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Tsura

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  1. Lara Drake Lara took several deep breaths as she was lowered into the water, starting her own mental timer. Escapes were always a crowd favorite, though any good one came with an inherent risk. If your having an off day when doing a card read, or palming, its not the end of the world. Just means somebody notices the trick. Have an off day while locked in an airtight tank full of water? You either end up in the hospital or the morgue. Which, come to think of it, is probably what makes these sorts of things so popular. The risk, the excitement, and the anxious anticipation. Lara began to wiggle and struggle as the clock began ticking. It was all for show, mind you. She'd put on a good effort, like she was really having a hard time of it, making her audience think that she was working at slipping her bindings. Then, at about the minute and a half mark, Lara would jerk her head backwards and 'accidentally' bash it against the pole she was restrained to. From there, she goes limp, and with a deploy-able pack of fake blood in the water, the whole crowd thinks she brained herself. Her assistant would act all distressed and concerned, before trying to smash the glass casing. That was when the real trick happens. Lara would slip the ropes and vanish right as the glass shattered, only to reappear uninjured from behind the ticking clock. However, things didn't play out like they were supposed to. Right as the clock started, Lara heard a muffled Crash, seeing a spray of broken glass out of the corner of her eye. Though the tube distorted her vision, Lara could see men rushing the stage, and what looked to be guns in their hands. Terror spread like wildfire through the assembled crowd, panic clear on each face. Time to go to work. Lara twisted her shoulder abruptly to one side, and wiggled free of the ropes, which drifted lazily to the bottom of the cylinder. No points for style, but she'd make up for that later by including some extra flare in her routine. More important was getting out of the trap she'd placed herself in. Lara pushed herself through the water, to the edge of the tube, where she rasped her knuckle against the glass a few times, trying to get the gunmen attention. Once she had it, Lara childishly stuck her fingers in her ears, bugged out her eyes, and stuck her tongue out, mocking the man who had her assistant captive. Thats right, shoot me She thought, gripping her top hat in one hand. For my next trick, I'll make this crisis disappear.
  2. Lets get this show on the road. Take 10 on my escape artist check (Total roll: 26) to slip free from the restraints as a move action. I'm guessing this shouldn't be to much an issue. I'll bluff to trick the gunmen on stage to shoot at me and, hopefully, break the glass tank so I can get out faster. Bluff is at -4, since its an interaction skill and I can't directly talk to the guy. Bluff check to Trick The Thug: 1d20+13 22 I don't like that result much, so I'll take the second chance and take 10 on the second try. Roll total 23, not great, but not terrible. And then, I'll surge for an extra standard action (Canceling out the fatigue by spending the hero point I just earned), to use the snare power with the trigger (The thug shoots at me). Preptive Attack Roll For Triggered Snare: 1d20+8 23 That ought to hit. DC 18 Ref Vs Entangled/Bound Somebody is in for a surprise .
  3. Lara Drake Lara listened from behind the curtain. Opening nights were always important, doubly so for a cruise, since all of her potential audience members would likely going to be hearing about the show from the crowd now gathered in the auditorium. She wasn't tense, but perhaps a tad anxious. You would think that a veteran to the stage would have long since grown immune to the sensation of butterflies in their stomach. And yet, Lara felt the all to familiar flutter from within her gut. But even if she couldn't entirely ignore the pre-show jitters, Lara could at least manage to push them out of her mind. Just as he had in rehearsal, Jethro's performance had gone on splendidly. Even though Lara had beat him out as the headliner, he none the less kept up a stellar degree of professionalism, which said a lot about his character really. Lots of talented performers have trouble sharing the spotlight at all, Lara included. So it was nice to see a gentleman who would go out and do his best, opening act or no. Hearing Jethro build up to Lara's entrance, she took one last moment to shake her limbs loose, brushing aside whatever distracting thoughts or anxieties she might otherwise have felt. It was showtime, and she was ready to put on her game face. Beaming from ear to ear with a mirthful grin, Lara stepped out from behind the curtain and into the spotlight. "Thank you, Jethro, For that phenomenal introduction. Lets hear it one more time for him, folks!" Lara cheered, giving her peer the chance to receive the adulation due to him from the crowd. Once the thunderous applause had died down, Lara turned to address her audience once more "And big thanks to all of you. I know that each and every person her tonight, at one point or another, had the same exact thought. That you wanted to spend an hour of your time disoriented, confused, with little to no idea as to what is and isn't real. So I say thank you, for choosing to come here and see my show, rather than just purchasing your preferred hallucinogen" Lara paused a moment as her audience chuckled a bit "Which,and lets be fair here, would have been vastly cheaper" The second punch line got a much bigger response, just as Lara had hoped "On behalf of the Supernal and all the wondful folks who make what I do possible, we've got a great show for you tonight. Lets make some magic!"
  4. Fixed the DC block Lost the 2 ranks of Ranged focus Dropped 8 ranks of skills And spent the points to raise base attack to +4 I'm not sure what you mean by DC block being disorganized, or the micro font problem that happened before it was solved, since the font size was normal on my side, but I'm glad they are resolved.
  5. Notes regarding those feats and their usage (Along with page numbers in the Masterminds Manuel): Added Concealment: Changed to all visual and normal auditory, with a new descriptor reflecting the classic 'throw a sheet over something only to make it disappear when you pull the sheet away' trick. Also made the trick work at range, with selective added as well as the close range feats. Attractive: Swapped out for Defensive attack. Since I figure I can trick someone and attack in the same round (As improved trick allows me to trick as a move action) I'd rather not be getting punched in the face during such times while misleading my enemies to do stupid things. Character: Still awesome.
