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Character Edits 2018


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Drained - TA

 

Mister Strix

 

Please spend 1PP to add a new base power for the "Vampiric Power" array:

 

Base Power: [16PP]

Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss [Daylight]) [8PP] (Blood Drain)

Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [8PP] (Euphoria)

 

(That "Limited" flaw was ripped directly from the vampire templates in the 3E Supernatural Handbook.)

 

Then please change the former base power (the Mind Reading + Nauseate + Postcog) to a new, separate alternate power, and retool it like so:

 

Alternate Power: [14PP]

Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination)

Nauseate 8 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [8PP] (Euphoria)

 

Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination)

 

Edited by Grumblefloof
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Red Lynx

 

Attributes: 8PP Spent

+2 Str 2PP

+2 Dex 2PP

+2 Con 2PP

+2 Wis 2PP

 

Combat: 4PP spent

+1 Base Attack (to 4 base, 8 melee, 10 unarmed) 2PP

+1 Base Defense (to 3 base 7 total 1 Flat footed) 2PP

+1 init (dex) +2 Grapple (str +  BAB) 0PP

 

Saves: 0PP Spent

+1 toughness (con)

+1 fort (con)

+1 reflex (Dex)

+1 will (wis)

 

Skills: 2 PP spent

8 ranks 2PP

Acrobatics +2 [to  7 (+13)]

Intimidate +2 [to 7 (+12)]

Notice +2 [to 7 (+13)]

Sense Motive +0 [to 5 (+11)]  {wisdom bonus change}

Stealth +2 ]to 7 (+13)]

 

14PP total spent 0 PP unspent remaining

 

Teeth made sharper by their intent. - TA

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Salvo

  • Changed Knowledge (Art) 1 to Craft (Structural) 1
 

 

Spoiler

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10 (163/165PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 2


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, 2001)
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

1053308959_NicoleWhitfield-Hall.thumb.jpg.f9fa1e375c7e0c55506021089dfb5d64.jpg

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)

Craft (Structural) 1 (+8)

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

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) = 163/165 Power Points

 

Totals:

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

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

Adjusted. - TA

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  • 2 weeks later...

Forever Boy

 

Updates:

- Added changes from this update, but updated the array a bit more (see below)

Power changes

- Fixed names and descriptors for all powers for consistency with concept: Chi changed to Pixie Dust.

- Replaced Obscure Power  with Illusion Array 3.5. (9 PP power) for 8 PP array, putting me at 149 PP spent)

Illusion Array 3.5 (7 PP Array; Feats: Alternate Power 1) [8 PP] (Pixie Dust, Trained)

BPIllusion 1 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Alternate Power 1, Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) [8PP]

APObscure 3 ("Hide & Seek"; Feats: Selective) (Duration: Sustained, Radius: 25 ft.) {7/7]

- Renamed "Tracker Blast" to "Pixie Blast", and updating description.

- Replaced Confuse "Mind Wave" from Tricks Array with Damage Power "The Forever Blade". Making "The Forever Blade" BP on the array.

Tricks Array 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Pixie Dust, Trained. Additional descriptors on each power)

BPDamage 13 ("The Forever Blade"; Feats: Mighty, Precise; Extras: Penetrating 5) {20/20} (Kinetic, Light, Slashing)

APBlast 8 ("Pixie Blast"; Extras: Homing; Feats: Accurate 1) {20/20} (Kinetic, Light)

APDazzle 6 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {20/20} (Light, Sound)

APSnare 10 ("Binding Bands") {20/20} (Kinetic, Light)

APStun 6 ("Stun Burst"; Extras: Ranged; Feats: Accurate 2) {20/20} (Light)

 

Other profile changes

- Updated DC Block to remove Mind Wave and add The Forever Blade and Endless Forms Most Beautiful.

- Updated Trade-Offs to include "(The Forever Blade) -5 Attack / +5 DC"

- Changed the way I had written the age a bit, to better fit with the concept. He is still believed to be and claims to be 16.

- Added the complication "I'll hold you in my heart, until I can hold you in my arms"

- Fixed Power Description and Powers & Tactics to fit with updated descriptors and names.

 

PP spending: 7 PP to spend.

- Increased Saving Throws: Fortitude +2 (for total +7), Will + 3 (for total +7). 5 PP spent.

- Added Immunity to Aging. 1 PP spent

- Spending 1 PP on Skills: Bluff +4

- And that should put me at 156 PP spent, and no unspent PP.

 

Everything is here in an updated profile:

 

Spoiler

Forever Boy
Power Level: 10 (156/156PP)
Unspent Power Points: 0 
Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, 
(Tracker Blast) +2 Attack / -2 DC, (Stun Burst, Fireworks) +4 Attack / - 4 DC,  +5 Defense / -5 Toughness

 

In Brief: Super powered trickster from Neverworld, a world of adventure and action.

Catchphrase: "Let's go straight on 'til morning!"

Theme: Storytime by Nightwish

 

Alternate Identity: Pan Barrie (Secret).
Birthplace: Neverworld.

Residence: Claremont Academy, Freedom City.
Base of Operations: Claremont Academy, Freedom City
.
Occupation: Student at Claremont Academy.

Affiliations: Claremont Academy.

Family: None known.

 

Description:
Age: Unknown. Claims to be 16. (DoB: 2002, if 16)

Apparant age: 16
Gender: Male
Ethnicity: Alien, from Neverworld. Appears Caucasian.

Height: 5’10’’
Weight: 170 lbs.
Eyes: Green.
Hair: Dark red.

 

Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling.

Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask.

 

cGTWy0L.png

 

History:

In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good.

 

Pan Barrie was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile.

 

Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City.

 

With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery. Offered the choice of joining the Claremont Academy, Pan eventually accepted. If he could not find a way home to Neverworld, he could at least try to find a new adventure.

 

Personality & Motivation:

Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld.

 

Powers & Tactics:

Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way. While he will taunt and provoke his enemies, he prefers to fight at range.

 

Power Descriptions:

Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of Pixie Dust, gifted to him by the Pixies of Neverworld.

Any powers with the Pixie Dust descriptor, save for those explicitely told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are, opposite to what would be believed from popular culture, explicitely not magical, and appear to be based on manipulating sort of intense light instead. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies of Neverworld, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly.

Pan is currently able to use his Pixie Dust in a number of ways:

- "The Forever Boy": Pan doesn't appear to age, which seems to be an unique reaction to the Pixie Dust.

- "Fairy Flight": Pan is able to fly, leaving behind a trail of golden glitter as he does so.

- "Endless Forms Most Beautiful": Pan spreads the Pixie Dust, creating illusions capable of fooling all the senses. He is able to shape the sounds, sights, smell, taste and feel of his illusions. One of the few Pixie Dust powers that do not leave behind golden glitter.

- "Hide & Seek": Using his illusionary powers, Pan creates an all concealing fog in the area around him.

- "The Forever Blade": Pan creates a sword of Pixie Dust in his hand, glowing with the light of the dust.

- "Pixie Blast": A Pixie shaped blast of light that homes in on Pan's enemies.

- "Fireworks": A flash of light and sound, to leave his enemies dazzled.

- "Binding Bands": Pan spreads Pixie Dust that solidifies into glowing bands that hold his target.

- "Stun Burst": A flash of light, leaving Pixie Dust that stuns his foe.

 

Pan's alien heritage as a Neverworlder leaves him tougher than a regular human, along with greatly enhanced hearing and a sixth, mental danger sense that warns him of danger moments before it happens. His mind is sharp, even for a Neverworlder, letting him complete mental tasks at incredible speeds, and he is able to understand any written or spoken language.

