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Character Edits 2019


Tiffany Korta

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Walked Off by EP

 

Archer II

 

Spending his 4PP on the following power:

 

Healing 4 ("Walk it Off"; Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Will Power)

 

And I'd like to replace the Net Arrow power: APSnare 6 ("Net Arrow"; Feats: Improved Range 2) {14/14DP} (Net)

 

with the following power. Still a Snare, just changing the name and descriptor:

 

APSnare 6 ("Riot Foam Arrow"; Feats: Improved Range 2) {14/14DP} (Rapidly hardening foam)

 

And finally, an update to the DC block, with both the new Snare name and fixing the mistake where the Vertigo Arrow is noted as doing damage:

 

 

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)

Fail: Sickened
>5: Nauseated
>10: Helpless

+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

Riot Foam 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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Indented by EP

 

Octoman:

 

4PP to spend.

 

Spend it all by increasing both Intelligence and Charisma from 18 (+4) to 20 (+5).

 

Please remove 1 rank each from Knowledge (Pop Culture), Knowledge (Technology), and Search, keeping those skills at the same total bonus, and add those 3 ranks to Knowledge (Current Events).

 

This will change his Skills as follows:

Spoiler

SKILLS 61/64R = 16PP

Acrobatics 3 (+15/+5)

Bluff 15 (+20)Taunt

Computers 15 (+20)

Disguise 0 (+5, +10 or +50 with Morph)

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

Knowledge (Current Events) 3 (+8)

Knowledge (Pop Culture) 10 (+15)

Knowledge (Technology) 5 (+10)

Knowledge (Theology & Philosophy) 1 (+6)

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

Notice 5 (+15/+5)Deafened

Search 0 (+15/+5)

Stealth 2 (+15/+4)

Swim 2 (+15/+4)Swimming

 

Please also make the following formatting corrections:

 

His point total makes him Power Level 13 now.

Power Level: 13 (Built as PL10)
 

Feats:

Please capitalize "Computers" in "Second Chance (Computers)".

 

Powers:

Please restore the indents in his arrays.

 

They should look like this (but please do not just copy/paste this, because that's how they were lost in the first place):

Spoiler

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)

 

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Filled With Skill by EP

 

Mister Strix:

 

Drop the 1 rank of un-Enhanced Search, reducing it to 0 (+15/+4), and move that rank to the Medicine skill, increasing it to 5 (+9).

 

2PP to spend.

 

Spend it all to buy 8 ranks of Skills.

+6 Medicine

+2 Knowledge (Life Sciences)

 

All this will change his skills as follows:

Spoiler

SKILLS 32R = 8PP

Handle Animal 0 (-)

Intimidation 0 (+18/+4)

Knowledge (Life Sciences) 6 (+10)

Knowledge (Streetwise) 11 (+15)

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

Medicine 11 (+15)

Notice 0 (+18/+4)

Ride 0 (-)

Search 0 (+15/+4)

Sense Motive 0 (+18/+4)

Stealth 0 (+20/+1)

 

Please correct the point total at the top of the sheet.

It currently reads "Power Points: 211/212PP", but it should currently be "211/213", and once these points are spent, it should read "213/213".

 

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CHLORO-FILLED OUT by Fox

 

Persephone:

 

Her point total makes her PL13 now.

Power Level: 13 (Built as PL10)

 

3PP to spend.

 

Drawbacks:

Since she is now PL13, she can have one more point in Drawbacks.

 

Please increase the intensity of her Fire Vulnerability by 1PP, from Minor to Moderate. This will change it as follows:

Spoiler

Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Moderate [+50% Effect rank]) [-3PP]

 

Now she has 4PP to spend.

 

Powers:

 

Remove the Action (Move) extra and the Range (Touch) flaw from her Environment Control (Light) effect.

That will change it as follows:

Spoiler

Environment Control 1 (Light [Level 1]; Range: 100ft; Area: 5ft radius) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Plant Control, Shapeshifting)

 

Spend 1PP to get rid of her remaining Limited Immunities and consolidate non-Limited versions into the whole.

