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Character Edits 2020


Tiffany Korta

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Doktor'd!

 

Spaceman

 

His grapple bonus for Move Object/Change Physical Distance is off! I'd forgotten that for Perception Range Move Object the Grapple Bonus is rank x2 and base attack doesn't apply, so, here's an updated Grapple Table.

 

Grapple Table

Total Score

Base Attack (BA)

Increase Molecular Space (IMS)

Infinite Reach + Spatial Strength (IR)

Change Physical Distance (CPD)

Values

 

+10

+10

+17

+28

BA

+10

+10

 

 

 

CPD

+28

 

 

 

+28

IMS

+20

+10

+10

 

 

IR

+27

+10

 

+17

 

IR+IMS

+37

+10

+10

+17

 

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Doktor'd!

 

The Jovian

 

So i still have messed up but now my computer is behaving better im going to quickly drop a sheet in a spoiler and list the changes ive made for ease of transition

 

Lowered Base attack to +3

Added Attack focus (Melee) 4

Reduced Impervious toughness to 10

Reduced takedown 2 to 1

 

Replaced Affects insubstantial 2 with accurate 2 (+4) on Heat vision.

 

and thats it i think!

 

using all 182pp

 

Spoiler

Power Level: 12 (181/181PP)
Unspent Power Points: 0
Trade-Offs: -5
 Attack / +5 Damage, -5 Defense / +5 Toughness

 

In Brief: Post-Human Colonist from the Moons of jupiter stranded in the modern day following a relativistic field collapse finds herself imbued with incredible powers beneath the light of the young sun thanks to her practically Alien bio-chemical make up and molecular density.

Catchphrase: None

Theme

 

Alternate Identity:Aliza Zhara (assumed name) (Secret) Alhizhara (Birth name)(Secret)
Birthplace: Jovian Colonies (Europa)

Residence: Freedom City
Base of Operations:
Occupation: Deep Sea Farm Maintenance Staff (3rd class) (Former), Journalist and blogger/Vlogger.(currently)
Affiliations: Staff of the Freedom City Herald Newspaper.
Family: N/A.

 

Description:
Age: 29 (DoB: 1.5 billion Years in the future. )
Apparent Age: Young Adult
Gender: Female
Ethnicity: Jovian (Europa Colony)
Height: 6'4"
Weight: 189lbs
Eyes: Purple cyclopean eye (True form), Dark brown (Hologuise)
Hair: Black

 

In her true form Aliza bears passing resemblance to a judeo-christian demon in part thanks to her thick, resilient skin and prominently large hollow horns, her singular central eye and pointed teeth do little to make her appear less threatening, due to her Cellular Carapace her skin has a pigmentless white colour and her finger end in seemlessly smooth claws. Wild but well maintained black hair reaches down to the Base of her spine only publicly seen in this form when acting as a super hero Aliza favors more rugged and utilitarian clothes, primarily those composed of morphic molecules or other smart materials capable of self repairing through some means such as full body suits and boots.

 

Her morphic disguise is designed to both be less stressful for her ancestors to look upon with Rich golden brown skin, Dark brown eyes and shorter more stylized hair, as this form is largely a fashion statement in itself she tends to opt for nicer (If quaint in her opinion) wardrobe options, Smart casual for the most part with mainly comfort in mind; dresses are saved for special occasions.

 

History:

Born in an artifical birthing pod some 1.5 billion Years in the future ahlizhara was brought into a world that was struggling to hold onto it's place in the universe, with the death of earth following Sols expansion into a red giant much of earths historic relics and records were lost along with the Mercury and Venus Colonies and their valuable energy production facilities as well as the knowledge of how to construct the most advanced of post-humanities technologies, far more important it was that they were able to repair and maintain what was left than it was to learn those lost secrets anew that Alhizhara was quickly inducted into work as maintainace staff on several of the Colonies most important facilities,  such as the artifical gravity generators that made functioning on the small moon easier than it would've otherwise been, the great fusion reactors that provides power to the Colonies homes and perhaps the most important of all, the deep sea farms where the majority of the Jovian Colonies food was grown and reared.

 

though she lacked the raw aptitude some of her peers held for the technological innovations of the ancient past she proved diligent and dedicated to her task over the years to the point she was largely trusted with day to day operations such as monitoring the isopod and crustacean pens, Krill paddocks and Plankton Bays without too much intreferable,  though it was hardly a glamorous career it afforded her perhaps some of the rarest commodities available, time to herself and privacy.

 

It was a day like anyother after a long shift of plugging leaks and replacing fuses and contact plates at the deep sea Farm that the alert went out, one of the gravity generators was giving off anomalous readings and causing strange phenomena for a good kilometer or two around it, making the air ripple and sounds and sights garbled by twisting space time, perhaps more perculiar still were the reports of water flowing backwards against all known laws of fluid and thermodynamics, all available maintained workers of classes 3rd through 1st were to attend and attempt to stablize the monolithicly important machine.

 

Arriving amidst the chaos of confused repair staff and terrified bystanders ahlizhara was quickly put to work by her superiors on ensuring that the structural integrity of the device's main conduit held against its own rampant fluctuations as others scrambled to stablize the machines graviton pulses.

 

Perhaps it was due to interference from the distorted gravity or maybe she just wasn't important enough to be warned but having decided to do a controlled Surge to reset the capacitors ahlizhara found herself caught in a wave of space warping energy.

 

To the onlooking Jovians it must've seemed as if the sheer intesity of the gravitonium pulse anihillated her down to the very corners of her atoms as she vanished without a sound or any trace in an instant.

 

The truth is as always stranger than whatever fictions they might've held, instead of being torn asunder or crushed into a singularity by the wave of gravity she had instead been flung away at speeds in which physics as we understand it stopped working tossing her millions of miles across space and over a billion years into the past.

 

Personality & Motivation:

Aliza is in part due to her life in the post collapse solar system something of a selfless individual who took a menial job on a graveyard shift for the good of her Colony over chasing personal aspirations and whilst she is genetically diverged enough from modern humanity to practically be another species she is culturally and mentally similar enough to empathise fully with her distant ancestor species and is motivated to help where she can even if she has to temper herself against altering what she believes to be the ancient past.

 

though she finds current earth to be technology primative compared to her own time she rather enjoys the greater cultural richness and oppertunities available to her in the 20th century and has indulged herself in fashion and pop culture to an extent in which she has made a profession writing and vlogging about it.

 

Powers & Tactics:

Aliza makes use of fairly simple techniques such as simple palm strikes, punches, relying on her incredible strength and speed rather than training or skill.

 

Preferring to incapacitate weaker opponents by encasing them in thick ice with her freeze breath, remove or reduce the number of opponents with more forceful super breath and utilise her heat vision against constructs and objects.

 

Power Descriptions:

As a Jovian aliza is the product of post human directed evolution to thrive in the harsh enviroment of post collapse Colony on the moon of Europa these include a hardened Phisiology Consisting of a Cellular carapace that renders her skin tougher than most modern day metals but as flexible as human skin, as well as significantly denser muscules and bones as well as a layer of thick fat built to withstand the scouring ice storms of the frozen moon.

