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Character Edits 2019


Tiffany Korta

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Edited by TT

 

Changes

  • Remove
    • Age (not Birthday) so I don't need to update that every year
    • Feat: Benefit (Wealth)
    • Complications -> A Parallel Path, Father Dearest, The Sins of Family, The Gift of Blood, This Magic of Mine
    • Bellios Device -> Weapons Suite Array -> Snare 11
    • Drawback: Disability
  • Changed
    • In Brief
    • Residence, Base of Operations, Birthplace, Affiliations
    • Physical Description
    • Skill Point distribution to better reflect her experiences
    • Device 1 (Wheelchair) -> Device 1 (Bracelet)
    • Formatting in Bellios Device
    • Bellios Device -> Servo-Dynamos -> Corrected Super-Strength from 16-46 to 18-48
    • Bellios Device -> Weapons Suite Array -> Close Quarters Combat Engine to Iron Grip
  • Added
    • Complications -> Her Own Brand of Magic, Her Own Brand of Science, Zenith Touched
    • Bellios Device -> Weapons Suite Array -> Snare -> Flaws: Limited (5 times a day)
    • Bellios Device -> Weapons Suite Array -> Damage 10 -> Feats: +2 Knockback
Spoiler

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10/11 (188/189PP)
Trade-Offs: -5 Attack / +5 Damage, -4 Defense / +4 Toughness
Unspent Power Points: 1


In Brief: Genius technomage finding her place in the many worlds she touches

 

Residence: Riverside, Downtown Freedom City
Base of Operations: Freedom City
Catchphrase: "Locked on... And firing."

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: OR, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfields, Halls, Leons
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: 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 is sleek and painted like a high-quality sportscar. 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, now it sports a cleaner silhouette, all sharp angles and chrome-plated armor. When in use, its form is often disrupted by the many weapon systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that pop out from underneath the surface when she uses them. Because so many things are crammed into it, the armor is bulkier than a normal full-plate of armor would 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:
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.

 

Her Own Brand of Magic: Though versed in the fundamentals of magic and other branches, Nicole is one of a new kind of practitioners in technomagic. She takes traditional ritual- and artifact-making and adapts them to the modern world. She uses magic to get better results in  something she could achieve through technology alone or to achieve a result from an angle technology could not.

 

Nicole's magical tradition trends towards the Hermetical, the alteration of reality through rituals and runes. If the GM feels that the ritual or artifact Nicole is creating does not skew towards the Hermetic then the DC of tests may be increased. If Nicole is not creating technomagic with her ritual or artifact then the DC of the test may increase.

 

The DC increase depends on how far from these results and applications Nicole's rituals and artifacts are.

 

Her Own Brand of Science: Nicole is an engineer through and through, but she is also versed enough in the theorethical side to be thought of as a physicist. As a scientist and engineer both she has dedicated herself to the study and creation of energy sources and all its applications. The machinery and computer systems she knows best help her in this endeavor.

 

If the GM feels Nicole is not hewing to her specialization they may increase the DC of her skills. The increase depends on how far from her specialization Nicole is using her skills for.

 

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.

 

Zenith Touched: Her legs were changed. Fixed in observable ways but there is more to reality than the mere physical. Her psyche flits from memory to memory and sometimes she cannot distinguish if her legs are able or not. In her everyday this proves to be no problem. She is clumsy with her feet and that is all. But her missteps are more pronounced in stressful situations.

 

Of course, the magical aspect of her previous to paralysis still lingers.

 

At any time, the GM may choose to have Nicole make a Concentration roll against a DC 10 Trip Action or be considered Prone. They may also choose to make her oppose a DC 15 Check or have Drawback: Disability (Paraplegic) added for more long-lasting effects.

 

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: +23-17 (Servo-Dynamos + Weapons Suite Array [Iron Grip])/13-7 (Servo-Dynamos)/3 (Nicole)
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 3 (+3)

Concentration 3 (+3)
Computers 5 (+12)SM

Craft (Artistic) 3 (+10)SM

Craft (Chemical) 5 (+12)
Craft (Electronic) 6 (+13)
Craft (Mechanical) 6 (+13)

Craft (Structural) 5 (+12)SM

Diplomacy 3 (+3)
Disable Device 4 (+11)

Intimidate 12/0 (+12/0)SM
Knowledge (Arcane Lore) 7 (+14)

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) 2 (+9)

Knowledge (Life Science) 1 (+8)
Knowledge (Physical Science) 5 (+12)SM
Knowledge (Technology) 6 (+13)SM

Knowledge (Theology and Philosophy) 4 (+11)

Language 2 (English, French, Spanish)

Notice 8/4 (+8/+4)SM

Search 3 (+10)SM

Sense Motive 2 (+2)


Feats: 15PP
Artificer

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 (Bracelet, Tech, Easy-to-Lose; 5DP; Extra Effort [Device]

[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, Easy-to-Lose; 5DP; Extra Effort [Device]

[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), Accurate (+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] (151/155 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 [Computers, Intimidate, Notice,  Search]) [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), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {10/11}

                      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 18-48, Heavy Load ~400 lbs-~12 tons) {0-12}

 

           Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 5) [45DP]

                      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 5 [15 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); Feats: Affects Insubstantial 2) {20} = {40/40}

                      AP: Enhanced Strength 8 (Iron Grip; Flaws: Limited [Only when in a grapple]; Feats: Chokehold, Improved Grab, Improved Grapple) {7/40}

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

                      AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; FeatsAffects Insubstantial 2,

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

                      AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range(ranged); Flaws: Distracting; Feats:

                      Improved 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: -1 + -3  = 4PP

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 (15) + Powers (133) - Drawbacks (4) = 188/189 Power Points

 

Totals:

Equipment: 10 EP

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

Bellios Armor: Device 31 (155) = 151/155 Device Points

 

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Alright, noticed a big error on my part in Corona's sheet - I've treated Impervious on her protection as a Power Feat instead of an Extra.

