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Character Edits 2019

Tiffany Korta

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When you submit an edit request, please do not just submit a new code-blocked sheet for us to copy & paste. You must tell us specifically what you're adding/editing. A code-blocked sheet is not required but does make it easier on us. So not to clutter things up too much if you do include the sheet please stick it within spoiler tags.


When submitting edits for multiple characters, please make one post per character - it helps with the bookkeeping and make sure that an issue with one character edit doesn't affect another's.


Whilst we endeavor to do these as quickly as possible we're only human, so don't be afraid to contact us if we've not gotten to your edit's in a while. Though please go easy on use and if you can limit your edits to only one or two characters at a time.

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20 PP to Spend



2PP: +2 To Fort Saves to make it Fort: +9 (+2 Con, +6)



1PP: Add to 2 ranks of craft (structural) to make it 4 (+6) and 2 ranks of Knowledge (Physical Sciences) to make it 2 (+4)



7PP: Add Equipment 7


Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] Total cost 35 EP



5 PP: Modify Boost to now affect all mechanical powers at once, and have selective feat. It should now read as

Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP]

(Please keep the spoiler in! :) )


3 PP: Add Continuous Extra to Elongation to make it Elongation 3 (25' Elongation, +3 Escape / Grapple, Extras: Continuous) [6 PP]


1 PP: Add Speed 2 (25 mph, Flaws: Limited to detatched limbs) [1 PP]


1 PP: Add Supermovement 1 (Slithering, Flaws: Limited to detatched limbs) [1 PP]

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The blue background is usually an artifact of some version of the sheet being copied out of a spoiler box; it's starting to stripe as edits get pasted in. :( If you ever hear of a solid way to fix this let me know, and I'll see about cleaning it up for you.


Forever Boy


Spending some of Forever Boy's PP:


Buying this power:

Luck Control 1 ("Forever Lucky"; Option: Force Rerolls) [3PP] (Luck)

Buying feat:

Luck 3


6PP spent, leaving him with 7PP left. 


And some fixes/minor changes

- A fix to the Illusion array. I had Alternate Power 1 listed twice, both on the array and on Illusion, so please replace the current Illusion array with this one:

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: Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) {7/7}

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

- Remove the Quick Change feat. It fit better as an Enhanced Feat. Please add this power instead: 

Enhanced Feat 1 ("Forever Uniform") (Quick Change) [1PP] (Pixie Dust)

- And with the above, an updated Power Descriptions block, also removing the Stun power I got rid of in Forever Boy's last update, adding the two new powers and removing some old redundant text I never got rid of:



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.

- "Forever Uniform": Pan is able to use his Pixie Dust to summon his costume at will.

- "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.


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. He has always been exceptionally lucky, from being found by the Pixies to ending up in a place as interesting as Earth-Prime.

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Doctor Thorne




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

Skills: Escape Artist +6, Notice +2, Sleight of Hand +8 [4PP]

Feats: Eidetic Memory, Luck +2, Second Chance (Concentration) [4PP]

Powers: Add Innate and Subtle 2 to Morph so it's as follows: [+3PP]

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



Dr. Rosa Thorne

Power Level: 8/10 (175/175PP)
Unspent Power Points: 0
Trade-Offs: None


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


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


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


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


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


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




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


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


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


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


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


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


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


Personality & Motivation:

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


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


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


Powers & Tactics:

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


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


Power Descriptions:

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


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


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


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



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

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

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

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

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

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

Grapple: +8
Knockback: -4

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

Skills: 196R = 49PP

Computers 10 (+15)

Concentration 15 (+20)

Craft (Artistic) 10 (+15)

Drive 3 (+5)

Escape Artist 6 (+8)

Gather Information 15 (+15)

Investigate 12 (+20)

Knowledge (Arcane Lore) 15 (+20)

Knowledge (Art) 10 (+15)

Knowledge (Behavioural Science) 10 (+15)

Knowledge (Current Affairs) 10 (+15)

Knowledge (History) 10 (+15)

Knowledge (Popular Culture) 10 (+15)

Knowledge (Theology and Philosophy) 15 (+20)

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

Medicine 5 (+10)

Notice 8 (+15)

Search 10 (+15)

Sleight of Hand 8 (+10)


Feats: 15PP


Dodge Focus 4

Eidetic Memory


Luck 5


Second Chance (Concentration)


Powers: 6 + 21 + 8 + 8 = 43PP

Force Field 6 [6PP]

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

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

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


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

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Dispel Magic        Ranged     DC 18 Willpower                Nullify

Exorcism            Ranged     DC 18 Willpower                Banish

Mystical Blast      Ranged     DC 22 Toughness                Damage

Mystical Snare      Ranged     DC 18 Reflex                   Snare


Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (49) + Feats (15) + Powers (43) = 175/175 Power Points


Liam Conner

Skills: Stealth +4 [1PP]

Powers: Add +1 to Super Strength [+1PP] and add the following


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




Liam Conner

Power Level: 8/10 (175/175PP)
Trade-Offs: None


Alternate Identity: Liam Thorne (Public)
Birthplace: Bedlam


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


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


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


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



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


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


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


Personality & Motivation:

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


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


Powers & Tactics:

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


Power Descriptions:

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



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

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

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

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

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

Grapple: +8
Knockback: -8

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

Skills: 144R = 36PP

Bluff 11 (+15)

Diplomacy 11 (+15)

Drive 5 (+10)

Gather Information 11 (+15)

Intimidate 11 (+15)

Knowledge (Streetwise) 15 (+15)

Knowledge (Tactics) 10 (+10)

Notice 15 (+15)

Search 15 (+15)

Sense Motive 15 (+15)

Stealth 15 (+20)

Survival 10 (+10)

Feats: 14PP

All-Out Attack

Benefit (Private Investigators License)


Defensive Attack

Elusive Target

Evasion 2

Equipment (PI's Office)

