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AmyBall

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  1. Her lips pursed at the sound of that. "Nobody can be THAT racist." she thought out loud before she stood. "Excuse me, am I going to get in trouble for interrupting my meditation exercises to help you deal with this... Whatever he is?" Hellbinder asked, her costume burning into existence around her body. "I don't want to fail the class. I'm on thin ice as it is, starting this late in the school year."
  2. Sarah didn't even twitch when he showed up. The young woman had her assignment after all, and surely this caricature of a man couldn't possibly be real. Her mind rebelled so thoroughly that even his insults didn't register as real. Which led to the thought that this was probably an illusion conjured up to distract her from her assignment! Of course, that's the only thing it could be. Sarah gave herself a mental pat on the back and returned to her meditations.
  3. There was a shy wave coming from the glasses-wearing, ever so slightly hunched over Sarah. "H-Hello. I've got a little self-defense training. Mostly I rely on my powers and being able to run really fast if I have to. I," she stops, grunting as a twinge went through her back. "I can do whatever kind of training you guys think I need. I'm sort of new to this whole 'group of people thing' though, so I'll probably be less than spectacular."
  4. Hellbinder frowned a bit as her companions spoke up. "I tend to agree with my companions here," she said, slowly drawing a 'map' in the air with a finger that trails fire. As she sketched out the various plans of attack and entry, her brow continued to furrow and grow dark. "We're going up against older, more experienced supers, who know we're coming. It sounds like, pardon my saying so, like you're sending us on a suicide mission. Even if we succeed, we're dead." the young woman said with a slightly dour tone. Then, turning to the rest of the group, she raised a hand to point at one of the drawings. "But if we don't go, a great many more people might die. Nukes are bad news, no matter who fires them first. War profits nobody, and if we have even the smallest chance to prevent it, even if it costs us everything, shouldn't we do it? No matter the cost, I don't want the people I care about getting hurt. I can create a ritual that should punch us right through. If we're lucky, I can hold it open long enough to get us back out again. No guarantees though, and I don't know if we have the time."
  5. "I think that's a good question," she said, looking over at Raina. Her outfit was just a touch clingy, but her relaxed posture proved that she could move in it. "They would have had super-heroes on their side as well. Though I see the point in sending Supers. Mundane people couldn't get there fast enough. Between us we have portal creation and astral projection. Telekinesis and..." she stopped at the last one. "We have a lot of ability to scout that most people wouldn't have."
  6. As they stepped off the elevator, the young woman drew up a curtain of eldritch power. The flames licked along her limbs and through her hair, and scorched away all they found. It was a moderately spectacular transformation sequence, her clothes burned away, replaced with eldritch flames. And when she stood up straight, one fact became apparent. She was far more attractive than her mousy, slouched posture suggested. The flames dissipated, to reveal a set of hellish black cloth with flame trim stitched up the front and sides. Her back was covered by a large bat-winged cape, and her face... Was only covered by a simple black mask. The horns that grew from the top of her head were probably fake, right? Sarah's clothes were also of uncommonly fine, expensive fabric, very much unlike her normal outfit.
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    Chains burst from the ground around it, and lashed onto its many legs and around its ugly not-quite-a-neck. "Hold, foul thing." came a voice from on high. "You'll not feast today!" Hellbinder said, putting another chain over the creature's mouth as she did so. With a quick jerk, she forced its mouth shut, giving the dog time to escape if it was capable. "You may wish to run! These beasts are hungry!" She cut quite a figure in her cloak and close-fitting bodysuit. With the classic 'buxom heroine' figure, she came floating down from a rooftop, cape flapping in the breeze. Her outfit was black with red trim, and a great deal of hellish imagery. "Are you alright ma'am?"
  8. "Th-Thank you. I'll keep my book though," she said, striking the spine and snapping it closed before she stepped on. "I'm Sarah," she said to Robin, and held out a hand. "This is... I think it's my first day here. Or close to it. I was supposed to be home-schooled, but... Then I guess I lost control on the bus. I'm sorry. Should we," she paused for a moment, tilting her head to one side and listening. "Should I be in my costume for this?"
  9. It took the girl a moment to reply. "I'm sorry, I... I'm not used to being able to talk so freely about what I can do. I uh..." she blushed. "I'm a mage. I cast the spells that make the people fall down," the young woman finishes. "Sparkler is Raina. Robin is Nighthawk. Frostbyte is Cathy. Riley is Woodsman. And Huang is Ouroborus." It seems she knows her languages, because when she said Huang's name, she didn't stumble one bit.
