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Character Edits 2019


Tiffany Korta

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Edited by TA

 

Mister Strix

 

I did an extensive re-work.

 

CHANGES SUMMARY:

Complications:

Reformatted to remove the spoiler blocks.

Dropped a couple of them, turning them into Uncontrolled powers and Power Loss drawbacks instead.

Abilities:

No change.

Combat:

Moved some of his Defense to Powers as Enhanced Defense.

Saving Throws:

No change.

Skills:

Invested a few more points in existing skills, making them marginally less pathetic.

Moved some of the skill ranks to Powers as Enhanced Skills.

Did not add any new skills.

Feats:

Dropped Improved Initiative.

Moved most of the feats to Powers as Enhanced Feats.

Powers:

Reformatted the descriptors and removed the spoiler blocks.

 

Dropped ranks in Regeneration (Recovery Rate and Resurrection), so that the Disabled and Destroyed conditions will now each take one whole round to recover from, instead of recovering from everything instantly.

 

Restructured his Enhanced traits, so that the Enhanced Defense, Enhanced Dexterity, and Enhanced Feats, all having the same descriptors, are now +Linked, as are the Enhanced Strength and Super-Strength.

Removed the Power Loss drawback from Super-Strength, since he already has it on the Enhanced Strength, and now they're +Linked.

 

Turned a couple of his complications into drawbacks, increasing several Power Loss drawbacks by 1-2PP.

Now he loses most of his powers while exposed to sunlight, or while restrained with even the flimsiest of bonds that are made from, treated with, coated in, or in some way involve one of his many weaknesses. (Examples include ropes that have been soaked in holy water or had salt or garlic rubbed into them, shackles forged from silver, or even plated in silver, or a rosary or silver necklace improvised as a snare.) And some of his powers, mainly the bite/drain attacks and the mind control stuff, doesn't work on anyone who's "wearing or wielding" one of those many weaknesses, or anyone hiding behind them. (Examples include someone who's holding up a cross, a mirror, or a torch or lighter, or someone wearing a Star of David or a bulb of garlic on a string around their neck.)

 

Dropped a rank of Flight speed in the array.

Now he runs twice as fast as he flies (answering the question "Why would he ever run?").

 

The increased Power Loss drawbacks and the reduction to Flight dropped the Array by one rank.

 

Used the points all that freed up, plus the new earned points, to purchase the following:

 

2 new ranks of Environment Control (Cold, Uncontrolled), replacing the "Chill of Undeath" complication (though it may cause complications for other characters).

 

1 new rank of Healing.

It's Personal, so it only works on him.

It has the "Source (Blood)" flaw, so it only works when he takes a drink (either when he uses one of his bite/drain attacks, or when someone else decides to "feed" him).

It's Reaction, so it allows any characters who are inclined to "feed" him on their own initiative to have some kind of mechanical effect when they do so, and to do so without any action on his part, which would be necessary if he were Disabled or Destroyed.

Unlike his Regeneration, the Healing effect doesn't have the Limited flaw (or a Power Loss drawback), so it's not affected by the same Achilles Heels as his Regeneration. This allows for a dramatic moment where another character feeds him some of their blood to allow him to quickly heal up after being Disabled or Destroyed by, for example, a hail of silver bullets.

At rank 1, combined with his +9 recovery bonus, he'll automatically make the DC10 recovery check and heal his worst damage condition. However, since it's not +Total, he'll only heal one damage condition per application.

 

2 new ranks of Obscure, replacing the "Electromagnetic Ghosts" complication (though it may cause complications for other characters).

 

+4 Regeneration (Recovery bonus).

Now he automatically succeeds on Recovery checks. Even though he only needs to make recovery checks for two conditions, Disabled and Destroyed (he's a construct, and Injuries regenerate without a roll), I learned the hard way in a recent thread how much a low recovery bonus can hurt when you fail several checks in a row.

 

Drawbacks:

Changed the "Revive Kills Zombie" complication into a Weakness drawback.

That drawback might be worth more, since it can hurt or kill him, but I hit the PL cap on non-power drawbacks. If it's an issue, I can drop one or more of the Vulnerabilities to compensate.

 

The following sections can be copy/pasted back into his sheet:

 

 

COMPLICATIONS

 

Achilles Heels & Weaksauce Weaknesses:

Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life.

  • Daylight
  • Fire
  • Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence.
  • Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous.
  • Jade
  • Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek.
  • Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content.
  • Silver
  • Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well.
  • Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him.

He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications:

  • He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely.
  • He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.)
  • The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them.
  • If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw.
  • If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.)
  • If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form.
  • If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form.
  • If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him.

He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame.

 

Addiction (Blood):

He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down.

He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood.

 

Chill of Undeath:

Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters.

 

Enemies:

  • Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build.
  • Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up.
  • I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself).

Electromagnetic Ghosts:

Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters.

 

Enemy To All Living Things:

While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.)

 

Glamour Failure:

He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries.

  • He never casts a shadow, regardless of the level or angle of light in the surrounding area.
  • His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints.
  • His footsteps never leave tracks, or make a sound.
  • He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.)
  • His heart does not beat. He has no pulse of any kind.
  • He does not sweat.
  • When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart.
  • His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle.
  • If he cries, the tears are blood.
  • His body does not age.
  • If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be.
  • Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him.

Heavy Sleeper:

When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber.

 

I Do Not Drink…Wine:

His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage.

 

Involuntary Transformation (Berserk Rage):

His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others.

  • Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers.
  • When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings.

Made of Evil:

He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood.

 

Mainlining The Monster:

Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance."

 

Prejudice:

If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence.

 

Relationships:

  • His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family.
  • He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger.
  • Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them.

Secrets:

It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave.

 

Unlife:

Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood.

 

He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.

When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.

After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.

He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.

His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects.

 

Walking Wasteland:

Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry.

 

 

COMBAT 16PP

Initiative: +8/+2 (+8/+2 Dex)

Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs

Grapple: +17/+6 (+8/+4 Melee Attack, +8/+2 Strength, +1 Super-Strength)

Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed

Knockback Resistance: 8

 

 

SKILLS 24R = 6PP

Craft (Cooking) 1 (+5)

Handle Animal 0 (-)

Intimidation 6/0 (+10/+4, +12 Deathly Aura)

Knowledge (Arcane Lore) 1 (+5)

Knowledge (Current Events) 1 (+5)

Knowledge (History) 1 (+5)

Knowledge (Life Sciences) 4 (+8)

Knowledge (Pop Culture) 1 (+5)

Knowledge (Streetwise) 4 (+8)

Knowledge (Theology & Philosophy) 1 (+5)

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

Medicine 5 (+8)

Notice 7/0 (+10/+3)

Ride 0 (-)

Search 6/0 (+10/+4)

Sense Motive 7/0 (+10/+3)

Stealth 7/1 (+15/+3)

 

 

FEATS 2PP

Benefit (Legally Deceased)

Interpose

Enhanced:

Attack Focus (Melee) 4

Evasion 2

Hide In Plain Sight

Takedown Attack 2

Veteran Rewards:

Equipment 1 (5EP)

 

 

POWERS 164PP

 

Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [6PP]

Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP]

Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity]) [9PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead)

 

Enhanced Skills 32 (Intimidation 6, Notice 7, Search 6, Sense Motive 7, Stealth 6, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [6PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice)

 

Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP]

Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons]Extras: Linked [Enhanced Strength]) [4PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead)

 

Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP]

(Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead)


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

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

*See "Death Powers" in Power Profiles.

 

Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Flaws: Limited [Objects], Personal, Source [Blood]) [4PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead)

 

Immunity 30 (Fortitude effects) [30PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead)

 

Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead)

 

Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead)

 

Protection 8 [8PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead)

 

Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead)

 

Super-Movement 1 (Trackless) [2PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Super-Senses 9 (Acute Analytical Extended Tracking Smell/Taste, Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)


Vampire Powers 7 (14PP Array, Feats: Alternate Power 6) [20PP]

(Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Base Power: [14PP]

Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP]

(Additional Descriptors: Blood Drain)

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

(Additional Descriptors: Euphoria)

 

Alternate Power: [9 + 2 = 11PP]

 

Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim, and he will not gain any knowledge from their blood; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [1PP]

(Additional Descriptors: Blood Divination)

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

(Additional Descriptors: Euphoria)

 

Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss 2 [Will not gain any knowledge from blood while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP]

(Additional Descriptors: Blood Divination)

 

Alternate Power: [6 + 7 = 13PP]

 

Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP]

(Additional Descriptors: Superhuman Speed)

 

Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs, Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP]

(Additional Descriptors: Claws, Fangs)

 

Alternate Power: [6 + 2 = 8PP]

 

Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [6PP]

(Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility)

 

Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP]

(Additional Descriptors: Fearsome Visage, Glimpse of The Abyss)

 

Alternate Power: [13PP]

Flight 2 (25MPH / 250ft per Move Action, Extras: Linked [Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP]

Insubstantial 2 (Gas, Extras: Linked [Flight]) [10PP]

(Additional Descriptors: Mist Form)

 

Alternate Power: [14PP]

Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [14PP]

(Additional Descriptors: Hypnotic Eyes, Psychic)

 

Alternate Power: [14PP]

Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [14PP]

(Additional Descriptors: Hypnotic Eyes, Mind Control, Psychic)

 

 

DRAWBACKS -13PP

 

Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]

 

Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP]

 

Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]

 

Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP]

 

Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP]

 

 

Abilities (20) + Combat (16) + Saving Throws (5) + Skills (6) + Feats (2) + Powers (164) – Drawbacks (13) = 200/200 Power Points

 

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Edited TA

 

Lament

 

23 PP to spend, spending 19PP (for a total of 229/233 PP)

 

1 PP:  Reduce drawback / vulnerability to minor

Vulnerability (Psychic; Frequency: Common; Intensity: Minor) [-2PP]

 

18 PP: Increase Void array. Each power gets 18 more PP, so the Fatigue gets 6 ranks of Sustained Duration Aura, the Dazzle is increased to rank 6, and the Suffocate increased to rank 8 (with six ranks of decrease area progression), thusly:

 

Void Array (38 PP Array, Feats: Alt Power 2) [40 PP]
BP: Fatigue 10 (Extras: Sustained Aura, 6 ranks only [+3]) [38 PP] "Void Skin"
AP: Dazzle 6 (Extras: Action [+3, Reaction: Looking at Lament], Range [Perception]) [36 PP] "Void Eyes"
AP: Suffocate 8 (10-40'r cloud, Extras: Area [Cloud], Duration [Sustained - Status], Feats: Decrease Area 6) [20 PP] "Void Breath"

 

Thank you!

 

EDIT: Added in +3 PP March reward for clarity (now bringing him to 229/233 PP)

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Edited - TA

Salvo

  • Changed
    • Picture
    • Eyeglasses Device to Super-Senses 5
    • Some minor descriptions for Collateral Damage and Man and Machine Complications
    • Bellios Device
      • Protocol Sy Container
        • Defense 1 -> Defense 2
      • Hexagrammic Paneling Container
        • Protection 10 -> Protection 9
  • Added
    • Skills: Knowledge (Behavioral Science, Earth Science, Life Science), 1 each
    • Feats: Equipment 2
Spoiler

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10/11 (187/187PP)
Trade-Offs: -5 Attack / +5 Damage, -4 Defense / +4 Toughness
Unspent Power Points: 2


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

 

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

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

 

Description:Capture.PNG.fa352a13a1c9479eee332d450a9e79c5.PNG
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.

