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The Ghost -- PL 8/12 Hero -- MBCE


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Players Name: MBCE

Power Level: PL 8 (117/121 PPs)

Unspent PPs: 4

Upgraded PL 12 Version

Characters Name: The Ghost

Alternate Identity: Sammy Cosentino

Height: 5' 10"

Weight: 175 lbs

Hair: black

Eyes: brown

Description: Sammy usually wears black clothing to help in his night time pursuits. When working, he carries a black knit cap, black leather gloves, and his ever present lock picking tools.

History: Sammy started life on the wrong side of the tracks. Growing up various foster homes gave him the desire to have money in his pocket. He was only 10 when he started his life of crime. Sammy had a knack with devices and he moved from job to job always looking for the big score.

One day, when Sammy was 20, he was hired by a very mysterious person to break into a well guarded safe. His contractor promised Sammy a very good reward for the job. Sammy went in very quietly and barely managed to pull of the job. When he handed over the item, which turned out to be a very small amulet with strange runes about it, the new 'owner' decided to pay Sammy in a very strange manner.

Sammy was expecting quite a bit of money for the job, but what he got was to be a part of a magical ritual. With the amulet in hand, the mysterious contractor spoke words of magic that imparted into Sammy his present abilities.

Now, things seem to simply fall in Sammy's favor. Video cameras experience glitches that last just long enough for him to move pass. Police trailing him have the strangest events occur that help Sammy get away. He's even managed to have things simply pop up just in time to deaden the impact of bullets.

Sammy's name began to spread among those in the underworld for the perfect guy to call when you needed to break into a secured area. As his exploits increased, Sammy picked up the nickname, The Ghost, which has stayed with him to this day.

Now, having relocated to Freedom City, Sammy has put his name out looking for the next big score.

Stats: 12pps

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 14 (+2)

Wis: 12 (+1)

Cha: 10 (+0)

Combat: 12pps

BAB: +2

Grapple: +2

BDB: +8 (+2 flat-footed)

Knockback: -3, -0 without Force Field

Initiative: +1

Saves: 8pps

Toughness: +7 (+2 without Force Field)

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

Reflex: +4 (+1 Dex,+3)

Will: +4 (+1 Wis, +3)

Skills: 88r=22pp

Bluff 4 (+4)

Computers 9 (+11)

Concentration 3 (+4)

Disable Device 12 (+14)

K: Art 3 (+5)

K: Current events 2 (+4)

K: Pop Culture 2 (+4)

K: Streetwise 3 (+5)

K: Technology 9 (+11)

Notice 12 (+13)

Search 12 (+14)

Sleight of Hand 5 (+6)

Stealth 12 (+13)

Feats: 5pp

Dodge Bonus 4

Equipment [Lock picking tools, Smoke grenade]

Powers: 58 (See below for descriptors)

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

Force Field 5 (Extra: Duration/Continuous; PF: Subtle) 11pps

Probability Control 7 (PF: 1 Alternate Power) 25pps

AP: Blast 6 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence])

Super Movement 3 (Permeate 2 [Half speed; Extra: Affects Others], Trackless 1 [Flaw: Limited to Machines]) 7pps

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

Complications:

Cannot Permeate through gold

Drawbacks: None

Costs: Abilities (12) + Combat (12) + Saves (08) + Skills (22) + Feats (05) + Powers (58) - Drawbacks (00) = Total Cost 117 / 123

--------------------------------

Sammy's power are due to participating in a Magical ritual some five years ago. All of his powers are Magical in source. All of his subtle abilities are detectable by Detect magic or Magical Awareness. Acute versions of Magical Awareness (vision) or Detect Magic (vision) will learn the true nature of Sammy's powers.

Probability Control: His probability has so far manifested as helping him being lucky. Sammy has learned to 'force' this luck outward in a manage to cause damage to those that he can perceive.

Damage: Sammy causes unlikely hazards to cause damage to those that attempt to delay his escapes. He has gained enough control to determine the best method to hurt someone but is limited to what is available. For example, if a lamp is present, he can use it to cause an electric descriptor to the attack.

