate, Precise; Extras: Duration (continous); Flaws: Action (full), Distracting, Range (touch)) [36/36pp]

 

for the evolving technologies array

 

and 

 

Impervious Toughness 10("Hardened Forcefield") 10/16pp

 

Insubstantial 3("Psionic Energy Form"; Psionic Energy PFs: Selective)[16/16pp]

 

For The lesser Augmentations Array.

 

1pp for the feat and 4 for the increasing of the devices rank by 1 is 5pp total spent.

 

Here is a easily copy pasted and reformatted Version of the chrysalis Armour as it would stand with the above changes..

 

Spoiler

 

Device 18 ("Chrysalis Armour" Hard to lose, 90 point Device Restricted use (Technology Activation Gene); Indestructible)[74pp]

Combat Computer (Enhanced Trait 8) (Traits: Attack Bonus +2 (+6), Defense Bonus +2 (+10)) [8DP]

 

Evolving Technology (Array 18) (default power: blast 36pp array; PF: alternate Power 9) [45DP]
BE:Energy Projection (Blast 10) (Default; DC 25, Feats: Improved Critical 2 (Energy Projection (Blast 10)); Accurate 2 (+4), Improved Range 4 (2500 ft. incr), Incurable, Precise, Progression, Increase Range 4 (max range x25, 25000 feet), Variable Descriptor 2 (Broad group))[36/36]      

AE: Capture Cells (Snare 10) (Array; DC 20; Contagious; Accurate 2 (+4), Improved Range 2 (500 ft. incr), Progression, Increase Range 2 (max range x5, 5000 feet))[36/26]

AE: Energy and Matter Manipulation (Transform 12) (Array; affects: anything, Transforms: 5000 lbs., DC 22; Action (full), Distracting, Range (touch))[36/36]
AE: Forcefield Projection (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Impervious; Precise, Progression, Object Size 3, Selective, Stationary)[36/36]
AE: Matter Materialization (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Duration (continuous); Innate, Precise, Progression, Object Size 3, Subtle (subtle))[36/36]
AE: Molecular Manipulation (Transform 10) (Array; affects: broad > broad - inanimate > inanimate, Transforms: 1000 lbs., DC 20; Duration (continuous); Action (full), Distracting, Range (touch); Accurate 2 (+4), Extended Reach 2 (10 ft.), Innate, Precise)[36/36]
AE: Oblitteration (Disintegration 10) (Array; DC 25, Feats: Attack Specialization 2 (Oblitteration (Disintegration 10)); Distracting; Precise, Reversible) [36/36]
AE: Open Spatial Corridor (Teleport 6) (Array; 600 ft. as move action, 20 miles as full action; Accurate, Portal; Change Direction, Easy)[32/36]
AE: Radial Blast (Damage 10) (Array; DC 25; Burst Area (50-250 ft. radius - Targeted), Autofire (interval 2, max +5), Selective Attack; Action (full); Accurate 2 (+4), Progression, Increase Area 2 (area x5), Variable Descriptor 2 (Any Energy))[36/36]
AE: Telekinetic Rays (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Damaging; Accurate 2 (+4), Precise, Subtle (subtle))[36/36]

 

Impervium Weave Microscale Armour (Protection 7) (+7 Toughness) [7DP]
 

Sealed Enviroment (Immunity 7) (enviromental conditions (all), suffocation (all)) [7DP]
   

Secondary Augmentations (Array 8) (16pp array; PF: Alternate Powers 4; default power: morph) [20DP]
BE: Morphic (Morph 4)[16/16DP] (Default; morph: any form, +20 Disguise, Feats: Quick Change 2; Custom (Covers scent), Precise)

AE: Hardened Forcefield (Impervious Toughness 10) [10/16DP]

AE: Psionic Energy Form (Insubstantial 3) [16/16DP] (Array; Energy; Selective)

