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Remedy

LUMINA PL7 Elven Light Wielder (WIP)

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Player Name: Remedy

Character Name: Gwen Illumina

Power Level: 7

Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")

Unspent PP: 0

Gold Status: 0/30

In Brief: Lumina is an Elven mage reincarnated in the body of what was once a human teenager in a coma. She casts Light in many forms including illusions, solid light bolts from a spectral bow and has a 'hard light' sword for close combat. She's an up and coming fashion designer and getting quite the reputation for her 'magical' clothing and fabrics.

Alternate Identities: Lumina

Identity: Public

Birthplace: Nova Scotia CANADA

Occupation: Fashion Designer

Affiliations: (none yet)

Family: none living (see History)

Age: 27

Apparent Age: 20

Gender: Female

Ethnicity: Caucasian/ Elven

Height: 5' 10â€

Weight: 130 lbs

Eyes: Rainbow/ color shifting, cat pupiled

Hair: White/ Silver

Description: In either of her forms, Gwen stops traffic. Her beauty is heart stoppingly ethereal, and the aura of magic around her is palpable. She moves with inhuman grace and her gaze seems to pierce the soul.

As Gwen, Lumina tones down her inhuman looks by casting the illusion of an ash-blonde, slender, tall fashion model with pale eyes. As Lumina, she lets her natural looks free, showing the reality of a tall slender elven maiden with floating silver curls, color shifting eyes with slit pupils and a delicate face graced with pointed ears.

Power Descriptions: Magic based, Lumina's powers are those of an elven illusionist plus a few from the warrior type: sword and bow specifically, that she manifests out of Light. Her light arrows are devastating and can stun, dazzle and if she puts enough effort into them have concussive properties.

History:Gwen had a normal upper middle class upbringing in Nova Scotia, surrounded by the celtic culture of her parents; both irish and welsh. She was an above average student in her private school, a moderately good athlete, a bit shy around other children and as such made friends fairly rarely. There was old money in the family, but her father (a self made man) had had differences with his own father and after his mother's death hadn't spoken to the old man in years.

When Gwen was 13, the family went to visit friends in Halifax, and on the way among the snowy roads, a semi loaded with gasoline lost control and smashed into the family car, killing her parents and leaving her comatose. Gwen lay on life support for two years while a raging legal battle went on over her care and custody. Her grandfather finally won and had her brought to Freedom City to hopefully recover.

One fine spring day, Gwen took a gasping breath and opened her eyes wide, then sat up in her bed and changed. What had been a young human woman was now an eldritch being out of legend or fantasy; an elven-looking maiden with floating silver curls and a ever-changing colored gaze floated from the bed. She spoke very little English at first, preferring to reply in a singsong liquid language that sounded more like birdsong than speech. Only after arduous English lessons did she tell her full story.

She had been an elemental being of Light and since her home plane had been over-run with demons, she'd had to flee. Lost and grieving, she had wandered aimlessly through the dimensions until chancing upon our own. Weakening rapidly away from her home she came across the still, quiet form of the ash-blonde teenaged girl laying in the snow. With a sudden inspiration she had fused herself with the girl, and it had taken years to fully balance the two personalities.

The grandfather was furious at what he considered a violation of his grand-daughters body and soul (being a very religious man) and Lumina left the grand mansion on Lantern Hill, never looking back.

Over time, Lumina gained control of her powers, and having her father's money, pursued a career in Fashion Design. She discovered that she could imbue fabric with light and texture that was otherworldly, and used that to create unique garments that soon became wildly in demand among the jet set.

Back in Freedom City, her ailing grandfather had a change of heart, and on his deathbed made sure to pass on his estate to the girl who had once been his grand daughter.

Gwen has returned to Freedom City to take up residence in her family home and to continue creating her magical garments.

Personality & Motivation: Gwen is a quiet ethereal kind of woman; well spoken, polite, graceful. She is kind in a vague way, often helping the less fortunate with donations and fund-raisers. She is a shrewd business woman and not afraid to use her beauty or intelligence to get what she wants or needs. She's very private person at home, but is gracious to the press and her clients, unafraid of her growing celebrity.

The one thing Lumina cannot stand is anything demonic or dark-related. Having lost her former life to demons, she will stop at nothing to sear them with the light she wields.

Powers & Tactics:


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: -2 + 10 + 0 + 4 + 0 + 8 = 22PP

Strength: 8 (-1)

Dexterity: 20 (+5)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 18 (+4)

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0

Grapple: -1

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

Knockback: -0

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: +0 (+0 Con, +0 [Other])

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

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

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

Skills: 28R = 6PP

[Acrobatics +6

Craft (Artistic) +7

Knowledge (Arcane) +8

Language +1

Profession: Fashion Designer +8

Sense Motive 1

Feats: 19PP

Artificer (Magical)

Attractive 5

Benefit 1 RICH

Elusive Target

Fearless

Fighting Style: sword

Improved Aim 1

Accurate Attack 1

Defensive Attack 1

Improved Block 2

Improved Disarm 2

Power Attack

Taunt

Powers: 0 + 0 + 0 = 61PP

Power/Array MAGIC 7 [49 PP]

  • Dazzle 1 [Affects SIGHT only, Range 100 ft, DC 11, Accurate +2 (+4), Progression, Increase Range +3 (Max Range x 10, 1000ft), Noticeable]

