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Character Edits 2020


Tiffany Korta

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Doktor'd!

 

Salvo WIP

 

Added

  • To Physical Description
  • 15EP to Mind's Eye Headquarters - Bronze Veteran Reward
  • Additional Descriptors to each power as source and/or effect descriptors

 

Changed

  • Picture: Double-click picture, Alignment: Right
  • Bellios Device
    • All Source Descriptors: Magitech
    • Sensory Suite Array: Datalink moved to Communication Systems Array
    • Retooling Weapons Suite Array:

           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], Penetrating 5, Variable [Energy/Divine Magic]) {20} +

                      Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception];

                      Flaws: Limited [5 times a day], Action(Full)) {20} = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) 

                      AP: Stun 6 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack;

                      Flaws: Additional Save [Reflex]; Feats: Accurate 3, Attack Focus [Ranged]) {23}

                      + Trip 6 (Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack; 

                      Flaws: Additional Save [Reflex]; Feats: Accurate 4, Attack Focus [Ranged]) {17} = {40/40} (Additional Descriptors: Electricity)

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

                      Incurable, Penetration 5, Progression 2 [50 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)

                      AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats:

                      Improved Critical 2 [18-20], Split Attack, Variable Descriptor [Ballistic/Energy]) {34/40} (Additional Descriptors: Ballistic, Energy)

                      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 3 [10 boxes per rank]) {40/40} (Additional Descriptors: Ballistic)

 

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.

 

As Salvo, Nicole endeavors to muddle as much of her civilian self as she can. Her voice is deep and can even be altered to sound male, while the rest of her armor continues to hide many aspects of her identity. Her gender is not obvious, though is assumed to correspond to her altered voice, and neither is her age, build, or even skin color. However, it is obvious that there is a person (or a very convincing construct) inside the armor as her mannerisms are all-too human. Yet if scanned the results show no signs of what a human should have such as a heartbeat or flowing blood. Salvo gives off heat but that must emanate from the armor itself.

 

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 [+14 Energy Vent, +10 Missile Batteries]

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 5
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]

 

Mind's Eye [15EP]

Spoiler

 

Size: Miniscule Exterior (6 feet, Bellios) / Colossal Interior [5EP]

Toughness: +5 [0EP]

Defense: 10 [0EP]

Features: [10EP]

Concealed [+10DC]

Communications

Computer

Defense Systems (Descriptor: Drones)

Dual Size (Descriptor: Inside Bellios)

Laboratory

Library

Power System (Descriptor: Bellios)

Sealed (Descriptor: Inside Bellios)

Workshop

 

 

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)

       All Source Descriptors: All Magitech

 

           Protocol Sy 11.4 (57DP Container) [57DP] (Additional Descriptors: Hermetic Magic, Runic Magic, Under the Plate)

                       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]

 

           Communication Systems Array 3 (6PP Array; Feat: Alternate Powers 1) [7DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy)

                      BECommunications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) {6/6}

                      APData Link 3 (Radio, 1,000 feet; Extras: Area, Linked [Enhanced Feats];

                      Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {6/6}

 

           Hexagrammic Paneling 4.8 (24DP Container) [24DP] (Additional Descriptors: Runic Magic, Under the Plate)

                       Immunity 9 (Life Support) [9DP]

                       Impervious 5  [5DP]

                       Protection 10 [10DP]

 

           Sensory Suite Array 5.5 (11DP Array; Feats: Alternate Powers 1) [12DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy)

                      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}       

 

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

                      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], Penetrating 5, Variable [Energy/Divine Magic]) {20} +

                      Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception];

                      Flaws: Limited [5 times a day], Action(Full)) {20} = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) 

                      AP: Stun 6 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack;

                      Flaws: Additional Save [Reflex]; Feats: Accurate 3, Attack Focus [Ranged]) {23}

                      + Trip 6 (Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack; 

                      Flaws: Additional Save [Reflex]; Feats: Accurate 4, Attack Focus [Ranged]) {17} = {40/40} (Additional Descriptors: Electricity)

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

                      Incurable, Penetration 5, Progression 2 [50 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)

                      AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats:

                      Improved Critical 2 [18-20], Split Attack, Variable Descriptor [Ballistic/Energy]) {34/40} (Additional Descriptors: Ballistic, Energy)

                      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 3 [10 boxes per rank]) {40/40} (Additional Descriptors: Ballistic)

            

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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Doktor'd!

