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Character Edits 2020


Tiffany Korta

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Re-re-Doktor'd!

 

On 9/11/2020 at 9:57 PM, Kaede Kimura said:

Second Opinion'd!

 

 

She had Super-Senses 2 (Darkvision) [2PP] and Super-Movement 1 (Dimensional Movement 1 [Shattenwelt]) [2PP] before the edit, and I wanted to keep those. I should have been more clear sorry.

 

Sometimes I wonder if I'm an idiot or not, because you interpreted that the most logical way you could. The Darkvision and the Dimensional Movement were outside of the Shadowbeast Form sorry.

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REMOLDED by Fox

 

Horrorshow’s starting his Senior Year, but instead of increasing his PL from 9 to 10, I’ll use most of his 22 23 24 unspent pp to broaden him out a bit.

 

First, please edit the subject line/title of his character sheet thread so it shows him as being PL 9.

 

Also, increase his age to 18.

 

Getting 4pp in SKILLS.  Specifically, +5 ranks each in Bluff, Diplomacy, Gather Information, and Sense Motive.

 

Spending 17pp on POWERS.  9pp for a new trick, Grue-some Awareness:

 

Grue-some Awareness 4 (8 points; PF: Alternate Power)  [9PP]

BE: Comprehend 4 (animals 2, languages 2 [speak any one at a time, understand all]) {8}  {8/8}
AP: Mind Reading 9 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle)  {7/8}

 

Adding 3pp to his Enhanced Feats 8 ("Horrific Transformation") power to turn it into a new & improved power, Grue-some Presence:

 

Grue-some Presence 5 (10 points; PF: Alternate Power) [11PP]

BE: Enhanced Charisma 10 (to 26/+8) {10/10}
AP: Enhanced Feats 10 (Challenge 3 [Intimidate/Demoralize as a Move action, Intimidate/Startle as a Move action, Mass Intimidation], Fearsome Presence 7 [35 feet, DC 17]) {10/10}

 

and increasing his Metamorph Array by 5pp.  The "Shapechanger" slot gets some Enhanced Feats, "Chitinous Horror" gets some Super-STR & more Improved Crit on the Strike, and "Oozey" gets some Additional Limbs & Improved Crit on the Strike.

 

Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP]

BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} (“Shapechanger”)

AP: Enhanced Strength 6 (to 24/+7) {6} + Impervious Toughness 9 (Flaw: Limited [Only vs. Physical]) {5} + Leaping 1 (x2; running long jump 36 ft., standing long jump 18 ft., high/vertical jump 9 ft.) {1} + Speed 1 (10 mph/100 feet per round) {1} + Strike 2 (claws & fangs & tail; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 39) {6}  {6+5+1+1+6+6=25/26} (“Chitinous Horror form”)
AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (lashing tentacles; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 3 (slithering, slow fall, wall-crawling) {6} {3+3+5+9+6=26/26} (“Oozey form”)

 

Which will leave him with 1pp 2pp 3pp unspent.

 

And here's how it would look all together

 

 

 

Spoiler

 

ABILITIES: 2 + 6 + 4 + 2 + 6 + 6 = 26PP

Strength: 24/18/12 (+7/+4/+1), effective lifting STR 39 as "Chitinous Horror"

Dexterity: 16 (+3)

Constitution: 24/14 (+7/+2)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 26/16 (+8/+3)


 

COMBAT: 4 + 6 = 10PP

Initiative: +3

Attack: +4 Ranged, +9 Melee (+2/+3 Base, Attack Focus [Melee] +3/+6)

Grapple: +19, +13 if Morphed

Defense: +9 (+3 Base, +3/+6 Dodge Focus), +2 Flat-Footed

Knockback: -9 vs. Physical, -4 vs. Energy as "Chitinous Horror"; -4 if Morphed or in "Oozey" form

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC 19 Toughness (Staged)

Damage (Physical)

Unarmed, Chitinous Horror

Touch

DC 22 Toughness (Staged)

Damage (Physical)

Strikes (crit 18-20)

Touch

DC 24 Toughness (Staged)

Damage (Physical)

Grue-some Presence / Fearsome Presence

35 ft.

DC 17 Will (Staged)

Shaken/Frightened/Panicked

 

 

SAVING THROWS: 0 + 4 + 4 = 8PP

Toughness: +9 (+7 Con, +4 Protection) (Impervious 9 vs. Physical in "Chitinous Horror" form)

Fortitude: +7 (+7 Con, +0)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+3 Wis, +4)


 

SKILLS: 100R = 24PP

Bluff 12 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Distract, Fascinate, Taunt

Concentration 7 (+10)

Diplomacy 12 (+15, +20 w/ Enhanced CHA) Fascinate

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

Gather Information 12 (+15)

Intimidate 7 (+10, +15 w/ Enhanced CHA) Startle

Language 2 (English, Russian, Ukrainian [native])

Knowledge (Life Science) 4 (+5)

Knowledge (Popular Culture) 9 (+10)

Notice 7 (+10)

Perform (Acting) 2 (+5, +10 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged)

Sense Motive 12 (+15)

Stealth 7 (+10)


 

FEATS: 10PP

Ambidextrous

Attack Focus (Melee) 3 (6 total w/ fluid fighter)

Dodge Focus 3 (5 total w/ fluid fighter)

Improved Grapple

Improved Pin

Startle

 

Enhanced Feats

Accurate Attack  (from "Battle Shifting")

All-Out Attack  (from "Battle Shifting")

Attack Focus (Melee) 3 (to 6 total)  (from "Fluid Fighter")

Challenge (Bluff/Taunt as a Move action)  (from "Shapechanger")

Challenge 3 (Intimidate/Demoralize as a Move action, Intimidate/Startle as a Move action, Mass Intimidation) (from "Grue-some Presence")

Distract (Bluff)  (from "Shapechanger")

Dodge Focus 2 (to 6 total)  (from "Fluid Fighter")

Fascinate 2 (Bluff, Diplomacy)  (from "Shapechanger")

Fearsome Presence 7  (from "Grue-some Presence")

Instant Up  (from "Battle Shifting")

Power Attack  (from "Battle Shifting")

Taunt  (from "Shapechanger")

 

 

POWERS: 10 + 5 + 8 + 6 + 1 + 9 + 11 + 12 + 28 + 2 + 5 + 20 = 117PP

(Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting)

 

Enhanced Constitution 10 (resilient form; to 24/+7) [10PP]

 

Enhanced Feats 5 (battle shifting; Accurate Attack, All-Out Attack, Defensive Attack, Instant Up, Power Attack) [5PP]

 

Enhanced Attack 1 (fluid fighter) {2) plus Enhanced Feats 6 (fluid fighter; Attack Focus [Melee] 3, Dodge Focus 3) {6} [2+6=8PP]

 

Enhanced Strength 6 (to 18/+4) [6PP]

 

Features 1 (Internal Compartment [light load at Str 18 = 100 lbs.]) [1PP]

 

Grue-some Awareness 4 (8 points; PF: Alternate Power)  [9PP]

  • BE: Comprehend 4 (animals 2, languages 2 [speak any one at a time, understand all]) {8}  {8/8}
  • AP: Mind Reading 9 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle)  {7/8}

 

Grue-some Presence 5 (10 points; PF: Alternate Power) [11PP]

  • BE: Enhanced Charisma 10 (to 26/+8) {10/10}
  • AP: Enhanced Feats 10 (Challenge 3 [Intimidate/Demoralize as a Move action, Intimidate/Startle as a Move action, Mass Intimidation], Fearsome Presence 7 [35 feet, DC 17]) {10/10}

