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Character Edits, v4


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Quark updates:

+2 Intelligence

+1 to all skills with ranks in them

Take away all of his languages

Comprehend 3 (polygot; speaks all languages, understands all languages, reads all languages; Power Feat: Innate)

+1 Device (+1 Defense, +1 Toughness)

And make him a Tier 3 NPC after that.

While you're at that make Wesley a Tier 2 NPC
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For Ember I'd also like to change his Super-sensors to Shaen's suggestion

Super-Senses 8 (All Audio Senses [Extras], Low-Light Vision, Normal Olfactory [Extras], Ultrasonic Hearing) [8PP]

That free's up 5pp which I'll spend later when I decide what I want to do with him.

((I also updated my previous request for Boomer with Shaen's suggestions))

Done by Sandman XI

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So, I'm re-working Phantom a bit this month. There's a few things that I want the character to be more focused on and I'm also two ranks below cap in just about everything now, so I need to drag those up a bit.

Can you please change:

Hair: Straight black hair that’s feathered to just past shoulder length.

To:

Hair: Thick and very straight black hair that’s falls to the middle of her back.

Complications should be updated:

Secret Identity: Taylor is still struggling for normalcy. She has no desire for her serious parents to know that she's moonlighting as a superhero and she knows quite well that they would be terribly disappointed if she never gets her degree but living a double life is taking its toll.

Secrets (Jack): It's not exactly her secret, but dating the vampire who happens to also be the power behind the throne can really complicate an already difficult life. Either her secret alter ego from the vampires, or the vampires from the rest of the mystics in Freedom City. However you slice it, its a lot of secrets.

Responsibilites: (Interdimensional Guardian, Knights, Family, Boyfriend) Taylor has a mandated responsibility to do her duties and while Heshem is not one to micromanage, the failure to use her gifts as required by the entity would likely have dire consequences. In addition, she's got multiple forces that demand a certain level of loyalty. Unfortunately, they're not always on the same side of any given issue.

I'd like to drop each of my exotic Saves by 2, to the following: (+6)

Saves: (2+3+3=8pp)

Toughness: +11 (Impervious 9), +1 w/o Force Field

Fort: +3 (+1 Con, +2)

Reflex: +3 (+0 Dex, +2)

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

If you could also, then, raise my attack to the following: (-8)

Combat: (8+8=16pp)

Attack: +8, +10 Blast/Stun, +10 Telekinesis

Grapple: +8, +22 Telekinesis

I'd like to up the fire drawback to a moderate: (+2)

Drawbacks: (+3pp)

Vulnerable (moderate/uncommon: fire) (+3pp)

Add 'Fearless' to her feats: (-1)

Feats: (2+4+1=7pp)

Dodge Focus 4

Quick Change 2

Fearless

The powers have the most changes. I'd like to drop accurate from her dimensional sense (+1), move flight and dimensional movement into a movement array (+1 net), add +1 to her magic array (-1), and add 6 levels to her regen (-6). Here's the total for all of the changes: 1+1-1-6 = -5. And the actual upgrades to the various powers below.

Powers: (21+11+39+3+7+12=93pp)

Insubstantial 4 (Affected by Fire) (PF: Alternate Power) [21pp]

AP: Force Field 10 (Extra: Impervious 9, PF: Selective)

Immunity 11 (Aging, Life Support, Starvation/Thirst) [11 pp]

Magic Array (31 pp) (PF: Alternate Power x 8) [38pp]

BE: Blast 10 (Extra: Affects Corporeal, PF: Accurate 1) {31}

AP: Comprehend 7 (Animals 2, Languages 4, Spirits 1; Extra: Affects Others, Area Burst) {28}

AP: Detect Magic: Ranged, (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5)), Detect Dimensional: Ranged, (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5))

AP: Dimensional Pocket 6 (6,000 lbs; Extra: Continuous, PF: Progression) {31}

AP: ESP 9 (20,000 miles, Sight/Hearing; Extra: Duration/Sustained, Flaw: Standard Action; PF: Dimensional, Rapid x2, Subtle) {31}

AP: Nullify Field 8(40 Feet) (All Powers (Drawback: Only Magical and Dimenionsional Descriptors), Area Burst, Touch; Extra: Duration/Concentration) {31}

AP: Stun 10 (Extras: Affects Corporeal, Ranged; Flaws: Action/Full; PF: Accurate x 1) {31}

AP: Telekinesis 14 (Str 70; PF: Accurate, Precise, Indirect) {31}

AP: Teleport 9 (20,000 miles; Extra: Accurate PF: Change Velocity, Easy, Progression x 2 [x5 mass] {31}

Super Movement 3 (Dimensional 3) (PF: Alternate Power) [7 pp]

AP:Flight 3 (50 MPH) [6pp]

Super Senses 3 (Dimensional Awareness, Magical Awareness) [3 pp]

Regeneration 12 (Bruised 1/round, Injured 1/round, Staggered 1/Minute, Disabled 1/5 Hours, Ressurection 1/week (unless burned)) (PFs: Diehard, Regrowth) [12pp]

For ease of cut and paste, I stuck all the corrections into this version of the character sheet below, including her upgraded DC block:

[b]Players Name[/b]: alderwitch

Power Level: 11 (166/166 pp)

[b]Trade-Offs[/b]: [-2 Defense for +2 Toughness]

[b]Unspent PP[/b]: 0


[b]Characters Name[/b]: Phantom

[b]Alternate Identity[/b]: Taylor Chun

[b]Height[/b]: 5'1"

[b]Weight[/b]: 135 lbs

[b]Hair[/b]: Thick and very straight black hair that’s falls to the middle of her back.