 

Edits for the Eel, most of which are minor.

 

1. Spent her one PP on the Benefit: Alternate Identity feat.

 

2. Minor changes to fluff, Description and Complications.

 

P.S. please make the picture smaller! ?

 

Spoiler

large.20190519_011218.jpg.9e459a36581320400caefa9d090fae41.jpg

 

The Eel

Power Level: 7 (113/113PP)
Tradeoffs: -3 Toughness/+3 Defense 
Unspent PP: 0
In Brief: Amnesiac former Labyrinth agent with induced mutations
Identity: 'Eileen Lake' (real name unknown)
Birthplace: UK?
Occupation: Bartender
Affiliations: The Labyrinth (former), Club Maxx (nightclub)
Family: Unknown

 

Description:
Age: Mid-twenties?
Gender: Female
Height: 5’6”
Weight: 125 lbs.
Eyes: Brown
Hair: Brown with blonde highlights

 

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

 

History:

A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's done something very bad, and must atone for it; to this end, she will help those she encounters in any way she can. She currently works as a bartender (one of the few 'normal' skills she recalls) at Club Maxx as 'Eileen Lake', a false identity she's assembled over time.

 

  Hide contents

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

 

Personality & Motivation:

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

 

Powers & Tactics:

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

 

Complications:

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

 

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

 

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

 

No Pictures, Please: Both the Eel and 'Eileen' hate to be photographed, and will get very upset if it's done without consent. Photos can end up on the web, which could lead to her past catching up with her.

 

  Hide contents

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

 

 

Abilities2 + 6 + 12 + 2 + 4 + 8 = 34PP
Strength: 12 (+1)
Constitution: 16 (+3)
Dexterity: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)

 

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

 

Saves0 + 4 + 1 + 4 = 9PP
Toughness +4 (+3 Con, +1 'Eelskin' suit)
Fortitude +7 (+3 Con, +4)
Reflex +7 (+6 Dex, +1)
Will +6 (+2 Wis, +4)

 

Skills: 52R = 13PP

Acrobatics 4 (+10)

Bluff 6 (+10)

Diplomacy 1 (+5)

Disable Device 4 (+5)

Disguise 0 (+4, +24 from Morph)

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

Gather Information 1 (+5)

Notice 6 (+8)

Profession: Bartender 3 (+5)

Sense Motive 8 (+10)

Sleight of Hand 4 (+10)

Stealth 4 (+10)

Swim 11 (+12)

 

Feats4 + 1 + 1 + 6 + 1 + 1 + 1 = 15PP

Attack Focus (Melee) 4

Benefit: Alternate Identity ('Eileen Lake')

Benefit: Ambidexterity

Dodge Focus 6

Equipment 1

Grappling Finesse

Uncanny Dodge (Auditory)

 

Equipment1PP = 5EP

Binoculars 1EP

Handcuffs 1EP
Lockpicks 1EP

Laptop 1EP
Multi-tool 1EP

 

Powers: 2 + 4 + 4 + 7 + 6 + 3 + 3 + 5 = 34PP (All powers have the Mutant descriptor)

 

Additional Limbs 2 (Both Legs) [2PP]

 

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

 

Device 4 (Eelskin, Flaws: Hard to Lose) [4PP]

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

Protection 1 [1DP]

 

Drain Wisdom 7 [7PP]

 

Elongation 6 (250 feet) [6PP]

 

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

 

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

 

Swimming 5 (Speed: 50 mp) [5PP]

 

 

Drawbacks(-6) = -6PP

 

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

 

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

 

 

DC Block

ATTACK        RANGE       SAVE                  EFFECT

Unarmed       Touch         DC 16 Tough    Damage

Drain              Touch         DC 17 Fort        Drain

 

Totals: Abilities 34 + Combat 14 + Saves 9 + Skills 13 (52 ranks) + Feats 15 + Powers 34 - Drawbacks 6 = 113/113 points

 

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Doktor'd!  And it looks like your math is a bit off -- you've still got 1 point free!

 

Rebellion

 

7PP to spend, spending it all!