 

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

 

Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP]

  • BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} ("Shapechanger")
  • AP: Enhanced Strength 6 (to 24/+7) {6} + Impervious Toughness 9 (Flaw: Limited [Only vs. Physical]) {5} + Leaping 1 (x2; running long jump 36 ft., standing long jump 18 ft., high/vertical jump 9 ft.) {1} + Speed 1 (10 mph/100 feet per round) {1} + Strike 2 (claws & fangs & tail; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 39) {6}  {6+5+1+1+6+6=25/26} ("Chitinous Horror form")
  • AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (lashing tentacles; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 3 (slithering, slow fall, wall-crawling) {6} {3+3+5+9+6=26/26} ("Oozey form")

 

Protection 2 (resilient form) [2PP]

 

Regeneration 4 (reassembly; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP]

 

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

Quote

Sample Shifts

  • Chameleon Camouflage: Concealment 4 (All Visual; Flaw: Blending) {4/5}

  • Living Glider/Parachute: Flight 4 (100 mph; Flaw: Gliding) {4/5}

  • Nowhere Man: Concealment 4 (All Visual; Flaw: Limited [Only Works In Crowds]) {4/5}

  • Piscine Sleekness: Swimming 3 (10 mph) {3/5}

  • Puffed Up: Growth 4 (Large: -1 Combat, +4 Grapple, -4 Stealth, +2 Intimidation, 8 ft. tall, 10 ft. space, 10 ft. reach; Flaw: Dispersal) {4/5}

  • Really Horrific Form: Enhanced Feats 2 (Fearsome Presence +2, to Fearsome Presence 9 / Grue-some Presence) plus Enhanced Skills 4 (Intimidation 4, to +19) {3/5}

  • Spiky Body: Strike 1 (Extra: Action 3 [Reaction]) {4/5}

  • Wings: Flight 3 (50 mph; Drawback: Power Loss [if wings are restrained; -1]) {5/5}

Default Configuration

Leaping 2 (total Leaping 3 in Chitinous Horror form) [2]

Speed 3 (total Speed 4 in Chitinous Horror form) [3]

Super-Movement 1 (wall-crawling 1; total Wall-Crawling 2 in Oozey form) [2]

Super-Senses 3 (low-light vision, scent, ultra-hearing) [3]


 

DRAWBACKS: -3PP

 

Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP]


 

TOTALS

Abilities (26) + Combat (10) + Saving Throws (8) + Skills (24) + Feats (10) + Powers (117) - Drawbacks (3) = 192/195 Power Points [3 free]

 

 

Miscellaneous Notes

 

The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt).  Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. ("Chaney" derives from a word meaning "reed," so does "Ocheret"), and Jack Palance (born Volodymyr Palahniuk).  It also works out to be a reference to Chuck Palahniuk, author of Fight Club.

 

Combat By Form

  • When using Chitinous Horror Form: Melee +9 (Grapple +19), Ranged +4, Unarmed +7, Strikes +9, Defense +9 (+2 flat-footed), Toughness +9, Knockback 9/-4 (vs. Physical/vs. Energy)  [PL 9 offense, PL 9 defense]
  • When using Oozey Form: Melee +9 (Grapple +19), Ranged +4, Unarmed +4, Strikes +9, Defense +9 (+2 flat-footed), Toughness +9, Knockback -4  [PL 9 offense, PL 9 defense]
  • When Morphed: Melee +9 (Grapple +13), Ranged +4, Unarmed +4, Defense +9 (+2 flat-footed), Toughness +9, Knockback -4  [PL 8 offense, PL 9 defense]
  • When powerless: Melee +5 (Grapple +6), Ranged +2, Unarmed +1, Defense +6 (+2 flat-footed), Toughness +2, Knockback -1  [PL 3 offense, PL 4 defense]

 

 

 

Thanks!

 

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Doktor'd!

 

A few quick edits for Nocturne, here:

 

Please raise her Strength ability score to 10 (+0); this will cost 2pp, and will also improve her base Grapple to +4.

 

Please improve her Will save to +10 (+2 Wis, +8); this will cost 1pp.

 

In the Gravitics Array, please update the Move Object power like so (this makes the damage of the power explicitly capped, and uses the freed-up points to buy another rank of the power):

Move Object 11 (crush/throw; 24 ton heavy load; Extras: Damaging 8; Feats: Accurate 2, Indirect 2, Precise, Variable Descriptor 1 (any physical)) [36/36]

This will also modify her Move Object grapple bonus, which I believe is currently incorrect; it should be +19 now (+8 attack, +11 power ranks).

 

In the Gravitics Array's Trip power, please replace 'Improved Trip' with 'Improved Throw'. Ultimate Power has a misprint that I did not catch when building the original sheet.

 

Please append one more alternate power to the Gravitics Array, as follows:

Nullify Flight 8 (drag, nullify all Flight effects; Extras: Alternate Save +0 [Reflex], Area (general, burst), Effortless, Selective Attack) [24/36]

This will cost 1pp. The DC Block will also have a new entry:

 

Nullify             Ranged (45' radius)   DC18 Reflex                    Area Check

                                          |> Contested Check (Ref/Rank)  Flight Nullified

 

This should be 4pp spent, all told.

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  • 2 weeks later...

Doktor'd!

 

My first edit for Shift! There are a few minor changes in fluff (such as changing references to the Labyrinth to the Foundry), but several in the crunch. Basically I removed two ranks of Super-Senses and all three ranks of Features to combine with my five earned PP to created the 5 PP Variable Power, which has several sample powers listed.

 

Quote

large.Shift600px.png.82a9cd7eec3c4a2ea0ccce951f0ad9af.png

 

Name: Shift

Power Level: PL8/12

Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Power Points: 185/185

Unspent PP: 0

In Brief: Nanotech artifical lifeform with changeable shape

Identity: Pol Rothstein-Frasier
Birthplace: FR Technologies, Greenbank
Occupation: Student
Affiliations: Claremont Academy

Family: Alan Frasier ('father'), Sarah Rothstein ('mother')

 

Description

DOB: January 242004 (programing completed)

Apparent Age: n/a
Gender: Genderfluid

Ethnicity: n/a
Height: 5' 6"
Weight: 625 lbs
Eyes: n/a
Hair: n/a

 

Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto.

 

As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand.

 

When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed.

 

History:

FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed.

 

Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost.

 

Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child.

 

Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw.

 

Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol.

 

What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform.

 

But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an  unusual request: could they educate and look after Pol while they sorted things out?

 

As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day.

 

Personality & Motivation:

Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students.

 

By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing.

 

Powers & Tactics:

Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel.

 

Complications:

"I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot.

 

"How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous.

 

"That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating.

 

"Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some.

 

"SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions.

