Jump to content

Karma

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by Karma

  1. Ok then, removed. Player’s Name: Karma (Not a very good portrait, but I like having one) Character’s Name: Archangel Alternate Identity: None Height: Varies Weight: Varies Hair: Varies Eyes: Varies Description: Archangel is a literal angel (/good spirit/demigod/whatever you want to call them). The physical form he/she took upon coming to earth reflects the idea people would have of such a being, and so Archangel appears as a winged human. The exact form Archangel takes may change over time. History: I don’t remember exactly where I came from. That was part of the agreement of my coming. I can’t tell anyone here about what is beyond here, and to facilitate that I don’t even remember it. I’m not here to take sides, or point out one person’s or one religion’s ideas as right or wrongâ€â€I’m here to help those in need, whoever they may be. I think that says more about where I come from than any memories would anyway, don’t you think? In my true form, I don’t really have a form. I’m a spirit. Here, I have a true, physical form (if it’s slightly more… mutable than normal physical bodies). I can die here, although I know I’ll go back to where and how I was before if that happens. I can feel pain here, but I can also do good things and help people… I’m not planning to leave here until this body does die. I think I may have been given some information about this world, or maybe this isn’t the first time I’ve undertaken this mission. Parts of the human world seem familiar to me, although there are definitely parts I’m still learning about. The place I arrived is called “Freedom City.†This area is full of people who are beyond the normal ideas of humanâ€â€or who aren’t human at all. Many of them use their special powers for good, and I’m willing to fight alongside them. Others… well, there wouldn’t be any fighting without them, now would there? I haven’t been here long, but I think both my holy sword and my healing hands will see great use here. And I’m ready for it. Archangel’s powers reflect his/her angelic form. Archangel can heal others, or use objects one might expect to see in a depiction of an angel (such as a sword, bow, armor, or trumpet) against villains. These items aren’t actually devices but a part of Archangel’s form. Complications: Honor (Archangel will never use lethal force against conscious beings if it is at all possible to avoid it; this makes intelligent constructs and undead a serious problem) Tradeoffs: +3 Melee damage/-3 Melee attack Stats: 36pp Str: 16 (+3) Dex: 16 (+3) Con: 16 (+3) Int: 16 (+3) Wis: 16 (+3) Cha: 16 (+3) Combat: 28pp Attack: +7 Grapple: +13 Defense: +7 (20, 14 flat-footed) Knockback: -5 Initiative: +3 Saves: 18pp Toughness: +10 (+3 Con, +7 Protection) Fortitude: +5 (+3 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +13 (+3 Wis, +10) Skills: 52r = 13pp Concentration 4 (+7) Diplomacy 12 (+15) Intimidate 12 (+15) Knowledge (Theology and Philosophy) 15 (+18) Notice 4 (+7) Sense Motive 5 (+8) Feats: 9pp Attack Focus (Ranged), Attack Specialization (Blast), Dodge Focus 2, Fascinate (Intimidate), Inspire 3, Power Attack Powers: 49pp [*:3l76rk80]Blast 10 (Holy Arrows; Power Feats: Alternate Power 3) [23] [*:3l76rk80]AP: Strike 10 (Holy Weapons; Extra: Penetrating 6; Power Feats: Affects Insubstantial, Mighty, Split Attack, Variable Descriptor (Bludgeoning, Slashing, or Piercing)) [*:3l76rk80]Healing 10 [*:3l76rk80]Emotion Control 10 (Extra: Area (General,Burst), Selective Attack; Flaws: Range 2 (Touch)) [*:3l76rk80]Comprehend 2 (Speak any language and understand all) [4] [*:3l76rk80]Flight 3 [6] [*:3l76rk80]Immunity 7 (Aging, disease, poison, starvation and thirst, need for sleep, and suffocation) [7] [*:3l76rk80]Morph 1 (Any angelic) [2] [*:3l76rk80]Protection 7 [7] Drawbacks: -3pp Moderate Vulnerability to Evil, such as demonic, diabolical, or Hellish powers. [b]DC Block: ATTACKS: SAVE DC: DAMAGE TYPE:[/b] Blast +10 DC 25 Toughness Piercing, Holy Strike +7 DC 28 Toughness P/S/B, Holy Emotion Control DC 20 Will Various Costs: Abilities (36) + Combat (28) + Saves (18) + Skills (13) + Feats (9) + Powers (49) - Drawbacks (3) = Total Cost 150 pp
  2. It's not an extra or anything. UP says to specify either attached or stationary for an area effect with a duration longer than instant, like it says to choose whether an area effect is general or targeted.
