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Character Edits 2018


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So, 14 PP to spend on Tsunami, I am going to spend them as follows:

 

1) Add the following feats (2 PP)

Improved Throw

Skill Mastery (Acrobatics; Medicine; Sense Motive; Stealth)

 

2) Making some changes to her martial arts training, making it an array and adding to it.  (4 PP)

 

Martial Arts Training (7 PP array; 1 Alt Power) [Martial Arts, Training] [8 PP]

BP: Strike 4 (Feat: Mighty; Improved Critical 2 [18-20]) {7/7}

AP: Trip 10 (Feats: Improved Critical 2 (Trip) [18=20]; Flaw: Touch Range) {7/7}

 

3) Spending 7 PP to add some skill ranks as follows.

 

Sense Motive +10 (up to 16 ranks)

Kn: Earth Sciences 6 (up to 8 ranks)

Climbing 1 (up to 7 ranks)

Drive 3 (up to 5 ranks)

Stealth 5 (up to 10 ranks)

Notice 3 (up to 10 ranks)

 

4) Add Immunity (Aging) to her immunities. [1 PP]

 

Also please update the following fluff:

 

For Affiliations, change it to Claremont Academy Alumna and add Unfficial Seafareing Heroes coalition (Glamazon & Temperance)

 

For Family, change mother unknown to Murjana al-Darsha (mother) and add Amir al-Darsha (Typhoon; materal-grandfather)


Her age is now 22.

Add Apparent Age: 22

 

DONE BY AA

 

 

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IN PROTECTIVE CUSTODY by Thevshi

 

Spending one of my Equipment rewards on Watchdog: 

 

Description

The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante.

The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS.

A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum."  run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. At the touch of a button, it can turn itself into a normal-looking car - though it's still bright red. 

Normal mode

The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 2 [DC 25], Computer, Communications, Hidden Compartments, Navigation System Powers: Impervious Toughness 10, Immunity 9 (Life Support), Morph 6 (normal car), Super-Senses 4 (Radio, Enhancement: Extended)) [55EP]

 

Description

The Dawg Pound is a specially modified warehouse in Port Regal that looks perfect for the home of a gritty young vigilante. With space to park the Dawg and space to park her crew, it's a totally radical place. The fridge is stocked with diet soda and energy drinks, the freezer with frozen pizzas and chicken nuggets, the gym has equipment for punching away your inner demons to an angry techno soundtrack, the flatscreen TV in the rec room even has an XBox One with the latest games. It's angsty teen superhero paradise! 

Headquarters Array 9 (15EP, AP: Alternate Power 1) [16EP] 
BE: Dawg Pound [Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System, Workshop] 
15EP

The House is just a perfectly normal one-story white house with attached garage near the edge of Bayview, away from the city limits - what do you mean? Why would this house be special?
AP: House Size: Small; Toughness: 15; Features: Communications, Concealed [4], Garage, Living Space, Power (Impervious + Immunity), Personnel (Other Secret Service Agents), Power System, Security System [2], Workshop
Power: Immunity 9 (Life Support) + Impervious Toughness 10 {19/20}
15 EPs

 

4EPs
Masterwork Cellphone
Masterwork Rebreather 
Masterwork Handcuffs 
Masterwork Tools (Craft [Mechanical]) 

 

If I have done the math right (a dangerous assumption) This all equals 75EP which equals 15PP worth of equipment 

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'SHOT THROUGH THE HEART and  HGM'S TO BLAME'

 

Starshot

 

18 PP to spend

 

Could you add in the first paragraph of sheet, under "In Brief" (as per sheet template)

 

Theme Tune: Ride of the Valkyries

 

Could you fix the picture which went missing with the transfer. The link should be replaced with: https://www.freedomplaybypost.com/gallery/image/618-starshotjpg/

 

As per reward tracker, only 1 reward spent (6 Points on equipment, 9 points on minion). However on the sheet it looks like two reward spent (something went off in a previous edit, I think)...

 

Hence, could you use spare 15 PP earned to correct this...(i.e. "buy" 15 PP of equipment).

 

This still leaves him with 3 PP spare. 

 

Skills 1 PP

4 Ranks Ride to make 4 (+10)

 

Feats 1 PP

Ultimate Effort (Aim)

 

Powers 1PP

Could you add, under Cybernetic Hand Powers

Feature 1 (Hand acts as medical kit) [1 PP] "Inbuilt medical tools / chems"

 

Equipment

No extra PP but, in veiw of new feature, eliminate the Medical Kit (saves 1 EP)

Replace with: Rebreather (1 EP)

 

 

Finally he is actually PL 11/15 so could you edit that in at the top of the sheet (it currently says 10/15)

 

Thank you!

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SLICED AND DICED by HGM

 

The Array in Queenie's Ring. Strip out the Dynamic for two more Alternate Powers.

 

New Slot 1. 22 PP spent

Snare 11 (Power Feat: Indirect 2 [any point, directed away] (Aura Bonds) [1PP].

 

New Slot 2. 6+5+3+10=24 PP spent

Comprehend 3 (Languages; Speak One At A Time, Understand All, Read All)

Datalink 4 (Radio, 1 mile range; Power Feat: Rapid [x10])

Enhanced Skills 3 (Computers +12)

Environmental Control 5 (Bright Light in 100 ft radius from target point)

 

A variety of utility effects, not likely to be used in actual combat. The Ring's VI is lending a hand with the Computers boost.

 

Edited by HG Morrison
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TALES TOLD by HGM

 

Flintlock

16 PP to Spend

 

Saves 2 PP

Increase Reflex by 2 to make +10 (+3 Dex, +7)

 

Skills 4 PP

+2 Ranks Bluff to make 10 (+18)

+2 Ranks Perform [Dance] to make 2 (+10)

+2 Ranks Ride to make 2 (+5)

+2 Ranks in Acrobatics to make 4 (+7)

+8 Ranks in Concentration to make 12 (+20)

 

Feats: 7 PP

1 More Rank of Equipment

Critical Strike

Improved Initiative 1 NB: This updates Initiative in Combat section to +7

Leadership

Redirect

Set Up

Trance

 

Equipment

Add

Sword (Cutlass) Strike 3, Mighty, Improved Critical [5 EP]

 

Sorcery Array: 3 PP

Add 3 Alt Powers (Nauseate, Summon, Nullify) Meaning the Array looks like this: (Also deleting Alt Save from Suffocate – no reason it should be will and should default back to Fort)

 

Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 8(Magic, Summoning, Spirit) [50 PP]


BPAstral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit”
APIllusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit”
APMove Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist”
APSuffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones”

APCreate Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension”
AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos”

AP: Nauseate 7 (Extras: Area [Cloud], Duration 2 [Sustained] Range 2 [Perception], Flaws: Sense Dependent [Olfactory]) “Summon Terrible Stench” [42/42]

AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish”

AP: Summon 8 (Extras: Narrow [Marine Leviathan], Fanatical, Heroic, Feats: Mental Link) [41/42]

 

The DC Block Needs a major update to:

 

DC Block


ATTACK           RANGE       SAVE                     EFFECT
Unarmed          Touch       DC 15 Tough              Damage

Flintlock Pistol Touch       DC 19 Tough              Damage

Knife            Touch/Throw DC 16 Tough              Damage

Sword / Cutlass  Touch       DC 18 Tough              Damage

Poltergeist      Perception  DC 25 Tough (or grapple) Damage/Grapple
Suffocate        Perception  DC 18 Fort               Suffocate

Stinking Cloud   Perc/Area   DC 17 Fort and Reflex    Nauseate

Crawling Chaos   Touch/Aura  DC 20 Will               Confuse

Banishment       Perception  DC 20 Will               Nullify

 

 

Thank you!

Edited by HG Morrison
Edited At Player Request
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TAUGHT by HGM

 

Some edits for facsimile!

 

adding 4 ranks to bluff and stealth and Drive.for 3pp

and 6 ranks to dipomacy and Intimidate for another 3pp

 

and i'd like to nab the connected feat for 1 pp

 

Bluff 12 (+14)

Diplomacy 8 (+10)

Drive 8 (+10)

Intimidate 8 (+10)

Stealth 12 (+14)
 

7/7 Spent!

 

Thanks!

Edited by HG Morrison
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E-RACED FROM THE TIMELINE by HGM

 

A new complication for dreadnought!

 

Burned to the bone: Due to being the host for a spirit of fire in the neolithic era dreadnought now reacts to effects of the fire descriptor more strongly, his skin blackening with even the smallest brush with flames, though it doesn't necessarily cause him any more hinderance than it normally would it is unsettling to look at and in extreme cases cause him to feel psychosomatic pain and fear. rendering him frozen when confronted with sufficiently large and hot fires and rendering him dazed with pain as well as making social interactions more difficult.

 

Id also like to buy up 1 rank of attack focus and dodge focus each to full attack and defense costing 2pp

 

and nab

 

Speed 3("Massive Momentum" 50mph; 500ft a round )[3pp]

 

for 3pp

 

Totaling at 5pp spent

Edited by HG Morrison
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QUANTUMLY ENTANGLED by HGM

 

A few new powers to add to moon-moths array!