 

the ability to respire with miniscule amounts of oxygen and a hyper efficient metabolism to combat the poor nutritional value of plankton and Krill to resist the heat and radiation of unfiltered red sunlight 

 

Posessing large hollow horns in place of ears that allow her to accurately locate sounds in her immediate surroundings thanks to the resilience of her cells and the hardness of her bones these are also functional if largely unused natural weapons

 

Aliza's super powers come from her ability to absorb and metabolize sunlight into metabolic energies, as a side effect this gives her a particularly powerful bioelectric aura that acts as a hardend skin tight forcefield as well and further reinforcing her Phisiology and biochemistry.

 

She can use this energies to vastly increase her strength by supercharging her muscular tissues to such a fine degree she is able to exercise it fully with the subtlest and smallest of motions (represented by the subtle and precise power Feats on Enhanced strength) and give her the ability to leap incredible distances

 

She can further use this strength to compress vast volumes of air within her lungs to project as explosive blasts of air or freezing gusts that can quickly engulf a creature in thick ice by freezing the ambient moisture in the air around them

 

Focusing the energy into her nervous tissues she can increase her Speed and Quickness moving at close to mach 13 and able to accomplish tasks that would take 3 months within mere seconds.

 

Focusing this energy into the photo-receptors of her eye to channel vast amounts of absorbed light into beams of heat so intense that they create visible beams of violet or red light (though with sufficient focus these be rendered purely ultra-violet or infrared)

 

On top of these powers she has access to the advanced technology of her time (which survived the collapse at least.) Inn particular a personal computing device that functions similarly to a smart device, after being stranded in the past by the relativistic field collapse this devices has been completely put into creating the morphic field that she uses to maintain her human appearance via the overclocking of a cosmetic application.

 

Complications:
Solar powered: The more fantastic of Aliza's powers derive from her ability to absorb and store solar radiation in her cells (specifically the "Solar Energy Battery", "Solar Powered Physiology.", "Solar charged biochemistry" and "Bio-Electric aura" powers) a gm might award Aliza a Hero point if her stores deplete to the point that those powers cease to function or if exposure to the energies that make up solar radiation in different forms (such as infrared or ultraviolet light, ) cause her powers to function in unexpected ways or she becomes overcharged and forced to uncontrollably Expell the excess energies.

 

Eye of jupiter: Due to having only one eye Aliza is particularly vulnerable to effects that work off or affect her visual senses such as dazzles and sense dependant effects that operate through eye contact, the GM might award Aliza a Hero point by making her automatically fail her saves against such effects or increasing the effects of failures beyond the regular scope of the power in question.

 

Trapped in the stone age: Aliza is from the extremely distant future from a time in which humanity has left the earth and colonised the solar system and as such is from as very different technological and cultural than mosy of modern day earth. The GM might award Aliza a Heropoint for having her misinterpreting certain social cues and interactions  or being confounded by and unable to make use of the technology more advanced than simple mechanical devices like door knobs and ballpoint pens. Assuming she doesn't destroy them with her unfamiliar new strength.

 

Morphaguise: Originally a cosmetic Morphic overlay device Aliza has repurposed it into a rudimentary disguise both so that she can minimize the distress her true appearance may cause and so that she can live a relatively normal life and maintain social relationships. The GM might award Aliza a Hero point if her disguise should malfunction in some way at such a time that would make social interactions fail or impossible to undertake or it is stolen and used for malicious purposes.

Abilities: 10+0+10+0+4+0 = 24pp


STR: 20/44 (+5/+17)

DEX:10 (+0)

CON:20/30 (+5/+10)

INT:10 (+0)

WIS:14 (+2)

CHA:10 (+0)

 

Combat : 6 + 6 =12pp

Attack: +3

 Melee: +7

 Ranged: +3 (heat vision: +7)

Defense: +7 

-Base Defense: +3

-Flatfooted: +2

Initiative: +0

Grapple: +12 (+5 STR +7 melee attack) without powers/ +29 (+17 STR +7 Melee attack bonus +5 Super strength) With amazing might/ +39 (+17 STR +7 Melee attack bonus +15 Super Strength) with amazing might + Energy reserves dedicated to SS

 

Saves: 0+6+8 = 14pp

Toughness: +17 (+10 Con +7 Protection)

-Impervious 12

Fortitude: +10 (+10 Con +0)

Reflex: +6 (+0 Dex +6)

Will: +10 (+2 wisdom +8)

Skills: 10pp (40 ranks) 

Knowledge (physical sciences) 8 (+8)

Knowledge (technology) 8 (+8)

Language 4 (Base: Jovian, English, Latin, Lor, Galstandard)

Medicine 4 (+6)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 18pp

Attack Focus Melee 4

All-Out Attack

Dodge Focus 4

Evasion 2

Interpose

Luck 3

Move-by Action

Power Attack

Takedown Attack 1


Powers: 10 + 7 + 2 + 25 + 1 + 7 + 43 + 10 = 104pp


Impervious Toughness 10("Bio-electric Aura"; Alien, Bio-Electricity) [10pp]
 

Protection 7 ("Cellular Carapace";Alien Biology, Cellular +7 Toughness) [7pp]
 

Super-Senses 2("Echolocation Horns"; Alien Biology; accurate: Hearing)[2pp]
 

Array 10(""Solar Energy Battery"; Alien biology; PFS: Dynamic Base Power, Dynamic Alternate Powers: 2) [25pp]
   DBE: Enhanced Speed and Reflexes (Linked)
      Quickness 10 (Linked; Perform routine tasks at 2500x speed)
      Speed 10 (Linked; Speed: 10000 mph, 88000 ft./rnd)
   DAE: Full Power (Super-Strength 10)  +50 STR carry capacity, heavy load: 183.5k tons; +10 STR to some checks)
   DAE: Leaping 10 (Jumping distance: x2500)
 

Morph 1 ("Morphoguise Device"Technology, Hologram;  single appearance - human disguise, +5 Disguise; Extra: Duration (continuous); Flaws: Action (move))[1pp]
 

Immunity 7("Enviromental Adaptions"; Alien Biology; enviromental conditions (all), suffocation (all))[7pp]
 

Array 19("Solar powered Phisiology"; Alien biology; 38pp array; PFs: Alternate Power 4)[43pp]
   BE: Amazing Might (Linked; Alien Biology)[38/38pp]
      Enhanced Strength 24 (Linked; +24 STR; PFs: Precise, Subtle (subtle))
      Enhanced Trait 2 (Linked; Feats: Second Chance (Strength checks to break objects), Ultimate Effort (Strength Check))
      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 179.2 tons; +5 STR to some checks)
   AE: Freeze Breath (Snare 12; Alien biology; Cold) ( Extras: Cone Area (120 ft. cone - General), Selective Attack Flaws: Range (touch) PFs: Affects Insubstantial 2 (full power))[38/38pp]
   AE: Heat Vision (Blast 17; Alien Biology; Heat) (PFs: Precise, Subtle,(subtle)Accurate 2 (+4) )[38/38pp]
   AE: Precision Heat Vision (Blast 12; Alien Biology; Heat) (Array; DC 27; Extras: Range (perception);PFs: Precise, Subtle (subtle))[38/38pp]
   AE: Super-breath (Trip 12; Alien Biology, Air) (Extras: Cone Area (120 ft. cone - General), Knockback, Selective Attack; Flaws: Range (touch); PFs: Improved Throw, Precise)[38/38pp]

 

Enhanced Constitution 10 ("Solar charged Bio-Chemistry"; Alien Biology (+10 CON))[10pp]

Totals: Abilities 24 + Combat 12 + Saves 14 + Skills 10 (40 ranks) + Feats 18 + Powers 104 - Drawbacks 0 = 182/182

 

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Doktor'd!

