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Salvo (PL 10)- Zeitgeist Blue


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Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 13 (built as PL 10/11; 200/213PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 13PP


In Brief: Genius technomage finding her place in the many worlds she touches

 

Residence: University Hill,  Emerald City, Oregon
Base of Operations: Emerald City
Catchphrase: "Locked on... And firing."

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: OR, USA
Occupation: Student, Emerald City University
Affiliations: Claremont Academy, Whitfields, Halls, De Leons, The Freedom League Auxiliary, Emerald City University, 
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:Capture.PNG.fa352a13a1c9479eee332d450a9e79c5.PNG
Birthday: August 13, 2001
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'2" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

 

Physical Description

Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. 

 

As Salvo, her armor is sleek and painted like a high-quality sportscar. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends, now it sports a cleaner silhouette, all sharp angles and chrome-plated armor. When in use, its form is often disrupted by the many weapon systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that pop out from underneath the surface when she uses them. Because so many things are crammed into it, the armor is bulkier than a normal full-plate of armor would be. Hidden beneath the plate, are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes.

 

As Salvo, Nicole endeavors to muddle as much of her civilian self as she can. Her voice is deep and can even be altered to sound male, while the rest of her armor continues to hide many aspects of her identity. Her gender is not obvious, though is assumed to correspond to her altered voice, and neither is her age, build, or even skin color. However, it is obvious that there is a person (or a very convincing construct) inside the armor as her mannerisms are all-too human. Yet if scanned the results show no signs of what a human should have such as a heartbeat or flowing blood. Salvo gives off heat but that must emanate from the armor itself.

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.


History:

Spoiler

 

Seek Knowledge. Wield Power.


Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come. 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

She was fourteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within the multi-acre estate.

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

Gregory would go missing shortly thereafter. 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

Seek Knowledge. Wield Power.

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything. 

She flew out the next day.

She was eligible for Claremont, if just barely, and wasn't that cute.

For a whole year she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

For a year, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

And it was beautiful.

 

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, and she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. It is power and she sometimes becomes heedless when wielding it as the usage intoxicates her, damn the consequences. (Accident).

 

The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects.

 

Her Own Brand of Magic: Though versed in the fundamentals of magic and other branches, Nicole is one of a new kind of practitioners in technomagic. She takes traditional ritual- and artifact-making and adapts them to the modern world. She uses magic to get better results in  something she could achieve through technology alone or to achieve a result from an angle technology could not.

Nicole's magical tradition trends towards the Hermetical, the alteration of reality through rituals and runes. If the GM feels that the ritual or artifact Nicole is creating does not skew towards the Hermetic then the DC of tests may be increased. If Nicole is not creating technomagic with her ritual or artifact then the DC of the test may increase.

The DC increase depends on how far from these results and applications Nicole's rituals and artifacts are.

 

Her Own Brand of Science: Nicole is an engineer through and through, but she is also versed enough in the theorethical side to be thought of as a physicist. As a scientist and engineer both she has dedicated herself to the study and creation of energy sources and all its applications. The machinery and computer systems she knows best help her in this endeavor.

If the GM feels Nicole is not hewing to her specialization they may increase the DC of her skills. The increase depends on how far from her specialization Nicole is using her skills for.

 

From Shadows to Light: Bound to her in spirit and fate, Bellios appears whenever Nicole has need of him. It steps from the unseen places into reality but only when nothing can witness its coming. This could leave Nicole vulnerable when she is unable to escape hostile attention or even render assistance as Salvo when under the curious eyes of innocent bystanders.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, the personality of her machine bleeding into her thoughts and deeds. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfere with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it.

The GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference.

 

Zenith Touched: Her legs were changed. Fixed in observable ways but there is more to reality than the mere physical. Her psyche flits from memory to memory and sometimes she cannot distinguish if her legs are able or not. In her everyday this proves to be no problem. She is clumsy with her feet and that is all. But her missteps are more pronounced in stressful situations.

Of course, the magical aspect of her previous to paralysis still lingers.

At any time, the GM may choose to have Nicole make a Concentration roll against a DC 10 Trip Action or be considered Prone. They may also choose to make her oppose a DC 15 Check or have Drawback: Disability (Paraplegic) added for more long-lasting effects.