 

While flying, Pan leaves behind a shimmering golden trail, almost like glowing dust.

He is able to create a thick golden fog that can obscure the vision of any he wants. He can manipulate the same golden light into a number of offensive abilities that he calls his Tricks. The Stun Burst is a quick burst of light that can leave his target paralyzed. The Tracker Blast is a golden ball of light that follows Pan’s foes. The Mind Wave mentally confuses enemies around him, leaving no trace but the confusion. Fireworks are, as the name implies, a noisy explosion of light that can leave a target deaf and blind. Finally, the Binding Bands creates a set of glowing kinetic around their target, ensnaring them.

 

Complications:

Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld.

 

Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies.

 

To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form.

 

Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet.

 

If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee.

 

All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld.

 

I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings.

 

I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be.



Abilities: 4 + 10 + 4 + 4 + 2 + 10 = 34PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5)



Combat: 10 + 10 = 20 PP
Initiative: +9 (+5 Dexterity, +4 Improved Initiative)

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)
Defense: +15 (+5 Base, +10 Dodge Focus), +5 Flat-Footed (+5 Base)

Grapple: +7 (+5 Base, + 2 Str)
Knockback: -1 (Toughness +3/2)



Saving Throws: 5 + 5 + 6 = 18PP
Toughness: +5 (+2 Con, +1 Protection, +2 Defensive Roll)
Fortitude: +7 (+2 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +7 (+1 Wis, +6)

 


Skills: 24R = 6PP
Acrobatics 2 (+7)

Bluff 9 (+14)

Notice 6 (+7)

Sense Motive 3 (+4)

Sleight of Hand 2 (+7)

Stealth 2 (+7)
 


Feats: 29PP
Attack Focus [Ranged] 5

Defensive Roll 1

Distract

Dodge Focus 10

Evasion 2

Fearless

Improved Initiative 1

Jack-of-All-Trades

Move-by Action

Quick Change 1

Redirect

Taunt

Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)]

 

 

Powers: 6 + 8 + 8 + 1 + 1 + 2 + 24 + 3 = 53

 

Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages[6PP] (Alien, Genetic)

 

Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Pixie Dust)

 

Illusion Array 3.5 (7 PP Array; Feats: Alternate Power 1) [8 PP] (Pixie Dust, Trained)

BPIllusion 1 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Alternate Power 1, Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) [8PP]

APObscure 3 ("Hide & Seek"; Feats: Selective) (Duration: Sustained, Radius: 25 ft.) {7/7]

 

Immunity 1 ("The Forever Boy"; Immunity: Aging[1PP] (Alien, Pixie Dust)

 

Protection 1 ("Tough"[1PP] (Alien, Genetic)

 

Quickness 4 ("Cleverness of Me"; Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Alien, Genetic)

 

Tricks Array 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Pixie Dust, Trained. Additional descriptors on each power)

BPDamage 13 ("The Forever Blade"; Feats: Mighty, Precise; Extras: Penetrating 5) {20/20} (Kinetic, Light, Slashing)

APBlast 8 ("Pixie Blast"; Extras: Homing; Feats: Accurate 1) {20/20} (Kinetic, Light)

APDazzle 6 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {20/20} (Light, Sound)

APSnare 10 ("Binding Bands") {20/20} (Kinetic, Light)

APStun 6 ("Stun Burst"; Extras: Ranged; Feats: Accurate 2) {20/20} (Light)

 

Super-Senses 3 ("Never Senses"; Accurate Hearing, Danger Sense) [3PP] (Alien, Genetic)



Drawbacks: -2PP
Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP]
 

DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+5

Binding Bands

100 ft.

DC20 Fort (staged)

Entangled/Bound

+10

Fireworks

60 ft.

DC16 Ref (Staged)

Auditory/Visual Senses Useless

+14

Pixie Blast

80 ft.

DC23 Tou (staged)

Damage

+12, Homing (1 attempt)

Stun Burst

60 ft.

DC16 Fort (staged)

Dazed/Stun/Unconscious

+14

 The Forever Blade

Touch

DC30 Tou (staged) 

Damage 

+5 

Endless Forms Most Beautiful

Perception

DC11 Will (staged)

Tricked if disbelieving illusion

N/A

 

 

Totals: Abilities (34) + Combat (20) + Saving Throws (16) + Skills (6) + Feats (29) + Powers (53) - Drawbacks (2) = 156/156 Power Points

 

 

Forever ever? - TA

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BUNTED BY TT

 

Curveball

 

Editted back in the picture. 

Very minor changes to grammar in fluff (tidy up). 

Tidied up throwing distance, giving example of baseball throwing distance (Which is really what will be used most of the time!)

 

16 PP to spend, just spending 13. 

 

PL boost to 8

 

Attack boosted to +9 (4 PP)

Defence boosted to +9, +5 Flat footed (4 PP)

Grapple therefore +14 (+16 Using all arms)

Fortitude boosted to +10 (+5, +5 Con) (2 PP)

 

3 PP on skills

+2 to Climb, making Climb 8 (+13) Skill Mastery

+2 to Swim, making Swim 8 (+13) Skill Mastery

+4 to Stealth, making Stealth 8 (+13) Skill Mastery

+4 to Know [PC], making Knowledge [Popular Culture] 6 (+6)

 

 

 

Curveball.jpgCurveball
 
Power Level: 8 (128/131)
Unspent Power Points: 3

Trade-Offs: None
In Brief: Four armed mutant baseball girl
Alternate Identity: Jasmine "Jazzy" Rita Jagger
Birthplace: San Francisco
Residence: Emerald City
Occupation: Commercial Endorsements
Affiliations: None
Family: Jimmy Jagger, Brother (Mutated Coast Guard), Uncle Billy "Boomer" Bootwell (Boxing Coach)

Age: 21
Apparent Age: 21
Gender: Female
Ethnicity: (Mainly) Caucasian
Height: 5'7"
Weight: 68 Kgs
Eyes: Blue-Green
Hair: Short Blonde

 


History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were on route to being professional sportsmen/women, although would fall short of Olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents.

Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed.

Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already.

Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a little local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped! 

Personality & Motivation:
Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise and can be a bit obsessive about it.

She has developed a bit of a comradery with other freaks and weirdoes. She particularly likes campaigning for the living and dead victims of Darwin-X.

Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done.


Powers & Tactics:
Jazzy was always athletic, but her physical abilities are slightly improved, in particular, she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement).

Her arms are now adjusted to provide incredible throwing power.

Her eyes have equally adapted, and she is able to see at incredibly long distances (all the better for long distance throws!)

Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half-dozen baseballs ready to throw at skulls for a knockout. She fights in a straightforward, even reckless manner, charging in, throwing stuff, and swinging her bats.
 
Complications:


Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that.

The other Left: Her throwing is amazing thanks to an adapted arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this...

Morning Stiffy: Curveball wakes up with very stiff joints in her arms. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out.

Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual).

Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitalise on this, so whilst not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn around and try to get sponsorship or the like. She is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time.

