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Ari

Sun Dragon - PL10/13 Hero - Ari (Platinum)

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Sun Dragon
Power Level: 10/13 (180/190PP)
Unspent Power Points: 10
Trade-Offs: +2 Toughness / -2 Defence

 

In Brief: Prince of a fiery new nation, come to bring freedom to the world. 

Catchphrase: "By boiling blood!" 

ThemeLegend of Korra OST: Red Lotus Theme 

 

Alternate Identity: Leroy Remilikun Ransom-Conte, 'Larry'
Birthplace: New Atlantis City, Earth-W Tech 94527

Residence: Freedom City, Earth-Prime
Base of Operations: Claremont Academy, Lantern Hill(803 Aperson Ave.)
Occupation: Prince, philanthropist
Affiliations: Claremont Academy, New Atlantis, 
Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle),

Siblings by age:

30-25 

Olokuye Ransom-Moko(elder sister), Olokode Ransom-Moko(elder sister), Olukoju Ransom-Seyi(elder sister), Olufon Ransom-Moko(elder sister),

24-20

Olaore Ransom-Seyi(elder sister), Olaiunu Ransom-Moko(elder sister),  Oludotan Ransom-Seyi(elder sister), Olukoraiwa Ransom-Seyi(elder sister),

19-10

Olagoke Ransom-Moko(elder sister), Oluyemi Ransom-Moko(elder sister), Olutoye Ransom-Moko(younger sister),

9

Oloroo Ransom-Conte(younger sister)   

 

Description:
Age: 16 (DOB: August 10th, 2002) 
Apparent Age: Mid-teens
Ethnicity: Yoruban Nigerian/African-American
Height: 6'5"/1.98m
Weight: 210lbs/95.25kg
Eyes: Gold
Hair: Black

 

Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is cut close into a Caesar on top and shaved meticulously at the sides and back, the geometric effect lending an almost inhuman look. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar.

 

His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather.

 

On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. 

 

As Sun Dragon, he uses his powers to shape a suit of black armor veined with yellow, a black featureless helmet concealing his face. A winged yellow starburst serves as an insignia.

 

History:

Leroy Ransom-Conte was born into a world at peace. Earth-W Tech 2 has never known war, crime, fear or hate. The best and brightest use powers as disparate as sorcery and cybernetics to create a better world for all, guided by the world's leader, his mother Amatekon. Amatekon is a former hero of Earth-Prime's Silver Age, a psychic warrior called Lioness who used her powers to make herself nigh-invulnerable and protect the innocent across West Africa. However, during the troubles of the  60's and 70's, and as she grew to better understand the deep roots of fear festering at the heart of humanity, she began to despair of making any lasting change. Growing convinced that only a new world, a totally new way of life, could demolish the prejudices and hate she met every day, Amatekon set out to find a new home for humanity. She found one in an Earth slowly sinking into the global ocean, its core failing and the only human inhabitants a failing branch of the Atlanteans. With her powers and their technology Amatekon drew forth and tamed dragons from the mantle, forging a lasting friendship between them and her followers. Together they reignited the core, reclaimed land from the seas and established the great capital of New Atlantis. Discovering that her deeds partly matched the religious lore of her Yoruban ancestors, Amatekon also learned that by fulfilling and embodying prophecies and mythic archetypes she could attain even greater power, making her dreams that much more attainable.

 

Focusing on Earths ruled by tyranny, the Lioness made a point of destroying such regimes and giving those oppressed the option of joining her in her new world. As a result, her power grew by leaps and bounds. With billions of minds working at once, the technology, magic and natural talents available to New Atlantis soon outstripped that powers much older could muster.

 

But after years on her own Amatekon was lonely, the enormous pressures of her new life were almost overwhelming and she'd grown to miss her old home. So, starting in the early 1980's, she began making trips back to Earth-Prime, discretely searching for like-minded souls. During one such excursion she met her first and second husbands, Lafenwa and Sola, via foiling an attempted assassination of President Shagari by New Freedom super-assassins. The three had clicked immediately during the defense and the two men, with powers of their own, found her vision of a new Earth compelling. Together they moved to Earth-2. where they began raising a family alongside the patient work of creating a whole new civilization. Amatekon returned to Earth-Prime several times since then, spreading her message and lending support where she felt her presence wasn't destabilizing or made the local community a target. One such event was the day the Centurion died, where during the cleanup and recovery she met her third husband. 

