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Character Edits 2021


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When you submit an edit request, please do not just submit a new code-blocked sheet for us to copy & paste. You must tell us specifically what you're adding/editing. For only the odd one or two minor edits a sheet isn't required, otherwise you should include one to make our job easier. So not to clutter things up too much if you do include the sheet please stick it within spoiler tags.

 

When submitting edits for multiple characters, please make one post per character - it helps with the bookkeeping and make sure that an issue with one character edit doesn't affect anothers, also please try to limit the number of characters you post.

 

Whilst we endeavor to do these as quickly as possible we're only human, so don't be afraid to contact us if we've not gotten to your edit's in a while.

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Doktor'd!

 

Nevermore II

 

I'll buy 4 ranks of skills with 1PP, buying Languages 4:

 

Language 4 (Native: English; Learned: American Sign Language, Chinese [Mandarin], Japanese, Russian)

 

I'll spend 6PP on buying this power:

 

Luck Control 1 (Force Rerolls; Feats: Innate, Luck 2) [6PP] (Descriptors: Master Tactician, Training)

 

And 4PP on increasing the rank of his Utility Belt device to rank 5, with an updated version below. I'm replacing the Stunning Attack feat on the Collapsible Staff with Subtle, replacing the Nauseate effect with a Stun effect, adding a Dazzle effect and updating the other powers a bit

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets)

BPDamage 4 (Extras: Ranged; Feats: Improved Range, Mighty 4) {13/17DP(Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon)

APDamage 4 (Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {12/17DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APDazzle 8 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {15/17DP} (Descriptors: Visual Distortion, Flash, Darkness, Optic Disruption, Etc.) 

APESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 5 miles) {17/17DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 8 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. radius area) {13/17DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APObscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP(Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other)

APSnare 8 (Flaws: Action [Full]; Feats: Improved Critical 1, Improved Range 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP(DescriptorsHigh Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.)

APStun 8 (Flaws: Action [Full]; Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2) {12/17DP} (Descriptors: Stun Staff, Electricity) 

APTrip 8 (Feats: Improved Critical 1, Improved Range 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP(Descriptors: Trip Tricks, Various Tripwires, Bolas, Snarelines, etc.)

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

High Tech Snares

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle, Triggered 2

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Believe audio illusion 

Independent, Triggered 2

Stun Staff

Touch: 5 ft.

DC18 Fort (staged

Fail: Dazed
>5: Stunned

>10: Unconscious

+8, Crit 18-20

Trip Tricks

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Crit 19-20, Subtle, Triggered 2

Visual Distortion

200 ft.

DC18 Ref
DC18 Fort to recover

Blinded

+8, Crit 18-20, Subtle, Triggered 2

 

Please remove the Eidetic Memory feat and put in the Jack-of-All-Trades feat instead.

 

Please add the following Enhanced Feats below the normal feats:

 

Enhanced Feats

Luck 2 -> Luck 4

Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]
Takedown Attack 2

 

Thank you!

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Doktor'd!

 

Chitin

 

Big one, spending 18PP! Here's an itemized list of the changes, then the actual formatted sheet under the spoiler tags.

 

+4 Skills [1PP]

Sense Motive 4 (+5)

 

+3 Feats [3PP]

Challenge (Combat Diplomacy)

Challenge (Fast Acrobatic Bluff)

Set-Up

 

CMYK Driver Belt: Device 11 [55DP] to Device 13 [65DP] [8PP]

Immunity 1 (Environmental Cold) [1PP]

Bush Cricket

  • Concealment 4 (All Visual; Flaws: Displacement) [4PP]
  • Quickness 3 (x25; 1 Minute to Standard Action[3PP]
  • Super-Senses 2 (Auditory [Extended 1, Ultra-Hearing]) [2PP]

Orchid Mantis

  • Affects Insubstantial 2 on Damage 5 [2PP]
  • Drain Toughness 5 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only][5PP] 
    • to 
  • Drain Toughness 10 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only]) [10PP]
  • Super-Senses 2 (Visual [Counters Concealment) [2PP]

Yellowjacket

  • Damage 8 (Extras: Area [General, 80’ Cone]) [16PP]
    • to
  • Damage 8 (Extras: Area [Targeted, 80’ Cone], Selective; Feats: Homing) [25PP]

Kabuto Beetle

  • Countering Punch on Super-Strength 4 [1PP]
  • Enhanced Feats 2 (Improved Throw, Improved Trip) [2PP]
  • Immovable 3 (Extras: Unstoppable) [6PP]

 

Robugs: Device 3 [15DP] to Device 5 [25DP] [6PP]

Communication 4 (Auditory, 1 mile range; Feats: Subtle) [5PP]

ESP 4 (Auditory, Visual, 1 mile range; Extras: Simultaneous; Flaws: Limited [Reachable by Robugs]; Feats: Rapid 1 [10x search speed]) [13PP]

Move Object 2 (Strength 10; Extras: Range [Perception]; Feats: Precise) [7PP]

 

1 + 3 + 8 + 6 = 18PP spent!

 

Spoiler

 

Power Level: 8 (176/176PP)
Unspent Power Points: 0PP
Trade-Offs:

  • Bush Cricket: +3 Attack / -3 Damage; +3 Defense, -3 Toughness
  • Orchid Mantis: -2 Attack / +2 Damage; +3 Defense, -3 Toughness
  • Yellowjacket: None Offensively; +3 Defense, -3 Toughness
  • Kabuto Beetle: -2 Attack / +2 Damage; -2 Defense, +2 Toughness

 

Abilities: 2 + 4 + 6 + 12 + 2 + 6 = 32PP
Strength: 12/20
CMY/30K (+1/+5/+10)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 22 (+6)
Wisdom: 12 (+1)
Charisma: 16 (+3)



Combat: 8 + 6 = 14PP
Initiative: +10

Attack: +4 Base, +6 MeleeMK, +11 MeleeC, +8 RangedY

Defense: +11CMY/+6K (+3 Base, +3 Enhanced Defence, +5 Dodge FocusCMY), +3 Flat-Footed

Grapple: +7/+11MY/+16C/+20K
Knockback: -2CMY/-8K


Saving Throws: 2 + 4 + 6 = 12PP
Toughness: +5
CMY/+10K (+3 Con, +2 Protection, +5 ProtectionK)

Fortitude: +5 (+3 Con, +2)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+1 Wis, +6)



Skills: 88R = 22PP

Acrobatics 8 (+10)

Computers 9 (+15)

Craft [Electronic] 9 (+15)

Craft [Mechanical] 9 (+15)

Diplomacy 12 (+15)

Disable Device 4 (+10)

Drive 8 (+10)

Handle Animal 2 (+5)

Knowledge [Life Sciences] 2 (+8)

Knowledge [Physical Sciences] 4 (+10)

Knowledge [Technology] 10 (+16)

Languages 1 (English [Native], Japanese)

Notice 4 (+5)

Perform [Oratory] 2 (+5)

Sense Motvie 4 (+5)

 

 

Feats: 24PP

Acrobatic Bluff

All-Out Attack

Attack Focus (Melee) 2

Beginner’s Luck

Challenge (Combat Diplomacy)

Challenge (Fast Acrobatic Bluff)

Eidetic Memory

Equipment 1

Evasion 2

Improved Initiative 2

Improvised Tools

Interpose

Inventor

Luck 2

Move-By Action

Power Attack

Second Chance (Emotion Control)

Set-Up

Takedown Attack 2

 

Equipment: 1PP = 5EP 
Electric Scooter (Vehicle)

Size: Medium [0EP]; Strength: 10 [0EP]; Defence: 10 [0EP]; Toughness: +6 [1EP]

Features: Alarm [1EP]

Powers: Speed 3 (50MPH) [3EP]

 

 

Powers: 55 + 20 = 75PP

 

Device 13 (CMYK Driver Belt; 65PP Container; Flaws: Hard-to-Lose; Feats: Restricted 2 [Authorized Users], Subtle) [55PP] (technology, powersuit, spatial)

When activated the driver uses spatial exchange technology to summon the Chitin power-suit armour. Each mode is accessed via the corresponding Robug.

