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trildemex

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Posts posted by trildemex

  1. Player Name: trildemex

    Character Name: Bijou

    Power Level: PL10 (PP)

    Trade-Offs:None

    Unspent Power Points: 0

    Progress To Bronze Status: 0/30

    In Brief: Scorned witch trapped in necklace possesses and controls wearer.

    Alternate Identity:

    Identity: Saffron Woodbury (Secret)

    Birthplace: Salem

    Occupation: Witch, Jewelry, Super-Villian

    Affiliations

    Family

    Description:

    Age: 340-ish years

    Apparent Age: ??

    Gender: Female

    Ethnicity: White American

    Height?? 

    Weight??

    Eyes: ??

    Hair: ??

    [describe char]

    Power Descriptions:

    Descriptors: Magic

    History:

    Raised in Salem, Saffron Woodbury was born into a family of powerful witches. Unlucky for her, just as she reached adulthood, the locals had planned a coup to weed out the witches. 

     

    After a heist gone wrong, Bijou was stolen from the museum

    Personality & Motivation:

    Bijou's goal is to locate and track all the descendants of her captors and kill them in order to release the ward that is trapping her in her necklace, which is her prison.

    Powers & Tactics:

    Bijou has several methods of debilitating enemies, in fights she tries to incapacitate one target before proceeding to another. Most of her attacks have subtle because she only needs to focus her thoughts to use her spells and doesn't need any big gestures.

     

    Complications:

     

     

    Powers: 32PP

    Device 22 (Easily Removable, 110pp)(PF: Indestructible, Restricted to Descendants) [68pp]

    Jewel Juju [72pp]
    -Super-Senses (Detect Magic, Normal Range) [2pp]
    - Enhanced Intelligence 20 [20pp]
    - Enhanced Wisdom 14 [14pp]
    - Enhanced Charisma 18 [18pp]
    - Enhanced Skills [8pp]
    Craft (Artistic) 20 [4pp]
    Knowledge (Arcane Lore) 20 [4pp]
    - Enhanced Feats [10pp]
    Artificer, Attack Specialization 5 (Wicked With Array)
    Eidetic Memory, Hide in Plain Sight, Master Plan
    Ritualist
     

    Magical Maneuvers Array [9pp]

    Array 4 [8pp, 1AP][9pp]
    -Flight 2 [PF:  Flight Maneuverability 2] {6} + Super-movement 1 (Water Walking) {2[8pp]
    -Teleport 4 [PF: Change Direction, Easy][8pp]

     

    Wicked Witch Array [29pp]

    Array 10 [20PP, 9AP][29pp]

    Hex of Agony: Damage 10 (1000ft) [PFs: Subtle][Extra: Normal Range][Flaw: Full Action] [11pp]

    Hex of Decay: Drain 10 (Constitution) [Extra: Ranged][20pp]
    Hex of Despair: Fatigue 10 [20pp]
    Hex of Deciet: Illusion 10 (Visual, Auditory, Tactile) [Flaw: Limited to one subject, Phantasms][20pp]
    Hex of Misfortune: Trip 10 [PF: Subtle][11pp]
    Mood Charms: Emotion Control 10 [20pp]
    Shapechanger: Growth 4 + Shrink 4 + Morph 6 (Humans and animals) [20pp]
    Animal Cantrips: Comprehend 2 (Animals 2 [Limited to Amphibians]){2pp} + ESP 2 (Visual Senses[100ft])[Flaw: Animals Medium]{2pp} + Animal Control 10 [Limited to birds, cats, amphibians]{10pp}[14pp]
    Spirit Cantrips: Comprehend 4 (Ghost 2){4pp} + Super-senses 3 (Detect Ghosts){3pp} + Astral Form 2 (100ft)(PF:Subtle) {10pp} [17pp]
    Trickster Cantrips: Invisibility 1 (Normal Vision){4pp} + Telekinesis 1 [PF: Subtle, Precise][Extra: Perception Range]{5pp} + Illusion 10 (Auditory) {10pp} [19pp]

     

    Drawbacks: 0

     

    DC Block

    ATTACK      RANGE     SAVE                         EFFECT
    Damage      Touch     DC22 Toughness (Staged)      Damage (Physical)
    Trip        Range     DC20 Reflex                  Proned
    Stun        Touch     Dc16 Fortitude               Dazed/Stunned/Unconscious

    Totals:  Powers (68) = 68/150 Power Points

  2. As we talked about it, I have 2pp left to spend after the 5pp from Man Made Whole and -3pp from the sunlight drawback.