 

Teleport 10("Moth-gate"; Extras: Accurate, Portal Flaws: Long Range)[40/40]

Teleport 15("Long distance transmission" Extras: Accurate Flaws: Long Range PFs: Progression Mass 6 (10,000 lbs) Change velocity, Change Direction, Easy, Turnabout)[40/40]

Time Stop 10("Myothizar's Moment"; 50ft radius Extras: Selective attack Flaws: Action(Full), Distracting, Range, Unreliable (5 Uses)[40/40)


on his DC Blocks update

 

Myothizars' Moment  50' radius    DC20 Reflex   Time Stop

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ALL BARK AND NO BITING COMMENTARY ON THE PRESSURES THAT FORMER SIDEKICKS FACED IN MODERN SUPER SOCIETY by HGM

 

2PP to spend on Watchdog and Pulse 

 

Drop Pulse's Concealment and replace it with 

 

Datalink 1 (10 ft, radio) [1PP] 

and 

Immunity 1 (own powers) [1PP] 

 

2PP on Watchdog: 

Buy Attack Focus (Ranged) 2 in Feats [2PP]

Drop one of the Accurate PFs from the guns in her Armor and replace it with Improved Crit 1 [19-20]

 

 

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HGMDID IN FACT PUT BABY IN THE CORNER

 

Miss Grue

 

Saves: Will +1 [1PP]

Skills: +7 (28R) [7PP]

Bluff +5

Concentration +2

Diplomacy +5

Gather Information +5

Knowledge (Popular Culture) +2

Notice +5

Sense Motive +4

 

Feats Minion (Mother Unit) +2 [2PP]

 

Spoiler

Miss Grue
 

Power Level: 10/14 (214/214 PP)
Trade-Offs: None
Unspent Power Points: 0

In Brief: A teenage rogue Grue who is enjoying everything that Earth has to offer.

 

Alternate Identity: Daphne Celeste

Identity: Secret

Birthplace: Deep Space

Occupation: Student at Burroughs Community College

Affiliations: None

Family: Meta-Mind (Gene father, distant), Mother Unit

 

Description:

Age: 16 (DoB: 1999)

Gender: None, has chosen female form

Ethnicity: Grue, appears Latina

Height: 5'5 as Daphne

Weight: 120 lbs as Daphne

Eyes: White normally, Brown as Daphne

Hair: Black

 

selena-gomez-2013_zps4269a878.jpgzamora1_zps076c89e3.jpgIn her natural form Daphne appears mostly as a typical member of her species though her years traveling through space and her unusual "upbringing" have made a few changes. Even in her Grue forms she appears as a though a teenage girl, her Mother Unit always wanted a daughter, and she keeps her long black hair. Whilst she can assume the "natural" Grue form it's not what she considers normal and if her powers are ever nutralized she defaults to her teenage Grue form.

 

In her normal disguise of Daphne she has constructed the identity of what she considers the typical American teenager. Unfortunately as all she has known is from teen drama; she looks like she has stepped from hours of make-up and wardrobe. She still hasn't quite worked out why her "average" looks seem to draw her so much attention.

 

Daphne costume is the jumpsuit that was store in the ship as the normal uniform of Grue troopers, designed to shift and alter with the Grue own shapechanging ability. With a little help from Mother Unit she has altered the jumpsuit to better suit her needs. It now appears as a mostly white Jumpsuit with black around the arms and legs with a three pronged star on the chest.

 

In her natural form Mother Unit is a large oval spheroid around the size of a small car with a silver yet un-reflective skin. The interior consists of just a crash couch and a bank of monitors whilst the inner working, anti-grav warp drive etc, a located in a small pocket dimension. Mother Unit herself is a cube of mat black material around 12 ft (4 m) in size. The ship has currently been carefully hidden away for the time when she is needed, though Daphne visits it daily just to say hi.

 

Power Descriptions:

As her genetic material is that of a Grue she has been geneneered with all the normal abilities of telepathy and shapeshifting. However as her experience in her shapeshifting is limited she cannot do the full range of abilities, instead she has learned a number of trick’s that she can do with her body. Her exposure to cosmic ray'shave somehow allowed her to make her body porous to all wavelengths of light. This allows her to either blend into the background or even become insubstantial.

 

History:

The history of Daphne starts, like many Grue, with one of their many attempts of conquests of the Orion-Cygnus Arm of the Milky Way. The Grue ship carrying a number of birthing pods was attacked and destroyed in Deep Space scattering it's cargo to the four (solar) winds. Mother Unit wasn't activated at the time so neither knew who their assailants were, though this area of space is under the protection of the Lor. Daphne was designated as an infiltration unit and her birthing pod primary mission was to gather information on the target to allow the Grue inside to better infiltrate the targeted civilization, as well as educate them on the basic’s of Grue culture.

 

Damaged in the assault the birthing pod still managed to lock onto a Grue signal and began to make its way towards the signal at its best speed. As it traveled it attempted to repair it primary databanks using the information provided in the signal. However in this state it mistook the local broadcast’s for part of the Grue data transmission so began to incorporate them into the educational database.

So Daphne was raised on the transmission beamed into space from Earth thinking for all the worlds that this was the culture that she had to integrate with and learn it's way as well as learn important lesson about how best to live her life.

 

Being so far from any other Grue Daphne was never linked to the Grue collective and developed independently from the baleful influence of the Meta-Mind. Also Mother Unit shielding was damaged and Daphne was exposed to extra Cosmic radiation which altered her body structure allowing her to alter it's density and solidness.

 

Somehow the Pod, who for the last sixteen year insisted Daphne called it Mother Unit, managed to land outside Freedom City without detection. With Mother Unit's highly advanced computer skill they carefully constructed identity sure to fit into normal society. The Grue teen, possible the first of her kind, enrolled in the Burrough’s Community College to better learn about this wonderful planet that was now her home. She is planning to surprise her "Uncle" Pseudo with a visit but she wants to surprise him and prove that she could get herself settled into her new life all by herself.

 

And there was no doubt that she would use her natural abilities to help defend the people of her home, that was naturally what people did when they were gifted with such things. It helped that she enjoyed helping people so much, it didn’t seem so much as challenge as the educational database made it out to be.

 

Personality & Motivation:

Daphne strides through the world with a wide eyed wonder at all the amazing things that she sees. She knows that there is injustice and inequality in the world but she believe that if everyone could just sit down and talk thing out people could sort all this out.

 

Even in the darkest of time she keeps her optimism that things will work out for the best and will never give up when situation get dire.

 

Powers & Tactics:

In her enthusiasm Daphne tend to go off half cocked spending no time assessing the situation instead rushing into danger to try and help people as quickly as she can. She will attempted to use her limited form of shifting abilities to best cope with the situation in hand.

 

Complications:

Grue are you? Daphne knowledge off her own species is based on a very damaged copy of the original database contained in Mother Unit. As such she know almost nothing, apart from the media’s portrayal of them, about her own species.

Grue the looking glass Almost all of Daphne's knowledge about Earth come from humanities broadcasts into space. As such her knowledge is slightly skewed and she expect life to behave just how she had experience thing from watching television and movies.

Hide and Grue Daphne know that as a Superhero it is her duty to preserve her secret identity to protect her love one. Not that her strange habit’s make this easy sometimes.

Grue the best Daphne is a natural optimist and naive and tend to naturalassume that people are telling her the truth. Even when all evidence should be telling her the exact opposite.

Congrueity: Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feel that this is just a massive misunderstanding and everything would be fine if only she could explain things to them.

Mothering Grue: During her time in space the birthing Unit, now calling herself Mother Unit, has gained some unusual habit's based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasional will intervene of she consider that her daughter has been placed in to much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting.

 


 

Abilities: 4 + 0 + 4 + 2 + 2 + 6 = 18PP

Strength: 14/301,2 (+2/+10)

Dexterity: 10 (+0)

Constitution: 14/22 (+2/+6)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 16 (+3)

1 - Growth, 2 - Increased Density

 

Combat: 12 + 12 = 24PP

Initiative: +4

Attack: Normal +6 base +11 unarmed

Growth +4 base +9 unarmed

Dense +5 base +11 unarmed

Shrunk +7 base +13 unarmed

Grapple: Normal +8, Elongated +20 , Grown +22, Dense +18, Shrunk +0

Defense: Normal/Dense +10 (+6 base +4 Dodge Focus) +3 Flat-Footed

Grown +8 (+6 Base +4 Dodge Focus -2 Size) +2 Flat-Footed

Shrunk +12 (+6 Base, +4 Dodge Focus, +2 Size) +4 Flat-Footed

Knockback: Normal -3 Growth -13 Dense -9 Shrunk -1

 

 

Saving Throws: 6 + 7 + 8 = 21PP

Toughness: +6/+10 (+2 Con, + 4 Protection, +4 Growth/Density [impervious 4])

Fortitude: +8/+12 (+2/+6 Con, +6)

Reflex: +7 (+0 Dex, +7)

Will: +9 (+1 Wis, +8)

 

 

Skills: 108R = 27PP

Bluff 12 (+15)

Concentration 19 (+20)

Diplomacy 12 (+15)

Gather Information 12 (+15)

Knowledge (Popular Culture) 14 (+15)

Language 3 (Grue [Native], English, Spanish, Galactic)

Notice 14 (+15)

Search 9 (+10)

Sense Motive 13 (+14)

 

 

Feats: 27PP

Attack Focus (melee)

Attack Specialization 2 (Unarmed Attack)