 

Forever Boy

 

A semi-major update, spending Pan's PP and moving things around!

 

The different parts from below the breakdown of the changes.

 

21PP to spend.

 

Combat

Increase Base Defense to 6, from 5. Too high Defense for PL will be fixed under feats. 2PP spent, 19PP left.

 

Saving Throws

Fortitude Save +2, to +10 total. 2PP spent, 17PP left.

Reflex Save +2, to +14 total. 2PP spent, 15PP left.

 

Skills

Drop the 4 ranks of Search. +1PP to spend, 16PP left.

 

Feats

Decrease Dodge Focus by 1, to rank 9. +1PP to spend, 17PP left.

Get rid of Grapple Finesse. +1PP to spend, 18PP left. This in turn changes the Grapple score under Combat to: Grapple: +8 (+6 Base Attack, +2 Strength

Get rid of Takedown Attack 2. +2PP to spend, 20PP left.

Get rid of 1 rank of Uncanny Dodge, removing the unnecessary Danger Sense from it. +1PP to spend, 21PP left.

 

Powers

Updating the descriptors a bit, and changing my notation a bit, as per the full sheet in the spoiler. Main points is getting rid of all Genetic descriptors (its covered by Alien) and the Psionic descriptors on Comprehend and Mind Reading, since that should be Magic.

 

Flight 5: Remove the Moving Feint power feat. +1PP to spend, 22PP left.

 

Luck Control: Increase to Rank 3, making it look like below. 6PP spent, 16PP left.

Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck)

 

Tricks Array: Increase to rank 14, updating individual powers in the array as below. 2PP spent, 14PP left.

Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers)

BP{27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons)

Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP]

Feature 1 (Light Source) [1PP]

APEmotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) 

APIllusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion)

Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APSnare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows)

 

Trickster Array: Increase to rank 12, updating individual powers in the array as below. 4PP spent, 10PP left.

Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers)

BPEnhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma)

APFlight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight)

Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) 

APIllusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP}  (Descriptors: Endless Forms, Illusion)

Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APObscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists)

 

I'm leaving the last 10PP unspent.

 

Full blocks with updated changes below:

 

---

 

Please update the top of the sheet to look like this:

 

FOREVER BOY

Power Level: 15

Effective Power Level: 10

Power Points: 239/249PP
Unspent Power Points: 10
Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC

 

---

 

Please update appearance (including the picture) to this:

 

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

 

In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask.

b9TGIvB.png

 

---

 

And all the updated crunch, please mind the indents at the powers to make it more readable:

 

ABILITIES

4 + 16 + 6 + 4 + 2 + 10 = 42PP

 

Strength: 14 (+2)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5) / 40 (+15)Forever Charisma

 

 

COMBAT

12 + 12 = 24PP


Initiative: +12 (+8 Dex, +4 Improved Initiative)
Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block
Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed
Grapple: +8 (+6 Base Attack, +2 Strength)
Knockback: -1 / -3 (with Defensive Roll)

 

 

SAVING THROWS

7 + 6 + 9 = 22PP

 

Toughness: +5 (+3 Con, +2 Defensive Roll)

Fortitude: +10 (+3 Con, +7)

Reflex: +14 (+8 Dex, +6)

Will: +10 (+1 Wis, +9)

 

 

SKILLS

68R = 17PP

 

Bluff 15 (+20) / (+30)Forever Charisma

Languages 1 (Native: Neverspeak; Learned: English)

Notice 14 (+15)Skill Mastery

Sense Motive 14 (+15)Skill Mastery

Sleight of Hand 12 (+20)Skill Mastery

Stealth 12 (+20)Skill Mastery

 

 

FEATS

37PP

 

Beginner's Luck

Challenge [Fast Feint]

Challenge [Fast Taunt]

Defensive Roll 1

Distract [Bluff]

Dodge Focus 9

Evasion 2

Fearless

Improved Initiative 1

Inspire 5

Jack-of-All-Trades

Leadership

Luck 3

Move-by Action

Setup

Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth)

Taunt

Teamwork 3

Uncanny Dodge 2 [Auditory, Visual]

 

Enhanced Feats

Luck 3 -> Luck 5Forever Lucky

Quick Change

Takedown Attack 2The Forever Weapon

 

POWERS

8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99

 

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

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

 

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

 

Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust)

 

Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust)

 

Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust)

 

Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck)

 

Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking)

 

Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers)

BP{27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons)

Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP]

Feature 1 (Light Source) [1PP]

APEmotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) 

APIllusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion)

Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APSnare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows)

 

Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers)

BPEnhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma)

APFlight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight)

Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) 

APIllusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP}  (Descriptors: Endless Forms, Illusion)

Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APObscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists)

 

Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training)

 

 

DRAWBACKS 
-2PP

 

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

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

The Forever Weapon

Touch (Up to 10 ft.)

DC27 Tou (staged)

Damage

+8, Crit 18-20, Incurable, Precise

The Forever Weapon - Paralyzing Attack

Touch (Up to 10 ft.)

DC22 Fort (Staged)

Fail: Slowed 1 round
>5: Paralyzed 1 round

+8, Crit 18-20, Incurable, Precise

Powerful Emotions

Perception

DC20 Will (staged)

Fail: Emotion Changed
>10: Target takes no hostile action

Mind Blank, Reversible, Subtle 2

Binding Shadow

100 ft.

DC20 Ref (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10, Indirect 3, Subtle

Endless Forms

Perception

DC14 Will (staged)

Tricked if disbelieving illusion

N/A, 100 ft. radius

Forms Most Beautiful

Perception

DC16 Will (staged)

Tricked if disbelieving illusion

N/A, 25 ft. radius

Endless Forms Most Beautiful

Perception

DC20 Will (staged)

Tricked if disbelieving illusion

N/A, 500 ft. radius

 

 

Totals:

Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/249 Power Points

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Doktor'd!

 

Masque

A very silly fluff edit, here; I was looking at Masque's sheet today and noticed that she's...5'8"?? This is much taller than the Masque in my head.

 

Please adjust Masque's height to 5'5" & weight 120lb as a blatant retcon. She was always 5'5". Nobody will be able to prove otherwise.

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AA-ed

 

Time to give Protectron an upgrade!  Which, paradoxically, involves downgrading Protectron from PL 12 to PL 10!

 

8pp unspent

Combat: Reduce Attack by 2 points & Defense by 1 point

Feats: Reduce Attack Focus (Melee) by 2 points.  Remove Improved Grab & Improved Grapple (will re-add elsewhere).