 

2PP to increase the Uncanny Mind container to rank 3.8, and adding a Super-Senses power. The container should now look like this:

 

Uncanny Mind 3.8  (19PP Container) [19PP] (Physical Mutation)

Enhanced Ability 16 (Intelligence+8, Charisma+8[16PP] 

Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask)

Super-Senses 2 ("See the Pattern"; Cosmic Awareness) [2PP] (Mask, Hyper-Awareness)

 

And 5PP on skills:

Gather Information +5 to rank 15 (+20)

Search +5 to rank 8 (+15)

Investigate +3 to rank 7 (+14)

Notice +2 to rank 12 (+15)

Sense Motive +5 to rank 12 (+15)

 

Please update the power descriptions to read like this:

 

---

Power Descriptions:
Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma.

 

When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. 

Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. 

Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. 

 

In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath.

 

Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy.

---

 

And please add this complication

 

---

CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points.

---

 

And finally, a small fix:

Rebellion's Constitution in Abilities should read like this:

 

Constitution: 12 (+1) / 20 (+5)

 

And his Toughness under Saves should read like this:

 

Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll)
 

Thank you!

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Doktor'd!

 

Forever Boy

 

Please add the power feat Selective to Pan's Comprehend power, spending 1PP and making it look like this:

 

Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: "Universal Understanding", Alien, Genetic, Magic)

APMind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: "Tell Me What You Think", Alien, Genetic, Magic, Training)

 

And slightly updated power descriptions

 

POWER DESCRIPTIONS

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

 

Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime.

 

Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. 

 

Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan.

 

For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target.

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Doktor'd!

 

Cheval

 

Please remove this power:

 

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

 

And instead add two ranks of the Unstoppable extra to his density power, making it look like this:

 

Density 8 (Extras: Duration [Continuous], Unstoppable 2; Flaws: Permanent; Feats: Buoyant) (Strength +16, Toughness +4, Impervious Toughness +4, Immovable 2, Super-Strength 2, Mass x8[27PP] 

 

Thank you

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Doktor'd!

 

Edits for Voltage; Please remove [floatr]Voltage.PNG[/floatr]  from near the player name.

Change his hair color to white instead of gray. 

 

Change his description to;  Voltage is nearly six feet tall and slim but fit. His face is sharp and somewhat hardened by isolation. His now-white hair is kept short in a neat if nondescript cut. 

 

Change/add complications as follows, please;

 

Delete the 'awkward teen' complication, delete the 'Job' complication, and add; 

 

Isolation: Voltage is a few years behind in terms of pop culture and recent events. 

Katastroffic Influence: Voltage is employed by a massive tech company, and they probably have both rivals and enemies.

I hate Crowds: Voltage avoid large groups of people as much as he can

Big Brain, Small Head:  Voltage's mind works like a supercomputer, incredibly complex and fast. However, even he can't keep up with his own mind sometimes and this can cause headaches, both literal and figurative. 

 

Add the following to his History right at the end; 

 

In 2013, Voltage formally retired from heroics to focus on his career. He went to work for Katastroff and got some serious education under his belt. Within four years, he was Dr Thomas Morgan, three times over. He continued to work for Katastroff.

In mid-2017, he received research funds and opened his own facility in an isolated location in the upper atmosphere. He was the sole researcher, and within a few weeks, he was in total isolation. He powered the facility and received deliveries of food, but after a while he broke contact off completely. He did not see a single, living human in person from June 2018 until March 5th, 2020.

On March 5th, 2020, he voluntarily left his facility and closed it down. He had done as much as he could locked in a facility by himself, and he's decided to rejoin the world as a whole. He has, as well, decided to dust off his old costume and resume the identity of Voltage.

 

 

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Doktor'd!

 

Dirge

 

He has 160PP now, so he is PL11.

Please amend the "Power Level" on his sheet as follows:

 

Power Level: 11 (Built as PL10)

 

1PP to spend.

 

Please spend 1PP to add the following AP to his Electromagnetic Control array:

 

Altenate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons)

Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP]

Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP]

 

Here are the lines to add to his attack block:

 

Strike (Lightning)          Touch                 DC30 Toughness (Staged)   Damage (Energy)*

                                                  Str/Dex*** vs +15         Prone

Strike (Metal)              Touch                 DC30 Toughness (Staged)   Damage (Physical)*

                                                  Str/Dex*** vs +15         Prone

 

The spacing should line up.

