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Grimalkin (PL15 NPC, Tier 2)


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Player Name: Heritage
Character Name: Grimalkin
Power Level: 15 (250/250PP) [252]
Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form)
Unspent PP: 0
Progress To Impervium Status: 129/150 (32PP earned pre-bump, 97PP earned post-bump)

Alternate Identity: Lynn Epstein
Height: 5'3"
Weight: 116 lbs.
Hair: Brown, worn short and a bit spiky
Eyes: Dark Brown

Description: A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in >skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. While she may appear to be a wee skinny thing, due to her faerie nature she's actually much stronger than she looks.

History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; three years ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life.

Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow.

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

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field.



Complications:
Prejudice (Vampires): While she makes an exception (with some difficulty!) in Avenger's case, Grim really doesn't trust bloodsuckers at all.
Prejudice (The Wealthy): Due to her lower middle class upbringing, Grim has a hard time sympathizing with the well-to-do
Secret Identity: While she doesn't go to the impressive lengths of her teammate Jack of All Blades, Grim does wear a mask and use only her heroic name while in the field.
Sensitivity To Taunting: She can dish it out, but she can't take it. Verbal barbs have a way of really getting under Grim's skin.
Short Fuse: Under the right circumstances, Grim can get very angry very fast, but usually cools down just as quickly.


Abilities: 10 + 16 + 8 + 4 + 4 + 6 = 48PP
Strength: 20 (+5), 12 (+1) in Pixie Form (Heavy Load: 400 lbs., 65 lbs. in Pixie Form)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 37/16 (+13/+3)


Combat: 12 + 12 = 24PP
Initiative: +12
Attack: +6 Ranged (+8 in Pixie Form), +11 Melee (+13 in Pixie Form), +15 Claws (+17 in Pixie Form)
Grapple: +19, +11 in Pixie Form
Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed, +17 in Pixie Form (+6 Base, +9 Dodge Focus, +2 Size), +4 Flat-Footed
Knockback: -7, -4 in Pixie Form


Saving Throws: 8 + 4 + 11 = 23PP
Toughness: +15 (+4 Con, +7 Protection, +4 Defensive Roll), +13 in Pixie Form (+4 Con, +7 Protection, +4 Defensive Roll, -2 Size)
Fortitude +12 (+4 Con, +8)
Reflex +12 (+8 Dex, +4)
Will +13 (+2 Wis, +11)


Skills: 152R = 38PP
Acrobat 15 (+23)Skill Mastery
Bluff 15 (+28/+18)Skill Mastery
Climb 3 (+11)
Craft (Artistic) 8 (+10)
Craft (Structural) 8 (+10)
Diplomacy 5 (+18/+8)Skill Mastery
Disguise 0 (+3, +38 Morph)
Gather Information 5 (+18/+8)Skill Mastery

Handle Animal 1 (+14/+4)

Intimidate 0 (+13/+3, -1 in Pixie Form)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Behavioral Sciences) 5 (+7)
Knowledge (Civics) 5 (+7)
Knowledge (Pop Culture) 6 (+8)
Knowledge (Streetwise) 9 (+11)
Notice 14 (+15)Skill Mastery
Perform (Dance) 6 (+19/+9)

Pilot 2 (+10)

Ride 1 (+9)
Search 14 (+16)Skill Mastery
Sleight of Hand 7 (+15)Skill Mastery
Stealth 15 (+23, +31 in Pixie Form)Skill Mastery


Feats: 45PP
Acrobatic Bluff
Agile Climber
All-Out Attack
Attack Focus (Melee) 5
Defensive Attack
Defensive Roll 2 (+4 Toughness)
Distract (Bluff)
Dodge Focus 9
Elusive Target
Equipment 2 (10EP)
Evasion 2
Grapple Finesse
Improved Initiative
Move-By Action
Luck 3
Power Attack
Setup
Skill Mastery 2 (Acrobat, Bluff, Diplomacy, Gather Information, Notice, Search, Sleight of Hand, Stealth)
Sneak Attack
Takedown Attack 2
Taunt
Uncanny Dodge 2 (Auditory, Olfactory)
 

