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secondling

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  1. Sable Raven Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage on Talon Launchers, -5 Defense / +5 Toughness In Brief: Power-Suited Cowl from a Dead World Catchphrase: “Fear the Dark…” Theme: The Abyssal Exalted – Death’s Lawgivers by James Semple Alternate Identity: Duncan Summers (Birth Name) Birthplace: Freedom City Residence: Freedom City Base of Operations: High Spire Rookery Occupation: Affiliations: The Raven Family Family: Duncan Summers (Alternate Self, former Raven I), Callie Summers (Alternate Daughter, former Raven II), Callie Sen/Summers (Other Alternate Daughter, Madame Raven), deceased parents Description: Age: 26 (Born in 1995) Gender: Male Ethnicity: Caucasian Height: 6’ (183 cm) Weight: 165 lb. (75 kg) Eyes: Blue Hair: Black Duncan Summers wears a somewhat unkempt and lackadaisical set of clothing, as well as a somewhat messy and ruffled hairstyle - an affectation of laziness and languor that only lasts at first glance. He strives to project the image that he is slightly well-off, but is trying to dress humbly. With dark hair and bright blue eyes, he nevertheless cuts something of a handsome figure by the standards of his society - at least, when he's standing. When he's sitting in his wheelchair, as he often does outside his home, Duncan comes across as rather less striking in the eyes of society, something he sometimes uses to his advantage in gathering information - too often people assume that broken body means mental incapacity. Sable Raven’s iconic Armor of Unkindness is unsurprisingly colored a mix of matte black, midnight blue, and dark grey. Made from metals that were dramatically altered by their journey across dimensions, the Armor has heavy gauntlets with clawed fingers, surprisingly light and soft boots, and a flexible yet heavy cape that allows the Sable Raven to glide as well as to distract his foes. His helm, however, is by far the most distinctive part of the armor. Resembling a beaked plague doctor’s mask in some ways, rather than the comical goggles of those antiques, there are eye slits which (when activated properly) glow with a dim gold menace. The dagger-sharp beak curves slightly, but is more than able to be used as a weapon, should the time come. History: On a world much like Prime Earth, there were no heroes to fight in the Second World War – costumed vigilantes were virtually unheard of, and when people heard the term “centurion” they thought not of a Man of Adamant, but of a long-disused Roman military position. Into this world, Duncan Summers was born in 1995 – half a century or more after the birth of his Prime Earth counterpart. A child of privilege, Duncan’s youth was cast in melancholy after his father died when he was four, leaving his mother depressed and mostly reliant on long-term caregivers to raise her child. As he grew, he saw more and more injustice and rising crime, but the world seemed too wrapped up in apathy to care – no one seemed willing to stand up to help others or protect the weak from predation. Gradually, Duncan began shaping himself into a hero – someone who could take on the burden of protection and justice for the innocents of the world. He learned martial arts, criminology, and dozens of other arts and sciences. Even in high school, he focused more on cultivating himself than on social connections, earning him a reputation as a recluse and an eccentric, even amongst the wealthy circles of his nominal peers. When he was nineteen, his mother died in an accident, and dolor surrounded the Summers Estate. Within a few months, Duncan had taken over the assets of his company and began using his personal fortune to fund the creation of a costume and all manner of gadgets to take up his mantle. Suffice it to say, the first outing the newly fledged Raven went on ended in a dramatic chase – not of criminals, but of the Raven himself, as he was pursued by the police, who deemed him a far greater threat than any criminals he might have faced. The next two years were difficult, but gradually, the Raven took on greater threats – the Conqueror Worm, the monstrous but wealthy House of Usher, the vampiric thief Lenore, and even the maliciously organized Tzin Sing all found in him a worthy foe. Even as he did so, other heroes took flight – Centurion, an exile from a destroyed universe. Bowman, an archer extraordinaire who had much in common with Duncan, and others still. In 2018, an invasion of Earth by the Grue Collective saw heroes from across the globe unite to fight against the alien threat. In the United States, the group that formed would later be called the Freedom League – made up of such greats