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Hypno-Hippie (PL10)


Sylinator

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Here's my second attempt at creating a character. This build is loosely based off of AvengerAssembled's heroic hippie build, but with some differences. Some things may need tweaking.

 

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Hypno-Hippie

PL 10 (150/150)

 

In Brief: A hippie illusionist hero, fresh out of a Super Freaks commune. Got her powers from being experimented upon by SHADOW.

Catchphrase: None

Theme Song: "Lucy in the Sky with Diamonds" by The Beatles

Alternate Identity: Lucy Smith Dawnes

Birthplace: San Francisco, California, United States of America

Residence: San Francisco Super Freaks Commune (Formerly), Freedom City (Current)

Base of Operations: San Francisco Super Freaks Commune (Formerly), Freedom City (Current)

Occupation: Associate Art Director (Civilian Identity), Hero

Affiliation: Super Freaks

Family: Thomas and Sybil Dawnes (Father and Mother)

 

Description:

Age: 27

Gender: Female

Ethnicity: Caucasian

Height: 5'9''

Weight: 120 lbs.

Eyes: Constantly shifting colors in a hypnotic rainbow pattern, with black sclerae

Hair: Dirty Blonde

 

The Hypno-Hippie usually wears what can best be described as a slightly super heroic take on stereotypical hippie clothing. The bodysuit is a loud neon green, with the leggings forming into bell-bottoms. Over the bodysuit, she wears a large, loosely-fitting vest with holes in the shoulder areas, with nothing but two buttons, both with H-shapes with designs resembling binaural hypno spirals emblazoned on them, connecting the collar and the rest of the vest. While the buttons, the interior of the vest, her domino mask, her boots, her earrings (whose interiors also have a binaural hypo spiral pattern) as well as her fingerless gloves have a dull leathery brown to them, the vest's exterior, her headband, and her waistband all have a multicolored, psychedelic pattern to them. She also wears a black necklace adorned with only a single diamond.  Her eyes are by far her most distinguishing feature, as the sclerae are black, while the irises are constantly shifting colors in a hypnotic, circular manner. While she is very much capable of handling her powers, her eye structure has been permanently changed. In her civilian identity as Lucy Smith Dawnes, she gets around this by wearing sunglasses pretty much constantly, even at night, not to mention how she dresses casually, but conventionally to avoid drawing undue attention to herself.

 

History:

Born on a Super Freaks commune outside San Francisco, California, the closest thing Lucy Smith Dawnes (deliberately named so her initials would spell the acronym LSD by her hippie parents) to a typical childhood she had growing up was that she regularly attended to public school. Her grandparents, who met while attending Woodstock, were enthusiastic supporters of the hippie counterculture movement of the late 1960s, and it's been a family tradition to keep to the ideals of peace, love, and understanding since. She never really fit in at school, due to other kids finding her weird or even a little because of her upbringing, and her New Age-esque beliefs, oftentimes being accused of being in a cult. Even so, she tried to get by, as she felt she couldn't prevent others from feeling the way they do about her, and went by a "live and let live" code, not to mention the fact that she didn't even have any powers.

 

Yet.

 

It wouldn't be until after she graduated from college that she wound up with powers, but through unfortunate circumstances. A major pharmaceutical company, in truth a front for SHADOW, was developing a weaponized hallucinogenic several times more powerful than LSD, peyote, and psilocybin. This drug was meant to be distributed in the form of a gas, wreaking havoc on enemies' senses and perhaps permanently damaging them, making it easier for SHADOW soldiers to move on for the kill. However, before this mind-pummeling drug could be sent to the organization, the company needed test subjects, so the board of directors ordered for its agents to start kidnapping people they figured nobody would miss (homeless people, residents of communes, reformed criminals, among others) off the streets to run their drugs through. She was placed in a room, like many other test subjects were, and exposed to the gas. While most of the other test subjects had their minds virtually destroyed, Lucy, through sheer force of will and a little luck, kept her sanity, and it also had an unprecedented mutagenic effect on her nervous system. She developed the ability to mentally alter the perceptions of those around her, to a small effect at first, but such abilities grew increasingly stronger. Fearing that she would become a superhero and blow the whistle on their illicit activities, the board of directors ordered her termination. However, she was able to quickly master her abilities to get away while she still could. She managed to get away, retrieved her confiscated phone, took some photos, and informed the police about what happened. Lucy testified against the company, and soon, the dispute saw the courtroom. After a long and fierce legal battle, Lucy eventually won. The members of the board of directors were found guilty for kidnapping, assault, and conspiracy charges. As for the company, it was swiftly shut down. Businesspeople who discovered that the company was a front for a SHADOW operation couldn't make an effort to remove every one of their business ties with them fast enough. And as for the company's SHADOW masters, they declared Lucy an element too dangerous to be allowed to roam free or live. Correctly suspecting that the remaining SHADOW operatives who managed to evade arrest in San Francisco would soon target her, Lucy decided to skip town and start again somewhere else.

