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Character Edits 2018


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NEGOTIATED by Fox

 

Argonaut

 

Let's break it down section by section.

 

Combat

Lower her Base Attack to 4 [+6PP]

 

Saving Throws:

Increase Fortitude to a total bonus of 10. [-2]
Lower Will to a total bonus of 7 [+2]

 

Feats

Purchase 3 Ranks of Attack Focus (Melee) 3 [-3PP]
Purchase Interpose [-1PP]

 

Skills

Acrobatics 1 (+8)
Craft (Structural) 2 (+5)
Craft (Mechanical) 2 (+5)

Gather Information 1 (+2)

Diplomacy 4 (+5)

Drive 1 (+8)

Investigate 2 (+5)

Knowledge (Behavioral Sciences) 2 (+5)
Knowledge (Civics) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Streetwise) 2 (+5)
Knowledge (Tactics) 2 (+5)
Medicine 1 (+6)
Search 2 (+5)

 

And drop Sense Motive by 2

 

Powers

Change

Device 6 ( 30PP container; Feat: Restricted to Omegadrones, Flaw: Easy-to-Lose [19PP]

Concealment 4 (Normal Sight; Flaw: Passive [2PP] (Cloaking)

 Terminus Blast Array (27PP Array; Feat: Alternate Power 1 ) [28DP]

 BPDamage 12 ( Extra: Ranged; Feats: Incurable, Precise, Split Attack)  (Entropic Blast) {27/27}
APDamage 5 ( Extra: Vampiric 12; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {27/37}

to 

 

Device 6 ( 30PP container; Feats: Restricted to Omegadrones, Subtle; Flaw: Easy-to-Lose [20 PP] (Collapsible Power Pike)

Concealment 4 (Normal Sight; Flaw: Passive [2DP] (Cloaking)

Terminus Blast Array (25PP Array; Feat: Alternate Power 3 ) [28DP]

BPDamage 10 ( Extra: Ranged; Feats: Affects Insubstantial 2, Incurable, Precise, Split Attack)  (Entropic Blast) {25/25}
APDamage 0 ( Extras: Penetrating 7, Vampiric 7 ; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {24/25}
AP:  Deflect 5 ( All Ranged Attacks; Extras: Redirection, Reflection {25/25} (Shield of AEGIS)
AP: Dazzle  10 ( Visual Senses {20/25} (Blinding Blast)

 
[-1PP]

Also Change

Omega Armor  ( 25PP Container, Free Action, Extra: Duration [Continuous] ) [30PP] 

 Enhanced Attack 1 [2PP] (Combat Computer)
Enhanced Defense 3 [6PP] (Combat Computer)
Enhanced Feat ( Defensive Roll [1PP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action [7PP] (Jet Boots)

 Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2PP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] [6PP]
Protection 1 [1PP]

  

to

 

Device 8 ( 40PP Container; Feat: Restricted to Omegadrones; Flaw: Hard to Lose ) [29PP]  (AEGIS Upgraded Omegadrone Armor)

 Enhanced Attack 6 [12 DP] (Combat Computer)

Enhanced Defense 3 [6DP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action ) [7DP] (Jet Boots)
Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2DP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] ) [6DP]

Protection 3 [3DP]
Super-Movement 1 ( Space Travel [Interplanetary] ) [2DP]
Super-Strength 1 ( Effective STR 39 [Heavy Load 2.8 Tons] )
[2DP]


 



Spoiler

 

  

Argonaut

Power Level: 10/14 (206/206)
Trade-Offs:  +3 Attack/-3 Damage (Power Pike), -2 Defense /+2 Toughness
Unspent PP:  0

In Brief: Omegadrone Agent of A.E.G.I.S! 

Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field Agent
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño  (Youngest Daughter)
 
Description:
Age: 50 (DoB: Born March, 16 1968)
Apparent Age: 30
Gender: Female
Ethnicity:  Lor
Height: 5'2
Weight: 210 lbs
Eyes: Brown
Hair: Brown
 

Yves is a slightly muscular brown skinned woman with no visible natural body hair.  The missing hair on her head was replaced with a very expensive lace wig.  The wig is styled into a short bob.  She often dresses in modest fashions that leave very little skin showing.  Hiding the various scars throughout her body that she actually opted not to have surgically removed.  Never wanting to forget the monster that she was.
 
As Argonaut, Yves' MEGA-MAX bears a recolored Shocktrooper Omegadrone Armor. The face plate retains an all too familiar skull like design.  The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The back does, however, have secondary thrusters to to aid the jet boosts propulsion outside of atmospheric conditions (although the secondary boosters are currently damaged), The rocket boots can maneuver through the air with no issue having lost no air superiority.  The Armor's left breastplate has the AEGIS emblem engraved.
 
 
History:

In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space.  The military existed primarily for the purpose of exploration and further colonization of Lor Space.  Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare.  Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain.  Her life was pretty much uneventful.  She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there.  Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator.

The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features.  The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives.  The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation.  It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came.  With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world.  The Lor were crushed and in the end there was only the Terminus.

Life as a conquered slave with the Hundred Worlds was far different for the Lor.  Gone from Spacemen to cavemen one had to let a piece of himself die just to survive.  In Nihilor only the strong survive.  And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck.  Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition.  Her prize?  Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning.  Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega. Serving on the front lines as an Omegadrone Shocktrooper.

Many people remember the Terminus Invasion of 1993 differently.  Most of those memories are not looked back on too fondly.  But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended.  As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close.  Her armor was skewered onto a steel rod at her abdomen.  Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die.  Even those part of a foreign invasion force.  Of course if it brought about the opportunity to learn more about the Terminus forces more power to them.

It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning.  They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices.  Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency.  

When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors.  Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design.  Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves.  It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2.  The most problematic bit of integration was that the armor's neural interface would only respond to omegadrones like the armor's previous pilot, Yves.  

A neural interface was originally  designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations.  Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea.  So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design.  An offer that went through a very long series of refusals before Yves finally relented with some trepidation.  Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor.

Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men.  Within the comfort of her armor she was able to easily able to deal with the crooks.  Disappearing before AEGIS latest line in experimental technology could be shaken.  Upon her return she wasn't admonished for taking off with government property as she expected.  Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency.  After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job.

In her personal life, Yves and her handler had wed some years back.  Together they were raising three girls from his first marriage.   Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household.  Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City.  Marking her return to the city after 20 years as the armored hero Argonaut.

After Argonaut returned from a mission off planet.  Dr. Volk claimed to have attained enough data to begin work on the MEGA-MAX series of prototypes.   AEGIS set about fully repairing Argonaut's Shocktrooper armor and upgrading both it and her pike with the information on display.

Personality & Motivation:
Yves may not have been quite herself when she worked as a soldier of Omega.  But she remembers every waking minute of that nightmare.  Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus.  She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption (albeit a silent gumption), but the memory is always there gnawing at the back of her head.  Despite that one would be hard pressed to find her without a smile on her face.  Whether it is forced or not.
 
Outwardly confident, albeit carefully spoken, she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier.  Despite the fact that AEGIS already has a solid history of working with reformed criminals.  Yves is very good at seeing through people's intentions.  Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her life in doing so.  

In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible.  Yves is not a talker by any measure for those outside her family.  But, when she does speak it's usually either snark covered or blunt with absolutely no sense of tact.  A self described realist through and through Argonaut does not mince words or paint optimistic pictures.

Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she is quite effective at using her power pike for close range combat.  At a distance, Argonaut fires bolts of cosmic energy at her foes from her pike.  Her Shocktrooper armor has multiple thrusters throughout potentially allowing her to fly through the air with ease.  The rear thrusters allow her to traverse the atmosphere with much more force than she can muster inside the planet without risking damaging the surroundings.
Taking a cue from Omega himself, Yves can compress the entropic energies of her Blast blade creating a small endothermic reaction that releases in a bright flash of light to blind her foe.  Lastly, AEGIS has created a sort of funnel exhaust to allow Yves to release the entropic energies of her power pike from the middle of the shaft.  Specifically forming it into the shape of a shield with AEGIS’ symbol on the center.  Seeing as the pike is both collapsible and kept on a wrist sheath underneath her arm this can make it appear as if her only weapon is the shield itself when not wearing the armor.

The Shocktrooper Nanites in her body use a "stim pack system".  Using a chemical delivery system with a variety of entropic fueled stimulants designed to appeal to an Omegadrone's implants.  This activates the whenever she successfully slices matter with her entropic blast blade.  In turn creating a sort of painkiller effect in the heat of battle to keep fighting.  This allows the mindless drones to push forward in the heat of battle with even less care for their well being.  For a freed Omegadrone like Yves, it means having to combat her baser urges every time she fights.  

Yves body contains tiny nanofibers that are far stronger than human muscle fibers of equal size.  The tiny nano muscles allow her to perform feats of strength above what is humanly possible.  In fact her very physical condition is improved well above what should be humanly (or rather Lorly) possible.  Her neural implants allows her to react with split second timing.  When not in use the Omegadrone armor is stored in a portable suitcase



Complications:
AEGIS Defend!:  Yves has an almost unhealthy obsession with pursuing redemption.  Nominally this just presents in her wanting to try and protect as many lives as she possibly can.  Which on its own is not a problem.  But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone.  Theoretically making her an easy target for a villain's manipulations
Broken Arrow: The Terminus did the former Omegadrone no favors.  Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up.  Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest.  While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone.
Calling for Pegasus:  Her identity as Argonaut or even as a former Omegadrone is not common knowledge.  AEGIS keeps its secrets well guarded.  Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones.  Local law enforcement or overly enthusiastic civilians may try and attack the Azure Omegadrone mistakenly believing themselves to be attacking a villain.
Shield Cracked:  The neural interface on the Argonaut armor connects her mind to the machine.  This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor.  GM's can feel free to have not only be affected by attacks meant to "mind control" technology but even have her auto fail it.
Shields High!:  Yves is given a lot of autonomy as an AEGIS agent, but still she has to formally request permission to activate her Omegadrone Armor unless the situation is exigent enough for her to do otherwise. 

