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Character Edits 2019


Tiffany Korta

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SPLASHED BY TT

 

Kanunu

 

Fluff changes!

 

Residence:  Emerald City, University Hill

Base of Operations: Emerald City, Riverside, University Hill, Oceanside

Occupation:  Grad Student ECU

Affiliations: Emerald City University

 

History add:

Update 8/2019:  After Graduating from FCU with his bachelors in Marine Biology Kimo has been accepted to the prestigious program at Emerald City University.  He's pursuing his masters there currently and returning to his beloved pacific.  WHat time he doesn't spend in school is usually spent pursuing the best breakers Oceanside has to offer or taking a trip down the coast.  He relishes the relative quiet of Emerald City but finds the stark class divisions difficult to fathom.

 

Crunch Changes: 6PP+5PP+3PP = 14PP; 0 unspent PP left

 

Attributes:  [6PP]

Add +4 Intelligence and +2 charisma to 14 and 14 respectively  6PP

 

skills:

Add: +20 ranks [5PP]

+1 Climb to  5 (+20)

+6 Knowledge (Earth Sciences) to 8 (+10)

+6 Knowledge (Life Sciences) to 8 (+10)

+2 Knowledge (Physical Sciences) to 2 (+4) 

+2 Language to  5 (Native: Hawaiian Pidgin; English, Hawaiian, Japanese, American Sign Language, Hawaiian Sign)

+1 Perform (Dance) to 3 (+5)

+1 Perform (Singing) to 5 (+7)

+1 Perform (Stringed Instruments) to 3 (+5)

 

Feats:[3PP]

Luck 3

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Corrected - DURF

 

Emerald Spider

 

It's been kindly pointed out that I've made some mistakes on her damage array on the Spdr Rig, so could you please swap it out for this:

 

Damage 10 (Spdr Blast, 100ft range, Extra: Range Feat: Alternative Powers 4) [24PP]

Dazzle 10 (Blinding Filaments, Visual Sense, 100ft range) [20PP]

Snare 9 (Snaring Filament, 225 ft range Feats: Improved Range, Tether) [20PP]

Snare 6 (Snaring Filaments, 60 ft range, 60ft area Extra: Area Burst (General) Feat: Improved Area, Tether) [20PP]

Trip 9 (Trippin' Filament, 90 ft range, 90ft area Extra: Area Burst (General) Feat: Improved Area, Improved Throw) [20PP]

 

Cheers

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Educated - durf

Octoman:

 

9PP to spend.

 

ABILITIES:

+2 Intelligence, from 16 (+3) to 18 (+4) [2PP]

+2 Charisma, from 16 (+3) to 18 (+4) [2PP]

 

SKILLS:

+8 Skill ranks: [2PP]

  +4 Knowledge (Pop Culture), from 7 (+11) to 11 (+15)

  +4 Knowledge (Technology), from 2 (+6) to 6 (+10)

  +1 Knowledge (Theology & Philosophy), from 0 (+4) to 1 (+5)

  -1 Search, from 2 (+6) to 1 (+5)

 

FEATS:

Second Chance (Computers) [1PP]

 

POWERS:

+8 Enhanced Skills [2PP]

  +3 Notice, from 7 to 10

  +5 Search, from 5 to 10

 

This changes his Notice and Search to read as follows:

Notice 5 (+15/+5)

Search 1 (+15/+5)

 

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Edited - durf

Persephone:

 

6PP to spend.

 

ABILITIES:

+6 Wisdom, from 14 (+2) to 20 (+5) [6PP]

+2 Charisma, from 22 (+6) to 24 (+7) [2PP]

 

SAVING THROWS:

-3 Will, from 8 (+13) to 5 (+10) [-3PP]

 

SKILLS: No change in total cost.

-3 Concentration, from 8 (+13) to 5 (+10)

+4 Gather Information, from 9 (+16) to 13 (+20)

-3 Medicine, from 6 (+11) to 3 (+8)

-1 Perform (Dance), from 4 (+11) to 3 (+10)

+3 Perform (Oratory), from 0 (+7) to 3 (+10)

 

FEATS:

Remove Contacts [-1PP]

 

POWERS:

 

+1 Flight, from rank 1 to rank 2 [2PP]

  Flight 2 (25MPH, 250ft per Move Action, Extras: Affects Others, Flaws: Platform) [4PP]

 

No change in cost, but I forgot to include the area size on the Environment Control power. Please copy/paste:

Environment Control 1 (Light [Level 1], Area: 5ft radius, Extras: Action [Move], Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting)

 

No change in cost here, but please replace the Transform effect in the Plant Control array with this version:

Transform 10 (Plants, Extras: Duration [Continuous, Lasting], Flaws: Action [Full], Distracting, Range [Touch], Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [5 tons]) [28PP]

 

Please also swap in this updated DC chart:

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC15 Toughness (Staged)

Damage (Physical)

Create Object

Ranged

DC20 Reflex

Trapped

  Dropped Object

Ranged/Area

DC20 Reflex

Avoided

 

 

DC25 Toughness (Staged)

Damage (Physical)

Emotion Control

Ranged

DC20 Will (Staged)

Calm: Removes all Emotion Control conditions

 

 

 

Despair: Shaken/Helpless

 

 

 

Fear: Shaken/Frightened/Panicked

 

 

 

Hate: Attitude = Hostile

 

 

 

Hope: Removes Despair and Fear

 

 

 

Love: Attitude = Friendly/Helpful/Fanatical

Fatigue

Ranged

DC20 Fortitude (Staged)

Fatigued/Exhausted/Unconscious

Healing

Touch

DC19 Fortitude (Harmless)

Healing

Move Object

Ranged

Grapple vs +20

Pinned/Bound

  Thrown Object

Throwing (Str 50)

DC25 Toughness (Staged)

Damage (Physical)

Snare

Ranged

DC20 Reflex (Staged)

Entangled/Bound

Transform

Touch +5ft

DC20 Fortitude

Transformed

 

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Edited - Durf

Forever Boy

 