 

She currently has:

Spoiler

Immunity 2 (Aging; Starvation/Thirst; Flaws: Limited [Aging Immunity is 1/2 effect; Immune to Starvation but not to Thirst]) [1PP] (Descriptors: Alien, Photosynthesis, Plant Body)

 

Immunity 7 (Critical Hits; Disease; Own Powers; Poison; Suffocation) [7PP] (Descriptors: Alien, Photosynthesis, Plant Body)

 

Take that away, and give her this instead:

Spoiler

Immunity 9 (Aging; Critical Hits; Disease; Own Powers; Poison; Starvation/Thirst; Suffocation) [9PP] (Descriptors: Alien, Photosynthesis, Plant Body)

 

Please adjust her Power Loss Complication accordingly:

Spoiler

Power Loss (Immunity): There are some circumstances in which her Immunity powers would not apply. These circumstances are too rare to merit a Power Loss drawback or a Limited/Medium/Source flaw. She still ages, but more like a tree than a human, so she has Immunity to Aging. The GM can temporarily Nullify that Immunity, give her a Hero Point, and force her to save against an effect with the "Aging" descriptor. She is Immune to Critical Hits by default because, while her body is not truly homogenous, she has so few vital areas that the chance of hitting one of them is not statistically significant. If an enemy scores what would normally be a critical hit against her, or hits with an attack which would normally gain bonus damage from Sneak Attack, then the GM can decide that she has been hit in one of those vital areas, temporarily Nullify her Immunity, give her a Hero Point, and force her to save against the increased attack DC. She is not affected by the diseases or poisons of animals, but she is affected by the ones which target plants. But while those are not rare in real life, they rarely come up during play. If the GM exposes her to a plant disease or a poison which affects plants, then they can give her a Hero Point and force her to save against them. She may suffer the effects of Suffocation if she is caught in a vacuum, or immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. She is not Immune to Thirst at all.

 

Add the Source flaw to her Regeneration effect, and spend 3PP to increase it, changing it as follows:

Spoiler

Regeneration 8 (Recovery Rate: Bruised 1 [1 round], Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [5PP] (Descriptors: Alien, Cutting, Plant Body)

 

Please add the following Complication:

Spoiler

Power Loss (Regeneration): She has Vulnerability drawbacks for several damage descriptors. When she suffers Damage with one of these descriptors, the GM can give her a Hero Point and act as though the incoming Damage effect has the Incurable power feat, effectively Nullifying her Regeneration power and forcing her to recover at the normal rate with the normal amount of required rest.

 

Please update the first paragraph of her Powers & Tactics section accordingly:

Spoiler

The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. She looks human on the surface, but beneath the skin, her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood. Her plant tissues are more durable and resilient than her old flesh, her aging process has slowed considerably, and she can completely regrow any lost body parts. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. In addition to nourishing her, exposure to sunlight also super-charges her body's healing process. With an infusion of direct sunlight, her body is able to mend grievous injuries that would normally take hours or days to heal in a matter of minutes. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (which also makes those drinks toxic for anyone else). However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of seconds. But if she is killed, a piece of her corpse can be re-planted like a cutting, and, if it is able to take root and it gets the water, nutrients, and sunlight it needs, then it will eventually regrow her entire body.

 

Please tweak her Plant Control array as follows.

Her Healing is now Limited to Others.

Her other APs each dropped a power feat to make room for +Subtle.

Note: When you copy/paste this, please then manually restore the indents.

