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Character Edits 2020


Tiffany Korta

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Doktor'd

 

Persephone:

 

4PP to spend.

 

Please increase her Dexterity from 14 (+2) to 18 (+4).

 

That puts her at 0PP.


Then decrease her Reflex save by -2.

 

That puts her back up to 2PP.

 

Increase Wisdom from 20 (+5) to 24 (+7) for 4PP.

 

That puts her at -2PP.


Then decrease her Will save by -2.

 

That puts her back up to 0PP.

 

Decrease her Base Defense from +4 to +3, and purchase a rank of Dodge Focus.

 

That will net her 1PP.

 

Spend 1PP to get the Distract (Bluff) feat. (Please list it in the superscript next to that skill bonus.)

 

That puts her back at 0PP.

 

Drop 2 ranks each from her Acrobatics, Concentration, Medicine, and Sense Motive skills, 8 ranks total.

Give 4 of those ranks to Swim, increasing it to 9 (+9).

Drop the other 4 ranks to free up 1PP.

 

Spend 1PP to get the Fascinate (Diplomacy) feat. (Please list it in the superscript next to that skill bonus.)

 

Decrease her Enhanced Defense from 6 to 4, freeing up 4PP.

Decrease her Enhanced Reflex from 6 to 4, freeing up another 2PP.

 

That puts her back at 6PP.

 

Spend 2PP to give her Protection 2.

Quote

Protection 2 [2PP] (Descriptors: Alien, Plant Body)

 

That puts her back down to 4PP.

 

Spend 4PP to increase her Plant Control array by 2 ranks.

 

That will change the array, the BP, and each AP to the following:

Quote

Plant Control 17 (34PP Array; Feats: Alternate Power 6) [40PP] (Descriptors: Alien, Psychic)

 

Base Power: [34PP] (Additional Descriptors: Animate Plants)

Move Object 12 (Range: 10 120ft Increments, 1,200ft Max; Lifting Strength: 60, Heavy Load: 50 tons; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [34PP]

 

Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Plant Growth)

Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous]; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 4 [100ft cubes], Selective, Stationary, Subtle) [34PP]

 

Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen)

Emotion Control 12 (Extras: Secondary Effect; Flaws: Range [Ranged, 10 120ft Increments, 1,200ft Max]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible, Subtle) [34PP]

 

Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex)

Fatigue 12 (Extras: Range [Ranged, 10 120ft Increments, 1,200ft Max], Secondary Effect; Flaws: Action [Full], Distracting; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation, Subtle) [34PP]

 

Alternate Power: [34PP] (Additional Descriptors: Medicinal Plants, Plant Body)

Healing 11 (Extras: Action [Standard], Restoration, Total; Flaws: Distracting, Limited [Others]; Feats: Variable Descriptor [Healing plants with florakinesis directly, or using plants to make super-salves to heal others]) [34PP]

 

Alternate Power: [21 + 13 = 34PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines)

Snare 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Trip]; Flaws: Feedback; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Subtle) [21PP]

Trip 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [13PP]

 

Alternate Power: [34PP] (Additional Descriptors: Shape Plants)

Transform 12 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Improved Critical 2 [18-20], Indirect, Progression [Mass] 3 [Rank 15, 25 tons], Subtle) [34PP]

 

That puts her back at 0PP.

 

Her tradeoffs at PL10 are now "-2 Attack / +2 Damage, -2 Defense / +2 Toughness".

 

Her Attack bonus is now "+4, +8 Plant Control".

 

Also, please change the wording of her Benefit feat from "Vibora Bay Municipal Defender" to "Vibora Bay City Defender".

 

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Doktor'd!

 

Angelic: 

5PP 

Feats: 2PP

Luck 2 

Powers: 3PP 

Enhanced Feat 1 (Improvised Tools) [1PP]
Feature 1 (Internal Compartments) [1PP] 

Add the following AP to her Cyberkinesis array 

Illusion 5 (holographic playback system, visual and audio, Extra: Duration [Sustained], PFs: Precise, Progression 3 [50 ft by 50 ft]) {24/24} 

 

Watchdog: 

3PP 

Skills: 3PP
2 ranks of Search

1 rank of Investigate 

3 ranks of Survival 

4 ranks of Knowledge (Galactic Lore) 

1 Language (Lor) 

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Morphed by Thevshi

 

Horrorshow

 

7pp to spend, and he’s PL 10.  (He’s got 184 total, so could be up to PL 12.)

But he’s only a Junior at Claremont.  So, as an experiment, let’s see how he does when knocked down to PL 9.


 

ABILITIES [0]

Due to some changes down in the Powers sections, his Strength & Constitution should now look like this:

Strength: 24/18/12 (+7/+4/+1)

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

 

COMBAT [-2pp]

Lowered Enhanced Base Attack by 1.  [No change in cost here.]

That, plus decrease in Strength, will alter Grapple scores.

Increased Base Defense by 1. [-2pp]

Reduced Toughness, which will reduce Knockback.

Initiative: +3

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

Grapple: +16, +13 if Morphed

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

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

 

DC Block

Reduce first three (3) entries by 1 each.  DC 19 Unarmed, DC 22 Unarmed as Chitinous Horror, DC 24 with Strikes.


 

SAVES [+2pp]

Lowering of Constitution and Protection will lower both Toughness and Fortitude.

Reduced Reflex and Will saves by 1 each.  [+2pp]

Toughness: +9 (+7 Con, +2 Protection) (Impervious 9 vs. Physical in "Chitinous Horror" form)

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

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

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

 

 

FEATS [+1pp]

Reduce Dodge Focus by 1, to 3. [+1pp]


 

POWERS [+7pp]

 

Enhanced Constitution: Reduce by 2 ranks.  [+2pp]

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

 

Enhanced Strength: Reduce by 2 ranks.  [+2pp]

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

 

Enhanced Attack & Feats (“Fluid Fighter”): Reduce Enhanced Attack by 1 [+2pp].  Increase Dodge Focus by 1 [-1pp]. [+1pp total]

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

 

Features: Due to reduction in Strength, he can carry less inside him.  [0]

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

 

Metamorphic Body: At the second form (“Chitinous Horror”), reduce the Impervious Toughness from 10 to 9. [No change in cost.]

 

Protection: Reduce by 2 ranks.  [+2pp]

Protection 2 (resilient form) [2pp]

 

 

TOTALS

Abilities (26) + Combat (10) + Saving Throws (8) + Skills (18) + Feats (10) + Powers (100) - Drawbacks (3) = 169/184 Power Points [15 free]

 

 

Miscellaneous Notes

The “Combat By Form” section will need to be changed.

  • When using Chitinous Horror Form: Melee +9 (Grapple +16), 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 +16), 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]

 

And up top:

Power Level: 12 (built as PL 9)

Power Points: 169/184 PP

Unspent Power Points: 15

Trade-Offs: None

 

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Doktor'd!