 

To rectify this:
 

Bonuses

  • Dropping Base Defence from 7 to 6, freeing up 2 PP
  • Combat is now 28 PP

Feats

  • Change Dodge Focus 3 to Dodge Focus 4 to keep Defence Bonus at 10, costing 1 PP
  • I found out Assessment is basically useless, so could we change that to Skill Mastery and tag Perform (Strings), Perform (Singing), Knowledge (Streetwise) and Knowledge (Arts)?
  • Feats are now 11 PP

Powers

  • Removing Immunity (Fire Damage), freeing 5 PP
  • Changing Protection 7's Power Feat: Impervious to Extra: Impervious, bringing the cost to 14 PP instead of 8 PP.
  • Powers are now 53 PP

Combat DCs

  • This is just minor one, but Supernova Goes Bop's DC is marked as DC 25. It should be DC 27, as it is Strike 12.

 

That should fix that little mistake, there.

 

Oh, and as a fluff thing, she got a job with Lynn Epstein, so could you change her occupation from Delivery Worker to Retail Employee, please?

 

Edited by TT

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EDITED BY TT

 

At the risk of being super-annoying, I'd like to do an edit to Watchdog's sheet. 

 

Change her Device to 

Device 1 (Leather Jacket, 5PP, Flaw: Hard to Lose) [4PP] 

Enhanced Feats 2 (Second Chance 2 [vs. ballistic, vs. piercing]) [2DP] 

Feature 1 (Cellphone) [1DP] 

Protection 2 [2DP] 

 

(This doesn't change her Toughness any.) 

 

Change her Equipment 1 allotment to 

Tonfa (Damage 3, PFs: Masterwork, Mighty) [5EP] 

 

That puts her attack with the Tonfa at +15 and gives it a Tou Save DC Block of 18. 

 

Replace Daystar's Obscure power with 

 

AP: Damage 7 (infrared, Extra: Aura [+3], PF: Subtle) [28/28] 

 

That'll give her a Tou DC Block of 22. 

 

 

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EDITED BY TT

 

Hello! I would like to make final tweaks to Fulcrum please.

 

Attributes: -6 pp (240/250)

-2 Intelligence (16 to 14)

-2 Wisdom (18 to 16)

-2 Charisma (16 to 14)

 

Combat: -2 pp (238/250)

-1 rank Defense (+8 to +7)

 

Saves: 2 pp (240/250)

+2 ranks Will (+3 Wis +12 Base = +15)

 

Skills: -1 pp, 60/60 ranks, (239/250)

+3 ranks Craft (Artistic) (13 ranks, +15)

+3 ranks Diplomacy (13 ranks, +15)

-15 ranks Intimidate (0 ranks)

+1 rank Knowledge (Art) (8 ranks, +10)

+1 rank Languages (3 ranks, English [Native], Galstandard, German, Persian)

+2 ranks Notice (12 ranks, +15)

+1 rank Sense Motive (11 ranks, +14)

 

Feats: 3 pp (242/250)

- All-Out Attack

+ Environmental Adaptation (Zero G)

+ Improved Initiative (+1 to +5)

+1 rank Dodge Focus (4 ranks total)

+1 rank Luck (1 rank total)

 

Powers: 11 pp 251/250

+ Power Feat: Moving Feint on Flight 1 [1PP]

+ Power Feats: Shockwave, Strike of Valor on Super Strength 1 [2PP]

+ Flaw: Carrying Capacity Only -1 on Super Strength 1 [-1PP]

+ Alternate Power 1, SM Space Travel 3 on Super Strength [1PP]

Spoiler

 

Super-Strength 1 (Flaw: Carrying capacity only -1; Power Feats: Countering Punch, Freeze Breath [Snare = Str bonus], Shockwave, Strike of Valor [Vampiric], Alternate Power 1) [6PP]

AP: Super Movement (Space Travel) 3 (Intergalactic, Drawback: Only in space -1) [5PP]

 

 

+ Super Senses 6 (Extended Hearing 2 [1000 ft increments], Extended Vision 2 [1000 ft increments], Ultra Hearing, Low-Light Vision) [6PP]

- DAP: Penetrating (Unarmed) [-2PP]

+ New DAP on Terminus Array: Drain (Toughness) 20 (Channel the Terminus; Extras: Affects Objects +1, Ranged +1; Flaws: Distracting -1, Action (Full Round) -1; Power Feats: Accurate 2, Affects Incorporeal, Improved Range 3 [2000 ft increments] , Precise, Slow Fade 1 [1 min]) [28PP] [2PP]

 

Drawbacks: -1 pp (250/250)

 

Weakness (Energy absorbed by daka crystals, Frequency: Uncommon -1, Intensity: Moderate -1, -1 Dexterity per round -4) [-6PP]

 

 

This should be about the final build for Fulcrum. I've been waffling on how to proceed. I wanted the paragon-y blast back, and this version is very much her "Ultimate". Like Supes, she will almost never use this against a living being. Cutting and manipulating materials perhaps. I will be updating the fluff as such. If this is an issue, please let me know.

 

May I have these edits please? Thank you very much!

 

Spoiler

Abilities: 32 + 2 + 36 + 4 + 6 + 4 = 84PP
Strength: 50 (+20)
Dexterity: 12 (+1)
Constitution: 50 (+20)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 16 + 14 = 30PP
Initiative: +5
Attack: +10 Melee, +7 Ranged (+8 Base, -1 Size)
Grapple: +34 (+10 Melee, +20 Str, +4 Size)/+48 (+14 Max. Super-Strength)
Defense: +10 (+7 Base, +4 Dodge Focus, -1 Size), +3 Flat-Footed
Knockback: -21 (-15 Imp. Toughness, -2 Toughness, -4 Size)


Saving Throws: 0 + 4 + 12 = 16PP
Toughness: +20 (+20 Con [Impervious 15])
Fortitude: +20 (+20 Con, +0)
Reflex: +5 (+1 Dex, +4)
Will: +15 (+3 Wis, +12)


Skills: 60/60R = 15PP
Craft (Artistic) 13 (+15)
Diplomacy 13 (+15)
Knowledge (Art) 8 (+10)
Languages 3 (English [Native], Galstandard, German, Persian)
Notice 12 (+15)
Sense Motive 11 (+14)
Stealth 0 (-3, -4 Size)
 


Feats: 18PP
Accurate Attack
Attack Focus (Melee) 3
Dodge Focus 4

Eidetic Memory

Environmental Adaptation (Zero G)
Fearless

Improved Initiative
Interpose

Luck 1
Move-By Action
Power Attack
Takedown Attack
Ultimate Save (Toughness)



Powers: 3+13+12+15+3+6+6+35=93PP

(Descriptor: Cosmic [Terminus])

