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Philos the Farsider Work in Progress

Character Name: Philotherian

Power Level: (10) (150/150PP)

Trade-Offs: +2 Attack / -2 Damage Melee, +4 Defense / -4 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Alien friend to all animals.

Alternate Identity: Philos

Identity: Public

Birthplace: Farside

Occupation: Zookeeper

Affiliations: Freedom City Zoo

Family: Garus (Mom), Hutos (Dad), Dewo (Brother)

Description:

Age: 31

Apparent Age: Late Teens, Early Twenties

Gender: Male

Ethnicity: Farsider

Height: 6'8

Weight: 130 lbs

Eyes: Red

Hair: White

Philos is tall, pale and very very thin. By human standards he's very sickly looking, and dispite his height looks fairly young. He's actually got some scars from handling and learning to work with the stronger crater apes, mostly on his torso, but there's some on his upper arm. His costume is actually a standardized worksuit from his home world worn by all the handlers, it's padded with a light thick material that's made for easy movement and is a dark green color with silver accents on the boots.

In his casual wear his long rather willowy figure has him dressed mostly in oversized shirts, very long jeans and oversized shoes. His fair hair and scalp make him rather subseptible to sunburns so he often wears hats and caps. His eyes are covered with sunglasses twenty four seven, and his ears have specialized headphones made to block out psionic interference. Quite frankly, he looks like a skater punk.

Power Descriptions:

Essentually his handling gear, he net gun is made for capturing the agile crater apes, and his uniform is made to give protection as well as a shock that both stuns and mess with the nerves to lower menuverability. His headphones were made specially for his mission to earth, or more specifically made to deal with Lady Lunar. Though they weren't able to design something that would filter one hundred percent of it, years of research and experience with the psion royalty enabled the perserve to create special earphones which weaken the effects of psychic powers on the wearer while also giving protection to his sensative ears.

History:

Philos was born within the middle structure of a society with a clear upper class defined by ones psionic abilities. Truthfully, there was no lower class among the actual farsiders, genetic engineering had removed most if not all disease. Athletic yet willowy bone structures were commonplace, and lower gravity made for regular acrobatics and practice of such common place. The only real defined underclass were the Crater Apes who were always set for the menial labor because of there superior strengh. They were very common when he was young, and always had a handler of royalty, minor lords whom garnered power in their abilities to manage their workers and lands for the commerce of the rest of the Farsiders who asside from the aristocratic power system were very modern and intelligent. Philos family lived very close to some of the places where they stored the Crater Apes, and he'd often visit areas they lived, watch them grow, and with permission interact with the rather gentle servants of the rest of the race. That changed when Lady Lunar slaughtered the entire royal class and seized control.

It was during this rule that Philos pursued his education of life on earth. In fact, such studies were encouraged by the monarch who had been making multiple attempts to seige the planet as it was only right that there be experts on local creatures in her new kingdom. Even after her fall, Philos continued his education and tried to compare techniques to try and calm the freed Crater Apes. Years under Lady Lunar had made them violent creatures who held contempt for their previous conditions, while it seemed impossible for them to go back to the gentle servantude, Philos at least wanted to try a mutual understanding between the races and with his experience secured a job at perserve to look after the creatures and try to better understand them.

Recently after making a thorough count of populations of the Crater Apes, something that had been put off for a long time simply because of how long it took to isolate and get them under control. The formally controlled species did have detailed records of it's population even under Lunars rule, and comparing that records revealed that there were at least a hundred completely unaccounted for. The fact that Lady Lunar had used them as hired muscle made it an easy connection to make and a very troubling conudrum indeed. To say the Crater Apes as they were dangerous was the very least description. Under control they were a personal army enslaved to a egotistical madwoman, free they were an invasive alien species that could devistate local earth wildlife and human life alike. So it was agreed they needed to reclaim the species for the various reasons and relocate them back to the perserve, but they lacked a metant of any degree to do so. Instead, they went for the next best thing, a well trained handler with a working knowledge of earth creatures.

Personality & Motivation:

Philos is on earth to fufill his mission, but the simple variety of everything there makes him a little side tracked. He will spend days looking and examining new things, taking in the sites, he is a tourist from a strange land and the culture just shocks and delights him to no end. The animals especially delight him, if only because he was only able to study them from a fair for so long he now gets to look up close and have real interactions. Entirely, it makes him kind of strange, physically he's very near human but his tastes, all of his tastes are very drastic like a new repundance for sweets and a great appreciation for spices and tart flavors that would make most people cringe.

His equipment is made specifically for the work of capturing the Crater Apes but the simple fact is in a large world full of life, finding a unique type of creature under the service of a powerful psychic is just not something that would be done so quickly. In the mean time, with what he has he can try to stave off offenders of the more violent type. Violence as a whole does not sit well with him, he'll try to prevent it, but if it cannot be helped he will actively work to try and stop those who perpetrate it for their own means.

Powers & Tactics:

If Philos could end a battle through negociation he would. He doesn't himself really like fighting, but he has adapted to it with the Crater Apes becoming so prone to it thanks to Lady Lunars rule. If he has to fight, his first methods are always dodge and capture, keeping a steady distance and always moving so as not to be caught. If he's caught up close, there is secondary options of stunning and paralyzing opponents with his handlers suits built tasers.

Complications:

Pasifist By Nature: Philos doesn't really like fighting, he will always look for ways around it, and even in battle won't try to ever directly harm anybody.

Photophobic: The moon isn't nearly as bright as earth is, so he wears sunglasses twenty four seven. Without them, he's more subseptible to being dazzled in broad daylight.

Visiting Moonman: Earth, especially earths animals fasinate him, there's much more space and variety and it makes him a bit babbly about the things he doesn't know.

