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Poltergeist--PL 11--Jack of Tales


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Players Name: Jack of Tales

Power Level: 11 (159 PPs)

Unspent PPs: 7

Characters Name: Poltergeist

Alternate Identity: Keira 'Kizzy' Dragas

Height: 5' 5"

Weight: 130

Hair: Black

Eyes: Green

Description: Keira has long, wavy black hair that she pulled back into a french braid. Her skin is dark color without ever spending much time outdoors.She has several gold earrings in each ear, a silver nose ring and wears arms covered in silver, bronze and brass bangles. Her preferred dress is all black, corsets, buckled boots and lots of fishnet.

History: Kizzy had recently immigrated to the Freedom City area with her parents when things started to change. The normal adjustments had to be made such as learning English, getting used to moving away from everyone they knew and making friends. Things seemed to be going well for Kizzy and her parents until a band of teenagers decided they didn't like the idea of Bulgarian immigrants on their street. The family came home to have their house vandalized and burglarized. While they wanted to move they did not have the money and relied upon the police to deal with the issue. However, things continued to get worse. When the teenagers broke into the house one night while her parents were gone was when it happened. They walked in through a window with baseball bats and lead pipes threatening to kill her. Suddenly the four teenagers were shrouded in darkness and screams could be heard from within. Kizzy watched as they were seemingly ripped apart by shadows flitting about the room. It's difficult to keep something like this quiet and rather then face massive press her parents went to Duncan Summers for help. Kizzy was enrolled for classes at Claremont Academy and moved onto the campus. To avoid further discrimination, Summers helped her family move to an apartment complex nearby so they could stay in touch.

Prior to their immigration, the family lived in a small travelling group in Bulgaria. They played music, sold homemade goods and generally led a decent life. However, Kizzy's parents wanted her to grow up in an area without the danger that was associated with traveling. Too bad her powers have changed all that.

Stats: (22pp)

Str: 10 (+0)

Dex: 20 (+5)

Con: 20 (+5)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 12 (+1)

Attack and Defense: (24 pp)

BAB: +6 (12 pp)

BDB: +6 (12 pp)

Defense: 20 (10 Base, +6 BDB, +4 Dodge Focus)

Initiative: +5 (+5 Dex)

Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +10, Strike +11, Drain (Fort DC 17)

Saves: (15 pp)

Toughness: +10 (+5 Con, +4 Defensive Roll, +1 Protection)

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

Reflex: +9 (+4 Base, +5 Dex)

Will: +8 (+8 Base)

Skills: 40 SP (10 PP)

Acrobatics +20 (15 Ranks + 5 Dex)

Perform (Dance) +6 (5 Ranks +1 Cha)

Sleight of Hand +20 (11 Ranks +5 Dex)

Stealth +10 (+5 Ranks +5 Dex)

Climb +4 (+3 Ranks +1 Str)

Languages: Roma (Native)

English

Feats: (13pp)

Acrobatic Bluff (1pp)

Dodge Focus 4 (4pp)

Attack Specialization (Blast) 2 (2pp)

Attack specialization (Strike) 1 (1pp)

Defensive Roll 4 (4pp)

Throwing 1 (1pp)

Powers: (67pp)

Protection R: 1 (1 pp/rank = 1)

Concealment R:5 [Can choose to blend into shadows to avoid all visual and normal hearing](1 PP/Rank = 5 PP)

EX: Affects others (+1)

FL: Limited:Shadows (-1), Blending (-1) (-2)

Deflect R:5 [Deflect Fast projectiles & Energy] (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only be used in complete darkness [-1]

Super-Senses [Dark-vision](1 PP/Rank = 2 PP)

Drain R:7 [Constitution] (2PP/Rank = 14PP)

EX: Linked with Snare (+0); Range (+1)

Darkness Control R:12 [Noticeable](2 PP/Rank + 8 PP = 32PP; 24 net for APs)