Dodge Focus 4

Equipment (Birthing Unit) 11

Fearless

Improved Initiative

Minion (Mother Unit) 6

Second Chance (Concentrate)

 

 

Powers: 7 + 4 + 4 + 30 + 11 + 14 + 5 + 9 + 8 + 5 = 97PP

Communication 7 (Telepathy, 200 miles) [7PP]

 

Comprehend 2 (Languages Speak and Understand) [4 PP]

 

Concealment 4 (all visual senses Flaw: Blending) [4PP]

 

Grue Nature 12 (24 PP, Feats: Alternative Power 6) [30PP]

Base Power: Insubstantial 4 (Incorporeal) [20PP] + Flight 2 (speed 25mph, 220 ft/rnd) [4PP] [24PP]

Alternate Power: Additional Limbs 3 (up to 5 limbs, Grapple +3; Feats: Improved Grapple) [4PP] + Elongation 9 (2,500 ft reach, 90 ft range inc., Grapple & Escape Artist +9; Extras: Duration [Continuous]) [18PP] [22PP]

Alternate Power: Density 8 (+16 Str, +4 Tou, Weight x5 (600 lbs), Immovable 2Super-Strength 2 [3 tns]) [24PP]

Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size (15 ft)) [24PP]

Alternate Power: Morph 8 (Any form, +40 Disguise) [24PP]

Alternate Power: Super-Senses 23 (Feats: Accurate (Hearing, Smell), Acute (Smell), Analytical (Smell),Darkvision, Direction Sense, Extended 3 (2 miles increments Vision, Hearing, Smell), Infravisoin, Low-Light Vision, Sonar) [24PP]

Alternate Power: Shrinking 11 (-2 Size [2 ft, 8 lbs], Grapple -8, Stealth +8, Intimidate -4 Extra: Normal Strength Feats: Normal Movement, Normal Toughness) [24PP]

 

Immunity 11 (Life Support, Sleep, Starvation & Thirst) [11PP]

 

Mind Reading 12 (Feat: Subtle 2) [14PP]

 

Protection 5 [5PP]

 

Power of the Mind 4 (8PP, Feats: Alternative Power 1) [9PP]

Base Power: Telekinesis 4 (Range 40 ft, Effective Strength 20 (800lbs)) [9PP]

 Alternative Power: Flight 4 (speed 100mph, 880 ft/rnd) [9PP]

 

Super-Sense 6 (Detect MInds [Mental], Accurate, Acute, Radius, Ranged) [8PP]

 

Super-Sense 3 (Detect Emotions [Mental], Acute, Radius, Ranged) [5PP]

 

 

DC Block

ATTACK               ATT    RANGE         SAVE                        EFFECT

Unarmed (basic)      +11    Touch         DC 17 Toughness (Staged)    Damage Physical

Unarmed (density)    +11    Touch         DC 25 Toughness (Staged)    Damage Physical

Unarmed (growth)     +9     Touch         DC 25 Toughness (Staged)    Damage Physical

Unarmed (shrinking)  +13    Touch         DC 17 Toughness (Staged)    Damage Physical

Mind Reading         auto   Perception    DC 22 Willpower             Mind Probed

 

 

Totals: Abilities (18) + Combat (24) + Saving Throws (21) + Skills (27) + Feats (27) + Powers (97) - Drawbacks (0) = 214/214 Power Points

 

 

 

Mother Unit

 

Abilities: Int +20 [20PP]

Skills: +3PP (12R) [3PP]

Gather Information +5

Notice +5

Pilot +2

Powers: add Communication 5 (Telepathy, 5 miles) [5PP], increase Datalink to 7 [2PP] [7PP]

 

Spoiler

 

Mother Unit (Grue Computer, Minion)

 

Abilities: -10 + -10 + -10 + 30 + 4 + 6 = 10PP

Strength: -

Dexterity: -

Constitution: -

Intelligence: 40 (+15)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0 Base

Grapple: -8

Defense: 2

Knockback: +4

 

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: -2 (-2 Size)

Fortitude: Immune

Reflex: -

Will: +2 (+2 Wis)

 

Skills: 48R = 12PP

Computers 10 (+25)

Gather Information 12 (+15)

Notice 13 (+15)

Pilot 13 (+13)

 

Feats: 3PP

Eidetic Memory

Skill Mastery (Compter, Gather Information, Notice, Pilot)       

Well Informed

 

Powers: 5 + 12 + 7 + 30 + 8 = 62PP

Communication 5 (Telepathy, 5 miles) [5PP]
Comprehend 6 (Languages [Read, Speak and Understand All], Machines [Speak and Understand]) [12PP]

Datalink 7 (Mental, 200 mile range) [7PP]

Immunity 30 (Fortitude Saves) [30PP]

Shrinking 8 (-8 Str, -2 Tou, -2 Size [Tiny], Flaw: Permanent) [8PP]

 

Totals: Abilities (10) + Combat (0) + Saving Throws (0) + Skills (15) + Feats (3) + Powers (62) - Drawbacks (0) = 90/90 Power Points

 

1

 

Change Birthing Units name to Baby (Birthing Unit, Grue Spacecraft, Vehicle)

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Что посеешь, то и пожнёшь by HGM 

 

Voin Zhenshchina

 

Abilities: Wisdom +2 [2PP]

Saves: Reflex +3, Will +2 [5PP]

Skills: Bluff +5, Diplomacy +12, Drive +2, Gather Information +12, Notice +5, Search +5, Sense Motive +5 [11PP]

Feats: Evasion +1, Improved Initiative +1, Takedown Attack +1, add Well-Informed [4PP]

Powers: add Disease to Immunity [1PP]

 

Spoiler

 

Voin Zhenshchina

 

Power Level: 10/12 (187/187PP)

Trade-Offs: None

Unspent Power Points: 0


In Brief: Amazon woman who’s come out of retirement after raising a family.


Residence: Doncaster, Yorkshire, United Kingdom

Catchphrase: "Теперь вы сталкиваетесь воин женщина"

 

Alternate Identity: Klara Svoboda, Clara Matthews, Воин Женщина, Warrior Woman

Identity: Public

Birthplace: Shamany Vstrecha, Altai Republic, Russia

Occupation: Housewife

Affiliations: Ministry of Powers

Family: Zora (First Mother), Alloura (Second Mother), Tracy Theodora Matthews (Wife), Claire, Lucy and Alexis Mathews (Daughters)


Description:

Age: 244 (DoB: 1771)

Apparent Age: Early Thirties

Gender: Female

Ethnicity: Mixed

Height: 7'0”

Weight: 197 lbs

Eyes: Brown

Hair: Black

 

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Klara is a striking figure standing at seven feet tall with an athletic build her skin lightly tanned and her black hair worn long a loose. Her facial feature is a mix, her Scythian and Mongolian ancestry giving her a rather striking noble bearing.  


Her costume is the ceremonial armour of her people gold scale mail with silver plates in places covering from neck to feet, with only her lower arms left bare. On her arms she wears a pair of elaborate bracers inserted with large red gems glowing with an inner power.

 

 


Power Descriptions:

Apart from her physique, making her more capable than the most normal humans. She also wears the armour of her warrior clan and a pair of magical bracelets filled with magical power.


History:

Long ago several of the shamans of the nomadic tribes would gather at a secret spot in the shadow of the Altai mountains. They would discuss peace among the tribes and protecting the steppes from threats both physical and supernatural. Over time the shamans began to bring families, then tribes and finally they settled building a city hidden from the rest of the world. Led by wise rulers the city prospered and as they grew wise there people benefited growing tall in stature and long in life span. Whilst they watched the world go by they generally kept to themselves only rarely venturing out and withdrawing into legend, whilst many wished nothing to do with the outside world and few wished to venture out and aid humanity.


Klara was one of these. Born through magic into the warrior caste she trained to fight in a city of peace, she wanted to go into the world and help others with the skills she had trained for almost a century. When the world descended into war and vast magical power were unleashed by the Axis she could no longer stand by and left her home, possibly forever to help the allies fight their war.


Presenting herself to a rather shock local Soviet commander, she was rapidly shipped to Moscow, where after some testing of both her powers and her loyalty she was assigned to the People's Heroes where she fought with distinction on many fronts, she was moved around often and kept away from the troops as coming from a society of relative freedom she often spoke out about the Soviet system. Despite the best efforts of the party when the Axis were defeated and the fragile peace descended she defected from the People's Heroes and the Soviet Union into the hand of the British.


Once British Intelligence determine she wasn't a double agent they were at a lost as to what to do with her, as her presence in Europe would threaten the fragile peace, so they assigned her to help restructure MI-13 into the Ministry of Powers. Her assigned guide during this time was one Tracy “Teddy” Matthews a former SoE agent, now assigned to the Ministry. They spent many months together and over that time a tentative friendship developed into something more. After a few years Tracy and Klara moved in together and Klara retired from superheroing to keep the household. When the Cold War began to thaw the two of them travelled back to Klara’s home and about a year later returned with three newly born daughters.