Abilities: -2 + 8 - 2 + 6 + 2 + 10 = 22PP

Strength: 8 (-1)

Dexterity: 18 (+4)

Constitution: 8 (-1)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 20 (+5)

Combat: 8 + 12 = 20PP

Initiative: +8

Attack: +12 Melee, +4 Ranged, +10 Net Gun

Grapple: +16

Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed

Knockback: +2

Saving Throws: 7 + 6 + 7 = 20PP

Toughness: +6 (-1 Con, +3 Protection, +4 Defensive Roll) +2 Flat-Footed

Fortitude: +6 (-1 Con, +7)

Reflex: +10 (+4 Dex, +6)

Will: +8 (+1 Wis, +7)

Skills: 64R = 16PP

Acrobatics 6 (+10)

Diplomacy 10 (+15)

Gather Information 5 (+10)

Handle Animal 10 (+15)

Investigate 2 (+5)

Languages 1 (English, Base: Farsider)

Knowlege (Life Sciences) 7 (+10)

Notice 9 (+10)

Ride 1 (+5)

Search 7 (+10)

Survival 6 (+8)

Feats: 27PP

Acrobatic Bluff

Attack Focus (Melee) 8

Animal Empathy

Challenge (Combat Diplomacy)

Defensive Roll 2

Dodge Focus 8

Evasion 2

Grappling Fitnesse

Improved Iniative

Skill Mastery (Acrobatics, Handle Animal, Knowledge (Life Sciences), Notice)

Uncanny Dodge (Auditory)

Powers: 7 + 20 + 15 + 1 + 2 = 45PP

Device 2 (Alien Headphones) (Easy-To-Lose, Restricted: Farsiders) 7PP

Immunity 5 (All Auditory Dazzle Effects) 5PP

Immunity 10 (Mental Effects Flaw: Limited by 1/2) 5PP

Device 5 (Handler Suit) (Hard-To-Lose) 20PP

Protection 3 3PP

Stun 8 + Drain (Str) 5 (Feats: Slow Fade) 22PP

Device 5 (Net Gun) (Easy-To-Lose) 15PP

Snare 10 (Feats: Accurate 3, Progression (Range) 2) 25PP

Leaping 1 (Training) 1PP

Super-Senses 2 (Enhanced Alien Hearing) (Extended Range, Radius) 2PP

Drawback

DC Block

Attack       Range    Save                   Effect

Unarmed      Touch    DC 14 Toughness        Damage

Snare        Range    DC 20 Reflex           Snare/Entangle

Stun/Drain   Touch    DC 18 Fort/DC 15 Fort  Stun/Unconcious/Drain Str

Totals: Abilities (22) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (27) + Powers (45) - Drawbacks (0) = (150/150) Power Points

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  • 1 month later...

Character Name: Minus

Power Level: 10 150/150PP

Trade-Offs: +2 Defense / -2 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Magnetic controller who can only repel things.

Alternate Identity: Emelia Wendle

Identity: Secret

Birthplace: Freedom City

Occupation: Mechanic

Affiliations: (People and/or groups you work with)

Family: Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emanuel Wendle (Faternal Twin)

Description:

Age: 22 (DoB: 2007, October 3rd)

Apparent Age: 22

Gender: Female

Ethnicity: Caucasian/Hispanic

Height: 5'7"

Weight: 123 lbs

Eyes: Brown

Hair: Black

Emelia's a little on the tall side, and rather willowy in build. She's got a very sharp features as well as really tan skin. She's usually in coveralls or overalls as well as a nice pair of sturdy boots for working in the gargage. Her hair is usually held back in a braid, otherwise it goes about midway down her back.

Power Descriptions:

Minus can charge metal things to push them away, including herself. She can fly, move objects and uses a steel boomerang as a projectile (in case no spare metal is around).

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

(Describe here)

Powers & Tactics:

Generally she keepts back and pushes people back into building or under piles of whatever she can find.


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: 0 + 4 + 0 + 6 + 0 + 4 = 14PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 16 (+3)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 8 + 8 = 16PP

Initiative: +10

Attack: +4 Melee, +10 Ranged

Grapple: +10

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: +6

Saving Throws: 5 + 6 + 5 = 16PP

Toughness: +8 (+0 Con, +4 Defensive Roll, +4 Force Field) +4 Flat-Footed

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

Reflex: +8 (+2 Dex, +6)

Will: +5 (+0 Wis, +5)

Skills: 56R = 14PP

Bluff 5 (+5)

Craft (Electrical) 4 (+7)

Craft (Mechnical) 7 (+10)

Disable Device 7 (+10)

Knowlege (Mechanical) 7 (+10)

Knowledge (Physical Sciences) 2 (+5)

Knowlege (Technology) 3 (+6)

Language (1) (Base: English, Spanish)

Notice 10 (+10)

Search 10 (+10)

Feats: 53PP

Accurate Attack

Attack Focus (Range) 6

Defensive Roll 2

Dodge Focus 8

Eagle Eyes

Evasion 2

Improved Iniative 2

Sidekick 28

Percise Shot

Power Attack

Uncanny Dodge (Audial)

Powers: 9 + 4 + 3 + 21 = 37PP

Device 3 (Steel Boomerang) (Easy-To-Lose) 9PP

Blast 2 (Extras: Penetrating Feats: Mighty 8, Ricochet) 15PP

Force Field 4 4PP

Flight 3 (50 MPH) 3PP

Move Object 10 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Away From Her), Limted: Material (Metal) Feats: Alternate Power x1) 21PP