 

History:

Seek Knowledge. Wield Power.

 

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

 

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

 

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

 

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

 

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

 

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

 

She was 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.

 

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

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. It is power and she sometimes becomes heedless when wielding it as the usage intoxicates her, damn the consequences. (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, the personality of her machine bleeding into her thoughts and deeds. 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 interfere 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 occurrences, 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 + 4 = 10PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +18/4/0
Defense: +6/3 (+4/2 Base, +2/1 Dodge Focus), +3/1 Flat-Footed
Knockback: -7/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +14/5 (+5/0 Con, +4 Protection or +5 Forcefield)
Fortitude: +12/0 (+5/0 Con, +7[Bellios])
Reflex: +5/-1 (-1 Dex, +6[Bellios])
Will: +7/0 (+0 Wis, +7[Bellios])

 

Skills: 88R = 22PP

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 (Behavioral Science) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: (Cosmology) 4 (+11)SM

Knowledge (Earth Science) 1 (+8)

Knowledge (History) 3 (+10)

Knowledge (Life Science) 1 (+8)
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: 16PP
Artificer

Benefit (Wealth)

Dodge Focus
Eidetic Memory

Equipment 2
Inventor

Luck

Online Research

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

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

Well-Informed

 

Equipment: 10EP

Artificer and Ritualist Tools [Masterwork] [1EP]

Laptop [Masterwork] [2EP]

Multi-tool [1EP]

Taser (Stun 5; Electricity; Flaws: Limited [5 Uses]; Feat: Extended Reach 2 [10 feet]; Drawback: Full Power) [6EP]

 

 

Powers: 3 + 3 + 125 + 2 = 133PP

 

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.

         Super-Senses 5 (Visual [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+0), Accute (+0), Analytical (+1), Ranged (+0)]; Darkvision [+2]) {5/5}

 

Bellios 31 (Battlesuit, Magical, Tech; 155DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [125PP] (152/155 DP spent)

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

 

           Protocol Sy 10.6 (53PP Container) [53DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defense 2) [4DP]

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

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

                       Enhanced Feats 7 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Dodge Focus, Improved Initiative, Power Attack, Skill Mastery [Craft (Artistic); Knowledge (Cosmoloy, Physical Sciences, Technology)]) [7DP]

 

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

 

           Hexagrammic Paneling 3.6 (18PP Container) [18DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 9 [9DP]

 

           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 2) [16DP]

                      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 6) [46DP]

                      BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action(Full); Feats

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

                      Dazzle 6 (Visual and Auditory; Extras: Area [General, Burst], Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full);

                      Feat: Affects Insubstantial 2) {20} = {38/40}

                      AP: Damage 1 (Close Quarters Combat Engine; 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: Snare 11 (Containment Foam; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,

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

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

                      AP: Damage 10 (Flamethrowers/Hellfire; Extras: Area [General, Cone], Vampiric; Feats:

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

                      AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range(ranged); Flaws: Distracting; FeatsImproved Critical 2 [18-20],

                      Precise Shot 2, Split Attack, Variable Descriptor [Energy/Magic]) {36/40}

                      AP: Damage 10 (Missile Batterys; Extras: Area [Targeted, Shapeable], Range(ranged)Feats: Accurate 2,

                      Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Progression [2 boxes per rank]) {38/40}             

            

Magic 1.5 (3PP Array; Flaws: Unreliable) [2PP]

           Dazzle 1 (Visual + Auditory) [3AP]

 

Drawbacks: -2 + -1 + -3  = -6PP

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

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

Normal Identity -3PP (Frequency: Common; Intensity: Moderate)

 

DC Block

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

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

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

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

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (16) + Powers (133) - Drawbacks (6) = 187/187 Power Points

 

Totals:

Equipment: 10 EP

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

Bellios Armor: Device 31 (155) = 152/155 Device Points

 

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Edited -TA

 

Captain Cosmos

 

18 PP to Spend

 

Increasing PL to 11 (or, if you wish, PL 11/12)

 

Trade off now +4 DC/-4 Attack, +4 Tough/-4 Defence

 

8 PP: Combat

4PP: +2 to Attack bonus to make it +7

4PP: +2 to Defence bonus to make it +7

 

This makes grapple bonus +24

 

3: Saves

Add +2 to Will Save, +1 to Reflex Save to make:

Reflex: +5 (+10 in 5D Form)

Will: +10 (+2 Wis, +8)

 

6: Feats

Add All-Out Attack

Add Connected

Add Environmental Adaptation 2 (Low and Zero Gravity)

Add Improved Initiative 1 (To make initiative +4 total)

Add Move-by Action

 

1 Skills: 

Add 2 Ranks to Knowledge [Current Events] to make it 14 (+16)

Add 2 Ranks of Language (French, Spanish)

 

 

EDIT (16th May): Added in the extra 5 PP reward from April PP allocation. 

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Edited - TA

 

Dust Devil II

 

Time for his big update to get from PL10 to PL12!

 

First of all, please remove the power 

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

which gives me 36PP tp spend

 

Abilities: 4PP

4PP: Constitution +4, to 24.

 

Combat: 8PP

4PP: Base Attack Bonus +2, to +8

4PP: Base Defense Bonus +2, to +7

 

Saving Throws: 3PP

3PP: Will Base Save +3, to +9

 

Skills: 1PP

1PP: Buying 4 ranks of Intimidate.

 

Feats: 3PP

Add All-out Attack and Interpose, increase the rank of Luck by 1 to Luck 2.

 

Powers: 17PP

9PP: +9 ranks to Immunity, making it Immunity 12. Add the Life Support option.

2PP: +1 rank to the Walking Desert Array, making it rank 6.

- Updating Base and Alternate Powers in the array as per the Powers block below.

6PP: +2 ranks to Magic Mesa Guardian Array, 4PP. Increase the Alternate Power power feat by 2 ranks to Alternate Power 5.

- Updating Base and Alternate Powers in the array as per the Powers block below.

- I have made a few changes to some of the powers in this Array, but they should all be visible below.

 

36PP spent.

 

Updated Power Descriptions, Abilities, Combat, Saving Throws, Skills, Feats, Powers and DC blocks below.

 

---

Power Descriptions:

All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks and being unaffected by most kinds of poison and diseases. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability.

While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph.

With Cassidy's mastery of his new body and abilities having grown, the disconnect that let to him creating weapons out of sand has disappeared, and he is now able to directly reshape his body into various weapons and extending his reach, or directly shoot sand out of his body in various forms, whether as quick blasts of hardened sand or longer storm effects that can push enemies back, without the need for creating fake weapons out of sand to do the work for him. Starting to tap into the mystic side of his abilities, he can create wide ranging sandstorms around him that only affects those that he wants, and can use the temporal abilities of the Magic Mesa to rapidly dehydrate enemies around them, making them easier to hurt.

All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted.

---

Abilities: 8 + 4 + 14 + 0 + 4 + 0 = 30PP
Strength: 18 (+4) / 34 (+12)
Dexterity: 14 (+2)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 16 + 14 = 30 PP
Initiative: +10 (+2 Dex, +8 Improved Initiative 2) 
Attack: +8 Base, +12 Unarmed (+8 Base, +4 Attack Specialization [Unarmed]) / +12 Sand Weapon (+8 Base, +4 Accurate Attack) / +12 Sand Blast (+8 Base, +4 Accurate Attack)
Defense: +7 (+7 Base), +4 Flat-Footed

Grapple: +12 (+8 Attack,  +4 Strength) / +13 (+8 Attack, +4 Strength, +1 Super-Strength) / +17 (+8 Attack, +4 Strength, +5 Super-Strength) / +18 (+8 Attack, +4 Strength, +6 Super-Strength) / +20 (+8 Attack, +12 Strength) / +21 (+8 Attack, +12 Strength, +1 Super-Strength) / +25 (+8 Attack, +12 Strength, +5 Super-Strength) / +26 (+8 Attack, +12 Strength, +6 Super-Strength)
Knockback: -8 / -20 (Impervious Toughness -12, Toughness -17/2)


Saving Throws: 4 + 6 + 9 = 19PP
Toughness: +17 (+7 Con, +10 [Protection])
Fortitude: +11 (+7 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +11 (+2 Wis, +9)


Skills: 68R = 17PP 

Concentration 8 (+10)

Gather Information 8 (+8)

Intimidate 4 (+4)

Knowledge (Arcane Lore) 8Skill Mastery (+8)

Notice 8Skill Mastery (+10)

Sense Motive 12Skill Mastery (+14)

Stealth 12Skill Mastery (+14)

Survival 8 (+10)

 


Feats: 13PP

All-Out Attack

Attack Specialization [Unarmed Attack] 2

Favoured Environment [Desert]

Hide in Plain Sight

Improved Initiative 2

Interpose

Luck 2

Move-by Action

Skill Mastery

Takedown Attack

 

Enhanced Feats

Accurate Attack

Improved Critical 2 [Unarmed Attack]

Instant Up

Power Attack

Powers: 33 + 12 + 10 + 2 + 14 + 5 = 76

All have the Magic and Sand descriptor unless otherwise noted.

 

Magic Mesa Guardian Array 14 (28PP Array, Feats: Alternate Power 5) [33PP] 

BPGuardian's Strength (Linked) {28/28} 

Enhanced Strength 16 [16PP] (Rock)

Enhanced Trait 2 (Improved Critical 2 [Unarmed Attack]) [2PP] 

Super-Strength 5 (Effective Strength 59, heavy load 44.8 tons) [10PP] (Rock)

APBlast 12 ("Devil's Storm"; Extras: Area [Cone]; Flaws: Action [Full]; Feats: Knockback 4) {28/28} (Impact Damage type)

APBlast 12 ("Sand Blast"; Feats: Accurate 2, Incurable, Precise) {28/28} (Impact Damage type)

APDamage 12 ("Sand Weapon"; Extras: Penetrating 5; Feats: Accurate Attack 2, Variable Descriptor 1 [Bludgeoning, Impact, Piercing and Slashing damage type]) [20PP] + Enhanced Trait 2 (Accurate Attack, Power Attack) [2PP]  + Elongation 6 [6PP] {28/28} 

APDrain Toughness 12 ("Dehydration"; Extras: Area [Burst], Selective; Flaws: Limited (Only affects living); Feats: Incurable, Progression 2 [Area], Reversible) {28/28} (Temporal)

APEnvironmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration [Continuous]; Flaws: Range [Touch]; Feats: Progression 4 [Area]) {28/28} (Radius: 250-6250 ft.)

 

Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst) [12PP]

 

Protection 10 [10PP]

 

Regeneration 2 (Resurrection 1/day) [2PP]

 

Walking Desert Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] 

BPImpervious Toughness 12 ("Solid Rock Form") {12/12} (Rock)

APInsubstantial 2 ("Whirling Sand Form"; Gaseous Form; Feats: Selective) [11PP] + Enhanced Trait 1 [Instant Up]) [1PP] {12/12}

APTeleport 12 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium [Sand]) {12/12} (Range: 20 million miles) (Dimensional, Temporal)

 

Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1) [5PP] 

BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} 

APSuper Strength 1 (Effective Strength 23/64, heavy load 600 lbs./89.6 tons. Feats: Shockwave, Super-Breath) {4/4}


DC Block

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC19/27 Tou (staged)

Damage

+12, Crit 18-20

Sand Blast

120 ft.

