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Fox

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Grim, PL8 (180pp)

ATK +0 / DAM -0
DEF +0 / TOU -0

Abilities: 6 + 4 + 8 + 2 + 4 + 2 = 26PP
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)

Combat: 6 + 8 = 14PP
Initiative: +10
Attack: +8 Melee, +3 Ranged
Grapple: +11
Defense: +8 (+4 base, +4 Dodge Focus)
Knockback: -4

Saving Throws: 4 + 4 + 5 = 13PP
Toughness: +8 (+4 Con, +4 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+2 Wis, +5)

Skills: 52R = 13PP
Bluff 4 (+5)
Drive 3 (+5)
Intimidate 8 (+10)
Notice 8 (+10)
Perform (Strings) 9 (+10)
Perform (Vocals) 9 (+10)
Sense Motive 3 (+5)
Stealth +8 (+10)

Feats: 17PP
Dodge Focus 4
Evasion
Fast Task (Startle)
Improved Initiative 2
Startle
Melee Focus 5
Move-By Action
Power Attack
Uncanny Dodge [Audio]

Powers: 1 + 13 + 1 + 4 + 10 + 2 + 39 + 8 + 9 + 6 + 4 = 97PP

Enhanced Feats 1 (Quick-Change) [1pp]

Ghost Dog Array (12pp Array; Feats: Alternate Power 1) [13pp]

BPDrain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 6 (Feats: Affects Insubstantial 2, Mighty) [12/12]

AP: Snare 8 (Feats: Affects Insubstantial 2; Extras: Area [General], Selective; Flaws: Action [Full], Limited [Entangle], Range [Personal]) [10/12]

Leaping 1 (x2) [1pp]

Protection 4 [4pp]

Regeneration 8 (Recovery Bonus +6; Resurrection 2 [1 day]) [10pp]

Speed 2 (25mph, 250' / move) [2pp]
    
Summon Minions 9 (135pp dogs; Feats: Mental Link, Progression 2 (5 dogs); Extras: Fanatical, Horde) [39pp]

Dogs, PL8 minions

ATK +0 / DAM -0
DEF +0 / TOU -0

Abilities: 6 + 4 + 8 - 2 + 4 + 0 = 20PP
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 8 (-2)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Combat: 6 + 6 = 12PP
Initiative: +10
Attack: +8 Melee, +3 Ranged
Grapple: +11 (+15 Trip)
Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -4

Saving Throws: 3 + 5 + 3 = 11PP
Toughness: +8 (+4 Con, +4 Protection)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+2 Dex, +5)
Will: +5 (+2 Wis, +3)

Skills: 48R = 12PP
Intimidate 13 (+13)
Knowledge (Arcane Lore) 7 (+5)
Notice 8 (+10)
Sense Motive 4 (+6)
Stealth 8 (+10)
Survival 8 (+10)

Feats: 25PP
Dodge Focus 5
Elusive Target
Evasion 2
Fast Task (Startle)
Hide in Plain Sight
Improved Initiative 2
Improved Trip
Interpose
Melee Focus 5
Move-By Action
Power Attack
Set-Up
Startle
Takedown Attack
Uncanny Dodge [Audio]

Powers: 5 + 2 + 4 + 4 + 3 + 8 + 10 + 9 + 6 + 4 = 55PP

Immunity 5 (Critical Hits, Disease, Poison, Starvation/Thirst) [5pp]

Leaping 2 (x5) [2pp]

Morph 4 (Disguise +20; Single Form: mundane dog) [4pp]

Protection 4 [4pp]

Speed 3 (50mph, 500' / move) [3pp]

Strike 5 (Feats: Affects Insubstantial 2, Mighty) [8pp]

Super-Movement 5 (Permeate 1, Trackless, Wall-Crawling 2, Water-Walking) [10pp]

Super-Senses 9 (Acute Audio [2], Extended Audio [1], Acute Olfactory [2], Tracking Olfactory [1], Ultra-Hearing [1], Darkvision [2]) [9pp]

Super-Senses 1 (Death Awareness, mental [1]; Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [6pp]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4pp]

