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Character Edits 2021


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Doktor'd!

 

Okay, changes to The Dreamer:

 

In Brief: Interdimensional Refugee who found their way to the Atom Academy in Freedom City.

 

Residence: Atomic Tower, Freedom City
Base of Operations: Atomic Tower, Freedom City
Occupation: Student/Member at Atom Academy
Affiliations: Atom Academy

 

History:

Spoiler

The Dreamer hails from a world where just before the end of the 18th Century the dreams of man had come out to play, so the world was filled with the whimsical, the wondrous, the macabre and the terrifying. Over time people learned to lucid dream and hold in their dreams, but generally only held back the few nightmares they couldn't wipe away. The world changed with the first hyperlucid or true dreamer, Alice Liddell. Her dreams were physically present in the world, there were very few of them, but they changed the world. When they dreamed of flame, it really burned, and many people lost their lives as the first and second generations of hyperlucid dreamers came into their own. Eventually, the world settled once more, with the true dreamers at the top of the world order. This proceeded as the status quo centuries, but this came crashing down.

The world came burning down as someone tried to enhance their own power, using some dream device that they thought would make them a god of dreams. It instead made them a calamity. They lost control of the nightmares they held within, causing disasters and monsters across the world. Eventually, a strike team was used to kill them, cutting their nightmares off at the source. There was another dimension that saw this disaster, Earth G-War-3 and used it to their advantage. They hoped to capture hyperlucid dreamers to use in their own wars. This dimensional colonisation was something all sides were using and was beginning to drag many other dimensions into their war. This dimension conquered the decimated countries before they managed to pull together enough to fight back.

 

This was the world The Dreamer was born into, the latest child of the Liddell family, the richest and most powerful true dreamers who had helped maintain the dominance of the English even with the damage done to the world. Soon The Dreamer was taught to use her power to help the war effort. As she was wheelchair-bound instead they used her vast dream power to create weapons, vehicles and supplies. Despite the war front beginning to stabilise, doomsday cults were beginning to form in the civilian population. The Terminus was laying the groundwork.

Already exhausted by the war effort and not prepared for the opening of a new front, the Terminus Invasion destroyed the opposition. London was besieged with no hope of relief within a week of the opening of the portals. As the city's fall became inevitable, The Dreamer's father used a captured dimensional transporter to send The Dreamer away, hoping that she could be safe, and she found herself lost in Z-Space. Quickly she made a container for herself, dreaming food for herself and propelling her way through the endless void. After a year and a half by the count of the clocks she dreamed up she found herself in Earth Prime's Emerald City. She enrolled as a dimensional refugee under her given name.

 

After some time growing accustomed to this new world, The Dreamer was invited to The Atom Academy. She didn't have much keeping her in Emerald City, and so accepted the invitation.

 

Abilities: +6PP

Spoiler

Abilities: (-4) + 0 + (-2) + 10 + 10 + 10 = 24PP
Strength: 6 (-2)
Dexterity: 10 (+0)
Constitution: 8 (-1)
Intelligence: 20 (+4)
Wisdom: 20 (+4)
Charisma: 20 (+4)

 

 

Skills: +7PP

Spoiler

Skills: 36R = 9PP

Bluff 6 (+11/+15)Attractive

Craft (Electrical) 4 (+9)

Craft (Mechanical) 8 (+13)

Craft (Structural) 4 (+9)

Diplomacy 6 (+11/+15)Attractive

Notice 8 (+13)

 

 

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  • 2 weeks later...

Doktor'd!

 

Angelic: 23PP 

 

Edits: 

Spoiler

Age: 19 (Date of Birth: April 1st, 2002)

 

 

 

(last paragraph of her history) 

She’s recently returned from a year in space alongside her “big brother”, the Terran-born Lor hero Citizen - and is eager to apply what she’s learned to Earth. Unfortunately, things haven’t gone quite the way she expected lately. Her behavior is not 'out of control' and she certainly has not "allowed her intelligence to blind her to the need to understand human beings!" Now she’s graduated from Claremont and working in Freedom City, the better to break into her role as a truly global heroine! 

 

Physical Description: 

When she can get away with it, Eira Katastroff Natt och Dag dresses like the metalhead she is. Usually this just means a black T-shirt emblazoned with bands she likes (she's a big fan of Arch Enemy, especially because some people say it's not real metal) and riveted jeans; but she likes to take the time to make really good outfits out of black leather and metal before she hits a concert. When she can't get away with it, she reluctantly dons the formal dresses and flowery blouses that befits a member of the Swedish nobility. (She has to make more public appearances than she'd like, primarily at the hospitals that her family's wealth helps endow.) She has long hair that she's dyed bluish-white, and when she can get away with it she likes to let it fall down across her face - though that's primarily just for a look. When she's working on a project, she pulls her hair back in a ponytail, pulls on a leather apron over her outfit, and goes to work. She likes to wear circular black mirrorshades that look vaguely steampunk.  

 

Angelic is a gorgeous, traditionally feminine paragon that looks decidedly different from the punk-rock inventor that is Eira Katastroff. Her shorte blonde hair and her blue eyes are perfect, her voluptuous form hugged tightly by a blue and yellow costume with a large S across the chest and a flowing golden cape behind her. She flies with a skirt on and shorts on under the skirt. She does not have any visible piercings or tattoos, though technically the one on Eira’s back that reads FOREVER GIRL is just magnetically treated skin. 