 

 

ABILITIES: 18PP (8 + 4 + (-10) + 12 + 4 + 0)

Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 22 (+6)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

COMBAT: 22PP (12 + 10)

Initiative: +6 (+6 Int)

Attack: +6

Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength), +25 with Elongation

Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed

Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 11 at normal speed or slower (Immovable 2)

 

SAVING THROWS: 10PP (0 + 4 + 6)

Toughness: +10 (+10 Protection; Impervious 8 )

Fortitude: -

Reflex: +6 (+2 Dex, +4PP)

Will: +8 (+2 Wis, +6PP)

 

SKILLS: 10PP (40R)

Acrobatics 8 (+10)

Climb 0 (+4) (No Strength bonus from Density)

Computers 4 (+10)

Craft (Electronic) 4 (+10)

Craft (Mechanical) 4 (+10)

Disable Device 4 (+10)

Disguise 0 (+0, +20 Morph)

Knowledge (Technology) 4 (+10)

Notice 8 (+10)

Search 4 (+10)

Swim - (Density)

 

FEATS: 11PP

Beginners Luck

Dodge Focus

*Improved Grapple (free if using Additional Limbs)

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

 

POWERS: 122PP

 

Communication 5 (Radio, Range: 5 miles) [5PP]

 

Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP]

Spoiler

Immovable 2 (At normal speed or slower: Knockback Resistance +2; +8 to resist Rush/Trip attacks; 2 Slam Damage redirected back at attacker)

 

Impervious Toughness 3

 

Protection 3

 

Strength 12

 

Super-Strength 2

 

Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP]

 

Immunity 40 (Fortitude effects; Psionic effects) [40PP]

 

Impervious Toughness 5 (8 ranks total) [5PP]

 

Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP]

 

Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP]

 

Protection 7 (10 ranks total) [7PP]

 

Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP]

 

Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP]

 

Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP]

 

Variable Power 1 (5PP poolMultiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP]

Spoiler

Standard Array [5PP]
Features 3 (Lights, Internal Compartment, Mimicry) + Super-Senses 2 (Direction Sense, Time Sense) 

 

Machine Communications [4PP]

Comprehend 2 (Machines: Speak All, Understand All) 

 

Wireless Access [5PP]

Datalink 4 (Sense Type: Radio, Range: 1 Mile.; Feat: Machine Control) 

 

Standard Array [5PP]

Additional Limbs 4 + Enhanced Feat (Ambidexterity)

 

Standard Array [5PP]

Elongation 5 (100 foot reach)

 

Nanobot Liquification  [ 5PP]
Insubstantial 1 (Liquid Form) 

 

 

DRAWBACKS: -8PP

 

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

DC Block
ATTACK         RANGE    SAVE                                 EFFECT
Unarmed        Touch     DC 25 Toughness           Damage

 

Drain               Touch     DC 20 Reflex                  Damage

 

 

TOTALS:

Abilities (18) + Combat (22) + Saving Throws (10) + Skills (10) + Feats (11) + Powers (122) - Drawbacks (8) = 185/185 Power Points

 

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  • 2 weeks later...

Doktor'd!  But your math was a bit off, she's still got 1pp!

 

Edits for Sparkler (Electra's)

 

35PP to spend 

 

12PP 
Into Sun Array 
Add PFs: Affects Insubstantial 2 to all powers 
Add Extra: Autofire to Blast 
Change Move Object to 
Move Object 10 (hands of flame, Extra: Damaging) 

 

It should now look like
The Sun Array 15 (30PP, Fire; Feats: Affects Insubstantial 2, Alternate Powers 1) [33PP]
Base Power: Blast 10 (Fire, and lots of it, Extra: Autofire) {30/30}
Alternate Power: Move Object 10 (hands of flame, Extra: Damaging) {30/30}

 

9 PP into Flight 
Change base Flight to Flight 4 
Change Flight w/Broom to Flight 7 (1000MPH/1000FPM) 

 

4PP to Charisma (to CHA 24/+7) 

 

8PP to Skills 
Bluff 5 (to Bluff 17 (+24) 
Diplomacy 5 (to Diplomacy 10 (+17) 
Intimidate 10 (to Intimidate 10 (+17) 
Sense Motive 5 (to Sense Motive 15 (+16) 
Stealth 8 (+10) 

 

Feats 2 
Challenge (Fast Taunt) 
Skill Mastery (Bluff, Diplomacy, Intimidate, Stealth)
 

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  • 2 weeks later...

Doktor'd!

 

Justice

Base form

This is for Justice's base form, found here. The metamorphed H.E.R.O. Mode armor will be updated below.

 

Justice got a new theme! Please change Justice's theme to: Hell No! - Mel Senese

 

Please change Justice's effective power level in the base form to 10, as it should be. She is only PL12 when in her secondary Metamorph form.

 

Editing existing powers

Please remove the power Enhanced Trait 4 (Reflex Save+4) from the R.I.D.E.R. System Container, reducing the container to rank 3.6 and a cost of 18DP, freeing up 4DP to use. I use those 4DP to increase the rank of the M.O.D. System power to 7

 

Please change the Armor's M.O.D. System power to this, which frees up 1DP for the armor.

 

M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] 

BP: {5 + 4 + 5 = 14/14} (DescriptorsBase Armor)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Enhanced Trait 4 (Reflex Save +4) {4DP}

Protection 5 (Total Toughness +10) {5DP} 

AP: {10 + 4 = 14/14} (DescriptorsExtra Armor)

Impervious Toughness 4 {4DP}

Protection 10 (Total Toughness +15) {10DP} 

AP: {10 + 4 = 14/14} (DescriptorsLess Armor)

Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} 

Enhanced Trait 4 (Reflex Save +4) {4DP}

 

And please change the M.O.V.E. System power to this, to avoid being able to break PL caps with Impervious Toughness

 

M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP]

BP: {4 + 4 = 8/8DP}

Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (DescriptorsJump Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {4 + 4 = 8/8DP}

Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (DescriptorsBoost Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {6 + 2 = 8/8DP}

Impervious Toughness 6 {6DP} (Descriptors: Armor Plating)

Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (DescriptorsJump Jets, Rocket Boots)

 

This in turn affects some of the other blocks on Justice's sheet.

 

Update Trade-offs to:

Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power

 

Update Defense under Combat to:

Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed

 

Update Toughness and Reflex under Saving Throws to:

Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor)

 

Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor)

 

That should leave me with 1DP to spend for the armor and 13 unspent PP.

 

Abilities

Increase Charisma from 14 to 16, costing 2P

 

Skills

Spending 4PP on skills, and rearranging Skills a bit

Reduce Bluff by 1, to 2

Increase 

- Concentration by 1, to 7

- Diplomacy by 4, to 12

- Drive by 5, to 7

- Gather Information by 4, to 7

Add Knowledge [Arcane Lore] 3 (+10)

 

Feats

Add the feats Artificer and Challenge [Fast Acrobatic Bluff], costing 2PP

 

Powers

Spending 4PP on increasing the rank of the Justice Armor Device by 1, to rank 20, giving me a total of 6DP to spend.

 

I spend 3DP on increasing the rank of the Z-Space Arsenal Array to 12.5, which solves the issue where I have somehow spent too much DP on almost every power in the array. 

Increase the Penetrating rank on the Blast power in the Z-Space Arsenal from 1 to 4, since I had only spent 21DP on the Blast power.

 

I use the last 3DP to increase the rank of the I.D.E.A. Systems container to from rank 4.8 to rank 5.4.

Please add this power to the container:

 

Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking)

 

That should be 12PP spent.

 

Sheet with all the updates are in the spoiler.

 

Spoiler

Justice

Power Level: 13

Effective Power Level: 10

Power Points: 198/201PP
Unspent Power Points: 3

Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: Time for justice!

Theme: Hell No! - Mel Senese

 

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

Residence: University Hill, Emerald City
Base of Operations: University Hill, Emerald City
Occupation: PhD Student at Emerald City University, Tech Support
Affiliations: None
Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother),  Mark (20 years younger brother), Dottie (paternal grandmother)

 

DESCRIPTION

Age: (DoB: 1997 [April 1st])
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Green
Hair:Dark brown

 

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 

 

HISTORY

Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration.