    I added the following to my array:

     

    Windup PunchStun 7 (Flaw: Full Action) {7}+ Elongation 4 {4} [11pp]

    WoodworkCreate Object 4 (Extra: Duration[Continuous]) [12pp]

  3. Thanks for the check, I'll update the sheet as soon as possible.

    The fluff will have to be discussed a bit though, but I can address the math issues immediately.

     

    EDIT:

    +Defenses addressed, took some Dodge Focus

    +Most feats moved to Man Made Whole

    +Arrays fixed (hopefully)

    +Disability drawbacks shunted to complications, took Being Green drawbacks instead

    +Feature 1 for disabilities in Man Made Whole

    +Fluff redone, Springpine doesn't know about Labyrinth's association (which was my intention), and he was thrown out of his house and is now actively seeking for clues to the perpetrators responsible for his condition.

     

    -Decreased Enhanced Dexterity to 2 since I don't use any Dex skills and initiative wouldn't matter past the first turn.

    -Removed Absorption Light 3, as it was mostly for fluff (expensive fluff, which I cannot afford now)

    -Quick Change removed

  4. Player Name: trildemex

    Character Name: Springpine

    Power Level: PL7 (105/105PP)

    Trade-Offs:None

    Unspent Power Points: 0

    Progress To Bronze Status: 0/30

    In Brief: Disabled young farm hand uses botanokinesis to simulate missing body parts.

    Alternate Identity:

    Identity: Cletus Yokel (Secret)

    Birthplace: Oklahoma

    Occupation: Farmer, Student

    Affiliations: None (yet!)

    Family: Danny Yokel (Father), Samantha Abbot (Mother, Deceased), Amanda Yokel (Younger Sister)

    Description:

    Age: 22 (DoB: 15th Sept 1992)

    Apparent Age: 22

    Gender: Male

    Ethnicity: White American

    Height6' 3" 

    Weight:160 pounds

    Eyes: Brown

    Hair: Black

    Cletus is a well-built, giant of a man, who grew up doing honest work on his farm alongside his father. In civilian clothing, he ties up the end of his left sleeve so as to stop it from dangling about. The left side of his face is scarred bright pink from the accident and the pupil in his left eye has gone cloudy. With his plant augmenting his body, his left arm and eye are reconstructed using plant which are mostly a dark green. The eye itself is a single blue orb and plant tendrils flower across Cletus' face to anchor the eye in place. The plant limb simulates actual muscles by growing strands of vine-like tissue and functions like his old limb.

    Power Descriptions:

    Descriptors: Plants

    The major use of his power is to simulate Cletus' lost body parts, namely his eye and his arm, they function just as a normal eye and arm would. He is able to stretch the arm to long lengths or manipulate it's shape and density. The plant matter that runs through his veins also stimulate his muscles to give him increased strength and control, while keeping the muscles from tearing by binding them with a network of "plant veins".

    Other than that, he is able to communicate with plants, but has difficulty shutting out their voices at times. Cletus is still developing his powers, and is actively trying to graduate from local manipulation of plants.

    History:

    While driving his mother out on a trip to the city from the family wheat farm, Cletus crashes the car into an oncoming bus. His mother died on impact but Cletus managed to survive the ordeal. The burning wreckage crushed a portion of his left body, his arm had to be amputated and the flames scarred his face and stole the vision from his left eye.

    Being the son of a farmer, this was a big blow to the family, financially and emotionally. Soon, Cletus now single father of two, Danny, became abusive and sees his son as a burden to the family, calling him a waste of space and money. Despite such hardships, Cletus continues to do his chores on the farm, albeit a little slower, a little sloppier than before.

    A few years came and gone since the accident, when a Labyrinth agent, under a fake name and agency, approached Cletus with an offer to join an experimental program to develop technology dedicated to enabling the public access to super powers. With the promise that his family would be taken care of and the possibility of regrowing his limbs, Cletus agreed to take the offer.

    However, an error occurred during the process, causing Cletus to enter a comatose state. Deemed a failure, Labyrinth decided to just of Cletus. After dumping him in a nearby river, no one expected to see the disabled farm boy again.

