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Poltergeist (PL 7)


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Power Level: 7/7 (105/105PP)

Unspent Power Points: 0

Trade-Offs: Toughness +3 / Defense - 3

 

In Brief: Body snatching con artist with a heart of gold.

Catchphrase: "I can get to it."

Theme: 

 

Alternate Identity:  Antonio "Tony" Russo aka Poltergeist

Birthplace:  Las Vegas

Residence: Emerald City

Base of Operations: A random hotel down the road

Occupation: Industrial spy. Mercenary. Con artist

Affiliations: None for now

Family: Marta Russo, Mother, Evan  and Pietro Russo, twin brothers.

 

Description:

Age: 26 (08.18.1994)

Gender:  Male

Ethnicity: Caucasian

Height: 6'0''

Weight: 160 lbs 

Eyes:  brown

Hair:  brown\black

 

 

History:

 

Blahblah

 

Personality & Motivation:

 

Blahblah

Powers & Tactics:

 

Blahblah

 

Power Descriptions:

 

Poltergeist can infused a fraction of his consciousness into any object he sees, filling it with animating energy, a process that, if kept active for more than a few moments or more than a single object, is deeply distracting for him. Overriding the identity of targets that do have actual minds of their own is much harder for him and could only be done with a light touch, with just an handshake, he can briefly dig into a victim mind to steal their secrets, scramble their thoughts and even switch bodies with the target (or between two targets that he is in contact with). True possession is possible, but that is taxing and unpleasant to him requiring extra effort.

 

His peculiar gift also means that his consciousness is more vulnerable to attack and psychic powers tend to be very effective against him. 

 

During his career, Poltergeist ended up stumbling on the mind of an arcanist and that had sparkled a strong interest in the occult, lacking the natural gift to be a true magician himself however, he had concentrated his efforts in '"acquiring" arcane secrets, learn how to perform lengthy rituals and collected a significant collection of arcane trinkets and baubles.

 

Complications:

 

 

ABILITIES 22 PP

Strength: 8 (-1)

Dexterity: 14(+2)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

COMBAT 14PP

Initiative: +2 (Dexterity +2=

Attack: +3 (+3 base), Power +7 (+3 Base, +4 Accurate) 

Grapple: +3 (+3 Melee Attack)

Defense: +4 (+3 Base, +1 Dodge Focus Protective Charm), +3 Flat-Footed

Knockback Resistance: -1

 

 

SAVING THROWS 11PP

Toughness: +10/+4 (+6 With Protective Charm, +2 Constitution, +2 Defensive Roll)

Fortitude: +7/+4 (+2 Con, +3 Protective Charm  +2PP)

Reflex: +7 (+2 Dex +5PP)

Will: +7 (+3 Wis, +4 PP)

 

SKILLS 19PP (76SP)

Bluff 8 (+10)Skill Mastery

Concentration 7 (10)Skill Mastery

Diplomacy 8 (+10)

Escape Artist 8 (+10)

Gather Information 8 (+10)

Investigate 7 (+10)

Knowledge (Arcana) 7 (+10)Skill Mastery

Languages 1 (Italian, English [Native])

Notice 7 (+10)

Sense Motive 7 (+10)Skill Mastery

Stealth 8 (+10)

 

FEATS 6PP

Defensive Roll 1

Eidetic Memory 1

Luck 2

Ritualist 1

Skill Mastery (Bluff, Concentration, Knowledge(Arcana), Sense Motive)

 

ENHANCED FEATS  

Dodge Focus 1 (Protective Charm)

 

POWERS 38 PP

 

Gadgets 1  (Easy to lose) - Trinkets and Baubles [6PP] 

Sample Powers

Spoiler

Teleport 5 (Flaws: Medium [Doors]) - Key to Anywhere

Morph 5 - Hat of Disguises

Enhanced Senses 2 (Darkvision), Immunity 2 (Visual Dazzle) - Sun-Glasses

Nullity 5 (Any one fire effect. Extra: Area General Area [Cone 70 ft], Flaws: Range[Touch]) Reverse Lighter

Create Objects 7 (Extra: Duration [Continuous]; Flaws: Range[Touch], Permanent. Feats: precise) - Drawing Chalk

 

Mind Dancer 8,5 (17 PP Array; Alternate Power 7) [24 PP] (Descriptors: All Mutation, Psionic)

  • BP: [17 PP] (Mind Switch)

Mind Switch 7 (Extras: Attack +1, Duration [Continuous], Feats: Accurate 2, Subtle 1, Flaws: Range x2 [Touch]) {17/17}