 

She speaks English with a distinct Swedish accent. Her Galstandard is accented to a cunning traveler of the stars, but it's rather different - it's distinctly old-fashioned and rustic, the celestial equivalent of Appalachian English. 

 

Eira likes to wear eye-catching makeup, usually dark blue lipstick and eyeliner to match her hair and pale complexion, but will reluctantly don a more conventional appearance if she needs to fit in. She has several piercings and likes to move them around - after all, they don’t really cause her any pain and she can easily seal the holes up again. Currently she has both ears pierced (she likes to wear pentagram earrings, as they’re metal!) and her left eyebrow (it’s just a studded bar), the ones in her ears are iron and the one in her eyebrow is silver. 

 

Powers and Tactics:

Angelic prefers not to fight but sometimes you must. She does a distinct ritual with her fingers whenever she's about to go into battle; cracking her knuckles and spreading her fingers out just so; this has to do with tying into the circuits in her wings as well as powering up her internal systems.

 

Her primary combat weapon is the spikes of computronium buried above her wrists that she can extrude at will, the extruded blades letting her directly interface with a wide variety of cybernetic system, and are also really sharp! She can cut you with her wings, too, so watch out, dårar! Her powers are essentially cyberkinetic in nature, so any power stunts will be centered around that.

 

Charisma 2 (to Charisma 12 (+1) [2PP] 

(this should make her Intimidate read 12 (+13) 

Add feats (Attractive, interpose) [2PP] 

 

Change descriptor on Flight to ‘magnetic’, remove Subtle PF 

 

Change descriptor on Force Field to ‘magnetic’, add Subtle PF 

 

Edit these APs: 

BE: Enhanced STR 20 (empowerment; to STR 30/+10) + Super-Strength 2 (Effective STR 40, Heavy Load 6 tons) {20+4=24PP} 

AP: Damage 10 (electrified strike; PFs: Extended Reach 1, Variable Descriptor 1 [electricity/slashing]) + Enhanced Flight 5 (to Flight 7 [1000MPH/10000FPM, PFs: Moving Feint, Move-By Action) {12+12=24/24]

 

To say 

BE: Enhanced STR 20 (empowerment; to STR 30/+10) + Enhanced Feats 4 (Affects Insubstantial 2, Improved Crit 2 [unarmed strike])) {20+4=24PP} 

AP: ESP 4 (technoclairvoyance, Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [Sustained], No Conduit; Flaw: Medium [cameras]), PFs: Fast Task 4 [Full Action to search 100-mile-diameter area]) {24/24}

 

 

19PP 

 

Replace Flight 2 [4PP] with 

 

Paragon Array 5 (10 PP, PFs: Dynamic, Dynamic Alternate Power 1) [13PP] 

DBE: Flight 0-5 (250 MPH/2500 feet per move) {10/10}

DAP: Super-Strength 0-5 (Effective STR 30-55, Heavy Load: 800 lbs-24 tons) {10/10}

 

Change her Grapple to (+25 max) 

 

11PP

Spend 4 PP here 

Bluff 5 (+6/+10) 

Diplomacy 5 (+5/+10) 

Knowledge (arcane lore) 6 (+10) 

 

7PP 

 

Regeneration 1 (Resurrection 1/week, PFs: Persistent, Regrowth) [3PP] 

 

4PP 

 

Super-Senses 4 (Accurate Analytical Radio Sense) [4PP] 

 

0PP

 

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  • 4 weeks later...

SHAPESHIFTED by Thevshi

 

Horrorshow graduated Claremont last year, so it's time to pump him up to PL 10!  And I've got just enough points to do so!

 

10 points unspent

 

Remove Protection 2

 

12 points to spend

 

2 points to raise base STR from 12 to 14.

4 points to raise base CON from 14 to 18.

2 points to raise BAB by 1.

2 points to raise BDB by 1.

2 points to raise Enhanced CON from 10 to 12.

 

Change Enhanced Attack and (most) Enhanced Feats (all but 2 ranks of Dodge Focus) into regular Base Attack and regular Feats.

 

New char sheet in the spoiler box below.

 

Spoiler

 

Power Level: 10 (204/204PP)

 

Unspent Power Points: 0PP

Trade-Offs: None

 

ABILITIES: 4 + 6 + 8 + 2 + 6 + 6 = 32PP

Strength: 26/20/14 (+8/+5/+2); Lifting STR 41 as "Chitinous Horror"

Dexterity: 16 (+3)

Constitution: 30/18 (+10/+4)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 26/16 (+8/+3)


 

COMBAT: 8 + 8 = 16PP

Initiative: +3

Attack: +10 Melee, +4 Ranged (+4 Base, Attack Focus [Melee] +6)

Grapple: +21 if "Chitinous" or "Oozey", +15 if Morphed

Defense: +10 (+4 Base, +6/+4 Dodge Focus), +2 Flat-Footed

Knockback: -10 vs. Physical, -5 vs. Energy as “Chitinous Horror”; -5 if Morphed or in "Oozey" form

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC 20 Toughness (Staged)

Damage (Physical)

Unarmed, Chitinous Horror

Touch

DC 23 Toughness (Staged)

Damage (Physical)

Strikes (crit 18-20)

Touch

DC 25 Toughness (Staged)

Damage (Physical)

Grue-some Presence / Fearsome Presence

35 ft.