 



Silberman's Books (PL15 HQ) [10EP]
Size: Small [0EP]
Toughness: +10 [1EP]
Features: [9EP]
Communications
Computer
Fire Prevention System
Garage
Gym
Library
Living Space
Security System (DC20)
Workshop

 

Powers: 4 + 10 + 26 + 17 + 7 + 8 + 11 = 83PP

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

Immunity 10 (Aging, Life Support) [10PP]

Glamour Body 10.5 (21PP Array, Feats: Alternate Power 5) [26PP]

Base Power: Morph 7 (Any Form, +35 Disguise) [21PP]

Alternate Power: Concealment 10 (All Non-Tactile Senses, Extras: Affects Others, Flaws: Blending, Passive, Feats: Close Range, Selective) [12PP]

Alternate Power: Elongation 5 (100ft) [5PP] + Insubstantial 1 (Liquid) [5PP] + Super-Movement 3 (Slithering, Trackless, Water-Walking) [6PP] (Liquid Form) [16PP]

Alternate Power: Emotion Control 15 (Extras: Area [General, Burst], Flaws: Limited [Fear], Sense-Dependent [Vision], Feats: Progression [Area] 6 [7,500ft / 1.5 mile radius]) [21PP]

Alternate Power: Enhanced Charisma 21 [21PP]

Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP]Glamour Control 8 (16PP Array, Feats: Alternate Power) [17PP]

Base Power: Strike 8 (Extras: Penetrating [2] [DMG 15, 17 Sneak Attack], Feats: Accurate 2, Improved Critical 2 [18-20], Incurable, Mighty) [16PP] (Dark Faerie Claws)

Alternate Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Flaws: Range [Touch], Feats: Innate, Precise, Progression 2 [25ft cubes], Subtle, Drawbacks: Power Loss [Contact with Iron]) [16PP]Protection 7 [7PP] (Faerie Fortitude)

Super-Movement 4 (Slow Fall, Sure-Footed, Wall-Crawling 2) [8PP]

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


Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]


Abilities 48 + Combat 24 + Saving Throws 23 + Skills 38 + Feats 42 + Powers 83 - Drawbacks 8 = 250/250 Power Points


DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch Toughness (Staged) Damage (Physical)
Medium DC20(22*)
Tiny DC16(18*)
Claws Touch Toughness (Staged) Damage (Physical)
Medium DC28(30*)
Tiny DC24(26*)
Create Object Touch DC16 Reflex Trapped
Fear Perception/Area DC25 Reflex No Effect
DC25 Will Shaken/Frightened/Panicked


*Sneak Attack
Edited by Heritage
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[floatr]024ydmedcrop.jpg[/floatr]Player Name: Heritage

Character Name: Grimalkin

Power Level: 15 (250/250PP) [252]

Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form)

Unspent PP: 0

Progress To Impervium Status: 129/150 (32PP earned pre-bump, 97PP earned post-bump)

Alternate Identity: Lynn Epstein

Height: 5'3"

Weight: 116 lbs.

Hair: Brown, worn short and a bit spiky

Eyes: Dark Brown

Description: A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. While she may appear to be a wee skinny thing, due to her faerie nature she's actually much stronger than she looks.

History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; three years ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life.

[floatl]GrimalkinHFMk2.png[/floatl]Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow.

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

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field.


Complications:

Prejudice (Vampires): While she makes an exception (with some difficulty!) in Avenger's case, Grim really doesn't trust bloodsuckers at all.

Prejudice (The Wealthy): Due to her lower middle class upbringing, Grim has a hard time sympathizing with the well-to-do

Secret Identity: While she doesn't go to the impressive lengths of her teammate Jack of All Blades, Grim does wear a mask and use only her heroic name while in the field.

Sensitivity To Taunting: She can dish it out, but she can't take it. Verbal barbs have a way of really getting under Grim's skin.

Short Fuse: Under the right circumstances, Grim can get very angry very fast, but usually cools down just as quickly.