Gonna be switching some PP around, and spending those and the PP that Pan has currently earned. Quick overview of changes:

- Fixing Super-Senses, moving Danger Sense from the non-existent Mental sense to Audio senses

 

Super-Senses 3 ("Never Senses"Danger Sense [Sense Types: Hearing], Audio [Sense Type: Audio, Default Extras: Acute, Radius, Ranged, Extras: Accurate]) [3PP] (Alien, Genetic)

 

- Removing Attack Focus [Ranged] 5 from feat, freeing up 5PP

- Lowering Uncanny Dodge from rank 3 to rank 2, removing Danger Sense from Uncanny Dodge, freeing up another PP

- Lowering base Attack Bonus from +7 to +6, freeing up another 2PP. All attack powers will be updated to hit PL caps, in the Tricks array update below

- Increasing Trickster Array from rank 9 to rank 12, adding ranks to powers in the array as per below, spending 6PP

 

Trickster Array 12 (24 PP Array; Feats: Alternate Power 3) [27PP] (Magic, Pixie Dust, Training) 

BPEnhanced Charisma 24 ("Forever Charismatic") {24/24} 

APIllusion 10 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 4) (Area: 100 ft. radius) {24/24} 

APIllusion 5 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) {24/24}

APObscure 5 ("Hide & Seek"; Affects: All sense types; Extras: Independent [+0]; Feats: Progression [Area] 3, Selective) (Duration: Independent [24 rounds], Radius: 100-1000 ft.) {24/24} 

 

- Increasing Tricks array from rank 13 to rank 14.5, adding ranks and feats to powers in the array as per below, primarily adding in Accurate ranks to make up for lowered Base Attack, moving the Enhanced Feats from Forever Blade (now Forever Weapon) into the Damage power in the slot as Power Feats, and removing Audio Dazzle from the Dazzle effect. Spending 3PP

 

Tricks Array 14.5 (29 PP Array; Feats: Alternate Power 3) [32PP] (Magic, Pixie Dust, Training. Additional descriptors on each power)

BPDamage 14 ("The Forever Weapon"; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Precise, Stunning Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]; Extras: Penetrating 5) {29/29}  (Light, Bludgeoning/Piercing/Slashing Damage Type)

APBlast 12 ("Pixie Blast"; Feats: Accurate 3, Homing, Precise) {29/29} (Light, Impact Damage Type) 

APDazzle 12 ("Fireworks"; Affects visual; Feats: Accurate 3, Incurable, Reversible) {29/29} (Light, Sound) 

APSnare 12("Binding Bands"; Feats: Accurate 3, Indirect 2) {29/29} (Solid, Light) 

 

- Buying 4 ranks of the Inspire feat

- Buying 2PP worth of skills, using them for 8 ranks of Sense Motive

 

- Updating the pic to a new look, along with updated appearance description.

- Adding the Magic descriptor to the Pixie Dust based powers, because it makes sense to have it.

- Updating the Power description fluff section.

 

That should, in total, put Forever Boy at 207/207 PP spent. Complete updated character sheet in the spoiler block, or alternatively here, to avoid the whole dark grey background from copying from the spoiler: https://www.freedomplaybypost.com/topic/10829-rocketlord-builds-stuff/?do=findComment&comment=275260

 

Thanks!

 

 

 

 

Forever Boy
Power Level: 12 (207/207PP)
Unspent Power Points: 0
Trade-Offs: (The Forever Weapon) -4 Attack / +4 DC, 
+5 Defense / -5 Toughness
 

In Brief: Super powered trickster from Neverworld, a world of adventure and action.
Catchphrase: "Let's go straight on 'til morning!"
Theme: Storytime - Nightwish

Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity)
Birthplace: Neverworld.

Residence: Claremont Academy, Freedom City.
Base of Operations: Claremont Academy, Freedom City
.
Occupation: Student at Claremont Academy.
Affiliations: Claremont Academy.
Family: None known.

Description:
Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth)

Apparant age: 16
Gender: Male
Ethnicity: Alien, from Neverworld. Appears Caucasian.

Height: 5’10’’
Weight: 170 lbs.
Eyes: Green.
Hair: Dark red.


Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling.

Pan wears a form fitting green uniform with white piping details on his elbows, the end of his sleeves, three lines on each shoulder and the bottom of his shirt, over his green pants. He wears green boots in the same color as his shirt and pants, with a white line just above his ankles and thicker white line where the boot ends. At Pan's chest, the green shirt is open in an elongated square shape, with one corner just below his solar plexus, and two at his chest. Under the green shirt, he wears a red shirt with a white heart interconnected with an infinity symbol. He wears a green domino mask.
 X88eqr1.png

History:
In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good.

Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile.

Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City.

With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan eventually accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure.

 


Personality & Motivation:
Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld.


Powers & Tactics:
Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way. While he will taunt and provoke his enemies, he prefers to fight at range.

 


Power Descriptions:
Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of Pixie Dust, gifted to him by the Pixies of Neverworld.

Any powers with the Pixie Dust descriptor, save for those explicitely told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly. For Pan, it has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is also able to summon his uniform at will.

Unless Pan decides to use his Pixie Dust for creating life-like image or outright illusions that can fool all senses, it seems to increase his natural charisma greatly. He can also use it to create a sort of mist that can fool all senses of the ones caught within the mist, and not just their eyes. Pan is able to direct the mists away from allies, preventing them from being affected. 

Pan can use the Pixie Dust in a number of offensive ways, most notably by creating just about any weapon he can think of, all of which seem to glow with the light of the Pixie Dust, even if his prefered use is to create swords. He can channel the dust in a Pixie-shaped blast of light that homes in on his enemies, or an explosion of light that blinds his targets. Finally, he is able to create glowing golden bands from seemingly out of nowhere, which quickly converge to trap his foes.

Pan's alien heritage as a Neverworlder leaves him tougher than a regular human, along with greatly enhanced hearing and a sixth, mental danger sense that warns him of danger moments before it happens. His mind is sharp, even for a Neverworlder, letting him complete mental tasks at incredible speeds, and he is able to understand any written or spoken language. He has always been exceptionally lucky, from being found by the Pixies to ending up in a place as interesting as Earth-Prime.