 
Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20
Strength: 12/20 (+5)
Dexterity: 18/20 (+5)
Constitution: 16/20 (+5)
Intelligence: 10
Wisdom: 10
Charisma: 14 (+2)


Combat: 18 + 18 = 36
Initiative: +9
Attack: +9
Defense: +9,+5 Flat Footed
Grapple: +14 (+16 Using All four arms)
Knockback: -3


Saving Throws: 5 + 5 + 5 = 15
Toughness: +7 (+5 Con, +2 Protective Vest)
Fortitude: +10 (+5 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +5 (+5)


Skills: 15 PP = 60 R
Acrobatics 8 (+13) Skill Mastery
Bluff 4 (+6)
Climb 8 (+13) Skill Mastery
Intimidate 4 (+6)
Knowledge [Pop Culture] 6 (+6)
Knowledge [Streetwise] 2 (+2)
Notice 4 (+4)
Perform [Acting] 4 (+6)
Sense Motive 4 (+4)
Stealth 8 (+13) Skill Mastery
Swim 8 (+13) Skill Mastery


Feats: 15 PP
Acrobatic Bluff
Ambidexterity
Bounce the Ball [Applies Ricochet 1 to thrown attacks with balls and similar]
Equipment 2
Evasion 2

Improved Aim
Improved Critical 2 (Thrown Baseball) 
Improved Initiative 1
Precise Shot 2
Quick Draw 1 (Draw)
Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim)

Takedown Attack 1
 
Equipment: 2PP = 10EP
Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP]
Undercover Shirt (Protection 2, Subtle) [3 EP]
A half dozen baseballs ready for throwing [0 EP]


Powers: 2 + 14 + 1 +1 + 5 + 3 = 26 (All powers have mutant descriptor)

Additional Limbs (2 Extra Arms) [2 PP] "Four armed"

Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost"

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

Speed 1 (10mph) [1 PP]

 Super Senses 5 (Extended Normal Vision 3 [x1000/-2 Per 2 Miles], Low-Light Vision, Microscopic Vision [Dust] ) [5 PP]

Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms"

 

Example: Baseball (1lb) throwing range would be 5000' (1 mile), with a range increment of 1000'

Drawbacks: None

DC Block
ATTACK              RANGE      SAVE                      EFFECT
Unarmed             Touch      DC 20 Tough               Damage
Baseball Bat        Touch      DC 22 Tough               Damage
Thrown Baseball     Ranged     DC 22 Tough               Damage
Thrown Paperclip    Ranged     DC 17 Tough               Damage  


 

Abilities 20 + Skills 15 + Feats 15 + Powers 26 + Combat 36 + Saves 14 = 128/128 PP
 

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WHAMMIED BY TT

 

First character edit for Lulu!

 

2PP to add new AP to Psionics array:

- AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33}

- AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {33/33}

 

2PP to increase Charisma to 20

 

2PP to add 8 ranks of Skills:

- Bluff +3

- Knowledge (Civics) +1

- Knowledge (Current Events) +1

- Knowledge (Earth Science) +1

- Knowledge (History) +1

- Knowledge (Pop Culture) 1

 

Spoiler

CqQFMC6WEAAevAV.jpg

 

Name: Crystal Gazer

Power Level: 10/10 (156/156PP)
Tradeoffs: None
Unspent PP: 0

 

In Brief: Telepathic teen trying to escape her criminal family.
 

Alternate Identity: Louise 'Lulu' Beaumont
Identity: Secret
Birthplace: Columbia, AL
Occupation: Student
Affiliations: Claremont Academy
Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents)


Description:
DOB: February 23, 2002
Gender: Female
Height: 5' 6"
Weight: 125 lbs.
Eyes: Brown
Hair: Red

 

Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes.

 

Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey.

 

History:

The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town.

 

On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close.

 

However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered.

 

One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible.

 

The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business.

 

Personality & Motivation:

Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing.

 

Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly  interested in exposing con artists and loan sharks, and any who would harm mothers or children.

 

Powers & Tactics:

Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling.

 

As a more or less straight telepath who lacks  any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way.

 

Complications:

"Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong.

 

“Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home.

 

“There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area.

 

“Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received.

 

“Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness.

 

Abilities: 0 + 2 + 4 + 4 + 10 + 10 = 30PP
Strength: 10 (+0)
Dexterity: 12 (+1) 
Constitution: 14 (+2) 
Intelligence: 14 (+2)
Wisdom: 20 (+5) 
Charisma: 20 (+5)

Combat: 8 + 10 = 18PP
Initiative: +1
Attack: +4
Defense: +10 (+5 Base, +5 Dodge Focus)
Grapple: +4
Knockback: -5

Saves: 3 + 4 + 5 = 12PP
Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection)
Fortitude: +5 (+2 Con, +3)  
Reflex: +5, (+1 Dex, +4) 
Will: +10 (+5 Wis, +5)

Skills: 84R=21PP
Bluff 15 (+20) Skill Mastery

Concentration 15 (+20)

Diplomacy 15 (+20) Skill Mastery

Disable Device 4 (+5) 

Drive 4 (+5)

Knowledge (Arcane Lore) 3 (+5)

Knowledge (Civics) 1 (+3)

Knowledge (Current Events) 1 (+3)

Knowledge (Earth Science) 1 (+3)

Knowledge (History) 1 (+3)

Knowledge (Pop Culture) 1 (+3)
Knowledge (Streetwise) 3 (+5)
Notice 10 (+15) Skill Mastery 
Sense Motive 10 (+15) Skill Mastery

Feats: 8PP

Equipment 1

Fascinate (Bluff)
Luck
Second Chance (Concentration checks to maintain powers) 
Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) 
Trance

Taunt
Ultimate Save (Will)

 

Equipment: 4 + 1 = 5EP

Heavy armored suit:  Protection 4 [4EP]

Laptop: [1EP]

Powers: 7 + 38 + 8 + 14 = 67PP (Descriptors: all psionic)

 

Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic)
 

Psionics 16.5 (33PP Array, Feats: Alternate Power 4) [38PP] (Telepathic)
BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33}

AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33}

AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33}

AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {33/33}
AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33}
AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33}

Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP]

Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic)
BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12}
AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} 
AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12}


Drawbacks: (-0) + (-0) = -0PP

Totals: Abilities (30) + Combat (18) + Saving Throws (12) + Skills (21) + Feats (8) + Powers (67) - Drawbacks (0) = 156/156 Power Points

DC Block

ATTACK                      RANGE SAVE                             EFFECT

Unarmed                    Touch DC 16 Toughness          Damage [Physical]

 

Illusion                        Perception Check vs. Will        Deceived

 

Mental Blast              Perception DC 20 Will Save     Damage [Mental]

 

Mental Transform    Ranged DC 18 Will Save           Transformed [Mental]

Mind Control              Perception Check vs. Will        Controlled

Stun                             Perception DC 20 Will Save     Dazed/Stunned

 

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Edited, TA

 

Salvo

  • Additions
    • 4PP (5DP) to Bellios Device
      • 4DP (16R) to Enhanced Skills
        • Intimidate 12
        • Notice 4 (+4)
      • Enhanced Feats (Skill Mastery (Computers, Intimidate, Notice, Search))
    • 1PP (4R) to Skills
      • Craft (Structural) 4 (+11)
    • 1PP to Feats
      • Skill Mastery (Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Sciences), Knowledge (Technology))
  • Changes
    • Moved 2R from Craft (Chemical) to Craft (Artistic)

 

Salvo (2nd Set of Edits)

  • Reduce Normal Identity Frequency from Very Common to Common
  • Add Ultimate Skills (Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore))

 

 

Salvo

Player Name: Zeitgeist Blue

Character Name: Salvo
Power Level: 10 (174/176PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 6

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, 2001)
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

1053308959_NicoleWhitfield-Hall.thumb.jpg.f9fa1e375c7e0c55506021089dfb5d64.jpg

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 WarBellios 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: 84R = 21PP
Bluff 1 (+1)
Concentration 2 (+2)
Computers 8 (+15)

Craft (Artistic) 3 (+10)SM
Craft (Chemical) 3 (+10)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)

Craft (Structural) 5 (+12)
Diplomacy 2 (+2)
Disable Device 6 (+13)