 

 

ABILITIES: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+8/4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

COMBAT: 6 + 4 = 10PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+14 Energy Vent, +10 Missile Batteries]

Grapple: +22-17 (Bellios + Servo-Dynamos + Iron Grip)/13-8 (Salvo + Servo-Dynamos)/7 (Salvo)/3 (Nicole)
Defense: +5/3 (+4/2 Base, +1 Dodge Focus), +2/1 Flat-Footed
Knockback: -11/2

SAVING THROWS: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10 Protection [Bellios], +5 Forcefield [Nicole])
Fortitude: +13/0 (+5/0 Con, +8 [Bellios])
Reflex: +5/-1 (-1 Dex, +6 [Bellios])
Will: +7/0 (+0 Wis, +7 [Bellios])

 

SKILLS: 88R = 22PP

Bluff 3 (+3)

Concentration 3 (+3)
Computers 5 (+12)SM

Craft (Artistic) 3 (+10)SM

Craft (Chemical) 5 (+12)
Craft (Electronic) 6 (+13)
Craft (Mechanical) 6 (+13)

Craft (Structural) 5 (+12)SM

Diplomacy 3 (+3)
Disable Device 4 (+11)

Intimidate 14/0 (+14/0)SM
Knowledge (Arcane Lore) 7 (+14)

Knowledge (Art) 1 (+8)

Knowledge (Behavioral Science) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: (Cosmology) 4 (+11)SM

Knowledge (Earth Science) 1 (+8)

Knowledge (History) 2 (+9)

Knowledge (Life Science) 1 (+8)
Knowledge (Physical Science) 5 (+12)SM
Knowledge (Technology) 6 (+13)SM

Knowledge (Theology and Philosophy) 4 (+11)

Language 2 (English, French, Spanish)

Notice 10/4 (+10/+4)SM

Search 3 (+10)SM

Sense Motive 2 (+2)


FEATS: 15PP
Artificer

Dodge Focus
Eidetic Memory

Equipment 5
Inventor

Luck

Online Research

Skill Mastery [Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Sciences), Knowledge (Technology)]
Ritualist

Ultimate Skills 4 [Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore)]

Well-Informed

 

Equipment: 10EP

Artificer and Ritualist Tools [Masterwork] [1EP]

Laptop [Masterwork] [2EP]

Multi-tool [1EP]

Taser (Stun 5; Electricity; Flaws: Limited [5 Uses]; Feat: Extended Reach 2 [10 feet]; Drawback: Full Power) [6EP]

 

Mind's Eye [15EP]

Spoiler

Size: Miniscule Exterior (6 feet, Bellios) / Colossal Interior [5EP]

Toughness: +5 [0EP]

Defense: 10 [0EP]

Features: [10EP]

Concealed [+10DC]

Communications

Computer

Defense Systems (Descriptor: Drones)

Dual Size (Descriptor: Inside Bellios)

Laboratory

Library

Power System (Descriptor: Bellios)

Sealed (Descriptor: Inside Bellios)

Workshop

 

POWERS: 3 + 3 + 137 + 2 = 145PP

 

Device 1 (Bracelet, Tech, Easy-to-Lose; 5DP; Extra Effort [Device] [Cannot use in Bellios armor]) [3PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

Force Field 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech, Easy-to-Lose; 5DP; Extra Effort [Device] [Cannot use in Bellios armor]) [3PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

Sensory Suite Array 2 (4DP Array; Feats: Alternate Powers 1) [5DP]

       BE: Super-Senses 4 (Visual [Technology] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4}

       AP: Super-Senses 4 (Visual [Magic] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4}

 

Bellios 34 (Battlesuit, Magical, Tech; 170DP Alternate Form/Device; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [137PP] (169/170 DP spent)

All Source Descriptors: All Magitech

       Protocol Sy 12.8 (64DP Container) [64DP] (Additional Descriptors: Hermetic Magic, Runic Magic, Under the Plate)

              Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used for melee attacks leading to and grapple checks;

              Feats: Accurate 4, Attack Focus [Ranged], Improved Grapple) [10] = [18]

              Enhanced Constitution 10 [10DP]

              Enhanced Defense 1 [4DP]

              Enhanced Feats 6 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Improved Initiative, Power Attack,

              Skill Mastery [Computers, Intimidate, Notice, Search]) [6DP]