Shield Wall!:  Argonaut's Vampiric Damage Effect doesn't really heal her.  The Vampiric effect is only a temporary stimulant release for sedation.  The GM can at any point in time have any healed injuries return.  Furthermore, the stimulant release was not designed with a conscious person in mind.  The GM could apply any number of new conditions (such as nauseate, paralyze, etc) with or without the prior healed Damage condition to show her body is suffering from adverse effects from the entropic energies flush in her body.
 


Abilities: 6 + 6 + 6 + 6 + 10 + 2 = 36PP
Strength: 16/24 (+3/+7)
Dexterity: 16/24 (+3/+7)
Constitution: 16/24 (+3/+7)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 12 (+1)
 
 
Combat: 8 + 8 = 16PP
Initiative: +7
Attack: +4/10Armored Ranged, +7/13Armored Melee
Grapple: +16/+17
Defense: +5/+8 (+4/7 Base, +3/ Dodge Bonus), +4 Flat-Footed
Knockback: -9/-10
 
 
Saving Throws: 3 + 0 + 2 = 5PP
Toughness: +12 (+7 Con, +2 Density, +2 Armor, 7 Impervious)
Fortitude: +10 (+7 Con, +3)
Reflex: +7 (+7 Dex)
Will: +7 (+5 Wis, +2)
 
 
Skills: 104R = 26PP
Acrobatics 1 (+8)
Computers 12 (+15)
 Skill Mastery
Craft (Structural) 2 (+5)
Craft (Mechanical) 2 (+5)
Disable Device 7 (+10)
Skill Mastery
Diplomacy 4 (+5)
Drive 1 (+8)
Gather Information 1 (+2)
Intimidate 9 (+10)
Skill Mastery
Investigate 2 (+5)
Knowledge (Behavioral Sciences) 2 (+5)
Knowledge (Civics) 2 (+5)
Knowledge (Cosmology) 10 (+13)
Knowledge (Current Events) 2 (+5)

Knowledge (Galactic Lore) 5 (+8)
Knowledge (Streetwise) 2 (+5)
Knowledge (Tactics) 2 (+5)
Medicine 1 (+6)

Notice 9 (+14)
Pilot 8 (+15)
Skill Mastery
Search 2(+5)
Sense Motive 10 (+15)

Stealth 3 (+10)
Survival 5 (+10)


 
Feats: 10PP
Attack Focus (Melee) 3
Benefit  (AEGIS Security Clearance)
Dodge Focus 1

Favored Opponent (Omegadrones)
Fearless
Interpose

Skill Mastery (Computers, Disable Device, Intimidate, Pilot)
Startle
 
 
Powers: 6+ 8 + 20 + 1  + 1 + 29 + 50 = 115PP
 
Communication 4 ( Radio [1 Mile]; Power Feats: Selective, Subtle [6PP]

 

Comprehend 4 ( Codes & Ciphers, Languages [Read All, Speak Any One at a Time, Understand All ) [8PP] 

 

Device 6 ( 30PP container; Feats: Restricted to Omegadrones, Subtle; Flaw: Easy-to-Lose [20 PP] (Collapsible Power Pike)

Concealment 4 (Normal Sight; Flaw: Passive [2DP] (Cloaking)
Terminus Blast Array (25PP Array; Feat: Alternate Power 3 ) [28DP]

BPDamage 10 ( Extra: Ranged; Feats: Affects Insubstantial 2, Incurable, Precise, Split Attack)  (Entropic Blast) {25/25}

APDamage 0 ( Extras: Penetrating 7, Vampiric 7 ; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {24/25}
AP:  Deflect 5 ( All Ranged Attacks; Extras: Redirection, Reflection {25/25} (Shield of AEGIS)
AP: Dazzle  10 ( Visual Senses {20/25} (Blinding Blast)

 


Feature 1 ( Temporal Inertia ) [1PP]

 

Immunity 1 ( Aging Flaw: Limited to Half-Effect [1PP]

 

Device 8 ( 40PP ContainerFeat: Restricted to Omegadrones; Drawback: Full-Round to Don the Suit [-4] Flaw: Hard to Lose ) [29PP]  (AEGIS Upgraded Omegadrone Armor)

Enhanced Attack 6 [12 DP] (Combat Computer)

Enhanced Defense 3 [6DP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action ) [7DP] (Jet Boots)
Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2DP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] ) [6DP]

Protection 3 [3DP]
Super-Movement 1 ( Space Travel [Interplanetary] ) [2DP]
Super-Strength 1 ( Effective STR 39 [Heavy Load 2.8 Tons] )
[2DP]

 

Omegadrone Shocktrooper Nanite Enhancements ( 50PP Container [50PP]

Density 4 (x2 Weight, Flaws: Permanent, Feats: Innate, Subtle) [14PP]
Enhanced Constitution 8 [8PP]
Enhanced Dexterity 8 [8PP]

Enhanced Feats 2 ( Affects Insubstantial [Unarmed] [2PP]
Impervious Toughness 5 [5PP]
Speed 1 ( 10 mph, 100' per round [1PP]
Super-Senses 10 ( Analytical [All Vision], Darkvision, Infravision, Microscopic Vision 3 [Molecule Size], Radio, Tracking [Infravision/Half-Speed] ) [10PP]
Super-Strength 1 ( Effective STR 34 Heavy Load=2.8k lbs ) [2PP]

 

Drawbacks: -2PP

Vulnerability (Magnetism; uncommon, Major, +50%) [-2PP]

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC22 Toughness

Damage (Physical)

Blinding Blast

Ranged

DC20 Fort/Reflex

Dazzle (Light)

Blast Blade

Ranged

DC22 Toughness

Damage (Technological)

Entropic Blast

Touch

DC25 Toughness

Damage (Cosmic)


 
Totals: Abilities (36) + Combat (16) + Saving Throws (5) + Skills (26) + Feats (10) + Powers (115) - Drawbacks (2) = 206/206 Power Points

 

 

 

 

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Zirconia'd by Fox

 

Diamondlight: 24 PP to spend


Replace link to pic

 

Minor fluff changes / grammar corrections (including Auguste -> August as the "e" was disconcerting me somehow...)


Power level now 11

 

Attributes: 6 PP
Increase STR to 14 (+2)
Increase DEX to 14 (+2) (NB: This makes initiative +6)
Increase CON to 14 (+2) (NB: This makes Toughness +13 (+2 Con, +11 Force Field))

 

Combat 4 PP
Increase Attack to +9 Base, +11 Light Array [2 PP]
Increase Defence to +9, +5 Flat Footed [2 PP]

 

Saves 2 PP
Increase Fort to +8 (+2 Con, +6) [1 PP]
Increase Reflex to +10 (+2 Dex, +8) [1 PP]

 

Skills 4 PP:
Increase bluff by 2 to 12 (+18)
Increase Knowledge (Behaviour Sciences) by 4 to 12 (+16)
Increase Knowledge (Business) by 4 to 16 (+20)
Increase Knowledge (Civics) by 4 to 12 (+16)
Increase Profession [Gambler] by 2 to 16 (+22)

 

Feats 5 PP

Increase Wealth to 3, now that he is such a skilled businessman!

Equipment 4

Headquarters: The High Steaks Restaurant / Casino / Penthouse Residence (Toughness: +10 [1 EP], Size: Large / 10 story building [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [19 EP]

Alt HQ: Zoss Swiss Mansion (Toughness: +10 [1 EP], Size: Large / Mansion [2 EP], Features: Communications, Computer, Garage, Grounds, Gym, Hangar, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [1 EP]

 

 

Powers 3 PP
Increase Light Array by 3 PP (Essentially adding +1 Rank to the effects) to make:


Light Array (37 PP Array, Feats: Alt Power 5) [44 PP] [Light descriptor]
BP: Damage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Accurate, Improved Critical 2, Precise) [37/37 PP] “Laser Spray”
AP: Dazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]) “Light Burst” [36/37 PP]
AP: Create Object 11 (Extras: Impervious, Feats: Accurate, Precise, Stationary) [36/37 PP] “Hardlight”
AP: Illusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/37 PP]
AP: Damage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/37 PP] “Laserblades”
AP: Damage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [6 Ranks Only]) [37/37 PP] "Laser Vision"


Finally, this is not spending PP but refining a power. Changing concealment to more in keeping with my thinking…


Concealment 2 (Normal Visual, Flaws: Blending* limited to reducing concealment to partial, Passive limited to reducing concealment to partial) [2 PP] “Light Bending” [Light]
*NB: As Diamondlight has no movement powers in this case it means he cannot move his body (or have his body moved) more than five feet/round without distortion breaking his concealment.

 

 

Diamondlight Diamondlight.png
Power Level: 11 (204/204) 
Unspent Power Points: 0
Trade-Offs: +2 Toughness / -2 Defence
In Brief: Gambling Businessman infused with Daka-Energy
Catchphrase: “Lighten Up!”, “How Illuminating!”
ThemePropellerheads....
Alternate Identity: August "Zed" Zoss
Birthplace: Switzerland
Residence: Various / International Jetsetter
Base of Operations: Various / International Jetsetter
Occupation: Businessman, Gambler
Family: Henri Zoss, Father


Description:
Age: 37 (DOB 8 / 8 / 1980)
Apparent Age: 30-35
Gender: Male
Ethnicity: Caucasian
Height: 5’11”
Weight: 80Kgs
Eyes: Silver-Blue
Hair: Blonde

 
August looks like a handsome, broad shouldered man in good shape, with mid length blonde hair and peculiar silver blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie).

