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Character Edits 2023


Fox

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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 minor edits - updating a bit of math or adding a couple new skills or powers - a full sheet is not required, but for extensive edits or re-writes a sheet will make the job significantly easier. To avoid clutter and to make the thread easier to go through, please put your sheets in spoiler tags.

 

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While 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 edits in a while.

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ORIGAMI BY THEV

 

Paper

Power Level: 12, but built as 10 (187/195PP)

Unspent Power Points: 8PP

Trade-Offs: None

 

 

In Brief: Reformed juvenile criminal with the power to control and shape paper, still has a slight authority problem

Catchphrase: None

Theme: ‘The Anthem’ by Good Charlotte 

 

 

Alternate Identity: Leon Moore (Secret)

Birthplace: Seattle, WA

Residence: Claremont Academy 

Base of Operations: Claremont Academy 

Occupation: Student

Affiliations: Claremont Academy 

Family: Foster brother and sister

 

 

Description:

Age: 18 (DoB: March 19, 2004)

Apparent Age: 18

Gender: Male

Ethnicity: Caucasian

Height: 5' 11"

Weight: 180 lbs.

Eyes: Gray

Hair: Black

 

 

Description: Black hair, cut short and brushed back except for a few bangs that won't cooperate. Leon keeps himself in shape, and trains to keep his agility.

 

He likes to dress casually in his free time, anime/cartoon themed t-shirts and jeans usually.

 

His ‘costume’ used to typically consist of a black short sleeved shirt with red trim, blue jeans and sneakers. He has though agreed to a change of colors to reflect the school’s colors. This is easy for him since his ‘costume’ is usually made of paper made to look and act like regular clothing. This is accompanied by a slim, black backpack with a few various books in it at any time, along with some personal items. Several small black pockets on straps around arms (1 on each), thighs (2 on each) and 2 each hip of his belt. Each pocket is large enough to hold a deck of index card sized paper. Hanging on the back of the belt is a case that holds 2 large rolls of paper about the width of receipt tape and hundreds of yards long.

 

 

History:

Born in Seattle to a teen mother, she moved to Freedom City when he was still young with her then boyfriend. When Leon began to show signs of not being ‘normal’ the man abandoned them. His mother felt she could not take care of a ‘special’ child and surrendered him to the foster system without telling them of his ‘nature’. Shortly thereafter she returned to her family in Seattle. Leon has not had any contact with her since.

 

In the system since age 8, Leon was moved from home to home several times, unable to settle, acting up, and trying to run away. At first, he blamed his powers for his mother abandoning him. When he was 11 he landed in the same foster house as two other children hiding their powers. With their help he accepted his powers and embraced them. The three agreed that they could only rely on each other and swore to always be there for each other.

 

Believing the system was a failure and that no one else could or would see them as more than either a burden or a paycheck, the three ran away together and turned to small crimes to do what they thought they needed to survive.

 

At the age of 16, Leon wanted to prove to his brother and sister that he could work solo; he broke into the Freedom City Museum to attempt to steal something. Before he could secure his prize an explosion rocked the building. In the resulting confusion a FCPD detective that was in the building entered the showroom Leon was in. A second, smaller explosion struck and part of the building collapsed inward. Without thinking, he moved to protect the detective with a shield of paper over them both, but he wasn’t fast enough and Leon was knocked out.

 

After the events at the museum Leon was hospitalized. He woke days later to find he had lost his left arm mid-bicep, but thanks to his quick reaction the detective had escaped with only minor injuries.

 

During the hearing that followed, the court gave special considerations for his selfless actions and young age, while he would not turn evidence against his siblings, a deal was reached. A representative from Claremont Academy had petitioned on his behalf and Leon agreed to attend the private school under probation. If, and when, Leon successfully graduates from Claremont he would be given a clean slate with the courts and his juvenile records will be sealed.

 

At first he was rebellious and troublesome, but teachers quickly saw the seeds for a good kid buried under the anger of a rough life. In the time he has attended Claremont, Leon has grown in both power and sense of responsibility, although he would never admit to the latter himself.

 

He hasn’t disclosed it to anyone yet, but relations with his brother and sister have become strained and he can’t understand why.

 

Personality & Motivation:

Leon has always been a bit of a show off. He was also the most ‘energetic’ of his trio of foster siblings. Not bad kids by nature, they simply felt let down and abandoned by an overtaxed system. Although feeling they had to do what they had to, to survive, none of them ever wanted to hurt anyone. 

Leon would never give up his siblings, and would never turn his back on them. He isn’t one to trust anyone quickly, but has become less cynical after spending time at Claremont.

If asked why he saved the officer he just shrugs and dismisses it as an act of stupidity on his part, not exactly sure what brought on the sudden act of heroics.

 

Power Descriptions:

Leon can control and manipulate paper, altering its shape and strength at his will. He can make paper stronger than metal and sharper than any normal blade. He can make it solid enough to resist liquids and gas. He can even have it resist heat and fire to a point. It can easily protect from an explosion with little harm to the paper, but repeated or continued exposure could eat away at the paper eventually.

 

Shaping it, he can create nearly anything from simple weapons and gear to clothing and simple golems. Many pieces of smaller papers can be melded into a single, seamless construction and when done with them the constructs fall apart into their original pieces, or what’s left of them.

 

Aside from his power over paper, or perhaps more because of it, Leon has taught himself how to use simple weapons. These would cover most blades, clubs/maces, spears/staves, bows and arrows, and throwing objects. All things he can easily create with paper. Skill wise, Leon is quick and agile from practicing often. He is not overly strong, equal to anyone his size that works out every so often. He has also developed a firm sense of balance. 

 

 

Complications:

And I don’t give a damn about my bad reputation: Reputation: Leon and his foster siblings have records with the juvenile courts, and he doesn’t care if others know. Being predisposed to thinking that, in the end, everyone is looking out for themselves.

 

It’s just a flesh wound: Disability: Leon lost his left arm not long ago during a robbery attempt. During the robbery Leon and a police detective were caught in a building collapse, he protected the officer, but his arm was crushed mid bicep. Leon uses his powers to create and maintain a paper arm that looks real enough.

