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Character Edits, v6


Dr Archeville

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Edits done by Geez3r

Edit Time again!

Gabriel

5 PP to spend.

4 PP go into Charisma. The base stat, not the power. So the stat entry will now look like this:

Cha 34/18 (+12/+4)
Also:
Abilities: 2 + 4 + 6 + 4 + 4 + 8 = 28PP
His Charisma-based skills would thus look like:
Bluff 10 (+24/+16, +28/+20 Attractive)

Diplomacy 10 (+24/+16, +28/+20 Attractive)

Gather Information 10 (+24/+16)

Intimidate 10 (+24/+16)

Perform (Acting) 8 (+20/+12)

Perform (Oratory) 6 (+18/+10)

Perform (Singing) 6 (+18/+10)

Perform (Wind Instruments) 8 (+20/+12)
Sill 1PP to spend. Gonna go with:
Dodge Focus 1
Which modifies the following:
Feats: 16PP
And of course bumps this:
Defense: +11 (+10 Base, +1 Dodge Focus), +5 Flat-Footed
Non unspent points, everything added up. Fenris 2 PP to spend. Putting both into Skills, specifically my Craft skills. Relevant changes below:
Skills: 76R = 19PP Craft (Electronic) 12 (+12) Craft (Mechanical) 12 (+12)
Points up to date and spent. Finally, Cobalt Templar. 5 PP to spend. First, putting 4 PP into the Ring Device. Changes shown below:
Device 15 ('Power Ring', 75dp, Hard to Lose; PFs: Restricted 2 [Only You]; Descriptors: Magic, Holy; Drawbacks: Power Loss [must be recharged every 24 hours, uncommon, 1 point], Power Loss [failing will saves vs. fear, uncommon, 1 point]) [60PP]


"Fires of Judgment" (Holy Fire Control 9) (18 point array; Descriptors: Magic, Holy, Fire; PFs: Alternate Power x1) [18+1=19 pp]


      BP: Blast 9 {18/18}


      AP: Strike 6 (Extras: Penetrating 5; PF: Mighty) {12/18}



Enhanced Attack 6 [12pp]


Protection 1, Impervious Toughness 6 [7pp]
This also means the following change must take place:
Trade-Offs: -4 Defense / +4 Toughness
Blast and Strike Save DCs go up to 24. Finally, adding the following power to Corbin himself, for the remaining 1PP:
[b]Immunity 1[/b] (Aging) [1pp]

All PP spent.

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DONE BY SHAENTHEBRAIN

2 more pp to his flight array:

[b]V-Project Booster System 15.5[/b] (29PP Array, Feats: Dynamic Alternate Power 2, Dynamic Base Power) [36PP]


[b][u]Dynamic Base Power:[/u] Flight 15[/b] (500,000MPH, 5,000,000ft per Move Action, Feats: Moving Feint) [31/31PP]


[b][u]Dynamic Alternate Power:[/u] Super-Strength 15[/b] (total Super-Str 16, total effective Str 100; Heavy Load: 6,400 tons) [28/29PP]


[b][u]Dynamic Alternate Power:[/u] Strike 12[/b] (Feats: Accurate, Knockback 2, Mighty) [16PP]

Change his DC Block so Strike is DC 32 Toughness

Also, 2pp towards Base Attack, putting it to +5 Base, +7 Strike

And 1 more pp to get the Eidetic Memory feat.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

5PP unspent on Protectron.

Communications Systems 2 (4pp; PF: Alternate Power) [5PP]

    BE: Communication 4 (radio, 1 mile)

    AP: Datalink 3 (radio, 1,000 feet; PF: Machine Control)

[b]Communications Systems 2 ([/b]4pp; [i]PF[/i]: Alternate Power[i])[/i] [5PP]
[list][u]BE[/u]: [b]Communication 4[/b] (radio, 1 mile)

[u]AP[/u]: [b]Datalink 3[/b] (radio, 1,000 feet; [i]PF[/i]: Machine Control)[/list]

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Equinox

16 unspent pp. 16. Grargle. Let's go to PL11 caps, then buy off some of her wand...

13/16

Combat:

+1 Attack [2PP] [total +7, +11 Magic]

Feats:

+1 Luck rank [1PP]

Powers:

+1 pp onto Force Field, and +1 into Shield [2PP] [total Force Field 7 linked to Shield 5]

Drop 1 rank of the wand Device [-3PP], to give:

Device 2 (Wand of Spell Focus; Easy to Lose; 10pp of powers; Power Feats: Restricted 2 [only her]) [8pp]

Magic 3 (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1) [9/10dp]

AP: Healing 6 (Seal wounds; Extras: Action - Standard [+1], Energizing [+1], Total [+1]; Power Feats: Regrowth)

This does move Weather Control out of the array, yes, and is Device point undercapped

Put 11pp into the Magic Array, to give:

Magic 14.5 (Elemental Magic, 29PP Array, Power Feats: Alternate Power 5) [34pp] (magic, plus elemental descriptors)

  • BP: Blast 9 (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP]
    AP: Dazzle 9 (elemental flash; visual senses, Extras: Alternate Save - Fort [+0], Area - Burst [+1], Power Feats: Variable Descriptor 2 [any natural]) [29PP]
    AP: Obscure 9 (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Reversible, Variable Descriptor 2 [any natural]) [21PP]
    AP: Snare 9 (Binding; Extras: Backlash [+1], Power Feats: Reversible, Variable Descriptor 1 [ice/wood]) [29PP]
    AP: Telekinesis 14 (Move the elements; Heavy load: 200 tons [x tons with Wand]; Power Feats: Precise) [29PP]
    AP: Weather Control 5 (Call down the sky; 100ft area [500' with wand]; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1) [25PP]

Code block will make this easier, methinks...

[b][u]Power Level[/u][/b]: 11 (164/167PP)

[b][u]Trade-Offs[/u][/b]: None

[b][u]Unspent PP[/u][/b]: 3

[b][u]Progress to Gold:[/u][/b] 17/90 (Silver status already earned by [url=http://www.freedomplaybypost.com/viewtopic.php?p=59726#p59726]Geckoman[/url])


[b][u]In Brief[/u][/b]: Witch focused on fighting  Earth's supernatural villains.


[b][u]Alternate Identities[/u][/b]: Siobhan Drake (Shiv-awn, not see-oban)

[b][u]Identity[/u][/b]: Secret

[b][u]Birthplace[/u][/b]: Freedom City, NJ

[b][u]Occupation[/u][/b]: Theology lecturer at FCU

[b][u]Family[/u][/b]: General Jonathan Drake [father, 51], Jessica Drake [mother, 46], Francis "Frank" Smith [uncle, 39]


[b][u]Age[/u][/b]: 27 (born 20th March 1985)

[b][u]Gender[/u][/b]: Female

[b][u]Ethnicity[/u][/b]: Caucasian

[b][u]Height[/u][/b]: 5'9''

[b][u]Weight[/u][/b]: 150 lbs

[b][u]Eyes[/u][/b]: Blue (White when using powers)

[b][u]Hair[/u][/b]: Brown (Black as Equinox)


[b][u]Description[/u][/b]: 

[floatl][img=http://i98.photobucket.com/albums/l279/Ecalsneerg/melanie-laurent.jpg][/floatl]


Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers.


As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a [i]deep[/i] black floor-length  coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume.


[b][u]History[/u][/b]: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's  profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his  family should stay in Freedom City with Siobhan's maternal uncle Frank. 


However, childhood petulance dictated that despite her parents [i]trying[/i] to improve her life, Siobhan still resented them for her name, for the moving and even  for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home.


While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old  texts  they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had [i]plenty[/i] of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. 


She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as  Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a  word and a gesture.


While angered at her not stopping it before it  happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she  set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own.


Taking a job marking tests and teaching a few small classes, Siobhan decided to become the  superhero Equinox,  fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again.


[b][u]Personality & Motivation[/u][/b]: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people.


Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, [i]must[/i] do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth.


[b][u]Powers & Tactics[/u][/b]: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her.


With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand.


Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks.


[b][u]Complications[/u][/b]:

[b]Addiction (cigarettes)[/b]: While aware it's a filthy habit,  Siobhan nonetheless has a ten-a-day one.

[b]"An' it harm none, do as you will"[/b]: Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being.

[b]"DAMMIT, I HATE MY NAME!"[/b]: Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it.

[b]Enemy (Keter)[/b]: For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge.

[b]Magical Gestures[/b]: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array.

[b]Prejudice (openly practicing Wiccan)[/b]: While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties in both identities.

[b]Responsibility (Eldrich)[/b]: While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour.

[b]Responsibility (family)[/b]: While still somewhat  estranged from them, Siobhan's family still matter to her, and she strives to protect  them.

[b]Responsibility (magical threats)[/b]: Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers.

[b]Responsibility (job)[/b]: Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because...

[b]Struggling[/b]: ... she hasn't much money, spending a lot of what she does earn on mystic supplies. 

[b]Secret (identity)[/b]


[b][u]Abilities[/u][/b]: 0+2+0+6+8+2 = 18pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 10 (+0)

Int: 16 (+3)

Wis: 18 (+4)

Cha: 12 (+1)


[b][u]Combat[/u][/b]: 14+12 = 26pp

Attack: +7, +11 Magic

Grapple: +7, +21 Telekinesis, +24 Telekinesis with Wand

Defense: +6 (+3 flat-footed), +11 with Shield (+3 flat-footed)

Knockback: -0, -3 with Force Field, -2 with Pentagram, -5 with both

Initiative: +1


[b][u]Saving Throws[/u][/b]: 5+5+8 = 18pp

Toughness: +11 (+0 Con, +7 Force Field, +4 Pentagram)

Fortitude: +5 (+0 Con, +5)

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

Will: +12 (+4 Wis, +8)


[b][u]Skills[/u][/b]: 72r = 18pp

Concentration 12 (+16)

Craft (Artistic) 12 (+15, Skill Mastery)

Diplomacy 9 (+10)

Knowledge (Arcane Lore) 12 (+15, Skill Mastery)

Knowledge (Theology and Philosophy) 7 (+10, Skill Mastery)

Languages 2 (English [Native], Greek, Latin)

Medicine 1 (+5)

Notice 11 (+15)

Sense Motive 6 (+10, Skill Mastery)


[b][u]Feats[/u][/b]: 11pp

Artificer

Attack Specialisation (Magic) 2

Equipment 2

Luck 3

Ritualist

Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive)

Trance

[quote name="Equipment(7/10ep)"][b]Apartment[/b]

Size: Diminutive; Toughness: 10; Features: Defence System [magical Snare 10], Fire Prevention System, Library, Living Space, 

Power [scrying ball; ESP 6 (20 miles; visual; Sustained duration)], Power [scrying ball; Communication 6 (20 miles; mental)], Sealed [supernatural creatures require invitaton], Security System, Workshop

Cost: 8 equipment points.[/quote]


[b][u]Powers[/u][/b]: 4+8+34+2+1+6+12+6 = 73pp


[b]Device 1[/b] (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp]


[device][b]Force Field 4[/b] (spells of warding, [i]Power Feats:[/i] Subtle) [5pp] (magic)[/device]


[b]Device 2[/b] (Wand of Spell Focus; Easy to Lose; 10pp of powers; Power Feats: Restricted 2 [only her]) [8pp]

[device][b]Magic 3[/b] (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1) [9/10dp]

[u][b]AP:[/b][/u] Healing 6 (Seal wounds; Extras: Action - Standard [+1], Energizing [+1], Total [+1]; Power Feats: Regrowth)[/device]


[b]Magic 14.5[/b] (Elemental Magic, 29PP Array, Power Feats: Alternate Power 5) [34pp] (magic, plus elemental descriptors)

[list][u][b]BP:[/b][/u] Blast 9 (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP]

[u][b]AP:[/b][/u] Dazzle 9 (elemental flash; visual senses, Extras: Alternate Save - Fort [+0], Area - Burst [+1], Power Feats: Variable Descriptor 2 [any natural]) [29PP]

[u][b]AP: [/b][/u]Obscure 9 (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Reversible, Variable Descriptor 2 [any natural]) [21PP]

[u][b]AP:[/b][/u] Snare 9 (Binding; Extras: Backlash [+1], Power Feats: Reversible, Variable Descriptor 1 [ice/wood]) [29PP]

[u][b]AP:[/b][/u] Telekinesis 14 (Move the elements; Heavy load: 200 tons [1,600 tons with Wand]; Power Feats: Precise) [29PP]

[b][u]AP:[/u][/b] Weather Control 5 (Call down the sky; 100ft area [500' with wand]; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1) [25PP][/list]


[b]Enhanced Feats 2[/b] (Quick Change) [2pp] (magic)


[b]Environmental Control 2[/b] (light [reduce concealment], 10' radius, [i]Flaws:[/i] Range - Touch [-1]) [1PP] (magic, glowy forcefield)


[b]Flight 3[/b] (Wings of magic; 50 MPH) [6pp] (magic, air)


[b]Force Field 7 + Shield 5[/b] (Spells of warding) [12pp] (magic)


[b]Super-Senses 6[/b] (Detect Magic [Mental; [i]Extras:[/i] Accurate 2, Acute, Extended, Ranged]) [6pp] (magic)



[b][u]DC Block[/u][/b]

[i]First DC is without wand, second DC is with it[/i]

[code]ATTACK            RANGE      SAVE                                                      EFFECT

Unarmed           Melee      DC15 Toughness (Staged)                                   Damage

Dazzle            Ranged     DC19/21 Reflex (area)/Fortitude (initial+lasting effects) Blinded

Element Blast     Ranged     DC24/26 Toughness (Staged)                                Damage

Snare             Ranged     DC19/21 Fort (Staged)                                     Entangled/Helpless
Abilities (18) + Combat (26) + Saves (18) + Skills (18) + Feats (11) + Powers (73) - Drawbacks (00) = 164/167pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Is it that time already? Yup. It's time to redo Nick's Necromancy Array. I've noticed that of all his powers, Nick rarely uses Nilfhelm's Pall and Phantasmal Eruption, so I'll be dropping those -- and thus, freeing up 2 PP from the APs. One of those will go back into another AP to grant Nick a ranged option.

[b]Gifts of the Dead 11[/b] (22 PP Array, [i]Feats[/i]: Accurate, Alternate Power 9) [32 PP]


[b][u]Base Power[/u]: Darkness Control 2 (10 ft. radius)[/b] + [b]Dimensional Pocket 6[/b] ([i]Extras[/i]: Ranged) [22 PP] (Creeping Shade)


[list][b][u]Alternate Power[/u]: [b]Animate Objects 7[/b] ([i]Flaws[/i]: Limited [Machines]) [14 PP] + [b]Comprehend 4[/b]  (Machines 2, Objects 2) [8 PP] (One With the Rust)


[b][u]Alternate Power[/u]: Astral Form 3[/b] (1,000 ft. range, [i]Feats[/i]: Dimensional 2 [Underworlds], Selective, Subtle) [19 PP] (Eurydice Calls)


[b][u]Alternate Power[/u]: Blast 7[/b] ([i]Extras[/i]: Alternate Save (Will), [i]Power Feats[/i]: Homing) [22 PP] (Ignis Fatuus) 


[b][u]Alternate Power[/u]: Disintegration 4[/b] [20 PP] (Preparation of the Offerings)


[b][u]Alternate Power[/u]: Emotion Control 9[/b] ([i]Extras[/i]: Area [General, Burst, Attached], Selective; [i]Flaws[/i]: Limited [Fear], Sense-Dependent [Audio]) [18 PP] + [b]Super-Senses 4[/b] (Postcognition 4) [4 PP] (Banshee Wail)


[b][u]Alternate Power[/u]: Healing 7[/b] ([i]Feats[/i]: Persistent, [i]Extras[/i]: Total) [22 PP] (Deny the Reaper)


[b][u]Alternate Power[/u]: Nullify 11[/b] (All "Dead/Death" Powers) [22 PP] (No Dominion)


[b][u]Alternate Power[/u]: Strike 13[/b] ([i]Feats[/i]: Affects Insubstantial 2, Improved Critical, Mighty, [i]Extras[/i]: Penetrating [5]) [22 PP] (Ereshkigal's Talons)


[b][u]Alternate Power[/u]: Telekinesis 5[/b] (STR 25, [i]Extras[/i]: Area [General, Burst], Selective Attack) [20 PP] (Poltergeist's Rage)[/list]
And that leftover AP point? Will be going to buy up my ranks of Notice by 4. If I've got a Postcognition power, I might as well have a decent Notice check to make sure I can really use it. And because I'll need a new DC block after this:

ATTACK                   RANGE              SAVE                         EFFECT

Banshee Wail             Perception/Area    DC19 Will (Staged)           Shaken/Frightened/Panicked

Creeping Shade           Ranged             DC16 Reflex/DC 16 Will       Imprisoned

Deny The Reaper          Touch              DC17 Fortitude (Harmless)    Healing

Ereshkigal's Talons      Touch              DC29 Toughness (Staged)      Damage

Ignis Fatuus             Touch              DC22 Will (Staged)           Damage

No Dominion              Ranged             DC21 Will                    Nullify

Poltergeist's Rage       Ranged/Area        DC15 Reflex                  Grapple

Preparation/Offerings    Ranged             DC14 Fortitude (Staged)      Drain Toughness

                                            DC19 Toughness (Staged)      Damage

Sap                      Melee              DC18 Toughness (Staged)      Damage
Hell, while I'm at it, I might as well put Cannonade's DC block in order for once:

ATTACK      RANGE            SAVE                              EFFECT

Unarmed     Touch            DC24 Toughness (Staged)           Damage

Shockwave   Ranged (cone)    DC24 Toughness (Staged)           Damage

                             DC19 Reflex                       Damage halved

DONE BY SHAENTHEBRAIN

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Changeling

Mostly, I want to alter her minion who has been credited as rank 8, but doesn't have the points to reflect that as well as being defensively and offensively undercapped for the set PL level. So, going to use the 15pp that it's supposed to be on the sheet as it's rank 8 instead of rank 7.