Force Field: His force field works by changing the probability of the hits. Instead of being direct hits, most become glancing blows with most of the damaging force being dissipated.

Concealment: His concealment works by causing machines to malfunction just when he gets in range. Once he has passed clear of the area, the machines work as normal.

Trackless: As he is invisible to machines, Sammy's luck extends to tracking him with machines. Non mechanical tracking methods can still follow him though.

Permeate: Sammy has learned to bend the laws of probability to such an extent that he is able to pass through solid objects. Unfortunately, Sammy has no means of breathing while passing through objects so he must hold his breath. For some unknown reason, gold seems to stop this ability flat.

X-ray vision: Due to the magical nature of his abilities, when he adjusts the physical state of himself and anyone he touches, Sammy finds he has the ability to see through whatever substance he passes. For some unknown reason, gold seems to stop this ability flat.

Danger Sense: Luck just seems to follow Sammy around. It keeps him aware of things even when he should be surprised. The mental feel is more of a hunch than anything real, almost as if someone or something is tapping him on the shoulder when danger is around.

What Sammy doesn't know about his powers:

Sammy's powers, which were due to the magical amulet that he stole, can be seen with acute Magical Awareness(vision) or acute Detect Magic(vision). Small creatures, known as Gremlins, travel with Sammy affecting the various outcomes about him. It is through their interaction that Sammy can cause machines to ignore his presence or damage to be dealt to people by using the available materials. The Gremlins also help lessen the damage from attacks, aka Force Field, by absorbing the blows. Effects that work against spirits, demons, or magic can affect the Gremlins, negating Sammy's powers.

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Players Name: MBCE

Power Level: PL 8 (117/121 PPs)

Unspent PPs: 4

Upgraded PL 12 Version

Characters Name: The Ghost

Alternate Identity: Sammy Cosentino

Height: 5' 10"

Weight: 175 lbs

Hair: black

Eyes: brown

Description: Sammy usually wears black clothing to help in his night time pursuits. When working, he carries a black knit cap, black leather gloves, and his ever present lock picking tools.

History: Sammy started life on the wrong side of the tracks. Growing up various foster homes gave him the desire to have money in his pocket. He was only 10 when he started his life of crime. Sammy had a knack with devices and he moved from job to job always looking for the big score.

One day, when Sammy was 20, he was hired by a very mysterious person to break into a well guarded safe. His contractor promised Sammy a very good reward for the job. Sammy went in very quietly and barely managed to pull of the job. When he handed over the item, which turned out to be a very small amulet with strange runes about it, the new 'owner' decided to pay Sammy in a very strange manner.

Sammy was expecting quite a bit of money for the job, but what he got was to be a part of a magical ritual. With the amulet in hand, the mysterious contractor spoke words of magic that imparted into Sammy his present abilities.

Now, things seem to simply fall in Sammy's favor. Video cameras experience glitches that last just long enough for him to move pass. Police trailing him have the strangest events occur that help Sammy get away. He's even managed to have things simply pop up just in time to deaden the impact of bullets.

Sammy's name began to spread among those in the underworld for the perfect guy to call when you needed to break into a secured area. As his exploits increased, Sammy picked up the nickname, The Ghost, which has stayed with him to this day.

Now, having relocated to Freedom City, Sammy has put his name out looking for the next big score.

Stats: 12pps

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 14 (+2)

Wis: 12 (+1)

Cha: 10 (+0)

Combat: 12pps

BAB: +2

Grapple: +2

BDB: +8 (+2 flat-footed)

Knockback: -3, -0 without Force Field

Initiative: +1

Saves: 8pps

Toughness: +7 (+2 without Force Field)

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

Reflex: +4 (+1 Dex,+3)

Will: +4 (+1 Wis, +3)

Skills: 88r=22pp

Bluff 4 (+4)

Computers 9 (+11)

Concentration 3 (+4)

Disable Device 12 (+14)

K: Art 3 (+5)

K: Current events 2 (+4)