 

Leroy's father was the brother of Leroy Conte, the Golden Marvel, a light-wielding superhero who in the late 80's and 90's fought crime in Freedom City. Unlike Lavernius, a gentle and dedicated music teacher, Leroy seethed at the injustices of life in Lincoln and the crooks in costumes or suits pushing people around.  His brother was arrested and imprisoned for killing one of his rogues' gallery, and soon after came the Terminus Invasion of 1993. His life destroyed and his family gone, Lavernius attended one of Amatekon's rallies advertising "Earth-2" hoping to catch some of the renewed love of life other Freedonians had. He and the would-be savior met, and to the surprise of both became fascinated with each other. Lavernius' resilience despite his weakness, tragic past and drive for excellence in his art appealed to the romantic in her, and her ideals of self-direction and freedom from the past struck a powerful chord in him. He decided to stay on his world, partly to advocate for his brother, but maintained a relationship with Amatekon that grew into marriage in 2000. Thanks to her, he unlocked powers similar to his brother's, though nowhere near as strong, and after the rally began a productive career teaching music at Freedom School for the Arts in Southside, visiting his wife and her two other husbands regularly.

 

Leroy Ransom-Conte was born the 12th child and first son of Amatekon, and ever since his earliest days there were murmurs. As he quickly became all-too aware, he was smaller and weaker by far than his siblings, all of whom took after their titanic mother, without their talents for art, science, the mysteries of magic or the mind. He was older than any of his sisters when he bonded with his dragon, and worst of all his powers weren't developing along nearly the right lines, gravity instead of light answering his commands, despite inducing mutations via exposure to the realm of the Phoros, the living stars. Amatekon was determined he would be cared for and find a place where his talents could be nurtured, encouraging him to practice with his siblings and teaching them to respect disparate levels of strength. Noticing his fascination with tactics and historical revolutionaries, she tutored him herself before arranging for longer-term studies on Earth-Prime, where she hopes he will become a rallying point for her movement. Claremont Academy was the natural choice, the crucible where the future of the superhuman establishment is forged.

 

In the fall of 2018, over forty years since his mother embarked on great experiment, Sun Dragon set out on his own.

 

Personality & Motivation:
Leroy is blessed with the confidence and goodwill to all that comes from living in a utopia, but with a vein of steel from being brought up with the expectation of defending that shining realm against an omniverse of threats. He's not blind to the ways people try and trick or hurt others for their own gain, but his upbringing keeps his eyes firmly on the reason why crime seemed so appealing in the first place. Earth-Prime has its virtues, even if he won't easily admit to them, but the systemic flaws driving people to choose between morals and living feed a constant low-level simmering anger at the injustice going seemingly unchallenged. 

 

On top of that, Leroy is here on a mission. He's easy to befriend but he's looking constantly for allies he can win to his mother's cause. Yet the very fact that it's his mother's cause, not his, is slowly growing a seed of doubt at his place in the wider plan.

 

Most of all Leroy is devoted to his dragon, Dio, his closest and truest friend. He's arrogant, but not so much that he doesn't appreciate the help and camaraderie the two give each other.

 

Powers & Tactics:

Sun Dragon charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire.

 

His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself.
 

 

Power Descriptions:

Sun Dragon's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power of light is only seen in the hard-light shell he's learned to reflexively don, its assertion highlighted by light visibly warping and bending around him.
 

Complications:

Anger: Leroy was brought up never to ignore injustice or wrongdoing...and now literally cannot.

Bound: Sun Dragon would never willingly abandon his dragon Dio for any reason.
Darkness: Sun Dragon is paralyzed with fear in the dark, and struggles to enter places with dim or no light.

Enemies: Though he's largely unaware of it, New Atlantis is based on the conquest of other worlds, and Sun Dragon is a much softer target than most of his family.

Mission: Sun Dragon is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard.

Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted.

Responsibility(Powers): Sun Dragon's power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from.

Temptation(Power): Anything that seems like it will make Sun Dragon more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible.