Flight 1 (10 mph/100 feet; Power Feat: Moving Feint) [3PP]

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 Senses 6 (Extended Hearing 2 [1000 ft increments], Extended Vision 2 [1000 ft increments], Ultra Hearing, Low-Light Vision) [6PP]

 

Super-Strength 1 (Flaw: Carrying capacity only -1; Power Feats: Countering Punch, Freeze Breath [Snare = Str bonus], Shockwave, Strike of Valor [Vampiric], Alternate Power 1) [6PP]

AP: Super Movement (Space Travel) 3 (Intergalactic, Drawback: Only in space -1) [5PP]

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

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

DAP: Drain (Toughness) 20 (Channel the Terminus; Extras: Affects Objects +1, Ranged +1; Flaws: Distracting -1, Action (Full Round) -1; Power Feats: Accurate 2, Affects Incorporeal, Improved Range 3 [2000 ft increments] , Precise, Slow Fade 1 [1 min]) [28PP]

 

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

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

 


Drawbacks: -6PP

Weakness (Energy absorbed by daka crystals, Frequency: Uncommon -1, Intensity: Moderate -1, -1 Dexterity per round -4) [-6PP]


DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC35 Toughness (Staged) Damage (Physical)
Drain Ranged DC 30 Fortitude (Staged) Drain (Toughness)
Freeze Breath 200-ft. cone DC30 Reflex (Staged) Snare



Abilities (84) + Combat (30) + Saving Throws (16) + Skills (15) + Feats (18) + Powers (93) - Drawbacks (6) = 250/250 Power Points

 

 

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Upgrade Complete - Durf

 

Justice

 

UPDATED BASED ON PM!

 

To accomodate the mistake, this should be the new Justice Driver device:

 

Device 5 ("Justice Driver"; 25PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use], Subtle; Drawbacks: Normal Identity [Free Action]) [20PP] (Invention, Technology)

 

With the Normal Identity drawback, Justice will still need to use the free action to actually activate the armor. Without the armor, she is PL6 offensively, PL7 defensively, so I hope that'll work.

 

So, update following that:

 

First, a small fix: The color of hair and eyes have been switched around! Please update to:

Eyes: Green
Hair: Dark brown

 

Then, time to spend PP and update PL!

 

Please increase PL to 10

 

Increasing the rank of the Justice Driver device from 5 to 9, spending 16PP, which should leave me with 1PP left. Spendings for the Justice Driver device at rank 9 as below:

 

---

Device 9 ("Justice Driver"; 45PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use], Subtle; Drawbacks: Normal Identity [Free Action]) [36PP] (Invention, Technology)

  • Armor Change Array 17 (34PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [35PP] (Z-Space)
    • BPAlternate Form 6.8 ("Justice Armor"; 34PP Alternate Form) {34/34PP}
      • Damage 10 ("Justice Kick"; Feats: Knockback, Mighty) [12PP] (Bludgeoning Damage Type)
      • Enhanced Feats 2 (Attack Focus [Ranged]+2[2PP]
      • Enhanced Stats 4 (Strength+4) [4PP]
      • Enhanced Trait 8 (Attack Bonus+4) [8PP]
      • Enhanced Trait 4 (Defense Bonus+2) [4PP]
      • Protection 4 [4PP]
    • APAlternate Form 6.8 ("Stealth Armor"; 34PP Alternate Form) {34/34PP}
      • 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 Feats 8 (Attack Focus [Ranged] 6, Dodge Focus 2) [8PP]
      • Enhanced Trait 4 (Defense Bonus+2) [4PP]
      • Protection 2 [2PP]
      • Super-Movement 3 (Trackless, Wall-Crawling 2) [6PP]
    • APAlternate Form 6.8 ("Blaster Armor"; 20PP Alternate Form) {34/34PP}
      • Blast Array 7 (14PP Array, Feats: Alternate Power 1) [15PP]
        • BPEnhanced Blast 6 ("Enhanced Justice Shot"; Stacks with Justice Shot to Blast 11; Feats: Homing, Incurable) {14/14PP} (Impact Damage Type) 
        • AP: Obscure 7 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent) {14/14PP} (Smoke)
      • Impervious Toughness 10 [10PP]
      • Leaping 3 ("Jump Jets") [3PP]
      • Protection 6 [6PP]
  • Enhanced Feats 1 (Improved Initiative) [1PP]
  • Enhanced Stats 4 (Constitution+4) [4PP]
  • Enhanced Traits 5 (Fortitude Save+3, Reflex Save+2) [5PP]

---

Which gives the following updated Combat, Saving Throws and DC blocks:

 

 

Combat: 8 + 8 = 16PP
Initiative: +2 / +6 (+4 Improved Initiative from Justice Driver)
Attack: +4 Base, Justice Armor [+8 Melee (+4 Base, +4 Enhanced Attack), +13 Ranged (+4 Base, +5 Attack Focus, +4 Enhanced Attack), +15 Justice Buster (+4 Base, +5 Attack Focus, +2 Attack Specialization, +4 Enhanced Attack)], Stealth Armor[+4 Melee (+4 Base), +13 Ranged (+4 Base, +3 Attack Focus, +6 Enhanced Attack Focus), +15 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +6 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, Justice Armor [+10 (+4 Base, +4 Dodge Focus, +2 Enhanced Defense), +3 Flat-Footed], Stealth Armor [+12 (+4 Base, +4 Dodge Focus, +2 Enhanced Defense, +2 Enhanced Dodge Focus), +3 Flat-Footed]

Grapple: +4, Justice Armor [+6 (+4 Base Attack, +2 Strength)]
Knockback: -2 (TOU 4/2), Justice Armor [-5 (TOU 10/2)]Stealth Armor [-4 (TOU 8/2)], Blaster Armor [-4 (TOU 8/2)]


Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+2 Con, +2 Defensive Roll) / Justice Armor [+10 (+4 Con, +2 Defensive Roll, +4 Protection)]Stealth Armor [+8 (+4 Con, +2 Defensive Roll, +2 Protection)]Blaster Armor [+12 (+4 Con, +2 Defensive Roll, +6 Protection)]
Fortitude: +5 (+2 Con, +3) / +10 (+4 Con, +3, +3 Enhanced Trait) [w. Justice Driver]
Reflex: +8 (+2 Dex, +6) / +10 (+2 Dex, +6, +2 Enhanced Trait) [w. Justice Driver]
Will: +8 (+2 Wis, +6)

 

DC Block

Name

Armor

Range

Save

Effect

Attack Bonus

Unarmed

All

Touch

DC15 TOU (staged)

Damage

+6

Unarmed

Justice

Touch

DC17 TOU (staged)

Damage

+8

Justice Shot

Justice, Stealth

50 ft.