DC 17 Will (Staged)

Shaken/Frightened/Panicked

 


SAVING THROWS: 0 + 4 + 4 = 8PP

Toughness: +10 (+10 Con; Impervious 10 vs. Physical in "Chitinous Horror" form)

Fortitude: +10 (+10 Con, +0)

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

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


 

SKILLS: 104R = 26PP

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

Concentration 7 (+10)

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

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

Gather Information 12 (+15)

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

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

Knowledge (Life Science) 4 (+5)

Knowledge (Popular Culture) 9 (+10)

Notice 7 (+10)

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

Sense Motive 12 (+15)

Stealth 7 (+10)

Survival 4 (+7)


 

FEATS: 19PP

Accurate Attack
All-Out Attack

Ambidextrous

Attack Focus (Melee) 6

Defensive Attack

Dodge Focus 4 (6 total w/ "fluid fighter")

Improved Grapple

Improved Pin

Instant Up
Power Attack

Startle

 

Enhanced Feats
Challenge (Bluff/Taunt as a Move action)  (from "Shapechanger")
Challenge 3 (Intimidate/Demoralize as a Move action, Intimidate/Startle as a Move action, Mass Intimidation)  (from "Grue-some Presence")
Distract (Bluff)  (from "Shapechanger")
Dodge Focus 2 (to 6 total)  (from "Fluid Fighter")
Fascinate 2 (Bluff, Diplomacy)  (from "Shapechanger")
Fearsome Presence 7  (from "Grue-some Presence")
Taunt  (from "Shapechanger")

 

POWERS: 12 + 2 + 6 + 1 + 9 + 11 + 12 + 28 + 5 + 20 = 106PP

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

 

Enhanced Constitution 12 (resilient form; to 30/+10) [12PP]

 

Enhanced Feats 6 (fluid fighter; Dodge Focus 2) {6} [2PP]

 

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

 

Features 1 (Internal Compartment [light load at Str 20 = 133 lbs.]) [1PP]

 

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

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

 

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

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

 

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

 

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

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

 

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

 

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

Quote

Sample Shifts

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

  • Deep Sea Adaptation: Immunity 2 (Cold [environmental], Pressure) {2/5}

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

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

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

  • Pseudopods: Additional Limbs 5 (up to 25) {5/51

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

  • Really Horrific Form: Enhanced Feats 1 (Fearsome Presence 1) plus Enhanced Skills 4 (Intimidation 4, to +19) {2/5}

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

  • Sticky Fingers: Super-Movement 1 (Wall-Crawling 1) {2/5}

  • Swinging Arms: Super-Movement 1 (Swinging) {2/5}

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

 

Default Configuration

Leaping 2 (total Leaping 4 in Chitinous Horror form) [2]

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

Super-Movement 1 (wall-crawling 1; total Wall-Crawling 2 in Chitinous Horror or Oozey forms) [2]

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


 

DRAWBACKS: -3PP

 

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


 

TOTALS

 

Abilities (32) + Combat (16) + Saving Throws (8) + Skills (26) + Feats (19) + Powers (106) - Drawbacks (3) = 204/204 Power Points [10 free]

 

 

Miscellaneous Notes

 

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

 

Combat By Form

  • When using Chitinous Horror Form: Melee +10 (Grapple +21), Ranged +4, Unarmed +8, Strikes +10, Defense +10 (+2 flat-footed), Toughness +10, Knockback -10/-5 (vs. Physical/vs. Energy)  [PL 10 offense, PL 10 defense]
  • When using Oozey Form: Melee +10 (Grapple +21), Ranged +4, Unarmed +5, Strikes +10, Defense +10 (+2 flat-footed), Toughness +10, Knockback -5  [PL 10 offense, PL 10 defense]
  • When Morphed: Melee +10 (Grapple +15), Ranged +4, Unarmed +5, Defense +10 (+2 flat-footed), Toughness +10, Knockback -5  [PL 7.5 offense, PL 10 defense]
  • When powerless: Melee +10 (Grapple +12), Ranged +4, Unarmed +2, Defense +8 (+2 flat-footed), Toughness +4, Knockback -2  [PL 6 offense, PL 6 defense]

 

 

 

Thanks!

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Doktor'd!

 

So, couple small edits for Multi-Girl: 2 PP to work with.

 

1 PP for 4 more skill ranks, all to Perform: Singing (up to 12 ranks (+15 total))

1 PP for Skill Mastery: Perform: Singing; Acrobatics; Climb; Notice)


Thanks!

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Doktor'd!

 

Simple edits for Nocturne; I want to keep her PL up without delaying too much on what larger changes I might like to make.

 

Her effective Power Level is increasing to 9.

 

Abilities

2pp to increase her Constitution to 12 (+1). [+2pp]

 

Combat

+1 to Base Attack, to Attack: +5 Melee, +5 Ranged, +9 Gravitics [+2pp]

 

Saves

+1 to Reflex saves [+1pp]

+1 to Will saves [+1pp]

 

Skills

3pp to skills:

+4 to Diplomacy, to Diplomacy 10 (+14 / +18 Attractive)

+4 to Sense Motive, to Sense Motive 4 (+6)

+4 to Knowledge (Physical Sciences), to Knowledge (Physical Sciences) +8 (+10).