 

GLAMAZON

So spending most of Glamazon's points that have sat for a while.  Updating her age and put a new picture up.  Some fluff
To begin with her enhanced strength, con, attack, and def have been split between natural attribute/combat bonuses and enhanced placed into the device.  Making it so Glamazon is no longer functionally PL 9 with her powers nullified but instead PL 12 without the Trident and PL14 with it.
Added a Heat/Fire minor vulnerability to go along with her other two while correctly adjusting the cost of her uncommon, minor Dessication to 1PP instead of the 2 it was listed as
She has status 2, instead of 1 with both the demigoddess and the atlantean royal status actually put
Super-Senses (She now has the acutal True Sight sample power from UP that's 10pp rather than the 9pp version without the Hidden Awareness) as well as Penetrates Concealment both tacked inside the device.
Her Regeneration has been bumped up to now make Injured regen a Free Action rather than a standard action as well as 1 rank of ressurection.  Still requiring a water source, and also stuck inside the device.
Impervious has also been stuck inside the device and even posted to cap at PL for the first time.
Affects Insubstantial has been dropped on her unarmed
Outside of the powers she has diverted inside the Device, Glamazon has also gained:
Comprehend 2 ( Animals [Speak to, Understand];Flaw: Limited to Equines ) [2DP]
Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP]
Enhanced Feat 1 ( Quick Change ) [2DP] (Outlandishness of Periclymenus)
Enhnaced Feat 1 ( Eidetic Memory ) [1DP] (Knowledge of the Undertow)
Light Control 1 ( 10' ) [2DP]
Super-Movement 1 ( Water-Walking ) [2DP]
Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta)
Outside of the trident, she has gained:
Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia)


 

Spoiler

 

Glamazon


Power Level: 14 (212/216PP)
Trade-Offs: -1 Defense/+1 Toughness, -1 Attack/+1 Damage
Unspent Power Points: 4

In Brief: Atlantean Demigoddess 

Alternate Identity: Princess Thalassa 'Thaelia' of the House of Atlan
Identity: Public
Birthplace: Atlantis
Occupation: Atlantean Ambassador
Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member)

Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin)

 

Description:
Age:
 23 (DoB: January 03, 1997)
Gender: Female
Ethnicity: Atlantean
Height: 6'0
Weight: 160 lbs.
Eyes: Blue
Hair: Black

 

Thaelia is a muscular young woman with raven black hair and soft blue eyes that always give the feeling of an ocean's view.  Her skin is slightly olive in complexion.  The Glamazon's forma battle attire is old decorated Atlantean battle armor and mesh-wear.  Runes and gems are strewn all about, with the cloth just loose enough to adjust to all manners of aerodynamic friction underwater.  The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears.Wonder Woman by The Durrrrian

 

History:

When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well.  Her mother, the younger sister to Theseus, Despina.  Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned.

 

Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons.

 

When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function.

 

As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations.

 

Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight.

 

Life After Claremont

 

Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface.  Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis.  Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing. 

 

Personality & Motivation:

Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety.  Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to read.  While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist.  Even giving piety to the gods after defeating particularly dangerous foes. 

 

Thaelia is short on impulse control, she finds herself often acting without thinking.  She's never been lacking in hubris or overconfidence. Furthermore coming from a warrior culture Thaelia loves the thrill of battle.  Priding herself on the opportunity to overcome any opponent in combat.  She can't, however, stand for cruelty.  Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice.

 

Thaelia lives by a code of honor that would set her right at home with a Homeric Hero.  Believing a hero's duty was to fight for those in need, and that the only way of gaining glory and immortality is through committing heroic acts on the battlefield.  In her case leaving some truth to the mythology as a demigoddess.  Living up to her honorable ideals is the top priority for Thaelia.  This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger.  
 

 

Powers & Tactics:

Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface.  Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease.  Those who underestimate her are quickly made aware of her superhuman strength.  Thaelia is strong enough to lift an ocean liner with minimal effort.  When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing.
 

As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even.  That's if her opponents can injure her in the first place, as even for an Atlantean royal Thaelia is particularly strong and durable.  Lacking her grandfather's affiliation with turning into a liquid form she's had to train her body to directly trade blows with all manners of foes.

 

Thaelia is armed with Undertow, a sentient trident created out of a foul miasma and tempered by her ichor.  The trident allows her to make manifest the godly power her mortal half could not call upon otherwise.  With Undertow, Thaelia can walk on water, call upon the ocean water to heal her from physical harm, or even.  The trident increases her strength and durability to the point that most conventional weaponry cannot even scratch her unless the blow is directly aimed to her solar plexus.  Whilst holding Undertow Thaelia's ability to move through the sea is even faster, almost as if the trident was pulling her forward.  Undertow can also glow as

 

In Atlantean writing the trident's handle bears the inscription.  "Should one be worthy to wade through the Undertow, he shall bear the weight of the POWER  POSEIDON." 

 

Complications:

Undertow:  Thaelia's prized trident is a sentient, telepathic being granting her access to both of its vast knowledge and her godly gifts.  But, it is also in part a malevonent entity. The miasma that gives it life is entertained by bringing stryfe to its bearer.  GM's are encouraged to play the trident up in a way that is actively antagonistic to her.  
Competitive:  Thaelia strives to win any contest she is in, regardless of the nature of the contest.  Her honor forbids her from turning down a challenge. Even if doing so would be in her best interest

Diplomatic Responsibility: Thaelia isn't free to act as she pleases, her actions can be considered a reflection on Atlantis to the public. At all times her role as an ambassador should be in the back of her mind.  And if it's not it certainly will be for those that would wish to take advantage of this fact.

Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. 

Ichor of the Gods:  Divinity is in the blood.  Literally.  Thaelia's blood glows a golden color (although it is still mostly red).  Which could make for easy tracking of her once injured.  In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain.  The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art.

Truth Teller:  Thaelia isn't just a bad liar.  She's a disastrous one.  The GM is encouraged to make any attempt at deception with Thaelia involved end up with disastrous results.

 

Abilities: 24 + 2 + 24 + 4 + 2 + 0 = 56PP
Strength: 34/40 (+12/+15)
Dexterity: 12 (+1)
Constitution: 34/40 (+12/+15)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)

 

Combat: 24 + 16 = 24PP
Initiative: +1
Attack: +12/+13
Grapple: +33/+42 (+12/+13 Base Attack, +12/+15 Strength, +9/+14 Super-Strength)
Defense: +12/+13 (+8 Base, +1 Enhanced, +4 Dodge Focus), +4/+5 Flat-Footed
Knockback: -6/-14

 

Saving Throws: 0 + 0 + 9 = 9PP
Toughness: +15 (+12/15 Con, 14 Impervious)
Fortitude: +12/+15 (+12/+15 Con, +0)
Reflex: +1 (+1 Dex)
Will: +10 (+1 Wis, 9)

 

Skills: 44R = 11PP
Diplomacy 7 (+7)
Knowledge (Arcane Lore) 13 (+15)
Knowledge (Theology & Philosophy) 8 (+10)
Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian)
Perform (Singing) 5 (+5)
Ride 4 (+5)

Swim 3 (+18)

 

Feats: 18PP
Accurate Attack

All-Out Attack
Benefit (Status 2 [Atlantean Royal, Olympian Demigoddess])

Chokehold
Dodge Focus 4

Equipment 5 (Free from Veteran Rewards)
Environmental Adaptation (Aquatic)
Favored Environment (Underwater)
Interpose
Instant Up
Power Attack
Ritualist
Stunning Attack

Takedown Attack 2

 

HQ: The Aquarium[25EP]

Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep
Appearance/Details: http://johannesfalk.com/graphics/compressed/2011-11-06-underwater_base-compressed.jpg
Size: Huge Sized [3EP]; Toughness: +20 [3EP];
Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP]

 

 

 

 

 

 

 

 

 

 

 

 

 

Powers: 37 + 44 + 3= 84PP

Atlantean Physiology  ( 36PP Container; Feat: Innate [37PP]

Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP]
Super Senses 1 ( Low-Light Vision [1PP]
Super-Strength 9 ( Effective lifting STR 79  [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP]
Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11]
Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156'[6+4]={10/10}

 

Device 14 ( 70PP Container; Feat: Restricted 2 Only the Worthy may Lift [Worthiness is defined by embodying the Homeric heroic code] Flaw: Easy-to-LoseAll Effects have the Divine Descriptor [44PP]

Comprehend 2 ( Animals [Speak to, Understand]; Flaw: Limited to Equines ) [2DP]
Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP] ( Undertow's prongs )
Enhanced Attack 1 [2PP] (Deftness of Atalanta)
Enhanced Constitution 6 [6DP] (Invincibility of Achilles)
Enhanced Defense 1 [2PP] (Deftness of Atalanta)
Enhanced Feat 1 ( Quick Change ) [2DP] (Outlandishness of Periclymenus)
Enhaced Feat 1 ( Eidetic Memory ) [1DP] (Knowledge of the Undertow)
Enhanced Strength 6 [6DP] (Strength of Heracles)
Features 1 (  Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP]
Impervious Toughness 14 ( Flaw: Limited [ [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point )  [6DP](Invincibility of Achilles)
Light Control 1 ( 10' ) [2DP] (Glowing Trident)
Super-Movement 1 ( Water-Walking ) [2DP]  (Oceanography of Orion)
Super-Strength 5 ( +25 Effective lifting, total STR 110 [Heavy Load= 52.4k Tons] ) [10DP]
Regeneration 10 ( Bruised 3/No Action, Injured 6/No Action; Flaw: Source [Water] ) [5DP] (Nourishment of Triton)
Super Senses 14 ( Vision [Pentrates Concealment, True Sight [14PP] (Eyesight of Lynceus)
Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta)


Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia)
 

Drawbacks: -1-2-2 = -5PP

Vulnerable (Desiccation Effects; Frequency: Uncommon, Intensity: Minor[-1]

Vulnerable (Fire/Heat; Frequency: Common, Intensity: Minor[-2]
Vulnerable (Electricity; Frequency: Common, Intensity: Minor[-2]

 

DC Block
 

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC30 Toughness

Damage (Physical)

Groundstrike

140’ Explosion

DC24 Reflex

Trip

Shockwave

140’ Cone

DC24 Reflex

DC31 Toughness

Damage (Air)

Stunning Attack

Touch

DC 24 Fortitude

Stun

Thunderclap

70’ Burst

DC24 Reflex

Dazzle (Deafened)

Undertow’s Prongs

5’

DC30 Toughness

Damage (Piercing)

(56) + Combat (40) + Saving Throws (9) + Skills (11) + Feats (18) + Powers (84) - Drawbacks (5) = 212/216 Power Point

 

 

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Doktor'd!

 

Justice

 

Getting rid of Justice's Skill Mastery feat, giving her 12PP to spend. There'll be blocks for copy paste for the sheet after the summary

 

Abilities

Intelligence +4 [4PP]

 

Skills

4PP on Skills, giving me 16 ranks to use:

- Computers +2

- Craft [Electronics] +1

- Craft [Mechanical] +1

- Disable Device +2

- Drive+1

- Knowledge [Physical Sciences]  +1

- Knowledge [Technology] +1

- Medicine +3

- Notice +2

- Sense Motive +2

 

Powers

Buying another rank of the Justice Armor device, putting it at rank 15 [4PP]

That gives me 5PP to spend on the powers for the device.

- I.D.E.A. System container: This power should be rank 3, not rank 4. Spending 1PP to make it rank 3.2 [1PP]

-- Use the 1PP added to the container to give the Super-Movement power the power feat Alternate Power 1, with the following AP: APTeleport 4 ("Combat Teleport"; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7PP}

- R.I.D.E.R. System container: Increase it to rank 2.8 [2PP]

-- Add the following enhanced feat: Enhanced Feat 2 (Accurate Attack, Power Attack [2PP] (Combat Subroutines]

- Z-Space Arsenal +1 rank [2PP]

-- Justice Strike: Add the following power to the slot: Enhanced Feat 2 (Takedown Attack 2) [2PP] (Rapid Strikes)

-- Change Shock Blaster to Justice Buster, add the power feat Variable Descriptor 2 [Any Technological]

-- Rocket Hammer: Add Improved Critical 2 power feat

-- Smoke Grenade: +1 rank, increasing radius to 2500 ft.

 

Thank you, please mind the indents when updating to keep the sheet readable!

 

---

Updated Abilities block:

 

Abilities: 4 + 4 + 8 + 14 + 4 + 4 = 38PP
Strength: 14 (+2) / [Justice Armor] 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 14 (+2)
Charisma: 14 (+2)

 

---

Updated Combat block (higher initiative from increased intelligence)

 

Combat: 8 + 8 = 16PP
Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [Justice Armor] +6 Base
Defense: +4 Base, [Justice Armor] +5 to +15 (+4 Base, +1 Enhanced Defense, +0 to +10 from M.O.D. System)

Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength)
Knockback: -2 (TOU 4/2), [Justice Armor] -3 to -8 (TOU 5-15, based on M.O.D. System)

 

---

Updated Skills block

 

Skills: 108R = 27PP

Acrobatics 5 (+7)

Bluff 5 (+7)

Computers 8 (+15)

Concentration 5 (+7)

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 6 (+8)

Disable Device 8 (+15)

Drive 5 (+7)

Gather Information 6 (+8)

Investigate 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 8 (+10)

Search 3 (+10)

Sense Motive 8 (+10)

 

---

Updated Feats block

 

Feats: 12PP

Equipment 4

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

Power Attack

Quick Change

Takedown Attack 2

 

---

Updated Justice Armor device

 

Device 15 ("Justice Armor"; 75PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use];) [62PP] (Invention, Technology)

I.D.E.A. System 3.2 (16PP Container) [16PP]

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

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

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

 

M.O.D. System 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] 

DBP: Protection 0-10 (Total Toughness +5 to +15) {0-10PP} 

DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10PP} 

 

M.O.V.E. System 2.5 (5PP Array; Feats: Alternate Power 2) [7PP]

BPLeaping 3 ("Jump Jets") (Leap distance x10: Running 120 ft.) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP} (Rockets)

AP: Speed 3 ("Boost Jets"; 50 mph, 440 ft./rnd) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP} (Rockets)

APImpervious Toughness 5 ("Armor Plating"{5/5PP} (Armor)

 

R.I.D.E.R. System 2.8 (14PP Container) [14PP]

Enhanced Feat 2 (Accurate Attack, Power Attack [2PP] (Combat Subroutines]

Enhanced Feat 1 (Quick Change[1PP] (Collapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4PP] (Combat Subroutines)

Enhanced Trait 2 (Defense Bonus+1) [2PP] (Combat Subroutines)

Enhanced Trait 3 (Reflex Save +2) [2PP] (Combat Subroutines)

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

Protection 1 [1PP] (Armor)

 

Z-Space Arsenal 11 (22PP Array; Feats: Alternate Power 3) [25PP] 

BP: [16 + 2 + 4 = 22/22PP]

Damage 6 ("Justice Strike"; Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Mighty[16PP](Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type

Enhanced Feat 2 (Takedown Attack 2) [2PP] (Rapid Strikes)
Enhanced Strength 4 [4PP] (Enhanced Musculature)

APBlast 6 ("Justice Buster"; Extras: Penetrating 1; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {22/22PP} (Blaster, Variable Ammunition, Z-Space Portals)

AP: [18 + 4 = 22/22PP]

Damage 8 ("Rocket Hammer"; Feats: Accurate, Extended Reach, Improved Critical 2, Knockback 5, Mighty) [18PP] (Hammer, Bludgeoning Damage Type)

Enhanced Strength 4 [4PP] (Enhanced Musculature)

APObscure 9 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent (+0); Feats: Indirect 3(2500 ft. area radius) {21/22PP} (Grenade, Smoke, Z-Space Portals) 

 

---

Updated DC block

 

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, Penetrating 5

Justice Buster

60 ft.

DC21 TOU (staged)

Damage

+14, Penetrating 1, Indirect 3, Variable Descriptor 2 [Any Technological]

Rocket Hammer

5 ft.

DC27 TOU (staged)

Damage

+8, Crit 18-20, Knockback 5

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Doktor'd!

 

Chelone: 9PP 

 

Enhanced Feat 1 (Ultimate Toughness, shell, Extra: Affects Only Others, Range [Perception] 3, PF: Luck) [5PP] 

 

Add 4PP to her Tortoise Power Array. It should now read

 

Tortoise Power Array 12 (24PP, PFs: Alternate Powers 3) [27PP]

BE: Impervious Toughness 0 (Extras: Duration [Continuous], Reflective 1 [all ranged]) {20/24}

AP: Damage 10 (spectral turtle bite!, Extra: Penetrating 6 [as DMG 16], PFs: Affects Insubstantial 2, Improved Crit [18-20], Indirect 2, Variable Descriptor 2 [any energy]) {24/24}

AP: Impervious Toughness 10 (Extras: Affects Only Others, Duration [Continuous]) {20/24}

AP: Create Object 10 (testudo 2.0, Extra: Movable, Flaw: Range [Touch], PFs: Precise, Selective, Subtle) (testudo 2.0) {23/24}

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Doktor'd, with some notes sent to Thev via Discord

 

Okay, spend all Synapse’s unused PP (the first maxed character I have actually used all the PP for!)