 


Complications:
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.

 


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) / 44 (+17) w. Forever Charismatic


Combat: 12 + 14 = 26PP
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block
Defense: +17 (+7 Base, +10 Dodge Focus), +4 Flat-Footed
Grapple: +8 (+6 Base Attack, +2 Strength)
Knockback: -2 / -3 (with Defensive Roll)



Saving Throws: 5 + 7 + 8 = 20PP
Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +12 (+5 Dex, +7)
Will: +9 (+1 Wis, +8)


Skills: 48R = 12PP
Acrobatics 2 (+7)

Bluff 17Skill Mastery (+22) / (+34 w. Forever Charismatic)
Notice 13Skill Mastery (+14)
Sense Motive 11Skill Mastery (+12)
Sleight of Hand 2 (+7)
Stealth 3Skill Mastery (+8)


Feats: 30PP
Challenge [Fast Feint]
Defensive Roll 1
Distract
Dodge Focus 10
Evasion 2
Fearless
Improved Initiative 1
Inspire 4
Jack-of-All-Trades
Luck 3
Move-by Action
Skill Mastery (Bluff, Notice, Sense Motive, Stealth)
Taunt
Uncanny Dodge 2 [Visual, Auditory]


Powers: 6 + 1 + 8 + 27 + 1 + 3 + 2 + 2 + 32 + 3 = 85PP

Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages[6PP] (Alien, Genetic)

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

Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Magic, Pixie Dust)

Trickster Array 12 (24 PP Array; Feats: Alternate Power 3) [27PP] (Magic, Pixie Dust, Training) 

BPEnhanced Charisma 24 ("Forever Charismatic") {24/24} 

APIllusion 10 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 4) (Area: 100 ft. radius) {24/24} 

APIllusion 5 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) {24/24}

APObscure 5 ("Hide & Seek"; Affects: All sense types; Extras: Independent [+0]; Feats: Progression [Area] 3, Selective) (Duration: Independent [24 rounds], Radius: 100-1000 ft.) {24/24} 


Immunity 1 ("The Forever Boy"; Immunity: Aging[1PP] (Alien, Magic, Pixie Dust)

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

Protection 2 ("Tough"[2PP] (Alien, Genetic)

Quickness 4 ("Cleverness of Me"; Flaws: One type [Mental]) (Mental tasks at x25 normal speed) [2PP] (Alien, Genetic)

Tricks Array 14.5 (29 PP Array; Feats: Alternate Power 3) [32PP] (Magic, Pixie Dust, Training. Additional descriptors on each power)

BPDamage 14 ("The Forever Weapon"; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Precise, Stunning Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]; Extras: Penetrating 5) {29/29}  (Light, Bludgeoning/Piercing/Slashing Damage Type)

APBlast 12 ("Pixie Blast"; Feats: Accurate 3, Homing, Precise) {29/29} (Light, Impact Damage Type) 

APDazzle 12 ("Fireworks"; Affects visual; Feats: Accurate 3, Incurable, Reversible) {29/29} (Light, Sound) 

APSnare 12("Binding Bands"; Feats: Accurate 3, Indirect 2) {29/29} (Solid, Light) 


Super-Senses 3 ("Never Senses"Danger Sense [Sense Types: Hearing], Audio [Sense Type: Audio, Default Extras: Acute, Radius, Ranged, Extras: Accurate]) [3PP] (Alien, Genetic)


Drawbacks: -2PP
Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP]

 


DC Block

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

Binding Bands

120 ft.

DC22 Ref (staged)

Entangled/Bound

+12, Indirect 2

Fireworks

120 ft.

DC22 Ref (Staged)

Visual Senses Useless

+12, Incurable

Pixie Blast

120 ft.

DC27 Tou (staged)

Damage

+12, Homing (1 attempt), Precise

The Forever Weapon

Touch (Up to 10 ft.)

DC31 Tou (staged) / DC 26 Fort (staged)

Damage / (Dazed/Stunned/Unconscious)

+8, Crit 18-20, Incurable, Precise

Endless Forms

Perception

DC20 Will (staged)

Tricked if disbelieving illusion

N/A

Endless Forms Most Beautiful

Perception

DC15 Will (staged)

Tricked if disbelieving illusion

N/A

 

Totals: Abilities (36) + Combat (26) + Saving Throws (20) + Skills (12) + Feats (30) + Powers (85) - Drawbacks (2) = 207/207 Power Points

 

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Edited - Durf

Artificer

 

Okay, need to make a few changes & upgrades to Heroditus, as I've been getting a better vision of how he & his gear will be progressing.

 

+8 ranks in skills [+2pp]

Disable Device 7 (+10)

Language +1 (add Greek)

 

+1 rank to his Magic power [+2pp]

 

Change his "burst of magical power" effect from this

BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Variable Descriptor 2 [any elemental/magical]) {16/16}

 

to this

BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Affects Insubstantial 2) {16/18}

 

and replace his "Elemental Gauntlet" Device with this

Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [18 points]) {5}

AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Affects Insubstantial 2, Precise, Variable Descriptor 2 [any magical]) {18/18}

AP: Create Object 7 (”Alchemy/Transmuted Objects”; up to 7 5-ft. Cubes, Lifting STR 35; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable 2 [any matter])  {18/18}

AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 7 (“holograms;” visual; PF: Progression [10-ft. radius]) {15}  {2+15=17/18}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise, Subtle, Variable Descriptor [arcane force or shaped matter]) {18/18}

AP: Transform 3 (“alchemical transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 3 [50 lbs.]) {18/18}

 

Thanks!

 

 

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Red Lynx  

Done by AA

 

Time to go to PL 10!