PF: Alternate Power: (Blast, Drain, Snare, Strike, Teleport(Self), Teleport(attack), Environmental Control, Environmental Control)

Blast R:10 [shadow Whips](2 PP/Rank + 4 PP = 24 PP)

PF: Indirect 2(2pp), Homing 2 (2pp)

Light Drain R:6 [Energy](4pp/Rank = 24pp)

EX: Range (+1)

Snare R:11 [shadow Tendrils] (2pp/rank +2PP =24PP)

PF: Homing 2(2pp)

Strike R:11 [shadow Claws](2 PP/Rank + 1 PP = 23 PP, 1 PP Net)

PF: Affects Insubstantial (1pp)

EX: Penetrating (+1)

Teleport R:10 [self-only](2 PP/Rank + 3 PP = 23 PP, 1 PP Net)

PF: Change Direction, Change Velocity, Turnabout (3pp)

EX: Accurate (+1)

FL: Medium:Shadow (-1)

Teleport R:11 [Attack, Other](2 PP/Rank + 1 PP = 23 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

Environment Control [Hamper Movement] (2pp/rank) Rank 12

{With a smile, Kiera watches as a swarm of little shadows begin to prance about the floor, snatching at the hems of pants or simply just getting in the way}

Environment Control [Distraction] (3pp/rank) Rank 8

{The dancing shadows creep about on the edge's of one's vision always just out of direct notice. Their shenanigans distract from the concentration necessary for some tasks.}

Drawbacks:

Noticeable [snare] When Kizzy walks around small tendrils of shadow seem to follow her.

Costs: Abilities (22) + Combat (24) + Saves (15) + Skills (10) + Feats (13) + Powers (69) - Drawbacks (1) = Total Cost 152

EDIT: Cut ten skill points out of Stealth to bring skill points to proper number.

EDIT: Statted out Shadows adding in Alternate Form

EDIT: In Progress--Removed Animate Objects and Modified Darkness Array 11 pp leftover Spread out the 20 points from Animate Objects

EDIT: Moved snare into array giving me 12 points. Used 6 to bring Con up to boost Toughness and Fort saves, Used 6 to boost drain up to rank 8.

EDIT: Moved Deflect into array giving me 15 points. Moved 4 into Darkness control increasing ranks of all included powers. 5 pps into Will, 1 pp. into Ref, 3 pp into Dodge Focus, 2 pp into Attack Specialization (Blast)

EDIT: Trade Off: -1 toughness ( 9) for +1 damage (11); dropped some stuff so I have 3 points more (1 from defensive roll, 2 from attack specliaztion) Going to cut out some skill ranks to move deflect back out of the array. Not now though..too tired.

Decreased Skills: 16 points available--Brought deflect out of array, rank to 5

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Players Name: Jack of Tales

Power Level: 11 (159 PPs)

Unspent PPs: 7

Characters Name: Poltergeist

Alternate Identity: Keira 'Kizzy' Dragas

Height: 5' 5"

Weight: 130

Hair: Black

Eyes: Green

Description: Keira has long, wavy black hair that she pulled back into a french braid. Her skin is dark color without ever spending much time outdoors.She has several gold earrings in each ear, a silver nose ring and wears arms covered in silver, bronze and brass bangles. Her preferred dress is all black, corsets, buckled boots and lots of fishnet.

History: Kizzy had recently immigrated to the Freedom City area with her parents when things started to change. The normal adjustments had to be made such as learning English, getting used to moving away from everyone they knew and making friends. Things seemed to be going well for Kizzy and her parents until a band of teenagers decided they didn't like the idea of Bulgarian immigrants on their street. The family came home to have their house vandalized and burglarized. While they wanted to move they did not have the money and relied upon the police to deal with the issue. However, things continued to get worse. When the teenagers broke into the house one night while her parents were gone was when it happened. They walked in through a window with baseball bats and lead pipes threatening to kill her. Suddenly the four teenagers were shrouded in darkness and screams could be heard from within. Kizzy watched as they were seemingly ripped apart by shadows flitting about the room. It's difficult to keep something like this quiet and rather then face massive press her parents went to Duncan Summers for help. Kizzy was enrolled for classes at Claremont Academy and moved onto the campus. To avoid further discrimination, Summers helped her family move to an apartment complex nearby so they could stay in touch.