 

But first, dropping the Power Reserve (freeing 9 PP) and the TK alt power on Forcefield (another 1 PP) for 43 free PP

 

Adding 18 PP to the main array (16 to the array active points and 2 new alt powers)

 

Psychic Powers Array (48PP Array; Feats: Alternate Power 5)

BP: Paralyze 12 (Extra: Perception) {48/48}

AP: Mind Control 12 (Feats: Subtle; Mental Link) {25/48}

AP: Telepathy 12 (Feat Subtle) {23/48}

AP: Mental Blast 12 {48/48}

AP: Telekinesis 20 (Feat: Precise; Affects Insubstantial 2; Accurate 3) {46/48}

AP: TK Blast 12 (Feats: Precise; Affects Insubstantial 2; Accurate 4) {29/48}

 

Adding 2 PP to Enhanced Wisdom (up to 12 ranks)

Adding 4 PP to Enhanced Intelligence (up to 12 ranks)              

Spend 2 PP to increase Base Attack to 4

Spending 8 PP on saves (+2 Fort, +3 Reflex, +3 Will)

 

 

Synapse (PL 12) 


Player Name Thevshi
Character Name: Synapse
Power Level: 11/12 (250/250PP)
Trade-Offs: -2 Def/+2 Toughness
Unspent Power Points:

In Brief:  Rebellious genius Englishwoman with mental powers. 

Alternate Identity: "Dee" Farrington; Lady Dawn Farrington
Identity: Secret
Birthplace: Bournemouth, England
Occupation: Activist
Affiliations: Ministry of Powers (not by choice), Vanguard
Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother)); Erick Slone (Foreshadow II; Fiancé) 

Age: 29 (DOB: 5/18/1990)
Gender: Female
Height: 5' 7"
Weight: 120 lbs
Eyes: Blue
Hair: Black, with green stripes (naturally blonde) 

Dee is slightly taller than average, with a slim build.  Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition.  Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde. 

Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket.  

Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings.  She also has gotten a few tattoos over the years.  One is a grouping of Chinese characters on her left shoulder blade.  The other is of a black circle made of twisted thorn branches on her lower back. 

Power Descriptions:

Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible.  Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses.  

History:

Dawn was born into an aristocratic family in the United Kingdom.  Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings.  The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family. 

Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins.  Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools. 

In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK.  In particular, Lord Farrington was a close associate of the team's mentalist, Headcase.  When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls. 

The two girls were subjected to the process, with Headcase himself directly involved.  Over the course of several weeks over the summer when the girls were eleven, they underwent the process.  When it was over, both girls had gained mental powers.  However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane.  Headcase was forced to subdue her, and drugs were used to suppress her powers.  Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye. 

In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process.  The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan.  

Always an extremely bright girl, Dee began to do everything she could to act out against her parents.  In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible.  During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs.  Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm. 

Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules.  Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College. 

As much as Dee hated her parents, she despised Headcase even more.  Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers. 

Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University.  Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there.  While she still enjoyed having a good time, she had little trouble maintain excellent marks. 

It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard.  Unlike so many others, she was not overly impressed with Champion.  Certainly he was powerful, but to her, he was just a figurehead for the status quo.  Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him.  Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government. 

After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government.  Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa. 

After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team.  

Dee’s life has gone through some radical changes since she joined Vanguard. At present she is the last remaining member of the new Vanguard team crated by the Ministry of Powers to replace the original, all of the other members having since been replaced by others for various reasons. 

But perhaps the most significant change was when Dee met Erick Slone (Foreshadow II) at the Winter Games in Sochi and the two immediately hit it off. The couple have been together ever since and are currently engaged and expecting their first child. 

Personality & Motivation:

As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her.  Unfortunately, it is not that difficult to aggravate her.  For the most part, Dee is happiest when she is left alone to do what she wants. 

In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding. 

Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it.  

Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers.  However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt. 

Powers & Tactics:

Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers.  She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. 

She also has generally sought to avoid using her powers in general.  However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidently going out of control. 

 

 


Complications:

Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life.  Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity.

The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result.

There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family.  He is determined to find out if there is anything to these rumors.

Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities.  If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP. 

Abilities: 0 + 6 + 6 + 12 + 12 + 2 = 38PP
Strength: 10
Dexterity: 16 (+3)  
Constitution: 16 (+3)
Intelligence: 22/34 (+6/+12)
Wisdom: 22/34 (+6/+12)
Charisma: 12 (+1) 

Combat: 8 + 12 = 20PP
Initiative: +12
Attack: +4 (+10 Telekinesis; +12 TK Blast)
Grapple: +3
Defense: +6 base, +9 with Dodge Focus (+3 flat-footed)
Knockback: -1/-6 w/Forcefield 

Saving Throws: 7 + 9 + 6 = 22PP
Toughness: +14 (+3 Con, +11 Forcefield)
Fortitude: +10 (+3 Con, +7)
Reflex: +12 (+3 Dex, +9)
Will: +18 (+12 Wis, +6) 

Skills: 124R = 31PP
Bluff 6 (+7/+11 w/ Attractive)
Computers 14 (+26)
Concentration 4 (+16)
Craft: Chemical 2 (+14)
Craft: Electronics 6 (+18)
Craft: Mechanical 6 (+18)
Drive 10 (+13)
Disable Device 15 (+27)
Kn: Behavioral Science 1 (+13)
Kn: History 2 (+14)
Kn: Popular Culture 4 (+16)
Kn: Philosophy and Religion 2 (+14)
Kn: Physical Sciences 6 (+18)
Kn: Technology 10 (+22)
Medicine 1 (+13)
Notice 4 (+16)
Perform (Piano) 12 (+13)
Pilot 4 (+7)
Search 2 (+14)
Sense Motive 9 (+21)
Stealth 4 (+7) 

Feats: 14 PP
Attractive
Benefit 4 (Wealth 2; Member of British Aristocracy; Member of Vanguard)
Dodge Focus 3
Eidetic Memory
Improvised Tools
Inventor
Luck 2
Speed of Thought 

Powers: 8+4+2+11+13+53+12+12+9+1 = 125 PP 

Super-senses Detect Minds (Mental Awareness) (Very Common Descriptor, Ranged, Accurate, Acute, Radius) [8PP] 

Comprehend 2 (Understand All Languages and Speak Any One Language at a time) [4PP] 

Quickness 4 (X25) (Flaw: Limited to mental tasks only) [2PP] 

Forcefield 11 [11PP] 

Communication 4 (Mental, 1 mile radius, Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup)

Psychic Powers Array (48PP Array; Feats: Alternate Power 5)
BP: Paralyze 12 (Extra: Perception) {48/48}
AP: Mind Control 12 (Feats: Subtle; Mental Link) {25/48}
AP: Telepathy 12 (Feat Subtle) {23/48}
AP: Mental Blast 12 {48/48}
AP: Telekinesis 20 (Feat: Precise; Affects Insubstantial 2; Accurate 3) {46/48}
AP: TK Blast 12 (Feats: Precise; Affects Insubstantial 2; Accurate 4) {29/48}


Enhanced Intelligence 12 [12PP] 

Enhanced Wisdom 12 [12PP] 

Super-Sense  (Communication Link [mental] with Foreshadow II) [1 PP] 

DC Block



 

Totals: Abilities (38) + Combat (20) + Saving Throws (22) + Skills (31) + Feats (14) + Powers (125) = 250/250 Power Points

 

 

ATTACK               RANGE       SAVE          EFFECT

Paralyze            Perception       22/Fort      Paralyze (Psychic)

Mental Blast        Perception       22/Will      Damage (Psychic)

 

 

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Relocated by Thevshi

 

Salvo

Changed

  • Residence: University Hill, Emerald City, Oregon
  • Base of Operations: Emerald City
  • Occupation: Student, Emerald City University
  • Bellios Device
    • Enhanced Strenght (Iron Grip)
      • Moved from Weapon Systems Array to Protocol Sy
      • Flaws: Limited [Only when having won an opposed grapple check]

Added

  • Affiliations: The Freedom League, Emerald City University
  • Spoiler on History Write-Up

 

Spoiler

 

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10/11 (192/194PP)
Trade-Offs: -5 Attack / +5 Damage, -4 Defense / +4 Toughness
Unspent Power Points: 2


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

 

Residence: University Hill,  Emerald City, Oregon
Base of Operations: Emerald City
Catchphrase: "Locked on... And firing."