  10. Not used to all the attention, Sarah nodded to the questions. "Y-Yes, I'm Sarah." she said in a nervously accented English. Her eyes catching the light for a moment, she examined him in turn, noting that he didn't have the same stink of brimstone that some hell-users have. "I-I uh..." the young woman whispered... She stopped talking as the others arrived, her nose immediately returned to the pages of her book. That book, if nothing else, would be a clue as to just how wealthy she is. The ancient tome was written in, appropriately, Ancient Greek. A treatise on some esoteric subject, it looks VERY old, and VERY expensive, and she was just sitting there, using it as if it were no more than light reading material! She gave a small nod of greeting in return, and stood as more than one or two people arrived. "I-I wasn't e-e-e-e-e-e-expecting so many people." she whispered to who she assumed was the instructor.
  11. Sarah was there bright and early, though she kept to herself. Shy and withdrawn, she was doing her best to stay out of trouble, or so it seemed. Hunched over, in unflattering clothing, she seems the picture of the reclusive bookworm. She's even had her nose buried in some tome of ancient lore since she got there! The little Asian girls dark eyes remained fixated on the pages, absorbing their contents with little regard for anything around her. She's the new girl, and probably got introduced to the class just a couple days ago as Sarah Genmai Kahn. Those with money and connections (or maybe just a good knowledge of the financial world) would have recognized her as the owner of Kahn Industries, an incredibly wealthy young woman ever since her parents passed away in a rather gruesome plane crash. They left her everything, and the company has prospered somewhat under her care. Sarah certainly wouldn't SEEM like your typical old money trust fund princess, given her nerdy nature and lack of anything resembling a butler. Aren't these rich girls supposed to have servants nearby at all times? Well, it seems as if she doesn't, instead content with nothing but her book for company.
  12. Player Name: Amyball Hero Name: Hellbinder Real Name: Sarah Genmai Kahn Power Level: 10 (150/151PP) Trade-Offs: None Unspent Power Points: 1 In Brief: What if Batman knew magic instead of Kung-Fu? Current Residence: Lavish North Bay mansion. LOTS of books. It's a typical rich person's mansion, but every room has at least one bookshelf. Base of Operations: The mansion's basement, built to her specifications Occupation: New Student at the Academy Affiliations: None yet Family: Maria and Gene (Americanized) Kahn, both deceased. Legal Guardians: Xiang Hua and Hatori Hua (Grandparents, living) Description: Age: 16 (DoB: April 6, 1999) Apparent Age: Older teen, perhaps early 20's Gender: Female Ethnicity: Asian (East Asian) Height: 5’ 0” Weight: 100 lbs. Eyes: Black with red pupils Hair: Black Sarah appears to be a fairly typical young teen or young adult. She normally wears her hair long, perfectly combed. In fact, not a bit of her appearance ever seems to be out of place. Perfectly calm, poised, and in control, the young woman exudes an air of... not exactly confidence. Her stance is usually a little hunched over, and her clothing tends towards the baggy and unflattering. Which is no surprise. She developed early and well, and despite her parent's money, she was teased a great deal at her old schools before she started her home-schooling. When she's Hellbinder though, that all changes. Her outfit is clingy, her aura is one of absolute dominion, and her voice resonates with all the threats and promises of hell. Said outfit is black (not leather) with red trim, and clawed gloves over the hands (mainly for show) Power Description: She is a 'typical' magic user. When her powers are used, her hair fans out and she levitates a little as she incants her spell. The arcane gestures she uses create light contrails in the air around her, forming mystic sigils. While she has shown signs of minor power-use when restrained, it's proven to be ineffective at best, and an active hindrance at worst, as it still drains her abilities as any 'overcharged' (power stunted) spell would. History: Her parents were... In a word, WEALTHY. Like Bruce Wayne levels of cash. She was a spoiled sweet princess, had everything she wanted, was generous, a good student... Then her parents died in a plane crash and her mind broke a little. Sarah went through a severe emo-goth streak, and used her parents money to delve DEEP into the occult, which she had a significant talent for. Eventually, she made a pact with hell to bring her parents back to life. They drew up the contract, signed it... And hell brought her parents back as zombies. They tried to take her soul, but couldn't. They'd missed a bit of fine print where she said they had to bring them back to life. Which they didn't. And when they tried to fix their error, they found they couldn't, because