Improved Block 1


Power Attack

Takedown Attack 2


Equipment: 2PP = 10EP


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

Size: Medium [1]; Toughness +15 [2]

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


Powers: 2 + 8 + 8 + 3 + 8 = 29PP

Immunity 2 (Critical Hits) [2PP]

Impervious Toughness 8 [8PP]

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

Protection 3 [3PP]

Super-Strength 4 (+20 Str, heavy load 7.4 tns) [8PP]

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 23 Toughness                Damage


Totals: Abilities (44) + Combat (32) + Saving Throws (20) + Skills (36) + Feats (14) + Powers (29) = 175/175 Power Points


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Edit request canceled by player due to budgetary constraints. Request will be re-filed at a later time. - Fox, 2019/01/21




4PP to spend for Justice! I'd like to buy the following device:


Device 1 ("Grandmother's Amulet"; 5 PP Container; Flaws: Easy-To-Lose, Feats: Only you can use) [4PP] (Magic)

Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space], Extras: Portal (+2), Feats: Progression [Portal Size] 1) [5PP] (Dimensional, Magic, Z-Space) (Up to 10ft x 10ft portal)


And that should put her at 121/121PP spent


Please replace the Eidetic Memory feat with Jack-of-All-Trades.


And a new Complication, based on the new device:

Grandmother's Amulet: Robin's amulet might give her special, magic abilities, but she knows little of the origin. Her grandmother simply found it in an alley in the 70'es, and who knows if the original owner might show up to reclaim it, or what it even is?


And for the new device, and my previous update, an update to Justice's power description:

Power Descriptions:

Robin posses no innate powers. All her abilities come from trained skills, technology she created herself, or her grandmother's amulet. 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, or the voice command. 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. Alternatively, she can use the code word "Henshin", for situations where her hands are busy. At the moment, the suit also enhanced Robin's strength constitution, makes her more resistant to damage and enhances her aim. The first built in weapon is what Robin calls the "Justice Kick". Using a number of small motors and servos, built into the legs of the suit, all drawing directly on the Justice Driver's energy source, she is able to deliver kicks with devastating power.

Robin was recently gifted with her Grandmother's Amulet, which she once used as the super heroine Miss Step. The amulet is a silver disc, roughly 2 inches in diameter, and about 0.15 inches thick. A multifaceted purple gem in an oval form rests in the middle of the amulet, roughly ½ inch on the long end, and a quarter on the short. A silver chain holds the amulet, which Robin usually wears around her neck. While Robin and her grandmother know little about the origin of the amulet, it seems to have bonded to Robin, allowing her to create portals to Z-Space, the dimension between universes


Thank you!

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Arcana 7 PP to spend adjusting the Minor Mage.


Skills: Sleight of Hand 4 (+6) [1PP]

Feats: Equipment 3, Quick Change 1 -> 2 , Eidetic Memory , Fearless [6PP]


Equipment: 3R = 15 EP

  • Headquarters [15EP] (Toughness 15 [2EP]), Size: Medium (Huge Inside) [3EP], Features [10EP] (Concealed [DC +10], Dimensional Portal, Dual Size, Laboratory, Library, Living Space, Personnel, Security System [DC 20], Self-Repairing, Workshop
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Edited - Durf



  • Additions
    • GM prompts for Complications
    • 4PP to Bellios Device (+5DP).
      • Accurate Attack, All-out Attack and Power Attack to Protocol Sy (3DP)
      • Weapons Array System (1DP)
        • AP: Close Quarters Combat Engine
  • Removals
    • All-out Attack and Power Attack feats from powers within Weapons Array System
    • Drives Like A Rock and It Hungers for War Complications
  • Changes
    • Personality & Motivations and Power & Tactics
    • Reshuffled Enhanced Saves in Protocol Sy



Player Name: Zeitgeist Blue

Character Name: Salvo
Power Level: 10/11 (179/180PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 10

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)


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


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.



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 fourteen 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. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of.


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, and she won't be like them. And like everything worth doing, she has taken no half-measures.


Powers & Tactics:

Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee.  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.


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).


The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects.


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.


The GM may dictate that Salvo must do or must not do something and the diction will be enacted.


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 GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference.


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 GM may dictate that an object or information is an object of obsession for Salvo and she will do everything within her power to obtain and retain it, even if doing so leads to negative circumstances.


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.


The GM may choose to create a power such as Dazzle, Insubstantial, Teleport, Transform, etc all with the Attack Extra and have someone or something make a Saving Throw against it, Salvo can be a target as well.


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 Close Quarters Combat Engine, +9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +17-11/13-7/3
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: +12/0 (+5/0 Con, +7)
Reflex: +5/-1 (-1 Dex, +6)
Will: +7/0 (+0 Wis, +7)


Skills: 84R = 21PP

Bluff 1 (+1)

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

Craft (Artistic) 3 (+10)SM

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

Craft (Structural) 4 (+11)SM

Diplomacy 2 (+2)
Disable Device 6 (+13)

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

Knowledge (Art) 1 (+8)

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)SM

Search 2 (+9)SM

Sense Motive 2 (+2)

Feats: 13PP

Benefit (Wealth)
Eidetic Memory


Online Research

Skill Mastery [Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Sciences), Knowledge (Technology)]

Ultimate Skills 4 [Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore)]



Powers: 3 + 3 + 121 + 1 = 128PP


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]) [3PP]

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 30 (Battlesuit, Magical, Tech; 150DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [121PP]

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


           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]


          Protocol Sy 10 (50PP Container) [50DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 20 (Fortitude 7, Reflex 6, Will 7 [20DP]

                       Enhanced Skills 4 (Intimidate 12, Notice 4) [4DP]

                       Enhanced Feats 6 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Dodge Focus,

                       Improved Initiative, Power Attack, Skill Mastery [Craft (Artistic); Knowledge (Cosmoloy, Physical Sciences,

                       Technology)]) [6DP]


           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) [46DP]

                      BEKinetic Beam 10 (Blast; Extras: Area [General, Burst], 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: Close Quarters Combat Engine 1 (Damage; Feats: Mighty 4) {5} + Damage 2 (Flaws: Limited [Only when grappling]; Feats: Accurate, Chokehold,

                      Improved Block, Improved Grab, Improved Grapple, Improved Pin, Mighty 4) {11} = {16/40}

                      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 + -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)

CQC Engine                   Touch           DC 20/22 Toughness                           Damage (Physical, Bludgeoning)

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 (128) - Drawbacks (6) = 179/180 Power Points



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

Bellios Armor: Device 30 (150) = 150/150 Device Points



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Been putting this off for too long. Pacer and Stalwart are going to PL 11.