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: OR, USA
Occupation: Student, Emerald City University
Affiliations: Claremont Academy, Whitfields, Halls, De Leons, The Freedom League Auxiliary, Emerald City University, 
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:Capture.PNG.fa352a13a1c9479eee332d450a9e79c5.PNG
Age: August 13, 2001
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

 

Physical Description

Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. 

 

As Salvo, her armor is sleek and painted like a high-quality sportscar. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends, now it sports a cleaner silhouette, all sharp angles and chrome-plated armor. When in use, its form is often disrupted by the many weapon systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that pop out from underneath the surface when she uses them. Because so many things are crammed into it, the armor is bulkier than a normal full-plate of armor would be. Runes are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes.

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Spoiler

 

Seek Knowledge. Wield Power.

 

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

 

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

 

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

 

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

 

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

 

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

 

She was fourteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within the multi-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For a whole year she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For a year, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, and she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

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

 

The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects.

 

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

 

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

 

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

 

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

 

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

 

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

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, the personality of her machine bleeding into her thoughts and deeds. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfere with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it.

 

The GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference.

 

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

 

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

 

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

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 4 = 10PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +23-17 (Servo-Dynamos + Weapons Suite Array [Iron Grip])/13-7 (Servo-Dynamos)/3 (Nicole)
Defense: +6/3 (+4/2 Base, +2/1 Dodge Focus), +3/1 Flat-Footed
Knockback: -7/2

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

 

Skills: 88R = 22PP

Bluff 3 (+3)

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

Craft (Artistic) 3 (+10)SM

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

Craft (Structural) 5 (+12)SM

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

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

Knowledge (Art) 1 (+8)

Knowledge (Behavioral Science) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: (Cosmology) 4 (+11)SM

Knowledge (Earth Science) 1 (+8)

Knowledge (History) 2 (+9)

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

Knowledge (Theology and Philosophy) 4 (+11)

Language 2 (English, French, Spanish)

Notice 8/4 (+8/+4)SM

Search 3 (+10)SM

Sense Motive 2 (+2)


Feats: 15PP
Artificer

Dodge Focus
Eidetic Memory

Equipment 2
Inventor

Luck

Online Research

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

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

Well-Informed

 

Equipment: 10EP

Artificer and Ritualist Tools [Masterwork] [1EP]

Laptop [Masterwork] [2EP]

Multi-tool [1EP]

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

 

 

Powers: 3 + 3 + 129 + 2 = 137PP

 

Device 1 (Bracelet, Tech, Easy-to-Lose; 5DP; Extra Effort [Device]

[Cannot use in Bellios armor]) [3PP]

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

       Forcefield 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech, Easy-to-Lose; 5DP; Extra Effort [Device]

[Cannot use in Bellios armor]) [3PP]

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

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

 

Bellios 32 (Battlesuit, Magical, Tech; 155DP Alternate Form/Device; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [129PP] (157/160 DP spent)

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

 

           Protocol Sy 12 (60PP Container) [60DP]

                       Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Limited [Only when having won an opposed grapple check];

                       Feats: Chokehold, Improved Grab, Improved Grapple) [7] = [15DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defense 2) [4DP]

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

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

                       Enhanced Feats 7 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Dodge Focus,

                       Improved Initiative, Power Attack, Skill Mastery [Computers, Intimidate, Notice,  Search]) [7DP]

 

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

 

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

                       Immunity 9 (Life Support) [9DP]

                       Protection 9 [9DP]

 

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

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

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

                      APSuper-Senses 9 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2),

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

                      AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats];

                      Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {7/11}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 2) [16DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 18-48, Heavy Load ~400 lbs-~12 tons) {0-12}

 

           Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 4) [44DP]

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

                      Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Knockback 5 [15 Total], Variable [Energy/Magic]) {18} +

                      Dazzle 6 (Visual and Auditory; Extras: Area [General, Burst], Linked [Damage], Range [Perception];

                      Flaws: Limited [5 times a day], Action(Full); Feats: Affects Insubstantial 2) {20} = {40/40}

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

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

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

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

                      Improved Critical 2 [18-20], Precise Shot 2, Split Attack, Variable Descriptor [Energy/Magic]) {36/40}

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

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

            

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

           Dazzle 1 (Visual + Auditory) [3AP]

 

Drawbacks: -1 + -3  = 4PP

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

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

 

DC Block

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

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

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

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

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (15) + Powers (137) - Drawbacks (4) = 192/194 Power Points

 

Totals:

Equipment: 10 EP

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

Bellios Armor: Device 32 (160) = 157/160 Device Points

 

 

Link to comment

Doktor'd!  And in the future, please list which character it is you want us to edit.

 

PL 8 now

Density 7 to 8 - 3PP

(Increases strength to 10/26/32 (+0/+8/+11); Increase Impervious Toughness by 1; Increase Weight to 1440lb)

Increase Dodge by 1 to +3 to hit caps (+13/+3) - 2PP

Increase Attack by 1 to hit caps (+5/+11) - 2PP

Fort/Ref/Will +1 each - 3PP

Enhanced Trait (Improvised tools) 1 PP

Craft Mechanical 2 ranks  + Craft Electronic 2 ranks1 PP

Knowledge Technology 4 ranks 1 PP

 

Abilities: 0 + 4 + 10 + 4 + 6 + 0 = 24PP
Strength: 10/26/32 (+0/+8/+11)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 8 + 8  = 16 PP
Initiative: +2
Attack: +5 Base
Defense: +3 (+3 Base, +0 Dodge Focus), +1 Flat-Footed

Grapple: +15/+20
Knockback: -6/-9


Saving Throws: 1 + 4 + 3 = 8 PP
Toughness: +13(+5 Con, +4 Impervious Toughness (Density), +4 Impervious Protection]
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+2 Dex, +5)
Will: +7 (+3 Wis, +4)


Skills: 40R = 10PP

Computers 2 (+4)

Craft (Mechanical) 2 (+4)

Craft (Electronic) 2 (+4)

Diplomacy 3 (+3)

Drive 4 (+6)

Gather Information 4 (+4)

Intimidate 4 (+4)

Knowledge (Civics) 2 (+4)

Knowledge (Current Events) 2 (+4)

Knowledge (Streetwise) 2 (+4)

Knowledge (Technology 4 (+6)

Notice 4 (+7)

Search 5 (+7)



Feats: 5 PP

Accurate Attack

Power Attack

Chokehold

Improved Grab

Improved Pin
 


Powers: 25 + 9 + 15 + 7 +1 = 57 PP

Descriptors Mutant

 

Density 8 (Made of Cybernetic Metal; Extras: Continous; Flaws: Permanent; Feats: Innate) 25pp

[Strength +16; Impervious Toughness 4; Immovable 2; Super Strength 2; Weight x8 [1440lb])

 

Immunities 9 (Metal body; Life Support) 9 PP

 

Metallic Cybernetics 6 (12 PP Array; Feats: Alternate Power 5; Drawbacks: Power Loss (EMP) -2) 15 PP

  • BE: Enhanced Traits ('I am Metal';Enhanced Strength 6; Super Strength 2 (Feats: Groundstrike, Shockwave) 12 PP
  • AP: Strike 3 ('Shaped Weapons'; Extras: Penetrating 7; Feats: Variable (Any Physical), Mighty) 12 PP
  • AP: Matter Eater 7 ('Gaining Mass'; 5+7 ranks) 12 PP
  • AP: Insubstantial 1 ('Big Silver Puddle';Extras: Continuous); Super Movement (Slithering; Wallwalking 2) 12PP
  • AP: Healing 5 ('My Mass just spreads a little more' ;Extras: Total; Flaws: Self Only; Feats: Persistent, Regrowth) 12PP
  • AP: Alternate Form (Car): Speed 5; Growth 7 (' Porsche's new self driving car'; Flaws: Dispersal, Drawbacks: Fullpower Only); Super Sense (Radio) -1 Combat Modifier 12PP