  

 

ABILITIES 2 + 10 + 8 + 6 + 4 + 6 = 36PP

Strength: 12 (+1)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 16 (+3)


 

COMBAT 14 + 14 = 28PP

Initiative: +9 (+5 Dex, +4 Improved Initiative)

Attack: +7, +11 w/ Paper Control

Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed Uncanny Dodge

Grapple: +8 (+7 Melee Attack, +1 Strength), +21 w/ Paper Control, +27 vs Paper

Knockback Resistance: -7, -2 without "Paper Shield"


 

SAVING THROWS 4 + 5 + 8 = 17PP

Toughness: +10 (+4 Con, +6 Protection; Impervious 6)

Fortitude: +8 (+4 Con, +4PP)

Reflex: +10 (+5 Dex, +5PP) Evasion 2

Will: +10 (+2 Wis, +8PP)

 

 

SKILLS 108R = 27PP

Acrobatics 6 (+10) Skill Mastery

Bluff 7 (+10) Taunt

Climb 9 (+10)

Computers 7 (+10)

Concentration 8 (+10)

Disable Device 7 (+10)

Escape Artist 9 (+13) Ultimate Skill

Gather Information 7 (+10)

Knowledge (Pop Culture) 7 (+10)

Knowledge (Streetwise) 7 (+10)

Knowledge (Technology) 7 (+10)

Notice 8 (+10) Skill Mastery

Search 7 (+10)

Sleight of Hand 6 (+10) Skill Mastery

Stealth 6 (+10) Skill Mastery

 

 

FEATS 14PP

Dodge Focus 3

Evasion 2

Improved Initiative

Luck 3

Skill Mastery (Acrobatics, Notice, Sleight of Hand, Stealth)

Taunt

Ultimate Skill (Escape Artist)

Uncanny Dodge 2 (Sense Types: Auditory, Visual)

 

 

POWERS  57PP (2+2+41+12+8=65)

 

Comprehend 1 (Languages 1 [Read/Write Any]) [2PP]  (Descriptors: Mutation, Paper Control)

 

Comprehend 2 (Objects 2 [Speak To; Understand]; Flaws: Limited [Books, Paper, Paper-like objects]) [2PP]  (Descriptors: Mutation, Paper Control)

 

Paper Control 18 (36PP Array; Feats: Alternate Power 5) [41PP]  (Descriptors: Mutation, Paper Control)

Base Power: [36PP] (Additional Descriptors: Lift Paper)

Move Object 16 (Lifting Strength: 70, Heavy Load: 100 tons; Extras: Range [Perception]; Flaws: Limited [Paper]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [36PP]

 

Alternate Power: [35PP] (Additional Descriptors: Paper Projectiles)

Blast 10 (Range: 10 100-ft Increments, 1000ft Max; Extras: Penetrating [6 ranks, Effective Damage 16]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]; Drawback: Medium [paper]) [35/36]

 

Alternate Power: [36PP] (Additional Descriptors: Shape Paper)

Create Object 10 (Range: 1000ft; Max Volume: 10 5-ft. cubes; Toughness:10; Lifting Strength: 50, Heavy Load: 13 tons; Extras: Duration [Continuous]; Feats: Precise, Progression 2 [25-ft cubes], Selective, Stationary, Subtle) [36/36]

 

Alternate Power: [36PP] (Additional Descriptors: Paper Barrage)

Damage 10 (Range: 10 10-ft Increments, 100 ft Max; Extras: Area [General, Cone], Penetrating [6 ranks, Effective Damage 16]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Selective, Subtle, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]; Drawback: Medium [Paper]) [36/36]

 

Alternate Power: [25PP] (Additional Descriptors: Paper Weapons)

Damage 10 (Extras: Penetrating [6 ranks, Effective Damage 16]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Precise, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [25/36]

 

Alternate Power: [32PP] (Additional Descriptors: Paper Cocoon)

Snare 10 (Range: 10 100-ft Increments, 1000ft Max; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Obscures Senses 2 [Sense Types: Auditory, Visual], Reversible, Subtle, Tether) [32/36]

 

Protection 6 (Paper Shield 6; Extras: Impervious 6) [12PP]  (Descriptors: Mutation, Paper Control, Paper Shields)

 

Super-Senses 8 (Paper Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Accurate, Acute, Extended, Radius, Ranged) [8PP] (Descriptors: Mutation, Paper Control)

 

 

ATTACK                 RANGE       SAVE                     EFFECT

Unarmed                Touch       DC16 Toughness (Staged)  Damage (Physical)

Lift Paper*            Perception  Grapple vs +27           Pinned/Bound

  Thrown Paper         Throwing    DC25 Toughness (Staged)  Damage (Physical)

Lift Stuff With Paper  Ranged      Grapple vs +20           Pinned/Bound

  Thrown Object        Throwing    DC25 Toughness (Staged)  Damage (Physical)

Paper Cocoon           Ranged      DC20 Reflex (Staged)     Entangled/Bound

Paper Projectiles      Ranged      DC25 Toughness (Staged)  Damage (Physical)**

Paper Weapons          Touch       DC25 Toughness (Staged)  Damage (Physical)**

Shape Paper

  Dropped Paper        Ranged      DC20 Reflex              Avoided

                                   DC25 Toughness (Staged)  Damage (Physical)

  Paper Trap           Ranged      DC20 Reflex              Trapped

 

* Limited to Paper.

** Variable Descriptor: Bludgeoning, Piercing, and/or Slashing Damage.

 

 

TOTALS

Abilities (36) + Combat (28) + Saving Throws (17) + Skills (27) + Feats (14) + Powers (65) - Drawbacks (0) = 187/195 Power Points

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  • 3 months later...

CADUCEUS'D by Fox

 

Could someone reactivate Snakebite? A character I never really told a good story with and maybe now is the time. 

 

https://www.freedomplaybypost.com/topic/10480-snakebite/#comment-268249

 

Also, if you could do some minor edits:

 

Spending 15 unspent PP

 

For some reason, Fort save looks borked / overspent. Could you correct it (giving me 1 more PP)

 

Fortitude +8 (+2, Constitution +6)

 

Could you amend powers thusly

 

1PP increasing immunity

 

Immunity 2 (Poison, Heat) [2PP]

 

3 PP adding a new power

 

Enhanced Trait 3 (Escape Artist +12) [3 PP] (Snake like flexibility)

 

Could you add in this to skills?, it will be

 

As enhanced trait Escape Artist 12 (+20)

 

Increasing Supersenses by 3 PP (Adding scent, tracking, and extended olfactory)

 

Super Senses 7 (Scent/Acute olfactory, Extended 1 [Olfactory], Extended 1 [Visual], Extended 1 [Auditory], Darkvision, Tracking [olfactory]) [7 PP]

 

And finally 8 PP on a new power

 

Poison array (8 PP Array, Feats: Alternative Power 1) [9 PP]

 

BP: Paralyse 6 (Extras: Poison, Feats: Improved Critical 2, Flaws: Requires Grapple, 5 uses only) "Poison fangs" [8/8 PP]

AP: Dazzle 6 (Visual and Olfactory, Feats: Extended Range 2, Flaws: 5 Uses only, Touch range) "Poison spit" [8/8 PP]

Edited by Fox
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  • 1 month later...