  • AP: [17PP] (Mind Scramble )

Stun 7 (Feats: Accurate 2, Subtle 1) (Mental Scramble, Mutation) {17 PP}

  • AP: [17PP] (Thoughtseize )

Mind Reading 7 (Extra: Action 1 [Standard action Probe, Move action surface thoughts], Feats: Accurate 2, Subtle 1,  Linked with Mental Transform. Flaw: Range 2 [Touch]) {7/17PP}

Mental Transform 7 (Alter Memories, Extra: Alternate Save Will (+0), Duration [Continuous]; Flaws: Range [Touch] Limited [Only remove memories that have been probed with mind reading] Feats: Subtle 1, Linked with Mind Reading) {8/17 PP} 

Comprehend 1 (Understand any single language, Drawback: Only when mind reading) [1PP] {1/17PP}

  • AP: [17PP] (Absorb the mind)

Drain Will 7 (Extra: Insidious, Feats: Accurate 2, Subtle 1) {17 PP}

  • AP: [17PP] (Infuse Consciousness)

Animate Object 7 (Extra: Range[Perception], Flaws: Distracting, Feedback; Feats: Mental Link 1, Subtle 1) {16/17PP}

  • AP: [17PP] (Infuse Consciousness)

Move Object 7 (Extra: Range[Perception], Feats: Indirect x2, Subtle 1, Flaws: Limited [Doesn't affect sentient targets]){17/17 PP}

  • AP: [17PP] (Attack with Animated Objects)

Damage 7 (Extra: Range (Ranged), Feats: Accurate x2, Indirect 1) {17/17 PP}

  • AP: [17PP] (Bedlam)

Damage 7 (Extra: General Area [Burst 35 ft], Selective, Flaws: Distracting, Feats: Variable Descriptors){17 PP}

 

Device 2  (10 PP, Hard to lose) - Protective Charm [8 PP]

Protection 6

Dodge Mastery 1

Enhanced Fortitude 3

 

Drawbacks (Medium Vulnerability to a Common Descriptor [Psionic]) - 3 PP

 

Abilities (22) + Combat (12) + Saving Throws (11) + Skills (19) + Feats (6) + Powers (38 ) - Drawbacks ( 3 ) = 105/105 Power Points

Edited by Nerdzul
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Looking purely at the crunch:

 

For Abilities, Combat, Saving Throws and Powers, you should put the calculations, so, the individual costs and what they add up to.

 

Combat
You've put in a = instead of ) at the end of Initiative
Your Grapple is +2 (-1 from low Strength)
Its just Knockback, not Knockback Resistance (though its the same thing of course)

 

Saving Throws
It should just be "+2" for the points bought with PP, not "+2PP"

 

Skills
Its Knowledge [Arcane Lore], not Knowledge [Arcana]

 

Feats
Ritualist isn't ranked, so there's no need to put a rank on it
See the Knowledge thing above for the skill mastery.
Personally, I'd mark the Enhanced Feats subheader as just in Italics, since its not its own header, but no issue here.

 

Powers

You should list the powers alphabetically.

 

Gadgets: You should put exactly what kind of Variable power it is, something along these lines:

 

Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Flaws: Easy-to-lose) [6PP]

 

Mind Dancer array:

Mind Switch: I'm really not sure if this power will be allowed or not. I know I considered something with Possession at one point that was shut down, so you should probably get a ref to look at this one.

Mind Scramble: With your descriptor and scrambling the mind, you might want Paralyze instead, or make pick the Alternate Save extra for Will.

Mind Reading slot: I'm not sure if the Action Extra will work for Mind Reading. Generally, powers with an offensive use are not allowed to have their action changed, but might be allowed. Likewise, I don't think the Limited option are going to fly with the Transform power. Plus, when you got the two powers linked like that it'll mean you will always change someone's memories when you read their minds, can't do one without the other.

Drain Will: Insidious is a feat here, per house rules. Maybe consider the Alternate Save extra to make it target Will instead of Fort?

Move Object: Ask a Ref about the Limited flaw.

Area Damage: If you have a Variable Descriptor feat you need to risk the rank of the feat and the descriptor(s) you can access.

 

You should write the device as:

 

Device 2 (10PP Container; Flaws: Hard-To-Lose) [8PP]

 

Enhanced Feat 1 (Dodge Focus 1) [1PP]

Enhanced Fortitude Save 3 [3PP]

Protection 6 [6PP]

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