 

Combat  4 + 4 = 8

Add +2 Base Attack to +7  (Attack: +13 unarmed, +11 Melee, +7 base) [4PP]

Add +2 Base Defense to +6 (Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed) [4PP]

(Grapple should be +18 now and Knockback should be -3/-5 (in/out of costume)

 

Saves  3 + 3 = 6

Add +3 Reflex to +3 (Reflex: +10 (+7 Dex, +3)) [3PP]
Add +3 Will to +3 (Will: +10 (+7 Wis, +3)) [3PP]

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Empowered - durf

Horrorshow

 

He can be PL 11 now!  Let's see how I can do that with his 4 unspent points.

 

Feats

+2 ranks in Attack Focus (Melee) [2pp]

+2 ranks in Dodge Focus [2pp]

 

So his Combat block will change from this

Attack: +5 Ranged, +10 Melee (+3/+5 Base, Attack Focus [Melee] +2/+5)

Grapple: +18, +15 if Morphed

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

Knockback: -11, -6 if Morphed or in "Oozey" form

* If all his powers are nullified, his Attack drops to +3 ranged & +5 melee (grapple +6), and Defense drops to +6 (+2 flat-footed).

to this

Attack: +12 Melee, +5 Ranged (+3/+5 Base, Attack Focus [Melee] +4/+7)

Grapple: +20, +17 if Morphed

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

Knockback: -11, -6 if Morphed or in "Oozey" form

* If all his powers are nullified, his Attack drops to +7 melee & +3 ranged (grapple +8), and Defense drops to +8 (+2 flat-footed).

 

And these lines under Feats

Attack Focus (Melee) 2 (5 total w/ fluid fighter)

Dodge Focus 2 (4 total w/ fluid fighter)

will change to this

Attack Focus (Melee) 4 [total 7 w/ fluid fighter]

Dodge Focus 4 [total 6 w/ fluid fighter]

 

And under Enhanced Feats/Fluid Fighter, change this

Attack Focus (Melee) 3 (To 5 total)

Dodge Focus 2 (to 4 total)

to this

Attack Focus (Melee) 3 [to 7 total]

Dodge Focus 2 [to 6 total]

 

 

Thanks!

 

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Empyrean, Infinity, Eternity  

Done by AA 

 

Infinity  3PP Available

 

Skills  add 8 ranks, [2PP]

Add

Intimidate 1 (+5)

Knowledge: Current Events 2 (+5)

Knowledge: Pop Culture 2 (+5)

Knowledge: Streetwise 2 (+5)

Increase

+1 Language to 3 (Lor(Native), GalStandard, Zultasian, English)

 

Feats  [1PP]

Increase Sidekick to 31

 

Eternity  5 Sidekick PP available

 

Feats  [3PP]

Accurate Attack

All Out Attack

Defensive Attack

 

Powers  [2PP]

Increase Lor Martial arts array to 3.5 / 7PP   add improved Critical 2 to all strikes

Lor Martial Arts 3.5 (7PP Array;  Feats: Alternate Power 3)[10PP] (Psychic, Lor, Martial Arts)

  • Base Power: Damage 2 (Comet Strike; Extras: Penetrating; Feats: Improved Critical 2, Mighty) {7AP/7AP} 
  • Alternate Power: Damage 2 (Borealis Strike; Extras: Alt Save: Will;  Feats: Improved Critical 2, Mighty) {7AP/7AP}
  • Alternate Power: Paralyze 2 (Nova Strike; Extras: Alt Save: Reflex; Feats: Improved Critical 2, Mighty{7AP/7AP} 
  • Alternate PowerStun 2 (Eclipse Strike; Feats: Improved Critical 2, Mighty) {7AP/7AP}

 

 

 

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Forever Boy

Done by AA

 

Since Forever's Boy Obscure power in the Trickster array was more than just a bit off, here's an updated version:

 

APObscure 6 ("Hide & Seek"; Affects: Visual, Auditory; Extras: Independent [+0], Selective Attack, Total Fade; Flaws: Action [Full Round]) (Duration: Independent [24 rounds], Radius: 250 ft.) {24/24} 

 

That means a small edit to his Power descriptions, could you update the second paragraph to this:

 

 

 

Unless Pan decides to use his Pixie Dust for creating life-like image or outright illusions that can fool all senses, it seems to increase his natural charisma greatly. He can also use it to create a sort of mist that can fool both the visual and auditory senses of the ones caught within the mist, and not just their eyes. Pan is able to direct the mists away from allies, preventing them from being affected.

 

 

And finally, a few updates that was missed from my previous edit:

 

Updated trade-offs:

Trade-Offs: (The Forever Weapon) -4 Attack / +4 DC, +5 Defense / -5 Toughness

 

Some minor fluff-wise updates to alternate identity and age:

 

Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity)
 

Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth)

 

Updated appearance description:

 

 

Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling.

Pan wears a form fitting green uniform with white piping details on his elbows, the end of his sleeves, three lines on each shoulder and the bottom of his shirt, over his green pants. He wears green boots in the same color as his shirt and pants, with a white line just above his ankles and thicker white line where the boot ends. At Pan's chest, the green shirt is open in an elongated square shape, with one corner just below his solar plexus, and two at his chest. Under the green shirt, he wears a red shirt with a white heart interconnected with an infinity symbol. He wears a green domino mask.

 

Updated History (mostly some minor changes):

 

 

In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good.

Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile.

Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City.

With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan eventually accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure.

 

Updated Abilities block

 

 

 

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) / 44 (+17) w. Forever Charismatic

 

 

Updated Combat block

 

 

 

Combat: 12 + 14 = 26PP
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block
Defense: +17 (+7 Base, +10 Dodge Focus), +4 Flat-Footed
Grapple: +8 (+6 Base Attack, +2 Strength)
Knockback: -2 / -3 (with Defensive Roll)

 

 

Thank you!

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Posting this for Electra's character Hologram, since she doesn't have computer access right now. 

Done By AA

 

Hologram has 41PP to spend - this build spends them all. 