as Lady Liberty, Centurion, Daedalus, Johnny Rocket, and even the Raven himself. For the first time in years, Duncan felt hopeful. This was not to last, however, as shortly after the formation of the Freedom League, Tzin Sing trapped the Raven and ultimately damaging his spine when Tzin Li, Sing’s daughter, helped free him from her father. Nevertheless, once he returned home, Duncan fell into bleak depression – even with the corrective surgeries available to him, Duncan was no longer able to fight as he once had – merely standing and walking unaided hurt after a few hours. Pushing himself through the punishing acrobatics of the Raven was simply impossible. A visit by Centurion and his fellow Freedom League members helped inspire the Raven to try to contribute to the League as much as he could, and within a year he took on a role as a mission control for the League. Even as he did so, he began building a battlesuit that would enable him to take to the field again. In 2020, the suit was ready… just in time for the end of the world. Omega, the Lord of the Terminus, invaded, and the Freedom League fought hard, with the Raven, in his newly forged battlesuit, fighting alongside them for the first time in over a year… but the League failed – falling one after another, and ultimately, Daedalus worked with Centurion to cast the Raven free from the dying world. In late December 2020, the young Duncan Summers of the destroyed Earth arrived on Prime Earth. Unwilling to allow his friends’ sacrifice be in vain, he strives now to be the best hero he can, even as he discovers the wonder and hope that this new world offers. Personality & Motivation: Duncan Summers is an interesting mix of an idealist and a cynic. He grew up in a world more afraid of superheroes than welcoming of them, was broken by an enemy early in his career, and then lost his whole world on top of all of that. However, he remains firmly devoted to the protection of the innocent and the capture of evildoers. Indeed, coming to Prime Earth has inspired Duncan with how much more the superheroes do and how much better they seem to have made the world than he and his were capable of doing in their brief time in the limelight. In costume, Sable Raven has a dry sense of humor edged with slight melancholy – not even his foes are spared from his wit, and he is more than happy to mock them, especially if he is certain that they cannot see him. Out of costume, Duncan keeps his dry humor, but also tends to project the air of being somewhat laidback. Unlike his Prime Earth counterpart once was, he isn’t quick to judge others’ lifestyle choices (in part due to a difference in upbringing), and is firmly against systemic injustices just as much as he is against crime – this sometimes means he clashes with more authoritarian types, including the police, whom he regards with an uneasy wariness. Perhaps the second most dramatic impact coming to Prime Earth has had on Duncan is the discovery of his elderly alternate self, his alternate’s daughter(s), and the fact that the Raven isn’t a solo act any more. Part of him is horrified – how could someone wish this life on anyone else? Another part is proud to see that at least one Duncan Summers inspired people… but he’s also saddened for the lost potential of his former world – will he ever know the family that his elder counterpart has? Being the sole survivor of a universe is a dreadful thing, and it still weighs on Duncan like a mountain. He deals with it through sublimating the despair and fury into his work as a vigilante, but every so often he is forced into a haze of dolor when he encounters someone whom he knew on his home world, but who does not know him. Powers & Tactics: The Sable Raven strives to inspire terror in his foes. Using voice changing technology to transform his speaking voice into a harsh, sharp whisper, vanishing from sight when others take the briefest moment to look away, and striking from the shadows, he is quick and oftentimes harsh in his tactics. While he tries hard to hold himself to the higher standards of Prime Earth’s heroes, under pressure he sometimes acts with more viciousness and even near-lethality than even he is comfortable with. Most of his combat potential, however, lies firmly on the back of his Armor of Unkindness, with its stylized shuriken-launching gauntlets, its (slight) enhancements to his strength, and its protective plating. He uses the integrated tools willingly and often, from the grappling hook to ensnare others, to the beak to headbutt or cut restraints, and so on. Power Descriptions: All of the Sable Raven's "powers," such as they are, come from his Armor of Unkindness - whether it is the talon-launcher on one gauntlet, the grappling hook on the