    Glamor (Illusion)10 [Affects SIGHT only, Range 100 ft, DC 20, Range (ranged), Increase Range 5 (Max Range x 2, 1750ft)

    Forcefield 10 [+10 Toughness, Noticeable]

    Mystic Blast (Light Arrows) [Range 700 ft, DC 22, Stunning Attack, Autofire 3 (interval 1, max +10), Penetrating, Accurate 3 (+6), Progression, Increased Range (max Range x2, 1750 ft); Noticeable] 49 PP

Elven Lifespan [immunity 4] [Aging, Disease, Poison, Own Powers] 4 PP

Flight 3 [50 mph, 440 ft/round] 6 PP

Strike [Light Sword] [DC 19, Noticeable, Full Power] 2PP

Drawbacks: (-0) + (-0) = -0PP

Drawback (Needs Light Recharge, Frequency: Uncommon Intensity: Minor) [-1PP]

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (20) + Combat (0) + Saving Throws (0) + Skills (6) + Feats (19) + Powers (61) - Drawbacks (1) = 150 Power Points

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As far as the fluff goes, AA's right. If you want to move forward with this idea, try to make it fit in a little better with a superhero setting.

As far as the mechanics, in no particular order:

Our house rules demand that all characters derive a minimum of 1/3 of their total Attack and Defense bonuses from purchasing base Attack and base Defense. Base Attack +0 and Accurate 3 on your attack array is not going to fly.

Having +0 in all your saves is not going to fly.

This ain't D&D. Having an effective defensive PL of 0 on account of having no Defense or Toughness bonus makes your character unplayable as a superhero. As a superhero, your PC will eventually get into fights with supervillains. PL0 is unskilled bystanders. Even thugs and beat cops are PL2-3. Soldiers, riot cops, and other "elite minions" are PL5-6. That's why our lowbie slot starts at PL7 in the first place. This character is going to get dropped in every fight the moment even a mook so much as gives her a harsh look.

After PL10, it's not really important, but up to PL10, you really, really want to hit your PL combat caps in some manner, even if it's specialized.

Please don't use the "Fighting Style" groups. Just list all your normal feats individually, in alphabetical order, under "Feats."

Attractive counts against PL caps for skill ranks. It's "Bluff 4 + Diplomay 4, Flaws: Limited (People Who Find You Attractive)" (which is generally assumed to be about 50% of the population, as is fitting for a -1PP/rank flaw, since the guideline for those is that they make the power useless about half the time). That's why you get 8 skill ranks for 1PP instead of the usual 4 with Attractive. But bottom line, a PL7 character has a cap of 12 ranks in any skill (PL+5). That doesn't count Ability bonuses, which are also capped at PL+5, so theoretically, if it was that important to you, you could have up to 12 ranks each in Bluff and Diplomacy, and also have Charisma 34 (+12), for a total skill bonus of up to +22. But Attractive, as I said, counts against the skill ranks. So you could have Attractive 3 and 0 ranks in each skill, or Attractive 1 and 8 ranks in each skill, or Attractive 2 and 4 ranks in each skill, etc.

The popular misconception about Attractive (and every other specialist feat in the game) is that it adds to your effectiveness. You're charismatic, but really killer against people who want to have relations with you. But that's not how it works. It's a discount. Having the Attractive feat instead of just paying full price for Bluff and Diplomacy means that you got a cost break because you're NOT as "purely" charismatic when dealing with people who DON'T want to have relations with you.

Attack Focus and Specialization work the same way. If you've got two PL10s, then (barring tradeoffs) they're both capped at a TOTAL Attack bonus of +10, under the best possible circumstances. The character who took base Attack +4, Attack Focus (Melee) 4, and Attack Specialization (Swords) is only as good as the character who paid for a full base Attack bonus of +10 when she's in her element, wielding her favorite weapon. The one with full base Attack is a better all-around fighter, not depending on using a particular weapon or style or fighting a particular enemy or fighting in a particular environment. But the specialist got a massive discount for that specialization.

That's how the PL system actually works. It's one of the toughest things for M&M newbies to wrap their brains around.

Dropping the range on Illusion is points-shaving that goes against the intent of how the power works, and it isn't gonna fly. You can't change other people's perceptions of an area/object/person/etc. that you yourself can't perceive, whereas you can, in many situations, wind up hitting a target or area with a ranged attack despite not being able to directly perceive it yourself.

Please see our house rules about Improved Disarm. It's not a ranked feat anymore, and now it actually does something worthwhile. Ditch Improved Block. It counts against your PL caps for Attack bonus, so it's worthless.

Why bother with a rank 1 Dazzle? Why not just take Environment Control (Daylight)?

Force Field is an active effect, so it's already Noticeable by default. You'd have to pay to make it Subtle.

You really wanna have the actual effect name and rank up front in a power description, especially on a Blast. And, again, active effect, Noticeable by default.

We use the simplified movement rates, so MPH x10 = Feet per move. Rank 3 Flight = 50MPH = 500ft per Move Action.

"Needs light recharge" isn't very clear. Is that a Power Loss drawback? If so, it should be listed in the description of any individual powers it applies to. Also, frankly, you should strongly consider taking it as a Complication instead. If the GM decides your powers have run out of juice, you'll probably need an extra Hero Point a lot more than you'll need a slight power point discount at character generation.

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