Intimidate 12/0 (+12/0)
Knowledge (Arcane Lore) 8 (+15)

Knowledge (Current Events) 2 (+9)
Knowledge (Cosmology) 4 (+11)SM
Knowledge (History) 3 (+10)
Knowledge (Physical Science) 5 (+12)
SM
Knowledge (Technology) 8 (+15)SM
Knowledge (Theology and Philosophy) 3 (+10)
Language 2 (English, French, Spanish)
Notice 7/3 (+7/3)
Search 2 (+9)
Sense Motive 2 (+2)


Feats: 13PP
Artificer
Benefit (Wealth)
Eidetic Memory
Inventor

Luck
Online Research
Ritualist
Skill Mastery (Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Science), Knowledge (Technology))
Well-Informed

Ultimate Skills (Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore))

Powers: 3 + 2 + 117 + 1 = 123PP

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 [EnhancementRanged (+1)]) {4/4}

Bellios 29 (Battlesuit, Magical, Tech; 145DP Alternate Form/Device; Extra Effort [Device];
Feats: Restricted [Beings with Magic]) [117PP]
       Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

           Protocol Sy 9.6 (48DP Container) [48DP]
                       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 Skills 4 (Intimidate 12, Notice 4) [4DP]
                       Enhanced Feats 4 (Attack Specialization (Weapons Suite), Dodge Focus, Improved Initiative,

                       Skill Mastery (Computers, Intimidate, Notice, Search)) [4DP]
 
           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]
                      DBEFlight 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}
                      APContainment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,
                      Dimensional 2 [Magical], Split Attack) {40/40}
                      APEnergy Vent 9 (Stun; Feats: Accurate 3, Affects Insubstantial 2, Extended Reach, Variable [Energy/Magic]) {25/40}     
                      APFlamethrowers 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}
                      APFusion 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}
                      APMissile 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 + -3  = -6PP
Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)
Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)
Normal Identity -3PP (Frequency: 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 (21) + Feats (13) + Powers (123) - Drawbacks (6) = 174/176 Power Points

Totals:
Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points
Bellios Armor: Device 29 (145) = 145/145 Device Points

 

 

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Edited, TA

 

White Lioness

A few tweaks to her powers:

 

Add Acute, Accurate and Extended to her Olfactory senses and Accurate and Extended to her Audio Senses [+5PP]

 

Super-Senses 8 (Enhanced Audio Sense (Accurate, Extended, Ultra-Hearing), Enhanced Olfactory Senses (Accurate, Acute, Danger Sense, Extended, Tracking), Low-Light Vision) [10PP]

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Edited, TA

 

Before spending any points, please re-tool Mister Strix's Super-Senses powers. I realized that his olfactory Blood Awareness costs almost double what it would cost to just enhance his overall sense of smell/taste. So please get rid of the Blood Awareness, replace it with the following power for the same 6PP cost, and for ease of bookkeeping, fold it together with the 2PP Darkvision I had originally listed separately:

 

Super-Senses 9 (Acute Analytical Extended Tracking Smell/Taste, Darkvision, Extended Hearing, Extended Vision, Microscopic Vision 1 [Dust], Drawbacks: Power Loss [Daylight]) [8PP]

 

Mister Strix has 10PP to spend.

 

Please increase his base Attack bonus by +1, from +3 to +4.

 

That leaves him 8PP.

 

Please drop his 2 ranks of the Luck feat. In hindsight, he may be the unluckiest character I ever built.

 

That leaves him 10PP.

 

Please drop his Attack Focus (Melee) by 1 rank, from 5 to 4.

 

That leaves him 11PP.

 

Please purchase him 3PP worth of feats: 2 ranks of Evasion, and one rank of Improved Initiative.

 

That leaves him with 8PP.

 

Please spend 1PP on a third Feature rank.

 

I recently discovered a Feature called "Deathly Aura," listed in the 3E Power Profiles book (specifically, the chapter on "Death Powers"), which matches one of his Complications, and specifically states that, while the effect can be a source of Complications, it provides enough of a net benefit that it should be purchased as a Feature.

Please include the Feature description in a spoiler block under the power, like so:

 

Features 3 (Deathly Aura, Touch does not leave prints, Wounds do not bleed) [3PP]

(spoiler)

Deathly Aura: Your touch is inimical to simple forms of life: small plants wither and die when you touch them, or even just walk over them, and small insects perish upon touching you. Although an inconvenience at times (and good for a Complication), this is a net Feature, good for, amongst other things, a circumstance bonus to Intimidate checks.

-Power Profiles, page 36

(/spoiler)

 

Please edit his Intimidation skill to reflect the circumstance bonus.

 

Intimidation 4 (+8, +10 Deathly Aura)

 

That leaves him 7PP.

 

His three Regeneration powers currently read as follows:

 

Regeneration 5 (Recovery 5 [+0, Recovers over time like a living creature], Feats: Regrowth) [6PP]

 

Regeneration 12 (Recovery Rate 12: Injured 6 [No rest], Disabled 6 [1 round], Flaws: Limited [Weaknesses inflict Incurable damage]) [6PP]

 

Regeneration 2 (Resurrection 2 [1 day], Flaws: Limited [Does not resurrect while decapitated or staked through the heart; Requires extra time and outside aid to resurrect from being completely burned or dissolved]) [1PP]

 

Please invest 5PP into them, so that they instead read as follows:

 

Regeneration 5 (Recovery 5 [+0, Recovers over time like a living creature], Feats: Regrowth) [6PP]

 

Regeneration 14 (Recovery Rate 12: Injured 6 [No rest], Disabled 8 [No rest], Flaws: Limited [Weaknesses inflict Incurable damage]) [7PP]

 

Regeneration 10 (Resurrection 10 [No rest], Flaws: Limited [Does not resurrect while decapitated or staked through the heart; Requires extra time and outside aid to resurrect from being completely burned or dissolved]) [5PP]

 

That leaves him 2PP.

 

Please buy him a second rank of Super-Strength for 2PP. That will change the power to read as follows:

 

Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Drawbacks: Power Loss [Daylight]) [3PP]

 

This will also increase his Grapple bonus by +1.

 

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Edited, TA

 

Snakebite

 

21 PP to Spend. Spending 18. Mainly changing Tranq gun from equipment to Device.

Added some fluff about being expert in South American Martial Arts (Capoeira, BJJ)

 

Skills 2 PP

4 Ranks of Acrobatics to make 8 (+14)

4 Ranks of Perform (Dance) to make 4 (+7)

 

Feats: 1 PP and some changes

Losing 4 Ranks of Equipment, and the Tranq Gun. This should leave her with 2 Ranks of Equipment, 10 EP, enough to keep the Whip, GPS, and Rebreather, with 2 EP spare.

Gaining the Feats:

Acrobatic Bluff

Chokehold

Elusive Target

Improved Pin

Prone Fighting

 

Powers 15

New Device:

Device 5 (25 DP Flaws: Easy to Lose) “Tranq Pistol”

Fatigue 6 (Extras: Poison, Range, Feats: Subtle) [25 DP]

 

 

SnakebiteSnakebite.jpg
Power Level: 9 (182/185)
Unspent Power Points: 3
Trade-Offs: +3 Attack/-3 DC, +3 Defence / -3 Toughness
In Brief: Archaeologist. Adventurer. Snake.
Catchphrase: “Sssss….”
ThemeChan Chan
Alternate Identity: Cassandra (Cassie) Crow
Birthplace: Canterbury, England
Residence: London
Base of Operations: World Wide Jet Setter
Occupation: Archaeologist, Honorary Curator of British Museum
Affiliations: British Museum, UNISON, Ministry of powers
Family: Vera Crow (Grandmother, Professor of Egyptology), Diana Crow (Mother, Anthropologist), Amanda Crow (Older Sister, Mountaineer)

Description:
Age: 25
Apparent Age: 25
Gender: Female
Ethnicity: Caucasian
Height: 5’9”
Weight: 70Kgs
Eyes: Green
Hair: Brown with Red Highlights

Cassie looks like an athletic woman with a great physique and reddish brown hair of varying length (depending on her mood and activities). She wears a variety of clothes, including skirts and shirts at the library, to a more adventurous pants and jacket and boots when out in the field. No stranger to danger, Cassie objects to guns but does carry a customised revolver loaded with sedative darts.