Blast 10 (Steel Ball Bearings) (Feats: Autofire) 20/20PP

DC Block


Attack        Range         Save             Effect

Unarmed       Touch         DC 15 Toughness  Damage

Blast         Range         DC 25 Toughness  Damage

Move Object   Perception    DC 25 Toughness  Damage

Totals: Abilities (14) + Combat (16) + Saving Throws (16) + Skills (14) + Feats (53) + Powers (37) - Drawbacks (0) = 105/105 (or 150/150) Power Points Character Name: Plus Power Level: (10) (135/135PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magnetic controller who can pull someone towards him. Alternate Identity: Emmanuel Wendle Identity: Secret Birthplace: Freedom City Occupation: Drummer Affiliations: None Family: Emilia Wendle (Sister), Carly Wendle (Mom), Trent Wendle (Dad), Caroline Wendle (Aunt) Description: Age: 22 (DoB: October 3rd 2007) Apparent Age: 22 Gender: Male Ethnicity: Caucasian/Hispanic Height: 5'9" Weight: 186 lbs Eyes: Brown Hair: Brown Thought taller then Emelia, Emmanuel is more stout looking as a whole. He's got a good solid layer of muscle, though he usually wears long sleeves and blazers to cover most of it up. He currently plays for a Christian rock band called Book of Matthew, so the look is pretty casual when he's seen with them, usually sticking to open button down shirts and nice jeans. Power Descriptions: Plus charges and attracts things and opponents directly at him, usually hitting them with his staff. He can also jump long distances by pulling himself towards places. History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing)
Complications: Name: [Description] Example: Secret: Identity. Abilities: 10 + 2 + 12 + 0 + 0 + 4 = 28PP Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +10 Melee, +6 Ranged Grapple: +15 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: +4 Saving Throws: 4 + 4 + 5 = 13PP Toughness: +12 (+6 Con, +6 Defensive Roll) +6 Flat-Footed Fortitude: +10 (+6 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 72R = 18PP Acrobatics 9 (+10) Climb 4 (+9) Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (Arts) 10 (+10) Knowledge (Popular Culture) 4 (+4) Language 1 (Spanish, Base: English) Perform (Drums) 8 (+10) Notice 10 (+10) Search 10 (+10) Feats: 18PP Accurate Attack Acrobatic Bluff Agile Climber Attack Focus (Melee) 4 Defensive Roll 3 Dodge Focus 2 Improved Iniative Improved Grapple Power Attack Takedown Attack 2 Uncanny Dodge (Audial) Powers: 6 + 3 + 5 + 20 = 34PP Device 2 (Steel Staff, Flaw: Easy-To-Lose) 6PP
Strike 5 (Feats: Extended Reach (10 ft), Mighty, Stunning Attack, Improved Critical 2) 10PP
Leaping 3 3PP Immunity 5 (Falling Damage) 5PP Move Object 10 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Towards him), Limted: Material (Metal)) 20PP DC Block DC Block
Attack        Range         Save             Effect

Unarmed       Touch         DC 20            Damage

Move Object   Perception    DC 25            Damage

Strike        Touch         DC 25            Damage

Totals: Abilities (28) + Combat (24) + Saving Throws (13) + Skills (18) + Feats (18) + Powers (34) - Drawbacks (0) = 135/135 Power Points

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  • 3 months later...

Character Name: Etain (Unpowered)

Power Level: (10) (150/150PP)

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

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Etain as an unpowered character

Abilities: 2 + 6 + 6 + 4 + 8 + 10 = 36PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 20 (+5)

Combat: 10 + 24 = 34PP

Initiative: +11

Attack: +5 Ranged, +9 Melee, +15 Swords

Grapple: +9

Defense: +15 (+12 Base, +3 Dodge Focus), +6 Flat-Footed

Knockback: -0

Saving Throws: 4 + 7 + 4 = 15PP

Toughness: +5 (+3 Con, +2 Defensive Roll)

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

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

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

Skills: 88R = 22PP

Bluff 11 (+16, +20 Attractive) Skill Mastery

Diplomacy 5 (+10, +15 Attractive)

Disguise 10 (+15)

Escape Artist 2 (+5)

Intimidate 10 (+15)

Investigate 6 (+10)

Knowledge (Tactices) 8 (+10) Skill Mastery

Languages 6 (Base: English, Gaelic, French, Spanish, Greek, Arabic, Italian)

Notice 11 (+15)

Search 6 (+10)

Sense Motive 11 (+15)

Stealth 2 (+5)

Feats: 43PP

Accurate Attack

All Out Attack

Attack Focus (Melee) 4

Attack Specialization (Swords) 3

Attractive

Benefite (Wealth)

Dazzling Attack

Defensive Roll 3

Demoralize

Dodge Focus

Equipment 2 (10EP)

Evasion 2

Interpose

Improved Critical 2 (Swords)

Improved Disarm

Improved Iniative 2

Luck 3

Move-By Action

Paralyze Attack

Power Attack

Redirect

Set-Up

Stunning Attack

Skill Mastery (Bluff, Knowledge [Tactics], Notice, Sense Motive)

Takedown Attack 2

Teamwork

Trick

Ultimate Save (Reflex)

Uncanny Dodge (Audial)

Strike 4 (Dual Sabers) (Feats: Mighty, Split Attack) [6 EP]

DC Block


Attack          Range          Save          Effect

Unarmed         Touch          DC 16         Damage

Swords          Touch          DC 20         Damage

Totals: Abilities (36) + Combat (34) + Saving Throws (15) + Skills (22) + Feats (43) + Powers (0) - Drawbacks (0) = 150/150 Power Points

___________

So this is Etain, unpowered, or how she may of been built unpowered. This is likely an alternate Etain from a world where she has no power for one reason or another. Essentually, she's something like a child soldier more then anything, if she wasn't given any power on her own, or didn't get her inhereted gift, she might of been a mortal champion pit against fae foes in the arena, or something else more connected to her roots in the human world. Either way, she's much more featy and tilted towards close range only action, in return though, this Etain has luck, and a lot more tricks that rely less on her powers and more on trained skill.

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  • 11 months later...

Description: Magic Plant User

Age: 17

Apparent Age: 17

Gender: Female

Ethnicity: Caucasian

Height: 5’4

Weight: 110

Eyes: Green

Hair: Red

Power Descriptions:

This is Plumeria, a character I made a while again, but have never statted. She’s sort of a poison ivy esc character, though more on the magic side. Mostly, she’s more of an enchanter, she uses plants, or more importantly seeds as her median and has to enchant them personally for them to work. One seed she uses to make her whip which is her main form of direct combat. The others she uses several to sprout plants that can snare, and poison whoever she chooses. She doesn’t have any travel powers, instead she uses her familiar to get around who can carry her in flight, as well as teleport with her and other people in tow.

Abilities: 4 + 4 + 4 + 2 + 0 + 4 = 18PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +2

Attack: +4 Melee, +4 Ranged, +12 Whip

Grapple: +6

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -2

Saving Throws: 4 + 7 + 5 = 16PP

Toughness: +8 (+2 Con, +2 Protection, +4 Defensive Roll) +4 Flat-footed

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

Reflex: +9 (+2 Dex, +7)

Will: +5 (+0 Wis, +5)

 

Skills: 44R = 11PP

Bluff 8 (+10)

Craft (Artistic) 4 (+6)

Craft (Chemical) 4 (+6)

Diplomacy 8 (+10)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Life Sciences) 6 (+8)

Notice 8 (+8)

Sense Motive 6 (+6)

Feats:48PP

Accurate Attack

Artificer

Attack Specialization (Whip) 4

Assessment

Dodge Focus 8

Minion 10

Power Attack

Teamwork

Uncanny Dodge (Auditory)

 

Powers: 15 + 23 + 2 + 1 = 41 PP

 