+5 Defenses 10pp

+2 Strengh

+2 Intelligence

+1 Reflex

[quote name="Minion"][b][size=150]Custos[/size]

    Gargoyle Minion

    PL 9 / 120pp

    -3 Defense/+3 Toughness[/b]


    [b][u]Abilities[/u]:[/b] 10 + 4 + 20  + 4 - 2 = 32PP

    Strength: 28 (+9) (20, +8 Growth)

    Dexterity: 14 (+2)

    Constitution: 34 (+12) (30, +4 Growth)

    Intelligence: 10 (+0)

    Wisdom: 14 (+2)

    Charisma: 8 (-1)



    [b][u]Combat[/u]:[/b] 20 + 14 = 34PP

    Initiative: +0

    Attack: +9 (+10 Base, -1 Growth)

    Grapple: +21

    Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed

    Knockback: -10 



    [b][u]Saving Throws[/u]:[/b] 0 + 3 + 2 = 5PP

    Toughness: +12 (+12 Con)

    Fortitude: +12 (+12 Con)

    Reflex: +5 (+3 Dex, +3)

    Will: +4 (+2 Wis, +2)



    [b][u]Skills[/u]:[/b] 24R = 6PP

    Intimidate 4 (+5; includes +2 from Growth)

    Acrobatics 4 (+6)

    Knowledge (Arcane Lore) 6 (+6)

    Notice 6 (+8)

    Stealth 4 (+0; includes -4 from Growth)


    [b][u]Feats[/u]:[/b] 5PP

    Elusive Target

    Fearsome Presence

    Move By Action

    Takedown Attack 2



    [b][u]Powers[/u]:[/b] 14 + 6 + 13 = 33PP


    [b]Spirit Roar 6[/b] (12 points: [i]PFs[/i] Alternate Power x2) 14pp

    [list][u]BE[/u] [b]Strike 3 ([/b][i]Extras[/i] Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; [i]Flaw[/i]: Limited [Magical Creatures Only]; [i]PF[/i]: Affects Insubstantial 2) [11/12pp]


    [u]AP[/u] [b]Dazzle Auditory 9 ([/b][i]Extras[/i] Area [Cone, General]; [i]Flaws[/i] Range [Touch]) [9/12PP]


    [u]AP[/u] [b]Emotion Control 9[/b] ([i]Extras:[/i] Area [Burst], Selective Attack; [i]Flaws[/i]: Fear Only, Sense Dependent [Auditory]) [9/12PP][/list]


    [b]Flight 3[/b] (50 mph / 500 feet per Move action) [6PP]


    [b]Growth 4[/b] (Large; [i]Extra[/i]: Duration [Continuous]; [i]Flaw[/i]: Permanent; [i]PF[/i]: Innate) [13P]



    [b]Drawbacks[/b]

    Power Loss (Flight, if wings are immobilized, –1 point)



    [b][u]DC Block[/u]:[/b]

    [code]ATTACK            RANGE          SAVE              EFFECT

    Unarmed           Touch          DC 24 Tough       Damage (Staged)

    Strike            Touch Cone     DC 13 Reflex

                                     DC 13/11 Will     Damage (Staged)

    Dazzle            Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Deafened

    Emotion Contorl   Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Fear (Staged)

Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points

Link to comment

Jack of all Blades

3PP - 3 additional ranks of Sidekick, giving Jill 15 + 1 = 16PP total to spend.

Jill O'Cure

Increase PL to 12.

[b]Power Level[/b]: 12 (180/180 PP) (Sidekick 36)
3PP - Drop 1 rank of Dodge Focus and increase Base Defense by 2.
Defense: +17 (+10 Base, +7 Dodge Focus), +5 Flat-Footed
1PP - +2 Bluff, Language [French], +1 Notice
[b]Skills[/b]: 60R = 15PP

Acrobatics 6 (+10)

Bluff 17 (+20)

Knowledge (Life Sciences) 5 (+10)

Language 3 (English [Native], French, Latin, Spanish)

Medicine 12 (+15)

Notice 11 (+13)

Stealth 6 (+10)
5PP - +1 Attack Focus, +1 Defensive Roll, +1 Equipment, Skill Mastery (Acrobatics, Bluff, Medicine, Notice), Uncanny Dodge (visual)
[b]Feats[/b]: 27PP

Attack Focus (Melee) 4

Defensive Roll 2

Distract (Bluff)

Dodge Focus 7

Eidetic Memory

Equipment 2

Evasion 2

Fearless

Improvised Tools

Power Attack

Quick Change

Set-Up

Skill Mastery 1 (Acrobatics, Bluff, Medicine, Notice)

Taunt

Uncanny Dodge (visual)
7PP - Improve Biological Manipulation Array:
[b]Biological Manipulation Array 26.5[/b] (53PP, [i]Power Feats:[/i] Alternate Power 2, Dynamic Power 2) [57PP]


[list][b][u]DBP[/u] Healing 12[/b] ([i]Power Feats:[/i] Stabilize, Persistent, Regrowth, [i]Extra:[/i] Restorative, Total) [51PP]


[b][u]AP[/u] Autoimmunity Touch 12[/b] (Drain Fortitude 11, [i]Power Feats:[/i] Accurate 2, Incurable, Reversible, Slow Fade, [i]Extra:[/i] Linked [Damage]) + (Damage 11, [i]Extras:[/i] Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [53PP]


[b][u]DAP[/u] Create Object 12[/b] ([i]Power Feats:[/i] Progression 2 [25-foot cube/rank] Selective, Stationary, Tether, [i]Extras:[/i] Impervious, Movable) [53PP][/list]
Adjust DC Block accordingly:
ATTACK            RANGE     SAVE                        EFFECT

Unarmed           Touch     DC15 Toughness (Staged)     Damage

Disease Touch     Touch     DC22 Fortitude (Staged)     Drain Fortitude

                  Touch     DC27 Fortitude (Staged)     Damage
Complete Edited Sheet
[b]Players Name[/b]: Gizmo

[b]Power Level[/b]: 15 (235/241PP)

[b]Trade-Offs[/b]: +5 Attack, -5 Damage, +5 Defense, -5 Toughness

[b]Unspent PP[/b]: 6

[b]Progress to Platinum:[/b] 91/120


[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/ed/Erik.png[/img][img]http://www.freedomplaybypost.com/wiki/images/7/7c/JackofallBladesHF.png][/floatr][b]Characters Name[/b]: Jack of all Blades

[b]Alternate Identity[/b]: Erik Espadas

[b]Age[/b]: 23

[b]Gender[/b]: Male

[b]Height[/b]: 5'11''

[b]Weight[/b]: 145 lb

[b]Hair[/b]: Dusty Brown/Black as Jack of all Blades

[b]Eyes[/b]: Dark Blue


[b]Sidekick[/b]: [goto=Jill]Jill O’Cure[/goto]


[b]Description[/b]:

Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up.


As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit’s dark colour scheme.


[b]History[/b]:

Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Ellie, was born in 1992. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes.


While this interest persisted as he grew, it was never the modern powerhouses that truly captured Erik's attention. It was the witty Golden Age tricksters like Spitfire Jones and [i]la Renard Rogue[/i] of whom he couldn't get enough. No matter how outmatched they were, they had always made it look so [i]easy[/i]. He consumed history books, restored news reels and pulp novels at a frantic rate, regardless of their actual accuracy. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star.


It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralysed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanised. The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work at as a projectionist at a movie theatre to help make ends meet. He turned down a number of modest athletic scholarships when he graduated so that he could take more hours there, working other odd jobs around the community as well. His sister Ellie had proven to be brightly intelligent, and Erik was determined that she would be able to attend the university of her choice.


One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewellery boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home.


Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beast a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman.


Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, street-level protector of his community. Early encounters with other powered individuals taught him that the bioenergies they produced were particularly suited for his purposes, perhaps because they already had a manipulatable, organic aspect to them. Radiation, sonics, lasers, even shadows and magical energy could all be turned back upon their users, if Erik could avoid their initial attacks.


Erik keeps his civilian identity a closely guarded secret, encouraging the misconception that 'Jack' is his actual name, with his heroic moniker the result of his being too cute for his own good. The only person aware of his double life is his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. Since then she had become Erik's confidant and greatest supporter.


The specific source of his powers is unclear. Mystic heroes have determined that there is nothing extraordinary about the playing card he found, at least not any more. It's possible that it merely provided a mental template for a latent mutant ability, while another theory supposes that it held a conceptual incarnation, vaguely akin to but far lesser than Dr. Metropolis, which has since merged with Erik.


Although he initially didn't worry much about the specifics, the recent appearance of three new opponents has spurned Erik to search for answers. Jack of Cups, who add the force of any attack to his own strength, Jack of Coins, a probability manipulator and Jack of Staves, a skilled magic user have all attacked Erik on sight, making cryptic references to a Tournament of Suits. All three have proven to be dangerous and capable foes, forcing Erik to play upon their animosity towards each other to escape.


[b]Personality & Motivation[/b]:

Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and he is widely regarded as an incorrigible flirt; a fun guy to have around, but hardly one to rely upon.


What isn't immediately obvious is that Erik works a string of part-time jobs to support his mother and younger sister. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat.


Jack of all Blades has become an outlet for Erik, allowing the free-spirited, ever-glib part of his nature to emerge, while satisfying his deep sense of responsibility. Although attracted to the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial to Freedom City's better established heroes. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage.


Much of the boy enthralled by the superhero community remains in Erik, and he is always thrilled to team up with other heroes. Although he bears some scorn for Claremont Academy alumni, whom he views as having had it too easy, this is easily outweighed by his desire to meet superhumans his own age. His boisterous competition with his male peers and flirting with female heroes and villains alike tends to either annoy or endear him to potential allies, but Jack of all Blades never fails to leave an impression.


[b]Powers & Tactics[/b]:

Erik can manipulate any kind of energy to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defences, and it retains the basic nature of its source energy.


In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a bonfire, or an electrical blade from a power generator. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam, a magic user's mystical attacks or even the shadows controlled by a darkness manipulator, none of which he would be able to access in their ambient forms.


Although an accomplished fighter in his own right, Erik's fantastic accuracy comes from an unconscious awareness of the energy surrounding him. This allows him to sense the precise position of his blades, as well as the more subtle energies present in all living things. This also aids him in avoiding attacks, fortunate as he is comparatively fragile next to most superhumans.


Against generic thugs, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks. Given that many superhumans are immune to their own powers, Erik prefers to use such blades against an opponent's team-mates or underlings. In the absence of an exploitable weakness, he will usually default to making a fire sword using the lighter he always carries.



[b]Complications[/b]:

[i]Enemies[/i] (The Jack of Cups, of Coins and of Staves, who are apparently involved in some sort of deadly tournament, and believe Erik is as well.)

[i]Grandstanding[/i] (Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.)

[i]Responsibility[/i] (Man of the House)

[i]Secret[/i] (Superhero Identity)

[i]Sidekick[/i] (Erik’s no less protective of his sister now that she’s a superhero too.)

[i]Struggling[/i] (Erik's supporting his family and saving for his sister's tuition; it's tough to find work sometimes)

[i]Sucker for a Pretty Face[/i] (Erik's easily distracted by attractive women, be they bystanders, fellow heroes or even villains.)

[i]Teammates[/i] (The Interceptors are family to Erik, whether or not he openly admits it.)

[i]West Ender[/i] (The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city.



[b]Abilities[/b]: 6 + 10 + 8 + 0 + 4 + 12 = 40PP

STR: 16 (+3)

DEX: 20 (+5)

CON: 18 (+4)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 22 (+6)



[b]Combat[/b]: 14 + 24 = 38PP

Initiative: +9

Attack +7 Base, +14 Melee, +20 Swords

Grapple +17

Defense +20 (+12 Base, +8 Dodge Focus), +6 Flat-Footed

Knockback -4/-1



[b]Saves[/b]: 4 + 10 + 8 = 22PP

Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Greatcoat), +6 flat-footed

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

Reflex: +15 (+5 Dex, +10)

Will: +10 (+2 Wis, +8)



[b]Skills[/b]: 56R = 14PP

Acrobatics 10 (+15)

Bluff 20 (+26)

Climb 5 (+10)

Knowledge (Streetwise) 2 (+2)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Stealth 10 (+15)



[b]Feats[/b]: 78PP

Agile Climber

Attack Focus (Melee) 7

Attack Specialization (Swords) 3

Beginner's Luck

Challenge (Fast Task [Feint])

Defensive Attack

Defensive Roll 2 (+4 Toughness)

Distract (Bluff)

Dodge Focus 8

Elusive Target

Equipment 3

Evasion 2

Fascinate (Bluff)

Fearless

Grapple Finesse

Improved Critical (Swords, 18-20)

Improved Initiative

Inspire 5

Jack-of-all-Trades

Luck 5

Move-By Action

Power Attack

Set Up

Sidekick 36 (21 + 15 Veteran Reward)

Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)

Takedown Attack 2

Taunt

Ultimate Will

Uncanny Dodge 2 (Mental [Energy Awareness], Visual)


[quote name="Equipment"][b][u]Greatcoat[/u][/b]; [b]Protection 2[/b] [[i]Power Feat:[/i] Subtle]; [i]Cost:[/i] 3EP


[b][u]Grappling Hook[/u][/b]; [b]Super-Movement 1[/b] [swinging], [b]Speed 1[/b]; [i]Cost:[/i] 3EP[/quote]

[quote name="Shared Equipment"][b][u]Personal Contribution[/u][/b]: [9EP]


[b][u]Interceptors HQ[/u][/b]: [21EP]


[i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmiry, Power 2, Power System, Security System 2, Workshop


[b][u]Defense System 1[/u][/b]: [b]Snare 11[/b]

[b][u]Power 1[/u][/b]:  [b]Healing 10[/b] ([i]PFs:[/i] Persistent, Regrowth) [22pp]

[b][u]Power 2[/u][/b]: [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid [x10]) [14PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Search) [4PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Notice) [4PP]


[b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals):  [13EP]


[b]Size[/b]: Huge [2EP]

[b]Strength[/b]: 35 [1EP]

[b]Speed[/b]: 5 [5EP]

[b]Toughness[/b]: 10 [1EP]

[b]Defense[/b]: 8 [0EP]

[b]Features[/b]: Alarm, Caltrops, Remote Control, Smokescreen [4EP][/quote]


[b]Powers[/b]: 32 + 2 + 7 + 2 = 43PP


[b]Energy Sword 7[/b] (Corrosion, [i]Power Feats:[/i] Alternate Power, Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], [i]Drawbacks:[/i] Limited [Available, Concentrated Energy Types], [i]Extras:[/i] Penetrating) [32PP]


[list][b][u]AP[/u] Energy Sword Flurry 7[/b] (Damage, [i]Power Feats:[/i] Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], [i]Drawbacks:[/i] Limited [Available, Concentrated Energy Types], [i]Extras:[/i] Autofire 3) [31PP][/list]

[b]Super-Senses 2[/b] (Energy Awareness [Mental], Magic Awareness [Mental])[2PP]

[i]Erik is sensitive to both the electromagnetic spectrum and magical power. This awareness is filtered through to his regular senses in a mishmash of synesthesia, giving him a general impression of the energy's particulars and allowing him to recognize signatures he's sensed before.[/i]


[b]Super-Senses 6[/b] (Detect Energy [Mental, [i]Extras:[/i] Accurate 2, Acute, Radius, Ranged], [i]Feats:[/i] Alternate Power) [7PP]


[list][b][u]AP[/u] Super-Senses 6[/b] (Detect Magic [Mental, [i]Extras:[/i] Accurate 2, Acute, Radius, Ranged]) [6PP][/list]

[b]Swordsmanship Supremacy 1[/b] (Probability Control, [i]Flaws:[/i] Limited 2 [Swordsmanship]) [2pp]



[b]DC Block[/b]:

[code]ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC18 Toughness (Staged)     Damage