Abilities: 10 + 16 + 8 + 4 + 2 + 6 = 46PP

Strength: 20 (+5), 12 (+1) in Pixie Form (Heavy Load: 400 lbs., 65 lbs. in Pixie Form)

Dexterity: 26 (+8)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 37/16 (+13/+3)

Combat: 12 + 12 = 24PP

Initiative: +12

Attack: +6 Ranged (+8 in Pixie Form), +11 Melee (+13 in Pixie Form), +15 Claws (+17 in Pixie Form)

Grapple: +19, +11 in Pixie Form

Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed, +17 in Pixie Form (+6 Base, +9 Dodge Focus, +2 Size), +4 Flat-Footed

Knockback: -7, -4 in Pixie Form

Saving Throws: 8 + 4 + 11 = 23PP

Toughness: +15 (+4 Con, +7 Protection, +4 Defensive Roll), +13 in Pixie Form (+4 Con, +7 Protection, +4 Defensive Roll, -2 Size)

Fortitude +12 (+4 Con, +8)

Reflex +12 (+8 Dex, +4)

Will +12 (+1 Wis, +11)

Skills: 148R = 37PP

Acrobat 15 (+23)Skill Mastery

Bluff 15 (+28/+18)Skill Mastery

Climb 3 (+11)

Craft (Artistic) 8 (+10)

Craft (Structural) 8 (+10)

Diplomacy 5 (+18/+8)Skill Mastery

Disguise 0 (+3, +38 Morph)

Gather Information 5 (+18/+8)Skill Mastery

Intimidate 0 (+13/+3, -1 in Pixie Form)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Behavioral Sciences) 5 (+7)

Knowledge (Civics) 5 (+7)

Knowledge (Pop Culture) 6 (+8)

Knowledge (Streetwise) 9 (+11)

Notice 14 (+15)Skill Mastery

Perform (Dance) 6 (+19/+9)

Search 14 (+16)Skill Mastery

Sleight of Hand 7 (+15)Skill Mastery

Stealth 15 (+23, +31 in Pixie Form)Skill Mastery

Feats: 45PP

Acrobatic Bluff

Agile Climber

All-Out Attack

Attack Focus (Melee) 5

Connected

Contacts

Defensive Attack

Defensive Roll 2 (+4 Toughness)

Distract (Bluff)

Dodge Focus 9

Elusive Target

Equipment 2 (10EP)

Evasion 2

Grapple Finesse

Improved Initiative

Move-By Action

Luck 3

Power Attack

Setup

Skill Mastery 2 (Acrobat, Bluff, Diplomacy, Gather Information, Notice, Search, Sleight of Hand, Stealth)

Sneak Attack

Takedown Attack 2

Taunt

Uncanny Dodge 2 (Auditory, Olfactory)

Well-Connected

Silberman's Books (PL15 HQ) [10EP]

Size: Small [0EP]

Toughness: +10 [1EP]

Features: [9EP]

Communications

Computer

Fire Prevention System

Garage

Gym

Library

Living Space

Security System (DC20)

Workshop

Powers: 4 + 10 + 26 + 17 + 7 + 8 + 11 = 83PP

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

Immunity 10 (Aging, Life Support) [10PP]

Glamour Body 10.5 (21PP Array, Feats: Alternate Power 5) [26PP]

  • Base Power: Morph 7 (Any Form, +35 Disguise) [21PP]

    Alternate Power: Concealment 10 (All Non-Tactile Senses, Extras: Affects Others, Flaws: Blending, Passive, Feats: Close Range, Selective) [12PP]

    Alternate Power: Elongation 5 (100ft) [5PP] + Insubstantial 1 (Liquid) [5PP] + Super-Movement 3 (Slithering, Trackless, Water-Walking) [6PP] (Liquid Form) [16PP]

    Alternate Power: Emotion Control 15 (Extras: Area [General, Burst], Flaws: Limited [Fear], Sense-Dependent [Vision], Feats: Progression [Area] 6 [7,500ft / 1.5 mile radius]) [21PP]

    Alternate Power: Enhanced Charisma 21 [21PP]

    Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP]