DC27 Tou (staged)

Damage, Incurable,

+12, Precise

Sand Weapons

Touch (10 ft.)

DC27 Tou (staged)

Damage, Penetrating 9

+12

Devil’s Storm

Cone Area 120 ft.

DC27 Ref

Reduce Damage effect to DC21 Tou

Area

 

 

DC27 Tou (staged)

Damage, Knockback 4

 

Dehydration

Area 120 ft. radius

DC22 Ref

Reduce Drain effect to DC16 Fort

Area

   

DC22 Fort (staged)

Toughness Drain 

 

Shockwave

Cone Area 40/120 ft.

DC14/22 Ref

Reduce Damage effect to DC16/21 Tou

Area

 

 

DC19/27 Tou (staged)

Damage

 

Super-Breath

Cone Area 40/120 ft.

DC14/22 Ref

Reduce trip effect to +2/+6

Area

 

 

Opposed Trip save vs. +4/+12

Trip 

 

 

Totals: Abilities (30) + Combat (30) + Saving Throws (19) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 185/185

 

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Edited - TA

 

Alright, time to edit & update Dead Head with both his newly-earned PP (and some still-unspent PP) and for his impending move out to Bedlam.

 

Summary

Abilities: Increased Wisdom by +2 (to 14/+2) and Charisma by +4 (to 16/+3)

Combat: Reduced Attack

Saves: Reduced Toughness.  Reduced Reflex save, increased Will save

Skills: Added Diplomacy, lowered Intimidate, increased Gather Information and Sense Motive.

Feats: Added Improved Disarm, Interpose (which I was sure he already had), Prone Fighting, Skill Mastery, Weapon Bind, and Well-Informed.  Also spelled out which feats are Enhanced Feats and which are from Veteran awards.

Powers: This had the biggest change

  • Animated Objects/Undead: Reduced Progression
  • Comprehend (Spirits): Added Challenge [Discrete Inquiry], to reflect how spirits gathering information for him won't alert suspicion from the normals.  Folded into "Medium" array.
  • Device (Shovel): changed to a non-Device power (he's summoning shovels he made from his own bones & stores in an extradimensional space).
  • Immunity (Crits) and Impervious Toughness: removing Blessed/Holy (b/c when Papa Ghede left he removed the corruption from the Horrors that had tried setting up shop there), but replacing it with Salt (a traditional bane of voudoun zombies).  Keeping the Magic and Silver thing, and a note that "Magic" does include the natural weapons (claws/fangs/etc.) of supernatural critters.
  • Insubstantial: moved to Undead Body (see below).
  • Medium: new array, housing Comprehend (Spirits) and Precognition & Postcognition.
  • Necromancy: increased ranks.  
    • Increased speed of Flight for "Aspect of the Penanggalan".  Added Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) to represent his bite-y head that latches on and won't let go.
    • Reduced ranks of Fearsome Presence.  Added Skill Challenge feats.
    • Lowered ranks of Morph, added Comprehend (languages).  None of the powers in this slot are linked, so he can use the Comprehend even when not actively Morphed and Shrunk.
    • Reduced rank of "Body Weapons" Strike, added Penetrating, Improved Critical, and Incurable.
    • Added Change Direction, Change Velocity, and Turnabout to Teleport, increased Progression/Mass, and clarified that it only works to and from "places of death."
  • Protection: Decreased ranks.
  • Regeneration: decreased rate of recovery for Injured. 
  • Speed: moved to Undead Body (see below).
  • Super-Senses: moved Precognition to "Medium" array, added Counters Concealment for Vision & Hearing, both limited to Undead only (so now he can see/hear ghosts and similar spirits even when they're invisible/inaudible).
  • Undead Body array: now contains Insubstatial (disturbingly limber body) and Leaping + Speed + Super-Strength (pushing body beyond human athlete limits)

 

Also, an edit to A Mutt: spent that last unspent PP on the Move-By Action feat, and swapped the 'blessed' for 'salt' on his Insubstantial.

 

His new stats can be seen here, though I can copy/paste to this post if need be.

 

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Edited - TA

 

Justice

 

Justice got 9PP that I'll use for a skill and a Gadgets power, and I'll be reworking her Justice Driver device quite a bit, detailed below.

 

First, new things:

 

Skills: 1PP

Buying Knowledge [Popular Culture] 4 (+9)

 

Powers: 8PP

Buying Gadgets 1, as this, with sample powers included:

 

Gadgets 1 ("Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology)

Sample powers 

 

Grappling Gun: Speed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP}
Climbing Gauntlets: Super Movement 1 (Options: Wall-Crawling) {1/5PP}
Gas Mask w. Air Supply: Immunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP}
Full Spectrum Goggles: Super Senses 5 (Options: Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}
First Aid Kit: Enhanced Trait 1 (Medicine +4) {1/5PP}
Gadgeteer's Tools: Enhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP}

Hacker's Toolkit: Enhanced trait 1 (Computers +4) {1/5PP}

 

And then, the reworked Justice Driver. Please replace Device 5 (Justice Driver Alpha v5) with the power below:

 

Device 5 ("Justice Driver"; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Restricted 2 [Only you can use], Subtle) [18PP] (Invention, Technology)

  • Armor Change Array 10 (20PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [21PP] (Z-Space)
    • BPAlternate Form 4 ("Justice Armor"; 20PP Alternate Form) {20/20PP}
      • Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP] (Bludgeoning Damage Type)
      • Enhanced Stats 4 (Strength+4) [4PP]
      • Enhanced Trait 4 (Attack Bonus+2) [4PP]
      • Protection 2 [2PP]
    • APAlternate Form 4 ("Stealth Armor"; 25PP Alternate Form) {20/20PP}
      • Concealment 6 ("Stealth Field"; Options: All Visual, All Auditory) [12PP] (Technology)
      • Enhanced Blast 0 ("Silenced Justice Shot"; Stacks with Justice Shot; Feats: Subtle 2[2PP]
      • Enhanced Trait 2 (Attack Focus [Ranged] 2) [2PP]
      • Enhanced Trait 4 (Defense Bonus+2) [4PP]
    • APAlternate Form 4 ("Blaster Armor"; 25PP Alternate Form) {20/20PP}
      • Blast Array 3 (6PP Array, Feats: Alternate Power 1) [7PP]
        • BPEnhanced Blast 2 ("Enhanced Justice Shot"; Stacks with Justice Shot to Blast 7; Feats: Homing, Incurable) {6/6PP} (Impact Damage Type) 
        • AP: Obscure 3 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent; Flaws: Limited [Only Affects Normal Vision]) {6/6PP} (Smoke)
      • Impervious Toughness 8 [8PP]
      • Leaping 3 ("Jump Jets") [3PP]
      • Protection 2 [2PP]
  • Enhanced Feats 1 (Improved Initiative) [1PP]
  • Enhanced Stats 4 (Constitution+4) [4PP]

And since that update changes Justice a fair bit, here's updated versions of the Trade-Offs, Power Descriptions, Abilities, Combat, Saving Throws, Feats and DC Block, to make it somewhat possible to read the profile:

 

Trade-Offs: Justice Armor [+3ATK / -3DC (Justice Shot), -2ATK / +2DC (Justice Kick)], Stealth Armor [+3ATK / -3DC (Justice Shot), +2DEF / -2TOU], Blaster Armor [+2ATK, -2DC (Justice Shot)]

 

Power Descriptions:

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver. The one exception to the rule is Robin's grandmother's amulet, which lets her open portals to Z-Space, and works as a power source for the Justice Driver.

The Justice Buster is a slightly over sized 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 Robin's prized invention. She can cause a lightweight body armor to appear from the belt, hiding her identity, either by the voice command "Henshin" or by a code entered with her fingerprint on a special program on her phone. Robin has enhanced her design to improve her combat capabilities and flexibility, using the magic power from her grandmother's amulet as a power source for the armor. By opening portals to Z-Space, Robin is able to exchange parts of her armor by remote control, altering her capabilities. She currently has 3 armor configurations: The balanced Justice Armor, the heavily armored and powerful Blaster Armor that improves the power of the Justice Buster and the Stealth Armor, useful for infiltration.

Robin has added an utility belt to the Justice Driver, letting her bring a large assortment of gadgets into the field.

 

Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP
Strength: 10 (+0) / 14 (+2) [w. Justice Armor Form]
Dexterity: 14 (+2)
Constitution: 14 (+2) / 18 (+4) [w. Justice Driver]
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 8 + 8 = 16PP
Initiative: +2 / +6 (+4 Improved Initiative from Justice Driver)
Attack: +4 Base, Justice Armor [+6 Melee (+4 Base, +2 Enhanced Attack), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack)], Stealth Armor [+4 Melee (+4 Base), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack Focus), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack Focus)]Blaster Armor [+4 Melee (+4 Base), +7 Ranged (+4 Base, +3 Attack Focus), +9 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization)]
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed, Stealth Armor [+10 (+4 Base, +4 Dodge Focus, +2 Enhanced Defense)]

Grapple: +4, Justice Armor [+6 (+4 Base Attack, +2 Strength)]
Knockback: -2 (TOU 4/2), Justice/Blaster Armor [-4 (TOU 8/2)]

Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+2 Con, +2 Defensive Roll) / Justice/Blaster Armor [+8 (+4 Con, +2 Defensive Roll, +2 Protection)]Stealth Armor [+6 (+4 Con, +2 Defensive Roll)]
Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3) [w. Justice Driver]
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)

 

Feats: 18PP

Attack Focus [Ranged] 3

Attack Specialization [Justice Buster] 1

Defensive Roll 1

Dodge Focus 4

Eidetic Memory

Equipment 4

Improvised Tools

Inventor

Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology])

Uncanny Dodge [Auditory]

 

Enhanced Feats

Improved Initiative

 

DC Block

Name

Armor

Range

Save

Effect

Attack Bonus

Unarmed

All

Touch

DC15 TOU (staged)

Damage

+6

Unarmed

Justice

Touch

DC17 TOU (staged)

Damage

+6

Justice Shot

All

50 ft.

DC20 TOU (staged)

Damage

+11

Enh. Justice Shot

Blaster

70 ft.

DC22 TOU (staged)

Damage

+9

Justice Kick

Justice

Touch

DC25 TOU (staged)

Damage

+6

 

Thank you!

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Edited - TA

 

Red Lynx  13 PP available (Looks like current(old) totals on attributes did not get properly carried down so only 13 PP available. Updated post edit totals at bottom of edit request.)

Moving up to PL 9 (8pp + 4PP + 0PP + 0PP + 1PP = 13PP,  0 PP remain available.