Energy Sword     Touch     DC17 Fortitude (Staged)     Drain Toughness

Energy Sword     Touch     DC25 Toughness (Staged)     Damage
Abilities 40 + Combat 38 + Saves 22 + Skills 14 + Feats 78 + Powers 43 = 235/241 Power Points Note: Jack of all Blades has a single rank of Improved Critical as part of his Strike power, which brings his energy swords in line with regular swords, i.e. a 19-20 range. The additional rank as part of his normal feats places this at 18-20 for both regular and energy swords. Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his Energy Sword Array, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant powers shut off said Array entirely, as well as his Super-Senses.
[anchor]Jill[/anchor]
Power Level: 12 (180/180 PP) (Sidekick 30) Trade-Offs: +5 Defense, -5 Toughness Unspent PP: 0 [floatr]Ellie.pngJillOCureHF.png[/floatr]Characters Name: Jill O'Cure Alternate Identity: Ellie Espadas, Jill Pique Age: 18 Gender: Female Height: 5'8'' Weight: 125 lb Hair: Dusty Brown, Dyed Black Eyes: Dark Blue Description: Ellie Espadas is a coltish young woman with short dusty brown hair dyed black and a perpetually sardonic expression on her angular features. She prefers to dress in layers, favouring oversized dress shirts under fitted vests and similar combinations, accessorising with bangles and broad rings. Recently she has taken to carrying a canvas messenger bag storing first aid supplies and her costume. Said costume mirrors her brother's, swapping a deep crimson for his royal blue. Black tights feature prominent red piping up the sides while a cropped top and jacket provide an airier look. Jill O'Cure has also adopted an identity concealing bandana mask and a hair colour to match Jack’s customary wig, although the family resemblance remains obvious. History: Born in 1992, Ellie Espadas was born to Freedom City policewoman Gina Espadas and immigrant John Pique, who disappeared shortly before her birth. Growing up in the West End verbally sparing with her older brother Erik, she demonstrated a keen mind from an early age, reading voraciously and studying a variety of subjects without prompting. When a stray bullet in a convenience store robbery gone wrong left Gina paralysed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics who arrived to stabilise her mother. While the tragedy signalled the end of her brother's childhood, it came at a time when Ellie was only just beginning to discover who she was. Simultaneously developing a devoted interest in medicine and acquiring a flint hard, cynical edge, she found her early high school years difficult and isolating. Compounding matters, her brother and closest confidant was forced to spend most of his time making ends meet. Though trying, these years honed Ellie's forceful personality. When Erik revealed to her the super powers he had gained, she helped his create the persona of Jack of all Blades. Her medical knowledge were instrumental in those early months, during which he would often return home in the middle of the night with a variety of wounds and fractures. Escaping social tribulations at school stemming from boredom, Ellie was delighted to spend time with the friends Erik made in the superhero community. Nevertheless, she remained on the periphery of that world until the night John Pique reappeared at the Espadases’ door step, carrying the unconscious form of Rose Copas, better known as Jaci o' Cups. Amidst the revelations and frantic melee which followed as the so-called Tournament of Jacks reached a head, Ellie came into possession of the Jack of Coins playing card dropped by the slain Denari Jones. The complex magics woven into the artefact awoke the latent metamagi abilities which were as much her heritage as her brother's. Over Erik's objections, she donned a costume of her own and took the name Jill O’Cure. Conceding that she was determined to follow in his footsteps regardless, Erik decided that he'd rather keep his sister nearby where he could keep her out of the worst danger. Ellie, naturally, has other ideas. Thanks to a few pulled strings, she has enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique, in order to learn more about her powers. Personality & Motivation: Ellie developed a biting wit alongside her brother, and if she lacks a measure of his self-assured bravado, she makes up for it with a razor sharp acumen. She is, however, more likely to use this as a defence mechanism, making clever quips to downplay a strong sense of empathy and what is easily a genius level intellect. Although somewhat more pragmatic than many heroes, Ellie has a strong sense of personal responsibility and has dedicated herself to saving lives. She struggles to balance the need to do what it takes to get the job done and a keen awareness of potential collateral damage. The Jill O'Cure persona allows her to indulge in her more impulsive side, while still playing the voice of reason to her brother's reckless abandon. Powers & Tactics: Ellie is able to manipulate biological material on the cellular level. Thanks to her extensive knowledge of medicine, her default use of this ability is to heal, miraculously repairing wounds, curing illness and even regrowing limbs. The flip side of that power is a devestating attack on a body's natural defenses with a mere touch. These applications are signalled by a pale blue and virulent green glow, respectively. Ellie also possesses the apparently unrelated ability to create translucent force fields around herself and others. Conceptualizing herself as a super paramedic, Ellie makes protecting civilians her priority, sheilding them with her force fields and delivering medical attention to any injured. Given a choice, she prefers traditional medical techniques to using her powers, not entirely trusting their 'something for nothing' nature, but does not hesitate when time is of the essense. In actual combat, Ellie leverages her not inconsiderable self defense training. Against non-powered foes, a single application of her offensive abilities is often enough to discourage further conflict, while she wisely follows a more cautious strategy when dealing with super villains. Ultimately, she lacks her brother's inclination toward fighting, and seeks to end such confrontations quickly. Complications: Civilians (Ellie prioritizes the protection of innocent bystanders over fighting villains, even more so than most heroes.) Family (It's not easy being Jack of all Blades' sister.) Relationship (Mara Hallomen AKA Dragonfly) Secret (Superhero Identity, 'Jill Pique' Identity) Sidekick (As Jill, Ellie has to deal with an over protective brother and may have trouble getting other heroes to take her seriously.) West Ender (Ellie is proud of her neighbourhood and particularly protective of its residents.) Abilities: 0 + 8 + 4 + 10 + 4 + 6 = 32PP Str: 10 (+0) Dex: 18 (+4) Con: 14 (+2) Int: 20 (+5) Wis: 14 (+2) Cha: 16 (+3) Combat: 8 + 20 = 28PP Attack: +4 Base, +8 Melee, +12 Autoimmunity Touch Grapple: +8 Defense: +17 (+10 Base, +7 Dodge Focus), +5 Flat-Footed Knockback: -2/-0 Initiative: +4 Saves: 5 + 6 + 8 = 19PP Toughness: +7 (+2 Con, +3 Defensive Roll, +2 Costume) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 60R = 15PP Acrobatics 6 (+10) Bluff 17 (+20) Knowledge (Life Sciences) 5 (+10) Language 3 (English [Native], French, Latin, Spanish) Medicine 12 (+15) Notice 11 (+13) Stealth 6 (+10) Feats: 27PP Attack Focus (Melee) 4 Defensive Roll 2 Distract (Bluff) Dodge Focus 7 Eidetic Memory Equipment 2 Evasion 2 Fearless Improvised Tools Power Attack Quick Change Set-Up Skill Mastery 1 (Acrobatics, Bluff, Medicine, Notice) Taunt Uncanny Dodge (visual)
Costume; Protection 2 [Power Feat: Subtle]; Cost: 3EP Grappling Hook; Super-Movement 1 [swinging; Power Feat: Move-By Action], Speed 1; Cost: 4EP Lock Release Gun; Cost: 1EP Masterwork Medical Tools; Cost: 1EP Night Vision Goggles; Cost: 1EP
Powers: 2 + 57 = 59pp Immunity 2 (disease, poison) [2PP] Biological Manipulation Array 26.5 (53PP, Power Feats: Alternate Power 2, Dynamic Power 2) [57PP]
  • DBP Healing 12 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [51PP] AP Autoimmunity Touch 12 (Drain Fortitude 11, Power Feats: Accurate 2, Incurable, Reversible, Slow Fade, Extra: Linked [Damage]) + (Damage 11, Extras: Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [53PP] DAP Create Object 12 (Power Feats: Progression 2 [25-foot cube/rank] Selective, Stationary, Tether, Extras: Impervious, Movable) [53PP]
DC Block:
ATTACK            RANGE     SAVE                        EFFECT

Unarmed           Touch     DC15 Toughness (Staged)     Damage

Disease Touch     Touch     DC22 Fortitude (Staged)     Drain Fortitude

                  Touch     DC27 Fortitude (Staged)     Damage
Abilities 32 + Combat 28 + Saves 19 + Skills 15 + Feats 27 + Powers 59 = 180/180 Power Points Note: Like her brother, Ellie is a metamagi, the result of mystically enhanced mutation, blurring the line between genetics and sorcery. In her case, magic nullification prevents her from using her Disease Touch or Create Object Alternate Powers. Effects that nullify mutant abilities shut off her powers entirely.

Doktor'd

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DONE BY AA

Eli Edits:

There was an error somewhere in the maths, so Eli was charged an extra power point somewhere.

Drop 1 rank of Enhanced Reflex Save, 1 rank of Enhanced Dodge Focus, and 1 rank of Enhanced Defensive Roll. (+3pp)

Drop Attack from +10 to +9. (+2pp)

Drop 1 rank from the Ultimate Dynamo Array, lowering all associated effects by 1 rank (+2pp).

Buy 1 rank of Equipment to purchase a costume.

Buy 2 ranks in the Ninja Run feat.

Leave the remaining 5pp unspent for now.

[img=http://fc01.deviantart.net/fs26/f/2009/241/8/d/fdf_11_by_kuewa.jpg]

[url=http://kuewa.deviantart.com/]Image by Kuewa[/url]


[b][u]Characters Name[/u][/b]: Dynamo

[b][u]Power Level[/u][/b]: 14 (204/209)

[b][u]Trade-Offs[/u][/b]: +5 Attack/ -5 DC for speed effects, -1 Attack, +1 DC for Lightning Effects; +5 Defense, -5 Toughness

[b][u]Unspent PP[/u][/b]: 5

[b][u]Progress to Gold:[/u][/b] 59/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url])


[b][u]Alternate Identity[/u][/b]: Eli East

[b][u]Age[/u][/b]: 20, June 4th, 1990

[b][u]Gender[/u][/b]: Male

[b][u]Height[/u][/b]: 5' 10"

[b][u]Weight[/u][/b]: 150lbs

[b][u]Eyes[/u][/b]: Blue

[b][u]Hair[/u][/b]: Blond


[b][u]Description[/u][/b]:  Dynamo is a rather long and slender fellow.  There's a fair bit of muscle tone on him, but he's got the muscles of a runner, not a body builder.  He's got blond spiky hair that seems to stand up on its own more than anything else.  He's got bright baby blue eyes and he's always got a devilish smirk on his face.  He dresses a little preppy, collared shirts and khaki's.  Though he does still have the standard blue jeans and T-Shirts for casual lounging.  


[b][u]History[/u][/b]:  Eli East was pretty much your average kid, only he had enough energy for about 3 of them.  He was one of the few of his generation to spend very little time inside.  He'd wake up at 7am eat breakfast and then just head outside, not coming back until 7 at night, and that was only to get a flash light.  Of course, he lived out in the sticks so there wasn't  much else to do.  He spent most of his adolescence looking for something to entertain and distract him, with varying degrees of success.  After graduation, he moved to Freedom City to go to attend Freedom College, plus all the babes were in Freedom.  


That all changed a few months ago.  Eli had lost track of time working late in the library on a major paper.  At the same time, a storm had rolled into Freedom.  As Eli would later find out, Dr. Stratos was super charging this particular storm with lightning and was threatening to unleash the deadly bolts of lightning unless the city paid him a hefty ransom.  Well when the Freedom League moved to foil his scheme, Dr. Stratos started hurling lightning like an angry Greek god.  Well one of those bolt struck a certain student taking a short cut under a very large oak tree.  Instead of being turned into a crispy critter, Eli was empowered.  He finally had enough time to get rid of all those annoying things that kept intruding on life, like work and there only being so much daylight in a given day.  Although he still has barely any focus, Eli has dedicated his life to helping those in need with his powers.  


[b][u]Personality & Motivation[/u][/b]:  Eli is a creature of impulse, he was like that even before he got his powers.  He was full of energy but lacked focus.  In his high school career, he played 3 different sports and was in 7 different clubs, but he never committed to any of them.  It was no surprise then that he entered college with an undeclared major.  But there's one thing that remained constant; Eli had a good heart.  He's a regular boy scout, he'll always try to stop a fight before taking part.   


However, he isn't without his bad traits.  He's a bit of a flake and has the attention span of a gnat.  He's also a bit of a lech, but what else do you expect from a college age male?  Lastly, Eli has started to develop some minor OCD tendencies, straightening and cleaning rooms repeatedly.  This is a coping mechanism.  His mind is getting bored because it actually has too much time, and it is looking for some activity to fill the time.  


[b][u]Powers & Tactics[/u][/b]:  Dynamo is faster than most everyone, in fact, he's a lot faster.  He exploits that to its fullest at every opportunity.  However, he rarely ever goes in guns blazing.  He'll scope out the scene first (taking a 20 on his Notice check) to figure out what's going on.  He'll then try to diffuse the scene with some Diplomacy first.  


[b][u]Complications[/u][/b]:


[i]Overdrive[/i] - If Dynamo is hit by an effect with the electrical descriptor and fails the associated save, he enters the Overdrive state for a number of rounds equal to the Rank of the effect.  In this state, his Speed and Quickness effects gain the Permanent and Full Power traits, basically this means he has to take at least a move action every round and move his full speed.  In this state, Eli cannot use interaction skills on anyone, nor can they use them on him; Eli's effectively deaf and mute for the duration.  This also makes any benefits from the Master Plan, Inspire, Team work, Set up and Leadership feats unusable during the time period.  


[i]Responsibility[/i] - Classes at Freedom College, civilians 


[i]Didn't catch that[/i] - It's really hard to catch the conversation when you're a mile away before the person gets the first word out.  


[i]GROM NOM NOM[/i] - Speedsters tend to eat a lot.  And if they don't, Dynamo eats enough for all of them.  Skipping meals is ill advised.  


[i]Power Surge[/i] - When Dynamo pushes himself beyond his normal limits, the sudden release of energy isn't always controlled and may release itself in an uncontrolled and potentially harmful manner.  Mechanically, when Dynamo uses Extra Effort, there is a chance (not always) that there is some side effect power that tags along with it, usually of the electrical descriptor.  This could be an electric aura, messing with nearby technology, generating lots of static cling, or generating a blinding flash are just some of the potential effects.  But in all cases, they're out of Dynamo's control.  



[b][u]Stats[/u][/b]: 4 + 4 + 8 + 6 + 4 + 4 = 30pp

    Str: 14 (+2)

    Dex: 14 (+2)

    Con: 18 (+4)

    Int: 16 (+3)

    Wis: 14 (+2)

    Cha: 14 (+2)


    [b][u]Combat[/u][/b]: 18 + 20 = 38pp

    Attack: +9, +17 Speed Attacks

    Grapple: +12

    Defense: +10/+17 (+5 flat-footed)

    Knockback: -3, -2 flat footed

    Initiative: +2/+22


    [b][u]Saves[/u][/b]: 3 + 10 + 5 = 18pp

    Toughness: +7, +5 FF with costume, +4 flat footed out of costume

    Fortitude: +7 (+4 Con, +3)

    Reflex: +12/+17 (+2 Dex, +10/+15)

    Will: +7 (+2 Wis, +5)


    [b][u]Skills[/u][/b]: 104r = 26pp

    Acrobatics 15 (+17)

    Bluff 8 (+10, +14 w/Attractive)

Computers 8 (+11)

Craft (Electronics) 8 (+11)

    Diplomacy 8 (+10, +14 w/Attractive)

Knowledge (Physical Sciences) 8 (+11)

Knowledge (Technology) 8 (+11)

    Notice 15 (+17)

    Sense Motive 14 (+16)

Sleight of Hand 12 (+14)


    [b][u]Feats[/u][/b]: 15pp

    Attractive

    Defensive Attack

    Evasion

Equipment 1

Inventor

    Luck 4

Ninja Run 2

    Power Attack

    Set Up

    Skill Mastery 2 (Acrobatics, Bluff, Computers, Craft: Electronics, Diplomacy, Knowledge: Physical Sciences, Knowledge: Technology, Notice)


[quote name="Equipment"][b][i]Costume[/i][/b] - [b]Protection 1[/b]  [i]PF:[/i]  Subtle


    [b][u]Powers[/u][/b]: 15 + 5 + 3 + 2 + 16 + 3 + 4 + 32 = 80pp


[b]Enhanced Feats 15[/b] (Defensive Roll, Dodge Focus 7, Improved Initiative 5, Evasion, Move-By Action) [15pp]

    [b]Enhanced Reflex Save 5[/b] [5pp]

    [b]Speed 2[/b] (25mph) [i]PF[/i]:  Moving Feint [3pp]

    [b]Quickness 2[/b] (x5 speed) [2pp]

[b] Super-Speed Power Reserve 8[/b] (16pp reserve; Quickness [up to 18 (x1,000,000 speed)] or Speed [up to 18 (5,000,000MPH or 50,000,000' per round]) [16PP] 

    [b]Super Movement 3[/b] (Wall Crawling 2, Water Walking) [i]Flaws:[/i] Only While Running [3pp]

    [b]Super Senses 4[/b] (Danger Sense [Visual], Extended Vision 2 (1,000ft increment), Uncanny Dodge [Visual]) [4pp]


    [b]Ultimate Dynamo Array 15[/b] (30 power points, PFs: 2 Alternate Powers) [32pp]

* [u]BE[/u]:  [b]Blast 15[/b] - [i]Lightning Bolts[/i]

* [u]AP[/u]:  [b]Strike 5[/b] [i]Extras:[/i] Autofire 2 (1:1, max +4) [i]PF's[/i]: Accurate 4, Improved Critical 2, Mighty Penetrating 3

* [u]AP[/u]:  [b]Strike 5[/b]  [i]Extras:[/i]  Targeted Area Burst, Selective [i]PF's[/i]: Accurate 4, Knockback 3, Mighty, Progression 2



    [b][u]Drawbacks[/u][/b]: -3 = -3 pp

    Vulnerability: Visual Dazzles (Common, moderate +50% DC) [-3pp]



    [b][u]DC Block[/u][/b]:


    Unarmed --- 17/ Toughness --- Bruised, Staged

Strike Powers  ---- 22/Toughness  ---  Bruised, Staged

Lightning Bolts  ---- 30/Toughness  ---- Bruised, Staged



    [b][u]Costs[/u][/b]: Abilities (30) + Combat (38) + Saves (18) + Skills (26) + Feats (15) + Powers (80) - Drawbacks (03) = 204/209 Power Points
Atlas Edits: Drop Enhanced Strength and Enhanced Constitution by 2 points a piece. I'll then use those 4 freed up points to buy 12 ranks in Concentration and 2 ranks in both Sense Motive and Notice.
[img=http://freedomplaybypost.com/wiki/images/4/4e/New_Atlas.jpg]


[u]Players Name[/u]: Geez3r

[u]Power Level[/u]: 14 (205/205PP)

[u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

[u]Unspent PP[/u]: 0

[u]Progress to Gold[/u]: 55/60 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url])



[u]Characters Name[/u]:  Atlas

[u]Alternate Identity[/u]:  Samael Nitorvich

[u]Height[/u]:   6ft. 