  3. That's what I was looking for, both of those 1 rank functions, for a total of 2. I rephrased it to be clearer. I was looking at the Perception area from UP, but it should probably just be a burst. Changed. The attached is just a specification from UP for area powers with a longer duration, whether the effect remains attached to the original targets or is stationary, releasing targets that leave and affecting new ones that enter.
  4. Is it? Well, she's a benevolent protector, so she wouldn't have to trick anybody. She could have been sent in response to an entreaty for aid. Archangel knew that people could use help, so it makes sense if that knowledge came from an invitation. I'll have to think about whether Archangel knows about the summons, and, if so, if she knows who the summoner was. Ah, good point. The one rank is fine, even in the array, because Archangel was never really going to use it for a disguise--she'd simply be a young woman with long blonde hair and golden wings today, and an older man with graying dark hair and white wings when you saw him next week. I just thought it was a bit much for a Feature, and Morph seemed best. Ah, I misread the book. It should be two ranks, and yes, it's language. I've also made some adjustments to Archangel's Emotion Control. The Extras and Flaws should cancel out, so there's no change in cost. Archangel is always the object of any emotions (which I didn't think was enough for a limited flaw since it only applies to half of them anyway). I decided a higher Will save is more likely to protect her from the attacks she'd face anyway, so I dropped the Impervious and bumped her saves with the remaining points. Player’s Name: Karma (Not a very good portrait, but I like having one) Character’s Name: Archangel Alternate Identity: None Height: Varies Weight: Varies Hair: Varies Eyes: Varies Description: Archangel is a literal angel (/good spirit/demigod/whatever you want to call them). The physical form he/she took upon coming to earth reflects the idea people would have of such a being, and so Archangel appears as a winged human. The exact form Archangel takes may change over time. History: I don’t remember exactly where I came from. That was part of the agreement of my coming. I can’t tell anyone here about what is beyond here, and to facilitate that I don’t even remember it. I’m not here to take sides, or point out one person’s or one religion’s ideas as right or wrongâ€â€I’m here to help those in need, whoever they may be. I think that says more about where I come from than any memories would anyway, don’t you think? In my true form, I don’t really have a form. I’m a spirit. Here, I have a true, physical form (if it’s slightly more… mutable than normal physical bodies). I can die here, although I know I’ll go back to where and how I was before if that happens. I can feel pain here, but I can also do good things and help people… I’m not planning to leave here until this body does die. I think I may have been given some information about this world, or maybe this isn’t the first time I’ve undertaken this mission. Parts of the human world seem familiar to me, although there are definitely parts I’m still learning about. The place I arrived is called “Freedom City.†This area is full of people who are beyond the normal ideas of humanâ€â€or who aren’t human at all. Many of them use their special powers for good, and I’m willing to fight alongside them. Others… well, there wouldn’t be any fighting without them, now would there? I haven’t been here long, but I think both my holy sword and my healing hands will see great use here. And I’m ready for it. Archangel’s powers reflect his/her angelic form. Archangel can heal others, or use objects one might expect to see in a depiction of an angel (such as a sword, bow, armor, or trumpet) against villains. These items aren’t actually devices but a part of Archangel’s form. Complications: Honor (Archangel will never use lethal force against conscious beings if it is at all possible to avoid it; this makes intelligent constructs and undead a serious problem) Tradeoffs: +3 Melee damage/-3 Melee attack Stats: 36pp Str: 16 (+3) Dex: 16 (+3) Con: 16 (+3) Int: 16 (+3) Wis: 16 (+3) Cha: 16 (+3) Combat: 28pp Attack: +7 Grapple: +13 Defense: +7 (20, 14 flat-footed) Knockback: -5 Initiative: +3 Saves: 18pp Toughness: +10 (+3 Con, +7 Protection) Fortitude: +5 (+3 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +13 (+3 Wis, +10) Skills: 52r = 13pp