Totals: Abilities (20) + Combat (12) + Saving Throws (11) + Skills (12) + Feats (25) + Powers (55) - Drawbacks (0) = 135/135 Power Points


Super-Movement 4 (Permeate 1, Trackless, Wall-Crawling 2) [8pp]

Super-Senses 9 (Acute Audio [2], Extended Audio [1], Acute Olfactory [2], Tracking Olfactory [1], Ultra-Hearing [1], Darkvision [2]) [9pp]

Super-Senses 1 (Death Awareness, mental [1]; Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [6pp]

Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4pp]


Totals: Abilities (26) + Combat (14) + Saving Throws (13) + Skills (13) + Feats (17) + Powers (97) - Drawbacks (0) = 180/180 Power Points



Standard disclaimer applies here: Haven't done final math checks, etc, etc.

So: Some kind of...dog psychopomp thing! I can see this working with either a male or female character, honestly (or intersex; it's a thought, though hard to do well); in keeping with the themes of death and duplication, this one died and didn't...quite move on. They aren't undead, though! The dogs there are some kind of supernatural psychopomp-for-hire, all made of liquid smoke and black fire; I figure they've been popping up in mythology and magic stuff for ages, most notably with the Aztecs, and they decided it'd be more fun to form a connection to our hapless hero and save his/her life in exchange for them being an anchor for the dogs' power - now the dogs get to enjoy the material world a bit and the hero gets all kinds of neat tricks, including the ability to summon the dogs fully into this plane to play support and go toe-to-toe with minion types. Rather appropriately, they're better fighters than the hero but the hero has more raw oomph, as they're native to Earth...and being lower on the metaphysical totem pole, it takes a small pack of them to really empower a human being.

Combat-wise, pretty straight-forward; run in, punch things. Particularly lethal against the undead, of course! And make special note of that separate Super-Sense: that death awareness has a LOT of range, and by complication it doesn't turn off. Ever. The dogs aren't bothered, as it's part of their nature, but that kind of thing's going to wear on a human. This hero, in their civilian life, is probably a little iconoclast, cynical and under-rested, the bad boy or girl with the motorcycle that your parents warned you about.

I could represent the dogs with straight powers, of course, but since they're supposed to have some personality of their own (think a wolf's take on the Cheshire Cat) I'm tempted to just use duplication, however annoying that may be in practice. They'd probably do a lot of tripping for the melee folks, set-up where they could, and aid elsewhere - harrying, mobbing, letting real heroes pick up the heavy hits and real combat progression. Unsure how it'd go in practice, though.

Edited by Fox
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  • 1 year later...

gremlin.jpgCharacter Name: Alice Ishikawa
Power Level: 8 (8.5 w/ Sneak Attack) (180/180PP)
Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
In Brief: Young sneak-thief without a sense of purpose.

Residence: Bedlam. 

Alternate Identity: The Gremlin (pejorative)
Identity: Secret-ish.
Birthplace: USA
Occupation: Thief.
Affiliations: The Fix, assorted Bedlam criminal groups
Family: Estranged (mother, father, brother).

 

Description:
Age: 21
Apparent Age: 21
Gender: Female
Ethnicity: Japanese
Height: 5'1"
Weight: 110lb
Eyes: Brown
Hair: Black/Brown

 

When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards.

 

Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes.


She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere.

 

History:
Alice's life has been nothing if not defined by theft, even from birth.

 

When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset.

 

It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options.

 

Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored.

 

Personality & Motivation:
Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large.

 

Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite.

 

Powers & Tactics:
Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth.

 

Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most.

 

Power Descriptions:
Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see.


Complications:

Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage.
Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment.

Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed.

Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming.

Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported.