[u]Weight[/u]: 200 lbs

[u]Hair[/u]: Brown

[u]Eyes[/u]: Brown

[u]Age:[/u] 37



[u]Description[/u]: Samael is a person of average height, and is quite stocky.  He is just built solid.  He's got that real "working man" look.  There's nothing fancy about him, just jeans and a T-Shirt.  He keeps his hair cut just a bit longer than a buzz cut.  He has a rather prominent jaw line as well.  His arms and hands have a few scars from a life of working with his hands.  Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size.


Using his shapeshifting, Atlas can assume a wide variety of forms and shapes.  He however tends to always be a stockier version of whatever he happens to be transforming into.  



[u]History[/u]:  Samael is of Russian decent.  His parents were part of the cultural enrichment program, meaning they were sent away and never seen again.  With that sort of up bringing, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing.  Although he disliked the regime, he was wise enough to keep his opinions to himself.  When the government crumbled, Samael got out of Russia.  He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America.


While it wasn't everything he had hoped for, it was still a step up from where he had been.  Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills.  So he settled in the Fens district in Freedom City, it being about the only place he could afford.  He landed a job working at a local deli.  It was boring work, but it paid the bills and kept him fed.  But there was one thing that bothered him.  From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head.  He couldn't tolerate people who would steal or try to cheat the system.


These criminals and thugs thought they had it tough; they didn't know the meaning of the word.  No matter how bad it was, Samael had never considered turning against the law.  If you worked real hard, things would get better.  America was the land of opportunity, he just had to help these thugs get back on the straight and narrow.  He dedicated himself to protecting his own little section of the street, and for a while, it worked.  But then the local gangs decided to teach this guy a lesson.  Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty.  As the life left his body... [i]something[/i] reached out to him.  He rose from the ground, to face his assailants, now something entirely different.


With his new found gifts, Samael is expanding his territory, protecting more and more of the city.



[u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy.  He's dutiful, loyal and very determined.  He favors the tough love approach.  He loathes criminals and those that would cheat the system.  He believes that they all have good in them and can succeed if only they had the chance.  Samael intends to give them that chance.  He's got a bit of a dry sense of humor, and is usually a man of few words.  The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles.


Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first.



[u]Powers & Tactics[/u]: As a Grue-human hybrid, Atlas is far more formidable than the average human.  However, as he was created for a singular purpose, his Shapeshifting is more limited than that of a Grue warrior.  In all forms, Atlas possess immense strength and durability.  He can only use his Shapeshifting ability to increase his natural talents, he can't make himself worse in any regard.  He also possess a small degree of mental prowess.  The strength of his mental powers increases geometrically the closer he is to his target.  



[u]Complications[/u]:

[i]Responsibility:[/i]  Upholding the law, protecting his stretch of the city, Sprinkles (his cat)

[i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth.  He got better.  Public relations did not.

[i]Have you been working out?[/i] - All of Atlas' forms tend to be stocky and well muscled versions of what he's copying, so when he tries to impersonate someone it looks like they've been hitting the gym recently, which can ruin the disguise to those that know the target.  



[b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP

Str: 24/34 (+7/+12)

Dex: 10 (+0)

Con: 24/34 (+7/+12)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)



[b][u]Combat:[/u][/b] 8 + 8 = 16PP

Attack: +4 Base, +9 Melee 

Grapple: +16, +21

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed 

Knockback: -3, -12 w/ powers

Initiative: +0



[u][b]Saves[/b][/u]: 0+5+8=13PP

Toughness: +12/+7 (+12/+7 Con, +0)  (Impervious 12)

Fortitude: +12/+7 (+12/+7 Con, +0)

Reflex: +5 (+0 Dex, +5)

Will: +8 (+0 Wis, +8)



[u][b]Skills:[/b][/u] 92r = 23PP

Concentration 16 (+16)

Diplomacy 8 (+10)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 15 (+17)

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 11 (+11)

Sense Motive 10 (+10)

Survival 7 (+7)



[u][b]Feats:[/b][/u] 21PP

Accurate Attack

All-Out Attack

Attack Focus Melee 5

Challenge:  Fast Startle

Dodge Focus 4

Improved Grab

Interpose

Last Stand

Luck 3

Power Attack

Startle

Ultimate Toughness



[b][u]Powers:[/u][/b] 15 + 10 + 10 + 12 + 1 + 52 = 100PP


[b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 5[/b] (Mental, 5 miles, [i]Extras:[/i] Two-Way) [10pp]

* [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp]

[b]Enhanced Strength 10[/b]  [10pp]

[b]Enhanced Constitution 10[/b]  [10pp]

[b]Impervious Toughness 12[/b] [12pp]

[b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP]

[b]Shapeshift 8[/b] (40pp pool) [i]Flaws[/i]: Action – Standard; [i]Drawback[/i]: Limitation - Cannot reduce the target's base traits (-4pp)  [52pp]



[u][b]Drawbacks:[/b][/u] 0pp


DC Block:

[code]Unarmed (unpowered)  ------------- 22/Toughness ------------------------- Bludgeoning

Unarmed (powered)------------ 27/Toughness--------------------------- Bludgeoning
Costs: Abilities (32) + Combat (16) + Saves (13) + Skills (23) + Feats (21) + Powers (100) - Drawbacks (00) = 205/205 Power Points Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constitution scores, but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility. Sample Shapeshifting Allocations
Growth 4 Extras: Permanent (+0) [12pp] Super-Strength 11 PF’s: Shockwave, Freezebreath [24pp] Protection 2 [2pp] Leaping 2 (x5 distance) [2pp]
Shrinking 12 Extras: Normal Strength; PF’s: Normal movement, Normal Toughness [26pp] Flight 4 PF: Move by Action [9pp] Enhanced Feat: Hide in Plain Sight Enhanced Skills 4 (Acrobatics 12, Stealth 4)
Enhanced Strength 6 [6pp] Strike 2 PF: Mighty [3pp] Protection 2 [2pp] Favored Environment: Airborne [1pp] Flight 6 DB: Wings; PF: Move by Action [12pp] Additional Limbs 2 [2pp] Super Senses 4 (Extended Darvision, Infravision) [4pp] Super-Strength 3 [6pp] 36/40
Protection 4 [4pp] Regeneration 32 PF: Persistant, Regrowth [34pp]
  • Bruised 3 – No Rest Injured 6 – No Rest Staggered 6 – No Rest Disabled 8 – No Rest Resurrection 9 – No Rest
Immunity 2 (pain)
Burrowing 7 (100mph) [7pp] Super-Senses 5 (Darkvision, Extended Tremorsense) [5pp] Immunity 8 (Suffocation, Fire Damage, High Pressure) [8pp] Strike 1 PF's: Accurate, Improved Critical, Extended Reach, Mighty [5pp] Shield 2 [2pp] Protection 2 [2pp] Super-Strength 2 [4pp] Enhanced Feats 3 (Move By Action, Takedown Attack 2 [3pp] Immovable 2 Extras: Unstoppable [4pp]
Enhanced Strength 6 [6pp] Protection 4 Immunity 7 (Cold Damage, Drowning, High Pressure) [7pp] Swimming 7 (250mph) [7pp] Super-Strength 5 [10pp] Super-Senses 6 (Extended Darvision, Extended Tremor Sense) [6pp]
Insubstantial 1 Extras: Permanent (+0) [5pp] Elongation 7 (500ft ) [7pp] Immunity 10 (electrical damage, falling damage) [10pp] Enhanced Attack 2 [4pp] Enhanced Defense 2 [4pp] Enhanced Feats 6 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Takedown Attack 2) [6pp] Enhanced Skills 4 (Acrobatics 16) [4pp]
Protection 4 Extras: Impervious 1 (total 13), Reflective (melee) [18pp] Immovable 5 Extras: Unstoppable [10pp] Super-Strength 3 [6pp] Strike 3 PF's: Knockback 2, Mighty [6pp]
Enhanced Attack 2 [4pp] Enhanced Defense 2 [4pp] Enhanced Dexterity 6 [6pp] Enhanced Feats 6 (Attack Focus Melee, Dodge Focus 2, Evasion, Improved Critical (unarmed) 2) [6pp] Enhanced Reflex Save 3 [3pp] Enhanced Skills 3 (Acrobatics 12) [3pp] Speed 4 (100mph) [4pp] Leaping 4 (x25 movement) [4pp] Super-Strength 2 PF's: Haymaker, Uppercut [6pp]
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DONE BY SHAENTHEBRAIN

There's been a mix-up on one of Push's exotic saves that's been overlooked since I made the sheet. Thanks to Fox, I have now noted it, and feel like a bit of an idiot. >.<

Can someone please go to Push's sheet and change the DC in the Block on his Paralyze from DC 28 Fortitude to DC 23 Fortitude? Thankee!

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Just realized, CT's sheet isn't quite adding up. Looks like my most recent power additions didn't get added into his overall Toughness and Attack scores.

Due to adding Protection 1 inside the Ring, the following would be his Toughness Entry:

Toughness: +12 (+4 Con, +8 Protection; Impervious 6); +11 without Ring; +3 without Powers
As for Attack:
Attack: +9 (+6 Enhanced Attack, +3 Base); +3 without Ring

That should do it until PP awards come around.

DONE BY SHAENTHEBRAIN

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Ironclad

After talking to the refs, I've decided to make the following changes to Ironclad.

:arrow: Add the following to her Battlesuit: Feat: Restricted (Mental Quickness 6). Main line should look like this:

[b]Device 14[/b] (70PP, Flaws: Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted (Mental Quickness 6)) (Battlesuit [Technology]) [60PP]
:arrow: Add the following to the end of her sheet
Mental Quickness Cheat Sheet

[spoiler]Mental Quickness 6 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a full round.

[*]crash a computer as a free action.

[*]destroy or damage programming in 6 rounds.

[*]write a program in 6 rounds.[/list]


Knowledge to

[list]
[*]Take 10 as a free action.

[*]Take 20 in 6 rounds.[/list]


Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]

Doktor'd

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Glowstar

:arrow: Buy two ranks of Base Defense, dropping two ranks of Dodge Focus, buying one rank of Improved Initiative. Combat block should look like:

[b][u]Combat[/u]:[/b] 12 + 12 = 24PP

Initiative: +6

Attack: +6, +10 w/ Blast, +10 w/ Strike

Grapple: +9

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5
:arrow: Drop Dodge Focus from 6 to 4, pick up a rank of Improved Initiative and Move-By Action. Feats should look like this:
[b][u]Feats[/u]:[/b] 11PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 2

Move-By Action

Power Attack
:arrow: Flaw his Multi-Blast down to Full Action and pick up the third rank of Autofire. Switching up his AoE Blast. Fixing some formatting errors.
[b]Entropic Control Array 21.5[/b] (43PP; [i]Feats:[/i] Alternate Power 3) [46PP]

[u]BE:[/u] [b]Blast 10[/b] (Entropy; [i]Feats:[/i] Accurate 2, Precise; [i]Extra:[/i] Autofire 3; [i]Flaw:[/i] Action (Full Action)) [43PP] - [i]Multi Blast[/i]

[u]AP:[/u] [b]Blast 10[/b] (Entropy; [i]Feats:[/i] Accurate 2, Precise, Knockback 10; [i]Extras:[/i] Penetrating) [33PP] - [i]Focused Blast[/i]

[u]AP:[/u] [b]Strike 10[/b] (Entropy; [i]Feats:[/i] Knockback 10; [i]Extras:[/i] Area/Burst [General]) [30PP] - [i]Boom[/i]

[u]AP:[/u] [b]Strike 10[/b] (Entropy; [i]Feats:[/i] Accurate 2, Precise, Linked 2) [13PP] + [b]Drain Toughness 10[/b] (Entropy; [i]Extra:[/i] Affects Objects (+1); [i]Feat:[/i] Slow Fade [1 minute]) [21PP] - [i]Entropic Strike[/i]
:arrow: DC Block becomes: DC Block:
ATTACK         RANGE       SAVE                      EFFECT

    Unarmed      Touch     DC 18 Toughness (Staged)  Damage (Physical)

    Multi Blast    Ranged    DC 25 Toughness (Staged)  Damage (Entropy)

    Focused Blast   Ranged   DC 25 Toughness       Damage (Entropy)

    Boom  Area/Burst DC 25 Toughness (Staged) Damage (Entropy)

    Entropic Strike Touch   DC 25 Toughness (Staged)    Damage (Entropy)

             Touch   DC 25 Toughness (Staged)    Drain Toughness (Entropy)

Doktor'd

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Silhouette's officially PL 10, though honestly, I can't exactly bring her up to caps the way I want to with last month's points so some feat and extra changes as well.

Skills

-2 Disguise

-2 Knowledge (Behavioral Sciences)

That frees up 1pp.

Powers

This time I'm messing with her alternate form array. It's a three ranked alternate form, and I'm adding the action extra to taking it from Free Action, Reaction. So, 3pp there.

Feats

I'm wanting to put Sil in more team oriented situations, so to be a team player, adding the Set-Up feat.

[b][u]Character Name:[/u][/b] Silhouette

    [b][u]Power Level:[/u][/b] 10 (145/145PP)

    [b][u]Trade-Offs:[/u][/b] +1 Defense/ -1 Toughness

    [b][u]Unspent PP:[/u][/b] 0

    [b][u]Progress to Silver Status:[/u][/b] 40/60

    [i]Bronze Player Reward[/i]: Equipment 4 for Silhouette, Equipment 1 & Minion 7 for Changeling 3 goes to Parkhurst HQ.


    [b][u]In Brief:[/u][/b] An ambush character who specializes more in hostage rescue and information gathering then more obvious forms of fighting and super herotry.


    [b][u]Alternate Identity:[/u][/b] Caroline Wendle

    [b][u]Identity:[/u][/b] Secret

    [b][u]Birthplace:[/u][/b] Athens, GA

    [b][u]Occupation:[/u][/b] Graphic Designer

    [b][u]Affiliations:[/u][/b] Good

    [b][u]Family:[/u][/b] Demarco, Marilyn, Alison, Trent Wendle


    [b][u]Age:[/u][/b] April 20th 24

    [b][u]Gender:[/u][/b] Female

    [b][u]Ethnicity:[/u][/b] Caucasion/Hispanic

    [b][u]Height:[/u][/b] 5'4

    [b][u]Weight:[/u][/b] 128

    [b][u]Eyes:[/u][/b] Grey

    [b][u]Hair:[/u][/b] Brown


    [b][u]Description:[/u][/b] Carrie is a bit underweight for her age, and as such lacks noticable hips. She is rather frumpy comfortable clothing. Her hair is cut just above her collar, and is usually tied back whenever she's working or going around. She lives on a budget, and as such can't afford anything but basic grooming. Her habits as a night owl tends to make her have perpetual bags under her eyes.


    Her costume per say isn't actually really a costume as it was a second hand biker one piece suit spray-painted black with a cloth full face mask. It's more form fitting them most of her regular clothing and has several pockets, though she can't actually carry anything in those pockets except cloth and paper since items none flat items won't change shape with her. She doesn't have any logos or contrast in her outfit since the point of it is to black out her body so when she goes flat against walls she can more effectively masquerade as a shadow. Because of this, on more then one occasion she has been accused of being a ninja.


    [b][u]History:[/u][/b] Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd.


    When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college.


    While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman.


    After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment.


    [b][u]Personality & Motivation:[/u][/b] Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party.


    Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. For that reason, she generally avoids being very chummy with other heros. This generally leads to a mask of rather deep cynical sarcasm for most situations. This tends to pull over into her social life. That and the fact that she is not gainfully employed (she works mostly freelance) gives her a ton of free time which she uses mostly to play games and do research on subjects that peek her interests.


    [b][u]Powers & Tactics:[/u][/b] She can turn 2D, or completely flat without altering her overall mass. She can do it both in a horizontal sense as well as a vertical so she can either look like a shadow without a person on the way or black oval on the floor. The way she fights with this in general is surprise attack from her flat form, dodge and repeat. In an ideal situation, whoever it is she's attacking would never see her coming and not get back up. Though given the rarity of that situation with the large amounts of freaks and geeks going supervillian she plays entirely by defense after the first initial attack and looks for openings to try another. She can do this to individual parts of her body as well, and as such can slip out, under, through most traditional forms of restraining and holding. When not fighting, which is her prefered method to deal with anything while she's suited up is to get what she comes for and leave without the villian being the wiser. Usually it helps when other heros are already on the scene as an adequite distraction.



    [b][u]Complications:[/u][/b]

    [b]Secret:[/b] She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it.

    [b]No Weapons:[/b] She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot.

    [b]Family:[/b] She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events.

    [b]Struggling:[/b] Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income.

    [b]Weak Stomach:[/b] Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties.