 

Feats

+1 rank of Luck, to Luck 2 [+1pp]

 

Powers

Improve Force Field: [+5pp]

Force Field 11 (Extras: Impervious 9) [20PP]

 

Improve & modify the Gravitics Array, increasing the ranks of all effects and retouching the Paralyze: [+4pp]

Gravitics Array 20 (40pp Array; Feats: Alternate Power 3) [43PP]

BPMove Object 12 (crush/throw; 50 ton heavy load; Extras: Damaging 9; Feats: Accurate 2, Indirect 2, Precise, Variable Descriptor 1 (any physical)) [39/40]

AP: Nullify Flight 9 (drag, nullify all Flight effects; Extras: Alternate Save +0 [Reflex], Area (general, burst), Effortless, Selective Attack) [36/40]

APParalyze 9 (collapse; Extras: Area (general, burst), Alternate Save +0 [Reflex], Range [Ranged], Selective Attack; Flaws: Action 1 [Full]; Feats: Indirect 2, Reversible) [39/40]

APTrip 9 (riptide; Extras: Area (general, burst), Knockback, Selective Attack; Feats: Improved Throw, Indirect 2) [39/40]

 

 

Misc. math cleanup:

The Con increase improves her Fortitude save by 1.

The Con & Force Field changes improve her Toughness save to: Toughness: +1/+12 (+1 Con, +11 Force Field; 9 Impervious)

The Toughness change improves her Knockback modifier: Knoback: -0 / -10

The Attack & Move Object changes improve her grapple: Grapple: +5 / +21 Move Object

DC Block save DCs each go up by 1, except for Unarmed, which does not change.

DC Block radii for area attacks do not change; they were already erroneously recorded as 45', which is now correct.

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Doktor'd!

 

Bringing Kensei up to PL 9  (13 PP available)

 

Trade offs become:  +3 Att/-3 Dam; -1 Tou/+1 Def

 

Combat: 8 PP total

+2 Base attack to +8 total (4PP)

+2 Base Defense to +9 total (4PP) 

Spoiler

Combat: 12 + 14 = 26PP
Initiative: +17 (+5 Dex, +12 Improved Initiative)
Attack: +8 Melee, +8 Ranged, +12 Swords
Defense: +10 (+9 Base, +1 Dodge Focus), +5 Flat-Footed

Grapple: +11
Knockback: -2/-7

 

 

Skills:  3 PP total  (adjusted totals account for lost rank of attractive)

1 rank Acrobatics to 14 (+18) (1/4PP)

4 ranks Bluff to 4 (+5 cool +4 attractive +13 both) (1PP)

4 ranks Diplomacy to 4 (+5 cool +4 attractive +13 both) (1PP)

3 ranks Knowledge: Arcana to 3 (+5) (3/4PP)

 

Feats: (-1PP)

remove one rank of attractive (-1PP)

 

Total 10 PP spent 3 PP remain unspent

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Doktor'd!

 

A quick edit for Ghost.

 

Please update his Affilations to:

 

Affiliations: Freedom League Auxillary

 

And spend a PP to add the following feat:

 

Benefit 1 [Freedom League Auxillary Member]

 

And please change the Selective Area Power 10 AP in the Friendly Neighborhood Ghost array to

 

APSelective Area Power 10 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (10-250 5 ft. cubes)  to Ghost With The Most Array {24/24} (Descriptors: Phantom Force)

 

which in turn updates the DC block to this:

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 TOU (staged)

Damage

+10
Chilling Touch Touch DC20 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10
Shock Touch Touch DC25 TOU (staged)

Damage

+10
Phantom Touch Touch DC20 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10
Chilling Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF

Area effect: Pass to reduce Stun Effect to DC15

Area
    DC20/15 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

 
Shock Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF

Area effect: Pass to reduce Damage Effect to DC20

Area
    DC25/20 TOU (staged)

Damage

 

Phantom Touch - Phantom Force

 Area, 10-250 5 ft. cubes

DC29 REF

Area effect: Pass to reduce Snare Effect to DC15

 Area

    DC20/15 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

 

 

Thank you!

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Doktor'd!

 

Grimalkin

 

New sheet for Grim. Other than some slight changes to fluff, the main thing is getting rid of the weird Duplication power and instead doing a new AP (Insubstantial) built off her Glamour Body array.

 

Spoiler

 

large.024yd.jpg.6b967fb85728a84360491af0d7d62ea2.jpg                large.grimpic-2.jpg.0f03233b86f102433586bea0bbd8e46f.jpg

 

Player Name: Heritage

Character Name: Grimalkin
Power Level: 10/15 (250/250PP) [288]
Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage
Unspent PP: 0

In Brief:
Shapeshifting faerie with a human soul

Alternate Identity: Lynn Epstein
Identity: Secret
Birthplace: Atlantic City, NJ
Occupation: Bookstore owner
Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike.
Family: Elaine Epstein (mother, deceased), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). William 'Colt' Reynolds (husband, deceased), Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son)

Description:

DOB: June 17, 1988
Apparent Age: As Lynn, early thirties; as Grim, late teens
Actual Age: Over 100
Gender: Female

Ethnicity: Caucasian
Height: 5'3"
Weight: 122 lbs.
Eyes: Brown
Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin


Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch.

History:
A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She eventually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since.

Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension.

 

Lynn recently ended her relationship with Gretchen McDaniels, her former sidekick the Shrike, who relocated to the Emerald Cities, though she hopes one day they can try again to make it work. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Her mother died of ovarian cancer in September 2020, and her father is currently living with her.

Personality & Motivation: 
Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

Powers & Tactics:
Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement.

In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. She has also recently discovered how to adjust the density of her glamour to pass through small cracks, avoid certain types of damage and even fly, albeit slowly.


Complications:
Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore.
Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works.
Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc.