 

Power level: 9

 

Attributes: 8PP

totals: 14 + 14 + 14 + 10 + 14 + 10 = 76PP

+2 strength (to 24) 2PP

+2 dexterity (to 24) 2PP

+2 constitution (to 24) 2PP

+2 wisdom (to 24) 2PP

 

Combat: 4PP

totals: 10 + 8 = 18PP

+ 1 Base Attack (to +11 Unarmed, +9 melee, +5 base)  2PP

+1 Base Defense (to +8 (+4 base, +4 Dodge Focus), +2 Flat-Footed) 2PP

 

Saves: 0PP

(adjustments from stat changes)

Toughness to +10 (+7 Con, +3 Armored Costume)

Fortitude to +7 (+7 Con, +0)
Reflex to +7 (+7 Dex, +0)
Will to  +7 (+7 Wis, +0)

 

Skills: 0PP

(adjustments from sta changes)

Acrobatics to 7 (+14)

Notice to 7 (+14)

Sense Motive to 5 (+12)

Stealth to 7 (+14)

 

Feats: 1 PP 

totals : 16PP

add Quick Change 1 1PP

 

DC BLock:

unarmed Save goes to 21 

Marungue(melee) Save goes to 23

 

Totals: Abilities (76) + Combat (18) + Saving Throws (0) + Skills (9) + Feats (16) + Powers (13)  = 132/132 Power Points

 

 

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  • 4 weeks later...

Edited 

- TA

 

Finally completed that revamp/revision for Dok, getting him ready for SPAAACE.

 

Removed Benefits (Membership [Freedom League Auxiliary]) and (Status [world-famous Science-Hero, former CEO of ArcheTech]), reduced Wealth from 3 to 2.

Removed Connected & Contacts -- I figured those would've been burned post-ArchEvil, and it's not like he could easily call on them when he's out in SPAAACE anyway -- and replaced them with Online Research and Well-Informed.

Also redid his skills a bit, he now has some Knowledge (Earth Sciences), which'll be useful when he's studying alien worlds!

And I've got his Veteran Rewards (using three of 'em!) up, for his revised Utility Belt/Coat and slick new Space Winnebago.

 

His new stats can be seen here, though I can copy/paste to here is preferred.

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Edit Pending information - TA

 

Ok Doing a major overhaul of facsimiles mimicry

 

Going to split it up into

2 ranks of full round action mimicry

4 ranks of move action mimicry which stacks with that.

6 ranks of reaction object mimicry that stacks with both.

 

Intention being that the more action he takes to mimic something the more he gets from it.

 

spending all 8 of my banked points to get that done.

 

the example allocations kinda got messed up by the copy and pasting but if you can get them to stick in the edit happy to keep them as the are.

 

 

Spoiler

 

Facsimile
 

Power Level: 10/11 (202/202PP)
Trade-Offs: Varies
Unspent Power Points: 0

 

In Brief:A young man with the power to mimic the properties of substances he touches, trying to balance his hero work with his home life and schooling

Residence:Freedom city; southside
Base of Operations: Freedom city
Catchphrase: "Lets see what you're made of.", Various material based puns.

Alternate Identity: Alexander Lloydd
Identity: Secret
Birthplace:Freedom city
Occupation: Student
Affiliations: Claremont
Family: Father; Eric Lloydd (48) Mother; Tabitha Lloydd (40) Younger brother; RIchard Lloydd (16) Older Sister Caitlynn Lloydd (24)

 

Description:
Age: 20 (DoB: 14th July 1999)
Gender: Male
Ethnicity: Caucasian.
Height: 5'11 (base)
Weight: 150lbs (base)
Eyes: Grey
Hair: Black,

Alex has a broad and stocky frame much like his construction worker father though he is by no means muscular, keeping his hair short and styled with a side parting.

 

Power Descriptions:
the transformations begin at the point of contact and quickly spread up his form from there in a ripple of light and heat released from the atomic changes as his body assumes the properties of the material touched, All powers have the mutation Descriptor

 

History:
Alexander hadn't planned on being a hero, he'd planned on following in his fathers footsteps and entering the construction business, maybe if he worked hard becoming a foreman, but at no point in time had it entered his mind that he might instead find himself shoulder to shoulder with the spandex phalanx as his father called the various heroes of freedom city, had never even crossed his mind but as someone once said, plans are insulted destinies.

It was not untill a few weeks after his 16th birthday that his latent mutation first manifested, he'd been on site doing work experience at a construction yard when a chain snapped and a girder began a 6 story drop towards him, the world seemed to slow down around him as he watched what he was certain was going to be his very painful death rush towards him, arms raised in what he had passed off as futile defiance of the inevitable even as a strange surge of warmth raced up his legs and over his back, till he saw a white ripple of energy emerge from his sleeves, turning the flesh it passed over grey and numb, he barely had time to acknowledge it before the girder impacted his palms and nearly knocked him to the ground, before simply rolling off a landing on the concrete before him with a thud.

leaving as quickly as it had come Alex found himself returned to his normal appearance in another wave of light and heat and beat a quick retreat home before the construction workers could come and investigate the site.

It was a few days later he received a letter from a Mister Duncan Summers inviting him to Claremont High school on a scholarship, something his middle-class and money concious parents accepted with glee and the rest is as they say, history.

 

Personality & Motivation:
Alex is a well adjusted young man, having been instilled by a strong working ethic by his father and a love of mischief and terrible puns by his mother and older sister, he truely wants to try and make life better for the people around him, though he mainly plans to do this by pushing for the rennovation of the cities poorest and most delapidated areas he can't deny that punching bad guys is a lot more enjoyable

 

Powers & Tactics:
Alex will attempt to mimic a sturdy substance as soon as possible in combat, usually his steel belt buckle or his motorcycle if he happens to be riding it at the time and attempt to pummel his opponents into submission, though he is not above being cunning or sneaky when times call for such he is in his heart of hearts a showman who treats his battles with villainy like wresting matches

 

Complications:
Feet of clay: Alex assimilates most features of the materials he mimics, especially any flaws or drawbacks that might entail such as increased vulnerability to some descriptors or even weakness to substances it might react with.

My brothers keeper:Richard is the only member of Alex's family to be aware of his powers and has since began to put himself into harms way on occasion in the hopes of awakening his own powers in some regard, he also feels jealousy towards his elder brother that occasionally turns to resentment

Secret identity: though only Richard is aware that Alex is also Fascimile his sister Caitlynn has suspicions that he is "up to something!" this is particularly troublesome as she is a intern at the local newspaper and has limited access to the resources it can provide and won't hesisitate to do so if she believes Alex to be in danger or doing something stupid.


Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28PP
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6

-Melee: +10 (6 Base + 4 Attack Focus (Melee))

-Ranged: +6
Grapple: +14
Defense: +10 (6 Base + 4 Dodge Focus), +3 Flat-Footed
Knockback: -2


Saving Throws: 4 + 6 + 6 = 16PP
Toughness: +4 (+4 Con)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 96R = 24PP
Bluff 12 (+14)
Diplomacy 8 (+10)

Drive 8 (+10)
Concentration 12  (+14)

Intimidate 8 (+10)
Knowledge: Physical sciences 4 (+4)
Language 4 (Base: English, German, Romanian, Korean, Spanish)

Medicine 4 (+6)
Notice 12 (+14)
Sense Motive 12 (+14)
Stealth 12 (+14)

 

Feats: 22PP

All-Out Attack
Attack Focus (Melee) 4

Connected
Dodge Focus 4

Equipment 2 (Bought with Silver Reward)

Hide in plain Sight 

Fast task - Feint

Luck 2

Move-by Action

Power Attack

Second Chance (Concentration Checks to sustain powers)

Skill mastery (Medicine, Notice, Sense Notice, Stealth)

Taunt 

Take-down Attack

Teamwork 2

 

Equipment: 2pp = 10ep

 

Motorcycle (9ep)

Defense bonus: +0

Toughness: +8

-Speed 5 (250 mph, 2500 ft per round.)

-STR: 15 (+2)

 

Smart phone (1ep)


Powers: 7 + 8 + 24 + 48 + 1 = 88PP

 

All powers have the mutation and biological descriptors

 

Immunity 7 (Resilient Physiology, Mutation, Immune to Environmental Conditions (All). suffocation (All)) [7pp]
 

Variable 2+4+6 (Deep mimicry); 8pp/rank - All traits Flaws: Action 2 (Full round action), Requires target to mimic, Objects only; 60pp pool) [8pp]

 

Variable 4+6 (Quick Copies); 8pp/Rank - All traits Flaws: requires Subject to mimic From; Objects Only Extras: stacks with (Deep Mimicry); 50pp Pool) [24pp]

 

Variable 6 (Rapid replication); 8pp/rank - All traits Extras: Action 2 (Reaction), Stacks with (Quick copies and Deep Mimicry) 30pp pool) Flaws: Requires subject to mimic, Objects only [48pp]

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch         DC19 TOU                  Damage

Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (24) + Feats (22) + Powers (88)  = 202/202PP

 

 

As requested here are some sample allocations

 

 

Liquid Substance Mimicry

 

 


Enhanced Feats ("Fluid In My Element"; environmental adaptation: Submersed in Liquid Mimicked, Favoured Environment: Submersed in Liquid Mimicked, Instant Up) 3pp

Blast 10 ("Impact bolt"; PF: accurate 2 (+4) Alternate Power 2) 24pp

-AP Trip 10 ("Hydraulic Blast" Extra: knockback PF: Accurate 2 (+4)

-AP Suffocate 10 ("give em a mouthful." PF: Accurate 2 (+4) 

Super Movement ("Water Walking") 2pp

Protection 6 ("surface tension") 6pp

Insubstantial 1 ("Liquid Body") 5pp

40/40pp

 

Summary of changes

Toughness +10

 

Blast 10 +10 DC25 Staged

Trip 10 +10 DC20 Reflex

Suffocate 10 +10 DC20 Fortitude

 

Instant up

Favoured Environment "Submersed in Mimicked Liquid"

Environmental Adaptation ""Submersed in Mimicked Liquid"

 

Ductile Material Mimicry

 

Insubstantial 1 (Malleable body) 5pp

 


Elongation 2( ("Long polymer Chains" 10ft reach 20ft range incr Extra: Action (free)) 4pp
Additional limbs 3 ("pseudopods"; 5 Limbs) 3pp

Snare 10 (""Plastic Wrap" Extra: engulf PF: Alternate Powers 2) 22pp

-AP: Damage 10 ("whipping up a storm") extra Autofire (+1 for every 2 attack roll exceeds defense up to +5)

-AP Damage 10 ("thrash" Area (shapable) 10 5x5ft cubes)

Protection 6 ("Tough Stuff") 6pp

[40/40pp]

Grapple: +14/16/21 (+4 str, +10 Attack bonus melee, +2 elongation +5 additional limbs,)

Summary of changes:

Toughness: +10
Snare Melee +10 DC20 reflex

.

Whipping up a storm Melee +10 DC25 tougness (+1 per 2 points defense is exceeded up to 5 max)
Thrash 10 5'x5' Cubes melee) +10 DC25 toughness.