 

Protection 4 (Chrome Skin; Extras: Impervious 4; Drawback: Noticeable) 7 PP

Enhanced Traits (Shifting tools; Feats: Improvised Tools) 1PP

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 17 Toughness                Damage

'I am Metal' Active Touch      DC 20 Toughness                Damage

'Shaped Weapons'    Touch      DC 20 Toughness                Damage + Penetrating 7

'Groundstrike'      100' burst DC 20 Reflex                   Trip -1 DC/10' out from center

'Shockwave'         100' cone  DC 20 Reflex                   Damage
 

 

Totals:

Abilities (24) + Combat (16) + Saving Throws (8) + Skills (10) + Feats (5) + Powers (57) - Drawbacks (0) = 123/123 Power Points

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Repaired by EP

 

Salvo

Added

  • Bellios Device
    • Protocol Sy: Enhanced Strength 8 (Iron Grip; Flaws: Only when having won a grapple check; Feats: Improved Grapple) [5]
    • Hexagrammic Panelling: Impervious 5

 

Changed

  • Physical Description of Salvo
  • Bellios Device: Math was off from last sheet. Now fixed.
  • Enhanced Feats: Dodge Focus to +1 rank in Hexagramic Paneling: Protection
  • Sensory Suite Array: Made Super-Senses 11 the BE

 

Spoiler

 

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10/11 (192/194PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 6


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

 

Residence: University Hill,  Emerald City, Oregon
Base of Operations: Emerald City
Catchphrase: "Locked on... And firing."

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: OR, USA
Occupation: Student, Emerald City University
Affiliations: Claremont Academy, Whitfields, Halls, De Leons, The Freedom League Auxiliary, Emerald City University, 
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:Capture.PNG.fa352a13a1c9479eee332d450a9e79c5.PNG
Birthday: August 13, 2001
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

 

Physical Description

Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. 

 

As Salvo, her armor is sleek and painted like a high-quality sportscar. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends, now it sports a cleaner silhouette, all sharp angles and chrome-plated armor. When in use, its form is often disrupted by the many weapon systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that pop out from underneath the surface when she uses them. Because so many things are crammed into it, the armor is bulkier than a normal full-plate of armor would be. Hidden beneath the plate, are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes.

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.


History:

Spoiler

 

Seek Knowledge. Wield Power.


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

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

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

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

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

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

She was fourteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within the multi-acre estate.

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

Gregory would go missing shortly thereafter. 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

Seek Knowledge. Wield Power.

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything. 

She flew out the next day.

She was eligible for Claremont, if just barely, and wasn't that cute.

For a whole year she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

For a year, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

And it was beautiful.

 

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, and she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

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

 

The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects.

 

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

 

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

 

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

 

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

 

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

 

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

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, the personality of her machine bleeding into her thoughts and deeds. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfere with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it.

 

The GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference.

 

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

 

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

 

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

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 4 = 10PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +17-12 (Bellios + Servo-Dynamos + Iron Grip)/13-8 (Salvo + Servo-Dynamos)/7 (Salvo)/3 (Nicole)
Defense: +5/3 (+4/2 Base, +1 Dodge Focus), +2/1 Flat-Footed
Knockback: -10/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10 Protection [Bellios], +5 Forcefield [Nicole])
Fortitude: +12/0 (+5/0 Con, +7 [Bellios])
Reflex: +5/-1 (-1 Dex, +6 [Bellios])
Will: +7/0 (+0 Wis, +7 [Bellios])

 

Skills: 88R = 22PP

Bluff 3 (+3)

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

Craft (Artistic) 3 (+10)SM

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

Craft (Structural) 5 (+12)SM

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

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

Knowledge (Art) 1 (+8)

Knowledge (Behavioral Science) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: (Cosmology) 4 (+11)SM

Knowledge (Earth Science) 1 (+8)

Knowledge (History) 2 (+9)

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

Knowledge (Theology and Philosophy) 4 (+11)

Language 2 (English, French, Spanish)

Notice 8/4 (+8/+4)SM

Search 3 (+10)SM

Sense Motive 2 (+2)


Feats: 15PP
Artificer

Dodge Focus
Eidetic Memory

Equipment 2
Inventor

Luck

Online Research

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

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

Well-Informed

 

Equipment: 10EP

Artificer and Ritualist Tools [Masterwork] [1EP]

Laptop [Masterwork] [2EP]

Multi-tool [1EP]

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

 

 

Powers: 3 + 3 + 129 + 2 = 137PP

 

Device 1 (Bracelet, Tech, Easy-to-Lose; 5DP; Extra Effort [Device]

[Cannot use in Bellios armor]) [3PP]

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

       Forcefield 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech, Easy-to-Lose; 5DP; Extra Effort [Device]

[Cannot use in Bellios armor]) [3PP]

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

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

 

Bellios 32 (Battlesuit, Magical, Tech; 160DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [129PP] (160/160 DP spent)

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

 

           Protocol Sy 11.4 (57DP Container) [57DP]

                       Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only when having won a grapple check; Feats: Improved Grapple) [5] = [13]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defense 2) [4DP]

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

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

                       Enhanced Feats 6 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite),

                       Improved Initiative, Power Attack, Skill Mastery [Computers, Intimidate, Notice,  Search]) [6DP]

 

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

 

           Hexagrammic Paneling 4.8 (24DP Container) [24DP]

                       Immunity 9 (Life Support) [9DP]

                       Impervious 5  [5DP]

                       Protection 10 [10DP]

 

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

                      BESuper-Senses 11 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2),

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

                      APSuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3];

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

                      AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats];

                      Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {7/11}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 2) [16DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 18-48, Heavy Load ~400 lbs-~12 tons) {0-12}

 

           Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 4) [44DP]

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

                      Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Knockback 5 [15 Total], Variable [Energy/Magic]) {18} +

                      Dazzle 6 (Visual and Auditory; Extras: Area [General, Burst], Linked [Damage], Range [Perception];

                      Flaws: Limited [5 times a day], Action(Full); Feats: Affects Insubstantial 2) {20} = {40/40}

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

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

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

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

                      Improved Critical 2 [18-20], Precise Shot 2, Split Attack, Variable Descriptor [Energy/Magic]) {36/40}

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

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

            

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

           Dazzle 1 (Visual + Auditory) [3AP]

 

Drawbacks: -1 + -3  = 4PP

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

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

 

DC Block

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

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

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

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

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (15) + Powers (137) - Drawbacks (4) = 192/194 Power Points

 

Totals:

Equipment: 10 EP

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

Bellios Armor: Device 32 (160) = 160/160 Device Points

 

 

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Refunded by Thevshi

 

Those same Equipment points DokA just spent on the Twilight Lodge can get ripped off of Mister Strix's sheet.

Also, Hex is still in the "Heroes" subforum, but he should be Archived.

That should free up one of my veteran rewards.

 

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Doktor'd!

 

Cheval

A small update, to make his Power of Ogoun array a bit more readable. No mechanical changes, just writing it a bit differently.

 

Power of Ogoun Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Prowess, No Iron descriptor)

BP: {12 + 12 = 24/24}

Knockback Strength 12 ("Might of Ogoun") Add (Feats: Knockback 12) to Unarmed [12PP] 

Super-Strength 6 (+2 ranks from Density 8, +1 rank from Super-Strength 1: Total rank 9) (Total: +45 STR carry. Heavy load 716.8 tons) [12PP] 

AP: Autofire Strength 12 ("Break Strike") Add (Extras: Autofire, Penetrating 3; Feats: Improved Critical 2, Knockback 7) to Unarmed {24/24}

AP: {12 + 12 = 24/24}

Vampiric Strength 12 ("Drain Strike") Add (Extras: Vampiric) to Unarmed [12PP]

Drain Toughness 12 (Extras: Linked to Unarmed) [12PP]

AP: Damage 12 ("Flame  Strike"; Extras: General Area [Cone]) (Area: 120 ft. cone) {24/24} (Fire)

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Doktor'd!