History:
The Crow family stretches back centuries, shrouded in rumours of witchcraft. How much truth in these rumours is debatable, but the it is true to say that many members of the family have had some form of Eldritch sight, and have brushed with the arcane. It is perhaps due to these talents that they have amassed great wealth, with mansions, castles, and estates all over Europe and beyond (even if they are often crumbling and dusty).

Cassandra Crow developed, as a teenager, the Eldritch eye – in her case, the ability to see what had transpired in the past. She was an adventurous soul, with her mothers inquisitive academic mind, and her fathers reckless spirit of adventure (he was a Brazilian ranger who protected the entrance to the Lost World).

On one of her many trips to South America, the family (her mother, father, and sister) discovered an ancient temple dating back to the last days of Lemuria. And Cassie found a golden snake skull, a great find! Until she snagged her hand on a tooth and got injected with an ancient poison.

She woke up a few months later. And recovered a few years later. The poison had awoken some trace Lemurian heritage (possibly the source of the Crow families Eldritch sight). She now had enhanced physical abilities and a fascination for history and archaeology that has propelled her to academic success. Two years later, her father died in Brazil, shot dead by some unknown villains trying to get access to the Lost World. This only gave more fuel to her determination.

Now, with the code name Snakebite, she travels the world trying to understand the ancient past and the dread sorceries buried beneath the earth and ocean…

Personality & Motivation:
Snakebite is a scientist, artist, and explorer. A thrill seeker in many domains. Underneath this exterior she has the mysterious legacy of the Crow family in her blood, and feels compelled – like so many of her family – to explore the hidden worlds both mundane and eldritch.

She has a complex relationship with her family and her wealth; on the one hand she enjoys the trappings and opportunity it affords her, on the other she actually admires “primitive” cultures, artists, philosophers and bohemians as opposed to the inhabitants of the Jet set. This gives her a rather conflicted personality.

Powers & Tactics:
Cassie has always had the magical ability to “see” the past with post-cognition.

 Cassie was already athletic but now functions at peak human physical performance, and has superhuman acute vision and hearing. She has developed an immunity to poison and an ability to communicate with snakes.

Tactically she will either fight unarmed (she has studied Capoeira and Brazillian Jui-Jitsu as part of her love of South America), with her whip, or with her dart gun – although she has a sneaking preference for a hand to hand fight. She is quite at home improvising with makeshift weapons or utilising the environment.

Aside from her exceptional physical abilities, Cassie is an intelligent woman who has a PhD in South American history and is well versed in many associated sciences and disciplines. She is an accomplished explorer, a skilled fighter, and is fluent in several languages.

Power Descriptions:

Cassie's powers are essentially invisible. When using her post-cognition power, her eyes will go jet black.

Complications:
Curses! Whilst the Crow family have amassed immense wealth over the centuries, there seems to be some Eldritch trade-off, for they also have a habit of attracting curses and dark magics. In particular, Cassie is almost irresistibly drawn to activating curses – such as reading what she should not, or defiling forbidden tombs. She is in essence a magnet to every curse and hex for miles around.

Lemurian Ancestor: She doesn’t quite know how (who does?) but the Crow family have some Lemurian heritage. Whatever the cause anyone or thing opposed to Lemuria might have an itchy crawling uncomfortable feeling, and the Snake people themselves will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like).
 

Appropriator: Cassie has a type of greed. Not so much for money (she is wealthy already although of course likes more!), but for prestige. She will go to nearly any costs to acquire rare and valuable antiquities for the British Museum – as long as she gets the credit for it.

Flashback: Cassie’s Postcognitive power is not 100% reliable, and – in some cases going back many years and encountering something Eldritch, has even sent her catatonic.

Wealthy? Cassie is always reasonably well off. The access to the various large amounts of estates, wealth, and possessions is more complicated as they are tied up in complex and old laws that date back centuries with the Crow family. She might have issues in accessing her resources if her family do not agree or some cunning legal mind is set against her.

Abilities: 12 + 12 + 12 + 6 + 6 + 6 = 54
Strength: 22 (+6)
Dexterity: 22 (+6)
Constitution: 22 (+6)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Combat: 24 + 24= 48
Initiative: +10
Attack: +12
Defense: +12, +6 Flat Footed
Grapple: +18
Knockback: -3

Saving Throws: 3 + 4 + 5 = 12
Toughness: +6
Fortitude: +8 (+6 Con, +3)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+3 Wis, +5)

Skills: 108R = 27 PP
Acrobatics 8 (+14)
Bluff 4 (+7)
Climb 4 (+10)
Drive 4 (+10)
Intimidate 4 (+7)
Knowledge (Arcane) 8 (+11)
Knowledge (Art) 8 (+11)
Knowledge (Earth Sciences) 4 (+7)
Knowledge (History) 12 (+15)
Knowledge (Theology and Philosophy) 4 (+7)
Language 12 (Ancient Aztec, Ancient Egyptian, Ancient Mayan, Arabic, Chinese [Mandarin], English [Native], French, German, Greek, Latin, Lemurian, Portuguese, Spanish)
Notice 12 (+15)

Perform [Dance] 4 (+7)
Search 4 (+7)
Sense Motive 4 (+7)
Stealth 4 (+10)
Survival 4 (+7)
Swim 4 (+10)

Feats: 17 PP

Acrobatic Bluff

Attractive
Benefit 4 (Wealth 3, Honorary Curator of British Museum*)

Chokehold
Equipment 2

Elusive Target
Evasion 2
Improved Initiative 1

Improved Pin
Jack of All Trades

Prone Fighting
Uncanny Dodge (Auditory)
 *This esteemed position comes with few duties but many advantages; Cassie has full access to the museum and all its resources, and the goodwill of many academics and staff associated with the museum. The Museum itself is world class and enough to give a +2 situational bonus to knowledge rolls (of a related type such as history and some art, theology, arcane rolls).