 

Large Object Mimicry

 

Growth 8 (+16 Str, +8 Con; -2 Attack. -2 Defense Size: Huge) 24pp

 


Protection  4 ("Inorganic Resiliance") 4pp

Super Strength 5 (+25 Strength; Heavy Load: 180 tons; PF: Groundstrike, Superbreath) 12pp

 

Summary of changes

Toughness +12

Fortitude +12

Attack +4 (+8 Melee; +4 Ranged)

Defense +8 (+6 Base -2 Size +4 Dodge focus)

 

Strength: 34 (+12)

Con 26 (+8)

 

Unarmed +8 DC27 Toughness save

 

Dense Material Mimicry

 

Density 6 (+12 Str +3 toughness (impervious),  Weight x 5) [18pp]

    - Super Strength 2 ( +10 Strength; effective Strength 40, Heavy load:  3.2 Tons)

    - Immovable 2  ( - 2 to knockback, +8 to Resist Movement)

   Impervious toughness 7 ( Impervious Toughness) [7pp]

   Protection 3 (+3 toughness) [3pp]

   Speed 4 (100mph 1000 ft per round. PF: Alternate Power 1) [5pp]

    -AP: Leaping 4 ( x25 jumping distance)

  Super Strength 3 (Effective Strength 55 Heavy load; 25.6 Tons PF: Shockwave;(100ft Cone.))[7pp] 

 

Summary of changes

+10 Toughness save (Impervious 10)

+20/25 Grapple w/Super strength and density.)

-10/12 Knockback (w/ Immovable.)

 Unarmed attack +10 DC25 Toughness save.

 Effective strength 55, Heavy load 25.6 tons.

 Shockwave 100ft cone, DC20 Reflex save for half, DC25/20 Toughness save

Edited by Exaccus
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TA Edited

And one tiny edit request for Horrorshow -- to have this added between his FEATS and POWERS section:

 

Enhanced Feats

Accurate Attack (from "Battle Shifting")

All-Out Attack (from "Battle Shifting")

Attack Focus (Melee) 3 (from "Fluid Fighter)

Challenge (Intimidate/Startle at Move Action) (from "Horrific Transformation)

Defensive Attack (from "Battle Shifting")

Dodge Focus 2 (from "Fluid Fighter)

Instant Up (from "Battle Shifting")

Power Attack (from "Battle Shifting")

 

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  • 2 weeks later...

EDITED BY TT

 

Miracle Girl

 

Spent 5 of Casey's PP on skills, adding some new ones and improving a few old ones. I also cleaned up some formatting and edited her fluff.

 

New skills:

Disguise 5

Gather Information 5

Investigate 2
Knowledge (Behavioral Science) 2

Knowledge (Streetwise) 2
 

Old skills:

Languages +1 (Arabic)
Perform (Dance) +1

Swim +2

 

Spoiler

Miracle Girl

 

MissMiracle.jpg  

 

In costume


Power Level: 10/14 (219/227PP)
Tradeoffs: +2 Toughness/-2 Defense
Unspent PP: 8

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

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

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

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

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

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

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

 

After graduating with honors from Claremont Academy, Casey enrolled in the journalism program at Freedom City University. She is also a member of the Pi Epsilon Delta sorority. She has also worked closely with the super-detective Terrifica, and considers her a friend and mentor.


Personality & Motivation:
Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements.

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

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


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


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


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

 

Skills: 128 Ranks = 32PP
Bluff 5 (+10/+14 Attractive/+16 Mimicry/+20 Attractive + Mimicry)
Craft: Structural 2 (+5)
Diplomacy 15 (+17/+21 Attractive) Skill Mastery

Disable Device 7 (+10)

Disguise 5 (+10)

Drive 2 (+5)

Gather Information 5 (+10)

Investigate 2 (+5)

Intimidate 10 (+15) Skill Mastery
Knowledge (Behavioral Science) 2 (+5)

Knowledge (Current Events) 2 (+5)
Knowledge (Earth Science) 2 (+5)
Knowledge (Pop Culture) 2 (+5)

Knowledge (Streetwise) 2 (+5)
Knowledge (Technology) 2 (+5)
Languages 4 (Arabic, ASL, Japanese, Spanish)
Medicine 4 (+5)
Notice 14 (+15) Skill Mastery

Perform (Dance) 2 (+7)

Pilot 3 (+5)

Ride 3 (+5)

Search 7 (+10) Skill Mastery

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

Swim 5 (+7/+15)

 

Feats: 20PP

Attack Specialization 1 (Heatvision)

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

Improved Sunder

Inspire 3
Interpose

Leadership

Luck 1

Precise Shot

Skill Mastery (Diplomacy, Intimidate, Notice, Search)

Takedown Attack

Ultimate Toughness

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

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

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

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

Enhanced Constitution 16 [16PP]

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

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

Feature: Mimicry [1PP]

Immunity 9 (Life Support) [9PP]

Impervious Toughness 8 [8PP]

Protection 2 [2PP]

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

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

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

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


Drawbacks: (-3) = -3PP

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


DC Block


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

 

Abilities 24 + Combat 20 + Saving Throws 17 + Skills 32 + Feats 20 + Powers 104 - Drawbacks 3 = 224/227 Power Points

 

 

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  • 2 weeks later...

CATALYZED by Fox

 

Ok So after some discussion and thought ive decided to go a different direction than in the previous and declined edit request.

 

to summerize.

 

Flawing object mimicry to be a full action to add +24pp for a total of 32pp to spend.

Spending 12pp on Enhanced Strength 12 for 20pp left to spend.

Spending 12pp on enhanced Constitution for 8pp left to spend.

Reducing Fortitude save by 4 and increasing Reflex and will by 2 each (now all +10s) for no change to total pp left to spend.

 

Spending 6pp on Device 2("morphic molecule meteor hammer"; Easy to lose) 2pp left.

 

Buying Teamwork up to 3 for 1pp

and getting 4 ranks of Craft (structural) for 1pp

 

Also now facsimile is PL10-13 (with his mimicry active)

 

 

Spoiler

 

Facsimile
 

Power Level: 10-13 (202/202PP)
Trade-Offs: Varies
Unspent Power Points: 0

 

In Brief:A young man with the power to mimic the properties of substances he touches, trying to balance his hero work with his home life and schooling

Residence:Freedom city; southside
Base of Operations: Freedom city
Catchphrase: "Lets see what you're made of.", Various material based puns.

Alternate Identity: Alexander Lloydd
Identity: Secret
Birthplace:Freedom city
Occupation: Construction Worker 
Affiliations: Claremont (Alumni)
Family: Father; Eric Lloydd (48) Mother; Tabitha Lloydd (40) Younger brother; RIchard Lloydd (16) Older Sister Caitlynn Lloydd (24)

 

Description:
Age: 20 (DoB: 14th July 1999)
Apparent Age: Early 20's
Gender: Male
Ethnicity: Caucasian.
Height: 5'11 (base)
Weight: 150lbs (base)
Eyes: Grey
Hair: Black,

Alex has a broad and stocky frame much like his construction worker father though he is by no means muscular, keeping his hair short and styled with a side parting.

 

Power Descriptions:
the transformations begin at the point of contact and quickly spread up his form from there in a ripple of light and heat released from the atomic changes as his body assumes the properties of the material touched, All powers have the mutation Descriptor

 

History:
Alexander hadn't planned on being a hero, he'd planned on following in his fathers footsteps and entering the construction business, maybe if he worked hard becoming a foreman, but at no point in time had it entered his mind that he might instead find himself shoulder to shoulder with the spandex phalanx as his father called the various heroes of freedom city, had never even crossed his mind but as someone once said, plans are insulted destinies.

It was not untill a few weeks after his 16th birthday that his latent mutation first manifested, he'd been on site doing work experience at a construction yard when a chain snapped and a girder began a 6 story drop towards him, the world seemed to slow down around him as he watched what he was certain was going to be his very painful death rush towards him, arms raised in what he had passed off as futile defiance of the inevitable even as a strange surge of warmth raced up his legs and over his back, till he saw a white ripple of energy emerge from his sleeves, turning the flesh it passed over grey and numb, he barely had time to acknowledge it before the girder impacted his palms and nearly knocked him to the ground, before simply rolling off a landing on the concrete before him with a thud.

leaving as quickly as it had come Alex found himself returned to his normal appearance in another wave of light and heat and beat a quick retreat home before the construction workers could come and investigate the site.

It was a few days later he received a letter from a Mister Duncan Summers inviting him to Claremont High school on a scholarship, something his middle-class and money concious parents accepted with glee and the rest is as they say, history.

 

Personality & Motivation:
Alex is a well adjusted young man, having been instilled by a strong working ethic by his father and a love of mischief and terrible puns by his mother and older sister, he truely wants to try and make life better for the people around him, though he mainly plans to do this by pushing for the rennovation of the cities poorest and most delapidated areas he can't deny that punching bad guys is a lot more enjoyable

 

Powers & Tactics:
Alex will attempt to mimic a sturdy substance as soon as possible in combat, usually his steel belt buckle or his motorcycle if he happens to be riding it at the time and attempt to pummel his opponents into submission, though he is not above being cunning or sneaky when times call for such he is in his heart of hearts a showman who treats his battles with villainy like wresting matches

 

Having learned to increase his physical strength and stamina by drawing energt from his surroundinfs has somewhat slowed the speed at which his mimicry works.

 

After a chance meeting with Doktor Archeville Facsimile came into possession of a Morphing molecule meteor hammer tuned to his own bioelectric field that allows it to transform to match it's welders substance and rotate through various configuration at will.

 

Complications:
Feet of clay: Alex assimilates most features of the materials he mimics, especially any flaws or drawbacks that might entail such as increased vulnerability to some descriptors or even weakness to substances it might react with.

My brothers keeper:Richard is the only member of Alex's family to be aware of his powers and has since began to put himself into harms way on occasion in the hopes of awakening his own powers in some regard, he also feels jealousy towards his elder brother that occasionally turns to resentment

Secret identity: though only Richard is aware that Alex is also Fascimile his sister Caitlynn has suspicions that he is "up to something!" this is particularly troublesome as she is a intern at the local newspaper and has limited access to the resources it can provide and won't hesisitate to do so if she believes Alex to be in danger or doing something stupid.


Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28PP
Strength: 30/18 (+10/+4)
Dexterity: 14 (+2)
Constitution: 30/18 (+10/+4)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6

-Melee: +10 (6 Base + 4 Attack Focus (Melee))

-Ranged: +6
Grapple: +20
Defense: +10 (6 Base + 4 Dodge Focus), +3 Flat-Footed
Knockback: -5


Saving Throws: 0 + 8 + 8 = 16PP
Toughness: +10/+4 (+10/4 Con)
Fortitude: +10/+4 (+10 /4 Con)
Reflex: +10 (+2 Dex, +8)
Will: +10 (+2 Wis, +8)


Skills: 100R = 25PP
Bluff 12 (+14)
Diplomacy 8 (+10)

Drive 8 (+10)
Concentration 12  (+14)

Craft (Structural) 4 (+4)

Intimidate 8 (+10)
Knowledge: Physical sciences 4 (+4)
Language 4 (Base: English, German, Romanian, Korean, Spanish)

Medicine 4 (+6)
Notice 12 (+14)
Sense Motive 12 (+14)
Stealth 12 (+14)

 

Feats: 23PP

All-Out Attack
Attack Focus (Melee) 4

Connected
Dodge Focus 4

Equipment 2 (Bought with Silver Reward)

Hide in plain Sight 

Fast task - Feint

Luck 2

Move-by Action

Power Attack

Second Chance (Concentration Checks to sustain powers)

Skill mastery (Medicine, Notice, Sense Notice, Stealth)

Taunt 

Takedown Attack

Teamwork 3

 

Equipment: 2pp = 10ep

 

Motorcycle (9ep)

Defense bonus: +0

Toughness: +8

-Speed 5 (250 mph, 2500 ft per round.)