other, or the razor-edged claws and beak adorning his fingers and mask. His seemingly heavy cape can snap outwards into a facsimile of wings, allowing him to glide, while his helm allows him access to a great deal more information than most can see. Some of his skills are the result of long hours of training - remnants of his time before he lost the ability to perform those most strenuous of exercises. He is still highly capable of hiding himself from view, and his social and intellectual skills are as sharply honed as ever - if not moreso, due to the need to exercise them all the more. Complications: (You will) Fear the Dark: Even Sable feels uncomfortable with how closely he slips into his older, more terror-focused habits. When his friends or innocents are in danger, he sometimes reacts with excessive force and viciousness. Legacy of Corvids: Sable Raven is not a lone bird in this world, much to his mix of surprise and dismay. A whole cult family has grown up around the name he claimed for himself only six years ago, and their shared history is something he’s not quite comfortable with. Lone Survivor: Sable saw his world dying as he was cast into the universe. While for the most part, he manages to sublimate the sorrow and anger that this brought him, when unprepared, he can be struck with tears if he meets someone he once knew. Further, encounters with Omega and his Terminus forces cause him intense terror and fury. Not from Around Here: Sable Raven was born in a world now dead, one that never had the legacy of superheroes. Genetically identical to the original Raven with whom he shares his name, there is plenty of room for confusion and doubt in his life. Old Wounds: Without his Armor of Unkindness, Duncan Summers is unable to move freely – while he can walk and stand without significant issue for a few hours on end, any strenuous exercise or long-term journey leaves him in crippling pain. Most of the time, he uses a wheelchair to move about on longer trips. Abilities: 0 + 2 + 2 + 12 + 4 + 2 = 22PP Strength: 18 [10] (+4/+0) Dexterity: 18 [12] (+4/+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 10 = 30PP Initiative: +4 Attack: +10 Base, +15 Talon-Launching Gauntlets Defense: +5 (+5 Base, +0 Dodge Focus), +5 Flat-Footed Grapple: +14 Knockback: -6 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +12 (+1 Con, +11 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +9 (+4 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 64R = 16PP Acrobatics 4 (+8) Computers 8 (+14) Craft (Electronic) 4 (+10) Disable Device 8 (+12) Intimidate 8 (+9) Investigate 4 (+10) Knowledge (Technology) 4 (+10) Languages 4 (English [Native], German, Mandarin, Spanish, French) Notice 8 (+10) Search 4 (+10) Stealth 8 (+12) Feats: 3PP Equipment 2 Hide in Plain Sight Equipment: 2PP = 10EP Headquarters Powers: 68 = 68PP Device 18 (Armor of Unkindness; 85 PP Container; Flaws: Hard-To-Lose) [68PP] (Technology) Blast 5 (Talon-Launching Gauntlets; Extras: Autofire 1; Feats: Accurate 5) [16PP] Communication 3 (Radio) (Onboard Headset) [3PP] Datalink 3 (Onboard Computer) [3PP] Enhanced Strength 8 (Muscular Enhancement) [16PP] Enhanced Dexterity 6 (Fluid Motion System) [12PP] Flight 4 (Doleful Wings; Feats: Subtle 1; Flaws: Gliding) [5PP] Protection 14 (Armor of Unkindness) [14PP] Strike 6 (Rending Claws & Tearing Beak; Feats: Mighty 4) [10PP] Super-Movement 1: Swinging (Grapple Launcher) [2PP] Super-Movement 1: Wall-Crawling (Clawed Gauntlets) [2PP] Super-Senses 3 (Infravision) (HUD) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Rending Claws & Tearing Beak Melee 25 Damage Talon-Launching Gauntlets Ranged 20 Damage Totals: Abilities (22) + Combat (30) + Saving Throws (11) + Skills (16) + Feats (3) + Powers (68) - Drawbacks (0) = 150/150 Power Points
  2. You guys can use Medicine, Investigation, Knowledge (Earth Sciences) or Knowledge (Life Sciences) to determine whether the people in the obsidian are alive - in roughly ascending order of difficulty. Alternately, if you have any super-senses that might apply, feel free to point me to 'em so I can share what they find out.
  3. GM The teens traveled through the streets of Rodney, which are surprisingly empty for this time of day - apparently, the tyrant's hand was heavy enough that people weren't really willing to come out of their homes. As they go, they passed by several police cars driving past them - towards where they had left the car behind. Continuing their journey, the heroes came across more and more signs that Ex-Prisoner had been practicing his powers - obsidian spikes are increasingly commonplace "decorations" on storefronts and streets. They even saw a few people sealed in vast chunks of the same material, their expressions frozen in horror.