Concentration 4 (+7) Diplomacy 12 (+15) Intimidate 12 (+15) Knowledge (Theology and Philosophy) 15 (+18) Notice 4 (+7) Sense Motive 5 (+8) Feats: 9pp Attack Focus (Ranged), Attack Specialization (Blast), Dodge Focus 2, Fascinate (Intimidate), Inspire 3, Power Attack Powers: 49pp [*:2l5yesxc]Blast 10 (Holy Arrows; Power Feats: Alternate Power 3) [23] [*:2l5yesxc]AP: Strike 10 (Holy Weapons; Extra: Penetrating 6; Power Feats: Affects Insubstantial, Mighty, Split Attack, Variable Descriptor (Bludgeoning, Slashing, or Piercing)) [*:2l5yesxc]Healing 10 [*:2l5yesxc]Emotion Control 10 (Extra: Area (General,Burst, Attached), Selective Attack; Flaws: Range 2 (Touch)) [*:2l5yesxc]Comprehend 2 (Speak any language and understand all) [4] [*:2l5yesxc]Flight 3 [6] [*:2l5yesxc]Immunity 7 (Aging, disease, poison, starvation and thirst, need for sleep, and suffocation) [7] [*:2l5yesxc]Morph 1 (Any angelic) [2] [*:2l5yesxc]Protection 7 [7] Drawbacks: -3pp Moderate Vulnerability to Evil, such as demonic, diabolical, or Hellish powers. [b]DC Block: ATTACKS: SAVE DC: DAMAGE TYPE:[/b] Blast +10 DC 25 Toughness Piercing, Holy Strike +7 DC 28 Toughness P/S/B, Holy Emotion Control DC 20 Will Various Costs: Abilities (36) + Combat (28) + Saves (18) + Skills (13) + Feats (9) + Powers (49) - Drawbacks (3) = Total Cost 150 pp
  5. Huh. Fixed. Natural talent rather than trained skill. This is a girl who can actually make one suffer a literal run of bad luck, after all. Perhaps it should be Enhanced rather than normal ranks, though. I don't really mind lowering it, if you wish. I thought of the Healing when I was adding the Blast vs Fort. I figured the same explanation could work the other way around, too. It's a minor point though, if you don't like it I can drop it. The Regeneration could also work. Should probably change the duration to Continuous, too, although it doesn't make much of a difference. Bah. Ability to count is overrated anyway. Fixed Player’s Name: Karma Power Level: 6 Character’s Name: Karma Alternate Identity: Vicki Browne Age: 15, almost 16 Height: 5’4†- 5’6†in costume Weight: 130 lb Hair: Braided shoulder-length black Eyes: Brown Description: Vicki Browne is a black teenage girl of around average height and build, if more muscular than most. She wears her hair in braids of about shoulder length, and typically wears jeans or denim skirts and various T-shirts or sweat shirts when not in costume or her Claremont Academy uniform. Her Karma costume consists mostly of normal clothing in garish black and purple: Bright purple tights, a black skirt, a purple tank top, a black buttoned shirt worn open, and black and purple platform shoes. She conceals her identity with a purple mask (trimmed with black) and ties her braids back behind her head . History: My background isn’t so amazing, although I think things might have been worse if I hadn’t been born in Freedomâ€â€lucky, I guess. Born and raised here, in Freedom City, in one of the nicer neighborhoods in southern Freedom. I’ve… always been lucky. Things have always tended to go my way. That’s gotten truer and truer as I’ve gotten older. I can guess answers on a test and get them rightâ€â€and that’s when I didn’t study just the right parts of the book anyway. I always made the team or gotten the part I wanted in the school play, and usually because of a lucky shot or happenstance. I’ve won a lot of raffles, and my room is crowded with those giant stuffed animals that nobody ever wins in carnival games. Given where I grew up, and what growing up was like for me, I wasn’t that shocked when I started to realize that I wasn’t just lucky, I was actually influencing probability. I did it subconsciously at first, but I’ve gotten better at controlling it now. Things still happen in my favor without me even trying, though. See, it’s like this. Y’know how they say that, at any time, there’s a huge big number of different things that could happen? I tend to naturally… prune off some of the less-interesting ones. And the ones I like, but that are really unlikely? If I focus (or just really want it) I can make it, well, more likely. And vice versa; things that would probably happen, but that I wouldn’t like, suddenly probably will not happen instead. They still might, but, y’know, probably not. As luck would have it, I found myself once at the scene of a bank robbery while trying to take out some money from my school’s drama club account to use for buying props. Some… unlikely kept the robbers from hurting