[b]Eyes[/b]: Brown


[b]Description[/b]: 

Between Taylor’s height, her shy tendency to hunch in on herself in crowds, and her dimpled cheeks, she gets mistaken for a freshman at the University more often than not, if not a visiting high school student. Never terribly interested in athletics, nor prone to put on weight, Taylor is neither very muscular nor exceptionally heavy for her size. If anything, she is sturdily built and relatively fit, if only from the lack of car ownership. She dresses like she’s watched Indiana Jones just a few too many times, with rescued bomber jackets from the Salvation Army and fedoras that have seen better days.


As Phantom, Taylor is anything but average. In the cloak and cowl of her alter ego, Phantom is downright otherworldly. Her eyes glow white behind the three quarters black face mask. The folds of the inside of her ragged cloak crackle with eldritch energy and she flickers between solid and ephemeral states without conscious thought. Unlike most of the magically oriented, Phantom uses no arcane gestures or words of power but rather directs her fel energies with her eerie baleful glare.


A creature of all dimensions and none, Phantom flickers through reality with disquieting ease. It’s easy to mistake her cloak for her source of power as when she vanishes from sight, her cloak folds in first on her, and then on itself. Even stripped of the glittering Eye of Heshem at her throat, Phantom’s powers are unhindered.


[b]History[/b]: 

Taylor was born to your average middle class Americans. Her mother was a typical wasp and her father was a Chinese American, both of whom were born and raised inside Freedom City. Taylor's childhood was a normal one. She was a studious, if shy, child that spent much of her time focused on schooling although she had her share of childhood friends. The only oddity in her normal life was her great-uncle on her father's side. The elderly gentleman was always filling her head with stories of his youth helping Johnny Danger on all those daring quests. This is undoubtably where Taylor picked up her tendancy to dress like a bad pulp era character although with jeans and baseball t-shirts under her reclaimed, beaten jackets.


When Taylor went into college, she was tempted to study archeology but had a natural flair for languages and instead went into the linguistics program. About this time, Taylor's beloved grandfather took ill and she recieved a package from him containing the Eye of Heshem, a glittering amuelet with its gem larger than her thumb, and instructing her to keep it safe. For a time, the Eye travelled about in the pocket of her beaten leather jacket before, bored one night working the midnight shift at the library, she began to work on the translation of the inscription. The first time Taylor recited the ancient script aloud, she was knocked near senseless as the voice of Heshem herself thundered through her head, charging her with the defense of the pact.


These days, Taylor juggles her college studies and a late night job with doing her duties to guard the sanctity of the dimensional barriers. Her attempt at keeping a secret identity is made more difficult by the transformation to her alter ego that occurs unbidden when the Phantom is needed.


[b]Personality & Motivation[/b]: Taylor is responsible in either persona. She really is the sort of person that her Great Uncle could trust to take care of that relic simply because she was asked to. She's still too young to see the world in shades of grey and that outlook is what makes her really quite good as an interdimensional police agent.


As Phantom, she's the bouncer to Gateway's doorkeeper. She spends her costumed time finding and returning things that don't belong in their dimension. That's not to say that she's blindly devoted to the duties of her work. She's a bright young lady and can tell the difference between an Olympian that's setting up their own cozy little cult and a poor refugee but in either case she's going to find them a more appropriate local for their life.


[b]Powers & Tactics[/b]: The Eye has pulled Taylor Chun out of synch with this dimension. As a creature of all worlds and none, she is as likely to be ephemeral as solid and moves between the dimensions like a child would run through the rooms of the house. Her very body is the gateway to the holding dimension that she uses to transport creatures and objects back to where they once belonged and riding within the Phantom is an odd and distressing experience for even the most jaded. 


In additon to her odd and innate abilities, Phantom is an accomplished mage either. She uses a dark crackling magic without either word or gesture to knock the more combatant individuals low before wrapping them in the ragged edges of her eldritch cape. 


[b]Complications[/b]: 

[u]Secret Identity[/u]: Taylor is still struggling for normalcy. She has no desire for her serious parents to know that she's moonlighting as a superhero and she knows quite well that they would be terribly disappointed if she never gets her degree but living a double life is taking its toll.


[u]Secrets (Jack)[/u]: It's not exactly her secret, but dating the vampire who happens to also be the power behind the throne can really complicate an already difficult life. Either her secret alter ego from the vampires, or the vampires from the rest of the mystics in Freedom City. However you slice it, its a lot of secrets.


[u]Responsibilites[/u]: (Interdimensional Guardian, Knights, Family, Boyfriend) Taylor has a mandated responsibility to do her duties and while Heshem is not one to micromanage, the failure to use her gifts as required by the entity would likely have dire consequences. In addition, she's got multiple forces that demand a certain level of loyalty. Unfortunately, they're not always on the same side of any given issue.



[b][u]Stats[/u][/b]: (0+0+2+8+10+4=24pp)

Str: 10 (+0)

Dex: 10 (+0)

Con: 12 (+1)

Int: 18 (+4)

Wis: 20 (+5) 

Cha: 14 (+2)


[b][u]Combat[/u][/b]: (16+8=24pp)

Attack: +8, +10 Blast/Stun, +10 Telekinesis

Grapple: +8, +22 Telekinesis

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

Knockback: -0, -10 Force Field 

Initiative: +0


[b]Saves[/b][/u]: (2+3+3=8pp)

Toughness: +11 (Impervious 9), +1 w/o Force Field

Fort: +3 (+1 Con, +2) 

Reflex: +3 (+0 Dex, +2)

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


[u][b]Skills[/b][/u]: (52r = 13pp)

Concentration 10 (+15)

Intimidate 2 (+4)

Knowledge (Arcane Lore) 12 (+16)

Knowledge (History) 6 (+10)

Languages 6 (Arabic, Aramaic, Cantonese, Greek, Latin, Mandarin; English is native)

Notice 5 (+10)

Search 6 (+10)

Sense Motive 5 (+10)


