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Changeling (PL 12/14) - Aoiroo (Gold)

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[floatr]Changeling.png[/floatr]Player Name: Aoiroo
Character Name: Changeling
Power Level: 14 (217/223PP), Effectively PL 12
Trade-Offs: Glamour -2 Attack / +2 Damage, Melee None, Swords +5 Attack / -5 Damage, +5 Defense / -5 Toughness
Unspent Power Points: 6
Progress To Platinum Status: 73/120 (Gold Status earned with Silhouette)
Bronze Reward: Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling
Silver Reward: 3rd PC, PL8/120PP (Catalyst)

In Brief: A human raised by the fae who has only recently found her way back to the human world.

Alternate Identity: Etain Maher
Identity: Secret
Birthplace: Newry, Ireland
Occupation: None
Affiliations: None
Family: Emmett Maher (Father, Deceased), Clarissa Maher (Mother, Deceased), Bugloss and Cinquefoil (Adopted Parents)

Age: 129 (at least going by her actual birth certificate)
Apparent Age: 19 (The exact number of years she has been in the Fae)
Gender: Female
Ethnicity: Caucasian
Height: 5'2"
Weight: 120 lbs.
Eyes: Hazel
Hair: Black

Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers. Her dark curly hair hasn't seen a pair of scissors since she gotten to earth and is now well past her shoulder and down to her waist. She usually puts it up in a complicated knott, a long single braid, or in costume simply lets it flow down.
She has discarded her original costume and made her own. It consists of a short gold dress with thigh high matching boots and opera gloves. The overcoat is is solid black, and the jewellery is costume jewellery she took a fancy too. She wears a rather pointed golden domino mask but otherwise doesn't make much effect to hid her face.

Power Descriptions:
Being raised by fae, her powers are deeply seated in her ability to create glamour or illusions. However, as she is still only human, she cannot alter her physical form with glamour and her illusions are somewhat flawed as they cannot fool mirrors or technology. She can also follow the presence or trail of magic, and can see it on others as a sort of aura. It can be a bit troubling though, since if their is too much magic, it can blind or distract her from other sights and she can never not see it.

Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen.
One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day.
This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely.
She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of.
The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma.
She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side.
Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont.
After a year on Earth Prime and her mother's failed attempt on Demetrius's life, Etain has made clear her desire to stay on earth as a human and has been promptly cut off from her previous funding. Not that it matters terribly, her living out of a magical mansion, and with her rather wealthy girlfriend Eve Martel has more then made up for the distance. Though it takes a little effort on her part to keep Eve from outright spoiling her. She also takes jobs as a magician for childrens birthday parties, it's not terribly well paying, but it's something she enjoys and can do on her very charismatic talents, even if she does do a little cheating every now and again with her powers.

Personality & Motivation:
Etain has changed considerably since she's gotten here, mostly she's not as distant as she once was. No, she loves meeting new people, making friends and learning about the world around her. She's adapted quickly to modern technologies, for example frequently and agilely uses her cell phone to solve problems, and works well around the limitations her weakness to iron puts her through (though she will never, ever ride elevators). She's also genuinely concerned and interested in keeping people safe, especially from other realmers, she knows exactly what rules they play by, and how a lot of them don't see mortals as anything but trivial bugs under their boots. She's also rather gotten used to the general societial rules of this realm, even if she rarely follows them, and is exceptionally aware of her place and that of magics. She hadn't accepted that it shouldn't be appart of the world, in fact quite the opposite, she now hosts a podcast dedicated to informing and warning people about the properties of magic and those who use it so that those who seek the information would find a more reliable source for it.
Powers & Tactics:
Etain can change the perceptions of the world around her, but she will just as easily intimidate and use the perception of herself to fight. Her looks, and her manner generally do not register as a threat until she has closed the disarming distance and stabbed the person in the chest. Knowing a lot about pain, and battle wounds, she can inflict these onto others easily causing them great pain up to and until the point where they pass out, then the wounds disappear as they were never real to begin with. She will assist greatly with others, providing cover in the form of a thorough concealment that counters against all senses, as well as large scaled detailed distractions. She will also, if she doesn't feel pain is nessicary simply put targets to sleep or lock them in place.