anybody and delayed them until some of our local superheroes showed up. I didn’t think anybody knew that I gave that outcome a little push, but somebody must’ve. Still, my lucky day. That altercation got me an invite into the Claremont Academy, and I’ve had a bit of a chance to practice both my powers and my self-defense skills. I haven’t done any hero-ing since stopping that robbery, but I… I think I’m ready. My power is stronger than I realized when I really focus at it, and I can do some amazing things. I chose the superheroine name “Karmaâ€Â. Quick and dirty definition of that word: Bad stuff is more likely to happen to bad people, good stuff to good people. I help that happen. Good name for me? Complications: Phobia (Bad luck and luck-related superstitions), Responsibility (Family), Secret (Identity) Allegiances: Good, Claremont Academy, Freedom City Stats: 16pp Str: 14 (+2) Dex: 14 (+2) Con: 12 (+1) Int: 12 (+1) Wis: 10 (+0) Cha: 14 (+2) Combat: 8pp Attack: +2 Grapple: +8 Defense: +2 (16, 11 flat-footed) Knockback: -3 Initiative: +2 Saves: 9pp Toughness: +6/+5 Flat-footed/+2 vs Crits (+1 Con, +1 Defensive Roll, +4 Protection) Fortitude: +3 (+1 Con, +2) Reflex: +5 (+2 Dex, +3) Will: +4 (+0 Wis, +4) Skills: 16r = 4pp Intimidate 8 (+10) Notice 4 (+4) Sense Motive 4 (+4) Feats: 1pp Defensive Roll Powers: 52pp Blast 6 (Extra: Alternate Save (Fort); PF: Alternate Power 4) [22] AP: Blast 6 (PFs: Indirect 3) AP: Strike 4 (Extra: Linked Stun 6; PF: Mighty) AP: Healing 5 (Extra: Ranged) AP: Nullify 7 (All Defense Powers) Luck Control 3 (Spend HP on another's behalf, spend HP to negate another's HP or GM fiat, spend HP to force a re-roll for the worse) [9] Protection 4 (Drawback: Weak Point) [3] Enhanced Attack 4 [8] Enhanced Feats 10 (Dodge Focus 4, Beginner's Luck, Evasion, Improved Critical (Strike), Luck 3) [10] Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Blast +6 Toughness 21 Bruise Blast +6 Fort 21 Bruise Mighty Strike +6 Toughness 21/Fort 16 Bruise/Daze Crit 19-20 Nullify +6 +7 opposed Power Check Negates Defense Powers Costs: Abilities (16) + Combat (8) + Saves (9) + Skills (4) + Feats (1) + Powers (52) - Drawbacks (00) = Total Cost 90 Power Descriptions: All of Karma's powers come from a mutation that she was born with, that has grown slowly in power as she grew up. She was using them subconsciously to some extent all along, but she is far more powerful when she concentrates. Indirect Blast: It would be very unlikely for an object to fall on a villain, and even more unlikely that it would actually hurt him or her. Karma can vastly increase the likelihood that accidents like this happen around her. This usually has the bludgeoning descriptor, but if other types of accidents are more likely the GM could change it for a particular attack. Blast vs Fort: The human body (or most other structures that Karma might want to damage, for that matter) is a very complex thing. The number of things that may simply go wrong is very high, and, as hospital emergency staffs can attest, sometimes they do. Karma can increase the likelihood of these circumstances occurring by a very large degree. She could attempt to inflict serious complications like heart attacks, but has always used non-lethal ones in the past and has no intention of changing that. People just pass out sometimes; it happens. Healing: Just as things might go wrong with the body, sometimes things fall into place just right. Maybe an attack wasn’t as bad as it first appeared, maybe the hero recovers from unconsciousness at just the right time, or maybe things work out so that his injuries don’t actually make him any more susceptible to further attack. Enhanced Attack/Dodge Focus: Karma has some skill in battle, but most of her ability is pure luck. Opponents tend to dodge the wrong way into her attacks, and sometimes she avoids blows by tripping and stumbling out of the way. Strike/Stun: Karma’s punches and kicks always seem to hit her opponents in just the right spots to hurt them far more than one would expect. Protection: Even when foes manage to land attacks on Karma, its often a glancing blow or otherwise not very damaging. It is less likely than one might expect to land a solid hit on this girl. A truly lucky opponent, however, can beat the odds. Nullify: Enemies’ defenses aren’t infallible. Sometimes, they just aren’t working properly or the heroes’ attacks hit in just the right ways to get around them. It’s possible, after allâ€â€and the possible is probable.