 

Now that she was a bona fide super being, the Super Freaks commune welcome her back with open arms, but she didn't want to be worshipped as a god, and instead "merely" wanted to operate as a kind of priestess for the Super Freaks ideology. She felt she had a duty as someone with powers to use them to fight crime and oppression. That, and she wanted to start fresh after everything she'd been through in her hometown. So she packed her belongings into her restored VW Microbus and moved out of the city where she was born in. The goodbyes were hard of course, but she knew she had to fly the coop eventually, and figured now was as good a time as any.

 

A recent arrival in Freedom City, she has only recently gotten a job as an assistant art director at a local museum, and gotten herself an apartment. She now moonlights as the new counterculture heroine Hypno-Hippie.

 

Personality & Motivation:

Lucy is more or less a stereotypical hippie, though with the twist of hailing from a Super Freaks commune. She believes there's a kind of arrogance with seeing oneself as a god, more befitting of super villains, and instead "merely" sees herself as a priestess of the Super Freaks ideology, one that advocates super humans as being the ones that will solve all the world's problems, and she's quick to preach such an ideology, and also quick to point out how "the man" is terrible, though she understands that there are some people who need structure in there lives, so she tries not to overdo it. At most other times, she's a very relaxed and pleasantly-mannered individual, not at all aggressive, and an artsy-fartsy type at that. Indeed, she has a working knowledge of fine art. However, since she developed her powers, she has been practicing asserting her will in battle, and if pushed too far, like, say, targeting marginalized groups or at least people few, if any, care about (which tends to set her off, which is understandable, considering what she went through), an enemy may find his or her sense of reality completely shattered, never to recover.

 

Powers and Tactics:

An extremely powerful illusionist whose abilities are both mental and sensory in nature, Lucy can make people see, hear, touch, and smell things that aren't really there, so fighting her will mean coping with a lot of misdirection and questioning one's own sense of reality. If she wanted to, she could turn a person's own five senses against them. Though a powerful battlefield manipulator, she has engaged in relatively little combat practice compared to many other heroes, and as such, she is a far better asset at a ranged position than up close and personal.

 

Complications:

The Girl with Kaleidoscope Eyes - The exotic eye pattern is a natural part of her powers. She can't "turn them off," and that means she could risk discovery if she's not careful. As such, she usually appears in public wearing sunglasses to conceal her identity, or, if that fails, she has contacts.

Pacifist - Doesn't like fighting, and will try to avoid it whenever possible. She's a very mellow person and wants you to be too. Even if she recognizes that a situation could make a peaceful solution all but impossible, her fighting style isn't overtly aggressive, and falls along the lines of a "take them as they come" manner.

Stick It To The Man! - A bit on the free-spirited side, she might not get along with some military or otherwise government-affiliated characters. She may even wax philosophical about how "the man" is terrible, but even she understands that some people need structure in their lives. Besides, she's of the opinion that there's a world of difference between resisting "the man's" darker aspects and tearing the system apart, calling it freedom when it looks and feels more like chaos. And that doing the latter would make her just like them. Hence, her pacifism.

Squishy Wizard - Physically weak and not good in a straight fight, she prefers to manipulate the battlefield to her allies' advantage.

Looming SHADOWs - Because of her actions in bringing down a SHADOW operation, she has made herself an enemy of the organization.

