Thevshi Posted January 6 Share Posted January 6 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. When submitting edits for multiple characters, please make one post per character - it helps with the bookkeeping and make sure that an issue with one character edit doesn't affect another's. Also please try to limit the number of characters you post at once. 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. Link to comment
Thevshi Posted January 8 Author Share Posted January 8 MULTI-PLIED by Fox Got some changes for Multi-Girl Making some slight changes and spending 9 of her free PP (will be getting back 1PP in the changes below that will be spent). Also dropping the Too Crowded complication, as Bernadette has better control over her powers now. Here are the changes to shift things around: Dropping a rank of Protection (freeing 1 PP in the container) Increasing Running to 3 ranks (using that free PP in the container), this also increases the linked Leaping to 3. Changing her Strike to martial arts training (instead of from duplicates) and dropping a rank (to 3 ranks), freeing up 1 PP. With the now 11 PP to spend getting the following: Increase BAB by 1 (to offset the lowered damage by dropping strike) [2 PP] Increase Dodge Focus by 1 (to offset the reduction in toughness) [1 PP] Adding a new Alt power to More Duplicates! Array (for 1 PP): Many, Many Hands! Super Strength 6 (+30 effective Str) Additional Limbs 5 (24 arms) Going to spend 10 PP on saves: +3 to Will save +2 to Reflex +1 to Fort Also going to use 1PP from a reward slot for 5 EP to get the following: Communicator: Communications 4 (Radio, 1 mile; Feat: Subtle) [5 EP] All this should leave her with 1 unspent PP in the end. Changes to relevant portions of sheet below: Spoiler Complications: T-Baby: Bernadette’s powers originate from the Terminus incursion of 1993 and 2018, there are those that are frightened or hate so call “T-Babies.” 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: 12 + 8 = 20 PP Initiative: +3/+6 Attack: +6 BAB, +8 Ranged Defense: +4 BDB, +6 Def (with +2 Dodge Bonus) Grapple: +15 (+26 with Many, Many Hands!) Knockback: -6 Saving Throws: 3 + 4 + 6 = 13 PP Toughness: +2/+12 Fortitude: +5/+12 (3 ranks +2/+9 Con) Reflex: +6/+10 (4 ranks +2/+6 Dex) Will: +8 (6 ranks +2 Wis) Skills: 60R = 15PP 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 8 (+10) Perform (Dance) 4 (+10) Perform (Singing) 14 (+20) Sense Motive 8 (+10) Stealth 4 (+10) Swimming 2 (+3/+10) Feats: 8 Attack Focus: Ranges 2 Attractive Dodge Focus 1 Set Up Skill Master (Acrobatics, Notice, Perform [Singing], Stealth) Teamwork Equipment: 1 PP (from rewards) Communicator: Communications 4 (Radio, 1 mile; Feat: Subtle) [5 EP] Powers 46 + 29 + 26 + 4 = 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 3 (1 alt power) {4 PP} Alt: Leaping 3 Protection 3 {3 PP} Duplication 9 (PL 9 duplicate with 132PP/135PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [29 PP] More Duplicates! 12 (24 PP Array, Feats: Alternate Powers 2) [26 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} Alt 2: Many, Many Hands!: Super Strength 6 (+30 effective Str) Additional Limbs 5 (24 arms) {17/24 PP} Strike 3 (feat: mighty) (Martial Arts Training) [4 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 (20) + Saving Throws (13) + Skills (15) + Feats (8) + Powers (105) - Drawbacks (4) = 187/188 PP Note: Multi Girl’s Heroic Duplicate has identical stats except does not have the More Duplicates! Array (and of course Duplication). Link to comment
Heritage Posted January 11 Share Posted January 11 SLIP AND SLIDE BY THEV <Img>https://photos.app.goo.gl/V5FnY1cS1X5nBUcq6<img> The Eel Power Level: 7 (116/116PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 0 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Bartender/detective Affiliations: The Labyrinth (former), The Tattered Man (associate) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration and can even replicate other clothing. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it in the field. History: A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's done something very bad, and must atone for it; to this end, she will help those she encounters in any way she can. She currently works as a bartender (one of the few 'normal' skills she recalls) at Club Maxx as 'Eileen Lake', a false identity she's assembled over time. However she's been known to do a little detective work on the side, on occasion helping the Tattered Man with some of his cases. Spoiler Though she doesn't remember it, the Eel was created by the Labyrinth, who very much want to reacquire their property, as she is one of their most valuable assassins, representing a considerable investment. Personality & Motivation: Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes. Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Don't Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. No Pictures, Please: Both the Eel and 'Eileen' hate to be photographed, and will get very upset if it's done without consent. Photos can end up on the web, which could lead to her past catching up with her. Spoiler Find Her, Now!: If the Labyrinth ever finds her location, they will be very motivated to catch their little lost fish. ABILITIES: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) COMBAT: 6 + 8 = 14PP Initiative: +6 (+6 Dex) Attack: +3 Ranged, +7 Melee (+3 Base, +4 Attack Focus) Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -1/-2 SAVES: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) SKILLS: 64R = 16PP Acrobatics 4 (+10) Bluff 6 (+10) Diplomacy 1 (+5) Disable Device 4 (+5) Disguise 0 (+4, +24 from Morph) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Investigate 5 (+5) Knowledge (Streetwise) 4 (+5) Notice 6 (+8) Profession: Bartender 3 (+5) Search 4 (+5) Sense Motive 8 (+10) Sleight of Hand 4 (+10) Stealth 4 (+10) Swim 11 (+12) FEATS: 4 + 1 + 1 + 6 + 1 + 1 + 1 = 15PP Attack Focus (Melee) 4 Benefit: Alternate Identity ('Eileen Lake') Benefit: Ambidexterity Dodge Focus 6 Equipment 1 Grappling Finesse Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP Handcuffs 1EP Lockpicks 1EP Laptop 1EP Multi-tool 1EP POWERS: 2 + 4 + 4 + 7 + 6 + 3 + 3 + 5 = 34PP (All powers have the Mutant descriptor) Additional Limbs 2 (Legs/Feet usable as Arms/Hands) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Device 4 (Eelskin, Flaws: Hard to Lose) [4PP] Morph 4 (+20 Disguise, Flaws: Limited [Clothing Only])[4DP] Protection 1 [1DP] Drain Wisdom 7 [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP] Swimming 5 (Speed: 50 mph) [5PP] DRAWBACKS: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain TOTALS Abilities 34 + Combat 14 + Saves 9 + Skills 16 (64 ranks) + Feats 15 + Powers 34 - Drawbacks 6 = 116/116 points Link to comment
Heritage Posted January 11 Share Posted January 11 SLIP AND SLIDE by THEV Really simple edit. 3 PP converted to skill points, 4 each in Investigate, Kn: Streetwise and Search. And make the pic smaller, for God's sake Link to comment
Lone_Star Posted January 12 Share Posted January 12 HOCUS POCUS by THEV Simple edit here: Ghule's major vulnerability to Magic should net her one extra point, as Magic is a Very Common Descriptor, per the Descriptor Frequency page. So this: Drawbacks: -4PP Vulnerability (Magic; Frequency: Common; Intensity: Major [x2]) [-4PP] Should be changed to this: Drawbacks: -5PP Vulnerability (Magic; Frequency: Very Common; Intensity: Major [x2]) [-5PP] There are a few details I'll need to correct on her sheet in the future, but I'll submit a full sheet. Link to comment
Ecalsneerg Posted January 13 Share Posted January 13 SHOCKED by Thev Galvanic Let's go for: Ability Scores 2PP Charisma +2, to a total of 14(+2) Skills +8r=2PP Diplomacy +8, to a total of 8(+10) Feats 2PP Leadership Luck +1, to a total of 2 ranks so 6PP spent, should still be 1 left over. Link to comment
RocketLord Posted January 13 Share Posted January 13 SOARING by Thev There's a full sheet with all updates below (please keep the indentation intact), but summing it up: Equipment from Veteran Rewards I'd like to spend 8PP from a free Veteran Reward on Equipment, for 40 additional EP, bringing Stormcrow up to total Equipment 16 [80EP] from Veteran Rewards. Guardians HQ: +1EP, adding Hangar feature Adding Guardians Jet: 32EP (see below) Guardians Jet (Vehicle; Jet) [32EP] Spoiler Size: Gargantuan [3EP] (-4 ATK/DEF, Str 40, Tou 11) Strength: 45 (Medium Load: 40 tons) [1EP] Defense: 6 [0EP] Toughness: +11 [0EP] Features: [5EP] Alarm 2 (DC 25) Computer Hidden Compartments Navigation System Powers: [23EP] Communication 8 (Radio; 2000 miles; Feats: Subtle) [9EP] Flight 7 (1000mph / 10,000ft per Move Action) [14EP] Adding Communicator Equipment: 7EP Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] That should be all 40EP spent. Updating Stormcrow Costume Device Remove the Communication Array from the device, and the lower the Device's rank to rank 5, which should leave it as Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) and save me 4PP to use for other things, bringing my total unspent PP up to 10. which leaves me with 2DP to spend, which I use to add the below Concealment power to the suit Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Spending 10 PP 3PP: Increase Luck Control to rank 2, add option "Spend HP for others" 6PP: Buying 24 ranks of Skills: Acrobatics +5, Bluff +3, Computers +3, Knowledge [Tactics] +3, Pilot +5, Stealth +5 1PP: Add Feat: Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls], and update Initiative bonus to "Initiative: +15 (+15 Knowledge [Tactics])" Finally... Please add this picture next to the pic of Stormcrow in costume: UPDATE IDEAS Redo the Ultility belt array? The STORMCROW Power Level: 12 Effective Power Level: 12 Power Points: 228/228PP Unspent Power Points: 0PP Trade-Offs: -3 TOU/ +3 DEF, +2 ATK/-2 DC In Brief: The Nightwing to the Raven's Batman. Theme: Shine - Matt Beilis / Spotlight - Saliva Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret) Birthplace: Freedom City, United States of America Residence: Guardians HQ, Bayview, Freedom City Base of Operations: Guardians HQ, Bayview, Freedom City; The Rookery Occupation: Adventurer, Crime Fighter Affiliations: Claremont Academy, Raven III, Raven Family, Young Guardians Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. Since his time at Claremont, Charlie has also to taken to dressing more casually with jeans, t-shirts and sneakers of varying colors and designs. As the Stormcrow, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless dark grey full-body suit. Over the suit, he wears a black cowl connected directly to a black cape. The edges of the cape is very light, somewhat shiny blue, and connects to a logo with a bird with outstretched wings on Charlie's chest. The inside of the cape is a slightly lighter grey than the full-body suit. The cowl is outfitted with light blue one way lenses in a vaguely bird beak shape, which covers and hides his eyes. The lens acts as a heads-up display for Charlie. The dark grey full-body suit is broken up with a pair of shiny light blue bracers with shiny black edges that end in triangles at each end, and boots in similar design and color scheme, which ends in triangles pointing to his knees. He wears a silvery and light blue utility belt with another light blue bird logo on a black background as the buckle. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. While at Claremont, Charlie quickly struck up friendships with several other students, and when Sebastian Shields, otherwise known as Casanova, assembled a team of students with less than heroic intentions as New Young Freedom, Charlie started organizing his friends into their own team in response. Charlie led a shifting roster of Young Guardians to thwart not just Casanova's New Young Freedom, but through a few other adventures as well. Casanova would, in particular, grow to hate Charlie for his effort. At the same time, he worked with the Raven to combat the rising crime brought on by the Doomforge, with the House of Usher having returned and set up shop in it's shadow, spreading their influence throughout Freedom City. Charlie would eventually leave Claremont near the end of his second year, disappearing rather suddenly from the school when he and the Raven focused their efforts on fighting the House of Usher, eventually dismantling their operations in Freedom City and driving them away from the city. Not content to let the Usher family escape justice, the Raven and Nevermore gave chase, hunting them across the world. The duo had a number of adventures along the way. Charlie grew from these experiences, and began to realize that he wanted to be more than just the Raven's sidekick. He had plans and ideas for what he wanted to do on his own. Alek agreed that it was time for Charlie to go out on his own. Returning to Freedom City, Charlie began to prepare. He wanted to do it right, so he took his time, and, with funding from the Summers family, he designed a new headquarters that he could use with his friends, as well as a new identity. And soon, the Stormcrow would soar, and, with some luck, he would be joined by the Young Guardians once again. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, with plenty of experience both alone and working together with others, particularly the Raven, though he has not grown out of his cockiness yet. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. During his time in Claremont and abroad, Charlie has grown into an accomplished detective, hero and leader. His ego and bravado remain as strong as ever, but they are now rooted in genuine experience and knowledge of his own capabilities and skills. Charlie remains as driven as ever, and still tends to fixate on finding solutions to any mystery or problem that catches his interest, almost to the point of obsession. POWERS & TACTICS The majority of Charlie's tactics relies on analysis, distraction and misdirectio. Observe an enemy, figure out how to best stop them, and then execute his plan. His personal fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. Stay out of trouble, stick to the shadows and put his brains to good use. Charlie tends to take on a leadership, or at least planning, role when working with others, whether they like it or not. He has studied and worked towards this, and he generally dislikes being ordered around by people that he doesn't think what it takes to lead. He will, for instance, not have any issues with the Raven giving him commands, or other more experienced heroes, while someone that had just joined Claremont would be a stretch. His tactics tends to involve teamwork, and he will try to weaken enemies or set them up for attacks from his more powerful teammates if possible. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Stormcrow costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat, which also contain a charged shock charge. He uses a modified version of the Raven's ravenrangs, smaller and lighter, which he call's Crow's Claws. He utilizes a great number of different types of tools to snare or trip his opponent, as well as multiple types of gadgets to blind his foes, whether it is with flashbangs, darkness, gunk in the eyes, light shows, concentrated zones of darkness or something else, all to allow him to effectively immobilize and distract his foes. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark crows, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Charlie is secure in himself, he knows what he can and cannot do, and that he is only just getting started. As the Stormcrow, he is the newest part of the Raven legacy, and while he had good times as Nevermore II, it was high time that he stepped into his own role. Still, he is not without issues, and a mix of this legacy and working with his hero means that Charlie can seem arrogant and flippant to some, and not without reason. While he is a team player, he naturally falls into the leadership roll and can have issues stepping out of it. If Charlie's seeming arrogance or inability to let others take the lead makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprived of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: The legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newer members of the extended Raven family, just for the sake of taking revenge. Aside from legacy villains, Charlie has made a few enemies of his own, including several former Claremont students with less than heroic intentions, such as Sebastian Shields, otherwise known as Casanova, and he has personally interfered with the House of Usher who has thrived in the shadow of the Doomforge, aiding the Raven in driving them from Freedom City and chasing them across the world. Traveling across the world with the Raven only earned Charlie more enemies as they continued their heroics abroad. If any of Charlie's enemies interfere in a situation to attack Stormcrow and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 14 + 6 + 10 = 56PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 20 (+5) COMBAT 12 + 10 = 22PP Initiative: +15 (+15 Knowledge [Tactics]) Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -4 (w. Costume) SAVING THROWS 5 + 9 + 7 = 21PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +9 (+4 Con, +5) Reflex: +14 (+5 Dex, +9)Evasion 2 Will: +10 (+3 Wis, +7) SKILLS 124R = 31PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 7 (+12) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed Investigate 9 (+16) Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 8 (+11) Pilot 5 (+10) Search 5 (+12) Sense Motive 8 (+11) Sleight of Hand 5 (+10)Skill Mastery Stealth 15 (+20)Hide in Plain Sight, Skill Mastery FEATS 49PP Acrobatic Bluff Attack Focus [Ranged] 8 Beginner's Luck Benefit 1 (Raven Family) Benefit 1 [Use Knowledge [Tactics] For Initiative Rolls] Challenge (Fast Acrobatic Bluff) Dodge Focus 10 Evasion 2 Hide In Plain Sight Inspire 5 Jack of All Trades Leadership Luck 4 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth) Teamwork 3 Track Well-Informed Uncanny Dodge [Auditory] Enhanced Feats Luck 4 -> Luck 6 Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades] Takedown Attack 2 Veteran Awards Equipment 16 (80 EP) Equipment Communicator [7EP] Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7EP] BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6EP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6EP] Guardians HQ (Headquarters; Mansion in Bayview) [21EP] Spoiler Size: Large [1EP] Defense: 10 [0EP] Toughness: 20 [3EP] Features: [17EP] Combat Simulator Communications Computer Concealed Fire Prevention System Garage Gym Hangar Holding Cells Infirmary Laboratory Library Living Space Pool Power System Security System Workshop The Stormchaser (Vehicle; Motorcycle) [20EP] Spoiler Size: Medium [0EP] Strength: 25 (Medium Load: 533 lbs.) [3EP] Defense: 10 [0EP] Toughness: +10 [5EP] Features: [7EP] Alarm 2 (DC 25) Caltrops Computer Navigation System Remote Control Smokescreen Powers: [5EP] Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP] Guardians Jet (Vehicle; Jet) [32EP] Spoiler Size: Gargantuan [3EP] (-4 ATK/DEF, Str 40, Tou 11) Strength: 45 (Medium Load: 40 tons) [1EP] Defense: 6 [0EP] Toughness: +11 [0EP] Features: [5EP] Alarm 2 (DC 25) Computer Hidden Compartments Navigation System Powers: [23EP] Communication 8 (Radio; 2000 miles; Feats: Subtle) [9EP] Flight 7 (1000mph / 10,000ft per Move Action) [14EP] POWERS 20 + 20 + 9 = 49 Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Stormcrow Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Concealment 2 (All auditory senses; Flaws: Blending) [2DP] (Descriptors: Noise Dampening Materials) Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 5 [5DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets) BP: Damage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP} (Descriptors: Crow's Claws, Piercing Damage Type, Thrown Weapon) AP: Damage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {17/17DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: Dazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP} (Descriptors: Crow Drone, Remote Control, Spy Device) AP: Illusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (600 ft. area) {17/17DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP} (Descriptors: Visual Distortion, Grenade, Smoke, Darkness, Flashbang, Illusionary Confusion, etc.) AP: Snare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Traps, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.) AP: Stun 10 (Flaws: Action [Full]; Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2) {17/17DP} (Descriptors: Stun Staff, Electricity) AP: Trip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: Crow's Prey, Various Tripwires, Bolas, Lines, etc.) Luck Control 2 (Force Rerolls, Spend HP For Others; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training) DRAWBACKS -0PP DC BLOCK NAME ACTION RANGE SAVE EFFECT ATTACK BONUS Unarmed Standard Touch DC19 Tou (staged) Damage +6 Crow’s Claws Standard 150 feet DC25 Tou (staged) Damage +14 Collapsible Staff Standard Touch: 5 ft. DC25 Tou (staged) Damage +14, Crit 18-20, Subtle, Takedown Attack 2 Crow’s Prey Standard 225 ft. DC20 Trip Resist (Worse bonus) Tripped +14, Crit 19-20, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological] Crow’s Traps Full 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +14, Crit 19-20, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological] Noisemaker Standard Perception, 600 ft. area DC22 Will Fail: Believe audio illusion Independent, Triggered 2 See No Evil Standard 90 ft. DC20 Ref DC20 Fort to recover Blinded +14, Crit 18-20, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological] Stun Staff Full Touch: 5 ft. DC20 Fort (staged Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Totals: Abilities (56) + Combat (22) + Saving Throws (21) + Skills (31) + Feats (49) + Powers (49) - Drawbacks (0) = 228/228 Power Points Link to comment
Supercape Posted January 15 Share Posted January 15 CLOAK AND DAGGERED by THEV Very small edit: The Red Rat Going to focus her down to Freedom City Could you eliminate the Alternate HQ and Alternate Vehicles (Based in Emerald City and Bedlam) Could you eliminate knockout gas/defence system from the HQ This should free up 5 EP for Boot Knives (Strike 1, Feats: Thrown, Improved Critical 1, Mighty, Multiple Weapons 1) [5 EP] Because boot knives are super cool for a super spy. Link to comment
Dr Archeville Posted January 23 Share Posted January 23 CONJURED UP BY THEV Artificer, 2024 Update Now PL 10! Heroditus graduated from Claremont in the summer of 2022, a year and a half ago, but I still had him at PL 9, with over 20 unspent points. Let's fix that! Increasing his Intelligence and Skills, tweaking his Feats and Devices & Force Field & Magic, and adding a new Device! A "battery" which Enhances his own Magic, and can be used as a backup power source for his Devices. An important step in making mechanomystical items wich could be used by anyone, not just those with excess mystical energies to spare! He's also added some minor "spellcasting," separate from his Devices, via orichalcum tattoos which he can channel his mystic energies through for a variety of effects. ------------------------------------------------------------------------------------------------------------------------------------- Power Level: 11 (built as PL 10 ) Power Points: (170/171PP) [as of 2024-01-09] Unspent Power Points: 1 Trade-Offs: -2 Attack/+2 Effect with Blast, +2 Attack/-2 Effect with Move Object; -2 Defense/+2 Toughness ABILITIES: [4 + 2 + 4 + 10 + 6 + 2 = 28PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [12 + 8 = 20PP] Initiative: +1 Attack: +6 Melee, +8 Ranged, +12 w/ Move Object Grapple: +8, +20 w/ Move Object Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback: -6, -3 w/out Force Field DC BLOCK ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Any Magic) Burst of Magic 15-50 ft. DC 20 Reflex Area (Burst) Effect DC 25 or 20 Toughness (Staged) Damage (Any Magic) Created Object (Dropped) Ranged (180 ft. max) DC 19 Reflex Avoided DC 24 Toughness (Staged) Damage (Physical) Created Object (Trap) Ranged (180 ft. max) DC 19 Reflex Trapped inside Object Holograms Perception DC 20 Will Disbelieve Mage Hand Ranged (800 ft. max) Grapple vs. +20 (Staged) Pinned/Bound DC 23 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +12 (+2 Con, +6 Force Field, +4 Protection), +6 w/out Force Field Fortitude: +6/+4 (+2 Con, +4/+2) Reflex: +5/+3 (+1 Dex, +4/+2) Will: +8/+6 (+3 Wis, +5/+3) SKILLS: [104R = 26PP] Computers 5 (+10) Concentration 7 (+10) Craft (Artistic) 10 (+15) Craft (Chemical) 5 (+10) Craft (Electronic) 5 (+10) Craft (Mechanical) 10 (+15) Craft (Structural) 10 (+15) Disable Device 10 (+15) Investigate 5 (+10) Knowledge (Arcane Lore) 10 (+15) Knowledge (Physical Science) 4 (+9) Knowledge (Technology) 10 (+15) Language 2 (Atlantean [native], English, Greek) Medicine 2 (+5) Notice 2 (+5) Search 7 (+12) FEATS: [9PP] Artificer Attack Focus (Ranged) 2 Dodge Focus 2 Eidetic Memory Environmental Adaptation (Aquatic) Inventor Luck 1 POWERS: [3 + 12 + 5 + 4 + 4 + 4 + 8 + 3 + 27 + 2 + 4 + 4 = 80PP] Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP] BE: Swimming 2 (5 MPH) {2/2} AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1} {1+1=2/2} Device 3 (“Warding Bracers,” 15 points; Flaw: Hard to Lose) [12PP] Enhanced Fortitude Save 2 [2] Enhanced Reflex Save 2 [2] Enhanced Will Save 2 [2] Immunity 5 (disease, heat [environmental], poison, radiation [environmental], suffocation) [5] This + own Immunity (Suffocation) = Immunity 2 (Suffocation 2) Protection 4 [4] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Emerald Torc of Power,” 5 points; Flaw: Hard to Lose) [4PP] Magic 2.5 (+5 points to Heroditus’ Magic) [5] BE: Damage 2 (“burst of mechanomystical power”; Extra: Area [General, Burst, 10-ft. Radius]; PF: Variable Descriptor [cold, electricity, fire, force, heat, sonic]) {5/5} Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Device’s Magic [5 points]) {5} AP: Blast 3 (“sonic blaster”; Drawback: Reduced Range [5 30-ft. increments]) {5/5} AP: Create Object 1 (”Transmute Air to [Stuff & Things]”; up to 1 5-ft. cube, Lifting STR 5, heavy load 50 lbs.; Extra: Duration [Continuous]; Flaws: Distracting, Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter]) {5/5} AP: Environmental Control 1 (Light 2, 5-ft. Radius; PF: Precise) {3} and Illusion 1 (“holograms;” visual) {2} {3+2=5/5} AP: Move Object 1 (“mage hand”; Str 5, heavy load 50 lbs.; Extra: Damaging; PFs: Precise, Variable Descriptor [arcane force or shaped matter]) {5/5} AP: Transform 1 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]) {5/5} Quote Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Enhanced Magic [31 points]) {5} AP: Blast 12 (“bolt of arcane energy”; PFs: Affects Insubstantial 2, Indirect 2, Precise, Variable Descriptor 2 [any magical or material]) {31/31} AP: Create Object 9 (”Transmute Air to [Stuff & Things]”; up to 9 5-ft. cubes, Lifting STR 45, heavy load 6.4 tons; Extra: Duration [Continuous]; PFs: Innate, Precise, Progression [10-ft. cubes], Subtle, Variable Descriptor 2 [any matter]; Drawback: Reduced Range 2 [2 90-ft. increments]) {31/31} AP: Environmental Control 3 (Light 2, 25-ft. Radius; PF: Precise) {7} and Illusion 10 (“holograms;” visual; PF: Progression 2 [25-ft. radius]) {22} {7+22=29/31} AP: Move Object 8 (“mage hand”; Str 40, heavy load 3.2 tons; Extra: Damaging; PFs: Accurate 2 [+12 Attack], Precise, Variable Descriptor [arcane force or shaped matter]) {28/31} AP: Transform 5 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object, 25 lbs.; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 2 [100 lbs.]; Drawback: Reduced Range 2 [2 50-ft. increments]) {31/31} Device 1 (“Winged Sandals,” 5 points; Flaw: Hard to Lose) [4PP] Movement Array 2 (4 points; PF: 1 Alternate Power) {5} BE: Flight 2 (25 mph) {4/4} AP: Enhanced Swimming 4 (increases Heroditus’ Swimming to Swimming 6 [100 mph]) {4/4} Force Field 6 (“arcane shields”; Extra: Linked [Shield]) {6pp} plus Linked Shield 2 (Extra: Linked [Force Field]) {2pp} {6+2=8pp} Immunity 3 (cold [environmental], pressure, suffocation 1 [drowning]) [3pp] Magic 13 (26 points; PF: Alternate Power) [27pp] BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial, Progression [Reverse Area] 7 [5-ft. radius], Variable Descriptor 2 [any elemental]) {26/26} AP: Create Object 1 (”prestidigitation”; up to 1 5-ft. Cube, Lifting STR 5; Extra: Duration [Continuous]; PFs: Innate, Subtle, Variable Descriptor [any material]) {6}, and Environmental Control 1 (”dancing lights”; light 1, 5-ft. radius) {1}, and Illusion 1 (“illusionary sights, smells, and sounds”; all senses, 5-ft. radius) {4}, and Move Object 1 (”mage hand”, STR 5, heavy load 50 lbs.; Extra: Range [Perception]; PFs: Precise) {4}, and Obscure Auditory & Visual 1 (“darkness & silence”; 5-ft. radius) {3}, and Transform 1 (“prestidigitation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]) {6} {6+1+4+4+3+6 = 26/26pp} Quote Enhanced by Devices, becomes Magic 15.5: Damage 10 (“burst of magical power”; Extra: Area [General, Burst, 50-ft. Radius]; PFs: Affects Insubstantial 2, Progression [Reverse Area] 7 [15-ft. radius], Variable Descriptor 2 [any magical]) {31/31} Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP] Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP] DRAWBACKS: [0pp] None TOTALS: Abilities (28) + Combat (20) + Saving Throws (7) + Skills (26) + Feats (9) + Powers (80) - Drawbacks (0) = 170/171 Power Points [1 unspent] With Devices and Magic – PL 10 Attack +6 melee, +8 ranged; Blast 12 (PL 10) Area Damage 10 (PL 10) Defense 8, Toughness +12 (PL 10) Without Devices (but with Magic) – PL 8 Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4) Area Damage 8 (PL 8 ) Defense +8, Toughness +8 (PL 8 ) Without Magic (but with Devices) – PL 6 Attack +6 melee, +8 ranged; Unarmed Strike +2 (PL 4), Blast 3 (PL 6) Defense +6, Toughness +6 (PL 6 ) Without Magic or Devices – PL 4 (but PL 6 skills) Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4 melee) Defense +6, Toughness +2 (PL 4) Link to comment
Supercape Posted January 23 Share Posted January 23 SUPER SPY'D BY THEV Updates to Echohead New, more dramatic AI image Updated complications: His device: glasses are very vulnerable 7 PP to spend 3 PP: Powers Improving Sunglasses for 3 PP (5 DP) Adding Direction Sense to super senses [1 DP] Adding Radio obscure as AP to communication [1 DP] Adding Supersense (Acute Mental Detect Psionics) - essentially allowing him to sense when he is being effected by subtle psionic powers and what they are (but not where it is coming from) [3 PP] 4 PP: Skills Add Search 4 (+7) And Investigate 4 (+7) Add Knowledge (Behaviour Sciences) 4 (+7) Increase Concentration to 8 (+11) NEW SHEET: (WIP) Spoiler Echohead Power Level: 10 (226/226 PP) Unspent Power Points: 7 Trade-Offs: -2 Tough / +2 Defence In Brief: Mind stealing agent of AEGIS Catchphrase: "Forget it!" Theme: Boiling Point Alternate Identity: Umberto Velluti Birthplace: Rome Residence: Freedom City Base of Operations: Freedom City Occupation: Gardener / Garden shop owner Affiliations: AEGIS Family: Lucia Velluti (Mother, Retired Hairdresser) Description: Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5’5” Weight: 55Kgs Eyes: Brown Hair: None Umberto is a short, weedy man, quite bald, with a large nose and a weak chin. His is ugly to the point of borderline dysmorphia. He does have a certain sense of style, however, wearing expensive suits and sunglasses (he loves black) History: Umberto was always the bullied kid at school. The first to get beaten up, the last to get picked at a team. He was short, weedy, and bald since birth and had a faint Italian accent (his family moved to Freedom City when he was six). This was compounded by being smart and by having a doting, overbearing mother (who, ironically, was a hairdresser). Umberto grew up always feeling like he was supressing something. He had a knack of understanding people and their motivations which he put down to intuition. He made a reasonable business selling plants and garden appliances in his shop. Until, one day, a retired AEGIS agent came into his shop to purchase some plants for his retirement home. Umberto had a flash of paranoia, and then…bang! He was inside the agent’s head. It turned out that Umberto was a psychic who had repressed his powers all his life. His paranoia had forced his unconscious powers to the conscious! He was debriefed by AEGIS, and it was then both AEGIS and Umberto saw opportunity. AEGIS would have much to gain from Umberto's power Equally, Umberto he had always harboured dreams of being a spy, a secret agent, or a superhero, but being a 5’5” weed with no training and an overbearing mother, he had no opportunity. So, Umberto would get basic training, equipment, and clearance. And AEGIS would make sure they kept an eye on him and call on him if they needed his special skills. Personality & Motivation: Echohead has always wanted a life of adventure and excitement and this is his primary motivation. However, he also has a lot of sympathy for the underdog, and cannot abide bullies or autocrats (whilst also being terrified of them). He is an introverted yet friendly man, but conceals a lingering sense of low self-esteem. He is particularly fond of food and has a love of plants, flowers, and gardens. He relaxes in his own garden and grows his own vegetables. Powers & Tactics: Echohead can “steal” other peoples thoughts or neurological functioning. He can make people ignore something, paralyse parts of (or all of) their body, or forget skills. As well as “deleting” such abilities (albeit transiently), he can “copy” someone into his head, getting their skills and mental abilities. The copy does linger as an “echo” which can be distracting or even (if a strong personality) dangerous. Echohead will usually try to win conflicts by selectively disabling his targets. He prefers to avoid conflict if possible, and will use whatever subtleties he can to do so. Due to a combination of psychic sensitivity, fear, and experience, Umberto is unconsciously able to anticipate conscious attacks from human (or those with human-ish minds) and evade them. This does however make him vulnerable to aliens, animals, robots, traps etc, as well as human (ish) adversaries that have mental concealment or are acting unconsciously / unpredictably (for instance, a bezerk rage or confused). Umberto utilises high tech AEGIS equipment to compensate for his lack of physical skills or abilities. He wears bulletproof clothing, and carries an AEGIS “Variable pistol” if he needs to combat psychic-resistant enemies. Power Descriptions: Echoheads psychic powers are not visible or detectable. His “Variable Pistol” has a variety of different appearances depending on description. The pistol itself is black, fairly lightweight, snub nosed but with a very wide barrel, something like a brick with a handle. His high tech sunglasses clearly look like a device, complete with blue glowing controls at the temples to manage radio systems. there is a red light in the centre that flashes when he picks up psionic activity in his brain (causing his veins to pop out in a silver hue). Complications: Ugly Umberto is outstandingly ugly. He is not good at making good first impressions, although he has a very memorable face that easily stands out in a crowd, hard to forget, and tricky to disguise. Puppet: Any “Echo” stored in his head has the lingering will of the original. For the most part this is, at worst, distracting. However, progressively strong-willed copies might limit the use of their skills at a critical time, or cause him to freeze or tic or speak inappropriately Exceptionally strong copies might even take control of Umberto for a while. Loose Tongue: When nervous, Umberto tends to gabble. He might reveal information, or say the wrong thing, or speak his mind completely inappropriately! Migraines: Umberto has a tendency to suffer intense migraines. Bright light and stress can set them off, and render him virtually helpless. Sunglasses help, and he takes medication to limit them, but of course he can be without sunglasses and medication and there is plenty of stress around. Sometimes, mental strain (such as extra effort) can trigger them. Easily Shaken: At the end of the day, Umberto is a coward; or, more precisely, he has grown up being bullied and downtrodden and he can easily revert to this mindset. Skilled intimidators or psychologists could have a field day manipulating and