Feats: Add Favored Enemy (Robots), Online Research, Well-Informed.

Density: increase by 3 ranks.

Enhanced Strength: remove this (will re-add elsewhere).

Flight: Increase by 3 ranks, and increase Enhanced Flight by 1 rank

Immunity: remove half-Immunity to mental effects

Impervious Toughness: Reduce by 2 ranks

Protection: reduce by 4 ranks

Super-Senses: remove one rank of microscopic vision & second radio, add danger sense & uncanny dodge (both radio).

Super-Strength: remove this (will re-add elsewhere).

Add Device and Primary Energy Systems Array (which will include Enhanced STR and Super-STR)

 

This leaves 0pp unspent.

 

Please replace the top part of Protectron's sheet with this (and be sure to remove that [floatr]Protectron1.0.png[/floatr] at the top)

Spoiler

 

Players Name: Dr Archeville

Characters Name: Protectron

Power Level: 14 (built as PL 10; 219/219 PP)

Trade-Offs: -2 Defense/+2 Toughness, -2 Melee Attack/+2 Melee Damage

Unspent PP: 0

 

 

Please add this to the end of Protectron's Appearance/Description:

Spoiler

     In late 2015, Protectron started wearing a large cape, which it believed would make it appear more heroic (a la Centurion).  Its original cape was blue and made of mundane cloth, but later iterations were made of sturdier materials, including Kevlar & Nomex.  Its current cape was a gift from researchers at The Lab, just before it moved out to Emerald City; fittingly, it is emerald green.

 

While you're in there, increase height to 196 cm (6'5") and weight to 449 kg (990 lbs.).

 

Please replace the Powers/Tactics section with this:

Spoiler

     Traveling through time as it did severely warped many of Protectron's systems, and as such there is much that Talos designed and installed that it can no longer use (or is simply no longer there). It is possible the self-repair nanobots inside its body can rebuild those components, or create all-new ones, but it will take time. Protectron knows it has systems it cannot fully access at the moment, but it finds that amazing strength, the ability to fly, and durable robot body are more than enough to get it through most obstacles in order to aid the precious organic lifeforms.

     Protectron was recently able to unlock and upgrade one system: a replicator.  These components were originally intended to create mini-missiles and micro-rockets, but shortly after its self-repair systems brought them back online, Protectron (and The Lab) altered them so they could create a wider variety of materials.  It mainly uses them to create clothing, food, and water for people, and tangle-cables to capture criminals without causing harm.

     Protectron is reluctant to fight, though, for it respects all organic life. If possible, it would attempt to get any criminals to stop and talk about their actions, and see if some mutually-beneficial and nonviolent compromise can be reached. Sadly, the trip through time did nothing to alter Protectron's utter lack of "people skills," so this tactic is almost assured to fail. When it must, Protectron will bring physical force to bear, but will do so in a way that causes the least amount of damage to the precious organic beings with which it must regrettably enter into combat.

     Protectron’s cape is no mere fashion statement, but provides two important abilities.  First, its size and movements can distort Protectron’s silhouette, making it slightly harder to target the robot in combat.  Second, the cape contains thousands of tiny high-capacity batteries -- based on studies of Protectron’s own power source -- which can provide it with a few bursts of extra energy. 

     There is at least one thing Protectron cannot do: travel through time. However its trip back from the 26th century altered it, it's made it impossible for Protectron to ever travel through time again under its own power, and highly resistant to being carried by other travelers or otherwise affected by temporal manipulation powers. Protectron itself is, in effect, a temporal anomaly.

     Protectron has two notable weaknesses, one related to its software and one to its hardware. First, the code Protectron runs on, which is so compatible with other systems that it can interface directly with them, is a two-edged sword; Datalink can be used to communicate with him, and the Machine Control power feat for that power makes Datalink work like Mind Control on him! Second, the quantum-level data storage technology that underlies Protectron's systems are particularly sensitive to gravitic and magnetic attacks.

 

And here's all the new crunchy bits!

Spoiler

 

ABILITIES: 0 + 6 - 10 + 14 + 6 + 0 = 16pp

STR 35/22 (+12/+6) [including +12 from Permanent Density 6]; effective lifting Str 70/32

DEX 16 (+3)

CON ---

INT 24 (+7)

WIS 16 (+3)

CHA 10 (+0)

 

 

COMBAT: 8 + 10 = 18pp

Initiative: +7 (Speed of Thought)

Attack: +4, +8 Melee, +10 Snare

Grapple: +27; +16 without Enhanced Str

Defense: +8/+6 (+5 Base, +3/+1 Dodge Focus), +3 Flat-Footed

Knockback: -13 vs. Energy, -9 vs. Physical

 

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC 27 Toughness (Staged)

Damage (Physical)

Tangle Cables

Ranged (1,000 ft. max)

DC 20 Reflex (Staged)

Entangled/Bound

 

SAVING THROWS: 2 + 7 = 9pp

Toughness: +12 (+2 Density, +10 Protection; Impervious 10 vs. Energy, 2 vs. Physical)

Fortitude: ---

Reflex: +5 (+3 Dex, +2)

Will: +10 (+3 Wis, +7)

 

 

SKILLS: 40r = 10pp

Computers 8 (+15)Online Research, Well-Informed

Craft (electronic) 8 (+15)

Craft (mechanical) 8 (+15)

Craft (all others) 0 (+7)

Knowledge (technology) 8 (+15)

Knowledge (all others) 0 (+7)

Medicine 2 (+5)

Notice 4 (+7)

Sense Motive 2 (+5)

 

 

FEATS: 14PP

Attack Focus (Melee) 4

Dodge Focus

Eidetic Memory

Favored Enemy (Robots)

Fearless

Improvised Tools

Inventor

Jack of all Trades

Online Research

Speed of Thought

Well-Informed

 

Enhanced Feats

Dodge Focus 2 (to Dodge Focus 3 total)

Improved Grab

Improved Grapple

Luck 3

 

Veteran Rewards

Equipment 5 (25 EP)

Protectron's Storage Facility

Size: Diminutive (apartment-sized); Toughness: +15; Features: Communications, Computer 2 (MW), Defense System no.1 (Blast 9 [PFs: Variable Descriptor 2/any], +10 to hit), Defense System no.2 (Snare 9 [PFs: Variable Descriptor 2/any], +10 to hit), Fire Prevention System, Laboratory 2 (MW), Library 2 (MW), Personnel, Power 2 #1 (Environmental Control), Power 2 #2 (Regeneration), Power #3 (Super-Senses), Power System, Security System 3 (DC 30), Self-Repairing, Think Tank 2 (MW), Workshop 2 (MW).