 

And please add this to the notes at the bottom of the block:

 

***Lower of the two.

LIGHTNING KICK FOR EVERYBODY!!! | Marvel thor, Marvel

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Doktor'd!

 

Octoman

 

He has over 205PP now, so he is PL14.

Please amend the "Power Level" on his sheet as follows:

 

Power Level: 14 (Built as PL8)

 

2PP to spend.

 

Please spend 2PP to purchase the following feats:

 

Fast Task 2 (Feint, Taunt)

 

Please add "Fast Task (Feint, Taunt)" in superscript to his Bluff skill bonus.

 

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Doktor'd!

 

Persephone

 

She has 205PP now, so she is PL14.

Please amend the "Power Level" on his sheet as follows:

 

Power Level: 14 (Built as PL10)

 

2PP to spend.

 

Please increase the Intensity of her Cold Vulnerability drawback by one level, from Minor to Moderate, yielding 1PP.

 

Vulnerability (Cold effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

 

3PP to spend.

 

Please buy her 12 skill ranks for 3PP:

 

+5 Gather Information

+5 Knowledge (Life Sciences)

+1 Notice

+1 Swim

 

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Doktor'd!

 

Santa Muerte

 

2PP to spend.

 

Please reduce her Reflex save by -2, yielding 2PP.

 

4PP to spend.

 

Please spend 2PP to increase her Dexterity from 10 (+0) to 14 (+2).

This will increase her Reflex save by +2, putting it back where it was.

It will also increase her Initiative in the Combat section.

She does not have ranks in any Dex-based skills, so it won't affect her Skills.

 

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Doktor'd!

 

Red Lynx  

 

11PP available

 

Description  

Age and Apparent Age are now 18

Add Gender:  ahead of 'Male'

Increase Height to 6'4"

Increase Weight to 225Lbs

 

Attributes  8PP spent

Raise Int to 24 (+7)

Raise Cha to 24 (+7)

 

Combat

Initiative should be +7

 

Skills  3PP spent for 12 ranks

Attr increase adds the following

Gather information goes to 2 (+9)

Intimidate goes to 7 (+14)

Add

Knowledge: Business 3 (+10)

Knowledge: Civics 3 (+10)

Knowledge: Streetwise 3 (+10)

Language +1 (To 2 add Spanish)

Sense Motive +2 to 7 (+14)

 

Feats  0 PP Spent

Reduce Wealth Benefit to 1 rank

Add Jack of All Trades

 

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Doktor'd!

 

Glamazon
Let's lower her Base Defense outside of the trident to 5 and increase the Dodge Focus to 7 (+3PP)
Let's also lower her Takedown Attack to 1.  (+1PP)

Let's edit up the Trident a bit so she hits PL15 Caps while wielding it. Increasing the device by two ranks and toss Indestructible on it as a result.  Increasing the Enhanced Atk/Def to 3 each.  Increasing Imp Tou to 15.  Dropping Eidetic Memory and buying one more rank of Super-Strength. And also so it's more blatant that Undertow's orb made from the eye of Argon. Final Product looks like: (-7PP)
 

Device 16 ( 80PP Container; Feats: Indestructible, Restricted 2 Only the Worthy may Lift [Worthiness is defined by embodying the Homeric heroic code]; Flaw: Easy-to-Lose All Effects have the Divine Descriptor [51PP] (Trident of Argon)

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 3 [6DP] (Deftness of Atalanta)
Enhanced Constitution 6 [6DP] (Invincibility of Achilles)
Enhanced Defense 3 [6DP] (Deftness of Atalanta)
Enhanced Feat 1 ( Quick Change ) [2DP] (Outlandishness of Periclymenus)
Enhanced Strength 6 [6DP] (Strength of Heracles)
Features 1 (  Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP]
Impervious Toughness 15 ( Flaw: Limited [ [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point )  [7DP] (Invincibility of Achilles)
Light Control 1 ( 10' ) [2DP] (Glowing Trident)
Regeneration 10 ( Bruised 3/No Action, Injured 6/No Action; Flaw: Source [Water] ) [5DP] (Nourishment of Triton)

Super-Movement 1 ( Water-Walking ) [2DP]  (Oceanography of Orion)
Super Senses 14 ( Vision [Penetrates Concealment, True Sight [14PP] (Eyesight of Lynceus)
Super-Strength 6 ( +30 Effective lifting, total STR 115 [Heavy Load= 104.9k Tons] ) [12DP] (Strength of Heracle)
Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta)

 

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Doktor'd!