  6. Player’s Name: Karma (Not a very good portrait, but I like having one) Character’s Name: Archangel Alternate Identity: None PL: 10 (153pp) Unspent PP: 3 Height: Varies Weight: Varies Hair: Varies Eyes: Varies Description: Archangel is a literal angel (/good spirit/demigod/whatever you want to call them). The physical form he/she took upon coming to earth reflects the idea people would have of such a being, and so Archangel appears as a winged human. The exact form Archangel takes may change over time. History: I don’t remember exactly where I came from. That was part of the agreement of my coming. I can’t tell anyone here about what is beyond here, and to facilitate that I don’t even remember it. I’m not here to take sides, or point out one person’s or one religion’s ideas as right or wrongâ€â€I’m here to help those in need, whoever they may be. I think that says more about where I come from than any memories would anyway, don’t you think? In my true form, I don’t really have a form. I’m a spirit. Here, I have a true, physical form (if it’s slightly more… mutable than normal physical bodies). I can die here, although I know I’ll go back to where and how I was before if that happens. I can feel pain here, but I can also do good things and help people… I’m not planning to leave here until this body does die. I think I may have been given some information about this world, or maybe this isn’t the first time I’ve undertaken this mission. Parts of the human world seem familiar to me, although there are definitely parts I’m still learning about. The place I arrived is called “Freedom City.†This area is full of people who are beyond the normal ideas of humanâ€â€or who aren’t human at all. Many of them use their special powers for good, and I’m willing to fight alongside them. Others… well, there wouldn’t be any fighting without them, now would there? I haven’t been here long, but I think both my holy sword and my healing hands will see great use here. And I’m ready for it. Archangel’s powers reflect his/her angelic form. Archangel can heal others, or use objects one might expect to see in a depiction of an angel (such as a sword, bow, armor, or trumpet) against villains. These items aren’t actually devices but a part of Archangel’s form. Complications: Honor (Archangel will never use lethal force against conscious beings if it is at all possible to avoid it; this makes intelligent constructs and undead a serious problem) Tradeoffs: +3 Melee damage/-3 Melee attack Stats: 36pp Str: 16 (+3) Dex: 16 (+3) Con: 16 (+3) Int: 16 (+3) Wis: 16 (+3) Cha: 16 (+3) Combat: 28pp Attack: +7 Grapple: +13 Defense: +7 (20, 14 flat-footed) Knockback: -5 Initiative: +3 Saves: 18pp Toughness: +10 (+3 Con, +7 Protection) Fortitude: +5 (+3 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +13 (+3 Wis, +10) Skills: 52r = 13pp Concentration 4 (+7) Diplomacy 12 (+15) Intimidate 12 (+15) Knowledge (Theology and Philosophy) 15 (+18) Notice 4 (+7) Sense Motive 5 (+8) Feats: 9pp Attack Focus (Ranged), Attack Specialization (Blast), Dodge Focus 2, Fascinate (Intimidate), Inspire 3, Power Attack Powers: 49pp [*:3d253sn7]Blast 10 (Holy Arrows; Power Feats: Alternate Power 3) [23] [*:3d253sn7]AP: Strike 10 (Holy Weapons; Extra: Penetrating 5; Power Feats: Affects Insubstantial 2, Mighty, Split Attack, Variable Descriptor (Bludgeoning, Slashing, or Piercing)) [*:3d253sn7]Healing 10 [*:3d253sn7]Emotion Control 10 (Extra: Area (General,Burst), Selective Attack; Flaws: Range 2 (Touch)) [*:3d253sn7]Comprehend 2 (Speak any language and understand all) [4] [*:3d253sn7]Flight 3 [6] [*:3d253sn7]Immunity 7 (Aging, disease, poison, starvation and thirst, need for sleep, and suffocation) [7] [*:3d253sn7]Morph 1 (Any angelic) [2] [*:3d253sn7]Protection 7 [7] Drawbacks: -3pp Moderate Vulnerability to Evil, such as demonic, diabolical, or Hellish powers. [b]DC Block: ATTACKS: SAVE DC: DAMAGE TYPE:[/b] Blast +10 DC 25 Toughness Piercing, Holy Strike +7 DC 28 Toughness P/S/B, Holy Emotion Control DC 20 Will Various Costs: Abilities (36) + Combat (28) + Saves (18) + Skills (13) + Feats (9) + Powers (49) - Drawbacks (3) = Total Cost 150 pp