Prior to their immigration, the family lived in a small travelling group in Bulgaria. They played music, sold homemade goods and generally led a decent life. However, Kizzy's parents wanted her to grow up in an area without the danger that was associated with traveling. Too bad her powers have changed all that.

Stats: (22pp)

Str: 10 (+0)

Dex: 20 (+5)

Con: 20 (+5)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 12 (+1)

Attack and Defense: (24 pp)

BAB: +6 (12 pp)

BDB: +6 (12 pp)

Defense: 20 (10 Base, +6 BDB, +4 Dodge Focus)

Initiative: +5 (+5 Dex)

Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +10, Strike +11, Drain (Fort DC 17)

Saves: (15 pp)

Toughness: +10 (+5 Con, +4 Defensive Roll, +1 Protection)

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

Reflex: +9 (+4 Base, +5 Dex)

Will: +8 (+8 Base)

Skills: 40 SP (10 PP)

Acrobatics +20 (15 Ranks + 5 Dex)

Perform (Dance) +6 (5 Ranks +1 Cha)

Sleight of Hand +20 (11 Ranks +5 Dex)

Stealth +10 (+5 Ranks +5 Dex)

Climb +4 (+3 Ranks +1 Str)

Languages: Roma (Native)

English

Feats: (13pp)

Acrobatic Bluff (1pp)

Dodge Focus 4 (4pp)

Attack Specialization (Blast) 2 (2pp)

Attack specialization (Strike) 1 (1pp)

Defensive Roll 4 (4pp)

Throwing 1 (1pp)

Powers: (67pp)

Protection R: 1 (1 pp/rank = 1)

Concealment R:5 [Can choose to blend into shadows to avoid all visual and normal hearing](1 PP/Rank = 5 PP)

EX: Affects others (+1)

FL: Limited:Shadows (-1), Blending (-1) (-2)

Deflect R:5 [Deflect Fast projectiles & Energy] (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only be used in complete darkness [-1]

Super-Senses [Dark-vision](1 PP/Rank = 2 PP)

Drain R:7 [Constitution] (2PP/Rank = 14PP)

EX: Linked with Snare (+0); Range (+1)

Darkness Control R:12 [Noticeable](2 PP/Rank + 8 PP = 32PP; 24 net for APs)

PF: Alternate Power: (Blast, Drain, Snare, Strike, Teleport(Self), Teleport(attack), Environmental Control, Environmental Control)

Blast R:10 [shadow Whips](2 PP/Rank + 4 PP = 24 PP)

PF: Indirect 2(2pp), Homing 2 (2pp)

Light Drain R:6 [Energy](4pp/Rank = 24pp)

EX: Range (+1)

Snare R:11 [shadow Tendrils] (2pp/rank +2PP =24PP)

PF: Homing 2(2pp)

Strike R:11 [shadow Claws](2 PP/Rank + 1 PP = 23 PP, 1 PP Net)

PF: Affects Insubstantial (1pp)

EX: Penetrating (+1)

Teleport R:10 [self-only](2 PP/Rank + 3 PP = 23 PP, 1 PP Net)

PF: Change Direction, Change Velocity, Turnabout (3pp)

EX: Accurate (+1)

FL: Medium:Shadow (-1)

Teleport R:11 [Attack, Other](2 PP/Rank + 1 PP = 23 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

Environment Control [Hamper Movement] (2pp/rank) Rank 12

{With a smile, Kiera watches as a swarm of little shadows begin to prance about the floor, snatching at the hems of pants or simply just getting in the way}

Environment Control [Distraction] (3pp/rank) Rank 8

{The dancing shadows creep about on the edge's of one's vision always just out of direct notice. Their shenanigans distract from the concentration necessary for some tasks.}

Drawbacks:

Noticeable [snare] When Kizzy walks around small tendrils of shadow seem to follow her.

