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Edrobot

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  1. Made a few changes to my sheet. Nothing major, just a couple of story touch-ups.
  2. Another update! I made the changes I said I would make, plus a couple more.
  3. I didn't really want to get too caught up in swords; the Silver Saber was just supposed to be a backup weapon. And Shane the Brain is right, I was just trying to be sarcastic in the Silver Saber's description. If it's any consolation, this is what I wanted to put in the next sentence. On the TAG: It's still a relatively ordinary looking firearm, not at all something you'd expect a "magic gun" to look like. On the Mage's Hand: I probably should have described this a bit better. This is what I'll put in my next update: And then I'll probably have a sentance or two about it's history and how Scott had to fight an army of mummified ninjas to get to it or something. On The COMET Handheld Portal Device: I kinda wanted to avoid direct refrences to P0rtal, but I'm glad you got the joke. Here's the revised version; On Personality: I'm still kind of having trouble with this, but it's not my highest priority. I should say something to explain why his diplomacy stat is so high, though, and why he's putting himself on the line for COMET's reputation. On Disarmament Complication: I'm pretty sure one of the Refs was the one who actually suggested it. I could be wrong, though.
  4. [floatr][/floatr] Player Name: Edrobot Character Name:The Golden Comet Power Level: 10 (150 PP) Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness (or "None") Unspent PP: 54 Progress To Bronze Status: 0/30 In Brief: (1-2 sentences which sum up the whole character) Scott Stalvern is a Marine working for AGEIS on an anti-demon task force. To improve their reputation, he fights crime and investigates the paranormal using experimental power armor and magic weapons. Alternate Identities: Identity: Scott Stalvern Birthplace: Chicago, IL Occupation: Marine Affiliations: U.S. Military, COMET Family: John Stalvern (father, deceased), Jane Stalvern (mother), James Stalvern (grandfather) Age: 23 (DoB: April, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 6’1’’ Weight: 160 lbs. (184 lbs. with the GOLDENROD) Eyes: Brown Hair: Brown Description: Power Descriptions: (if applicable) The GOLDENROD: Despite making the wearer look like a 60’s era Cyberman, the GOLDENROD is one of the most state-of-the-art pieces of equipment ever designed. Not only does it improve the user’s dexterity to the Nth digree and redirect incoming attacks, but it also has a built in optical scanner for advanced field work. It’s still a prototype, however, so there are some kinks to work out. The TAG: Despite looking like an ordinary gun, the TAG is actually a magical weapon device built by a magical savant. Due to it’s magical properties, the device has proven almost impossible to reproduce, but it’s anti-super properties have served John well during his time in COMET. It works by conjuring up magical “bullets†made of an unknown self-adjusting meta-substance, which are then expelled at an incredible velocity via additional magic. The “bullets†tend to hang around for a bit even after hitting a target, which only serves to harm the target further. The Silver Saber: This is just one of those dime-a-dozen magic swords carved with ethereal runes that drain the life force from the wielder’s enemies. Nothing special. It was either made by a secret order of monks dedicated to protecting the box that contains the entire universe, or it was made by Dracula. We’re not quite sure which. The Mage’s Hand: A mummified hand on the end of a long metal chain. Controlled by the wielder’s thoughts, the hand is surprisingly dexterous, and can even float in midair. It is also surprisingly strong for its size, being capable of lifting heavy loads without the slightest effort on the user’s part. When not in use the hand curls into a fist, though it can just as easily take on any pose that a human’s hand could. The