Equipment: 10 EP = 2 PP

GPS Receiver [1 EP]

Multi-Tool [1 EP]

Rebreather [1 EP]

Whip (Damage 0, Feats: Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [5 EP]


Powers: 15 + 1 + 1 + 3  + 4 = 24 PP (All powers have magic descriptor except Device)

 

Device 5 (25 DP Flaws: Easy to Lose) “Tranq Pistol” [15 PP] [Mechanical]

Fatigue 6 (Extras: Poison, Range, Feats: Subtle) [25 DP] [Poison]


Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP]

Immunity 1 (Poison) [1 PP]

Super Senses 3 (Extended 1 [Visual], Extended 1 [Auditory], Low Light Vision) [3 PP]

Super Senses 4 (Postcognition) [4 PP]


Drawbacks: none

DC Block
ATTACK            RANGE      SAVE                           EFFECT
Unarmed           Touch      DC 21 Toughness                Damage
Whip              15’        DC 21 Toughness                Damage
Dart Gun          Ranged     DC 16 Fort                     Fatigue


Totals: Abilities 54 + Skills 27 + Feats 17 + Powers 24 + Combat 48 + Saves 12 = 182/182 PP

 

 

 

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Edited, TA

 

Mr. Murk

 

Some errors have crept into the sheet, I think - in the powers section, which should add up to 77PP. This leaves 6 extra PP to spend (as well as 5 PP from Nov Reward  = 11 PP)

 

So, Power Level should, with edits below, now be 10/13 (233/338) and Unspent Power Points: 5

 

Powers

Comprehend should be 5 PP, not 2 (correct on comprehend listing, not on power total)

Command word array should have Alt Power 3, making it 29 PP

Thus, total powers should be 5 + 29 + 3 + 8 + 1 + 1 + 22 + 8 = 77

 

Spending 6 PP

Increase Comprehend 1 rank - adding read all languages (now that he can via mental super sense) [2 PP]

Increases Super Senses by 4 ranks - adding mental detect divine, and adding ranged to that [4 PP]

 

Finally, one small adjustments to the Command Word Array: Making Illusion sustained duration, and adding selective (same cost)

 

This should make new power cost 7 + 29 + 3 + 8 + 1 + 26 + 8 = 83

 

Below: the bottom of the sheet (as DC block also needs correcting)

 

Powers: 7 + 29 + 3 + 8 + 1 + 26 + 8 = 83

Comprehend 2 (Speak, understand, read all languages, Feats: Innate) [5 PP] “Polyglot experience” [Training/Experience]

Command Word Array (26 PP Array, Feats: Alt Power 3) [29 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 [sustained], Selective, 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")

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

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

Murk Array (8 PP array, Feats: Alt Power 3, Drawbacks: Power loss 3 [Sunlight]) [8PP] [Dimensional/Magic]
BP: Concealment 4 (All visual senses) [8/8PP]
AP: Morph 4 (Any humanoid, +20 bonus) [8/8 PP]
AP: Obscure 4 (Darkness/Visual 50’ radius, Flaws: Range [Touch]) linked with Environmental Control 4 (50' radius, Distraction DC 10, Flaws:Range [Touch][4+4=8/8 PP]
AP: Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Progression Area 3 [50’ radius], Selective) [8/8 PP]

Immunity 1 (Aging) [1 PP] [Magic]

Regeneration 1 (Resurrection 1 / week) [1 PP] [Magic]

Super Senses 26 (Accurate Mental [4], Acute Mental [2], Counters Concealment to Mental [2],Detect Inked Text [2], Detect Magic [3], Detect “Soul” [3], Detect Divine [3], Dimensional 1 [The Murk], Radius All mental [2], Ranged: all detect [4]) [26 PP] “Soul sight” [Magic]

 

*Detect "Soul"

Spoiler

Essentially this is anything with a Wisdom score although there may be exceptions. There may for instance be certain sorcerers or warlocks who have put their soul somewhere else than their body. The analytical score means that Mr Murk can judge the will save and wisdom score of an individual (as well as any other notes that may be pertinent such as a curse). This ability does not sense the morals, ethics, or so on an individual


Super Senses 5 (Mental Danger Sense, Precognition; PFsUncanny Dodge (Mental) and Dodge Focus 4; Flaws: Precognition is uncontrolled) [8 PP] [Magic, Divination]

Drawbacks: -3 – 5 = -8
Disability: Blind (Very common, Major) [5PP]
Vulnerability: Magic (Very Common, Minor/+1 DC) [3 PP]

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 21 Toughness                Damage

Murk Stick          Touch      DC 23 Toughness                Damage

Word of Command     Perception DC 15 - 20 Will and Reflex     Mind Control

Mighty Shout        Touch/Cone DC 16 Fort                     Deafness, Stun
 

Totals: Abilities 54 + Combat 40 + Saving Throws 13 + Skills 35 + Feats 16 + Powers 83 - Drawbacks -8 = 233/233 Power Points
 

  •  
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  • 4 weeks later...

Edited, TA

 

Sgt Shark

 

17 PP to Spend, Spending 14 of them. 

 

Bumping up Power Level to 11 (206/206)

Trade offs are +1 Attack / -1 DC, and +1 Defence / -1 Toughness

4 PP: Add +2 to Attack

4 PP: Add +2 to Defence (+12 / +6 Flatfooted)

This makes Grapple +25 (NB: See extra rank of Super STR)

 

2 PP: Add +2 to Will Save to make it +8 total

 

Powers

2PP: An additional Rank of Super Strength to make it Super Strength 3 (+15 Effective STR[6 PP]

 

Final 2 PP: Eliminating Fire vulnerability Drawback. 

 

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Edited, TA

 

The Scarab III

 

Adding a few to the skills please [4PP]

 

Knowledge (Physical Sciences) +13

Language (Ancient Egyptian) +1

Pilot +2

 

Spoiler

The Scarab III

 

Player Name: Tiffany Korta

Power Level: 10/12 (180/203PP)
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness
Unspent Power Points: 19


In Brief: Genius gadgeteer with a surprising origin for her powers...

Residence: Apartment in Downtown Freedom City
Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City.
Catchphrase:

 

Alternate Identity: Kamala Khanufasa
Identity: Secret
Birthplace: Jersey City, New Jersey
Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated
Affiliations: None
Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother)

 

Description:
Age: 24 (DoB: 31st August 1992)
Gender: Female
Ethnicity: Egyptian
Height: 5'4"
Weight: 135 lbs
Eyes: Brown
Hair: Black

 

 

KamaldAjxCdA.jpga's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots can be trace4W52HwE.jpgd back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt.

 Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage.

 

Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon.

 

Power Descriptions:

Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using.

 

On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume.

 

History:

Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact.  This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil.

 

The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess.


From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT.  All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago.


For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself,  she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter.

 

With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab.

 

Personality & Motivation:
Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated.

 

Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves.

 

Powers & Tactics:

Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations.

 

If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against.

 

Complications:

Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all.

Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities.
Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved.


Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Base, +8 Scarab's Bite
Grapple: +6
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -6


Saving Throws: 6 + 7 + 10 = 23PP
Toughness: +2/+12 (+2 Con, +10 Force Field)
Fortitude: +8 (+2 Con, +6)
Reflex: +9 (+2 Dex, +7)
Will: +13 (+3 Wis, +10)


Skills: 128R = 32PP

Computers 13 (+20)Skill Mastery

Concentration 12 (+15)

Craft (Electronic) 13 (+20)Skill Mastery

Craft (Mechanical) 13 (+20)

Disable Device 13 (+20)Skill Mastery

Drive 3 (+5)

Knowledge (Business) 13 (+20)

Knowledge (Physical Sciences) 13 (+20)

Knowledge (Technology) 13 (+20)Skill Mastery

Language 2 (Ancient Egyptian, Arabic, English [Native])

Notice 7 (+10)

Pilot 3 (+5)

Search 3 (+10)

Sense Motive 7 (+10)



Feats: 18PP

Beginner's Luck

Benefit (Wealth: Rich) 2

Dodge Focus 2

Eidetic Memory

Equipment (Mandjet Building) 4

Evasion 1

Inventor

Luck 3

Master Plan

Second Chance (Concentration)

Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Techology])

 

From Scarab's Eye

Accurate Attack

Attack Focus (Ranged) 2

Improved Aim

Power Attack

 

 

Equipment: 20EP = 4PP

Mandjet Building (Headquarters) [20EP]

This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City.

 

The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place.