Costs: Abilities (22) + Combat (24) + Saves (15) + Skills (10) + Feats (13) + Powers (69) - Drawbacks (1) = Total Cost 152

EDIT: Cut ten skill points out of Stealth to bring skill points to proper number.

EDIT: Statted out Shadows adding in Alternate Form

EDIT: In Progress--Removed Animate Objects and Modified Darkness Array 11 pp leftover Spread out the 20 points from Animate Objects

EDIT: Moved snare into array giving me 12 points. Used 6 to bring Con up to boost Toughness and Fort saves, Used 6 to boost drain up to rank 8.

EDIT: Moved Deflect into array giving me 15 points. Moved 4 into Darkness control increasing ranks of all included powers. 5 pps into Will, 1 pp. into Ref, 3 pp into Dodge Focus, 2 pp into Attack Specialization (Blast)

EDIT: Trade Off: -1 toughness ( 9) for +1 damage (11); dropped some stuff so I have 3 points more (1 from defensive roll, 2 from attack specliaztion) Going to cut out some skill ranks to move deflect back out of the array. Not now though..too tired.

Decreased Skills: 16 points available--Brought deflect out of array, rank to 5

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Players Name: Jack of Tales

Power Level: 11 (159 PPs)

Unspent PPs: 7

Characters Name: Poltergeist

Alternate Identity: Keira 'Kizzy' Dragas

Height: 5' 5"

Weight: 130

Hair: Black

Eyes: Green

Description: Keira has long, wavy black hair that she pulled back into a french braid. Her skin is dark color without ever spending much time outdoors.She has several gold earrings in each ear, a silver nose ring and wears arms covered in silver, bronze and brass bangles. Her preferred dress is all black, corsets, buckled boots and lots of fishnet.

History: Kizzy had recently immigrated to the Freedom City area with her parents when things started to change. The normal adjustments had to be made such as learning English, getting used to moving away from everyone they knew and making friends. Things seemed to be going well for Kizzy and her parents until a band of teenagers decided they didn't like the idea of Bulgarian immigrants on their street. The family came home to have their house vandalized and burglarized. While they wanted to move they did not have the money and relied upon the police to deal with the issue. However, things continued to get worse. When the teenagers broke into the house one night while her parents were gone was when it happened. They walked in through a window with baseball bats and lead pipes threatening to kill her. Suddenly the four teenagers were shrouded in darkness and screams could be heard from within. Kizzy watched as they were seemingly ripped apart by shadows flitting about the room. It's difficult to keep something like this quiet and rather then face massive press her parents went to Duncan Summers for help. Kizzy was enrolled for classes at Claremont Academy and moved onto the campus. To avoid further discrimination, Summers helped her family move to an apartment complex nearby so they could stay in touch.

Prior to their immigration, the family lived in a small travelling group in Bulgaria. They played music, sold homemade goods and generally led a decent life. However, Kizzy's parents wanted her to grow up in an area without the danger that was associated with traveling. Too bad her powers have changed all that.

Stats: (22pp)

Str: 10 (+0)

Dex: 20 (+5)

Con: 20 (+5)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 12 (+1)

Attack and Defense: (24 pp)

BAB: +6 (12 pp)

BDB: +6 (12 pp)

Defense: 20 (10 Base, +6 BDB, +4 Dodge Focus)

Initiative: +5 (+5 Dex)

Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +10, Strike +11, Drain (Fort DC 17)

Saves: (15 pp)

Toughness: +10 (+5 Con, +4 Defensive Roll, +1 Protection)

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

Reflex: +9 (+4 Base, +5 Dex)

Will: +8 (+8 Base)

Skills: 40 SP (10 PP)

Acrobatics +20 (15 Ranks + 5 Dex)