Pacer has 17 PP to spend. No changes to Ability Scores or Skills.


+1 Base Attack Bonus for 2 PP. Base is now +5, Speed Attacks are now +11


+2 Base Defense Bonus for 4PP. Base is now +7.


+5 to Reflex save for 5PP. It is now +15


Feats (4PP spent, 2 PP recovered):

3 more ranks of Sidekick, so Stalwart will have PP to use.

1 more rank of Defensive Roll to boost Defensive PL to 11. Toughness now looks like this: +7 (+3 Con, +4 Defensive Roll)

Remove 2 ranks of Dodge Focus. Defense now looks like this: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed)


Powers (4PP spent):

Start with the simple. 1 more rank each of base Speed and Quickness.

Now for the Array. It goes up by one full rank, making it 12.5

For the base power I'm adding to Concealment. Full Auditory. With the increases to base Speed and Quickness, the boosts here get up to 20.

Each Damage power is increased by one rank, to 11. No other changes.

Borrowing From Mickey has the Super Strength increased one rank, changing Lifting STR to 45.


New Grapple Bonus: +5 (+15 w/ Borrowing From Mickey)






And then it was time for Stalwart. 15 PP to spend. No changes to Ability Scores or Skills.


+2 Base Attack Bonus for 4 PP, moving his Base to +7.


+2 Base Defense Bonus for 4 PP, moving his Base to +7.


3 PP added to Fortitude for 3PP. It is now +15.


Feats (1PP regained):

Dodge Focus is reduced by 1 rank. Defense now looks like this: +11 (+7 Base, +4 Dodge Focus, +4 Flat Footed)


Powers (5PP spent):


Protection increased by one rank, completing defensive PL 11. Toughness now looks like this: +2 (+7 Con, +4 Protection)

Base Super Strength is increased by one rank to 11.

Array is increased by one rank, to 12.

Base Power Combat Strength has Super Strength increased by one rank. Lifting STR in this slot is now 105.

I Lift Things Up gets one more rank as well. Lifting STR in this slot is now 134.

One more rank of Immovable in the next slot.

Borrowing From Mona gets another rank of Speed and Quickness.


New Grapple Bonus: +14 / +22 / +34 w/ Combat Strength) / +35 w/ I Lift Things Up




Oh, and update both of their Residence entries to Freedom City.

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Delta's details:


1PP Feat: Skill Mastery [Knowledge(Tech, Physical Science, Life Sciences, Earth Sciences)]

1PP Feat: Skill Mastery [Craft(Mechanical, Electrical, Chemical), Investigate]

1PP Add a slot to the Techno-kinetic Array for wired Reflexes


Abilities: 4 + 6 + 6 + 4 + 4 + 0 = 24 PP

Strength: 14/26 (+2/+8)
Dexterity: 16/37 (+3/+13)
Constitution: 16 (+3)
Intelligence: 14/36 (+2/+13)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Combat: 12 + 4 = 16PP
Initiative: +3/+13
Attack: +6 Base (+10 Cyberarms)
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +2/+8
Knockback: -2/-4/-8 (Con/Armor/Force-field)

Saving Throws: 3  + 3  + 7 = 13 PP
Toughness: +3/+8/+15 (+3 Con, +5 Armor, +7 Telekinetic Force Field[+7 Impervious])
Fortitude: +7 (+3 Con, +1 Gear, +3 Base)
Reflex: +9/+19 (+3/+13 Dex, +1 Gear, +5 Base)
Will: +7 (+2 Wis, +5 Base)

Skills: 80 R = 20 PP

Computers 14 (+16/+27)skill mastery

Craft(Mechanical, Electrical, Chemical) 0 (+2/+13)skill mastery

Disable Device 14 (+16/+27)skill mastery

Drive 4 (+7/+17)skill mastery

Investigate 0 (+2/+13)skill mastery

Knowledge (Tactics) 8 (+10/+21)

Knowledge (Tech, Physical Science, Life Sciences, Earth Sciences) 0 (+2/+13)skill mastery

Notice 12 (+14)

Pilot 4 (+7/+17)skill mastery

Search 8 (+10/+21)

Stealth 8 (+11/+21)

Survival 8 (+10)


Feats: 17 PP

Accurate Attack


Attack Specialization (Cyber Arms) 2

Dodge Focus 3

Elusive Target


Lucky 3

Power Attack

Skill Mastery(Computers, Disable Device, Pilot, Drive)

Skill Mastery [Knowledge(Tech, Physical Science, Life Sciences, Earth Sciences)]

Skill Mastery [Craft(Mechanical, Electrical, Chemical), Investigate]

Stunning Attack


Powers: 1 + 3 + 1 + 7 + 16 + 24 +16 = 62 PP


Techno-kinetic Array 10.5 (21 PP Array; Feats: Alternate Power 3 Drawback: Noticeable) [24 PP]

  • Base Power: Strike 2 (Cyber-weaponry; Feats: Mighty, Variable Descriptor[Blunt, Slashing, Piercing]) + Enhanced Strength 12 (Cyberarms; Drawback: Arms Only) + Elongation 2(Close range Telekinesis; 10' Extras: Projection, Indirect 3, Drawbacks: Arms Only) [21PP] (psionic/technology)
  • Alternate Power: Move Object 10 (Telekinesis; Feats: Subtle) [21PP] (Psionic)
  • Alternate Power: Blast 10 (Arm Cannon; Feats: Precise) [21PP] (Technology)
  • Alternate Power: Dexterity 21 (Wired Reflexes) [21PP] (Technology)


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PM sent to player by Thevshi


Actually now I think about it I should spend some of dreadnoughts points.