 

Size: Large [2]

Toughness: +15

Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16]



Powers: 11 + 20 + 12 + 16 = 59PP

Psychic Potential 5 (10PP Array Feat: Alternative Power 1) [11PP]

Base Power: Mind Reading 10 [10PP]

Alternative Power: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages [4PP] [10PP]

 

Scarab's Bite 5 (Hi-tech Vambrace, 25PP Device, Hard to Lose) [20PP]

Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP]

Base Power: Blast 12 (120ft range) [24PP]

Alternative Power: Dazzle 10 (Auditory, 100ft range, Extra Burst [50ft, General, Area] Feat Subtle) [21PP]

 

Scarab's Eyes 3 (Hi-tech Googles, 15PP Device, Easy to Lose) [12PP]

Enhanced Trait 5 (Accurate Attack, Attack Focus (Ranged) 2, Improved Aim, Power Attack) [5PP]

Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate 3PP], Time Sense, Ultra-Hearing, Ultravision) [10PP]

 

Scarab Pack 4 (Hi-tech backpack, 20PP Device, Hard to Lose) [16PP]

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

Force Field 10 (Gravitic Field) [10PP]
 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Blast               Ranged     DC 27 Toughness                Damage (Sonic)
Dazzle              Ranged     DC 20 Fort/Ref                 Dazzled (Staged)

Mind Reading        Perception DC 20 Will                     Mind Read

 

Totals: Abilities (28) + Combat (24) + Saving Throws (23) + Skills (32) + Feats (18) + Powers (59) - Drawbacks (0) = 180/207 Power Points

 

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  • 2 weeks later...

Edited, TA

 

Lament

 

23 PP to spend, only spending 15

 

1 PP: Stats

Add +1 to CHA to make it 25. No other effect but is just cool. 

 

1 PP: Saves

Add +1 to Reflex to make it +10 (+3 Dex, +7)

 

12 PP: Skills to make a total of 160 Ranks = 40PP

For ease, I have redone this as a block, thusly:

 

Bluff 12 (+19)
Concentration 15 (+19)
Diplomacy 4 (+11)
Disguise 13 (+20) Skill Mastery
Escape Artist 10 (+12) Skill Mastery [Additional +3 if using elongated limbs]
Handle Animal 4 (+11) Skill Mastery
Intimidate 12 (+19)
Knowledge [Arcane] 4 (+5)
Knowledge [Art] 4 (+5)
Knowledge [Pop Culture] 4 (+5)
Knowledge [Theology & Philosophy] 4 (+5)
Language 2 (English [Native], French, Spanish)
Notice 8 (+12)
Perform (Acting) 13 (+20) Skill Mastery
Perform (Dance) 4 (+11) Skill Mastery
Perform (Percussion) 8 (+15) Skill Mastery
Perform (Wind Instruments) 4 (+15)
Sense Motive 8 (+12)
Sleight of Hand 15 (+17) Skill Mastery
Stealth 12 (+14) Skill Mastery

 

 

1 PP Feats:

Skill Mastery increased to 2 (Adding Escape Artist, Sleight of Hand, Stealth, and Perform (Dance)

Add Favoured Environment [The Stage]

Remove Trance Feat

 

 

 

 

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As of this writing, I've had an edit request for Mister Strix pending for almost a month and a half. He's received not one, but two monthly power point rewards since then. Instead of posting a new edit request, I have edited my previous one. See this post for details.

Edited, TA in other post

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I'll be editing my last post as well with the new set of PPs for a smoother flow.

 

Here are the new edits.

Salvo (2nd Set of Edits)

  • Reduce Normal Identity Frequency from Very Common to Common
  • Add Ultimate Skills (Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore))

Edited, TA in other post

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Edited, TA

Justice

First of all: Noticed an issue with Justice's skills.

- Investigate and Search are at 6 ranks, supposed to be at 3, as total math shows.

- Disable Device was supposed to be at 6, but had forgotten to lower that (and the total math)

- That puts total skill ranks at 88, as it is supposed to be

 

Now, for the actual update

Since Justice is now at 117 PP, her PL can go up to 8!
Increased Justice Driver ranks by 4 (12PP), leaving me with everything spent. PP allocation on the device below.

Total PP available to spend on Justice Driver: 20PP

And I'm adding the following 3 powers

- Enhanced Trait 4 ("Enhanced Attack", Attack Bonus+2) [4PP]

Protection 2 [2PP]

Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP]

And upgrading Enhanced Stats to 8, adding Strength+4:

Enhanced Stats 8 (Strength+4, Constitution+4) [8PP]

Which means all PP have been spent.

 

Defense/Toughness tradeoff is removed with powers bought. Attack/Damage tradeoff is updated to +3 Attack / -3 Damage for the Justice Buster with powers bought, and -2 Attack / +2 Damage for Justice Kick.

 

Fully updated profile for the above, included updated math for changed attack/damage/toughness/defense and updated DC Block in the spoiler.

 

 

 

Justice
Power Level: 8 (117/117PP) 
Unspent Power Points: 0
Trade-Offs: (Justice Buster) +3 Attack / -3 Damage, (Justice Kick) -2 Attack / +2 Damage

In Brief: Genius tokusatsu fangirl making her dreams come true.
Catchphrase: Time for justice!
Theme: The Moment - Miracle of Sound ft. Karliene

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City
Residence: University Hill, Emerald City
Base of Operations: University Hill, Emerald City
Occupation: PhD Student at Emerald City University, Tech Support
Affiliations: None
Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother),  Mark (20 years younger brother), Dottie (paternal grandmother)

Description:
Age: 23 (DoB: 1997 [April 1st
])
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Dark brown
Hair: Green

Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green ees and wears glasses. She will usually dress casually, prefering t-shirts with prints or logos of cartoon characters, dragons and so on. 
As Justice, Robin tends to wear dark pants, a long sleeved red shirt, her Justice Driver belt, and a red domino mask to hide her identity. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A form fitting gold and red costume that that covers her entire body and face. She uses a simple red star on her chest as a logo.

JMrtEA1.pngHk8422p.pngI4xTBaf.png

 

History:
Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnatics due to her inspiration.

Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular.

Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 
 


Personality & Motivation:
Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.

Powers & Tactics:
Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occassion. Robin will usually use her full acrobatic abilities to keep mobile.


Power Descriptions:
Robin posses no innate powers. All her abilities come from gymnatic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver.
The Justice Buster is a slightly oversized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets.
The Justice Driver is a device in two pieces: A belt that takes commands from Robin's cell phone. By starting a special program on her phone, which requires a passcode entered with Robin's fingerprints, she can cause a lightweight body armor to appear from the belt, hiding her identity. At the moment, the suit also enhanced Robin's constitution, making her more resistant to damage, but she has has many other upgrades planned, once she figure out how to make them work.

Complications:
Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.
Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.
Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.
Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.
Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.
WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to.
Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources.
Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.


Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP
Strength: 10 (+0) / 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2) / 18 (+4)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +6 Melee (+4 Base, +2 Enhanced Attack), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack)
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Grapple: +4 / +6
Knockback: -2 / -4


Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+2 Con, +2 Defensive Roll) / +8 (+4 Con, +2 Protection, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 88R = 22PP
Acrobatics 6 (+8)
Bluff 6 (+8)
Computers 6 (+11)
Concentration 6 (+8)
Craft [Electronics]Skill Mastery 7 (+12)
Craft [Mechanical]Skill Mastery 7 (+12)
Diplomacy 6 (+8)
Disable Device 6 (+11)
Gather Information 6 (+8)
Investigate 3 (+8)
Knowledge [Physical Sciences]Skill Mastery 7 (+12)
Knowledge [Technology]Skill Mastery 7 (+12)
Notice 6 (+8)
Search 3 (+8)
Sense Motive 6 (+8)



Feats: 14PP
Attack Focus [Ranged] 3
Attack Specialization [Justice Buster] 1
Defensive Roll 1
Dodge Focus 4
Eidetic Memory
Improvised Tools
Inventor
Skill Mastery
Uncanny Dodge [Auditory]


Powers: 6 + 18 = 24PP

Device 2 ("Justice Buster"; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology)

Blast 5 (Justice Shot) [10PP] (Kinetic)
 

Device 5 ("Justice Driver Alpha v5"; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Only you can use, Subtle) [18PP] (Invention, Technology)

Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP]
Enhanced Feats 1 (Quick Change) [1PP]
Enhanced Stats 8 (Strength+4, Constitution+4) [8PP]
Enhanced Trait 4 ("Enhanced Attack"; Attack Bonus+2) [4PP]
Protection 2 [2PP]

 

Drawbacks: (-0) + (-0) = -0PP
 

DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15/DC17 Tou (staged)

Damage

+6

Justice Shot

50 ft.