Apart from the occasional crisis Klara has spent the last couple of decades raising their daughters and looking after her partner, and finally once the law had caught up her wife, quite happy to be a housewife. The children now fully grown and gone on to successful careers (Claire is a Doctor, Lucy a Lawyer with and interest in Politics and Alexis is an actor) Klara has been itching to get back into the superhero business,  


Personality & Motivation:
Klara has a very strong will and is not an easy person to persuade from any course of action she set her mind upon. At time she can be stern and unforgiving, but she is also an incredible warm and generous person.  She will drop everything to help her friends without question and will do everything in her power to help, and will double her efforts if it's her family involved.


As a warrior she follows her own personal code of conduct and will endeavor to treat her opponent with some kind of dignity, once they'd been defeated.


Powers & Tactics:

Raised in ancient warrior culture Klara is not one for complicated plan or tactics. She is all being the first in and the last out, overwhelming the opposition with brute force. She’s not stupid however and if the foe is obviously more powerful then she will instead resort to hit and run tactics.


Complications:

Свобода народов Герой: Though few and far between there are a few that remember her time as one of the Soviets People’s Heroes. Many are not overly friendly due to her defection to the West after the war.

нетрадиционный: Klara lives by her own way caring not for how see her life, in fact she’s quite open about her lifestyle choices. There are many out there who wouldn’t

Старая женщина: Tracy is a woman in her 80 and despite benefiting from Klara’s people's science and magical knowledge is starting to feel the passing of the years. Despite this Klara still loves her deeply and would do almost anything to keep her safe and healthy


Abilities: 20 + 6 + 10 + 6 + 6 + 6 = 54PP

Strength: 30 (+10)

Dexterity: 16 (+3)

Constitution: 20 (+5)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)


Combat: 16 + 12 = 28PP

Initiative: +11

Attack: +8 Base, +10 Melee

Grapple: +20/+30 (Super-Strength)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -7


Saving Throws: 5 + 6 + 6 = 17PP

Toughness: +10 (+5 Con, +5 Protection [5 Impervious])

Fortitude: +10 (+5 Con, +5)

Reflex: +9 (+3 Dex, +6)

Will: +9 (+3 Wis, +6)


Skills: 100R = 26PP

Bluff 12 (+15)

Diplomacy 12 (+15)

Drive 2 (+5)

Gather Information 12 (+15)

Intimidate 12 (+15)

Language (English, Russian, French, German, Italian, Spanish, Japanese, Mandarin, Mongolian, Arabic, [Native Altai]) +2

Notice 12 (+15)

Sense Motive 12 (+15)

Search 12 (+15)

Survival 8 (+11)


Feats: 23PP

Accurate Attack

All-Out Attack

Attack Focus (Melee) 2

Dodge Focus 4

Evasion 2

Fearless

Improved Initiative 2

Improved Trip

Luck 1

Master Plan

Move-by Action

Power Attack

Startle

Takedown Attack 2

Uncanny Dodge (Auditory)

Well-Informed


Powers: 10 + 28 + 3 = 3925PP


Scale Armour 2 (10 point Device, Hard to Lose) [8PP] (magical)

Protection 5 (Extra: Impervious) [10PP]


Gemmed Bracelet 7 (35 point Device, Easy to Lose) [28PP] (magical)

Blast 10 (100ft range) [21PP]

  • AP : Super Strength 10 ( Effective STR 80 [Heavy Load=819.2 lbs] ) {20/20}

Flight 5 (250mph, 2,200 ft/rnd) [10PP]

Teleport 4 (Flaw: Long range) [4PP]


Immunity 3 (Aging, Disease,Poison) [3PP]


DC Block


ATTACK        ATT RANGE   SAVE                                       EFFECT

Unarmed +10 Melee     DC 25 Toughness (Staged)     Physical

Blast      +8 Ranged   DC 25 Toughness (Staged)      Magic

 



Totals: Abilities (54) + Combat (28) + Saving Throws (17) + Skills (26) + Feats (23) + Powers (39) - Drawbacks (0) = 162/187 Power Points

 

 
 
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FREAKY FRIDAY'D by HGM

 

Dr. Thorne

Saves: Reflex +1 [1PP]

Skills: Concentration +2, Craft (Artistic) +3, Gather Information +2, Investigate +2, Knowledge (Arcane Lore) +2, Knowledge ( Theology and Philosophy) +2, Language (add Russian) Notice +3 [5PP]

Powers: Add following power

 

Super-Sense 8 (Magical Awareness - Mental Sense [Accurate, Actue, Radius, Ranged]) [8PP]

 

 

Spoiler

 

Dr. Rosa Thorne


Power Level: 8/10 (150/164PP)
Unspent Power Points: 14
Trade-Offs: None

 

In Brief: One's an Occult Scholar the other a down on there luck private investigator, who happen now to share the same body. Together they fight the forces of the occult!

 

Alternate Identity: Dr. Thorne, Occult Detective (Public)
Birthplace: Milwaukee, Wisconsin

 

Occupation: Former Occult Scholar, Private Investigator
Affiliations: Black Rose Detective Agency
Family: Phillip Thorne (Father), Rhosyn Thorne (Mother), Anissa Thorne (Sister) 

 

Description:
Age: 26 (DoB: 1990)
Gender: Female
Ethnicity: African-American
Height: 5'3"
Weight: 140lbs
Eyes: Brown
Hair: Black

 

RosB9XirTu.jpga has never been one to worry about her figure though she has always been active enough that she's never gotten to large, though she still has some curves about her. Likewise she tend to wear only a little makeup, enough to allow her natural beauty to shine through.

 

Countering this though Rosa has never had a day when she felt she should dress casually, still dressing even now as if she is about to go to a days work. Of the two of them she's the one most likely to wear the a sensible trench coat, if the weather call for never as any kind of fashion statement.

 

 

 

 

 

History:

 

Rosa’s father had always told her that she could achieve anything that she could set her mind, something she’d took to with some gusto. Whilst other followed the exploits of the brightly colored superhero’s Rosa was drawn to lesser known, but no less fascinating, exploits of those that fought the forces of the supernatural. She devoured every report and story of such thing, even sneaking into movies on such themes even if they were well above her age.

A smart capable girl turned into an even more capable young woman who with a keen intellect had managed to gain an education at an early age in every field of occult studies, despite no magical talent of her own. She eagerly looked forward to a fruitful career in academia sharing thoughts and idea’s among her intellectual peers.

 

Unfortunately for her many in the field where quite conservative in outlook not ready to listen to someone as young as she was, especially one of her gender and a few unfortunately of her race. Despite this she soldiered on not willing to surrender so easierly to those who wanted to put her down, instead putting her efforts in pure academic research more and more esoteric subjects. But even she had days when despair would get the better of her and on one fateful occasion she meet someone who would change her entire life.

 

After one especially draining conference lecture, where her rather elegant discourse on a very poorly known aspect of occult lore had been dismissed out of hand by her audience, she was approached by a man with a literal Faustian pact. She of cause knew of him, the infamous Mr Infamy, and in normal circumstance would have been fascinated to have the chance to talk to such a renowned occult figure of mythic proportions. But that day she was angry, tired and had maybe one to many whiskey’s already and was more than willing to complain to him about how hard it was to get the kind of respect she was after in a field dominated by men. Rosa couldn’t remember exactly what she’d ask for but to the best of her knowledge if must have been something about being able to compete on an equal footing with men.

 

When she awoke the next day she was in for a shock as the face she saw in the mirror wasn’t her own, but of a older white man. And she wasn’t alone for now she was sharing her consciousness with that of the bodies original occupant, Liam Conners. Rather calm for such a momentous event the two of them quickly reached an uneasy peace and with a little investigation it was discovered that they could easily shift between the forms of Liam and Rosa.

 

Such a victory was quickly tempered by another rather less pleasing revelation Dr Rosa Thorne apparently had never existed all her documentation, achievements and right now more importantly saved money had vanished overnight. All they had to there name was a few dollars and a Private Investigation license to operate in a city that Rosa had never even heard of, that of Bedlam.

 

Despite all this both of them weren’t willing to give up completely and with Rosa help they managed to subtly alter the kind of business the now rebranded Thorne Investigations would deal with, a cesspool of a city like Bedlam tended to draw the worst of Supernatural entities something calling for their rather unique skills.

 

Personality & Motivation:

Rosa might be an excellent scholar but she isn’t exactly a people person she often crotchety and rude to people and tends to treat everyone like she’s the smartest person in the room, which to be fair in many situations this is true. It’s not helped by the fact that she’s extremely strong willed and stubborn to a fault. She also has a very nasty habit of keeping things to herself only reluctantly revealing information when push comes to shove, not that she’s withholding information to herself she just want to wait until she has all the information to hand to come to an conclusion. Sometime the drive to discover the truth of a certain supernatural event or creature will overcome the necessity of dealing with said problem.

 

Despite sometime not seeming to care Rosa is a very passionate believer in helping people in trouble, making the city better by saving the souls (sometimes literally) one person at a time.

 

Any friends she has are vanishingly rare since “moving” to Bedlam, a lovers are non existence, very few can see beyond the hardened shell to the actually quite kind and generous person that lives under all that baggage.

 

Powers & Tactics:

If she can help it Rosa isn't really a fighter, that Liam's job, and will happily allow others to fight her battles for her.

 

When it comes to magic matters however Rosa is more than happy to get involved, especially now that for some reason she can use all the knowledge she's gained over the years. She's still not one to rush into things however, preferring to take the time to gather all the information before acting. 