Getting a a few new alt powers for his mass manipulation array.


Trip 10("Massive momentum!" Flaw: Range (Touch) Extra: knockback. Linked (unarmed damage))[10/10pp]


Drain 10("Besieging blows"; Drains toughness; Extra: Affects objects Only, Linked (unarmed damage))[10/10pp]


Snare 10("embedding blow"; Flaw: Range (touch) Extra: Linked (Unarmed Damage))[10/10pp]


Confuse 10("Slap Sily"; Extra: Affects objects Alternate save (fortitude) Linked (Unarmed Damage) Flaw: Range (Touch)) [10/10pp]


4pp spent


leaping 3 (X10 leaping distance) [3pp]


Another 3pp spent (7 total)


And the shockwave and countering punch Power feats on the out of array Super strength for the last 2pp


9 spent total

0 remaining.






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  • 2 weeks later...

Skill Up!


Okay spending 7 of Veronica’s unspent PP.


5 is going for:

Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5 PP]


2 PP is for Skills:

Add 3 ranks of Pilot (to Pilot 4 (+8))

Add 1 rank to Notice (to Notice 8 (+12))

Add 2 ranks to Kn: Arcane Lore (to Kn: Arcane Lore 6 (+10))

Add 2 ranks to Craft: Art (to Craft: Art 6 (+10))



Veronica Danger

Power Level:
10/12 (189/198PP)
Trade-Offs: None
Unspent Power Points: 9

In Brief:  Globetrotting daughter of a family of explorers who picked up some magic along the way.
Catchphrase:  “Did I ever tell you about the time that…” 

Alternate Identity: 
Veronica Danger (Public)
Birthplace: Nice, France
Residence: Claremont during the school year. Danger Manor when not in school or off with her parents.
Base of Operations: Claremont
Occupation: Student
Affiliation: Claremont; Danger International
Family:  Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger.  The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family.  While Veronica’s parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age.  She is also reasonably close to her Aunt Rachel (her father’s sister).  [Janus Danger] (cousin) 

Apparent Age: 16
Gender: Female
Ethnicity: Caucasian
Height: 5’ 4”
Weight: 115 lbs
Eyes: Brown
Hair: Brown

Veronica has a slim build, as might be expected of someone who has spent her life being physically active.  Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way.  She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt (khaki or olive drab), either long or short sleeve depending on the temperature.  Her normal footwear of choice is well broken in hiking boots and thick socks. 

Veronica is rarely without her bronze colored amulet, which she wears on chain necklace.  The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. In addition, Veronica is almost never without several chains from which hang several dozen small charm like trinkets she has picked up from around the world.  


Veronica’s father is the second son of Rex Danger (Ace’s younger brother).  Rex II took after his grand-father, travelling the world and exploring remote locals.  While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field.  It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation.  It was not long before the two were married and began traveling the world together.  

After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France.  It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. 

Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures.  From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited.  As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. 

Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar.  Veronica’s attention was grabbed by a small circular amulet of what appeared to be bronze.  It was a bit dirty and battered, but was covered with markings in a language she did not recognize.  There were also four empty sockets that once appeared to have held gemstones.  Despite the amulet’s poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. 

It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life.  She was able to learn that the amulet she had purchased provided her with a variety of protective magic.  She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects.  When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall’s presence. 

After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy.  They also felt it might be good for the girl to spend a bit of time among peers her own age.  The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. 

Personality & Motivation: 

Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring.  She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better!  But she also has embraced the spirit of her family’s humanitarian efforts, wanting to help those in distress and improve the lives of all.  Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. 

Powers & Tactics 

Given her abilities have just recently manifested, Veronica is still learning to use them.  Her magic sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight.  The amulet she recently obtained in Istanbul provides her considerable protection.  Currently she believes there is magical power that resides in the small trinkets she has collected over her life and that she is able to link them together to create various effects with them.  Currently, she is rather limited in what she can do with those trinkets, typically setting them for one effect at a time. 


What’s over that hill? 
Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries.  Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret,

Fame:  Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends.

Responsibilities:  As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up.

Ancient Artifact:  Veronica’s amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it.  There may be those that are searching for the amulet for their own purposes.

Just fell into my lap:  The amulet ended up in Veronica’s possession under some mysterious circumstances.  There may be more to this than just happenstance.  

Abilities 4 + 8 + 6 + 8 + 8 + 6 = 40

Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 16 (+3)

Combat 12 + 10 = 22
Initiative: +8
Attack +6; +8 Ranged
Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed
Grapple: +8
Knockback: -5/-4 flat-footed 

Saving Throws 4 + 4 + 4 = 12

Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll)
Fortitude: +10 (4+ 3 Con +3 Enhanced)
Reflex: +10 (4 + 4 Dex +2 Enhanced)
Will: +12 (4 + 4 Wis +4 Enhanced)

Skills 112 Ranks/ 28 pp
Acrobatics 7 (+11)
Climb 8 (+10)
Concentration 6 (+10)
Craft: Art 6 (+10)
Diplomacy 5 (+8/+12 w/ Attractive)
Drive 4 (+8)
Kn; History 5 (+9)
Kn: Arcane Lore 6 (+10)
Kn: Theology and Philosophy 4 (+8)
Kn: Physical Science 4 (+8)
Languages 9: (English native) (French, Arabic, Dakanan, Hindi, Latin, Spanish, Turkish, Read: Hieroglyphics, Ancient Greek)
Medicine 2 (+6)
Notice 8 (+12)
Pilot 4 (+8)
Riding 10 (+14)
Search 4 (+8)
Sense Motive 6 (+10)
Survival 6 (+10)
Swimming 8 (+10)