 


Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP
Strength: 14 (+2)
Dexterity: 22 (+6)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 16 + 16 = 32PP
Initiative: +14
Attack: +12 Melee, +8 Ranged
Grapple: +18
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -2/-1


Saving Throws: 5 + 7 + 6 = 18PP
Toughness: +6/+4 (+4 Con, +2 Defensive Roll)
Fortitude: +9 (+4 Con, +5)
Reflex: +13 (+6 Dex, +7)
Will: +7 (+1 Wis, +6)


Skills: 156R = 39PP
Acrobatics 13 (+19)SM

Bluff 5 (+7)

Climb 13 (+15)SM

Computers 3 (+5)

Concentration 4 (+5)

Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC

Disguise 4 (+6)

Escape Artist 13 (+19)SM

Knowledge [Current Events] 3 (+5)

Knowledge [Streetwise] 8 (+10)

Knowledge [Tactics] 8 (+10)

Language 2 (English [native], Italian, Spanish)

Medicine 4 (+5)

Notice 11 (+12)SM

Perform [Dance] 8 (+10)

Search 13 (+15)SM

Sense Motive 5 (+6)

Sleight of Hand 13 (+19)SM

Stealth 13 (+19)SM, SC


Feats: 43PP

Acrobatic Bluff

Attack Focus (Melee) 4

Attractive

Blind-Fight

Defensive Roll 1

Dodge Focus 2

Elusive Target

Equipment 5

Evasion 2

Fast Task 2 (Feint, Trick)

Grappling Finesse

Hide in Plain Sight

Improved Initiative 2

Improvised Tools

Instant Up

Luck 3

Master Plan 2

Move-By Action

Power Attack

Prone Fighting

Second Chance 2 (Disable Device, Stealth)

Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth)

Sneak Attack

Ultimate Effort (Stealth)

Uncanny Dodge 2 (Auditory, VIsual)

Redirect

 

Equipment: 5 ranks = 25ep

  • Binoculars [1ep]
  • Climbing Equipment [1ep]
  • Concealable Microphone [1ep]
  • Knife [4ep]
  • Masterwork Lockpicks [1ep]
  • Medical Kit [1ep]
  • Mini-Tracer [1ep]
  • Night-Vision Goggles [1ep]
  • Hideout [14ep]
    • A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home none the less.
    • Toughness: 20 [3ep]
    • Size: Tiny [-1ep]
    • Features [12ep]:
      • Communications
      • Concealed 5 [DC +30]
      • Fire Prevention System
      • Gym
      • Living Space
      • Security System 3 [DC 30]



Powers: 5+4+5 = 14PP

Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp]

Communication Link 4 (other earbuds; Feats: Subtle) [5dp]

 

Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp]

Damage 2 (Feats: Extended Reach, Improved Trip, Mighty[5dp]

 

Teleport 3 (300'; Flaws: Short-Range; FeatsChange Direction, Turnabout) [5pp]



Drawbacks: -0PP


DC Block

ATTACK              RANGE         SAVE                        EFFECT

Unarmed             Melee         DC17 Toughness              Damage (Staged)

Knife               Melee         DC18 Toughness (19-20)      Damage (Staged)

Staff               Melee +5'     DC19 Toughness              Damage (Staged)

 

 

Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/180 Power Points

 

 


 

Should be done. Huzzah!

 

Very sneaky, very slippery. The Sneak Attack on offense does weird things to her caps, but she's still within bounds for her slot, and it's appropriately thematic. Otherwise the sheet mostly speaks for itself; she's kind of freakishly competent, but I guess that's her thing?

 

The knife is strictly for utility, really; it's useful to someone who's dealing with a lot of ropes and theft and whatnot, but I don't expect her to ever use it in a fight unless she's desperate.

 

Unsure if I'll keep the picture on the final sheet submission. I found it pretty much randomly, when trying to sort out hairstyles, and liked it - the internet says it's Aya Ueto, a Japanese actress. I'm not a huge fan of using real-life pictures on my own sheets (I always feel like I'm appropriating someone else's face....), but it seems to suit the character pretty well....

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  • 10 months later...
GaianKnightHF.png.dd1ad1f3685f80360912cc5aa7338480.pngGaian Knight
Power Level: 15 (250/250 pp)
Trade-Offs: -3 Defense / +3 Toughness
Unspent PP: 0

In Brief: Professor given powers over the earth by unknown forces, just out to do some good in the world.