My Old Man: Grim's recently widowed father is currently staying with her; this could prove to be problematic.


Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP
Strength: 14 (+2) (Heavy Load: 175 lbs.)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 26 (+8)

Combat: 24 + 8 = 32PP
Initiative: +12
Attack: +12 Ranged, +12 Melee
Grapple: +20
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -4

Saving Throws: 6 + 8 + 4 = 18PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude +10 (+4 Con, +6)
Reflex +12 (+8 Dex, +4)
Will +10 (+2 Wis, +8)

Skills: 160R = 40PP
Acrobatics 12 (+20)
Bluff 12 (+20)
Craft (Artistic) 8 (+10)
Craft (Structural) 8 (+10)
Diplomacy 7 (+15)
Disguise 2 (+10, +40 Morph)
Drive 2 (+10)
Gather Information 7 (+15)
Handle Animal 2 (+10)
Intimidate 2 (+10)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Civics) 3 (+5)
Knowledge (Pop Culture) 3 (+5)
Knowledge (Streetwise) 8 (+10)
Knowledge (Tactics) 3 (+5)
Knowledge (Theology and Philosophy) 3 (+5)
Language 1 (Hebrew)
Medicine 3 (+5)
Notice 13 (+15)
Perform (Dance) 2 (+10)
Perform (Singing) 2 (+10)
Pilot 2 (+10)
Ride 2 (+10)
Search 13 (+15)
Sense Motive 3 (+5)
Sleight of Hand 7 (+15)
Stealth 12 (+20)
Survival 3 (+5)
Swim 4 (+5)

Feats: 33PP
Acrobatic Bluff
Ambidexterity
Benefit: Wealthy
Defensive Attack
Defensive Roll 3 (+6 Toughness)
Distract (Bluff)
Dodge Focus 8
Elusive Target
Equipment 4 (20EP)
Evasion 2
Fascinate (Bluff)
Grapple Finesse
Improved Initiative
Move-By Action
Power Attack
Setup
Takedown Attack 2
Taunt
Uncanny Dodge (Auditory)

Equipment: 4PP = 15EP

Silberman's Books (PL10 HQ) [15EP]
Size: Small [0EP]
Toughness: +5 [0EP]
Features: [15EP]
Communications
Computer

Cover Facility (Bookstore)
Fire Prevention System
Gym
Library
Living Space
Powers 5 (150PP, see below)
Security System 2 (DC 25)
Workshop

Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective[9PP] (Magic Wards)

Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe)

Features 1 (Temporal Inertia) [1PP]

Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards)

Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror)

Rusty's Ranch (PL10 Training Area) [5EP]
Size: Medium [1EP]
Toughness: +10 [1EP]
Features: [3EP]
Combat Simulator
Gym
Security System 1 (DC 20)

 

Powers: 4 + 16 + 3 + 20 + 7 + 12 + 10 + 11 = 83PP
All powers carry the Magic, Dark Fae Lineage descriptors


Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue)


Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Conjuration)

 

Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault)

Glamour Body 9 (18PP Array, Feats: Alternate Power 2) [20PP]

Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] (Dark Faerie Body)
Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) {12/16}

Alternate Power: Insubstantial 2 (Gaseous Form, Extra: Linked [Flight], Feats: Selective, Subtle 2) [13PP]+ Flight 1 (10 mph; Extra: Linked [Insubstantial], Feats: Subtle 1) [3PP] (Dark Faerie Body) {16/16}


Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance)


Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws)

 

Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness)


Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory]) [11PP] (Dark Faerie Senses)

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP]
Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]

Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points

DC Block:

 


ATTACK          RANGE             SAVE                 EFFECT
Unarmed         Touch             DC17 Toughness       Damage (Physical)
Claws           Touch             DC23 Toughness       Damage (Physical)
Create Object   Ranged            DC16 Reflex          Trapped

 

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Doktor'd!

 

Outrider

 

I would like these changes to have taken place between threads, and by The Steel Strike these will have been incorporated into her character. In Stinger's Tale, context will be provided for her hammer being broken.

 

Abilities:

Changes have been made from her powers (see below).

Combat:

Changes have been made from her feats and powers (see below).

Saving Throws: 3

I bumped her Fortitude by 1, and her Reflex up by 2, for a total of +10 each.

Feats: 1

I’m adding Attack Focus Melee, raising her Melee attack to +6.

Powers: -4 + 4 + 2

Overhauling her hammer. I’m lowering the Device rank to 3, and cutting out every Alternate Power except the regular smash and hammer knockout, which gives me back four points.

Added two points to Enhanced Strength and Enhanced Constitution for four points.

Added one rank of Super-Strength for two points.

All of these changes have been updated under combat.