 

Abilities: -2 + 2 + 2 + 4 + 6 + 20 = 32 PP

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 30 (+10)

 

Combat: 0 PP

Initiative: +1

Grapple: -1

Defense: +1

 

Saving Throws: 4 + 12 = 16 PP

Toughness: +1

Fortitude: +1

Reflex: +5 (4)

Will: +15 (12)

 

Skills: 14 PP

Bluff +8 (+18)

Diplomacy 8 (+18)

Disguise 4 (+14)

Knowledge Art 12 (+14)

Knowledge History 4 (+6)

Knowledge Pop Culture 8 (+10)

Notice 6 (+9)

Perform Sing 4 (+14)

 

Feats: 7 PP

Luck 1

Trance

Move-By Action

Set-Up

Taunt

Dodge Focus 1

Fascinate (Perform)

 

Powers: 81 PP

 

Dazzle 5 (All Senses, 50 feet, DC 15)

 

Illusion 10 (All Senses, Phantasms, Progression, Area 5/250 ft., Sedation)

  • Alternate Power Stun 10 (Daze, DC 20)

 

Immunity 5 (Half Effect, Limited to Dazzled)

 

Mind Control 10 (Mental Link, DC 20)

 

DC Block:

 

Totals: 32 PP on Abilities + 14 PP on Skills + 7 PP on Feats + 81 PP on Powers + 16 PP on Saves = 150/150 PP (PL 10)

 

Edited by Sylinator
Adding some details.
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So Syl, there are some issues here, some of which I believe Ari or others may have mentioned in chat.  I will sort of go in reverse order.

 

Powers:  As I mentioned in chat, you need to list the costs for each power after the power, you also need to clearly indicate any extras, flaws and feats.  You also don’t list the DC in the power write up, but down in the DC Block.  For example, Mind Control would be:

 

Mind Control 10 (Feats: Mental Link) [21 PP]

 

Also, you are being very cost ineffective with your build, eating up far too many of your PP that you really need for other things (see below on attack and defense caps).  You most likely should have the Dazzle and Mind Control in an array with the Illusion and Stun power (seeing as that is a huge array given the cost of Illusion).  This will free up a lot of points.

 

Feats:  Nothing wrong here, though you should list them alphabetically, makes it easier for GMs looking at your sheet to find things.

 

Combat Caps:  This is the biggest problem with the character.  Right now she does not meet any combat caps.  I know she is a pacifist, but she still needs some Base Attack Bonus and probably at least some accuracy or something on her Dazzle and Stun attacks, otherwise she will hardly ever hit anyone with them (not even low PL minions). 

 

But she REALLY needs to improve her Defense and Toughness to meet PL 10 caps for those.  Right now, defensively she is PL 1, which means even low PL minions have a decent chance of knocking her out, let alone a PL 10 supervillain.  You need to increase her defense to at least +10, or maybe higher if you want to do a trade-off and make her harder to hit vs toughness.  At the very least, if you were to do a full trade-off, you need at least +5 toughness.  This could be from some form of protection or a forcefield, or even just some sort of protection in her costume. 

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Thanks for the insight. Unfortunately, since space is somewhat limited, I had to make do in some places, but my math could still be off. Let's see if the following is any better...

 

Abilities: -2 + 2 + 2 + 4 + 6 + 6 = 18

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16/30 (+3/+10)

 

Combat: 30 PP

Initiative: +1

Attack: +6 Melee, +6 Ranged (12)

Defense: +11 (18)

Grapple: +5

Knockback: +0

 

Saving Throws: 14 PP

Toughness: +1

Fortitude: +4 (3)

Reflex: +5 (4)

Will: +10 (7)

 

Skills: 7 PP (28 Ranks)

Bluff 4 (+14)

Diplomacy 8 (+18)

Knowledge Art 4 (+6)

Knowledge History 4 (+6)

Knowledge Pop Culture 4 (+6)

Notice 4 (+7)

 

Feats: 6 PP

Dodge Focus 2

Move-By Action

Set-Up

Taunt

Trance

 

Powers: 75 PP

 

Dazzle 5 (All Senses, 50 feet, DC 15) (20 PP)

 

Enhanced Charisma 14 (+14 Charisma) (14 PP)

 