Alternate Identity: Tarrant David McLeod
Identity: Secret
Birthplace: United States, West Coast
Occupation: Professor of Earth Sciences, Freedom City University
Affiliations: Sanctuary, Freedom City University, The Freedom League
Family: Parents (west coast), Brother (location unknown; estranged)

Sidekick: Tiamat
 

Description:
Age: 33 (DoB: October 1984)
Gender: male
Ethnicity: Caucasian
Height: 6'
Weight: 190 lbs.
Eyes: green (now flecked with gold)
Hair: brown

A tall man seeming to be in his late twenties to early thirties, Tarrant's quite fit but not overly muscular - he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a strong, charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, simple t-shirts or button-ups, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he's wearing, his footwear is practical - when asked, he generally offers something vague about personal comfort and the stride of his walk.

His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side.

Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends - attacking from various angles to surprise his enemies or strike from around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of his creations, and while not flamboyant he always adds his own artistic touches when able. As his power is instinctive and rooted to his being he doesn't need to gesture or invoke his magic, per se, and he's perfectly capable of directing his attacks with both hands in his pockets and both feet firmly on the ground. Still, a little dose of dramatic hand-movement now and again doesn't hurt one's focus.

His powers often causes a noticeable earthy-golden glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around through the air.

History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his - an archaeology student - called him up to help with a huge, unlikely cave they'd unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting "the sword", and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur.

When returned to the cavern he found he'd been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none and, unconsciously compelled to take it with him, made his way back outside more confused than enlightened.

Since then he's spent quite a bit of time learning to control his power, and took advantage of his new abilities and intuition to complete his schooling in record time. Offered a teaching job at Freedom City University, he finally feels like he's in a place in life where he can apply what he's learned...in more ways than one.

Personality & Motivation: Tarrant is, at his core, just a fundamentally nice person; the boy scout, the nearly-literal salt-of-the-earth type who genuinely likes teaching and helping others. This is arguably his greatest strength as a hero - the ability to believe in others, to trust in doing the right thing, to have the conviction to take a third option when the options presented are terrible - but it also leaves him somewhat naive and overly-trusting. He isn't stupid, mind you (he is, technically, Doctor Tarrant), and he's too experienced to set himself up for a knife in the back, but he fundamentally wants to believe that people are fundamentally good, and that isn't always a safe assumption when confronting villainy.

 

Given the option, Tarrant will always do what's right, even if it isn't easy. He's friendly, affable, and unimposing with a noted dislike of violence, but anyone who tries to push him too hard is going to find out that he's as much mountain as man when he needs to be.

Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight: he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's an experienced hero but no master strategist or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponents and the environment.

 


Complications:
Honor (Chivalry): Respect and honor; he's not an old-school knight, but nevertheless tries to hold to a code of behavior that isn't always to his advantage. Tarrant is unlikely to pick a fight without threat of immediate danger, he leans toward inaction if too unsure of the negative consequences, and he's quick to offer clean surrender or a chance at someone's redemption...even if he's pretty sure someone's just going to take advantage of the opening.
Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach.
Secret: Identity.
Teleportal: Tarrant's portals require an anchor: he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it.

Time and Tide: Tarrant isn't immune to aging, exactly - even the greatest mountains erode over time. He does, however, age very, very slowly - sufficiently powerful aging effects or the like will affect him, just far less than they might otherwise.


Abilities: 6 + 2 + 8 + 4 + 8 + 4 = 32pp
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 10 + 8 = 18pp
Initiative: +1
Attack: +5 Base, +13 Sword, +15 Earthshaping
Grapple: +8
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -9/-4/-2


Saving Throws: 9 + 9 + 8 = 26pp
Toughness: +18/+8/+4 (+4 Con, +14 Protection or +4 Breastplate)
Fortitude: +13 (+4 Con, +9)
Reflex: +10 (+1 Dex, +9)
Will: +12 (+4 Wis, +8)


Skills: 92R = 23pp
Climb 7 (+10)
Concentration 6 (+10)
Craft (Artistic) 7 (+10)SM

Diplomacy 13 (+15)SM

Knowledge (Arcane Lore) 2 (+5)
Knowledge (Earth Sciences) 17 (+20)SM

Knowledge (Physical Sciences) 7 (+10)
Notice 6 (+10, +6 Nightvision)SM
Perform (Oratory) 10 (+12)
Sense Motive 8 (+12)
Sleight of Hand 9 (+10)


Feats: 56pp

Attack Specialization 4 (Swords)