Feats 18
Attack Focus: Ranged 2
Beginner’s Luck
Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4]
Defensive Roll
Dodge Focus 2
Eidetic Memory
Equipment 9 [From Veteran Award]
Improved Initiative
Luck 2
Move-by Action 

Equipment 9

Danger-Cycle (Vehicle) [36EP]
Size: Medium {0EP}
Strength 20 {2EP}
Speed 6 (500 mph)/ Flight 3 (50 mph) {13EP}
Defense: 10 {0EP}
Toughness: +10 {5EP}
Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications (Radio) 4 (1 mile) {16EP} 

First Aid Kit (+2 Medicine checks) [1 EP]
Survival Kit (+2 Survival checks) [1 EP]
GPS Receiver [1 EP]
Multi-tool [1 EP]
Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP]
Binoculars [1 EP]
Flashlight/chem lights 

Powers 17 + 5 + 1 + 1 + 25 + 16 +4 = 69 

Magic Third Eye Super Senses 17:
Magic Awareness/Detect (visual) [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment (Power Loss; lead (-1)) [3]; Extended (100’ increments) [1] [17 pp]

Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5 PP] 

Speed 1 (training) [1 PP]

Leaping 1 (training) [1 PP] 

Magic Gadgets  5 (25 PP Variable Power, Any Power, Multiple Powers at Once; Flaws: Hard to Lose; Action (Full Round); Duration: Sustained)] [25 pp]

Sample “Gadgets”
Blast 10
(Feats: Accurate) {21/25 PP}
Healing 10 {20/25 PP}
Telekinesis 10 (Feats: Accurate) {21/25 PP} 

Amulet Device 4
(20 active points; hard to lose) [16 pp]
Protection 5 {5}
Enhanced Defense 3 {6}
Enhanced Save: Willpower 4 {4}
Enhanced Save: Fortitude 3 {3}
Enhanced Save: Reflex 2 {2} 

Climbing Axe Device 1
(5 active points; easy to lose; extra weapons (1)) [4 pp]
Enhanced Skill: Climbing 4 {1}
Strike 2 (Feats: Mighty, Split Attack) {4} 

Stats 40 + Combat 22 + Saves 12 + Skills 28 + Feats 18 + Powers 69 = 189/198


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Once the January 2019 points get added to the character sheets, Mister Strix will have 5PP unspent.

Please spend all 5PP to increase his Regeneration power by +5 ranks, which will increase his Recovery bonus from +0 to +5.

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Mr Murk


17 PP to spend



2 PP : Increase Wisdom to 28 (+9)



2 PP: Increase Will Save to +15 (+9 Wis, +4)



2 PP: Increase Concentration by 6 Ranks to 12 (+21), and increase Ride to 2 Ranks (+1)

As Wisdom has increased, Sense Motive is now 12 (+21), and Survival is now 4 (+13)



1 PP: Add Favoured Opponent (Immortals)


For the sake of clarity, could add below his regular feats:

As Enhanced Feats:

Dodge Focus 4

Evasion 2

Uncanny Dodge (Mental)



0 PP: Correct Comprehend power to cost 7 PP (correctly accounted for aleady, it just says "5 pp" as the power cost, whereas it is accounted as 7 PP)


2 PP: Increase Murk Array to 10 PP total:

Murk Array (10 PP array, Feats: Alt Power 3, Drawbacks: Power loss 3 [Sunlight]) [10PP] [Dimensional/Magic]
BP: Concealment 4 (All visual senses, Feats: Close Range, Selective) [10/10PP]
AP: Morph 5 (Any humanoid, +25 bonus) [10/10 PP]
AP: Obscure 4 (Darkness/Visual 50’ radius, Flaws: Partial Obscurement, Range [Touch]) linked with Environmental Control 4 (50' radius, Distraction DC 15, Flaws:Range [Touch][5+5=10/10 PP
AP: Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Progression Area 3 [50’ radius], Selective) [8/10 PP]


3 PP: Increase Super Senses to:

Super Senses 26 (Accurate Mental [4], Acute Mental [2], Counters Concealment to Mental [2], Detect Immortals [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 [5]) [29 PP] “Soul sight” [Magic]


NB: Could you remove the analytical component to the spoiler description. It should be

* Detect Soul


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.


2PP: Increase Super Senses to

Super Senses 5 (Mental Danger Sense, Precognition; PFs: Evasion 2, Uncanny Dodge (Mental) and Dodge Focus 4; Flaws: Precognition is uncontrolled) [8 PP] [Magic, Divination]




3 PP: Remove vulnerability to magic




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Edit for Watchdog/Pulse: 


3PP to spend, all of them on the Sidekick feat. 


15 PP on Pulse

4 on Abilities, buying up her Con from 14 to 18

1 on Saves, rejiggering with the new higher Con

2 on Skills, moving a few things around

2 on Feats, adding Power Attack and Uncanny Dodge 

Skills now say 

6 on Powers, buying up her Radio Control to make her PL 8 offensively, adding an AP, adding another 1 PP immunity. 