  4. Leon can easily find his way to the police station based on his knowledge of where these sorts of buildings tend to be located in communities. Feel free to make a post guiding the group to the station.
  5. GM The Obsidian Prison: The Petty Tyrant (4) Please give the points to Sable Raven.
  6. GM The trio of teens walk quickly down the road towards Rodney, concealed in the shadows of Muirne's power. As they go, they pass by several police cars with their sirens blaring, but no one seems to take note of them. It takes the three about fifteen minutes to get even a little into town, whereupon they realize that they have no immediate idea of where the police station is.
  7. GM As the teens discussed their options, they noticed a faint noise coming from the direction of Rodney - sirens, and police ones at that. Someone (or many someones) was coming their way.
  8. I'll give everyone a chance to accept/refuse Shadowborne's offer, as you see fit.
  9. GM The paper golem bent over, tearing the road block free from the concrete of the road, and tossing it aside, where it crashed into the trees that surround the area, splitting wood and shattering branches. Outrider helped lift the second one, and the two sent it spinning away off the other side of the road. Meanwhile, the two thugs began dashing away into the forest, deciding that discretion is the better part of valor.
  10. Leon doesn't see any signs that the roadblocks are pinned to the ground.
  11. GM The man froze before dropping his phone. "Look, we don't want any trouble. We can't move the damned roadblock - it's stuck." As he spoke, he kicked one of them gingerly, his foot thwacking against the obsidian-spiked concrete. The woman lowers her gun. "If you're here to get the boss, he's usually in the police station." She says, her eyes wide and terrified.
  12. Dice before a post: Thug 1 Will Save: 4. Thug 2 Will Save: 16. Welp, that's it from them!
  13. GM "Ha! You? Superheroes? Just a bunch of brats." The man snarks, waving his gun at the car. "Clear off." The woman frowns, leveling her gun at the group. "Dammit, John, it doesn't matter what they look like! They're here to fight the boss!" She looks to the heroes. "Scram, kids. We don't want trouble with you, but if you're looking for it, you'll get it." The man named John blinks, before pulling out a phone and tapping its screen twice, before lifting it to his ear.
  14. GM The Obsidian Prison: The Petty Tyrant (6) Please toss these PP to Legatus.
  15. GM The journey to Rodney was relatively peaceful for the most part, though annoyed passersby honked at the three teens several times during the drive (presumably due to the music blaring from the car). Eventually, however, they found themselves turning off of the highway, onto an exit that was marked with the name "Rodney." Their arrival, however, was impeded by several cement barriers, placed strategically (well, somewhat) to block passage. More worryingly, the barriers were covered in spikes of black stone, pointing outwards. Behind the barriers, the three teens could see a pair of gun-toting thugs, a man and a woman, looking at the car. "Hey! Buzz off kids. We don't want none of your types coming into our homes!" The woman shouted, waving them away. "Yeah, Rodney's got some troubles that need shaking out. We don't need more visiting."
  16. This is the OOC thread for this thread. Welcome aboard, everyone!
  17. GM Rodney, Suburb of Freedom City Thursday, 13th of May 2021 11:30 AM Once, Rodney was a peaceful town, known best for its fantastic sandwiches and its beautiful bells that rang out the hours. Once, Rodney was a free town, with people going about their daily business, children going to their schools, and the occasional tourist coming to visit the historic churches and official buildings. Once, Rodney was an ordinary town, with fine, law-abiding people and a gentle pace of daily life. Once, all of these things were true, but no longer. A week ago, a man with dark rock skin streaked with gold led a group of armed criminals into. Working together, they took the mayor and the rest of the city council hostage, and the leader, who called himself Ex-Prisoner sealed all the police who resisted his authority in stalagmites of pure obsidian. Since then, he and his gang have begun ruling the streets by night, even pulling in a few of the more corrupt cops as they rampage through the streets. The rare few reporters who managed to get word out of the town were swiftly hunted down and captured - or perhaps even killed. No one seems to know. Rodney needs heroes, desperately. Fortunately for the town, it is right outside Freedom City, home to one of the greatest concentrations of superheroes on Earth. Okay, @Kaede Kimura, @Lone_Star, @Spacefurry, let me know how your characters have heard about Rodney's situation, how they've met up, and so on.