 

I'd like to get venomax a new power!

 

Damage 2("Caustic venom overcoat"; MutationChemical(Poison/Acid); Extras: duration 2 (sustained), Aura)[8pp]

 

Please replace toad toxins with this power if its agreeable!

 

AE: Emotion control 10 ("Tree Frog Toxins"; Chemical, Psychoactive compounds Extras: Alternate save (Fortitude), Contagious, Secondary effect Flaws: Range (ranged)

 

 

also gotta add that appearance I keep forgetting.

 

Appearance

Vernon is a tall and wirey young man with sharp features, brown eyes look out from beneath thin and elegant eyebrows, his short black hair features a prominent widows peak

 

the Venomax costume consists of a purple bodysuit with a cool blue visor; a green line design accents the undersuit running down the sides and black polymer armour is layered on top, his applicator gauntlets are made from the same material featuring six prominentin chamber's on each not disimilar to that of a revolver or a rotary grenade launcher, are the pipes that pump his secretions into the devices inner workings to create the wide variety of concoctions he makes regular use of.

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Doktor'd!  But that AE: Transform 14 ("Transmuting the transmundane"; Thaumaturgic transmutation; 6/rank [anything to anything], Transforms: 25,000 lbs.; Extras: Duration [Continuous, Lasting); Flaws: Action [Full], Distracting, Range [Touch]; PFs: Extended Reach [5 ft.], Innate, Precise, Reversible)  [60/60pp] has got to go, as we do not allow PCs to have that level of Transform.  Also, please be sure to use our preferred formatting.

 

Oz has a few errors i missed!

 

missing selective and stationary feats from Conjured Objects

 

Heres a updated version to paste in!

  • AE: Create Object 12 ("Conjure Objects"; Thaumaton Constructs Max Size: 12x 1000' cubes, DC 22; Extras: Duration (continuous), Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Pfs: Innate, Precise, Progression, Object Size 7, Subtle (subtle) Selective, Stationary)[60/60pp]

 

Also the clockwork key preset is overcosted but its a quick fix!

 

Clockwork Key

Super Movement 2("Cosmic key"; Magic, Dimensional; DImensional 2 (mystic dimensions) Extras: Portal PFs: Alternate power 2)[10pp]

AE: Transform 1 ("Unlock" Transforms Locked locks to unlocked locks 1lbs Flaws: Range (touch) Extras: Duration (continous)){3/8pp}

AE: Transform 1 ("Lock" Transforms Unlocked locks to Locked locks 1lbs Flaws: Range (touch) Extras: Duration (continous)){3/8pp}

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Doktor'd!

 

Rewrote Terrifica's personality section. Because it's pretty long now, it's in the spoiler below.

 

Spoiler

The first thing to understand about Terrifica’s personality is that her parents dropped off the face of the earth when she was eight years old. She did not have her powers yet. She was just a powerless and ignorant child. Then she got a power. The best possible power for someone who felt that way. She started running away from those two feelings, and hasn’t stopped since. Yes, being superhumanly intelligent has bred a certain degree of arrogance, however the former still applies. Which is the first reason she can’t permit herself to ever be wrong. There’s any number of excuses that can salve her psyche, however. If she was ever truly wrong, then she was ignorant. If she’s ignorant, then she’s powerless too. And suddenly she’s a terrified eight year old again. Understandably, she doesn’t go there.

 

Second thing, from the age of twelve to eighteen she was raised by her great aunt Cassandra Carson. Blue blooded aristocratic hell witch. That woman believes she’s superior to everyone because of her pure bloodline and stellar (if only human) intellect, and she hated the fact that her son diluted the precious blood. Even if young Samantha Carson tried mightily to ignore the lessons of that cold loveless house, many of them stuck. They appealed to someone who was objectively superior (in one way) and felt unwanted, unloved, and alone. She is slowly shedding those mannerisms, but negative emotions can bring it all right back. Like fear. Or anger. She knows how to treat people properly, but one’s past is never that easily conquered. Of course, that isn’t all there is to it. See Fourth, below.