K: Pop Culture 2 (+4)

K: Streetwise 3 (+5)

K: Technology 9 (+11)

Notice 12 (+13)

Search 12 (+14)

Sleight of Hand 5 (+6)

Stealth 12 (+13)

Feats: 5pp

Dodge Bonus 4

Equipment [Lock picking tools, Smoke grenade]

Powers: 58 (See below for descriptors)

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

Force Field 5 (Extra: Duration/Continuous; PF: Subtle) 11pps

Probability Control 7 (PF: 1 Alternate Power) 25pps

AP: Blast 6 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence])

Super Movement 3 (Permeate 2 [Half speed; Extra: Affects Others], Trackless 1 [Flaw: Limited to Machines]) 7pps

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

Complications:

Cannot Permeate through gold

Drawbacks: None

Costs: Abilities (12) + Combat (12) + Saves (08) + Skills (22) + Feats (05) + Powers (58) - Drawbacks (00) = Total Cost 117 / 123

--------------------------------

Sammy's power are due to participating in a Magical ritual some five years ago. All of his powers are Magical in source. All of his subtle abilities are detectable by Detect magic or Magical Awareness. Acute versions of Magical Awareness (vision) or Detect Magic (vision) will learn the true nature of Sammy's powers.

Probability Control: His probability has so far manifested as helping him being lucky. Sammy has learned to 'force' this luck outward in a manage to cause damage to those that he can perceive.

Damage: Sammy causes unlikely hazards to cause damage to those that attempt to delay his escapes. He has gained enough control to determine the best method to hurt someone but is limited to what is available. For example, if a lamp is present, he can use it to cause an electric descriptor to the attack.

Force Field: His force field works by changing the probability of the hits. Instead of being direct hits, most become glancing blows with most of the damaging force being dissipated.

Concealment: His concealment works by causing machines to malfunction just when he gets in range. Once he has passed clear of the area, the machines work as normal.

Trackless: As he is invisible to machines, Sammy's luck extends to tracking him with machines. Non mechanical tracking methods can still follow him though.

Permeate: Sammy has learned to bend the laws of probability to such an extent that he is able to pass through solid objects. Unfortunately, Sammy has no means of breathing while passing through objects so he must hold his breath. For some unknown reason, gold seems to stop this ability flat.

X-ray vision: Due to the magical nature of his abilities, when he adjusts the physical state of himself and anyone he touches, Sammy finds he has the ability to see through whatever substance he passes. For some unknown reason, gold seems to stop this ability flat.

Danger Sense: Luck just seems to follow Sammy around. It keeps him aware of things even when he should be surprised. The mental feel is more of a hunch than anything real, almost as if someone or something is tapping him on the shoulder when danger is around.

What Sammy doesn't know about his powers:

Sammy's powers, which were due to the magical amulet that he stole, can be seen with acute Magical Awareness(vision) or acute Detect Magic(vision). Small creatures, known as Gremlins, travel with Sammy affecting the various outcomes about him. It is through their interaction that Sammy can cause machines to ignore his presence or damage to be dealt to people by using the available materials. The Gremlins also help lessen the damage from attacks, aka Force Field, by absorbing the blows. Effects that work against spirits, demons, or magic can affect the Gremlins, negating Sammy's powers.

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Players Name: MBCE

Power Level: PL 8 (117/121 PPs)

Unspent PPs: 4

Upgraded PL 12 Version

Characters Name: The Ghost

Alternate Identity: Sammy Cosentino

Height: 5' 10"

Weight: 175 lbs

Hair: black

Eyes: brown

Description: Sammy usually wears black clothing to help in his night time pursuits. When working, he carries a black knit cap, black leather gloves, and his ever present lock picking tools.

History: Sammy started life on the wrong side of the tracks. Growing up various foster homes gave him the desire to have money in his pocket. He was only 10 when he started his life of crime. Sammy had a knack with devices and he moved from job to job always looking for the big score.