her parent's souls weren't IN hell. The contract was broken, and Hell's backlash as the contract ended tore open her soul, providing her with a strong connection to Hell that even the Prince of Darkness couldn't close. They're not too happy with the 16-year-old, but there's not a great deal they can do to her, since they were the ones who broke the contract. She's still a bit of a sore spot, especially since she took up the cloak and cowl of the hero. She's still a nice girl, if a bit dark and moody. Not as trusting. Not as sweet. But she's still loyal to her remaining friends and family. I am imagining that (possibly on a level she does not herself realize) that the emo-goth streak is A) an extension of mourning and needing to incorporate that into living as a kid in western society, and B) a way to declare to the world 'don't screw with me' when she's in a touchy emotional state. Something of a defense mechanism. And her two best friends, one predates all this, likely another rich princess with her own family intact, and the second she has met as a direct result of getting into the Goth scene, someone who has their own troubles and just gets it. Her wealth has -not- come from criminal orgs, but rather a combination of vending-machine manufacture and banking. They'd put a lot of money-politics-effort into getting law enforcement able to keep the criminals off their backs. Family wise, she's an only child but has cousins all over the place. Her grandparents are going most of the work of raising her now, in particular her maternal grandmother who keeps a tight grip on allowances to keep all the money flows stable, and pretends not to notice all the heroing going on while pulling strings behind the scenes to let it happen semi-safely. She gets home schooled via private tutors, some of whom fly int for a few weeks at a time to do really intense, fast sessions and then a week off for her to do her own thing. Or at least she was until she was about to get sent to an academy in Freedom City. That trip to the academy never happened. During a short bus ride around town to get used to the place, the bus was robbed by a small gang of what she generously would call 'hoodlums'. Ducking down and changing into her outfit, she came up, hands blazing with power... And nearly killed the robbers. She overestimated their resilience, and their bodies very nearly became ragdolls. Such a use of power would easily be tracked by those in the know, and Claremont managed to find her in fairly short order, given that she'd committed the cardinal sin of forgetting her gloves and half her mask. Personality and Motivation. Combat and Tactics: She is, even as Hellbinder, a very sweet girl. Despite her withdrawn nature, a strong sense of justice burns in her heart, and she'd like nothing more than all villains to be rehabilitated, or put behind bars. In combat, she's a firm fighter, using exactly as much force as she thinks she needs... She often over estimates how much force is needed, and this tends to lead to extensive collateral damage. She DOES try to clean up after herself, and generous donations to various media sources keep her public opinion high... Or at least, not terrible. Outside of combat, she is shy, withdrawn, and prone to mood swings. Her parents death is still fresh in her mind, but she hides it behind a quiet, serious mask of study and training. To her friends, she is generous and loyal. To those not part of her 'friendship circle' she can often be seen as a haughty, cold-hearted bitch. She does leave a great deal to charity though, always anonymously. Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Complications: Hellish Backlash: Her powers, as honestly and true as she tries to use them, are powered by hell. When she's in a vulnerable emotional state, Hell can reach through her, overcharging her abilities and manifesting her powers without her needing to chant, gesture, or otherwise do anything. This is not an advantage, as it never manifests when it would benefit her. Instead, when she loses control, it's always at the most inconvenient times. Hell will have its own. Retribution: She tricked Hell. She got them on a technicality, and denied their hold on her soul and loyalty. What's worse is that they, by their own contract, have to continue providing her with power despite the broken word... Because it was THEIR word that they broke. They're not very happy with Sarah, and frequently attempt to send agents to have her killed so that they can use her magical powers for something other than goodness and 'light'. Secret Identity: Other than her magical tutor and her grandparents, Sarah leads a very strict double life. She's terrified that if anyone found out about her hellish powers, she would be branded a villain, and be unable to continue 'doing good' in an attempt to make up for the 'sin' of making a deal with hell to try and revive her parents. Abilities: 0 + 0 + 0 + 10 + 6 + 6 = 