Dodge Focus 8
Equipment 6 (30EP)
Luck 2

Power Attack
Precise Shot
Sidekick 33 + 15 (Veteran Award) = 47

Skill Mastery (Craft [Artistic], Diplomacy, Knowledge (Earth Sciences), Notice)

Equipment: 6pp = 30ep

  • Customized Platemail Chestpiece (Protection 4) [4ep]
  • Goggles (Flash/Nightvision) [4ep]
  • League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep]
  • Masterwork Sculpting/Carving Tools [1ep]
  • Flying Islands (PL12 HQ) [16ep]
    • A handful of small islands floating above the surface of Earth-Sanctuary. The largest, central island has a very nice castle, of all things.
    • Size: Colossal [5ep]
    • Toughness: +10 [1ep]
    • Features: [9ep]
      Holding Cells (Toughness +15)
      Infirmary
      Isolated
      Library
      Living Space
      Pool
      Power: Flight 8 (Extras: Duration [Continuous]) [24pp]
      Power System
      Sealed
      Workshop

 

 

Powers: 1 + 6 + 51 + 3 + 3 + 5 + 14 + 12 = 95pp

Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp]

Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [can only be wielded by the current Knight]) [6pp]

An old and modestly ornate masterwork sword.

Strike 4 (Feats: Mighty) [5pp]


Earthshaping 20 (40pp Array, Feats: Accurate 5, Alternate Power 6) (Earth, Magic) [51pp]

  • Base Power: Create Object 15 (15 cubes, Supporting STR 75 [Heavy Load: 400 tons], Toughness +15; Extras: Duration [Continuous]; Flaws: Action [Full]; Feats: Innate, Extended Range 2, Precise, Progression 5 [250ft cubes], Stationary) [40/40]
  • AP: Blast 15 (Feats: Indirect 3, Split Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [35/40]

  • AP: Blast 15 (Extras: Area [General, Shapeable]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Area] 5 [15 to 750 5ft cubes], Variable Descriptor [bludgeoning, piercing, slashing]) [39/40pp]
  • AP: Snare 15 (Feats: Indirect 3, Obscure Senses 5 [All], Reversible) [39/40]
  • AP: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 9 [10ft-100ft tunnel], Subtle) [40/40]
  • AP: Move Object 20 (Lifting STR 100 [Heavy Load: 12.5K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [40/40] (Earth Control)
  • AP: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [Standard Action to open portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [Standard Action to open portals], Feats: Progression [Portal Size] 1 [10ft x 10ft], Complications: Medium [Anchor-Stones]) [34pp] [6 + 34 = 40/40]

 

Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic)

Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic)

 

Immunity 10 (All Fire Effects; Flaw: Limited [1/2]) [5pp] (Earth, Magic)

Protection 14 [14pp] (Earth, Magic)

Super-Senses 12 (Earth Awareness: Common [2], Mental, Accurate [2], Acute [1], Analytical [1], Extended 2 [2, 100x], Radius [1], Ranged [1]; Tremorsense: Tactile Sense [1], Ranged [1]) [12pp] (Earth, Magic)

 

DC Block
ATTACK            RANGE          SAVE              EFFECT
Unarmed           Touch          DC18 Toughness    Damage (Physical)
Sword             Touch          DC22 Toughness    Damage (Physical)
Blast             Ranged         DC30 Toughness    Damage (Physical)
Area Blast        Ranged/Area    DC25 Reflex       1/2 Effect
                                 DC30 Toughness    Damage (Physical)

Snare             Ranged         DC25 Reflex       Entangled/Bound
                                                   Disabled (All Senses), Tethered
Create Object     Ranged         DC25 Reflex       Trapped
Dropped Object    Ranged/Area    DC25 Reflex       No Effect
                                 DC30 Toughness    Damage (Physical)
Thrown Object     Ranged         DC30 Toughness    Damage (Physical)



Abilities (32) + Combat (18) + Saves (26) + Skills (23) + Feats (56) + Powers (95) - Drawbacks (0) = 250/250 Power Points

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tiamat-human.png.d1bbc9f2f379b54d4c1a7eaa10e680a6.pngTiamat
Power Level: 15 (240/240pp)
Trade-Offs:

+2/-2 Attack/Damage (human, unarmed)

-2/+2 Attack/Damage (human, mace)

-3/+3 Attack/Damage (dragon)

-4/+4 Defense/Toughness (dragon)

In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks.