One day, when Sammy was 20, he was hired by a very mysterious person to break into a well guarded safe. His contractor promised Sammy a very good reward for the job. Sammy went in very quietly and barely managed to pull of the job. When he handed over the item, which turned out to be a very small amulet with strange runes about it, the new 'owner' decided to pay Sammy in a very strange manner.

Sammy was expecting quite a bit of money for the job, but what he got was to be a part of a magical ritual. With the amulet in hand, the mysterious contractor spoke words of magic that imparted into Sammy his present abilities.

Now, things seem to simply fall in Sammy's favor. Video cameras experience glitches that last just long enough for him to move pass. Police trailing him have the strangest events occur that help Sammy get away. He's even managed to have things simply pop up just in time to deaden the impact of bullets.

Sammy's name began to spread among those in the underworld for the perfect guy to call when you needed to break into a secured area. As his exploits increased, Sammy picked up the nickname, The Ghost, which has stayed with him to this day.

Now, having relocated to Freedom City, Sammy has put his name out looking for the next big score.

Stats: 12pps

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 14 (+2)

Wis: 12 (+1)

Cha: 10 (+0)

Combat: 12pps

BAB: +2

Grapple: +2

BDB: +8 (+2 flat-footed)

Knockback: -3, -0 without Force Field

Initiative: +1

Saves: 8pps

Toughness: +7 (+2 without Force Field)

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

Reflex: +4 (+1 Dex,+3)

Will: +4 (+1 Wis, +3)

Skills: 88r=22pp

Bluff 4 (+4)

Computers 9 (+11)

Concentration 3 (+4)

Disable Device 12 (+14)

K: Art 3 (+5)

K: Current events 2 (+4)

K: Pop Culture 2 (+4)

K: Streetwise 3 (+5)

K: Technology 9 (+11)

Notice 12 (+13)

Search 12 (+14)

Sleight of Hand 5 (+6)

Stealth 12 (+13)

Feats: 5pp

Dodge Bonus 4

Equipment [Lock picking tools, Smoke grenade]

Powers: 58 (See below for descriptors)

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

Force Field 5 (Extra: Duration/Continuous; PF: Subtle) 11pps

Probability Control 7 (PF: 1 Alternate Power) 25pps

AP: Blast 6 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence])

Super Movement 3 (Permeate 2 [Half speed; Extra: Affects Others], Trackless 1 [Flaw: Limited to Machines]) 7pps

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

Complications:

Cannot Permeate through gold

Drawbacks: None

Costs: Abilities (12) + Combat (12) + Saves (08) + Skills (22) + Feats (05) + Powers (58) - Drawbacks (00) = Total Cost 117 / 123

--------------------------------

Sammy's power are due to participating in a Magical ritual some five years ago. All of his powers are Magical in source. All of his subtle abilities are detectable by Detect magic or Magical Awareness. Acute versions of Magical Awareness (vision) or Detect Magic (vision) will learn the true nature of Sammy's powers.

Probability Control: His probability has so far manifested as helping him being lucky. Sammy has learned to 'force' this luck outward in a manage to cause damage to those that he can perceive.

Damage: Sammy causes unlikely hazards to cause damage to those that attempt to delay his escapes. He has gained enough control to determine the best method to hurt someone but is limited to what is available. For example, if a lamp is present, he can use it to cause an electric descriptor to the attack.

Force Field: His force field works by changing the probability of the hits. Instead of being direct hits, most become glancing blows with most of the damaging force being dissipated.

Concealment: His concealment works by causing machines to malfunction just when he gets in range. Once he has passed clear of the area, the machines work as normal.

Trackless: As he is invisible to machines, Sammy's luck extends to tracking him with machines. Non mechanical tracking methods can still follow him though.

Permeate: Sammy has learned to bend the laws of probability to such an extent that he is able to pass through solid objects. Unfortunately, Sammy has no means of breathing while passing through objects so he must hold his breath. For some unknown reason, gold seems to stop this ability flat.

X-ray vision: Due to the magical nature of his abilities, when he adjusts the physical state of himself and anyone he touches, Sammy finds he has the ability to see through whatever substance he passes. For some unknown reason, gold seems to stop this ability flat.