[u][b]Feats[/b][/u]: (2+4+1=7pp)

Dodge Focus 4

Quick Change 2

Fearless


[u][b]Powers[/b][/u]: (21+11+39+3+7+12=93pp)

[b]Insubstantial 4[/b] (Affected by Fire) (PF: Alternate Power) [21pp]

[u]AP[/u]: [b]Force Field 10 [/b](Extra: Impervious 9, PF: Selective)

[b]Immunity 11 [/b](Aging, Life Support, Starvation/Thirst) [11 pp] 

[b]Magic Array (31 pp)[/b] (PF: Alternate Power x 8) [38pp]

[u]BE[/u]:[b] Blast 10 [/b](Extra: Affects Corporeal, PF: Accurate 1) {31}

[u]AP[/u]: [b]Comprehend 7[/b] (Animals 2, Languages 4, Spirits 1; Extra: Affects Others, Area Burst) {28}

[u]AP[/u]:[b] Detect Magic: Ranged[/b], (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5)), [b]Detect Dimensional: Ranged[/b], (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5))

[u]AP[/u]: [b]Dimensional Pocket 6[/b] (6,000 lbs; Extra: Continuous, PF: Progression) {31}

[u]AP[/u]: [b]ESP 9[/b] (20,000 miles, Sight/Hearing; Extra: Duration/Sustained, Flaw: Standard Action; PF: Dimensional, Rapid x2, Subtle) {31} 

[u]AP[/u]: [b]Nullify Field 8[/b](40 Feet) (All Powers (Drawback: Only Magical and Dimenionsional Descriptors), Area Burst, Touch; Extra: Duration/Concentration) {31}

[u]AP[/u]: [b]Stun 10[/b] (Extras: Affects Corporeal, Ranged; Flaws: Action/Full; PF: Accurate x 1) {31}

[u]AP[/u]: [b]Telekinesis 14[/b] (Str 70; PF: Accurate, Precise, Indirect) {31}

[u]AP[/u]: [b]Teleport 9 [/b](20,000 miles; Extra: Accurate PF: Change Velocity, Easy, Progression x 2 [x5 mass] {31}

[b]Super Movement 3[/b] (Dimensional 3) (PF: Alternate Power) [7 pp] 

[u]AP[/u]:[b]Flight 3[/b] (50 MPH) [6pp] 

[b]Super Senses 3[/b] (Dimensional Awareness, Magical Awareness) [3 pp]

[b]Regeneration 12[/b] (Bruised 1/round, Injured 1/round, Staggered 1/Minute, Disabled 1/5 Hours, Ressurection 1/week (unless burned)) (PFs: Diehard, Regrowth) [12pp]


[u][b]Drawbacks[/b][/u]: (+3pp)

Vulnerable (moderate/uncommon: fire) (+3pp)


[u][b]DC Block[/b][/u]:

ATTACK --- RANGE --- SAVE --- TYPE

Unarmed --- Melee --- DC15/Toughness (Staged) --- Bruise/Injury

(Magic) Blast 10 --- Perception --- 25/Toughness (Staged) --- Bruise/Injury

Dimensional Pocket 6 --- Melee --- 16/Reflex --- Special

Nullify (Dimensional) 8 --- Melee/Area Burst --- 18/Will --- Special

Stun 10 --- Perception --- 21/Will (Staged) --- Daze/Stun/Unconscious

Telekinesis (Thrown Object) 14 --- Perception --- 29/Toughness (Staged) --- Bruise/Injury


Costs: Abilities (24) + Combat (24) + Saves (8) + Skills (13) + Feats (7) + Powers (93) - Drawbacks (+3) = 166/166 PP

Done by Sandman XI

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Changes for the PL 11 Ghost

Spending 22 of the 23pps. Simply cut and paste the quoted areas into the approriate sections.

Spending 4pps to increase his Con and Int by +2

Stats: 18pps

Str: 10 (+0)

Dex: 12 (+1)

Con: 18 (+4)

Int: 16 (+3)

Wis: 12 (+1)

Cha: 10 (+0)

Spending a total of 6pps to Combat (lowering Defense focus by 2, taking the 2pps and putting it into Defense) to increase his Defense to 10.

Combat: 20pps

Attack: +2 (+6 claws)

Grapple: +2

Defense: +10 (+4 flat-footed; Dodge Focus 2, Danger Sense)

Knockback: -11, -4 without Force Field

Initiative: +1

Spending 2pps to incraese his Reflex and Will saves by +1. (His Fortitude saves increases by +1)

Saves: 12pps

Toughness: +11 (+4 without Force Field)

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

Reflex: +6 (+1 Dex,+5)

Will: +6 (+1 Wis, +5)

Spending 4pps to incrase (Disable device, Notice, Search, and stealth by 4ranks.) Intel skills increased by 1

Skills: 104r=26pp

Bluff 4 (+4)

Computers 9 (+12)

Concentration 3 (+4)

Disable Device 16 (+19)

K: Art 3 (+6)

K: Current events 2 (+5)

K: Pop Culture 2 (+5)

K: Streetwise 3 (+6)

K: Technology 9 (+12)

Notice 16 (+17)

Search 16 (+19)

Sleight of Hand 5 (+6)

Stealth 14 (+17)

Spending 3pps on Feats, gaining Luck 2 and Second Chance [Disable Device]. Lowered Dodge Focus by 2.