Anchored: She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm.
Blinded by the Light: Etain can get dazzled by sites or persons who exude abnormally large amounts of magic.
Fish Out Of Water: She is learning how to live with the modern society, but still finds herself confused most the time. This leads her lacking in certain skills, like riding a bike or driving a car.
No Untrue Words Will Escape Thy Lips: Etain has no natural talent for any other magic outside of illusion, the reason she has the illusion power is that she paid the price that she would not ever let an untrue word escape her lips, meaning she will never lie nor make a promise she is unable to keep. If she does either of these things it directly detracts from her powers.

Abilities: 2 + 4 + 6 + 4 + 8 + 10 = 34PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 20 (+5)

Combat: 20 + 32 = 52PP
Initiative: +2
Attack: +10, +12 Melee, +14 Swords
Grapple: +13
Defense: +17 (+16 Base, +1 Dodge Focus), +8 Flat-Footed
Knockback: -3/-1

Saving Throws: 4 + 7 + 10 = 21PP
Toughness: +7/+3 (+3 Con, +4/+0 Protection)
Fortitude: +7 (+3 Con, +4)
Reflex: +9 (+2 Dex, +7)
Will: +14 (+4 Wis, +10)

Skills: 80R = 20PP
Bluff 11 (+16, +20 Attractive)Skill Mastery
Concentration 8 (+12)
Craft (Sewing) 6 (+8)
Diplomacy 11 (+16, +20 Attractive)
Intimidate 5 (+10)
Knowledge (Arcane Lore) 8 (+10)Skill Mastery
Languages 2 (English, French, Latin [Native])
Notice 11 (+15)Skill Mastery
Perform (Dance) 2 (+7)
Perform (Singing) 5 (+10)
Sense Motive 11 (+15)Skill Mastery

Feats: 18PP
Accurate Attack
All-Out Attack
Attack Focus (Melee) 2
Attack Specialization (Swords)
Dodge Focus
Evasion 2
Equipment 0 (+3 [15EP] Veteran Reward)
Minion 3 [45PP] (+8 [120PP] Veteran Reward)
Move-By Action
Power Attack
Quick Change
Skill Mastery (Bluff, Knowledge [Arcane Lore], Notice, Sense Motive)

Equipment 3PP = 15EP

Swordbrella (floral print umbrella concealing a silver-plated blade)
Strike 3 (Feats: Mighty, Subtle) [5EP]

+10EP for Parkhurst Hotel (Shared HQ)

Powers: 62 + 4 + 9 = 75PP

Glamour 22.5 (55PP Array, Feats: Alternate Power 7) [62PP]
Base Power: Illusion 11 (All Senses, Extras: Selective, Flaws: Phantasm, Feats: Insidious, Progression [Area] 9 [2500 ft radius]) [55PP]

Alternate Power: Concealment 10 (All Senses, Extras: Area [Cylinder], Affects Others, Flaws: Phantasm, Feats: Close Range, Progression [save DC] 2 [DC22], Progression 7 [500 Foot Radius], Selective) [41PP]

Alternate Power: Dazzle 14 (Auditory + Visual Senses, Extras: Alternate Save [Will/Will], Feats:Extended Range 3 (1000 ft) Reversible, Selective) [47PP]

Alternate Power: Drain Will 12 + Strike 12 (Extras: Alternate Save [Will], Linked, Feats: Affects Insubstantial 2, Extended Range 2 (100 ft) Improved Critical [19-20], Incurable, Slow Fade, Takedown Attack 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [46PP] (Illusiory Mental Weapons)

Alternate Power: Blast 14 (Extras: Alternate Save [Will], Feats:Affects Insubstantial 2, Progression (Range) 3 (1000 ft)) [47PP]

Alternate Power: Nullify 11 (All Mental Effects, Extras: Area [General, Cylinder], Duration [Concentration], Selective Attack, Flaws: Range [Touch], Feats: Progression [Area] 6 [250ft radius]) [50 PP]

Alternate Power: Paralyze 12 (Extras: Area [General, Cylinder], Selective, Feats: Progression [Area] 7 [1000ft tall x 500ft radius], Selective) [55PP]

Alternate Power: Stun 12 (Extras: Alternate Save [Will], Area [General, Cylinder], Selective, Sleep, Feats: Progression [Area] 7 [1000ft tall x 500ft radius], Selective) [55PP]

Protection 4 [4PP]