scaring him – despite his high will save and sense motive skill. A bully will still make him tremble. Calibration needed: whilst Echohead can "copy" physical skills (or even feats) like acrobatics, climb, and swim using them is another matter. If the copied body is of significantly different size shape or strength, it will take him a little practice to "calibrate" the acquisition of this skill to his own body. This could take a minute for minor differences, or a few hours for major differences in body shape. If he does not fully calibrate, he would not be able to use the skill, or even worse, automatically fail even basic checks. Smashed Glasses: Echohea's high tech glasses are very easy to break and disarm. Even things like falling over, knockback, stuns or slaps round the head can knock them off his head. In addition, they can easily break / get destroyed from anything more than a drop from his head; e.g. explosions. Normal disarm / sunder rules can be waved at GM discretion (automatic success). Abilities: -2 + 2 + 2 + 6 + 6 + 0 = 14 Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 base, +8 Ranged, +10 Energy Pistol Defence: +6, +3 Flat Footed base, +12, +6 Flat Footed vs “conscious” attacks Grapple: +5 Knockback: -4 Saving Throws: 5 + 5 + 12 = 22 Fort +6 (+1 Con, +5) Reflex +6 (+1 Dex, +5), +12 vs “conscious” attacks Will +15 (+3 Wis, +12) Tough +8 (+1 Con, +7 Protection/Device) Skills: 20 PP = 80 R Bluff 4 (+4) Concentration 8 (+11) Diplomacy 8 (+8) Investigate 4 (+7) Knowledge (Behavioural Sciences) 4 (+7) Knowledge (Business) 4 (+7) Knowledge (Life Sciences) 4 (+7) Language 3 (English, Italian [Native], Latin, Spanish) Notice 8 (+11) Perform (Singing) 5 (+5) Profession [Gardener] 12 (+15) Search 4 (+7) Sense Motive 12 (+15) Feats: 16 PP Attack Focus [Ranged] 2 Attack Specialization [Variable Pistol] 1 Beginners Luck Benefit 2 (Wealth 1, AEGIS Clearance) Connected Critical Strike Equipment 2 Favoured Enemy: Plants Improved Initiative 1 Jack of All Trades Teamwork 3 From Device/Suit: Second chance (Tough vs Ballistic, Tough vs Fire) From Super senses: Uncanny Dodge (Mental) Equipment: 2PP = 10 EP Concealable Microphone [1 EP] Headquarters: Gardening Shop Toughness +10 [1 EP], Size: Small [0 EP], Features: Communication, Fire Prevention System, Gardens, Library, Living Space, Security System 3, DC 30 to break [8 EP] [9 EP Total] Bottle of painkillers (for migraines) [0 EP] Powers: 9 + 12 + 15 + 9 + 49 + 27 + 11 = 132 Device 2 (10 DP, Feats: Subtle) [9 PP] “Cool black suit” [Armour] Protection 7 (Feats: Second Chance 2 [tough vs ballistic, tough vs fire]) [9 DP] Immunity 1 (Hot Environment) [1DP] "Thermal Regulator / Literally a Cool Suit" Device 4 (20 DP, High Tech Sunglasses, Flaws: Easy to Lose [NB: Complication above]) [12 PP] Immunity 1 (Light Based Visual Dazzles) [1 DP] Super Senses 10 (Analytical all visual, Extended all visual, Infravision, Ultravision, Direction Sense, Distance Sense, Radio Sense, Microscopic Sense 1) [10 DP] Super Senses 3 (Acute Mental Detect Psionics) [3 DP] Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] BP: Communication 5 (Radio, 1 mile, Extras: Omni-Directional, Feats: Subtle, Flaws: One-way) [5/5 PP] AP: Obscure (Radio senses, 100' Radius, Extras: Continuous, Flaws: Tounch Range) [5/5 PP] Device 5 (25 DP, Flaws: Easy to Lose) [15 PP] “Variable Pistol” [tech] Blast Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Blast 6 (Extras: Penetrating, Feats: Improved Critical 1, Variable Descriptor 2 [tech]) [21/21 PP] “Blast!” AP: Blast 6 (Extras: Area [Burst], Feats: Variable Descriptor 2 [Tech]) [20/21 PP] “Boom!” AP: Stun 6 (Extras: Range, Feats: Improved Critical 1, Variable Descriptor 2 [Tech]) [21/21 PP] “Set to Stun!” AP: Dazzle 6 (Extras: Area [Burst], Feats: Increased Area 3, x10’ radius) [21/21 PP] “Flash” AP: Environment Control 6 (250’ Radius, Bright Light, Heat, Extras: Duration-Continuous Feats: Precise, Selective, Flaw: Range-Touch) [20/21 PP] “Shine” Enhanced Traits (+6 Defence, +6 reflex, Flaws: Limited to conscious attacks/threats for sentient minds*) [9 PP] E.g: Excludes (most) animals, traps, robots/those without minds, environment, unconscious/reflexive actions, mind controlled or confused actions, or those with minds he is not aware of (concealed or out of range). Psychic Theft Array (43 PP Array, Feats: Alt Power 6) [49 PP] [Psionic, Mutant] BP: Paralyze 10 (Extras: Range Perception [+2], Feats: Insidious, Precise [Can paralyse just certain parts of body], Subtle)[43/43 PP] “Remove motor function” AP: Dazzle 10 (All Senses, Extras: Alt Save – Will [+0], Range Perception [+1], Feats: Insidious, Precise [Can dazzle some senses and not others], Subtle, Flaws: Limited [Only dazzled to one object or thing]) [43/43 PP] “Remove Awareness” AP: Drain 10 (Any Skill, Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [43/43 PP] “Remove skill” AP: Drain 10 (Any mental attributes [INT/WIS/CHA], Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [43/43 PP] “Remove brain” AP: Fatigue 10 (Extras: Alt Save [Will, +0], Sleep [+0], Range Perception [+2], Feats: Insidious, Sedation, Subtle) [43/43PP] "Remove wakefulness" AP: Nullify 10 (All psychic or psionic powers, Extras: Effortless, Range Perception, Feats: Insidious, Selective [Nullify only some powers], Subtle) [43/43 PP] “Remove Psionics” AP: Mental Transform 10 (Alter Memories [2PP/R base], Extras: Duration [Continuous - countered by hypnotic regression], Range [Perception], Feats: Insidious, Precise, Subtle, Drawbacks: Only deleting memories, not altering them) [42/43 PP] "Remove Memory" Mimic 4 (20 PP of any attributes [note flaw and complication], 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] Super Senses 10 (Analytical*, Accurate, Acute, Extended 1 [x10], Ranged, Radius, Detect Minds [3] Feats: Uncanny Dodge [Mental]) [11 PP] "Detect Brains" *Analytical sense will give an idea of the brain’s cognitive capabilities and activity (e.g. INT/IQ, particular areas ability such as mathematics or reading, and level of alertness such as sleepiness or fatigue). It will not allow access to the brain’s thoughts, feelings, or memories. Drawbacks: -3 Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x150%]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Tough Damage Pistol Blast Range DC 21 Tough Damage Pistol Stun Range DC 21 Fort Stun Psychic Paralyse Perception DC 25 Will Paralyse Psychic Dazzle Perception DC 25 Will Dazzle Psychic Drain Perception DC 25 Will Drain 1 Psychic Nullify Perception DC 25 Will Nullify Pyschic Transform Perception DC 25 Will Transform (Delete memories) Totals: Abilities 14 + Combat 24 + Saving Throws 22 + Skills 18 + Feats 16 + Powers 132 - Drawbacks -3 = 226/226 Power Points Link to comment
Huckleberry Posted January 24 Share Posted January 24 DISPERSED THROUGH THE MULTIVERSE BY THEV Rot Power Level: 8 (122/122PP) Unspent Power Points: 0 Trade-Offs: -5 Defense / +5 Toughness; -5 Attack / +5 Effect In Brief: Challenged with a repulsive and difficult-to-control power set, a young superheroine navigates the challenges of being a misfit and a hero at the same time Catchphrase: “Like, uh, um, you know?” Theme: Message to You, Rudy Rot, the costumed matter-disrupting superhero Consuelo Nunez, Claremont High School Student Alternate Identity: Consuelo Nunez (Nominally Private, but pretty easy to figure out, as her powers manifested when she was pretty young, with very visible results. Also, how many people have green dreadlocks, really?) Birthplace: Freedom City Residence: Claremont Academy Base of Operations: not an HQ in technical game terms, but Claremont Academy Occupation: High School Student Affiliations: The Study Group Family: Relationship with mother (Maria) is very strained. Hasn’t seen here father (Hector) since she was six. Description: Age: 16, birthday is February 29 Apparent Age: 16 Gender: Female Ethnicity: Hispanic Height: 5’ 4” (162 cm) Weight: 117 pounds (53 kg) Eyes: Green Hair: Green dreadlocks Consuelo dresses with a punk esthetic, or is it grunge? Who's to say. She has her hair in green-dyed dreadlocks. She can’t stop her powers from slowly decaying objects she touches, so her clothing is often ragged. History: Consuelo has had some challenges in her childhood. Her family is poor. Her dad was a tortured soul that was sometimes violent toward her mom. He left them when she was six. Her mutant powers started gradually manifesting at age nine. It’s not like they had a lot of things, so when young Consuelo accidentally destroyed things with a touch, it caused a lot of frustration. As her powers grew, people began to be reflexively repulsed from her upon physical contact, and eventually even at a short distance. This was hardest of all. Her life changed for the better when she was accepted into the Claremont Academy. But her same problems have followed her there as well. Personality & Motivation: Her mom suffered a lot of injustice, and her dad was a jerk. Fertile ground for the growth of super-heroism. Being repulsive upon close physical proximity was tough as a kid and is tough for her as a teen. A lot of why she does what she does is her way of dealing with this issue. She leans into the outcast trope. And she tries to think of herself as noble for trying to be a hero despite the shunning her powers can result in. Recently Consuelo succeeded in gaining much more control over the repulsive effect her condition had on others, as well as allow her to "undo" her disintegration. Powers & Tactics: Rot’s powers apparently annihilate matter and energy, but actually redistribute it in miniscule amounts across billions of alternate dimensions. She also siphons matter and energy from countless alternate dimensions to power her flight and durability. Active use of her powers creates a dark, warping, shadowy distortion in the area of effect. She can sculpt the area in which she disrupts matter and energy. Her powers are much more potent if she can actually touch her target, but she's only modestly adept at hand to hand combat. She can adapt how she empowers herself, focusing on speed, or reflecting damage of melee attacks. Recently, she has gained more control over the aura of repulsion that her abilities give off, reining it in except when she is scared, angry, or using her powers at full strength. Power Descriptions: All of Rot's powers have Mutant Origin, Biological Source, and Extradimensional Medium. Consuelo's mutant physiology allows her to instantly, unconsciously shunt atoms and molecules across to billions of alternate dimensions, causing corrosion and disintegration effects. Similarly, her powers instantly and unconsciously draw energy and/or matter in miniscule amounts from billions of alternate dimensions to power her flight and support her impervious toughness. Use of her powers results in a visual warping and darkening of space in the area of effect. Complications: Responsibility: Consuelo’s mother, Maria, is hooked on pills and has trouble keeping a job or an apartment. Consuelo kind of hates her mom for this, but also wants to help. It’s complicated. Reputation: Being repulsive and destroying things all the time is plenty enough reason for Rot to have a bad reputation with most institutions and many people she encounters. Creepy Vibes: When she becomes angry or scared, or when she uses a power in her External Array at full strength, her abilities can trigger a fight or flight or disgust response in nearby people or animals. Cynic: Rot has been treated unfairly by authority figures for most of her life. Instead of receiving a benefit from Leadership (like clearing a condition), she may instead take a hero point, at GM's discretion. Abilities: -2 + 4 + 4 + 0 + 4 + 4 = 14 PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2)/36(+13) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: +2 + 2 = 4 PP Initiative: +10 Attack: +3 (Poof!) +1 Base Defense: +3, +1 Base, +1 Flat-Footed Grapple: +0 Knockback: -10 Saving Throws: +0 +0 +4 + 6 = 10 PP Toughness: +13 (+13 Con) (+8 Impervious) Fortitude: +13 (+13 Con) Reflex: +6 (Zip!) (+2 Dex, +4) Will: +8 (+2 Wis, +6) Feats: 8 PP Attack Specialization 1 (Poof!) Dodge Focus 2 Skill Mastery 1 Distract (Intimidate) Startle Luck 2 Skills: 56 R = 14 PP Intimidate 13 (+15) (M) Notice 13 (+15) (M) Sense Motive 13 (+15) (M) Concentration 13 (+15) (M) Language 1 - English, Spanish Knowledge: Streetwise 3 (+3) Powers: 2 + 22 + 8 + 2 + 1 + 10 + 29 = 74 PP Flight 1 (stacked) [2 PP] Stacked Power: Flight 5 Enhanced Constitution 22 [22 PP] Impervious Toughness 8 [8 PP] Enhanced Improved Initiative 2 Immunity 1 Own Drain and Damage Effects Utility Array 4.5 (1 Alt) [10 PP] •Base Power: Flight 4 (stacked); Enhanced Evasion (Zip!) {9/9 PP} Stacked Power: Flight 5 •1st Alt Power: Add Reflection 8 (melee only) to Impervious Toughness(Feats: Affects Insubstantial 1; Descriptors: Disintegration) (Zap!) {9/9 PP} Attack Array 14 (1 Alt) [29 PP] • Base Power: Damage 8 (Extras: Area - Shapeable, Flaws: Distracting); Drain 8 (Toughness)(Extras: Area - Shapeable, Affects Objects, Linked; Flaws: Action - Full; Feats: Progression 2 - Area, Reversible, Affects Insubstantial 1) (Scour) {28/28 PP} • 1st Alt Power: Damage 13; Drain 13 (Toughness)(Extras: Affects Objects, Linked; Flaws: Distracting); Feats: Reversible, Incurable (Poof!) {28/28} Drawbacks: (-2 PP) (-2) Why we can’t have nice things: Objects that Consuelo contacts for an extended time (clothing, chairs, mattresses, spacesuits, etc.) slowly decay away. Cumulative damage to the object is resolved as being hit by a Corrosion attack of Rank equal to the number of hours of contact, divided by 3, up to her PL. Her super suit is immune to this drawback. Totals: Abilities (14) + Combat (4) + Saving Throws (10) + Feats (8) + Skills (14) + Powers (74) - Drawbacks (2) = 122/122 Power Points Link to comment