Danger Sense: Luck just seems to follow Sammy around. It keeps him aware of things even when he should be surprised. The mental feel is more of a hunch than anything real, almost as if someone or something is tapping him on the shoulder when danger is around.

What Sammy doesn't know about his powers:

Sammy's powers, which were due to the magical amulet that he stole, can be seen with acute Magical Awareness(vision) or acute Detect Magic(vision). Small creatures, known as Gremlins, travel with Sammy affecting the various outcomes about him. It is through their interaction that Sammy can cause machines to ignore his presence or damage to be dealt to people by using the available materials. The Gremlins also help lessen the damage from attacks, aka Force Field, by absorbing the blows. Effects that work against spirits, demons, or magic can affect the Gremlins, negating Sammy's powers.

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Concealment 8 [All visual, auditory, radio; Limited to Machines] 8pps

Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

Super Movement 3 [Premeate 2 (half speed;Extra: Affects others; Limited: Not gold); Trackless 1(Limited to Machines)] 7pps

I only count 5 PPs here:

Permeate 2 [Extra] is 4 PPs.

Trackless 1 (Limited to Machines) is 1 PP.

And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

Same concern with . . .

Super Senses 4 [X-ray vision (no gold); Limited only while Premeate] 2pps

If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

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Concealment 8 [All visual, auditory, radio; Limited to Machines] 8pps

Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

Super Movement 3 [Premeate 2 (half speed;Extra: Affects others; Limited: Not gold); Trackless 1(Limited to Machines)] 7pps

I only count 5 PPs here:

Permeate 2 [Extra] is 4 PPs.

Trackless 1 (Limited to Machines) is 1 PP.

And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

Same concern with . . .

Super Senses 4 [X-ray vision (no gold); Limited only while Premeate] 2pps

If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

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Concealment 8 [All visual, auditory, radio; Limited to Machines] 8pps

Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

Super Movement 3 [Premeate 2 (half speed;Extra: Affects others; Limited: Not gold); Trackless 1(Limited to Machines)] 7pps

I only count 5 PPs here:

Permeate 2 [Extra] is 4 PPs.

Trackless 1 (Limited to Machines) is 1 PP.

And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

Same concern with . . .

Super Senses 4 [X-ray vision (no gold); Limited only while Premeate] 2pps

If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

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Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough.

I only count 5 PPs here:

Permeate 2 [Extra] is 4 PPs.

Trackless 1 (Limited to Machines) is 1 PP.

And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps!

Same concern with . . .

If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

That is correct. The X-ray only works when he is moving through things. He can not use it any other time.

Hope that helps.

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Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough.

I only count 5 PPs here:

Permeate 2 [Extra] is 4 PPs.

Trackless 1 (Limited to Machines) is 1 PP.

And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps!

Same concern with . . .

If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

That is correct. The X-ray only works when he is moving through things. He can not use it any other time.

Hope that helps.

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Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough.

I only count 5 PPs here:

Permeate 2 [Extra] is 4 PPs.

Trackless 1 (Limited to Machines) is 1 PP.

And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps!

Same concern with . . .

If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

That is correct. The X-ray only works when he is moving through things. He can not use it any other time.

Hope that helps.

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Ok. I agree with Barnum that it's not limited enough to be a true limitation. It's about half-way between a complication and a power loss drawback. I'd lean toward complication, just because it is pretty hard to protect a large area with gold so that you can't Permeate through it. Everything looks good there. Once I have the clarification on what you want to do, I'm ready to approve you.

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Ok. I agree with Barnum that it's not limited enough to be a true limitation. It's about half-way between a complication and a power loss drawback. I'd lean toward complication, just because it is pretty hard to protect a large area with gold so that you can't Permeate through it. Everything looks good there. Once I have the clarification on what you want to do, I'm ready to approve you.