 

Drop the Trance feat, replace with Luck

 

Replace her current powers with the below: 

 

 

 

 


 

Powers: 12 + 10 + 4 + 1 + 10 + 6 + 2 + 50 + 2 + 30 + 3 + 13 = 142PP 


Concealment 10 (all senses, Extra: Affects Others, Flaw: Phantasm, PFs: Selective, Variable Descriptor 1 [entropic/psionic]) (mutation, entropic/psionic]) [12PP] 

Enhanced Feats 10 (Defensive Roll 4, Dodge Focus 4, Luck 2) (mutation, precognition, psionic power) [10PP] 

Enhanced Skills 12 (Search 4, Sense Motive 4, Stealth 4) (mutation, psionic) [3PP] 

Immunity 2 (aging, disease, Flaw: Half Effect) (mutation, temporal) [1PP] 

Immunity 10 (psionic effects, Extra: Affects Others, Flaw: Limited [Half-Effect]) [10PP] (mutation, psionic)

Impervious Will Save 12 (Flaw: Unreliable [50%]) (mutation, psionic) [6PP] 

Protection 2 (mutation, entropic) [2PP] 
 
Psi-Powers Array 20 (40 points; PFs: Alternate Power 9, Variable Descriptor 1 [Entropic/Psionic]) (mutation, psionic, entropic) [50PP]
BE: ESP 5 (Clairvoyance; Auditory + Visual Senses, 5 miles, DC 25 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Rapid 2 [Full Action to Search 1 mile diameter area, 1 minute to Search 5 mile diameter area], Subtle; Complication: Medium [living creatures]) {38/40}
AP: Damage 12 (Entropokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 10 [Total 20], PFs: Precise, Stunning Attack, Subtle) {40/40}
AP: Damage 12 (precisely applied telekinesis, Extra: Alternate Save [Fortitude], Range 2 [Perception]; Flaw: Action [Full], PFs: Precise, Sedation, Subtle) {39/40} 
AP: Drain Charisma 12 (precisely applied telekinesis 2.0, ExtraRange 2 [Perception], PFs: Insidious, Precise, Subtle) {39/40}
AP: Emotion Control 12 (suggest; Extras: Mental, Secondary Effect; PFs: Insidious, Mind Blank, Subtle) {39/40}
AP: Illusion 10 (all senses; Extra: Duration [Sustained]; Flaw: Phantasm) {40/40}
AP: Mental Transform 12 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception],  Flaw: Action [Full], PFs: Precise, Subtle) {26/40}
AP: Mental Blast 12 (mental stab, Flaw: Action [Full], PFs: Precise, Sedation, Subtle) {38/40}
AP: Mind Control 12 (compulsion; Extras: Conscious, Instant Command; Flaw: Action [Full], PFs: Mental Link, Subtle) {39/40}
AP: Move Object 12 (Entropokinesis/Telekinesis; Str 60, Hvy Load 48 tons; Extra: Range [Perception]; PFs: Precise, Split Attack, Subtle)) {39/40}
AP: Stun 12 (subjugation; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor [pain/sleep]) {39/40}

Shield 2 (mutation, psionic) [2PP] 

 

Super-Senses 34 (Accurate Acute Counters Concealment Counters Illusion Counters Obscure [All Descriptors] Radius Ranged Mental Senses, Danger Sense [Sense Type: Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Psionic Awareness [Descriptor Frequency: Common, Sense Type: Mental, Default Extras: None], Thought Awareness [Descriptor Frequency: Very Common, Sense Type: Mental, Default Extras: None], Uncanny Dodge [Sense Type: Mental]) [30PP]

Super-Senses 1 (Communications Link 3 [Mental] [Fast-Forward, Thoughtspeed, Holly]) (mutation, psionic) [3PP]

Telepathy 6 (12PP Array; PF: Alternate Power 1) [13PP]
BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid 3 [x100], Subtle) {10} + Comprehend 2 (Speak And Understand 1 Language At A Time; Extras: Linked [Communication, Mind Reading]) {4} {10+4=14/14}
AP: Mind Reading 12 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {13/14}
 

 

 

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ARROW'D by TT

 

Archer II

 

Archer got 13PP to spend, and I'll be using them all:

 

7PP on increasing saves:

 

Fortitude +4, to a total of +10

Reflex +1, to a total of +11

Will +2, to a total of +10

 

6PP on increasing Bow and Arrows device to Rank 7, giving me 10DP to spend on the Device. Spending 9DP on getting the Arrow Add-Ons array

 

Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3[9DP] (Stacks with Arrows array) (All Technology with additional descriptors)

BP: ("Rapid Fire Arrows") Adds (Extras: Autofire 6) to Arrows array {6/6DP} (More Arrows)

AP: ("Setup Add-Ons") Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Timer, Proximity sensor, Remote trigger)

AP: ("Shredder Arrowhead") Adds (Extras: Penetrating 6) to Arrows array {6/6DP} (Arrowhead)

AP: ("Increased Payload") Adds (Extras: Area [General Burst] 6) to Arrows array {6/6DP} (Payload)

 

With the Shredder Arrowhead AP pretty much taking the place of the Piercing Arrow in the Arrows array, I'm replacing that with the Vertigo Arrow below:

 

AP: Nauseate 6 ("Vertigo Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) (14/14DP) (Sonic)

 

And I'm adding the following AP to the Arrows array, spending the last available DP for the device.

 

AP: Paralyze 6 ("Strobe Light Arrow"; Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Light, Hypnotic Pattern)

 

I've added the fully updated Bow and Arrows device and DC block below, with a few mainly cosmetic updates to the device aside from the new powers above:

- The current version has a mix of PP or DP listed. Now all powers on the device is listed with DP.

- Reordered powers to alphabetic order.