 

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

Enhanced Defense 3 [6PP]

Enhanced Strength 8 (to 20 [+5]) [8PP]

Immunity 2 (Suffocation) [2PP]

Protection 2 [2PP]

Super-Senses 7 (Radio [Accurate (+2), Danger Sense] [4PP], Visual [Infravision, Tracking, Ultravision] [3PP]) [7PP]

 

Chitin Armour Modal Array 17 (34PP Array; Feats: Alternate Power 3; Drawback: Action [Move Action to Switch]) [36PP]

Base: Bush Cricket Instar - “Hop to it!”

  • Concealment 4 (All Visual; Flaws: Displacement) [4PP]

  • Damage 0 (Extras: Autofire [5], Feats: Mighty) [6PP]  (CMYKick)

  • Enhanced Feats 10 (Attack Focus [Melee] 5, Dodge Focus 5) [10PP]

  • Leaping 5 (x50, 750’ Running Long Jump, 187’ High Jump) [5PP]

  • Quickness 3 (x25; 1 Minute to Standard Action[3PP]

  • Speed 3 (500’ Move Action, 50MPH) [3PP]

  • Super-Movement 1 (Water Walking; Flaws: Limited [While Moving]) [1PP]

  • Super-Senses 2 (Auditory [Extended 1, Ultra-Hearing]) [2PP]

AP: Orchid Mantis Instar - “Say your prayers!”

  • Concealment 4 (All Visual; Flaws: Blending) [4PP]

  • Damage 5 (Extras: Linked [+0], Feats: Affects Insubstantial 2, Improved Critical, Mighty) [9PP] + Drain Toughness 10 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only]) [10PP] (CMYKutters; dimensional, electromagnetic)

  • Enhanced Feats 5 (Dodge Focus 5) [5PP]

  • Super-Movement 2 (Wall-Crawling 2) [4PP]

  • Super-Senses 2 (Visual [Counters Concealment) [2PP]

AP: Yellowjacket Instar - “Kick the nest!”

  • Damage 8 (Extras: Area [Targeted, 80’ Cone], Selective; Feats: Homing) [25PP] (CMYKuarrels)

  • Enhanced Feats 5 (Attack Focus [Ranged] 4, Dodge Focus 5) [9PP]

AP: Kabuto Beetle Instar - “Can’t beat this!”

  • Enhanced Feats 4 (Improved Grab, Improved Grapple, Improved Throw, Improved Trip) [4PP]

  • Enhanced Strength 10 (to 30 [+10] Total) [10PP]

  • Immovable 3 (Extras: Unstoppable) [6PP]

  • Protection 5 (to 7 Total) [5PP]

  • Super-Strength 4 (Effective Str 50, 12.8 ton Heavy Load, Feats: Countering Punch) [9PP] (CMYKudgels; gravity)

 

Device 5 (Robugs; 25PP Container; Flaws: Easy-to-Lose; Feats: Multiple Devices 3, Restricted 2 [Authorized Users]) [20PP] (technology, robotics)

The Robugs are a quartet of semi-autonomous, palm-sized drones resembling a bush cricket, orchid mantis, yellowjacket and kabuto beetle respectively.

 

Communication 4 (Auditory, 1 mile range; Feats: Subtle) [5PP]

ESP 4 (Auditory, Visual, 1 mile range; Extras: Simultaneous; Flaws: Limited [Reachable by Robugs]; Feats: Rapid 1 [10x search speed]) [13PP]

Move Object 2 (Strength 10; Extras: Range [Perception]; Feats: Precise) [7PP]

 

 

Drawbacks: -3PP

 

Normal Identity (Major, Uncommon; Standard Action to activate CMYK Driver, Unable to access Chitin armour without belt) [-3PP]

 

 

DC Block

ATTACK             RANGE   SAVE              EFFECT

Unarmed            Touch   DC 16 Toughness   Damage

Unarmed (C)        Touch   DC 20 Toughness   Damage

Unarmed (K)        Touch   DC 25 Toughness   Damage

CMYKutters (M)     Touch   DC 20 Reflex      Drain Toughness [Objects Only]

                   Touch   DC 25 Toughness   Damage

CMYKuarrels (Y)    Area    DC 22 Toughness   Damage [General Area]

 

 

Totals:

Abilities (32) + Combat (14) + Saving Throws (12) + Skills (22) + Feats (24) + Powers (75) - Drawbacks (-3) = 176/176 Power Points

 

 

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Doktor'd!

 

I'm gonna take it from the top of Terrifica's sheet to make things easier on you, Dok. Or whoever. 11 PP to spend, with me documenting how much is left at each stage.

 

Abilities

First, a notation change. Wisdom is now Enhanced Statistic like INT, instead Base for Skills.

Second, +2 to Charisma. 16 (+3) now.

PP available: 9

 

Combat

No changes

 

Saves

With Wisdom having an effect here now, I'm subtracting 7 from Will save. It will remain a +10 bonus, but yeah.

PP available: 16

 

Skills

+5 SP to Acrobatics, +4 SP to Bluff, +1 SP to Investigate -1 SP from Concentration, -1 SP from Diplomacy. Looks like:

Acrobatics 11 (+15)

Bluff 12 (+15)

Diplomacy 7 (+10)

Investigate 1 (+16)

PP available: 14

 

Feats

4 new feats:

Challenge - Improved Feint

Challenge - Improved Taunt

Improved Trick

Redirect

Changing Skill Mastery skills (subtracting both Crafts, both Knowledges, and Medicine; adding Acrobatics, Bluff, Computers, Disable Device, and Investigate)

Formatting error: Enhanced Feats from Superhuman Brain aren't between here and Equipment.

PP available: 10

 

Powers

Superhuman Brain container boosted to Rank 8. Remove Limited Flaw on Enhanced Wisdom. 3 PP left in container.

Add power: Super Senses 3 (Analytical Vision, Analytical Normal Auditory) [3PP] 

PP remaining after all changes: 0

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Doktor'd!

 

Just some quick edits on Masque, reflecting some of what she's been up to; hopefully when I get a proper computer again I can recover my books and make some proper revisions.

 

Replace the Age line in her description with:

Born: April 2002

 

2pp to Skills, divided up like so:

add: Driving 7 (+10)

improve: Diplomacy to 'Diplomacy 5 (+8, +12 Attractive)'

 

1pp to Feats:

improve: Luck to 'Luck 2 [to 5, from powers]'

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Doktor'd!

 

Small edit for Veronica Danger.


I temporarily want to drop a rank of Ranged Focus from feats (she can make it up with one of her variable pools when needed until I get an XP to repurchase).


I want to take that PP and buy 4 more ranks of the Drive skill.


Thanks!

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Doktor'd!... though you're one skill point off -- you've got 147 ranks, not 148!

Second opinion'd -- added +1 rank to  Investigate.

 

Archer II

 

Time to get Archer an edit!

 

17PP to spend. 

 

Skills

Increasing the following skills

Acrobatics +5 to +15 (+20)

Knowledge [Streetwise] +7 to 14 (+15)

Search +5 to 14 (+15)

Sense Motive +6 to 13 (+15)

 

And adding these Skills

Drive 5 (+10)

Gather Information 8 (+10)

Intimidate 13 (+15)

Medicine 2 (+5)

Investigate 5 (+6)

Pilot 5 (+10)

 

That should be a total of 60 skill ranks, costing 15PP.

 

Feats

Spending the last 2PP on buying two ranks of Equipment, for total Equipment 3.

Please add this to his Equipment, worth the 10EP Archer just gained:

 

Sky-Bike (Vehicle; Flying Bike) [10EP]

Spoiler

Size: Medium [0EP]
Strength: 20 [2EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [0EP]

- None

Powers: [6EP]
- Flight 4 (100 mph / 1000 ft/rnd) [8EP]

 

Thanks!