History:
The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. 

August Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. 

Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. However, August (his son) found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. 

August was already a capable man, but now energised, he turned his mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody...

Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive...

Personality & Motivation:
August was always a pleasant, charming, intellectual man. He had trace amounts of narcissism, but these have disintegrated with the knowledge of his heritage. He remains much of his personality but now also is committed towards atoning for his families past. He has a complex relationship with wealth – enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption.


August considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent.

That said, he maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has therefore an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same).

Powers & Tactics:
Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with.

His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality.

Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly.

Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers.

Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand.

Power Descriptions:
Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue.


Complications:

Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged)

Gambling Gent: August can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…)

Enigmatic Energies: August constantly emits very low level energy that is harmless. However, if stressed or emotional or distracted (or a combination of), these fluctuations could cause minor disruption to electronics (such as stopping his mobile phone working in a crisis).

Horrible Heritage: August and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. 

Heroic Hedonism: August is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face.

Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August.

Abilities: 4 + 4 + 4 + 8 + 12 + 12 = 44
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 22 (+6)
Charisma: 22 (+6)

Combat: 18 + 18 = 36
Initiative: +6
Attack: +9 Base, +11 Light Array
Defense: +9, +5 Flat Footed

Grapple: +9
Knockback: -6

Saving Throws: 6 + 8 + 6 = 20
Toughness: +13 (+2 Con, +11 Force Field)
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+2 Dex, +8)
Will: +12 (+6 Wis, +6)

Skills: 128 R = 32 PP
Bluff 12 (+18)

Concentration 14 (+20)
Diplomacy 8 (+14)
Gather Information 4 (+10)
Intimidate 4 (+10)
Knowledge (Art) 4 (+8)
Knowledge (Behaviour Sciences) 12 (+16)
Knowledge (Business) 16 (+20)
Knowledge (Civics) 12 (+16)
Knowledge (Current Events) 4 (+8)
Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish)
Notice 4 (+10)
Profession [Gambler] 16 (+22)
Sense Motive 12 (+18)

Feats: 12 PP

Attractive
Benefit 3 (Wealth 3)
Connected

Equipment 4
Improved Initiative 1
Jack of All Trades
Uncanny Dodge (Visual)

 

Equipment 4PP = 20 EP

 

Headquarters: The High Steaks Restaurant / Casino / Penthouse Residence (Toughness: +10 [1 EP], Size: Large / 10 story building [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [19 EP]

Alt HQ: Zoss Swiss Mansion (Toughness: +10 [1 EP], Size: Large / Mansion [2 EP], Features: Communications, Computer, Garage, Grounds, Gym, Hangar, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [1 EP]



Powers: 2 + 1 + 2 + 42 + 11 + 2 = 60

All powers have (in addition to others below) “Daka Energy Crystal” descriptor

Concealment 2 (Normal Visual, Flaws: Blending* limited to reducing concealment to partial, Passive limited to reducing concealment to partial) [2 PP] “Light Bending” [Light]
*NB: As Diamondlight has no movement powers in this case it means he cannot move his body (or have his body moved) more than five feet/round without distortion breaking his concealment.
 
Immunity 1 (Light based visual dazzles) [1 PP] [Light]

Immunity 4 (Aging, Cold, Sleep, Starvation and Thirst, Flaws: Limited to half effect) [2 PP] “Sustained by energy”

Light Array (37 PP Array, Feats: Alt Power 5[42 PP] [Light descriptor]
BPDamage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Accurate, Improved Critical 2, Precise) [37/37 PP] “Laser Spray”
APDazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]“Light Burst” [36/37 PP]
APCreate Object 11 (Extras: Impervious, Feats: Accurate, Precise, Stationary) [36/37 PP] “Hardlight”
APIllusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/37 PP]
APDamage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/37 PP] “Laserblades”
APDamage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [6 Ranks Only][37/37 PP] "Laser Vision"


Protection 11 (Extras [Sustained +0]) [11 PP] “Force Field”

Super Senses 2 (Extended 1 Normal Vision [x10], Radius Normal Vision) [2 PP] “Light Sensitive”

DC Block
ATTACK       RANGE            SAVE                  EFFECT
Unarmed      Touch            DC 17 Toughness       Damage
Laser Spray  Touch/Area Targ. DC 25 Toughness       Damage

Light Burst  Touch/Area Gen.  DC 25 Reflex/Fort     Dazzle
Laser Sword  Touch/15’        DC 25 Tough, Ref/Fort Damage, Dazzle


Totals: Abilities 44 + Combat 36 + Saving Throws 20 + Skills 32 + Feats 12 + Powers 60 = 204  / 204 Power Points

 

 

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Tuned by Fox.

 

Rev

 

11 PP to Spend

 

Saves 1 PP

+1 to Reflex to make +13 (+3 Dex, +10)

 

Skills 3 PP

 

Craft (Chemical) +4 ranks to make 4 (+6)

Craft (Structural) +2 ranks to make 2 (+4)

Drive +2 ranks to make 14 (+17) Skill Mastery

Pilot +4 ranks to make 4 (+7)

 

Feats 3PP

 

Favoured Opponent (Vehicles)

Power Attack

Ultimate Effort (Drive)

 

For no cost could you change improved trip to improved throw as this is a better fit. 

 

Powers: 4 PP

 

1 PP; Add Feature (Internal Compartment in Chest) [1 PP]

1 PP; Add 1 rank of Leaping to make it Leaping 3 (x10 distance; Running 200', Standing 100', High 50') [3 PP]

2 PP; Add 2 Feats to Super Strength to make it Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP]

 

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  • 2 weeks later...

Updated - Absurdist

 

For Cobalt Templar

Available PP: 16

Raising his Effective PL to 14. 

 

Spend 2PP to raise his Enhanced Strength in his Internal Fire Container to +8 (raising Strength to 30/22 (+10/+6); Grapple: +16, +29 Ring)

Spend 2PP to raise his Enhanced Constitution in his Internal Fire Container to +10 (raising Constitution to 30/20 (+10/+5); Toughness: +14/+10/+5 (+10/+5 Con, +4 Protection):
Fortitude: +13/+12/+7 (+10/+5 Con, +1 Enhanced, +2))

This makes the Container be marked as: Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic]

 

Raise Device to 25 with 8PP (and tweak description): Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] ("Blue Ring of the Determined Leader" [Blessed/Holy, Magic])

Within the Device:

Spend 1PP/DP to raise Enhanced Reflex to 3 (resulting in Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5))

Spend 1PP/DP to raise Enhanced Will to 2 (resulting in Will: +12/+10 (+2 Wis, +2 Enhanced, +8))

Spend 2PP/DP to raise Enhanced Attack to 2 (resulting in Attack: +14/+12)

Spend 2PP/DP to raise Enhanced Defense to 6 (resulting in Defense: +14 (+6 Base, +2 Dodge Focus, +6 Enhanced), +6/+3 Flat-Footed)

Spend 2PP/DP to raise Blast [Inside of Holy Fire Control Array) to 14 (resulting in Holy Fire Control 14 (28PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [30PP] (Fires of Judgement)  BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [28PP]"Rain of Fire")

Spend 2PP/DP to raise Super-Strength to 8 (resulting in Lifting STR 70 [Heavy Load: 200 tons] and Grapple: +16, +30 Ring)

 

That's 10 PP/DP spent.

 

The remaining 4 PP will be spent on Skills:

+4 to Notice:

Notice 8 (+10)
+2 to Acrobatics, Craft (Artistic), Knowledge (Arcane Lore), Knowledge (History), Knowledge (Tactics), and Stealth, resulting in:
Acrobatics +10 (13)
Craft (Artistic) +10 (12)
Knowledge (Arcane Lore) +10 (12)
Knowledge (History) +10 (12)
Knowledge (Tactics) +10 (12)
Stealth +10 (13)

 

This should put CT's Attack, Defense, and Toughness at +14, and the Toughness Save from his Blast and Strike to 29. 

His PP spread will be:

Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/243 Power Points

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Apex'd by Absurdist

 

Triakosia

Skills

Increase - Gather Information +5, Notice +5, Search +2 (+12R) [3PP]

 

Feats

Add - Connected, Skill Mastery (Gather Information, Notice, Search, Sense Motive), Ultimate Effort (Strength Checks), Well-Informed [8PP]

 

Powers

Increase Protection +1 [1PP], Take Super-Breath and Thunderclap out of Super-Strength in the More Powerful... and increase to 10 [0PP]:

 

More Powerful... 10 (20PP Array; Feats: Dynamic Power 3) [25PP]

Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]
Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]
Dynamic Alternative Power: Super-Strength 10 (up to Super Strength 14; heavy load 52k tons) [20PP]

 

Increase Super-Strength to 4 and add on Super-Breath and Thunderclap [8PP]

 

Headquarters [4PP]

Triakosia has been allowed to take over ownership of her cousins old base, The Sanctum

 

Equipment: 20EP = 4PP

The Sanctum

 

Size: Colossal [5]

Toughness: 15 [2]

Features: Communications, Computer, Concealed, Dimensional Portal, Gym, Isolated, Library, Living Space, Personnel (Centurion Bots), Power System, Security System, Workshop [12]

Power: Teleport 10 (200,000 miles) [1]

 

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Knowledgeable'd by Absurdist

 

Salvo

  • Spent 1 PP to gain 4 R in skills. Added Knowledge (Cosmology) 4 (+11)

 

 

Spoiler

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10 (158/162PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 5


In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. 