     

 

Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34 PP

Strength 30/18 (+10/+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)
 

Combat: 6 + 8 = 14 PP

Attack: +3 (+10 Melee)

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Initiative: +2

Grapple: +37/+20/+10

Knockback: -6/-2

 

Saving Throws: 4 + 4 + 5 = 13 PP

Toughness: +12/+4 (+4 CON, +8 Protection)

Fortitude: +8 (+4 CON, +4)

Reflex: +6 (+2 DEX, +4)

Will: +7 (+2 WIS, +5)

 

Skills: 60r = 15 PP

Diplomacy 8 (+11/+15 w Attractive)Skill Mastery

Gather Information 7 (+10)

Handle Animal 3 (+5)

Intimidate 12 (+15)Skill Mastery

Knowledge (physical sciences) 3 (+5)

Knowledge (tactics) 8 (+10)Skill Mastery

Notice 8 (+10)Skill Mastery

Ride 3 (+5)

Sense Motive 8 (+10)

 

Feats: 58PP

All-Out Attack

Attack Focus (Melee) 7

Attractive

Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1 

Challenge (Fast Startle)

Defensive Attack

Dodge Focus 4

Interpose

Luck 

Master Plan 

Move-By Action

Power Attack

Sidekick 30(Dio, 150PP)

Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice)

Startle

Uncanny Dodge (audio)


 

Powers: 2 + 12 + 22 + 9 + 8 + 1 = 54 PP

 

All powers have the Cosmic descriptor along with any others given 

 

Comprehend (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Unreliable)[2PP] Training

 

Enhanced Strength 12 (Super-Dense Cells)[12 PP] Biology

 

Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area; Feats: Dynamic, Dynamic Alternate Power) [22 PP] Gravity

DAP: Super-Strength 17 (Mass-Shifting; as STR 47, +85 to Carrying Capacity rank(95/89); Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[20PP]

 

Immunity 9 (Life Support) [9PP] Biology

 

Protection 8 (Manifest Hard-Light Shell)[8 PP] Light

 

Super-Senses 1 (Communication Link(Dio))[1PP] Psychic


Drawbacks: (-1) + (-4) + (-3) = -8PP

Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP]

Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] 

Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP]




DC Block

ATTACK              RANGE          SAVE                                           EFFECT
Unarmed             Touch            DC 25 Toughness                     Damage(Staged)

Ground Strike      Burst(270ft) DC 27 STR/REF                        Tripped
Shockwave          Cone(170ft)  DC 25 TOU/DC17 REF/STR    Damage(Staged)

 

Abilities (34) + Combat (14) + Saving Throws (13) + Skills (15) + Feats (58) + Powers (54) - Disadvantages (8) = 180/190 PP

 

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Dio
Power Level: 10 (150/150PP)
Unspent Power Points: 0
Trade-Offs:   -2 Defense / +2 Toughness

 

In Brief: Fast-talking holy warrior with a talent for magic and being a dragon.  

Catchphrase: "Hey! It's me!" 

ThemeShin Megami Tensei IV OST: Chaos Origin 

 

Alternate Identity: Vaerscingatorriks (Secret) 
Birthplace: A grassy sward, Earth-2(Earth-W Tech 94527)

Residence: Freedom City, Earth-Prime
Base of Operations: Claremont Academy 
Occupation: Acolyte of Ghorummaz
Affiliations: Claremont Academy, Southside Botanica, Sun Dragon

Family: For religious reasons, Dio has temporarily cut ties with his mother Red Rage Llornshrakull and his several hundred relatives. 

 

Description:
Age: 16  (DoB: 2002, 25th June])
Apparent Age: Second stage of development 
Gender: Masculine, presently
Ethnicity: Greenscale
Height: 8ft long, w/tail 12ft, 8ft tall 
Weight: 600lbs
Eyes: Yellow
Hair: N/A

 

Dio is a stocky dragon with grass-green scales, shading to yellow plates on front of the neck, the underbelly and on the bottom of his tail. His wings are 50ft across when unfurled, deep green, narrow and clearly built for speed. A frill fading from green at the base to dandelion-yellow at the tips runs from his the crown of his head to the nape of his neck, another travelling from the tip of his tail to the join with his back. His eyes are slitted, shining gold and burning with intelligence. He's long-limbed for a dragon, reaching to 16ft when on his hind legs and with an arched, flexible neck. Unlike most dragons, Dio doesn't have teeth, instead having bony ledges in a mouth built for gripping, crushing and grinding, with a red forked tongue that periodically flicks out to taste the air.   