COMET Handheld Portal Device: Another prototype from the COMET labs, the “Portal Cube†(as the tech guys call it), is an orange box with a bunch of knobs and switches on it. When activated, it will open a 5x5 wormhole between any two points within 20 miles of each other within the same plane of existence. Anyone can pass through the portal, but it only last as long as Scott keeps it stabilized. History: Following in his father’s footsteps, Captain Scott Stalvern became a Marine in 2010, and showed such exceptional potential that he was drafted into AEGIS almost immediately. His first assignment was to fight “The New Year’s Invasion†of 2011, in which the Japanese netherworld deity Izinami emerged from a ley-line located near San Fransico as the result of a mad scientist foolishly trying to use its “geothermal energies†to carve his name into the moon. Upon arriving, Izinami and her army of demons proceeded to lay siege to the city for nearly a week, proving impervious to nearly all forms of damage. After weeks of fighting, Scott’s company managed to kill her with one of the many magic weapons they had picked up from the enemy forces. Frustrated at AEGIS’ inability to stop Izinami through conventional means, Stewart Bonham created COMET (Classified Operational Meta-entity Extraction Team) to research the unconventional, whether it be magic, psionic, or hyper-advanced space-alien technology. He then had Scott transferred to Freedom City, so that the Marine could lead COMET himself. But in spite of these lofty goals, COMET’s success has been less than ideal. COMET is seen as something as a joke by the rest of AEGIS, and so far they have yet to create anything reproducible on a large scale. To make matters worse, ever since their last lab ra- I mean field agent went AWOL back in Feburary 2011, they’ve been having trouble getting funding from the higher-ups. As leader of COMET, Scott knew he had to improve their reputation somehow. So, requisitioning the prototype GOLDENROD and a number of mystic artifacts, he took to the streets as the crime-fighter Golden Comet, to prove COMET’s worth to Freedom City once and for all! Personality & Motivation: Scott is a simple man, but not a stupid one. He’s hard to trick, and he sticks to his morals even in the face of certain death. Scott is just happy to be serving his country. Powers & Tactics: Complications: Arsenal: It’s possible to knock specific weapons out of Scott’s hands despite the fact that you can’t disarm his entire arsenal in one go. Allegiance: To his superior officers is AGIES and COMET. An order is an order, and while not every general is a paragon of virtue Scott is still obliged to follow their commands, else he be dishonorably discharged from service. Enemy: Demons, evil gods, and other paranormal things. While he hasn’t quite caught the eye of the big leaguers, Scott’s made a number of enemies in the short time he’s been active. Enemy: The last guy. They say the last guy who wore the previous version of the GOLDENROD was driven insane by a “gem of pure madness†during a field mission. Scott might have to deal with this guy sooner or later... Phobia: Ophidiophobia. After a near death experience during a trip to Australia as a kid, Scott has had an acute fear of snakes. Let’s hope he doesn’t run into the Serpent People anytime soon... Reputation: Despite having top-level security clearance, COMET is seen as something of a joke by most of AGEIS. Abilities: 2 + 4 + 4 + 0 + 4 + 2 = 16PP Strength: 12 (+1) [2PP] Dexterity: 18/14 (+4/+2) [4PP] Constitution: 14/14 (+2/+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16 PP Initiative: +4/+2 Attack: +4 [8PP] (+12 Ranged) Grapple: +5 Defense: +4/+12, +2 Flat-Footed [6PP] Knockback: -4/-1 Saving Throws: 0 + 0 + 6 = 6PP Toughness: +8/+2 (+2 Con, +6/+0 Protection) [impervious 6, Reflective 1 (Ranged) [6]] Fortitude: +8/+2 (+2 Con, +6/+0 Enhanced Fortitude) Reflex: +10/+2 (+4/+2 Dex, +6/+0 Enhanced Reflex) Will: +8 (+2 Wis, +6) Skills: 79R = 19PP Acrobatics: 6 (+10/+8, Skill Mastery) Climb: 2 (+3) Knowledge (Arcane Lore): 1 (+1) Concentration: 8 (+10) Diplomacy: 14 (+15) Drive: 6 (+10/+8, Skill Mastery) Escape Artist: 4 (+8/+6, Skill Mastery) Gather Information: 4 (+5) Notice: 8 (+10) Search: 3 (+4) Sense Motive: 13 (+15) Stealth: 6 (+10/+8, Skill Mastery) Survival: 2 (+5/+3) Swim: 4 (+5) Feats: 18PP Accurate Attack Acrobatic Bluff All-Out Attack Benefit (Security Clearance) Attack Focus (Ranged) 8 Connected Defensive Attack Evasion Improved Aim Quick Draw Skill Mastery (Acrobatics, Stealth, Escape Artist, Drive) Uncanny Dodge (Visual) Well-Informed Powers: 50 + 28 = 78PP Device 12 (60PP, Extras:, Flaws: Hard-To-Lose, Drawbacks: ) (GOLDENROD, Technology) [50 PP] Enhanced Dexterity 3 [3 PP] Enhanced Fortitude Save 6 [6 PP] Enhanced Reflex Save 5 [5 PP] Flight 4 (100 MPH) [8 PP] Protection 6 (Extras: Impervious, Reflective 1 (Ranged Attacks) ) (Orchicalum Plating, Technology) [18 PP] Shield 8 [8 PP] Super Senses 10 ( Extras: Counters Concealment (darkness) 2, Counters Illusion 2, Danger Sense 1, Communicator Link 1, Acute (vision) 2, Analytical (vision) 2, Acute (Hearing) 2, Rapid (Vision) 1) [12 PP] Device 8 (40PP, Extras:, Flaws: Hard To Lose, Feats:, Drawbacks: Power Loss 2 (immersion in water)) ) (Magic) [28 PP] Weapons Array Feats: Alternate Power 1 [40 PP] Base Power:Blast 8 ( Extras: Autofire, Secondary Effect Feats: Variable 2 (all Magic), Improved Range 4, Knockback 5 Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic) ) (TAG Primary Fire, Variable (Magic)) [35 PP] Alternate Power: Move Object 10 ( Extras: Damaging, Duration Feats: Precise, Affects Insubstantial 2, Improved Range 2 Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic), Power Loss ) (Mage’s Hand, Physical/Magic) [1 PP] Alternate Power: Nullify 12 ( Extras: Nullify Attack Powers, Autofire, Feats: Affects Insubstantial 2, Improved Range, Incurable Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic)) (TAG Alt. Fire, Energy/Magic) [1 PP] Alternate Power: Strike 8 ( Extras: Autofire, Vampiric, Secondary Effect, Feats: Affects Insubstantial 2, Accurate 2, Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic) ) (Silver Saber, Physical/Magic) [1 PP] Alternate Power: Teleport 6 ( Extras: Portal, Accurate Feats: Easy ) (COMET Handheld Portal Device, Technology/Energy) [1 PP] Drawbacks: (-4) = -4PP Normal Identity [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Mage’s Hand 200 ft. DC18 Strength Grapple Silver Saber Melee DC18 Toughness Damage (Physical/Magic) TAG(Primary) 200 ft. DC18 Toughness Damage (Any/Magic) TAG(Alt.) 200 ft. DC22 Will Trait (Energy/Magic) Unarmed Touch DC15 Toughness (Staged) Damage (Physical) NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post. Abilities (16) + Combat (16) + Saving Throws (6) + Skills (19) + Feats (18) + Powers (78) - Drawbacks (4) = 150/150 Power Points
  5. Okay, I fixed a ton of math and rules things, and I extended his backstory to explain the purpose, founding and status of COMET. Speaking of which, his new code name is now "The Golden Comet". How's it look now?
  6. Given that I can fly, though, I don't think I'm going to need "Climb" too much. I'm going to take a couple points out of it and put it in Swim. Now all I need is a new complication to replace "Phobia: Drowning"... EDIT: I eventually decided on "Phobia: Snakes", which is a bit more reasonable.
  7. You all raise very good points. I mean, a Marine that can't swim? What was I thinking?! I could still probably keep the "Power Loss: Submersion" bit for the suit, though, since it would make sense that a prototype power armor wouldn't be waterproof.
  8. I am now tempted to make a villain that is a whiny Anime fangirl that thinks she's the long-lost younger sister of a fictional character. But in all seriousness, V4 is up. Any better this time?
  9. New version up, BTW. It's not the final version yet, but the powers are all done, and now they all have proper descriptions.
  10. I won't belabor the point on magitek any further, but can I at least make the weapons magic even if the suit is purely technological?