DC20 Tou (staged)

Damage

+11

Justice Kick

Touch

DC25 Tou (staged)

Damage

+6

 
Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (22) + Feats (14) + Powers (24) - Drawbacks (0) = 117/117 Power Points

 

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Edited, TA

Thanks for update / edits. Could you amend Laments Reflex to +9 (+2 Dex, +7) just to keep track (the edit above was wrong in that it indicated 1 PP spend to increase it to +10 when it actualy adds up to +9). Or, if you fancy editting so he spends a spare PP, change it to +10 (+2 Dex, +8)

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Upgrade. TA

Time to spend some more PP for Black Mamba

 

Adding 2pp to his healing to reduce the action needed to activate

Adding 4pp to the Battlesuit taking it to 80PP

  • Adding 3 PP to the Weapons Array 1 to upgrade to 21 PP, 2 to add two additional Alternate Power Feats
  • Adding 2 PP to the Might Array increasing strength and flight speed

 

 

Spoiler

Healing 8 (Failed Super Soldier Regen Flaws: Personal, Tiring Drawback: Action -1; 1 minute) [3 PP]

 

Device 16 (Battlesuit, 80PP Container, Flaw: Hard to Lose) [64PP] (technology)

Immunity 9 (Life Support) [9DP]
 

Might Array 7 (14PP Array, Feats: Alternate Power 1, Dynamic 2) [17DP]

  • DBE: Flight 0-6 (0 - 500 MPH / 5000' per Move Action,  Power Feat: Manuverable 2) {0-14}
  • DAP: Super-Strength 0-6 (Effective Strength 30-60, Heavy Load: 1600 lbs - ~50 tons, Power Feats: Groundstrike, Shockwave) {0-14}
     

Protection 11 (Extra: Impervious [10]) [21DP] 
 

Super-Senses 8 (Danger Sense [Radio], Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [7DP]

Super-Senses 1 Communication Link (Akhona's Communicator) [1DP]
 

Weapons Array 11.5 (21PP, Feats: Alternate Power 4) [25DP]

  • BE: Enhanced Strength 16 (to Strength 30 [+10]) Improved Grab, Improved Grapple, Improved Pin, Stunning Attack, Chokehold {21/21}
  • AP: Snare 10 (Energy Constrictor; Feats: Tether) {21/21} 
  • AP: Dazzle 10 (Flash Bang; Extras: Area [General, Shapeable], Flaw: Limited [5 Uses A Day],Feats: Progression[20 blocks]) {21/21}
  • AP: Damage 8 (Plasma Blade; Feat: Mighty, Extended Reach) + Drain(Toughness) 10 (Affects Objects Only; Linked; Feats: Extended Reach) {21/21}
  • AP: Damage 8 (Mini-Rockets; Extras: Area[Targeted, Cone], Feats: Accurate, Selective, Progressive 2 [400']) {21/21}

 

                                                   

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Corrected, TA

 

Justice

@TheAbsurdist I think a few errors crept into Justice's profile with the update.

 

PL is supposed to be 8, not 9.

Strength should be: Strength: 10 (+0)/ 14 (+2)

Toughness saving throw should be: Toughness: +4 (+2 Con, +2 Defensive Roll) / +8 (+4 Con, +2 Defensive Roll, +2 Protection)
The Search skill goes off Intelligence in the book, so it should be Search 3 (+8)

The Justice Driver device should be rank 5, and a 25 PP container: Device 5 (Justice Driver Alpha v5; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Only you can use, Subtle) [18PP] (Invention, Technology)

 

And finally, this is the updated DC block I had put in the update:

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15/DC17 Tou (staged)

Damage

+6

Justice Shot

50 ft.

DC20 Tou (staged)

Damage

+11

Justice Kick

Touch

DC25 Tou (staged)

Damage

+6

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RUFIO'd by GIZMO

 

Forever Boy

Removing the Redirect feat (-1 PP)

Removing Stun from from Tricks array, reducing the Alternate Power to 3 (-1PP)

That puts Forever Boy at 154/164 PP, so 10 Unspent power points

 

Giving me 

 

PL +1, to PL 11

Combat

Base Attack +1, to +6 (2 PP)

Base Defense +1, to +6 (2 PP)

Skills (2 PP)

Bluff+7, to Bluff 16 (+21)

Stealth+1, to Stealth 3 (+8)

Powers

Increasing Tricks Array to rank 11.5 (3 PP), updating powers in array as detailed below

Protection +1, to Rank 2 (1 PP)

 

10 PP spent

164/164 PP spent

 

Updated Tricks Array:

Tricks Array 11.5 (23 PP Array; Feats: Alternate Power 3) [26PP] (Pixie Dust, Trained. Additional descriptors on each power)

BPDamage 14 ("The Forever Blade"; Feats: Mighty, Precise; Extras: Penetrating 5) + Enhanced Feat 2 (Improved Critical 1, Stunning Attack) {23/23} (Kinetic, Light, Slashing)

APBlast 11 ("Pixie Blast"; Feats: Homing) {23/23} (Kinetic, Light)

APDazzle 7 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {23/23} (Light, Sound)

APSnare 11 ("Binding Bands"; Feats: Homing) {23/23} (Kinetic, Light)

 

Updated Trade-Offs:

Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, (Fireworks) +4 Attack / - 4 DC,  +5 Defense / -5 Toughness

 

Updated Combat and Saving Throw blocks:

Combat: 12 + 12 = 24 PP
Initiative: +9 (+5 Dexterity, +4 Improved Initiative)

Attack: +6 Melee, +11 Ranged (+6 Base, +5 Attack Focus [Ranged]), +15 Stun Burst, Fireworks (+6 Base, +5 Attack Focus [Ranged], +4 Accurate)
Defense: +16 (+6 Base, +10 Dodge Focus), +3 Flat-Footed 

Grapple: +8 (+6 Base, + 2 Str)
Knockback: -2 / -3 (With Defensive Roll)



Saving Throws: 5 + 5 + 6 = 18PP
Toughness: +6 (+2 Con, +2 Protection, +2 Defensive Roll)
Fortitude: +7 (+2 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +7 (+1 Wis, +6)

 

Updated DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

Binding Bands

110 ft.

DC21 Ref (staged)

Entangled/Bound

+11, Homing (1 attempt)

Fireworks

70 ft.

DC17 Ref (Staged)

Auditory/Visual Senses Useless

+15

Pixie Blast

110 ft.

DC26 Tou (staged)

Damage

+11, Homing (1 attempt)

The Forever Blade

Touch

DC31 Tou (staged) / DC 26 Fort (staged)

Damage / (Dazed/Stunned/Unconscious)

+6

Endless Forms Most Beautiful

Perception

DC11 Will (staged)

Tricked if disbelieving illusion

N/A

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