AE: Tachyon Enhancement (Linked) [16/16DP]
         Quickness 8 (Linked; Perform routine tasks at 500x speed; Stacks with (Quickness 1))
         Speed 8 (Linked; Speed: 2500 mph, 22000 ft./rnd; Stacks with (Speed 1))

AE: Telepathic Relay (Linked) [16/16DP]
         Communication 10 (Linked; sense type: mental)
         Comprehend 2 (Linked; languages - understand all, languages - you're understood)
         Mind Reading 1 (Linked; DC 11; Action 2 (free); Limited to Surface Thoughts)

   

Telekinetic Levitation (Flight 1) (Speed: 10 mph, 88 ft./rnd; PF: Alternate Power 1) [3DP]

AE: Tachyokinetic Speed (Linked)
         Quickness 1 (Linked; Perform routine tasks at 2x speed)
         Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd)

[90/90DP]

 

 

DC Block

 

ATTACK                                             RANGE               SAVE                               EFFECT
Unarmed                                             Touch                  DC15 Toughness              Damage

Capture Cells                                       500ft                   DC20 Reflex                     Snare

Energy Projerction                               2500ft                 DC25 Toughness               Damage

Energy and matter Manipulation          Touch                 DC22 Fortitude                Transform

Molecular Manipulation                        Touch                 DC20 Fortitude                Transform

Obliteration                                           100ft                   DC20 Fort/DC25 Tou       Disintegrate

Radial Blast                                          50-250ft radius   DC25 Toughness (AF)    Damage

Telekinetic Rays                                   100ft                   DC25 Toughness         Damage/Mov-Obj

 

 

Edited by Exaccus

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Edits for Grim. He'll have 25pp to spend as soon as April post counts are awarded; feel free to postpone this edit request until that last 1pp is officially on his sheet. :) Watch the dc blocks, though - I think copy & paste is wiping out the Courier New on them, which messes with the formatting something awful.

 

Fluff

Some edits; an age adjustment, updated description as he starts to earn his Attractive feat. See the full sheet.

 

Abilities

+2 Dex, +2 Wisdom, +4 Charisma (8pp total)

 

Saves

Updates based on Abilities.

 

Skills

Updates based on Abilities, and 8pp of stuff:

+8 Craft (Mechanical)

+1 Intimidate

+2 Notice

+4 Perform (Stringed Instruments), +4 Perform (Singing) - also correcting the skill names here, as they didn't match the core book

+2 Sense Motive

+4 Stealth

+7 Survival

 

Feats

Two ranks of Equipment, which I'm using to buy him a car - it's just the base 7ep mid-sized car, with +1 toughness, an alarm, and a police scanner.

 

Powers

One more rank of Speed. [1pp]

An additional rank of Super-Senses, granting his Vision Counters Concealment, limited to undead. [1pp]

Adding the Subtle power feat to his Summon power - the dogs themselves are not subtle, but their summoning can be. [1pp]

Adding an extra rank to the summon power, giving the dogs +15pp to work with. [4pp]

 

 

Spoiler

Grim

Power Level: 10 [13] (205/205PP)
Trade-Offs: +2 Attack / -2 Damage
Unspent PP: 0

In Brief: Teenage rebel psychopomp.

Residence: Claremont Academy

Alternate IdentityMatthew Rivera
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Student
Affiliations: Claremont
Family: None living.

Description:
Age: 
17 (DoB: 1999)
Gender: male
Ethnicity: Hispanic
Height: 5'10"
Weight: 130lb
Eyes: dark brown
Hair: black

Matthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future.

A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt.

Power Descriptions
Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy.

History:
Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up.

Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest.

They looked down on the injured child with eyes like burning coals and decided to keep him.

By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away.

Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens.

Personality & Motivation:
Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals.

As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying.

Powers & Tactics:
Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable.

Complications:
Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature.
Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time.
Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them.
Orphaned: Matthew has no family, and few real friends (of the two-legged variety).
Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience.