 

Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider.

 

Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 

 

Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design.

 

Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in.

 

 

PERSONALITY & MOTIVATION

Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.

 

Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal.

 

 

POWERS & TACTICS

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action.

 

A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her.

 

 

POWER DESCRIPTIONS

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source.

 

The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task.

 

The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills.

 

The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts.

 

To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor.

 

Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons.

 

Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force.

 

To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power.

 

COMPLICATIONS

Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.


Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.

 

Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead.

 

Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.

 

Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point.

 

Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.

 

Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.

 

 

ABILITIES

4 + 4 + 8 + 14 + 6 + 6 = 42PP


Strength: 14 (+2) / [Justice Armor] 18 (+4)
Dexterity: 14 (+2) / [Justice Armor] 16 (+3)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block

Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength)
Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied)

 

 

SAVING THROWS

 + 5 + 8 = 19PP

Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor)

Fortitude: +10 (+4 Con, +6)

Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor)

Will: +11 (+3 Wis, +8)

 

 

SKILLS

124R = 31PP

 

Acrobatics 12 (+14) / [Justice Armor] (+15)

Bluff 2 (+5) 

Computers 8 (+15)

Concentration 7 (+10) 

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 12 (+15) 

Disable Device 8 (+15)

Drive 7 (+9) / [Justice Armor] (+10) 

Gather Information 7 (+10)

Investigate 3 (+10)

Knowledge [Arcane Lore] 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

11PP

 

Acrobatic Bluff

Artificer

Challenge [Fast Acrobatic Bluff]

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

Evasion 2

Power Attack

Quick Change

Takedown Attack 2Justice Strikes

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

Spoiler

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

82 = 82PP

 

Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: Justice Armor, Invention, Technology)

I.D.E.A. System 5.4 (27DP Container) [27DP]

Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking)

Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, Invention, Technology)

Sample powers 

Spoiler

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

Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space)

APTeleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (DescriptorsCombat Teleport)

Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines)

 

M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] 

BP: {5 + 4 + 5 = 14/14} (DescriptorsBase Armor)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Enhanced Trait 4 (Reflex Save +4) {4DP}

Protection 5 (Total Toughness +10) {5DP} 

AP: {10 + 4 = 14/14} (DescriptorsExtra Armor)

Impervious Toughness 4 {4DP}

Protection 10 (Total Toughness +15) {10DP} 

AP: {10 + 4 = 14/14} (DescriptorsLess Armor)

Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} 

Enhanced Trait 4 (Reflex Save +4) {4DP}

 

M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP]

BP: {4 + 4 = 8/8DP}

Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (DescriptorsJump Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {4 + 4 = 8/8DP}

Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (DescriptorsBoost Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {6 + 2 = 8/8DP}

Impervious Toughness 6 {6DP} (Descriptors: Armor Plating)

Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (DescriptorsJump Jets, Rocket Boots)

 

R.I.D.E.R. System 3.6 (18DP Container) [18DP]

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines)

Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines)

Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System)

Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change)

Protection 1 [1DP] (Descriptors: Armor)

 

Z-Space Arsenal 12.5 (25DP Array; Feats: Alternate Power 4) [29DP] (Descriptors: Weapons, Z-Space)

BP: {21 + 4 = 25/25DP}

Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type

Enhanced Strength 4 [4DP] (Enhanced Musculature)

APBlast 6 (Extras: Penetrating 4; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals)

APObscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3(2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals)

APSnare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals)

APStun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker)

 

 

DRAWBACKS 
-3PP
 

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – Justice Armor 

Touch

DC19 TOU (staged)

Damage

+6

Justice Strike

Touch

DC25 TOU (staged)

Damage

+10, Crit 18-20, Knockback 3, Penetrating 5

Justice Buster

60 ft.

DC21 TOU (staged)

Damage

+14, Penetrating 4, Indirect 3, Variable Descriptor 2 [Any Technological]

Snare Grenade

100 ft.

DC20 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10, Indirect 3

Stun Sticker

Touch

DC20 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10, Crit 19-20, Reversible, Sedation

 

 

Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/199 Power Points

 

If the sheet looks odd in the spoiler, it can also be found here

Please mind the power indents.

 

H.E.R.O. Mode Armor

This post is for Justice's metamorph form, H.E.R.O. Mode Armor, found here, bringing it in line with the normal form in the above edits and spending PP on the device.

 

H.E.R.O. Mode got a new theme too! Please change it to: Hell Yeah - Rev Theory

 

Editing existing powers

Please change the Armor's M.O.D. System power to this, which frees up 1DP for the armor.

 

M.O.D. System 5 (10DP Array; Feats: Alternate Power 2) [13DP] 

BP: {5 + 5 = 10/10} (DescriptorsBalanced Shields)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} (Descriptors: Magic)

AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (DescriptorsFull Power to Shields, Magic)

AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (DescriptorsDrop Shields)

 

This in turn affects some of the other blocks on Justice's H.E.R.O. Mode sheet.

 

Update Trade-offs to:

Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power

 

Update Defense under Combat to:

Defense: +4 Base, +2 Flat-footed, [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Full Power to Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Drop Shields), +4 Flat-Footed

 

Update Toughness under Saving Throws to:

Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Drop Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Full Power to Shields), +4 Flat-Footed

 

That should leave me with 1DP to spend for the armor and 13 unspent PP.

 

Please add the Magic descriptor to the following powers

A.T.T.A.C.K. System

H.E.R.O. Mode container
-> Protection

M.O.D. System
-> Both Protection powers

 

First, I'll be spending PP to bring the non-armor stuff up to speed with the Justice without the armor for the regular form

 

Abilities

Increase Charisma from 14 to 16, costing 2P

 

Skills

Spending 4PP on skills, and rearranging Skills a bit

Reduce Bluff by 1, to 2

Increase 

Concentration by 1, to 7

Diplomacy by 4, to 12

Drive by 5, to 7

Gather Information by 4, to 7

Add Knowledge [Arcane Lore] 3 (+10)

 

Feats

Add the feats Artificer and Challenge [Fast Acrobatic Bluff], costing 2PP

 

Powers

Spending 4PP on increasing the rank of the H.E.R.O. System Justice Armor Device by 1, to rank 20, giving me a total of 6DP to spend.

 

Spending 2DP on increasing the H.E.R.O. Mode container to rank 7, and buying this power for the container:

 

Immunity 2 (Critical Hits) [2DP] (DescriptorsPerfect Defense)

 

Increase the A.T.T.A.C.K. System to rank 16.5 and add another rank of Alternate Power. I'll add in a Create Object power and spend some more PP on each of the powers in the array. Updated array:

 

A.T.T.A.C.K. System 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) 

BPDamage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (DescriptorsHero Strikes, Bludgeoning Damage Type, Super Speed)

APCreate Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP}  (Up to 10x10 ft. cube objects) (DescriptorsEndless Possibilities)

APDamage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 4) (Area: 50-100 ft. radius) {32/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space)

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

APStun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes,  Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space)

APTrip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave)

 

And updated DC block

 

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – H.E.R.O. Mode

Touch

DC17 TOU (staged)

Damage

+6

Hero Strikes

Touch

DC27 TOU (staged)

Damage

+12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2

Tactical Teleport Strikes

Touch
Targeted Burst Area 50-100 ft. radius

DC27 TOU (staged)

Damage

+12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2

Armor Breaker Blow

Touch 

DC22 FORT (staged) 

Toughness Drain 

+12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2

Lightning Speed Stun Strikes

Touch, 10 ft.