  6. After chatting with Supercape in the C-box, I've reworked Lara as a PL 8 hero. There were a multitude of changes involved in this, to many for me to list out in detail. The brief version is that most of her powers that were under scrutiny have been altered or removed. Hope this goes over well. Not sure how to change the thread title to read PL 8 though...
  7. Wow thats a lot of responses, critiques and comments for me to take in. I'll try my best here, but I'm probably going to overlook something here or get a wire crossed in my explanation, so don't feel snubbed if that happens. Also, due to my own observation, the Concealment power in the prestidigitation array would, as it currently is, allow her to make allies invisable, then let them go any freely attack the bad guys. In addition to being supremely cheap, this isn't how I intended the power to be used, so I went and added the flaw: passive, so that you can't attack without breaking the concealment, and increased the Concealment to all visual to balance the point cost. Supercape Craft, Knowledge, Inventor: Lara don't build her own gear (At present at least. Maybe in the future when I've got more points to spend on it). Much of what she uses is re purposed designs from her dads criminal days, or commissioned projects that she pays for out of pocket to have built for her based on a rough outline of what she's looking for in a device. She's wealthy enough to have a few engineering and special effects teams that she calls on when she needs something built, though it might take weeks or months before she actually gets it. I'd actually been thinking that, if I make it to bronze status and get a minion, I'd make the minion as her go-to special effects guy. The person who actually builds and maintains her gear. Mind Control: It already has the pocket watch descriptor. Razor Cards: She's not throwing them. Rather, they are being launched out of her sleeves and/or hat. Don't get me wrong, being able to throw like that would be cool, but its not how I actually imagined this power working. Move Object: Being able to levitate massive objects is one of THE most classic magicians tricks (Right up there with rabbit from a hat). Not being able to pull that off on the fly would be insulting to the whole build. I get that it strains suspension of disbelief, believe me I do. But this is comic books. If motors can be made strong enough, and small enough, that a person with a suit of power armor can throw a tank like it was a baseball, I don't think that's to far a stretch from having dozens of really strong wires that link to a central motor hidden somewhere on Lara's body. Snare: Not sure what I'd do with the Triggered effect, to be honest. Unless you mean to make it function like a trap or something. It'd be cool to have the power to rig up the sheets to appear from other places and snatch up bad guys, though I think that would require ranks of indirect as well. Dazzle: I don't see what triggered would add to the effect, honestly. As for selective, I pictured the effect as launching dozens and dozens of small firework type rockets that explode in a bright flash. The selective comes in by making sure to aim the rockets so that they don't detonate to close to the eyes of anyone she doesn't want affected. Insubstantial Escape: Yes, you are right in that this is essentially a super version of the escape artist skill. However, the skill notes that it takes a minute or more to escape from bindings, which is way to long for what I'm picturing. I want to be able to do stuff like
  8. Easy enough. Corrected Defensive Roll & Toughness Used the extra points gained by making her art of illusion into a device (See below) To raise constitution, increasing my toughness save, and allowing me to drop a rank of defensive roll. Took the point from THAT and put it into raising sense motive so that I'm less likely to be fooled by such tricks. I completely get where your coming from on this one. I was actually expecting this issue before I even finished the character. My thought going into this was that, yes, her ability to preform incredible feats is beyond the impossible with real world science and trickery. But it felt appropriate for what one could conceivably accomplish with comic book science. The reason I didn't put these skills in a device is that I figured it added to the mistique of the character and further emphasized just how good she is at pulling these tricks off. I pictured it like this. That even if you know she has to be doing it with some kind of device, no matter how hard you look, you just cannot find it. That she really is so good at what she does that it looks like she's doing it totally unassisted. But reading what you posted, I realized your right, that no matter how good a magician she is, if a villain were to strip her clothing off and leave her in an empty room with No way to prep any of her illusions, she wouldn't be able to just pull another thousand playing cards out of nowhere. I agree, these should be a device, even if they are really well hidden (Would that be a rank or two subtle on the device container, so that its not obvious she's using a device?) Illusion: I didn't intend for that description to be taken literally as just smoke and mirrors. More to the general idea, that she's using misdirection and redirected light (Probably speakers to) To make people see things that aren't actually there. I can easily add speakers to the description though. Mind Control I saw it working like a stage hypnotist, which in real life shows typically involve hypnotizing dozens of people in a group, by putting them under one by one. If Sustained is an issue, I can certainly remove that, its not such a huge deal that I'm absolutely dedicated to the idea. Since its a part of a device now, I also set it to a hypnotists watch. Damage: Yeah, I'm fine with that change. Homing was indeed added to fill points up, but your suggests do fit even better. Edited. Move object To the first Part, see above (its now a device). Also: Batman is never questioned on how he always has enough batrope strong enough to lift cars. It seemed suitably comicy. To the second part, you have a fair point. Replaced Perception range with Damaging, added 2 ranks of accurate. Snare Thats my bad. I initially wanted