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Ok. I agree with Barnum that it's not limited enough to be a true limitation. It's about half-way between a complication and a power loss drawback. I'd lean toward complication, just because it is pretty hard to protect a large area with gold so that you can't Permeate through it. Everything looks good there. Once I have the clarification on what you want to do, I'm ready to approve you.

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Ok. I agree with Barnum that it's not limited enough to be a true limitation. It's about half-way between a complication and a power loss drawback. I'd lean toward complication, just because it is pretty hard to protect a large area with gold so that you can't Permeate through it. Everything looks good there. Once I have the clarification on what you want to do, I'm ready to approve you.

If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.

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Ok. I agree with Barnum that it's not limited enough to be a true limitation. It's about half-way between a complication and a power loss drawback. I'd lean toward complication, just because it is pretty hard to protect a large area with gold so that you can't Permeate through it. Everything looks good there. Once I have the clarification on what you want to do, I'm ready to approve you.

If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.

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Ok. I agree with Barnum that it's not limited enough to be a true limitation. It's about half-way between a complication and a power loss drawback. I'd lean toward complication, just because it is pretty hard to protect a large area with gold so that you can't Permeate through it. Everything looks good there. Once I have the clarification on what you want to do, I'm ready to approve you.

If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.

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In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough.

Probably not a bad idea. Players can be very creative.

Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps!

That's the part I was missing. I think that is best left as a complication too.

That is correct. The X-ray only works when he is moving through things. He can not use it any other time.

Great!

If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.

Makes sense.

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In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough.

Probably not a bad idea. Players can be very creative.

Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps!

That's the part I was missing. I think that is best left as a complication too.

That is correct. The X-ray only works when he is moving through things. He can not use it any other time.

Great!

If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.

Makes sense.

Approved

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In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough.

Probably not a bad idea. Players can be very creative.

Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps!

That's the part I was missing. I think that is best left as a complication too.

That is correct. The X-ray only works when he is moving through things. He can not use it any other time.

Great!

If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.

Makes sense.

Approved

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  • 1 year later...

Power Level: PL 12 (172/185 PPs)

Trade-offs: None

Unspent PPs: 13

Characters Name: The Ghost

Alternate Identity: Sammy Cosentino

Height: 5' 10"

Weight: 175 lbs

Hair: black

Eyes: brown

Stats: 18pps

Str: 10 (+0)

Dex: 12 (+1)

Con: 18 (+4)

Int: 16 (+3)

Wis: 12 (+1)

Cha: 10 (+0)

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

Saves: 12pps

Toughness: +11 (+4 without Force Field)

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

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

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

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)

Feats: 6pp

Dodge Focus 2

Equipment [Lock picking tools, Smoke grenade]

Luck 2

Second Chance [Disable Device]

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

Complications:

--Cannot Permeate through gold

--Must hold breath while Permeating

Drawbacks: None

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)

Costs: Abilities (18) + Combat (20) + Saves (12) + Skills (26) + Feats (06) + Powers (90) - Drawbacks (00) = Total Cost 172 / 185pp


Power Level: PL5 (75pps)

Trade-Offs: -3 Attack for +3 Damage

Unspent PP: 0

Characters Name: Gremilins

Alternate Identity:

Height: 2ft [small]

Weight: 8lbs

Hair: light brown

Eyes: yellow

Description: Little green creatures with sharp claws and teeth. Their green skin is slightly scally like a snake with spotches of brown intermixed. Their eyes are yellow.

History:

Personality & Motivation: They live to destroy technology. They ignore living targets to get at working machines of any type.

Complications: -Short attention span [They will quickly change targets when a new working machine comes into sight.]

-Fasination with Gold [Gold for some strange reason stops their hunger. Instead of destroying it, they stare transfixed at things made of gold.]