DC20 TOU (staged)

Damage

+15

Justice Shot

Blaster

50 ft.

DC20 TOU (staged)

Damage

+9

Enh. Justice Shot

Blaster

110 ft.

DC26 TOU (staged)

Damage

+9

Justice Kick

Justice

Touch

DC27 TOU (staged)

Damage

+8

 

 

Thank you!

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Exemplared by TT

 

Phalanx

Times change and one must change with the times and all.

 

Fluff  

Alternate Identity: Mike Albright now

Occupation: Elementary Teacher

Add Nicholson School to Affiliations

Add Alex Albright(Wife) to Family

 

Add to History:

Update 07/2019:  Mike has graduated with a bachelors in Education and Childhood Development and now works as a teacher at the Nicholson School, Usually Kindergarten and occasionally higher grades when a student or class might need his skills (or more likely durability) more.  He has wed his long time sweetheart Alexandra Albright and taken her name putting more strain on his secret identity as she is already well known as the Heroine Psyche.  It is only a matter of time before that secret is out and it may be an open secret to everyone else already.  

 

Add to Personality and Motivation:

Update 07/2019:  Mike has finally hit his stride with a balance in his life and work as a Hero and grown into a self assured and confident man in both parts of his life.  He's devoted to giving back to the community that has helped him to grow and of course still to defending those weaker than himself.  He no longer feels he stands in the shadows of the heroes of yesteryear but knows now he and the others of his generation reach high standing on their shoulders.  He knows his powers and prowess draw comparisons to The Centurion and understand the responsibility that comes with that.  He's now willing to shoulder that responsibility and be part of that symbol and legacy with the others following in earth's mightiest heroes footsteps.

 

 

Complications:

Remove overbooked

remove "Add his parents to responsibilities as they are potential targets for enemies"

Responsibility should read:

Responsibility:  Alex (Psyche) and his family as well as his students and too the school  particularly when working.

Add:

Legacy:  Following in the footsteps of the Centurion is no easy task, enemies may target him to prove their worth and he must constantly be the kind of example and symbol of hope the original Centurion came to be.

 

Cronch

 

Skills:

Drop Craft(Structural) 1 (-1sp)

reduce profession from 5 to 4 and add focus:  Profession(Teacher) +4 (-1sp)

Replace with  Knowledge(Behavioral Sciences) 2 (+2sp)

 

Feats:

Reduce Luck to 4 (-1PP)

Add Benefit(Legacy: Centurion) (+1PP

 

Powers:

Reduce Flight to rank 1 (-2PP)

Reduce Impervious Toughness to 10 (-2PP)

Reduce Space Travel to 1(Interplanetary) (-2PP)

Reduce super senses Hearing extended to 4 20 miles (-1PP)

Reduce Super Senses Vision extended to 4 20 miles (-1PP)

 

Rework Paragon Array:

Bring Quickness and Speed into the same array slot as linked Quickness+Speed (-2 PP for one less DAP)

Use PP from above to increase the array to rank  17 and increase each slot to rank 17 to use those points.

 

Reworked array in spoiler tag:

Spoiler

Paragon Array 17 (34pp; Power Feats: Dynamic, Dynamic Alternate Power x3) [41pp]

DBEFlight +17 (to Flight 2 [25 mph / 250 feet per Move Action] to 18 [5 Million MPH / 5 Million feet per Move Action]) {2-34PP, 0-34 left to allocate}

DAPImmovable 17 (Extras: Unstoppable) {2-34PP, 0-34 left to allocate}

DAPQuickness + Speed 17 (rank 1 [x2; 10MPH] to 17 [x500,000; 2.5 Million MPH]) {2-34PP, 0-34 left to allocate}

DAPSuper Strength 17 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 18 [str 108, 136 w/ Enhanced Str]) {2-34PP, 0-34 left to allocate}

Powers PP cost line becomes: 29+30+3+9+1+10+41+2+1+4+10+4 = 144pp

 

Final costs remain unchanged.

 

Overall idea is to bring skills more in line with his day job and his focus more to earth and Sol System now that we have dedicated Space! heroes so operational scale is moved to a more localized scale with less space flight, and extended senses.  And to add the benefit/complication for legacies that TA has been suggesting.

 

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SWEET DREAM'D by TT

 

Sandman  

Some updating needed but it also looks like some of his total may be off as well.

 

Abilities

+6 intelligence (6pp)

+4 charisma (4PP)

totals = 0 + 6 + 8 + 6 + 10 + 4 = 34

current cost is 24 but listed at 26 on the bottom of the page so his available PP is under by 2

 

Skills 

+ 24 skill points/6 PP 

Add Diplomacy 3 (+5)

Add Intimidation 3 (+5)

Knowledge (Arcane Lore) +5  to 12 (+15)
Knowledge (Behavioral Sciences) +4 to  7 (+10)
Knowledge (Cosmology) + 5 to  12 (+15)
Knowledge (Life Sciences) +4 to  7 (+10)

Total to 64R = 16PP

 

Powers 

Add Feature 1(Special Effect: Otherworldly Presence; Dramatic wind that affects only him able to float slightly off the ground echoed speech) [1PP]

totals 64 + 6 + 1 + 1 + 9 + 10 + 4 + 9 = 104PP

 

Final Totals:  Totals: Abilities (34) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (8) + Powers (104) - Drawbacks (0) = 190/190 Power Points

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INITIATED by TT

 

Ouroboros  

 

Power level: 12 (232/232PP)

Fluff 

 

Height: 6'1"

Weight:  180lbs.

 

History:   

Add

Update 07/2019:  Having completed both his education at Claremont and the tutelage of Phantom Ouroboros has been elevated to replace the former in her role as Chosen of Heshem and Guardian of hte Void with Phantom stepping into the role of Master mage.   He has grown as a magician and his knowledge of hte arcane and other dimensions has few rivals.  The young Dhampir has embraced this new role with zeal while putting his own mark on the duties of extra-dimensional protector.  His personal life has grown as well as he has made allies both among his fellow former students he might call upon in times of need and closer relations with other heroes as well particularly the returned Set.