Cost: -2 + 2 + 25 = 25 EP    

Power no.1: Environmental Control 5 (4pp/rank, 100-ft. radius; Extras: Duration [Continuous], Selective Attack; PFs: Precise, Selective) ("Customizable Environments") [32/40p]

Power no.2: Regeneration 11 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affects Objects, Affects Others; Flaws: Limited [Others Only]; PFs: Regrowth) ("Maintenance & Repair Pod") [23/40p]

Power no.3: Super Senses 19 (acute analytical extended 2 [1,000 ft. increment] radius ranged tracking detect energy 3 [radio sense] {10}, acute analytical detect physical objects 3 [tactile] {5}, microscopic vision 4) {19/20}


 

POWERS: 1 + 2 + 10 + 10 + 19 + 5 + 1 + 12 + 2 + 30 + 4 + 27 + 10 + 5 + 2 + 5 + 13 = 158PP

 

Additional Limbs 2 (2 tiny robotic arms in the neck; Note: Sustained Duration; Flaw: Limited [only when Anatomical Separation is active]) [1PP]

 

Anatomic Separation 1 (head) [2PP]

 

Communications Systems 4.5 (9pp; PF: Alternate Power) [10PP]

  • BE: Communication 8 (radio, 2,000 miles; PF: Subtle) {9/9}    
  • AP: Datalink 3 (radio, 1,000 feet; Extra: Area; PFs: Machine Control, Selective, Subtle) {9/9}    

 

Comprehend 5 (electronics 2 [speak & understand], languages 3 [read, speak any, understand]) [10PP]

 

Density 6 (+12 Str, +2 Impervious Toughness, Immovable 2, Super-Strength 2 [effective Str 32, hvy load 1 ton], x5 mass; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [19PP]

 

Device 1 (Cape, 5 points; Flaw: Easy to Lose 2; PFs: Restricted 2 [Only Protectron Can Use]) [5PP]

Enhanced Feats 5 (Dodge Focus 2 [“silhouette distortion”], Luck 3 [“supplemental batteries”]) [5DP]

 

Feature 1 (Temporal Inertia) [1PP]

 

Flight 6 (500 mph / 5,000 feet Move action) [12PP]

+ Enhanced Flight 2 (to Flight 8 [2,500 mph / 25,000 feet per Move action]; Flaw: Limited [Detached Head only]) [2PP]

 

Immunity 30 (Fortitude effects) [30PP]

 

Impervious Toughness 8 ("energy absorption"; Flaw: Limited [Only vs. Energy, not Physical]) [4PP]

 

Primary Energy Systems 12.5 (25 points; PFs: Alternate Power 2) [27pp]

  • BE: Enhanced Feats 2 (Improved Grab, Improved Grapple) {2} plus Enhanced Strength 13 (to 35/+12) {13} plus Super-Strength 5 (total Super-STR 7 w/ Density; effective STR 70, Hvy Load 50 tons) {10}  {2+13+10=25/25}
  • AP: Create Object 20 (”replicators”, 20 5-ft. Cubes, Toughness 20, STR 100 [hvy load 12,500 tons]; Extra: Duration [Continuous]; Flaws: Duration [Permanent], Range [Touch]; PFs: Innate, Precise, Subtle, Variable Descriptor 2 [any matter]) {25/25}
  • AP: Snare 10 (”tangle cables”; PFs: Accurate 3 [+10 to hit], Reversible, Split Attack) {25/25}

 

Protection 10 [10PP]

 

Quickness 5 (x50) [5PP]

+ Enhanced Quickness 4 (to Quickness 9 [x1,000]; Flaw: Limited [Mental Only]) [2PP]

 

Regeneration 5 (+0 Recovery Bonus) [5PP]

 

Super-Senses 13 (accurate 2 for radio [radar], accurate 2 for ultra-hearing [sonar], extended for all vision [2]; danger sense [radio], infravision, microscopic vision, radio, ultra-hearing, ultravision, uncanny dodge [radio]) [13PP]

 

 

DRAWBACKS: 3 + 3 = 6pp

Vulnerability (Gravitics, Frequency: Uncommon, Intensity: Major [x2] [-3PP]

Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP]

 

 

TOTALS

Abilities (16) + Combat (18) + Saving Throws (9) + Skills (10) + Feats (14) + Powers (158) - Drawbacks (6) = 219/219 Power Points [0 under]

 

 

Thanks!

 

EDIT: Also, my Reward Tracker will need to be updated, since Protectron's now using +1 rank (5 total) of Equipment from Veteran Rewards.

 

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Doktor'd!

 

Salvo

 

Changed

  • Height of armor
  • Bellios Device: Weapons Suite Array
    • AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective AttackFeats: Accurate 3, Attack Focus [Ranged]) {38/40} (Additional Descriptors: Electricity)

Removed

  • DC Block: Containment Foam
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); 6'2" (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:

Spoiler

 

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 [+13 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: AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective Attack;

                      Feats: Accurate 4) {39/40} (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)

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!

 

Watchdog: 3 PP 
Let's go ahead and buy all her exotics up to +9, please. 

 

 

Doktor'd!

 

Woodsman: 3 PP 
Let's go ahead and buy the following headquarters for him 
Cabin in the Woods: 15EP 
Size: Small; Toughness: 15; Features: Concealed, Defense System 2 [Blast 10, Snare 10, various traps], Garage, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System, Self-Destruct, Workshop
Cost: 0+2+13 = 15 EPs

 

 

Doktor'd!

 

Sea Devil: 2 PP 
Let's go ahead and buy her 2 more ranks of Charisma - up to 22 (+6!) 

 

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GROUND CONTROL TO MAJOR TOM'D by Fox

 

Spaceman

 

Enhanced Physiology

Please remove the Protection 5 power, giving me 11PP to spend.

Increase Enhanced Constitution to rank 28, costing me 10PP, and leaving 1PP unspent.

This should increase the Constitution in his abilities to; 12 (+1) / 40 (+15) w. Enhanced Constitution

and should increase his Fortitude Saving throw to: Fortitude: +15 (+1 Con, +14 Enhanced Con)

and finally, change his Toughness Saving throw to: Toughness: +15 (+1 Con, +14 Enhanced Con)
 

Space Control Array

Please change the Snare power to this Paralyze power instead:

 

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

 

And updated 

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+10

Unarmed – Infinite Reach + Spatial Strength

Touch at 500 ft.
Range incr: 70 ft.

DC25 Tou (staged)

Damage

+10, Elongation 7, Indirect 3, Subtle 2

Change Physical Distance - Thrown Objects

140 ft.

DC25 Tou (staged)

Damage

Perception Range, Insidious, Precise, Subtle 2 

Vertigo

100 ft.

DC20 Fort (staged)

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

+10, Subtle 2

Unending Prison

100 ft.

DC20 Ref (staged)

Fail: Slowed
2nd Fail or Fail >5: Paralyzed

+10, Subtle 2

 

Thanks

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Doktor'd!

 

Justice

 

I've applied a Veteran reward to give Justice 7 ranks of the Equipment feat on her new sheet here: https://www.freedomplaybypost.com/topic/12964-justice-pl1012-rocketlord/

Please update that on my Veteran rewards, which should read 4/6 veteran rewards before applying this update, and 5/6 veteran rewards after. I'll figure out what to do with the other 8PP worth of feats later.

 

Also, please update the link to Justice's sheet on the veteran rewards to the new sheet above.

 

Thanks

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Doktor'd!