DC22 FORT (staged)

Fail: Dazed

>5: Stunned

>10: Unconscious 

+12, Indirect 3, Affects Insubstantial 2

Rainbow Spiral Shockwave

Touch
Targeted Burst Area 60-300 ft. radius

Worse of Str/Dex vs. Power Check

Trip + Knockback

+12, Selective Attack, Affects Insubstantial 2, Knockback +1

 

That should be 12PP spent.

 

And finally, the drawback uses my WIP name for the armor, so please update it to the correct name:

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice H.E.R.O. Mode Armor; Requires Justice Driver Belt to activate) [-3PP]

 

Sheet with all the updates are in the spoiler.

 

Spoiler

Justice - H.E.R.O. Mode Armor

Power Level: 13

Effective Power Level: 12

Power Points: 198/201PP
Unspent Power Points: 3

Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: "Power up! Activate H.E.R.O. mode! Henshin!"

Theme: Hell Yeah - Rev Theory

 

 

DESCRIPTION

Justice's H.E.R.O. mode armor is a dark red undersuit with circuitry woven through it. She still wears the grey metal belt with the Justice Driver and her grandmother's amulet. Over the undersuit, the armor is golden with pulsing purple-pink energy lines running through it. She wears heavy golden armored boots that reach and cover her knees, a golden chest plate with a purple-pink energy core just above her abs. The chest plate connects to two-part golden shoulders with purple-pink energy lines. Heavy gold gauntlets channel Z-Space energy into her blows. Her helmet is dark red, with a purple-pink visor over her eyes, running down the sides of her face. A golden face plate covers her mouth, while she sports small golden antenna from her forehead, mirroring the ones from her normal armor.

EAwZ4ga.png

 

POWERS & TACTICS

Putting on the H.E.R.O. mode armor means that Justice is done talking. It is time for action. Robin favors pure power over much subtlety, overpowering her foes through pure speed and power. She stays mobile using a combination of pure speed and teleportation, moves in close to break down her enemies' defenses, stun them with rapid fire punches or blow them away with powerful waves of Z-Space energy.

 

 

POWER DESCRIPTIONS

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source.

 

The Heuristic Emergency Response Operator (H.E.R.O.) mode armor is a designed solely for combat, using both designs based on Robin's standard Justice armor, as well as brand new weapons that utilizes stored Z-Space energy in addition to the power inherent in her grandmother's amulet. The armor posses multiple combat subroutines that enhance Robin's abilities and reflexes while in combat.

 

The H.E.R.O. mode armor's Modular Output Defense system (M.O.D.) is designed from the same principles as the standard Justice armor's M.O.D. system. Rather than using armor plating, the H.E.R.O. mode armor switches between dividing energy between rapid movement and powerful Z-Space energy powered force fields.

 

The Multivariable Outrageous Virtous Extension system (M.O.V.E.) switches between charging the suit itself, allowing Robin to move at super speed, or to pour Z-Space energy directly into Robin's grandmother's amulet, allowing her to teleport across short distances while in combat.

 

The Advanced Total Tactical Attack Control Kit system (A.T.T.A.C.K.) channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her.

 

The H.E.R.O. mode armor has one major drawback, compared to the normal Justice armor: It requires massive amounts of power to operate. Between use, it is secured in the AnneX, where it is hooked up to generators drawing energy from Z-Space. At any given time, Justice might need to use the armor before it is ready to use, limiting how effective she can be.

 

 

COMPLICATIONS

Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.


Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.

 

Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead.

 

Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.

 

Power Drain: The H.E.R.O. mode armor uses a massive amount of power to function and use its attacks. The GM can, at any point, make any of the armor's powers malfunction, effectively costing Justice the action she would otherwise have used and giving her a Hero Point instead. Alternatively, the GM can come up with other ways that the massive power drain negatively affects Robin in return for a Hero Point.

 

Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.

 

Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.

 

 

ABILITIES

4 + 4 + 8 + 14 + 6 + 6 = 42PP


Strength: 14 (+2)
Dexterity: 14 (+2) / [H.E.R.O. Mode Armor] 16 (+3)

Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [H.E.R.O. Mode Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block

Defense: +4 Base, +2 Flat-footed, [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Full Power to Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Drop Shields), +4 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [H.E.R.O. Mode Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength)
Knockback: -2 (TOU 4/2), [H.E.R.O. Mode Armor] -4 to -9 (TOU 7-17, based on M.O.D. System)

 

 

SAVING THROWS

 + 5 + 8 = 19PP

 

Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Drop Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Full Power to Shields), +4 Flat-Footed

Fortitude: +10 (+4 Con, +6)
Reflex: +7 (+2 Dex, +5) / [H.E.R.O. Mode Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save)
Will: +11 (+3 Wis, +8)

 

 

SKILLS

124R = 31PP

 

Acrobatics 12 (+14) / [H.E.R.O. Mode Armor] (+15)

Bluff 2 (+5) 

Computers 8 (+15)

Concentration 7 (+10) 

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 12 (+15) 

Disable Device 8 (+15)

Drive 7 (+9) / [H.E.R.O. Mode Armor] (+10) 

Gather Information 7 (+10)

Investigate 3 (+10)

Knowledge [Arcane Lore] 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

11PP

 

Acrobatic Bluff

Artificer

Challenge [Fast Acrobatic Bluff]

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

All-Out Attack

Defensive Attack

Power Attack

Quick Change

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

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

 

 

 

POWERS

82 = 82PP

 

Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: H.E.R.O. System Justice Armor, Invention, Technology)

 

A.T.T.A.C.K. System 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) 

BPDamage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (DescriptorsHero Strikes, Bludgeoning Damage Type, Super Speed)

APCreate Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP}  (Up to 10x10 ft. cube objects) (DescriptorsEndless Possibilities)

APDamage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 4) (Area: 50-100 ft. radius) {32/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space)

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

APStun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes,  Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space)

APTrip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave)

 

H.E.R.O. Mode 7 (35DP Container) [35DP]

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

Enhanced Feat 7 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Power Attack, Uncanny Dodge [Visual]) [7DP] (DescriptorsCombat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (DescriptorsCollapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Defense Bonus+3) [6DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Reflex Save +6) [6DP] (DescriptorsCombat Subroutines)

Features 2 (Built-in Subtle Computer) [2DP] (DescriptorsComputer, A.I. System)

Immunity 2 (Critical Hits) [2DP] (DescriptorsPerfect Defense)

Morph 1 (One Form [Justice Armor]; Feats: Metamorph 1) [2DP] (DescriptorsArmor Change)

Protection 3 (Extras: Force Field (+0)) [3DP] (DescriptorsForce Field, Magic, Z-Space Energy)

 

M.O.D. System 5 (10DP Array; Feats: Alternate Power 2) [13DP] 

BP: {5 + 5 = 10/10} (DescriptorsBalanced Shields)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} (Descriptors: Magic)

AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (DescriptorsFull Power to Shields, Magic)

AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (DescriptorsDrop Shields)

 

M.O.V.E. System 7 (14DP Array; Feats: Alternate Power 1) [15DP] (DescriptorsDimensional, Magic, Z-Space)

BP: {10 + 4 = 14/14DP} (DescriptorsZ-Space Powered Speed)

Speed 9 (Feats: Moving Feint) (5000 MPH, 50.000 ft./rnd.) [10DP] 

Quickness 4 (Perform Routine Tasks at x25 Speed) [4DP]

APTeleport 10 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Moving Feint, Turnabout) (1000 ft. distance) {14/14DP} (DescriptorsCombat Teleport)

 

 

DRAWBACKS 
-3PP
 

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice H.E.R.O. Mode Armor; Requires Justice Driver Belt to activate) [-3PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – H.E.R.O. Mode

Touch

DC17 TOU (staged)

Damage

+6

Hero Strikes

Touch

DC27 TOU (staged)

Damage

+12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2

Tactical Teleport Strikes

Touch
Targeted Burst Area 50-100 ft. radius

DC27 TOU (staged)

Damage

+12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2

Armor Breaker Blow

Touch 

DC22 FORT (staged) 

Toughness Drain 

+12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2

Lightning Speed Stun Strikes

Touch, 10 ft.