 

Power Descriptions:

The consciousness of Rosa are Liam arebounded together into a single entity and whilst both of them exist at the same time only one of their bodies, along with their accumulated skills and knowledge's, can be present at one time. With almost no effort they can shift between either of them, with the others mind taking a back seat to watch over and offer suggestions. With both always being active they remember everything that's happens since being bonded, through their own personalities can color their view points, event prior to this are often only available when occupying that form.

 

Whilst they have very different body shapes, and obviously genders, the necessities of the bodies , for good and ill, are magically linked in such a way that they don’t have to make an effort to maintain both form. This also means that if one of them get drunk or drugged the other would feel the effects and same goes for anything injuries the other might suffer. When one sleeps so does the other and as far as they can tell neither of the two consciousness's can operate independently of the other.

 

Whilst neither of them are in a hurry to find out for certain it appears that anything specific to one form over the other does not appear to function, as far as they can tell Rosa would be incapable of getting pregnant for example.

 

Somehow the bonding of the two has allowed Rosa to use the occult knowledge she hadcollect to achieve real tangible results, but only when she's in her own form.

 

Complications:

Bedlam City Limits: Somehow her magical powers are tied to Bedlam, the further she gets from Bedlam the less her powers seem to operate. the knowledge behind the powers never however goes away.

Never go home again: The whole world no longer knows of the existence of Rosa, including her family. But she still tries to keep and eye on them and help out where she can.

You want to do what?: Rosa tastes are very different from Liam and sometimes tries to take over when he's doing something she doesn't like.


Abilities: 0 + 4 + 4 + 10 + 10 + 0 = 28PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 10 (+0)


Combat: 16 + 8  = 24PP
Initiative: +2
Attack: +8 Base
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +8
Knockback: -4


Saving Throws: 4 + 5 + 7 = 16PP
Toughness: +2/8 (+2 Con, +6 [Force Field])
Fortitude: +6 (+2 Con, +4)
Reflex: +7 (+2 Dex, +5)
Will: +12 (+5 Wis, +7)


Skills: 180R = 45PP

Computers 10 (+15)

Concentration 15 (+20)

Craft (Artistic) 10 (+15)

Drive 3 (+5)

Gather Information 15 (+15)

Investigate 12 (+20)

Knowledge (Arcane Lore) 15 (+20)

Knowledge (Art) 10 (+15)

Knowledge (Behavioural Science) 10 (+15)

Knowledge (Current Affairs) 10 (+15)

Knowledge (History) 10 (+15)

Knowledge (Popular Culture) 10 (+15)

Knowledge (Theology and Philosophy) 15 (+20)

Language 9 (Arabic, French, English [Native], German, Greek, Hebrew, Mandarin, Japanese, Latin, Russian)

Medicine 5 (+10)

Notice 8 (+13)

Search 10 (+15)

 

Feats: 11PP

Artificer

Dodge Focus 4

Fearless

Luck 3

Ritualist

Well-Informed

Powers: 6 + 21 + 5 + 8 = 40PP

Force Field 6 [6PP]

Magical Knowledge 8 (16PP Array; Feats: Alternative Power 5) [21PP]

  • Base Power: Damage 8 (Mystical Blast; Extra: Range) [16PP]
  • Alternate Power: Clairvoyance 8 (Sight beyond sight, 2000 miles)
  • Alternate Power: Exorcism 8
  • Alternate Power: Nullify 8 (Dispel Magic, 80 ft radius)
  • Alternate Power: Obscure 8 (Mystical Darkness, 80 ft radius, 1,000 ft)
  • Alternate Power: Snare 8 (Mystical Snare, 80 ft range)

Morph 4 (Twin Souls, single appearance Feat: Metamorph) [5PP]

 

Super-Sense 8 (Magical Awareness - Mental Sense [Accurate, Acute, radius, Ranged]) [8PP]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Dispel Magic        Ranged     DC 18 Willpower                Nullify

Exorcism            Ranged     DC 18 Willpower                Banish

Mystical Blast      Ranged     DC 22 Toughness                Damage

Mystical Snare      Ranged     DC 18 Reflex                   Snare

 

Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (45) + Feats (11) + Powers (40) = 164/164 Power Points

 

 

 

 

 

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see previous cheeky comment by HGM

 

Liam Conner

 

Skills: Drive +1, Knowledge (Streetwise) +3, Notice +2, Search +2, Sense Motive +2 add Knowledge (Tatics) +10 [5PP]

Feats: Chokehold [1PP]

Powers: add Immunity 2 (Critical Hits) [2PP] and

 

Super-Strength 3 (+15 Str, heavy load 3.7 tns) [6PP]

 

 

Spoiler

 

Liam Conner


Power Level: 8/10 (150/150PP)
Trade-Offs: None

 

Alternate Identity: Liam Thorne (Public)
Birthplace: Bedlam

 

Occupation: Private Detective
Affiliations: Black Rose Detective Agency
Family: Disowned by the Conners family.

 

Description:
Age: 45 (DoB: 1971)
Gender: Male
Ethnicity: Caucasian
Height: 6'3"
Weight: 200 lbs
Eyes: Blue
Hair: Blond

 

chris hemsworthLiam embraces the traditional garb of the Private Detective with the slightly crumpled trench coat and suit and tie combination, despite the continued complaints of Rosa to tidy themselves up a little. The whole detective looks is carried though to his appearance, he often has a stubble and his hair is unkempt. When not on duty he tends to dress fairly casually in sweats and t-shirts, especially as he spend a lot of time down the gym working out.

 

The whole Private Detective doesn't quite work as Liam isn't the small nimble PI of book and film but a incrediblywell built man of over 6ft who still keeps himself in extremely good shape.

 

 

 

 

 

History:
Born into a very rich, very conservative family who considered themselves part of the Bedlam elite, even if like the city they had slipped a little from grace, Liam was destined to live a life of luxury. Except he'd figured out from a very young age that he was gay, something that even now in the 21st Century his family couldn't and wouldn't accept. So Liam tried to play the good son and went and joined the army, as an officer of cause, and despite not having to he was deployed out to the war zones becoming well know to his troops as an officer prepared to pitch in with his troops when trouble started. Decorated several times for bravery, and also wounded, much to his family consternation who wanted him to stay safe in order to inherit the family mantle.

 

He doesn't talk about how and why but there was a scandal when his family found our about his "lifestyle choices" and he was disowned by the family cast out of his ancestral home and told he could never come back, to all extent and purposes he was dead to them. Though devastated he picked himself up and tried to build a new life for himself, leaving the army he took what money he had and set himself up as a private detective in Bedlam. He tended to take the hard luck cases helping those that couldn't get help from the others, those that truly needed help even if the money wasn't that brilliant. It's was one of those cases he came across a little girl that had become possessed by an actual demon, not being his area of expertise he tried his best any but was outclassed and was being soundly beaten by the demon.

 

What happened next was a little hazy to Liam but when he woke up he was suddenly sharing his consciousness with the Rosa, which was lucky as she had the knowledge they needed to defeat the demon.

 

Personality & Motivation:

Liam is almost the opposite of Rosa being a loud boisterous people person that seems to naturally out people at ease with his demeanour, He's almost impossible to upset normal, unless he thinks people are being put in real harm of any kind. He's a old romantic at heart willing to fall for a pretty face and sob story, though having survived in Bedlam so long he has a sense of when something isn't quite up to snuff. His general live for the moment attitude tend to balance out Rosa reminding her, often insistently to put her head up and smell the roses.

 

One place they agree with completely is with there desire to do everything they can to try and help people in trouble, even in a city as bad as Bedlam.

 

Powers & Tactics:

Whilst Liam isn't stupid he's a bit of a bruiser at heart and tends to just wade into the action when trouble starts. Luckily he has Rosa around to try and advise some caution and even the occasional bout of tactical thinking.

 

Power Descriptions:

As well as being bonded to Rosa when he's in his own form he is almost impervious to most forms of normal attack, though his hardened skin seems perfectly normal as it is purely magical effect.

 

Complications:

Black Sheep: The Conner family has many high profile friend in Bedlam who can make Liam's life difficult to say the least.

Sucker for a sob story: Whilst no fool Liam can't help but feel that he has to help when he hears a sob story. Mostly because of this they are... 

Struggling: Those hard luck cases don't really pay the bills and things are often tight for the agency.