Super-Senses 9 (Detect Magic 3 [Visual, Very Common], Extras: Analytical, Counters Concealment, Counters Illusion, Tracking [1/2 Speed]) [9PP]

Drawbacks: -3PP

Weakness (Ferrous Metals, Frequency: Very Common, Intensity: Minor [-1 Defense when in direct contact]) [-3PP]

DC Block:

Unarmed Touch DC16 Toughness (Staged) Damage(Physical)
Blast Ranged DC29 Will (Staged) Damage (Energy)
Dazzle Ranged DC24 Will Blinded+Deafened
Illusion Perception/Area DC21 Will Special
Nullify Touch/Area DC 21 Will/Reflex Contested vs Power/Will Nullified
Paralyze Touch/Area DC24 Will (Staged) Slowed/Paralyzed
Strike Touch DC24 Will (Staged) Drain Will
DC27 Will (Staged) Damage (Energy)
Stun Touch/Area DC24 Will (Staged) Dazed/Stunned/Unconscious
Swordbrella Touch DC19 Toughness (Staged) Damage(Physical)

Abilities (34) + Combat (52) + Saving Throws (21) + Skills (20) + Feats (18) + Powers (75) - Drawbacks (3) = 217/223 Power Points


Gargoyle Minion
PL 10 / 165PP
-4 Defense/+4 Toughness

Abilities: 4 + 4 - 10 + 4 = 2PP
Strength: 30 (+10) (14, +16 Growth)
Dexterity: 14 (+2)
Constitution: -
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Combat: 12 + 12 = 24PP
Initiative: +10
Attack: +4 Range, +10 Melee (+6 Range, +12 Melee, -2 Growth)
Grapple: +25
Defense: +6 (+6 Base, +2 Dodge Focus, -2 Growth), +3 Flat-Footed
Knockback: -14

Saving Throws: 0 + 8 + 2 = 12PP
Toughness: +14 (+14 Protection, +10 Impervious)
Fortitude: -
Reflex: +10 (+2 Dex, +8)
Will: +4 (+2 Wis, +2)

Skills: 36R = 9PP
Acrobatics 4 (+6)
Intimidate 13 (+15; includes +2 from Growth)
Knowledge (Arcane Lore) 6 (+6)
Notice 6 (+8)
Sense Motive 8 (+10)

Feats: 18PP
Attack Focus (Melee) 6
Dodge Focus 2
Elusive Target
Fearsome Presence 2
Improved Grapple
Improved Iniative 2
Improved Pin
Move By Action
Takedown Attack 2

Powers: 18 + 5 + 25 + 30 + 24 = 102PP

Spirit Roar 9 (16 points: PFs Alternate Power x2) 18pp

BE Strike 10 (Extras Targetted Area [Cone, 100 ft]; Flaw: Limited [Magical Creatures Only]; PFs: Affects Insubstantial 2, Progression Area 4 [100 ft]) [16/16 PP]

AP Dazzle Auditory 10 (Extras Targetted Area [Cone]; Flaws Range [Touch], PFs: Progression Area 4 [100 ft]) [14/16 PP]

AP Emotion Control 10 (Extras: Targetted Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory], PFs: Progression Area 4 [100 ft]) [14/16PP]

Flight 3 (50 mph / 500 feet per Move action, Drawbacks: Power Loss [Wings]) [5PP]

Growth 8 (Huge; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [25 PP]

Immunity 30 (Fortitude Effects) 30PP

Protection 14 (Extras: Impervious 10) 24PP

DC Block:
Unarmed Touch DC 25 Tough Damage (Staged)
Strike Touch Cone DC 25 Tough Damage (Staged)
Dazzle Touch/Area DC 20/20 Fort Deafened
Emotion Control Touch/Area DC 20 Will Fear (Staged)
Abilities (2) + Combat (24) + Saving Throws (12) + Skills (9) + Feats (18) + Powers (102) - Drawbacks (0) = 165/165 Power Points


Edited by Ecalsneerg
September PP Award

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Abilities, good.


Your Grapple is +9.

Denote that your Flatfooted Defense is +7.

Your Knockback modifier is -2 without Powers & -4 with powers.

Also, you've spent a total of 44pp in Combat, not 46.


Denote that you have a +9 Toughness with your Force Field. Actually, don't, as it breaks caps. The maximum Toughness you could have with your Defense is +6.

Your Reflex save is +4, as you only have a +2 Dex Modifier.