Her sheet is posted below 




PL 8 (120) 


Abilities: 0 + 0 + 8 + 0 + 4 + 8 = 20PP 
STR 10 (+0) 
DEX 10 (+0) 
CON 18 (+4) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 18 (+4)

Combat: 8 + 8 = 16PP
Init: +0
ATK: +4 [+7 Ranged] 
DEF: +10 (+6 Dodge Focus, +4 Base, +2 Flat-Footed) 
Grapple: +4 
Knockback: -3/-2

Saves: 2 + 6 + 4 = 12PP 
TOU +6/+4 (+4 Con, +2 Defensive Roll) 
FORT +6 (+4 Con, +2)
REF +6 (+0 Dex, +6) 
WILL +6 (+2 Wis, +4) 

Skills: 64R=16PP  
Bluff 6 (+10) 
Diplomacy 6 (+10) 
Knowledge (Civics) 5 (+5) 
Knowledge (Physical Sciences) 3 (+3)
Knowledge (Pop Culture) 5 (+5) 
Knowledge (Theology and Philosophy) 5 (+5)
Handle Animal 1 (+5)
Medicine 6 (+8)
Perform (Vocals) 6 (+10) 
Ride 5 (+5)
Notice 8 (+10)
Sense Motive 8 (+10) 

Feats: 15PP  
Attack Focus (Ranged) 3 
Defensive Roll 1 
Dodge Focus 6
Improved Defense 2 
Power Attack
Uncanny Dodge (radio) 

Powers: 1 + 1 + 3 + 34 + 2 = 41PP

Datalink 1 (10 ft, radio) [alien] [1PP] 

Immunity 1 (own powers) [alien] [1PP] 

Immunity 3 (environmental heat, radiation, starvation and thirst) [alien] [3PP]

Radio Control 16 (32PP,  PFs: Alternate Power 1, Variable Descriptor 1 [any electromagnetic])  [alien] [34PP]
BE: Damage 8 (Extras: Area [Burst], Linked [Dazzle]) {16} + Dazzle 8 (radio) (Extras: Area [Burst], Linked [Damage], Secondary Effect, Flaw: Range [Touch]) {16} {16+16=32/32}
AP: Disintegrate 9 (EM power, Flaw: Action [Full, 2, on both Damage and Drain], PFs: Improved Crit 2, Indirect 3) {32/32}

Super-Senses 2 (Infravision, Radio) [alien] [2PP] 


DC Table 

Unarmed      DC 15      Bruised/Injured 

Blast             DC 24      Bruised/Injured 

Damage       DC 23      Bruised/Injured 

Dazzle          DC 23      Ref/Fort Blinded 


Abilities (20) + Combat (16) + Saves (12) + Skills (15) + Feats (16) + Powers (41) = 120  



Edited by Fox
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AGED by Fox


Forever Boy


Pan's at 187 PP, so time to increase him to PL12.


Spending 17 PP on the following:

2PP on Abilities, increasing Constitution by 2 to 16

4PP on Combat, increasing base Attack bonus by 1 and base Defense by 1.

4PP on Saves, increasing Reflex Save by 2 and Will Save by 2.

2PP on Skills: Bluff +1 to Rank 17 and Notice +7 to rank 13.

2PP on Feats, buying Challenge (Fast Feint) and Skill Mastery (Bluff, Notice, Sense Motive, Stealth).

3PP on Powers, increasing Tricks Array by 1.5 to rank 13.


Updated Ability, Combat, Saves, Skills and Feats blocks:



Abilities: 4 + 10 + 6 + 4 + 2 + 10 = 36PP

Strength: 14 (+2)

Dexterity: 20 (+5)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 20 (+5)



Combat: 14 + 14 = 28PP

Initiative: +9 (+5 Dex, +4 Improved Initiative)

Attack: +7 Base, +7 Melee, +12 Ranged (+7 Base, +5 Attack Focus [Ranged]), +16 Fireworks (+7 Base, +5 Attack Focus [Ranged], +4 Accurate)

Defense: +17 (+7 Base, +10 Dodge Focus), +4 Flat-Footed

Grapple: +9 (+7 Base Attack, +2 Str)

Knockback: -2 / -3 (with Defensive Roll)



Saving Throws: 5 + 7 + 8 = 20PP

Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll)

Fortitude: +8 (+3 Con, +5)

Reflex: +12 (+5 Dex, +7)

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


Skills: 40R = 10PP
Acrobatics 2 (+7)

Bluff 17Skill Mastery (+22)

Notice 13Skill Mastery (+14)

Sense Motive 3Skill Mastery (+4)

Sleight of Hand 2 (+7)

Stealth 3Skill Mastery (+8)


Feats: 32PP
Attack Focus [Ranged] 5

Challenge [Fast Feint]

Defensive Roll 1


Dodge Focus 10

Evasion 2


Improved Initiative 1


Luck 3

Move-by Action

Skill Mastery (Bluff, Notice, Sense Motive, Stealth)


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



Updated Tricks Array power:



Tricks Array 13 (26 PP Array; Feats: Alternate Power 3) [29PP] (Pixie Dust, Training. Additional descriptors on each power)

BPDamage 15 ("The Forever Blade"; Feats: Extended Reach 2 [10 ft.], Mighty, Precise; Extras: Penetrating 5) + Enhanced Feat 2 (Improved Critical 1, Stunning Attack) {26/26}  (Light, Slashing Damage Type)

APBlast 12 ("Pixie Blast"; Feats: Homing, Precise) {26/26} (Light, Impact Damage Type)

APDazzle 8 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {26/26} (Light, Sound)

APSnare 12("Binding Bands"; Feats: Indirect 2) {26/26} (Solid, Light)



Updated Power Descriptions, based on Tricks Array update



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.

- "Forever Uniform": Pan is able to use his Pixie Dust to summon his costume at will.

- "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 is able to create a variety of slashing weapons out of Pixie Dust in his hands, glowing with the light of the dust. While his most common weapon is a sword, his imagination seems to be the sole limit on what exactly he can create.

- "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. It can appear in seemingly any place around him.


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. He has always been exceptionally lucky, from being found by the Pixies to ending up in a place as interesting as Earth-Prime.



And finally, updated DC Block:






Attack bonus



DC17 Tou (staged)



Binding Bands

120 ft.

DC22 Ref (staged)


+12, Indirect 2


80 ft.

DC18 Ref (Staged)

Auditory/Visual Senses Useless


Pixie Blast

120 ft.