  7. I made a few adjustments. I moves most of her feats to Enhanced Feats, since they were mostly based on her luck anyway. I also moved a few points around so I could get Luck Control out of the array. It occurred to me that having a reaction power in an array full of mostly standard action attacks didn't work very well. :oops:
  8. Player’s Name: Karma Power Level: 6 (90pp) Unspent PP: 0 Character’s Name: Karma Alternate Identity: Vicki Browne Age: 15, almost 16 Height: 5’4†- 5’6†in costume Weight: 130 lb Hair: Braided shoulder-length black Eyes: Brown Description: Vicki Browne is a black teenage girl of around average height and build, if more muscular than most. She wears her hair in braids of about shoulder length, and typically wears jeans or denim skirts and various T-shirts or sweat shirts when not in costume or her Claremont Academy uniform. Her Karma costume consists mostly of normal clothing in garish black and purple: Bright purple tights, a black skirt, a purple tank top, a black buttoned shirt worn open, and black and purple platform shoes. She conceals her identity with a purple mask (trimmed with black) and ties her braids back behind her head . History: My background isn’t so amazing, although I think things might have been worse if I hadn’t been born in Freedomâ€â€lucky, I guess. Born and raised here, in Freedom City, in one of the nicer neighborhoods in southern Freedom. I’ve… always been lucky. Things have always tended to go my way. That’s gotten truer and truer as I’ve gotten older. I can guess answers on a test and get them rightâ€â€and that’s when I didn’t study just the right parts of the book anyway. I always made the team or gotten the part I wanted in the school play, and usually because of a lucky shot or happenstance. I’ve won a lot of raffles, and my room is crowded with those giant stuffed animals that nobody ever wins in carnival games. Given where I grew up, and what growing up was like for me, I wasn’t that shocked when I started to realize that I wasn’t just lucky, I was actually influencing probability. I did it subconsciously at first, but I’ve gotten better at controlling it now. Things still happen in my favor without me even trying, though. See, it’s like this. Y’know how they say that, at any time, there’s a huge big number of different things that could happen? I tend to naturally… prune off some of the less-interesting ones. And the ones I like, but that are really unlikely? If I focus (or just really want it) I can make it, well, more likely. And vice versa; things that would probably happen, but that I wouldn’t like, suddenly probably will not happen instead. They still might, but, y’know, probably not. As luck would have it, I found myself once at the scene of a bank robbery while trying to take out some money from my school’s drama club account to use for buying props. Some… unlikely kept the robbers from hurting anybody and delayed them until some of our local superheroes showed up. I didn’t think anybody knew that I gave that outcome a little push, but somebody must’ve. Still, my lucky day. That altercation got me an invite into the Claremont Academy, and I’ve had a bit of a chance to practice both my powers and my self-defense skills. I haven’t done any hero-ing since stopping that robbery, but I… I think I’m ready. My power is stronger than I realized when I really focus at it, and I can do some amazing things. I chose the