Glamour Control 8 (16PP Array, Feats: Alternate Power) [17PP]

  • Base Power: Strike 8 (Extras: Penetrating [2] [DMG 15, 17 Sneak Attack], Feats: Accurate 2, Improved Critical 2 [18-20], Incurable, Mighty) [16PP] (Dark Faerie Claws)

    Alternate Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Flaws: Range [Touch], Feats: Innate, Precise, Progression 2 [25ft cubes], Subtle, Drawbacks: Power Loss [Contact with Iron]) [16PP]

Protection 7 [7PP] (Faerie Fortitude)

Super-Movement 4 (Slow Fall, Sure-Footed, Wall-Crawling 2) [8PP]

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

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]

Abilities 46 + Combat 24 + Saving Throws 23 + Skills 37 + Feats 45 + Powers 83 - Drawbacks 8 = 250/250 Power Points

DC Block:

ATTACK           RANGE              SAVE                  EFFECT

Unarmed          Touch              Toughness (Staged)    Damage (Physical)

  Medium                            DC20(22*)

  Tiny                              DC16(18*)

Claws            Touch              Toughness (Staged)    Damage (Physical)

  Medium                            DC28(30*)

  Tiny                              DC24(26*)

Create Object    Touch              DC16 Reflex           Trapped

Fear             Perception/Area    DC25 Reflex           No Effect

                                    DC25 Will             Shaken/Frightened/Panicked



*Sneak Attack

Link to comment

[floatr]024ydmedcrop.jpg[/floatr]Player Name: Heritage

Character Name: Grimalkin

Power Level: 15 (250/250PP) [252]

Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form)

Unspent PP: 0

Progress To Impervium Status: 129/150 (32PP earned pre-bump, 97PP earned post-bump)

Alternate Identity: Lynn Epstein

Height: 5'3"

Weight: 116 lbs.

Hair: Brown, worn short and a bit spiky

Eyes: Dark Brown

Description: A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. While she may appear to be a wee skinny thing, due to her faerie nature she's actually much stronger than she looks.

History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; three years ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life.

[floatl]GrimalkinHFMk2.png[/floatl]Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow.

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

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field.


Complications:

Prejudice (Vampires): While she makes an exception (with some difficulty!) in Avenger's case, Grim really doesn't trust bloodsuckers at all.

Prejudice (The Wealthy): Due to her lower middle class upbringing, Grim has a hard time sympathizing with the well-to-do

Secret Identity: While she doesn't go to the impressive lengths of her teammate Jack of All Blades, Grim does wear a mask and use only her heroic name while in the field.

Sensitivity To Taunting: She can dish it out, but she can't take it. Verbal barbs have a way of really getting under Grim's skin.

Short Fuse: Under the right circumstances, Grim can get very angry very fast, but usually cools down just as quickly.

Abilities: 10 + 16 + 8 + 4 + 2 + 6 = 46PP

Strength: 20 (+5), 12 (+1) in Pixie Form (Heavy Load: 400 lbs., 65 lbs. in Pixie Form)

Dexterity: 26 (+8)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 37/16 (+13/+3)

Combat: 12 + 12 = 24PP

Initiative: +12

Attack: +6 Ranged (+8 in Pixie Form), +11 Melee (+13 in Pixie Form), +15 Claws (+17 in Pixie Form)

Grapple: +19, +11 in Pixie Form

Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed, +17 in Pixie Form (+6 Base, +9 Dodge Focus, +2 Size), +4 Flat-Footed

Knockback: -7, -4 in Pixie Form

Saving Throws: 8 + 4 + 11 = 23PP

Toughness: +15 (+4 Con, +7 Protection, +4 Defensive Roll), +13 in Pixie Form (+4 Con, +7 Protection, +4 Defensive Roll, -2 Size)

Fortitude +12 (+4 Con, +8)

Reflex +12 (+8 Dex, +4)

Will +12 (+1 Wis, +11)

Skills: 148R = 37PP

Acrobat 15 (+23)Skill Mastery

Bluff 15 (+28/+18)Skill Mastery

Climb 3 (+11)