Device 4 (Thorn Whip) (Feats: Restricted 2: Only Her, Subtle, Flaws: Easy-To-Lose) 15PP

 Strike 6 + Snare 8 (Feats: Extended Reach 2, Mighty, Reversible, Tether, Flaws: Touch Range) 19 PP

Super-movement 1 (Swinging) 1PP

 

Device 7 (Feats: Restricted: Arcane Lore 10, Subtle Flaws: Easy-To-Lose) 23PP

Magical Seeds Array (33 PP, x2 Alternate Powers)

Snare 10 (Extras: Area: Cylinder, Selective, Flaws: Touch Range, Feats: Progression (Area) 3)

Stun 10 (Extras: Area: Cloud, Sedation, Feats: Progression (Area) 3)

Drain 10 (Fort) (Extras: Area: Cylinder, Selective, Feats: Slow Fade, Progression 2)

Protection 2 2PP

Immunity 1 (Poison) 1PP

 

 

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

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC17 Toughness (Staged)     Damage (Physical)

Whip            Touch        DC 23 Toughness, DC 18 Snare  Damage, Entangled

Snare           Area          DC 20 Reflex/Reflex               Entangled

Stun             Area           DC 20 Reflex/Fortitude            Stun/Unconciousness

Drain            Area            DC 20 Reflex/Fortitude          Drain (Fortitude)

 

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

 

Totals: Abilities (18) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (48) + Powers (41) - Drawbacks (0) = (150/150) Power Points

 

 

 

 

 

 

 

 

 

 

 

 

Description: Fury the Pheonix

Age: Unknown

Apparent Age: Unknown

Gender: Male

Ethnicity: Pheonix

Height: 2’3â€

Weight: 48 lbs

Eyes: Gold

Hair: Orange

Power Descriptions:

He’s a Pheonix, the elemental symbol of rebirth and fire. So he can regenerate, he can fly and support Plumeria’s weight while doing so, he can also teleport and claw out. He’s a heroic rank minion (3PP a rank), and Plumeria’s familiar, he’s well, he’s more powerful then she is, but lacks the versitality her devices gives her.

Abilities: 8 + 4 + 2+ 0 + 0 - 2 = 12PP

Strength: 18 (+4)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 8 (-1)

Combat: 12 + 12 = 24PP

Initiative: +14

Attack: +14 Talons, +6 Melee, +8 Range

Grapple: +12

Defense: +15 (+6  Base, +8 Dodge Focus, +1 Shrinking), +4 Flat-Footed

Knockback: -2

Saving Throws: 4 + 4 + 5 = 13PP

Toughness: +5 (+1 Con, +4 Defensive Roll)

Fortitude: +6 (+1 Con, +4)

Reflex: +6 (+2 Dex, +4)

Will: +5 (+0 Wis, +5)

 

Skills: 20R = 5PP

Acrobatics 6 (+10)

Notice 8 (+8)

Stealth 6 (+10)

Feats: 20PP

Acrobatic Bluff

Attack Focus (Range)

Attack Specialization 4 (Talons)

Dodge Focus 8

Elusive Target 2

Interpose

Improved Iniative

Move-By Action

Teamwork

 

 

Powers: 39 + 3 + 9 + 11 + 3 + 6 + 8 = 79PP

Pheonix Fire Array (36PP, x3 Alternate Powers)

Blast 12 (Feats: Affects Insubstancial 2, Progression (Range) 4, Split Attack) 30PP

Blast 10 (Extras: Area: Burst, Selective Attack Feats: Affects Insubstancial 2, Progression (Area) 2) 34PP

Blast 12 (Extras: Alternate Save: Fortitude) 36PP

Dazzle 12 (Visual) (24PP)

Strike 2 (Talons) (Feats:Mighty) 3PP

Damage 3 (Extras: Aura, Selective) 9PP

Teleport 4 (Extras: Affects Others, Feats: Progression (Load) 2, Turnabout) 11PP

Flight 3 3PP

Regeneration 6 (Recovery Rate 2, Resurrection 4) 6PP

Shrinking 4 (Extras: Normal Abilities, Flaws: Permenant) 8PP

 

 

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

Drawback (Mute; Frequency: [Very Common]; Intensity: [Moderate]) [-4PP]

Drawback (No Thumbs; Frequency: [Very Common]; Intensity: [Minor} -4

 

(Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.)

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC20 Toughness (Staged)     Damage (Physical)

Blast            Range       DC 27 Toughness (Staged)   Damage (Physical)

Blast            Area          DC 25 Reflex/Toughness        Damage (Physical)

Blast            Range       DC 27 Fortitude                       Damage (Physical)

Dazzle         Range       DC 22 Reflex/Fortitude           Blind

 

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

 

Totals: Abilities (12) + Combat (24) + Saving Throws (13) + Skills (5) + Feats (20) + Powers (79) - Drawbacks (8) = 105/105 (or 150/150) Power Points

 

 

 

 

This is Plumeria, my original original character given stats. Essentually she's like a magical poison ivy in terms of powers, almost all of them being a talent for enchanting plants as a median. Her powers are almost all device based, but she does have immunities to poisons and is a bit tougher then usual. She's not really that strong or hard an opponent, but she makes up with the use of her familiar, a pheonix named Fury. Fury covers a couple weakeness of Plumeria's, one being that she has no travel powers and he can easily carry her, the other being his ability to affect the insubstancial. He's a heroic level minion, and perfectly capable of action without Plumeria's say so. Basically this is an attempt of statting which was at the time of creation, a godmod self insert sue who had a lot more untamed unchecked powers. But essentually the build is close to the original idea, which is someone who needs specially modified plants to channel their powers as opposed to say a wand or something.

Edited by Aoiroo
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Character Name: Plumeria

Power Level: (7) (105/105PP)

Trade-Offs: +3 Defense / -3 Toughness 

Unspent Power Points: 0

Progress To Bronze Status: 0/30

 

 

Description: Magic Plant User

Age: 16

Apparent Age: 16

Gender: Female

Ethnicity: Caucasian

Height: 5’4

Weight: 110

Eyes: Green

Hair: Red

Power Descriptions:

Magical poison ivy, yeah. I'd say essentually a magic gadgeteer who uses plants as a focus. She can't make any plant grow suddenly and burst with life, she has to use magical seeds that have been magically pregermated. Her main weapon is a greenbrier whip (thorny vine whip), which she uses for close range stuff and for swinging. On a larger scale she uses kudzu snares to overtake enemies, poppy to put them to sleep, and mala mujer to wear them down.