    Miraculously, a fortnight later, Cletus woke up washed up by a lake, covered in a layer of vine-like matter. The experiment had granted Cletus botanokines, and the ability to photosynthesize nutrients in his body had kept him alive. Then he heard the voices: the trees, the brush, the grass beneath his feet.

    And the voices guide him home, slowly but surely, they guided him home. His father and sister welcomed him back with joy and relief, and all was fine for a while. But it wasn't long before harvest season started, and Cletus woke up with a shock. Somewhere in the distant, he could hear the thousands upon thousands of screams of agony, the wailing of the golden fields floating in the air.

    Driven by fear and shock, Cletus made a mad dash out into the fields to confront his father, his own cries drowned by the voices that only he could hear. But his father was not a frail, old man, nay. Danny was an able-bodied man, with a sound mind, as opposed to the one-armed, addled Cletus. Danny was able to subdue Cletus easily and was holding him down the best he could, and his best was doing very well.

    That is, until a limb took shape where his left arm should have been. A thick, green arm that flexed with such raw power, in one strike he knocked his father out cold. Then all was silent, save for the whispers of the ears of wheat, thanking, calming, soothing him. And so he sat there, and cried. He cried for the wheat, he cried for help, he cried for the madness to stop.

    But no help came, only silence. Cletus brought his father back to the house and when he came to, related to him about the offer by a mysterious person and his new found powers. Outraged, Danny condemned him as an abomination and exiled him from the farm.

    With nothing left in his life, Cletus turns his attention to the people responsible of taking away his familiy and his old life and poetically, granted him a new one. He now patrols the street of Freedom City under the alias of Springpine and has a part-time job as a sewer cleaner.

    Personality & Motivation:

    In an attempt to track down the people responsible for Cletus' powers, and to stop them from menacing other victims, he sets out under the alias of Springpine in the streets of Freedom City

    Powers & Tactics:

    In battle, Cletus makes use of his plant limb to dart across the field, to make fly-by attacks, or to pull enemies close from afar. Mostly, he uses his superior strength and agility to get up close and personal with enemies before pummeling them or grappling them into submission.

     

    Complications:

    Solar Dependance: A majority of Springpine's powers are weakened if concealed from the sun for prolonged amounts of time.

    Pyrophobia: Springpine's powers are also vulnerable to fire or extreme heat.

    Without the Green: Without his powers, Cletus lacks an arm and an eye. He may face difficulties manipulating objects and lacks depth perception if his botanokinesis cannot come into play.

    Crutch Syndrome: As Cletus becomes more dependent on his powers to function "normally", he becomes more and more reliant on it and hence, desperately avoids situations that may compromise the use of his powers. He avoids staying in shady areas for prolonged amounts of time and refuses to enter hot places.

    Talk to the Hand: As Cletus' spends more time as Springpine, his plant anatomy seems to be developing a personality of it's own. Worst yet, it's developed sass. On occasions where Cletus and his plant anatomy cannot harmonize or come to terms, his powers might fail him.

     

    Abilities: -2 + -2 + 4 + 0 + 6 + 0 = 6PP

    Strength: 8/18 (-1/+4)

    Dexterity: 8/10 (-1/+0)

    Constitution: 14/18 (+2/+4)

    Intelligence: 10 (+0)

    Wisdom: 16 (+3)

    Charisma: 10 (+0)

    Combat: 6 + 8 = 14PP

    Initiative: -1/+0

    Attack: +7 Melee, +3 Ranged

    Grapple: +6/+11 (+15 with Sproing!)

    Defense: +7, +2 Flat-Footed

    Knockback: -2/-3

    Saving Throws (Man Made Whole): 3 + 7 + 4 = 14PP

    Toughness: +7 (+4 Con, +2 Defensive Roll, +1 Protection)

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

    Reflex: +7 (+0 Dex, +7)

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

     

    Saving Throws (Normal Form)

    Toughness: +5 (+2 Con, +2 Defensive Roll,  +1 Protection)

    Fortitude: +5 (+2 Con, +3)

    Reflex: +6 (-1 Dex, +7)

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

    Skills: 52R = 13PP

    Climb 4 (+3/+8, SM)

    Concentration 4 (+7)

    Craft (Structural) 8 (+8)

    Handle Animal 8 (+8)

    Knowledge (Life Sciences) 8 (+8)