Craft (Artistic) 8 (+10)

Craft (Structural) 8 (+10)

Diplomacy 5 (+18/+8)Skill Mastery

Disguise 0 (+3, +38 Morph)

Gather Information 5 (+18/+8)Skill Mastery

Intimidate 0 (+13/+3, -1 in Pixie Form)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Behavioral Sciences) 5 (+7)

Knowledge (Civics) 5 (+7)

Knowledge (Pop Culture) 6 (+8)

Knowledge (Streetwise) 9 (+11)

Notice 14 (+15)Skill Mastery

Perform (Dance) 6 (+19/+9)

Search 14 (+16)Skill Mastery

Sleight of Hand 7 (+15)Skill Mastery

Stealth 15 (+23, +31 in Pixie Form)Skill Mastery

Feats: 45PP

Acrobatic Bluff

Agile Climber

All-Out Attack

Attack Focus (Melee) 5

Connected

Contacts

Defensive Attack

Defensive Roll 2 (+4 Toughness)

Distract (Bluff)

Dodge Focus 9

Elusive Target

Equipment 2 (10EP)

Evasion 2

Grapple Finesse

Improved Initiative

Move-By Action

Luck 3

Power Attack

Setup

Skill Mastery 2 (Acrobat, Bluff, Diplomacy, Gather Information, Notice, Search, Sleight of Hand, Stealth)

Sneak Attack

Takedown Attack 2

Taunt

Uncanny Dodge 2 (Auditory, Olfactory)

Well-Connected

Silberman's Books (PL15 HQ) [10EP]

Size: Small [0EP]

Toughness: +10 [1EP]

Features: [9EP]

Communications

Computer

Fire Prevention System

Garage

Gym

Library

Living Space

Security System (DC20)

Workshop

Powers: 4 + 10 + 26 + 17 + 7 + 8 + 11 = 83PP

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

Immunity 10 (Aging, Life Support) [10PP]

Glamour Body 10.5 (21PP Array, Feats: Alternate Power 5) [26PP]

  • Base Power: Morph 7 (Any Form, +35 Disguise) [21PP]

    Alternate Power: Concealment 10 (All Non-Tactile Senses, Extras: Affects Others, Flaws: Blending, Passive, Feats: Close Range, Selective) [12PP]

    Alternate Power: Elongation 5 (100ft) [5PP] + Insubstantial 1 (Liquid) [5PP] + Super-Movement 3 (Slithering, Trackless, Water-Walking) [6PP] (Liquid Form) [16PP]

    Alternate Power: Emotion Control 15 (Extras: Area [General, Burst], Flaws: Limited [Fear], Sense-Dependent [Vision], Feats: Progression [Area] 6 [7,500ft / 1.5 mile radius]) [21PP]

    Alternate Power: Enhanced Charisma 21 [21PP]

    Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP]

Glamour Control 8 (16PP Array, Feats: Alternate Power) [17PP]

  • Base Power: Strike 8 (Extras: Penetrating [2] [DMG 15, 17 Sneak Attack], Feats: Accurate 2, Improved Critical 2 [18-20], Incurable, Mighty) [16PP] (Dark Faerie Claws)

    Alternate Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Flaws: Range [Touch], Feats: Innate, Precise, Progression 2 [25ft cubes], Subtle, Drawbacks: Power Loss [Contact with Iron]) [16PP]

Protection 7 [7PP] (Faerie Fortitude)

Super-Movement 4 (Slow Fall, Sure-Footed, Wall-Crawling 2) [8PP]

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

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]

Abilities 46 + Combat 24 + Saving Throws 23 + Skills 37 + Feats 45 + Powers 83 - Drawbacks 8 = 250/250 Power Points

DC Block:

ATTACK           RANGE              SAVE                  EFFECT

Unarmed          Touch              Toughness (Staged)    Damage (Physical)

  Medium                            DC20(22*)

  Tiny                              DC16(18*)

Claws            Touch              Toughness (Staged)    Damage (Physical)

  Medium                            DC28(30*)