  11. Working on an updated version of my character, taking into account the feedback I got not only from DA, but also from conversations in the chat room. Untill then, let me address a few things I haven't mentioned earlier. ON SQUAD: Yeah, leading a squad was a part of my character concept that I ended up abandoning, but I forgot to remove references to it. Will fix in the next version. ON MAGITEK: If you can make a magic sword, or a magic suit of armor, why couldn't you make a magic gun? There's no rule in MnM that states that the nature of magic interfears with technology (or vice versa), and if that was the case in this particular setting then every technology-based hero would have to have the drawback "Vulnerability: Magic" (or again, vice versa). Is it really that outrageous to think that there wouldn't be scientists out there trying to incorporate magical principals into high-tech devices? And it's not like they're mass producing these things; Aside from the obligatory "dangerous but powerful prototype that dove the last owner insane", there's probably only one GOLDENROD in existence. I do admit that the idea of a "magic programming language" is kind of silly, but I could just as easily give a purely scientific (it runs on string theory!) or purely magical (it runs on the collective unconsious!) explanation that would be equally silly. I'll get rid of that blurb if it's REALLY important to you, but I kinda want to explore the idea a little more. Furthermore, COMET is not supposed to be a "Magitek" divison as much as an anti-demon branch... though now that I think of it, a branch for designing and testing magitek stuff could also work. It could also explain why there only seems to be one guy on the squad; it could be Scott's job to run field tests, and everyone else is a scientist or something. That leaves Scott open to being a traditional "fight-crime-as-I-see-it" hero, while still maintaining a connection to AGIES. I could even do both; the Magitek Weapons are built specifically to deal with divine, demonic, and extradimetional threats, on the idea that since we don't know what could be out there, we might as well try something they don't expect. ON SILLY ARMOR: I probably should have been a bit more clear, but this was the image I had originally chose to represent my character. But given how badly you guys react to Anime things (even though it's from a video game, and not an anime), I've been on the fence on whether I should use it or not. Admit it, the armor IS kinda silly looking. I'll try and play around with that hero creator thingy to see if I can come up with something better, but for now this is what I plan on using. ON POWER DESCRIPTIONS: Still working on those. Very incomplete. ON ANTIHEROES: I've said this many, many, many times; I am not trying to make The Punisher or Nick Fury. If anything, I am trying to make Paragon!Shepard, or if we're going to stick to comic book references, Captain America in Iron Man's suit made if it was made by Dr. Strange.
  12. This is pretty much my second attempt at making a character, so If I'm doing something wrong, please point it out to me. [floatr][/floatr] Player Name: Edrobot Character Name:The Golden Comet Power Level: 10 (150 PP) Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness (or "None") Unspent PP: 54 Progress To Bronze Status: 0/30 In Brief: (1-2 sentences which sum up the whole character) Scott Stalvern is a Marine working for AGEIS on an anti-demon task force. To improve their reputation, he fights crime and investigates the paranormal using experimental power armor and magic weapons. Alternate Identities: Identity: Scott Stalvern Birthplace: Chicago, IL Occupation: Marine Affiliations: U.S. Military, COMET Family: John Stalvern (father, deceased), Jane Stalvern (mother), James Stalvern (grandfather) Age: 23 (DoB: April, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 6’1’’ Weight: 160 lbs. (184 lbs. with the GOLDENROD) Eyes: Brown Hair: Brown Description: Power Descriptions: (if applicable) The GOLDENROD: Despite making the wearer look like a 60’s era Cyberman, the GOLDENROD is one of the most state-of-the-art pieces of equipment ever designed. Not only does it improve the user’s dexterity to the Nth digree and redirect incoming attacks, but it also has a built in optical scanner for advanced field work. It’s still a prototype, however, so there are