- Moved the Enhanced Trait feats from the Bowsmack damage effect into the Damage effect itself as power feats

- Updated descriptors on powers in Arrows array

 

 

Device 7 ("Bow and Arrows"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Technology)

Arrows 7 (14DP Array; Feats: Alternate Power 12[26DP] (All Arrow and Technology unless otherwise noted, 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} (Bludgeoning/Piercing/Slashing Damage Type)

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

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

APDamage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack{14/14DP} (Bow, Bludgeoning Damage Type, No Arrow descriptor)

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

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

AP: Nauseate 6 ("Vertigo Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Sonic, Vertigo)

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)

AP: Paralyze 6 ("Strobe Light Arrow"; Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Light, Hypnotic Pattern)

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

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

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} (Grappling Hook, Swing Line)
AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Bolas)

 

Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3[9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (All Technology with additional descriptors)

BP: ("Rapid Fire Arrows") Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Multiple Arrows)

AP: ("Setup Add-Ons") Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Timer, Proximity sensor, Remote trigger)

AP: ("Shredder Arrowhead") Adds (Extras: Penetrating) to Arrows array {6/6DP} (Arrowhead)

AP: ("Increased Payload") Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Payload)

 

DC Block

Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC18 TOU (staged)

Damage

+10

Standard Arrow

300 ft.

DC21 TOU (staged)

Damage

+14, Crit 18-20

Vertigo Arrow

300 ft.

DC16 FORT (staged)

Damage

+14, 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 to avoid / DC16 FORT to remove

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 worse of STR or DEX

Tripped, Knockback

+14, Crit 18-20

Strobe Light Arrow

300 ft.

DC16 WILL (staged)

Fail: Slowed
>5: Paralyzed

+14, Crit 18-20

Thermite Arrow

300 ft., 30 ft. radius area

DC16 REF

Reduce damage effect to DC18

Area

 

 

DC21 TOU (staged)

Damage

 

Hypodermic Arrow

300 ft.

DC16 FORT (staged)

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

+14, Crit 18-20

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  • 2 weeks later...

WINDSWEPT BY THEV

 

Let's see, Thunderbird needs some updates, but not enough to sit down and rewrite his sheet...

 

Age: 17 (August 2002)

(This is just increasing age by 1 year)

 

Need to italicize Sky Is Falling Through: Complication.

 

Wisdom: 12 (+1)

(2 PP)

Will: +8 (+1 Wis, +7)

 

Spending 6 PP on Skills to:

Boost Craft Mechanical by 2 to 10 ranks (+11 total)

Boost Craft Electrical by 6 to 10 ranks (+11 total)

Boost Knowledge Physical Sciences by 4 to 8 ranks (+9 total)

Add Knowledge Technology 8 ranks  (+9 total)

Add Computers 4 ranks (+5 total)

 

1 PP for another rank of Improved Initiative (2 ranks total for another +4 to Init for a total Initiative Bonus of +12

 

Total expenditure of 9PP, leaving 4PP unspent (for now). 

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PREACHED BY THEV

 

Now, for Judex. Goal is to raise him to PL9 caps, let's see what we can do...We'll try to get him up 1PL's worth of caps first. 

19PP to use. 

 

2PP to raise his base Dexterity to 12 (+1), (Reflex Save, Acrobatics, Escape Artist, and Stealth raised by 1)

2PP to raise his Base Attack by 1 (to +6, +11 Melee; Grapple bonus raised to 15)

2PP to raise his Base Defense by 1 (to +6, +11 Dodge Focus)

1PP to raise Will Save base to +3 bonus, for a total +7 save

2PP to raise Enhanced Constitution to 8 (Toughness Save and Fort Save each raised by 1)

2PP to raise Enhanced Strength to 10 (Damage DC raised by 1, Grapple bonus raised to 16, Climb raised by 1)

2PP to raise the rank of his Fear of the Lord Array to 8, for a DC 18 will save (and the rank of the array raises to 4).

 

Total expenditure of 13 of 19PP. I'm going to leave this update at that, then. That's a solid PL8 for his Caps. His Attack, Damage, Defense, and Toughness, along with all 3 Exotics, all go up by 1. His Array/Power goes up by 1 as well. 

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Gussied them up -TA

 

Justice

 

A new pic to replace the old one, and updated appearance description.

 

Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. 

As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume.

Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor.

 

7vDiIc9.png

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CAST BY THEV

 

Horrorshow

 

4 points to spend

 

But first, a minor edit I’d like for his Disguise skill.  Please change it from this

Disguise 7 (+10, +40 w/ Morph)

To this

Disguise 7 (+10; +30 more w/ Morph, +15 more w/ Shapeshift)

 

Now, for actual point expenditures.  Let’s increase the Action on his Shapeshift to Free (so it matches his “Metamorphic Body” Array), and the Duration to Continuous (so he can hold a form when sleeping).  So this

Shapeshift 2 (Move action, Sustained duration, physical traits, 10 points) [16PP]

Becomes this

Shapeshift 2 (Free action, Continuous duration, physical traits, 10 points; Extras: Action [Free], Duration [Continuous]) [20PP]

 

Also, please note that he is PL 11 now.

 

Thanks!

 

 

EDIT: Another change, limiting the Impervious Toughness his “Chitinous Horror” form grants so it’s only effective vs. physical damage, making him more Thing-like.  Bullets & punches & claws won’t do much to him, but intense cold & electricity & fire can. Using those freed up points to add some movement powers in that slot.

 

So changing this:

AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Improved Critical 1 [19-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {5} {6+10+5=21/21} (Chitinous Horror Form)

To this:

AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 (Flaw: Limited [Only vs. Physical]) {5} + Leaping 2 (x5; running long jump 90 ft., standing long jump 45 ft., high/vertical jump 22 ft.) {2} + Speed 1 (10 mph/100 feet per round) {1} + Strike 2 (PFs: Improved Critical 1 [19-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {5} + Super-Movement 1 (Wall-Crawling) {2}  {6+5+2+1+5+2 = 21/21} (“Chitinous Horror Form”)


Thanks!

 

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Fixer Upper'd - TA

 

Artificer

 

5 unspent points!  And he can be PL 8 now!

 

First, a new Complication (Accident), and an expansion/clarification of two of his existing ones:

 

Accident: While Heroditus is quite skilled with Atlantean technowizardry for his age, there’s still a lot he needs to learn.  And there’s even more he needs to learn about Surface World technology and magic. So when he tries to test some new bit of mechano-mysticism he’s come up with, or tries combining Atlantean and Surfacer gear, unexpected side-effects can occur.  The GM can give him a Hero Point in exchange for declaring that Heroditus’ experiments have created some sort of hazard, which he must drop his current task to deal with. 