  Tiny                              DC24(26*)

Create Object    Touch              DC16 Reflex           Trapped

Fear             Perception/Area    DC25 Reflex           No Effect

                                    DC25 Will             Shaken/Frightened/Panicked



*Sneak Attack

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Per my chat with Heridfel last night, I made the following changes to the sheet above:

Converted Toughness save to Defensive Roll (i.e. paid for it correctly)

Added Scent and Tracking to Super-Senses, as I overpaid in my original build

Indicated that Blending was the 2 pt version, not the 4 pt

Things that might be added:

Drawback (Impoverished) -2. pending Referee approval

Complication: Prejudice (the Wealthy)

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Per my chat with Heridfel last night, I made the following changes to the sheet above:

Converted Toughness save to Defensive Roll (i.e. paid for it correctly)

Added Scent and Tracking to Super-Senses, as I overpaid in my original build

Indicated that Blending was the 2 pt version, not the 4 pt

Things that might be added:

Drawback (Impoverished) -2. pending Referee approval

Complication: Prejudice (the Wealthy)

Link to comment

Per my chat with Heridfel last night, I made the following changes to the sheet above:

Converted Toughness save to Defensive Roll (i.e. paid for it correctly)

Added Scent and Tracking to Super-Senses, as I overpaid in my original build

Indicated that Blending was the 2 pt version, not the 4 pt

Things that might be added:

Drawback (Impoverished) -2. pending Referee approval

Complication: Prejudice (the Wealthy)

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Impoverished is going to be a 1 PP Drawback. "Struggling" will just be a complication.

Your complication looks fine. Feel free to add both of these to your sheet.

Okay, added the complication, and used the 1 pp from Impoverished to buy Sneak Attack; let me know if everything looks good for Grim.

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Impoverished is going to be a 1 PP Drawback. "Struggling" will just be a complication.

Your complication looks fine. Feel free to add both of these to your sheet.

Okay, added the complication, and used the 1 pp from Impoverished to buy Sneak Attack; let me know if everything looks good for Grim.

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Impoverished is going to be a 1 PP Drawback. "Struggling" will just be a complication.

Your complication looks fine. Feel free to add both of these to your sheet.

Okay, added the complication, and used the 1 pp from Impoverished to buy Sneak Attack; let me know if everything looks good for Grim.

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  • 7 months later...
  • 6 months later...
  • 1 month later...

024ydmedcrop.jpg

Character Name: Grimalkin

Power Level: PL 11 (159/172 PPs)

Unspent PPs: 13

Trade-Offs: None

Alternate Identity: Lynn Epstein

Height: 5'3"

Weight: 116 lb

Hair: Brown, worn short and a bit spiky

Eyes: Dark brown

Description: A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night.

History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; a year ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life.

Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of these simple pleasures, which makes her cherish them all the more.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow.

Complications: Prejudice (the Wealthy), Struggling

Stats: [28]

Str: 10 (+0)

Dex: 24 (+7)

Con: 14 (+2)

Int: 12 (+1)

Wis: 12 (+1)

Cha: 16 (+3)

Combat: [12+12=24]

Attack: +6 (Claws +10)

Grapple: +6

Defense: +6 (+3 flat-footed)

Knockback: -4, -2 flat-footed

Initiative: +5

Saves: [9]

Toughness: +8, +4 flat-footed

Fortitude: +5 (+2 Con, +3)

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

Will: +5 (+1 Wis, +4)

Skills: [108r = 27pp]

Acrobatics 15/+22

Bluff* 8 (+11) [+15 w/Attractive]

Computers 1 (+2)

Diplomacy 1 (+4) [+8 w/Attractive]

Disable Device 6 (+7)

Disguise* 8 (+11) [+36 w/ Shapeshift]

Drive 1 (+8)

Gather Information- 7 (+10)

Intimidate 8 (+11)

Investigate 2 (+3)

Knowledge (Arcane Lore) 1 (+2)

Knowledge (Current Events) 1 (+2)

Knowledge (Pop Culture) 1 (+2)

Knowledge (Streetwise) 6 (+7)