 

Third, one of the main lessons of that cold and loveless house is that intelligence is the most important quality in a human being. It was the only thing of hers Cassandra never insulted. Thusly, Terrifica considers her intelligence her only valuable asset. She is very proud of it specifically because she doesn’t believe anything else about her is particularly special. Her aunt Cassandra made very sure of that. Cassandra literally changed her name without her consent or indeed any input from her at all. She still, in some ways, sees herself as the “dirty little chinagirl” her aunt always referred to her as. Not worthless, necessarily, but certainly not someone of value. Fixing things, solving problems, making things right after they go wrong, figuring out an explanation for the inexplicable. All of these things give her that boost to her self esteem. Hence why she works so hard to prove herself, and is always thinking about everything from every conceivable angle. It’s also why someone calling her some variation of stupid causes such a negative reaction. It’s an attack on the core of her self-worth. Furthermore, it’s another reason why she must be right. Of course, she isn’t consciously aware of this inner self image.

 

Fourth, contradicting her efforts is the fact that she also considers her superhuman intellect extremely dangerous. Walking around with a dirty nuke level dangerous. There are all sorts of terrible ramifications and consequences of using her extreme intellect on the world. There are all sorts of wonderful ones, too, but those aren’t the ones she loses sleep over. She considers managing her intelligence so that it doesn’t hurt anyone, even indirectly, the single most important responsibility she has. She is terrified to a level she fundamentally can’t grasp about failing in that responsibility. To the point that, aside from the lessons of her aunt Cassandra, that is the main reason she’s so harsh as Terrifica. The harshness comes from her knowing that people who aren’t harsh like she is. The kind ones, mannerly. They make people fond of them, and prone to listening to them. Doing what they say. There aren’t words for how terrifying a prospect that is to her. She can’t possibly account for all the variables in how her positive influence might go wrong. Being harsh is just so much easier on interpersonal relations, not to mention it’s more natural to her (again, because of aunt Cassandra). Professor Samantha Carson is a much nicer person, but Professor Samantha Carson will never be in a position to effect change in the world. Intentionally so. If Terrifica gets something wrong, people will get hurt, and she will have failed in her responsibility. This is absolutely unacceptable, so she (once again) must be right at all times.

 

Fifth, to not fail or ever be wrong she has developed a very controlling personality, in addition to being harsh and caustic. Because she must be right and in order to do that she requires all the information she can get. And that comes from being the person in charge of a given situation. It’s not that she minds taking orders, it’s that she is deeply concerned about the fallibility of those giving the orders. A fallibility she will not permit herself to share. Even when things go wrong, and objectively it isn’t her fault in the slightest…she still considers it to be her fault. Her failure. She can, of course, be perfectly reasonable about this, but it doesn’t mean the feeling goes away. That she could have done better. Done more.

 

Sixth, she doesn’t really understand people all that well. Knowing psychology is one thing, practicing it in person is another. To be fair…she’s not like regular people. Her extreme intelligence and high mental speed are unique among superhumans. There is only a tiny amount of people on earth who know what it is like to even have one of those two abilities. Let alone both. So in a very real sense, she has no idea what it’s like to be a regular person. She doesn’t know what they think or what they feel. She can only theorize. And god, does it show. Of course, it always bothers her, because of all that above.

 

Finally, with all that said…Terrifica is also a woman with a deep well of compassion, a strong sense of ethics, and an endless supply of kindness. Once you get to know her, anyway. She doesn’t make it easy, as she will only show even the slightest emotional vulnerability to someone who has very much earned her trust and respect. Which is a task in and of itself, considering all her other issues. Her goal, her true goal, is not to dominate and control. Not to keep the people where they were and let her do all the thinking. NO. A thousand times NO. Her goal is to bring the common person up to her level. To apply enough education and training that the entire human race improves dramatically from its present state. Then, and only then, can she walk beside them as equals. This is her dream. One of the two things she wants most in the world. The other being to finally find out what happened to her father. It’s not out of love at this point, though she does still cling to his memory. It’s because being unable to solve his disappearance has become a failure. And as has been said, this cannot be allowed to stand.