Illusion 10 (All Senses, Phantasms, Progression, Area 5/250 ft., Sedation) (38 PP Total)

  • Alternate Power Stun 10 (Daze, DC 20)
  • Alternate Power Mind Control 10 (Mental Link, DC 20)

Immunity 5 (Dazzle effect, Limited to Half Effect) (3 PP)

 

DC Block

ATTACK           RANGE           SAVE                    EFFECT

Unarmed Attack   Touch           DC 14 Toughness         Damage

Dazzle           Ranged          DC 15 Fortitude/Reflex  Sensory

Mind Control     Ranged          DC 20 Will              Mental

Stun             Touch           DC 20 Fortitude         Attack

 

Totals: 18 PP on Abilities + 30 PP on Combat + 14 PP on Saving Throws + 7 PP on Skills + 6 PP on Feats + 75 PP on Powers = 150/150 PP (PL 10)

 

 

Edited by Sylinator
Fixing a formatting problem
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Okay, Syl, some more comments.

 

For Combat, you might be over spending a bit (in terms of buying base attack and defense), particularly as you are still not meeting caps with attack and your toughness is still way to under capped.  Need to thing on how you want to meet the caps.


Also, you need to adjust you present things.  For example, it should read:

Combat 12 + 18 = 30 PP

 

Right now, you do not need to spit melee and ranged attack bonuses, as they are the same. 

Defense should read: Defense: +11 (+9 base +2 Dodge Focus) +4 flat-footed.

 

For saving throws, you need to do the same thing, break out the cost and give a total.

 

For you powers, is there a reason you are keeping the Dazzle outside your array?  It is eating up a lot of points and could benefit from being part of the array.  Also, you do not need to list the DCs for your powers, just have them in the DC Block.

 

You need to fix your Array listing.  It should look like this.

 

Illusion 10 (All Senses; Flaw: Phantasms; Feat: Progression 5 (Area: 250’); 2 Alternate Powers) (37 PP)

 

Sedation is not a feat you can apply to Illusion, as that power does not render someone unconscious, it can be applied to Stun however.

 

As for the Stun alternate power, you have 35 PP in the array, you can make it Ranged and still be rank 10.

 

So those are the general thoughts.  For your Dazzle and Stun, you can either apply some Accuracy to one or the other (especially if you have both in the Array) so you can get your attack to +10 with each.  But what you really need to do is get your toughness higher than +1.  As a PL 10, you can have no lower than +5 toughness (assuming a full trade off to defense), so you need to make some adjustment.

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So I tried implementing the advice I was given in the chat and some of the tips here as best as I could and this was what I ended up with...

 

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

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16/30 (+3/+10)

 

Combat: 32 PP

Initiative: +1

Attack: +6 Melee, +6 Ranged (12)

Defense: +11 (20) (+10 Base, +1 Dodge Focus)

Grapple: +5

Knockback: -2

 

Saving Throws: 24 PP

Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll)

Fortitude: +8 (7)

Reflex: +8 (7)

Will: +13 (10)

 

Skills: 14 PP

Bluff 8 (+18)

Diplomacy 8 (+18)

Disguise 4 (+14)

Knowledge: Art 8 (+10)

Knowledge: History 4 (+6)

Knowledge: Pop Culture 8 (+10)

Knowledge: Theology and Philosophy 4 (+6)

Notice 4 (+7)

Perform: Sing 4 (+14)

Sense Motive 4 (+7)

 

Feats: 12 PP

All-Out Attack

Defensive Roll 4

Dodge Focus 1

Fascinate (Perform)

Luck 1

Move-By Action

Set-Up

Trance

Uncanny Dodge (Auditory)

 

Powers: 50 PP

 

Enhanced Charisma 14 (14 PP)

 

Illusion 10 (All Senses; Flaw: Phantasms; 3 Alternate Powers) (33 PP)

  • Dazzle 7 (All Senses; Range: 35 ft.; Feat: Precise)
  • Mind Control 9 (Extra: Sensory Link; Feat: Mental Link; Feat: Precise)
  • Stun 9 (Extra: Range 2: Perception; Flaw: Daze; Feat: Accurate (+2))

Immunity 5 (Dazzle effects; Flaw: Limited to Half Effect) (3 PP)