DC27 Tou (staged)


+12, Homing (1 attempt), Precise

The Forever Blade

Touch (Up to 10 ft.)

DC32 Tou (staged) / DC 27 Fort (staged)

Damage / (Dazed/Stunned/Unconscious)


Endless Forms Most Beautiful


DC11 Will (staged)

Tricked if disbelieving illusion





Thank you!

Edited by Fox
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13 PP to spend


Could you correct Power Level. It is 11, or, if you wish 11/14. 

Trade offs now zero (see below)


8 PP Combat

4 PP: Increase Attack Base to +11. There is no separate Attack Bonus for Light Array (see below). Just plain old +11 base!

4 PP: Increase Defence Base to +11 (+6 Flat Footed)


0 PP Saves

Toughness now 11 (+2 Con, +9 Forcefield)


1 PP Feats

Add the Takedown feat


4 PP Powers

Force Field, Environmental Control, and Concealment are combined into "Force Field" array. This means -11 PP for Forcefield, -6 for Environmental Control (Light), and -2 PP for Concealment, saving 19 PP.


NB: The forcefield is now +9, which balances out the increase to defence. 


Spending 18 PP on:

Force Field Array (16 PP Array, Feats: Alt Power 2) [18 PP] (Light, Force descriptor)

BP: Forcefield 9 (Extras: Impervious 6, Feats: Selective) [16/16 PP] "Hardlight"

AP: Forcefield 9 (Feats: Selective) linked with Environmental Control 5 (100' r Bright Light, Feats: Precise Flaws: Touch Range) [10+6=16/16 PP] "Shining light"

AP: Forcefield 9 (Feats: Selective, Subtle) linked with Concealment 2 (Normal Visual, Feats: Close Range, Selective, Limited Flaws: Blending and Passive - reduce concealment to partial rather than full) [11+5/16 PP] "Softlight"


1 PP: Adding 1 Rank to Supersenses

Supersenses 3 (Extended 1 Normal Vision [x10], Radius Normal Vision, Low Light Vision) [3 PP] "Light Sensitive"


1 PP: Adding 1 Rank to Immunity

Immunity 2 (All Visual Senses) [2 PP]


3 PP: Adding 6 Ranks to the other Immunity

Immunity 10 (Aging, Cold, Sleep, Own Powers, Starvation and Thirst, Trait Effects Flaws: Limited to half effect) [5 PP] “Sustained by energy”


-1 PP: Slightly reducing main light array, to compensate for the increase in base attack. Also, the extra in the create object has changed from Impervious to Movable (Which I think fits theme better) 

Light Array (36 PP Array, Feats: Alt Power 5[41 PP] [Light descriptor]
BPDamage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Improved Critical 2, Precise) [36/36 PP] “Laser Spray”
APDazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]“Light Burst” [36/36 PP]
APCreate Object 11 (Extras: MovableFeats: Precise, Stationary, Subtle) [36/36 PP] “Hardlight”
APIllusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/36 PP]
APDamage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/36 PP] “Laserblades”
APDamage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [5 Ranks Only][36/36 PP] "Laser Vision"


1 PP: Add "Turnabout" feat to teleport


Here is the power block updated:



Powers: 18 + 2 + 5 + 41 + 3 + 7 = 76 PP

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


Force Field Array (16 PP Array, Feats: Alt Power 2) [18 PP] (Light, Force descriptor)

BP: Forcefield 9 (Extras: Impervious 6, Feats: Selective) [16/16 PP] "Hardlight"

AP: Forcefield 9 (Feats: Selective) linked with Environmental Control 5 (100' r Bright Light, Feats: Precise Flaws: Touch Range) [10+6=16/16 PP] "Shining light"

AP: Forcefield 9 (Feats: Selective, Subtle) linked with Concealment 2 (Normal Visual, Feats: Close Range, Selective, Limited Flaws: Blending and Passive - reduce concealment to partial rather than full) [11+5/16 PP] "Softlight"

Immunity 2 (visual dazzles) [2 PP] [Light sensitive / no need for eyes]

Immunity 10 (Aging, Cold, Sleep, Own Powers, Starvation and Thirst, Trait Effects, Flaws: Limited to half effect) [5 PP] “Sustained by energy”

Light Array (36 PP Array, Feats: Alt Power 5[41 PP] [Light descriptor]
BPDamage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Improved Critical 2, Precise) [36/36 PP] “Laser Spray”
APDazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]“Light Burst” [36/36 PP]
APCreate Object 11 (Extras: MovableFeats: Precise, Stationary, Subtle) [36/36 PP] “Hardlight”
APIllusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/36 PP]
APDamage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/36 PP] “Laserblades”
APDamage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [5 Ranks Only][36/36 PP] "Laser Vision"

Super Senses 2 (Extended 1 Normal Vision [x10], Low light vision, Radius Normal Vision) [3 PP] “Light Sensitive”

Teleport 5 (500' a move action, Feats: Change Velocity, Turnabout, Flaws: Short Range Only) "Light Flash" [7 PP]



The DC Block should now be:


ATTACK       RANGE            SAVE                  EFFECT
Unarmed      Touch            DC 17 Toughness       Damage
Laser Spray  Touch/Area Targ. DC 26 Toughness       Damage

Light Burst  Touch/Area Gen.  DC 26 Reflex/Fort     Dazzle
Laser Sword  Touch/15’        DC 26 Tough, Ref/Fort Damage, Dazzle


Thank you!


Edited by Fox
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HENSHIN'd by Fox




Spending 10 PP for Justice:


Buying the following:


1PP on Skills, buying Drive 4 (+6).


A new device to add to her powers, worth 5PP:

Device 1 ("Grandmother's Amulet"; 5PP Container; Flaws: Easy-To-Lose, Feats: Restricted 2 [Only you can use]) [5PP] (Magic)

Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space], Extras: Portal (+2), Feats: Progression [Portal Size] 1) [5PP] (Dimensional, Magic, Z-Space) (Up to 10ft x 10ft portal)


And adding the Feat Equipment 4


That should put Justice at 127/132 PP spent and 5 PP left to use.