 

Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy
Base of Operations: Claremont Academy
Catchphrase: "Locked on... And firing."

 

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: CA, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfields, Halls
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:
Age: 17 (August 13, 2000)Spiderman.jpg.26dc057ba6d18774e71a930db652473b.jpg.7c1e1fbfa1b8c738687622b4600cbcba.jpg
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Black

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Seek Knowledge. Wield Power.

 

Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come.

 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

 

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

 

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

 

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

 

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

 

She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within a 20-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For two years she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For two years, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility)

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident).

 

Drives Like a Rock: Nicole's modifications on Salvo's lateral movements and fine handling have not panned out as well as she had first envisioned. Her armor's joints act up, it steps like something twice its weight, and her grip could crush bones if she weren't careful. Some more fine-tuning is required, field tests must be conducted for her to fully utilize the link between her and Bellios. Not to mention the physical deficiencies which have cropped up in transition.

 

Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery.

 

Of course, in a contest between man and spirit, more often than not, it is not often clear who will win.

 

It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it .

 

Something in the Dark: Many small things go Nicole's way at just the right time, and just the right way, to make her life easier. In much the same way, she finds herself in situations that would seem contrived in any book or movie, yet leading to additional difficulties she must overcome. While these minor coincidences are merely irritating or helpful during her everyday, they are more disastrous during a serious superhero mission. There is a crawling, nagging feeling of being watched whenever they happen, though even her armor's sensors can find no trace, magical or otherwise, to confirm her suspicions.

 

The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion.

 

Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While non of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession)

 

The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures.

 

Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation)

 

This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better.

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 5 = 11PP
Initiative: -1
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries]

Grapple: +18/4/0
Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed
Knockback: -7/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10/5 Protection)
Fortitude: +10/0 (+5/0 Con, +5)
Reflex: +6/-1 (-1 Dex, +7)
Will: +8/0 (+0 Wis, +8)

 

Skills: 72R = 18PP
Computers 10 (+17)

Craft (Chemical) 5 (+12)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)
Disable Device 6 (+13)
Knowledge (Arcane Lore) 8 (+15)

Knowledge (Cosmology) 4 (+11)

Knowledge (History) 3 (+10)
Knowledge (Physical Science) 5 (+12)
Knowledge (Technology) 8 (+15)

Knowledge (Theology and Philosophy) 3 (+10)

Language 2 (English, French, Spanish)

Notice 3 (+3)

Search 2 (+9)


Feats: 5PP
Artificer

Benefit (Wealth)
Eidetic Memory
Inventor

Ritualist

 

Powers: 3 + 2 + 113 + 1 = 119PP

 

Device 1 (Wheelchair, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [3PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Protection 5 (Extras: Force Field [+0]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [2PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Sensory Suite Array 2 (4PP Array; Feats: Alternate Powers 1) [5DP]  

              BESuper-Senses 4 (Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Ranged (+1)]) {4/4}

              APSuper-Senses 4 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Ranged (+1)]) {4/4}

 

Bellios 28 (Battlesuit, Magical, Tech; 140DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [113PP]

       Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

 

           Protocol Sy 8.4 (42PP Container) [42DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 20 (Fortitude 5, Reflex 7, Will ? [20DP]

                       Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus) [2DP]

 

           Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP]

 

           Hexagrammic Paneling 3.8 (19PP Container) [19DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 10 [10DP]

 

           Sensory Suite Array 5.5 (11PP Array; Feats: Alternate Powers 2) [13DP]

                      BESuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

                      Accurate (+0), Acute (+0), Analytical (+1), Extended 2 [1,000 ft] (+2),

                      Radius (+1), Ranged (+1)]) {11/11}

                      APSuper-Senses 9 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1),

                      Extended [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11}

                      AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control,

                      Online Research, Selective, Subtle, Well-Informed) {9/11}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 2, Dynamic 2) [17DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12}

                      AP: Invisibility Matrix 0-4 (Invisibility; All Visual Senses; Feats: Close Range) {8/8}

 

           Weapons Suite Array 19.5 (39PP Array; Feats: Alternate Powers 4) [43DP]

                      BEKinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Action [Full]; Feats: Knockback 3 [13 Total],

                      Variable [Energy/Tungsten]) {25} + Dazzle 7 (Visual; Extras: Linked [Blast], Range [Perception]; Flaws: Action [Full]) {14}

                      = {39/39}

                     AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,

                     Improved Critical 2 [18-20]) {39/39}

                     AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats:

                     Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Split Attack 2, Variable Descriptor 2 [Electricity/Fire/Water]) {39/39}

                     AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20],

                     Precise Shot 2, Power Attack, Split Attack, Variable Descriptor 2 [Any Metal]) {39/39}

                     AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Burst]Feats: Accurate 2, All-out Attack,

                     Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack) {39/39}                    

            

Magic 1 (2PP Array; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP]

 

Drawbacks: -2 + -1 + -4  = -7PP

Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate)

 

DC Block

ATTACK                         RANGE         SAVE                                                 EFFECT
Unarmed                       Touch            DC 19/15 Toughness                     Damage (Physical, Bludgeoning)
Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Dazzle                            Perception   DC 20 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Flamethrowers             Ranged         DC 25 Toughness                           Damage (Electricity/Fire/Water)

Fusion Autocannons   Ranged         DC 30 Toughness (Autofire)         Damage (Physical)

Matter Manipulation   Touch            DC 23 Fortitude                              Transmutation

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (17) + Feats (5) + Powers (119) - Drawbacks (7) = 157/162 Power Points

 

Totals:

Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points

Bellios Armor: Device 28 (140) = 140140 Device Points

 

Superhero.png

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  • 2 weeks later...

Scurred up by Absurdist

 

Wraith...really needs some pretty severe edits, but for the sake of immediate threads I'd like to do the following minimal changes:

 

Age and Apparent Age should indicate that she's 23.

 

Skills: +44 ranks (11pp)

+5 ranks to Acrobatics, +2 ranks each to Bluff and Diplomacy, +10 ranks to Gather Information, +10 ranks to Investigate, +5 ranks to Knowledge (Civics), +10 ranks to Search; these should add up to the following:

Acrobatics 12 (+15)

Bluff 6 (+8, +12 Attractive)

Diplomacy 6 (+8, +12 Attractive)

Gather Information 13 (+15)

Investigate 12 (+15)

Knowledge (Civics) 7 (+10)

Search 15 (+18)

 

Feats: +6 feats (6pp)

Please add the following feats:

Environmental Adaptation (Zero Gravity)

Improved Grapple

Improved Pin

Set-Up

Skill Mastery (Investigate, Notice, Search, Stealth)

Takedown Attack 2

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That'll Bluff Out - Absurdist

 

Miracle Girl

Spending 6P to bring her Charisma up to 20. Also changed Age to just Date of Birth, and updated some info to reflect her college student status.

 

EDIT: 1PP spent on skill points (Bluff +1, Intimidate +2, one rank  of Perform: Dance added.

 

Spoiler

Miracle Girl

 

MissMiracle.jpg  mg costume.jpg


Power Level: 10/14 (219/219PP)
Tradeoffs: +2 Toughness/-2 Defense
Unspent PP: 0

 

In Brief: Super-strong teen with the gift of flight.
 

Alternate Identity: Casey Blankenship
Identity: Secret
Birthplace: Colorado Springs, CO
Occupation: College student (FCU)
Affiliations: Claremont Academy (alumnus), Pi Episilon Delta (sorority)
Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother)

Description:

DoB: December 27, 1997
Gender: Female
Height: 5'8"
Weight: 145 lbs.
Eyes: Green
Hair: Honey-blonde

Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her 
hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round, or 'Greek gear' sweats. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her!

Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear.

 

From time to time, Casey adopts the criminal persona 'Hardcase' when she has to do something a little iffy; in this guise, she dresses a bit like a street racer, in leather jacket, sunglasses and driving gloves. She also uses her mimicry to change the sound of her voice.

History:
Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and for a while she attended Air Academy High School. She's been an active Girl Scout since she was little, earning her Gold Award for building a wooden footbridge at a National Park near her home. Up until a few years ago, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security.

Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike, and she eagerly took to flying lessons once she was old enough. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student.

 

A recent graduate of Claremont Academy, Casey is currently enrolled in the Journalism program at FCU, where she also pledged to the prestigious Pi Episilon Delta sorority.

Personality & Motivation:
Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a studious goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather, who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her.

 

Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements.

Powers & Tactics:
Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, her heatvision is very precise, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to appreciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill.

Complications:
"Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds.
"I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her.
"No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes 
her pledge to the Scouts and their values very seriously.
"There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it.
"Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going.

"Pi 'Til I Die!" Much as she did with the Girl Scouts, Casey takes her sorority pledge very seriously, and she would never fail to aid a fellow Pi.