Spacefurry Posted January 27 Share Posted January 27 ABRACADABRA'd by Dr Archeville UPDATE for Blackstaff Added Complications Added Skill ranks Added Feats Added Sidekick Removed Devices Added AP to Magic Array ++++++++++++++++++ Blackstaff Power Level: 12/10 (192/192PP) Unspent Power Points: 0PP Trade-Offs: None In Brief: Private/Paranatural Investigator Catchphrase: *** Theme: People are Strange - cover by Echo and the Bunnymen (originally by The Doors) Alternate Identity: Christopher Daye (Public); Christopher Blake Verus Daye (Secret) Birthplace: Just outside Richmond, Virginia Residence: Emerald City, Renovated townhouse/office Base of Operations: Blackstaff Investigation Occupation: P.I. Affiliations: none Family: Father (missing), Mother, 2 Sisters Description: Age: 36 (DoB: May 30, 1984) Apparent Age: 26 Gender: Male Ethnicity: Caucasian Height: 5’ 11” Weight: 178 Eyes: Hazel Hair: Brown Description: A night owl, more by necessity than nature, Christopher isn’t nearly as pale as one would expect. Preferring darker than neutral colors he’s usually dressed in slacks and button up shirt; and usually looking like he may have just rolled out of bed in them, he often completes his attire with a trench coat. His hair is cut short causing it to stand up a little spiky. Christopher can be found sporting a trimmed mustache and goatee that never quite connects. But long hours on the job can leave him with stubble and needing a shave and trim. History: Born 2 weeks early, to James and Agatha Daye in their home during a total solar eclipse his parents believe he was born under a sign. His mother was a sorceress and knew right away Christopher possessed magic potential. His father, a scholar of arcane lore but no wizard himself, at first wanted her to wait to teach him but eventually conceded to his wife’s wishes. Christopher showed great promise and his mother was proud. Then, one winter’s morning when he was 13, he had to be pulled from his burning bedroom by his father. Once his mother had magically suppressed what her realized to be hell flames, she discovered half charged runes that she hadn’t taught her son chalked onto his bedroom floor. When confronted young Christopher told his parents a shadowy figure was teaching them to him in his dreams. Fearing the implications his parents quickly set about to flee their current home and hide. During the rush to escape James Daye disappeared. Now panicked even more, Agatha Daye gathered Christopher and his two younger sisters (Bethany and Cassandra) and took them to Freedom in an attempt to hide them. As he continued to grow, his mother became more serious about her teachings and drilled him in the importance of the Light over the Shadow and not to listen to the shadowy figure that came to him in his dreams. Through practice and discipline the figure showed itself less and less. After high school he moved to Emerald City with a friend decided to go for his private investigator license. After a few years apprenticing with an established investigator he left on good terms to open his own office. Now, many years later, Christopher Blake Verus Daye operates under the business name of Blackstaff Investigations. He doesn’t advertise, but somehow people who need him find his card or number, or sometimes even find their way into his office. Often with problems that normal avenues can’t handle. Personality & Motivation: Though he may seem rough and snarky when you first meet him, Christopher is very kind and loyal. But if you make him mad he isn’t one to be underestimated. And one of the easiest ways to get on his bad side, is to blatantly break the rules of magic he tries to live by. He relies on his quick wit and magic to get himself out of the trouble his sharp tongue and protective nature can get him into. There’s been a time or two he’s fallen for a sob story and cursed himself for it. Behind the face of Blackstaff Investigations, Christopher strives to bring light to the darkness that he sees is covering the city. Even if it’s only one case at a time. Power Descriptions: Christopher’s mother taught him a form of ever evolving hermetic magic that she learned and added to from her own parents. He learned how to channel elemental forces, and how to use magic to affect the world around him, locate lost things, and even call on other worldly beings. He was taught to use words to shape the desired effects, and to protect his mind from the raw forces he channeled. Creating a personalized language so as to keep the dangerous forces from burning through him and causing harm. He learned how to use hand motions to further focus his power. His mother taught him how to create rituals to perform a wider repertoire of spells and how to create personal foci to aid him in streamlining his magic use. Knowing he still has more to learn, Christopher relies on several foci he made himself to create some specific effects. Hopefully, with time and practice he’ll learn to create the same effects without the needed aids. Complications: Shadowed Soul: A yet unidentified shadowy person or entity has taken an interest in Christopher since he was a child and on occasion has attempted to ‘nudge’ him into actions. Because of its early interest in him, this entity already has some influence it is able to call upon. Sometimes, when it could be detrimental or prove to be a long-term problem for Christopher, the entity can mentally influence his senses. Its plans are unknown to Christopher, but he doesn’t believe it’s trying to kill him. But he does believe it is trying to turn him towards a path of darkness. (This usually manifests as mental illusions that only Christopher is subject to.) Sweating Magic: Magic is raw, untamed power that more and more intricate technology just can’t stand up to. Sometimes, under stressful conditions Christopher radiates enough magic to disrupt or out right shut down nearby technology. The Rules of Magic: Drilled into his head from the very start by his mother, Christopher follows 7 rules of magic. Unfortunately, he has found himself unable to avoid breaking them himself. These times often leave his confidence shaken and on severe occasions have led to him unable to call on his magic for a time. (Yes, it is possible to trick him into thinking he has broken one of the rules) 1 – Thou Shalt Not Kill (This forbids the killing of non-primal planar, sentient beings with magic) 2 – Thou Shalt Not Transform Others (This forbids the shapeshifting of unwilling non-primal planar, sentient beings with magic) 3 – Thou Shalt Not Invade the Mind of Another (This forbids the metal invasion of unwilling non-primal planar, sentient beings with magic) 4 – Thou Shalt Not Enthrall Another (This forbids the binding or domination of non-primal planar, sentient beings with magic) 5 – Thou Shalt Not Reach Beyond the Borders of Life (This forbids the summoning, binding, and exploitation of the unwilling dead) 6 – Thou Shalt Not Swim Against the Currents of Time (This forbids the use of time travel to alter the timeline) 7 – Thou Shalt Not Open the Outer Gates (This forbids the summoning or contacting of creatures or entities from beyond the Cosmic Coil) Hot and Cold Water: Blackstaff has a curse he has been unable to remove from himself, and a recent magical accident seems to have reactivated it. As of now, a powerful magical surge has a chance to change Blackstaff’s physical form, turning him into a younger female form. This form can easily be mistaken for a younger sister to his original physical form. Changing back on his own requires a long ritual. Cat’s Eye View: During a missing child case Backstaff lost his left eye to a Cait Sidhe (cat-sith), faerie cat. He successfully returned the child and as ‘reward’ a swamp hag replaced his lost eye with that of the Cait Sidhe that took his original one. While the full repercussions of this have yet to be seen, it has granted him access to the ‘Olde Roads’ to travel on. It also means he does now carry the scent of the fae or can be identified as ‘fae-touched’. ABILITIES [0 + 4 + 2 + 8 + 8 + 8 = 30PP] Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) COMBAT [8 + 8 = 16PP] Initiative: +6 (+2 Dex, +4 Imp. Init.) Attack: +10 (+4 Base, +6 Device) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Melee Attack, +0 Strength) Knockback Resistance: 0/-7 SAVING THROWS [7 + 6 + 6 = 19PP] Toughness: +10 (+1 Con, +9 Force Field [5 Impervious]) Fortitude: +8 (+1 Con, +7PP) Reflex: +8 (+2 Dex, +6PP) Will: +10 (+4 Wis, +6PP) SKILLS [104R = 26PP] Bluff 6 (+10) Concentration 6 (+10) Craft, Artistic 6 (+10) Disable Device 6 (+10) Gather Information 8 (+12) Investigate 8 (+12) Knowledge (arcane lore) 8 (+12) Knowledge (streetwise) 6 (+10) Knowledge (theology and philosophy) 6 (+10) Language 8 (English [native], Latin, Spanish, Sumerian, Mandarin, Hebrew, Atlantean, Enochain, Infernal) Notice 10 (+14) Search 8 (+12) Sense Motive 10 (+14) Stealth 8 (+10) FEATS [46PP] Artificer Connected Dodge Focus 6 Equipment 2 (Apartment/Office 10EP) Improved Initiative Luck 3 Ritualist Sidekick 30 (Lark 150PP) Well Informed Equipment 2 (10EP) Blackstaff Investigations (Headquarters) [10EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [9EP] Fire Prevention System Laboratory Library Living Space Personnel (fey cleaning, phantom librarian, part-time werewolf secretary) Security System 3 (DC 30) Workshop POWERS [12 + 37 + 6 = 55PP] Device 3 (Shield Bracelet; Hard to Lose) [12PP] (Descriptors:Jewelry, Foci, Magic) Force Field 9 (Feat: Subtle; Extra: Impervious 5) [15DP] Magic 10 (33PP Magic Array; Feats: Alternate Power 6; Drawback: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] (Descriptors: Magic) BP: Blast 10 (Extra: Penetrating 5; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 1, Variable Descriptor 2 [Any "Magic" descriptor]) [33/33PP] AP: Create Object 10 (Extra: Duration 1 [Continuous], Impervious 7; Flaw: Action [Full-round]; Feats: Affects Insubstantial 2, Precise, Selective, Stationary, Subtle) [33/33PP] AP: Move Object 12 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Precise, Subtle) [33/33PP] AP: Nullify Magic 10 (“Dispel Magic”; Nullify [All Magic Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP] AP: Nullify Technology 10 (“Jinx Technology”; Nullify [All Technology Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP] AP: Snare 10 (Extras: Area [General Burst]; :Affects Insubstantial 2 [Full effect], Reversible) [33/33PP] AP: Teleport 10 (“Shadow Roads”; Extras: Accurate, Affect Others; Feats: Change Direction, Change Velocity, Easy, Dimensional; Flaw: Medium [Shadows]) [34/33PP] Super-Sense 3 (Magic Awareness [All Magic Effects]; Mental, Acute, Radius, Ranged) [6PP] (Descriptors: Mental, Sense Dependent, Magic) DC Block Unarmed Touch DC15 Tou (staged) Blast 100’ DC25 Tou (staged) Dispel Magic 50’ radius DC20 Ref (opposed) Jinx Technology 50’ radius DC20 Ref (opposed) Move Object: Thrown 100’ DC25 Tou (staged) Snare 100’ / 50’ radius DC20 Ref (staged) Abilities (30) + Combat (16) + Saving Throws (19) + Skills (26) + Feats (46) + Powers (55) - Drawbacks (0) = 192/192 Link to comment