superheroine name “Karmaâ€Â. Quick and dirty definition of that word: Bad stuff is more likely to happen to bad people, good stuff to good people. I help that happen. Good name for me? Complications: Phobia (Bad luck and luck-related superstitions), Responsibility (Family), Secret (Identity) Allegiances: Good, Claremont Academy, Freedom City Stats: 16pp Str: 14 (+2) Dex: 14 (+2) Con: 12 (+1) Int: 12 (+1) Wis: 10 (+0) Cha: 14 (+2) Combat: 8pp Attack: +2 Grapple: +8 Defense: +2 (16, 11 flat-footed) Knockback: -3, -2 flat-footed Initiative: +6 Saves: 9pp Toughness: +6/+5 Flat-footed/+2 vs Crits (+1 Con, +1 Defensive Roll, +4 Protection) Fortitude: +3 (+1 Con, +2) Reflex: +5 (+2 Dex, +3) Will: +4 (+0 Wis, +4) Skills: 16r = 4pp Intimidate 8 (+10) Notice 4 (+4) Sense Motive 4 (+4) Feats: 1pp Defensive Roll Powers: 52pp Blast 6 (Extra: Alternate Save/Fort; PF: 3 Alternate Powers) [21] AP: Blast 6 (PFs: Indirect 3, Variable Descriptor 2) AP: Nullify 6 (All Defense Powers at once) AP: Strike 4 (Extra: Linked Stun 6; PF: Mighty) Enhanced Attack 4 [8] Enhanced Feats 11 (Dodge Focus 4, Beginner's Luck, Evasion, Improved Critical (Strike), Improved Initiative, Luck 3) [11] Luck Control 3 (Spend HP on another's behalf, spend HP to negate another's HP or GM fiat, spend HP to force a re-roll for the worse) [9] Protection 4 (Drawback: Weak Point) [3] Drawbacks: 0pp None DC Block: Unarmed -- DC 17/Toughness -- Damage Blast -- DC 21/Toughness 21 -- Bruise (Indirect 3, Variable Descriptor 2) Blast -- DC 21/Fort -- Bruise Nullify -- +6 opposed Power Check -- Negates Defense Powers Strike -- DC 21/Toughness -- Bruise (Crit 19-20) plus * Stun -- DC 16/Fort -- stunned Costs: Abilities (16) + Combat (8) + Saves (9) + Skills (4) + Feats (1) + Powers (52) - Drawbacks (00) = Total Cost 90 Power Descriptions: All of Karma's powers come from a mutation that she was born with, that has grown slowly in power as she grew up. She was using them subconsciously to some extent all along, but she is far more powerful when she concentrates. Indirect Blast: It would be very unlikely for an object to fall on a villain, and even more unlikely that it would actually hurt him or her. Karma can vastly increase the likelihood that accidents like this happen around her. This usually has the bludgeoning descriptor, but if other types of accidents are more likely the GM could change it for a particular attack. Blast vs Fort: The human body (or most other structures that Karma might want to damage, for that matter) is a very complex thing. The number of things that may simply go wrong is very high, and, as hospital emergency staffs can attest, sometimes they do. Karma can increase the likelihood of these circumstances occurring by a very large degree. She could attempt to inflict serious complications like heart attacks, but has always used non-lethal ones in the past and has no intention of changing that. People just pass out sometimes; it happens. Enhanced Attack/Dodge Focus: Karma has some skill in battle, but most of her ability is pure luck. Opponents tend to dodge the wrong way into her attacks, and sometimes she avoids blows by tripping and stumbling out of the way. Strike/Stun: Karma’s punches and kicks always seem to hit her opponents in just the right spots to hurt them far more than one would expect. Protection: Even when foes manage to land attacks on Karma, its often a glancing blow or otherwise not very damaging. It is less likely than one might expect to land a solid hit on this girl. A truly lucky opponent, however, can beat the odds. Nullify: Enemies’ defenses aren’t infallible. Sometimes, they just aren’t working properly or the heroes’ attacks hit in just the right ways to get around them. It’s possible, after allâ€â€and the possible is probable.
×
×
  • Create New...