              Enhanced Saves 20 (Fortitude 8, Reflex 6, Will 7) [21DP]

              Enhanced Skills 5 (Intimidate 14, Notice 6) [5DP]

 

       Communication Systems Array 3 (6PP Array; Feat: Alternate Powers 1) [7DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy)

              BECommunications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) {6/6}

              APData Link 3 (Radio, 1,000 feet; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {6/6}

 

       Hexagrammic Paneling 5.2 (26DP Container) [26DP] (Additional Descriptors: Runic Magic, Under the Plate)

              Immovable 1 (Extras: Unstoppable) [2DP]

              Immunity 9 (Life Support) [9DP]

              Impervious Toughness 5  [5DP]

              Protection 10 [10DP]

 

       Sensory Suite Array 5.5 (11DP Array; Feats: Alternate Powers 1) [12DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy)

              BESuper-Senses 11 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1),

              Analytical (+1), Extended [10,000 ft] (+3), Radius (+1), Ranged (+1)]) {11/11}

              APSuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Infravision [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

              Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11}   

 

       Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 2) [16DP] (Additional Descriptors: Hermetic Magic, Technomancy)

              DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

              DAPSuper-Strength 0-6 (Effective Strength 18-48, Heavy Load ~400 lbs-~12 tons) {0-12}

 

       Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 4) [44DP]

              BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action (Full);

              Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Penetrating 5, Variable [Energy/Divine Magic]) {20} +

              Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full)) {20}

              = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) 

              AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20],

              Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy)

              AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; FeatsAffects Insubstantial 2, Incurable, Penetration 4,

              Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)

              AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range [Ranged]Feats: Accurate 2, Attack Focus [Ranged],

              Homing, Improved Range 3 [100 Feet per Power Rank], Indirect, Progression 2 [2 boxes per rank]) {40/40} (Additional Descriptors: Ballistic)

              AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective AttackFeats: Accurate 3,

              Attack Focus [Ranged], Progression 2 [25 Feet per Power Rank]) {40/40} (Additional Descriptors: Electricity)

 

Magic 1.5 (3PP Array; Flaws: Unreliable) [2PP]

       Dazzle 1 (Visual + Auditory) [3AP]

 

Drawbacks: -1 + -3  = 4PP

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -3PP (Frequency: Common; Intensity: Moderate)

 

 

DC Block

ATTACK                         RANGE         SAVE                                                 EFFECT
Unarmed                       Touch            DC 19/15 Toughness                     Damage (Physical, Bludgeoning)

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

Flamethrowers             Ranged         DC 25 Toughness                           Damage (Electricity/Fire/Water)

Fusion Autocannons   Ranged         DC 30 Toughness (Autofire)         Damage (Physical)

Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

 

 

TOTALS

Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (15) + Powers (145) - Drawbacks (4) = 200/213 Power Points

 

Totals:

Equipment: 10 EP

Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points

Bellios Armor: Device 34 (169) = 169/170 Device Points

 

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Disability (Paraplegic) -5PP (Frequency: +2; Intensity: +3) - this not an appropriate drawback at this magnitude, given that she has a battlesuit that compensates for it. I could see taking it down to a 1 or 2 PP drawback. 

 

Magic 15 (Flaws: Side-Effect, Uncontrolled, Unreliable; Drawback: Distracting) [4DP]

            

Magic 1 (2PP; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP] - what's going on here?

 

Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +3/0 Base, +3/0 Melee, +3/0 Ranged, +5 Weapons Suite Array [+11 Blast; +9 Missile Batteries, Not Killy, Hellfire)
Grapple: +17/5/0
Defense: +5/0 (+4/0 Base, +1 Dodge Focus), +2 Flat-Footed
Knockback: -7/0 - not sure what was intended here, but it needs to be fixed. Remember that at least 1/3rd of her Base Attack and Defense must be paid for directly, rounding up So if she's going to have +5 ATK and +5 DEF most of the time, you need to buy at least 2 of each.

 

     Servo-Dynamos 6 (11DP Array, Feats: Alternate Power 2, Dynamic 3) [16DP]

                      DBE: Flight 0-5 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-11}

                      DAPSuper-Strength 0-5 (Effective Strength 20-45, Heavy Load 400 lbs-6 tons) {0-10}

                      DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9} - why are these powers arrayed together?