Abilities: 4 + 4 + 4 + 6 + 2 + 10 = 30PP
Strength: 30/14 (+10/+2)
Dexterity: 14 (+2)
Constitution: 30/14 (+10/+2)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 20 (+5)

 


Combat: 12 + 12 = 24PP
Initiative: +9
Attack: 6, Melee +6, Ranged +6, Unarmed +10, Heatvision +14
Grapple: +20 (+10 Str, Attack 6, Super-Str 4)
Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed
Knockback: -9

 


Saving Throws: 0 + 0 + 8 + 9 = 17PP
Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection)
Fortitude +10 (+2 Con, +8 Enhanced Con)
Reflex +10 (+2 Dex, +8)
Will +10 (+1 Wis, +9)

 

 

Skills: 108 Ranks = 27PP
Bluff 5 (+10/+14 Attractive/+20 Mimicry)
Craft: Structural 2 (+5)
Diplomacy 15 (+20/+24 Attractive) Skill Mastery

Disable Device 7 (+10)

Drive 2 (+5)

Intimidate 10 (+15) Skill Mastery
Knowledge (Current Events) 2 (+5)
Knowledge (Earth Science) 2 (+5)
Knowledge (Pop Culture) 2 (+5)
Knowledge (Technology) 2 (+5)
Languages 3 (ASL, Japanese, Spanish)
Medicine 4 (+5)
Notice 14 (+15) Skill Mastery

Perform: Dance 1 (+6)
Pilot 3 (+5)

Ride 3 (+5)

Search 7 (+10) Skill Mastery

Sense Motive 9 (+10)
Stealth 8 (+10)
Survival 4 (+5)

Swim 3 (+5/+13)

 

 

Feats: 20PP

Attack Specialization 1 (Heatvision)

Attack Specialization 2 (Unarmed)
Attractive
Dodge Focus 2
Equipment 1
Improved Initiative 2

Improved Sunder

Inspire 3
Interpose

Leadership

Luck 1

Precise Shot

Skill Mastery (Diplomacy, Intimidate, Notice, Search)

Takedown Attack

Ultimate Toughness

Equipment: 1PP = 5EP
'Bug-Out Belt' contains:

First Aid Kit 1EP
Flashlight (headlamp) 1EP
GPS Receiver 1EP
Multi-tool 1EP
Rebreather 1EP
 
 

Powers: 4 + 16 + 18 + 1 + 9 + 8 + 2 + 18 + 13 + 15 = 104PP

 

Communication 4 (Radio, 1 mile range) [4PP]
 

Enhanced Constitution 16 [16PP]
 

Enhanced Strength 16 (Power Feats: Alternate Power 2) [18PP]

  • AP: Damage 8 (Freezing Breath, 80' length; Extras: Area [General, Cone], Selective, Flaw: Action [Full-Round Action]) {16/16}
  • AP: Damage 6 (Heatvision; Extras: Ranged, Feats: Accurate 3, Precise) {16/16}

 

Feature: Mimicry [1PP]
 

Immunity 9 (Life Support) [9PP]
 

Impervious Toughness 8 [8PP]

 

Protection 2 [2PP]
 

Super-Senses 18 (Extended Hearing 3 [10,000 ft], Ultra-Hearing, Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-Size], Radar, Radio, X-Ray Vision [Resisted by Lead, +4]) [18PP]

 

Super-Strength 6 (Strength 60, Heavy Load: 50 Tons, Feat: Super-Breath) [13PP]
 

Swift as the Wind 7 (14PP Array, Feats: Alternate Powers 1) [15PP]

  • Base: Flight 7 (1000 mph) {14/14}
  • AP: Quickness 14 (x50,000) {14/14}

 


Drawbacks: (-3) = -3PP
 

Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]
 


DC Block


ATTACK            RANGE      SAVE              EFFECT
Unarmed           Touch      DC 25 Toughness   Damage
Freezing Breath   80' Cone   DC 23 Toughness   Damage
Heatvision        Ranged     DC 21 Toughness   Damage
Super-Breath      Ranged     DC 20 Reflex      Trip

 

Abilities 30 + Combat 24 + Saving Throws 17 + Skills 27 + Feats 20 + Powers 104 - Drawbacks 3 = 219/219 Power Points

 

Edited by TheAbsurdist
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Turtle'd Up By AA

 

Echohead

 

19 PP to spend. 

 

Firstly, on reflection, his CHA is not in keeping with his personality, and reduced to 10 (freeing up 2 points and modifying a few skills). 

 

Next, increasing PL to 10

 

Putting his picture back into the fluff!

 

Adding one more complication: Ugly Body whilst Echohead can "copy" physical skills (or even feats) like acrobatics, climb, and swim using them is another matter. If the copied body is of significantly different size shape or strength, it will take him a little practice to "callibrate" the acquisition of this skill to his own body. This could take a minute for minor differences, or a few hours for major differences in body shape. If he does not fully callibrate, he would not be able to use the skill, or even worse, automatically fail even basic checks. 

 

8 PP: Increasing Psychic Theft Array by 2 ranks

 

1 PP: Adding 1 Alt Power to Psychic Theft Array

Mental Transform 10 (Alter Memories [2PP/R base], Extras: Duration [Continuous - countered by hypnotic regression], Range [Perception], Feats: Insidious, Precise, Subtle, Drawbacks: Only deleting memories, not altering them) [42/45 PP] "Memory theft"

 

4 PP: Increasing Device (Cool Suit) by 1 rank, giving 5 Points (adding 4 Ranks of Protection and Immunity: Hot Environment limited)

 

5 PP: Increasing Will Save by 5

2 PP: Increasing Reflex Save by 2

 

1 PP Spare (not spending yet)

 

Echohead
Power Level: 10 (166/166)Echohead.png
Unspent Power Points: 16

Trade-Offs: +4 Toughness / -4 Defence, +4 Attack / -4 DC (or none)

In Brief: Mind stealing agent of AEGIS 

Catchphrase: "Forget it!"

ThemeBoiling Point

Alternate Identity: Umberto Velluti
Birthplace: Rome

Residence: Freedom City
Base of Operations: Freedom City
Occupation: Agent in Training…
Affiliations: AEGIS
Family: Lucia Velluti (Mother, Retired Hairdresser)

 

Description:
Age: 41
Apparent Age: 41
Gender: Male
Ethnicity: Caucasian
Height: 5’5”
Weight: 50Kgs
Eyes: Brown
Hair: None

 

Umberto is a short, weedy man, quite bald, with a large nose and a weak chin. He could, in truth, be called fairly ugly. He does have a certain sense of style, however, wearing expensive suits and sunglasses (he loves black)

 

History:
Umberto was always a pretty bullied kid at school, the first to get beaten up, the last to get picked at a team. He was short, weedy, and bald since birth and had a faint Italian accent (his family moved to Freedom City when he was four). This was compounded by being smart and by having a doting, overbearing mother (who, ironically, was a hairdresser).

 

Umberto grew up always feeling like he was surpressing something. He had a knack of understanding people and their motivations which he put down to intuition. He made a reasonable business selling garden appliances in his shop, and was doing fairly well for himself.

 

Until, one day, a retired AEGIS agent came into his shop to purchase something for his retirement home. Umberto had a flash of paranoia, and then…bang! He was inside the agent’s head.

 

It turned out that Umberto was a psychic who had repressed his powers all his life.The paranoia had however, forced his unconscious powers to the conscious!

 

He was debriefed by AEGIS, and it was then both AEGIS and Umberto saw opportunity. AEGIS would have much to gain from Umberto's power, as a mind reader. Equally, Umberto he had always harboured dreams of being a spy, a secret agent, or a superhero, but what with being a 5’5” weed with no training and an overbearing mother, he had no opportunity. So, Umberto would get training (and a flashy stun pistol) in return for his services. 

 

Echohead has a symbiotic relationship with AEGIS. He makes himself available to them (and has security clearance with them) and in return they are supporting his development; he thus acts independently although AEGIS does monitor his activity. 

 

Personality & Motivation:
Echohead has always wanted a life of adventure and excitement and this is his primary motivation. However, he also has a lot of sympathy for the underdog, and cannot abide bullies or autocrats.

 

He is a friendly man, by and large, but conceals a lingering sense of low self-esteem. He is particularly fond of food and has a love of plants, flowers, and gardens. He relaxes in his own garden and grows his own vegetables.

 

Powers & Tactics:
Echohead can “steal” other peoples thoughts or neurological functioning. He can make people ignore something, paralyse parts of (or all of) their body, or forget skills. As well as “deleting” such abilities (albeit transiently), he can “copy” someone into his head, getting their skills and mental abilities. The copy does linger as an “echo” which can be distracting or even (if a strong personality) dangerous.

 

Echohead will usually try to win conflicts by selectively disabling his targets, perhaps so that a fight is not needed at all.

 

Umberto utilises high tech AEGIS equipment to compensate for his lack of physical skills or abilities. He wears bulletproof clothing, and carries an AEGIS energy pistol if he needs to combat psychic-resistant enemies.

 

Power Descriptions:
Echoheads psychic powers are not visible or detectable. His blaster pistol fires yellow-orange energy beams of slightly different flavour according to setting.

 

Complications:
Ugly Face: Umberto is not so ugly as to be repulsive, but he is not so far from that position, either. He is not good at making first impressions.

 

Ugly Thoughts: Any “Echo” stored in his head has the lingering will of the original. For the most part this is, at worst, distracting. However, progressively strong willed copies might limit the use of their skills at a critical time, or cause him to freeze or tic or speak inappropriately. Exceptionally strong copies might even – if Umberto was tired or drained – even take possession of him transiently!

 

Ugly Tongue: When nervous, Umberto tends to gabble. He might reveal information, or say the wrong thing, or speak his mind completely inappropriately!

 

Ugly Head: Umberto suffers from terrible migraines, perhaps as a side effect of his medication. Bright light and stress can set them off, and render him virtually helpless. Sunglasses help, and he takes medication to limit them, but of course he can be without sunglasses and medication…and there is plenty of stress around…

 

Ugly Heart: At the end of the day, Umberto is a coward; or, more precisely, he has grown up being bullied and downtrodden and he can easily revert to this mindset. Skilled intimidators or psychologists could have a field day going to town on him.

