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SuperStar, PL. 10 . Edit # 9002


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Power Level: (10) (149/150PP)

Trade-Offs: None

Unspent PP: 1

Gold Status: 0/30

In Brief: Powergirl meets Booster Gold with Dr. Light’s powers.

Alternate Identities: Roxanne Michelle Paris

Identity: (Secret)

Birthplace: Paris, France

Occupation: Ceo of Paris Perfume

Affiliations: Whatever company she’s advertising at the time.

Family: A mom and dad.

Age: DoB: November 12, 1986

Apparent Age: 23

Gender: Female

Ethnicity: White

Height: 5’3â€

Weight: 123 Pounds

Eyes: Dark Blue

Hair: Bright blonde while Super Star, black(nanites release pigment) while Roxanne Paris.

Description:

As Super Star

An attractive lady with long blonde hair and blue eyes. Super Star wears yellow goggles. She wears a white turtleneck with a big yellow star on it. From her back sprout hard light wings. She wears a yellow belt with a sliver belt buckle. There are yellow arm bracers that reach up to her upper mid arm and end at the top of her hands. Super Star has yellow pants that are tucked in white leggings with verticle yellow stripes on them. The legging end in her yellow boots.

As Roxanne Paris

She has dark brown hair and dark blue eyes. She wears a dark grey businesswoman's suit, although if you see her wearing casually she'll be wearing a dark green tank top, some jeans, and ugg boots.

Power Descriptions: They appear as bright white light constructs.

History: Roxanne Michelle Paris was born with a silver spoon in her mouth and an intelligent brain she got from her parents. She was sent to the best schools and got anything she wanted, mainly because her parents were the rich owners of Paris Perfume, a very successful cosmetics company that wasn't French but used the name to seem flashy. She was testing a new kind of LIQUIFIED DAKKA perfume. The results were explosive and killed everyone in the lab except for her. Roxanne's body was different too. It was now tougher, stronger, and ...she was a lot more attractive. These changes for the better were overshadowed by the massive body count of the disaster. A devastated Roxanne swore to compensate for the victim's loved ones and now visits their graves on the anniversary of the explosion to lay down new flowers.

When Roxanne looked over her notes, she found a shocking number of faults in her hypothesis...within five minutes. Chess games were easier than ever for her, for she could predict an opponent's moves and deconstruct their strategy despite having only a passing interest in the game! Roxanne learned the explosion enhanced her brain as well. But what should she do now? She always woke up with nagging feeling of responsibility that she should help people, but how? Roxanne always donated a generous sum of her money to charity. But the feeling remained. The answer came to her one lazy afternoon while watching a documentary on superheroes.

Roxanne found herself spellbound by the tales of the amazing deeds of the capes. She did more research on superheroes and started to craft her own super suit, staying away from the use of chemical weapons for obivious reasons. Space Knight, The Beacon, the recent superhero Freedom Angel, and White Rose and White Thorn fascinated her the most, and this influenced her choice of powers and outfit. She moved to Freedom City to be closer to superheroes. Roxanne was still a businesswoman, and she decided to capitalize on the superhero business. But she wouldn't dare pay ordinary people to risk their lives fighting high-powered villains and tell them to advertise. If wanted to do it she, advertising for businesses and such. She doesn't know it, but it a was actually inspiration from the noble heroics of superheroes that gave her the courage to act on a strong sense of personal responsibility.

Personality & Motivation: She felt a personal responsibility that she had to use her knowledge and enhanced abilities to fight. She made herself a supersuit, brushed up on fighting, and put aside time for "personal use", or patrolling. Although she is new at super-heroics, she has an inflated ego covering up her insecurities fighting alongside the people that fought giant monsters. Naturally she's also a glory hog, although it's more like she perceived herself having a bigger role in taking down the giant robot than attention whoring. Although that does play a small part too. However, if she meets any famous superheroes she will freak out like a fangirl over them.