DC22 FORT (staged)

Fail: Dazed

>5: Stunned

>10: Unconscious 

+12, Indirect 3, Affects Insubstantial 2

Rainbow Spiral Shockwave

Touch
Targeted Burst Area 60-300 ft. radius

Worse of Str/Dex vs. Power Check

Trip + Knockback

+12, Selective Attack, Affects Insubstantial 2, Knockback +1

 

TotalsAbilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/199 Power Points

 

If the sheet looks odd in the spoiler, it can also be found here

Please mind the power indents.

Link to comment
  • 2 weeks later...

Doktror'd!

 

Spaceman

Please change the top block to this, putting the effective power level on its own line

 

Power Level: 13

Effective Power Level: 10

Powers Points: 185/198PP
Unspent Power Points: 13PP
Trade-Offs: -5 Defense / +5 Toughness

 

Please update his powers to the ones listed below. I haven't made any changes, just changed the notation so the name of the power is listed in bold instead of in "quotation marks", to bring it in line with my other sheets

 

Please mind the indents.

 

Thanks!

 

Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space)

Enhanced Constitution 28 [28PP]

Enhanced Dexterity 4 [4PP]

Feature 1 (Forgettable appearance out of costume) [1PP]

Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation)

Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (DescriptorsSpatial Flight)

 

Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation)

BP: {10 + 10 = 20/20}

Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density)

Immovable 10 [10PP] (Descriptors: Spatial Constant)

APInsubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space)

APSuper-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space)

 

Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space)

BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation)

Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation)

Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength)

APMove Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation)

APNauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: Vertigo, Sensory Distance Manipulation)

AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation)

 

Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space)

BPFlight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation)

Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (DescriptorsSpatial Flight)

APTeleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation)

 

Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) 

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Doktor'd!

 

Little Mermaid II

 

Spending a total of 23PP out of 24 available.

 

Please add this line under the Power Level line:

 

Effective Power Level: 12

 

Skills

Buying 44 ranks of skills for 11PP.

Diplomacy +5 to rank 10, for a total +15

Intimidate +10 to rank 10, for a total +15

Knowledge [History] +3 to rank 3, for a total +5

Notice +5 to rank 10, for a total +15

Perform [Singing] +5 to rank 10, for a total +15

Sense Motive +5 to rank 10, for a total +15

Survival +5 to rank 5, for a total +10

Swimming +6 to rank 10, for a total +10/+26

 

Feats

Remove the Defensive Roll feat. I'll get those 2 ranks of Toughness back in the Powers update below.

Increase the Luck rank to 4.

Increase Evasion to rank 2.

Add Move-By Action, Skill Mastery [Diplomacy, Perform [Singing], Sense Motive, Swimming] and Takedown Attack 2.

That should be 4PP spent on Feats.

 

Powers

 

Fairytaler Array

Change Area [Line] extra on the Blast power in the Fairytaler array to Area [General Line]

 

Change the Move Object power in the Fairytaler Array by removing the Limited [Water Only] flaw and reducing the rank to 16.

Spoiler

Move Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control)

 

Please add this to the Grapple Block: +32 (+32 Bring the Sea)

 

Replace the Siren's Song slot in the Fairytaler array with this Stun power:

Spoiler

AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song, Sonic)

 

Rename Siren's Call to Siren's Song, and increase the Drain Effect to rank 12.

 

Other powers

Please change the Swimming power to this array. I spend 3PP to increase the rank:

Spoiler

Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement)

BPSwimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change)

AP{5 + 4 = 9/9} (Descriptors: Powerful Legs)

Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP]

Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP]

 

Increase the rank of Enhanced Constitution to 16, spending 4PP. This should update the Toughness and Fortitude saves to

Spoiler

Toughness: +4 (+4 Con) / +12 (+4 Con, +8 Enh Con)

Fortitude: +4 (+4 Con, +0) / +12 (+4 Con, +8 Enh Con, +0)

 

That should be 7PP spent on powers.

 

Here's an updated power block, with everything from above and a slight formatting update, please update the power block to use this:

Spoiler

POWERS

2 + 16 + 4 + 1 + 53 + 3 + 1 + 2 + 10 = 92

All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted.

 

Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: Talk to Fish, Physical Enhancement)

 

Enhanced Constitution 16 [16PP] (Descriptors: Physical Enhancement)

 

Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement)

 

Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Magical Uniform, Summon Uniform)

 

Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid)

BP{32 + 16 = 48/48} (Descriptors: Mighty Mermaid, Physical Enhancement, Underwater Adjustment)

Enhanced Strength 32 [32PP]

Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] 

APBlast 12 (Extras: Area [General Line], Penetrating 6; Feats: Knockback 6) {48/48} (Descriptors: High Pressure Water Burst, Water, Impact Damage Type) 

APCreate Object 11 (Extras: Duration [Continuous], Movable; FeatsProgression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: Shape of Water, Water, Water Expansion, Water Shaping)

APMove Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control)

AP{24 + 24 = 48/48} (Descriptors: Siren's Song, Mind Control, Psionic, Song)

Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)[24PP]

Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP]

AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song)

 

Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: Underwater Adaption, Physical Enhancement)

 

Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: Tremorsense, Physical Enhancement)

 

Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: Darkvision, Physical Enhancement)

 

Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement)

BPSwimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change)

AP{5 + 4 = 9/9} (Descriptors: Powerful Legs)

Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP]

Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP]

 

And the new DC block should look like this:

Spoiler

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+8

Unarmed - Mighty Mermaid

Touch

DC31 Tou (staged)

Damage

+8

High Pressure Water Burst

120 ft., Line Area

DC22 Ref

Reduce Damage effect to DC21 if passed

Area

   

DC27 Tou (staged)

Damage

Penetrating 6, Knockback+6

Siren's Song

Area, Auditory Perception

DC22 Ref

Ignore Drain Will and Mind Control effects if passed

 
   

DC22 Will (staged)

Drain Will

Linked to Mind Control Effect

 

 

DC22 Will 

Mind Control

Linked to Drain Will effect

Siren Scream

120 ft., Cone Area

DC22 Ref

Reduce Stun effect to DC16 if passed

 

   

DC22 Fort 

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

Knockback

 

That should be 23PP spent.

 

Full updated sheet in the spoiler below.

 

Spoiler

Little Mermaid II

Power Level: 13

Effective Power Level: 12

Power Points: 203/204PP
Unspent Power Points: 1PP
Trade-Offs: (Unarmed) ATK-4/DC+4, No defensive

 

In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale.

Catchphrase: "Let's make a splash!"

Theme: Under The Sea - Jonathan Young 

 

Alternate Identity: Mette Madsen (Secret)
Birthplace: Copenhagen, Denmark

Residence: Copenhagen, Denmark
Occupation: Adventurer, Swimming Coach

Affiliations: Vanguard

Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal)

 

DESCRIPTION

Age: DOB (2000, December 24th)
Gender: Female
Ethnicity: Scandinavian

Height: 5’6’’
Weight: 150 lbs.
Eyes: Green
Hair: Dark brown

 

Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots.