chains, but then I swapped them out for an enveloping cloth that wrapped around the target (Like a mummy), and forgot to fix the description. Edited. Insubstantial: Thats fine. This was less for escaping grapples and more for the classing 'you turn away for a split second, and then she's outside the locked steel cage'. Mind Reading: I did it this way because I based the idea for it off the classic 'pick a card, any card' style tricks where the magician appears to read your thoughts. I know those tricks are actually pulled off through manipulating the choice that the person makes, but I wanted an ability that would allow me to recreate the trick in game, and so I felt mind reading based off facial expressions worked. The actual mechanics for the power were pulled from the 3e Talent power profile, which appeared to match up with the 2e mechanics, so I didn't expect this to be an issue. I'm not sure how to correct the power and still get the effect I want though. Dimensional Pocket: Concealment I think works fine, and still fits the function I was going for, so I'm fine with changing that. If I'm reading affects others and affects objects correctly, I should only need to add the affects others (+0) version, for a power that can only be used on other (willing) people and objects (Since affects objects is only required if your effect has a fortitude save). I Think that's every issue that needed addressing. If not, then I'll fix whatever else I missed
  9. Player Name: Tsura Stage Name: Lara Drake Theme: Magic Touch Power Level: 8 (150pp) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Crime Fighting Magician who lacks any actual magical abilities Alternate Identity: Lara Eisenheim Identity: Public Birthplace: Gloucestershire, England Occupation: Illusionist Affiliations: None Family: Robert Eisenheim III (Father), Sarah Eisenhiem (Mother, Deceased) Description: Age: 26 (DoB: 3/24/1988) Gender: Female Ethnicity: English Height: 5’11†Weight: 160lbs Eyes: Dark Brown Hair: Black Lara is fairly tall, and equally trim. She wears her charcoal black hair short, and cut to frame her face. She has a bright, expressive face with a very warm smile. She's quite attractive, though her attire tends to cover it up somewhat. She dresses in somewhat outdated formal wear, traditionally black tie wear, minus the evening jacket, along with a stylish top hat. When not preforming, her attire is much more casual and modern. Power Descriptions: Lara has no real superhuman abilities or powers. She does, however, have a lifetimes worth of training in special effects, sleight of hand, showmanship, and stage magic. These abilities are further supplemented with ingeniously concealed devices and props to give the appearance of legitimate magical abilities. History: Lara is a fourth generation magician, and the current heir to the Eisenham legacy. Her Great Grandfather, Robert Eisenheim I, was a English emigrant and stage hand to the legendary Harry Houdini, studying as something under an apprentice to the great illusionist prior to Houdini’s untimely death. Following this, Robert returned to England to ply his newfound skills, gaining a fairly large bit of notoriety and prestige. The family name was carried on by Robert Eisenheim II, who returned to America and achieved no small amount of fame. Soon he had a child, Robert the III, and the two became a Father-Son pair of magicians, who’s skills and illusions astounded millions. The pair’s success came to a close during the Communist Witch hunts. Robert II was brought before the House of Un-American Activities Committee, accused of being a communist sympathizer. Robert Refused to admit to any wrongdoing, and while no evidence was found against him, the Eisenhiem’s found themselves blacklisted, unable to find any work outside of children’s birthday parties. Lara’s grandfather ended up dying from pneumonia a decade later, leaving his child in poverty. Lara’s father, Robert III, had grown bitter and angry over the years. Having been unfairly robbed of his family and wealth, he resolved to take these things back by force. He elected to put his theatrical talents to more profitable ends than simple performances. He started small, developing hidden compartments to smuggle contraband goods with, using sleight of hand and disguises to forge documents and steal bank information. Once he’d established enough funding, Robert returned to the public eye under the persona of Noctune The Dreaded, claiming to be a dark wizard and fooling law enforcement into believing it. He made a name for himself preforming seemingly impossible heists. Sometime during this period, he took a wife, who became his accomplice in crime, and soon thereafter provided Robert with a child, Lara. Lara’s earliest memory comes from when she was 4 or 5 years of age, when her father told her that her mother had been killed in a gunfight with the police during a robbery gone bad. That was also when Lara’s father started training her, teaching Lara the family secrets for trickery and illusion, as his father had taught him. Lara was being prepared to follow her fathers footsteps into crime. By the time she was 13 or so, Lara was a certified criminal, having aided her father in 7 bank heists across Europe and America. But Dad was getting older, and Lara’s skills weren’t enough to pick up the slack. The pair got caught trying to rob a jewelry store in downtown freedom city during the 90s. Lara’s dad was give 25 years, so by comparison, her 5 years in juvenile detention was fairly light. Getting arrested turned out to be the best thing that ever happened to Lara. While incarcerated, she received therapy and consoling with several social workers, who helped her to realize that she had the right to choose her own path in life, and was more than just a tool for her father’s criminal lifestyle. When she was released at 18, Lara was prepared to turn her life around. Her dad expected Lara to break him out, which she refused. The two haven’t seen eye to eye since then. Lara got work as a ‘beautiful assistant’ for a stage show in California, using a fake name to distance herself from the darker parts of her family history. Her talents were enough to rocket her into the spotlight soon enough, taking center stage in her own show, dazzling audiences of all ages from coast