some kinks to work out. The TAG: Despite looking like an ordinary gun, the TAG is actually a magical weapon device built by a magical savant. Due to it’s magical properties, the device has proven almost impossible to reproduce, but it’s anti-super properties have served John well during his time in COMET. It works by conjuring up magical “bullets†made of an unknown self-adjusting meta-substance, which are then expelled at an incredible velocity via additional magic. The “bullets†tend to hang around for a bit even after hitting a target, which only serves to harm the target further. The Silver Saber: This is just one of those dime-a-dozen magic swords carved with ethereal runes that drain the life force from the wielder’s enemies. Nothing special. It was either made by a secret order of monks dedicated to protecting the box that contains the entire multiverse, or it was made by Dracula. We’re not quite sure which. The Mage’s Hand: A mummified hand on the end of a long metal chain. Controlled by the wielder’s thoughts, the hand is surprisingly dexterous, and can even float in midair. It is also surprisingly strong for its size, being capable of lifting heavy loads without the slightest effort on the user’s part. When not in use the hand curls into a fist, though it can just as easily take on any pose that a human’s hand could. The COMET Handheld Portal Device: Another prototype from the COMET labs, the “Portal Cube†(as the tech guys call it), is an orange box with a bunch of knobs and switches on it. When activated, it will open a 5x5 wormhole between any two points within 20 miles of each other within the same plane of existence. Anyone can pass through the portal, but it only last as long as Scott keeps it stabilized. History: Following in his father’s footsteps, Captain Scott Stalvern became a Marine in 2010, and showed such exceptional potential that he was drafted into AEGIS almost immediately. His first assignment was to fight “The New Year’s Invasion†of 2011, in which the Japanese netherworld deity Izinami emerged from a ley-line located near San Fransico as the result of a mad scientist foolishly trying to use its “geothermal energies†to carve his name into the moon. Upon arriving, Izinami and her army of demons proceeded to lay siege to the city for nearly a week, proving impervious to nearly all forms of damage. After weeks of fighting, Scott’s company managed to kill her with one of the many magic weapons they had picked up from the enemy forces. Frustrated at AEGIS’ inability to stop Izinami through conventional means, Stewart Bonham created COMET (Classified Operational Meta-entity Extraction Team) to research the unconventional, whether it be magic, psionic, or hyper-advanced space-alien technology. He then had Scott transferred to Freedom City, so that the Marine could lead COMET himself. But in spite of these lofty goals, COMET’s success has been less than ideal. COMET is seen as something as a joke by the rest of AEGIS, and so far they have yet to create anything reproducible on a large scale. To make matters worse, ever since their last lab ra- I mean field agent went AWOL back in Feburary 2011, they’ve been having trouble getting funding from the higher-ups. As leader of COMET, Scott knew he had to improve their reputation somehow. So, requisitioning the prototype GOLDENROD and a number of mystic artifacts, he took to the streets as the crime-fighter Golden Comet, to prove COMET’s worth to Freedom City once and for all! Personality & Motivation: Scott is a simple man, but not a stupid one. He’s hard to trick, and he sticks to his morals even in the face of certain death. Scott is just happy to be serving his country. Powers & Tactics: Complications: Arsenal: It’s possible to knock specific weapons out of Scott’s hands despite the fact that you can’t disarm his entire arsenal in one go. Allegiance: To his superior officers is AGIES and COMET. An order is an order, and while not every general is a paragon of virtue Scott is still obliged to follow their commands, else he be dishonorably discharged from service. Enemy: Demons, evil gods, and other paranormal things. While he hasn’t quite caught the eye of the big leaguers, Scott’s made a number of enemies in the short time he’s been active. Enemy: The last guy. They say the last guy who wore the previous version of the GOLDENROD was driven insane by a “gem of pure