 

Ugly Body whilst Echohead can "copy" physical skills (or even feats) like acrobatics, climb, and swim using them is another matter. If the copied body is of significantly different size shape or strength, it will take him a little practice to "callibrate" the acquisition of this skill to his own body. This could take a minute for minor differences, or a few hours for major differences in body shape. If he does not fully callibrate, he would not be able to use the skill, or even worse, automatically fail even basic checks.

Abilities: -2 + 2 + 2 + 6 + 6 + 0 = 14
Strength: 8 (-1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 10 (+0)

Combat: 12 + 12 = 24

Initiative: +5
Attack: +6 base, +8 Ranged, +10 Energy Pistol
Defence: +6, +3 Flat Footed

Grapple: +5
Knockback: -7

Saving Throws: 5 + 7 + 12 = 24

Fort +6 (+1 Con, +5)

Reflex +8 (+1 Dex, +7)

Will +15 (+3 Wis, +12)

Tough +14 (+1 Con, +13 Protection/Device)

Skills: 12 PP = 48 R

Bluff 4 (+4)

Diplomacy 8 (+8)

Knowledge (Business) 4 (+5)

Knowledge (Life Sciences) 4 (+5)

Language 4 (English, French, Italian [Native], Latin, Spanish)

Notice 4 (+7)

Profession [Gardener] 8 (+11)

Sense Motive 12 (+15)


Feats: 6 PP

Attack Focus [Ranged] 2
Benefit 2 (Wealth 1, AEGIS Clearance)

Improved Initiative 1

Jack of All Trades


Powers: 13 + 13 + 49 + 15 = 100

Device 3 (15 DP, Feats: Subtle) [13 PP] “Cool black suit” [Armour]

Protection 13 (Feats: Second Chance [tough vs ballistic]) [14 DP] "Impervium Weave"

Immunity 1 (Hot Environment) [1DP] "Thermal Regulator / Literally a Cool Suit"

 

Device 4 (20 DP, Feats: Easily Concealed, Flaws: Easy to Lose) [13 PP] “Snub Nosed Energy Pistol” [tech, energy]

Energy Array (19 PP Array, Feats: Alt Power 1) [20 DP]

BP: Blast 6 (Extras: Penetrating, Feats: Accurate) [19/19 PP] “Blast!”

AP: Stun 6 (Extras: Range, Feats: Accurate) [19/19 PP] “Set to Stun!”

 

Psychic Theft Array (43 PP Array, Feats: Alt Power 6) [49 PP] [Psionic, Mutant]

BP: Paralyze 10 (Extras: Range Perception [+2], Feats: Insidious, Precise [Can paralyse just certain parts of body], Subtle)[43/43 PP] “Remove motor function”

AP: Dazzle 10 (All Senses, Extras: Alt Save – Will [+0], Range Perception [+1], Feats: Insidious, Precise [Can dazzle some senses and not others], Subtle, Flaws: Limited [Only dazzled to one object or thing]) [45/45 PP] “Remove Awareness”

AP: Drain 10 (Any Skill, Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [45/45 PP] “Remove skill”

AP: Drain 10 (Any mental attributes [INT/WIS/CHA], Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [45/45 PP] “Remove brain”

AP: Mind Reading 10 (Extras: Action [Move/Standard], Duration [Sustained +1], Simultaneous Sensory Link [As sensory link but can maintain own senses at the same time, +2], Feats: Insidious, Sedation, Subtle, Flaws: Feedback) [45/45 PP] “Scrutinise thoughts”

AP: Nullify 10 (All psychic or psionic powers, Extras: Effortless, Range Perception, Feats: Insidious, Selective [Nullify only some powers], Subtle) [45/45 PP] “Remove Psionics”

AP: Mental Transform 10 (Alter Memories [2PP/R base], Extras: Duration [Continuous - countered by hypnotic regression], Range [Perception], Feats: Insidious, Precise, Subtle, Drawbacks: Only deleting memories, not altering them) [42/43 PP] "Memory theft"

 

Mimic 2 (10 PP of any attributes [note flaw], Extras: Duration Sustained [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers]) [15 PP] “Echohead” [Psionic, Mutant]

Drawbacks: -2

Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP]


DC Block

ATTACK            RANGE      SAVE                 EFFECT
Unarmed           Touch      DC 14 Tough          Damage

Pistol Blast      Range      DC 21 Tough          Damage

Pistol Stun       Range      DC 21 Fort           Stun

Psychic Paralyse  Perception DC 25 Will           Paralyse

Psychic Dazzle    Perception DC 25 Will           Dazzle

Psychic Drain     Perception DC 25 Will           Drain 1

Psychic Nullify   Perception DC 25 Will           Nullify

Psychic Mind Read Perception DC 25 Will           Mind Read

Pyschic Transform Perception DC 25 Will           Transform (Delete memories)

 

Totals: Abilities 14 + Combat 24 + Saving Throws 24 + Skills 12 + Feats 6 + Powers 100 - Drawbacks -2 = 168/169 Power Points

Edited by Supercape
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Smeared by Absurdist

 

Bloody Mess

 

Absolutely no changes whatsoever, but just putting the old picture back (got lost!)

 

Cut and paste the following to his sheet replacing the first bit please :) (up to "Power Descriptions" on the sheet)

 

 

 


Bloody Mess

Bloody Mess.jpgPower Level: 10/15 (250/250PP) [252]
Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage)
Unspent Power Points: 0
In Brief: Mutant Pugilist blood controller.
Alternate Identity: Fred 'Freddy' Furlong
Identity: Public
Birthplace: Freedom City
Occupation: Hero for hire (Ex Pugilist)
Affiliations: Bloodhound Investigations Agency, Revenant
Family: Alex Furlong (father), Dasha “Mama” Furlong (mother)

Description:
Age: 30 (DoB: 01/01/1985)
Apparent Age: 28
Gender: Male
Ethnicity: Caucasian
Height: 5’1”
Weight: 140 Kgs
Eyes: Green
Hair: Brown


Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.

As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask.

 

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  • 3 weeks later...

Cleared - Abs

Mr. Murk

40 PP To Spend

Increasing PL to 10

Attack Bonus now +10 base, +12 Melee

Defence Bonus now +10 Base, +4 Dodge Focus, +5 Flat Footed

 

+2 PP on Feats

Attack Focus (Melee) 2

 

+3 PP on New Power

Device 1 (5 DP, Flaws: Easy to Lose) [3 PP] “The Murk Stick”

Strike 2 (Feats: Affects Insubstantial 2, Mighty) [5 DP] (Bludgeoning)

 

+1 PP reworking super sense

Altering Super Sense “Soul Sight”; eliminating the Analytical to save 1 PP. and adding detect Inked text ranged mental [2 PP] 

Super Senses 18 (Accurate Mental [4], Acute Mental [2], Counters Concealment to Mental [2],Detect Inked Text [2], Detect Magic [3], Detect “Soul” [3], Dimensional 1 [The Murk], Radius All mental [2], Ranged: all detect [3]) [22 PP] “Soul sight” [Magic]

 

+5 PP on Super Sense (Precognition)

Adding the Feats: Uncanny Dodge (Mental) and Dodge Focus 4

 

+29 PP on New Power “Magic Word” Array

Command Word Array (26 PP Array, Feats: Alt Power 2) [27 PP] [Sound, Magic Descriptor]

BP: Mind Control 10 (Extras: Conscious, Duration [Sustained], Feats: Dimensional 1 [The Murk], Subtle, Flaws: Partially Limited [5 Ranks - Requires Name of Target]*, Sense Dependent [Auditory], Drawback: Power Loss 1 [Unable to speak]) [26/26 PP] “Command the Soul”

*At GM’s discretion number of ranks can change (e.g. 10 Ranks for “Mr. Archibald Boris Charles Drummond”, 5 Ranks for no name at all, and somewhere in between for incomplete names such as “Mr. Drummond” or “Archie”)

AP: Communication 11 (2 million Miles, Extra: Omni Directional, Feats: Dimensional 1 [the Murk], Selective, Subtle 2) [26/26 PP] “Far-Reaching Words”

AP: Illusion 10 (Auditory, Extra: Duration [Continuous], Feat: Dimensional 1 [The Murk], Progression Area 5 [250'], Flaw: Limited [Speech only]) [26/26 PP] "Voices"

AP: Stun 6 (60' Cone, Extra: Area [Cone]) linked with Dazzle 6 (Auditory 60' Cone, Extra: Area [Cone], Alt Save [+0, Fort], Flaws: Touch Range [-1]) [18+6=24 PP] ("Mighty Shout")

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  • 3 weeks later...

Now with the BOOM.

 

Ronin

11 PP to Spend

 

Feats: 11

Bomb Defusing Expert (+5 situational bonus on disarm device only for defusing bombs / explosives!)

Improved Grab

Improved Sunder

Precise Shot 2

Ranged Pin

Second Chance: STR Saves vs Disarm

Stunning Attack

Equipment: 3

 

Equipment

Changing Trenchcoat Array (The Batton Doesn’t really work with him) for 0 EP and adding Explosives for 16 EP

Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP]
    BP: Obscure 3 (25’ Visual Feats: Slow Fade 1) [7/8 PP] “Smoke Pellet”
    AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken”
    AP: Snare 4 [8/8 PP] “Weighted Bolos”
    AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker”
*To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array

Explosives (Blast 5, Extra: Area, Feats: Triggered 1 [timer]) [16 EP]

 

Powers: 0PP

Changing Device to be more streamlined!