Feats: 6pp

Dodge Focus 2

Equipment [Lock picking tools, Smoke grenade]

Luck 2

Second Chance [Disable Device]

Spending 5pps on Powers to increase his Probability control by 1 and add the AP:Strike (claws) to his Summon power

Powers: 90 (See below for descriptors)

Concealment 8 (all visual, all auditory, all radio; Flaw: Limited to Machines) 8pps

Force Field 7 (Extra: Duration/Continuous; PF: Subtle) 15pps

Probability Control 10 (PF: 2 Alternate Power) 42pps

AP: Blast 9 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence]) (36pps)

AP: Nullify All Technology 10 (Extras:Duration/Concentration; Effortless)(36pps)

Summon Gremlins 5 (PF:1 Alternate Power, Progression 2 [PL5 75pps minions x5]) 13pps

AP: Strike 8 (claws PF: Accurate 2, Affects Insubstantial 2)

Super Movement 4 (Permeate 2 [Half speed; must hold breath Extra: Affects

Others], Sure-Footed 1 [1/4],Trackless 1 [Flaw]) 9pps

Super-Senses 5 (Danger Sense [mental], X-ray vision (not through gold); Flaw: Limited/Only while Permeating for X-Ray Vision) 3pps

Updated DC block:

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Claws DC 23/Toughness affects insubstantial

Blast DC 24/Toughness Penetrating variable descriptor

Nullify All Technology DC 20/Will or Power rank Continuous supression

Smoke grenade --- Obscure 2 (visual)

Updated Totals:

Costs: Abilities (18) + Combat (20) + Saves (12) + Skills (26) + Feats (06) + Powers (90) - Drawbacks (00) = Total Cost 172 / 173pp

Done by Sandman XI

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The New Stat block for Boomer's powers ;)

DC Block:

ATTACKS --- SAVE DC --- DAMAGE TYPE

Unarmed, Normal -- DC 15/Toughness -- Damage

Blast -- 25/Toughness -- Damage

Dazzle -- DC 15 Ref/Fort – Visual Dazzle

Emotion Control -- 15/Will -- Varies (Staged)

Done by Sandman XI

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Psyche's updates are going to be pretty easy this month.

1 PP to add a second communication link:

Super Senses 2 (Communication Link: Michael/Phalanx, Zoe/Zephyr) [2pp]

1 PP for one rank of Wealth

and 5PP of Equipment for the following:

Caldwell Manor (HQ) Size: Huge [3 ep], Toughness: 10 [1 ep], Features: Combat Simulator, Communications, Computer, Concealed, Defense System x 2, Garage, Gym, Hanger, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2: Teleporter, Power System, Security System [19 ep] - Total EP: 23

Power 2: Teleport 10 (20,000 miles), Drawbacks: Power Loss 2 (Teleport Beacon), Extras: Accurate, Affects Others, Flaws: Limited (To/From Manor)

Teleport Beacon and Communicator (belt buckle) [1 ep]

Done by Sandman XI

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Psyche's updates are going to be pretty easy this month.

1 PP to add a second communication link:

1 PP for one rank of Wealth

and 5PP of Equipment for the following:

Done by Sandman XI

PLAGIARISM!!!

Heh. In all seriousness, though, there are some errors here.

First, you should specify which two 2PP/rank attack powers (or which one 4PP/rank power) your Defense System has.

Second, you should specify what form your Personnel takes. Human servants? Robots? An A.I.? The possibilities are endless.

Third, the Powers are off.

Teleport rank 10 can travel 200,000 miles, not 20,000.

Unless the manor itself can also teleport itself around, the Teleport power should not only have the Affects Others extra, but the Limited [Others] flaw as well, for a net cost of +/-0.

The Power feature gives you PLx2 points to work with per rank of the feature, but the powers are usually capped at your PL. In this case, that's 7. You'd need special Ref permission to exceed that.

Assuming you're capped hard at PL7, 2 ranks of the Power feature gives you 28PP to work with.

Teleport 7 (200 miles, Drawbacks: Power Loss 2 [Teleport Beacon], Extras: Accurate, Affects Others, Flaws: Limited [Others], Limited [To/From Manor]) [12PP]

12PP is less than 14PP, so you'd only need 1 rank of the Power feature for this.

If they'll let you slide on the HQ PL caps...

Teleport 15 (Same Star System, Drawbacks: Power Loss 2 [Teleport Beacon], Extras: Accurate, Affects Others, Flaws: Limited [Others], Limited [To/From Manor]) [28PP]

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Oh right, I have points to spend this time. Forgot I could do that.

Doing to do a minor "overhaul" to Atlas.

First, turn the Leaping 3 inside of his Alternate Form into a Dynamic Alternate power of Super-Strength, making Super-Strength Dynamic in the process. No net point change.

Next, move 2 points of Enhanced Strength from inside the Alternate Form to outside. This will in effect cost 2 points.

Then covert the Enhanced Strength 4 and Enhanced Constitution 4 outside of the form into points in Str and Con, which will bump his normal values up to 28 a piece. This will result in having 40 points in Stats and 69 in Powers.

Finally, fill that 2 point "gap" in Alternate Form with Regeneration 20 PF: Persistent, Regrowth. The damage conditions are to be filled in this order (Bruised, Injured, Staggered, Disabled, Bruised, Injured...)

This is all just due to Altas's transformation changing and becoming more integrated into what he is.

Also, this:

Malice_Final_by_Alderwitch.jpg

Needs to take up residency on Malice's sheet.

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Mongrel Angel Update

Remove Attractive from feats (+1pp)

Lower Resurrection from 2 to 1 (it's mainly a cosmetic power) (+2pp)

Regeneration 1 (Resurrection, True Resurrection [+1 Extra]; PFs: Persistent, Regrowth) (4)

Add the following (-3pp)

Enhanced Skill 3 (Supernaturally Attractive) (Bluff 6, Diplomacy 6) (3)

And raise her Intimidate and Notice to the following (-1pp)

Intimidate 6 (+7)

Notice 6 (+7)

Edits done by Geez3r

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4 unspent pp for Doc

1pp to add 1 rank each to his three Craft skills and Know/Technology:

Craft (chemical) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Craft (electronics) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Craft (mechanical) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

Knowledge (technology) 13 (+20, +26 at HQ or with E.S.; +27/+33 w/ Enhanced Int)

1pp to add 1 rank of Equipment, to Equipment 6 (30ep)

Equipment:

Teleport Beacon for Scarab's Lair Teleporter (1ep)

HQ: A seemingly normal house in Hanover, Freedom City, USA. The inside is many, many time bigger than the outside. It is detailed here.