Powers & Tactics: She is a GL-Liteish character with the standard blaster powerset plus creating objects. She prefers to fly around blasting until her enemy is sufficiently bruised and then pins them down and uses diplomacy on them to convince them to turn themselves in or at least placate them to stop. If the supervillain will not cease fighting, she will pull them into less populated part of town and knock them out.

Complications:

Archenemies: Tanzi-Knight. Evil Alien Lady who wants to turn humanity into "Tanzi" by encasing them in pure "Cosmic Sapphire". I'll talk more about her in her profile.

Responsibility: CEO of Paris Perfume

Secret: Her identity.

Obsession: Superheroes. She'll usually break off the fight to ask for an autograph (Read: Annoying the heck out of said super.)

Fame: She's pretty famous and a mob of paparazzi often follows her, resulting in more stress over their safety.

Abilities: 0 + 6 + 8 + 20 + 0 + 12 = 46pp

Str 10 (+0)

Dex 16 (+3)

Con 18 (+4)

Int 30 (+10)

Wis 10 (+0)

Cha 22 (+6)

Combat: 16 + 10 = 26pp

Initiative: +3

Attack: +8

Grapple: +8

Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Knockback: -3

Saving Throws: 4 + 7 + 6 = 17pp

Toughness: +10 (+4 Con, +6 [Other])

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

Reflex: +10 (+3 Dex, +7)

Will: +6 (+0 Wis, +6)

Skills: 40r = 10pp

Acrobatics 6 (+9)

Computers 2 (+12)

Concentration 4 (+4)

Diplomacy 4 (+10)

Knowledge (Technology) 2 (+12)

Knowledge (Business) 3 (+13)

Profession (CEO) 5 (+5)

Knowledge (Chemical) 2 (+12)

Notice 3 (+3)

Sense Motive 3 (+3)

Craft (Electronics) 4 (+14)

Craft (Chemical) 2 (+12)

Feats: 8PP

Attractive

Benefit (Wealth) 2(3 With Profession (Ceo) 5)

Eidetic Memory

Improved Aim

Improved Critical 2 (Blast)

Inventor

Powers: 8 + 24 + 4 + 12 = 48PP

Flight Bands 10dp

Flight 5 Extras: None Flaws: None Power Feats: None Drawbacks: None 10dp]

Super Star Suit 27dp

Create Object 8 Hard Light; Extras: Movable Flaws: None Power Feats: Dynamic, Precise , Selective Drawbacks: None [27dp]

DAP:: Blast 10 Hard Light; Extras: None Flaws: None Power Feats: None Drawbacks: None [20pp]

DAP:: Snare 10 (Hard Light); Extras: None Flaws: None Power Feats: Block visual senses, reversible; Drawbacks: None

DAP:: Dazzle 10 Hard Light; Extras: None; Flaws: Sight only; Power Feats: None Drawbacks: None

Protection Goggles 5dp

Immunity 1 (Own Powers) Extras: None Flaws: None Power Feats: None Drawbacks: None [1dp]

Super Senses 4 (Normal Vision [Extended 2], Infravision, Microscopic Vision]) Extras: None Flaws: None Power Feats: None Drawbacks: None [4dp]

Belt 13dp

Force Field 6 Hard Light Aura Extras: Impervious Flaws: None Power Feats: Selective Drawbacks: None [13dp]

Drawbacks: 1 + 5 + 0 = 6pp

Power Loss (Needs to recharge solar batteries; Frequency: [uncommon]; Intensity: [Minor]) [1pp]

Normal Identity (Roxanne Paris) [5pp]

DC Block:


ATTACK     RANGE          SAVE                           EFFECT

Melee        Touch            DC 20 Toughness          Damage

Blast          25 feet          DC 20 Toughness          Damage

Dazzle       1,000 feet      DC 20 Fort ad Reflex    -1 to attack rolls          

Snare         1,000 feet.    DC 20 Reflex                Snared

Abilities (46) + Combat (26) + Saving Throws (17) + Skills (10) + Feats (8) + Powers (48) - Drawbacks (6) = 149pp

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(16:11:03) GoldenLantern: Also, shame on all of you for giving me the wrong impression that everything was A-OK by not commenting on my draft . :argh:

Alrighty, then. :D (EDIT: and of course you posted a newly-edited version when I was almost through. I :argh: at you good-naturedly!) Keep in mind that this is all just my first (EDIT: second, now) take on it, and it's possible I've messed up math or missed something. Hopefully others will catch my mistakes if I did.

