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Thejoshie

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  1. Looking the stats back over, there is only one stat that would be considered that of a ten year-old: Her strength. I did this as a character flaw. If her enhanced strength was to go away, she would literally have the strength of a ten year-old cause she never 'had' to rely on natural muscles. The Psychic flaw was developed to the other mod's tastes. He asked for it to be this level and I agreed to him and moved it up (playing ball, as they say ;-) ). I don't mind, as it's something that'll make the character interesting. Any more questions?
  2. Okay, based on the definition of lack of wealth, I dumped it as a drawback. To make it up, I boosted the Psychic attack to common/major, which adds up to -4pp
  3. I JUST changed them a couple minutes ago. I added a drawback.
  4. ((This is based off an Archetype I was dying to tryout.)) Players Name: Joshua Power Level: 10 (153/155 pp) Unspent PP: 2 Characters Name: Tarantula Alternate Identity: Yukio Mishka Height: 5’5†Weight:175 lbs Hair: Blond Eyes: Brown Description: Yukio carries with her a sort of rugged beauty, one that only a select few may find as beautiful. Her skin carries an off-white tint, her hair a reddish auburn, and her eyes a dusty brown. Her circular eyeshape, normal nose, and medium lips keeps her from being a stunning knockout. History: Project 9 appeared to be a rousing success. As the Illuminati vice chancellor viewed the growing form in the chemical filled vat he was filled with pride. The genetic material and technology provided and stolon from various labs around the world were acting as promised. All data indicated the clone growing in the vat was vastly superior to her genetic donor. Exceptional physical abilities on a lightweight but durable skeletal structure were the least impressive of the child’s features. Brain scans indicated exceptional psychic potential as well. Project 9 was birthed when she reached physical maturity and Agent 6 was assigned to handle education and indoctrination. Agent 6 selected a spider for psychological programming believing that the arachnid’s small size would allow her to instill a sense of vulnerability, while it’s predatory nature would allow her to push Project 9’s potential. She designated Project 9 Tarantula and began work. Under Agent 6’s instruction and mental programming techniques, Tarantula learned to utilize her superior physique and manifested her psychic abilities with a spider theme. By generating psychic ectoplasm she could adhere to surfaces and generate webbing (she seems to enjoy using her fingers to produce the psychic webbing). She also developed a psychic ability to detect threats that entered or arose in her general area, through this ability has been known to be spotty at best. Tarantula’s training was going well until her first planned field exercise. The mission was simple. Go from point A to point B. Arach-Miss left location A as planned and proceded to not arrive at location B. Her homing tranmitter was located on a Pit Bull Terrier in the suburbs. Tarantula was missing and Agent 6 fled before her superiors could hold her responsible. Complications: :arrow: Enemy [Hunted by Illuminati]- Every exploit Yukiko does in public, risks exposure to the Illuminati. Whenever she risks public exposure (television coverage that can be seen nationally), she gains a hero point. :arrow: Phobia [Tight and enclosed spaces; Underwater; Needles]- Yukio has been a lab rat most her life, and now that she has a taste of freedom, there is no going back for her. Enclosed spaces, being under water, or needles sticking into her are three things that on a failed WILL check will cause Yukiko to 'freeze' up and miss her turn. Memories of her time in the labs will resurface. :arrow: Responsibility [Protecting Angela Creed (Agent 6), Job as courier for Newspaper, High school student]- Yukiko must share the responsibility of protecting her adoptive mother, her job as a freelance paper carrier (which often is used to finance her vigilantee night job), and being a junior in high school. She has a reputation of being late and lax in her studies due to her crime-fighting. Whenever Yukiko is late to school or work, is forced to choose between eraning money and saving lives, or her mother is in danger, she earns a hero point. :arrow: Secret [identity]- This is obvious. If her secret Identity is endangered, she gains a hero point. :arrow: Phobia [Fear of trusting men] Yukiko due to her cruel early child hood around male scientists and the kindness of a woman scientist, has a rough time connecting with males and an easier time around females. While she can interact just fine, whenever she has to 'trust' a male on anything interpersonal, she must make a WILL check to break past her own emotional walls. Failure will lead to her sealing up her emotions. If this leads to a dangerous situation, a hero point. She can communicate with other women, no problem. Stats: 7pp STR: 7[28] (-2/+8) DEX: 10[32] (+0/+11) CON: 10[24] (+0/+7) INT: 16 (+3) WIS: 10 (+0) CHA: 14 (+2) Combat: 22pp Attack: +6 (+10 Melee, +12 Unarmed Grapple: +0 Defense: 16/19 with dodge focus (13 flat-footed) Knockback: -3 Initiative: +11 Saves: 14pp Toughness: +7 (+7 Con, +0 other) Fortitude: +11 (+7 Con, +0) Reflex: +15 (+11 Dex, +4) Will: +6 (+0 Wis, +6) Skills: 56r = 14pp Acrobatics 9 (+20) Bluff 8 (+10) Climb 4 (+13) Concentration 8 (+8 ) Disable Device 4 (+7) Investigate 6 (+9) Notice 5 (+5) Search 5 (+8 ) Stealth 7 (+18 ) Feats: 9pp Acrobatic Bluff Attack Focus (melee) 4 Attack Specialization (Unarmed) Defensive Attack Dodge Focus 3 Improved Defense Sneak Attack Taunt Powers: 89pp Enhanced Strength 21 (21pp) Enhanced Dexterity 22 (22pp) Enhanced Constitution 14 (14pp) Super-Senses 6 (Danger Sense [mental], Spatial Awareness, Uncanny Dodge [mental]; 6pp) Super-Movement 2 (Wall-Crawling 2; 4pp) Super-Strength 2 (Heavy Load: ~1.5 tons; 4pp) The Psychic Webbing: Snare 6 (Power Feats: Split Attack, Tether; 14pp) Alternate: Create Object 6 (Power Feats: Innate, Tether; 1pp) Speed 2 (25 MPH; Flaw: Limited [only when Swinging; -1]; 1pp) Super-Movement 1 (Swinging; 2pp) Drawbacks: -5pp Vulnerable (DC 15 to overcome psychic attacks; uncommon Frequency, Major Intensity -3pp) Power Loss (Danger Sense, Snare/Create Object, and Wall-Crawling, when under the lasting effect of a mental power; -2pp) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Regular Melee 20 Bruise Sneak Attack 22 Bruise Snare (Webs) 16 (reflex) Entangle Costs: Abilities (07) + Combat (22) + Saves (14) + Skills (14) + Feats (13) + Powers (89) - Drawbacks (05) = 153/155pp
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