Size: Large/Small (Mansion/House-sized); Toughness: 15; Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed, Defense System (Snare 13 [Affects Insubstantial 2], +14 to hit), Dual Size*, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel**, Power no.1, Power no. 2, Power no. 3, Power no. 4, Power System, Security System 3 (DC 30), Workshop. Cost 2+2+23 = 27ep.

Power no.1: Enhanced Feats 1 (Well-Connected) plus Enhanced Skills 108 (+6r to Computers, Craft/Chemical, Craft/Electrical, Craft/Mechanical, Craft/Structural, Disable Device, Gather Information, Investigation, Knowledge/Behavioral Sciences, Knowledge/Business, Knowledge/Civics, Knowledge/Current Events, Knowledge/Earth Sciences, Knowledge/Life Sciences, Knowledge/Physical Sciences, Knowledge/Popular Culture, Knowledge/Technology, and Medicine; Useable By Others) (“Cutting-Edge Equipment, Uber-RSS Feeds, and Masterful Libraries”) [1+27=28p]

Power no.2: ESP 7 (auditory, radio and visual, 200 mile range [all of Freedom City and a good deal beyond]; Extra: No Conduit; Flaw: Medium – cameras and listening devices; PFs: Subtle) (“Security Tap”) [28p]

Power no.3: Healing 9 (Extra: Total; PF: Regrowth) (“Gesund Tank”) [28p]

Power no.4: Super-Senses 30 (communication link 3 [with Archeville's electromagnetic screwdriver and with his other two HQs], acute analytical extended 2 radius ranged tracking detect energy [radio sense], acute analytical extended radius ranged detect mutant powers, acute analytical detect time, microscopic vision 4, acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors]) [3+8+6+3+4+3=27p]

(Detect Mutant Powers is a Sentinel-like ability to detect precisely what powers a mutant possesses. Detect Time is from some superhumanly advanced clocks, most of which look at first glance to be simple cuckoo clocks. Precog is similar to what Ozymandias in Watchmen had in his arctic HQ, dozens of tv & news monitors filtered through some data-sorting software and his own incredible brain allowing him to pick up on broad trends.)

2pp on two new PFs for his Pseudonaturally Enhanced Mind array:

AP: Comprehend 4 (codes, languages 3 [speak any one at a time, understand any/all at once, read any]) ("Linguistic Analysis") and Enhanced Intelligence 6 (to 30/+10)

AP: Enhanced Attack 4, Enhanced Defense 2, and Enhanced Feats 2 (Dodge Focus 2). Attack becomes +12, Defense +12 (+5 flat-footed). ("Combat Mode")

DONE BY AVENGERASSEMBLED

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Take Impatient as a drawback off. I don't think she's ever used it. Instead, put it as a complication. Up Drive and Climb by one. Down Perform (dance) by one. Add Language (English [base], French, Japanese, Spanish)

Les mises à jour ont exécuté par Le Docteur

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Thanks for the update, AA, but you missed a few things: Doc's still listed as having 4 unspent pps!

Power Level: 14 (206/206 pp)

Trade-Offs: -2 Defense for +2 Toughness

Unspent PPs: 0

Totals: Abilities 27 + Combat 32 + Saves 12 + Skills 37 (148r) + Feats 22 + Powers 76 - Drawbacks 0 = 206/206 Total Cost


11 unspent pps for Belphegor :twisted:

4pp to increase his Attack and Defense by +1 each (see below)

1pp for 3 ranks in Craft/Structural and 1 rank in Languages (for Latin).

2pp on feats: Ritualist and Well-Connected

3pp to remove the Limited/Half Effect Flaw from his Immunities.

1pp for 1 more rank in Protection (to Protection 4)

Combat: [10 on Attack, 10 on Defense = 20pp]

Attack: +11, +13 w/ "Internal Infernal Combustion" (+5 without Powers)

Grapple: +20, +28 with "Unfettered Might" (+5 without Powers)

Defense: +11 (+4 flat-footed) (+5 without Powers [+2 flat-footed])

Knockback: -5, -11 “charged” (-0 without Powers)

Initiative: +3 (+0 without Powers)

Saves: [6+2+6 = 14pp]

Toughness +11 (Impervious 11 “charged”) (+0 without Powers)

Powers

Also, two of his APs under his Demonic Powers array should be changed.

AP: Enhanced Strength 8 (to 32/+11) plus Super-Strength 3 (to Super-Strength 5 [effective Str 57, Hvy Load 24+ tons]; PFs: Groundstrike, Shockwave) (“Unfettered Might”)

changed to

AP: Enhanced Strength 8 (to 32/+11) plus Super-Strength 4 (to Super-Strength 6 [effective Str 62, Hvy Load 66.6 tons]; PFs: Groundstrike [Explosion Trip 11], Shockwave [Cone Strike 11]) (“Unfettered Might”)

and this

AP: Impervious Toughness 10 (note: Sustained duration) and Penetrating Strength 7 (PFs: Accurate [+12 attack], Affects Insubstantial 2, Incurable, Takedown Attack 2) (“Internal Infernal Combustion”)

changed to this

AP: Impervious Toughness 11 (note: Sustained duration) and Penetrating Strength 7 (PFs: Accurate [+13 attack], Affects Insubstantial 2, Incurable, Takedown Attack 2) (“Internal Infernal Combustion”)

Power Level: 11 (169/169pp)