 

She's...very much Not Okay, but Doing Her Best.

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Quote

But that AE: Transform 14 ("Transmuting the transmundane"; Thaumaturgic transmutation; 6/rank [anything to anything], Transforms: 25,000 lbs.; Extras: Duration [Continuous, Lasting); Flaws: Action [Full], Distracting, Range [Touch]; PFs: Extended Reach [5 ft.], Innate, Precise, Reversible)  [60/60pp] has got to go, as we do not allow PCs to have that level of Transform.

 

@Dr Archeville @Exaccus Also, UP specifically says that Reversible is not a valid power feat for Transform effects. To "reverse" it, you just stop maintaining it / choose to end it, or you use the power again, depending on the effect.

 

I'm also not sure what either Innate or Precise would get you with a Transform effect.

 

If you need something to spend those points on, then consider the Progression feat for the affected mass, bumping it up by one effective power rank per feat rank. That's been allowed on other characters.

 

In terms of formatting, consider listing a weight that large in tons rather than pounds.

 

While we're at it, this part of the Create Object effect doesn't entirely make sense:

 

Quote

Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons)

 

All that matters with Movable Create Object is the range of the entire Create Object power (which is the usual rank x 100ft max; no increments, since there are no attack rolls*), the lifting Strength of the effect (rank x 5, just like Move Object, and just like the strength of the objects if they're stationary and holding something else up), and the weight of the created object being moved. That "Radius" part makes zero sense. Move Object uses the throwing rules. The range of the throw from the point of origin depends on your effective lifting strength versus the weight of the object being thrown. That point of origin is wherever your created object starts, which is wherever you create it, which is at any point within your max power range. I imagine you would lose control of the movable created object if you threw it beyond your max power range.

 

Quote

AE: Transform 1 ("Unlock" Transforms Locked locks to unlocked locks 1lbs Flaws: Range (touch) Extras: Duration (continous)){3/8pp}

AE: Transform 1 ("Lock" Transforms Unlocked locks to Locked locks 1lbs Flaws: Range (touch) Extras: Duration (continous)){3/8pp}

 

You could save yourself a point here and do a more "honest" construction by just upgrading the Transform effect from 3PP/rank to 4PP/rank, so it can cover both locking and unlocking things in one effect.

Maybe something like this:

 

Alternate Power: [8PP]

Transform 1 (Locked locks into unlocked locks, and vice versa; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 1 [2 lbs.], Subtle) [8PP]

 

Or this:

 

Alternate Power: [8PP]

Transform 1 (Locked locks into unlocked locks, and vice versa; Extras: Duration [Continuous, Lasting]; Flaws: Range [Touch]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [8PP]

 

You could use the point that freed up to buy a rank of the Progression (Portal Size) feat for the base power, so the portals would be 10ft x 10ft instead of 5ft x 5ft. Sounds more comfortable to me.

 

Edited by Grumblefloof
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ok! thanks @Grumblefloof

 

Ill put the edit in now for the next round.

 

So for Oz

 

Can the sample allocation for  clock work key be changed to

 

Clockwork Key

Super Movement 2("Cosmic key"; Magic, Dimensional; DImensional 2 (mystic dimensions) Extras: Portal PFs: Progression (10x10ft portal) Alternate power 1)[10pp]

AE: Transform 1 (Locked locks into unlocked locks, and vice versa; Extras: Duration [Continuous, Lasting]; Flaws: Range [Touch]; Feats: Progression [Mass] 4 [25 lbs.], Subtle) [9PP/9PP]

 

And making the changes suggested to Transmuting the transmundane!

 

AE: Transform 14 ("Transmuting the transmundane"; Thaumaturgic transmutation; 6/rank [anything to anything], Transforms: 25,000 lbs.; Extras: Duration [Continuous, Lasting); Flaws: Action [Full], Distracting, Range [Touch]; PFs: Extended Reach [5 ft.], Progression Mass 3 (250,000 lbs)  [60/60pp]

 

or if transform anything to anything is infact disallowed please alter it to this!