 

Powers and Tactics:

replace with:

Huang is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has developed several abilities of his birthright. As yet his Vampiric abilities are a lesser part of his arsenal but they serve as a dangerous surprise for any foe that makes the mistake of thinking him helpless without access to his spells.

In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and utilize his magic to arm and hinder his foes or aid his allies.  If cornered he'll try to escape either with mist form or attempting to flee to the void.  He will use terrain and his abilities to control and move about the battlefield to his advantage and to disorient his enemies.

 

Complications:

Add

Chosen:  Being the Chosen of Heshem makes Ouroboros a target for those seeking to influence across the barriers between worlds.  It also means he must put those duties ahead of many others, despite what his wishes might otherwise be.  (Gain HP for being targeted when not the primary threat or when his duties demand he take actions for the good of the dimensions that may interfere with other goals in a thread.)

 

Crunch

 

Abilities:  2PP

add +2 wisdom (2PP)

totals go to 16 + 6 + 16 + 6 + 8 + 6 = 58PP 

 

Saves: 3PP

Add +3 to will  [+12 (+4 Wis, +8) (3PP)

totals go to 0 + 0 + 8 = 8PP

 

skills: 1PP

Remove 1 rank from concentration, Notice, and Sense Motive all become 8 (+10) with wisdom change.  This gains 3 available skill ranks

apply those ranks to languages for Languages 7 (English[Native], Cantonese, Mandarin, Latin, Old Slavic, Ancient Egyptian, Atlantean, Lemurian)

Add 2 ranks to diplomacy making it 3 (+6, +10 Attractive) (0.5PP)

Add 2 ranks Gather Information 2 (+5) (0.5PP)

 

Feats: 2PP

Add Skill Mastery (Bluff, Diplomacy, Knowledge: Arcane, Knowledge: Cosmology) (1PP)

Add 1 rank Luck (1PP)

 

Powers: 4PP

 

Magic Array - Remove drawback must speak and gesture (2PP) 

 

Cantrips Variable - Remove drawback must speak and gesture (2PP) 

 

totals will be  4 + 8 + 10 + 35 + 7 + 10 + 3 + 5 + 18 = 100PP 

 

 

Final totals will be:  Abilities (58) + Combat (28) + Saving Throws (8) + Skills (27) + Feats (11) + Powers (100) - Drawbacks (0) = 232/232 Power Points

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ADVENTURED by TT

 

Ace Danger 

 

Skills 12 ranks 3 PP (totals to 108 ranks = 27PP)

reduce bluff to 15 (-3 sp)

add Perform:  Acting 3 (+10) (3sp)

add Perform: Dance 3 (+10) (3sp)

add Perform: Singing 3 (+10) (3sp)

add Perform: Oratory 3(+10) (3sp)

add Drive 1 (+5) (1sp)

add Pilot 1 (+5) (1sp)

add Ride 1 (+5) (1sp)

 

Feats 11PP  (totals to 56)

add Inspiration 5 (5PP)

add Leadership (1PP)

add Teamwork 3 (3PP)

add Fast Taunt (1PP)

add Fast Feint (1PP)

 

14PP total spent

 

final totals Totals: Abilities (68) + Combat (24) + Saving Throws (10) + Skills (27) + Feats (56) + Powers (48) - Drawbacks (0) = 233/233PP

 

 

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Enhanced By Durf

 

Please use the 1PP of Equipment Dead Head is investing in the Twilight Lodge (the HQ is on Mister Strix's sheet) to add the following Feature:

 

Communications (Feats: Dimensional 3 [Any/All]) (Descriptors: Interdimensional Ghost-Phone)

 

That'll cost 4EP. The Lodge will have 1EP unspent for now.

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BEAR'd by Fox, ahead of queue due to PL cap concerns.

 

If you could please update Jack's sheet it would be appreciated. 

 

-Under Description I realized I wrote his DOB wrong. It should be September 9, 2000. His Residence is now in Southside.

 

-It was brought to my attention that his damage levels are too high for a PL10. To rectify this I'd like to adjust his Alternate form container as follows:

Change:

 Enhanced Feat (Improved Critical 2) [2PP]

 Damage 0 (Claw Strike; Extras: Penetrating 5; Feat: Mighty 1) [6PP]
       

Remove:

AP: Damage 2 (Claw Swipe; Extra: Area, Cone; Feats: Mighty 1, Progression Decrease Area 1 [10']) [6/8]

 

Add:

Enhanced Feat (Takedown Attack) [1PP]

 

This should hopefully rectify the power caps and retain the point count of the container.

 

-In addition with PP from posting I'd like to add these two feats to his feat section:

Startle

&

All Out Attack

 

 

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Mostly'd by Durf (PM sent to player)

Ok so some more edits for facs!

 

Removing the attack focus Melee 4 for +4pp

 

Then spending 8PP spare to increase base attack from +6 to +10

 

And grabbing the following Feats. 

 

Improved Trip

Improved Throw

Challenge - Fast Trip

 

Thanks!

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Arsenal'd By Durf

 

Archer

 

Spending that sweet 5PP on some more tools.

 

First, 2PP on Will Save +2

 

Then, 3PP on updating his Bow and Arrowsto rank 5. That gives me 5DP to spend on the bow, which I use to update the arrows array to have Alternate Power 11, adding 5 more arrows. Updated Bow and Arrows device and DC block below. Added the 5 APs beginning with Dazzle 6, and I made a small fix to the Hail of Arrows Blast, replacing the power feat Improved Range 2 with the more appropriate Progession [Increase Area] 2

 

Device 5 ("Bow and Arrows"; 25PP Container; Flaws: Easy-To-Lose) [15PP] (Technology)

Arrows 7 (14DP Array; Feats: Alternate Power 11[25PP] (All Technology with additional descriptors)

BPBlast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Variable Damage Type)

APBlast 3 ("Piercing Arrow"; Extras: Penetrating 6, Feats: Improved Range 2, Mighty 3) {14/14DP} (Piercing Damage Type)

APBlast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; FeatsProgression [Increase Area] 2Flaws: Range [Touch]) {14/14DP} (Piercing Damage Type)

APDamage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Mighty) [9DP] + Enhanced Trait 5 (Improved Critical [Bow Smack] 2, Improved Pin, Improved Trip, Stunning Attack) [5DP] {14/14DP} (Bludgeoning Damage Type)

APObscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Smoke)

APSnare 6 ("Net Arrow"; Feats: Improved Range 2) {14/14DP} 

APSuper-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP}

APDazzle 6 ("Flashbang Arrow"; Options: Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Light)

AP: Stun 6 ("Stun Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) (14/14DP) (Electricity)
AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) (14/14DP)

APBlast 6 ("Thermite Arrow"; Feats: Improved Range 2; Extras: General Area [Burst];  Flaws: Action [Full Round]) {14/14DP} (Ballistic Damage Type)

APDrain 6 ("Hypodermic Arrow"; Options: Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP}

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC18 TOU (staged)

Damage

+10, Crit 18-20

Standard Arrow

300 ft.