Trade-Offs: None

Unspent PP: 0

Totals: Abilities 6 + Combat 20 + Saves 14 + Skills 19 (76 ranks) + Feats 7 + Powers 113 - Drawbacks 10 = 169/169pp

DONE BY SHÆNTHEBRAIN

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stinger is a 92pp character with 0pp unspent (the sheet lists her as having 2pp unspent).

please change the following power:

from:

Blending 1 (Total concealment from normal vision) [2pp]

to:

Blending 1 (Total concealment from normal vision; Flaws: Passive) [1pp]

with the 1pp left over, please add the following feat to her

Move-By Action

and adjust her points appropriately (total feats cost: 10pp instead of 9pp; total powers cost: 35pp instead of 36pp)

the pp summary line changes from:

Costs: Abilities (14) + Combat (16) + Saves (9) + Skills (8) + Feats (9) + Powers (36) - Drawbacks (0) = 92

to:

Costs: Abilities (14) + Combat (16) + Saves (9) + Skills (8) + Feats (10) + Powers (35) - Drawbacks (0) = 92

thank you =)

DONE BY SHÆNTHEBRAIN

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Take away Angel's goggles. Fold the four points into an extra rank of Device for the bracers. With those 5 points take the flaw off of Concealment. Add 1 more rank to Concealment, and add normal hearing to the descriptors. Then add a Power Feat to Concealment, Close Range. Change Kinetic Control into Energy Control, add the Variable Descriptor feat to it. This shouldn't cost anything because the main power it's AP'd off of is 19 points and Kinetic Control is only 16 points at the moment. Finally, change Japanese to Italian.

DONE BY SHÆNTHEBRAIN

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Earlier I made this edit quite a lot more simple. I'm reposting it so it's easier to get to.

Captain Knievel - September edits

first some book keeping: Some of his totals are off

His stats actually add up to 50pp, not 52pp

his feats actually total 33pp, not 32pp

His adjusted totals line should be this:

Attributes 50 + Combat 40 + Saves 10 + Skills 12 + Feats 33 + Powers 30 - Drawbacks -1 = 174/178pp

3pp to spend from august posts actually gives Knievel 4 unpsent PP

stuff to remove:

Feat: Ultimate Effort (melee attacks) (I have heard that this is unfair from some as it is simply a better version of ultimate aim, so please drop it)

Feat: Improved Critical

Feat: Defensive Roll 3

Feat: Master Plan

Feat: Benefit (use knowledge tactics for master plan)

Skill: Knowledge Tactics 12

14pp to spend

Dodge Focus 1 [1pp]

Challange (fast intimidate) [1pp] (from the masterminds manual. allows for the use of intimidate as a move action during combat)

12 skill ranks [3pp]

Sense Motive 7

Notice 5

Reflex +1 [1pp]

Device 1 ("Protection Belt"; Hard To Lose; 5 device points; 1 unspent pp) [4pp]

I have 4pp left to spend which I will use at a later date

---

Non rules stuff:

I am re-writing some of Captain Knievel's character sheet. This includes some spelling corrections in his history section as well as a more current description, motivation, and powers and tactics section.

The reason for this is that it was a sloppy sheet, and was never really in the proper FC character sheet format.

---

EDIT: Seeing as how this edit is under a lot of scrutiny, I am going to retract that second device worth 8pp (the teleportation belt) I'll think of some way to spend the few power points that he has left elsewhere.

In addition:

Drop Acrobatics 8. I have never used it.

Take Stealth 8. No net pp cost.

I would like to spend Captain Knievel's final remaining 4pp thusly:

Luck +1 [1pp]

Leadership [1pp]

Equipment 2 [2pp]

General Equipment

Teleport Beacon (wrist watch) [1ep]

Hideout: Underground Bunker [9ep]

Size: Small; Toughness 10, Concealed (+10 DC), Gym, Living Space, Power System, Security System, Computer, Power 1 (24pp power)

- Teleporter: Teleport 12 (Flaws: Limited [To/From Base]; PF: Change Velocity, Easy, Progression 4; Drawbacks: Teleport Beacon [-2]) {18pp}

Code Character Sheet for Easy Upload:



"I like them odds."

[img] http://i605.photobucket.com/albums/tt131/CindyChill/Knievel.jpg[/img]


[b][u]Players Name: [/u] [/b]  quotemyname

[b] [u]Power Level: [/u] [/b] 11 (178/178 PP)

[b][u]Trade-Offs: [/u] [b] +3 attack -3 DC mod, +3 defense -3 toughness

[b] [u]PP Unspent: [/u] [/b] 0


[b] [u]Characters Name: [/u] [/b] Captain Knievel

[b] [u]Alternate Identity: [/u] [/b] Taylor Rogers

[b] [u]Height: [/u] [/b] 6'

[b] [u]Weight: [/u] [/b] 200 lbs

[b] [u]Hair: [/u] [/b] Sunlight-Blond

[b] [u]Eyes: [/u] [/b] Blue


[b] [u] Description: [/u] [/b]

Standing 6 feet tall and weighing in at 200 golden apples, Captain Knievel is the epitome of manliness and physical prowess. Captain Knievel sports a tactical combat suit made from form a fitting kevlar jumpsuit, steel toed boots, and steel shoulder pads. He wears sunglasses and has highly stylized bright blond hair. 


Captain Knievel is stronger faster and more attractive than and 5 normal men combined. The gauntlet he wears on his right arm allow him to generate the powerful "Adrenaline Cannon", a 5 foot wide plasma laser cannon that originates a his clenched fist. After multiple modifications, the Adrenaline Cannon itself now grants Captain Knievel a multitude of other abilities as well.  Captain Knievel has recently acquired a shiny new Power Belt that wraps around his waist.  This belt is the approximate size of a wrestling championship belt and is made entirely of steel.  This belt offers him expanded defensive utility in a fight.