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Doktor'd... except you're 3 ranks/1 PP over on Skills, so you've got to trim something!

Second Opinion'd -- removed 3 ranks of Knowledge [Technology].

 

GHOST

 

Time to get Ghost some skills, feats and a new power with his 11PP!

 

Skills

Spending 8PP to buy 40 ranks of Skills:

Bluff +5 to 12 (+15)

Disable Device +5 to 5 (+10)

Gather Information +10 to 12 (+15)

Investigate +5 to 5 (+10)

Knowledge [Current Events] +5 to 5 (+10)

Knowledge [Streetwise] +5 to 5 (+10)

Knowledge [Technology] +2 to 2 (+7)

 

Feats

Please add Contacts and Well-Informed

 

Powers

I'm spending the last PP to add another AP to the Ghost With the Most Array. Please add this power:

APInsubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP}

 

Thanks!

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Doktor'd!

 

For Outrider: 


Feats: 4 points

Challenge [Fast Startle]

Improved Grab 

Improved Grapple

Improved Pin 

 

Powers: 2 points

 

Super-Strength 1. 

 

Her new grapple bonus will be this: Grapple: +12 (+6 Strength, +2 Base Attack, +3 Attack Focus [Melee], +1 Super-Strength)

 

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Doktor'd!

 

Little Mermaid II

 

Please update the description on the sheet to this:

 

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

 

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

 

And update the images to these:

spacer.pngspacer.png

---

 

Then, time to spend some PP!

 

Skills

Buying 16 ranks of skills, worth 4PP

 

Diplomacy +5 to 15 (+20)

Intimidate +5 to 15 (+20)

Knowledge [Arcane Lore] +3 to 3 (+5)

Knowledge [Earth Sciences] +3 to 3 (+5)

 

Feats

Buying 5 feats.

Add Accurate Attack, Challenge [Fast Startle], Power Attack and Startle.

Increase Skill Mastery by 1 rank to  Skill Mastery 2 [Diplomacy, Gather Information, Intimidate, Knowledge [Earth Sciences], Notice, Perform [Singing], Sense Motive, Swimming]

 

That should be 9PP spent and 2PP remaining that I'll leave for now.

 

Thanks!

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PL 9'd by EP.

 

It’s (3/4s of the way into) Artificer’s Junior year, so let’s bump him up to PL 9.  And I’ve got 16pp to spend!

 

Title

Please change “Artificer (PL 7) -- Dr Archeville” to “Artificer (PL 9) -- Dr Archeville”

 

Abilities  [2]

+2 to  INT, bringing that to 18/+4. [2pp]

 

Combat  [0]

No change [+4 M, +7 R, +11 blast; +8 Def]

-2 Att/+2 Effect w/ Ranged; -1 Def/+1 Tough

 

Saves  [0]

No cost change here, but see Enhanced Saves

 

Skills  [0]

No change, but see increased Intelligence.

 

Feats  [1]

Luck 1  [1pp]

 

Powers  [8+0+4+1 = 13]

 

Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

BE: Swimming 2 (5 MPH)  {2/2}

AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

 

Device 2 (“Warding Bracers,” 10 points; Flaw: Hard to Lose) [+8pp]

Enhanced Fortitude Save 2 [2]

Enhanced Reflex Save 2 [2]

Enhanced Will Save 2 [2]

Immunity 2 (environmental heat, environmental radiation) [2]

Protection 2 [2]

 

Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [0PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [22 points]) {5}

AP: Blast 7 (“bolt of arcane energy”; PFs: Accurate 2 [+11], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor 2 [any magical]) {22/22}

AP: Create Object 9 (”Alchemy/Transmuted Objects”; up to 9 5-ft. Cubes, Lifting STR 45; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {22/22}

AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 9 (“holograms;” visual; PF: Progression [10-ft. radius]) {19}  {2+19=21/22}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Accurate 3 [+13 Attack], Precise, Variable Descriptor [arcane force or shaped matter]) {20/22}

AP: Transform 4 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 2 [50 lbs.]) {22/22} 


 

Magic: +4pp

Magic 11 (22 points) [22PP] 

BE: Damage 9 (“burst of magical power”; Extra: Area [General, Burst, 45-ft. radius]; PFs: Affects Insubstantial 2, Progression [Area] 1 [90-ft. radius], Variable Descriptor [any elemental]) {22/22}

 

 

That’s the summary, here’s what he should look like with the changes:


 

Spoiler

 

ABILITIES: [4 + 2 + 4 + 8 + 6 + 2 = 26PP]

Strength: 14 (+2); effective Lifting STR 24

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 12 (+1)


 

COMBAT: [8 + 8 = 16PP]

Initiative: +1

Attack: +4 Melee, +7 Ranged, +11 w/ Blast, +13 w/ MO

Grapple: +7, +18 w/ Move Object

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -5, -2 w/out Force Field

 

 DC Block:       

               

ATTACK                

           

               

RANGE                

           

               

                    SAVE                

           

               

                    EFFECT                

           

               

Unarmed                

           

               

Touch                

           

               

DC 17 Toughness (Staged)                

           

               

Damage (Physical)                

           

               

Bolts of Magic                

           

               

Ranged (700 ft. max)                

           

               

DC 22 Toughness (Staged)                

           

               

Damage (Any Magic)                

           

               

Burst of Magic                

           

               

45-90 ft.                

           

               

DC 19 Reflex                

           

               

Area (Burst) Effect                

           

               

                                     

           

               

                                     

           

               

DC 24 or 19 Toughness (Staged)                

           

               

Damage (Any Magic)                

           

               

Holograms                

           

               

Perception                

           

               

DC 19 Will                

           

               

Disbelieve                

           

               

Mage Hand                

           

               

Ranged (600 ft. max)                

           

               

Grapple vs. +17 (Staged)                

           

               

Pinned/Bound                

           

               

                                     

           

               

                                     

           

               

DC 21 Toughness (Staged)                

           

               

Damage (Physical)                

           

               

Transmuted Object (Dropped)                

           

               

Touch                

           

               

DC 19 Reflex                

           

               

Avoided                

           

               

                                     

           

               

Touch                

           

               

DC 24 Damage (Staged)                

           

               

Damage (Physical)                

           

               

Transmuted Object (Trap)                

           

               

Touch                

           

               

DC 19 Reflex                

           

               

Trapped inside object                

           


 

SAVING THROWS: [2 + 2 + 3 = 7PP]

Toughness: +10 (+2 Con, +6 Force Field, +3 Protection), +4 w/out Force Field

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

Reflex: +5/+3 (+1 Dex, +4/+2)

Will: +8/+6 (+3 Wis, +5/+3)


 

SKILLS: [64R = 16PP]

Concentration 5 (+8)

Craft (Artistic) 7 (+11)

Craft (Chemical) 2 (+6)

Craft (Mechanical) 7 (+11)

Craft (Structural) 7 (+11)

Disable Device 7 (+11)

Investigate 2 (+6)

Knowledge (Arcane Lore) 7 (+11)

Knowledge (Technology) 7 (+11)

Language 2 (Atlantean [native], English, Greek)

Medicine 2 (+5)

Notice 2 (+5)

Search 7 (+11)


 

FEATS: [12PP]

Artificer

Attack Focus (Ranged) 3

Dodge Focus 4

Eidetic Memory

Environmental Adaptation (Aquatic)

Luck 1

Ritualist


 

POWERS: [3 + 5 + 4 + 8 + 6 + 3 + 22 + 2 + 4 + 4 = 61PP]

 

Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

BE: Swimming 2 (5 MPH)  {2/2}

AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

 

Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP]

Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5}

 

Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [22 points]) {5}

AP: Blast 7 (“bolt of arcane energy”; PFs: Accurate 2 [+11], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor 2 [any magical]) {22/22}