 

 

Spoiler

Abilities: 6 + 2 + 8 + 2 + 4 + 0 = 22PP
Strength: 16/24 (+7)
Dexterity: 12/20 (+5)
Constitution: 18/30 (+10)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)
 


Combat: 4 + 8 = 12PP
Initiative: +5 (+5 Dex)
Attack: +5 Melee (+2 Base, +4 Attack Focus [Melee])
Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Grapple: +14 (+7 Strength, +2 Base Attack, +3 Attack Focus [Melee], +2 Super-Strength)


Knockback: -7 (Impervious Tou +5, Tou +2)
 


Saving Throws: 0 + 1 + 5 + 3 = 9PP
Toughness: +10 (+10 Con, Impervious 5)
Fortitude: +10 (+9 Con, +1)
Reflex: +10 (+5 Dex, +5)
Will: +5 (+2 Wis, +3)
 


Skills: 40R = 10PP

Acrobatics 5 (+10)

Craft [Mechanical) 9 (+10)

Drive 5 (+10) Skill Mastery

Intimidate 10 (+10) Skill Mastery

Notice 3 (+5) Skill Mastery

Sense Motive 8 (+10) Skill Mastery

 


Feats: 20PP

All-Out Attack

Attack Focus (Melee) 4

Challenge (Fast Startle)

Dodge Focus 2

Elusive Target

Equipment 3

Improved Grab

Improved Grapple

Improved Pin

Luck 2

Power Attack

Skill Mastery (Drive, Intimidate, Notice, Sense Motive)

Startle

 

 

Equipment: 3PP = 15EP 

  • Painkiller (Sports Car), Features: Alarm, Caltrops, Remote Control, Smokescreen; Powers: Armor 2. Strength 30, Speed 5, Defense 8, Toughness 11, Size: Large [15EP]

 

 

Powers: 12 + 8 + 7 + 7 + 11 + 4 = 49PP

(Note: All powers excluding Devices have Mutation descriptor. Devices have Technology descriptor)

 

Device Rank 3 (Graviton Hammer; 15PP Device; Flaws: Hard-To-Lose) [12PP] (gravity, bludgeoning, technology)

  • Hammer Strike Array 7 (14PP Array; Feats: Alternate Power 1[15PP]
    • Base Power: Strike 3 (Hammer Strike; Feats: Improved Critical 2, Extended Reach 2 [10 ft.], Penetrating 6, Mighty) {14/14PP}
    • Alternate Power: Stun 9 (Hammer Knockout; Feats: Improved Critical 2, Flaws: Full-Round Action) {11/14PP}

 

Device Rank 2 (Salvaged Power Armor; 10PP Device; Flaws: Hard-To-Lose) [8PP] (technology)

  • Impervious Toughness 5 [5PP]
  • Super-Senses 5 (Darkvision, Direction Sense, Infravision, Tracking) [5 PP]

 

Enhanced Strength 8 (Gene-Shifted Might; Drawback: Noticeable) [7PP]

 

Enhanced Dexterity 8 (Gene-Shifted Athleticism; Drawback: Noticeable) [7PP]

 

Enhanced Constitution 12 (Gene-Shifted Durability; Drawback: Noticeable) [11PP]

 

 

Super-Strength 2 (Gene-Shifted Might; effective Lifting STR 27) [4PP]

 

 


Drawbacks: = -3PP

Vulnerable (Radiation; Frequency: Common, Intensity: Moderate) [-3PP]
 


DC Block  

ATTACK

RANGE

SAVE

EFFECT

Hammer Strike

Touch

DC 25 Toughness

Damage (bludgeoning)

Hammer Knockout

Touch

DC 19 Fortitude

Damage (bludgeoning)

Unarmed

Touch

DC 22 Toughness

Damage (bludgeoning)

 

Totals: 

Abilities (22) + Combat (12) + Saving Throws (9) + Skills (10) + Feats (20) + Powers (53) - Drawbacks (3) = 122/122 Power Points

 

 

 

 

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Doktor'd!

 

 Ouroboros

18 PP available

 

Feats 3PP spent

3 ranks of Luck to 4 ranks total

 

Powers 15PP spent

replace concealment/supersenses Alt power in magic array with:

Super Movement 3 (Banish; Dimensional Movement 3; Extras: Attack +0, Attack 13 (to DC 16){26}, Continuous, Alt Save Will +0; Flaws:  Limited(non-prime natives to home dimension only), Distracting; Feats: Affects Insubstantial 1 ) [30/30AP] (magic, dimensional) {0 net PP}

 

Add two ranks of immunity to add immunity dimensional effects {2 PP}

 

change: 

Super Senses 3 (Mage Sight; Dimensional Awareness [Visual] Magic Awareness [Visual] Feat: Dimensional) [5PP]

To:

Super Senses 3 (Mage Sight; Magic Awareness [Visual], Analytical 1,  Tracking 1 [Half Speed] Feat: Dimensional) [4PP]

and

Super Senses 14 (Watcher at the Gates: Dimensional Awareness [Mental], Acute 1, Accurate 2, Analytical 1, Radius 1, Ranged 1, Tracking 3 [All Out Move], extended 4 (100,000'/19 mile Increments) [14PP] (dimensional)  {13 net PP}

 

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  • 2 weeks later...

Doktor'd! -- and you have 1PP still unspent, b/c Ghost already had Power Attack!

 

Ghost

 

Please update his theme song to 

100 Bad Days - AJR

 

And add the following:

 

Saves: 4PP

Reflex +2 to Reflex: +12 (+5 Dex, +7)

Will +2 to Will: +10 (+3 Wis, +7)

 

Skills: 11PP

Bluff +2 to Bluff 14 (+17)

Craft [Electronic] +4 to Craft [Electronic] 5 (+10)

Disable Device +5 to Disable Device 10 (+15)

Knowledge [Physical Sciences] +5 to Knowledge [Physical Sciences] 10 (+15)

Knowledge [Streetwise] +5 to Knowledge [Streetwise] 10 (+15)

Knowledge [Technology] +3 to Knowledge [Technology] 5 (+10)

Notice +5 to Notice 12 (+15)

Search +5 to Search 10 (+15)

Stealth +10 to Stealth 15 (+20)

 

Feats: 4PP

Challenge [Fast Feint]

Contacts

Power Attack

Skill Mastery [Bluff, Gather Information, Sense Motive, Stealth]

 

That should be all 19PP spent.