Abilities: 16 + 10 + 10 + 0 + 0 + 9 = 44PP
Strength: 26 (+8)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 18 (+4)


Combat: 16 + 16 = 32PP
Initiative: +5
Attack: +8 Base
Defense: +8 (+8 Base), +2 Flat-Footed

Grapple: +8
Knockback: -8


Saving Throws: 8 + 5 + 7 = 20PP
Toughness: +8 (+5 Con, +3 [Impervious Protection])
Fortitude: +13 (+5 Con, +8)
Reflex: +10 (+5 Dex, +5)
Will: +7 (+0 Wis, +7)


Skills: 140R = 40PP

Bluff 11 (+15)

Diplomacy 11 (+15)

Drive 5 (+10)

Gather Information 11 (+15)

Intimidate 11 (+15)

Knowledge (Streetwise) 15 (+15)

Knowledge (Tactics) 10 (+10)

Notice 15 (+15)

Search 15 (+15)

Sense Motive 15 (+15)

Stealth 11 (+16)

Survival 10 (+10)


Feats: 14PP

All-Out Attack

Benefit (Private Investigators License)

Chokehold

Defensive Attack

Elusive Target

Evasion 2

Equipment (PI's Office)

Improved Block 1

Interpose

Power Attack

Takedown Attack 2

 

Equipment: 2PP = 10EP

 

  • Black Rose Detective Agency Offices (Headquaters) [10 EP]

Size: Medium [1]; Toughness +15 [2]

Features: Computer, Gym, Laboratory, Library, Living Space, Security System 1, Workshop

 


Powers: 2 + 8 + 3 + 6 = 19PP

Immunity 2 (Critical Hits) [2PP]

Impervious Toughness 8 [8PP]

Protection 3 [3PP]

Super-Strength 3 (+15 Str, heavy load 3.7 tns) [6PP]

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 23 Toughness                Damage

 

Totals: Abilities (44) + Combat (32) + Saving Throws (20) + Skills (35) + Feats (14) + Powers (19) = 164/164 Power Points

 

 

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SWIFTED AS A COURSING RIVER by HGM

 

Edits to Arrowhawk II

 

+2 Constitution [2PP]

 

Increase saves:

Fortitude +1 [1PP], to Fortitude: +9 (+5 Con, +4)

 

Increase skills: 16 ranks = 4PP

Acrobatics +2 ranks, Knowledge (Arcane Lore) +4 ranks, Knowledge (Streetwise) +4 ranks, Notice +1 rank, Sense Motive +5 ranks

 

New scores:

Acrobatics 2 (+6)

Knowledge (Arcane Lore) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Notice 9 (+10)

Sense Motive 9 (+10)

 

Edit to her Arrowhawk costume device [net 0PP change]

Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume)

Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs piercing damage]) [5PP] (armour)

 

 

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UPDATE DOWNLOAD by HGM

 

Replica

- Spending 6PP

 

Abilities 

+2 Intelligence [2PP]

 

New Skill Scores

Craft (Electronic) 8 (+15)

Craft (Mechanical) 8 (+15)

Disable Device 4 (+11)
Investigate 4 (+11)

Knowledge (Technology) 8 (+15) 

Search 4 (+11)

 

Feats [4PP]

Benefit (Astro Labs Clearance)

Evasion 1

Improved Initiative 

Takedown Attack 1

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  • 2 weeks later...

Hi. I finished @Blarghy's Leviathan fanart and I was wondering... is it okay if we could replace Leviathan's current image of ME2 Grunt with the piece of fan art I made for him? I kinda feel that the character deserves a more unique look, and Blarghy told me that I should make a request for that sort of thing here.

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POSED BY HGM

 

Well, I meant that I'd do it myself (you generally only submit edits for your own characters), but yes, this is the place! 

 

Leviathan:

 

Minor fluff edits, primarily the mentioned fan art, but I also need to update his and his brothers' ages.  We're pretty close to Tristan's birthday, so I'll go ahead and round up.

 

Spoiler

...

Family: Alexander and Delvin Delacroix (older brothers, ages 33 and 30).

Description:
Age: 24 (DoB: May 7, 1994

...

)7pz8JtO.png&key=4b1f2c5eba63d6441f3282b0

* Art by Sylinator

 

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  • 4 weeks later...

TUSSAUD'D by HGM

 

Lament

20 PP to Spend, Spending 14 of them.

 

Saves: 5 PP

+1 to Fort to make +8 (+2 Con, +6)

+1 to Reflex to make +8 (+Dex, +6)

+3 to Will to male +15 (+4 Wis, +11)

 

Skills: 2 PP

4 Ranks to Perform Acting to make 8 (+15) SM

4 Ranks to Perform Percussion to make 8 (+15) SM

 

Feats: 7 PP

Blind Fight

Distract (Intimidate)

Fascinate: Perform

Quick Change 2

Set Up

Trance

 

Can you change Skill Mastery to (Disguise, Handle Animal, Perform [Acting] and Perform [Percussion]) please, and update skills accordingly.

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THRESH'D by HGM

 

Sgt Shark

12 PP to Spend

 

Skills: 1 PP

2 Ranks to Climb to make 6 (+16)

2 Ranks to Swim to make 8 (+18)

 

Feats: 9 PP

Benefit (Wealth 1 / Well off)

Chokehold

Critical Strike

Distract (Intimidate)

Improved Pin

Move By Action

Prone Fighting

Takedown Attack increased by 1 to Takedown Attack 2

 

Powers: 2 PP

Increase Speed to Speed 2 (25 Mph)

Increase Swimming to Swimming 5 (50 Mph)

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SHED by HGM

 

Snakebite

 

14 PP to spend

 

Increasing PL to 9

 

Attributes:

Increasing STR to 22 (+6) [2 PP]

Increasing CON to 22 (+6) [2 PP] (Also increases Climb and Swim skills by +1, could you update)

 

Saves:

+1 Fort to make +10 (+6 Con, +4) [1 PP]

+2 to Reflex to make +10 (+6 Dex, +4) [2 PP]

+3 to Will to make it +8 (+3 Wis, +5) [3 PP]

 

Combat:

+2 Attack to make it +13 [2 PP]

+2 to Defence to make it +13 [2 PP]

 

Note: Toughness is now +6

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SUNDAY PITCH'D by HGM

 

Curveball

 

10 PP to Spend

 

Saves: 4 PP

Fort increased to +8 (+5 Con, +3) [1 PP]

Reflex increased to +10 (+5 Dex, +5) [3 PP]

 

Feats: 3 PP

Improved Critical 2 (Thrown Baseball) [2 PP]

Quick Draw 1 (Draw) [1 PP]

 

Powers: 3 PP

Leaping 1 (x2 Distance; Running 30’, Standing 15’, High Jump 5’) [1 PP]

Super Senses increased by 2, adding Low Light Vision and Microscopic Vision 1 [Dust] [2 PP]

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Also Edited by HGM.  No fancy wordplay the text is lagging!

Just a clean up of dreadnoughts sheet here, the point totals were off and he had too many ranks of attack focus and dodge focus.

Corrected Impervious on protection and its cost and ensured that all skills were properly ranked and costed.

 

which incidentally freed up 2pp which i would like to spend on Improved Crit (unarmed) 2 thanks!

Spoiler

Power Level: 12 (209/209)
Unspent Power Points: 0

Trade-Offs: -5 Attack / +5 Damage; -5 Defense / +5 Toughness

 

In Brief: A nigh-invulnerable juggernaut seeking reconciliation.

Catchphrase:

Theme: Playlist

 

Alternate Identity: Joseph Walker (Public)
Birthplace: Liverpool, England

Residence: Liverpool, England
Base of Operations: United Kingdom & Continental Europe
Occupation: Shipwright
Affiliations:  Vanguard, UNISON
Family: Step-Brother: Peter Walker

 

Description:
Age: 21  (DoB: 1996 August 2nd)
Apparent Age: 20's 
Gender: Male
Ethnicity: Caucasian
Height: 9’5"
Weight: 1,900lbs
Eyes: Dark Brown
Hair: Black

 

History:

Joseph Was born into poverty, With a neglectful father and absent Mother, Joseph was no stranger to violence and was often subject to his father's drunken rages, often finding himself locked in confined places for hours on end.

 

 

It was however not to last, Worried about the tired and quiet youngster constantly turning up to school late and with myriad injuries social services soon intervened and moved the young man into protective custody and eventually into a foster home with the Walker family and though he had a loving and healthy relationship with his foster parents, his would-be brother harboured resentment for the much larger and stronger boy and the bond he shared with his father.

 

It all came to a head one evening when, in London for a holiday the family were exposed to the Darwin X Virus, Killing both the walkers and leaving him and his brother catatonic in hospital beds.

 

Awakening to find his adoptive parents dead and his step-brother missing without a trace, Joseph had all but resigned himself to a life of quiet solitude, returning to his job in the shipyards when his powers emerged, vastly increasing not only his mass and stature but bestowing an unearthly might and unfathomable durability upon him.

 

Now with his great power, he seeks his last remaining relatives, the father who abused him and the missing step-brother who vanished without a trace.

 

Personality & Motivation:

 Joseph is a mirthful man who enjoys beautiful women, good company and fine food and drink, though his heart is troubled with the loss of his adoptive parents and the disappearance of his step-brother he tries not to let the past control him but is prone to distraction.

 

Powers & Tactics:
As the Indestructible Dreadnought, Josephs tactics are fairly simple, he seeks to rush in and engage the biggest threat he can identify, hoping to subdue them quickly or failing that allow his allies to maneuver unhindered so they can bring themselves to bear as effectively as possible.

 

Power Descriptions:

Dreadnoughts powers are fairly subtle, save for the woosh of air betraying his incredible weight and speed when he moves he is capable of drawing on an extradimensional source of mass to add unto his own, though rather than increasing his size it adds onto his strength and allows him to perform various other tricks. 

 

 

Complications:
 

Tempus Fudged it: For reasons unknown to Dreadnought he is prone to occasionally falling through time; this can remove him from play at inopportune times sometimes trapping him in the past and leading to him having to simply wait through time to the modern day and all that it entails. This is because Unbeknownst to him the strain of Darwin X he contracted is, in fact, a highly mutated one that developed trans-temporal properties from a mass outbreak in the distant future.