  18. Legatus isn't as bright as most of the folks here, but he would be more than happy to smash things if need be - the Doomforge is pretty much a legacy of Omega, no? He'd feel kind of honor-bound to help out however he can.
  19. Sorry ladies and gentlemen, I'm just feeling uninspired at the moment so I am going to put this idea on hold until I'm feeling better - hopefully this coming week.
  20. Okay, so I think that for Space, I'd say go with Leon, and for Kaede, go with Shadowborne. You can choose either, but those are my recommendations. I'll be getting a thread up later today.
  21. I'll give it a day before I make any decisions on your characters, then I'll make a thread, etc.
  22. A crisis has been reported in Rodney, a suburb a few hundred miles outside Freedom City. The local government has been taken hostage by a mysterious man with skin of black stone. Those police that resisted him have reputedly been sealed inside shards of similar rock, and he has brought together a group of criminals of various stripes to keep the citizens in line. Though the report only came in two days ago, it has supposedly been a week of mayhem and chaos for the people of Rodney, and it only promises to get worse. Rodney needs heroes to liberate the town from the grip of its tyrannical new overlord. This is a PL 7-8 thread that will be mostly combat, with perhaps a bit of stealth and investigation as well. While I have a few ideas on how the story might progress after the town is liberated, it's not something I'm willing to fully commit to at the moment. Thus, I welcome all comers who might be interested in scrapping with a bunch of thugs with more guns than wits and a minor powerhouse with a few interesting quirks.
  23. Doktor'd! Legatus I updated his personality entry. Complications Removed Identity Crisis: To be perfectly honest, Felix isn’t entirely certain whom or, indeed, what he is. He struggles under the burden of his assumed responsibility, and wants to know whether he is really a person, or just another experiment. If faced with claims he does not have a soul because he is a clone, or isn't as good as his progenitor, the GM may force Legatus to make a save for Emotional Control (Despair) and give him a Hero Point. Added Fury: Legatus’ hatred of emotional manipulation and mind control (whether mundane or supernatural) has become increasingly prominent in his life. When he encounters such things, if his actions due to his loathing somehow inconvenience or actively harm Legatus or his allies, the GM may grant him a Hero Point. Abilities +2 Wisdom [2pp] +2 Charisma [2pp] Saving Throws Will +8 Adjusted from increase in Wisdom Skills: 40R=10PP Diplomacy 10 (+13) Up from 7 Intimidate 9 (+12) New Knowledge (Life Sciences) 10 (+12) Up from 8 Language 1 (English [Native], Latin) Notice 10 (+12) Up from 8 Feats Assessment Powers Inheritor of Centurion 9.5 (19PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [22PP] Increased by 1 rank Base Power (Dynamic): Flight 9 (5000MPH / 50,000ft [10 miles] per Move Action, Feats: Subtle) [19/19PP] Increased by 1 rank Alternate Power (Dynamic): Super-Strength 8 (Lifting Strength 80, Heavy Load: 800 tons Feats: Super-Breath, Thunderclap, Shockwave) [19/19PP] Added Power Feats Thunderclap and Shockwave Full Sheet I'd also appreciate it if the sheet was unarchived.