    [b][u]Abilities:[/u][/b] 2+6+2+4+4-0=18PP

    Strength: 12 (+1)

    Dexterity: 16 (+3)

    Constitution: 12 (+1)

    Intelligence: 14 (+2)

    Wisdom: 14 (+2)

    Charisma: 10 (+0)



    [b][u]Combat:[/u][/b] 10+16=26PP

    Initiative: +7

    Attack: +5 (+9 Melee)

    Grapple: +12

    Defense: +10 (+8, +2 Dodge Focus), +4 flat-footed

    Knockback: -4, -2 flat-footed



    [b][u]Saving Throws:[/u][/b] 5+5+4=14PP

    Toughness: +8 (+1 Con, 3 Protection, +4 Defensive Roll), +4 flat-footed

    Fortitude: +6 (+1 Con, +5)

    Reflex: +8 (+3 Dex, +5)

    Will: +7 (+3 Wis, +4)



    [b][u]Skills:[/u][/b] R 108 = 27PP

    Acrobatics 12 (+15)

    Climb 4 (+5)

    Computers 8 (+10)

    Crafts Artisitic 8 (+10)

    Disable Device 8 (+10)

    Disguise 4 (+4)

    Drive 2 (+5)

    Escape Artist 4 (+7)

    Gather Information 4 (+4)

    Knowledge (Physics) 6 (+8)

    Knowledge (Behavioral Sciences) 4 (+6)

    Knowledge (Popular Culture) 3 (+5)

    Knowledge (Art) 8 (+10)

    Knowledge (Technology) 4 (+6)

    Language 1 (English [native], Spanish)

    Notice 8 (+10)

    Search 4 (+6)

    Sleight of Hand 4 (+7)

    Stealth 12 (+15)


    [b][u]Feats:[/u][/b] 24PP

    Acrobatic Bluff

    Attack Focus 4 (Melee)

    Blind-Fight

    Defensive Roll 2 (+4 Toughness)

    Dodge Focus 2

    Equipment 2 [free from Player Reward]

    Grappling Finesse

    Improved Critical (Strike)

    Improved Initiative

    Improved Trip

    Improvised Tools

    Luck

    Move-By Action

    Redirect

    Set Up

    Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

    Takedown Attack

    Ultimate Reflex Save

    Weapon Bind

    Well-Informed

    [i]See also Enhanced Feats, under Powers[/i]


    [quote name="Equipment"][b][u]2008 Mini Cooper[/u][/b]

    [list][b]Speed 5[/b] (250 mph)

    [u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 8; [i]Features:[/i] Navigation System; Cost: 10 ep[/list]

    [/quote]



    [b][u]Powers:[/u][/b] 4 + 18 + 3 + 11 = 36PP

    [b]Device 1[/b] (Armor, Mask, 5PP, Flaws: Hard-To-Lose) [4pp]

    [list][b]Immunity 2[/b] (Dazzle [Visual])


    [b]Super Sense 3[/b] (darkvision, radio)[/list]


    [b]Dimensional Control (2-D Form)[/b] (Extras: Action(Reaction)) [18 PP]

    [list][b]Concealment 4[/b] (All visual senses; [i]Flaw[/i]: Limited [To one side]) [4 PP]


    [b]Enhanced Feat 7[/b] (Elusive Target, Evasion 2, Hide in Plain Sight, Improved Block, Improved Defense 2) [7 PP]


    [b]Insubstantial 1[/b] ([i]Flaw[/i]: Limited [by width]) [4 PP][/list]


    [b]Protection 3[/b] [3PP]


    [b]Strike 8[/b] (barehanded blade; [i]Extra[/i]: Penetrating 2; [i]Power Feats[/i]: Mighty) [11 pp]


    [b][u]DC Block[/u][/b]

    Unarmed --- 16 / Toughness --- Bruised (Staged)

    Strike --- 24 / Toughness --- Bruised (Staged); Penetrating 2



    [b]Abilities 18 + Combat 26 + Saves 14 + Skills 27 (108r) + Feats 24 + Powers 36 - Drawbacks 0 = 145/145 Power Points[/b]
Etain's only got 2pp this month, so I guess I'll put it in exotic saves, +2 reflex. Also, using up the last three HQ/Sidekick/Minion PP to go into Parkhurst the magical communal HQ.
[b][u]Power Level:[/u][/b] 12 (177/177PP)

    [b][u]Trade-Offs:[/u][/b] +5 Defenses / -5 Toughness

    [b][u]Unspent PP:[/u][/b] 2

    [b][u]Progress to Silver Status:[/u][/b] 27/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


    [b][u]Alternate Identities:[/u][/b] Etain Maher

    [b][u]Identity:[/u][/b] Secret

    [b][u]Birthplace:[/u][/b] Newry, Ireland

    [b][u]Occupation:[/u][/b] None

    [b][u]Affiliations:[/u][/b] None

    [b][u]Family:[/u][/b] Emmett and Clarissa Maher (Both deceased)


    [b][u]Age: [/u][/b]128 (at least going by her actual birth certificate)

    [b][u]Apparent Age:[/u][/b] 17 (The exact number of years she has been in the Fae)

    [b][u]Gender:[/u][/b] Female

    [b][u]Ethnicity:[/u][/b] Caucasion

    [b][u]Height:[/u][/b] 5'2"

    [b][u]Weight: [/u][/b]150 lbs

    [b][u]Eyes:[/u][/b] Hazel

    [b][u]Hair:[/u][/b] Black


    [b][u]Description:[/u][/b]

    [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr]

    Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has curly black hair that goes just past the shoulders, a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers.

    Her costume looks even more dated then her actual clothing. It is a rather long flowing gown, and a full faced masquerade mask with a matching pair of wings. Most people wonder how she even manages to move in the whole thing, and few realize that the only real part of the costume is the mask that allows grants her fairy glamour that fabricates the rest of the costume as a very realistic costume that will hold unlike her other glamour in the presence of cameras, and mirrors.


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


    [b][u]History:[/u][/b] Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen.


    One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day.


    This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely.


    She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of.


    The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma.


    She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side.


    Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont.


    [b][u]Personality & Motivation:[/u][/b] Etain is a bit new to human customs, she isn't stupid mind you she understands mathematics, and can pick up some scientific concepts, she's just finds some of the other concepts hard to follow. Growing up in the courts have made her used to talking in circles, and an endless flatterer to anybody she deems more important or more powerful then herself. She's also a bit cold in general, she'll be polite and act nice, but will distance herself and often trick others if it serves her. She feels greatly indebted to Demitrius for what he did, so she tries to emulate him the best she can by helping people when they are in danger. However many times she does this however she still cannot feel that it is enough to return his debt, she may be using it as an excuse in that she finds she strangely feels good about helping people.


    [b][u]Powers & Tactics:[/u][/b] Etain relies heavily on her ability to change the perceptions of those around her, though her perception of reality is a bit warped in general because of the world she lived in not being nearly as rigid or steely as this strange new world almost all her illusions rely on a nature based theme that is more easily spotted in places around the city. Charming is also a main practice she has with the fae, making her not above luring a man (or woman for that matter) in for a kiss before knocking them out.


    [b][u]Complications:[/u][/b]


    [b]Guilt-Driven[/b]: She claims this, though after a while, how much of that is true is still debatable. Still, without fail, she will spend every Sunday at Demitrius's side with a fresh pot of flowers.

    [b]Fish Out Of Water[/b]: She is learning how to live with the modern society, but still finds herself confused most the time.

    [b]Anchored[/b]: She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm.

    [b]Blinded by the Light:[/b] Etain can get dazzled by sites or persons who exude abnormally large amounts of magic.


    [b][u]Abilities:[/u][/b] 2 + 4 + 6 + 4 + 8 + 10 = 34pp

    Str 12 (+1)

    Dex 14 (+2)

    Con 16 (+3)

    Int 14 (+2)

    Wis 18 (+4)

    Cha 20 (+5)


    [b][u]Combat:[/u][/b] 20 + 34 = 54pp

    Initiative: +2

    Attack: +10 (+12 /w Swords)

    Grapple: +11

    Defense: +17 (+8 flat footed)

    Knockback: -3, -1 without Force Field



    [b][u]Saving Throws:[/u][/b] 5 + 8 + 6 = 19pp

    Toughness: +7; +3 without Protection

    Fortitude: +8 (+3 Con, +5)

    Reflex: +10 (+2 Dex, +8)

    Will: +10 (+4 Wis, +6)



    [b][u]Skills:[/u][/b] 48r = 12pp

    Bluff 5 (+10)

    Concentration 6 (+10)

    Craft (Sewing) 8 (+10)

    Handle Animal 2 (+7)

    Knowledge (Arcane Lore) 8 (+10)

    Languages 1 (Native: Latin, English)

    Notice 6 (+10)

    Perform (Dance) 2 (+7)

    Perform (Singing) 5 (+10)

    Perform (String Instruments) 2 (+7)

    Ride 2 (+4)

    Sense Motive 1 (+5)


    [b][u]Feats[/u][/b]: 8PP

    Animal Empathy

    Attack Specialization (Swords)

    Attractive

    Equipment [free from Player Reward)

    Interpose

    Minion 8 [free form Player Reward]

    Move-By Action

    Quick Change

    Redirect

    Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Notice, Bluff

    [quote name="Equipment"]Umbrella Sword ([b]Stike 3[/b] [floral print umbrella concealing a silver-plated blade; [i]PF[/i]: Mighty, Subtle])


[u[Communal HQ[/u] [i]The Parkhurst Hotel[/i]

25 EP (1 PP from Nick Cimitiere, 1 PP from Crow, 3 PP from Changeling)


Size: Large (2 EP)

Toughness: 10 (1 EP)

Features: Combat Simulator, Communications, Concealed, Defense System (the Parkhurst Ghosts), Fire Prevention System, Infirmary, Garage, Laboratory, Library, Living Space, Personnel, Pool, Power (7), Power System, Security System (the Parkhurst Ghosts), Workshop (22 EP)


Powers: 

Teleportation 10 [Anywhere on earth, Long Range, Accurate]

ESP 9 (Scrying Pool, including to other dimensions) [20,000 miles. Dimensional 2, Visual and Auditory, Medium: Water]

Communication 10 (Mystic Communication) [Anywhere on Earth, Dimensional 2, Subtle]

Emotion Control 10 [Area Burst, Limited to Calm]

Obscure 10 [All Senses, Limited to ESP]

Nullify Magic 10 [Area Burst, Selective Attack] (hex-buster)

Regeneration 10 [Affects Objects Only] [/quote]


    [b][u]Powers[/u][/b] 42 + 4 + 7 = 53pp


    [b]Glamour Array 18.5[/b] (37 points; [i]PFs[/i]: Alternate Power x5) [42PP]


    [list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression [10-ft. radius]) [37/37PP]


    [u]AP[/u]: [b]Dazzle 11[/b] (visual and auditory; [i]PF[/i]: Reversible) [34/37PP]


    [u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1]; [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [23/37pp]


    [u]AP[/u]: [b]Strike 12[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Extended Reach, Split Attack, Takedown Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [30/37PP]


    [u]AP[/u]:  [b]Paralyze 11[/b] [i]Extras[/i]: General Area Cylinder [i]PF[/i]: Reversible [34/37pp]


    [u]AP[/u]:  [b]Nullify 11[/b] (Mental Effects) (PFs: Selective, Extras: General Area Cylinder)) 34/37pp[/list]


    [b]Protection 4[/b] [4PP]


    [b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [7pp]




    [b][u]Drawbacks:[/u][/b] -3pp


    [b]Weakness[/b] (to ferrous metals; [i]Frequency[/i]: Very Common; [i]Intensity[/i]: Minor [-1 Defense when in direct contact]) [-3pp]



    [b][u]DC Block:[/u][/b]

    [code]ATTACK   RANGE    SAVE              EFFECT

    Unarmed  Touch    DC 16 Toughness   Damage (Staged)

    Swordbrella Melee  DC 19  Toughness  Damage (Staged)

    Dazzle   Ranged   DC 21 Ref/Fort    Blinded & Deafened

    Strike   Melee    DC 27 Toughness   Damage (Staged); Affects Insub 2, Variable Descriptor
Abilities (34) + Combat (54) + Saving Throws (19) + Skills (12) + Feats (8) + Powers (53) - Drawbacks (-3) = 177/177pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

    Unarmed           Touch          DC 24 Tough       Damage (Staged)

    Strike            Touch Cone     DC 13 Reflex

                                     DC 13/11 Will     Damage (Staged)

    Dazzle            Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Deafened

    Emotion Contorl   Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points

Doktor'd

Link to comment

Colt has some edits coming

Acording to this thread:

viewtopic.php?f=2&t=5034&start=10#p108836

I can free up 4ep. I'll put that into his Bike. Let's upgrade the Defense to 11. It's a motorbike. It's flying fast and loose now.

Also, use one point to upgrade the Speed to

Speed 8.

And Change the Flight AP to Flight 4

That uses up all of his currently available ep.

Now the real edits:

Skills: total +32r or 8pp

Take Acrobatics to 20 (+5r)

Drive to 16 (+5r)

Notice to 17 (+5r)

Sense Motive to 17 (+5r)

Stealth to 16 (+8r)

That leaves Colt with 1pp remaining open. I'll bank it.

Core book doesn't list Defense as something that can be upgraded on a Vehicle, and he's got 11 unspent pp, so spending 8 would leave him with 3 unspent. -Dok

Link to comment

Blueshift

Change:

Device 1 "Cloaking Field" (Hard to Lose) [4pp]

To:

Device 2 "Cloaking Field" (Hard to Lose) [4pp]

Concealment 8 (All Visual, Audio & Radio Senses [Total]) (Flaws: Blending; PF: Close Range, Selective) {10dp}

Essentially I'm removing the Flaw and the AP. Now this power applies to both organic beings and electronic ones. This should just make book keeping easier. I'm adding another sense type (radio) and Selective to even out the numbers.

Doktor'd

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Blueshift

Also!

I'd like to spend the last five reward points that Colt got me (the other ten are on Falconer) and put them towards 5 sidekick points for Blueshift. She needs a little robot that follows her around and does things (a la skeets). This is a second update, because it's a lot more complicated and will probably be debated more.

Add to Feats:

Sidekick 5 {Free with Player Rewards}

It has the following abilities and costs 25 sidekick points:

PM'd -Dok

Abilities: (-22) [floatr]MAC.jpg[/floatr]

STR 8 (-1)

DEX 10 (+0)

CON -

INT 20 (+5)

WIS -

CHA -

Combat: (0)

None

Saves: (1)

TOU: +0

FORT: - (Immune)

REF: -3 (-4 Dex, +1)

WILL: -5 (-5 WIS)

Skills: (0)

None

Feats: (0)

None

Powers: (46)

Shrinking 8 (Extras: Continuous; Flaws: Permanent; PFs: Innate) [9pp]

Flight 3 [6pp]

Communication Link (Blueshift) [1pp]

Construct Immunities 30 [30pp]

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Midnight II

Two edits to make. First, putting an additional 6PP into his midnight mist array to turn it into this:

Midnight Mist Array 7 (14PP; Power Feats: Alternate Power 2) [16PP]

  • BP: Obscure 4 (Midnight Mist [Gaseous Cloud, Mutant]; Visual Senses, 50ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [12PP]
    Speed 2 (25 MPH) [2PP]

    AP: Protection 8 (Supersaturated Muscle Tissue [Mutant]; Extras: Duration [sustained]) [8PP]
    Enhanced Strength 6 [6PP]

    AP: Insubstantial 2 (Mist Form [Gaseous Cloud, Mutant]) [10PP]
    Flight 1 (10 MPH, Power Feats: Subtle) [3PP]

Second, spending the other 2PP to buys Evasion 2, which believe it or not he's never had until now! Weird.

I've also added in a selection of example Gadget configurations, as per request.

[b]Players Name[/b]: Gizmo 

[b]Power Level[/b]: 14 (213/213PP)

[b]Trade-Offs[/b]: +2 Attack, -2 Damage

[b]Unspent PP[/b]: 0

[b][u]Progress to Platinum:[/u][/b] 63/90 (Gold status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/MidnightIIHF.png][/floatr][b]Characters Name[/b]: Midnight II

[b]Alternate Identity[/b]: Trevor Hunter

[b]Age[/b]: 17

[b]Gender[/b]: Male 

[b]Height[/b]: 6'2"

[b]Weight[/b]: 165 lbs

[b]Hair[/b]: Black

[b]Eyes[/b]: Black Sclera With Red Irises


[b]Description[/b]:


Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, giving him a thinness accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His one concession is a battered black fedora which he wears whenever convenience allows.


As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes.


[b]History[/b]:


Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge.


The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced.


Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree.


Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice.


The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enrol at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark.


[b]Personality & Motivation[/b]:


Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years.


Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade.


[b]Powers & Tactics[/b]: 


Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself save unconscious criminals. 


A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt.



[b]Complications[/b]:

[i]Camera Shy[/i] (Trevor prefers to remain unseen by the public; the shadows are where he does his best work.)

[i]Disarmed[/i] (Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand held and can be disarmed as normal.)

[i]Don’t Touch the Hat[/i] (Don’t. Touch. The [i]Hat[/i].)

[i]Erin White[/i] (Dating. It's complicated.)

[i]Frightening[/i] (The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.)

[i]Honest[/i] (Trevor’s a lousy liar, to the point of bluntness)

[i]Legacy[/i] (Living up to his inherited code name means the world to Trevor.)

[i]Loyalty[/i] (Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he.)

[i]Mental Familiarity[/i] (Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind.)