Perform (Dance) +6 (5 Ranks +1 Cha)

Sleight of Hand +20 (11 Ranks +5 Dex)

Stealth +10 (+5 Ranks +5 Dex)

Climb +4 (+3 Ranks +1 Str)

Languages: Roma (Native)

English

Feats: (13pp)

Acrobatic Bluff (1pp)

Dodge Focus 4 (4pp)

Attack Specialization (Blast) 2 (2pp)

Attack specialization (Strike) 1 (1pp)

Defensive Roll 4 (4pp)

Throwing 1 (1pp)

Powers: (67pp)

Protection R: 1 (1 pp/rank = 1)

Concealment R:5 [Can choose to blend into shadows to avoid all visual and normal hearing](1 PP/Rank = 5 PP)

EX: Affects others (+1)

FL: Limited:Shadows (-1), Blending (-1) (-2)

Deflect R:5 [Deflect Fast projectiles & Energy] (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only be used in complete darkness [-1]

Super-Senses [Dark-vision](1 PP/Rank = 2 PP)

Drain R:7 [Constitution] (2PP/Rank = 14PP)

EX: Linked with Snare (+0); Range (+1)

Darkness Control R:12 [Noticeable](2 PP/Rank + 8 PP = 32PP; 24 net for APs)

PF: Alternate Power: (Blast, Drain, Snare, Strike, Teleport(Self), Teleport(attack), Environmental Control, Environmental Control)

Blast R:10 [shadow Whips](2 PP/Rank + 4 PP = 24 PP)

PF: Indirect 2(2pp), Homing 2 (2pp)

Light Drain R:6 [Energy](4pp/Rank = 24pp)

EX: Range (+1)

Snare R:11 [shadow Tendrils] (2pp/rank +2PP =24PP)

PF: Homing 2(2pp)

Strike R:11 [shadow Claws](2 PP/Rank + 1 PP = 23 PP, 1 PP Net)

PF: Affects Insubstantial (1pp)

EX: Penetrating (+1)

Teleport R:10 [self-only](2 PP/Rank + 3 PP = 23 PP, 1 PP Net)

PF: Change Direction, Change Velocity, Turnabout (3pp)

EX: Accurate (+1)

FL: Medium:Shadow (-1)

Teleport R:11 [Attack, Other](2 PP/Rank + 1 PP = 23 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

Environment Control [Hamper Movement] (2pp/rank) Rank 12

{With a smile, Kiera watches as a swarm of little shadows begin to prance about the floor, snatching at the hems of pants or simply just getting in the way}

Environment Control [Distraction] (3pp/rank) Rank 8

{The dancing shadows creep about on the edge's of one's vision always just out of direct notice. Their shenanigans distract from the concentration necessary for some tasks.}

Drawbacks:

Noticeable [snare] When Kizzy walks around small tendrils of shadow seem to follow her.

Costs: Abilities (22) + Combat (24) + Saves (15) + Skills (10) + Feats (13) + Powers (69) - Drawbacks (1) = Total Cost 152

EDIT: Cut ten skill points out of Stealth to bring skill points to proper number.

EDIT: Statted out Shadows adding in Alternate Form

EDIT: In Progress--Removed Animate Objects and Modified Darkness Array 11 pp leftover Spread out the 20 points from Animate Objects

EDIT: Moved snare into array giving me 12 points. Used 6 to bring Con up to boost Toughness and Fort saves, Used 6 to boost drain up to rank 8.

EDIT: Moved Deflect into array giving me 15 points. Moved 4 into Darkness control increasing ranks of all included powers. 5 pps into Will, 1 pp. into Ref, 3 pp into Dodge Focus, 2 pp into Attack Specialization (Blast)

EDIT: Trade Off: -1 toughness ( 9) for +1 damage (11); dropped some stuff so I have 3 points more (1 from defensive roll, 2 from attack specliaztion) Going to cut out some skill ranks to move deflect back out of the array. Not now though..too tired.