-STR: 15 (+2)

 

Smart phone (1ep)


Powers: 6 + 12 + 12 + 7 + 48 + 1 = 86PP

 

All powers but the ball and chain device are mutation Descriptor 


Morphing Meteor Hammer (Device 2) (Technology; Easy to lose 10pp device) [6pp]
Enhanced Feats 10 ("chained weapon"; (Extended Reach 3 [+15 ft.] On unarmed, Improved Critical 2 [18-20] on unarmed, Improved Grab, Improved Grapple, Improved Pin, Variable Descriptor 2 [bludgeoning/piercing/slashing, mimicked substances]) [10/10DP]

 

Enhanced Constitution 12 (+12 CON) [12pp]
 

Enhanced Strength 12 (+12 STR) [12pp]
 

Immunity 7 (enviromental conditions (all), suffocation (all)) [7pp]
 

Object Mimicry 12 (60pp Pool as a full round action Flaws: Action 2 (full)) [48pp]
 

Super-Senses 1 (analytical: Touch) [1pp]

 

DC Block

 

Unarmed Touch DC25 toughness save(Damage)

Morphic Meteor Hammer touch-15ft DC25 toughness save (Damage)

 

Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (25) + Feats (23) + Powers (86)  = 202/202PP

 

Sample allocations

 

Steel mimicry

 

Spoiler

 

Density 6("Heavy metal")[18pp]

+12 Strength (42 (+16) total)

+3 Toughness (+13 total Impervious 3)

+2 Immovable (-15 knockback)

+2 Super Strength (+10 Effective Strength)

Immunity 40("Conductor"; Common effect: Heat/Fire, Common Effect: Electricity)[20pp]

Impervious Toughness 7 ("Extreme Durability")[7pp]

Leaping 1 (x2 Jump distance)[1pp]

Protection 3("Inorganic Resiliance")[3pp]

Speed 1 ("Springy Step" Speed 10mph 100ft a round)[1pp]

Super Strength 4("Dense Metal Muscles"; +20 Effective Strength 72 total Heavy Load: 266 tons; PFs: Ground strike, Shockwave) [10pp]

[60/60]

 

Summary

Str: 42 (+16)

SS: 72; heavy load 266 ton

Toughness: +16 (impervious 10)

Immunity: Heat/fire and Electricity Descriptor effects

Running Jump: 52ft Standing Jump: 26ft High Jump: 13ft

Speed: 10mph 100ft a round

 

DCs

Shockwave: DC28 toughness  130ft cone

Groundstrike DC23 Reflex 130ft radius

Unarmed Touch DC31 toughness save(Damage)

Wrecking Ball touch-15 ft DC31 toughness save (Damage) 18-20 Crit

 

 

 

 

 

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REMOLDED BY TT

 

A minor request for Horrorshow: please swap out his Immunity to Heat (environmental) to an Immunity to Cold (environmental).  I'd meant to make that change before originally submitting him!

 

EDIT: Oh, that's right, I've got six nine unspent points!  Okay, let's just go ahead and give him full life support.

 

Change this

Immunity 8 (adaptive physiology; Critical Hits, Disease, Heat [environmental], Poison, Radiation [environmental], Suffocation 2) [8PP]

 

to this

Immunity 12 (adaptive physiology; Critical Hits, Life Support, Starvation & Thirst) [12PP]

 

Spending 4 points, leaving 2 5 unspent.

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KNIGHTED by Fox

 

Spending the following experience for Kath’lana and boost her to PL 10: 14 PP total

 

2 PP to increase BAB by 1

2 PP to increase BDB by 1
2 PP to increase Con by 2

 

4 PP to skills to add:

8 ranks of Diplomacy

4 ranks of Acrobatics

2 ranks Kn: Galactic Lore

2 ranks Kn: Technology

 

4 PP to Star Knight Armor, which adds 5 device points to be spent as follows:

2 DP to increase Offensive Capabilities (increasing the ranks of the various powers/alts

1 DP to add a rank of Impervious

Will save the other 2 DP for now

 

 

 


Squire Kath’lana (PL 10)

 

Player Name Thevshi
Character Name: Squire Kath'lana
Power Level: 10 (164/171PP)
Trade-Offs: -1 Atk/+1 Damage
Unspent Power Points: 7

 

In Brief:  Felinoid Star Knight in training.

 

Alternate Identity: Kath’lana
Identity: Public
Birthplace: F'terrix Prime
Residence: The Citadel of the Star Knights
Occupation: Star Knight Squire
Affiliations: Star Knights
Family: Deceased

 

Description
Age: 19 (DOB: 2/18/1999 (Terran Calendar))
Apparent Age: 19 (for a F'terrix)
Gender: Female
Ethnicity: F'terrix
Height: 5' 8"
Weight: 150 lbs
Eyes: Green
Fur: Light brown, with black streaks along the back and legs.

 

Like all F'terrix, Kath'lana is a feline humanoid, covered in light brown catlike fur with black streaks along her back and legs.  Her bright green eyes are also catlike, as are her ears.  Like all F'terrix, Kath'lana does not have a tail.

 

Kath’lana’s Star Knight armor is emerald green, similar to her eyes.

 

Power Descriptions:
Kath'lana's Star Knight armor possess similar abilities to other Star Knights, channeling the power of the Star Stone to protect her and provide her with energy weapons, flight and space travel and translating the universe's vast spectrum of means to communicate.  The energy beams and energy claws that her armor forms are bright green in color.

 

History:

While Kath'lana was born on F'terrix Prime, she was still very young when her family moved to colony world along the boarders of Lor Space.  It was there that she grew up, living a quiet and rather peaceful life.  But then the Communion came. 

 

While Kath'lana was among those able to escape the world not everyone on the world was so lucky, including her family.  She became one of the multitude of refugees that were displaced by the war with the Communion.  At only 16, she was still rather young for a F’terrix, but she refused to allow the situation to define her.  When the group of refugees she was with encountered those that tried to prey on those in such desperate conditions, Kath’lana was among those that stood up to fight against them.

 

After the war with the Communion ended, Kath’lana ended up among those settling on Coalition Victory Station, but it was not long before she came to the attention of the Star Knights and was selected by Mentor as a candidate for membership in the Order to help refill the ranks after the losses during the war.  So Kath'lana was taken to the Citadel, where she began her training to become a Star Knight.

 

Personality & Motivation:

Kath'lana is a rather aggressive individual, as might be expected from a being that comes from a race that evolved from predators.  But that aggressive nature has been tempered some by her training on Citadel, and she is learning to take a more measure approach to things. 

While she has seen and experienced terrible things since the Communion attacked her world, Kath'lana still believes in the good of others.  While there were those that tried to take advantage of her and other refuges, there were many more that provided what help and assistance they could.  She has dedicated herself to the Order, so that she may have the power to help those in need like she once was, and to protect those that cannot protect themselves.

 

Powers & Tactics:

When required to fight, Kath'lana typically begins by moving along the perimeter, relying on her energy beams to attack while getting a feel for her opponents.  If an opening presents itself, she will close to use her energy claws for a quick attack, then back off once more to look for another opening. 

 

 

 

 


 


 

Complications:

 

Hunter's Instinct  Her predator instincts can conflict with her responsibilities to protect others, this can cause her to press combat when another course of action might be more appropriate.

 

Distractible  True to her feline nature, when Kath'lana is not in combat, new and interesting things can distract her from her task on hand.

 

Abilities: 0 + 0 + 2+ 4 + 4 + 6 = 16PP
Strength: 10/14/26 (+2/+8)
Dexterity: 10/20 (+5)  
Constitution: 12/16 (+3)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)

 

Combat: 10 + 8 = 18PP
Initiative: +9
Attack: +5; +9 w/ offensive capabilities
Grapple: +6/+12
Defense: +4 base, +9 with Dodge Focus
Knockback: -2/-10 w/Protection

 

Saving Throws: 5 + 4 + 5 = 14PP
Toughness: +11 (+3 Con, +8 Protection) (9 Impervious)
Fortitude: +8 (+3 Con, +5)
Reflex: +9 (+5 Dex, +4)
Will: +7 (+2 Wis, +5)

 

Skills: 48R = 12PP
Acrobatics 8 (+13)
Bluff 6 (+9)

Diplomacy 8 (+10)
Kn: Galactic Lore 6 (+8)
Kn: Technology 6 (+8)
Language 1 (Gal Standard; F'terrix [native])
Notice 5 (+7)
Sense Motive 4 (+6)
Survival 4 (+6)

 

Feats: 7
Dodge Focus 5
Evasion
Improved Initiative

 

Powers: 26 + 72 = 98

 

Container 4.1 (F'terrix traits) (26 AP) [biological] [26 PP]
Enhanced Str 4 {4 PP}
Enhanced Dex 10 {10 PP}
Enhanced Con 4 {4 PP}
Super Senses 3 (extended (hearing); extended (smell); Low-Light Vision) {3 pp}
Speed 2 (1 alt power) {3 pp}
AP: Leaping 2
Strike 1 (claws; Feat: mighty) {2 PP}

 

Star Knight Armor Device 18 (90 DP; Hard to Lose) [technology; cosmic] [72 PP]    

                                                                                                            

Offensive Capabilities  22 PP Array (Power Feats: Accurate 2; Alternate Power 3) {27 DP}
BP: Blast 11 {22/22 PP}
AP: Enhanced Strength 12; Super-Strength 3 (effective Strength 41); Strike 2 (energy claws){20/22 PP}
AP: Snare 11 {22/22 PP}
AP: Nullify Technology 11 (Flaw: Full Action) {22/22 PP}

 

Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP}

 

Enhanced Feat 1 (Quick Change) {1 DP}

 

Immunity 10 (life support; starvation and thirst) {10 DP}

 

Flight 8 (2,500 mph) {16 DP}

 

Protection 8 (Extras: Impervious 10) {18 DP}

 

Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP}

 

Super Movement (Space Travel) 3 ({6 DP}

 

Drawbacks (0)

 

DC Block

 

ATTACK         RANGE            SAVE                           EFFECT

Unarmed          Touch              DC 17 Toughness         Damage(physical)

E. Blast            Ranged             DC 25 Toughness         Damage(physical)

E. Claws           Touch              DC 24 Toughness         Damage(physical)

 

Totals: Abilities (16) + Combat (18) + Saving Throws (14) + Skills (12) + Feats (6) + Powers (98) = 164/171

 

 

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THAT THING WITH THE IMAGINARY FOOD, FROM THE ROBIN WILLIAMS MOVIE'd by Fox

 

Forever Boy

 

Updating Forever Boy's complications and spending his current PP.

 

Please replace what Forever Boy's current complications with these:

 

Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.

 

Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him.

 

To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place.

 

I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger.

 

All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. 

 

All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. 

 

It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky.