Spacefurry Posted January 27 Share Posted January 27 (edited) Lark Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Part-time college student/part-time secretary/part-time werewolf Catchphrase: *** Theme: Bad Moon on the Rise Alternate Identity: Lark Williams (Secret) Birthplace: Emerald City Residence: ECU Dorms, Emerald City Base of Operations: Blackstaff Investigations Occupation: College Student, Business Major Affiliations: Blackstaff Family: Mother and Father Description: Age: 25 (DoB: September 17th, 1998) Apparent Age: mid 20s Gender: Female Ethnicity: Caucasian Height: 5’ 10” / 7’ 3” Weight: 138lb / 242lb Eyes: Hazel Hair: Dirty-Blonde / Light Brown Description: Lark looks average enough in her size and build, but take a closer look as you can notice the defined muscles under the softness of college life. She shares a lot of her looks with her mother including her dirty blonde hair and hazel eyes. As a werewolf, Lark is capable of assuming a giant sized wolf or the stereotypical hybrid form. Her fur is a light brown but her inhuman eyes keep their hazel coloring . Razor sharp claws and fangs complete the look. History: While in her freshman year as Business major at Emerald City University, Lark was attacked by a werewolf one night. She was the only survivor of the group she had been with. Weeks in the hospital and questions from police and media left her feeling scared and tired, but it wasn’t until the next full moon approached and the nightmares began that she truly felt the terror. She had transformed into a savage beast like the one that had attacked her for two nights straight before stumbling across Blackstaff’s office. He had already been investigating the attacks that were occurring every full moon, when Lark explained she had survived the previous attack he quickly agreed to help her. Using her connection to her attacker the two tracked down the werewolf responsible for the ‘Full Moon Murders’ as the media had dubbed them. With the werewolf responsible for turning her dead, Lark’s nightmares stopped. But in truth she was still deeply afraid of her condition. Blackstaff attempted to remove the curse, but was unable to. Instead he promised to help her control the transformations and the easy now inside her clawing to escape. So, she began working at his office as his secretary/office assistant. Though she has recently pressed Blackstaff to be more involved with cases. Personality & Motivation: Lark is cheerful and upbeat. She had planned on a simple life running a business of her own. And while her condition complicates things, she still wants to make something of herself. Courageous and strong willed, she has practiced with her werewolf nature to better control it. She isn’t afraid to put herself in danger to help someone else, though she still sometimes overestimates her abilities. Power Descriptions: Lark is a werewolf, complete with all its weaknesses. Silver and wolf’s bane being two biggest. Her curse is magical in nature. Complications: Silver Bullet: The touch of silver can burn causing her to be weary of it. Herbalism: Wolf’s bane can cause a range of reactions depending on how it is handled or processed. Mark of the beast: Other creatures can sometimes sense when a predator is near. This can cause complications ranging from unintentional intimidation to unwanted irrational fear of her depending on the creature and situation. Call of the Wild: Strong magical or mental forces could cause her to change uncontrolled, perhaps even enraging her and driving her to attack indiscriminately. ABILITIES 6+ 4 + 4 + 6 + 6 + 4 = 30PP Strength: 16/26 (+3/+8) Dexterity: 14/18 (+2/+4) Constitution: 14/24 (+2/+7) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 8 + 8 = 16PP Initiative: +8 (+4 Dex, +4 Imp Init) Attack: +10 melee (+4 Base, +6 Attack Focus [melee]) Defense: +10 (+4 Base, + 6 Dodge Focus), +3 Flat-Footed Grapple: +7/+9 (+4 Melee Attack, +8 Strength, /+2 Super-Str) Knockback Resistance: -1/-3 SAVING THROWS 3 + 5 + 7 = 15PP Toughness: +2/+10(+2/+7 Con, +3 Protection, Impervious 6) Fortitude: +5/+10 (+2/+7 Con, +3PP) Reflex: +7/+9 (+2/+4 Dex, +5PP) Will: +10 (+3 Wis, +7PP) SKILLS 56R = 14PP Acrobatics 6 (+10) Computers 7 (+10) Concentration 3 (+6) Drive 2 (+6) Investigate 7 (+10) Knowledge, Arcane Lore 2 (+5) Knowledge, Economics 7 (+10) Knowledge, Pop-culture 2 (+5) Knowledge, Technology 2 (+5) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) FEATS 19PP All-Out Attack Attack Focus [melee] 6 Blind-Fight Dodge Focus 6 Evasion 1 Fearless Fearsome Presence Improved Grapple Improved Initiative POWERS 18 + 6 + 39 = 63PP Combat Array 8 (16PP Array; Feats: Alternate Power 2) [18PP] BP: Damage 10 [16PP] (Extra: Penetrating 6) AP: Enhanced Strength 10 [10PP] AP: Emotion control 10 (Frightful Roar; Extra: Area [General, Burst: 50’ radius] Flaw: Limited [Fear], Sense-dependant [Hearing]; Drawback: Noticeable) [9PP] Alternate Form Array 3 (5PP Array; Feat: Alternate Power 1, Flaw: Action 2 [Standard action]) [6PP] BP: Alternate Form 1 (Hybrid form, Disability: mute [common, moderate, -3PP) [5/5PP] Speed 1 [1PP] Super-Strength 2 (+10 Str for carry capacity and +2 Str for sustained activity) [4PP] AP: Alternate Form 1 (Wolf form; Disability: no hands [common, moderate, -3PP], Disability: mute [common, moderate, -3PP) [5/5PP] Speed 2 [2PP] Super-Sense 3 (Hearing: Extended, Scent: Extended, Tracking: Scent) [3PP] Physical Container 6 [39PP] Enhanced Constitution 10 [10PP] Enhanced Dexterity 4 [4PP] Protection 3 (Impervious 6) [9PP] Regeneration 11 (Recovery Bonus +2, Bruised 2 [standard action], Injured 2 [5 minutes], Ability 1 [5 hours], Disabled 1 [5 hours], Feats: Diehard, Persistent, Regrowth) [11PP] Speed 1 [1PP] Super-senses 4 (Scent, Ultra-Hearing, Danger Sense 2: Hearing, Scent) [4PP] Drawbacks -7PP Vulnerable: Silver (Uncommon, Major [x2 damage]) [-3PP] Weakness: Contact with Silver (Major, -1 drain all ability scores every round) [-4PP] ATTACK RANGE SAVE EFFECT Damage Touch DC25 Toughness Damage (Physical) TOTALS Abilities (30) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (19) + Powers (63) - Drawbacks (7) = 150/150 Power Points Edited January 27 by Spacefurry Link to comment
Spacefurry Posted January 27 Share Posted January 27 LVL'D UP by THEV UPDATE for Chimera from PL8 to PL10 (using 32PP) Added a few lines to the end of her History Added the Complication Unknown Quantity Upped base ability Str +2 & Dex +2 (4PP) Upped Combat caps +2 att and +2 def (8PP) Upped Saving Throws +2/+1/+1 (4PP) Added 12 Skill ranks (3PP) Added 4 Feats (4PP) Upped Combat array to meet level cap (7PP) Upped Flight to use available PP (0PP) Upped Protection to meet level cap (2PP) ++++++++++ History: After finally coming to terms with her new dual life as a college student and hero. Jennifer has had several opportunities to work alongside a few established heroes, and a few other beginners. She tries to learn with every encounter, but she understands she still has a lot to learn. Complications: Unknown Quantity: Chimera absorbed a large quantity of ‘cursed gold’. While the long term implications are yet unknown, this has given her the occasional sensitivity so powerful emotional outburst and magic. ABILITIES Strength: 12/26 (+8) Dexterity: 14/18 (+4) COMBAT Attack: +10 melee/+6 ranged (+6 Base, +4 Attack Focus [melee]) Defense: +10 (+6 Base, Dodge Focus 4), +3 Flat-Footed Grapple: +8/+18 (+8 Melee Attack, +8 Strength, +2 Super-Strength) SAVING THROWS Toughness: +10 (+3 Con, +7 Protection) Fortitude: +10 (+3 Con, +7PP) Reflex: +10 (+4 Dex, +6PP) Will: +9 (+2 Wis, +7PP) SKILLS 76R = 19PP Acrobatics 6 (+10) Computers 7 (+10) Concentration 3 (+5) Drive 1 (+5) Investigate 7 (+10) Knowledge, Life Sciences 9 (+12) Knowledge, Physical Sciences 9 (+12) Knowledge, Pop-culture 2 (+5) Knowledge, Technology 7 (+10) Medicine 10 (+12) Notice 8 (+10) Search 7 (+10) FEATS 15PP Attack Focus [melee] 4 Dodge Focus 4 Evasion 1 Improved Grapple Luck 3 Quick Change Weapon Bind POWERS 24 + 5 + 21 = 50PP Combat Array 11 (22PP Array; Feats: Alternate Power 2) [24PP] (Nanobots, Symbiote, Techno-Organic) BP: Damage 10 [22PP] (Range: 5 10-ft increments, 50’’ max; Feats: Accurate 3; Extras: Range; Drawback: Reduced Range 1 AP: [14+5=19/22PP] Enhanced Strength 14 [14PP] Super-Strength 2 (+10 Str for carry capacity and +2 Str for sustained activity; Feat: Bracing) [5PP] AP: Stun 10 [20/22PP] (Electricity) Movement Array 2 (4PP Array; Feat: Alternate Power 1) [5PP] (Nanobots, Symbiote, Techno-Organic) BP: [3+1=4/4PP] Speed 3 (500 ft/rd, 50mph ground speed) [3PP] Quickness 1 (x2, Extra: Linked [to Speed]) [1PP] AP: Flight 3 (500 ft/rd, 50mph flight speed, Drawback: Limited load [Medium load], Power Loss 1 [Wings]) [4PP] Physical Container 4.2 [21PP] (Nanobots, Symbiote, Techno-Organic) Enhanced Constitution 2 [2PP] Enhanced Dexterity 4 [4PP] Protection 7 [7PP] Regeneration 8 (Recovery Bonus +2, Bruised 2 [standard action], Injured 2 [5 minutes], Ability 1 [5 hours], Disabled 1 [5 hours]) [8PP] ATTACK RANGE SAVE EFFECT Damage Touch DC25 Tou (staged) Damage (Physical) Stun Touch DC25 Fort (staged) Stun (Electrical) TOTALS Abilities (24) + Combat (24) + Saving Throws (20) + Skills (19) + Feats (15) + Powers (50) - Drawbacks (0) = 152/152 Power Points Link to comment
Dr Archeville Posted February 1 Share Posted February 1 EVOLVED by Fox Horrorshow has 12 points unspent! Let’s see if I can spend them. Also, I was recently reminded of our guidelines re: Saving Throws and on Impervious Toughness, so I’ve got to tweak those a bit. And I think I’ve found a satisfactory way to do so. Abilities +2 Dex (to 14/+4), -4 to Con (to 26/+8 / 18/+4), +2 Wis (to 18/+4) [net cost unchanged] Strength: 26/20/14 (+8/+5/+2), STR 41 for lifting in “Chitinous Horror” form Dexterity: 18 (+4) Constitution: 26/18 (+8/+4) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 28/18 (+9/+4) Combat Due to alterations to his Impervious Toughness, Knockback will be getting altered slightly [net cost unchanged] Knockback: -9 vs. Physical & -5 vs. Energy in “Chitinous Horror” form (-8 / -4 if flat-footed); -7 vs. Physical & -5 vs. Energy if Morphed or in "Amorphous Horror" form ( -6 / -4 if flat-footed) Saving Throws Reducing Reflex and Will both by 3 points. [frees up 6 points] Toughness: +10 (+8/+4 Con, +2 Defensive Roll; Impervious 8 vs. Physical in "Chitinous Horror" form, Imp 4 vs. Physical if Morphed or in “Amorphous Horror” form), +8 when flat-footed Fortitude: +8 (+8/+4 Con, +0) Reflex: +8 (+4 Dex, +0; +4 Enhanced) Will: +8 (+4 Wis, +0; +4 Enhanced) Skills Adding 24 ranks of skills [costs 6 points] +4r in Acrobatics, +4r in Concentration, +5r in Knowledge (Life Science), +3r in Perform (Acting), +4r in Stealth, and +4r in Survival This, combined with changes to Dexterity and Wisdom, means his skills now look like this: Acrobatics 11 (+15) SM Bluff 11 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM [D,F,T] Concentration 11 (+15) 2nd Chance Diplomacy 11 (+15, +20 w/ Enhanced CHA) SM [Fascinate] Disguise 11 (+15, +20 w/ Enhanced CHA; +30 more w/ Morph, +10 more w/ Shapeshifting) Gather Information 11 (+15, +20 w/ Enhanced CHA) SM, Well-Informed Intimidate 11 (+15, +20 w/ Enhanced CHA) SM, Startle Knowledge (Current Events) 9 (+10) Knowledge (Life Science) 9 (+10) Knowledge (Popular Culture) 9 (+10) Language 3 (English, GalStandard, Russian, Ukrainian [native]) Notice 11 (+15) SM Perform (Acting) 5 (+9, +14 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Sense Motive 11 (+15) SM Stealth 11 (+15) HiPS, SM Survival 11 (+15) Feats Add Defensive Roll, Improved Grab, Improved Throw, Jack-of-All-Trades, and Second Chance (Concentration checks). [costs 5 points] Powers Adding some, altering others. [net