 

History:

The dragons know that Ghorummaz Earth-Binder is the guardian of reality, the shepard of life, without whom all would have fallen to ruin before the first star was born. However, not many dragons go from mere acknowledgement of this to outright worship. Vaerscingatorriks is an exception. Born on the peaceful world of Earth-2, the greenscale heard the call to her faithful, flying far from his his home until he found the network of caves Amatekon the Great Uniter had called his people from. Tracing their roots deep into the planet, digging through ancient cave-ins, fighting or tricking age-old guardians, braving seas of magma and utter darkness, Dio at last came before the heart of the world. There Ghorummaz spoke through the roar of subterranean fires, the grinding of continental plates, the icy calm of underworld seas, the whistling wail of brewing gas, teaching him the ways of magic.

 

He emerged years later, traveled back to inhabited territory and presented himself before the family of Amatekon Ransome-Kuti. He joined his mind with her son, Leroy Remilikun, and in the boy found his match. He was appointed teacher and guardian, to instruct Leroy in the ways of the true faith and to help him find his own destiny and path to power. In return for his help, Vaerscingatorriks would be obeyed and protected, and his quest to better know the ways of Ghorummaz would be given precedence over the boy's own wishes. The two became inseparable, wandering Earth-2 and exploring its furthest reaches. 

 

The assignment to Earth is but the first stage in a lengthy program, and in honor of this new beginning Vaerscingatorriks was given the first part of a new name by his companion. Leroy named him 'Dio', after the famous late 20th century acrobat and stuntman Kobayashi "Dio" Atsushi, mostly as a jab at his teacher's clumsiness. Dio has heard rumors that Ghorummaz is physically present somewhere on Earth-Prime, and intends to find a way to locate her. She left him clues of how and why she would speak with him again, and deciphering those clues is becoming the dragon's life mission.

 

Personality & Motivation:

Dio is as pious as he is practical. The faith of Ghorummaz burns away excessive self-regard or pride, as the followers of the Buried Dragon almost always are met face to face with their own irrelevance in the cosmic scale. He's still a dragon, but it comes out mainly in looking to collect allies, security and territory rather than a domineering or contemptuous attitude towards other life-forms. While he's intensely devoted to Ghorummaz and Leroy's teacher in the Paths of the Orisha, Dio prefers not to talk about religion. His own beliefs compel him to keep such things under wraps to avoid influencing the spiritual development of others or pejudicing them about the real world beyond matter. 

 

Powers & Tactics:

Dio lacks entirely Leroy's tactical acumen and training, and his brute-force attitude frequently runs into the indirect and deceptive nature of his magical gifts. In combat he mostly either attacks head-on against weaker opponents, or uses his illusions and summoned earth-claws to keep stronger ones off-balance and aiming at the wrong targets. Coming from a world where all problems are effectively solved, he struggles with the concept of 'property damage' as something to worry about, carelessly using his size, fire and strength to demolish battlegrounds that aren't in his favor.

 

His teleportation spell lets him simply ignore walls and inconvenient gaps, and his knowledge of crossroad dimensions lets him move laterally in ways most foes can't match. Of course, he still needs to navigate those interstitial dimensions.
 

 

Power Descriptions:

Dio's magic is consistently given to earth or fire imagery. His fiery breath is blue, a stabbing tongue of flame gouting from his mouth. The Dreams of Ghorummaz dissolve into heat shimmers and the noise of shifting stone to those who manage to overcome them. Ghorummaz's Dictum fills the heads of outsiders to a given plane with visions of a dragon-shaped wave of magma rushing towards them as their free will is obliterated. The Grasping Claw is, quite simply, a claw of stone that bursts from the ground and grabs his targets, rock seeping to cover the target's whole body. The World-Crossing Wings give his body a sheen of blue fire, reality catching fire and burning aside to reveal his new location.
 

 

Complications:
A Ghost of a Time: Being a conduit to the forces of the Earth, Dio is an attractive target for possession or blackmail.