AP: Create Object 9 (”Alchemy/Transmuted Objects”; up to 9 5-ft. Cubes, Lifting STR 45; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {22/22}

AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 9 (“holograms;” visual; PF: Progression [10-ft. radius]) {19}  {2+19=21/22}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Accurate 3 [+13 Attack], Precise, Variable Descriptor [arcane force or shaped matter]) {20/22}

AP: Transform 4 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 2 [50 lbs.]) {22/22} 

 

Device 2 (“Warding Bracers,” 10 points; Flaw: Hard to Lose) [8PP]

Enhanced Fortitude Save 2 [2]

Enhanced Reflex Save 2 [2]

Enhanced Will Save 2 [2]

Immunity 2 (environmental heat, environmental radiation) [2]

Protection 2 [2]

 

Force Field 6 (“arcane shields”) [6PP]

 

Immunity 3 (cold, drowning, pressure) [3pp]

 

Magic 11 (22 points) [22PP] 

BE: Damage 9 (“burst of magical power”; Extra: Area [General, Burst, 45-ft. radius]; PFs: Affects Insubstantial 2, Progression [Area] 1 [90-ft. radius], Variable Descriptor [any elemental]) {22/22}

 

Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

 

Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

 

Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]


 

DRAWBACKS: 

None


 

TOTALS:

Abilities (26) + Combat (16) + Saving Throws (7) + Skills (16) + Feats (12) + Powers (61) - Drawbacks (0) = 138/138 Power Points

 

 

 

Thanks!

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  • 1 month later...

Doktor'd!

 

Legatus

I updated his personality entry.

 

Complications

Removed

Identity Crisis: To be perfectly honest, Felix isn’t entirely certain whom or, indeed, what he is. He struggles under the burden of his assumed responsibility, and wants to know whether he is really a person, or just another experiment. If faced with claims he does not have a soul because he is a clone, or isn't as good as his progenitor, the GM may force Legatus to make a save for Emotional Control (Despair) and give him a Hero Point.

 

Added

Fury: Legatus’ hatred of emotional manipulation and mind control (whether mundane or supernatural) has become increasingly prominent in his life. When he encounters such things, if his actions due to his loathing somehow inconvenience or actively harm Legatus or his allies, the GM may grant him a Hero Point.

 

Abilities

+2 Wisdom [2pp]

+2 Charisma [2pp]

 

Saving Throws

Will +8 Adjusted from increase in Wisdom

 

 

Skills: 40R=10PP

Diplomacy 10 (+13) Up from 7

Intimidate 9 (+12) New

Knowledge (Life Sciences) 10 (+12) Up from 8

Language 1 (English [Native], Latin)

Notice 10 (+12) Up from 8

 

Feats

Assessment

 

Powers

Inheritor of Centurion 9.5 (19PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [22PP] Increased by 1 rank

  • Base Power (Dynamic): Flight 9 (5000MPH / 50,000ft [10 miles] per Move Action, Feats: Subtle) [19/19PP] Increased by 1 rank
  • Alternate Power (Dynamic): Super-Strength 8 (Lifting Strength 80, Heavy Load: 800 tons Feats: Super-Breath, Thunderclap, Shockwave) [19/19PP] Added Power Feats Thunderclap and Shockwave

 

Full Sheet

Spoiler

 

Legatus
Power Level: 10 (161/161PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: “Cloned” Replacement of the Man of Adamant

ThemeReturn of the Solar Exalted by James Semple

 

Alternate Identity: No. XVIII (Original Designation), Felix Century (Secret)
Birthplace: Freedom City

Residence: Claremont Academy
Base of Operations: Claremont Academy 
Occupation: Student, Hero
Affiliations: Claremont Academy
Family: Centurion (Genetic Donor, deceased), Nos. I to XX (Genetic Siblings, deceased), Dr. Rex Syagrius (Creator, deceased), Unknown Parents (Parents, missing)

 

Description:
Age: 18 (DoB: 2003)
Apparent Age: Mid-Teens
Gender: Male
Ethnicity: Roman
Height: 5’11”
Weight: 175 lb.
Eyes: Blue
Hair: Blond and Black

The youth known as Felix Century is a tall, handsome specimen. Wearing his streaked black-and-blond hair short in emulation of Centurion, his startling blue eyes sparkle when he smiles, which is often. He is still growing, and displays a certain awkwardness of form – his shoulders are not quite broad as they ought to be, for instance, and his proportions are yet to become the perfection that was his progenitor.

 

Felix, not quite grasping the need for secret identities, tends to wear blue, yellow, and white more frequently than other colors – though ever since he received a stern talking-to by his teachers, he rarely wears them together.

 

In his first few (unsanctioned) forays into Freedom as Legatus, Felix wore a gold-and-blue costume emulating that of the Man of Adamant. Unfortunately, as these were unsanctioned, he did not have access to the advanced technology that allows superheroes’ costumes to withstand more damage than most cloth, and within the first three excursions, it was totally destroyed. Since then, he has gained permission for his extracurricular excursions, and now wears a more stylized costume, lacking the armor of his predecessor. With a simple gold shirt, blue pants, a belt of pure white, and no cape whatsoever, Legatus does not seem like Centurion reborn as a teen quite so much as he once did.

 

History:

When Centurion died in 1993, one scientist, a longtime devotee of his, by the name of Rex Syagrius, knew that the world would not long last without a replacement for the Man of Adamant. Determined to resolve this, he gathered genetic material from a frozen battlefield, where the Liberty League had once fought, and went to work attempting to clone his champion. However, he swiftly discovered that he lacked enough material to do so.

 

Instead, borrowing money from dubious sources, he gathered seven babies orphaned by the Terminus Invasion, named each for a Roman numeral, and began experimenting upon them, attempting to imprint the Man of Adamant’s genetic code on theirs. Within three years, they demonstrated results – most of them had superhuman powers akin to Centurion’s… but they swiftly proved to be unstable, with more than half of them dying before they reached the age of four.

 

The seeming return of Centurion set Syagrius back on his heels – perhaps he would not need a new group of subjects to recreate the Man of Adamant. For a time, he held onto hope (during which all save one of his initial crop of children died) that he would not need to do anything further… until it was revealed that this Centurion had been a plant by Omega – the very being that killed the true Centurion all along! Something inside Syagrius broke, then, and he became increasingly determined – there would be no true successor to Centurion until he himself managed to create a fully functional clone!

 

Thus, in 1997, Syagrius gathered seven more infants, and used the knowledge from the first generation to ensure these ones were more stable. Nos. VIII to XIV proved swiftly to be both more genetically stable and more powerful than their predecessors. There was a problem, however – none of them had more than one of Centurion’s abilities. Determining they might be useful as a super-team, if not a champion, Syagrius had them begin training to do just that in 2003.

 

It was in 2003 that Syagrius gathered his last group of children – this time, only gathering six. This “third generation” included Nos. XV to XX, but of them all, the child designated No. XVIII swiftly became the most levelheaded and gentle of them all. Even as a toddler XVIII was able to calm his “siblings’” wailing, allowing the second generation to train in peace, and the doctor to continue his research. Of all his siblings, XVIII was closest to little XX, who was herself the smallest and quietest of the group.

 

By the time the third generation was six, all of them save XVIII had begun developing powers akin to those of Centurion. Though only XV and XIX truly bullied XVIII over this, he nevertheless felt inadequate, forced to play at training intended for humans rather than champions. Nevertheless, he proved swiftly adept at the lessons Syagrius assigned to the third generation, even striking up friendships with the second generation who often taught them. Things were good, for a time. XVIII and XX were still close friends, and they still enjoyed one another’s company, even though XX had to train with the others more and more frequently.