Alternate Identity: Teagan Delphyne
Identity: secret(-ish)
Birthplace: Europe, Alternate Earth
Occupation: part-time translator
Affiliations: Gaian Knight, Sanctuary, Freedom League
Family: none local

Description:
Age: 301
Apparent Age: late twenties
Gender: female
Ethnicity: Lizard (Caucasian, in human form)
Height: 6'1" (human), up to 16' (dragon)
Weight: 210lbs / ~10 tons
Eyes: red
Hair: dark red, down to her waist

Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Powerful and imposing features built on a well-muscled frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army...which is something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity nominally hidden under a simple domino mask.

When she changes to her true form, though, she looks like the thing the army rides against: large and awfully powerful, a European-style quadrupedal horned dragon straight out of myth and legend. Her hide runs dark like coal along her underside but a deep crimson everywhere else, a tyrannosaurus-sized creature of razor teeth and rippling scales and terrible glory. For all her savage beauty, the intelligence behind her slitted red eyes mark her unmistakably above a common beast.

Power Descriptions:
Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing dragon's fire, changing in hue and intensity with her mood and need. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back.

 

Though she's reluctant to use it, Teagan is no slouch at magic: given the time to set up, she can invoke the Old Words to work a ritual to meet her needs.

History:
Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too, out of desire or pure necessity: difficult to gather together when your species is so competitive, and nigh impossible to blend into human society when the magic that offered you human form left you marked with a symbol of what you truly were - and a dragon's glory is not so easily hidden from a wizard's eyes.

It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all.

And then she woke up somewhere very different with a very strange man waiting nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember.

Personality & Motivation:
Teagan is proud to the point of egotism, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a treasured cake. She's loyal to a fault (if you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and she's willing to stand her ground, no matter the cost, for a worthy cause. She is, in general, a far better and more intellectually-minded creature than she cares to let on.

She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear: she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America.

Powers & Tactics:
No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhelming force, but she's a cunning and experienced fighter coming from a lifetime of conflict. Said lifetime has taught her that sometimes you have to hit them when they're down - striking at a weak enemy is not dignified, but leaving your enemies to stab you in the back as soon as you run around isn't wise.

 

The angrier she gets the more ruthless she's likely to become, falling more and more on old habits and lessons learned from deadlier foes.


Complications:
Dragon: Dragon.

Ex Nihilo: As far as the rest of the world is concerned, Teagan didn't exist until a matter of years ago. She has some amount of official personhood on record now, but it doesn't take enormous effort to realize she sprang up out of nowhere.
Funny Glowing Noise Boxes: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. With experience she can mostly navigate the basics of modern life, but don't ask her to do anything fancy.
Secret: Identity.


Abilities: 20 + 4 + 14 + 4 + 4 + 6 = 52pp
Strength: 30 (+10) / 46 (+18)
Dexterity: 14 (+2)
Constitution: 24 (+7) / 32 (+11)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 10 + 8 = 18pp
Initiative: +2
Attack: +5 Base, +10 Melee, +14 Unarmed (human) / +12 Unarmed (dragon)
Grapple: +18 (human) / +34 (dragon) / +45 (super-strength)
Defense: +12 (+4 Base, +8 Dodge Focus) / +10 Dragon, +2 Flat-Footed
Knockback: -6 / -18


Saving Throws: 3 + 8 + 10 = 21pp
Toughness: +12 (+7 Con, +5 Protection) / +20 (+11 Con, +9 Protection)
Fortitude: +10 (+7 Con, +3) / +14 (+11 Con, +3)
Reflex: +10 (+2 Dex, +8)
Will: +12 (+2 Wis, +10)


Skills: 76r = 19pp
Bluff 7 (+10)

Concentration 3 (+5)

Craft (Smithing) 8 (+10)
Intimidate 17 (+20, +24 dragon)
Knowledge (Arcane Lore) 13 (+15)
Language 1 (Draconic [native], English)
Notice 8 (+10)
Search 3 (+5)
Sense Motive 8 (+10)
Survival 8 (+10)