[b]Abilities[/b]: 8 + 6 + 6 + 4 + 4 + 8 = 36PP

STR: 18/24 (+4/+7)

DEX: 16 (+3)

CON: 16 (+3)

INT: 14 (+2)

WIS: 14 (+2)

CHA: 18 (+4)



[b]Combat[/b]: 18 + 12 = 30PP

Initiative: +3

Attack: +9 Base, +15 Melee

Grapple: +19

Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed

Knockback: -4, -2 Flat-Footed



[b]Saving Throws[/b]: 4 + 5 + 8 = 17PP

Toughness: +10/+15 (+3 Con, +4 Defensive Roll, +3 Midnight Costume/+8 Protection)

Fortitude: +7 (+3 Con, +4)

Reflex: +8 (+3 Dex, +5)

Will: +10 (+2 Wis, +8)



[b]Skills[/b]: 116r = 29PP

Acrobatics 7 (+10)

Craft (mechanical) 13 (+15)

Drive 12 (+15)

Gather Information 6 (+10)

Intimidate 16 (+20)

Knowledge (Streetwise) 3 (+5)

Knowledge (Tactics) 13 (+15)

Knowledge (Technology) 3 (+5)

Language 2 (ASL, French, English [Native])

Medicine 3 (+5)

Notice 8 (+10)

Perform (Dance) 1 (+5)

Sense Motive 13 (+15)

Stealth 16 (+19)



[b]Feats[/b]: 41PP

Attack Focus (Melee) 6

Benefit 2 (Wealth 2)

Blind Fight

Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 7

Evasion 2

Equipment 6 (30EP)

Hide in Plain Sight

Jack of All Trades

Luck 3

Master Plan 2

Power Attack

Second Chance (Intimidate)

Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth)

Sneak Attack

Startle

Well-Informed


[quote name="Equipment"]3 + 1 + 3 + 4 + 14 = 25ep


[b][u]Collapsible Escrima Sticks:[/u] Strike 3[/b] ([i]Power Feat:[/i] Mighty, Subtle); [i]Cost:[/i] 5ep


[b][u]Gas Mask[/u]: Immunity 1[/b] (eye and lung irritants); [i]Cost:[/i] 1ep


[b][u]Grappling Hook[/u]: Super-Movement 1[/b] (Swinging), [b]Speed 1[/b] (10 MPH); [i]Cost:[/i] 3ep


[b][u]Midnight Costume[/u]: Protection 3[/b] ([i]Power Feat:[/i] Subtle); [i]Cost:[/i] 4ep


[b][u]Night Cycle:[/u] Speed 5[/b] (250 mph)

[list][u]Stats[/u]: [i]Size:[/i] Medium; [i]Strength:[/i] 20; [i]Defense:[/i] 10; [i]Toughness:[/i] 10; [i]Features:[/i] Disguise, Hidden Compartments, Nitro Injectors, Remote Control, Subtle; Cost: 17ep[/list][/quote]


[b]Powers[/b]: 4 + 27 + 5 + 16 + 2 + 6 = 60PP


[b]Concealment 2[/b] ("Shadowy Presence" [Mental, Mutant]; All Mental Senses) [4PP]


[b]Gadgets 3[/b] (Utility Coat & Belt; 15pp Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action 2 [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose) [27PP]


[b]Immunity 10[/b] (Telepathic Resistance [Mental, Mutant]; All Mental Effects, [i]Flaws:[/i] Limited [Half]) [5PP]


[b]Midnight Mist Array 7[/b] (14PP; [i]Power Feats:[/i] Alternate Power 2) [16PP]


[list][b][u]BP[/u]: Obscure 4[/b] (Midnight Mist [Gaseous Cloud, Mutant]; Visual Senses, 50ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch]) [12PP]

[b]Speed 2[/b] (25 MPH) [2PP]


[b][u]AP[/u]: Protection 8[/b] (Supersaturated Muscle Tissue [Mutant]; [i]Extras:[/i] Duration [Sustained]) [8PP]

[b]Enhanced Strength 6[/b] [6PP]


[b][u]AP[/u]: Insubstantial 2[/b] (Mist Form [Gaseous Cloud, Mutant]) [10PP]

[b]Flight 1[/b] (10 MPH, [i]Power Feats:[/i] Subtle) [3PP][/list]

[b]Sensory Shield 2[/b] (Vision) [2PP]


[b]Super-Senses 6[/b] (Infravision, Visual Counters Obscure [All]) [6PP]



[b]DC Block:[/b]

[code]ATTACK            RANGE    SAVE                            EFFECT

Unarmed           Touch    DC19(21*, 24^) Toughness (Staged)    Damage (Physical)

Escrima Sticks    Touch    DC22(24*, 27^) Toughness (Staged)    Damage (Physical)


*Sneak Attack, ^Supersaturated Muscle Tissue
Abilities 36 + Combat 30 + Saves 17 + Skills 29 + Feats 41 + Powers 60 = 213/213 Power Points
Example Gadgets

Doktor'd

Blessed Silver Knuckles Corrosion 5 (Flaw: Limited [Drain Toughness Only vs. Targets with Vulnerability or Weakness to Silver], Power Feats: Affects Insustantial 2, Improved Critical, Incurable, Mighty) [15PP] EMP Grenade Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [10PP] Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP] Teleportation Signal Hijack Super-Senses 1 (Trace Teleport) [1PP] Teleport 3 (Extras: Accurate, Affects Others, Power Feats: Easy, Progression [600 lbs.]) [14PP] Original Night Gun Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full Action]) [3PP] Stun 4 (Extras: Area [General, Cloud, 10ft radius], Linked [Obscure], Ranged, Flaws: Action [Full Action]) [12PP] Tight-Beam Sonic Emitter Dazzle 15 (Auditory) [15PP] Universal Translator Super-Senses 4 (Normal Auditory [Analytical, Ultra-Hearing], Normal Olfactory [Acute, Analytical], Normal Visual [Analytical]) [5PP] Comprehend 5 (Code, Read, Speak and Understand Languages) [10PP]
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Sage

Playing with her complications some. Added Mnemonic Chameleon, put them in alphabetic order.

Starting with 6 PP. Buy Ultimate Save (Will) (1PP). Drop Protection 1 and 1 point from her Fort save and buy her CON up from 18 to 20. Buy her WIS up to 18 (2PP), then add +4 each to Notice (1PP) and Sense Motive (1PP), while dropping her Will save by 1 to keep it where it is (-1PP). That's 4PP.

2 PP remain, banking those for now.

Adding Rapid 7 to Telelocation.

[b][size=200]Sage[/size][/b]
[b][u]Power Level:[/u][/b] 12 (180/182PP)
[b][u]Trade-Offs:[/u][/b] +5 Defense / -5 Toughness
[b][u]Unspent PP:[/u][/b] 2
[b][u]Progress to Silver:[/u][/b] 32/60
[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a8/SageHF.png][/floatr]
[b][u]In Brief:[/u][/b] Eve Martel is a mute, teenage, psychic bloodhound from an exceptionally wealthy but completely altruistic family whose psychic members have been fighting the good fight for hundreds of years.

[b][u]Alternate Identities[/u][/b]: Eve Alexis Martel
[b][u]Identity[/u][/b]: Secret
[b][u]Birthplace[/u][/b]: Orléans, France
[b][u]Occupation[/u][/b]: Student, Gymnast (former)
[b][u]Affiliations[/u][/b]: Claremont Academy (Student), Martel Enterprises (Family Company)
[b][u]Family[/u][/b]: Leon Martel (Father), Josephine Martel (Mother), Nicholas Marius Martel/Paladin (Brother), Isabel Jade Martel/Binary (Sister), Faith Martel/Seraph (Cousin), many others.

[b][u]Age[/u][/b]: 17, Born 11 April (1994)
[b][u]Gender[/u][/b]: Female
[b][u]Ethnicity[/u][/b]: French
[b][u]Height[/u][/b]: 5'0''
[b][u]Weight[/u][/b]: 110 lb.
[b][u]Eyes[/u][/b]: Green
[b][u]Hair[/u][/b]: White


[b][u]Description:[/u][/b]
Small in stature but possessing a powerful, toned, athletic frame, Eve Martel views the world through striking green eyes. Chin-length soft white hair frames a pretty, if otherwise unremarkable, heart-shaped face.

Eve tends to dress in intense, rich colors accented with jewel tones, or contrasted with brighter white or icy pastels as these colors tend to compliment her cool complexion. Regardless of the color choices, her clothing is comfortable and well-made, though it tends to be rather understated in design.


[b][u]History:[/u][/b]
The youngest of three children, Eve Martel was born in France one year after the Terminus Invasion. Though Eve had been separated from her oldest brother Nicholas, she grew up with plenty of cousins her age. On occasion she would visit the extended family in the United States, where she would see her brother Nicholas or her cousin Faith, but she would always return home to France eventually. Enjoying every privilege the Martel family had to offer, Eve was encouraged, and provided the means, to set her own goals and pursue her dreams.

As early as the age of seven, Eve took an interest in gymnastics bordering on obsession. That she had a natural talent for it only seemed to make her more determined to see just how far that natural talent could take her. Eve withdrew from school at the age of nine so she could focus on gymnastics, receiving tutoring while she was not working out in the gym. Soon she started to compete at a national and international level, doing well enough over the years that speculated she would earn a spot in the 2012 Olympics, even if she would be nearly two years older than most competitors.

The day she turned fourteen was also a day of competition. The beginning of the day had already started on a high note with Eve scoring rather well in both the vault and the uneven bars. Then it all went pear-shaped. Twisting through the air on the balance beam the thoughts of everyone around her, from the spectators to the judges to the other competitors slammed into her mind. In one heartbeat she went from intensely focused to disoriented and confused and the results were tragic. Eve fell, the tip of her shoulder slamming into the balance beam, dislocating the collarbone.

Eve screamed as the agony tore through her body and a pulse of mental energy slammed into everyone present in the area. The entire arena was brought to its knees, those present linked with Eve in her moment of suffering, a problem compounded as the link fed back in itself. Mercifully the event was short-lived, as Eve eventually passed out.

Eve never fully recovered from that day, the awakening of her psychic voice robbing her of her physical one. While she continued to have the warmth and support of her family, she was officially barred from competition on the grounds that she wasn’t a “normal” human. Not one to sit idle, Eve shifted her focus to more martial pursuits and over the next two years under the tutelage of her father and other Martel family members, learned to refine her control over her mental abilities. Still, Eve doesn’t have complete control over her psychic ability, to those that have the ability to sense it she is like a beacon of psychic energy and those near her tend to pick up on her emotions.

In the hope of somehow helping his daughter recover, Leon Martel decided to send Eve to live with her brother Nicholas, to put her as far away from the memories of what she lost and yet still near family. She is expected to attend Claremont Academy, a school her cousin Faith attends.

[b][u]Personality & Motivation:[/u][/b]
Eve possesses an athlete’s mentality, tackling obstacles before her with a single-minded ferocity. From a young age she has refused to accept limits and failure, and trained her mind and body to push through doubt, pain and fatigue. Eve tends to keep to herself because she is frustrated with her inability to speak and being around others just serves to remind her of her disability, as well as dredge up the memories of the day she lost her voice.

Still, overall Eve has a cheerful disposition and a warm, ready smile for those that she has opened up to. The best way to her heart is a little friendly challenge, as Eve enjoys the spirit of competition. While this often takes the form of sport, she also likes to engage in (harmless) practical jokes.

Eve, as a psychically gifted Martel, understands and accepts the charge the family has taken on. But she also knows that she is still quite young and not quite prepared for the task ahead. But she will be, one day.


[b][u]Powers & Tactics:[/u][/b]
Eve's powers largely involve contacting the minds of others, with some minor telekinesis (in the form of her psi-blade and psi-shield). Where she really shines, however, is her ability to find what she is looking for. She can locate people several thousands of miles away or deeply probe someones mind with her "corrosive" mind reading, breaking down their defenses and laying their secrets out before her. In a straight up fight Eve will use her excellent physical conditioning to approach a target quickly and quietly, flanking and harassing her foe before retreating back into hiding just to repeat the process.


[b][u]Complications:[/u][/b]
[b]Age:[/b] Eve is a minor, with all the inherent difficulties thereof.

[b]Enemies (SHADOW/Overthrow):[/b] Ever since the manifestation of Eve's powers, SHADOW (and as a consequnce Overthrow) have started to keep a dossier on the teen. They've noticed a pattern between a Martel family presence and an impact on successful operations.

[b]Legacy:[/b] As a Martel, Eve (and Sage) is held to a high standard. The Martel motto of "I stand between evil and its victims, between darkness and light, between right and wrong. I stand between those I have sworn to defend and death." binds her. It takes only a handful of years to make a Martel, it takes far longer to create a civilzation worth defending. Amelie Dutemps, the Rogue Fox ["[i]la Renard Rogue[/i]"], Eve's late Great Aunt is a prominent example of the Martel commitment to this ideal.

[b]Mnemonic Chameleon:[/b] As a result of her unusually high level of telepathic activity, Eve is vulnerable to being 'imprinted' by those she is around for an extended period of time, subconsciously picking up memories, beliefs, habits and even phobias. The imprinting can be hastened, or slowed, by changes in proximity or levels of deep telepathic contact.

[b]Prejudice (Sexuality):[/b] Not everyone is comfortable with non-heteronormative preferences.

[b]Public Identity:[/b] Eve Martel is a known metahuman with psychic abilities.

[b][u]Abilities:[/u][/b] 2 + 10 + 10 + 0 + 8 + 0 = 30PP
Strength: 12 (+1)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 10 (+0)


[b][u]Combat:[/u][/b] 8 + 12 = 20PP
Initiative: +5
Attack: +4 Base, +12 Psi Talents
Grapple: +10
Defense: +17 (+6 Base, +11 Preternatural Agility), +3 Flat-Footed
Knockback: -3


[b][u]Saving Throws:[/u][/b] 2 + 5 + 6 = 13PP
Toughness: +7 (+5 Con, +2 Preternatural Agility)
Fortitude: +7 (+5 Con, +2)
Reflex: +10 (+5 Dex, +5)
Will: +10 (+4 Wis, +6)


[b][u]Skills:[/u][/b] 84R = 21PP
Acrobatics 15 (+20, Skill Mastery)
Escape Artist 10 (+15, Skill Mastery)
Knowledge (Business) 5 (+5)
Knowledge (Life Sciences) 5 (+5)
Languages 2 (French [Native], English, ASL)
Notice 16 (+20)
Search 0 (+17 Telelocation)
Sense Motive 16 (+20, Skill Mastery)
Stealth 15 (+20, Skill Mastery)


[b][u]Feats:[/u][/b] 13PP
Acrobatic Bluff
Benefit 4 (Status [Martel Heiress], Wealth 3 [Filthy Rich])
Eidetic Memory
Evasion 2
Grapple Finesse
Hide in Plain Sight
Power Attack
Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth)
Ultimate Save (Will)


[b][u]Powers:[/u][/b] 38 + 21 + 4 + 13 + 2 + 7 = 85PP
[b]Psi Talents 14[/b] (28PP Array, [i]Feats[/i]: Accurate 4, Alternate Power 6) [38PP]
[list]
[b][u]Base Power:[/u] Drain Wisdom 12[/b] ([i]Feats[/i]: Slow Fade, Subtle, [i]Extras:[/i] Alternate Save [Will]) + [b]Mind Reading 12[/b] ([i]Extras[/i]: Action [Move/Standard], Penetrating, [i]Flaws:[/i]: Range 2 [Touch][b])[/b] [26PP] (Mental Corrosion; mutant, mental)

[b][u]Alternate Power:[/u] Concealment 10[/b] (All Senses, [i]Feats:[/i] Close Range, Progression 2 [Subjects, 5 Others], Progression 2 [Save DC], [i]Extras:[/i] Affects Others, [i]Flaws:[/i] Phantasm) [25PP) (Telepathic Suggestion: Forget; mutant, mental)

[b][u]Alternate Power:[/u] Enhanced Skills 4.25[/b] (Search 17) + [b]Telelocation 12[/b] (20 million miles, [i]Feats:[/i] Subtle, Rapid 7 [x10,000,000] [i]Extras:[/i] Duration [Sustained], [i]Flaws:[/i] Distracting) [25PP] (Telelocation; mutant, mental)

[b][u]Alternate Power:[/u] Flight 14[/b] (500,000 mph, 5,000,000 ft./rnd) [28PP] (Telekinetic Flight; mutant, mental)

[b][u]Alternate Power:[/u] Mental Transform 12[/b] (Affects: Memories, [i]Feats:[/i] Subtle, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Range [Touch]) [25PP] (Memory Modification; mutant, mental)

[b][u]Alternate Power:[/u] Strike 12[/b] ([i]Feats:[/i] Affects Insubstantial 2, Improved Critical 2, Subtle, [i]Extras[/i]: Penetrating 6) [23PP] (Telekinetic Blade; mutant, slashing, piercing)

[b][u]Alternate Power:[/u] Strike 6[/b] ([i]Feats:[/i] Mighty, [i]Extras[/i]: Alternate Save [Will]) + [b]Drain Will 12[/b] ([i]Feats[/i]: Slow Fade, Subtle, [i]Extras:[/i] Alternate Save [Will]) [27PP] (Mind Spike; mutant, mental)
[/list]

[b]Communication 6[/b] (Mental, 20 miles, [i]Feats:[/i] Rapid [x10], Selective, Subtle, [i]Extras:[/i] Area (Extended), Two-Way) (Telepathy, Networked Telepathy; mutant, mental) [21PP]

[b]Comprehend 2[/b] (Languages 2 [Understood by All/Understand All][b])[/b] [4PP] (Language Center Scanning; mutant, mental)

[b]Enhanced Feats 12[/b] (Defensive Roll, Dodge Focus 11) [12PP] (Preternatural Agility; mutant)

[b]Flight 1[/b] (10 mph, 100 ft./rnd) [2PP] (Telekinetic Flight; mutant, mental)

[b]Super-Senses 7[/b] (Danger Sense [Mental], Uncanny Dodge [Mental], Normal Mental Sense [Accurate 2, Acute, Radius, Ranged]) [7PP]


[b][u]Drawbacks:[/u][/b] -1PP
[b]Mute[/b] ([i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Minor) [-1PP]


[b][u]DC Block:[/u][/b]
[code]
ATTACK RANGE DC/SAVE EFFECT
Telelocation Extended 22/Will Telelocation
Memory Mod. (Mental Transform) Touch 22/Will Transform (Memories, Lasting)
Mental Corrosion (Mind Read) Touch 22/Will Mind Reading
Mental Corrosion (Drain Wisdom) Touch 22/Will Drain Wisdom (Staged)
Mind Spike (Strike 6) Touch 22/Will Damage (Staged)
Mind Spike (Drain Will) Touch 22/Will Drain Willpower (Staged)
TK Blade (Strike 11) Touch 27/Toughness Damage (Staged)
Unarmed Touch 16/Toughness Damage (Staged)
Abilities (30) + Skills (21) + Feats (13) + Powers (84) + Combat (20) + Saving Throws (13) - Drawbacks (1) = 180/182 Power Points

Doktor'd

Link to comment

Going to be doing these edits in different posts this time around. Or at least 2 posts; this one and another.