22PP Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 16 (+3) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 magical attacks Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -0, -12 w/ Force Field Saving Throws: 6 + 6 + 9 = 21PP Toughness: +0/+14 (+0 Con, +14 Force Field [impervious 10]) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+0 Dex, +6) Will: +12 (+3 Wis, +9) Skills: 64R = 16PP Concentration 12 (+15) Intimidate 1[9] (+4[+12]) Knowledge [Arcane] 15 (+20, Skill Mastery) Knowledge [Theology and Philosophy] 5 (+10) Language 2 (English [native], Greek, Latin) Notice 7 (+10, Skill Mastery) Search 10 (+15, Skill Mastery) Sense Motive 12 (+15, Skill Mastery) Feats: 14PP Benefit: Wealthy 3 Dodge Focus 2 Improved Initiative 1 Luck 3 Ritualist Skill Mastery (Knowledge [Arcane], Notice, Search, Sense Motive) Trance Ultimate Save (Will) Ultimate Skill (Knowledge [Arcane]) Powers: 2 + 30 + 3 + 24 + 7 = 64 Enhanced Skills 8: Intimidate (to 9/+12) (2PP) Magic Array 13 (26pp array, Power Feats Alternate Powers 4) [30PP] Base Power: Blast 12 (mystic blasts, Power Feats: Accurate 2) [26PP] Alternate Power: ESP 6 (20 miles; visual and auditory senses, Extras: Duration - Sustained) [24PP] Alternate Power: Snare 12 (mystic bond, Power Feats: Accurate 2) [26PP] Alternate Power: Teleport 6 (mystic gateway, range: 20 miles, Extras: Accurate, Power Feats: Change Velocity, Easy) [26P] Alternate Power: Insubstantial 4 (spectral form) and Super-Senses 4 (X-ray vision) [24PP] Flight 1 (mystic flight, 10 MPH / 100 ft per round) (PF: Subtle) [3PP] Force Field 14 (mystic wards, Extras: Impervious 10) [24PP] Super-Senses 3 (Magical Awareness 3 [Mental; Enhancements: Acute, Analytical, Ranged) [7PP] Drawbacks: 3 PP Power Loss (Magic, Flight and Force Field, when unable to speak or gesture to cast spells, common, moderate, -3pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Blast Range DC 27 Toughness (Staged) Damage Snare Range DC 22 Reflex (Staged) Ensnared/Helpless Abilities (22) + Combat (16) + Saving Throws (21) + Skills (16) + Feats (14) + Powers (64) - Drawbacks (-3) = 150/151 Power Points
  13. Player Name: Amyball Hero Name: Hellbinder Real Name: Sarah Genmai Kahn In Brief: What if Batman knew magic instead of Kung-Fu? Current Residence: Lavish North Bay mansion. LOTS of books. It's a typical rich person's mansion, but every room has at least one bookshelf. Base of Operations: The mansion's basement, built to her specifications Occupation: New Student at the Academy Affiliations: None yet Family: Maria and Gene (Americanized) Kahn, both deceased. Legal Guardians: Xiang Hua and Hatori Hua (Grandparents, living) Description: Age: 16 (DoB: April 6, 2000) Apparent Age: Older teen, perhaps early 20's Gender: Female Ethnicity: Asian (East Asian) Height: 5’ 0” Weight: 100 lbs. Eyes: Black with red pupils Hair: Black Sarah appears to be a fairly typical young teen or young adult. She normally wears her hair long, perfectly combed. In fact, not a bit of her appearance ever seems to be out of place. Perfectly calm, poised, and in control, the young woman exudes an air of... not exactly confidence. Her stance is usually a little hunched over, and her clothing tends towards the baggy and unflattering. Which is no surprise. She developed early and well, and despite her parent's money, she was teased a great deal at her old schools before she started her home-schooling. When she's Hellbinder though, that all changes. Her outfit is clingy, her aura is one of absolute dominion, and her voice resonates with all the threats and promises of hell. Said outfit is black (not leather) with red trim, and clawed gloves over the hands (mainly for show) Power Description: She is a 'typical' magic user. When her powers are used, her hair fans out and she levitates a little as she incants her spell. The arcane gestures she uses create light contrails in the air around her, forming mystic sigils. While she has shown signs of minor power-use when restrained, it's proven to be ineffective at best, and an active hindrance at worst, as it still drains her abilities as any 'overcharged' (power stunted) spell would. History: Her parents were... In a word, WEALTHY. Like Bruce Wayne levels of cash. She was a spoiled sweet princess, had everything she wanted, was generous, a good student... Then her parents died in a plane crash and her mind broke a little. Sarah went through a severe emo-goth streak, and used her parents money to delve DEEP into the occult, which she had a significant talent for. Eventually, she made a pact with hell to bring her parents back to life. They drew up the contract, signed it... And hell brought her parents back as zombies. They tried to take her soul, but couldn't. They'd missed a bit of fine print where she said they had to bring them back to life. Which they didn't. And when they tried to fix their error, they found they couldn't, because her parent's souls weren't IN hell. The contract was broken, and Hell's backlash as the