 

ClaustrophobiaDue to the traumatic events in his early life, Dreadnought is extremely claustrophobic, leading him to become agitated, aggressive and fearful of confined places, he may refuse to enter such places or be driven into a wild and violent panic if entrapped in such a place, lashing out with his not inconsiderable might indiscriminately.

 

Temper: Joseph has an unhealthy level of repressed anger that he is for the most part unaware of; Abusive fathers, Neglectful mothers, Bullies and others who would abuse their position of authority or power rouse an incredible, biblical anger from Joseph Driving him into a wild rage, causing him to have psychogenic paralysis and lapses in self-control.

 

Ready and Abel: Joseph would like very much to find and reconcile with his missing half-brother to the point of his search can distract him from more immediate problems and cause him to lose sight of other things; He is also unaware that his brother is now a powerful and villainous telepath subtly antagonizing him through unknowing agents and victims both directly and through subtle manipulations.

 

Unfine Manipulation:  Due in part to his increased bulk and strength dreadnought has all but lost the fine control of his fingers rendering him unable to write or type, use of handheld devices is all but impossible and he may drop, break or crush things he is attempting to grab if his concentration slips even slightly.

 

Noisey: Above and beyond his vast weight and incredible might dreadnoughts mutation has made him very noisy, his booming footsteps can be heard from miles away and even normally silent actions produce a loud rumbling that can be felt blocks away.

 

Responsibility: Joseph is the founder and main benefactor of the Ironclad charity for abused children Dreadnought is often called upon to make public appearances and represent the organization, often performing feats with his superhuman strength to raise funds for them, he also has a deep connection with his co-workers at the drydocks and the local street gangs, any one of these groups may draw the ire of his enemies or be dragged into his personal conflicts or vice versa.  

 

Easily Manipulated: Due to his fragile Psychological state, Dreadnought is easily manipulated by those with the skill in behavioural sciences, with access to his medical records there is very little that a skilled psychologist couldn't convince him of.

 

Distrust: Due in part to his previous experiences with large organizations Joseph is distrusting of them and their representatives, feeling that they have little to no interest in the welfare of people outside of themselves or anything that doesn't fit their agenda, this can and does extend to the government and its various institutions. 

 

Codus Immortus: Having been approached my Mr. Murke in london during the victorian era about the foundation of the Codus Immortus dreadnought was rather taken with the idea and has signed on and is as such bound by the terms of the contract, affording him access to the clubs resources and the wisdom of other, older immortals it also binds him to come to those same immortals aids should the need arise, in many cases he wishes to help the clubs, patrons, though he is as bound to aid beings he would otherwise regard as enemies.

 

Once and Future Dreadnought: In the basement of the Club immortus in soho london a large number of temporally displaced dreadnoughts slumber as they wait to return to their own eras, needless to say, a small army of nigh invulnerable juggernauts make for tempting targets for those with the means to bend them to their will, it is in part thanks to the clubs protections legal and physical as well as the secrecy and privacy it grants him, that have kept such an event from occurring, and the wise council of Mr. Murk and the other older immortals that has stayed his hands from waking future iterations of himself to attempt to learn the future and the possible ramifications of such actions have not yet been felt on the time lines,

 

Burned to the bone: Due to being the host for a spirit of fire in the Neolithic era dreadnought now reacts to effects of the fire descriptor more strongly, his skin blackening with even the smallest brush with flames, though it doesn't necessarily cause him any more hindrance than it normally would it is unsettling to look at and in extreme cases cause him to feel psychosomatic pain and fear. rendering him frozen when confronted with sufficiently large and hot fires and rendering him dazed with pain as well as making social interactions more difficult.

 
Abilities: 4+4+6+4=18pp
 

STR: 30/44 (+10/17))

DEX: 14 (+2) 

CON: 20/36 (+5/13),

INT: 10 (+0)

WIS: 14 (+2) 

CHA: 10 (+0)

 

Saves: 0+4+8 = 12pp
Toughness: +17 (+13 Con +2 Protection +2 Density; Impervious: 10)

Fortitude: Immune,

Reflex: +6 (+2 Dex, + 4)

Will: +10 (+2 Wis + ?

 

Combat:: 6+6 = 12

Attack Bonus

-Ranged: +2, (+3 Base, -1 Size)

-Melee: +7 (+3 Base, +5 Attack Focus Melee, -1 Size)
Defense: +7 (3 Base + 5 Dodge focus, -1 Size

-Flat-footed:: +1
Grapple: +29/35/40

Knockback Resistance: -17

Initiative: +2
 


Skills: 9pp (36 ranks)

Intimidate 14 (+16)

Knowledge (current events) 4 (+4)

Knowledge (streetwise) 4 (+4),

Language 2 (Base: English, French, German),

Notice 6 (+8)

Sense Motive 6 (+8)

Feats: 19pp 

All-Out Attack,

Attack Focus (melee) 5

Challenge (Fast Startle)

Dodge Focus 5

Improved Crit 2 (unarmed)

Move-by Action 

Power Attack

Startle

Takedown Attack 2 

Powers: 11+ 14 + 16 +14 + 13 +30 + 20 + 10 + 3 + 10 + 1 = 142pp

Array 5("Mass Manipulation"; 10pp array, PF: Alternate power 1)[11pp]

BE: Super Strength 5 ("Muscle Mass!" +25 str: 104 effective strength, Heavy Load: 22.9 Ktons)

AE: Trip 10 ("Instant gravity well" Flaws: Range (touch), Distracting Extras: Knockback, Reversed (Pulls towards Dreadnought rather than away (+0) 

Density 4 (+8 STR, +2 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Innate)(14pp)
   Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Unstoppable)
   Super-Strength 1 (+5 STR carry capacity, heavy load: 716.8 tons; +1 STR to some checks)
Enhanced Constitution 16 (+16 CON)(16pp)
Enhanced Strength 14 (+14 STR)(14pp)
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)(13pp)
Immunity 30 (fortitude saves) (30pp)
Immunity 40 (lethal energy damage, lethal physical damage; Limited (Changes to Non-Lethal))(20pp)
Protection 2 (+2 Toughness; Impervious ? (10pp)

Speed 3 ("Massive Momentum" 50mph; 500ft a round) [3pp]
Super-Strength 5 (+25 STR carry capacity, Effective Strength: 79, heavy load: 716.8 tons; +5 STR to some checks)(10pp)
Temporal Inertia (Features 1: Unaffected by changes to the time-line, Remembers original course of events.) (1pp)

 

 

Drawbacks: (-3pp)

Vulnerable, very common, minor Magic (-3)

 

DC Block

 

Name                              Range                      DC                                                    Effect

Unarmed                         Touch                     DC32 toughness                              Damage
Instant grav Well            50ft burst               DC20 Reflex                                      Trip

 

Totals: Abilities 18 + Saves 12 + Combat 12 + Skills 9 (36 ranks) + Feats 19 + Powers 142 - Drawbacks -3 = 209/209 pp

 

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Edited by HGM

 

Removing vulnerability to electrcity and reducing vulnerability to fire by one degree to minor for -3 and -1 pp respectively.

 

Spoiler

Moon-Moth
Power Level: 10/11 (177/177 PP)
Trade-Offs: -2 Attack /+2 Damage, -4 Defence/+4 toughness
Unspent Power Points: 0

Theme
In Brief:Moon-speaking Mothman Mage, Praetorian of the Delzatri Empire and Loveable Eccentric.
Alternate Identity: Myothizar A’lira
Identity: Public
Birthplace: Moon of Lantern
Occupation:Moth
Affiliations: Praetorians, Delzatri Empire, Lanturnians
Family and Friends:
 
Oroda and Litha A'Lira; Sire and Dam, Fascinated with the technology of the Dalzatri they migrated with their Children and had taken up the study of whatever they can get there hands on. 
 
Loke, Orin and Shari A'lira: Younger Brothers and Sister: Left lantern to seek there fortunes in the wider empire,
 
Tae'lun Ozmodae: Friend and Mentor, Tae was born before the Lanternians made their great migrations and even served as an architect of the ritual that Relocated them; Took Myothizar as a pupil when the young Lanternian showed an instinctive grasp of spell-craft, Remained on lantern to teach magic to future generations. Forwarded Myothizar to the praetorians in the hopes he could find peers amongst their ranks.
 
Parth Larunzi: Friend; taught under Tae'lun alongside Myoth, the two have known each other  nearly their whole adult lives and have always been close in terms of relationship and talent in Mysticism; Came to believe Myoth was forwarded over herself due to favoritism on Tae'lun's part and has become a little bitter towards him.  
 
Description:
Age: 200 (DoB: Over 2200 years ago)
Apparent Age: Adult
Gender: Male
Ethnicity: Moonborn
Height: 6'6
Weight: 130lbs
Eyes: Violet
Hair: Fluffy White.

Tall with slender limbs and powdery wings bearing large eye like markings, Myoth could easily be mistaken for the terrestrial Cryptid Mothman, His coat is a snowy white that would blend readily with the surface of his home moon;

Power Descriptions:
An Artist at heart, Moon-Moths spells are often highly visual and thematic, Serving either as tools for his work, like his constructs and illusions or themselves works of art Drawn From Phenomena, Cultures and Places that have captivated the highly curious lanternian.