 

 

 

 

 

 

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10 hours ago, Avenger Assembled said:

Disability (Paraplegic) -5PP (Frequency: +2; Intensity: +3) - this not an appropriate drawback at this magnitude, given that she has a battlesuit that compensates for it. I could see taking it down to a 1 or 2 PP drawback.

Okay, got it down to a 2PP drawback.

 

10 hours ago, Avenger Assembled said:

Magic 15 (Flaws: Side-Effect, Uncontrolled, Unreliable; Drawback: Distracting) [4DP]

            

Magic 1 (2PP; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP] - what's going on here?

Fixed the Magic 15. Changed it to  Magic 12 (Flaws: Distracting, Uncontrolled, Unreliable; Drawbacks: Disruption) [3DP].

 

Magic 1 is her power outside the suit. Her magic gets amplified while in the suit, but also unstable. That's basically me saying how unstable it is. And also me giving the GM a concrete complication. Magic 12 isn't for me to use.

 

10 hours ago, Avenger Assembled said:

Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +3/0 Base, +3/0 Melee, +3/0 Ranged, +5 Weapons Suite Array [+11 Blast; +9 Missile Batteries, Not Killy, Hellfire)
Grapple: +17/5/0
Defense: +5/0 (+4/0 Base, +1 Dodge Focus), +2 Flat-Footed
Knockback: -7/0 - not sure what was intended here, but it needs to be fixed. Remember that at least 1/3rd of her Base Attack and Defense must be paid for directly, rounding up So if she's going to have +5 ATK and +5 DEF most of the time, you need to buy at least 2 of each.

Okay. Bought it to +3 ATK since the majority of her ranged powers have +9 ATK

 

10 hours ago, Avenger Assembled said:

Servo-Dynamos 6 (11DP Array, Feats: Alternate Power 2, Dynamic 3) [16DP]

                      DBE: Flight 0-5 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-11}

                      DAPSuper-Strength 0-5 (Effective Strength 20-45, Heavy Load 400 lbs-6 tons) {0-10}

                      DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9} - why are these powers arrayed together?

 

It's how I intend to play Salvo. She can fly and be invisible, or fly and use Super-Strength.

Edited by Zeitgeist Blue
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8 minutes ago, Avenger Assembled said:

Sure, but what's the logic there with the Invisibility being arrayed with Flight and Super-Strength?

 

In the meantime, APPROVED

OOC-wise, I needed to save DP and this was the best way to do it.

 

IC... Nicole waves her hands around and starts lecturing about runes and metaphysical properties and those little swirls embedded in the plate that draws magic into a single subroutine. Sort of like a if-then statement.

Edited by Zeitgeist Blue
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Goodness, this character is loaded for bear.

 

Combat

Unfortunately, the 1/3rd rule applies to all attacks, not the majority - if the highest-attack power has +11, you need at least a base +4. This may or may not be relevant, though, assuming that by 'Blast' you meant the Particle Beam, and not any of the other Blast powers.

 

Your Dex modifier applies to your Initiative score, for good or for ill - with a -1 Dex, that's a -1 Initiative.

 

Feats

You have 5pp of feats, but you've noted 4pp down in the final totals. I believe the final 150pp is right, though.

 

Powers

Protocol Sy would have Enhanced Feats 5, I think, not 3.

 

With the Communication power, you have to choose a sense type over which the power works (Visual, Mental, Radio, etc). What do you see this power doing?

 

Not something you have to fix, but worth mentioning because it trips people up sometimes: Regeneration 1 round, which you've bought for both Bruised and Injured, means you have to take a whole round to do nothing but recover in order for the regen to kick in and grant you a roll to try to shave off a bruise or injury. If that was your intent, though, great! Always dramatic.

 

Awareness needs to be tied to a sense type - do you see the magic, mentally feel it, etc. Matters mostly for things that might obscure your senses.

 

Perception-range powers do not benefit from - and cannot have - feats that modify or depend on their attack roll, since they don't get attack rolls. This also means that they cannot crit. The Accurate 3 and Improved Critical 2 on your Particle Beam aren't actually doing anything, so you can reclaim those points (don't forget to update the Attack line under Combat).

 

This character is under-capped on offense in most areas - only the area-effect missile batteries and the flamethowers actually function at PL10.