 

This state of affairs lasted until 2016, when the third generation turned thirteen. It was at this time that the second generation returned from one of their training exercises with only six members, instead of seven. Though XVIII tried to comfort them, Syagrius did not, and within a week of the training accident, they broke out of the labs, leaving the third generation behind. The escape had destroyed a great deal of equipment and data, and to make matters worse for Syagrius, the third generation’s development had plateaued. They were still stronger than most mortals, but they were not champions. They were not Centurion.

 

Desperate, he sought out something new – something that would bombard the children with the same energies that had made Centurion into who he was. Within a few months, he discovered traces of similar energies in Freedom City, much more recent than Centurion’s arrival should have implied. Using this, Syagrius designed a machine to emit such energies, but he was hesitant to risk the most stable and successful of his champions-to-be in an untested machine. Instead, he put XVIII into the machine – though to be fair, XVIII had volunteered.

 

XVIII emerged from the energies more powerful than his siblings, many of whom swiftly clamored to be permitted a chance to do the same. XIX and XVI, the second and third to go through the machine respectively, were fine, but XV (the fourth) swiftly went berserk, destroying most of the machine and nearly killing Syagrius before XVI and XIX tore her messily in two – without any emotions or hesitation. XVIII was deeply concerned, especially when Syagrius encouraged them.

 

For the next two years, XVIII and XX began studying Centurion more closely, as well as testing XVIII’s new powers. What they found on both fronts disturbed them – Syagrius, XVI, and XIX all were behaving more like Centurion’s foes than like Centurion. Further, XVIII’s powers, though still greater even than XIX and XVI’s, hurt him badly when he pushed himself to the limits.

 

They agreed to keep close eyes on their siblings and their creator, but kept it secret from the lighthearted XVII, whom they thought would tell on them. Unfortunately, things were about to get worse – for in 2018, Syagrius had finished the repairs of the machine. XVII was first to go this time, and he was torn and battered by the energies – emerging with only one arm, but empowered. When XX’s turn came, XVIII objected, pointing out that XVII had been hurt in the machine. Syagrius would have none of it, and both XVI and XIX swiftly threw XVIII through a wall and imprisoned him in the training room. Unwilling to hurt his siblings, even though he thought they were wrong, XVIII waited.

 

Finally, he heard a crash and XVI’s shriek of pain cut short. Bursting out of the training room, XVIII discovered a bloody and wounded XVII standing over their brother’s corpse. The one-armed brother explained in emotionless tones that the machine had killed XX, and that XVII had determined that none of the group was worthy of being Centurion’s legacy. With that, he brutally killed himself.

 

Something inside XVIII snapped, and he burst out of the complex, flying up through the ceiling, through tons of stone and silt and water, into the air above Freedom. Screaming at the top of his lungs, XVIII swiftly found himself apprehended by the Freedom League, where he remained reticent and deeply wounded for months on end before revealing almost all of what he knew of the lab and the purpose behind it. 

 

However, the League was unwilling to let him go free until he revealed the location of the lab that he had grown up in – to independently verify not only his claims of being Centurion’s clone, but also to ensure that all of his “siblings” were, in fact, deceased. For many months, XVIII refused to do that – he did not want a group of strangers, even if they were the Freedom League, to intrude upon what was rightfully his siblings’ home. Eventually, however, he was willing to admit where it was – with one condition. XVIII wanted his siblings’ remains treated with the honors of heroes – especially those of XVII and XX. The League was willing to accept this, and launched their investigation into the (now partially flooded) lab complex.

 

The Freedom League’s investigators found that XVIII had not lied, though much of the information he shared could not be fully confirmed, given the damage done by both the waters and by XVIII’s escape. Determining that someone ought to keep a closer eye on him, the League sent XVIII to Claremont Academy, where they hoped he would develop into a worthy hero in his own right, not just a clone of Centurion. After several months of study and growth in Claremont, the newly named “Felix Century” decided to take the superheroic name Legatus and attempt to honor his genetic donor’s legacy.

 

 

Personality & Motivation:

As Felix, No. XVIII has grown tremendously over the past three years since emerging from his bunker home. Cheerful, warm, and friendly, he strives to be the best person he can. Like a ray of sunshine to his friends, he is supportive and compassionate. He’s developed something of a dry sense of humor, as well, snarking at those he thinks can take it.

 

Not all is sunshine and rainbows, however, as Felix has retained some of his awkwardness when it comes to potentially romantic entanglements, as he once had an issue where he nearly hurt one of his classmates due to a romantic manipulation.

 

As Legatus, XVIII strives to be everything that Centurion was to the people of Freedom City and indeed, the world. Idealistic, usually levelheaded, and friendly, he presents the image of a nigh-perfect ideal. Of course, beneath this façade there is much more to him, and he is well aware of his own faults – something that allows him to be incredibly humble, often refusing to accept much praise from others.

 

Some things have become increasingly infuriating to both Legatus and Felix, however – mostly mind control, emotional manipulation, and deceitful intent. All of these are likely to trigger aggression – though he tries not to explode into violence at their use by allies, sometimes his anger overwhelms his compassion.

  

Powers & Tactics:
Legatus has many of the powers of the Centurion, though not to the same degree that he did. He is capable of surviving in space unaided, can deflect bullets with his bare skin, is superhumanly strong, and can fly rather quickly. 

In battle, Legatus tends to be simple to the point of bluntness. With his nigh-invincibility to most attacks, he is very direct, focusing on taking down the most threatening opponents first – that is to say, those that are most threatening to others, especially innocents. Only saving lives comes before taking down those who would take them. 

 

Power Descriptions:
Like his genetic progenitor, Legatus is very obviously superhuman when he uses his powers – normal people don’t lift cars one-handed, or block bullets with their bodies and expect to live out of it. Most people don’t fly under their own power, either.  

 

Complications:

Backlash: When he pushes his powers to the limit, Legatus is much more likely to cause himself injury. After an appropriately dramatic use of his full powers, the GM may grant a Hero Point to Legatus and declare that he caused serious injury to himself.

Haunted: XVIII still deeply misses his siblings, especially XX, whose body he did not even get a chance to see. He has nightmares about those deaths he saw, and even worse ones about those he didn't. Reminders of those events tend to provoke extreme emotional reactions, or outright shutdowns. 

Legacies of Conflict: As a clone of Centurion, many of the Man of Adamant's rogues would love nothing more than to take their frustrations out on Legatus. Further, as a clone of Centurion, many heroes are deeply suspicious of Legatus, recalling as they do the Alpha-Centurion and his destructive actions in service to Omega.

Lucrative Investment: Those who once invested in Dr. Syagrius' project have taken note of his death and the destruction of his lab complex, and have also noticed the arrival of Legatus on the scene. They may wish to recoup their investment by vivisecting the young "clone."

Fury: Legatus’ hatred of emotional manipulation and mind control (whether mundane or supernatural) has become increasingly prominent in his life. When he encounters such things, if his actions due to his loathing somehow inconvenience or actively harm Legatus or his allies, the GM may grant him a Hero Point.