  24. Mahir Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None") In Brief: Speedster empowered by a (once-)evil spirit Catchphrase: Theme: Alternate Identity: Sara Nahmad (Secret) Birthplace: Tel Aviv-Yafo, State of Israel Residence: Base of Operations: Occupation: Affiliations: Family: Description: Age: 26 (DoB: 17th May 1995) Gender: Female Ethnicity: Mizrahi Jewish Height: 5’4” (162 cm) Weight: Eyes: Brown Hair: Black (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: Mahir’s story begins in 1930, when a young German archeologist was investigating a site in the Levant. Gustav Richter, the archeologist in question, was a quiet, reflective sort, though his nationalist and racist tendencies did nothing to endear him to the others in his expedition. During their long dig, Gustav was caught in a collapse along with three others. It was there that he discovered something that changed his life forever. An ancient spirit of wind and fire, bound centuries before by mages of the caliphate, called out to Gustav, and he answered. Gustav Richter returned to Germany alone, three years later, whereupon he joined Hitler’s Übersoldaten, becoming known as Schnellschatten, the Swift Shadow. Serving mostly as a super-fast scout, he nevertheless clashed several times with the Liberty League, and was responsible for intelligence that led to some of the worst defeats of the Allies. When the Second World War ended, Gustav was captured, and it was discovered that the ancient spirit that had endowed him with power was also possessing him. When the spirit was cast out, he claimed that all he had done was at its behest – though no one could tell whether or not this was true, he was not executed and instead lived out the rest of his life in prison. The spirit, meanwhile, was mystically dissected and sealed away across the Earth. Fifty years later, in the State of Israel, Sara Nahmad was born to the Syrian Mizrahi couple Aharon and Maryam Nahmad. Unusually slow for a child, Sara never seemed to do anything fast – whether it was growing, or playing. The only exception to this rule was her mind, and there she truly excelled, as she learned to speak months earlier than her peers, and generally was quite intelligent. Her older brother, Eliya, doted significantly on Sara, and the two were inseperable for the first six years of her life. Though he was only three years older than her, Eliya proved an able mentor and protector, keeping bullies away from her when she first went to school, and generally being an inspiration for her. School was a joy and a pain for Sara, whose slow movements made her very unpopular with the highly physical culture of the Israeli school system, but she delighted in learning about history and myth. Meanwhile, at home, she learned religion from her father’s rabbi and her mother. Once she graduated from high school, Sara joined the IDF as an analyst, for her physical capabilities left her with much to be desired as a soldier. The next two years saw Sara grow increasingly depressed and disappointed with her homeland’s policies, even as she loved her people dearly. When her two years of service were up, Sara went to university, where she studied religion and history – unpopular choices in the technological heart that was Tel Aviv, but she persevered. The day she graduated was one of her proudest moments, and Eliya and her parents showed their pride in her as they gave her a silver necklace, which she wears to this day. It was in the late winter of 2020 that Sara found the place that would change her life forever. While she was on pilgrimage to Jerusalem, Sara came across an ancient tablet. Studying it carefully led her to begin hearing the voice of the ancient spirit that once possessed Gustav Richter, so many years ago. Despite her caution, Sara decided to speak with the spirit, trying to determine its intentions. After nearly three days, the young woman decided to help free it – to her mind, it deserved to have a chance to be free of its tormented existence. Personality & Motivation: (Describe why they do what they do here.) Powers & Tactics: (In-character descriptions of how they do what they do.) Power Descriptions: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) Complications: Faster than I can Think: Sometimes Mahir finds herself struggling to keep up with her body’s reactions, and she acts before her thoughts catch up with the action. This isn’t exactly impulsiveness, but it is close enough that there’s little difference. Dark Origins: XXXX, the spirit that Mahir freed and which empowered her, was an infamous villain in the 1930s and 40s. Anyone who recognizes the signatures of her movements will end up quite suspicious of her. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP (1PP = 4 Skill ranks) Skill # of Ranks (+ Total Bonus) Skill # of Ranks (+ Total Bonus) Skill # of Ranks (+ Total Bonus) Examples: Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill. Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill. Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first. Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier. Feats: 1PP Languages 1 (English, Hebrew [Native], Arabic) Examples: Accurate Attack Attack Focus [Melee] 1 Attack Specialization [Swords] 2 Dodge Focus 2 Equipment 2 (10EP) Luck 3 Power Attack Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points') Name (Power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: 0 + 0 + 0 = 0PP All powers have the magic descriptor unless otherwise noted Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Example: Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology) Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors) Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Example: Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic) Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20} Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20} Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20} Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
  25. Legatus Felix shrugged slightly, having been stewing silently for the past minute or so. That moron. He needs to be brought to heel before he graduates. He's a villain in the making, and no one seems concerned about that. His fists clenched at his sides before he took a deep breath to calm himself. Murder is wrong. He reminded himself, repressing images of crushing the other boy's skull between his hands. He looked to Charlie, taking another deep breath. "No, it's somewhat unusual. Sebastian's just a bigger jerk than most of the rest of the school combined." After a moment, he smiled in a ghoulish expression of loathing. "There are times when pranks get out of hand, and sometimes tempers flare, but he," the sheer venom in his voice could have burned a hole in flesh, "is an exception."
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