to coast, and making more money than she’d ever gotten for grand larceny. While headlining at the Royal Grand Casino in Las Vegas, Lara found herself once more intertwined with the criminal element. This time, however, she was on the opposite side of the fence. A dozen armed men had broken into the Casino, intent on robbing the vault and making off with whatever they could get their hands on. They were pretty amateurish, and the whole thing turned into a standoff between the police and the criminals. The only thing keeping the officers at bay was the hundred plus hostages that the gunman had as leverage. Among them, was Lara. Having walked a mile in the shoes of a criminal, Lara knew a thing or two about how events were likely to play out between the police and the thieves. Using her talent for theatrics and misdirection, Lara managed to pull of one of the greatest magic tricks of all time. While under heavy guard, she managed to make herself and the entire crowd of hostages, disappear from right under the gunmen’s noses. Lacking their leverage, the men were swiftly apprehended and incarcerated, and Lara made national headlines for her part in their capture. The event is what motivated Lara to take up a more active role against the criminal element. Yes, she enjoys the fame and attention that can be garnered through public heroism. Better than that is the pride she holds in her craft, being hailed as the greatest magician alive. But, deep down, it was because Lara had come to realize that she owed it to herself and to others, to try and undo the damages her family had caused, balance the scales of karma as it were. Personality & Motivation: Lara has two real persona’s The one she wears as a performer, and the one she wears in private. Publically, she’s bombastic and over the top. She does everything with energy and excitement, taking huge amounts of pride in her skills, enjoying any opportunity to grab the spotlight and show off her talents. In private, she’s a tad more reserved and thoughtful, though still very proud of herself and her talents. Her talent for deception permeates into her life, and she keeps an air of mystery between herself and others. As the saying goes, a magician never reveals their secrets. So to does Lara use the flash and garnish of her public persona, to distract away from the truth of her own life. Powers & Tactics: Lara uses her talents to amaze and astound. With an arsenal of concealed equipment at her fingertips, she can seemingly do the impossible. It is all an act though. She carefully cultivates doubt in the minds of others, making them second guess whether or not she actually possesses any real magical powers. This is both done out of professional respect for her craft, and out of necessity. The moment others stop believing her power is anything other than smoke and mirrors, the whole thing falls apart. As such, she strives to distract and disorient her opponents, keeping them off balance and confused, so that she can subdue them before they have a chance to figure out what’s actually happening.[ Complications: Public Identity: While her real name is kept secret, Lara more or less lives her day to day life as Lara Drake. She has no secret identity to hide behind, meaning it’s quite easy for anyone to find out where she is and what she’s up to. Secret: Her past as a criminal is a matter of great shame for Lara, and is something she desires to keep hidden from the world. Showoff: Lara was born into a world of theatrics and spectacle. It’s in her very nature to try and take the spotlight, even when it might be in her best interests to avoid attention. Rivalry: Viewing herself as the greatest illusionist of the modern age, Lara views other such performers as rivals, and is driven to prove herself the superior magician. This sense of competition also extends to individuals possessing real magical powers, who might overshadow her abilities. Fame: Lara is well known and well recognized, making it difficult for her to go in public without drawing attention to herself. Abilities: 0 + 8 + 4 + 10 + 6 + 10 = 38PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Melee, +4 Ranged Grapple: +4 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 4 + 6 + 3 = 13PP Toughness: +8 (+2 Con, +2 Defensive Roll, +4 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +6 (+3 Wis, +3) Skills: 116R = 29PP Acrobatics 12 (+16) SM Bluff 12 (+17) SM Craft (Mechanical) 4 (+9) Craft (Chemical) 2 (+7) Disable Device 6 (+11) SM Sleight Of Hand 12 (+16) SM Escape Artist 12 (+16) SM Knowledge (Behavioral Science) 4 (+9) Knowledge (Technology) 2 (+7) Investigate 2 (+7) Disguise 8 (+13) SM Notice 12 (+15) Sense Motive 12 (+15) SM Search 4 (+9) Stealth 12 (+16) SM Feats: 18PP Defensive Attack Dodge Focus 2 Defensive Roll Benefit (Wealth) 2 Equipment 2 Skill Mastery 2 Second Chance (Bluff) Second Chance (Sleight Of Hand) Challenge (Escape Artist: Escape from restraints as a move action)* Challenge (Sense Motive: Reading a situation)* Challenge (Sleight of hand: Preform Sleight of hand at extended range)* Inventor Improved Trick* Hide In Plain Sight Feats marked with an asterisk come from the masterminds Manuel. Equipment 2PP=10EP Magicians Jacket (Protection 4, Subtle) [5EP] Mini-Tracer [1ep] Smoke Bomb (Obscure (Vision) 2)) [4ep] Powers: 32 = 32PP Magicians Tools ( 35PP Container Flaws: Hard-To-Lose, Feats: subtle 2, Restrictive 2) [32PP] Art Of Illusion (30pp Array Feats: Alternate Effect 5) [35PP] (Showmanship, Props, and Sleight of Hand) Base Power: Illusion (Visual & Auditory) 8 (Feats: Progression 6) {30pp/30pp}(Smoke, Mirrors and Speakers) Alternate Power: Mind Control 8 (Extras: Conscious (+1), Sustained (+1); Flaws: Sense Dependent (Visual)(-1)) {24pp/30pp}(Subliminal Hypnotic Suggestion and a simple pocket watch) Alternate Power: Damage 8 (Extras: Ranged (+1), Auto fire (+1) Feats: Accurate 2, Precise, Ricochet 3) {30pp/30pp}(Spray of razor sharp playing cards) Alternate Power: Concealment 5 (All Visual, Normal Hearing, Extras: Affects Others (+1), Ranged (+1) Flaws: Passive(-1), Feats: Close Range, Selective) {17pp/30pp}(The magician covers an object with a cloth, and when the cloth is pulled away, its vanished)​ Alternate Power: Snare 8 ( Extras: Constricting (+1) Feats: Accurate 2, Reversible, Obscure Vision, Triggered 2) {30pp/30pp}(Ensnaring Cloth Ribbons) Alternate Power: Dazzle (Visual) 8 (Extras: Shapeable Area (+1), Selective (+1); Flaws: Touch Range (-1) Feats: Progression 3) {27pp/30pp}(A blinding display of stage pyrotechnics) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Tough(Staged) Damage(Physical) Illusion Perception DC18 Will(Interaction) Fooled Mind Control Perception DC18 Ref/Will Controlled Cards Ranged DC23 Tough(Staged) Damage(Physical) Snare Ranged DC18 Ref(Staged) Entangled/Bound Snare Damage DC19 Tough(Staged) Damage(Physical) Dazzle Area(DC20Ref) DC18 Ref/Fort Visual Dazzle Totals: Abilities (38) + Combat (20) + Saving Throws (13) + Skills (29) + Feats (18) + Powers (32) - Drawbacks (0) = 150/150 Power Points