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Doktor'd!

 

Freedom Eagle

 

Realized I never added Heavy Load for how much Eagle can carry! Please update his Future Freedom array with that info, found in the updated array below.

Thanks!

 

Future Freedom Array 14 (28PP Array; Feats: Alternate Power 5) [33PP]

BP{16 + 12 = 28/28} (Descriptors: Enhanced Musculature)

Enhanced Strength 16 [16PP]

Super-Strength 5 (Feats: Groundstrike, Thunderclap) (Heavy load: 14.7 tons) [12PP]

APBlast 8 (Extras: Autofire; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Rapid Fire Weapon Systems, Examle Descriptors: Cosmic Energy Blasts, Gravity Blasts, Heat Rays, Lasers, Missiles, Projectiles)

AP: {20 + 8 = 28/28} (Descriptors: Wing Slash, Cosmic, Slashing Damage Type, Wings)

Damage 8 (Extras: Linked [Drain Toughness 8], Penetrating 6; Feats: Extended Reach 2 [10 ft.], Improved Critical 2, Takedown Attack 2) [20PP]

Drain Toughness 8 (Extras: Linked [Damage 8]) [8PP] 

APMove Object 14 {28/28} (Heavy load: 204.8 tons) (Descriptors: Gravimetric Manipulation, Gravity)

APSnare 8 (Extras: Regenerating; Feats: Improved Criticial 2, Reversible, Tether) {28/28} (Descriptors: Gravimetric Snare, Gravity)

APStun 8 (Extras: Range [Ranged]; Feats: Improved Critical 2, Variable Descriptor 2 [Any Technological]) {28/28} (Descriptors: Adjustable Non-Lethal Weapon Systems, Examle Descriptors: Electric Shocks, Gravity Blasts, Nerve Agent Darts)

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Done and done by Mike 

 

So somehow, with my last Edit Request for Horrorshow, the "Combat Summary by Form" bit at the bottom of his sheet was never updated.  Let's fix that.

 

This

 

Quote

 

Combat By Form

  • When using Chitinous Horror Form: Melee +9 (Grapple +16), Ranged +4, Unarmed +7, Strikes +9, Defense +9 (+2 flat-footed), Toughness +9, Knockback 9/-4 (vs. Physical/vs. Energy)  [PL 9 offense, PL 9 defense]
  • When using Oozey Form: Melee +9 (Grapple +16), Ranged +4, Unarmed +4, Strikes +9, Defense +9 (+2 flat-footed), Toughness +9, Knockback -4  [PL 9 offense, PL 9 defense]
  • When Morphed: Melee +9 (Grapple +13), Ranged +4, Unarmed +4, Defense +9 (+2 flat-footed), Toughness +9, Knockback -4  [PL 8 offense, PL 9 defense]
  • When powerless: Melee +5 (Grapple +6), Ranged +2, Unarmed +1, Defense +6 (+2 flat-footed), Toughness +2, Knockback -1  [PL 3 offense, PL 4 defense]

 

 

Should be changed to this:

 

Quote

 

Combat By Form

  • When using Chitinous Horror Form: Melee +10 (Grapple +21), Ranged +4, Unarmed +8, Strikes +10, Defense +10 (+2 flat-footed), Toughness +10, Knockback -10/-5 (vs. Physical/vs. Energy)  [PL 10 offense, PL 10 defense]
  • When using Oozey Form: Melee +10 (Grapple +21), Ranged +4, Unarmed +5, Strikes +10, Defense +10 (+2 flat-footed), Toughness +10, Knockback -5  [PL 10 offense, PL 10 defense]
  • When Morphed: Melee +10 (Grapple +15), Ranged +4, Unarmed +5, Defense +10 (+2 flat-footed), Toughness +10, Knockback -5  [PL 7.5 offense, PL 10 defense]
  • When powerless: Melee +10 (Grapple +12), Ranged +4, Unarmed +2, Defense +8 (+2 flat-footed), Toughness +4, Knockback -2  [PL 6 offense, PL 6 defense]

 

 

Thanks!

 

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Doktor'd!

 

Crystal-Gazer

 

18PP spent

 

4PP = raising Communication from 6 to 10, giving Lulu's telepathy a range of 200,000 miles!

12PP = raising ESP from 5 to 7, allowing Lulu to see and hear up to 200 miles away!

 

Added two new Enhanced Feats!

 

1PP = Improved Initiative

1PP = Uncanny Dodge (mental)

 

Added various features to APs!