contract ended tore open her soul, providing her with a strong connection to Hell that even the Prince of Darkness couldn't close. They're not too happy with the 16-year-old, but there's not a great deal they can do to her, since they were the ones who broke the contract. She's still a bit of a sore spot, especially since she took up the cloak and cowl of the hero. She's still a nice girl, if a bit dark and moody. Not as trusting. Not as sweet. But she's still loyal to her remaining friends and family. I am imagining that (possibly on a level she does not herself realize) that the emo-goth streak is A) an extension of mourning and needing to incorporate that into living as a kid in western society, and B) a way to declare to the world 'don't screw with me' when she's in a touchy emotional state. Something of a defense mechanism. And her two best friends, one predates all this, likely another rich princess with her own family intact, and the second she has met as a direct result of getting into the Goth scene, someone who has their own troubles and just gets it. Her wealth has -not- come from criminal orgs, but rather a combination of vending-machine manufacture and banking. They'd put a lot of money-politics-effort into getting law enforcement able to keep the criminals off their backs. Family wise, she's an only child but has cousins all over the place. Her grandparents are going most of the work of raising her now, in particular her maternal grandmother who keeps a tight grip on allowances to keep all the money flows stable, and pretends not to notice all the heroing going on while pulling strings behind the scenes to let it happen semi-safely. She gets home schooled via private tutors, some of whom fly int for a few weeks at a time to do really intense, fast sessions and then a week off for her to do her own thing. Or at least she was until she was about to get sent to an academy in Freedom City. That trip to the academy never happened. During a short bus ride around town to get used to the place, the bus was robbed by a small gang of what she generously would call 'hoodlums'. Ducking down and changing into her outfit, she came up, hands blazing with power... And nearly killed the robbers. She overestimated their resilience, and their bodies very nearly became ragdolls. Such a use of power would easily be tracked by those in the know, and Claremont managed to find her in fairly short order, given that she'd committed the cardinal sin of forgetting her gloves and half her mask. Personality and Motivation. Combat and Tactics: She is, even as Hellbinder, a very sweet girl. Despite her withdrawn nature, a strong sense of justice burns in her heart, and she'd like nothing more than all villains to be rehabilitated, or put behind bars. In combat, she's a firm fighter, using exactly as much force as she thinks she needs... She often over estimates how much force is needed, and this tends to lead to extensive collateral damage. She DOES try to clean up after herself, and generous donations to various media sources keep her public opinion high... Or at least, not terrible. Outside of combat, she is shy, withdrawn, and prone to mood swings. Her parents death is still fresh in her mind, but she hides it behind a quiet, serious mask of study and training. To her friends, she is generous and loyal. To those not part of her 'friendship circle' she can often be seen as a haughty, cold-hearted bitch. She does leave a great deal to charity though, always anonymously. Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Description: You have gazed upon the faces of a hundred gods, a thousand demons and a million ghosts. You have walked across the fire planes of Dis, the blasted ruins of After-Earth, and the desolate depression of Wal-Mart at 2AM. Your spells can shatter armies, and your will is second-to-none. You aren't just a magician. You are magic. Complications: Hellish Backlash: Her powers, as honestly and true as she tries to use them, are powered by hell. When she's in a vulnerable emotional state, Hell can reach through her, overcharging her abilities and manifesting her powers without her needing to chant, gesture, or otherwise do anything. This is not an advantage, as it never manifests when it would benefit her. Instead, when she loses control, it's always at the most inconvenient times. Hell will have its own. Retribution: She tricked Hell. She got them on a technicality, and denied their hold on her soul and loyalty. What's worse is that they, by their own contract, have to continue providing her with power despite the broken word... Because it was THEIR word that they broke. They're not very happy with Sarah, and frequently attempt to send agents to have her killed so that they can use her magical powers for something other than goodness and 'light'. Secret Identity: Other than her magical tutor and her grandparents, Sarah leads a very strict double life. She's terrified that if anyone found out