  10. I have considered that, since its been suggested a few times now. I'm only hesitant because I'm not exactly sure how best to go about it so that the point values in both forms work out. If you've got suggestions on that front, I'd be happy to hear them. EDIT: Did some fiddling with Metamorph, and you know what? It actually did come out fantastically! Took a bit more effort to juggle between the two forms, making sure everything added up, but I'm pretty satisfied with the results. Human Form Abilities: 10 + 20 + 4 + 0 + 4 + 4 = 42PP Strength: 20 (+5) Dexterity: 30 (+10) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +4 Melee, +4 Ranged,+10 Claws Grapple: +14 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +8 (+2 Con, +2 Protection, +4 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +14 (+10 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 44R = 11PP Acrobatics 12 (+22) Bluff 2 (+4) Escape Artist 2 (+12) Knowledge: Arcana 8 (+8) Notice 8 (+10) Stealth 12 (+22) Feats: 25PP Acrobatic Bluff Dodge Focus 8 Attack Specialization (Claws) 3 Defensive Roll 2 Elusive Target Evasion Grappling Finesse Hide In Plain Sight Improved Critical (Claws) 2 Move-By Action Uncanny Dodge (Auditory) Luck 2 Ritualist Powers: 3+6+2+2+2+4+1+3+1+3+4+13 = 44PP Leaping 3 (x10 jumping distance) [3PP] (Feline Agility) Damage 5 (Feats: Mighty) [6PP] (Cat Claws) Protection 2 [2PP] (Mystic Protection) Speed 2 (25MPH) [2PP] (Feline Agility) Super Movement (Slow Fall) [2PP] (Always land on your feet) Super Movement (Wall Crawling 2)[4pp](Claws make for easy climbing) Super Senses (Vision) (Low Light Vision) [1PP] (Feline Eyes) Super Senses (Hearing) (Accurate (2), Extended (1)) [3PP](Feline Hearing) Super Senses (Smell) (Acute (1) [1PP](Feline Smell) Displacement (Flaws: Limited (Only While Moving)(-1) Feats: Subtle) [3PP](Moving too fast for the eye to follow) Morph (Single Form) 3 (Feats: Metamorph [4PP](Shifting to and from cat-form) Witches Magic (10pp Array Feats: Alternate Power 3) [13PP] Base Power: Obscure (Vision) 5 [10PP](Magical inky black fog) Alternate Power: Teleport 5 (500ft range Extras: Accurate (+1); Flaws: Limited (Short Range Only)(-1) ) {10pp/10pp} Alternate Power: Mind Reading 8 (Extras: Action (+1) ; Flaws: Limited (Mind Probe)(-1); Feats: Subtle 2) {10/10} Alternate Power: Create Object 10 (Flaws: Touch Range (-1), Full Round Action (-1) Feats: Subtle, Precise 2, Progression 2) {10 /10} (Objects Created through mystic power) DC Block ATTACK RANGE SAVE EFFECT Claws Touch DC25 Toughness (Staged) Damage(Physical) Mind Probe Percp. DC18 Will Mind Probed Totals: Abilities (42) + Combat (16) + Saving Throws (12) + Skills (11) + Feats (25) + Powers (44) - Drawbacks (0) = 150/150Power Points CAT FORM Abilities: 10 + 20 + 4 + 0 + 4 + 4 = 42PP Strength: 12 (+1) Dexterity: 30 (+10) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +6 Melee, +6 Ranged,+12 Claws Grapple: +8 Defense: +14 (+4 Base, +8 Dodge Focus,+2 Size), +4 Flat-Footed Knockback: -3 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +6 (+2 Con, +2 Protection, +4 Defensive Roll, -2 size) Fortitude: +6 (+2 Con, +4) Reflex: +14 (+10 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Acrobatics 16 (+26) Bluff 2 (+4) Escape Artist 10 (+20) Knowledge: Arcana 8 (+8) Notice 8 (+10) Stealth 12 (+30) Intimidate 0 (-2) Feats: 25PP Acrobatic Bluff Dodge Focus 8 Attack Specialization (Claws) 3 Defensive Roll 2 Elusive Target Evasion Grappling Finesse Hide In Plain Sight Improved Critical (Claws) 2 Move-By Action Uncanny Dodge (Auditory) Luck 2 Ritualist Powers: 4+4+2+3+3+2+2+2+4+1+3+1+3+13 = 47PP Shrinking 8 (Tiny Size Flaws: Permanent (-1)) [4PP] Morph (Single Form) 3 (Feats: Metamorph [4PP](Shifting to and from cat-form) Comprehend (Animals) 2 (Flaws: Limited (Felines)(-1)) [2PP] Leaping 3 (x10 jumping distance) [3PP] (Feline Agility) Damage 2 (Feats: Mighty) [3PP] (Cat Claws) Protection 2 [2PP] (Mystic Protection) Speed 2 (12.5MPH) [2PP] (Feline Agility) Super Movement (Slow Fall) [2PP] (Always land on your feet) Super Movement (Wall Crawling 2)[4pp](Claws make for easy climbing) Super Senses (Vision) (Low Light Vision) [1PP] (Feline Eyes) Super Senses (Hearing) (Accurate (2), Extended (1)) [3PP](Feline Hearing) Super Senses (Smell) (Acute (1) [1PP](Feline Smell) Displacement (Flaws: Limited (Only While Moving)(-1) Feats: Subtle) [3PP](Moving too fast for the eye to follow) Witches Magic (10pp Array Feats: Alternate Power 3) [13PP] Base Power: Obscure (Vision) 5 [10PP](Magical inky black fog) Alternate Power: Teleport 5 (500ft range Extras: Accurate (+1); Flaws: Limited (Short Range Only)(-1) ) {10pp/10pp} Alternate Power: Mind Reading 8 (Extras: Action (+1) ; Flaws: Limited (Mind Probe)(-1); Feats: Subtle 2) {10/10} Alternate Power: Create Object 10 (Flaws: Touch Range (-1), Full Round Action (-1) Feats: Subtle, Precise 2, Progression 2) {10 /10} (Objects Created through mystic power) Drawbacks: (-3) + (-3) = -6PP Disability: Mute (Cannot communicate in human languages; Frequency: Common; Intensity: Moderate) [-3PP] Disability: No Hands (Cannot perform actions requiring hands; Frequency: Uncommon; Intensity: Major) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Claws Touch DC18 Toughness (Staged) Damage(Physical) Mind Probe Percp. DC18 Will Mind Probed Totals: Abilities (42) + Combat (16) + Saving Throws (12) + Skills (14) + Feats (25) + Powers (47) - Drawbacks (6) = 150/150Power Points
  11. Yes, though since the rest of her magic is tied up in the same array as the transformation to cat form, she can't use spells while a cat.