 

DC Block:

ATTACK           RANGE           SAVE                    EFFECT

Unarmed Attack   Touch           DC 14 Toughness         Damage

Dazzle           Ranged          DC 17 Fortitude/Reflex  Sensory

Mind Control     Ranged          DC 19 Will              Mental

Stun             Ranged          DC 19 Fortitude         Attack

 

Totals: 18 PP on Abilities + 32 PP on Combat + 24 PP on Saving Throws + 14 PP on Skills + 12 PP on Feats + 50 PP on Powers = 150 PP/150 PP (PL 10)

Edited by Sylinator
Correcting some errors
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Ari, I do not think that is really an important issue.  We require people to hit PL caps, it does not really matter how they do so as long as they meet the rules/house rules, which the character’s defense/toughness now does.

 

You are much closer now Syl.  There are still a few minor formatting issues, but those can be cleaned up.

 

The one thing I see now is that with your changes to your array, you are not quite meeting offensive PL caps anymore, as your Stun is only 9 ranks now.  Given that the Stun is perception ranged, there is no need for it to be Accurate. 

 

Also, precise does not do anything for Mind Control, so drop that feat (you do not need to spend every single point in an array in each slot). 

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On 3/17/2018 at 6:17 PM, Sylinator said:

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

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16/30 (+3/+10)

 

That's good.

 

On 3/17/2018 at 6:17 PM, Sylinator said:

Combat: 32 PP

Initiative: +1

Attack: +6 Melee, +6 Ranged (12)

Defense: +11 (20) (+10 Base, +1 Dodge Focus)

Grapple: +5

Knockback: -2

 

Should be formatted as such

 

Combat: 12 + 20 = 32PP

Attack: +6 Base

Defense: +11 (+10 Base, +1 Dodge Focus)

 

Initiative: +1 (+1 Dexterity)

Grapple: +5 (+6 Base, -1 Strength)

Knockback: -4, -0 without Defensive Roll (+1 Constitution, +8 Defensive Roll)

 

Also, a suggestion. Save yourself a point. Put base defense at 9 and dodge focus at 2. It's mechanically the same as what you're doing now.

 

On 3/17/2018 at 6:17 PM, Sylinator said:

Saving Throws: 24 PP

Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll)

Fortitude: +8 (7)

Reflex: +8 (7)

Will: +13 (10)

 

Should be formatted as such

 

Saving Throws: 7 + 7 + 10 = 24PP

Toughness: +9/+1 (+1 Con, +8 Defensive Roll)

Fortitude: +8 (+1 Con, +7)

Reflex: +8 (+1 Dex, +7)

Will: +13 (+3 Wis, +10)

 

Another suggestion? I'd cut five points out of this. The normal character has an average of PL-2 to exotic saves. Which would be 24 for PL10. You have 29.

 

On 3/17/2018 at 6:17 PM, Sylinator said:

Feats: 12 PP

All-Out Attack

Defensive Roll 4

Dodge Focus 1

Fascinate (Perform)

Luck 1

Move-By Action

Set-Up

Trance

Uncanny Dodge (Auditory)

 

Fascinate (Perform) needs a specialization. Like Fascinate (Perform [singing])

 

Why does this character have All-Out Attack?

 

On 3/17/2018 at 6:17 PM, Sylinator said:

Powers: 50 PP

 

Enhanced Charisma 14 (14 PP)

 

Illusion 10 (All Senses; Flaw: Phantasms; 3 Alternate Powers) (34 PP)

  • Dazzle 7 (All Senses; Range: 35 ft.; Feat: Precise)
  • Mind Control 9 (Extra: Sensory Link; Feat: Mental Link; Feat: Precise)
  • Stun 9 (Extra: Range 2: Perception; Flaw: Daze; Feat: Accurate (+2))

Immunity 5 (Dazzle effects; Flaw: Limited to Half Effect) (3 PP)

 

Powers: 14 + 33 + 3 = 49PP

 

Enhanced Charisma 14 [14PP]

 

Illusion 10 (All Senses; Flaws: Phantasms; Power Feats: Alternate Power 3) [33PP]

Alternate PowerDazzle 7 (All Senses; Power Feats: Precise) [29/30]

Alternate PowerMind Control 9 (Extras: Sensory Link; Power Feats: Precise) [28/30]

Alternate PowerStun 9 (Extras: Range 2 [Perception]; Flaws: Limited [Daze]; Power Feats: Accurate) [28/30]

 

Immunity 5 (Dazzle Effects; Flaws: Limited [Half Effect]) [3PP]

 

Few things here. Which Thevshi and Ari have most likely mentioned! So I'll keep it short.