 

---

 

Pan has 13PP to spend, and I'll be using those to boost his Illusion array a bit, and changing its name, so to summarize changes:

 

- Rename the power Illusion Array to Trickster Array

- Increase Alternate Power 1 to Alternate Power 3 [2PP], adding Enhanced Charisma as the new BP and another Illusion power

- Increase rank from 3.5 to 9 [11PP]

 

New array below:

 

Trickster Array 9 (18 PP Array; Feats: Alternate Power 3) [21PP] (Pixie Dust, Training)

BPEnhanced Charisma 18 ("Forever Charismatic") {18/18} 

APIllusion 8 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 2) (Area: 25 ft.) {18/18} 

APIllusion 4 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) {18/18}

APObscure 5 ("Hide & Seek"; Affects: Auditory, Visual Senses; Extras: Independent [+0]; Feats: Progression [Area] 2, Selective) (Duration: Independent [18 rounds], Radius: 500 ft.) {18/18} 

 

Updated Ability score and Skills blocks to go with the above:

 

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) / 38 (+14) w. Forever Charismatic

 

Skills: 40R = 10PP
Acrobatics 2 (+7)

Bluff 17Skill Mastery (+22) / (+31 w. Forever Charismatic)

Notice 13Skill Mastery (+14)

Sense Motive 3Skill Mastery (+4)

Sleight of Hand 2 (+7)

Stealth 3Skill Mastery (+8)

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GOLDSMITHED by Fox

 

Going to spend 12 of Veronica’s unspent points as follows:

 

Adding 3 ranks to her device (for 15 DP to be used, but only spending 12 of those and saving the others for now):

 

Gem 1:

Variable Power 1 (6 pt - Skills; Standard Action) {6}

Variable Power 1 (6 pt - Feats; Standard Action) {6}

 

 

 

 


Veronica Danger 

Power Level: 10/12 (201/215PP)
Trade-Offs: None
Unspent Power Points: 14 

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) 

Description:

Age: 16
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.  

History: 

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. 

Complications:
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. 
You are late for your one o’clock meeting!  As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule.   

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
Attractive
Artificer
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
Jack-of-all-Trades
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 + 28 +4 = 81 

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 7 (35 active points; hard to lose) [28 pp]
Protection 5 {5}
Enhanced Defense 3 {6}
Enhanced Save: Willpower 4 {4}
Enhanced Save: Fortitude 3 {3}
Enhanced Save: Reflex 2 {2}
Gem 1:
Variable Power 1 (6 pt - Skills; Standard Action) {6}
Variable Power 1 (6 pt - Feats; Standard Action) {6} 

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

Stats 40 + Combat 22 + Saves 12 + Skills 28 + Feats 18 + Powers 81 = 201/215

 

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ARCHIMEDES'd by Fox

 

Time to big update Fulcrum! This is more-or-less what I want crunch wise. I'm still working on the fluff.

 

May I have these changes please?

 

Changelog: 8 + 6 + 0 + 2 + -5 + 10 = 21 pp

Drawback: -7 pp to -5 pp

23/23 pp spent

246/246 pp total

 

Abilities: 8 pp

2 pp: +2 Intelligence (to 16)

4 pp: +4 Wisdom (to 18)

2 pp: +2 Charisma (to 16)

 

Fulcrum's mentals were always a bit low. The intervening years have allowed her to develop intellectually as her superhuman body matured. Plus, frankly, she has learned a great deal.

 

Combat: 6 pp

2 pp: +1 rank Base Attack

4 pp: +2 ranks Defense

 

Relying a little less on combat feats.

 

Skills: 2 pp (+18 ranks – 10 ranks = 8 ranks)

+2 ranks Craft (Artistic) (to 10 (+13))

+2 ranks Diplomacy (10 (+13))

+9 ranks Intimidate (to 15 (+20, +2 Growth))

+1 rank Knowledge (Art) (to 7 (+10))

-4 ranks Knowledge (Business)

-6 ranks Knowledge (Pop Culture)

+2 ranks Notice (to 10 (+14)

+2 ranks Sense Motive (to 10 (+14))

 

General upgrade and clean up of her skills. Business and Pop Culture didn't really come up and were redundant with Eidetic Memory. The rest represent continued refinement of her existing skill sets.

 

Feats: -5 pp (-1 pp Veteran Reward)

-1 pp: remove 1 rank Attack Focus

-2 pp: remove 2 ranks Attack Specialization (Heat Vision)

-2 pp: remove 2 ranks Dodge Focus

 

-1 pp: remove 1 rank Equipment (5 EP Veteran Reward), Equipment 0 remains

 

Shifted some points into Combat making some Attack and Dodge Focus redundant. Dropped the Heat Vision all together as it did not fit her.

The Veteran Reward Equipment rank represented Interceptors Shared Equipment. She no longer has access to said gear. Nonetheless, if the rank is needed, I am happy to contribute it.

 

Powers: -1 + 5 + 2 + -5 + 4 + 5 = 10

-1 pp: remove Feature 1 (Teleport Beacon)

5 pp: add 5 ranks Impervious Toughness

2 pp: add Power Feats: Persistent, Regrowth on Regeneration

-5 pp: remove Super Senses 5

4 pp: add Super-Strength 1 (PF: Countering Punch, Freeze Breath)

5 pp: add 3 ranks Terminus Array (11 to 14): +6 pp Array -1 pp Healing -2 Immovable +2 pp Penetrating = 5 pp

Remove Healing

Remove Immovable/Unstoppable

Remove Power Feats: Countering Punch, Freeze Breath, Heat Vision, Shockwave from Super Strength

Add DAP: Penetrating (Unarmed) (Extra: Vampiric +1)

Alternate powers increased to appropriate ranks.

 

I've really had to hone in what I wanted from Fulcrum. Before I used a grab-bag approach from the paragon archetype. Finally, the solution came to me. Fulcrum is a no-nonsense melee paragon: no Heat Vision, no Super Senses, just raw close-range POW. She takes big hits and dishes them right back out. I could still see her stunting a Blast of some sort. Likely this would be quite draining and rarely attempted, hence the Extra Effort.

 

The Feature is a remnant from her days as an Interceptor.

 

Healing has been swapped out for Vampiric Penetrating keyed to her strength. This combo was inspired by Geez3r's work on nigh-unstoppable characters. The idea was that the vampiric would keep them in the fight for long periods. As for the combo, Fulcrum focuses her Terminus energy such that she can disrupt and consume barriers with her bare hands. Much like how her metabolism slowly consumes matter and energy.

 

Drawbacks: -5 pp

 

Weakness (Energy absorbed by daka crystals, Frequency: Uncommon -1, Intensity: Moderate -1, -1 Dexterity per minute -3) [-5PP]

 

I love the Daka Crystal weakness. The mechanics, however, never really gelled for me. Shaen suggested many a moon ago to note that her Healing wouldn't work on the Con drain. Still I felt like it was missing something. That's when I read the Beast of Kilimanjaro. Its weakness was perfect and fit Fulcrum's flavor very well! She's essentially the Tin Man. Drain energy from her and she becomes sluggish. Drain enough energy and she locks up.

 

Honestly? This weakness is one of the few things that scares her. She's still conscious even as a statue. And in a Beast-esque prison, she could be trapped there a long, long time.

 

I hope everything is copacetic. Thank you for the big update!

 

Spoiler

Abilities: 32 + 2 + 36 + 6 + 8 + 6 = 90PP
Strength: 50 (+20)
Dexterity: 12 (+1)
Constitution: 50 (+20)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 16 + 16 = 32PP
Initiative: +1
Attack: +10 Melee, +7 Ranged (+8 Base, -1 Size)
Grapple: +34 (+10 Melee, +20 Str, +4 Size)/+48 (+14 Max. Super-Strength)
Defense: +10 (+8 Base, +3 Dodge Focus, -1 Size), +3 Flat-Footed
Knockback: -21 (-15 Imp. Toughness, -2 Toughness, -4 Size)/-36 (+15 Max. Immovability)


Saving Throws: 0 + 4 + 10 = 14PP
Toughness: +20 (+20 Con [Impervious 15])
Fortitude: +20 (+20 Con, +0)
Reflex: +5 (+1 Dex, +4)
Will: +14 (+4 Wis, +10)


Skills: 64/64R = 16PP
Craft (Artistic) 10 (+13)
Diplomacy 10 (+13)
Intimidate 15 (+20, +2 Growth)
Knowledge (Art) 7 (+10)
Languages 2 (English [Native], German, Persian)
Notice 10 (+14)
Sense Motive 10 (+14)
Stealth 0 (-3, -4 Size)
 


Feats: 15PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 3
Dodge Focus 3
Eidetic Memory
Fearless
Interpose
Move-By Action
Power Attack
Takedown Attack
Ultimate Save (Toughness)



 

Powers: 2+13+12+15+3+4+35=84PP (All powers have the Terminus descriptor)

Flight 1 (10 mph/100 feet) [2PP]

Growth 4 (Large; Extras: Continuous +1; Flaws: Permanent -1; Power Feats: Innate) [13PP]
Growth Modifiers (+8 Strength, +4 Constitution, +5 ft Speed, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidate, Space 10 ft, Reach 10 ft, +5 Str Carrying Capacity, -4 Knockback)
 

Immunity 12 (Aging, Life Support, Sleep, Starvation/Thirst) [12PP]

Impervious Toughness 15 [15PP]

Regeneration 1 (True Resurrection 1/week; Power Feats: Persistent, Regrowth) [3PP]

 

Super-Strength 1 (Power Feats: Countering Punch, Freeze Breath [Snare = Str bonus]) [4 pp]

Terminus Array 14 (28 points; Power Feats: Alternate Power [Dynamic] 3, Dynamic) [35PP]

DBP: Flight 14 (Flight 15 [500,000 mph/5,000,000 feet] total maximum) [28PP] (Slip through Space)

DAP: Penetrating (Unarmed) 14 (Extra: Vampiric +1) [28pp] (Fundamental Discohesion)

 

DAP: Quickness 14 (x50,000) (Extra: Linked: Speed 14 [250,000 mph/2,500,000 feet]) [28pp] (Entropic Acceleration)

DAP: Super Strength 14 (total effective Str 130; Heavy Load 800,000 tons) [28pp] (Power of the Void)


Drawbacks: -5PP

Weakness (Energy absorbed by daka crystals, Frequency: Uncommon -1, Intensity: Moderate -1, -1 Dexterity per minute -3) [-5PP]


DC Block:


ATTACK        RANGE        SAVE     EFFECT
Unarmed       Touch        DC35     Toughness (Staged) Damage (Physical)
Freeze Breath 200-ft. cone DC30     Reflex (Staged) Snare




Abilities (90) + Combat (32) + Saving Throws (14) + Skills (16) + Feats (15) + Powers (84) - Drawbacks (5) = 246/246 Power Points

 

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ADAPTED by Fox

 

Dirge

 

Error:

 

Please correct the Toughness save and Knockback Resistance on his sheet. They should read "Toughness: +14/+8 (+8 Con, +6 Force Field)" and "7/4".

 

Slight re-tool:

 

He has 2PP free.

 

Please drop his Charisma from "14 (+2)" to "10 (+0)".

 

That frees up 4PP, for 6PP total unspent.

 

Please drop his 5 ranks in Notice. Shift one rank to Perform (Oratory), changing it to "4 (+4)", and drop the other 4 ranks completely.