[b] [u] History: [/u] [/b]

Taylor Rogers

DOB: 6/6/86


At 15 years old, Taylor's parents took him skydiving. After a freak accident caused his chute not to open, Taylor hit the ground. Hard. Miraculously, he survived the fall. His body crippled and broken, Taylor entered a coma. After five agonizing years of intense surgery, Taylor finally regained consciousness. His first thought upon waking was, "I want to do that again!" Most people would be left in paralyzing fear of falling and heights. But not Taylor Rogers. When the doctors told him that he would never walk again, his only reply was, "Like hell I will!" and seemingly magically, after two years of intense physical therapy, he did. However, just getting his body back in working order wasn't enough for Taylor. He was 20 years old, a legal adult, and decided that he wasn't going to bother being a part of normal society. Taylor's one and only dream was to do anything and everything that would be worth a thrill. In order to be able to do that, Taylor spent two more years going through intense physical training. Four solid years of conditioning and strength training honed Taylor's body to the peak of human physical prowess. Taking a job as a professional body builder, Taylor began to enjoy the pay-offs of all his hard work, and the lifestyle that went along with it. With money, relative fame, and a body fit as a fiddle, Taylor was once again able to enjoy skydiving, rock climbing, and a multitude of other risky yet intensely satisfying activities. That is until his body building sponsors told him he was no longer allowed to perform these activities. He had come too far to stop now though. So what is a guy to do when he can't pursue his deepest desires as himself? The same thing everyone else in Freedom City does when they can't do what they want to do as themselves. Put on a costume and do it anyways! That is when Captain Knievel was born. Now Taylor Rogers leads a double life. On one side, he is the Taylor Rogers, the peaceful, rich, body builder superstar. On the other, he is Captain Knievel the trill seeking junkie that loves to throw caution to the wind and dive off of sky scrapers.


[b] [u] Personality & Motivation: [/u] [/b]


Because he loves thrill seeking so much it always seems to get him into trouble. Taylor has had more accidents than he can count as Captain Knievel. He has been injured, shot, broken bones, and so on. He never seems to learn though...


Because most of his adult life has been spent listening to people tell him he can't do something, and he is forced to listen to them, he finds that as Captain Knievel he can never refuse a fight, or turn down a challenge, and he never pulls any punches.


Taylor has worked very hard to get to where he is in life, and that has ingrained in him a deep hatred for anyone who has led a pampered life.  He specifically hates those that have been given or gifted with otherworldly advantages over normal people.  The highlight and often the butt end of this hatred are Meta-humans that gained their powers by accident or were simply given powers by some outside source. 


Captain Knievel believes that since these Meta-humans did not work for their powers, they cannot truly appreciate them.  Therefore, there is no reason for them to have them.  This has led Captain Knievel to do anything he can destroy any and all Meta-humans that he comes across.


This behavior has led to him becoming one of Freedom City’s most wanted Super Villains over the past few months.  More often than not, Captain Knievel finds his quarrels to be with those that would call themselves heroes, or protectors of the city.  Unfortunately Captain Knievel had to find out the hard way that these heroes have quite a following.  The general populace seems to worship them unconditionally. Despite Captain Knievel’s perfect manly charm he has not been able to swing any of the citizens of Freedom City to his side. 


Worse still, the heroes in the city band together and support each other.  For this reason, Captain Knievel has been forced to go against his better judgment and work with some less than reputable characters over the months.  Captain Knievel sees the destruction of Freedom City’s heroes as the first step on his way to achieving his goals.  If destroying them means that he has to work with some Meta-humans that also oppose the heroes in the mean time, then so be it.  It is a sacrifice that must be made.  There is no doubt in Captain Knievel’s mind that as soon as the heroes are eradicated, so too will the Meta-Human villains.


Captain Knievel used to be much more reckless about pursuing his goals.  He used to cause lots of property damage, and endanger the lives of countless citizens.  Recently, however, he has found that his anger is better when directed entirely at the heroes of Freedom City.  Captain Knievel won’t stop if any citizens get in the way when he brawls with a hero. After all, they will probably survive.  And when they do, they will appreciate their lives all that much more. He does not, however go out of his way to harm the general population of Freedom City.


Lately, Captain Knievel has found the limitations of having a ‘normal’ body quite restrictive.  In order to keep up with the heroes and Meta-Humans in Freedom City, The Captain has been relying more and more on his Adrenaline Cannon of late.  He has even been known to take steroids to enhance his strength if it means being able to take out even one more Meta-Human.


[b][u]Complications:[/b][/u]

[i]-Accident[/i] (Unrelenting desire to perform dangerous hazardous stunts)

[i]-Compulsion[/i] (Must hit on every woman he sees)

[i]-Hatred[/i] (meta-humans who were given or born with their powers)

[i]-Insane[/i] (Truly believes his viewpoints regarding meta humans and their place in society are in the right)

[i]-Temper[/i] (Quick to anger, never turns down a fight)

[i]-Media Buff[/i] (Will go out of his way to get himself on “the evening news,†so to speak.)