 

Salvo

 

Added

Bellios Device

  • Protocol Sy
    • Accurate 4, Attack Focus [Melee[
      • Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used in a grapple check; Feats: Accurate 4, Attack Focus [Melee], Improved Grapple) [10] = [18]
    • +1 Fortitude
      • Enhanced Saves 20 (Fortitude 8, Reflex 6, Will 7) [21DP]
    • Intimidate +2, Notice +2
      • Enhanced Skills 5 (Intimidate 14, Notice 6) [5DP]
  • Hexagrammic Panelling
    • Immovable 1 (Extras: Unstoppable)
      • Immovable 1 (Extras: Unstoppable) [2DP]
  • Sensory Suite Array
    • Extended 3
      • APSuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 3 [10,000 ft] (+3), Radius (+1), Ranged (+1)]) {11/11}

  • Weapons System Array
    • Improved Range
      • 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: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20],  Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy)
      • AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; FeatsAffects Insubstantial 2, Incurable, Penetration 4, Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)
      • AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range [Ranged]Feats: Accurate 2, Attack Focus [Ranged],

        Homing, Improved Range 3 [100 Feet per Power Rank], Indirect, Progression 2 [2 boxes per rank]) {40/40} (Additional Descriptors: Ballistic)

      • AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective AttackFeats: Accurate 3, Attack Focus [Ranged], Progression 2 [25 Feet per Power Rank]) {40/40} (Additional Descriptors: Electricity)

Changed

Bellios Device

  • Protocol Sy
    • "Only used in a grapple check"
      • Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used in a grapple check; Feats: Improved Grapple) [5] = [13]
  • Weapons System Array
    • Removed Split Attack. Moved the point to Improved Range.
      • AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20],  Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy)

 

Spoiler

 

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 13 (built as PL 10/11; 196/202PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 6PP


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); 6'2" (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 (+8/4/0)
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: +22-17 (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: -11/2

SAVING THROWS: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10 Protection [Bellios], +5 Forcefield [Nicole])
Fortitude: +13/0 (+5/0 Con, +8 [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 14/0 (+14/0)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 10/4 (+10/+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 + 137 + 2 = 145PP

 

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]

       BE: Super-Senses 4 (Visual [Technology] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4}

       AP: Super-Senses 4 (Visual [Magic] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4}

 

Bellios 34 (Battlesuit, Magical, Tech; 170DP Alternate Form/Device; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [137PP] (169/170 DP spent)

All Source Descriptors: All Magitech

 

       Protocol Sy 12.8 (64DP Container) [64DP] (Additional Descriptors: Hermetic Magic, Runic Magic, Under the Plate)

              Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used for melee attacks leading to and grapple checks;

              Feats: Accurate 4, Attack Focus [Ranged], Improved Grapple) [10] = [18]

              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 8, Reflex 6, Will 7) [21DP]

              Enhanced Skills 5 (Intimidate 14, Notice 6) [5DP]

 

       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 5.2 (26DP Container) [26DP] (Additional Descriptors: Runic Magic, Under the Plate)

              Immovable 1 (Extras: Unstoppable) [2DP]

              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 [10,000 ft] (+3), Radius (+1), Ranged (+1)]) {11/11}

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

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

 

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

              Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy)

              AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; FeatsAffects Insubstantial 2, Incurable, Penetration 4,

              Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic)

              AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range [Ranged]Feats: Accurate 2, Attack Focus [Ranged],

              Homing, Improved Range 3 [100 Feet per Power Rank], Indirect, Progression 2 [2 boxes per rank]) {40/40} (Additional Descriptors: Ballistic)

              AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective AttackFeats: Accurate 3,

              Attack Focus [Ranged], Progression 2 [25 Feet per Power Rank]) {40/40} (Additional Descriptors: Electricity)

 

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)

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (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)

Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

 

TOTALS

Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (15) + Powers (145) - Drawbacks (4) = 200/202 Power Points

 

Totals:

Equipment: 10 EP

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

Bellios Armor: Device 34 (169) = 169/170 Device Points

 

 

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  • 1 month later...

Doktor'd!

 

Nevermore II

 

Please change his theme to

Shine - Matt Beilis

 

Spending 4PP from my 5th Vet reward to give Nevermore 4PP of Equipment to get him a bike:

 

The Feather (Vehicle; Motorcycle) [20EP]

 

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

 

I got 17PP to spend for Nevermore:

 

Abilities

Charisma +2 to 16 [2PP]

 

Saves

Reflex +1 to +10 [1PP]

Will +3 to +8 [3PP]

Fortitude +1 to +6 [1PP]

 

Skills

Buying 36 ranks for 9PP

Bluff +5

Diplomacy +2

Drive +5

Gather Information +7

Investigate +4

Sense Motive +8

Stealth +5

 

Feats

Challenge [Fast Acrobatic Feint] [1PP]

 

That should be 17PP spent. 

 

Updated Skills below, reflecting both new skills bought and updates from increased Charisma

 

Thanks!

 

---

 

SKILLS

60R = 15PP

 

Acrobatics 10 (+15)

Bluff 7 (+10)

Computers 10 (+15)

Diplomacy 2 (+5)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+10)

Investigate 9 (+14)

Knowledge [Tactics] 5 (+10)

Notice 8 (+10)

Search 5 (+10)

Sense Motive 8 (+10)

Sleight of Hand 5 (+10)

Stealth 10 (+15)

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  • 2 weeks later...

Doktor'd!

 

Chitin

 

Skills: Spending 3PP

+10 ranks in Diplomacy to Diplomacy 12 (+15)

+2 ranks in Handle Animal to Handle Animal 2 (+5)

 

Feats: Spending 1PP

Second Chance [Emotion Control]

 

Powers: Spending 4PP

+1 rank of Device to Device 11 (CMYK Driver Belt; 55PP Container; Flaws: Hard-to-Lose; Feats: Restricted 2 [Authorized Users], Subtle) [47PP]

Communication 4 (Radio, 1 mile; Flaws: One-Way; Feats: Subtle) [3PP]

Immunity 2 (Suffocation) [2PP]

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Doktor'd!

 

Archer II

 

I got 12PP to spend and some cosmetics updates for Archer's sheet! Starting with the PP spending!

 

Abilities: 6PP

Increase Archer's Constitution by 6, to 22

 

Saves -3PP

Reduce the Fortitude bonus from +7 to +4, which should even out to keep the total score at +10 with the Constitution increase

 

Skills: 5PP

Bluff -2 ranks, reducing it to Bluff 8

Concentration +5

Craft [Mechanical] +1

Knowledge [Streetwise] +1

Knowledge [Tactics] +5

Notice +3

Search +1

Sense Motive +2

Stealth +4

That should be a total of 20 ranks, for 5PP

 

New skill totals

Acrobatics 10 (+15)

Bluff 8 (+10)

Concentration 7 (+10)

Craft [Mechanical] 9 (+10)

Knowledge [Streetwise] 7 (+8)

Knowledge [Tactics] 9 (+10)

Notice 12 (+15)

Search 9 (+10)

Sense Motive 7 (+10)

Stealth 10 (+15) 


Feats: 4PP
Challenge [Fast Acrobatic Bluff]
Challenge [Fast Taunt]
Challenge [Notice Lip Reading]
Improved Initiative +1

 

The Equipment feat should be changed to give the following equipment instead of what it does at the moment:

Equipment: 1PP = 5EP 

  • Commlink [1EP]
  • Flash Goggles [1EP]
  • Mini-Tracer [1EP]
  • Night Vision Goggles [1EP]
  • Signal Flare [1EP]

 

Archer's Toughness saving throw should be updated to reflect it being based on his power instead of Equipment.