Decreased Skills: 16 points available--Brought deflect out of array, rank to 5

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1. This . . .

Defense: 17 (10 Base, +6 BDB, +1 Defensive Roll)

. . . should be "Dodge Focus."

2. Your Toughness Save . . .

Toughness: +0

. . . should be +2. And you should know, that is woefully underpowered for PL 10.

3.

Animate Shadows R:4 (4 PP/Rank + 4 PP = 20 PP)

PF: Progression 4

EX: Additional Type: Shadows (+1)

FL: Limited: Shadows only (-1), Horde +1)

With regards to "Horde," remember you cannot animate more "shadows" than there are within your range. So if there are only 10 shadows within range to animate, you could animate all 10, but not your max of 25. The objects must still be there to animate.

4.

Shadow

Size: Medium

Str: 10

Dex: 10

Con: 0

Int: 0

Wis: 10

Cha: 0

BAB: +5 (10 pp)

BDB: +0

Attacks:

Fatigue (touch) +7 [DC]

Powers:

Immunity: 30 Immune to anything requiring Fort saves

Shadow Form R: 10 [Permanent] (50 pp)

Insubstantial R:4 (20 pp)

Concealment: R: 5 [All visual and normal hearing;Limited: Shadows] (10pp)

Fatigue: R: 5 [DC] (20 pp)

The shadow's attack is only +5 to hit, and it has a defense of +0 and a Toughness save of +0. That's really pretty puny. Also, what type of energy are the Shadows vulnerable to?

5.

Deflect R:5 (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only use in complete darkness(-1)

Which two types of attacks can you deflect?

6.

Snare R:4 [shadow Tendrils; Noticeable] (2pp/rank +2PP =10PP)

PF: Homing 2(2pp)

Snare is already noticeable by default, but the drawback you describe at the bottom of your sheet isn't really about Snare, so I think it's okay.

7.

Drain R:4 [Consitution] (1PP/Rank = 4PP)

EX: Linked with Snare (+0)

In order to link two powers, they must have the same range, so you need to buy the Drain up to "Ranged."

8.

Darkness Control R:8 [Mutant power](2 PP/Rank + 4 PP = 20PP)

PF: Alternate Power: (Strike, Blast, Teleport(Self), Teleport(attack)

Blast R:8 [shadow Whips](2 PP/Rank + 3 PP = 19 PP, 1 PP Net)

PF: Indirect 3(3pp)

Strike R:9 [shadow Claws](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Affects Insubstantial (1pp)

EX: Penetrating (+1)

Teleport R:8 [self-only](2 PP/Rank + 3 PP = 19 PP, 1 PP Net)

PF: Change Direction, Change Velocity, Turnabout (3pp)

EX: Accurate (+1)

FL: Medium:Shadow (-1)

Teleport R:9 [Attack, Other](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

The number of PPs you can "spend" on your APs is limited to the number of PPs of the base power excluding the cost of the APs. So you only have 16 PPs in the array to spend on each of your APs.

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1. This . . .

Defense: 17 (10 Base, +6 BDB, +1 Defensive Roll)

. . . should be "Dodge Focus."

2. Your Toughness Save . . .

Toughness: +0

. . . should be +2. And you should know, that is woefully underpowered for PL 10.

3.

Animate Shadows R:4 (4 PP/Rank + 4 PP = 20 PP)

PF: Progression 4

EX: Additional Type: Shadows (+1)

FL: Limited: Shadows only (-1), Horde +1)

With regards to "Horde," remember you cannot animate more "shadows" than there are within your range. So if there are only 10 shadows within range to animate, you could animate all 10, but not your max of 25. The objects must still be there to animate.

4.