Anyways.

Gabriel has 4 PP to spend. He's technically PL13, but for now we'll leave that be.

I think we'll be spending all the ranks in feats this time around.

First off, he's going to purchase the following feat:

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)
3PP left. Next, we'll purchase 1 more ranks of Dodge Focus, making that entry like so:
Dodge Focus 2
Which, incidentally, makes the following change:
Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed
2PP left. Next, we will buy another rank of Defensive Roll, such that:
Defensive Roll 4 (+8 Toughness)
Concurrently, that means:
Toughness: +12 (+3 Con, +8 Defensive Roll, +1 Leather Jacket), +4 Flat-Footed
That changes:
Feats: 19PP
1PP left. Finally, I'll put 1 more point into his Base Will Save, thus:
Will: +11 (+2 Wis, +9 Base)
Saving Throws: 5 + 6 + 9 = 20PP

All PP spent.

Doktor'd

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Right, Aiko has 2 points available (having spent 158 out of 160, up till now that is).

First of all this:

Progress to Silver Status: 11/60

should look like this:

Progress to Silver Status: 10/60

Second - Please lower her ranks in Computers, Craft [Electronics], Craft [Mechanical] and Knowledge [Technology] by one each, freeing up 1pp for a total of 3 available.

Third - Increase Int by 2, leaving 1pp

Fourth - Add Evasion to her feats

Code blocks presented here for your convenience.

[b][u]Stats:[/u][/b] 20+24-10+4+2+0 = 40pp

Str: 30 (+10)

Dex: 34 (+12)

Con: - (-)

Int: 14 (+2)

Wis: 12 (+1)

Cha: 10 (+0)
[b][u]Skills:[/u][/b] 96r = 24pp

Acrobatics 15 (+27) [Skill Mastery] [Fast Bluff]

Computers 13 (+15) [Skill Mastery]

Craft [Electronics] 13 (+15) [Skill Mastery]

Craft [Mechanical] 13 (+15) [Skill Mastery]

Diplomacy 4 (+4)

Drive 3 (+15) [Skill Mastery]

Knowledge (Pop Culture) 4 (+6)

Knowledge [Technology] 8 (+10) [Skill Mastery]

Language 1 [English, Japanese [Base]]

Notice 9 (+10)

Pilot 3 (+15) [Skill Mastery]

Sense Motive 8 (+9) [Skill Mastery]

Stealth 2 (+14)
[b][u]Feats:[/u][/b] 23pp

Acrobatic Bluff

Attack Focus 6 [Melee]

Challenge [Fast Acrobatic Bluff]

Deep Ties [Enemy]

Dodge Focus 8

Eidetic Memory

Evasion

Online Research

Power Attack

Skill Mastery 2 [Acrobatics, Computers, Craft [Electronics], Craft [Mechanical], Drive, Pilot, Sense Motive, Knowledge [Technology]]
[b][u]Costs:[/u][/b] Abilities (40) + Combat (16) + Saves (05) + Skills (24) + Feats (23) + Powers (52) - Drawbacks (00) = 160/160pp

Doktor'd

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Okay, several months of unspent pp converted into skill points! Here we go!

(Revised spending.)

1. 5pp = 20 ranks of skills

Disable Device +5

Gather Information +5

Knowledge (Streetwise) +1 (new skill!)

Notice +4

Search +2

Stealth +3

2. Coverting 1pp from personal Feats to a Device feat and spending the remaining 1pp to add another rank, allowing her to convert the suit into any outfit (Quick Change 2)

IT'S OVER!

[img=http://www.freedomplaybypost.com/images2/Gossamer.jpg]


[b]Character Name[/b]: Gossamer

[b]Power Level[/b]: 12 (189/189PP)

[b]Unspent PP[/b]: 0

[b]Progress to Platinum:[/b] 39/120 (Gold status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=384]Grimalkin[/url])


[b]Alternate Identity[/b]: Dr. Estelle de Havilland

[b]Height[/b]: 5' 9"

[b]Weight[/b]: 141 lbs.

[b]Hair[/b]: Blond (reaches down to her ankles)

[b]Eyes[/b]: Blue


[b]Appearance:[/b]

Estelle is a beautiful blond with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way.


Normally she dresses quite well, as her mother taught her, eschewing jeans and T-shirts for simple dresses with classic lines and open-toed shoes; she likes diamonds and vintage jewelry, but keeps the pieces small and tasteful. However, if she's not planning on going out, she will revert to collegiate sweats and gym shoes for comfort and convenience. As Gossamer, she wears an experimental protective suit (in blue and white), designed by ASTRO Labs; though the material appears to be rather thin, it is actually well-insulated and includes a combination communicator/wireless uplink on the left wrist.


[b]History:[/b]

Estelle de Havilland grew up wealthy - she is neither proud nor ashamed of this fact, as it has always been part of her environment. It's been said that the de Havilland family owns a third of the Eastern Seaboard, and while this statement is obviously an exaggeration, it is true than Estelle need not have worked a day of her life, if she so chose.


The family estate on Long Island was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem.


It was decided that she would attend the best schools and university (the de Havillands have been linked with Harvard for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and tennis lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene.


Once at Harvard, Estelle felt truly alive for the first time in her young life. No one cared how much money she had; all that mattered was hard work, dedication, and the occasional raucous party to blow off steam. She made many friends and earned high marks, and was glad to find that she'd more or less dropped off the cultural radar, no longer interesting enough to regularly show up in gossip magazines along with her younger sisters Selene and Celeste.


She went on to pursue her doctorate in organic chemistry, and took a position in one of her family’s research labs in Freedom City, and it was here that her life would change forever. Her older brother Jason had been effectively running De Havilland after their father had stepped down to an advisory position to spend more time with his wife, who has been fighting cancer for several years. Jason, eager to bring the company into the 21st Century, authorized research involving synthetic compounds based on samples of Grue DNA, especially for use in the medical and beauty aid divisions; at first Estelle was leery of working with the compounds, but Jason showed her data that convinced her, and told her everything had been run by the FDA. He told her to keep her findings secret for now, but due to issues of industrial competition she didn’t really question it at the time.   


One late Friday night in the lab while she was trying to isolate certain protein strands, a tired and overworked Estelle spilled some particularly caustic reagents on herself and one of the compounds, so she rushed into a nearby emergency hazmat shower to save herself from serious burns; as she stood in the tiny stall ripping off her contaminated clothing, the fumes rose up, making her dizzy, and she passed out right then and there.


When she awoke the next day, half-naked and damp, she discovered that she'd somehow inadvertently triggered a strange mutation - her hair had grown super-long, and was animated by her very thoughts! After some time experimenting, she wrapped herself in a fire blanket and took a taxi to the Albright Institute, as she had clearly been somehow altered. However as she described the circumstances that lead to her transformation, she was shocked to find out that not only had the FDA not approved the research, but in fact the samples she’d been using were mostly likely from actual Grue, and had recently been stolen from that very lab!


The subsequent investigation cost the de Havillands millions, and put Jason in jail, as well as making public his drinking and gambling problems. The first thing Estelle’s father did when he took over the reins of power once more was to fire her and shut down her lab; a truly loyal daughter would have kept it in the family, within the company, not bring ruin down upon them all. Cut off from her inheritance, she decided to seek out Dr. Clarence Macleod’s help, and he was able to find her a position at ASTRO for the time being.


Her older sister Sunny is still on speaking terms with her, as is her ailing mother when she gets the chance, but otherwise things are quite chilly between her and her family; the de Havillands are too rich to be wiped out by such a disaster, though it will take years to undo the damage to their reputation. For her part, Estelle sees her bizarre new circumstance as a sort of ironic message from the cosmos to get over herself and think about others more often.


[b]Personality:[/b]

Estelle is no 'frosty blond' - despite her breeding and refined upbringing, she's both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, and she tends to laugh a lot - how else should she respond to her bizarre new condition?


No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both her chosen field of study and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact.


She collects first editions of Russian literature, and loves to go out dancing with friends whenever she can 'slip away'. She also owns several vintage Gibson electric guitars, and plays along with her favorite albums when she needs to unwind; now increasingly confidant in her musical talents, she is finding more and more opportunities to perform in public.


As far as dating goes, Estelle has been seen on the arms of some of Freedom's most glamorous superheroes, including Dr. Archeville and Divine. She is currently in a relationshop with Gregory 'Mad Dog' Matthews, who's heroic identity is a closely-guarded secret.


[b]Powers:[/b]

Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up to six tons with ease. She can also automatically style her hair at will, and often does so to playful or sensual effect. She is constantly finding new ways to use her powers through experimentation.




[b][u]Abilities[/u]: [/b] [0+6+4+8+4+6 = 28pp]

Strength: 10/30 (+0/+10)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 16 (+3)



[b][u]Combat[/u][/b]: [20+16 = 36pp]

Attack: +10

Grapple: +10, +23 w/ Hair, up to +33 if using all her Hair for nothing but a Grapple

Defense: +8 (+4 flat-footed)

Knockback: -10, -9 flat-footed; -2 w/out Suit, -1 w/out Suit and flat-footed

Initiative: +7



[b][u]Saves[/u]:[/b] [6+7+8 = 27pp]

Toughness: +12 (Impervious 8), +10 (Imp 8) flat-footed; +4 w/out Suit, +2 w/out Suit and flat-footed

Fortitude: +12 (+2 Con, +10)

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

Will: +12 (+2 Wis, +10)



[b][u]Skills[/u]:[/b] [92r = 23pp]

Acrobatics 5 (+8)

Bluff 4 (+7, +11 w/ Attractive)

Computers 1 (+5)

Craft (Chemical) 6 (+10)

Craft (Mechanical) 1 (+5)

Diplomacy 4 (+7, +11 w/ Attractive)

Disable Device 6 (+10)

Drive 1 (+4)

Gather Information 5 (+10)

Knowledge (Arts) 2 (+6)

Knowledge (Current Events) 1 (+5)

Knowledge (History) 1 (+5)

Knowledge (Life Sciences) 4 (+8)

Knowledge (Physical Sciences) 10 (+14)

Knowledge (Popular Culture) 1 (+5)

Knowledge (Streetwise) 1 (+5)

Language 2 (French, Russian; English is native)

Medicine 1 (+3)

Notice 8 (+10)

Perform (Dance) 1 (+4)

Perform (Stringed Instruments) 7 (+10)

Profession (Teacher) 4 (+6)

Ride 1 (+4)

Search 6 (+10)

Stealth 7 (+10)



[b][u]Feats[/u]: [/b] [23pp]

Accurate Attack

All-Out Attack

Ambidexterity

Attractive

Benefit 2 (ASTRO Labs access, Wealth 1)

Chokehold

Connected

Contacts

Defensive Roll 1 (+2 Toughness)

Equipment 2 (1pp donated to The Lab)

Grappling Finesse

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Improvised Tools

Luck

Power Attack

Skill Mastery (Bluff, Diplomacy. Knowledge [Physical Sciences], Perform [Stringed Instruments])

Takedown Attack

Well Informed


[quote][b][u]Gossamer's Loft[/u][/b]

[b]Size:[/b] Small +0 (0EP)

[b]Toughness:[/b] +5 (0EP)

[b]Features:[/b]Gym, Library, Living Space, Pool,  Security System (5EP)[/quote]



[b][u]Powers[/u]:[/b] [22+30 = 52pp]


[b]Device 5[/b] (Bodysuit, 25 points, hard to lose) [22pp]

[device][b]Communication 4[/b] (1 mile, radio)


[b]Datalink 4[/b] (1 mile, radio)


[b]Immunity 1[/b] (cold)


[b]Protection 8[/b] ([i]Extra[/i]: Impervious 8)


[i]Feat:[/i] Quick Change 2[/device]


[b]Prehensile Hair 6 [/b](Container) [30pp]

[device][b]Prehensile Hair 10[/b] (10PP; [i]PF[/i]: Alternate Power x2) [12pp]


[list][u]BE[/u]: [b]Additional Limbs 5 ([/b]25 'tendrils'; Sustained Duration[b]) + Elongation 5 ([/b]100 feet[b])[/b] [10/10pp]


[u]AP[/u]: [b]Deflect 8[/b] (slow projectiles) [8/10pp]


[u]AP[/u]: [b]Snare 5[/b] ([i]Extra[/i]: Engulf) [10/10pp][/list]


[b]Enhanced Strength 20[/b] (to 30/+10; [i]Limit[/i]: Only with Prehensile Hair) [10pp]


[b]Super-Movement 2[/b] (Slow Fall, Swinging) [4pp]


[b]Super-Senses 1[/b] (Analytic Touch, [i]Limit[/i]: Only with Prehensile Hair) [0.5pp]


[b]Super-Strength 3[/b] (effective Str 45, Hvy Load 6 tons; [i]Limit[/i]: Only with Prehensile Hair) [3pp][/device]



[b][u]Drawbacks[/u][/b]: None



[b][u]DC Block[/u][/b]

Unarmed -- DC 15/Toughness -- Damage

Hair -- DC 25/Toughness -- Damage



[b]Totals[/b]: Abilities 28 + Combat 36 + Saves 27 + Skills 23 + Feats 23 + Powers 52  = 189/189 Power Points

Doktor'd

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Atlas

Drop the 16 ranks of Concentration. (-4pp)

Drop 2 ranks of Impervious (-2pp)

Buy the Continuous Extra for Shapeshift. (8pp)

[img=http://freedomplaybypost.com/wiki/images/4/4e/New_Atlas.jpg]


[u]Players Name[/u]: Geez3r

[u]Power Level[/u]: 14 (207/207PP)

[u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

[u]Unspent PP[/u]: 0

[u]Progress to Gold[/u]: 57/60 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url])



[u]Characters Name[/u]:  Atlas

[u]Alternate Identity[/u]:  Samael Nitorvich

[u]Height[/u]:   6ft. 

[u]Weight[/u]: 200 lbs

[u]Hair[/u]: Brown

[u]Eyes[/u]: Brown

[u]Age:[/u] 37



[u]Description[/u]: Samael is a person of average height, and is quite stocky.  He is just built solid.  He's got that real "working man" look.  There's nothing fancy about him, just jeans and a T-Shirt.  He keeps his hair cut just a bit longer than a buzz cut.  He has a rather prominent jaw line as well.  His arms and hands have a few scars from a life of working with his hands.  Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size.


Using his shapeshifting, Atlas can assume a wide variety of forms and shapes.  He however tends to always be a stockier version of whatever he happens to be transforming into.  



[u]History[/u]:  Samael is of Russian decent.  His parents were part of the cultural enrichment program, meaning they were sent away and never seen again.  With that sort of up bringing, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing.  Although he disliked the regime, he was wise enough to keep his opinions to himself.  When the government crumbled, Samael got out of Russia.  He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America.


While it wasn't everything he had hoped for, it was still a step up from where he had been.  Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills.  So he settled in the Fens district in Freedom City, it being about the only place he could afford.  He landed a job working at a local deli.  It was boring work, but it paid the bills and kept him fed.  But there was one thing that bothered him.  From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head.  He couldn't tolerate people who would steal or try to cheat the system.


These criminals and thugs thought they had it tough; they didn't know the meaning of the word.  No matter how bad it was, Samael had never considered turning against the law.  If you worked real hard, things would get better.  America was the land of opportunity, he just had to help these thugs get back on the straight and narrow.  He dedicated himself to protecting his own little section of the street, and for a while, it worked.  But then the local gangs decided to teach this guy a lesson.  Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty.  As the life left his body... [i]something[/i] reached out to him.  He rose from the ground, to face his assailants, now something entirely different.


With his new found gifts, Samael is expanding his territory, protecting more and more of the city.



[u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy.  He's dutiful, loyal and very determined.  He favors the tough love approach.  He loathes criminals and those that would cheat the system.  He believes that they all have good in them and can succeed if only they had the chance.  Samael intends to give them that chance.  He's got a bit of a dry sense of humor, and is usually a man of few words.  The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles.


Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first.



[u]Powers & Tactics[/u]: As a Grue-human hybrid, Atlas is far more formidable than the average human.  However, as he was created for a singular purpose, his Shapeshifting is more limited than that of a Grue warrior.  In all forms, Atlas possess immense strength and durability.  He can only use his Shapeshifting ability to increase his natural talents, he can't make himself worse in any regard.  He also possess a small degree of mental prowess.  The strength of his mental powers increases geometrically the closer he is to his target.  



[u]Complications[/u]:

[i]Responsibility:[/i]  Upholding the law, protecting his stretch of the city, Sprinkles (his cat)

[i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth.  He got better.  Public relations did not.