SUPER POWERED BY THEV

 

Making a few adjustments to Captain Cosmos

 

4 PP to spend

 

Changing Super Strength power to

 

Strength: Linked Enhanced Strength 26 (feats: Affect Insubstantial 2, Dimensional 2) with Super Strength 3 (+15 effective strength, Feats: Shockwave) (30+7=37 PP][Dimensional]

 

i.e. Spending 4 PP to get the Affect Insubstantial and Dimensional 2 feats applied to strength

 

Which means 4 PP free to transdimensional alt form (as no longer needs those feats), buying an extra 2 ranks of Super movement with those PP to get Space Travel 2. Also removing the detect dimensional super sense as I think I would prefer to be without it. 

 

Which looks like

 

Alt Form: Transdimensional (Bypass normal dimensional contraints) (14+10=24 PP)

Supermovement 7 (Dimensional 2 [Alternate Dimensiona], Space Travel 2 [Slow Interstellar], Permeate 3 [Full speed]) [14 PP]

Supersenses 8 (Visual Penetrates [4], Auditory Penetrates [4], Feats: Dimensional 2) [10 PP]

 

And finally changine the antidimensional power as trip is just super annoying

 

Alt Form: Antidimensional (Flipped dimensions!) [20+ 1 = 21 PP]

Protection 0 (Extras: Impervious 10, Reflection 10) [20 PP]

Alternate Power to Flight: Burrow 6 (50mph, Extras: Penetrating) [1 PP]

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  • 2 weeks later...

PUTTIN' ON THE RITZ'd by Fox

 

Multi-GIrl

 

Going to spend her 9 free PP (keeping her PL 9 for now)

 

6 PP for +3 Charisma (up to 20)

3 PP to Skills: +2 to Perform (Singing) up to 14; +4 to Perform (Dance) which is new, +4 to Sense Motive (up to 6); +2 to Kn: History (up to 4)

 

The changed parts of the character sheet will be as follows:

 

Abilities 2 + 4 + 4 + 4 + 4 + 12 = 30

Strength: 12/28 (+1/+9)

Dexterity: 14/22 (+2/+6)

Constitution: 14/28 (+2/+9)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 22 (+6)

 

Skills: 52R = 13PP

Acrobatics 4 (+7/+10)

Climb 2 (+3/+10)

Bluff 4 (+10/ +14 w/ Attractive)

Drive 2 (+4/+8)

Kn: History 4 (+6)

Kn: Pop Culture 4 (+6)

Notice 6 (+8)

Perform (Dance) 4 (+10)

Perform (Singing) 14 (+20)

Sense Motive 6 (+8)

Swimming 2 (+3/+10)

 

 

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  • 4 weeks later...
  • 2 weeks later...

Edits cancelled at player request. I have corrected a minor power point tally error that had snuck onto the sheet, however. - Fox, 20231004

 

Could I make some minor adjustments to Starshot

 

Feats: (-1 PP)

Remove Attractive (why has he got this? it is a mystery....)

 

Skills: (-1 PP)

Reduce Swim to 4 ranks (+12)

 

Equipment: (0 PP)

 

Replace Whip with

Machete (Strike 2, Feats: Mighty, Improved Critical, Thrown)

(this has same EP Cost. I have another whip character and a Machete is cooler for cutting through jungle)

 

In view of new pistol power, remove sedative injector from utility belt and adding 1 EP to the base utiliy belt and making a few adjustments, meaning new utility belt is now:

 

Utility Belt [21 PP Array, Alt Power 4) [25 EP]

BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet”

AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun”

AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade”

AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade”

AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe"

 

 

Powers:

Could you an an alternate Power to Starshot's Plasma Rifle, and give it the multiple weapon feat (total 2 PP)

 

Device 

Hunting Sidearm (25 DP, Flaws: Easy to Lose) [15 PP]

23 PP Dart Array (Feats: Alt Power 2)

BP: Fatigue 5 (Extras: Ranged, Poison, Feats: Accurate 1, Homing, Subtle) [23/23 DP] "Autoguided Dart"

AP: Fatigue 5 (Extras: Ranged [Cone], Poison, Feats: Subtle) [21/23 DP] "Flechette Spray"

AP: Blast 5 (Extras: Penetrating, Feats: Accurate 1, Homing, Improved Critical 2, Increased Range 2, Progression: Range 2) [23/23 DP] [Rocket Dart) 

 

 

Technically this will Make his Attack bonus +12, +14 Ranged, +16 w/ Hunting Sidearm

 

 

 

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  • 1 month later...

RESHAPED by Fox

 

October 2023 Upgrades for Horrorshow

 

19 points to spend!

 

ABILITIES

[2pp] +2 to Charisma, bringing it to 18 (28 w/ powers)

 

SAVING THROWS

[-2pp] Reduce Reflex and Will saves each by 1 point.

 

SKILLS

[2pp] +8 ranks to Knowledge (Current Events), bringing it to 9r (+10).

 

FEATS

[0pp] Add Interpose and Well-Informed.  Remove 2 ranks in Dodge Focus, bringing it from 4 to 2.

 

POWERS

[2pp] Increase Enhanced Feats 2 (Dodge Focus 2) to Enhanced Feats 4 (Dodge Focus 4)

[8pp] Add Enhanced Saves 8 (“Grue-some Resilience”; Reflex +4, Will +4)  [8PP]  This will bring both those saves up to +10 (+6 without powers).

[2pp] Add Super-Senses 2 (“psychic peril perception”; danger sense [mental], uncanny dodge [mental])  [2PP]

 

5pp left over

 

Updated to reflect September 2023 point awards.

 

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LOADOUT UPDATED'd by Fox

 

Sorry for chaos - I think this is all good to go now! :)

 

Readjusted Starshot Edits

 

Firstly, noted 1 PP spare anyway. 