Abilities:

  • Checks out. I think someone already commented on the odd STR, so I won't.


Combat:
  • Not entirely sure what's happening here:

    Init's fine.

    Attack's priced correctly (10pp for +5) but I don't see where you're getting another +5 for Hard Light attacks.

    Your Grapple is (attack bonus + strength modifier + super-strength modifier + size modifier, as given on page 156 in the core book). In your case, that's 5 + 5 + 0 + 0 = 10, not 8.

    Don't quite get what you're doing here. If you spent 16pp on your defense, then your base defense is 8, and your flat-footed defense is 4 (base defense / 2, rounded up).

    Your Knockback modifier indeed -3, though I don't know why you specify anything about flying.

Saves:

  • You can't buy Toughness like you buy other saves; if you want to improve it you have to do so through equipment or powers or such.

    Your Fortitude gets +4 from Con, not +3, so it ought to be Fortitude: +8 (+4 Con, +4).
    Similarly, your Dex modifier is +3 and your Wis modifier is +0, so your Reflex is +7 (+3 Dex, +4) and your Will is +6 (+0 Wis, +6).

Skills:

  • I count 41 skill ranks, not 36, so you either need to put another 2pp into your skills (and put another 3 skill points somewhere) or you need to drop some skill ranks.

    Incidentally, most skill checks happen in increments of 5 (DC5, DC10, DC15, DC20, etc), and you can take 10 or 20 on most skill checks out of combat, so it might be worth shuffling things around so that, after the ability bonus, your skill bonuses are multiples of 5 themselves. Not necessary, but possibly more efficient.

    Your Dex modifier is only +3, so Acrobatics should end up being (+6), not (+7). Concentration is Wis-based, so you have a +0 ability modifier there, and it stays at (+4). Knowledge (Business) should be (+13), getting only +10 from your Int, not +11. Notice is also Wis-based, so again, +0 ability modifier, and it stays at (+3). Ditto Profession (+3) and Sense Motive (+3). Since that leaves Profession under the +5 bonus limit, you won't get a free Benefit (Wealth) rank off it.

Feats:

  • I count 14pp of feats, not 12. Part of this is probably that you don't have your full +5 Profession bonus, so you don't have a free rank of Benefit (Wealth). If you do get Profession back up to a +5, you should probably note in your Feats where one of those Wealth ranks is coming from - something like "Benefit (Wealth) 2 (3 with Profession (CEO))".

    Improved Critical applies to a specific attack, not a descriptor, to the best of my knowledge. You'll probably have to specify one of your attacks (the Blast, for instance) for this feat.

Powers:

  • Formatting! Let's do that here. I had to play with the formatting a little, since it usually assumes you actually make an Array structure, rather than use the Alternate Power feat:

    Powers: 32 + 4 = 36pp

    Device 8 (Super Suit, 40pp Device, Flaws: Hard to Lose) [32pp]
Create Object 10 (Extras: Movable, Feats: Dynamic Alternate Power 3, Dynamic, Precise, Selective) [39pp] (Hard Light)
DAP: Blast 5 [10/33pp] (Hard Light)
DAP: Dazzle 10 (Visual Senses) [20/33pp] (Hard Light)
DAP: Snare 10 (Feats: Obscures Senses [Visual], Reversible) [22/33pp] (Hard Light)

Flight 5 (Drawbacks: Power Loss (if an electromagnetic power scores a crit)) [9pp]


Device 1 (Protection Goggles, 5pp Device, Flaws: Hard to Lose) [4pp]
Immunity 1 (Own Powers) [1pp]

Super-Senses 3 (Normal Vision [Extended], Infravision, Microscopic Vision 1) [3pp]


First thing I notice is that your arrayed powers are way under-budget. Which is fine, but you have a lot of points to play with there. Snare and Dazzle can't go up in rank any higher because of caps, but Blast certainly could, and you could afford an extra or two here and there.