  12. Firstly No, that is not the final name. Its just a place-holder till I come up with something better. As is, I've not had much contact with M&M 2e for quite some time, and would appriciate some stat-based feedback on my build thus far. As a brif intro, Whiskers is ment to be a witches familiar who transforms back and forth between human and cat forms, in addition to having a small amount of magical power granted to her by the witch who created her. Her combat abilities are based mostly on physical attributes derived from her feline nature (most especially speed and agility), with the magic being more of a supplement to be used outside of combat. So, here is what I have thus far. Player Name: Tsura Character Name: Whiskers the Wonder Cat Power Level: 10 (150/150 Trade-Offs: +2 Defense, -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A witches familiar, endowed with a human form and magical power, seeking out the killer of her mistress. Alternate Identity: Identity: Public Birthplace: Occupation: Cat Affiliations: Family: Description: Age: Apparent Age: Gender: Female Ethnicity: Orange Tabby Cat/Caucasian Height: Weight: Eyes:Green Hair: Red-Orange Abilities: 10 + 20 + 4 + 0 + 4 + 4 = 42PP Strength: 20 (+5) Dexterity: 30 (+10) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +4 Melee, +4 Ranged,+10 Claws Grapple: +14 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +8 (+2 Con, +2 Protection, +4 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +14 (+10 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 44R = 11PP Acrobatics 12 (+22) Bluff 2 (+4) Escape Artist 2 (+12) Knowledge: Arcana 8 (+8) Notice 8 (+10) Stealth 12 (+22) Feats: 26PP Acrobatic Bluff Dodge Focus 8 Attack Specialization (Claws) 3 Defensive Roll 2 Elusive Target Evasion 2 Grappling Finesse Hide In Plain Sight Improved Critical (Claws) 2 Move-By Action Uncanny Dodge (Auditory) Luck 2 Ritualist Powers: 3+6+2+3+2+4+1+3+4+2+13 = 43PP Leaping 3 [3PP] (Feline Agility) Damage 5 (Feats: Mighty) [6PP] (Cat Claws) Protection 2 [2PP] (Mystic Protection) Speed 3 (50MPH) [3PP] (Feline Agility) Super Movement (Slow Fall) [2PP] (Always land on your feet) Super Movement (Wall Crawling)[4pp](Claws make for easy climbing) Super Senses (Vision) (Low Light Vision) [1PP] (Feline Eyes) Super Senses (Hearing) (Accurate (2), Extended (2)) [4PP](Feline Hearing) Super Senses (Smell) (Acute (1),Tracking (1)) [2PP](Feline Smell) Displacement (Flaws: Limited (Only While Moving)(-1) [3PP](Moving too fast for the eye to follow) Witches Magic (10pp Array Feats: Alternate Power 3) [13PP] Base Power: Shrinking 8 Linked Morph 4 (Single Form) Linked Comprehend (Animals) 2 (Drawbacks: Full Power Shrinking (-1), Cannot Speak Human (-2), No hands (-3) {10pp/10pp}(Returning to her true feline form) Alternate Power: Teleport 5 (Extras: Accurate (+1); Flaws: Limited (Short Range Only)(-1) ) {10pp/10pp} Alternate Power: Mind Reading 8 (Extras: Action (+1) ; Flaws: Limited (Mind Probe)(-1); Feats: Subtle 2) {10/10} Alternate Power: Create Object 10 (Flaws: Touch Range (-1), Full Round Action (-1) Feats: Subtle, Precise 2, Progression 2) {10 /10} (Objects Created through mystic power) DC Block ATTACK RANGE SAVE EFFECT Claws Touch DC25 Toughness (Staged) Damage(Physical) Mind Probe Perception DC18 Will Mind Probed Totals: Abilities (42) + Combat (16) + Saving Throws (12) + Skills (11) + Feats (26) + Powers (43) - Drawbacks (0) = 150/150Power Points
  13. Leaping distance, Speed rates and Lifting capacities added Removed the ability, since it was a bit to graphic for an honorable brawler to resort to. Used the point freed up from the removed ability to add ranks in sense motive Noted
  14. Player Name: Tsura Character Name: La Luchadora Power Level: 10 Trade-Offs: +2 Toughness, -2 defense Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Luchadora Wrestler Fueled by the spirits of Fallen Warriors Alternate Identity: Theresa Estacada Identity: Secret Birthplace: Palma de Mallorca, Majorica, Balearic Islands, Spain Occupation: Owner and Manager of The Prima Grand Hotel Affiliations: None Family: Jesús Guzmán Estacado (Father), Josefina Huerta Estacado (Mother) Description: Age: 29 DoB: September 23 Gender: Female Ethnicity: Spaniard Height: 6’2 Weight: 184 lbs Eyes: Aquamarine Hair: Aubern Luchadora is a statuesque beauty, standing far taller than most woman and quite a few men. Not only big, but well cut, she’s got a visable musculature to her build, though not to the point of excessive bulk. Her tan skin tone reflects her heritage, and is essentially unmarred except for a tattoo of a black crown on her right shoulder. She has straight Aubern hair which reaches down to just below the shoulders, and is typically either styled back or in a ponytail, with more elaborate hairstyles employed only for special occasions when out of costume. Her costume is deliberately gaudy, incorporating purple and white stylized spandex over a sequined silver unitard. She also wears a belt which is clearly taken after the World Championship belts employed in professional wrestling, further connecting her appearance to that of Lucha Libre. History: Theresa, La Reina Negra (The Black Queen), was once the up and coming star of the Lucha Libre. The statuesque young girl was a crowd favorite, racking up an unprecedented series of wins to her name, and even a few titles. While