 

As for cosmetics on the sheet, please update his theme to

 

Bleed - Divide Music

 

and update his appearance description and picture to these:

 

---

Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. 

 

As Archer II, Connor  wears a form fitting dark red and white uniform, loosely based on the original Archer's. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. The jacket's shoulder and a loose triangular pattern on his chest is dark red, ending just below his solar plexues. A light grey zipper runs from the neck and across the left side of his chest. He wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. He completes the uniform with a dark red bandana with long clothes pieces hanging from the back of his head. Connor will usually wear a dark red quiver on his back, and uses a metallic bow.

 

6Pk2vnz.png

 

---

 

And, finally, a notation update to his powers. Please replace Archer's existing powers with those below. Its the same powers, I've just updated the notation a bit. The Protection power above is included.

 

---

Concealment 4 (Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Descriptors: Combat Training, Training)

 

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

Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (Descriptors: All Arrow and Technology unless otherwise noted, with additional descriptors)

BPBlast 3 (Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (DescriptorsStandard Arrow, Bludgeoning/Piercing/Slashing Damage Type)

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

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

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

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

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

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

APObscure 5 (Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Descriptors: Smoke Arrow, Smoke)

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

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

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

APSuper-Movement 2 (Options: Slow Fall, Swinging) [4DP]Speed 2 (Flaws: Limited [Only Swinging]) [1DP]Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Descriptors: Grappling Line Arrow, Grappling Hook, Swing Line)
AP: Trip 6 (Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Descriptors: Bolas Arrow, Bolas)

 

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

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

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

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

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

 

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

---

 

Thank you!

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Doktor'd!  But your math seems off, you've still got 4 unspent points!

 

Edits for Shadowborne!

 

An edit to Power & Tactics and Power Descriptions

 

Spoiler

Power & Tactics:

Muirne has a wellspring of power within her from the Shattenwelt that is constantly present within her and replenishes from her link to the Shattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using the power, as she fears that she may lose herself to the darkness.

Her link to the Shattenwelt has an alternate use she may draw upon in place of alternating her form. She may instead transport herself bodily to the Shattenwelt, a parallel place to Earth-Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence.

When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes.

 

Power Descriptions:

The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something.

For those around her, her entry to the Shattenwelt is far less dramatic, she simply vanishes, then reappears at a later time, but for her it is harrowing. It is a realm of predatory darkness, cold and hateful of the light and warmth she possesses and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness.

 

Edit to Shadow Form (8PP Change):

 

Spoiler

Shadow Form 16 (80PP Container [Active: Free Action, Sustained Duration]; Feats: Innate; Drawbacks: Involuntary Transformation (Frequency: Common, Intensity: Major) [-4PP] One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [74PP] (Dimensional, Darkness, Shattenwelt)

 

Enhanced Constitution 8 [8PP]

 

Enhanced Dexterity 8 [8PP]

 

Enhanced Feats 2 (Evasion 2) [2PP]

 

Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP]

 

Immunity 3 (Aging, Starvation and Thirst, Sleep) [3PP]

 

Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Feats: Innate; Flaws: Permanent) [16PP]

 

Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP]

 

Base Power: [20PP]

Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP]

 

Alternate Power: [19PP]

Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP]

 

Alternate Power: [16 + 4 = 20PP]

Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP]

Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP]

 

Speed 3 (50MPH, 500ft per Move Action) [3PP]

 

Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP]

 

Super-Senses 6 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Ranged) [6PP]

 

Changes to Skills (4PP Change)

 

Spoiler

Skills: 60R = 15PP

Acrobatics 4 (+12/+8)

Bluff 2 (+7, +11 Attractive)

Climb 4 (+5)

Concentration 4 (+8)

Diplomacy 2 (+7, +11 Attractive)

Handle Animal 1 (+6)

Intimidation 0 (+18/+5)

Languages 1 (English, Old English [Native])

Medicine 1 (+5)

Notice 8 (+12)

Perform (Sing) 6 (+11)

Perform (Dance) 6 (+11)

Search 8 (+10)

Sense Motive 6 (+10)

Stealth 6 (+25/+10)

Survival 1 (+5)

 

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Doktor'd!

 

Okay, going to spend the 19 points Veronica currently has. With this she is going to drop her Gadget pool and use some of the points to create a more traditional magical array (25 points from the Gadget pool +11 unspent points). She is going to use the last remaining 8 unspent points for a new smaller variable pool for small cantrips (just 1 rank of a variable pool).

 

 

 

Veronica Danger

 

Power Level: 10/12 (238/238PP)
Trade-Offs: None
Unspent Power Points:

 

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

 

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



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

 

Description:
Age: 18 (August 2002)
Apparent Age: 18
Gender: Female
Ethnicity: Caucasian
Height: 5’ 4”
Weight: 115 lbs
Eyes: Brown
Hair: Brown

 

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

 

Veronica is rarely without her bronze colored amulet, which she wears on chain necklace.  The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones.

 

History:

 

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

 

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

 

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

 

Powers & Tactics

 

Veronica has learned a lot about her powers over the past couple of years, especially during a trip to another dimension at the start of the Summer before her Senior year where she was cut off from the trinkets she had believed were magical. She has now learned that the magic was always within herself and the trinkets were just a focus, which she no longer needs. Her abilities have become somewhat more fixed, but she still has some ability to use her magic in more creative ways. Her magical sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight. Over the past couple of years she has also located two of the gems that were part of the amulet that came into her possession in Istanbul, adding new abilities to the protective magic the amulet already possessed.

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Powers 17 + 5 + 1 + 1 + 36 + 8 + 36 +4 = 108

 

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

 

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

 

Speed 1 (training) [1 PP]

 

Leaping 1 (training) [1 PP]

 

Magic Array 16 (32 Active Points, 4 Alt Powers) [36 pp]
BP: Blast 12 (Feats: Precise; Effects Insubstantial 2; Variable Descriptor 2 [Any Magic])  (Arcane Blast, magic)
AP: Move Object 12 (Feats: Precise; Effects Insubstantial; Variable Descriptor 2 [Any Magic]) (magic)
AP: Create Object 12 (Feats: Precise; Selective; Variable Descriptor 2 [Any Magic]) (magic)
AP: Blast 10 (Extras: Area (burst 50’ radius), Feats: Variable Descriptor 2 [Any Magic]) (Arcane Burst, magic)
AP: Teleport 10 (Extras: Accurate, Flaw: Long-Range Only, Feats: Progression 6 (x100 mass), Easy, Change Direction, Change Velocity) (Arcane Gate, magic)

 

Variable Power 1 (5 PP Variable Pool, Multiple Powers at a time (6 pt variable power); Extras: Action 2 [Free]) (Cantrips, magic) [8 PP]

 

Sample Cantrips
Comprehend 2 (Speak All, Understand All) [4 PP]
Immunity 2 (Heat, Cold) [2 PP]

 

Amulet Device 9 (45 active points; hard to lose) [36 pp]
Protection 5 {5}
Enhanced Defense 3 {6}
Enhanced Save: Willpower 4 {4}
Enhanced Save: Fortitude 3 {3}
Enhanced Save: Reflex 2 {2}



Gem 1:
Variable Power 2 (10 PP variable pool; 8 PP per rank (any combination of traits); Drawbacks: Limited 2 (only Feats and Skills)) {14}



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

 

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

 

Stats 50 + Combat 22 + Saves 12 + Skills 28 + Feats 18 + Powers 108 = 238/238

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  • 2 weeks later...