    Notice 4  (+7)

    Ride 4 (+3/+8, SM)

    Sense Motive 4 (+7)

    Survival 4 (+7, SM)

    Swim 4 (+3/+8, SM)

    Feats: 9PP

    Accurate Attack

    Attack Focus 4 (Melee)

    Dodge Focus 3

    Defensive Roll 1

     

    Powers: 25 + 8 + 19 = 52PP

    Man Made Whole [25pp]

    Container 5 (Active) (25 pp)

    -Feature 1 (Disabilities negated) [1pp]

    -Empowered Strength 10 [10pp]

    -Empowered Dexterity 2 [2pp]

    -Empowered Constitution 4 [4pp]

    -Enhanced Feats [8pp]

    All-out Attack, Chokehold, Grappling Finesse

    Improved Grab, Improved Grapple, Improved Pin

    Move-by Action, Skill Mastery [Climb, Ride, Survival, Swim] 

     

    Seed of Life [8pp]

    Regeneration 1 (Recovery Bonus) [1pp]

    Immunity 2 (Immune to Starvation and Thirst, Need for Sleep) [2pp]

    Protection 1 [1pp]

    Comprehend 2 (Plants) [4pp]

     

    Nature's Wrath [19pp]

    Nature's Array 6 [12pp+7AP][19PP]

    Left HookDamage 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing], Penetrating 7) {12/12}

    Left HoooookElongation 3 (25ft) {3} + Damage 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {5} Super Movement 1 (Swinging) {2} {10/12}

    BulldozerDamage 3 (PFs: Mighty) (Extra: Area [Cone; 30ft]) {11} {11/12}

    Windup Punch: Stun 6 (Flaw: Full Action) {6}+ Elongation 3 (Extra: Free Action) {6} {12/12}

    Trip WhipTrip 7 (PF: Improved Trip) (Extra: Area: Cone [70ft]) (Flaw: Range [Touch]) {8} {8/12}

    Sproing!Elongation 4 (50ft) (PF: Action [Free]) {8} +  Super-Strength 4 (Flaw: Limited to Grappling) {4} {12/12}

    Take a BreatherHealing 8 (Flaw: Personal, PF: Persistent, Regrowth) {10/12}

    Woodwork: Create Object 4 (Extra: Duration[Continuous]) {12/12}

     

    Drawbacks: -3PP

    Pyrophobia/Being Green

    Vulnerability Fire (Frequency: Common, Intensity: Moderate) [3pp]

     

    DC Block

    ATTACK      RANGE        SAVE                         EFFECT
    Unarmed     Touch        DC22 Toughness (Staged)      Damage (Physical)
    Trip        Area         DC17 Reflex                  Proned
    Stun        Touch        Dc16 Fortitude               Dazed/Stunned/Unconscious

    Totals: Abilities (6) + Combat (14) + Saving Throws (14) + Skills (13) + Feats (9) + Powers (52) - Drawbacks (3) = 105/105 Power Points

  5. Keep em coming guys, I'm editing this constantly, and the character is fleshing out quite nicely, imo. I project about 20 worth of free PP once the "core" is done, after the tweaks to my powers.

     

    From there I'll see what I can beef up.

     

    EDIT: All that's left is to fluff him out.

  6. Player Name: trildemex

    Character Name: Springpine

    Power Level: PL7 (105/105PP)

    Trade-Offs:None

    Unspent Power Points: 0

    Progress To Bronze Status: 0/30

    In Brief: Disabled young farm hand uses botanokinesis to simulate missing body parts.

    Alternate Identity:

    Identity: Cletus Yokel (Secret)

    Birthplace: Oklahoma

    Occupation: Farmer, Student

    Affiliations: Claremont Academy

    Family: Danny Yokel (Father), Samantha Abbot (Mother, Deceased), Amanda Yokel (Younger Sister)

    Description:

    Age: 22 (DoB: 15th Sept 1992)

    Apparent Age: 22

    Gender: Male

    Ethnicity: White American

    Height6' 3" 

    Weight:160 pounds

    Eyes: Brown

    Hair: Black

    Cletus is a well-built, giant of a man, who grew up doing honest work on his farm alongside his father. In civilian clothing, he ties up the end of his left sleeve so as to stop it from dangling about. The left side of his face is scarred bright pink from the accident and the pupil in his left eye has gone cloudy. With his plant augmenting his body, his left arm and eye are reconstructed using plant which are mostly a dark green. The eye itself is a single blue orb and plant tendrils flower across Cletus' face to anchor the eye in place. The plant limb simulates actual muscles by growing strands of vine-like tissue and functions like his old limb.