there were likely a few outside factors contributing to her success, like the fact that she was the only woman at the time who was able to compete in the same weight class as some of her male competitors, or that she just had a naturally strong stage presence, mostly it came down to skill. However, like far to many stories of up and comers, her time in the limelight was cut short. During a title match, Theresa took a nasty fall when she missed the ropes around the arena, and landed head first on the ground below. The impact left her with a major concussion, and she was comatose for almost a week. While bad, this wouldn’t have been enough to mark the end of her wrestling carrier. But follow up brain scans revealed the damage had a lasting impact. While she’d be fine barring outside interference, another strong blow to her head could trigger a rupture of several major blood vessels. This would almost certainly result in her suffering permanent brain damage, or death. Her injury left the risk to her own health far to high for her to even consider stepping back into the arena. La Reina Negra was gone. And since Theresa only had a high school education, her job prospects weren’t exactly glamorous. But she still had some connections to the ring. One of her fans also happened to be a film director, and he liked Theresa’s stage presence enough to offer her a few roles in his films. Small time stuff, sure, but it paid bills. This in turn even got her a one time part for an American Big Budget summer blockbuster. Even if the movie ultimately tanked at the box offices, it paid well enough that Theresa was able to afford heading to college. Getting a degree in business, Theresa elected to stay in the U.S. and put her new education to work. She gathered together some investors, and was able to build the Prima Grand Hotel alongside Liberty Park. Running the hotel turned out to be a great move. Setting a high standard of luxury and quality, Theresa became one of the wealthier members of Freedom, doing well by her parents, since she’d grown up in near poverty back in Spain. As part of her new status, she began to develop an interest in history and historical artwork, and began amassing a small collection. Most of it was nothing of any real note, but there was one item that was special. A clay jar, carved with ancient runes in an unknown language. She’d purchased it in an art auction, mostly because of the mystery associated with it, as it had never been opened before. Curious as to what secrets a five thousand year old container might have, she unsealed the lid, and was immediately bathed in an otherworldly light. The jar was a vault of souls, holding the spirits of noble warriors and brawlers from all time. Those who had lived for the fight, and upon their death, forsaken their afterlife for the chance to dwell on the mortal plane eternally, battling for all time. Knowledge of these things passed into her, the memories of each one of the thousand souls which departed from the vassal and now dwelled within her, granting her their strength. The process even reversed the injury to her head she’d sustained years prior. Theresa was more than happy to oblige the spirits desire for honorable combat. After all, she often had found herself missing the old days when she took to the ring, pitting strength and determination against each challenger, hearing the roar of the crowd. Once she’d gotten a handle on her new strength, and a new costume to ware, as well as a bit of practice in to shake off the rust on her old skills and moves, La Luchadora was ready to take to the streets, and pile drive the unjust into submission! Personality & Motivation: La Luchadora is a loud, boisterous and outgoing individual. Prone to extreme, she undertakes everything she does with passion and verve. Holding herself up to the highest virtues, she stands as a ideal of willpower and confidence. While not the smartest individual, and prone to rambling on with less than coherent psudo-philisophical nonsense, her straightforwardness and energy has its own sort of rough edged charm. Out of the Mask, Theresa is still just as strong willed and stubborn, but is better at tempering it down to a controlled level. She handles herself with firm but gentle mannerisms. She is still quick to trust and just as quick to forgive, an honest, if naive, soul. She shoots straight and opens up to others, treating everyone like family. Luchadora’s motive for heroics is two fold. First, she likes fighting. Its not a glamorous or especially heroic sentiment, but its true. Nothing gets her blood heated up quite like matching blows with an opponent, hearing the roar of the crowd. So there’s also a bit of a fame element to. But while she adores playing to the crowd, she also loves the chance to act as an inspiration to others, crying out for the inherent nobility in everyone, pushing each and every person to believe in themselves and tackle each problem they face with everything they have, to never give up no matter what. And that’s really something she can take pride in at the end of the day. Powers & Tactics: Powered by the thousand spirits who dwell within her, La Luchadora has been endowed with superhuman strength and resilience. She is invulnerable to most conventional forms of injury, and possesses superhuman stamina. These mix well with her training in various