 

Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)

Combat: 8 + 8 = 16PP
Initiative: +7
Attack: +12 Melee, +4 Ranged
Grapple: +15
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5)
Will: +7 (+3 Wis, +4)

Skills: 80R = 20PP
Bluff 3 (+7 / +11 w/ Attractive)

Craft (Mechanical) 8 (+9)
Drive 3 (+6)
Intimidate 8 (+12)
Notice 10 (+13)
Perform (Singing) 12 (+16)
Perform (Stringed Instruments) 12 (+16)
Sense Motive 5 (+8)
Stealth 12 (+15)

Survival 7 (+10)

Feats: 25PP
Attack Focus [Melee] 8
Attractive
Dodge Focus 6

Equipment 2
Evasion
Fast Task [Startle]
Improved Initiative
Luck
Move-By Action
Power Attack
Startle
Uncanny Dodge [Audio]

 

Equipment: 2PP = 10EP5923bcc529a80_1969chevroletelcaminomini.jpg.33d56e6b6b152ee1369b66f28085e613.jpg

Mid-Size Car (1969 Chevrolet El Camino) [10EP]

A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper.

Strength: 30

Speed: 5

Defense: 8

Toughness: 10

Size: Huge

Features: Alarm, Police Scanner

 


Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP

Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP]

Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP]

Feature (Able to escort the willing dead to their afterlife) [1PP]

Leaping 1 (x2) [1PP]

Protection 6 [6PP]

Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP]

Speed 2 (25mph, 250' / move) [2PP]
    
Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP]

Super-Movement 1 (Trackless) [2PP]

Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP]

Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP]
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18 Toughness                Damage (Physical)
Strike              Touch      DC 18 Fortitude                Drain Toughness (Undead Only)
                             + DC 23 Toughness                Damage (Physical)


Drawbacks: (-1) = -1PP

Impoverished [-1PP]


Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/205 Power Points

 

 

And as for the dogs' new 15pp:

 

Abilities: +4 Charisma (they've been well-received!) [4pp]; I'm also fixing their int (and the int-linked skill bonuses), as they had a -2 penalty instead of a -1 penalty for the 8 int.

Saves: +3 Will [3pp]

Skills: +12 Knowledge (History) (genetic memory! Don't know how I forgot this the first go-around), and +4 Survival (for the tracking) [4pp]

Powers

Comprehend (Spirits) [2pp]

+Acute on Death Awareness [1pp]

And the same Vision [Counters Concealment; Limited: Undead] that Grim got [1pp]

 

Dogs:

Spoiler

Character NameDogs (summoned minions)
Power Level: 10 (165/165pp)
Trade-Offs: none

Description:
[Excerpt from the Index Monstrorum; annotations included. Original copy currently in the possession of Earth's Master Mage.]

Black Dogs [alt: Grim (sing. & plur.), Smoke Hounds]

Black Dogs are easily identified by their appearance - though somewhat malleable they always resemble large hounds, and are typically described as being made of smoke or shadow (though still having touchable substance) with bright red or yellow eyes said to glow like fires or coals. When provoked or harmed their smoke-like 'fur' may show or appear to hide dog skeletons; while no such skeletons have ever been found on death, whether this is illusion or deliberate intimidation remains uncertain as they do not generally appear fully on the mortal plane - by nature they seem to occupy some manner of space between our plane and somewhere else, and given an anchor are capable of projecting a piece of themselves to our world...rendering their true being difficult to study.

Black Dogs are intelligent pack-hunting psychopomps and are in no way to be underestimated, but show few signs of aggression or predatory inclination - in fact, they are only rarely known to have any desire to form any complex long-term plans or conspiracies on their own behalf. Rather, they seem to either work independently, collecting wayward souls and ushering them to the afterlife, or actively attach themselves to other groups as respected but subservient parties. [cf. Wild Hunt ("Known Minor Members"), Xolotl ("Other Associates"), Hekate ("Other Associates")] [This and the planar notes, above, lead to speculation that the Grim are the abandoned minions of a long-dead power or god. They seem reluctant to discuss the matter. - V. Pen.] These alliances tend to last for as long as they are beneficial, until there is reason to break such a pact, or in some reports until the dogs' own unknown agenda is completed.