Notice 10 (+10)

Search 5 (+6)

Sense Motive 6 (+7)

Sleight of Hand* 6 (+13)

Stealth* 15 (+22)

Feats: [20]

Attack Specialization (Strike) 2

Attractive

Connected

Defensive Roll 4

Evasion 2

Hide in Plain Sight

Power Attack

Skill Mastery*

Sneak Attack 4

Takedown Attack

Taunt

Uncanny Dodge 1 (Hearing)

Powers: [6+2+2+35+3+6+2 = 56]

Create Object 2 (Extra: Duration/Continuous; Flaw: Range/Touch; PFs: Precise, Subtle) [6]

Immunity 2 (Cold, aging) [2]

Shapeshift 5 (25pp) [40]

Super-Senses 6 (Accurate Extended Hearing, Low-Light Vision, Scent, Tracking) [6]

Protection 2 [2]

Templates:

Changeling

Description: How do you want her to look?

Powers:

+25 on Disguise checks, humans only

Goblin

Description: A terrifying creature of darkness, with blue-black skin, pointed ears, sharp teeth and wicked claws at the end of long, ropey arms.

Powers:

Enhanced Strength 8 [8]

Fearsome Presence 4 [4]

Insubstantial 1 (Flaw: Limited to openings no smaller than 6†across) [4]

Leaping 2 [2]

Protection 4 [4]

Strike 2 (Claws; PF: Mighty) [3]

Super-Movement 1 (Wall-crawling) [2]

Ogress

Description: A ten-foot tall beast made of knotted muscle with long, matted hair, fists the size of hams, and eyes like saucers.

Modifiers:

Str +8 (+23 for lifting)

Con +4

Att/Def: -1

Grapple +7

Stealth -4

Intimidation +2

Space 10 ft

Reach 10 ft

Powers:

Growth 4 [16]

Protection 3 [3]

Super-Strength 3 [6]

Sprite

Description: A small delicate creature, barely a foot high, with elegant gossamer dragonfly wings.

Modifiers:

Str +0

Con +0

Att/Def: +2

Grapple -8

Stealth +8

Intimidation -4

Space 2.5 ft

Reach 0 ft

Powers:

Flight 4 [8]

Normal Toughness [1]

Shrinking 8 (Ex: Normal Strength) [16]

Drawbacks: [5]

Weakness: Iron -5 (Uncommon, Moderate, -1 Con/5 minutes)

DC Block

Unarmed -- DC 15/Toughness (23 w/ Sneak Attack) -- Damage

Costs: Abilities (28) + Combat (24) + Saves (9) + Skills (27) + Feats (20) + Powers (56) - Drawbacks (-5) = TC (159/172)

Grim's costume:

grimalisbonazure.jpg

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I'll give the first look, though not until you actually hit Gold.

Please use the preferred board format for her Skills ;)

One thing I will ask, though: how is "only humanoid" a Flaw for her Shapeshift? What can't she get, what can she get? (I know of several possible answers to this, but I want your answer.)

Oh, I'll ask a second thing, too: why are her Claws built like that? Shouldn't they be Mighty? Yes, she has no Str bonus now, but there are several ways her Str can get boosted (especially with her Shapeshift) or drained, and shouldn't that affect the damage her claws do? Also, why are they ranked so high? Strike 8 isn't claws, at least not claws that don't have heavy magical backing to enhance their damage-dealing capability. Why not amp up her Sneak Attack?

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Please use the preferred board format for her Skills ;)

Sorry, I coped the stats over from her other sheet, which was in that format; guess it was not corrected back in the day. Changed now :)

One thing I will ask, though: how is "only humanoid" a Flaw for her Shapeshift? What can't she get, what can she get? (I know of several possible answers to this, but I want your answer.)

Limited is one of the suggested flaws listed under the power; I interpret this power in two parts.

1) She can not turn into inanimate objects, machines or animals

2) She can adopt certain personal affecting powers, not to exceed the equivalent of 20 pp. So Unsubstantial 1, Elongation Flying (Glide), Blending, Morph (for the purpose of determining her Disguise total) etc, would be effects she could replicate.