Bound: Dio cannot abandon Leroy, no matter what.

Dragonslayers: There's many a one on Prime or elsewhere who would love to hang Dio's skull over their door.

Enemies: Leroy's family has been overthrowing, destroying and exiling the rulers of universes across the omniverse to gather followers to Earth-2. Earth-Prime is much less protected.

Foundations of Stone: Dio grows increasingly frightened the longer he has to be on shifting or uncertain ground, eventually growing into a total panic.

Responsibility: Taking care of Leroy is a part-time job with enormous implications, not helped by him having his own powers and ideas.

Too Close to the Sun Dragon: Dio has a massive blind spot when it comes to enabling Leroy's worse ideas.
 

Abilities: 0  - 2 + 0 + 8 + 8 + 10 = 24 PP

Strength 30/18 (+10/+4)

Dexterity 8 (-1)

Constitution 18 (+4)

Intelligence 18 (+4)

Wisdom 18 (+4)

Charisma 20 (+5)
 

Combat: 8 + 6 = 14 PP

Attack: +4/+3 vs Mediumor Smaller, (+10 Melee, Claw, +9 vs Medium or Smaller)  

Defense: +8/+7 vs Medium or Smaller (+3 Base, +5 Dodge Focus),  +2 Flat-Footed

Initiative: +3

Grapple: +24,+23 vs Large or Smaller, Melee

Knockback: -6/-2

 

Saving Throws:  4 + 6 + 4 = 14 PP

Toughness: +12/+4 (+4 CON, +8 Protection)

Fortitude: +8 (+4 CON, +4)

Reflex: +5 (-1 DEX, +6)

Will: +8 (+4 WIS, +4)

 

Skills: 68r =  17PP

Bluff 10 (+15)Skill Mastery

Diplomacy 10 (+15)

Intimidate 11 (+16/+18 w/Growth)Skill Mastery

Knowledge(Arcane Lore) 6 (+10)Skill Mastery

Knowledge(Cosmology) 6 (+10)

Knowledge(Theology/Philosophy) 6 (+10) 

Languages 7 (Draconic(Native), Atlantean, Celestial, English, Galstandard, Infernal, Lemurian, Primordial)

Notice 6 (+10)

Sense Motive 6 (+10)Skill Mastery

 

 

Feats: 14 PP

Attack Focus(Melee) 6

Dodge Focus 5

Improved Initiative

Ritualist

Skill Mastery(Bluff, Intimidate, Knowledge(Arcane Lore), Sense Motive) 
 

Powers: 50 + 24 = 74 PP

 

Young Dragon Container  (49PP Container, Duration: Permanent; Action: None; Feats: Innate) [50PP]

 

  • Burrowing 1 (1MPH) [1PP]
  • Enhanced Constitution 4 [4PP]
  • Enhanced Strength 12 [22PP]
  • Growth 4 (8ft height, 10ft Space, 10ft Reach, +5 Carrying Capacity, +8 STR, +4 CON, -1 ATK/DEF,  +4 Melee Grapple Checks, -4 Stealth Checks, +2 Intimidation Checks; Flaws: Permanent) [12PP]
  • Flight 3 (50 MPH / 500 ft. per round; Drawbacks: Power Loss(when Bound))[5PP]
  • Immunity 9 (Life Support) [9PP]
  • Protection 8 [8PP]
  • Super-Senses 6 (Communication Link(Sun Dragon); Infravision(Tracking); Normal Olfactory Senses(Accurate, Acute) [6PP]

 

Magic 10 (20PP Array; Feats: Alternate Power 4)[24PP]

Base Power: Damage 10 (Breath of Ghorummaz; fire-breathing; Feats: Affects Insubstantial 2, Extended Reach 4(+20ft, 30ft range), Improved Knockback 2(as DMG 12), Incurable, Reversible, ) [20PP] Fire, Cosmic

AP: Illusion 10 (Dreams of Ghorummaz; Auditory, Visual Senses; Feats: Progression 4(100ft; Flaws: Phantasm, Unreliable) [14PP]  + Morph 2 (Any Shape) [6PP] 

AP: Mind-Control 10 (Ghorummaz's DictumExtras: Effortless; Flaws: Limited(Outsiders to current Dimension))[20PP]