Their reproductive and social habits are unclear, outside the obvious pack behavior - they are known to breed, and can be killed (see below), but each dog appears to inherit some or all of its progenitor(s) memories. [Attempts to gather more information in this area are stymied by the dogs themselves, which appear to have a keen and unfortunate sense of humor. - V. Pen.]

On Summoning and Dealing: Caution is advised. The Grim's proclivity toward attaching themselves to the leadership of others should not be mistaken for a weak will or an eagerness to serve anyone who calls, and they seem more than happy to repair an injury to their pride with less metaphoric retaliation. There are documented cases, however, of mages successfully entering into a pact with a single dog or two as loyal guards or servants. They can generally be trusted to hold to their end of a bargain, but abuse may lead them to make liberal or literal interpretation of that bargain's wording if it suits them.

On Combat: As (primarily) projections, an individual dog is not difficult to defeat by a prepared and wary combatant. Unfortunately, there is rarely only one, so great caution is advised when facing them, and any vulnerable to a psychopomp's talents are advised to stay away. [Needless to say, be aware that destroying their projection into our world is a setback, not a mortal blow, and the Grim appear to have long memories. One could presumably kill them outright by drawing them fully into our world or visiting theirs, but they would be much fiercer opponents. - V. Pen.] If possible, disrupt or destroy the person or object they are using as an anchor - this may void their pact entirely, at which time they may scatter or retreat.

Complications
Dogs: Dogs.
Look Ma, No Thumbs!: Needless to say, they lack humanoid hands. They're clever, but manipulating objects may require more than one of them...if it can be done at all.


Abilities: 8 + 4 + 8 - 2 + 6 + 4 = 28PP
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 8 (-1)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 8 + 8 = 16PP
Initiative: +10
Attack: +10 Melee, +4 Ranged
Grapple: +14 (+18 Trip)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 3 + 5 + 6 = 14PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+2 Dex, +5)
Will: +8 (+2 Wis, +6)

Skills: 64R = 16PP
Intimidate 15 (+17)
Knowledge (Arcane Lore) 7 (+6)

Knowledge (History) 12 (+11)
Notice 7 (+10)
Sense Motive 3 (+6)
Stealth 8 (+10)
Survival 12 (+14)

Feats: 26PP
Attack Focus [Melee] 6
Dodge Focus 6
Elusive Target
Evasion 2
Fast Task [Startle]
Hide in Plain Sight
Improved Initiative 2
Improved Trip
Interpose
Move-By Action
Power Attack
Set-Up
Startle
Uncanny Dodge [Audio]

Powers: 2 + 16 + 1 + 5 + 2 + 4 + 6 + 2 + 6 + 10 + 7 + 4 = 65PP

 

Comprehend 1 (Spirits) [2PP]

Drain Toughness 10 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 6 (Feats: Affects Insubstantial 2, Mighty) [16PP]

Feature (Able to escort the willing or helpless undead to their afterlife.) [1PP]

Immunity 5 (Critical Hits, Disease, Poison, Starvation/Thirst) [5PP]

Leaping 2 (x5) [2PP]

Morph 4 (Disguise +20; Single Form: mundane dog) [4PP]

Protection 6 [6PP]

Speed 2 (25mph, 250' / move) [2PP]

Super-Movement 3 (Permeate 1, Trackless, Water-Walking) [6PP]

Super-Senses 10 (Extended Audio 2 [2], Extended Olfactory 1 [1], Acute Olfactory [2], Tracking Olfactory [1], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead]) [10PP]

Super-Senses 1 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP]

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage (Physical)
Strike              Touch      DC 20 Fortitude                Drain Toughness (Undead Only)
                             + DC 25 Toughness                Damage (Physical)



Totals: Abilities (28) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (26) + Powers (65) - Drawbacks (0) = 165/165 Power Points

 

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