Abilities: 10 + 2 + 10 + 4 + 4 + 6 = 36PP
Strength: 40 [20] (+15/+5)
Dexterity: 12 (+1)
Constitution: 40 [20] (+15/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)



Combat: 6 + 10 = 16PP
Initiative: +1
Attack: +5 Melee, +3 Ranged, +3 Base 
Defense: +5, +2 Flat-Footed

Grapple: +20 to +28 (Super-Strength)
Knockback: -12/-2



Saving Throws: 0 + 4 + 6 = 10PP
Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious]
Fortitude: +15/+5 (+5 Con, +10 Enhanced Con)
Reflex: +5 (+1 Dex, +4)
Will: +8 (+2 Wis, +6)



Skills: 40R=10PP

Diplomacy 10 (+13)

Intimidate 9 (+12)

Knowledge (Life Sciences) 10 (+12)

Language 1 (English [Native], Latin)

Notice 10 (+12)



Feats: 6PP

Assessment

Attack Focus (Melee) 2

Fearless

Interpose

Quick Change


Powers: 20 + 20 + 10 + 11 + 20 = 81PP

Descriptors for All Powers: Genetic, Mutation

 

Enhanced Constitution 20 (Superhumanly Hearty, to Con 40 [+15]) [20 PP]

 

Enhanced Strength 20 (Superhumanly Strong, to Strength 40 [+15]) [20 PP]

 

Impervious Toughness 10 (Teen of Adamant) [10 PP]

 

Immunity 11 (Life Support, Starvation, Thirst, Aging) (Teen of Adamant) [11 PP]

 

Inheritor of Centurion 9.5 (19PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [22PP]

  • Base Power (Dynamic): Flight 9 (5000MPH / 50,000ft [10 miles] per Move Action, Feats: Subtle) [19/19PP] 
  • Alternate Power (Dynamic): Super-Strength 8 (Lifting Strength 80, Heavy Load: 800 tons Feats: Super-Breath, Thunderclap) [19/19PP]

 
 

DC Block

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC 20 Toughness

Damage (Physical)

Unarmed

Touch

DC 30 Toughness

Damage (Physical)

Super-Breath

150 ft. Cone

Opposed Strength, DC 25 Reflex to halve

Trip

Thunderclap

75 ft. Area

DC 25 Reflex

Dazzle (Auditory)

Shockwave

150 ft. Cone

DC 30 Toughness, DC 25 Reflex to halve the damage

Damage (Physical) 

 

 

Totals:

Abilities (36) + Combat (16) + Saving Throws (10) + Skills (10) + Feats (6) + Powers (83) - Drawbacks (0) = 161/161 Power Points

 

 

I'd also appreciate it if the sheet was unarchived.

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Doktor'd!

 

On Shadowborne's sheet can this:
 

Shadow Channelling Array 4 (8PP Array; Feats: Alternate Power 2) [10PP]

 

Base Power: [7PP] Additional Descriptor(s): (None)

Phased Strike 7 Adds (Extras: Penetrating 7) to Shadowed Weapons [7PP]

 

Alternate Power: [7PP] Additional Descriptor(s): (Draining, Consumption)

Thirsting Strike 7 Adds (Extras: Vampiric 7) to Shadowed Weapons [7PP]

 

Alternate Power: [7PP] Additional Descriptor(s): (None)

Shrouded Strike 7 Adds (Extras: Poison 7) to Shadowed Weapons [7PP]

 

Please be modified to this:

 

Shadow Channelling Array 4 (8PP Array; Feats: Alternate Power 2) [10PP]

 

Base Power: [8PP] Additional Descriptor(s): (None)

Phased Strike 8 Adds (Extras: Penetrating 8) to Shadowed Weapons [8PP]

 

Alternate Power: [8PP] Additional Descriptor(s): (Draining, Consumption)

Thirsting Strike 8 Adds (Extras: Vampiric 8) to Shadowed Weapons [8PP]

 

Alternate Power: [8PP] Additional Descriptor(s): (None)

Shrouded Strike 8 Adds (Extras: Poison 8) to Shadowed Weapons [8PP]

 

All the PP needed are already there for the Array

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Doktor'd!

 

I noticed some errors in Blackstaff's powers, so I would like to change his Powers section to fix them, I removed the Blasting Rod Device and add 12PPs to the Magic Array.

This is the new Powers section, it should be properly formatted. If I need to fix something please let me know.

 

POWERS [6 + 12 + 3 + 3 + 36 = 60PP] 

 

 

 

Super-Sense 3 (Magic Awareness [All Magic Effects]; Mental, Acute, Radius, Ranged) [6PP] (Descriptors: Mental, Sense Dependent, Magic)

 

Device 3 (Shield Bracelet; Hard to Lose) [12PP] (Descriptors: Jewelry, Foci, Magic)

            Force Field 9 (Feat: Subtle; Extra: Impervious 5) [15DP]

 

Device 1 (Skeleton Key; Easy to Lose) [3PP] (Descriptors: Key, Foci, Magic)

            Transform 1 (Locked locks into unlocked locks; Extras: Duration [Continuous, Lasting]; Flaws: Range [Touch]; Feats: Subtle) [5DP]

 

Device 1 (Heirloom Silver Pentacle; Easy to Lose) [3PP] (Descriptors: Heirloom, Jewelry, Foci, Magic)

            Environmental Control 5 ([Light: Bright]; Range: Touch, 100’ radius; Flaw: Range) [5DP]

 

 

Magic 10 (33PP Magic Array; Feats: Alternate Power 5; Drawback: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [36PP] (Descriptors: Magic) 

  • BP: Blast 10 (Extra: Penetrating 5; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 1, Variable Descriptor 2 [Any "Magic" descriptor]) [33/33PP] 
  • AP: Nullify Magic 10 (“Dispel Magic”; Nullify [All Magic Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP]
  • AP: Nullify Technology 10 (“Jinx Technology”; Nullify [All Technology Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP]
  • AP: Move Object 12 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Precise, Subtle) [33/33PP] 
  • AP: Create Object 10 (Extra: Duration 1 [Continuous], Impervious 7; Flaw: Action [Full-round]; Feats: Affects Insubstantial 2, Precise, Selective, Stationary, Subtle) [33/33PP]
  • AP: Snare 10 (Extras: Area [General Burst]; Feats: Affects Insubstantial 2 [Full effect], Reversible) [33/33PP]

As such this should be the updated DC Block.

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+4

Blast

100 ft.

DC25 Tou (staged)

Damage

+10, Penetrating 5, Affects Insubstantial 2, Crit 19-20, Variable Descriptor 2

Dispel Magic

50 ft. radius area

DC20 Ref

Halve Nullify rank for power check if passed

 

 

 

Opposed power check

Powers nullified

 

Jinx Technology

50 ft. radius area

DC20 Ref

Halve Nullify rank for power check if passed

 

 

 

Opposed power check

Powers nullified

 

Move Object - Thrown Objects

100 ft.

DC25 Tou (staged)

Damage

+10, Crit 19-20, Indirect 3, Precise, Subtle

Snare

100 ft.
50 ft. radius area

DC20 Ref

Halve Snare effect DC if passed

Affects Insubstantial 2, Reversible

 

 

DC20 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

 

 

Thank you. And thanks to RL for helping me with it.

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  • 1 month later...

Doktor'd!

 

Chitin - Spending 24PP!

 

1PP - +1 Will Save

 

6PP - +24 Skills

+4 Craft [Artistic]

+2 Knowledge [Life Sciences]

+5 Notice

+5 Perform [Oratory]

 

8PP - +2 Device (CMYK Belt)

Bush Cricket: Adding Radio to the Displacement and Wall-Crawling to the Super-Movement, increasing Speed by a rank, adding Super-Senses.

Orchid Mantis: Adding Concealment against Machines.

Yellowjacket: Adding an Obscure effect.

Kabuto Beetle: Adding half Immunity to Electrical and Fire effects.

 

9PP - +3 Device (Robugs)

Increasing range on Communication and ESP, Increasing effective Strength of Move Object, adding Comprehend Animals and Enhanced Skills.

Adding "Instar Swarm" Duplication AP.

 

 

 

Saving Throws: 2 + 4 + 7 = 13PP
Toughness: +5
CMY/+10K (+3 Con, +2 Protection, +5 ProtectionK)

Fortitude: +5 (+3 Con, +2)
Reflex: +6 (+2 Dex, +4)
Will: +8 (+1 Wis, +7)

 

 

Skills: 112R = 28PP

Acrobatics 8 (+10)

Computers 9 (+15)

Craft [Artistic] 4 (+10)

Craft [Electronic] 9 (+15)

Craft [Mechanical] 9 (+15/+19 Robugs)

Diplomacy 12 (+15)

Disable Device 4 (+10/+18 Robugs)

Drive 8 (+10)

Handle Animal 2 (+5)

Knowledge [Life Sciences] 4 (+10)

Knowledge [Physical Sciences] 4 (+10)

Knowledge [Technology] 10 (+16)

Languages 1 (English [Native], Japanese)

Notice 9 (+10)

Perform [Oratory] 7 (+10)

Sense Motive 12 (+13)

 

 

 

Device 15 (CMYK Driver Belt; 75PP Container; Flaws: Hard-to-Lose; Feats: Restricted 2 [Authorized Users], Subtle) [63PP] (technology, powersuit, spatial)

When activated the driver uses spatial exchange technology to summon the Chitin power-suit armour. Each mode is accessed via the corresponding Robug.