cost of 4 points] ADD a Comprehend power [costs 2 points] Comprehend 1 (languages [speak any one at a time]) [2PP] CHANGE Grue-some Awareness [net cost unchanged] Grue-some Awareness 4 (8 points; PF: Alternate Power) [9PP] BE: Comprehend 4 (animals 2, languages 2 [to languages 3; speak all at once, understand all]) {8/8} AP: Mind Reading 10 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle) {7/8} ADD Impervious Toughness [costs 2 points] Impervious Toughness 4 (”Grue-some Resilience”; Flaw: Limited [Only vs. Physical]) [2PP] CHANGE Metamorph/Chitinous Horror form [net cost unchanged] Reduce Impervious Toughness from 10 to 4 (frees up 3 points for that slot) Total cost 9 points TOTALS Abilities (38) + Combat (16) + Saving Throws (0) + Skills (39) + Feats (33) + Powers (115) - Drawbacks (3) = 238/241 Power Points [3pp under] Combat By Form When using Chitinous Horror Form: Attack +10 melee, +4 ranged Strikes +10 (crit 18-20) Grapple +21 Defense +10 (+2 flat-footed) Knockback -9 vs. physical, -5 vs. energy; -8 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 8 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 41 (light load 2,448 lbs. [1.224 tons], medium load 4,896 lbs. [2.448 tons], heavy load 7,360 lbs. [3.68 tons], maximum load 14,720 lbs. [7.36 tons], push/drag 36,800 lbs. [18.4 tons]) [PL 10 offense, PL 10 defense] When using Amorphous Horror Form: Attack +10 melee, +4 ranged Strikes +10 Grapple +21 Defense +10 (+2 flat-footed) Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 4 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton) [PL 10 offense, PL 10 defense] When Morphed: Attack +10 melee, +4 ranged Grapple +15 Unarmed Strike +5 Defense +10 (+2 flat-footed) Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 4 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton) [PL 7.5 offense, PL 10 defense] When Powerless: Attack +10 melee, +4 ranged Grapple +12 Unarmed Strike +2 Defense +6 (+2 flat-footed) Knockback -3, -2 flat-footed Toughness +6 (+4 flat-footed) Fort +4, Ref +4, Will +4 Lifting STR 14 (light load 58 lbs., medium load 116 lbs., heavy load 175 lbs., maximum load 350 lbs., push/drag 875 lbs.). [PL 6 offense, PL 6 defense] Link to comment
Supercape Posted February 4 Share Posted February 4 BELLY FLOPPED BY THEV Gamma Buzz Just a few changes to keep up with how Baz has developed on site Two new complications Like a brick. Despite his strength, Baz has never learned to swim and will thrash about in water. Whilst he can, technically, swim (due to his incredible strength rather than skill), he will be slow, ineffective, noisy, etc as suits the plot. To make matters worse, he has, against all wisdom, the urge to belly flop into any body of water because it makes a great splash. Easily read. When tense, anxious, or angry, his antennae will stiffen and then start trembling. Those who know him well (or the very astute) can read this, potentially making bluffs or tilts easier. Also, in view of extra super sense, just adding this to the Antenna complication which should now look like this: Vulnerable Antenna: Even an average guy (or girl) can easily tear of his Antenna. They regrow back eventually, but without them he will loose his tremor sense and detect radiation tactile sense. Expanding super senses for 3 PP Adding Scent (1 PP) Adding Tactile detect Radiation (2 PP) Super senses will now look like this: Super Senses 6 (Infravision, Ultravision, Tremor Sense, Low Light Vision, Scent, Tactile Detect Radiation, Feats: Uncanny Dodge [tactile]) [9 PP] Adding a new immunity power (1 PP) Immunity 2 (All suffocation, Flaws: Limited to holding breath for extended periods [sustitute rounds for minutes]) "Cockroach lungs" [1 PP] Link to comment
TheAbsurdist Posted February 8 Share Posted February 8 WHITE OUT BY THEV Updates for Jotunn. In doing this it looks like I was underspent prior and it was not caught? as with the spending Spending 14PP, my total is at 193 now for him. Skills: 5PP Acrobatics increase 4 ranks to Acrobatics 8 (+12) Climb increase 4 Ranks now Climb 12 (+17/+20 w/Enhanced Strength) Investigate increase 2 Ranks. now Investigate +4 (+6) Stealth increase 6 Ranks, now Stealth 8 (+12) Swim 2 (+7/+10 w/ Enhanced Strength) 1 each to Knowledge: Arcane Lore and Physical Science, bringing them up to 3 (+5) Feats: 6PP Challenge: Accelerated Climb 2 Skill Mastery: Acrobatics, Climbing, Notice, Stealth Stunning Attack Takedown Attack Ultimate Effort: Climbing Powers: 3PP Spending 3 point on improving Primeval container to increase Super Strength to 2. Going to Flight 2, adding PF Selective to Insubstantial. Corrected some formatting there too. that is below. Primeval Potency (Container) [46 PP] Artic Form 10.5 (Array, PFs: Alternate Power 1) {25 PP} BE: Flight 2 (25 MPH/250’ round) {4} + Insubstantial 2 (Icy mist form; Cold; PFs: Selective){11} + Obscure 3 (Cold, Weather; 25 ft’ diameter, All Visual; Extras: Action [+1, Move], Area [+1, cloud]; Flaw: Range [-1, touch]) {9} {4 + 11 + 9 = 24/24} ‘icy fog form’ AP: Super Strength 2 (+10 Strength, STR 38, Heavy Load: 3,000 pounds; PFs: Bracing, Countering Punch, Groundstrike, Shockwave, Super-Breath, Thunderclap {8} + Environmental Control 4 (Intense Cold, 50ft. Radius; Extras: Aura [+1], Independent [+0], PFs: Slow Fade [1 Minute]) {13} {10+13 = 23/24} ‘Boreal Might’ Enhanced Strength 6 (Prowess, to STR 28/+9) {6PP} Immunity 11 (Cold, Immunity to Cold descriptor, environmental heat) {11 PP} Protection 3 (Prowess) {3PP} Morph 2 (Transformation, changes to look normal human, +10 Disguise; Drawback: Negated when Fimbulvetr or Arctic Form are used) {1 PP} Link to comment
Tiffany Korta Posted February 11 Share Posted February 11 TO THE STARS BY THEV Starshine Increase Base Melee by 1 Increase Fortitude save by 1 Increase Reflex save by 1 Increase Will save by 1 Increase Luck by 1 The Bracelet 15 (75PP Device, Hard to Lose, Feat: Restricted 2 [Only Usable by You]) Alien Artifact [62PP] Body of Light 7 (14PP Array, Feat: Dynamic Alternative Power 3) [17PP] Dynamic Alternative Power: Flight 7 (up to 2,500 mph / 22,000 ft/rnd) [14PP] Dynamic Alternative Power: Super-Strength 7 (up to +35 STR) [14PP] Enhanced Constitution 14 [14PP] Enhanced Strength 12 [12PP] Enhanced Feats 8 (Attack Focus [Melee] 2, Attack Specialization [Hard Light], Dodge Focus 5) [8PP] Flight 1 (10mph / 88ft/rnd) 1 [2PP] Hard Light: Damage 8 (range: 80ft, Extra: Range) [16PP] Impervious Toughness 4 [6PP] Spoiler Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP Strength: 12/24 (+1/+7) Dexterity: 10 (+0) Constitution: 12/26 (+1/+8) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 6 = 18PP Initiative: +0 Attack: +8 Hard Light, +8 Melee, +6 Base Melee Defense: +8 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8/+20 Knockback: -0/-7 Saving Throws: 1 + 7 + 5 = 13PP Toughness: +1/+8 (+1/8 Con, +0 [Impervious 6]) Fortitude: +1/+9 (+1/+8 Con, +1) Reflex: +7 (+0 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 36R = 9PP Computers 3 (+5) Diplomacy 8 (+10) Knowledge (Current Affairs) 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (English [Native], Greek) Notice 9 (+10) Sense Motive 9 (+10) Feats: 3PP Luck 2 Online Research Attack Focus (Melee) 2 Attack Specialization (Hard Light) 1 Dodge Focus 5 *Enhance Feats from The Bracelet Powers: 62 = 62PP The Bracelet 15 (75PP Device, Hard to Lose, Feat: Restricted 2 [Only Usable by You]) Alien Artifact [62PP] Body of Light 7 (14PP Array, Feat: Dynamic Alternative Power 3) [17PP] Dynamic Alternative Power: Flight 7 (up to 2,500 mph / 22,000 ft/rnd) [14PP] Dynamic Alternative Power: Super-Strength 7 (up to +35 STR) [14PP] Enhanced Constitution 14 [14PP] Enhanced Strength 12 [12PP] Enhanced Feats 8 (Attack Focus [Melee] 2, Attack Specialization [Hard Light], Dodge Focus 5) [8PP] Flight 1 (10mph / 88ft/rnd) 1 [2PP] Hard Light: Damage 8 (range: 80ft, Extra: Range) [16PP] Impervious Toughness 4 [6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Hard Light Ranged DC 23 Toughness Damage Totals: Abilities (14) + Combat (18) + Saving Throws (13) + Skills (9) + Feats (3) + Powers (62) - Drawbacks (0) = 119/119 Power Points Link to comment
Thevshi Posted February 11 Author Share Posted February 11 CHRONOGRAPH'd by Fox Timeout Okay, while waiting for the post counts and new PP awards, going to spend most of Timeout’s unspent PP. (15 of the unspent 16) First spending 14 PP to increase his Time Control array pool, also adding a new alt power. Will make the following changes to it with those extra points: Adding two ranks to Time Stop to PL cap of 8. Adding Affects Insubstantial 2 and Dimensional 3 to the Time Freeze and Time Sedation alt powers (plenty of extra points for these) Reducing the Action of the Healing alt power, and adding Progression 2 to increase potential burst area (still extra points left) Adding a hefty Cosmic Supersense to the alt slot with the Temporal and Dimensional movement alt slot (still points left over) Adding Teleport 10 as the new alt power New Array will like like this: Time Control Array 29 (58 PP Array; 5 Alt Powers) [63 PP] Base: Time Stop 8 (30-ft up to 150-ft Area; Feats: Progression 2 (x5 Area)) {58/58} Alt: Time Freeze (Paralyze 10) (Extras: 50-ft up to 250-ft.Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 2 (x5 Area)) {48/58} Alt: Time Sedation (Stun 10) (Extras: 50-ft up to 250-ft Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 2 (x5 Area)) {48/58} Alt: Healing 10 (Extras: 50-ft up to 250-ft Area Burst, Selective, Action (Standard); Feats: Stabilize, Persistent, Progression 2 (x5 Area)) {54/58} Alt: Super Movement 6 (Temporal Movement 3 (Progression 5 (5000 lbs capacity); Dimensional Movement 3 (Progression 5 (5000 lbs capacity)); Super-Sense 21: Cosmic Awareness (Mental Sense (Very Common), Accurate; Acute; Analytical; Radius; Extended 3 (x1,000); Counters Concealment (2); Counters Illusion (2); Counters Obscure (5); Penetrates Concealment (4) {43/58} Alt: Teleport 10 (Extras: Accurate; Portal (+2): Flaws: Long-Range; Feats: Easy; Progression 2 (portal up to 25x25 feet)) {43/58} Also making the following slight change to the fluff: Age: 16 (was 6 years old when brought to this timeline in 2013) Link to comment
Tiffany Korta Posted February 23 Share Posted February 23 SPIDERVERSED BY THEV Emerald Spider Would like to make the following changes: Increase her age to 33 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness Attack Bonus +4 (8PP) Defense +4 (8PP) Fort +2 (2PP) Ref +2 (2PP) Will +2 (2PP) Skills (+2PP = +8R) Drive +3 Perform (Percussion) +5 Feats (+15PP) Blind-Fight Challenge (Improved Taunt) Distract (Bluff) Fascinate (Bluff) Improved Disarm 1 Improved Initiative 2 Improved Trip Luck 4 Takedown Attack +1 Taunt Weapon Bind Link to comment
Thevshi Posted February 24 Author Share Posted February 24 A NEW PARADIGM BY TIFF Small edit request for Paradigm, spending 2 PP on feats: Improved Initiative (up to 2 ranks now) Move-by-Action Also small fluff edit for age: Age: 49 (DOB: over 2,000 years ago, was 40 when taken out of stasis in 2014) Link to comment