History:
The Lanternian race evolved on the inhospitable world of lantern, a desert world plagued by a gaping hole in the atmosphere that let the fury of its sun scorch the surface unfiltered, setting its surface ablaze and granting its name. It was early in there history when, seeking to escape the fiery wrath of the unpredictable solar bombardments that they first developed there mystical capabilities, using them to as one migrate through space and to the surface of lanterns moon, already adapted to the harshness of there world it did not take them long to make the adoptions necessary to permanently colonize the satellite without the assistance of advanced technologies.

able to view the resplendent beauty of the cosmos from there sanctuary the lanternians found there understandings of magic and philosophy greatly expanded upon by watching how the gears of the galaxy turned and interacted with one another; soon enough the colony became something of a monastery dedicated to the enlightenment and education of lanturnians in the mystic arts.

Myothizar A'lira was one of the first so called "moon-born", having birthed and metamorphosed upon the moon, his coat was a brilliant white in contrast to the ruddy reds and browns of his ancestors and parents, his thin carapace trimmed with thick fur, his thinner arms and legs also afforded him a somewhat greater height and leaner build.

perhaps on another world being born so radically different would've resulted in some form of prejudice or exile but now an amiable agrarian society, his people readily accepted him as something of a good omen and the promise of there future prosperity; an omen that seemed to come true when on the eve of his 20th decade of life contact with envoys of the Delzatri Empire made contact and after much discussion it was decided that the joining of the Delzatri's empire would be there next step into the greater cosmos; a decision that Myothizar had advocated most strongly; for whilst he was never the subject of outright fear or scorn, the discovery of his deep and almost instinctive grasp of mysticism had lead to him being somewhat demonized by younger members of his race as something of a monster, hoping to find peers amongst the varied members of the interstellar empire.

A chance he got when he was forwarded by the elders as a potential candidate for the praetorians.

Personality & Motivation:
Lanternians are highly amiable creatures and Myoth is no exception, he greatly enjoys the diversity of the various species in the universe and whilst he is slow to anger and quick to forgive; wickedness and cruelty evoke his ire and fighting spirit.

Powers & Tactics:
With a keen mind and powerful magicMyoth can be a cunning and terrifying foe to face; Able to emit unerring prismatic energy bolts from his hands and antenna known for not only penetrating but passing through armoured vehicles and small starship hulls. generate highly complex Illusions, heal the wounds of others and spin silvery constructs from thin air It is little wonder he was all but demonized by the children of his home world; in general, Moon-moth runs interference and support, attempting to thin the enemy ranks and misdirect their strength


Complications:
 
Moonspeak: Myoth's Grasp of spoken language is somewhat poor; given he was born on the moon and the lack of atmosphere necessitated a Non-Verbal Language He Will often misspeak or confuse terms, occasionally getting punched in the face as a result.
 
"I am Myoth, Not Monster.": Myoth's Slight ostracization has caused him to develope a craving for acceptance and Approval, the primary reason he enjoys working with the praetorians is the peers it provides him, He becomes extremely Distressed if he is called a monster, freak, demon or the like (he doesn't mind Alien, Lunatic or Fool.) and usualy tries to convince the accuser otherwise; Sufficient provocation however Might leads to Red Rages and/or Heavy Depression.


Abilities: 0 + 4 + 10 + 20 + 10 + 4 = 48PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 30 (+10)
Wisdom: 20 (+5)
Charisma: 14 (+2)


Combat: 12+6 = 18PP
Initiative: +10
Attack: +6 Melee, +6 Ranged (+10 Blast, Snare, Transform)
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

 

Grapple: +6
Knockback: -7


Saving Throws: 2
+5+5  = 12PP
Toughness: +15 (+5 Con, +10 [
Force Field])
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+2 Dex, +5)
Will: +10 (+5 Wis, +5)

 

 

Skills: 48R = 12PP

Concentration (8) +13
Craft (artistic) (4) +14

Diplomacy (4) +6

Gather Information (4) +6

Investigate (4) +14SM

Knowledge (Arcane Lore) (8) +18SM

Knowledge (Galactic Lore) (4) +14

Language 2 (Base: Lanturnian, Delzatri, Galstandard)

Notice (5) +10SM

Sense Motive (5) +10SM
 

Feats: 14PP
Dodge Focus 4

Eidetic Memory

Equipment 7 (Praetorian HQ and Spaceships; 5 from veteran awards)

Jack of all Trades

Luck 2

Ritualist

Skill Mastery (Arcane Lore, Notice, Sense Motive, Investigate)

Speed of Thought

Ultimate Effort (Knowledge (arcane Lore))

 

Equipment: 2PP = 10EP
Contributed to Praetorian Equipment

Powers: 50 + 2 + 10 + 9 + 4 = 75PP

 

Array 20(“Master of Magic”; Magic; PF: Alternate Power 10)[50pp]

-BE: Blast 12(“Vast Array of offensive magic”; Feats (Improved Critical 2) Extras Penetrating 5 PF: Accurate 2 (+4), Improved Range (300ft Incr) Indirect (3), Progression (Increase Range; 3000ft maximum) Variable Descriptor 2 (Any Magic)) [40pp]

-AE: Create Object 11(“Moon-Silver Constructs”; 11x250’ cubes; Extras: Movable (55ft radius, STR 55 Force: 26 tons), Precise, Progression (Object Size) 5, Stationary) (40/40pp) [1pp]

-AE: Illusion 8(“Mirage Arcana”; Affects: All sense Types, Progression Area 6 (100ft)(38/40pp)) [1pp]

-AE: Move Object 18(“Audacious Alterations”/ “Subtle Shifts”; Strength 90, Heavy load: 3.3k tons; PF: Affects Insubstantial 2 (Full Power) Precise, Subtle, (40/40pp) [1pp]
-AE: Snare 12 (“Moon-Silver Shackles”; Extras: Regenerating PF: Accurate 2 (+4) Precise, Subtle) (40/40pp)) [1pp]

-AE: Teleport 12(“Magic of the Migration”; 1200ft as a move, 20 million miles as a full action; Extras: Accurate PFs: Change Velocity, Easy, Progression Mass 2 (500lbs) (40/40pp))[1pp]

-AE: Time Stop 10("Moth-gate"; Extras: Accurate, Portal Flaws: Long Range)[40/40]

-AE: Teleport 15("Long distance transmission" Extras: Accurate Flaws: Long Range PFs: Progression Mass 6 (10,000 lbs) Change velocity, Change Direction, Easy, Turnabout)[40/40]

-AE: Time Stop 10 ("Myothizar's Moment"; 50ft radius Extras: Selective attack Flaws: Action(Full), DistractingRange, Unreliable (5 Uses)[40/40)
-AE: Transform 12(“Transmutations”; Affects: Broad (Matter to Matter) 5000 lbs; Extras: Duration (continuous) Flaws: Action (full) Range (Touch) PF: Accurate 2 (+4), Innate (40/40pp))[1pp]

-AE: Dimensional Pocket 16("Myothizar Zone"; 12,500,000 lbs; PFs: Affects Insubstantial 2 (Full Power), Extended Reach 2 (10ft reach)) (36/40)

 

Flight 1(“Mystic Flight” 10mph 100ft a round) [2pp]

 

Force Field 10(“Prismatic Scales” +10 toughness) [10pp]

 

Immunity 8(“Lanturnian Biology”; Genetic, Aging, Enviormental conditions (all), Suffocation (all); Feat: Innate)[9pp]

 

Super Senses (“Magic Sensativity”; Alien, Biological; Analytical, Visual Detect Magic)[4pp]

 

Drawbacks: (-2) = -2PP

 

Vulnerability: Fire (common) +1 to DCs (minor) (-2pp)
 

DC Block

 

ATTACK         RANGE      SAVE                           EFFECT
Unarmed        Touch      DC15 Toughness                 Damage

Blast          300ft      DC27 Toughness                 Damage

Myothizars' Moment     50' radius           DC20 Reflex                                                              Time Stop

Snare          120ft      DC22 Reflex                    Snare

Transform      Touch      DC22 Fortitude                 Transform

Illusion       Perception DC18 Will                      Illusion

 

Totals: Abilities (48) + Combat (18) + Saving Throws (12) + Skills (12) + Feats (14) + Powers (75) - Drawbacks (-2) = 177/177PP

 

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The bad news is that your powers section was 1pp short, so that had to be corrected while I was in the neighborhood.

 

The good news is that your pp total was also 2pp too high, and you had 24pp unspent, not 14. So even with all these edits and math corrections, you....have 16pp unspent. - Fox

 

Glamazon

 

So 14pp to spend.  Let's get her up to PL14.

 

Add +2 Enhanced Base Attack, and +2 Enhanced Base Defense [8PP]

 

This does have the effect of increasing her Grapple Score and her Flat-Footed Defense becomes +2/+5

 

Spend 3PP on Takedown Attack 2 and Accurate Attack

 

And...eh we'll save the rest of the pp.

 

Let's change some fluff though.

Her age is 21 now.  If you wouldn't mind also changing her listed PL to 14 instead of (10/13) or w/e it's at now..

 

Let's also drop her Not A Drop to Drink Complication and bring back the 2PP Vulnerability to Desiccation Attacks.  Seeing as GM's rarely made use of it when I transitioned from a vulnerability to a Complication.

 

Vulnerability (Dessication Effects, Uncommon, Minor) [2PP] 

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