 

Skills [0 PP]

Change Languages: Dropping Ooga (as minion will change), adding Khanate

 

Feats: [2 PP]

Remove Attractive-not warranted for a man with a scarred face under a helmet. (But he is cool): -1 PP

Reduce Improved Critical [Energy Rifles] from rank 2 to rank 1 (as device has Improved Crit 1 now): -1 PP

Modify Minions to Minion 8, Progression 2 [1 PP] Here they are (Could you paste this over Gun Monkey)

Add: Critical Strike, Favoured Oponent (Apex Predators) and Ultimate Aim [3 PP]

 

Powers: [-1 PP]

 

Modifying the Plasma Rifle: The plasma Rifle array is slightly different [0 PP]

 

Hence,

 

Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun”

Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP]

BPBlast 8 (Feats: Affects Insubstantial 1, Improved Critical 1, Improved Range 2, Progression [Range] 2[21/21PP] "Plasma Bolt"

APDazzle 11 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [22/22 PP] "Plasma Flare"

AP: Damage 11 (Feats: Affects Insubstantial 1, Extras: Area [Line], Flaws: Full Power) [22/22PP] “Plasma Overburn”

AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Charged Web”

 

Could you remove Feature: Hand acts as medical kit (on reflection doesnt really fit) [-1 PP]

 

 

 

Equipment [0 EP Change, but modifications)

 

Replacing Whip with Machete (Strike 2, Feats: Mighty, Improved Critical 1, Thrown) [5 EP]

 

Same cost, Machete is more cool for jungles, and I have a whip character elsewhere!

 

Elininate Rebreather (why did he have this when he has his helmet?) [-1 EP]

 

 

Finally, modifying the utility belt equipment, adding 1 point to base, modifying Sedative Injector

 

Utility Belt [21 PP Array, Feats: Alt Power 6) [27 EP]

BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet”

AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun”

AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade”

AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade”

AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe"

AP: Fatigue 5 (Extras: Sleep [+0], Poison, Feats: Improved Critical 2) {17/21} "Sedative Injector"

 

 

 

 

 

 

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BESPECTACLED by Fox

 

Echohead edits

 

12 PP to spend, Spending 11

 

Feats: 3 PP

Connected

Critical Strike

Add another rank of Equipment

 

Skills: 1 PP

+4 to Notice Skill for total of 8 (+11)

 

Equipment.

Remove the sunglasses (now has funky glasses as below)

6 EP To Spend, spending 4 for that wannabe spy feel. 

Multi Tool [1 EP]

Concealable Microphone [1 EP]

Mini-Tracer [1 EP]

Parabolic Microphone [1 EP]

 

 

 

 

Powers (7 PP)

Add Powerloss (Sleep) to Mimic power. I would imagine this is a -2 PP Drawback (fairly common, means he cant keep a continuous mimic up), making it

 

Mimic 4 (20 PP of any attributes [note flaw], Extras: Duration Continuous [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers], Drawbacks: Power loss [Sleep, -2]) [27 PP] “Echohead” [Psionic, Mutant]

 

Add 9PP Device

 

Device 3 (15 DP, High Tech Sunglasses, Flaws: Easy to Lose) [9 PP]

Immunity 1 (Light Based Visual Dazzles) [1 DP]

Super Senses 9 (Analytical all visual, Extended all visual, Infravision, Ultravision, Distance Sense, Radio Sense, Microscopic Sense 1) [10 DP]

Communication 5 (Radio, 1 mile, Extras: Omni-Directional, Feats: Subtle, Flaws: One-way) [5 PP]

 

 

 

 

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PITON'd & CARABINER'd by Fox

 

Vworp, Vworp - Emergency edits Peak!

 

Stripping 15 PP Vet Rewards (to make space for stuff)

 

But, has 2 PP to spend, this will be on Equipment 2

 

So keeping

 

Masterwork Light Pistol with Stun Ammunition (Blast 3, Masterwork, Stun Ammo) [8 EP]

Multi Tool [1 EP]

GPS [1 EP]

 

Ill rebuild as Peak earns PP :)

 

 

 

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H4XX0R'd by Dr Archeville!

 

Haven Edits: 22 PP

 

Bringing him up to PL 10 (as below), with no trade-offs

 

Combat

Attack bonus is now +10, +13 Wakizashi

 

Attributes: 4 PP

4 PP: Bringing Wisdom up to 14

 

Saves: 2 PP

2 PP: Bringing Reflex up to +12 (+6 Dex, +6)

Due to Wisdom increase, Will save is now +10 (+2 Wis, +8)

Toughness should now be +10

 

Feats: 3

Attack Specialisation: Swords

Equipment 1

 

Equipment (Has 2 EP left over already)

Twin Wakizashi (Strike 2, Mighty, Masterwork, Thrown, Multiple Weapons 1) [6 EP]

 

Skills: 2 PP

2 PP:

Increase Computers, Knowledge (Tech) by 1 to make them 15 (+20)

Increase Craft (Electronic) by 5 to make it 15 (+20)

Add another Language: Mandarin

Due to wisdom increase, 

Notice is now 4 (+6)

Sense Motive is now 4 (+6)

 

Powers: 11 PP

2 PP: Increase Protection +2

Increase Electomagnetic Array by 6 PP, add 3 alt powers for another 3 PP. Slight alteration to existing Nullify power - adding Effortless (reduces book-keeping!)

 

The array is now:

 

Electromagnetic Array (34 PP Array, Feats: Alt Powers 8) [42 PP]

BP: Blast 10 (Extras: Autofire, Feats: Improved Critical 2, Precise, Variable Descriptor 1 [Electromagnetic]) [34/34 PP]

 

AP: Blast 6 (Extras: Range [Perception], Duration 2 [Sustained, countered by current being conducted away eg immersion in water], Conductive [Variant of contagious extra: damages anything in direct contact, but allows reflex save to drop/remove contact], Feats: Precise, Subtle, Flaw: Original target limited to metal objects) [32/34 PP] “Induce current” Electricity and Heat Descriptors

 

AP: Move Object 10 (Extras: Range [Perception], Damaging, Feats: Precise, Subtle, Flaws: Limited to metals) [32/34 PP] “Magnetism”

 

AP: Stun 8 (Extras: Range 2 [Perception], Area: Line, Feats: Triggered 1 (Movement between two metal surfaces), Flaws: Limited, line must be between two metal surfaces) [33/34 PP] “Lightning Arc”

 