 

Illusion Power is 33 points. Precise is Precise Shot for powers. Dazzle will need it, but not Mind Control. Stun, as you have it, does not need Accurate. Perception effects don't have an attack roll. The powers should have names and descriptors. Your array powers, what do they do outside of mechanics? Immunity, what's protecting her? How is her Charisma enhanced?

 

On 3/17/2018 at 6:17 PM, Sylinator said:

DC Block:

ATTACK           RANGE           SAVE                    EFFECT

Unarmed Attack   Touch           DC 14 Toughness         Damage

Dazzle           Ranged          DC 17 Fortitude/Reflex  Sensory

Mind Control     Ranged          DC 19 Will              Mental

Stun             Ranged          DC 19 Fortitude         Attack

 

Mind Control and Stun, as you have them, are Perception Range.

Edited by Moira Morley
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  • 2 weeks later...

Okay, so I went with some more of the ideas I learned about on the chat and this is what resulted...

 

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

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16/30 (+3/+10)

 

Combat: 12 + 18 = 30 PP

Initiative: +1

Attack: +6 Melee, +6 Ranged (12)

Defense: +11 (18) (+9 Base, +2 Dodge Focus)

Grapple: +5

Knockback: -2

 

Saving Throws: 7 + 7 + 8 = 22 PP

Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll)

Fortitude: +8 (7)

Reflex: +8 (7)

Will: +11 (8)

 

Skills: 56 R = 14 PP

Bluff 8 (+18)

Diplomacy 8 (+18)

Disguise 4 (+14)

Knowledge: Art 8 (+10)

Knowledge: History 4 (+6)

Knowledge: Pop Culture 8 (+10)

Knowledge: Theology and Philosophy 4 (+6)

Notice 4 (+7)

Perform: Sing 4 (+14)

Sense Motive 4 (+7)

 

Feats: 16 PP

Defensive Roll 4

Dodge Focus 2

Equipment 4 (Minibus)

Fascinate (Perform)

Luck 1

Set-Up

Taunt

Trance

Uncanny Dodge (Auditory)

 

Equipment: 4 PP = 16 EP

 

The Hypnobus (Vehicle; Car) [16 EP]

Spoiler

Size: Large [1 EP]

Strength: 30 [2 EP]

Defense: -1 [0 EP]

Toughness: 11 [4 EP]

Features: [4 EP]

Disguise 1

Hidden Compartments 2

Navigation System 1

Powers: [5 EP]

Speed 5 (250 mph / 2200 ft. per Move Action) [5 EP]

 

Powers: 14 + 33 + 3 = 50 PP

 

Enhanced Charisma 14 (14 PP)

 

Illusion 10 (All Senses; Flaw: Phantasms; 3 Alternate Powers) (33 PP)

  • Dazzle 7 (All Senses; Range: 35 ft.; Feat: Precise)
  • Mind Control 9 (Extra: Sensory Link; Feat: Mental Link)
  • Stun 10 (Extra: Range 2: Perception; Flaw: Daze)

Immunity 5 (Dazzle effects; Flaw: Limited to Half Effect) (3 PP)

 

DC Block:

ATTACK           RANGE           SAVE                    EFFECT

Unarmed Attack   Touch           DC 14 Toughness         Damage

Dazzle           Ranged          DC 17 Fortitude/Reflex  Sensory

Mind Control     Ranged          DC 19 Will              Mental

Stun             Ranged          DC 20 Fortitude         Attack

 

Totals: 18 PP on Abilities + 30 PP on Combat + 22 PP on Saving Throws + 14 PP on Skills + 16 PP on Feats + 50 PP on Powers = 150/150 PP (PL 10)
Edited by Sylinator
Fixing a formatting problem
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  • Sylinator changed the title to Hypno-Hippie (PL10)
  • 2 weeks later...