    Power Descriptions:

    Descriptors: Plants

    The major use of his power is to simulate Cletus' lost body parts, namely his eye and his arm, they function just as a normal eye and arm would. He is able to stretch the arm to long lengths or manipulate it's shape and density. The plant matter that runs through his veins also stimulate his muscles to give him increased strength and control, while keeping the muscles from tearing by binding them with a network of "plant veins".

    Other than that, he is able to communicate with plants, but has difficulty shutting out their voices at times. Cletus is still developing his powers, and is actively trying to graduate from local manipulation of plants.

    History:

    While driving his mother out on a trip to the city from the family wheat farm, Cletus crashes the car into an oncoming bus. His mother died on impact but Cletus managed to survive the ordeal. The burning wreckage crushed a portion of his left body, his arm had to be amputated and the flames scarred his face and stole the vision from his left eye.

    Being the son of a farmer, this was a big blow to the family, financially and emotionally. Soon, Cletus now single father of two, Danny, became abusive and sees his son as a burden to the family, calling him a waste of space and money. Despite such hardships, Cletus continues to do his chores on the farm, albeit a little slower, a little sloppier than before.

    A few years came and gone since the accident, when a Labyrinth agent approached Cletus with an offer to join an experimental program to develop technology dedicated to enabling the public access to super powers. With the promise that his family would be taken care of and the possibility of regrowing his limbs, Cletus agreed to take the offer.

    However, an error occurred during the process, causing Cletus to enter a comatose state. In order to prevent any lawsuits, Labyrinth decided that it was simpler to just dispose of Cletus. After dumping him in a nearby river, no one expected to see the disabled farm boy again, and Labyrinth cleared all records of any association.

    Miraculously, a fortnight later, Cletus woke up washed up by a lake, covered in a layer of vine-like matter. And then he heard the voices: the trees, the brush, the grass beneath his feet.

    And the voices guide him home, slowly but surely, they guided him home. His father and sister welcomed him back with joy and relief, and all was fine for a while. But it wasn't long before harvest season started, and Cletus woke up with a shock. Somewhere in the distant, he could hear the thousands upon thousands screams of agony, the wailing of the golden fields floating in the air.

    Driven by fear and shock, Cletus made a mad dash out into the fields to confront his father, his own cries drowned by the voices that only he could hear. But his father was not a frail, old man, no. Danny was an able-bodied man, with a sound mind, as opposed to the one-armed, addled Cletus. Danny was able to subdue Cletus easily and was holding him down the best he could, and his best was doing very well.

    That is, until Cletus grew an arm. A thick, green arm that flexed with such raw power, in one strike he knocked his father out cold. Then all was silent, save for the whispers of the ears of wheat, thanking, calming, soothing him. And so he sat there, and cried. He cried for the wheat, he cried for help, he cried for the madness to stop.

    And his prayers were answered: the Claremont Academy dispatched a group to retrieve Cletus. They offered him a place to stay and nurture himself, whilst keeping his family safe. Initially, Cletus was wary after the last time he was given an "offer" but after realizing that there were no alternatives to his situation, he gave in and joined the academy. Danny's memory was wiped of Cletus' outburst and given false memories of his son being offered a disability scholarship to study.

     

    He now spends his time as a student with the alias of Springpine, honing and discovering new functions for his abilities.

    Personality & Motivation:

    In an attempt to track down the people responsible for Cletus' powers, and to stop them from menacing other victims, he sets out under the alias of Springpine to stop Labyrinth from causing any further harm.

    Powers & Tactics:

    In battle, Cletus makes use of his plant limb to dart across the field, to make fly-by attacks, or to pull enemies close from afar. Mostly, he uses his superior strength and agility to get up close and personal with enemies before pummeling them or grappling them into submission.

     

    Complications:

    Solar Dependance: A majority of Cletus' powers are weakened if concealed from the sun for prolonged amounts of time.

    Pyrophobia: Cletus' powers are also vulnerable to fire or extreme heat.