Shot Array (16 PP Array, Feats: Alt power 4) [20 DP]
BPBlast 4 (Extras: Penetrating, Feats: Improved Critical 2, Variable Descriptor 1 [Piercing / Blunt) [15/16 PP] “Iron Fist” / “Swift Arrow”
APBlast 4 (Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) [8+8=16/16 PP] “Divine Wind”
APStrike 7 (Extras: Area[Cone], Feats: Progression Decrease Area 6, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [16/16 PP] “Hornet’s Nest”
AP: Dazzle 4 (Visual) linked with Blast 4 [8+8 = 16/16 PP] [Fire Descriptor] “Dragons Breath”
APStrike 1 (Feats: Mighty) “Pistol-whip” [2/16 PP]

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  • 2 weeks later...

Duplicated - Abs

 

Replica

Spending 6PP

 

Abilities [2PP]

+2 Charisma

 

New Skill Scores

Bluff 4 (+8)

Diplomacy 4 (+8)

 

Skills [1PP]

4 Ranks in Sense Motive 

 

New Skill Scores

Sense Motive  4 (+5)

 

Powers [2PP]

Datalink 4 (“Digital Consciousness”; Sense Type: Radio, Range: (1 Mile.) Power Feats: Cyberspace, Machine Control; Feats: Online Research, Well-Informed) [7PP] to [9PP] 

Alternate Power: Communication 8 (“Internal Radio Communicator”; Sense Type: Radio, Range: (2000 Miles.)

 

Feats [1PP]

Hide in Plain Sight

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Awaiting convo -Abs

 

Okay, this one's a bit complicated. 

 

Retire Citizen - I'll have him guest star in Emerald City threads as needed. (I have too many characters right now and maybe it'll help Emerald City to let other PCs grow to be the "Superman") 

 

Move Watchdog to the PL 12 180 slot freed up by that. 

 

Make the following edits to her sheet: 

 

Powers: [28PP] 

Gadgets 4 (Utility Jacket; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP]

Sample Gadgets: 
"The Beast" 

Enhanced Blast 7 (to Blast 13) {14/20} 

Collapsible Shield 

Force Field 6 (Extra: Affects Others) {12/20} 

Grapple Gun 

Speed 1 (10 MPH) [1] + Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling 2) {9/20} 

Taser

Stun 5 (PFs: Accurate 5) {15/20} 

 

Feats: [2PP] 

Devotion (Pulse) 

Luck 

 

 

 

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  • 2 weeks later...

Upgraded - Abs

 

Salvo

  • Fluff
    • Removed the pictures. Added a new one for Nicole.
    • Added a Physical Description.
    • Changed birthday year to 2001.
  • Additions
    • Added 2PP (4R) to Skills [Bluff 1, Concentration 1, Craft (Artistic) 1, Knowledge (Art) 1, Knowledge (Current Events) 2, Sense Motive 2]
    • Moved 2R from Computers into Concentration (making a total of Concentration 2) and Diplomacy
    • Added 3PP to Feats (Luck, Online Research, and Well-Informed)
    • Added Improved Initiative in Protocol Sy
    • Added Limited [5 times a day] to Kinetic Beam + Dazzle
    • Added (Auditory) and Area [General, Burst] to Dazzle. Made it Dazzle 10.
    • Added Energy Vent in Weapons Suite Array
  • Changes
    • Added Duration [Continuous] (+1) and Ablative (-1) to Force Field 5 of Wheelchair Device 1
    • In Weapons Suite Array's Kinetic Beam exchanged Action [Full] for Slow Fire from Gimmick's Guide to Gadgets
    • In Fusion Autocannons changed Variable Descriptor [Any Metal] to [Any Energy]
    • Missile Batteries Area is changed from Burst to Shapeable
    • Changed Improved Critical [18-20] to Dimensional [Magical] in Containment Foam
  • Removed 
    • Something in the Dark complication
    • Online Research and Well-Informed from Data Link in Sensory Suite Array
    • Invisibility Matrix in Servos-Dynamos
Spoiler

 

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10 (163/163PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0


In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. 

 

Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy
Base of Operations: Claremont Academy
Catchphrase: "Locked on... And firing."

 

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: CA, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfields, Halls
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)1053308959_NicoleWhitfield-Hall.thumb.jpg.f9fa1e375c7e0c55506021089dfb5d64.jpg

 

Description:
Age: 18 (August 13, 2000)
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

 

Physical Description

Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. 

 

As Salvo, her armor looks to be mundanely spray painted red and white, with hints of purple as highlights. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends it is as often disrupted with an array of weapons systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that makes it more cumbersome and larger than a suit of full plate armor should be. Runes are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes.

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Seek Knowledge. Wield Power.

 

Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come.

 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

 

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

 

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

 

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

 

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

 

She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within the multi-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For a whole year she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For a year, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them but fails more often than not. Sardonically so. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City, especially the marginalized persons of color. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility)

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident).

 

Drives Like a Rock: While Nicole's modifications Salvo's finer motors have been tuned up, and the proper ritual runes etched up to keep it from acting up, it still doesn't drive like a second-skin armor should. Its lateral movements and fine handling have not panned out as well as she had first envisioned. Her armor's flies like a brick, fast but impossible to do maneuvers which require finesse, and her grip could crush bone if she wasn't careful. Still more tuning is required, field tests must be conducted for her to fully utilize the link between her and Bellios.

 

Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery.

 

Of course, in a contest between man and spirit, more often than not, it is not often clear who will win.

 

It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it .

 

The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion.

 

Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While none of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession)

 

The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures.

 

Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation)

 

This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better.

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 5 = 11PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +18/4/0
Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed
Knockback: -7/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10 Protection or +5 Forcefield)
Fortitude: +10/0 (+5/0 Con, +5)
Reflex: +6/-1 (-1 Dex, +7)
Will: +8/0 (+0 Wis, +8)

 

Skills: 80R = 20PP

Bluff 1 (+1)

Concentration 2 (+2)
Computers 8 (+15)

Craft (Artistic) 1 (+8)

Craft (Chemical) 5 (+12)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)

Diplomacy 2 (+2)
Disable Device 6 (+13)
Knowledge (Arcane Lore) 8 (+15)

Knowledge (Art) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: Cosmology 4 (+11)

Knowledge (History) 3 (+10)
Knowledge (Physical Science) 5 (+12)
Knowledge (Technology) 8 (+15)

Knowledge (Theology and Philosophy) 3 (+10)

Language 2 (English, French, Spanish)

Notice 3 (+3)

Search 2 (+9)

Sense Motive 2 (+2)


Feats: 8PP
Artificer

Benefit (Wealth)
Eidetic Memory
Inventor

Luck

Online Research
Ritualist

Well-Informed

 

Powers: 3 + 2 + 113 + 1 = 119PP

 

Device 1 (Wheelchair, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [3PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Forcefield 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [2PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Sensory Suite Array 2 (4PP Array; Feats: Alternate Powers 1) [5DP]  

              BESuper-Senses 4 (Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Ranged (+1)]) {4/4}

              APSuper-Senses 4 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Ranged (+1)]) {4/4}

 

Bellios 28 (Battlesuit, Magical, Tech; 140DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [113PP]

       Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

 

           Protocol Sy 8.4 (42PP Container) [42DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 20 (Fortitude 5, Reflex 7, Will 8 [20DP]

                       Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus, Improved Initiative) [3DP]

 

           Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP]

 

           Hexagrammic Paneling 3.8 (19PP Container) [19DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 10 [10DP]

 

           Sensory Suite Array 5.5 (11PP Array; Feats: Alternate Powers 2) [13DP]

                      BESuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

                      Accurate (+0), Acute (+0), Analytical (+1), Extended 2 [1,000 ft] (+2),

                      Radius (+1), Ranged (+1)]) {11/11}

                      APSuper-Senses 9 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1),

                      Extended [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11}

                      AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control,

                      Selective, Subtle) {7/11}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 1) [15DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12}

 

           Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 5) [45DP]

                      BEKinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Slow Fire; Feats: 

                      Affects Insubstantial 2, Improved Critical [18-20], Knockback 3 [13 Total], Variable [Energy/Magic]) {18} +

                      Dazzle 10 (Visual and Auditory; Extras: Area [General, Burst], Linked [Blast], Range [Perception]; Flaws: Limited [5 times a day], Slow Fire;

                      Feat: Affects Insubstantial 2) {22} = {40/40}

                      AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,

                      Dimensional 2 [Magical], Split Attack) {40/40}

                      AP: Energy Vent 9 (Stun; Feats: Accurate 3, Affects Insubstantial 2, Extended Reach, Variable [Energy/Magic]) {25/40}     

                      AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats:

                      Affects Insubstantial 2, Dimensional 2 [Magical], Incurable Variable Descriptor 2 [Energy/Fire/Water]) {37/40}

                      AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20],

                      Precise Shot 2, Power Attack, Split Attack, Variable Descriptor [Energy/Magic]) {38/40}

                      AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Shapeable]Feats: Accurate 2, All-out Attack,

                      Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack, Progression [2 boxes per rank]) {40/40}             

            

Magic 1 (2PP Array; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP]

 

Drawbacks: -2 + -1 + -4  = -7PP

Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate)

 

DC Block

ATTACK                         RANGE         SAVE                                                 EFFECT
Unarmed                       Touch            DC 19/15 Toughness                     Damage (Physical, Bludgeoning)
Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

Flamethrowers             Ranged         DC 25 Toughness                           Damage (Electricity/Fire/Water)

Fusion Autocannons   Ranged         DC 30 Toughness (Autofire)         Damage (Physical)

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (20) + Feats (8) + Powers (119) - Drawbacks (7) = 163/163 Power Points

 

Totals:

Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points

Bellios Armor: Device 28 (140) = 140/140 Device Points

 

 

Link to comment

Dialog on this in PM - TA

 

So, running Forever Boy through Herolab showed me a mistake about his Blast power, and then there's the DC Block being wrong for Toughness related effects.