Craft (sewing) is +10, not +9.

Sense Motive is +7, not +6.

Feats, good.

Powers, denote that your Illusion has a radius of 10ft. As for the Dazzle AP, I really recommend bumping up the rank, you have the points to do so, but it is not required. Also note, an AP only costs 1 point. You don't have to pay the full point cost.

Your Magic Sight comes it at 2pp, not 4.

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Abilities, good.


Grapple is +11

Knockback is -1 without powers, -3 with powers.

Skills, good.

Feats, good.

Saves, good.


Ok, you don't know how arrays work.

Take this following Array:

Blast 10

AP: Enhanced Strength 20

AP: Create Object 10

This array in total costs 22 points. It costs 20 points for the base power. Each AP costs 1 point. Each AP has a total number of points to spend equal to the point total of the Bae Power, in this case 20.

Also, you got the rules for Devices wrong. Each Rank in a Device gives you 5 points to spend for the traits that are in the Device. Hard to Lose Devices cost 4 points per rank. Easy to lose Devices cost 3pp/rank. You can't buy partial ranks.

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Well I fixed the device and the array a little, I think the maths still off though.

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Aoiroo, the only things you buy in the Combat section are Attack and Defense. 48 points total. I have no idea where you keep getting these miscellaneous 2's, 1's and -1's from.

Your Base Toughness is +3 because you've reduced your Constitution score in one of these recent edits.

Also, you can increase the Rank of Dazzle dramatically. You have the full 25 points from the Base Illusion power to spend on the Dazzle. Increase it to rank 8.

In addition, the Affects Others on the Force Field will not fly here. By doing that, you allow them to break caps (as they are likely capped defensively already). Also, Impervious 1 is a complete waste of points. The only guy that wont be able to get through that is literally a random guy off the street with completely average strength and no combat training what so ever.

Rather than shoehorn it into a device, just buy a Protection/Force Field power.

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Fixed constitution, increased Dazzle rank, and for the protection, it'd be easier if you could provide coding for how you think the last would be best covered without breaking the caps since it'll probably be faster. Thanks for explaining the array.

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Your Toughness save is equal to your Constitution modifier plus your Ranks in Protection and/or Force Field (Defensive Roll adds as well but you don't have that). In order to hit your Defensive Caps, when you add up your Defense Bonus and your Toughness Bonus, they should equal twice your Power Level, in your case, 20. In your case, you already have a Defense of +14, meaning that in order to hit Caps, your Toughness Bonus needs to be +6 (14 + 6 = 20). If it was higher than +6, you'd be breaking caps which is against the rules. If it was less than +6, you would be under-capped, which is unwise, but rules legal. As your character has a +3 Constitution modifier, they need to increase their Toughness save by some means 3 points. By getting 3 ranks in the Force Field power, you would hit your Defensive Caps.

The Force Field power costs 1 power point per Rank. Each rank giving you a +1 Toughness save. The 3 ranks in Force Field would cost you 3 power points if purchased as a stand alone power.

Devices work differently. We'll focus on Hard to Lose Devices. Each rank in a Hard to Lose Device costs 4 power points, but the created Device has a pool of 5 power points per rank to acquire traits with. There are no partial ranks in Device, meaning you must spend points in increments of 4 (4,8,12,16,etc.) which affords an available pool of points in increments of 5 (5,10,15,20,etc.). Effectively, there is a discount because the Device can be taken away from the character, blocking their access to the powers contained within.

Now in your case, the Power you want to put in the Device (the Force Field) only costs 3 power points. 3 being less than 4, it is better for you to buy the Force Field outright rather than trying to shoehorn it into a Device. Devices can be a good idea, but only there is a decent amount of traits to be put into the Device.

Does that help?

In addition, your "Magic Sight" power costs 3 power points. 2 points for the Detect Magic aspect and 1 point for the Magic Awareness aspect.

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Ok, the only thing stopping me from giving you an approval is that fact that your offense is still pretty darn lack luster, in that you have no appreciable way to really stop a bad guy, just delay them for a while by making them blind/deaf. So long as you're aware of that, I'll give it an approval.

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Yeah, I know, I'll be working on it as I advance the character and that'll probably where most of the advancement posts will be. But same as for Sil, I'll start her out mostly on casual threads so I can get a feel for playing the character out of a combat situation.

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