 

Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety.  He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. The GM can give him a Hero Point in exchange for declaring that Heroditus experiences a major anxiety flare up, rendering him helpless and unable to take any actions. 

 

Where Are The Crystals?: The technology of the Surface World -- modern electronics, or even simple combustion engines -- are as weird and alien to Heroditus as Atlantean techno-magic is to Surface Worlder engineers.  The GM can give him a Hero Point in exchange for declaring that his unfamiliarity with Surfacer technology causes significant setbacks. 

 

Now, for the crunchy bits.

 

1pp in Skills

2r of Notice

2r of Search

 

3pp on Feats

2pp on Attack Focus (Ranged) 2

1pp on Dodge Focus [bringing that up to Dodge Focus 4]

 

1pp on Powers

+1 rank of Force Field [bringing it up to Force Field 6]

 

Since that’s a lot of change, and since I also forgot to update my DC Block, I’m posting a complete new sheet below.

 

 

 

Spoiler

 

COMPLICATIONS

 

Accident: While Heroditus is quite skilled with Atlantean technowizardry for his age, there’s still a lot he needs to learn.  And there’s even more he needs to learn about Surface World technology and magic. So when he tries to test some new bit of mechano-mysticism he’s come up with, or tries combining Atlantean and Surfacer gear, unexpected side-effects can occur.  The GM can give him a Hero Point in exchange for declaring that Heroditus’ experiments have created some sort of hazard, which he must drop his current task to deal with. 

 

Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious.  Exposure to intense heat or other desiccating effects can also cause this.

 

Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety.  He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. The GM can give him a Hero Point in exchange for declaring that Heroditus experiences a major anxiety flare up, rendering him helpless and unable to take any actions. 

 

Where Are The Crystals?: The technology of the Surface World -- modern electronics, or even simple combustion engines -- are as weird and alien to Heroditus as Atlantean techno-magic is to Surface Worlder engineers.  The GM can give him a Hero Point in exchange for declaring that his unfamiliarity with Surfacer technology causes significant setbacks. 

 

-----

 

ABILITIES: [4 + 2 + 4 + 6 + 6 + 2 = 24PP]

Strength: 14 (+2); effective Lifting STR 24

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 12 (+1)


 

COMBAT: [6 + 8 = 14PP]

Initiative: +1

Attack: +3 Melee, +5 Ranged, +11 w/ Blast

Grapple: +7, +10 w/ Move Object

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

Knockback: -4, -1 w/out Force Field

 

DC Block:       

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC 17 Toughness (Staged)

Damage (Physical)

Bolts of Magic

Ranged (500 ft. max)

DC 20 Toughness (Staged)

Damage (Any Magic)

Burst of Magic

40 ft.

DC 18 Reflex

Area (Burst) Effect

 

 

DC 23 or 19 Toughness (Staged)

Damage (Any Magic)

Holograms

Perception

DC 17 Will

Disbelieve

Mage Hand

Ranged (500 ft. max)

Grapple vs. +10 (Staged)

Pinned/Bound

 

 

DC 20 Toughness (Staged)

Damage (Physical)

Transmuted Object (Dropped)

Touch

DC 17 Reflex

Avoided

 

Touch

DC 22 Damage (Staged)

Damage (Physical)

Transmuted Object (Trap)

Touch

DC 17 Reflex

Trapped inside object

 

 

SAVING THROWS: [2 + 2 + 3 = 6PP]

Toughness: +8 (+2 Con, +6 Force Field), +2 w/out Force Field

Fortitude: +4 (+2 Con, +2)

Reflex: +3 (+1 Dex, +2)

Will: +6 (+3 Wis, +3)


 

SKILLS: [52R = 13PP]

Concentration 4 (+7)

Craft (Artistic) 7 (+10)

Craft (Mechanical) 7 (+10)

Craft (Structural) 7 (+10)

Disable Device 7 (+10)

Knowledge (Arcane Lore) 7 (+10)

Knowledge (Technology) 7 (+10)

Language 2 (Atlantean [native], English, Greek)

Notice 2 (+5)

Search 2 (+5)


 

FEATS: [10PP]

Artificer

Attack Focus (Ranged) 2

Dodge Focus 4

Eidetic Memory

Environmental Adaptation (Aquatic)

Ritualist


 

POWERS: [5 + 4 + 6 + 3 + 18 + 2 + 4 + 4 + 2 = 48PP]

 

Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP]

Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5}

 

Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [18 points]) {5}

AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Affects Insubstantial 2, Precise, Variable Descriptor 2 [any magical]) {18/18}

AP: Create Object 7 (”Alchemy/Transmuted Objects”; up to 7 5-ft. Cubes, Lifting STR 35; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {18/18}

AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 7 (“holograms;” visual; PF: Progression [10-ft. radius]) {15}  {2+15=17/18}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise, Subtle, Variable Descriptor [arcane force or shaped matter]) {18/18}

AP: Transform 3 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 3 [50 lbs.]) {18/18} 

 

Force Field 6 (“arcane shields”) [6PP]

 

Immunity 3 (cold, drowning, pressure) [3pp]

 

Magic 9 (18 points) [18PP] 

BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial 2) {18/18}

 

Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

 

Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

 

Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]

 

Swimming 2 (5 MPH) [2PP]


 

DRAWBACKS: 

None


 

TOTALS:

Abilities (24) + Combat (14) + Saving Throws (7) + Skills (13) + Feats (10) + Powers (48) - Drawbacks (0) = 116/116 Power Points (0 under)

 

 

 

Thanks!