Abilities: 0 + 4 + 4 + 2 + 0 + 4 = 14PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 14 (+2)

Combat: 10 + 8 = 18PP

Initiative: +2

Attack: +5 Melee, +5 Ranged, +7 Whip

Grapple: +5

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -2

Saving Throws: 4 + 7 + 5 = 16PP

Toughness: +2 (+2 Con, +2 Defensive Roll)

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

Reflex: +9 (+2 Dex, +7)

Will: +5 (+0 Wis, +5)

 

Skills: 36R = 9PP

Bluff 4 (+6)

Craft (Artistic) 4 (+6)

Craft (Chemical) 4 (+6)

Diplomacy 4 (+6)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Life Sciences) 6 (+8)

Notice 8 (+8)

Sense Motive 6 (+6)

Feats: 15 PP

Accurate Attack

All-Out Attack

Artificer

Attack Specialization (Whip) 

Assessment

Defensive Roll

Dodge Focus 6

Power Attack

Teamwork

Uncanny Dodge (Auditory)

 

Powers: 15 + 17 + 1 = 33 PP

 

 Device 4 (Thorn Whip) (Feats: Restricted: Arcane Lore 10, Subtle, Flaws: Easy-To-Lose) 14PP

 Strike 7 + Snare 7 (Feats: Extended Reach 2, Mighty, Reversible, Tether, Flaws: Touch Range) 19 PP

Super-movement 1 (Swinging) 1PP

 

Device 5 (Magic Seeds) (Feats: Restricted: Arcane Lore 10, Subtle, Flaws: Easy-To-Lose) 17PP

Magical Seeds Array (23 PP, x2 Alternate Powers) 25PP

Snare 7 (Extras: Area: Cylinder, Selective, Flaws: Touch Range, Feats: Progression (Area) 2) 23PP

Stun 7 (Extras: Area: Cloud, Sedation, Feats: Progression (Area), Reversible) 23PP

Drain 7 (Fort) (Extras: Area: Cylinder, Selective, Feats: Slow Fade, Progression (Area) 23PP

 

Immunity 1 (Poison) 1PP

 

 

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

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC10 Toughness (Staged)     Damage (Physical)

Whip            Touch        DC 22 Toughness, DC 17 Snare  Damage, Entangled

Snare           Area          DC 17 Reflex/Reflex               Entangled

Stun             Area           DC 17 Reflex/Fortitude            Stun/Unconciousness

Drain            Area            DC 17 Reflex/Fortitude          Drain (Fortitude)

 

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

 

Totals: Abilities (14) + Combat (18) + Saving Throws (16) + Skills (9) + Feats (15) + Powers (33) - Drawbacks (0) = (105/105) Power Points

Edited by Aoiroo
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  • 5 months later...

Character Name: Superboy
Power Level: (7) (105/105PP)
Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

Abilities: 0 + 10 + 0 + 0 - 2 - 2 = 6PP
Strength: 10/30/50 (+0/+10/+20*)
Dexterity: 20 (+5)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 8 (-1)
 

*Carrying Capacity Only

Combat: 4 + 4 = 8PP
Initiative: +13
Attack: +2, +4 Unarmed
Grapple: +18
Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed
Knockback: -0


Saving Throws: 11 + 1 + 4 = 15PP
Toughness: +12 (+0 Con, +12, +10 Impervious Toughness)
Fortitude: +11 (+0 Con, +11)
Reflex: +6 (+5 Dex, +1)
Will: +3 (-1 Wis, +4)


Skills: 28R = 7PP

Knowledge 4 (Political Science) (+4)

Knowledge 4 (History) (+4)

Intimidate 5 (+5/+9 Attractive)

Notice 5 (+4)

Search 5 (+4)

Stealth 5 (+10)

 

Feats: 10PP
Accurate Attack

All-Out Attack

Attack Specialization (Unarmed)

Attractive

Defensive Attack

Improved Critical (Unarmed) 2

Improved Initiative 2
Takedown Attack

Powers: 2 + 21 + 4 + 22 + 4 + 8 = 61PP

Comprehend 1 (Language) 2PP
Enhanced Strength 20 (Feats: Innate) 21PP

Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP

Protection 12 (+10 Impervious Toughness) 22 PP

Super-Sense (Hearing, Accute, Extended 3) 4 PP

Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PP

Drawbacks: (-3) = -3PP

Drawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP]


DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC Toughness (Staged)     Damage (Physical)

 

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

 

 

 

Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (10) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points

Edited by Aoiroo
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Character Name: Aqualad
Power Level: (7) (105/105PP)
Trade-Offs: Blast +2 Attack -2 Damage
Unspent Power Points: 0
Progress To Bronze Status: 0/30

 

Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP
Strength: 24/34 (+7/+12*)
Dexterity: 16 (+3)
Constitution: 24 (+7)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 10 (+0)

 

*Carrying Capacity Only

Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 (+9 Blast)
Grapple: +16
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 0 + 2 + 1 = 3PP
Toughness: +7 (+7 Con, +0)
Fortitude: +7 (+7 Con, +0)
Reflex: +5 (+3 Dex, +2)
Will: +3 (+2 Wis, +1)


Skills: 36R = 9PP

Acrobatics 3 (+6)

Bluff 6 (+6)

Knowledge (Arcane Lore) 4 (+6)

Knowledge (Atlantian History) 4 (+6)

Languages 1 (Native: Alantean, English)

Notice 8 (+10)

Search 8 (+10)

Stealth 2 (+5)

Feats: 10 PP

Accurate Attack

All-Out Attack

Defensive Attack

Dodge Focus 3

Power Attack

Stunning Attack

Teamwork

Uncanny Dodge (Hearing)


Powers: 9 + 1 + 4 + 6 = 19 PP
Device 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP

Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP

Base Power: Blast 5 (Feats: Accurate, Improved Range 2)

Alternate Power: Move Object 6 (Extras: Tether) 12 PP

Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP

Immunity 1 (Drowning) 1PP

Super-Strength 2 (+10 Carrying Capacity) 4PP

Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP

 

Drawbacks: (0) = 0PP




DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC 25 Toughness (Staged)     Damage (Physical)

 

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

 

 

 

Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105

Edited by Aoiroo
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Character Name: Miss Martian 

Power Level: (7 or 10) (105/105PP)

Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP

Strength: 12/22 (+1/+6)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 18 (+4)

Charisma: 10 (+0)

Combat: 8 + 5 = 13PP

Initiative: +0

Attack: +8 Melee, +4 Ranged

Grapple: +0

Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Knockback: -0

Saving Throws: 2 + 4 + 6 = 12PP

Toughness: +10 (+0 Con, +10 Protection)

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

Reflex: +4 (+0 Dex, +4)

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

Skills: 24R = 6PP

Concentration 11 (+15)

Pop Culture 6 (+6)

Notice 4 (+8)

Search 3 (+7)

Feats: 0PP

Ambidexterity

Attack Specialization (Unarmed) 2

Dodge Focus 3

Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PP

Comprehend 2 (Any Sentient Language) 2PP

Enhanced Strength 10 10PP

Flight 2 (25 MPH) 4PP

 

Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP

Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP

Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP

Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP

Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP

 

Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP

Base Power: Move Object 7 (Extras: Damaging) 21PP

Alternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP

Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP

Alternate Power: Mind Control 7 14PP

 

Protection 10 10 PP

 

 

Drawbacks: (-4) = -4PP

 

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC21 Toughness (Staged)     Damage (Physical)

Move Object Perception DC22 Toughness (Staged)    Damage (Physical)

 

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

 

Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points

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Character Name: Kid Flash
Power Level: (7) (105/105PP)
Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP
Strength: 10 (+0)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +20
Attack: +4 Ranged, +10 Strike
Grapple: +0
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 2 + 8 + 4 = 14PP
Toughness: +2 (+0 Con, +2 Costume)
Fortitude: +2 (+0 Con, +2)
Reflex: +12 (+4 Dex, +8)
Will: +4 (+0 Wis, +4)

Skills: 48R = 12PP

Acrobatics 5 (+9)

Computers 5 (+10)

Gather Information 5 (+5)

Knowledge (Earth Sciences) 3 (+8)

Knowledge (Life Sciences) 3 (+8)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Popular Culture) 2 (+7)

Knowledge (Technology) 5 (+10)

Notice 5 (+5)

Search 5 (+5)

Stealth 5 (+9)

Feats: 22PP

All-Out Attack

Dodge Focus 8

Elusive Target

Equipment

Evasion

Improved Iniative 4

Inventor

Move-By Action

Power Attack

Quick Change

Takedown Attack 

Uncanny Dodge (Hearing)
 

Equipment 5EP

Binoculars 1EP

Goggles (Immunity Visual Dazzle (Dust)) 1EP

Padded Costume (Protection 2) 2EP

Multi-Tool 1EP

 

Powers: 1 + 14 + 2 + 3 = 19PP

Regeneration 1 (Recovery Rate) 1PP

Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP

AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP

Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP

 

Drawbacks: (0) = -0PP



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

Strike*          Touch        DC19 Toughness (Staged)    Damage (Physical)

 

Autofire Additional 2 Points for Every 2 above hit, capped at half total damage)

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

 

Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points

Edited by Aoiroo
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Character Name: Artemis
Power Level: (7) (105/105PP)
Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

 

Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 Range, +10 Melee
Grapple: +14
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -3


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +5 (+3 Con, +2)
Reflex: +5 (+3 Dex, +2)
Will: +5 (+3 Wis, +2)

Skills: 48
R = 12PP

Acrobatics 7 (+10)

Bluff 7 (+10)

Language 2 (Native: English, Vietnamese, French)

Medicine 2 (+5)

Notice 7 (+10)

Search 7 (+10)

Sense Motive 7 (+10)

Stealth 7 (+10)

Survival 2 (+5)

 

Feats: 27PP

All-Out Attack

Accurate Attack

Ambidextrious

Attack Focus (Melee) 3

Defensive Attack

Defensive Roll

Dodge Focus 5

Equipment 2

Improved Critical 2 (Bows)

Improved Initiative

Improved Grapple

Jack Of All Trades

Luck 2

Power Attack

Precise Shot

Ricochet

Skill Mastery (Acrobatics, Bluff, Search, Notice)

Takedown Attack

Uncanny Dodge (Hearing)

 

 

Equipment 10EP

Binoculars 1EP

Crossbow (Blast 3, Range 40ft) 7EP

Flashlight 1EP

Master Work Tools First Aid (+4 First Aid Skill) 1EP

 

Powers: 10 = 10PP

Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP

Bow Array (11PP, x4 Alternate Powers)

Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP

Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP

Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP

Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP

 

Drawbacks: (0) = -0PP



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC19 Toughness (Staged)     Damage (Physical)

Blast            Range       DC22 Toughness (Staged)    Damage (Physical)

Blast            Area:Burst DC18 Toughness (Staged)     Damage (Physical)

Stun             Range       DC13 Fortitude (Staged)         Stun

 

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

 

Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points

Edited by Aoiroo
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  • 3 months later...

I Am Not A Ref, so

 

Powers.

The Null Glasses uses Extras in place of Feats.

 

Use of the Selective Feat in the Paralyze would bring it up to 46PP.

 

Nullify, as per House Rules, disallows the 3PP per Rank Nullify All Powers(irrespective of descriptor) and so increases the cost of the normally 2PP per rank version. That plus the 3 Extras and the Flaw makes it 5PP per Rank, 55PP in all with the Power Feats.

 

Blast, Drain/Strike and Concealment check out to my eyes.

 

Illusion is at 46PP due to the Insidious and Progression Feats.

 

Feats.

 

By my count, that comes to 19PP.

 

Skills-Saves-Combat-Attributes.

 

Checks out.

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My scan:

 

Magic Sword Bracelets may need a feat to the device if they look like normal bracelets and turn into swords (essentially a subtle - like feat)

 

Null Glasses: No Saving Throw always gets looked at carefully - I suspect this would not be allowed but I cannot say for sure. 

 

I presume the selective feat on paralyse means you can choose to paralyse certain body parts and not others? which is cool. YOu may want the reversible feat on this of course. 

 

The cylinder areas I always thought a bit strange, but totally legal!

 

Nullify would be 5 PP / Rank. (2 Base, +1 Area, +1 Duration, +1 Selective)

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My scan:

 

Magic Sword Bracelets may need a feat to the device if they look like normal bracelets and turn into swords (essentially a subtle - like feat)

 

Null Glasses: No Saving Throw always gets looked at carefully - I suspect this would not be allowed but I cannot say for sure. 