Supercape Posted February 25 Share Posted February 25 PUMPED UP by Dr Archeville (Note: Having some issues getting the new pic to load properly) Some edits for Captain Cosmos / Buddy Brand A few tweaks to background and complications (fluff) New awesome picture 2 PP: Add +2 to Reflex Save 6 PP: Add 3 Ranks of Super Strength (modifying Grapple Bonus accordingly) Spoiler Captain Cosmos Power Level: 11 (236/236 PP) Unspent Power Points: 0 Trade-Offs: -3 Attack / +3 DC, -3 Defence / +3 Toughness In Brief: Multidimensional Paragon Alternate Identity: Buddy Brand Birthplace: San Fransisco Residence: Freedom City Occupation: Newsreader Affiliations: None Family: Bernard Brand (Estranged Father, Businessman), Violet Brand (Lawyer Sister) Description: Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Mixed-Caucasian Height: 5’10” Weight: 85 Kgs Eyes: Blue Hair: Brown / White Buddy is a man of average build with a physique representative of regular but not extreme exercise. He looks fairly close to his age, with silver flecked black hair, a tan, and a few wrinkles. He has what many call a “trustworthy” face. When dressed as Captain Cosmos he wears a blue and orange spandex costume and mask, complete with cape. Captain Cosmos can change his dimensions. As a one-dimensional being he is essentially an imperceptible line. As a two dimensional being he will be completely flat. In transdimensional form he will look slightly translucent. In hyperdimensional form he will appear to be slightly blurred. Most bizarrely, in Antidimensional form he will look as if flipped in a mirror. History: Buddy had an undesirable upbringing with a father who simply pushed him too hard to succeed at everything, wanting him to be a lawyer or politician. In university, Buddy rebelled, and ended up working in media, which ended up enjoying – and being promoted to newsreader for WCZA Channel 7 News. His flagship show is "the Brand Report", where he grills famous persons of Freedom City on a Thursday Evening. Buddy’s life changed when he ran into an alternate version of himself late on evening, driving home from an out of town party. The mysterious figure was “Captain Cosmos” and lay dying on the road. As Buddy comforted the dying man, he heard his dying words “Beware…the Collapse!” and was then infused with a hyperdimensional energy source, granting him extraordinary powers. For the first few days Buddy was wracked with nausea and disorientation. His physician, Doctor Linda LaBelle, ran some tests and came up with some extraordinary results. To this day, only she knows of his secret identity. Buddy felt both a duty to carry on the mantle of Captain Cosmos, and a duty to address some of the terrible things he had reported on in the world. Thus, Captain Cosmos roamed the skies once more… Personality & Motivation: Happy, anxious, driven. Captain Cosmos is a friendly guy who is generally well liked. Having seen much of the darker side of the world as a newsman, he has a cynical / realistic outlook, although he is generally an optimistic sort. In other words, he sees a lot of problems in the world, but also feels that they can be sorted out. His relationship with his father growing up was pretty awful. His father put immense pressure on Buddy (and Buddy’s sister, Violet) to be hyper successful. He is left with a chronic feeling of not being “good enough”, which drives his career and his personal life. This leaves him with a chronic (but usually well hidden, as befits a TV presenter) anxiety about being fired or failing somehow. Powers & Tactics: Captain Cosmos draws on the power of all the alternate versions of Buddy Brand throughout the multiverse (although only he has this power). This grants him amazing strength and resilience, and as he can sustain himself from the life force of all his alternate versions, making him immune to any biological attack. In addition he can fly, and can alter his dimensions, either lowering them (one or two dimensional) or raising them (and thus being able to bypass normal space and time considerations) He will reduce his dimensions primarily for stealth, although sometimes fights two dimensionally if he is tired, weakened, and feels justified in using his dangerous “slicing” ability. Most commonly, he will use his hyperdimensional form, drawing on the strength of countless other Buddy Brands and reinforcing his own resilience and power. He will sometimes summon alternative versions of Buddy Brand, for instance if he needs someone to cover his show or pretend to be Buddy, or because he simply needs more helping hands. Power Descriptions: Captain Cosmos’ dimensional changes appear as above (Appearance). His flight leaves a slight rippling behind him but is entirely silent. Complications: Possibly Psychotic: Altering his dimensions (dimensional form array) tends to scramble his brain if sustained for long, leading to suspiciousness and eventually to psychotic symptoms (see below). Busy Body: Buddy’s Secret ID is both busy and famous, and he lives in the competitive, stressful world of Media. Whilst able and reasonably popular, he is not so skilled that he is irreplaceable. Dread of Drowning: As a child, Buddy nearly drowned in a white-water rafting expedition – and his Father remonstrated him badly. He has a lingering fear of being submerged (although he no longer has any danger of drowning). Whilst actually underwater he is only slightly anxious, it is the process of actually submerging that is dreadful to him. If he voluntary submerges himself he would need at least a moment to steel himself (causing delay), whilst an involuntary submerging (from knockback or telekinesis or the like) would send him into a paralytic panic. Buddy or no buddy?: Alternative versions of Buddy (Multidimensional/Summon power) are usually the same happy, anxious, nice guy version of Buddy (i.e. default summoning friendly attitude). But the process is not 100% accurate. Alt versions have their own agenda and, particularly if more extreme / deviant versions are summoned (such as Caveman Buddy, or Pirate Buddy), may be indifferent or even hostile. Zero: Captain Cosmos could plausibly eliminate all his dimensions; essentially a zero-dimensional form, thus ceasing (temporarily) to exist at all. Whilst he would never voluntarily do this (arguably he could not voluntary force his own non-existence) massive exotic dimensional effects or super high gravity might cause this state – as might a malignant mind controller. Abilities: 4 + 0 + 2 + 4 + 6 + 4 = 20 Strength: 14/40 (+4/+15) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 18 + 18 = 36 Initiative: +4 (w/ Improved Initiative) Attack: +9 Defense: +9 (+5 Flat Footed) Grapple: +30 (+35 in Hyperdimensional form) Knockback: -7 (-17 in 3D form) Saving Throws: 0 + 8 + 9 = 17 Toughness: +15 (+1 Con, +14) (10 impervious in 3D form) Fortitude: Immune Reflex: +8 (+8) Will: +12 (+3 Wis, +9) Skills: 20 PP = 80 R Bluff 4 (+6) Concentration 12 (+15) Diplomacy 10 (+12) Intimidate 4 (+6) Knowledge (Current Events) 14 (+16) Knowledge (Civics) 4 (+6) Knowledge (Pop Culture) 4 (+6) Language 2 (Englishbase, French, Spanish) Notice 8 (+11) Perform [Oratory] 8 (+10) Sense Motive 10 (+12) Feats: 7PP Accurate Attack Beginner’s Luck Connected Benefit 1 (Wealth) Improved Initiative Move-by Action Power Attack Powers: 36 + 43 + 1 + 12 + 30 + 14 = 136 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" [6 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] Strength: Linked Enhanced Strength 26 (feats: Affect Insubstantial 2, Dimensional 2) with Super Strength 6 (+30 effective strength, Feats: Shockwave) (30+13=43 PP][Dimensional] Feature: Temporal Anchor [1 PP] [Dimensional / Temporal] Flight 5 (250mph, Feats: Subtle, Instant Up) [12 PP] [Dimensional] Immunity 30 (Fort Saves) [30 PP] [Dimensional] Protection 14 [14 PP] [Dimensional] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Totals: Abilities 20 + Saving Throws 17 + Combat 36 + Skills 20 + Feats 7 + Powers 136= 236/236 Power Points Link to comment
Supercape Posted February 25 Share Posted February 25 DSM-5'd by Dr Archeville An update to Captain Cosmos Psychosis Complication (directly below his character sheet) The strain of changing dimensions can drive Buddy slowly mad. This is a difficult area so GMs / others> feel free to wave this away – in fact, the possibility that he is not going psychotic makes it more interesting! For the purpose of simplicity, there are three stages of psychosis. Prodrome: Suspiciousness, things might appear more threatening or salient than they would otherwise appear. Descriptions can be loaded with meaning that simply isn’t true. This is itself is unlikely to be a complication but is more flavour, or an omen of what to come. Hallucinations/Delusions: Frank psychotic symptoms. Hallucinations are fairly straightforward. Buddy may also get fixed delusions, usually paranoid / threatening. Both of these symptoms can lead to grossly inappropriate behaviour which may well warrant a complication if it is painful enough. Catatonic/Thought disordered: In the final stages, cognition and motor activity is so affected that Buddy is unlikely to be able to function at all. The descent into psychosis is faster in high gravity, slower in low gravity, and minimal in zero gravity (gravity distorting space-time dimensions thus compounding the problem). In addition, being hit by dimensional, gravity, or temporal powers can ebb away his sanity. The psychic strain also depends on the type of alternate form. Low: Drawing power from alternate dimensions (Multidimensional, Hyperdimensional), stages progress after several hours. Medium: Changing own dimensions (Flexidimensional, One dimensional, Two dimensional), stages progress by the hour. High: Assuming esoteric additional dimensionals (Anti dimensional, Transdimensional), stages progress by the minute. (These are guidelines, feel free to change according to plot. Sciency dimensional unpredictability is the explanation for variation.) Psychotic symptoms will resolve in a day or two. Improvement may be faster with skilled psychological help (Behavioural sciences?) or with drugs* (medical skill). ECT, or seizures, will cause extremely rapid, arguably instant recovery (although one still has to recover from the anaesthetic and the seizure). *For those of you who are interested: Psychotic symptoms resolve with (and only with) antipsychotic drugs (medications usually used are things like Olanzapine, Risperidone, and Aripiprazole). Modern antipsychotics are relatively unsedating and only rarely have motor side effects (although they have other long term side effects such as weight gain and diabetes). Catatonic states, however, are not (usually) responsive to antipsychotic drugs (in fact, they can make catatonia worse). They do rapidly resolve with benzodiazepines (the medictaion most usually used is Lorazepam, but any will do) or ECT. Link to comment
Thevshi Posted February 26 Author Share Posted February 26 MULTIPLICITY'D by Dr Archeville Making the following upgrades to Multi-Girl to bring her to PL 10 (her duplicate will remain PL9 for the moment). Spending all 6 unspent PP. Trading in her 2 ranks of Attack Focus: Range, with those returned PP, spending 2 more to add +2 BAB. Adding +2 ranks Dodge Focus Adding a rank of Luck Spending 1 PP on Skills (2 ranks Pilot; +1 Perform: Sing; +1 Kn: History) The sheet will need the following changes (fixed math errors on her Climb and Swim scores based on her STR): Spoiler Combat: 16 + 8 = 24 PP Initiative: +3/+6 Attack: +8 BAB Defense: +4 BDB, +8 Def (with +4 Dodge Focus) +2 Flat-Footed Grapple: +17 (+28 with Many, Many Hands!) Knockback: -6 Skills: 64R = 16PP Acrobatics 4 (+7/+10) Skill Mastery Climb 2 (+3/+12) Bluff 4 (+10/ +14 w/ Attractive) Drive 2 (+4/+8) Kn: History 5 (+7) Kn: Pop Culture 4 (+6) Notice 8 (+10) Skill Mastery Perform (Dance) 4 (+10) Perform (Singing) 15 (+21) Skill Mastery Pilot 2 (+4/+8) Sense Motive 8 (+10) Stealth 4 (+10) Skill Mastery Swimming 2 (+3/+12) Feats: 9 Attractive Dodge Focus 4 Luck Set Up Skill Master (Acrobatics, Notice, Perform [Singing], Stealth) Teamwork Note: Multi Girl’s Heroic Duplicate has identical stats except as below (and does not have the More Duplicates! Array (and of course Duplication)): Attack: +6 BAB, +8 Ranged (has 2 ranks Attack Focus: Range) Defense: +4 BDB, +6 Def (with +2 Dodge Bonus) Does not have Luck Link to comment
Thevshi Posted February 26 Author Share Posted February 26 CHRONOTRIGGER'd by Dr Archeville Timeout Spending 4 of his unspent PP 1 for another rank of Luck And then adding 3 PP to his container and creating a small array from his Speed/Quickness and adding an alt short-range teleport: Personal Time Displacement Array 7 (14 PP Array; 1 Alt Power) [15PP] Base: Speed 7; Quickness 7 {14/14} Alt: Power: Teleport 4 (Extras: Accurate; Flaw: Short-Range; Feats: Change Direction; Change Velocity; Turnabout: Progression 3 (1000 lbs) {14/14} So, top of container changes to the below (I had the ranks for it wrong anyway ) Container 9.8 (Temporal Control) [49 PP] Personal Time Displacement Array 7 (14 PP Array; 1 Alt Power) [15PP] Base: Speed 7; Quickness 7 {14/14} Alt: Power: Teleport 4 (Extras: Accurate; Flaw: Short-Range; Feats: Change Direction; Change Velocity; Turnabout: Progression 3 (1000 lbs) {14/14} Link to comment
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