AP: Snare 10 (Grasping Claw of GhorummazFlaws: Medium(Stone); Feats: Accurate 2(+4 ATK) Affects Insubstantial 2, Indirect , Obscures Senses 5(All Senses) [20PP]

AP: Super-Movement 3 (World-Crossing Wings of Ghorummaz; Dimensional Movement 2(Interstitial Dimensions); Space Travel 1(Local Space); Extras: Affects Others, Area(Burst); Flaws: Action 2(Full-Round)) [6PP] + Teleport 7 (200 mi. extended range; Extras: Accurate, Affects Others; Flaws: Action 2(Full-Round)) [14PP] 

 


Drawbacks: (-4) + (-3) = -7PP

Vulnerability (Cold Damage, Frequency: Common(+2), Intensity: Moderate(+1.5 to DC)(+1)) [-3PP]

Vulnerability (Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1)) [-4PP]

 


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage(Staged)

Breath                  Touch      DC 25 Toughness                Damage(Staged)

Claw                     Ranged  DC 20 Reflex                          Snared(Staged)

Dictum                 Percep.  DC 20 Will                               Mind Controlled

 

Abilities (24) + Combat (14) + Saving Throws (14) + Skills (17) + Feats (14) + Powers (74) - Disadvantages (7) = 150/150 PP

Edited by Ari
Fox's Edit Requests

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🎵 Larry was a man....I mean, he was a dragon-man....

 

General

Veteran award progress is no longer tracked on sheets, so we should probably do away with that; it's unlikely to be updated when it's tracked, instead, in the Reward Tracker.

 

Combat

Just a notation problem here: 8 + 8 = 16pp, not 12pp. The total is correct in the final pp tally, though, so overall sheet math should be unaffected.

 

Double-check the Knockback modifier? With +12/+4 Toughness, Sun Dragon would have a -6/-2 modifier, unless I've misplaced an additional bonus somewhere.

 

Powers

I believe you're over-paying for the Flight array. Flight 5 with two Extras is 20pp (4pp/rank); two feats (Dynamic & Alternate Power) is +2pp, for 22pp total.

 

Double-check the Super-Strength's cost, too - 17pp for a flawed Super-Strength, plus two feats, would be 19pp, not 20.

 

Final Tally

While the final cost is within budget before the above corrections (180pp), it's currently listed as 188/188, rather than 180/180.

 

 

🎵 ....or maybe he was just a dragon....

 

Combat

The Attack line calls out a bonus to a Gale power I can't find elsewhere on the sheet.

 

Saves

The -1 Dex penalty applies to Reflex saves, giving a +6, not a +7, after modifiers.

 

Skills

The Intimidation skill's final bonus is off - base 11, +5 Charisma, +4 Growth would be a final +20.

 

Powers

Please give another pass to the formatting on Dio; it's not entirely clear what powers are and are not part of the Young Dragon container.

 

Permanent is a -1 Flaw for Continuous powers, but Growth is Sustained by default. Sustained -> Permanent is a net +0 (+1 for Duration [Sustained], -1 for Permanent), which would make Growth (+Innate, -Permanent) a 25pp power.

 

Final Tally

Even before corrections, above, Dio is over-budget; Sun Dragon bought 30 ranks of Sidekick, for 150pp total, but Dio adds up to 157pp as-written (and, again, before adding on that Growth cost).

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@Fox Okay, BIG changes to Dio, so please take a second look over his sheet, had to rejigger a bunch to make my caps.

 

Sun Dragon was a lot simpler changes, used the 2PP saved from Flight overspending to buy Improved Grab and Trip, and go the Shockwave Power Feat for Super-Strength.

 

EDIT: Took down those two Feats and put them into Immunity for Life Support. 

Edited by Ari

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Sun Dragon looks good. For Dio:

 

General

Double-check the math on that Strength score; I count it as base 10 + 8 (Growth) + 22 (Enhanced Strength) = 40, not 30.

 

Feats

Small typo, while you're in there - "Knowledge(Knowledge(Arcane Lore)"

 

Powers

You've bought 6 effective ranks of Super-Senses, rather than 8. The cost looks right, though.

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All taken care of, thanks Fox! Put 2PP each into INT and WIS, and 6PP into Skills.

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