 

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

Enhanced Defense 3 [6PP]

Enhanced Strength 8 (to 20 [+5]) [8PP]

Immunity 2 (Suffocation) [2PP]

Protection 2 [2PP]

Super-Senses 7 (Radio [Accurate (+2), Danger Sense] [4PP], Visual [Infravision, Tracking, Ultravision] [3PP]) [7PP]

 

Chitin Armour Modal Array 22 (44PP Array; Feats: Alternate Power 3; Drawback: Action [Move Action to Switch]) [46PP]

Base: Bush Cricket Instar - “Hop to it!” 

  • Concealment 6 (All Visual, All Radio; Flaws: Displacement) [6PP]

  • Damage 0 (Extras: Autofire [5], Feats: Mighty) [6PP]  (CMYKick)

  • Enhanced Feats 10 (Attack Focus [Melee] 5, Dodge Focus 5) [10PP]

  • Leaping 5 (x50, 750’ Running Long Jump, 187’ High Jump) [5PP]

  • Quickness 3 (x25; 1 Minute to Standard Action[3PP]

  • Speed 4 (1000’ Move Action, 100MPH) [4PP]

  • Super-Movement 2 (Wall-Crawling, Water Walking; Flaws: Limited [While Moving]) [2PP]

  • Super-Senses 8 (Auditory [Accurate (2), Extended 1, Ultra-Hearing], Visual [Analytical 2, Counters Obscure (Darkness)]) [8PP]

AP: Orchid Mantis Instar - “Say your prayers!”

  • Concealment 4 (All Visual; Flaws: Blending) [4PP]

  • Concealment 10 (All Sense Types; Flaws: Limited to Machines) [10PP]

  • Damage 5 (Extras: Linked [+0], Feats: Affects Insubstantial 2, Improved Critical, Mighty) [9PP] + Drain Toughness 10 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only]) [10PP] (CMYKutters; dimensional, electromagnetic)

  • Enhanced Feats 5 (Dodge Focus 5) [5PP]

  • Super-Movement 2 (Wall-Crawling 2) [4PP]

  • Super-Senses 2 (Visual [Counters Concealment]) [2PP]

AP: Yellowjacket Instar - “Kick the nest!”

  • Damage 8 (Extras: Area [Targeted, 80’ Cone], Selective; Feats: Homing 2) [26PP] (CMYKuarrels)

  • Enhanced Feats 5 (Attack Focus [Ranged] 4, Dodge Focus 5) [9PP]

  • Obscure 3 (Visual, 25' radius; Extras: Independent) [9PP] (CMYKover)

AP: Kabuto Beetle Instar - “Can’t beat this!”

  • Enhanced Feats 4 (Improved Grab, Improved Grapple, Improved Throw, Improved Trip) [4PP]

  • Enhanced Strength 10 (to 30 [+10] Total) [10PP]

  • Immovable 3 (Extras: Unstoppable) [6PP]

  • Immunity 20 (Electrical Effects, Fire Effects; Flaws: Limited [Half Effect]) 10PP

  • Protection 5 (to 7 Total) [5PP]

  • Super-Strength 4 (Effective Str 50, 12.8 ton Heavy Load, Feats: Countering Punch) [9PP] (CMYKudgels; gravity)

 

 

Device 8 (Robugs; 40PP Container; Flaws: Easy-to-Lose; Feats: Multiple Devices 3, Restricted 2 [Authorized Users]) [29PP] (technology, robotics)

The Robugs are a quartet of semi-autonomous, palm-sized drones resembling a bush cricket, orchid mantis, yellowjacket and kabuto beetle respectively.

 

Base: 6 + 4 + 3 + 16 + 10 + 1 = 40PP

  • Communication 5 (Auditory, 5 mile range; Feats: Subtle) [6PP]
  • Comprehend 2 (Speak to and Understand Animals) [4PP]
  • Enhanced Skills 3 (Craft [Mechanical] 4, Disable Device 8) [3PP]
  • ESP 5 (Auditory, Visual, 5 mile range; Extras: Simultaneous; Flaws: Limited [Reachable by Robugs]; Feats: Rapid 1 [10x search speed]) [16PP]
  • Move Object 3 (Strength 15; Extras: Range [Perception]; Feats: Precise) [10PP]
  • Alternate Power 1 [1PP]

 

AP: Instar Swarm - "Four colour dream! Now WAKE UP!"

  • Duplication 12 (180PP; Extras: Horde; Feats: Mental Link, Progression 2 [5 Duplicates]; Drawbacks: Limited [One of Each Instar Form]) [38PP]
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Doktor'd!

 

Long time since I've posted in this sort of thread, but I have two simple requests for Torpedo Lass.

 

1: Rename the "Hook, line..." complication to "Hook, line, and Sinker"

 

2: Remove the "...and Sinker" complication. Just didn't seem right to have considering Torpedo Lass' abilities.

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  • 1 month later...

Doktor'd!

 

Nevermore II

 

New school year! Time to hit PL9!

 

Combat

Base Defense +1, to +5: 2PP

 

Saving Throws

Fortitude +2, to +8: 2PP

Will +1, to +10: 1PP

 

Feats

Attack Focus [Ranged] +1: 1PP

Buying Beginner's Luck, Inspire 5, Leadership, Teamwork 3: 10PP

 

That should be 16PP spent, but the devices have DP left over to use.

 

Powers

The Nevermore II Costume Device should have 3 unspent DP. I'm spending 1 of those.

Protection 2 +1 rank, to Proection 3

 

Spending leftover DP in the Utility Belt's Gadgets Array to increase the powers in the slots:

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets)

BPDamage 5 (Extras: Ranged; Feats: Improved Range, Mighty 4) {15/17DP(Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon)

APDamage 4 (Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {13/17DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APDazzle 9 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP} (Descriptors: Visual Distortion, Flash, Darkness, Optic Disruption, Etc.) 

APESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 5 miles) {17/17DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 9 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. radius area) {14/17DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APObscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP(Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other)

APSnare 9 (Flaws: Action [Full]; Feats: Improved Critical 1, Improved Range 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(DescriptorsHigh Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.)

APStun 8 (Flaws: Action [Full]; Feats: Accurate 2, Extended Reach 1 [5 ft.], Improved Critical 2) {13/17DP} (Descriptors: Stun Staff, Electricity) 

APTrip 9 (Feats: Improved Critical 1, Improved Range 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(Descriptors: Trip Tricks, Various Tripwires, Bolas, Snarelines, etc.)

 

Reflecing the power update, please update the trade-offs at the top of the sheet to:

 

Trade-Offs: -2 TOU/ +2 DEF, (Collapsible Staff, Stun Staff) +1 ATK/-1DC

 

And updated DC Block based on the above

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

125 feet

DC24 Tou (staged)

Damage

+9

Collapsible Staff

Touch: 5 ft.

DC23 Tou (staged)

Damage

+10, Crit 18-20, Takedown Attack 2

High Tech Snares

225 ft.

DC19 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+9, Subtle, Triggered 2

Noisemaker

80 ft., 50 ft. area

DC19 Will 

Fail: Believe audio illusion 

Independent, Triggered 2

Stun Staff

Touch: 5 ft.

DC18 Fort (staged

Fail: Dazed
>5: Stunned

>10: Unconscious

+10, Crit 18-20

Trip Tricks

225 ft.