I also noticed that you're 1 point under budget in your goggles - you have 5pp to fill it out with, and only bought 4pp worth of stuff. Also fine, but figured I'd mention it.

Drawbacks:

  • You may want to specify why Electromagnetic Radiation is a drawback. What does it do? Why is it a common, major drawback to your character?

    Normal Identity starts as a 3-point drawback, and gets higher depending on how long it takes you to change into your super-powered identity. You don't have quick-change, and I see nothing on your sheet implying you can speed up putting on the suit; changing your outfit takes 10 rounds without something (like Quick Change or Quickness or Super-Speed or somesuch) helping you; that qualifies you for the full 5-point Normal Identity drawback.

DC Block:

  • More formatting here. I recommend writing this thing up in Notepad, so you can get it all spaces how you want. Worth noting that Dazzle has both a Reflex AND a Fort save, both (in your case) DC20.

Which leaves us with some final notes, and the math. Math first. I'm not going to try to tally up the pp totals because it looks like some stuff is going to need to be adjusted, but from the rough math you're just about right at 150ish pp - not greatly over or under.

As for final notes, you're well, well under caps, offensively and defensively. Offensively (ignoring the extra +5 to Hard-Light attacks, because I don't know where that came from) you're PL5 with your blast. Your only decent option to actually damage someone is dropping a created object on them (a PL10 area attack).

Defensively you're currently PL6 (8 defense, 4 toughness; 8 + 4 = 12 / 2 = 6), which is pretty low. I speak from experience when I say that being too far under the defensive PL caps is going to hurt. You can watch my earth controller get his butt completely and royally handed to him over here, where he only stayed on his feet at all through blind luck and plentiful hero points. Learn from my mistakes: the defensive caps, they are good things to keep up with.

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That could work, though you'll want to take the Drawback off Flight in that case.

Speaking of, I just realized that I deleted a note on the Powers section between edits:

The main device (the suit) is overbudget, at 48 (49, if you take the drawback off Flight) power points, when a rank 8 Device can only supply 40. Something else to look at. My device-user sympathizes. Never enough points to go around....

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"Electromagnetic Radiation" might not be the best condition under which to lose one's powers, seeing as how that includes radio waves, visible light, ultraviolet light, and heat. You'd basically have to be IN A CAVE (WITH A BOX OF SCRAPS) for your powers to EVER work.

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"Electromagnetic Radiation" might not be the best condition under which to lose one's powers, seeing as how that includes radio waves, visible light, ultraviolet light, and heat. You'd basically have to be IN A CAVE (WITH A BOX OF SCRAPS) for your powers to EVER work.

Oh. Well what if it's an attack that scores a crit then?

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Go back to the pink chapter of the core book and re-read the section on Drawbacks. Power Loss, Weakness, Vulnerability, and Weak Point are all separate drawbacks, and I'm not sure which one(s) would be most appropriate for what you're trying to do, because you're basically referring to them interchangeably.

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  • 2 weeks later...

Ok, I have a question:

I'm changing her weakness from Electromagnetic Radiation(Since she would have to be in the middle of nowhere to use her powers, and that would kind of make her a Boring Failure Hero/Faux Action Girl.). I making her have a Power Loss drawback if she doesn't recharge with a source of light(I'm fluffing her to use solar panels because she needs the sunlight to make hard light. She uses batteries recharged by sunlight at night, though.). It's a minor intensity, but what's the frequency for no sunlight?

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