AP: Nullify 10 (Electronics, Extras: Area Burst [50-250'r], Effortless Feats: Subtle, Precise, Progression Area 2 [x5], Flaws: Range Touch) [34/34 PP] "EM Pulse"

 

AP: Nullify 5 (Electronics, Extras: Duration-Sustained [+2], Effortless, Range-Perception, Feats: Selective, Subtle, ) [32/34 PP] "EM Field"

 

AP: Confuse 8 (Extras: Duration 2 [Sustained], Feats: Subtle) [33/34 PP] "Synaptic Stimulation"

 

AP: Strike 10 (Feats: Improved Critical 1, Extended Reach 1) linked with Stun 10 (Feats: Improved Critical 1, Extended Reach 1) "Taser Fist" [12+22=34 PP]

 

AP: Alt Power: HAVEN NETWORK, Container 6 [30 PP] (Extras: Affects Others, Area [Burst], Duration [Continuous], Feats: Progression increase area 2 [120’ r], Selective, Subtle, Flaws: Paralysed/Helpless [-2], Insensate except for radio and mental senses [-1]) [34/34 PP]

Communication 2 (Radio, 100'r, Extras: Area Omnidirectional, Feats: Subtle, Flaws: Limited one way) [3 PP]

Data Link 2 (Radio, 100', Feats: Subtle) [3 PP]

Comprehend 5 (Speak all, read all, understand all, you are understood, Decryption) [10 PP]

Feature 3 (Virtual reality environment, Internal Computer, Internal Library) [3 PP]

Quickness 18 (1,000,000x speed, 1 second=10 days, Drawbacks: Limited to mental) [9 PP]

Supersenses 2 (Radio, Analytical Radio) [2 PP]

 

Finally, for no cost modifying the Regeneration a bit. 

 

Regeneration 10 (+5 Recovery Bonus [Total of +0 as construct], Disabled 5 [1/min], Feats: regrrowth, Flaws: Source [Plugged in]) [6 PP]

 

And last but not least, turning down vulnerability to magnetic effects (1 PP)

 

Vulnerability (Magnetic effects, Common, Moderate x1.5 DC) [3 PP]

 

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DIMENSIONALLY TRANSCENDED'D by Dr Archeville!

 

Captain Cosmos: 19 PP to Spend

 

Bringing him up to PL 12

Combat: 8 PP

Attack now +9

Defence now +9, +5 Flat Footed

Knockback should be -6, -12 Antidimensional Form, -16 in Hyperdimensional form

 

Saves: 3 PP

Reflex now +6

Will now +12 (+3 Wis, +9)

 

Skills: 2 PP

Adding 2 Ranks to Sense Motive to make it 10 (+12)

Adding 2 Ranks Diplomacy to make it 10 (+12)

Adding 4 Ranks of Knowledge (Popular Culture) to make it 4 (+6)

 

Feats: 1 PP

Adding Power Attack

 

Powers: 5 PP

Adding 5 PP to the DImensional Array to make it:

 

Alt Form 5 Dimensional Array (30 PP Alt Forms, Duration: Sustained [+0], Feats: 6 Extra Alt Forms) [36 PP] “Dimensional Control” [Dimensional]

 

Base Form: 1 Dimensional (Becomes a mathematical line) [9+20+1=30 PP]

Concealment 4 (All Visual Senses, Flaws: Permanent [+0], Feat: Close Range) [9 PP]

Insubstantial 4 (Incorporeal, affected by dimensional affects, Flaws: Permanent [+0]) [20 PP]

Super Senses 1 (Radius Vision) [1 PP]

 

Alt Form: 2 Dimensional (Becomes completely flat) (5+6+19=30)
Concealment 4 (All Visual Senses: Feats: Close Range, Flaws: Permanent [+0], Limited to those facing side-on)  [5 PP]

Insubstantial 1 (Flaws: Permanent [+0], Limited to passing through gaps equal to or wider than width Feats: Evasion 2) [6 PP]

Strike 15 (Feats: Affects Insubstantial 2, Improved Critical 2) “Slicing” [19 PP]

 

Alt Form Hyper Dimensional (Enhanced normal dimensions) (8+12+10=30)

Immovable 8 (Resist movement +16, Knockback -4, Extras: Unstoppable) [8 PP] 

Impervious Toughness 12 [12 PP]

Super Strength 5 (Additional +25 STR) [10 PP]

 

Alt Form: Flexi Dimensional (Alter three dimensional proportions) (12+8+3 +7=30 PP)

Growth 12 (Gargantuan size, Flaws: Dispersal [-2]) [12 PP]

Morph 4 (Any form, +20 to disguise. Flaws: Limited, cannot change colour) [8 PP]

Elongation 3 (up to 25’ extention, +3 Escape and Grapple) [3 PP] 

Insubtantial 1 (Liquid/Fluid dimensions, Feats: Selective, Subtle) [7 PP]

 

Alt Form: Multi Dimensional (Summon alternative versions of unpowered Buddy Brand)

Summon 7 (105 PP Alternate Versions of Buddy Brand, Extras: Type (Narrow), Duration (Continuous), Feats: Progression 2 [up to 5 versions], Mental Link, Drawbacks: Action [Full round per copy]) [30 PP]

 

Alt Form:Transdimensional (Bypass normal dimensional contraints) (16+8+6 = 30 PP)

Supermovement 8 (Dimensional 2 [Alternate Dimensiona], Space Travel 3 [Fast Interstellar], Permeate 3 [Full speed]) [16 PP]

Supersenses 8 (Visual Penetrates [4], Auditory Penetrates [4]) [8 PP]

Flight 6 (Stacks with normal flight for Flight 11, 25000mph, Flaws: Levitation) "Gravity hitching" [5 PP]

 

Alt Form: Antidimensional (Flipped dimensions!) [24 + 1 + 5 = 30PP]

Protection 0 (Extras: Impervious 12, Reflection [physical only] 12) [24 PP]

Alternate Power to Flight: Burrow 6 (50mph, Extras: Penetrating) [1 PP]

Immunity 5 (Grapples/Snares) [5 PP]

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  • 3 weeks later...

MUTATE'D by Dr Archeville!