DC19 Trip Resist (Worse bonus)

Tripped

+9, Crit 19-20, Subtle, Triggered 2

Visual Distortion

90 ft.

DC19 Ref
DC19 Fort to recover

Blinded

+9, Crit 18-20, Subtle, Triggered 2

 

Thank you!

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  • 2 weeks later...

Doktor'd!

 

Time to do some updates for my Star Knight Squire, not the least of which is promoting her to full Knight status.


So for start the title of her sheet needs to change to Sri Kath'lana.

 

Mostly there are updates to the fluff, but going to spend a bit of her unspent PP (but staying PL 10 for now):

 

2 PP for 2 ranks of Luck

8 PP for 32 Skill ranks, spent as follows: 

+4 ranks Acrobatics (up to 12)

+4 ranks Diplomacy (up to 12)

+4 ranks Kn: Galactic Lore (up to 10)

+4 ranks Notice (up to 9)

+8 ranks Sense Motive (up to 12)

+8 ranks Survival (up to 12)

 

That will leave her with 18 PP still unspent

 

Spoiler

Player Name Thevshi
Character Name: Sri Kath'lana
Power Level: 10 [12] (175/193 PP)
Trade-Offs: -1 Atk/+1 Damage
Unspent Power Points: 18

 

In Brief:  Felinoid Star Knight.

 

Alternate Identity: Kath’lana
Identity: Public
Birthplace: F'terrix Prime
Residence: The Citadel of the Star Knights
Occupation: Star Knight 
Affiliations: Star Knights
Family: Deceased

 

Description
Age: 21 (DOB: 2/18/1999 (Terran Calendar))
Apparent Age: 21 (for a F'terrix)
Gender: Female
Ethnicity: F'terrix
Height: 5' 8"
Weight: 150 lbs
Eyes: Green
Fur: Light brown, with black streaks along the back and legs.

 

Like all F'terrix, Kath'lana is a feline humanoid, covered in light brown catlike fur with black streaks along her back and legs.  Her bright green eyes are also catlike, as are her ears.  Like all F'terrix, Kath'lana does not have a tail.

 

Kath’lana’s Star Knight armor is emerald green, similar to her eyes.

 

Power Descriptions:
Kath'lana's Star Knight armor possess similar abilities to other Star Knights, channeling the power of the Star Stone to protect her and provide her with energy weapons, flight and space travel and translating the universe's vast spectrum of means to communicate.  The energy beams and energy claws that her armor forms are bright green in color.

 

History:

While Kath'lana was born on F'terrix Prime, she was still very young when her family moved to colony world along the boarders of Lor Space.  It was there that she grew up, living a quiet and rather peaceful life.  But then the Communion came. 

 

While Kath'lana was among those able to escape the world not everyone on the world was so lucky, including her family.  She became one of the multitude of refugees that were displaced by the war with the Communion.  At only 16, she was still rather young for a F’terrix, but she refused to allow the situation to define her.  When the group of refugees she was with encountered those that tried to prey on those in such desperate conditions, Kath’lana was among those that stood up to fight against them.

 

After the war with the Communion ended, Kath’lana ended up among those settling on Coalition Victory Station, but it was not long before she came to the attention of the Star Knights and was selected by Mentor as a candidate for membership in the Order to help refill the ranks after the losses during the war.  So Kath'lana was taken to the Citadel, where she began her training to become a Star Knight.

 

After completing the initial training at Citadel, Kath'lana was assigned to an active duty Star Knight for active duty and to complete her time as a squire. The young F'terrix performed her duties admirably, and has since been promoted to full Star Knight stauts.

 

Personality & Motivation:

Kath'lana is a rather aggressive individual, as might be expected from a being that comes from a race that evolved from predators.  But that aggressive nature has been tempered some by her training on Citadel, and she is learning to take a more measure approach to things. 

 

While she has seen and experienced terrible things since the Communion attacked her world, Kath'lana still believes in the good of others.  While there were those that tried to take advantage of her and other refuges, there were many more that provided what help and assistance they could.  She has dedicated herself to the Order, so that she may have the power to help those in need like she once was, and to protect those that cannot protect themselves.

 

Powers & Tactics:

When required to fight, Kath'lana typically begins by moving along the perimeter, relying on her energy beams to attack while getting a feel for her opponents.  If an opening presents itself, she will close to use her energy claws for a quick attack, then back off once more to look for another opening. 

 

 

 

Complications:

Hunter's Instinct  Her predator instincts can conflict with her responsibilities to protect others, this can cause her to press combat when another course of action might be more appropriate.

Distractible  True to her feline nature, when Kath'lana is not in combat, new and interesting things can distract her from her task on hand.

 

Abilities: 0 + 0 + 2 + 4 + 4 + 6 = 16PP
Strength: 10/14/26 (+2/+8)
Dexterity: 10/20 (+5)  
Constitution: 12/16 (+3)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)

 

Combat: 10 + 8 = 18PP
Initiative: +9
Attack: +5; +9 w/ offensive capabilities
Grapple: +7/+13
Defense: +4 base, +9 with Dodge Focus, +2 flat-footed
Knockback: -2/-10 w/Protection

 

Saving Throws: 5 + 4 + 5 = 14PP
Toughness: +11 (+3 Con, +8 Protection) (9 Impervious)
Fortitude: +8 (+3 Con, +5)
Reflex: +9 (+5 Dex, +4)
Will: +7 (+2 Wis, +5)

 

Skills: 80R = 20PP

Acrobatics 12 (+17)
Bluff 6 (+8)

Diplomacy 12 (+15)

Kn: Galactic Lore 10 (+12)
Kn: Technology 6 (+8)
Language 1 (Gal Standard; F'terrix native)
Notice 9 (+11)
Sense Motive 12 (+14)
Survival 12 (+14)

 

Feats: 9
Dodge Focus 5
Evasion
Improved Initiative

Luck 2

 

 

Powers: 26 + 72 = 98

 

Container 5.2 (F'terrix traits) (26 AP) [biological] [26 PP]

Enhanced Str 4 {4 PP}
Enhanced Dex 10 {10 PP}
Enhanced Con 4 {4 PP}
Super Senses 3 (extended (hearing); extended (smell); Low-Light Vision) {3 pp}
Speed 2 (1 alt power) {3 pp}
AP: Leaping 2
Strike 1 (claws; Feat: mighty) {2 PP}

 

Star Knight Armor Device 18 (90 DP; Hard to Lose) [technology; cosmic] [72 PP] 

Comprehend 3 (speak one language at a time and understand all; read all languages) {6 DP}

 

Enhanced Feat 1 (Quick Change) {1 DP}

 

Immunity 10 (life support; starvation and thirst) {10 DP}

 

Flight 8 (2,500 mph) {16 DP}

 

Offensive Capabilities  22 PP Array (Power Feats: Accurate 2; Alternate Power 3) {27 DP}

  • BP: Blast 11 {22/22 PP}
  • AP: Enhanced Strength 12; Super-Strength 3 (effective Strength 41); Strike 2 (energy claws) {20/22 PP}
  • AP: Snare 11 {22/22 PP}
  • AP: Nullify Technology 11 (Flaw: Full Action) {22/22 PP}

 

Protection 8 (Extras: Impervious 10) {18 DP}

 

Super-Senses 4 (Communication Link [Mentor]; Radio; Extended [Low-light vision]; Direction Sense) {4 DP}

 

Super Movement (Space Travel) 3 ({6 DP}

 

 

Drawbacks (0)

 

 

DC Block

ATTACK         RANGE            SAVE                           EFFECT

Unarmed          Touch              DC 17 Toughness         Damage (physical)

E. Blast            Ranged             DC 25 Toughness         Damage (physical)

E. Claws           Touch              DC 24 Toughness         Damage (physical)

 

 

Totals:

Abilities (16) + Combat (18) + Saving Throws (14) + Skills (20) + Feats (9) + Powers (98) = 175/193 PP

 

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