 

When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving her mouth and nose free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail

 AhKefOK.pngIQg5okd.png

 

HISTORY

Mette was born on Christmas Eve, 2000. The last Christmas of a millenium, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more.

 

As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities.

 

For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right?

 

Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers.

 

Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more.

 

 

PERSONALITY & MOTIVATION

At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong.

 

Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities,  as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched.

 

 

POWERS & TACTICS

Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it.

 

As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. 

 

 

POWER DESCRIPTIONS

The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen.

 

Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic.

 

Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. 

 

Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect.

 

 

COMPLICATIONS

Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point.

 

Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. 

 

H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water using her Create Object power, and the GM can award her a Hero Point.

 

I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point.

 

Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation.

 

 

ABILITIES

0 + 6 + 8 + 4 + 10 + 10 = 38PP

 

Strength: 10 (+0) / 42 (+16)
Dexterity: 16 (+3) / 20 (+5)
Constitution: 18 (+4) / 30 (+10)
Intelligence: 14 (+2) 
Wisdom: 20 (+5) 
Charisma: 20 (+5) 

 

 

COMBAT

8 + 8 = 16PP


Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex)
Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block
Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed
Grapple: +8  (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) / +32 (+32 Bring the Sea)
Knockback: -2 (TOU/2) / -3 w. Defensive Roll / - 5 w. Enh Con / - 6 w. Enh Con and Defensive Roll

 

 

SAVING THROWS

0 + 7 + 7 = 14PP

 

Toughness: +4 (+4 Con) / +12 (+4 Con, +8 Enh Con)

Fortitude: +4 (+4 Con, +0) / +12 (+4 Con, +8 Enh Con, +0)

Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex  +7)

Will: +12 (+5 Wis, +7)

 

 

SKILLS

76R = 19PP

 

Diplomacy 10 (+15)

Gather Information 5 (+10)

Intimidate 10 (+15)

Languages 3 (Native: Danish; Learned: Atlantean, English, French)

Notice 10 (+15)

Perform [Singing] 10 (+15)

Sense Motive 10 (+15)

Survival 5 (+10)

Swim 10(+10) / (+26 w. Enh Str)

 

 

FEATS

24PP

 

Attack Focus [Melee] 4

Benefit 1 [Famous in Scandinavia, known in Europe]

Dodge Focus 8

Evasion 2

Move-By Action

Luck 4

Skill Mastery [Diplomacy, Perform [Singing], Sense Motive, Swimming]

Takedown Attack 2

Uncanny Dodge [Auditory]

 

Enhanced Feats

Environmental Adaption [Aquatic]

Quick Change

 

POWERS

2 + 16 + 4 + 1 + 53 + 3 + 1 + 2 + 10 = 92

All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted.

 

Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: Talk to Fish, Physical Enhancement)

 

Enhanced Constitution 16 [16PP] (Descriptors: Physical Enhancement)

 

Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement)

 

Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Magical Uniform, Summon Uniform)

 

Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid)

BP{32 + 16 = 48/48} (Descriptors: Mighty Mermaid, Physical Enhancement, Underwater Adjustment)

Enhanced Strength 32 [32PP]

Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] 

APBlast 12 (Extras: Area [General Line], Penetrating 6; Feats: Knockback 6) {48/48} (Descriptors: High Pressure Water Burst, Water, Impact Damage Type) 

APCreate Object 11 (Extras: Duration [Continuous], Movable; FeatsProgression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: Shape of Water, Water, Water Expansion, Water Shaping)

APMove Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control)

AP{24 + 24 = 48/48} (Descriptors: Siren's Song, Mind Control, Psionic, Song)

Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)[24PP]

Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP]

AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song)

 

Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: Underwater Adaption, Physical Enhancement)

 

Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: Tremorsense, Physical Enhancement)

 

Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: Darkvision, Physical Enhancement)

 

Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement)

BPSwimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change)

AP{5 + 4 = 9/9} (Descriptors: Powerful Legs)

Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP]

Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP]

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+8

Unarmed - Mighty Mermaid

Touch

DC31 Tou (staged)

Damage

+8

High Pressure Water Burst

120 ft., Line Area

DC22 Ref

Reduce Damage effect to DC21 if passed

Area

   

DC27 Tou (staged)

Damage

Penetrating 6, Knockback+6

Siren's Song

Area, Auditory Perception

DC22 Ref

Ignore Drain Will and Mind Control effects if passed

 
   

DC22 Will (staged)

Drain Will

Linked to Mind Control Effect

 

 

DC22 Will 

Mind Control

Linked to Drain Will effect

Siren Scream

120 ft., Cone Area

DC22 Ref

Reduce Stun effect to DC16 if passed

 

   

DC22 Fort 

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

Knockback

 

 

Totals:

Abilities (38) + Combat (16) + Saving Throws (14) + Skills (19) + Feats (24) + Powers (92) - Drawbacks (0) = 203/203 Power Points

 

Thank you!

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  • 3 weeks later...

Doktor'd!

 

Buying Oz a little Slice of heaven! ( a HQ!)

 

"The Ranch"

 

Toughness: +15 (2ep)

Size: Huge (3ep)

 

Features 5ep

Living Space

Personel

Pool

Power System

Sealed (Pocket Dimension)

 

Description

"The ranch" is a demiplane that Oz created in a long ritual to serve as a home to his less...disguisable pets and an escape from the world for those wood clan cryptids and allies of his that need one a near 1:1 model of the farm he grew up on back in his home dimension it houses numerous whimsical pieces of magical farm equipment and a comfortable manor house.

 

lacking any form of innate defenses it is really little more than a magical vacation home for the old wizard and those he cares to share it with and his numerous pets.

 

guests and resident animals are waited on by unseen servants composed of programmed magical force of various colours and the residences power is supplied by a state of the art Aethernautic Stormcore providing eldritch lightning to the systems.

 

of note is the pool, attached to the freshwater lake that serves as both a relaxation spot and a place for those of a strictly aqueous nature to dwell.

 

entrance requires that one have a specially created invite written in krakens Ink and sealed with the dark purple wax with the signet of Oz, difficult though not impossible to Replicate.

 

 

 

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  • 3 weeks later...

Doktor'd!

 

Nevermore II

Spending 10PP on increasing Nevermore's Abilities, leaving 3PP unspent for now.

 

Intelligence +4, to 24

Wisdom +2, to 16

Charisma +4, to 20

 

This should update his Will Save and Skills to the spoiler content below. Please use the updated font for the Saving Throws header to make it the same font as the other headers.

 

Spoiler

SAVING THROWS 2 + 5 + 6 = 13PP

Toughness: +6 (+4 Con, +2 Protection)

Fortitude: +6 (+4 Con, +2)

Reflex: +10 (+5 Dex, +5)Evasion 2

Will: +9 (+3 Wis, +6)

 

 

SKILLS 96R = 24PP

Acrobatics 10 (+15)Acrobatic Bluff, Skill Mastery

Bluff 7 (+12)

Computers 10 (+17)Online Research, Skill Mastery

Diplomacy 2 (+7)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+12)Well-Informed

Investigate 9 (+16)

Knowledge [Tactics] 5 (+12)

Notice 8 (+11)

Search 5 (+12)

Sense Motive 8 (+11)

Sleight of Hand 5 (+10)Skill Mastery

Stealth 10 (+15)Hide in Plain Sight, Skill Mastery

 

I have currently only spent 26 of the 30DP available in the Nevermore II Costume Device power. I'll spend 1 of those remaining DP on changing the Communications power to this array:

 

Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication)

BPCommunication 5 (Radio; 5 miles; Feats: Subtle) [6DP] 
APDatalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP]
 
Please update the Enhanced Feats 2 power for Second Chance in the Costume Device to only grant Second Chance 2 instead of 3, as it should.
 