 

I presume the selective feat on paralyse means you can choose to paralyse certain body parts and not others? which is cool. YOu may want the reversible feat on this of course. 

 

The cylinder areas I always thought a bit strange, but totally legal!

 

Nullify would be 5 PP / Rank. (2 Base, +1 Area, +1 Duration, +1 Selective)

It does have subtle, I just have to remove it from the Strike, and -1 for Touch Range SC. Also, the glasses are no saving throw cause they're designed for self use, they block Etain's super senses.

 

 

I Am Not A Ref, so

 

Powers.

The Null Glasses uses Extras in place of Feats.

 

Use of the Selective Feat in the Paralyze would bring it up to 46PP.

 

Nullify, as per House Rules, disallows the 3PP per Rank Nullify All Powers(irrespective of descriptor) and so increases the cost of the normally 2PP per rank version. That plus the 3 Extras and the Flaw makes it 5PP per Rank, 55PP in all with the Power Feats.

 

Blast, Drain/Strike and Concealment check out to my eyes.

 

Illusion is at 46PP due to the Insidious and Progression Feats.

 

Feats.

 

By my count, that comes to 19PP.

 

Skills-Saves-Combat-Attributes.

 

Checks out.

 

It's a rank 2 nullify, which covers all powers of a certain descriptor, mental powers in this case.

Edited by Aoiroo
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My personal opinion is that you dont have to pay for those Null glasses at all, Roo. 15 PP to switch off a power? 

 

I would just call this a complication. She has to wear "null glasses" to block out painful detection powers. And, unlike other supersenses, her magic vision is on all the time. 

 

I suppose they could technically be useful, if you tricked someone else into wearing them who happened to have the same powers, but honestly, I don't think this needs any PP at all - just spice it up as a complication. At the very most a 1 PP device or something. 

 

Unless I have understood wrongly!

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My personal opinion is that you dont have to pay for those Null glasses at all, Roo. 15 PP to switch off a power? 

 

I would just call this a complication. She has to wear "null glasses" to block out painful detection powers. And, unlike other supersenses, her magic vision is on all the time. 

 

I suppose they could technically be useful, if you tricked someone else into wearing them who happened to have the same powers, but honestly, I don't think this needs any PP at all - just spice it up as a complication. At the very most a 1 PP device or something. 

 

Unless I have understood wrongly!

It'd also stop people from seeing magic on her.

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I would build that differently then, either as subtle 2 or as something like concealment (all senses), extra: continuous, limited 2 (limited to magic detection) for 10 PP. Of course, like most things in M&M there are more than one way to cut the mustard. (And of course you may wish concealment to function on just some detect magic sense modalities). You may wish passive on that continuous too, of course (her magic cannot be detected normally - although the magical attacks can). 

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  • 10 months later...

Character Name: Emilia Wendell
Power Level: 5 (22PP)
Trade-Offs:

In Brief: Caroline's niece, Emilia, she's magnetic (negative, she repels)

 

Identity: (Secret)
Birthplace: Freedom City
Occupation: Student
Affiliations: Nicholson School
Family:  Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emanuel Wendle (Faternal Twin)

Description:
Age: 8 (DoB: 2007, October 3rd)
Apparent Age: 8
Gender: Female
Ethnicity: Caucasian/Hispanic
Height: 3'8
Weight: 66 lbs
Eyes: Brown
Hair: Black

A cute little girl, she's still a bit chubby. She's got a rounded face and dark hair that curls back. She likes green clothing and prefers shorts to skirts.

Power Descriptions:
She's magnetic and can push things away from her.

History:
Caroline's niece, recently discovered her powers in an incident where she held back the rubble when their appartment collapsed in a crisis. Her parents are Trent (Carolines Brother) and Carly. She was suggested to go to school by Caroline.

Personality & Motivation:
Adventurous and a little clingy, she doesn't go anywhere without her brother. She likes sweets, pop music, Adventure Time, and is a little bossy.

Powers & Tactics:

Push it away, fast.

 
Complications:


Abilities: 4 – 4 – 4 – 4 – 4 – 4 = -24PP
Strength: 6 (-2)
Dexterity: 6 (-2)
Constitution: 6 (-2)
Intelligence: 6 (-2)
Wisdom: 6 (-2)
Charisma: 6 (-2)


Combat: 4 + 8 = 12PP
Initiative: +0
Attack: +2 Melee, +2 Ranged
Grapple: +0
Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 4 + 4 + 4 = 12PP
Toughness: +2 (-2 Con, +4 Forcefield)
Fortitude: +2 (-2 Con, +4)
Reflex: +2 (-2 Dex, +4)
Will: +2 (-2 Wis, +4)


Skills: 16R = 4PP
Acrobatics 2 (+0)

Bluff 4 (+2)

Diplomacy 4 (+2)

Notice 4 (+2)

Search 2 (+0)


Feats: 2PP

Lucky

Teamwork



Powers: 4 + 3 + 10 = 17PP

Force Field 4 4PP

Flight 3 (50 MPH) 3PP
Move Object 5 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Away From Her), Limted: Material (Metal)) 10PP


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


DC Block

 

ATTACK      RANGE      SAVE                                      EFFECT

Unarmed     Touch        DC13 Toughness (Staged)     Damage (Physical)

Move Object Perception DC 20 Toughness Damage

 
 
 

Totals: Abilities (-24) + Combat (12) + Saving Throws (12) + Skills (4) + Feats (1) + Powers (17) - Drawbacks (0) = 22 Power Points

 

 

Character Name: Emmanuel Wendell
Power Level: 5 (24PP)
Trade-Offs:

In Brief: Caroline's nephew, he's magnetic (Postive, attacks things)

 

Identity: (Secret)
Birthplace: Freedom City
Occupation: Student
Affiliations: Nicholson School
Family:  Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emilia Wendle (Faternal Twin)

Description:
Age: 8 (DoB: 2007, October 3rd)
Apparent Age: 8
Gender: Male
Ethnicity: Caucasian/Hispanic
Height: 4'0
Weight: 68 lbs
Eyes: Brown
Hair: Black

A bit lanky, he's a skinny boy with a midtone complexion like his sister. His hair is cut short.

Power Descriptions:
Magnetic, can pull things towards him.