 

Gamma Buzz

8 PP to flesh out

 

Skills 5 PP

4 Ranks to Stealth to make it 8 (+17)

4 Ranks to Computers to make it 4 (+5)

12 Ranks to Escape Artist to make 12 (+21)

 

Feats 1 PP

Favoured Environment 1 (Sewers)

 

Powers 2 PP

 

Add

 

Feature 1: Autoamputation (Can, as a move action, harmlessly auto amputate limbs, digits, or armour plates. Amputations are dead once seperated and can not be reattatched)

 

Add 1 Alt Power to Radiation Array: Nuclear Breath. The total array looks like this:

Radiation Array (32 PP Array, Feats: Alt power 6) [38 PP] (Radiation Descriptor)

BP: Blast 8 (Extras: Penetrating, Feats: Improved Range 3 (800’ Increments), Progression: Maximum range 3 (x10), Precise, Incurable) [32 PP] “Laser Vision”

AP: Nauseate 5 (Extras: Sustained Aura [+3], Contagious, Feats: Selective Aura) [31 PP] “Radioactive Glow”

AP: Nauseate 5 (1-50’ Cloud, Extras: Range, Contagious, Cloud Area, Feats: Decrease Area 5, Increase Area 1) [31 PP] “Fallout Bomb”

AP: Dazzle 8 (10-200’ Radius, Visual plus Radio Senses, Extras: Burst Area, Feats: Decrease Area 6, Increase Area 2, Flaws: Range) [32 PP]

AP: Environmental Control 5 (100’ Radius, Extreme Heat, Extreme Light, Heavy Radiation, Extras: Independent [+0], Feats: Selective [Mix and match effects], Slow Fade 6, one day, Flaws: Range [touch]) 32 PP “Irradiate Ground”

AP: Transform 8 (Mutation to Mutation, 250lbs, Extras: Continuous- countered by medical treatment, Flaws: Random [No control over what power points are turned into]) 32 PP “Mutation Beam”

AP: Damage 8 (Extras: Area [Cone], Alternate Save [Fortitude], Feats: Reduced Area 6 [20-80' Cone], Incurable, Insidious) [32/32 PP] "Nuclear Breath"

 

 

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  • 3 weeks later...

Message sent to player by Thevshi

 

Rot

 

Would like to edit Rot a little bit to facilitate some story ideas. I'm fixing to start up a couple team-up threads with other Claremont characters, but I need a McGuffin to enable them to work in close proximity with Consuelo. So:

 

Feature 1 Friendship Bracelets. Rot's mysterious benefactor has placed 5 friendship bracelets (made of the same mysterious black fabric as her super suit) in the duffle bag she took with her to move into Claremont. A person wearing a Friendship Bracelet is immune to the effects of Rot's Untouchable Drawback. [1PP]

 

Also, I have a secret reason for Rot to have one other minor power, that I'm planning to pop up soon:

 

Immunity 1 Own powers [1PP]

 

So, I don't technically have any PP banked for Rot at this exact moment, but, so far, Rot will be earning 8PP for November. So, I was wondering if I could buy these edits on credit. . . . 

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  • 2 weeks later...

UPGRADE'd by Dr Archeville

 

image.png.f9920542f2ec5e55a6ad5f6cda37b344.png

 

Default human form

 

Name: Shift

Power Level: PL10/12

Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Power Points: 192/192

Unspent PP: 0

 

In Brief: Nanotech artifical lifeform with changeable shape

Identity: Pol Rothstein-Frasier
Birthplace: FR Technologies, Greenbank
Occupation: Hero
Affiliations: Claremont Academy (graduate), Young Guardians

Family: Alan Frasier ('father'), Sarah Rothstein ('mother')

 

Description

DOB: January 242004 (programing completed)

Apparent Age: n/a
Gender: Genderfluid

Ethnicity: n/a
Height: 5' 6"
Weight: 625 lbs
Eyes: n/a
Hair: n/a

 

Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto.

 

As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand.

 

When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed.

 

History:

FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArcheTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed.

 

Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programmers were constantly in the process of upgrading their hardware, at considerable personal cost.

 

Eventually the two programmers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child.

 

Ultimately the two programmers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw.

 

Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol.

 

What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artificial lifeform.

 

But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out?

 

As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day.

 

Personality & Motivation:

Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students.

 

By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing.

 

Powers & Tactics:

Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel.

 

Complications:

"I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot.

 

"How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous.

 

"Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some.

 

"That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating.

 

"They're still looking for me." The Foundry would still like to reclaim its 'stolen property'.

 

"SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions.

 

Abilities: 22PP (12 + 4 + (-10) + 12 + 4 + 0)

Strength: 22 / w. Density: 34 (+12), 54 Lifting (Heavy Load: 22.4 tons)

Dexterity: 14 (+2)

Constitution: -

Intelligence: 22 (+6)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 14PP (8 + 6)

Initiative: +6 (+6 Int)

Attack: +4

Grapple: +24 (+4 Base Attack, +4 Attack Focus [Melee], +12 Strength, +4 Super-Strength), +29 with Elongation

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

Knockback Resistance: 10 (1/2 of Non-Impervious Toughness 4 = 2, + Impervious Toughness 8), 12 at normal speed or slower (Immovable 2)

 

Saving Throws: 10PP (0 + 4 + 6)

Toughness: +12 (+12 Protection; Impervious 8 )

Fortitude: -

Reflex: +6 (+2 Dex, +4PP)

Will: +8 (+2 Wis, +6PP)

 

Skills: 11PP (44R)

Acrobatics 8 (+10)

Climb 0 (+4) (No Strength bonus from Density)

Computers 4 (+10)

Craft (Electronic) 4 (+10)

Craft (Mechanical) 4 (+10)

Diplomacy 4 (+4)

Disable Device 4 (+10)

Disguise 0 (+0, +20 Morph)

Knowledge (Technology) 4 (+10)

Notice 8 (+10)

Search 4 (+10)

Swim - (Density)

 

Feats: 19PP

Attack Focus [Melee] 4

Beginners Luck

Dodge Focus 5

Improvised Tools

Interpose

Jack of All Trades

Luck 2

Move-By Action

Speed of Thought

Takedown Attack 2

 

Enhanced Feats:

Improved Grapple (if using Additional Limbs)

 

Powers: 124PP

Communication 5 (Radio, Range: 5 miles) [5PP]

 

Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP]

 

Spoiler

Immovable 2 (At normal speed or slower: Knockback Resistance +2; +8 to resist Rush/Trip attacks; 2 Slam Damage redirected back at attacker)

 

Impervious Toughness 3

 

Protection 3

 

Enhanced Strength 12

 

Super-Strength 2

 

Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP]

 