Please remove the Stun power from the Gadgets Array in the Utility Belt device power and replace it with the power below:
 
APNauseate 8 (Flaws: Action [Full]; Feats: Accurate, Improved Critical 1, Triggered 2) {12/13DP} (Descriptors: Vertigo Inducer, Sound, Vibration) 
 
Updated DC Block: 
 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.
Thrown: 60 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

Collapsible Staff - Stunning Attack

Touch: 5 ft.
Thrown: 60 ft.

DC20 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.

>10: Unconscious

+6, Crit 18-20

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Belive audio illusion 

Independent, Triggered 2

Snare Line

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle, Triggered 2

Tripwire

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Subtle, Triggered 2

Vertigo Inducer

Touch

DC18 Fort (staged)

Fail: Sickened
>5, 2nd Fail: Nauseated
>10, 3rd Fail: Helpless

+8, Crit 19-20, Triggered 2

 

 

Fully updated sheet in the spoiler below, which also includes font updates to the rest of the headers.

 

Thank you!

 

Spoiler

Nevermore II

Power Level: 12

Effective Power Level: 8

Power Points: 178/181PP
Unspent Power Points: 0PP
Trade-Offs: -2 TOU/ +2 DEF

 

In Brief: The Robin to Raven's Batman.

Theme: Shine - Matt Beilis

 

Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont)

Birthplace: Freedom City, United States of America

Residence: Claremont Academy

Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery
Occupation: Student, Sidekick

Affiliations: Claremont Academy, Raven III, Raven Family

Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer)

 

DESCRIPTION

Age: DoB: 2004 [January 19th]
Gender: Male
Ethnicity: Caucasian

Height: 5’10’’
Weight: 150 lbs.
Eyes: Blue
Hair: Dark red

 

Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear.

 

In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs.

 

As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume.

 

JP1gegV.png

 

HISTORY

Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens.

 

When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him.

 

Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore.

 

It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. 

 

The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. 

 

Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid.

 

Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret.

 

 

PERSONALITY & MOTIVATION

Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. 

 

While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive.

 

 

POWERS & TACTICS

The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation.

 

When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows.

 

In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front.

 

 

POWER DESCRIPTIONS

Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. 

 

Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand.

 

 

COMPLICATIONS

A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point.

 

Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable.

 

Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined

 

Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point.

 

Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point.

 

Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse.

 

Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point.

 

 

ABILITIES  8 + 10 + 8 + 14 + 6 + 10 = 56PP

Strength: 18 (+4) 
Dexterity: 20 (+5) 
Constitution: 18 (+4) 
Intelligence: 24 (+7) 
Wisdom: 16 (+3) 
Charisma: 20 (+5) 

 

 

COMBAT 12 + 8  = 20PP

Initiative: +5 (+5 Dex)
Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Grapple: +10  (+6 Base Attack, +4 Strength)
Knockback: -2 / -3 (w. Costume)

 

 

SAVING THROWS 2 + 5 + 6 = 13PP

Toughness: +6 (+4 Con, +2 Protection)

Fortitude: +6 (+4 Con, +2)

Reflex: +10 (+5 Dex, +5)Evasion 2

Will: +9 (+3 Wis, +6)

 

 

SKILLS 96R = 24PP

Acrobatics 10 (+15)Acrobatic Bluff, Skill Mastery

Bluff 7 (+12)

Computers 10 (+17)Online Research, Skill Mastery

Diplomacy 2 (+7)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+12)Well-Informed

Investigate 9 (+16)

Knowledge [Tactics] 5 (+12)

Notice 8 (+11)

Search 5 (+12)

Sense Motive 8 (+11)

Sleight of Hand 5 (+10)Skill Mastery

Stealth 10 (+15)Hide in Plain Sight, Skill Mastery

 

 

FEATS 25PP

Acrobatic Bluff

Attack Focus [Ranged] 2

Benefit 2 (Alternate Identity [Charles Gordon Pym], Raven Family)

Challenge (Fast Acrobatic Bluff)

Dodge Focus 6

Eidetic Memory

Evasion 2

Hide In Plain Sight

Luck 2

Master Plan 2 [Use Knowledge [Tactics] for rolls]

Online Research

Set Up

Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth)

Well-Informed

Uncanny Dodge [Auditory]

 

Veteran Awards

Equipment 4 (20 EP)

 

 The Feather (Vehicle; Motorcycle) [20EP]

Spoiler

Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [7EP]
Alarm 2 (DC 25)
Caltrops
Computer
Navigation System
Remote Control
Smokescreen
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

 

 

POWERS 24 + 16 = 40

 

Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology)
City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP]

BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun)

Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP]

Super-Movement 2 (Wall-Crawling 2) [4DP] (DescriptorsGrapple Claws)

Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] 

APFlight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape)

 

Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication)

BPCommunication 5 (Radio; 5 miles; Feats: Subtle) [6DP] 
APDatalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP]
 
Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material)

Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer)

Protection 2 [2DP] (Descriptors: Armor Plating)

Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses)

Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display)

 

Device 4 (20DP Container, Flaws: Hard-To-Lose) [16PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 6.5 (13DP Array; Feats: Alternate Power 7) [20DP] (Descriptors: Gadgets)

BPDamage 4 (Extras: Ranged; Feats: Improved Range, Mighty 4) {13/13DP(Descriptors: Ravenrang, Piercing Damage Type Thrown Weapon)

APDamage 4 (Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Stunning Attack, Subtle, Takedown Attack 2) {13/13DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APESP 4 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle) (Range: 1 mile) {13/13DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 8 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. area) {13/13DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APNauseate 8 (Flaws: Action [Full]; Feats: Accurate, Improved Critical 1, Triggered 2) {12/13DP} (Descriptors: Vertigo Inducer, Sound, Vibration) 

APObscure 5 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2) (Range: 50 ft., Area: 100-200 ft. radius) {13/13DP(Descriptors: Darkness Bomb, Darkness, Grenade)

APSnare 8 (Flaws: Action [Full]; Feats: Improved Range 1, Reversible, Tether, Triggered 2) {13/13DP(Descriptors: Snare Line, Special Flexible Alloy Line) 

APTrip 8 (Feats: Improved Range 1, Improved Trip, Subtle 1, Triggered 2) {13/13DP(Descriptors: Tripwire, Setup, Thrown)

 

 

DRAWBACKS
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.
Thrown: 60 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

Collapsible Staff - Stunning Attack

Touch: 5 ft.
Thrown: 60 ft.

DC20 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.

>10: Unconscious

+6, Crit 18-20

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Belive audio illusion 

Independent, Triggered 2

Snare Line

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle, Triggered 2

Tripwire

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Subtle, Triggered 2

Vertigo Inducer

Touch

DC18 Fort (staged)

Fail: Sickened
>5, 2nd Fail: Nauseated
>10, 3rd Fail: Helpless

+8, Crit 19-20, Triggered 2

 

 

Totals: Abilities (56) + Combat (20) + Saving Throws (13) + Skills (24) + Feats (25) + Powers (40) - Drawbacks (0) = 178/181 Power Points

 

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