I took notes of everybody's suggestions in the Discord chat and this is what I ended up with. I had to redistribute some things to make room for some, other new things. I hope this is an improvement over how things were laid out previously.

 

Abilities: -2 + 2 + 2 + 4 + 6 + 10 = 22 PP

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 20 (+5)

 

Combat: 8 + 18 = 26 PP

Initiative: +5

Attack: +4 Base

Defense: +11 (+9 Base, +2 Dodge Focus)

Grapple: +3

Knockback: -2

 

Saving Throws: 6 + 6 + 7 = 19 PP

Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll)

Fortitude: +7 (6)

Reflex: +7 (6)

Will: +10 (7)

 

Skills: 60 R = 15 PP

Bluff 8 (+13)

Diplomacy 8 (+13)

Disguise 4 (+9)

Knowledge: Art 8 (+10)

Knowledge: History 4 (+6)

Knowledge: Pop Culture 8 (+10)

Knowledge: Theology and Philosophy 4 (+6)

Notice 4 (+7)

Perform: Sing 8 (+13)

Sense Motive 4 (+7)

 

Feats: 17 PP

Cult Hero (Super Freaks)

Defensive Roll 4

Dodge Focus 2

Equipment 4 (Minibus)

Fascinate (Perform)

Improved Initiative 1

Luck 1

Set-Up

Taunt

Trance

Uncanny Dodge (Auditory)

 

Equipment: 4 PP = 16 EP

 

The Hypnobus (Vehicle; Van) [16 EP]

Spoiler

Size: Huge [2 EP]

Strength: 35 [1 EP]

Defense: -2 [0 EP]

Toughness: 11 [2 EP]

Features: [6 EP]

Alarm 1

Communications

Costume Changer

Disguise 1

Hidden Compartments 2

Powers: [5 EP]

Speed 5 (250 mph / 2200 ft. per Move Action) [5 EP]

 

Powers: 3 + 48 = 51 PP

 

Immunity 5 (Resistance to Sensory Damage; Dazzle effects; Flaw: Limited to Half Effect) (3 PP)

 

Psychedelic Sense Manipulation Array 22 (44 PP Array; Feat: Alternate Power 4) [48 PP]

  • Base Power: Illusion 10 (Trippy Illusions; Extra: Selective Attack; Flaw: Phantasms; Feats: Precise, Progression Area 3 [50 ft. radius]) [44/44 PP]
  • Alternate Power: Dazzle 8 (Overwhelming Hallucination; All Senses; Range: 40 ft.; Extra: Selective Attack) [40/44 PP]
  • Alternate Power: Mental Blast 10 (Hallucinatory Attack; Extra: Mental) [40/44 PP]
  • Alternate Power: Mind Control 10 (Psychedelic Hypnotism; Extras: Instant Command, Sensory Link; Flaw: Sense-Dependent (Visual); Feats: Mental Link, Subtle) [32/44 PP]
  • Alternate Power: Paralyze 10 (Alter Perception of Time; Range: 100 ft.; Extra: Range 1 (Ranged); Flaw: Slow; Feat: Subtle) [21/44 PP]

DC Block:

ATTACK                      RANGE           SAVE                    EFFECT

Unarmed Attack              Touch           DC 14 Toughness         Damage

Alter Perception of Time    Ranged          DC 20 Will              Attack

Hallucinatory Attack        Perception      DC 25 Will              Damage

Overwhelming Hallucination  Ranged          DC 18 Fortitude/Reflex  Sensory

Psychedelic Hypnotism       Perception      DC 20 Will              Mental

 

Totals: 22 PP on Abilities + 26 PP on Combat + 19 PP on Saving Throws + 15 PP on Skills + 17 PP on Feats + 51 PP on Powers = 150/150 PP (PL 10)

Edited by Sylinator
Adding a detail and deleting one.
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Mechanically everything looks alright. aside from some notation this looks ready for prime-time.

 

The parenthetical numbers in Combat you don't need, that's already settled in the point totals at the top of the Combat section.

 

And you need to list the ranks of the Mind Control and Paralyze powers.

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