DC21 TOU (staged)

Damage

+14, Crit 18-20

Piercing Arrow

300 ft.

DC21 TOU (staged)

Damage, Penetrating 6

+14, Penetrating 6, Crit 18-20

Hail of Arrows

60-300 ft. cone

DC21 TOU (staged)

Damage

+14, Crit 18-20

Bowsmack

5 ft.

DC25 TOU (staged)

Damage

+10, Crit 18-20

Net Arrow

300 ft.

DC16 REF (staged)

Fail: Entangled
>5: Bound/Helpless

+14, Crit 18-20

Flashbang Arrow

300 ft.

DC16 REF (staged) / DC16 FORT (staged)

Blinded

+14, Crit 18-20

Stun Arrow

300 ft.

DC16 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+14, Crit 18-20

Bolas Arrow

150 ft.

DC16 STR/DEX (worse)

Tripped, Knockback

+14, Crit 18-20

Thermite Arrow

300 ft., 30 ft. area

DC16 REF (staged)

Reduce damage effect to DC18

Area, Crit 18-20

 

 

DC21 TOU (staged)

Damage

Crit 18-20

Hypodermic Arrow

300 ft.

DC16 FORT (staged)

Drain one save (TOU/REF/FORT/WILL)

+14, Crit 18-20

 

 

Thank you!

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Tentaculared by TT

 

Octoman:

 

Please change the veteran status in the subject line from "Gold" to "Platinum".

 

Changed the combat traits from 12/8 to 10/10.

 

Unspent: 2PP

Dropped 2 ranks from Attack Focus (Melee). (+2)

Dropped 2 ranks from Dodge Focus. (+2)

Dropped Second Chance (Computers). (+1)

Dropped 4 ranks from Enhanced Dexterity. (+4)

Unspent: 11PP

Increased Reflex save by 2. (-2)

Added one rank of Defensive Roll. (-1)

Increase the Enhanced Skills from 12 ranks to 20 ranks. (-2)

Increase the "Octopus Power" array from rank 13 (26PP) to rank 16 (32PP). (-6)

 

Shuffled a couple of skill ranks around.

 

Please change the "Tradeoffs" at the top of the sheet from "None (At PL10: +2 Attack / -2 Damage, +2 Defense / -2 Toughness)" to just an unqualified "None".

 

Here's the new crunch half of the sheet, from "Abilities" on down:

 

Spoiler

 

ABILITIES 24PP

Strength: 30/14 (+10/+2), 50/14 Lifting (Heavy Load: 12 tons / 175 lbs.)

Dexterity: 30/14 (+10/+2)

Constitution: 26/14 (+8/+2)

Intelligence: 16 (+3)

Wisdom: 10 (+0)

Charisma: 16 (+3)

 

 

COMBAT 16PP

Initiative: +10/-2 (+10/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened)

Attack: +10 Melee (+4 Base, +6 Attack Focus [Melee]), +4 Ranged (+4 Base)

Grapple: +34/+12 vs one target, +30/+12 vs multiple targets (+10 Melee Attack, +10/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +4 Super-Strength)

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback Resistance: 5/2, 4/1 Flat-Footed

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch*

DC25 Toughness (Staged)

Damage (Physical)

Mass Tentacles

Touch/Area

DC20 Reflex

Bound (Helpless)

Ink Spray

Touch +20ft

DC20 Reflex

Dazzle Olfactory + Visual

 

 

DC20 Fortitude

Recover

Venomous Bite

Touch

DC20 Fortitude (Staged)

Slowed/Paralyzed

*Up to 250ft with Elongation.

 

 

SAVING THROWS 10PP

Toughness: +10/+4 (+8/+2 Con, +2 Defensive Roll), +8/+2 Flat-Footed

Fortitude: +8/+2 (+8/+2 Con, +0PP)

Reflex: +12/+4 (+10/+2 Dex, +2PP)Evasion

Will: +8 (+0 Wis, +8PP)

 

 

SKILLS 56R = 14PP

Acrobatics 3 (+15/+5)

Bluff 15 (+18)Taunt

Computers 15 (+18)

Disguise 0 (+3, +8 or +48 with Morph)

Escape 0 (+16/+2, Automatic with Insubstantial)

Knowledge (Pop Culture) 7 (+10)

Knowledge (Technology) 2 (+5)

Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish)

Notice 5 (+12/+5)Deafened

Search 2 (+10/+5)

Stealth 2 (+15/+4)

Swim 2 (+15/+4)Swimming

 

 

FEATS 21PP

Attack Focus (Melee) 6

Chokehold

Defensive Roll (+2 Toughness)

Dodge Focus 6

Grapple Finesse

Luck 3

Online Research

Taunt

Well-Informed

Enhanced:

Environmental Adaptation (Underwater)

Evasion

Improved Initiative

 

 

POWERS 97PP

 

Concealment 2 (Normal Vision, Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting)

 

Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness)

 

Enhanced Dexterity 16 (Feats: Evasion, Improved Initiative) [18PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes)

 

Enhanced Skills 20 (Acrobatics 2, Notice 7, Search 5, Stealth 3, Swim 3) [5PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses)

 

Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting)

 

Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands)

 

Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting)

 

Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP]

 

Base Power: [4PP]

Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Alternate Power: [4PP]

Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Octopus Power 16 (32PP Array, Feats: Alternate Power 4) [36PP]

 

Base Power: [5 + 3 + 16 + 8 = 32PP]

 

Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Strength 16 [16PP] (Descriptors: Mutation, Super-Strength)