 

Create Object: added Affects Insubstantial 2 and another rank of Progression

Damage: Removed Full Action flaw

Illusion: Removed Full Action flaw, added 2 ranks of Progression

Mind Control: added Sensory Link and a second rank of Subtle

Move Object: added Damaging

Stun: removed Full Action flaw

Transform: added Affects Insubstantial

Mind Reading: added a second rank of Subtle

 

Quote

large_Lulu.png.7065d75f79a327a0e5fe98884200a35f.png

 

Name: Crystal-Gazer

Power Level: 13 (built as PL 10; 202/202PP)
Tradeoffs: None
Unspent PP: 0PP

 

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

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


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

 

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

 

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

 

History:

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

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

 

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

 

Powers & Tactics:

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

 

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

 

Complications:

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

 

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

 

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

 

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

 

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

 

 

ABILITIES0 + 2 + 4 + 4 + 10 + 10 = 30PP
Strength: 10 (+0)
Dexterity: 12 (+1) 
Constitution: 14 (+2) 
Intelligence: 14 (+2)
Wisdom: 20 (+5) 
Charisma: 20 (+5)

COMBAT: 8 + 10 = 18PP
Initiative: +5
Attack: +4, +8 Throwing with Telekinesis
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Grapple: +4, +20 w/ Telekinesis
Knockback: -7, -5 flat-footed w/ Force Field; -3, -1 flat-footed w/out Force Field

SAVES4 + 5 + 5 = 14PP
Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Force Field [Imp 4]), +6 flat-footed; +6 w/out FF, +2 flat-footed
Fortitude: +6 (+2 Con, +4)  
Reflex: +6, (+1 Dex, +5) 
Will: +10 (+5 Wis, +5), Ultimate Save

SKILLS: 92R=23PP
Bluff 15 (+20)

Concentration 15 (+20) Second Chance

Diplomacy 15 (+20)

Disable Device 3 (+5) 

Drive 4 (+5)

Gather Information 5 (+10)

Intimidate 5 (+10)

Knowledge (Arcane Lore) 3 (+5)

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

Sense Motive 10 (+15)

Survival 4 (+9)

FEATS: 5PP
Luck
Second Chance (Concentration)
Trance

Taunt
Ultimate Save (Will)

 

Enhanced Feats

Beginner's Luck

Defensive Roll 2

Dodge Focus 5

Improved Initiative

Uncanny Dodge (Mental)
 


POWERS: 10 + 8 + 9 + 53 + 10 + 22 = 112PP

(Descriptors: all psionic)

 

Enhanced Feats 10 (Beginner's Luck, Defensive Roll 2, Dodge Focus 5, Improved Initiative, Uncanny Dodge) [10PP] (Telepathic)

 

Flight 3 (50 mph / 500 feet per round; Feats: Subtle 2) [8PP] (Telekinetic)

 

Force Field 4 (Extras: Impervious 4; PF: Subtle) [9PP] (Telekinetic)

 

Psionics 23 (46PP Array, Feats: Alternate Power 7) [53PP]

Base Power: [46PP]

ESP 7 (Sense Types: Auditory + Visual, Range: 200 miles, Extras: Action [Free], Duration [Sustained], Simultaneous, Feats: Rapid 3 [x1,000, 18 seconds / 3 rounds to Search a 5 mile diameter area, 6 minutes if Taking 20], Subtle [DC25 Notice])  {46/46} (Telepathic)

 

Alternate Power: [37PP]

Create Object 10 (10 25-ft. cubes, STR 50; Extras: Impervious 10; Feats: Affects Insubstantial 2, Progression [Size] 2 [25-ft cubes], Selective, Subtle 2)  {37/46} (Telekinetic)

 

Alternate Power: [40PP]

Damage 10 (Extras: Alternate Save [Will], Range 2 [Perception])  {40/46} (Telepathic)

 

Alternate Power: [46PP]

Illusion 10 (Sense Types: All; Extras: Selective; Flaws: Phantasm; Feats: Progression [Size] 6 [500ft radius])  {46/46} (Telepathic)

 

Alternate Power: [43PP]

Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Instant Command [Mental], Sensory Link; Flaws: Action [Full], Feedback; Feats: Mental Link, Subtle 2)  {43/46} (Telepathic)

 

Alternate Power: [44PP]

Move Object 10 (Lifting Strength: 50, Heavy Load: 12 tons; Extras: Damaging, Range [Perception]; Feats: Accurate 2 [+4 Attack], Precise, Subtle)  {44/46} (Telekinetic)

 

Alternate Power: [44PP]

Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Variable Descriptor [Pain or Sleep])  {44/46} (Telepathic)

 

Alternate Power: [32PP]

Transform 10 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception]; Flaws: Action [Full]; Feats: Affects Insubstantial, Subtle)  {32/46} (Telepathic)

 

Super-Senses 14 (Danger Sense [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Psionic Awareness [Descriptor Frequency: Common, Sense Type: Mental {Default Extras: None}; Extras: Radius, Ranged], Uncanny Dodge [Mental]) [10PP] (Telepathic)

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

Base Power:  [20PP]

Communication 10 (Mental, 200,000 miles; Extra: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) [14PP] + Comprehend 3 (Speak and Understand Any Language; Extra: Linked [Communication]) [6PP] (Telepathic)  {20/20}
 

Alternate Power: [11PP]

Concealment 10 (All Senses, Flaw: Phantasm, Feat: Selective) (Telepathic)  {11/20}
 

Alternate Power: [12PP]

Mind Reading 10 (Extras: Effortless, Mental; Flaw: Duration [Instant/Lasting]; Feat: Subtle 2) (Telepathic)  {12/20}

 

 

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

Illusion                        Perception Check vs. Will         Deceived

Mental Blast               Perception DC 20 Will Save      Damage [Mental]

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

Mind Reading             Perception DC 20 Will Save      Read (Not an attack)

Move Object              Perception DC 25 Toughness   Damage [Physical]
Stun                            Perception DC 20 Will Save      Dazed/Stunned or Asleep

 

 

TOTALS:

Abilities (30) + Combat (18) + Saving Throws (14) + Skills (23) + Feats (5) + Powers (112) - Drawbacks (0) = 202/202 Power Points

 

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