Stats: 2pp

Str: 6 (-2) [-4 due to size included]

Dex: 14 (+2)

Con: 10 (+0)

Int: 14 (+2)

Wis: 8 (-1)

Cha: 6 (-2)

Combat: 6pp

Attack: +1 [+1due to size included]

Grapple: -5 [-4 due to size included]

Defense: +4 (+2 flat-footed) [+1 due to size included]

Knockback: -1

Initiative: +2

Saves: 6pp

Toughness: +2 (+0 Con, +3 Protection, -1 size)

Fortitude: +2 (+0 Con, +2)

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

Will: +3 (-1 Wis, +4)

Skills: 20r = 5pp

Disable Device 8 (+10)

Notice 4 (+3)

Search 4 (+6)

Stealth 4 (+10) [+4 due to size included]

Feats: 7pp

Elusive Target

Fearless

Improvised Tools

Luck 2 [Flaw]

Skill Mastery [Disable Device, Notice, Search, Stealth]

Ultimate Effort (Nullify)

Powers: 50pp

Corrosion 8 [Extra: Affects Objects;Flaw: Objects only] [16pps]

Nullify (all Technology) 8 [Extra: Effortless;Flaw: Touch] [16pps]

Protection 3 [PF: Innate] [4pps]

Shrinking 4 [Extra: Continous;Flaw: Permanent;PF: Innate; Size small (+1 atk/def, -1 Toughness, -4 Str/grapple, +4 Stealth] [5pps]

Speed 2 [2pps]

Strike 4 (claws and bite) [4pps]

Quickness 4 [Flaw: Limited to Physical actions only] [2pps]

Drawbacks: 0pp

None

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Corrosion DC 18/Toughness Objects only

Nullify DC 18/Will or Power rank

Strike (Bite and claws) DC 19 /Toughness Bruise/Lethal

Costs: Abilities (2) + Combat (6) + Saves (6) + Skills (5) + Feats (7) + Powers (49) - Drawbacks (00) = 75 / 75

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Stats: 14pps

Str: 10 (+0)

Dex: 12 (+1)

Con: 16 (+3)

Int: 14 (+2)

Wis: 12 (+1)

Cha: 10 (+0)

Adds up.
Combat: 14pps

Attack: +2

Grapple: +2

Defense: +9 (+2 flat-footed; Dodge Focus 4)

Knockback: -5, -1 without Force Field

Initiative: +1

Adds up.
Saves: 10pps

Toughness: +10 (+3 without Force Field)

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

Reflex: +5 (+1 Dex,+4)

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

Adds up.
Skills: 88r=22pp

Bluff 4 (+4)

Computers 9 (+11)

Concentration 3 (+4)

Disable Device 12 (+14)

K: Art 3 (+5)

K: Current events 2 (+4)

K: Pop Culture 2 (+4)

K: Streetwise 3 (+5)

K: Technology 9 (+11)

Notice 12 (+13)

Search 12 (+14)

Sleight of Hand 5 (+6)

Stealth 12 (+13)

Adds up.
Feats: 5pp

Dodge Bonus 4

Equipment [Lock picking tools, Smoke grenade]

Dodge Focus? You should also note the stats of the smoke grenade on your sheet (maybe right after feats)
Powers: 85 (See below for descriptors)

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

Machines) 8pps

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

15pps

Probability Control 9 (PF: 2 Alternate Power) 38pps

AP: Blast 8 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence])

AP: Nullify Technology 9 (Extras:Duration/Concentration; Effortless)

Summon Gremlin 5 (PF:Progression 2 [PL5 75pps minions x5]) 12pps

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

Others], Sure-Footed 1 [1/4],Trackless 1 [Flaw: Limited to Machines]) 9pps

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

Concealment: All visual (8), all auditory (4), radio (2)

Force Field: Good.

Probability Array: Just to be sure, is Nullify 1/rank or 2/rank?

Summon: Good.

Super-Movement: "You cannot breathe while inside a solid object, so you need Immunity to Suffocation or you have to hold your breath." Were you going with this? I mean Permeating without the ability to breathe?

Super-Senses: Good.