 

Super-Strength 4 (Lifting Strength: 50, Heavy Load: 12 tons) [8PP] (Descriptors: Mutation)


Alternate Power: [26 + 6 = 32PP]

 

Dazzle 10 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [26PP] (Descriptors: Ink Spray, Mutation)

 

Obscure 3 (Sense Types: Olfactory + Visual, Area: 25ft radius, Extras: Independent, Total Fade [6 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [6PP] (Descriptors: Ink Cloud, Mutation)

 

Alternate Power: [6 + 24 = 30PP]

 

Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting)

 

Morph 8 (9, +45 Disguise, Any Form) [24PP] (Descriptors: Mutation, Shapeshifting)

 

Alternate Power: [32PP]

Paralyze 10 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [32PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom)

 

Alternate Power: [32PP]

Snare 10 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 250ft]) [32PP] (Descriptors: Mutation, Tentacles)

 

Regeneration 1 (Recovery 1 [+9], Feats: Regrowth) [2PP] (Descriptors: Mutation)

 

Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers)

 

Super-Senses 5 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [5PP] (Descriptors: Mutation, Suckers)

 

 

Abilities (24) + Combat (16) + Saving Throws (10) + Skills (14) + Feats (21) + Powers (97) - Drawbacks (0) = 182/182 Power Points

 

 

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Polarized by TT

 

Giving Gauss a PL up to 8.

 

Combat (2pp)

+1 Base attack 

 

Skills (2pp)

+8 ranks Sense Motive

 

Feats (4pp)

+1 Dodge Focus

+2 Precise Shot

+1 Teamwork

 

Powers

+1 Force Field (1pp)
+3 Magnetic Control (6pp)

A) Changed which was the base power and which the alternate, added Indirect, Precise, and Split to Move Object, Penetrating to ranks 1-4 of her Blast.  Also cleaned up her powers' source from genetic to mutant, as per the "Descriptors and you" thread.  No real change beyond, "Yeah, that looks more like a power source/descriptor typical of the setting".

 

Spoiler

Powers: 8 + 5 + 2 + 22 = 37PP

All powers magnetic, Mutant

Flight 4 (Magnetic Flight) 8PP

Force Field 5 (Magnetic Force Shield) [5PP]

Magnetic Control 10.5 (Feats: Alternate Power) [22PP]

Base Power Move Object 9 (Magnokinesis; Feats; Indirect, Precise, Split-Attack; Extras: Range [Perception]; Flaws: Metal Only) {21/21}

}Alternate Power: Blast 8 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]; Extras: Penetrating (Ranks 1-4)) {21/21}

 

Super Senses 2 (Detect Metals [Mental Detect Metals]) 2PP

 

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EMBRACED by TT

 

Mister Strix:

 

Please change the veteran status in the subject line from "Gold" to "Platinum".

 

Please add "Twilight Lodge" to his tags.

 

Please spend all of his open 4PP on 16 Skill ranks, 8 normal and 8 Enhanced:

Normal:

+1 Intimidation

+7 Knowledge (Streetwise)

Enhanced:

+2 Intimidation

+2 Notice

+2 Search

+2 Sense Motive

Please also move one normal skill rank from Stealth to Notice, and one Enhanced rank from Notice to Stealth, as follows.

 

Spoiler

 

SKILLS 32R = 8PP

Craft (Culinary) 1 (+5)

Handle Animal 0 (-)

Intimidation 1 (+13/+5, +15 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) 11 (+15)

Knowledge (Theology & Philosophy) 1 (+5)

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

Medicine 5 (+8)

Notice 1 (+12/+4)

Ride 0 (-)

Search 0 (+12/+4)

Sense Motive 0 (+12/+3)

Stealth 0 (+15/+2)

 

Enhanced Skills 40 (Intimidation 8, Notice 8, Search 8, Sense Motive 9, Stealth 7, 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][8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice)

 

 

Please retool his Super-Senses as follows. This includes dropping the Extended extras, and adding Postcognition (which was removed from the array, see below) and Ultra-Hearing. This will not change the total cost of his Super-Senses power.

 

Spoiler

Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, 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)

 

Please retool his Vampire Power array as follows, combining multiple separate APs together. This will not change the total cost of the array.

 

Spoiler

 

Vampire Power 8 (16PP Array, Feats: Alternate Power 4) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead)

 

Base Power: [16PP] (Additional Descriptors: Blood Divination, Blood Drain, Euphoria)

Drain Constitution 8 (Extras: Linked [Mind Reading, Nauseate], Flaws: Limited [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]

Mind Reading 8 (Extras: Action [Standard], Linked [Drain, Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple) [2PP]

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


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: Super-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: [7 + 2 = 9PP]

 

Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Feats: Selective, 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]) [7PP] (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: [15PP] (Additional Descriptors: Mist Form)

Flight 2 (25MPH, 250ft per Move Action, Extras: Linked [Immunity, 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]

Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP]

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


Alternate Power: [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic)

Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Action [Full], 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]) [6PP]

Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Action [Full], Distracting, Sense-Dependent [Visual]) [8PP]

 

 

Here is a new DC chart for the "Combat" section reflecting the changes:

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC23 Toughness (Staged)

Damage (Physical)

Claws/Fangs

Touch

DC25 Toughness (Staged)

Damage (Physical, Lethal, Incurable)

Blood Drain

Touch/Grapple

DC18 Fortitude*

Drain Constitution*

 

 

Opposed Will vs +8**

Mind Reading

 

 

DC18 Will (Staged)**

Sickened/Nauseated/Incapacitated

Glimpse of The Abyss

Touch/Area (Visual Perception)

DC18 Reflex

Avoided

 

 

DC18 Will (Staged)

Shaken/Frightened/Panicked

Hypnotic Eyes

Perception (Visually Sense-Dependent)

Opposed Will vs +8**

Mind Controlled

 

 

DC18 Will**

Transformed (Memory Altered)

Psychic Invisibility

Personal

DC18 Will***

Total Concealment from all non-Mental type senses

*This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save.

**Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. This effect has one static DC and one DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one.