Immunity 40 (Fortitude effects; Psionic effects) [40PP]

 

Impervious Toughness 5 (8 ranks total) [5PP]

 

Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP]

 

Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP]

     BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5}

     AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5}

 

Protection 9 (12 ranks total) [9PP]

 

Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP]

 

Super-Strength 2 (4 ranks total; Lifting Strength: 54, Heavy Load: 22.4 tons; Grapple +4) [4PP]

 

Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP]

 

Spoiler

Standard Array [5PP]

Features 3 (Lights, Internal Compartment, Mimicry) + Super-Senses 2 (Direction Sense, Time Sense) 

 

Machine Communications [4PP]

Comprehend 2 (Machines: Speak All, Understand All)

 

Wireless Access [5PP]

Datalink 4 (Sense Type: Radio, Range: 1 Mile.; Feat: Machine Control) 

 

Grapple Array [5PP]

Additional Limbs 4 + Enhanced Feat (Ambidexterity)

 

Stretch Array [5PP]

Elongation 5 (100 foot reach)

 

Nanobot Liquification [ 5PP]

Insubstantial 1 (Liquid Form) 

 

Drawbacks: -8PP

Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP]

 

Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP]

 

Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

DC Block

ATTACK         RANGE    SAVE                                 EFFECT

Unarmed        Touch     DC 25 Toughness           Damage

Drain               Touch     DC 20 Reflex                  Damage

 

 

TOTALS:

Abilities (22) + Combat (14) + Saving Throws (10) + Skills (11) + Feats (19) + Powers (124) - Drawbacks (8) = 192/192 Power Points

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MULTIPLICITY'd by Dr Archeville

 

Multi-Girl

 

Going to spend her 7 free PP

 

Spending +3 PP to improve Duplication to 9 (see hidden for how it tracks)

2 PP to Skills Adding Stealth with 4 ranks; +2 ranks to Notice and +2 ranks to Sense Motive.

2 PP to feats: adding Teamwork and Set Up

 

Also, going to switch one of the skills she has Skill Mastery for, from Climb to Stealth.

 

Here is the new crunch part of her character sheet (correcting a slight error on her Con that ended up in the last edit as well, as it should be 28, not 29):

 

Spoiler

Abilities 2 + 4 + 4 + 4 + 4 + 12 = 30

Strength: 12/28 (+1/+9)

Dexterity: 14/22 (+2/+6)

Constitution: 14/28 (+2/+9)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 22 (+6)

 

Combat: 10 + 8 = 18 PP

Initiative: +2/+6

Attack: +5 BAB, +7 Ranged

Defense: +4 BDB, +5 Def (with +1 Dodge Bonus); +2 Flat-Footed

Grapple: +14

Knockback: -6

 

Saving Throws: 2 + 2 + 3 = 7 PP

Toughness: +2/+13

Fortitude: +2 (+2/+8 Con, +4/+10)

Reflex: +2 (+2/+6 Dex, +4/+8)

Will: +3 (+2 Wis, +5)

 

Skills: 60R = 15PP

Acrobatics 4 (+7/+10) Skill Mastery

Climb 2 (+3/+10)

Bluff 4 (+7/ +11 w/ Attractive)

Drive 2 (+4/+8)

Kn: History 4 (+6)

Kn: Pop Culture 4 (+6)

Notice 8 (+10)Skill Mastery

Perform (Dance) +4 (+10)

Perform (Singing) 14 (+20)Skill Mastery

Sense Motive 8 (+10)

Stealth 4 (+10)Skill Mastery

Swimming 2 (+3/+10)

 

Feats: 7

Attack Focus: Ranged 2

Attractive

Dodge Focus

Set Up

Skills Mastery (Acrobatics, Notice, Perform [Singing]; Stealth)

Teamwork

 

Powers 46 + 29 + 25 + 5 = 105 PP

 

Container 9.1 (T-Baby physiology) [46 PP]

            Enhanced Str +16 (feat: subtle) {17 PP}

            Enhanced Dex +8 {8 PP}

            Enhanced Con +14 {14 PP}

            Speed 2 (1 alt power) {3 PP}

            Alt: Leaping 2

            Protection 4 {4 PP}

 

Duplication 9 (PL 9 duplicate with 124PP/135PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [29 PP]

 

More Duplicates! 12 (24 PP Array, Feats: Alternate Powers 1) [25 PP]

            Base Power: Snare 12 (Extra: Engulf (0)) {24/24 PP}

            Alt 1: Add (Extras: Targeted Area (burst); Selective Attack) to Melee Attacks {24/24 PP}

 

Strike 4 (feat: mighty) (duplicates) [5 PP]

 

Drawbacks

Weakness (Daka Crystals; Frequency: Uncommon [-1]; Intensity: Major: cumulative -1 to all stats [-2 Plus -1 effects CON]; Time: every 20 minutes [0]) [-4 PP]

 

Totals

Abilities (30) + Combat (18) + Saving Throws (7) + Skills (15) + Feats (7) + Powers (105) - Drawbacks (4) = 178/178 PP

 

Note: Multi Girl’s Heroic Duplicate has identical stats except does not have the More Duplicates! array.

 

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  • 2 weeks later...

Across the Stars by Thev

 

Just sneaking in to do some edits at the end of the year.

 

First is just an update to her description due to her not being 17 anymore and to follow her increased density:

 

Description:

Age: DOB: 20 August 2004

Gender: Female

Ethnicity: Caucasian

Height: 6'1"

Weight: 28,665 lbs (191.1 sans Density)

109.3lbs if Muscle Atrophied

Eyes: Blue

Hair: Black

Alice is tall and well developed, with a well toned muscles and a curvy hourglass figure. Her hair reaches to between her shoulder blades. It looks light and bouncy, but anyone who touches it finds that it is heavier than it appears, although still soft. She has full lips and a slightly concave button nose. She has high cheekbones and large expressive blue eyes that seem to invite people around her to be comfortable.

 

As a civilian Alice wears dull, often very loose clothes, many are hand-me-downs from her brother that have been modified to fit her figure better, although they still hang loose off of her.

As Shooting Star she wears a white body-glove with sky blue boots and gloves, her cape is similarly white, with a blue trim around the edges. She wears a bronze breastplate over her torso, although she doesn't need the armour. To conceal her identity she wears a cowl that lets her hair out but covers her eyes and nose. Unlike most heroes her suit is not made of any advanced materials, and mostly she relies on her own invulnerability and it's form fitting nature to resist damage as bullets and blades normally don't penetrate her skin, so the costume does not tear, but the suit and especially the cape does often end up dirtied or torn, and there are often holes, tears and dents in her breastplate.