 

Time to make some changes to Queenie.

 

She's got...7 PP to spend. I'll keep a running tally as I go.

 

Ability Scores

Con +2, to 14 (+2)

Int +2, to 16 (+3)

Wis +2, to 16 (+3)

Cha +2, to 18 (+4)

 

8 out of 7 spent. Not finished yet.

 

Combat

Base Defense -1, to +5

New Defense:  +5/+8 (+5 Base, +3 Dodge Focus, +3 Flat Footed

New Knockback: -11 (with Force Field), -1 (without)

 

6 out of 7 spent.

 

Skills

Craft (Chemical) -1SP

Diplomacy +2SP

Remove Drive -3SP

Gather Information -1SP

Change Knowledge (Culinary) to (Physical Sciences), -1 SP

Notice +2SP

Sense Motive +2SP

 

Bluff 0 (+4, +8 Attractive)

Concentration 8 (+10)

Craft (Chemical) 12 (+15)

Diplomacy 7 (+11, +15 Attractive)

Gather Information 1 (+5)

Knowledge (Culinary) 12 (+15)

Notice 4 (+7/+15)

Sense Motive 2 (+7/+15)

 

Still 6 out of 7 spent.

 

Feats

Add Luck

 

7 out of 7 spent. Now complete.

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Doktor'd!  And second opinion'd!

 

Here's my new edit for Lulu, using all 13PP!

 

1. Increased her Fort and Reflex saves by 1 each

2. Spent 1PP to raise her Gather Information by 4

3. Added Flight 3

4. Added Create Object AP to her Psionics Array

5. Made her Protection Impervious

 

EDIT: to pay for Flight 3, I made additional changes.

 

A. Removed 2PP of Skills

B. Removed Fascinate (Bluff) and Skill Mastery

C. Added Beginner's Luck to her Enhanced Traits in place of Skill Mastery

 

Spoiler

large_Lulu.png.7065d75f79a327a0e5fe98884200a35f.png

 

Name: Crystal-Gazer

Power Level: 10/12 (183/183PP)
Tradeoffs: None
Unspent PP: 0

 

In Brief: Psionic teen trying to escape her criminal family.
 

Alternate Identity: Louise 'Lulu' Beaumont
Identity: Secret
Birthplace: Columbia, AL
Occupation: Student
Affiliations: Claremont Academy
Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents)


Description:
DOB: February 23, 2002
Gender: Female
Height: 5' 6"
Weight: 125 lbs.
Eyes: Brown
Hair: Red

 

Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Since moving in with the Harrows, her style has become a bit more sophisticated, especially at formal events.

 

She hasn't figured out a costume yet, but is leaning towards a mixture of black, pink and rhinestones.

 

History:

The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town.

 

On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close.

 

However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered.

 

One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible.

 

The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business.

 

Personality & Motivation:

Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing.

 

Lulu is very powerful psionic, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly  interested in exposing con artists and loan sharks, and any who would harm mothers or children.

 

Powers & Tactics:

Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. Lulu recently discovered an aptitude for telekinesis, which she's still learning to master.

 

Up until recently, she mostly relied on her illusions to confuse or frighten bad guys, and her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. She's still figuring out the best ways to use her telekinesis, mostly using it to grapple foes for now.

 

Complications:

"Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong.

 

“Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home.

 

“There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area.

 

“Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received.

 

“Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness.

 

 

Abilities0 + 2 + 4 + 4 + 10 + 10 = 30PP
Strength: 10 (+0)
Dexterity: 12 (+1) 
Constitution: 14 (+2) 
Intelligence: 14 (+2)
Wisdom: 20 (+5) 
Charisma: 20 (+5)

Combat: 8 + 10 = 18PP
Initiative: +1
Attack: +4, +8 Throwing with Move Object
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Grapple: +4/+20 (Perception Move Object 10)
Knockback Resistance: 5/1, 3/1 Flat-Footed

Saves4 + 5 + 5 = 14PP
Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection), +6/+2 Flat-Footed
Fortitude: +6 (+2 Con, +4)  
Reflex: +6, (+1 Dex, +5) 
Will: +10 (+5 Wis, +5)

Skills: 88R=22PP
Bluff 15 (+20) 

Concentration 15 (+20) (Second Chance)

Diplomacy 15 (+20)

Disable Device 3 (+5) 

Drive 4 (+5)

Gather Information 5 (+10)

Intimidate 5 (+10)

Knowledge (Arcane Lore) 3 (+5)
Knowledge (Streetwise) 3 (+5)
Notice 10 (+15)

Sense Motive 10 (+15)

Feats: 5PP
Luck
Second Chance (Concentration) 

Taunt
Trance
Ultimate Save (Will)

 


Powers: 8 + 8 + 41 + 9 + 10 + 18 = 94PP (Descriptors: all psionic)

 

Enhanced Feats 8 (Begginers Luck, Defensive Roll 2 and Dodge Focus 5) [8PP] (Telepathic)

 

Flight 3 (Feats: Subtle 2 [50 mph]) [8PP] (Telekinetic)

 

Psionics 17 (34PP Array, Feats: Alternate Power 7) [41PP]

 

Base Power: [34PP]

ESP 5 (Sense Types: Auditory + Visual, Range: 5 miles, Extras: Action [Free], Duration [Sustained], Simultaneous, Feats: Rapid 3 [x1,000, 18 seconds / 3 rounds to Search a 5 mile diameter area, 6 minutes if Taking 20], Subtle [DC25 Notice]) [34PP] (Telepathic)

 

Alternate Power: [34PP]

Create Object 10 (Extras: Impervious 10, Feats: Progression [Size] 1 [10ft cubes], Selective, Subtle 2) [34PP] (Telekinetic)

 

Alternate Power: [32PP]

Damage 10 (Sense Types: All, Extras: Selective, Flaws: Action [Full], Phantasm, Feats: Progression [Size] 4 [100ft radius]) [34PP] (Telepathic)

 

Alternate Power: [34PP]

Illusion 10 (Sense Types: All, Extras: Selective, Flaws: Action [Full], Phantasm, Feats: Progression [Size] 4 [100ft radius]) [34PP] (Telepathic)

 

Alternate Power: [32PP]

Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Instant Command, Mental, Flaws: Action [Full], Feedback, Feats: Mental Link, Subtle) [32PP] (Telepathic)

 

Alternate Power: [34PP]

Move Object 10 (Lifting Strength: 50, Heavy Load: 12 tons, Extras: Range [Perception], Feats: Accurate 2 [+4 Attack], Precise, Subtle) [34PP] (Telekinetic)

 

Alternate Power: [34PP]

Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Flaws: Action [Full], Feats: Reversible, Sedation, Subtle, Variable Descriptor [Pain or Sleep]) [34PP] (Telepathic)

 

Alternate Power: [31PP]

Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Action [Full], Feats: Subtle) [31PP] (Telepathic)

 

Protection 4 (Extras: Force Field, Impervious 4, Subtle) [9PP] (Telekinetic)

Super-Senses 14 (Danger Sense [Mental], Mental Awareness [Extras: Radius, Ranged], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [10PP] (Telepathic)

Telepathy 8 (16PP Array; Feats: Alternate Power 2) [18PP] (Telepathic)

 

Base Power:  [16PP]

Communication 6 (Mental, 20 miles; Extra: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) [10PP] + Comprehend 3 (Speak and Understand Any Language; Extra: Linked [Communication]) [6PP] (Telepathic)
 

Alternate Power: [11PP]

Concealment 10 (All Senses, Flaw: Phantasm, Feat: Selective) (Telepathic)
 

Alternate Power: [11PP]

Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feat: Subtle) (Telepathic)

 

 

DC Block
ATTACK                      RANGE SAVE                              EFFECT
Unarmed                    Touch DC 16 Toughness           Damage [Physical]

Illusion                        Perception Check vs. Will         Deceived

Mental Blast              Perception DC 20 Will Save       Damage [Mental]

Mental Transform     Perception DC 20 Will Save      Transformed
Mind Control              Perception DC 20 Will Save       Controlled

Mind Reading            Perception DC 20 Will Save       Read (Not an attack)
Stun                             Perception DC 20 Will Save      Dazed/Stunned or Asleep

 

Totals:

Abilities (30) + Combat (18) + Saving Throws (14) + Skills (22) + Feats (5) + Powers (94) - Drawbacks (0) = 183/183 Power Points

 

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Doktor'd -- though be sure to remember our house rules on Skills & Feats in VPs!