    Crutch Syndrome: As Cletus becomes more dependent on his powers to function "normally", he becomes more and more reliant on it and hence, desperately avoids situations that may compromise the use of his powers. He avoids staying in shady areas for prolonged amounts of time and refuses to enter hot places.

     

    Abilities: -2 + -2 + 4 + 0 + 6 + 0 = 6PP

    Strength: 8 (-1)

    Dexterity: 8 (-1)

    Constitution: 14 (+2)

    Intelligence: 10 (+0)

    Wisdom: 16 (+3)

    Charisma: 10 (+0)

    Combat: 6 + 8 = 12PP

    Initiative: +0

    Attack: +7 Melee, +3 Ranged

    Grapple: +6/+11

    Defense: +6, +4 Flat-Footed

    Knockback: -3/-4

    Saving Throws (Man Made Whole): 3 + 3 + 4 = 10PP

    Toughness: +7 (+4 Con, +2 Defensive Roll, +1 Protection)

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

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

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

     

    Saving Throws (Normal Form)

    Toughness: +5 (+2 Con, +2 Defensive Roll,  +1 Protection)

    Fortitude: +5 (+2 Con, +3)

    Reflex: +2 (-1 Dex, +3)

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

    Skills: 52R = 13PP

    Climb 4 (+3/+8, SM)

    Concentration 4 (+7)

    Craft (Structural) 8 (+8)

    Handle Animal 8 (+8)

    Knowledge (Life Sciences) 8 (+8)

    Profession (Farmer) 8 (+11)

    Ride 4 (+3/+8, SM)

    Survival 4 (+7, SM)

    Swim 4 (+3/+8, SM)

    Feats: 11PP

    Accurate Attack

    All-out Attack

    Attack Focus 4 (Melee)

    Defensive Roll 1

    Grappling Finesse

    Move-by Action

    Quick Change

    Skill Mastery (Climb, Ride, Survival, Swim)

     

    Powers: 35 + 14 + 10 = 60PP

    Man Made Whole [35pp]

    Container 7 (35 pp)

    -Feature 7 (One Armed Cyclops negated) [7pp]

    -Empowered Strength 10 [10pp]

    -Empowered Dexterity 10 [10pp]

    -Empowered Constitution 4 [4pp]

    -Enhanced Feats (Chokehold, Improved Grab, Improved Grapple, Improved Pin) [4pp]

     

    Seed of Life [14pp]

    Regeneration 1 (Recovery Bonus) [1pp]

    Immunity 2 (Immune to Starvation and Thirst, Need for Sleep) [2pp]

    Absorption Healing (Energy) 3 (Flaw: Limited to Light) [6pp]

    Protection 1 [1pp]

    Comprehend 2 (Plants) [4pp]

     

    Nature's Wrath [11pp]

    Nature's Array 6 (12pp, PFs: 5AP) [11pp]

    Left HookDamage 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing], Penetrating 5) [10pp]

    Left Hoooook: Elongation 3 (25ft) {3} + Damage 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {5} + Super Movement 1 (Swinging) {2} [10pp]

    Bulldozer: Damage 3 (PFs: Accurate, Mighty, Progression 4(Extra: Area [Cone; 70ft], Selective Attack) (Flaw: Range [Touch]) {12} [12pp]

    Trip Whip: Trip 3 (PF: Improved Trip, Progression 5) (Extra: Area [Cone; 80ft], Selective Attack) (Flaw: Range [Touch]) {12} [12pp]

    Sproing!: Elongation 6 (250ft) (PF: Action [Free]) {12} [12pp]

    Take a Breather: Healing 8 (Flaw: Personal, PF: Persistent, Regrowth) [10pp]

     

    Drawbacks: -7 = -7PP

    -Disability (One Arm) [Very Common, Moderate][4pp]

    -Disability (One Eye) [Common, Moderate][3pp]

     

    Pyrophobia/Plantyness (for future use)[3pp]

    -Vulnerabie [Fire, Common, Moderate (+50%)][3pp]

     

    DC Block

    ATTACK      RANGE        SAVE                               EFFECT
    Unarmed     Touch        DC22 Toughness (Staged)            Damage (Physical)
    Trip        Touch        DC22 Reflex                        Proned

    Totals: Abilities (6) + Combat (12) + Saving Throws (10) + Skills (13) + Feats (11) + Powers (60) - Drawbacks (7) = 105/105 Power Points

     

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