History:
Caroline's nephew, recently discovered his powers shortly after his sister discovered hers. Parents are Trent (Caroline's brother) and Carly. He goes to Nicholson School.

Personality & Motivation:
A little calmer than Emilia, but loves green just the same. He is always there with her, and the first to defend her (not that it matters if she's right). He's also pretty bossy. He likes rock and pop music, especially AC/DC.

Powers & Tactics:

Try to hit by pulling it in.

 
Complications:


Abilities: 4 – 4 – 2 – 4 – 4 – 4 = -22PP
Strength: 6 (-2)
Dexterity: 6 (-2)
Constitution: 8 (-1)
Intelligence: 6 (-2)
Wisdom: 6 (-2)
Charisma: 6 (-2)


Combat: 2 + 8 = 10PP
Initiative: 0
Attack: +1 Melee, +1 Ranged
Grapple: +0
Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 4 + 4 + 4 = 12PP
Toughness: +1 (-1 Con, +2 Defensive Roll)
Fortitude: +3 (-1 Con, +4)
Reflex: +2 (-2 Dex, +4)
Will: +2 (-2 Wis, +4)


Skills: 16R = 4PP
Acrobatics 2 (+0)

Bluff 4 (+2)

Diplomacy 4 (+2)

Notice 4 (+2)

Search 2 (+0)


Feats: 4PP

Defensive Roll

Improved Initiative

Lucky

Teamwork



Powers: 3 + 5 + 10 = 18PP

Leaping 3 3PP
Immunity 5 (Falling Damage) 5PP
Move Object 5 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Towards him), Limted: Material (Metal)) 10PP


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


DC Block

 

ATTACK      RANGE      SAVE                                      EFFECT

Unarmed     Touch        DC13 Toughness (Staged)     Damage (Physical)

Move Object Perception DC 20 Toughness Damage

 
 
 

Totals: Abilities (-22) + Combat (10) + Saving Throws (12) + Skills (4) + Feats (4) + Powers (18) - Drawbacks (0) = 24 Power Points

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    Player Name: You can use your messageboard handle, you don't need to submit your real name.

Character Name:

Power Level: 7 or 10 (105/105PP or 150/150PP)

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

Unspent Power Points: 0


 

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP

    Strength: 10/14*/22** (+0/+2/+6)

    Dexterity: 10/14**/22* (+0/+2/+6)

    Constitution: 10 (+0)

    Intelligence: 10/22*** (+0/+6)

    Wisdom: 10/18*** (+0/+4)

    Charisma: 10 (+0)


 

Combat: 0 + 0 = 0PP

    Initiative: +0

    Attack: +0 Melee, +0 Ranged

    Grapple: +0

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

    Knockback: -0


 

Saving Throws: 0 + 0 + 0 = 0PP

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

    Fortitude: +0 (+0 Con, +0)

    Reflex: +0 (+0 Dex, +0)

    Will: +0 (+0 Wis, +0)


 

Skills: 0R = 0PP

    [skill] [# of Ranks] (+[Total Bonus])

    [skill] [# of Ranks] (+[Total Bonus])

    [skill] [# of Ranks] (+[Total Bonus])

    Examples:

    Craft (Structural) 5 (+5)Skill Mastery -- would be used for someone with 5 ranks in the skill and a +0 Int modifier, and the Skill Mastery feat for that skill.

    Knowledge (Technology) 8 (+10)Second Chance -- would be used for someone with 8 ranks in the skill and a +2 Int modifier, and had the Second Chance feat for that skill.

    Languages 2 (English, French [Native], German) -- would be used for someone who speaks those three languages, but learned French first.

    Notice 5 (+4) -- would be used for someone with 5 ranks in the skill and a -1 Wis modifier.


 

Feats: 0PP

    [Feat Name]

    [Feat Name]

    [Feat Name]

    Examples:

    Accurate Attack

    Dodge Focus 2

    Equipment 2 (10EP)

    Luck 2

    Equipment: XPP = 5*XEP

  •         Name (power breakdown, if applicable) [XEP]    

    Examples:

  •         Gas Mask [1EP]    

  •         Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]    

  •         Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]    

    Note: The Equipment block is only applicable if your character has the Equipment feat!


 

Powers:

 

Device 14 (Talisman of Tyrants, Hard-To-Lose) 56PP

Array (70 PP Array, Alternate Powers x4)

Base Power: Alternate Form (Bird of Prey) 66PP

        Flight 3 (Feats: Maneuverability) 6PP

        Strike 6 (Claws, Extras: Piercing 3 Feats: Split Attack, Mighty) 11PP

        Enhanced Dexterity 12 12PP

        Enhanced Strength 4 4PP

        Immunity 6 (Fall Damage, High Altitude) 6PP

        Protection 6 6PP

        Stun 7 (Sonic Shriek, Extras: Area: Perception (Hearing)) 21PP

Alternate Power: Alternate Form (Aquatic Tyrant)

        Immunity 7 (Disease & Aging, Critical Hits, Drowning) 7PP

        Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP

        Enhanced Strength 12 12PP

        Enhanced Dexterity 4 4PP

        Protection 7 (Impervious Toughness 3) 13PP

        Blast 4 (Water Blast, Feats: Accurate 2, Knockback 2) 12PP

Alternate Power: Alternate Form (Dark Mage)

        Immunity 1 (Disease & Aging) 1PP

Enhanced Intelligence 12 12PP

Enhanced Wisdom 8 8PP

Super-Sense 3 (Detect Magic, Mental, Analytical) 3PP

Protection 4 4PP

Enhanced Feats (Skill Mastery: Knowledge: Arcane Lore, Notice, Sense Motive, Bluff) 1PP

Blast 5 (Magical Burst, Extra: Area: Targeted Area Burst Feats: Accurate 2, Affects Insubstantial 2, Variable Descriptor 1 (Fire, Lightning and Ice), Extended Area 1: 10 Feet) 19PP

Teleportation 3 (Flaw: Short Range, Feats: Change Direction, Turnabout) 5PP




 

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

    Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]

    Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

    Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


 

DC Block

    ATTACK              RANGE      SAVE                           EFFECT

    Unarmed             Touch      DC 15 Toughness                Damage (Physical)

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage (Energy)

Taser Blast         Ranged     DC 16 Fortitude                Stun (Staged)

   

    Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points

 

Edited by Aoiroo
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