 

Going to spend 18 of Veronica's unspent points as follows:

 

Adding 10 points to stats: +2 Dex; +2 Int; +2 Wis and +4 Cha

 

Adding 2 ranks (8 PP) to her Amulet (for 10 DP to be used, but only spending 9 of those and saving the others for now):

 

Gem 2:

Variable Power 2 (10 PP variable pool; 4 PP per rank (One ability score at a time); Extras: Action (Move); Drawbacks: Limited 1 (cannot be for CON)) {9}

 

This upgrade is for towards the end of the current academic year.

 

 

Veronica Danger


Power Level: 10/12 (219/229PP)
Trade-Offs: None
Unspent Power Points: 10 

In Brief:  Globetrotting daughter of a family of explorers who picked up some magic along the way.
Catchphrase:  “Did I ever tell you about the time that…” 

Alternate Identity:  Veronica Danger (Public)
Birthplace: Nice, France
Residence: Claremont during the school year. Danger Manor when not in school or off with her parents.
Base of Operations: Claremont
Occupation: Student
Affiliation: Claremont; Danger International

Family:  Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger.  The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family.  While Veronica's parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age.  She is also reasonably close to her Aunt Rachel (her father's sister).  Janus Danger (cousin) 

Description:
Age: 17 (August 2002)
Apparent Age: 17
Gender: Female
Ethnicity: Caucasian
Height: 5’ 4”
Weight: 115 lbs
Eyes: Brown
Hair: Brown 

Veronica has a slim build, as might be expected of someone who has spent her life being physically active.  Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way.  She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt (khaki or olive drab), either long or short sleeve depending on the temperature.  Her normal footwear of choice is well broken in hiking boots and thick socks. 

Veronica is rarely without her bronze colored amulet, which she wears on chain necklace.  The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. In addition, Veronica is almost never without several chains from which hang several dozen small charm like trinkets she has picked up from around the world.  

History: 

Veronica's father is the second son of Rex Danger (Ace's younger brother).  Rex II took after his grand-father, travelling the world and exploring remote locals.  While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field.  It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation.  It was not long before the two were married and began traveling the world together.  

After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France.  It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. 

Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures.  From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited.  As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. 

Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar.  Veronica's attention was grabbed by a small circular amulet of what appeared to be bronze.  It was a bit dirty and battered, but was covered with markings in a language she did not recognize.  There were also four empty sockets that once appeared to have held gemstones.  Despite the amulet's poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. 

It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life.  She was able to learn that the amulet she had purchased provided her with a variety of protective magic.  She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects.  When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall’s presence. 

After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy.  They also felt it might be good for the girl to spend a bit of time among peers her own age.  The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. 

Personality & Motivation: 

Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring.  She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better!  But she also has embraced the spirit of her family's humanitarian efforts, wanting to help those in distress and improve the lives of all.  Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. 

Powers & Tactics 

Given her abilities have just recently manifested, Veronica is still learning to use them.  Her magic sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight.  The amulet she recently obtained in Istanbul provides her considerable protection.  Currently she believes there is magical power that resides in the small trinkets she has collected over her life and that she is able to link them together to create various effects with them.  Currently, she is rather limited in what she can do with those trinkets, typically setting them for one effect at a time.   

Complications:
What’s over that hill?  Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries.  Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret,
Fame:  Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends.
Responsibilities:  As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up.
Ancient Artifact:  Veronica's amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it.  There may be those that are searching for the amulet for their own purposes.
Just fell into my lap:  The amulet ended up in Veronica's possession under some mysterious circumstances.  There may be more to this than just happenstance. 
You are late for your one o’clock meeting!  As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule.   

Abilities 4 + 10 + 6 + 10 + 10 + 10 = 50
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 20 (+5) 

Combat 12 + 10 = 22
Initiative: +9
Attack +6; +8 Ranged
Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed
Grapple: +8
Knockback: -5/-4 flat-footed 

Saving Throws 4 + 4 + 4 = 12
Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll)
Fortitude: +10 (4+ 3 Con +3 Enhanced)
Reflex: +11 (4 + 5 Dex +2 Enhanced)
Will: +13 (4 + 5 Wis +4 Enhanced) 

Skills 112 Ranks/ 28 pp
Acrobatics 7 (+12)
Climb 8 (+10)
Concentration 6 (+11)
Craft: Art 6 (+11)
Diplomacy 5 (+10/+14 w/ Attractive)
Drive 4 (+9)
Kn; History 5 (+10)
Kn: Arcane Lore 6 (+11)
Kn: Theology and Philosophy 4 (+9)
Kn: Physical Science 4 (+8)
Languages 9: (English native) (French, Arabic, Dakanan, Hindi, Latin, Spanish, Turkish, Read: Hieroglyphics, Ancient Greek)
Medicine 2 (+7)
Notice 8 (+13)
Pilot 4 (+9)
Riding 10 (+15)
Search 4 (+9)
Sense Motive 6 (+11)
Survival 6 (+11)
Swimming 8 (+11)

Feats 18
Attack Focus: Ranged 2
Attractive
Artificer
Beginner’s Luck
Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4]
Defensive Roll
Dodge Focus 2
Eidetic Memory
Equipment 9 [From Veteran Award]
Improved Initiative
Jack-of-all-Trades
Luck 2
Move-by Action 

Equipment 9
Danger-Cycle (Vehicle) [36EP]
Size: Medium {0EP}
Strength 20 {2EP}
Speed 6 (500 mph)/ Flight 3 (50 mph) {13EP}
Defense: 10 {0EP}
Toughness: +10 {5EP}
Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications (Radio) 4 (1 mile) {16EP} 

First Aid Kit (+2 Medicine checks) [1 EP]
Survival Kit (+2 Survival checks) [1 EP]
GPS Receiver [1 EP]
Multi-tool [1 EP]
Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP]
Binoculars [1 EP]
Flashlight/chem lights 

Powers 17 + 5 + 1 + 1 + 25 + 36 +4 = 89 

Magic Third Eye Super Senses 17: Magic Awareness/Detect (visual) [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment (Power Loss; lead (-1)) [3]; Extended (100’ increments) [1] [17 pp]

 

Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5 PP] 

Speed 1 (training) [1 PP] 

Leaping 1 (training) [1 PP] 

Magic Gadgets  5 (25 PP Variable Power, Any Power, Multiple Powers at Once; Flaws: Hard to Lose; Action (Full Round); Duration: Sustained)] [25 pp] 

Sample “Gadgets”
Blast 10 (Feats: Accurate) {21/25 PP}
Healing 10 {20/25 PP}
Telekinesis 10 (Feats: Accurate) {21/25 PP} 

Amulet Device 9 (45 active points; hard to lose) [36 pp]
Protection 5 {5}
Enhanced Defense 3 {6}
Enhanced Save: Willpower 4 {4}
Enhanced Save: Fortitude 3 {3}
Enhanced Save: Reflex 2 {2}
Gem 1:
Variable Power 2 (10 PP variable pool; 8 PP per rank (any combination of traits); Drawbacks: Limited 2 (only Feats and Skills)) {14}
Gem 2:
Variable Power 2 (10 PP variable pool; 4 PP per rank (One ability score at a time); Extras: Action (Move); Drawbacks: Limited 1 (cannot be for CON)) {9} 

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

Stats 50 + Combat 22 + Saves 12 + Skills 28 + Feats 18 + Powers 88 = 219/229

 

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