madness†during a field mission. Scott might have to deal with this guy sooner or later... Phobia: Ophidiophobia. After a near death experience during a trip to Australia as a kid, Scott has had an acute fear of snakes. Let’s hope he doesn’t run into the Serpent People anytime soon... Reputation: Despite having top-level security clearance, COMET is seen as something of a joke by most of AGEIS. Abilities: 2 + 4 + 4 + 0 + 4 + 2 = 16PP Strength: 12 (+1) [2PP] Dexterity: 18/14 (+4/+2) [4PP] Constitution: 14/14 (+2/+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16 PP Initiative: +4/+2 Attack: +4 [8PP] (+12 Ranged) Grapple: +5 Defense: +4/+12, +2 Flat-Footed [6PP] Knockback: -4/-1 Saving Throws: 0 + 0 + 6 = 6PP Toughness: +8/+2 (+2 Con, +6/+0 Protection) [impervious 6, Reflective 1 (Ranged) [6]] Fortitude: +8/+2 (+2 Con, +6/+0 Enhanced Fortitude) Reflex: +10/+2 (+4/+2 Dex, +6/+0 Enhanced Reflex) Will: +8 (+2 Wis, +6) Skills: 79R = 19PP Acrobatics: 6 (+10/+8, Skill Mastery) Climb: 2 (+3) Knowledge (Arcane Lore): 1 (+1) Concentration: 8 (+10) Diplomacy: 14 (+15) Drive: 6 (+10/+8, Skill Mastery) Escape Artist: 4 (+8/+6, Skill Mastery) Gather Information: 4 (+5) Notice: 8 (+10) Search: 3 (+4) Sense Motive: 13 (+15) Stealth: 6 (+10/+8, Skill Mastery) Survival: 2 (+5/+3) Swim: 4 (+5) Feats: 18PP Accurate Attack Acrobatic Bluff All-Out Attack Benefit (Security Clearance) Attack Focus (Ranged) 8 Connected Defensive Attack Evasion Improved Aim Quick Draw Skill Mastery (Acrobatics, Stealth, Escape Artist, Drive) Uncanny Dodge (Visual) Well-Informed Powers: 50 + 28 = 78PP Device 12 (60PP, Extras:, Flaws: Hard-To-Lose, Drawbacks: ) (GOLDENROD, Technology) [50 PP] Enhanced Dexterity 3 [3 PP] Enhanced Fortitude Save 6 [6 PP] Enhanced Reflex Save 5 [5 PP] Flight 4 (100 MPH) [8 PP] Protection 6 (Extras: Impervious, Reflective 1 (Ranged Attacks) ) (Orchicalum Plating, Technology) [18 PP] Shield 8 [8 PP] Super Senses 10 ( Extras: Counters Concealment (darkness) 2, Counters Illusion 2, Danger Sense 1, Communicator Link 1, Acute (vision) 2, Analytical (vision) 2, Acute (Hearing) 2, Rapid (Vision) 1) [12 PP] Device 8 (40PP, Extras:, Flaws: Hard To Lose, Feats:, Drawbacks: Power Loss 2 (immersion in water)) ) (Magic) [28 PP] Weapons Array Feats: Alternate Power 1 [40 PP] Base Power:Blast 8 ( Extras: Autofire, Secondary Effect Feats: Variable 2 (all Magic), Improved Range 4, Knockback 5 Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic) ) (TAG Primary Fire, Variable (Magic)) [35 PP] Alternate Power: Move Object 10 ( Extras: Damaging, Duration Feats: Precise, Affects Insubstantial 2, Improved Range 2 Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic), Power Loss ) (Mage’s Hand, Physical/Magic) [1 PP] Alternate Power: Nullify 12 ( Extras: Nullify Attack Powers, Autofire, Feats: Affects Insubstantial 2, Improved Range, Incurable Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic)) (TAG Alt. Fire, Energy/Magic) [1 PP] Alternate Power: Strike 8 ( Extras: Autofire, Vampiric, Secondary Effect, Feats: Affects Insubstantial 2, Accurate 2, Drawbacks: Power Loss (Affect Insubstantial Only Works vs. Magic) ) (Silver Saber, Physical/Magic) [1 PP] Alternate Power: Teleport 6 ( Extras: Portal, Accurate Feats: Easy ) (COMET Handheld Portal Device, Technology/Energy) [1 PP] Drawbacks: (-4) = -4PP Normal Identity [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Mage’s Hand 200 ft. DC18 Strength Grapple Silver Saber Melee DC18 Toughness Damage (Physical/Magic) TAG(Primary) 200 ft. DC18 Toughness Damage (Any/Magic) TAG(Alt.) 200 ft. DC22 Will Trait (Energy/Magic) Unarmed Touch DC15 Toughness (Staged) Damage (Physical) NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post. Abilities (16) + Combat (16) + Saving Throws (6) + Skills (19) + Feats (18) + Powers (78) - Drawbacks (4) = 150/150 Power Points Version 7! Nothing witty to say this time, folks.
  13. From the advice I got on the chat room, I'm giving up on this character concept and starting over from scratch. Someone please lock/delete this nobody down the line complains about it.
  14. The new version of my sheet is up, and I'd like some suggestions on it. I've rewritten the second half of my character bio, adjusted my powers and double checked the rules. All that's left is reformatting and general public approval before I submit this baby.
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