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Blast DC 23/Toughness Penetrating variable descriptor

Nullify Technology DC 19/Will or Power rank

Add the smoke bomb DC if it has one. See why statting everything is useful? :D
Stats: 2pp

Str: 6 (-2) [-4 due to size included]

Dex: 14 (+2)

Con: 10 (+0)

Int: 14 (+2)

Wis: 8 (-1)

Cha: 6 (-2)

Adds up.
Combat: 6pp

Attack: +1 [+1due to size included]

Grapple: -5 [-4 due to size included]

Defense: +4 (+2 flat-footed) [+1 due to size included]

Knockback: -1

Initiative: +2

Adds up.
Saves: 6pp

Toughness: +2 (+0 Con, +3 Protection, -1 size)

Fortitude: +2 (+0 Con, +2)

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

Will: +3 (-1 Wis, +4)

Adds up.
Skills: 20r = 5pp

Disable Device 8 (+10)

Notice 4 (+3)

Search 4 (+6)

Stealth 4 (+10) [+4 due to size included]

Adds up.
Feats: 6pp

Elusive Target

Fearless

Improvised Tools

Luck 2 [Flaw]

Skill Mastery [Disable Device, Notice, Search, Stealth]

Ultimate Effort (Nullify)

"Luck is not banned or restricted beyond what is stated in the book (no more ranks of Luck than 1/2 PL limit, rounded down). However, you should be able to explain why your character has the feat, be it "natural luck" or for some other reason; having 1 rank requires little justification, but having 2 or more definitely requires some explanation. If you want, you can put a limitation on Luck. For example, a character with Leadership and Inspiring might buy Luck in order to use those feats more frequently. This does not reduce the cost of Luck, but it can help explain why your character has the feat." Emphasis mine.
Powers: 50pp

Corrosion 8 [Extra: Affects Objects;Flaw: Objects only] [16pps]

Nullify (all Technology) 8 [Extra: Effortless;Flaw: Touch] [16pps]

Protection 3 [PF: Innate] [4pps]

Shrinking 4 [Extra: Continous;Flaw: Permanent;PF: Innate; Size small (+1 atk/def, -1 Toughness, -4 Str/grapple, +4 Stealth] [5pps]

Speed 2 [2pps]

Strike 5 (claws and bite) [5pps]

Quickness 4 [Flaw: Limited to Physical actions only] [2pps]

Adds up.
DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Corrosion DC 18/Toughness Objects only

Nullify DC 18/Will or Power rank

You forgot the strike DC
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Dodge Focus? You should also note the stats of the smoke grenade on your sheet (maybe right after feats)

Yes, that should be dodge focus, not dodge bonus. Will correct.

Smoke grenade [Obscure 2(visual) 10ft radius] 4eps

Concealment: All visual (8), all auditory (4), radio (2)

[All visual (8), all auditory (4), all radio (4)]Limited Only against machines total cost: 8pps.

Force Field: Good.

Probability Array: Just to be sure, is Nullify 1/rank or 2/rank?

2pp/rank all Technology at once.

Summon: Good.

Super-Movement: "You cannot breathe while inside a solid object, so you need Immunity to Suffocation or you have to hold your breath." Were you going with this? I mean Permeating without the ability to breathe?

That is correct. Ghost must hold his breath when he moves through items.

Super-Senses: Good.

Add the smoke bomb DC if it has one. See why statting everything is useful? :D

The smoke grenades do not have a save. Obscure all visual.

Adds up.Adds up.Adds up.Adds up."Luck is not banned or restricted beyond what is stated in the book (no more ranks of Luck than 1/2 PL limit, rounded down). However, you should be able to explain why your character has the feat, be it "natural luck" or for some other reason; having 1 rank requires little justification, but having 2 or more definitely requires some explanation. If you want, you can put a limitation on Luck. For example, a character with Leadership and Inspiring might buy Luck in order to use those feats more frequently. This does not reduce the cost of Luck, but it can help explain why your character has the feat." Emphasis mine.

So I need to find a point to pay for the luck feat? Okay. I'll drop the strike by one and put the point into paying for the feat.

Adds up.

Will drop strike by 1 to pay for the extra luck feat.

You forgot the strike DC

Strike (Bite and claws) DC 19 /Toughness Bruise/Lethal

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