Feats: 27pp
Attack Focus (Melee) 5
Attack Specialization (Unarmed) 2

Benefit (Wealth)
Dodge Focus 8

Endurance
Equipment 1
Fast Task (Startle)

Improved Grab

Improved Grapple

Interpose
Power Attack
Ritualist
Set-Up
Startle
Takedown Attack

Equipment: 1pp=5ep

  • League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep]



Powers: 53 + 6 + 18 + 3 + 11 + 6 + 6 = 103pp

Alternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting)

Drain Toughness 2 (stacks with Drain Toughness 12 below, to Drain Toughness 14Extras: Affects Only Objects, Area (General, Cone), Linked (Damage); Flaws: Action [Full], Distracting) +

Damage 3 (stacks with Damage 12 below, to Damage 15; Extra: Area (General, Cone); Flaws: Action [Full]; Feats: Alternate Power 2) [1+5 = 6pp; 24pp array budget] (dragon's breath)

APNullify Magic 15 (counter all magic effects; Extras: Area (General, Cone); Flaws: Action [Full], Distracting; Feats: Selective) [20/24] (cleansing fire)

AP: Super-Strength 11 (effective strength 101; Heavy Load: ~12.5K tons; Feats: Super-Breath, Thunderclap) [24/24]


Flight 3 (50mph / 500 ft per move action) [6pp]

Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp]

+16 STR, +8 CON, +10' Movement, -2 Combat Modifier, +8 Grapple, -8 Stealth, +4 Intimidation, +10' reach, +10 Effective Carrying Strength.

 

Protection 4 (stacks with Protection 5 below, to Protection 9) [4pp] (dragon hide)

Super-Movement 1 (Wall-Crawling) [2pp]

Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp]


Comprehend 3 (Speak Any, Understand Any, Read/Write Any) [6pp] (gift of tongues)

Drain Toughness 12 (Extras: Affects Only Objects, Area (General, Cone), Linked (Damage); Flaws: Action [Full], Distracting) + 

Damage 12 (Extras: Area (General, Cone), Linked [Drain]; Flaws: Action [Full]) [6+12= 18pp] (fire breath)

Device 1 (5pp mace; Flaw: Easy-to-Lose) [3pp]
A heavy, unadorned steel mace with a leather-wrapped handle and a hanging leather loop. Its spherical head is studded with blunt spikes.

Strike 4 (Feats: Mighty) [5dp]


Immunity 11 (Aging, Fire Effects) [11pp]

 

Protection 5 (Feats: Innate) [6pp]

Super-Senses 6 (Magic Awareness: Very Common [3], Olfactory, Acute [1]; Infravision [1]; Ultra-Hearing [1]) [6pp]

 


DC Block
ATTACK                  RANGE           SAVE                         EFFECT
Unarmed (human)         Touch           DC25 Toughness               Damage (Physical)
Unarmed (dragon)        Touch (+10')    DC33 Toughness               Damage (Physical)
Mace                    Touch           DC29 Toughness               Damage (Physical)
Fire Breath (human)     120' cone       DC22 Fortitude               Drain Toughness, Objects Only (Fire)

                                        DC27 Toughness               Damage (Fire)
Fire Breath (dragon)    110' cone       DC24 Fortitude               Drain Toughness, Objects Only (Fire)

                                        DC30 Toughness               Damage (Fire)
Thunderclap             55' radius      DC21 Reflex                  Deafened

                                        DC21 Fortitude (-1/round)    Recover



Abilities (52) + Combat (18) + Saving Throws (21) + Skills (19) + Feats (27) + Powers (103) - Drawbacks (0) = 240/240 Power Points

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  • 6 months later...

Masque?
Power Level: 10 (180/180PP)
Unspent Power Points: 0
Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness

 

In Brief: Teenaged trickster making up for lost time.
Theme: Pinkzebra - Larger Than Life

 

Alternate Identity: Elizabeth Grey (secret)
Birthplace: London, England
Residence: Freedom City, USA
Base of Operations: Claremont Academy
Occupation: student, amateur magician
Affiliations: Claremont
Family: mother, father, three older brothers

 

Description:
Age: 16
Gender: female
Ethnicity: Caucasian
Height: 5' 8"
Weight: 125lb
Eyes: grey
Hair: white

 

Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes.