 

Since Homing is a Power Feat and not a Power Extra, please update the Alternate Power: Blast in the Tricks Array to this:

  • Alternate PowerBlast 8 (Tracker Blast; Feats: Accurate 1, Homing) {18/20}

That's a different tradeoff than Pan's usual, so if it should be added under tradeoffs, then please add this where appropriate: (+2 Attack, -2 Damage: Tracker Blast)

 

And another section to his attack stats: +12 Tracker Blast (+5 Base, +5 Attack Focus [Ranged], +2 Accurate)

 

I've updated Unarmed and Tracker Blast to be the proper 15+Str / 15+Level instead of forgetting the Str mod for Unarmed and doing 10+Level for Tracker Blast.

 

Updated Tricks Array based on PMs, as well as updated trade-offs, attack bonuses and DC Block:

 

Trade-Offs: (Tracker Blast) +2 Attack / -2 DC, (Stun Burst, Fireworks) +4 Attack / - 4 DC,  +5 Defense / -5 Toughness

 

Attack: +5 Melee, +10 Ranged (+5 Base, +5 Attack Focus [Ranged]), +12 Tracker Blast (+5 Base, +5 Attack Focus [Ranged], +2 Accurate), +14 Stun Burst, Fireworks (+5 Base, +5 Attack Focus [Ranged], +4 Accurate)

 

Tricks Array 10 (20 PP Array; Feats: Alternate Power 4) 24PP] (light, chi, trained)

Base PowerStun 6 (Stun Burst; Extras: Ranged; Feats: Accurate 2) {20/20}

Alternate PowerBlast 8 (Tracker Blast; Extras: Homing; Feats: Accurate 1) {20/20}

Alternate PowerConfuse 6 (Mind Wave ; Extras: Area, Selective, Subtle 2) {20/20} (mental)

Alternate PowerDazzle 6 (Fireworks, affects visual and auditory senses; Feats: Accurate 2) {20/20}

Alternate PowerSnare 10 (Binding Bands) {20/20} (kinetic, light)

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch        DC 17 Toughness     Damage

Stun Burst           Ranged     DC 16 Fortitude         Dazed/Stun/Unconscious
Tracker Blast      Ranged     DC 23 Toughness     Damage

Fireworks            Ranged     DC 16 Reflex              Auditory/Visual Senses Useless

Binding Bands    Ranged     DC 20 Reflex              Entangled/Bound

Mind Wave          Ranged     DC 16 Will                  Confused

Edited by RocketLord
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  • 2 weeks later...

Dialogue on the good doctor - TA

 

Doctor Thorne

 

Add Innate and Subtle 2 to Morph so it's as follows:

 

Morph 4 (Twin Souls, single appearance (Liam Conner), Feats: Metamorph, Innate, Subtle 2) [8PP]

 

Also, add the following Complication:

 

Twin Shows: The transformation between Rosa and Liam is for most people completely unnoticed, they don't see the change happen just that one had left and other has taken their place.  Supernatural creatures and extraordinary people, including but not restricted to supers, will notice the transition between the two.

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Ranked up by trollthumper

 

Editing Black Mamba's minon more than him but it's all the same character:

 

Black Mamba:

Spend 3pp to increase Minion 7 to Minion 10.

 

Akhona Minion Changes:

 

Changing Title to Akhona Minion - PL 10

Increase her total PP to 150/150 and PL 10

 

Spend 4PP to increase Base attack to +4

Spend 4PP to increase Defense to +2

Spend 11 PP to increase Fort to +5, Ref to +5, Will to +7

Spend 3 PP to buy Pilot +12

Spend 3 PP to add Dodge Focus 3

Spend 1 PP to add a second Skill Mastery Feat

Spend 11 PP to increase Equipment to 15 and added the AR Stealth Jet

Spend 4 PP to increase Dakani Bracers to Rank 3 Device (Increased Move object to 9, increased forcefield to 12)

Spend 4 PP to increase Dakani Necklace to Rank 3 Device (Increased Datalink to 8, added, Accurate, Extended, Uncanny Dodge to Radio sense, increased ESP to 8 and added rapid 3 and added another alternate power, Capacitor Discharge, doing 8 damage and with 4 accuracy feats)

 

 

 

Spoiler

 

Combat: 8  + 4  = 12PP
Initiative: +2
Attack: +4 Base +12 Capacitor Discharge; +12 Stealth Jet Blasters
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +3
Knockback: -1/-4

 

Saving Throws: 5  + 5  + 7  = 17 PP
Toughness: +2/+14 (+2 Con, +12 Forcefield)
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+2 Dex, +5)
Will: +10 (+3 Wis, +7)

 

Skills: 132R = 33PP

Bluff 12 (+15, SM)
Computers 12 (+17, SM)
Craft (Electronic) 12 (+17, SM)
Craft (Mechanical) 12 (+17, SM)

Diplomacy 12 (+15, SM)
Disable Device 12 (+17)
Knowledge (Technology) 12 (+17, SM)

Medicine 12 (+15, SM)
Notice 12 (+15)

Pilot 12(+14)
Sense Motive 12 (+15, SM)

 

Feats: 27 PP

Benefit 2 (Wealth 2)

Connected

Dodge Focus 3

Eidetic Memory 

Equipment 15

Improvised Tools

Inventor
Jack of all Trades 

Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology]) 

Skill Mastery (Bluff, Diplomacy, Sense Motive, Medicine) 

 

 

Equipment: 15 PP = 75EP

AR Industries HQ  (20 EP)

  • Toughness 10 - 2EP
  • Size - Huge - 3 EP
  • Features - Communications, Computer, Fire Prevention System, Garage, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System(2), Workshop

AR Stealth Jet 11PP = 55 EP

  • Size - Gargantuan - 3EP
  • Strength 40
  • Toughness 14 - 3 EP
  • Defense 6
  • Flight 7 - 14 EP
  • Features - Hidden Compartments, Navigation System, Remote Control, Computer - 4EP
  • Immunity 9 (Life Support; Affects Others Only) [9PP]
  • Auxiliary Power Array 10 (20 PP; Feat: Alternate power 2) -22 EP
    • BP: Blast 8 (Blasters; Feats: Accurate 4) [20PP]
    • AP: Blast 10 (Mini Rockets; Extras: Area(Shapeable); Flaws: Limited 5/day) [20PP]
    • AP: Concealment 8 (Cloaking Field; All Visual, All Auditory, All Radio) [16 PP]

 

 

Powers: 12 + 12 + 8 = 32PP

 

Device Rank 3 (Dakani Bracers, 15PP Container, Flaw: Hard to Lose) [12PP] (Technology)

Telekinetic Array 7 (14DP Array, Feats: Alternate Power 1) [10PP]

  • BE: Move Object 9 [Force Hands; 11PP, Feats: Extended Reach, Precise Flaws: Range [Touch]), Quickness 6(x100, 3PP,Flaws: Physical] [14 DP]
  • AP: Force Field 12 [Invisible Armor; Feats: Selective, Subtle,] [14PP]

 

Device Rank 3 (Dakani Necklace, 15PP Container, Flaw: Hard to Lose) [12PP] (Technology)

Computer Control Array 6 (12DP Array, Feats: Alternate Power 3) [15PP]

  • BE: Datalink 8 (Mind Input Unit;2000 mile, Radio), Quickness 8 (x500,4DP, Flaws: Mental) [12 PP]
  • AP: Enhanced Aptitude (Search Engine; Gather Information 12, Feat: Alternate Ability (Int instead of Cha), Contacts 5PP), Radio Sense 1 (Feats: Accurate [+2], Extended 1, Uncanny Dodge (Radio) Rapid 2, 7 PP) [12 PP]
  • AP: ESP 8 (Radio Sense; 2000 mile, Feats: Subtle, Rapid 3 x1000) [12PP]
  • AP: Damage 8 (Capacitor Discharge; Electrical Damage Feat: Accurate 4)

 

Device Rank 2 (Dakani Earrings, Akhona's Communicator; 10 DP Container, Flaw: Hard to Lose) [8PP] (Technology)

Super Sense - Communication link with Black Mamba suit [1DP]

 

Communication Radio 6 (20 miles, Feats: Subtle) [7DP]

 

Drawbacks: (-0) + (-0) = -0PP

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

 

Totals: Abilities (29) + Combat (12) + Saving Throws (17) + Skills (33) + Feats (27) + Powers (32) - Drawbacks (0) = 150/150 Power Points

 

 

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Dusted off - TA

 

Dust Devil II

As Supercape pointed out, I had Regeneration at 2 PP/Rank, while its supposed to be 1 PP/rank, so I got two extra PP to spend. Adding a feat and a power

 

So, Regeneration should look like this:

Regeneration 2 (Resurrection 1/day[2PP] (Magic, Sand)

 

And I'm adding Super-Movement as a power:

 

Super-Movement 1 (Sand Man; Trackless; Flaws: Limited to Sand) [1 PP] (Magic, Sand)

 

Changing the costs and total cost for powers to this: 27 + 3 + 10 + 2 + 1 + 12 + 5 = 60

 

And adding this feat:

Favoured Environment [Desert]

 

And I spotted that the Environmental Control power in the Magic Mesa Guardian Array is actually 4PP per level instead of 3, so please reduce its level from 8 to 6, which should clear up the issue. All other costs should remain the same.

And for some reason Impervious Toughness in the Walking Desert Array is missing its level. It should be 10, as the math shows. Please add that.

The Walking Desert Array itself should only be level 5 though. That's down to a mistake on my part. Math checks out for this.

 

That should fix the issues.

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  • 3 weeks later...
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