 

For abilities her base strength went down 2 to make up for Density going up, and fixed the numbers listed, since I'd noted constitution wrong in the totals. Updated her carrying capacity.

 

ABILITIES: -10 + 4 + 10 + 8 + -2 + 10 = 20PP
Strength: 40/0 (+15/-5) (Super Strength 6, Carrying Capacity: 200 tons)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 18 (+4)
Wisdom: 8 (-1)
Charisma: 20 (+5)

 

Base Attack Bonus went up by 1, her defense went up by one due to dodge focus.


COMBAT: 6 + 4 = 10PP
Initiative: +2
Attack: +5 Melee (+3 Base, +2 Melee Attack Focus), +2 Ranged (+2 Base)
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +26 (+5 Melee, +15 Strength, +6 Super-Strength)
Knockback: -18

 

Shaved off a couple points of Fortitude and Reflex to afford things. Toughness went up to 15, Impervious increased to 10


SAVING THROWS: 3 + 6 + 5 = 14PP
Toughness: +15 (+5 Con, +10 Density), 10 Impervious
Fortitude: +8 (+5 Con, +3 Base)
Reflex: +8 (+2 Dex, +6 Base)
Will: +4 (-1 Wis, +5 Base)

 

Dodge Focus went up 1.

 

FEATS: 9PP

All-Out Attack
Attack Focus [Melee] 2

Dodge Focus 3

Interpose

Luck 2

 

Increased Density to 20


POWERS: 68 + 37 + 4 + 9 = 118PP

 

Density 20 (Hyperdense Body; Extras: Duration (Continuous), Unstoppable 6 (Applies to Immovable), Flaws: Permanent, Feats: Subtle 2) [68PP] (Divine, Mutation)

Density Sub-Powers:

Enhanced Strength 40

Immovable 6 

Impervious Protection 10

Super-Strength 6 (+30, effective STR 70; Carrying Capacity: 200 tons)

 

Updated her DC block with her new punchings

 

DC Block

ATTACK          RANGE              SAVE                     EFFECT

Unarmed         Touch              DC30 Toughness (Staged)  Damage (Physical)

 

TOTALS:

Abilities (20) + Combat (10) + Saving Throws (14) + Skills (8) + Feats (9) + Powers (118) - Drawbacks (-5) = 174/174 Power Points

 

Also updated the totals here to make sure everything was right.

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Returned from the shadows by Thev

 

Just noticed two errors on Shadowborne's new sheet! Her Damage 10 is mighty, making her the sites first PL10.5 based on her numbers lol, and I made the Metamorph Innate, which is not only weird, but runs counter to her own backstory haha. Could someone please replace the start of her Powers section with the following:

 

Powers: 13 + 1 + 34 + 12 + 2 = 62PP

All powers have the following descriptors: (Dimensional, Darkness, Schattenwelt)

 

Damage 9 (Shadowed Weapons; Feats: Affects Insubstantial 1, Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [13PP] (Empowerment, Held Object)

 

Morph 1 (Shadowbeast Form; Extras: Duration [Continuous]; Feats: Metamorph; Drawbacks: Action [Standard Action]) [1PP] (Transformation)

 

Schattenwelt Drawing Array 14.5 (29PP Array; Feats: Alternate Power 5) [34PP]

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HUNDRED POINT RESTORATION'd by Fox

 

Spending some points to bump Sri Kath’lana up to PL 11: 28 PP

 

Abilities: 4 PP

Dex +2 (2 PP)

Con +2 (2 PP)

 

Combat: 6 PP

BAB: +2 (4 PP)

BDB +1 (2 PP)

 

Saves: 6 PP
Fort +2

Dex +2

Will +2

 

Star Knight Armor +3 ranks (15 DP/12 PP)

 

Offensive Capabilities: 33 PP array (Power Feats: Accurate 2; Alternate Powers 4) {39 DP}

BP: Blast 11 (Extra: Autofire) {33/33PP}

AP: Enhanced Strength 12; Super Strength 5 (Effective Strength 51); Strike 3 (Energy Claws; Power Feats: might) {26/33 PP}

AP: Create Object (Energy Shield) 11 (Extras: Impervious) {33/33DP}

 

Boosting Protection’s Impervious by 1 DP

 

All of that will result in the following changes:

 

Spoiler

Description
Age: 24 (DOB: 2/18/1999 (Terran Calendar))
Apparent Age: 24 (for a F'terrix)

 

Abilities: 0 + 2 + 4 + 4 + 4 + 6 = 20PP
Strength: 10/14/26 (+2/+8)
Dexterity: 12/22 (+1/+6)  
Constitution: 14/18 (+2/+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)

 

Combat: 14 + 10 = 24PP
Initiative: +10
Attack: +7; +11 w/ offensive capabilities
Grapple: +7/+20
Defense: +5 base, +10 with Dodge Focus, +3 flat-footed
Knockback: -2/-11 w/Protection (Impervious)

 

Saving Throws: 7 + 6 + 7 = 20PP
Toughness: +12 (+4 Con, +8 Protection) (11 Impervious)
Fortitude: +11 (+4 Con, +7)
Reflex: +12 (+6 Dex, +6)
Will: +9 (+2 Wis, +7)

 

Skills: 80R = 20PP

Acrobatics 12 (+18)
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)

 

Powers: 26 + 84 = 110

 

Star Knight Armor Device 21 (105 DP; Hard to Lose) [technology; cosmic] [84 PP] 

 

Offensive Capabilities  33 PP Array (Power Feats: Accurate 2; Alternate Power 4) {39 DP}

  • BP: Blast 11 (Extra: Autofire) {33/33 PP}
  • AP: Enhanced Strength 12; Super-Strength 5 (effective Strength 51); Strike 3 (energy claws) (Feat: Mighty) {26/33 PP}
  • AP: Snare 11 {22/33 PP}
  • AP: Nullify Technology 11 (Flaw: Full Action) {22/33 PP}
  • APCreate Objection 11 (Energy Shield) (Extra: Impervious) {33/33 PP}

Protection 8 (Extras: Impervious 11) {19 DP}

 

Totals:

Abilities (20) + Combat (24) + Saving Throws (20) + Skills (20) + Feats (9) + Powers (110) = 175/203 PP

 

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