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REBELLED, TA

Rebellion

 

EDITED BASED ON FEEDBACK FROM TA

 

Time to spend Rebellion's 24PP

Updated versions of all affected character sheet blocks below the update

 

Saves

Fortitude +1 [1PP]

Reflex +1 [1PP]

 

Skills

Buying 24 ranks of Skills [6PP]

- Bluff +5

- Computers +3

- Disable Device +3

- Escape Artist +5

- Sense Motive +7

- Notice +1

 

Feats

Add: Benefit [Wealth] 1 [1PP]

 

Powers

Increase the rank of the Batons device by 2 ranks, to 4 [6PP]

-- Add the following alternate power to Baton Attack Array

AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range 1 [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP} (Bludgeoning Damage Type, Training, Ricochet

-- Baton Smack: Add the extra Alternate Save [Fortitude] 10 and the power feat Enhanced Critical 1. Change name to "Brutal Precision Baton Smack", change descriptors to (Bludgeoning Damage Type, Training, Weak point/nerve targeting

-- Baton Throw: Add the extra Autofire 1 [6 ranks], and the power feats Precise and Ricochet 2.

-- Change descriptor from the baton to (Baton) instead of (Weapon)

Increase the Uncanny Physique container to rank 7.4 [8PP]

- Lower Protection to rank 1, freeing up 2PP

- Remove Enhanced Ability and split it up into Enhanced Constitution 8, Enhanced Dexterity 8 and Enhanced Strength 8, all with the (Physical Mutation) descriptor

- Increase Super-Movement by 1 rank, to rank 4. Increase Wall Crawling to Wall Crawling 2.

- In the updated version below, I also fixed the Leaping distance, which was way too high.

 

That should be a total of 24PP spent. Updated blocks below:

 

UPDATED TRADE OFFS

 

Trade-Offs: (Baton Throw) +4 Attack / -4 DC, (Baton Ricochet) +2 Attack / -2 DC, +2 Defense / -2 Toughness

 

UPDATED ABILITIES

 

Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP
Strength: 12 (+1) / 20 (+5)
Dexterity: 12 (+1) / 20 (+5)
Constitution: 12 (+1) / 20 (+5)
Intelligence: 16 (+3) / 24 (+7)
Wisdom: 16 (+3)
Charisma: 12 (+1) / 20 (+5)

 

UPDATED COMBAT

 

Combat: 8 + 12 = 20PP
Initiative: +5 (+5 Dex)
Attack: +4 Base, +4 Melee, +4 Ranged, +10 Brutal Precision Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate), +12 Baton Ricochet (+4 Base, +6 Attack Specialization, +2 Accurate)
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Grapple: +5 (+4 Base Attack, +1 Str) / +9 (+4 Base Attack, +5 Enh. Str) 
Knockback: -4 (Tou/2) / -3 (TOU/2, without Defensive Roll)

 

UPDATED SAVES

 

Saving Throws: 4  + 4 + 7 = 15PP
Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll)
Fortitude: +10 (+5 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +10 (+3 Wis, +7)

 

UPDATED SKILLS

 

Skills: 96R = 24PP 

Bluff 5 (+10)

Computers 3 (+10)

Disable Device 3 (+10)

Disguise 5 (+10, +15 with Morph)Skill Mastery

Escape Artist 5 (+5)

Gather Information 10 (+15)Skill Mastery

Intimidate 15 (+20)Skill Mastery

Investigate 4 (+11)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Streetwise] 8 (+15)

Notice 10 (+13)

Search 3 (+10)

Sense Motive 7 (+10)

Stealth 15 (+20)Skill Mastery

 

UPDATED POWERS

 

Device 4  ("Batons"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Baton)

Baton Attack Array 9 (18PP Array; Feats: Alternate Power 2[20PP]

BPDamage 5 ("Brutal Precision Baton Smack"; Extras: Alternate Save [Fortitude] 10; Feats: Enhanced Critical 1, Mighty, Stunning Attack) {18/18} (Bludgeoning Damage Type, Training, Weak point/nerve targeting

APDamage 3 ("Baton Throw"; Extras: Autofire 1 [6 ranks], Range 1 [Ranged]; Feats: Accurate 2, Mighty 3, Precise, Ricochet 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {18/18} (Bludgeoning Damage Type, Training

AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range 1 [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP} (Bludgeoning Damage Type, Training, Ricochet

 

Uncanny Physique 7.4  (37PP Container) [37PP] (Mutation)

Enhanced Constitution 8 [8PP] (Physical Mutation)

Enhanced Dexterity 8 [8PP] (Physical Mutation)

Enhanced Strength 8 [8PP] (Physical Mutation)

Leaping 4 (x25 Leaping distance, run 375 ft.[4PP] (Mask, Psionic)

Protection 1 [1PP] (Physical Mutation)

Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2[8PP] (Mask, Psionic) 

 

UPDATED DC BLOCK

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC18 Tou (staged)

Damage

+4

Brutal Precision Baton Smack

Touch

DC25 Fortitude (staged)

Damage

+10, Crit 19-20

Baton Throw

30 ft., max 75 ft.

DC21 Tou (Staged)

Damage

+14

Baton Ricochet

30 ft., max 75 ft.
15-75 ft. radius area

DC23 Tou (Staged)

Damage

+12, Targeted Area

Aura of Terror

Perception

DC20 Will (Staged)

Fear: Shaken, Frightened, Panicking

N/A

Paralyzing Terror

Perception

DC20 Will (staged)

Slowed, Paralyzed

N/A

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  • 4 weeks later...

Magic Dusted by EP

 

Forever Boy

 

First, please update the theme to look like this

Theme: Storytime - Nightwish / Fly - Blind Guardian

 

9PP to spend. First, increasing Flight to rank 5 and adding the Alternate Power feat, making the power look like this, spending 3PP in the progress:

 

Flight 5 ("Fairy Flight"; Feats: Alternate Power 1) 250 MPH / 2500 ft./rnd) [11PP] (Magic, Pixie Dust)

APFlight 2 ("Happy Thoughts"; Extras: Affects Others, Area [General Burst], Feats: Progression [Area] 1, Selective) (50 ft. radius) (25 MPH / 200 ft./rnd{10/10} 

 

Then, I'll be buying him Immunity to Entrapment for 5PP, so please add this power to his sheet:

 

Immunity 5 ("Forever Free"; Entrapment Effects [Snare, Grappling, Bonds]) [5PP]

 

And finally, with the last remaining PP, I'd like to buy the Leadership feat.

 

Thanks!

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