about her hellish powers, she would be branded a villain, and be unable to continue 'doing good' in an attempt to make up for the 'sin' of making a deal with hell to try and revive her parents. Abilities: 0 + 0 + 0 + 10 + 6 + 6 = 22PP Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 16 (+3) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 magical attacks Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -0, -12 w/ Force Field Saving Throws: 6 + 6 + 9 = 21PP Toughness: +0/+14 (+0 Con, +14 Force Field [impervious 10]) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+0 Dex, +6) Will: +12 (+3 Wis, +9) Skills: 72R = 18PP Concentration 12 (+15) Intimidate 1[9] (+4[+12]) Knowledge [Arcane] 15 (+20, Skill Mastery) Knowledge [Theology and Philosophy] 5 (+10) Language 2 (English [native], Greek, Latin) Notice 7 (+10, Skill Mastery) Search 10 (+15, Skill Mastery) Sense Motive 12 (+15, Skill Mastery) Feats: 11PP Dodge Focus 2 Wealthy 3: Parents Old Money, smart investments, and expert financial handling. Improved Initiative 1 Luck 3 Ritualist Trance Skill Mastery (Knowledge [Arcane], Notice, Search, Sense Motive) Ultimate Save (Will) Ultimate Skill (Knowledge [Arcane]) Powers: 30 + 3 + 24 + 5 +2 = 62 Enhanced Skills: Intimidate 8 (2PP) Magic Array 13 (26pp array, Power Feats 3 Alternate Powers) [30PP] Base Power: Blast 12 (mystic blasts, Power Feats: Accurate 2) [26PP] Alternate Power: ESP 6 (20 miles; visual and auditory senses, Extras: Duration - Sustained) [24PP] Alternate Power: Snare 12 (mystic bond, Power Feats: Accurate 2) [26PP] Alternate Power: Teleport 6 (mystic gateway, range: 20 miles, Extras: Accurate, Power Feats: Change Velocity, Easy) [26P] Alternate Power: Insubstantial 4 (spectral form) and Super-Senses 4 (X-ray vision) [24PP] Flight 1 (mystic flight, 10 MPH / 100 ft per round) (PF: Subtle) [3PP] Force Field 14 (mystic wards, Extras: Impervious 10) [24PP] Super-Senses 5 (Magical awareness [mental; Acute, ranged, extended]) [5PP] Drawbacks: PP Power Loss (Magic, Flight and Force Field, when unable to speak or gesture to cast spells, common, moderate, -3pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Blast Range DC 27 Toughness (Staged) Damage Snare Range DC 22 Reflex (Staged) Ensnared/Helpless Abilities (22) + Combat (16) + Saving Throws (21) + Skills (16) + Feats (14) + Powers (64) - Drawbacks (-3) = 150 Power Points Notes: :arrow: You are playing the most power stunt friendly archetype there is, hence why you have a 26pp array and Luck 3. You need a spell, you can power stunt it, just don't get too wide-ranging. Your spells should still follow a theme. This build is deliberately bare-bones in this regard, in order to allow you to use your own theme. And remember, Fatigue gives -2 Strength and Dexterity (you don't use them) and only -1 Attack and Defense. It does not hurt you that much, don't be afraid to take it from Extra Effort. :arrow: Unfortunately, power comes at a price. Should you be caught without your Force Field, you are exceptionally vulnerable despite your magical might. However, despite this, to use your Insubstantial power and walk through walls, you must lower it, making yourself incredibly vulnerable to opponents without Affects Insubstantial. In addition, without Affects Corporeal, your spells can't affect them! :arrow: Ritualist allows you to whip up spells on special occasions. You'll not use it often, but it may well prove useful. :arrow: Your Will is second only to Psychics. With a +12 bonus, and Ultimate Save (Will) for special occasions, you are damn near indomitable. You also have a decent Knowledge base in Arcana and in Theology, with the former possessing ultimate Skill for those really obscure arcane facts. Customization: :arrow: The most obvious thing is swap out the array slots for other powers, to represent different spells. But I will say this: I do NOT buy into magic as a do-anything descriptor, you should pick a magical theme and stick to it. This build is the stereotypical comic-book mage, with glowing sigils and blasts, but not so much with the natural powers. A druid-like mage could have Snare (Extras: Area, Flaws: Medium), i.e. Plant Control, for example. An elementalist could have elemental blasts, and various element-related powers (look in Ultimate Power's Chapter 3 for suggested Alternate powers of Air/Earth/Fire/Water control). Remember, all the different Controls are just Perception Telekinesis limited to one element, so for Element Control just take unflawed Telekinesis. AA has done a nice build of a Druid here. :arrow: It's worth noting that this archetype is for spellcasters, not people with magic descriptors. For example, Captain Marvel is a Paragon, not a Mystic.
  14. As the title says, I'm new here, and... I have no idea what to do. I'd like to get involved here, and would like some advice on how best to fit in. And what sort of character people are keen to see more of.
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