Oh, I'll ask a second thing, too: why are her Claws built like that? Shouldn't they be Mighty? Yes, she has no Str bonus now, but there are several ways her Str can get boosted (especially with her Shapeshift) or drained, and shouldn't that affect the damage her claws do? Also, why are they ranked so high? Strike 8 isn't claws, at least not claws that don't have heavy magical backing to enhance their damage-dealing capability. Why not amp up her Sneak Attack?

This is a good point, which I hadn't thought of; to be honest, I was just trying to keep the build simple, but she could easily create some muscle mass to add power behind her Claws, and/or increase her Sneak Attack. How does Penetrating work in conjunction with those adjustments? I added Pen because she kept having trouble affecting folks with higher levels of Protection.

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Limited is one of the suggested flaws listed under the power; I interpret this power in two parts.

1) She can not turn into inanimate objects, machines or animals

2) She can adopt certain personal affecting powers, not to exceed the equivalent of 20 pp. So Unsubstantial 1, Elongation Flying (Glide), Blending, Morph (for the purpose of determining her Disguise total) etc, would be effects she could replicate.

The first part I easily get, but I'm conflicted on the second. If there were humanoid races in the setting which had Blending or Elongation or Flight/Gliding or Insubstantial 1/fluid form or so on, I'd have no problem, but since there aren't.... I'm not sure it should be allowable to do "any physical power as long as my body remains roughly humanoid in shape." I'll think more on it, though; I may just be being overly-cautious.

(Once this is settled, I am going to need you to list some sample forms she takes. Variable Powers are tricky things to GM for, so we need some baseline to judge on ;) )

This is a good point, which I hadn't thought of; to be honest, I was just trying to keep the build simple, but she could easily create some muscle mass to add power behind her Claws, and/or increase her Sneak Attack. How does Penetrating work in conjunction with those adjustments? I added Pen because she kept having trouble affecting folks with higher levels of Protection.

You have Sneak Attack: that alone makes things a tad more complicated ;)

First off, Penetrating does nothing vs. high Protection: Penetrating nixes Impervious, so that you have a chance to harm someone with Imp. Toughness.

Examples: barring feats like Power Attack and the like, someone with Strike 8 vs. Toughness +10 (Impervious 10) cannot harm the target, b/c the Impervious is higher than the total damage rank, and so the Tougnhess save automatically succeeds.

But someone with Strike 8 (Penetrating) has a chance to harm that same target. Penetrating negates Impervious on a 1:1 basis, and if after the reduction the damage rank is equal to or more than any remaining Impervious, the damage can get through. Since Impervious 10 - Penetrating 8 = Impervious 2, and Damage 8 > 2, there's a chance she can harm that person.

However, since the numbers/DCs remain the same, sometimes Penetrating just isn't enough. For example, if Grim as stated here were to attack (Damage 8 w/ Penetrating 8) a Mind Controlled ( ;) ) Dr. Archeville with his full Force Field up (Toughness +14, Impervious 12), she'll have a chance to damage him -- Imp 12 - Penetrating 8 = Imp 4, and the +8 damage she does is more than that -- but there's still the fact it's a DC 23 (15 + 8) effect vs. someone with a +14 bonus on their save (so on an average roll he gets a 24, resulting in no damage at all). (Sneak attacks are useful!)

You can get Penetrating as a 'naked' Extra, applying as much to your attacks as you have damage for that attack. So you could buy Penetrating 10, but if you're just punching someone with +0 Str, you won't get the benefit of any of that Penetrating.

I'd suggest replacing her Strike with Strike 2 (PF: Mighty), and raise Sneak Attack to 5. If you use Shapeshift to gain Enhanced Strength 6 (something I'd have almost no problem at all with), then when you sneak attack you'll get that full +10 damage you're looking for ;) That'd leave you with 9pp left over, which you could use to get Penetrating Damage 9 (note: only has as much Penetrating as the effective damage rank). Or something else, like Hide in Plain Sight (to help set up conditions to get sneak attacks).

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