[i]Have you been working out?[/i] - All of Atlas' forms tend to be stocky and well muscled versions of what he's copying, so when he tries to impersonate someone it looks like they've been hitting the gym recently, which can ruin the disguise to those that know the target.  



[b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP

Str: 24/34 (+7/+12)

Dex: 10 (+0)

Con: 24/34 (+7/+12)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)



[b][u]Combat:[/u][/b] 8 + 8 = 16PP

Attack: +4 Base, +9 Melee 

Grapple: +16, +21

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed 

Knockback: -3, -11 w/ powers

Initiative: +0



[u][b]Saves[/b][/u]: 0+5+8=13PP

Toughness: +12/+7 (+12/+7 Con, +0)  (Impervious 12)

Fortitude: +12/+7 (+12/+7 Con, +0)

Reflex: +5 (+0 Dex, +5)

Will: +8 (+0 Wis, +8)



[u][b]Skills:[/b][/u] 76r = 19PP

Diplomacy 8 (+10)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 15 (+17)

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 11 (+11)

Sense Motive 10 (+10)

Survival 7 (+7)



[u][b]Feats:[/b][/u] 21PP

Accurate Attack

All-Out Attack

Attack Focus Melee 5

Challenge:  Fast Startle

Dodge Focus 4

Improved Grab

Interpose

Last Stand

Luck 3

Power Attack

Startle

Ultimate Toughness



[b][u]Powers:[/u][/b] 15 + 10 + 10 + 10 + 1 + 60 = 106PP


[b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 5[/b] (Mental, 5 miles, [i]Extras:[/i] Two-Way) [10pp]

* [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp]

[b]Enhanced Strength 10[/b]  [10pp]

[b]Enhanced Constitution 10[/b]  [10pp]

[b]Impervious Toughness 10[/b] [10pp]

[b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP]

[b]Shapeshift 8[/b] (40pp pool) [i]Extras[/i]: Continuous Duration; [i]Flaws[/i]: Action – Standard; [i]Drawback[/i]: Limitation - Cannot reduce the target's base traits (-4pp)  [60pp]



[u][b]Drawbacks:[/b][/u] 0pp


DC Block:

[code]Unarmed (unpowered)  ------------- 22/Toughness ------------------------- Bludgeoning

Unarmed (powered)------------ 27/Toughness--------------------------- Bludgeoning
Costs: Abilities (32) + Combat (16) + Saves (13) + Skills (19) + Feats (21) + Powers (106) - Drawbacks (00) = 207/207 Power Points Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constitution scores, but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility. Sample Shapeshifting Allocations
[img=http://fc01.deviantart.net/fs26/f/2009/241/8/d/fdf_11_by_kuewa.jpg]

[url=http://kuewa.deviantart.com/]Image by Kuewa[/url]


[b][u]Characters Name[/u][/b]: Dynamo

[b][u]Power Level[/u][/b]: 14 (210/210)

[b][u]Trade-Offs[/u][/b]: +5 Attack/ -5 DC for speed effects, -1 Attack, +1 DC for Lightning Effects; +5 Defense, -5 Toughness

[b][u]Unspent PP[/u][/b]: 0

[b][u]Progress to Gold:[/u][/b] 60/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url])


[b][u]Alternate Identity[/u][/b]: Eli East

[b][u]Age[/u][/b]: 20, June 4th, 1990

[b][u]Gender[/u][/b]: Male

[b][u]Height[/u][/b]: 5' 10"

[b][u]Weight[/u][/b]: 150lbs

[b][u]Eyes[/u][/b]: Blue

[b][u]Hair[/u][/b]: Blond


[b][u]Description[/u][/b]:  Dynamo is a rather long and slender fellow.  There's a fair bit of muscle tone on him, but he's got the muscles of a runner, not a body builder.  He's got blond spiky hair that seems to stand up on its own more than anything else.  He's got bright baby blue eyes and he's always got a devilish smirk on his face.  He dresses a little preppy, collared shirts and khaki's.  Though he does still have the standard blue jeans and T-Shirts for casual lounging.  


[b][u]History[/u][/b]:  Eli East was pretty much your average kid, only he had enough energy for about 3 of them.  He was one of the few of his generation to spend very little time inside.  He'd wake up at 7am eat breakfast and then just head outside, not coming back until 7 at night, and that was only to get a flash light.  Of course, he lived out in the sticks so there wasn't  much else to do.  He spent most of his adolescence looking for something to entertain and distract him, with varying degrees of success.  After graduation, he moved to Freedom City to go to attend Freedom College, plus all the babes were in Freedom.  


That all changed a few months ago.  Eli had lost track of time working late in the library on a major paper.  At the same time, a storm had rolled into Freedom.  As Eli would later find out, Dr. Stratos was super charging this particular storm with lightning and was threatening to unleash the deadly bolts of lightning unless the city paid him a hefty ransom.  Well when the Freedom League moved to foil his scheme, Dr. Stratos started hurling lightning like an angry Greek god.  Well one of those bolt struck a certain student taking a short cut under a very large oak tree.  Instead of being turned into a crispy critter, Eli was empowered.  He finally had enough time to get rid of all those annoying things that kept intruding on life, like work and there only being so much daylight in a given day.  Although he still has barely any focus, Eli has dedicated his life to helping those in need with his powers.  


[b][u]Personality & Motivation[/u][/b]:  Eli is a creature of impulse, he was like that even before he got his powers.  He was full of energy but lacked focus.  In his high school career, he played 3 different sports and was in 7 different clubs, but he never committed to any of them.  It was no surprise then that he entered college with an undeclared major.  But there's one thing that remained constant; Eli had a good heart.  He's a regular boy scout, he'll always try to stop a fight before taking part.   


However, he isn't without his bad traits.  He's a bit of a flake and has the attention span of a gnat.  He's also a bit of a lech, but what else do you expect from a college age male?  Lastly, Eli has started to develop some minor OCD tendencies, straightening and cleaning rooms repeatedly.  This is a coping mechanism.  His mind is getting bored because it actually has too much time, and it is looking for some activity to fill the time.  


[b][u]Powers & Tactics[/u][/b]:  Dynamo is faster than most everyone, in fact, he's a lot faster.  He exploits that to its fullest at every opportunity.  However, he rarely ever goes in guns blazing.  He'll scope out the scene first (taking a 20 on his Notice check) to figure out what's going on.  He'll then try to diffuse the scene with some Diplomacy first.  


[b][u]Complications[/u][/b]:


[i]Overdrive[/i] - If Dynamo is hit by an effect with the electrical descriptor and fails the associated save, he enters the Overdrive state for a number of rounds equal to the Rank of the effect.  In this state, his Speed and Quickness effects gain the Permanent and Full Power traits, basically this means he has to take at least a move action every round and move his full speed.  In this state, Eli cannot use interaction skills on anyone, nor can they use them on him; Eli's effectively deaf and mute for the duration.  This also makes any benefits from the Master Plan, Inspire, Team work, Set up and Leadership feats unusable during the time period.  


[i]Responsibility[/i] - Classes at Freedom College, civilians 


[i]Didn't catch that[/i] - It's really hard to catch the conversation when you're a mile away before the person gets the first word out.  


[i]GROM NOM NOM[/i] - Speedsters tend to eat a lot.  And if they don't, Dynamo eats enough for all of them.  Skipping meals is ill advised.  



[b][u]Stats[/u][/b]: 4 + 4 + 8 + 6 + 4 + 4 = 30pp

    Str: 14 (+2)

    Dex: 14 (+2)

    Con: 18 (+4)

    Int: 16 (+3)

    Wis: 14 (+2)

    Cha: 14 (+2)


    [b][u]Combat[/u][/b]: 18 + 20 = 38pp

    Attack: +9, +17 Speed Attacks

    Grapple: +12

    Defense: +10/+17 (+5 flat-footed)

    Knockback: -3, -2 flat footed

    Initiative: +2/+22


    [b][u]Saves[/u][/b]: 3 + 10 + 5 = 18pp

    Toughness: +7, +5 FF with costume, +4 flat footed out of costume

    Fortitude: +7 (+4 Con, +3)

    Reflex: +12/+17 (+2 Dex, +10/+15)

    Will: +7 (+2 Wis, +5)


    [b][u]Skills[/u][/b]: 104r = 26pp

    Acrobatics 15 (+17)

    Bluff 8 (+10, +14 w/Attractive)

Computers 8 (+11)

Craft (Electronics) 8 (+11)

    Diplomacy 8 (+10, +14 w/Attractive)

Knowledge (Physical Sciences) 8 (+11)

Knowledge (Technology) 8 (+11)

    Notice 15 (+17)

    Sense Motive 14 (+16)

Sleight of Hand 12 (+14)


    [b][u]Feats[/u][/b]: 18pp

    Attractive

    Defensive Attack

    Evasion

Equipment 4

Inventor

    Luck 4

Ninja Run 2

    Power Attack

    Set Up

    Skill Mastery 2 (Acrobatics, Bluff, Computers, Craft: Electronics, Diplomacy, Knowledge: Physical Sciences, Knowledge: Technology, Notice)


[quote name="Equipment"][b][i]Costume[/i][/b] - [b]Protection 1[/b]  [i]PF:[/i]  Subtle


[b]Interceptors Equipment[/b] - 15ep contributed


[b][u]Interceptors HQ[/u][/b]: [25EP]


[i]Size:[/i] Large; [2EP]

[i]Toughness:[/i] 15 [2EP]

[i]Features:[/i] Combat Simulator 2, Communications, Computer, Concealed 2, Defense System 2, Fire Prevention, Garage, Gym, Holding Cells, Infirmary, Living Space, Pool, Power 2, Power System, Security System 2, Workshop  [21EP]


[b][u]Defense System 1[/u][/b]: [b]Snare 11[/b]

[b][u]Defense System 2[/u][/b]: [b]Blast 11[/b] (non-lethal)

[b][u]Power 1[/u][/b]:  [b]Regeneration 12 ([/b]recovery bonus +9, inured 1 [20 mins], staggered 1 [20 mins], disabled 1 [5 hours]; [i]Note[/i]: Sustained Duration; [i]Extra[/i]: Affect Others, Area [60-ft. Burst]; [i]Flaw[/i]: Affect Others Only; [i]PF[/i]: Selective[b])[/b] [13PP]

[b][u]Power 2[/u][/b]: [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid [x10]) [14PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Search) [4PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Notice) [4PP]


[b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals):  [50 EP]


[b]Size[/b]: Huge [2EP]

[b]Strength[/b]: 40 [2EP]

[b]Speed[/b]: 6 [6EP]

[b]Toughness[/b]: 12 [3EP]

[b]Defense[/b]: 8 [0EP]

[b]Features[/b]: Alarm, Caltrops, Communications, Computers, Remote Control, Smokescreen [6EP]


[b]Powers[/b]  [31ep]

[b]Impervious Toughness 8[/b]

[b]Snare 10[/b] [i]PF[/i]: Tether

*  [u]AP[/u]:  [b]Nullify 10[/b] (fire effects) [i]Extras[/i]:  Effortless

*  [u]AP[/u]:  [b]Blast 10[/b][/quote]


    [b][u]Powers[/u][/b]: 15 + 5 + 3 + 2 + 16 + 3 + 4 + 32 = 80pp


[b]Enhanced Feats 15[/b] (Defensive Roll, Dodge Focus 7, Improved Initiative 5, Evasion, Move-By Action) [15pp]

    [b]Enhanced Reflex Save 5[/b] [5pp]

    [b]Speed 2[/b] (25mph) [i]PF[/i]:  Moving Feint [3pp]

    [b]Quickness 2[/b] (x5 speed) [2pp]

[b] Super-Speed Power Reserve 8[/b] (16pp reserve; Quickness [up to 18 (x1,000,000 speed)] or Speed [up to 18 (5,000,000MPH or 50,000,000' per round]) [16PP] 

    [b]Super Movement 3[/b] (Wall Crawling 2, Water Walking) [i]Flaws:[/i] Only While Running [3pp]

    [b]Super Senses 4[/b] (Danger Sense [Visual], Extended Vision 2 (1,000ft increment), Uncanny Dodge [Visual]) [4pp]


    [b]Ultimate Dynamo Array 15[/b] (30 power points, PFs: 2 Alternate Powers) [32pp]

* [u]BE[/u]:  [b]Blast 15[/b] - [i]Lightning Bolts[/i]

* [u]AP[/u]:  [b]Strike 5[/b] [i]Extras:[/i] Autofire 2 (1:1, max +4) [i]PF's[/i]: Accurate 4, Improved Critical 2, Mighty Penetrating 3

* [u]AP[/u]:  [b]Strike 5[/b]  [i]Extras:[/i]  Targeted Area Burst, Selective [i]PF's[/i]: Accurate 4, Knockback 3, Mighty, Progression 2



    [b][u]Drawbacks[/u][/b]: 0 =  pp




    [b][u]DC Block[/u][/b]:


    Unarmed --- 17/ Toughness --- Bruised, Staged

Strike Powers  ---- 22/Toughness  ---  Bruised, Staged

Lightning Bolts  ---- 30/Toughness  ---- Bruised, Staged



    [b][u]Costs[/u][/b]: Abilities (30) + Combat (38) + Saves (18) + Skills (26) + Feats (18) + Powers (80) - Drawbacks (00) = 210/210 Power Points

Doktor'd

Growth 4 Extras: Permanent (+0) [12pp] Super-Strength 11 PF’s: Shockwave, Freezebreath [24pp] Protection 2 [2pp] Leaping 2 (x5 distance) [2pp]
Shrinking 12 Extras: Normal Strength; PF’s: Normal movement, Normal Toughness [26pp] Flight 4 PF: Move by Action [9pp] Enhanced Feat: Hide in Plain Sight Enhanced Skills 4 (Acrobatics 12, Stealth 4)
Enhanced Strength 6 [6pp] Strike 2 PF: Mighty [3pp] Protection 2 [2pp] Favored Environment: Airborne [1pp] Flight 6 DB: Wings; PF: Move by Action [12pp] Additional Limbs 2 [2pp] Super Senses 4 (Extended Darvision, Infravision) [4pp] Super-Strength 3 [6pp] Skills (Notice 4, Intimidate 2, Acrobatics 10) [4pp]
Protection 4 [4pp] Regeneration 32 PF: Persistant, Regrowth [34pp]
  • Bruised 3 – No Rest Injured 6 – No Rest Staggered 6 – No Rest Disabled 8 – No Rest Resurrection 9 – No Rest
Immunity 2 (pain)
Burrowing 7 (100mph) [7pp] Super-Senses 5 (Darkvision, Extended Tremorsense) [5pp] Immunity 8 (Suffocation, Fire Damage, High Pressure) [8pp] Strike 1 PF's: Accurate, Improved Critical, Extended Reach, Mighty [5pp] Shield 2 [2pp] Protection 2 [2pp] Super-Strength 2 [4pp] Enhanced Feats 3 (Move By Action, Takedown Attack 2 [3pp] Immovable 2 Extras: Unstoppable [4pp]
Enhanced Strength 6 [6pp] Protection 4 Immunity 7 (Cold Damage, Drowning, High Pressure) [7pp] Swimming 7 (250mph) [7pp] Super-Strength 5 [10pp] Super-Senses 6 (Extended Darvision, Extended Tremor Sense) [6pp]
Insubstantial 1 Extras: Permanent (+0) [5pp] Elongation 7 (500ft ) [7pp] Immunity 10 (electrical damage, falling damage) [10pp] Enhanced Attack 2 [4pp] Enhanced Defense 2 [4pp] Enhanced Feats 6 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Takedown Attack 2) [6pp] Enhanced Skills 4 (Acrobatics 16) [4pp]
Protection 4 Extras: Impervious 1 (total 13), Reflective (melee) [18pp] Immovable 5 Extras: Unstoppable [10pp] Super-Strength 3 [6pp] Strike 3 PF's: Knockback 2, Mighty [6pp]
Enhanced Attack 2 [4pp] Enhanced Defense 2 [4pp] Enhanced Dexterity 6 [6pp] Enhanced Feats 6 (Attack Focus Melee, Dodge Focus 2, Evasion, Improved Critical (unarmed) 2) [6pp] Enhanced Reflex Save 3 [3pp] Enhanced Skills 3 (Acrobatics 12) [3pp] Speed 4 (100mph) [4pp] Leaping 4 (x25 movement) [4pp] Super-Strength 2 PF's: Haymaker, Uppercut [6pp]
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Jill O'Cure

Just a couple of typos that need fixing, while I'm thinking of it.

  • AP Autoimmunity Touch 12 (Drain Fortitude 11, Power Feats: Accurate 2, Incurable, Reversible, Slow Fade, Extra: Linked [Damage]) + (Damage 11, Extras: Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [53PP]

needs to be

  • AP Autoimmunity Touch 12 (Drain Fortitude 12, Power Feats: Accurate 2, Incurable, Reversible, Slow Fade, Extra: Linked [Damage]) + (Damage 12, Extras: Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [53PP]

and

ATTACK            RANGE     SAVE                        EFFECT

Unarmed           Touch     DC15 Toughness (Staged)     Damage

Disease Touch     Touch     DC22 Fortitude (Staged)     Drain Fortitude

                  Touch     DC27 Fortitude (Staged)     Damage
needs to be
ATTACK                 RANGE     SAVE                        EFFECT

Unarmed                Touch     DC15 Toughness (Staged)     Damage

Autoimmunity Touch     Touch     DC22 Fortitude (Staged)     Drain Fortitude

                       Touch     DC27 Fortitude (Staged)     Damage

Doktor'd

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