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12 hours ago, Fox said:

Unfortunately, the 1/3rd rule applies to all attacks, not the majority - if the highest-attack power has +11, you need at least a base +4. This may or may not be relevant, though, assuming that by 'Blast' you meant the Particle Beam, and not any of the other Blast powers.

 

Your Dex modifier applies to your Initiative score, for good or for ill - with a -1 Dex, that's a -1 Initiative.

 

Feats

You have 5pp of feats, but you've noted 4pp down in the final totals. I believe the final 150pp is right, though.

 

Powers

Protocol Sy would have Enhanced Feats 5, I think, not 3.

Okay, edited these.

 

12 hours ago, Fox said:

With the Communication power, you have to choose a sense type over which the power works (Visual, Mental, Radio, etc). What do you see this power doing?

It's radio, yeah. Just a communication set.

 

12 hours ago, Fox said:

Not something you have to fix, but worth mentioning because it trips people up sometimes: Regeneration 1 round, which you've bought for both Bruised and Injured, means you have to take a whole round to do nothing but recover in order for the regen to kick in and grant you a roll to try to shave off a bruise or injury. If that was your intent, though, great! Always dramatic.

Huh, well that makes the redundancy with the vampiric flamethrowers even worse, but I'll keep it just in case. Drama!

 

Actually, I need to ask. How does the recovery check work? Since I don't have a recovery bonus and it uses a Constitution check, then that means a roll will look like this: 1d20 + 5 (Constitution Bonus) vs. DC 10?

 

Similarly, a Vampiric extra would have a roll that would look like 1d20 + Power Rank vs. DC 10? So, for example, the Flamethrowers, being Rank 10, would immediately pass the recovery check?

 

12 hours ago, Fox said:

Awareness needs to be tied to a sense type - do you see the magic, mentally feel it, etc. Matters mostly for things that might obscure your senses.

It's a mental effect, though it would manifest in her HUD. Does that cost any more points?

 

12 hours ago, Fox said:

Perception-range powers do not benefit from - and cannot have - feats that modify or depend on their attack roll, since they don't get attack rolls. This also means that they cannot crit. The Accurate 3 and Improved Critical 2 on your Particle Beam aren't actually doing anything, so you can reclaim those points (don't forget to update the Attack line under Combat).

Ah, okay. I've changed it to an Perception Area Attack to reflect a coilgun firing (like Halo's MACs but, you know, not lethal) or Iron Man's chest unibeam. That doesn't require an attack roll, but does it require a Reflex throw?

 

12 hours ago, Fox said:

This character is under-capped on offense in most areas - only the area-effect missile batteries and the flamethowers actually function at PL10.

Okay. All the offense capabilities are capped properly. Matter Manipulation is intended more as a utility effect, so yeah. I don't plan on attacking anyone with it.

Edited by Zeitgeist Blue
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13 hours ago, Zeitgeist Blue said:

Actually, I need to ask. How does the recovery check work? Since I don't have a recovery bonus and it uses a Constitution check, then that means a roll will look like this: 1d20 + 5 (Constitution Bonus) vs. DC 10?

 

Yep. 1d20 + CON to shake off one bruise/injury, with a +1 bonus for any previous failed attempts to do the same (until you succeed). Normally getting that recovery check requires one minute of rest for bruises and one hour of rest for injuries, so the Regeneration power is letting you shorten those required rest periods.

 

Quote

Similarly, a Vampiric extra would have a roll that would look like 1d20 + Power Rank vs. DC 10? So, for example, the Flamethrowers, being Rank 10, would immediately pass the recovery check?

 

Also correct; as-written it's a little ambiguous because it's not clear if you get ONLY the power's rank or you get your CON and the power's rank, but since it's only DC10 and you have 10 ranks, that's academic, you auto-pass. Note that you can only recover the same or lesser damage type you inflicted - if you're only bruised (non-lethal damage), you can deal bruises or injuries to heal yourself. If you're injured (potentially lethal damage), you can't heal that by only inflicting bruises.

 

Since the vast, vast majority of threads will always inflict bruises, it won't matter much, but it's worth keeping in mind. 

 

Quote

It's a mental effect, though it would manifest in her HUD. Does that cost any more points?