styles of grappling and Lucha wrestling techniques. Her approach to fighting is much like her approach to other things. Big, showy, Loud and direct. She does it all with a huge flair and emphasis on showmanship, sometimes even sacrificing function for form. She rushes into melee, raining blows to her enemy and taking theirs in return, or throwing them to the ground and brawling it out in a battle of strength, putting them into a submission hold and squeezing them down, or tossing them through the air. If its over the top and awesome, there is a fair chance Luchadroa will do it. Complications: Secret : Luchadora works to keep her identity secret. Moreso due to the supreme dishonor she would suffer for allowing herself to be unmasked. Honor: Luchadora holds herself up to the standards of honorable behavior. While noble in sentiment, it also leaves her vulnerable to more underhanded tactics. Part of this also includes not using underhanded tactics herself, such as sneak attacks. She almost certainly starts each fight by loudly announcing her presence along with a speech. Spirited Competitor: Loving the thrill of combat and contest, La Luchadora never refuses a challenge, no matter how outmatched or ill advised it would be to accept. Pride: Theresa herself is a very confident and proud individual, and she has trouble accepting defeat. Especially so if she was outperformed by someone else. When her pride is hurt, she’ll push herself to regain it, usually to her own detriment. Abilities: 6 + 4 + 6 + 0 + 4 + 4 = 24PP Strength: 30/16 (+10/+3) Dexterity: 14 (+2) Constitution: 30/16 (+10/+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 8 = 20PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Unarmed Grapple: +26 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -11/-21 Saving Throws: 0 + 6 + 7 = 13PP Toughness: +12 (+2) (+10 Con, +2, 10 Impervious) Fortitude: +10 (+2) (+10 Con, +0) Reflex: +8 (+2 Dex, +6) Will: +9 (+2 Wis, +7) Skills: 44R = 11PP Acrobatics* 8 (+10) Perform* (Oratory) 8 (+10) Intimidate* 7 (+9) Notice* 6 (+8) Knowledge (Business) 10 (+10) Language (Native Spanish, English) 1 Sense Motive 4 (+6) Feats: 19PP Attractive Attack Specialization (Unarmed) 2 Benefit (Wealth 2) Dodge Focus 4 Chokehold Fascinate (Perform: Oratory) Fearless Improved Grab Improved Grapple Improved Pin Improved Throw Luck Skill Mastery (Acrobatics, Perform (Oratory), Intimidate, Notice) Uncanny Dodge (auditory) Powers: 2+14+14+2+10+13+4+4= 63PP Enhanced Feats 2 ( Affects Insubstantial 2 (Applied to Strength))[2PP] (Infused with spirits, she can touch things which lack a physical form) Enhanced Strength 14 [14PP] (Mystic Strength) Enhanced Constitution 14 [14PP] (Mystic Stamnia) Protection 2 [2PP] (Magically enhanced toughness) Impervious Toughness 10 [10PP] (Magically Enhanced Toughness) Super Strength 10 (Effective Strength 80, Heavy Load 800 tons Feats:Bear Hug, Coming Through!, Counter Punch ) [13PP] (Mystically empowered might) Damage 10( Extras: Fort Save (+1) Flaws: Requires Grapple (-1) ) (Bear Hug) Immovable 10 ( Extras: Unstoppable (+1) Flaws: Limited (Only While Moving)(-1)) (Coming Through!) Deflect 10 (Counter Punch) Speed 4 (100MPH, 1000ft/round) [4PP] (Mystically strengthened leg muscles) Leaping 4 ([4PP]x25, Running Long Jump 625ft, Standing Long Jump 312ft, Standing High Jump 156ft)(Mystically strengthened leaping ability) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical)+Grab Bear Hug Grapple DC 25 Fort (Staged) Damage (Physical) Totals: Abilities (24) + Combat (20) + Saving Throws (13) + Skills (11) + Feats (19) + Powers (63) - Drawbacks (0) = 150 Power Points
  15. Tsura

    La Luchadora

    Looking for Feedback Abilities: 6 + 4 + 6 + 0 + 4 + 4 = 24PP Strength: 30/16 (+10/+3) Dexterity: 14 (+2) Constitution: 30/16 (+10/+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 8 = 20PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Unarmed Grapple: +26 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -11/-21 Saving Throws: 0 + 6 + 7 = 13PP Toughness: +12 (+2) (+10 Con, +2, 10 Impervious) Fortitude: +10 (+2) (+10 Con, +0) Reflex: +8 (+2 Dex, +6) Will: +9 (+2 Wis, +7) Skills: 40R = 10PP Acrobatics* 8 (+10) Perform* (Oratory) 8 (+10) Intimidate* 7 (+9) Notice* 6 (+8) Knowledge (Business) 10 (+10) Language (Native Spanish, English) 1 Feats: 19PP Attractive Attack Specialization (Unarmed) 2 Benefit (Wealth 2) Dodge Focus 4 Chokehold Fascinate (Perform: Oratory) Fearless Improved Grab Improved Grapple Improved Pin Improved Throw Luck 2 Skill Mastery (Acrobatics, Perform (Oratory), Intimidate, Notice) Powers: 14+14+2+10+14+4+4+2= 63PP Enhanced Strength 14 [14PP] (Descriptive Name, Descriptors) Enhanced Constitution 14 [14PP] (Descriptive Name, Descriptors) Protection 2 [2PP] (Descriptive Name, Descriptors) Impervious 10 [10PP] (Descriptive Name, Descriptors) Super Strength 10 ( Feats:Bear Hug, Coming Through!, Muscle Tearing Grip, Shockwave ) [14PP] (Descriptive Name, Descriptors) Speed 4 [4PP] (Descriptive Name, Descriptors) Leaping 4 [4PP] (Descriptive Name, Descriptors) Enhanced Feat 2 ( Affects Insubstantial 2 (Applied to Strength)([2PP] (Descriptive Name, Descriptors) DC Block (see below) Totals: Abilities (24) + Combat (20) + Saving Throws (13) + Skills (10) + Feats (19) + Powers (64) - Drawbacks (0) = 150 Power Points
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