Spoiler

Plant Control 15 (30PP Array; Feats: Alternate Power 6) [36PP] (Descriptors: Alien, Psychic)

 

Base Power: [30PP] (Additional Descriptors: Animate Plants)

Move Object 10 (Range: 10 100ft Increments, 1,000ft Max; Lifting Strength: 50, Heavy Load: 12 tons; Feats: Accurate 3 [+6 Attack], Improved Critical [19-20], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [30PP]

 

Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Plant Growth)

Create Object 10 (Range: 1,000ft; Volume: 10 cubes; Toughness: 10; Lifting Strength: 50, Heavy Load: 12 tons; Extras: Duration [Continuous]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Size] 4 [100ft cubes], Selective, Stationary [Resists being moved with a Strength bonus of +10], Subtle) [30PP]

 

Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen)

Emotion Control 10 (Extras: Secondary Effect; Flaws: Range [Ranged, 10 100ft Increments, 1,000ft Max]; Feats: Accurate 3 [+6 Attack], Improved Critical [19-20], Indirect 3, Mind Blank, Reversible, Subtle) [30PP]

 

Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex)

Fatigue 10 (Extras: Range [Ranged, 10 100ft Increments, 1,000ft Max], Secondary Effect; Flaws: Action [Full], Distracting; Feats: Accurate 3 [+6 Attack], Improved Critical [19-20], Indirect 3, Reversible, Sedation, Subtle) [30PP]

 

Alternate Power: [30PP] (Additional Descriptors: Medicinal Plants, Plant Body)

Healing 10 (Extras: Action [Standard], Restoration, Total; Flaws: Distracting, Limited [Others]) [30PP]

 

Alternate Power: [29PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines)

Snare 10 (Range: 10 100ft Increments, 1,000ft Max; Feats: Accurate 3 [+6 Attack], Improved Critical [19-20], Indirect 3, Reversible, Subtle) [29PP]

 

Alternate Power: [30PP] (Additional Descriptors: Shape Plants)

Transform 10 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 4 [12.5 tons], Subtle) [30PP]

 

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  • 2 weeks later...

Mutated by EP

 

Removing the equipment from facsimile to free up my silver reward.

 

Adding An AP to enhanced Strength 12 as follows.

 

Healing 5 ("Absorptive Replenishment"; Mutant, Matter; Extras: Total Flaws: Personal PFs: Persistent, Regrowth [12/12pp]

 

Removing my 8 ranks of drive and analytical touch for +3pp

 

Then buying 

 

Super senses 4 ("information Absorbtion"; Mutant, Information, Absorbtion; Ranged, radius, accurate mental sense)[4pp]

 

With the 4pp left

 

Updating power description section to reflect his shiny new powers. 

 

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

 

he is able to through absorbtion of ambient energies increase his physical strength and empower his physical condition

 

he is also able to draw in matter to heal his injuries and replace lost body mass. 

 

recently his ability to absorb physical information has expanded to a mental awareness of his surroundings via absorption of "information" from the physical world around him.

 

All powers have the mutation Descriptor

 

Thanks in advance!

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Ironed In by EP

 

Cheval

 

First of all, he's supposed to be PL12, so can I get his Power Level updated to PL12 in the thread title, and his listed power level to this, with PP spent not reflecting the edits below?

 

Power Level: 13 (Built as PL12) (180/198PP)

 

---

 

Then, I got 18PP to spend.

 

Increase Wisdom and Charisma by 2 each, to 16, spending 4PP

 

Increase base Will save by 3, to 9, spending 3PP.

 

Spend 3PP on skills, for the following increases:

Diplomacy +2

Intimidate +3

Knowledge [Popular Culture] +1

Notice +3

Sense Motive +3

 

Add the following feats for 5PP

Accurate Attack

Improved Initiative 1

Improved Throw

Paralyzing Attack

Power Attack

 

Spend 2PP on his alternate form power, making it like this:

 

Alternate Form 22.6 ("God of Iron"; 113PP Alternate Form[113PP]

 

Spending those 2PP on adding this power to the alternate form, with the descriptors being the standard Divine and Iron descriptors for the alternate form:

 

Immovable 2 (Extras: Unstoppable; Flaws: Limited [Only while moving]) [2PP] 

 

That's 17PP spent, leaving Cheval with 1 unspent PP.