 

If it manifests in her HUD, then it's at least partially a visual effect: she's visually seeing the information the power grants her. If she's blinded, she loses that information. You could make the powers Visual (which will give you stuff like Acute and Accurate for free, since all visual senses are Ranged, Acute, and Accurate by default, but would also mean that she can't be alerted to stuff through walls) or keep it Mental and have a complication for "if I'm blind I can't see what my suit tells me, even though the suit gets that information by other means".

 

Quote

 

Ah, okay. I've changed it to an Perception Area Attack to reflect a coilgun firing (like Halo's MACs but, you know, not lethal) or Iron Man's chest unibeam. That doesn't require an attack roll, but does it require a Reflex throw?

 

Yep; characters in an area attack get a reflex save to halve the strength of the attack before saving against it.

 

Not sure this power does what you're imagining, though. For Area powers, the area type determines the shape of the attack (burst for explosions, cone for something like fire breath, line for...well, things that happen in a line), but the actual size of that area is determined by the rank of the power - a Line-shaped area attack is 5 feet wide and (10 x rank) feet long - so this power would be 5' wide and 100' long. The range determines how far away you can place the starting point of the power (a touch-range 'burst' radiates out from yourself; a ranged 'burst' is like a grenade, it blows up somewhere away from you; a perception-range 'burst' is like having a grenade you don't even have to throw, it just goes off anywhere you want within your line of sight).

 

I should note that you are allowed to have a Perception-range single-target power, like you had before, it's just that the Improved Critical and Accurate feats weren't doing you any good. You could have your old power and just not have those feats - nothing compels you to use every single power point in any given array slot. A power that only uses 30/39 points or such is perfectly valid and frankly probably more useful for keeping your powers clean and easily-understood.

 

Quote

Okay. All the offense capabilities are capped properly. Matter Manipulation is intended more as a utility effect, so yeah. I don't plan on attacking anyone with it.

 

Yeah, the Matter Manipulation wasn't much of a problem. Utility powers (Move Object, Transform, etc) that technically can be used as an attack are 'soft-capped' - they aren't forced to be at a certain maximum rank, like attack powers, but if you do attack with them they'll act as if they're capped. You could have Transform 10000000, and when you used it on someone it would still act (and inflict saving throws) like it was Transform 10.

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1 hour ago, Fox said:

If it manifests in her HUD, then it's at least partially a visual effect: she's visually seeing the information the power grants her. If she's blinded, she loses that information. You could make the powers Visual (which will give you stuff like Acute and Accurate for free, since all visual senses are Ranged, Acute, and Accurate by default, but would also mean that she can't be alerted to stuff through walls) or keep it Mental and have a complication for "if I'm blind I can't see what my suit tells me, even though the suit gets that information by other means".

Okay, wrote a complication.

 

Quote

Man and Machine: When Nicole enters Bellios she becomes more than human, more than an amalgam of steel and flesh. They become one being, in all senses of the word. The world outside sees one being and act accordingly, any power that would have effected either her as a mere human sorcerer or the techno-magics enmeshed into Bellios would affect the whole that Salvo has becomes. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from Salvo's helmet. Anything that would blind her would register as scrambling that visual interface and all essential information arrayed within it .

 

 

1 hour ago, Fox said:

Yep; characters in an area attack get a reflex save to halve the strength of the attack before saving against it.

 

Not sure this power does what you're imagining, though. For Area powers, the area type determines the shape of the attack (burst for explosions, cone for something like fire breath, line for...well, things that happen in a line), but the actual size of that area is determined by the rank of the power - a Line-shaped area attack is 5 feet wide and (10 x rank) feet long - so this power would be 5' wide and 100' long. The range determines how far away you can place the starting point of the power (a touch-range 'burst' radiates out from yourself; a ranged 'burst' is like a grenade, it blows up somewhere away from you; a perception-range 'burst' is like having a grenade you don't even have to throw, it just goes off anywhere you want within your line of sight).

 

I should note that you are allowed to have a Perception-range single-target power, like you had before, it's just that the Improved Critical and Accurate feats weren't doing you any good. You could have your old power and just not have those feats - nothing compels you to use every single power point in any given array slot. A power that only uses 30/39 points or such is perfectly valid and frankly probably more useful for keeping your powers clean and easily-understood.

Right. I was thinking more like a powerful sniper option that fires from beyond the horizon. I've edited it to look like this.

 

And I figured I didn't need to use all the points. But the waste!

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