 

Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group.

 

Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment.

 

Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack.


History:
Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives.

 

A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn.

 

Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful.
 

Personality & Motivation:
Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can.


Powers & Tactics:
While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare.

 

She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary.


Power Descriptions:
Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side.

 

The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and folklore, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip.


Complications:
'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't.

Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories.
Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat.
Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful.
Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses.
Relapse Fear: The idea of this happening is terrifying.
Secret: Identity.
Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost.
Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different.


Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 16 (+3)


Combat: 12 + 10 = 22PP
Initiative: +3
Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate)
Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed
Grapple: +8
Knockback: -3


Saving Throws: 3 + 6 + 7 = 16PP
Toughness: +7 (+2 Con, +5 Protection)
Fortitude: +5 (+2 Con, +3)
Reflex: +9 (+3 Dex, +6)
Will: +7 (+0 Wis, +7)


Skills: 92R = 23PP
Acrobatics 8 (+11)SM
Bluff 8 (+11, +15 Attractive)SM
Concentration 8 (+8)
Diplomacy 4 (+7, +11 Attractive)
Disguise 2 (+5)
Escape Artist 12 (+15)SM
Knowledge (Arcane Lore) 8 (+11)
Knowledge (Popular Culture) 8 (+11)
Notice 8 (+8)
Perform (Comedy) 4 (+7)
Search 2 (+5)
Sense Motive 8 (+8)
Sleight of Hand 12 (+15)SM


Feats: 19PP
Attack Focus (Melee) 1
Attractive
Dodge Focus 8
Equipment 1
Evasion
Fast Task [Feint]
Luck 1 [to 4, from powers]
Power Attack
Set-Up
Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand)
Taunt
Uncanny Dodge [Auditory]

 

Equipment: 1PP = 5EP

  • Handcuffs [1EP]
  • Knife [3EP]
  • Masterwork Magician's Kit [1EP]


Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP
All powers have the 'magic' descriptor unless otherwise noted.

 

Enhanced Feats 2 (Quick-Change 2) [2PP]

 

Environmental Control 4 (50' radius; Light 1) [4PP]

 

Feature 1 (mask cannot be removed by force) [1PP]

 

Immunity 1 (Disease) [1PP]

 

Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP]

  • Blast 8 (Feats: Accurate 3) [19/34]
  • Dazzle 8 (visual; Feats: Accurate 3) [19/34]
  • Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34]
  • Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34]
  • Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34]

 

Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP]

 

Protection 5 [5PP]

 

Speed 1 (10mph) [1PP] (training)

 

Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry)

 

Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP]

 

Teleport 3 (300'; Flaws: Short-Range) [3PP]

 


Drawbacks: 0PP


DC Block
ATTACK              RANGE      SAVE                           EFFECT
Unarmed             melee      DC16 Toughness                 damage (staged)
Conjured Weapons    melee      DC20 Toughness                 damage (staged)
Blast               ranged     DC23 Toughness                 damage (staged)
Dazzle              ranged     DC18 Reflex                    blind
                               DC18 Fortitude                 recover
Illusion            100'       DC20 Will                      disbelieve

 

Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/180 Power Points

 


 

A trickster! A variation on a sheet I drew up last time I was workshopping potential Claremonters; I like this version better.

 

The drawback on Duplication comes from Kenson; normally a duplicate would come out as a full-power version of yourself. If Liz is beaten to hell, though, her duplicate comes out beaten to hell, which may not be super-useful! I kind of like the tradeoff in her array: she can function okay at range, or be sneaky, or make with the fancy illusions, or double up on melee combat...but she can't do them all at once, and the last option (arguably the most powerful) costs her a standard action.

 

All three of my Claremont students have had Attractive, and they've all had a different reason for it (deliberate in-text manipulation tactic in the creation of her human form, playing on pretty bad-boy design tropes, playing on Sick Waif Princess design tropes). I'm going to have to break that pattern one of these days. Maybe. Probably.

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