 

---

 

Updated Abilities block:

 

Abilities: 8 + 8 + 8 + 0 + 6 + 6 = 36PP
Strength: 18 (+4) / [God of Iron]  34 (+12)
Dexterity: 18 (+4)
Constitution: 18 (+4) / [God of Iron]  36 (+13)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

Updated Combat block:

 

Combat: 8 + 6 = 14PP
Initiative: +9 (+4 Dex, +5 Improved Initiative)
Attack: +4 Base / [God of Iron] +12 Melee (+4 Base, +8 Attack Focus [Melee])
Defense: +4 (+3 Base, +1 Dodge Focus), +2 Flat-Footed / [God of Iron] +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +8 (+4 Base Attack, +4 Strength) / [God of Iron] +27 (+4 Base Attack, +8 Attack Focus [Melee], +12 Strength, +1 Super-Strength, +2 Super-Strength from Density) / +33 (+4 Base Attack, +8 Attack Focus [Melee], +12 Strength, +1 Super-Strength, +2 Super-Strength from Density, +6 Super-Strength)
Knockback: -2 Toughness / [God of Iron] -16 (-12 Impervious Toughness, -2 Toughness, -2 Immovable from Density)

 

Updated Saves block:

 

Saving Throws: 0 + 0 + 9 = 9PP
Toughness: +4 (+4 Con) / [God of Iron] +17 (+13 Con, +4 Density)
Fortitude: +4 (+4 Con, +0) / [God of Iron] +13 (+13 Con, +0)
Reflex: +4 (+4 Dex, +0) / [God of Iron] +6 (+4 Dex, +0, +2 Enhanced Reflex Save)
Will: +12 (+3 Wis, +9)

 

Updated Skills block, where I've also remembered to use his enhanced stats for Climb and Swim:

 

 

Skills: 44R = 11PP

Climb 0 (+4) / [God of Iron] (+12)

Diplomacy 7 (+10)

Gather Information 4 (+6)

Intimidate 7 (+10)

Knowledge [Arcane] 5 (+5)

Knowledge [Popular Culture] 5 (+5)

Languages 2 (English [Native], French, Haitian Creole)

Notice 7 (+10)

Sense Motive 7 (+10)

Swim 0 (+4) / [God of Iron] (+12)

 

---

 

Thanks!

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Regenerated by EP

 

Persephone:

 

3PP to spend.

 

Invest 3PP more into her Regeneration power and break it in half, making it look like this:

 

Regeneration 1 (Recovery Rate: Bruised 1 [1 round]) [1PP] (Descriptors: Alien, Plant Body)

 

Regeneration 12 (Recovery Rate: Bruised 2 [3, No rest], Injured 6 [No rest], Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [7PP] (Descriptors: Alien, Cutting, Plant Body)

 

(As she earns more points, I'll move more of the Bruised and Injured ranks out of the Source-flawed half and into the always-on half.)

 

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Super Scripted by EP

 

Octoman:

 

3PP to spend.

 

Add 1PP worth of Skills:

+2 ranks in Knowledge (Current Events)

+2 ranks in Knowledge (Physical Sciences)

 

Add 2PP worth of Feats:

Skill Mastery (Acrobatics, Bluff, Computers, Notice)

Ultimate Skill (Computers)

 

Please update the superscript notes on his Skills as follows:

 

Acrobatics 3 (+15/+5)Skill Mastery

Bluff 15 (+20)Skill Mastery, Taunt

Computers 15 (+20)Second Chance, Skill Mastery, Ultimate Skill

Notice 5 (+15/+5)Skill Mastery, Deafened

 

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Mister Strix:

 

2PP to spend (according to the original post in this thread; his character sheet does not appear to have been updated to reflect that).

 

Add 2PP to his second Regeneration power (the one which boosts recovery rate), making it look like this:

 

Regeneration 22 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Resurrection 8 [1 round], Flaws: Limited [Vampire Weaknesses inflict Incurable damage; Requires outside aid to Resurrect if decapitated, staked through the heart, incinerated, dissolved, or disintegrated]) [11PP]

 

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