 

AE: Transform 14 ("Transmuting the transmundane"; Thaumaturgic transmutation; 5/rank [Matter to Matter], Transforms: 25,000 lbs.; Extras: Duration [Continuous, Lasting), Contagious; Flaws: Action [Full], Distracting, Range [Touch]; PFs: Extended Reach [5 ft.], Progression Mass 3 (250,000 lbs)  [60/60pp]

 

ontop of that can i swap the ritualist feat for the artificer feat? ment to put that in with the arcane reliquary

 

 

Edited by Exaccus
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Doktor'd!

 

So, Terrifica's going to expand her suit's abilities a bit. She's got 10 PP to use, but I'm not using all of that.

 

Nano-Fiber Battlesuit will be increasing in rank from Device 3 to Device 5, which will burn 8 PP.

With that shiny new 10 DP, she will add to Mental Effects to her Immunity. That's it.

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Doktor'd!

 

Salvo

Changed

  • Fixed formatting of Powers section
  • Device 1: Glasses. Added an array under it.

 

Spoiler

 

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 13 (built as PL 10/11; 192/196PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 4


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.

 

As Salvo, Nicole endeavors to muddle as much of her civilian self as she can. Her voice is deep and can even be altered to sound male, while the rest of her armor continues to hide many aspects of her identity. Her gender is not obvious, though is assumed to correspond to her altered voice, and neither is her age, build, or even skin color. However, it is obvious that there is a person (or a very convincing construct) inside the armor as her mannerisms are all-too human. Yet if scanned the results show no signs of what a human should have such as a heartbeat or flowing blood. Salvo gives off heat but that must emanate from the armor itself.

 

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 [+14 Energy Vent, +10 Missile Batteries]

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 5
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]

 

Mind's Eye [15EP]

Spoiler

 

Size: Miniscule Exterior (6 feet, Bellios) / Colossal Interior [5EP]

Toughness: +5 [0EP]

Defense: 10 [0EP]

Features: [10EP]

Concealed [+10DC]

Communications

Computer

Defense Systems (Descriptor: Drones)

Dual Size (Descriptor: Inside Bellios)

Laboratory

Library

Power System (Descriptor: Bellios)

Sealed (Descriptor: Inside Bellios)

Workshop

 

 

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.

              Sensory Suite Array 2 (4DP Array; Feats: Alternate Powers 1) [5DP]

                    BESuper-Senses 5 (Visual [Technology] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1),

                    Ranged (+0)]) {4/4}

                    AP: Super-Senses 5 (Visual [Magic] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1),

                    Ranged (+0)]) {4/4}

 

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

       All Source Descriptors: All Magitech

 

              Protocol Sy 11.4 (57DP Container) [57DP] (Additional Descriptors: Hermetic Magic, Runic Magic, Under the Plate)

                     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 Defense 1 [4DP]

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

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

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

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

 

              Communication Systems Array 3 (6PP Array; Feat: Alternate Powers 1) [7DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy)

                     BECommunications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) {6/6}

                     APData Link 3 (Radio, 1,000 feet; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers];

                     Feats: Machine Control, Selective, Subtle) {6/6}

 

              Hexagrammic Paneling 4.8 (24DP Container) [24DP] (Additional Descriptors: Runic Magic, Under the Plate)

                     Immunity 9 (Life Support) [9DP]

                     Impervious Toughness 5  [5DP]

                     Protection 10 [10DP]

 

              Sensory Suite Array 5.5 (11DP Array; Feats: Alternate Powers 1) [12DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy)

                     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}       

                     

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

                     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], Penetrating 5, Variable [Energy/Divine Magic]) {20}

                     + Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day],

                     Action(Full)) {20} = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) 

                     AP: Stun 6 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack; Flaws: Additional Save [Reflex];

                     Feats: Accurate 3, Attack Focus [Ranged]) {23} + Trip 6 (Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Selective Attack;

                     Flaws: Additional Save [Reflex]; Feats: Accurate 4, Attack Focus [Ranged]) {17} = {40/40} (Additional Descriptors: Electricity)

                     AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; FeatsAffects Insubstantial 2, Incurable, Penetration 5,

                     Progression 2 [50 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)

                     AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20],

                     Split Attack, Variable Descriptor [Ballistic/Energy]) {34/40} (Additional Descriptors: Ballistic, Energy)

                     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 3 [10 boxes per rank]) {40/40} (Additional Descriptors: Ballistic)

 

       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) = 192/196 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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