***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses.

 

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SEISMOGRAPH'd by Fox

 

For Volcanic

 

Update the current Tremor Sense:

  • Super Senses (Tremorsense (Tactile); Ranged [2]) [2PP]

To: (+12 PP)

 

Super Senses (Tremorsense (Tactile); Accurate [0], Acute [0], Analytical [2], Radius [0], Ranged [2], Counters Illusion, Concealment [4], Penetrates Concealment [4], Extended Range 2 [2] ) [14 PP]

 

Please remove 'Newly Empowered' and 'Semi-Controlled' from her complications and add the following:

 

Responsibilities: Leilani has connections now. The Freedom League gave her a new start on her new life and she owes a debt that can never be repaid. She had friends, and relationships and family that she'll protect as well as duties to a team to uphold.

 

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REANIMATED by Fox

 

A slight change for Dead Head: please change the AP on his "Undead Body" power from this

 

AP: Leaping 1 (tireless limbs; x2: running long jump 34 ft., standing long jump 17 ft., high/vertical jump 8 ft.) {1} plus Speed 2 (tireless limbs; 25 mph) {2} plus Super-Strength 1 (tireless limbs; effective STR 29 [Heavy Load: 1,400 lbs.]) {2} {1+2+2=5/5}

 

to this

 

AP: Speed 1 (tireless limbs; 10 mph) {1} plus Super-Strength 2 (tireless limbs; effective STR 34 [Heavy Load: 2,800 lbs.]) {4} {1+4=5/5}

 

This would cause a change to one of his Combat scores, from this

 

Grapple: +16, +17 w/ Shovel or Tireless Limbs, +18 w/ both

 

to this

 

Grapple: +16, +17 w/ Shovel, +18 w/ Tireless Limbs, +19 w/ both

 

Thanks!

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RESKINNED by Fox

 

First edits for Eel!

 

3PP on skills:

 

Adding 3 ranks of Profession: Bartender

+5 ranks of Bluff

+2 ranks of Sense Motive

+2 ranks of 

First edits for Eel!

 

3PP on skills:

 

Adding 3 ranks of Profession: Bartender

+5 ranks of Bluff

+2 ranks of Sense Motive

+2 ranks of Sleight of Hand

 

4PP on Powers, representing Eel discovering that there is more to the Eelskin than meets the eye! This converts it from Equipment to a Device.

 

Eelskin (4PP Device)

Morph 4 (+20 Disguise, Flaws: Limited [Clothing Only])[4PP]

Protection 1[1PP]

 

EDIT: And yes, please make the picture less gigantic!

 

Quote

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The Eel

Power Level: 7 (112/112PP)
Tradeoffs: -3 Toughness/+3 Defense 
Unspent PP: 0
In Brief: Amnesiac former Labyrinth agent with induced mutations
Identity: Unknown
Birthplace: UK?
Occupation: Bartender, Club Maxx nightclub
Affiliations: The Labyrinth (former)
Family: Unknown

 

Description:
Age: Mid-twenties?
Gender: Female

Ethnicity: Caucasian
Height: 5’6”
Weight: 125 lbs.
Eyes: Brown
Hair: Brown with blonde highlights

 

The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it. She has recently discovered her suit can mimic other styles of clothing.

 

History:

A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's something very bad, and must atone for it; to this end, she will help those she encounters in any way she can.

 

Thanks to the help of a few new friends, she now has a job working as a bartender at Club Maxx, a heavy metal nightclub in the Meadows. She's not making much money, but she's starting to develop contacts.

 

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Though she doesn't remember it, the Eel was created by the Labyrinth, who very much want to reacquire their property, as she is one of their most valuable assassins,  representing a considerable investment.

 

Personality & Motivation:

Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes.

 

Powers & Tactics:

There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like.

 

Complications:

I Don't Remember, I Dont Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place.

 

I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life,  or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees.

 

Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK.

 

You're A Bloody Ghost!: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult.

 

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Find Her, Now!: If the Labyrinth ever finds her location, they will be very motivated to catch their little lost fish.

 

Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP
Strength: 12 (+1)
Constitution: 16 (+3)
Dexterity: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)

 

Combat: 6 + 8 = 14PP
Initiative: +6 (+6 Dex)
Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged
Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs])
Defense: +10 (+4 Base, +6 Dodge Focus)
Knockback: -1/-2

 

Saves: 0 + 4 + 1 + 4 = 9PP
Toughness +4 (+3 Con, +1 Protection from Eelskin)
Fortitude +7 (+3 Con, +4)
Reflex +7 (+6 Dex, +1)
Will +6 (+2 Wis, +4)

 

Skills: 52R = 13PP

Acrobatics 4 (+10)

Bluff 6 (+10)

Diplomacy 1 (+5)

Disable Device 4 (+5)

Disguise 0 (+4, +24 from Morph)

Escape Artist 0 (+6, +12 w/ Elongation)

Gather Information 1 (+5)

Notice 6 (+8)

Profession: Bartender 3 (+5)

Sense Motive 8 (+10)

Sleight of Hand 4 (+10)

Stealth 4 (+10)

Swim 11 (+12)

 

Feats: 4 + 1 + 6 + 1 + 1 + 1 = 14PP

Attack Focus (Melee) 4

Benefit: Ambidexterity

Dodge Focus 6

Equipment 1

Grappling Finesse

Uncanny Dodge (Auditory)

 

Equipment: 1PP = 5EP

Binoculars 1EP

Flashlight 1EP

Handcuffs 1EP
Lockpicks 1EP
Multi-tool 1EP

 

Powers: 2 + 4 + 7 + 6 + 3 + 3 + 5 = 30PP (All powers but Device have the Mutant descriptor)

Additional Limbs 2 (Both Legs) [2PP]

Concealment 4 (All Visual Senses, Flaws: Blending) [4PP]

Device 4 (Eelskin, Hard to Lose) [4PP] (Technology Descriptor)

  • Morph 4 (+20 Disguise, Flaws: Limited to Clothing)
  • Protection 1 [1PP]

Drain Wisdom 7 [7PP]

Elongation 6 (250 feet) [6PP]

Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP]

Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP]

Swimming 5 (Speed: 50 mp) [5PP]

 

Drawbacks: (-6) = -6PP

 

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

 

Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP]

 

DC Block

 

ATTACK        RANGE      SAVE                    EFFECT

 

Unarmed      Touch        DC 16 Tough       Damage

 

Drain              Touch       DC 17 Fort            Drain

 

Abilities 34 + Skills 13 (52 ranks) + Feats 14 + Powers 34 + Combat 14 + Saves 9 + Drawbacks 6 = 112/112 points

 

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