Doktor'd!

 

Scarab III

 

Increase Age to 28

 

add to Description:

 

To enhance her own abilities she's designed and build a power armor that synchs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume.

 

Saves:

Increase Fort by +2 [2PP]

 

Add to Powers:

 

Scarab's Carapace 7 (Hi-tech Power Armor, 35PP Device, Hard to Lose) [28PP]

Enhanced Strength 20 [20PP]

Enhanced Trait 1 (Feat: Attack Specialization [Unarmed Attack]) [1PP]

Impervious Toughness 10 [10PP]

Super Strength 2 (+10 Str, heavy load 6 tons) [4PP]

 

Spoiler
Spoiler

 

The Scarab III

 

Player Name: Tiffany Korta

Power Level: 10 [14] (184/214PP)
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness
Unspent Power Points: 30


In Brief: Genius gadgeteer with a surprising origin for her powers...

Residence: Apartment in Downtown Freedom City
Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City.
Catchphrase:

 

Alternate Identity: Kamala Khanufasa
Identity: Secret
Birthplace: Jersey City, New Jersey
Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated
Affiliations: None
Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother)

 

Description:
Age: 28 (DoB: 31st August 1992)
Gender: Female
Ethnicity: Egyptian
Height: 5'4"
Weight: 135 lbs
Eyes: Brown
Hair: Black

 

 

KamaldAjxCdA.jpga's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots can be trace4W52HwE.jpgd back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt.

 Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage.

 

Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon.

 

To enhance her own abilities she's designed and build a power armor that synchs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume.

 

Power Descriptions:

Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using.

 

On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume.

 

History:

Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact.  This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil.

 

The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess.


From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT.  All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago.


For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself,  she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter.

 

With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab.

 

Personality & Motivation:
Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated.

 

Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves.

 

Powers & Tactics:

Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations.

 

If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against.

 

Complications:

Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all.

Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities.
Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved.


Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP
Strength: 10/30 (+0/+10)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Base, +8 Scarab's Bite, +8 Carapace Melee
Grapple: +6
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -6


Saving Throws: 6 + 7 + 10 = 23PP
Toughness: +2/+12 (+2 Con, +10 Force Field)
Fortitude: +10 (+2 Con, +8)
Reflex: +9 (+2 Dex, +7)
Will: +13 (+3 Wis, +10)


Skills: 128R = 32PP

Computers 13 (+20)Skill Mastery

Concentration 12 (+15)

Craft (Electronic) 13 (+20)Skill Mastery

Craft (Mechanical) 13 (+20)

Disable Device 13 (+20)Skill Mastery

Drive 3 (+5)

Knowledge (Business) 13 (+20)

Knowledge (Technology) 13 (+20)Skill Mastery

Knowledge (Physical Sciences) 12 (+20)

Language 2 (Ancient Egyptian, Arabic, English [Native])

Notice 7 (+10)

Pilot 3 (+5)

Search 3 (+10)

Sense Motive 7 (+10)



Feats: 18PP

Beginner's Luck

Benefit (Wealth: Rich) 2

Dodge Focus 2

Eidetic Memory

Equipment (Mandjet Building) 4

Evasion 1

Inventor

Luck 3

Master Plan

Second Chance (Concentration)

Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Techology])

 

From Scarab's Eye

Accurate Attack

Attack Focus (Ranged) 2

Improved Aim

Power Attack

 

Equipment: 20EP = 4PP

Mandjet Building (Headquarters) [20EP]

This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City.

The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place.

Size: Large [2]

Toughness: +15

Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16]



Powers: 11 + 20 + 28 + 12 + 16 = 87PP

 

Psychic Potential 5 (10PP Array Feat: Alternative Power 1) [11PP]

Base Power: Mind Reading 10 [10PP]

Alternative Power: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages [4PP] [10PP]

 

Scarab's Bite 5 (Hi-tech Vambrace, 25PP Device, Hard to Lose) [20PP]

Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP]

Base Power: Blast 12 (120ft range) [24PP]

Alternative Power: Dazzle 10 (Auditory, 100ft range, Extra Burst [50ft, General, Area] Feat Subtle) [21PP]

 

Scarab's Carapace 7 (Hi-tech Power Armor, 35PP Device, Hard to Lose) [28PP]

Enhanced Strength 20 [20PP]

Enhanced Trait 1 (Feat: Attack Specialization [Unarmed Attack]) [1PP]

Impervious Toughness 10 [10PP]

Super Strength 2 (+10 Str, heavy load 6 tons) [4PP]

 

Scarab's Eyes 3 (Hi-tech Googles, 15PP Device, Easy to Lose) [12PP]

Enhanced Trait 5 (Accurate Attack, Attack Focus (Ranged) 2, Improved Aim, Power Attack) [5PP]

Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate 3PP], Time Sense, Ultra-Hearing, Ultravision) [10PP]

 

Scarab Pack 4 (Hi-tech backpack, 20PP Device, Hard to Lose) [16PP]

Flight 5 (Gravitic Repulsion, 250 mph, 2,200 ft/rnd.) [10PP]

Force Field 10 (Gravitic Field) [10PP]
 

 

DC Block

ATTACK                     RANGE        SAVE                          EFFECT
Unarmed                 Touch          DC 15 Toughness      Damage (Physical)

Unarmed (carapce) Touch         DC 25 Toughness       Damage (Physical)
Blast                        Ranged        DC 27 Toughness      Damage (Sonic)
Dazzle                      Ranged       DC 20 Fort/Ref          Dazzled (Staged)

Mind Reading          Perception  DC 20 Will                 Mind Read

 

 

Totals:

Abilities (28) + Combat (24) + Saving Throws (25) + Skills (32) + Feats (18) + Powers (87) - Drawbacks (0) = 214/214 Power Points

 

 

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Second Opinion'd!

 

On 8/19/2020 at 12:02 AM, Kaede Kimura said:

Doktor'd!  But your math seems off, you've still got 4 unspent points!

 

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

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Doktor'd!

 

Edits for Oslahawk

 

Her armour is now illegal; substitute her Second Chance on Toughness saves vs piercing to Toughness save vs conventional blades, i.e.

 

Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume)

  • Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour)

Also of her 11 unspent pp, put 1pp into skills, allocated as follows:

4 ranks of Intimidate, increasing it to Intimidate 12 (+14)

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