 

That frees up 1PP, for 7PP total unspent.

 

Please drop his Environmental Adaptation feat.

 

That frees up 1PP, for 8PP total unspent.

 

Please spend the 8PP to add two ranks to his Device, and change it to the following:

 

Device 3 (15PP Container [Passive, Permanent], Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology)

 

Environment Control 1 (Light [Level 1], Area: 5ft radius, Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity], Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology)

Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity], Extras: Linked [Environment Control, Immunity]) [4PP]

Immunity 9 (Life Support, Extras: Duration [Continuous], Linked [Environment Control, Features], Flaws: Action [Move]) [9PP]

 

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  • 2 weeks later...

DYNAMIZED by Fox

 

U.F.O.

 

Going to spend 5PP on making U.F.O.'s Sybsystems Array dynamic, as so:

 

Subsystems Array 8.5 (17PP Array; Feats: Alternate Power 4, Dynamic Alternate Power 5[26PP] (Reserve Power, Technology, Additional descriptors for each)

DBPImpervious Toughness 10 ("All Power To Shields") [10PP] +  Immunity 5 ("Radiation Shields"; Options: Damage Type: Radiation[5PP] {15/17PP} (Electromagnetic Energy)

DAPConcealment 8 ("Stealth Suite"; Options: All Visual Senses, All Audio Senses, All Radio Senses, Feats: Close Range) {17/17PP} (Stealth Field) 

DAPCommunication 16 ("Radio Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Radio)

DAP: Datalink 16 ("Data Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Data)

DAPFlight 17 ("All Power To Engines"; Flaws: Distracting) (Stacks with Flying Saucer) (Flight Speed: 25,000,000 mph, 200,000,000 ft./rnd, aka near lightspeed) {17/17PP}

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  • 2 weeks later...

Fire walk with me'd - Durf

 

Mister Strix:

 

Hex is using 8PP of my veteran reward. Strix will use the remaining 7PP.

Please remove Strix's current Equipment, and replace it with the following:

 

The Twilight Lodge (Headquarters) [35EP = 7PP]

Power Level: 13
Size: Large Exterior (500ft, Mansion) / Huge Interior (1,000ft, Castle) [3EP]
Toughness: 10 [1EP] (Descriptors: Magically Warded and Ectoplasm-Reinforced Structure)
Features: [31EP]
Concealed 3 (+20 DC) (Descriptors: Magical Perception Filter, Unholy Aura)
Defense System 2 (Descriptors: Ghosts, Zombies)

Dimensional Portal (Hell)

Dual Size (Descriptors: Interdimensional Structure)

Feature: Secret Sewer Entrance
Fire Prevention System
Garage
Gym
Holding Cells 2 (Toughness 15, Nullify 10) (Descriptors: Magically Warded and Ectoplasm-Reinforced Dungeon)
Library
Living Space 2 (Masterwork)
Personnel (Descriptors: Undead Servants)
Pool
Powers 7 (182PP)
Power System (Descriptors: Hellfire Furnace)
Security System 3 (DC30) (Descriptors: Magical Wards)
Self-Repairing (Descriptors: Ectoplasm-Infused Structure, Undead Servants)
Workshop (Artificer/Ritualist)


Powers: [PL13 x 2 = 26PP per rank, x7 ranks = 181/182PP]
Concealment 3 (ESP effects, Mental-type senses, Extras: Duration [Continuous], Flaws: Limited [Observers outside the clubhouse can use ESP effects and Mental-type senses to perceive the exterior of the clubhouse, but not the interior, and vice versa], Permanent) [3PP]
Features 1 (Temporal Inertia) [1PP]

Immunity 1 (Mister Strix's Vampiric Aura) [1PP]

Nullify 10 (All Insubstantial, Super-Movement [Dimensional Travel], and Teleport effects of any descriptor, Extras: Action 3 [Reaction], Effortless, Range [Perception], Flaws: Limited [Only counters attempts to enter or exit the clubhouse]) [62PP]

Obscure 7 (Sense Types: All, Area: 500ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial Concealment, Range [Touch], Uncontrolled) [7PP]

Psychomancy 23 (46PP Array, Feats: Alternate Power 3) [49PP]

Base PowerMind Reading 10 (Extras: Action [Standard], Mental, Flaws: Limited [Probe], Feats: Subtle) [11PP]

Alternate PowerEmotion Control 10 (Extras: Area [General, Burst], Mental, Selective, Flaws: Limited [Fear], Feats: Progression [Area Size] 3 [500ft radius]) [33PP]

Alternate PowerIllusion 10 (Sense Types: All, Extras: Selective, Flaws: Phantasm, Feats: Progression [Area Size] 6 [500ft radius]) [46PP]

Alternate PowerTeleport 10 (Extras: Duration 2 [Continuous, no action needed to keep portals open], Portal, Flaws: Action 2 [Standard Action to open or close a portal], Limited [Short-Range Jumps, 1,000ft], Limited [To/From points inside the building], Feats: Change Direction, Insidious, Progression [Portal Size] 2 [25ft], Subtle) [25PP]

Super-Senses 13 (Normal Vision, Extras: Counters Concealment, Counters Illusion, Counters Obscure [All Descriptors], Penetrates Concealment, Flaws: Limited [Inside the building]) [7PP]

Transform 10 (Memory Alteration, Extras: Action 3 [Reaction], Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Limited [Memory alteration is limited to erasing or distorting memories of the clubhouse interior], Limited [The clubhouse will only alter a target's memory when they are leaving the building], Feats: Subtle) [51PP]

 

Link to comment

Complicated - Durf

 

Salvo

 

Changes

  • Added
    • Complications -> Added From Shadows to Light
  • Change
    • Bellios Device -> Weapons Suite Array -> Damage 10 (Flamethrowers/Hellfire) -> Change Descriptors (Water) to Descriptors (Magic)
  • Remove
    • Second picture
    • Bellios Device -> Sensory Suite Array -> Super-Senses 9 (Radar) -> Remove Analytical [+1]
Spoiler

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10/11 (187/189PP)
Trade-Offs: -5 Attack / +5 Damage, -4 Defense / +4 Toughness
Unspent Power Points: 2


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

 

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

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

 

Description:Capture.PNG.fa352a13a1c9479eee332d450a9e79c5.PNG
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.

 

History:

Seek Knowledge. Wield Power.

 

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

 

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

 

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

 

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

 

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

 

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

 

She was 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.

 

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

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. It is power and she sometimes becomes heedless when wielding it as the usage intoxicates her, damn the consequences. (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.

 

From Shadows to Light: Bound to her in spirit and fate, Bellios appears whenever Nicole has need of him. It steps from the unseen places into reality but only when nothing can witness its coming. This could leave Nicole vulnerable when she is unable to escape hostile attention or even render assistance as Salvo when under the curious eyes of innocent bystanders.

 

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, the personality of her machine bleeding into her thoughts and deeds. 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 interfere 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 occurrences, 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 + 4 = 10PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +18/4/0
Defense: +6/3 (+4/2 Base, +2/1 Dodge Focus), +3/1 Flat-Footed
Knockback: -7/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +14/5 (+5/0 Con, +4 Protection or +5 Forcefield)
Fortitude: +12/0 (+5/0 Con, +7[Bellios])
Reflex: +5/-1 (-1 Dex, +6[Bellios])
Will: +7/0 (+0 Wis, +7[Bellios])

 

Skills: 88R = 22PP

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 (Behavioral Science) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: (Cosmology) 4 (+11)SM

Knowledge (Earth Science) 1 (+8)

Knowledge (History) 3 (+10)

Knowledge (Life Science) 1 (+8)
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: 16PP
Artificer

Benefit (Wealth)

Dodge Focus
Eidetic Memory

Equipment 2
Inventor

Luck

Online Research

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

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

Well-Informed

 

Equipment: 10EP

Artificer and Ritualist Tools [Masterwork] [1EP]

Laptop [Masterwork] [2EP]

Multi-tool [1EP]

Taser (Stun 5; Electricity; Flaws: Limited [5 Uses]; Feat: Extended Reach 2 [10 feet]; Drawback: Full Power) [6EP]

 

 

Powers: 3 + 3 + 125 + 2 = 133PP

 

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.

         Super-Senses 5 (Visual [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+0), Accute (+0), Analytical (+1), Ranged (+0)]; Darkvision [+2]) {5/5}

 

Bellios 31 (Battlesuit, Magical, Tech; 155DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [125PP] (152/155 DP spent)

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

 

           Protocol Sy 10.6 (53PP Container) [53DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defense 2) [4DP]

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

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

                       Enhanced Feats 7 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Dodge Focus, Improved Initiative, Power Attack, Skill Mastery [Craft (Artistic); Knowledge (Cosmoloy, Physical Sciences, Technology)]) [7DP]

 

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

 

           Hexagrammic Paneling 3.6 (18PP Container) [18DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 9 [9DP]

 

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

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

                      Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {10/11}

                      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 2) [16DP]

                      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 6) [46DP]

                      BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action(Full); Feats

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

                      Dazzle 6 (Visual and Auditory; Extras: Area [General, Burst], Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full);

                      Feat: Affects Insubstantial 2) {20} = {38/40}

                      AP: Damage 1 (Close Quarters Combat Engine; 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: Snare 11 (Containment Foam; Extras: Regenerating; Flaws: Limited [5 times a day]; Feats: Accurate 2, Affects Insubstantial 2,

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

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

                      AP: Damage 10 (Flamethrowers/Hellfire; Extras: Area [General, Cone], Vampiric; Feats:

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

                      AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range(ranged); Flaws: Distracting; FeatsImproved Critical 2 [18-20],

                      Precise Shot 2, Split Attack, Variable Descriptor [Energy/Magic]) {36/40}

                      AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range(ranged)Feats: Accurate 2,

                      Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Progression [2 boxes per rank]) {38/40}             

            

Magic 1.5 (3PP Array; Flaws: Unreliable) [2PP]

           Dazzle 1 (Visual + Auditory) [3AP]

 

Drawbacks: -2 + -1 + -3  = -6PP

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

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

Normal Identity -3PP (Frequency: Common; Intensity: Moderate)

 

DC Block

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

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

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

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

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (16) + Powers (133) - Drawbacks (6) = 187/189 Power Points

 

Totals:

Equipment: 10 EP

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

Bellios Armor: Device 31 (155) = 152/155 Device Points

 

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Edited - Durf

Bombshell

 

Add 1 PP to Skills:

Skills: 140R = 35PP

Acrobatics 13 (+20) Skill Mastery

Bluff 13 (+20) Skill Mastery

Disable Device 13 (+15) Skill Mastery

Disguise 13 (+20) Skill Mastery

Escape Artist 13 (+20) Skill Mastery

Gather Information 3 (+10) Skill Mastery

Investigate 5 (+7)

Language 5 (English [Native], French, German, Polish, Russian, Spanish)

Notice 8 (+10) 

Perform (singing) 5 (+12)

Search 8 (+10) Skill Mastery

Sense Motive 8 (+10)

Slight of Hand 8 (+15)

Stealth 13 (+20) Skill Mastery

 

Add 4 PP to Feats under Benefits

Feats: 31 PP
Benefit: Wealth 3, Status: Fame, Status: Veteran (British Forces; DBE), Alternate Identity x 2

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