[i]-Struggling[/i] (Currently living on whatever he can steal or take by force)

[i]-Confrontational[/i] (Will attack members of FC police force just because they are present)

[i]-Public ID[/i] (Freedom City knows who he REALLY is)

[i]-Criminal Record [/i] (Charged with aggravated assault, hate crimes, and terrorism)


[b] [u] Stats: [/u] [/b] [14+10+10+2+4+10 = 50pp]

Str: 24/26 (+7/+8)

Dex: 20 (+5)

Con: 20 (+5)

Int: 12 (+1)

Wis: 14 (+2)

Cha: 20 (+5)


[b] [u] Combat: [/u] [/b] [16+24 = 40pp]

Attack: +8 Base; +13 Melee, +15 Adrenaline Cannon; +8 Ranged;

Grapple: +22 (+33 w/ Elongation & Super Strength; -4 to escape rolls w/ Elongation & Super Strength)

Defense: +12 Base; +14 Dodge Focus (+6 FF)

Knockback: -4

Initiative: +13


[b] [u] Saves: [/u] [/b]  [3+3+5+= 11pp]

Toughness: +8 (+5 flat-footed)

Fortitude: +8 (+5 con, +3)

Reflex: +8 (+5 dex, +3)

Will: +7 (+2 wis, +5)


[b] [u] Skills: [/u] [/b] [ 48r = 12pp]

Intimidate 12 (+17)

Notice 13 (+15)

Sense Motive 15 (+17)

Stealth 8 (+13)


[b] [u] Feats: [/u] [/b] [32pp]

Attack Focus Melee 5 [5pp]

Attack Specialization (Adrenaline Cannon) 

Challenge (Fast Intimidate)

Defensive Attack

Dodge Focus 3 [3pp]

Elusive Target

Equipment 2 (10ep) [2pp]

Fearless

Improved Initiative 2 [2pp]

Inspire 5 [5pp]

Leadership

Luck 3) [3pp]

Power Attack

Set-Up

Skill Mastery 1 (Intimidate, Notice, Sense Motive, Stealth)

Startle

Takedown Attack

Ultimate Effort (Toughness Saves)


[quote name="Equipment"]

[b][u]General Equipment[/u][/b]

Teleport Beacon (wrist watch) [1ep]


[b][u]Hideout: Underground Bunker[/u][/b] [9ep]

Size: Small; Toughness 10, Concealed (+10 DC), Gym, Living Space, Power System, Security System, Computer, Power 1 (24pp power)

 - [u]Teleporter[/u]: [b]Teleport 12[/b] (Flaws: Limited [To/From Base]; PF: Change Velocity, Easy, Progression 4; Drawbacks: Teleport Beacon [-2]) {18pp} 

[/quote]



[b] [u]Powers: [/u] [/b]  20+4+4+2+2+2 = 34PP (Descriptors: Training, Steroids, Gadgets)


[b] Device 5[/b]  (Hard To Lose, "Adrenaline Cannon", 25pp) [20pp]


[b]Device 1[/b] ("Protection Belt"; Hard To Lose; 5 device points; 1 unspent pp) [4pp]


[b] Speed 3[/b]  (50 mph / 500 fpr; PF: 1 Alternate Power) [4pp]

[u]AP:[/u] [b] Leaping 3[/b]  (x10)


[b] Super Movement 1[/b]  (slow fall) [2pp]


[b] Super Strength 1[/b]  (“Power Lifting Trainingâ€Â; Effective Lifting Strength 32; L: 692lbs.; M: 1384lbs.; H: 2080lbs.; Max: 4160lbs.; Push/Drag: 10400lbs.) [2pp]


[b] Enhanced Strength 2[/b]  (“Steroid Useâ€Â) [2pp]


[quote]

[b] Device: Adrenaline Cannon Mark III: [/b]


[b] Strike 11[/b]  (“Adrenaline Cannonâ€Â; Extras: 100-ft. Line Area; Feats: 3 Alternate Powers) {25pp}


[u]AP:[/u] [b] Elongation 5[/b]  (“Laser Whipâ€Â; 100 feet; Extras: Projection, Linked(+0); PF: Improved Pin, Grappling Finesse){12pp}

[i]Linked:[/i] [b] Super Strength 5[/b]  (“Hydraulic Assisted Liftingâ€Â){10pp}

[i](Effective Lifting Strength 57; L: 11 Tons; M: 22 T; H: 33.25 T; Max: 66.5 T; Push/Drag: 166.4 T)[/i]


[u]AP:[/u] [b] Strike 9[/b]  (“Elemental Strikeâ€Â; Feats: Extended Reach 3, Variable Descriptor 2 [any technological], Improved Critical 2, Penetrating 3, Precise, Split Attack 2){22pp} 


[u]AP:[/u] [b] Strike 9[/b]  (“Pressure Point Punchâ€Â; Extras: Alternate Save - Fort; Feats: Extended Reach 2, Improved Critical, Precise){22pp}


The Adrenaline Cannon Mark II includes hydraulic tubing that runs from the gauntlet on Captain Knievel's right arm to the armor on his back. From his armor, the tubes stretch down the sides of his legs and open up at his boots. These tubes allow Captain Knievel to project the special attacks generated by his Adrenaline Cannon from his feet as well as his right arm. This allows him to deliver flaming kicks, etc...


The Adrenaline Cannon Mark III includes more powerful striking capabilities, and faster response time, as well as a reduced kick from the main cannon. The hydraulic tubing has also been adapted to assist in lifting.

[/quote]


[quote name="Protection Belt"]

[b]Protection 4[/b] {4pp} 


Captain Knievel’s latest gadget – the Protection Belt is similar in design to that of a championship wrestling belt.  It has a large plated buckle on the front of it and is made of solid metal.  The circuits in the belt run through his Kevlar suit and enhance its ability to protect Captain Knievel from injury.

[/quote]


[b][u]Drawbacks:[/b][/u] [-1pp]

[i]Full Power[/i] (Never pulls any punches) -1


[b][u]DC Block:[/b][/u]

Unarmed -- DC 23/TOU -- Damage

Strike 11 "Adrenaline Cannon" -- 21/REF + 26/TOU -- Damage (Plasma Energy)

Elongation 5 “Laser Whip†– DC 23/TOU – Damage

Strike 9 “Elemental Strike†– DC 24/TOU – Damage

Strike 9 “Pressure Point Punch†– DC 24/FORT -- Damage


Attributes [50] + Combat [40] + Saves [11] + Skills [12] + Feats [32] + Powers [34] - Drawbacks [01] = 178pp

Done by Sandman XI

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