Spending the 20EP on the following:


Equipment: 4PP = 20EP

The Law Rider (Vehicle; Motorcycle) [10EP]


Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [1EP]
Remote Control
Powers [5EP]
Speed 4 (100mph / 880ft/rnd) [4EP]
Super-Movement 2 (OptionsWall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP]


Size: Medium [0EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [10EP]
Fire Prevention System
Isolated [In Z-Space]
Living Space
Power System


And please update the appearance description with this one:


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 eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. 

As Justice, Robin tends wear casual clothes, her Justice Driver belt and a red domino mask to hide her identity. She will often combine this with a hoodie when trying to go incognito, while still being in costume. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor.


and to go with the above, please replace the three pics on Justice's profile with this:



Thank you!

Edited by Fox
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I also took the liberty of fixing the final power tally at the bottom of the sheet, which was out of order and erroneously noted 22pp of Saves.




16 PP to spend, spending 11



4 PP: Increase DEX to 26



As a consequence of DEX increase, Initiative is now +12



Reflex is now +12 (+8 Dex, +4)



5 PP: Add 5 Ranks of Equipment


This is spent on Headquarters:


Headquarters: English Country Manor (Location: Outside Canterbury, Kent)

Toughness: +10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Library, Living Space, Pool, Power System, Security System 3, Stables, Staffed [19 EP] Total Cost 22 EP


3 EP: Alternate HQs


London Town House (Location: Near the British Museum)
Toughness 10 [1 EP], Size: Small [0 EP], Features: Communications, Computer, Garage, Gym, Library, Living Space, Security System 3 [9 EP]

Freedom City Seafront Residence (Location: Northbay)
Toughness 10 [1 EP], Size Medium [1 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Helipad, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3 [16 EP]

Brazilian Jungle Manor (Location: Deep in Jungle, not far from concealed entrance to the Lost World)
Toughness 10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Staffed [18 EP]



1 PP: Increase Acrobatics to 12 Ranks to make it 12 (+20)

As a consequence of Dex increase…

Drive is now 4 (+12)

Stealth is now 4 (+12)



1 PP: Replace Low Light Vision with Darkvision




EDIT: Noted that has 16 PP to spend in line with PP awards coming after this post. No other changes (should be total of 193/198 PP now)

Edited by Fox
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  • 2 weeks later...



Terrifica has 11 PP available, it seems. So let's do some edits.


No changes to Ability Scores, Skills,  Base Attack/Defense Bonuses, or Saving Throws.


Let's have add some Feats. 3 PP for Equipment.


Starting with the Terrifi-Cycle, it gets some needed upgrades.

Strength is increased to 25 (new Medium Load 533 lbs.) 2 EP

Toughness is increased to 10. 2 EP

And I'll add a Power. Morph 1 (Ordinary Motorcycle) 1 EP.


It now looks like this:

Terrifi-cycle (Vehicle) [15EP]

Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 0 [0EP]
Toughness: +10 [5EP]
Features: [1EP]
Remote Control
Powers: [5EP]

Morph 1 (+5 to Disguise; Ordinary Motorcycle) [1EP]
Speed 5 (250mph / 2,500ft per Move Action) [5EP]


The remaining 10 EP will be spent on a headquarters.


Terrifi-Labs (Headquarters) [10EP] (Location: Hanover, Freedom City)

Size: Diminutive [-2EP]
Toughness: +10 [1EP]
Features: [11EP]


Fire Prevention System





Living Space

Power System

Security System



Fancy name for what's essentially a one bedroom apartment Terrifica's kitted out for her Freedom City needs.


As for Powers:

Increase Gadgets to rank 2 for 8 PP spent. The sample allocations don't change, really. Just so she can use two of those smaller Devices at once. Occasionally whip out something larger, maybe. And if you could note that it is her Utility Belt, please, and not Assorted Devices.

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Please spend his 1PP for +4 skill ranks.

Give him 4 ranks of the house-ruled skill Knowledge (Cosmology).

Then please take one rank each away from Notice, Search, and Sense Motive, and move those to Knowledge (Cosmology) as well.

That will leave the skills in question as follows:


Knowledge (Cosmology) 7 (+10)

Notice 6 (+9)

Search 6 (+9)

Sense Motive 6 (+9)


I missed this skill when creating him, and given his background, it's a major oversight.

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Edited - TA

Sgt Shark


17 PP to Spend, Spending 14 PP


0 PP: Could you correct his Will save to +8 (+1 Wis, +7) this is spent and accounted for correctly, its just that on the sheet it ads up to +6!


0 PP: Could you change initiative to +15 (see feats below)


4 PP Skills (16 Skill Ranks)

Add +2 to intimidate to make a total of Intimidate 16 (+18)

Add +2 to tactics to make a total of Knowledge [Tactics] 16 (+18)

Add 4 Ranks of Pilot to make Pilot 4 (+6)

Add 4 Ranks of Stealth to make Stealth 16 (+19)

Add 4 Ranks of Swim to make Swim 12 (+22)


Could you annotate Climb, Drive, Medicine, Pilot with "SM" to note skill mastery. 


8 PP Feats

Could you add

Elusive Target

Evasion 2

Improved Aim

Another Rank of Improved Initiative to Make Improved Initiative 3

Instant Up

Set Up

Skill Mastery (Climb, Drive, Medicine, Pilot)


2 PP Powers


1 PP add Radiation immunity to Immunity to make Immunity 4 (Cold, High Pressure, Radiation, Suffocation [drowning) [4 PP]


1 PP add Feature (Iron Stomach) [1 PP]


Thank you!


EDIT: Added in March 3 PP reward for clarity (now spending 14 PP, 17 available, this should bring him to 220/223 PP total)

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