Shadow

Size: Medium

Str: 10

Dex: 10

Con: 0

Int: 0

Wis: 10

Cha: 0

BAB: +5 (10 pp)

BDB: +0

Attacks:

Fatigue (touch) +7 [DC]

Powers:

Immunity: 30 Immune to anything requiring Fort saves

Shadow Form R: 10 [Permanent] (50 pp)

Insubstantial R:4 (20 pp)

Concealment: R: 5 [All visual and normal hearing;Limited: Shadows] (10pp)

Fatigue: R: 5 [DC] (20 pp)

The shadow's attack is only +5 to hit, and it has a defense of +0 and a Toughness save of +0. That's really pretty puny. Also, what type of energy are the Shadows vulnerable to?

5.

Deflect R:5 (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only use in complete darkness(-1)

Which two types of attacks can you deflect?

6.

Snare R:4 [shadow Tendrils; Noticeable] (2pp/rank +2PP =10PP)

PF: Homing 2(2pp)

Snare is already noticeable by default, but the drawback you describe at the bottom of your sheet isn't really about Snare, so I think it's okay.

7.

Drain R:4 [Consitution] (1PP/Rank = 4PP)

EX: Linked with Snare (+0)

In order to link two powers, they must have the same range, so you need to buy the Drain up to "Ranged."

8.

Darkness Control R:8 [Mutant power](2 PP/Rank + 4 PP = 20PP)

PF: Alternate Power: (Strike, Blast, Teleport(Self), Teleport(attack)

Blast R:8 [shadow Whips](2 PP/Rank + 3 PP = 19 PP, 1 PP Net)

PF: Indirect 3(3pp)

Strike R:9 [shadow Claws](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Affects Insubstantial (1pp)

EX: Penetrating (+1)

Teleport R:8 [self-only](2 PP/Rank + 3 PP = 19 PP, 1 PP Net)

PF: Change Direction, Change Velocity, Turnabout (3pp)

EX: Accurate (+1)

FL: Medium:Shadow (-1)

Teleport R:9 [Attack, Other](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

The number of PPs you can "spend" on your APs is limited to the number of PPs of the base power excluding the cost of the APs. So you only have 16 PPs in the array to spend on each of your APs.

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1. This . . .

Defense: 17 (10 Base, +6 BDB, +1 Defensive Roll)

. . . should be "Dodge Focus."

2. Your Toughness Save . . .

Toughness: +0

. . . should be +2. And you should know, that is woefully underpowered for PL 10.

3.

Animate Shadows R:4 (4 PP/Rank + 4 PP = 20 PP)

PF: Progression 4

EX: Additional Type: Shadows (+1)

FL: Limited: Shadows only (-1), Horde +1)

With regards to "Horde," remember you cannot animate more "shadows" than there are within your range. So if there are only 10 shadows within range to animate, you could animate all 10, but not your max of 25. The objects must still be there to animate.

4.

Shadow

Size: Medium

Str: 10

Dex: 10

Con: 0

Int: 0

Wis: 10

Cha: 0

BAB: +5 (10 pp)

BDB: +0

Attacks:

Fatigue (touch) +7 [DC]

Powers:

Immunity: 30 Immune to anything requiring Fort saves

Shadow Form R: 10 [Permanent] (50 pp)

Insubstantial R:4 (20 pp)

Concealment: R: 5 [All visual and normal hearing;Limited: Shadows] (10pp)

Fatigue: R: 5 [DC] (20 pp)

The shadow's attack is only +5 to hit, and it has a defense of +0 and a Toughness save of +0. That's really pretty puny. Also, what type of energy are the Shadows vulnerable to?

5.

Deflect R:5 (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only use in complete darkness(-1)

Which two types of attacks can you deflect?

6.

Snare R:4 [shadow Tendrils; Noticeable] (2pp/rank +2PP =10PP)

PF: Homing 2(2pp)

Snare is already noticeable by default, but the drawback you describe at the bottom of your sheet isn't really about Snare, so I think it's okay.

7.

Drain R:4 [Consitution] (1PP/Rank = 4PP)

EX: Linked with Snare (+0)

In order to link two powers, they must have the same range, so you need to buy the Drain up to "Ranged."

8.

Darkness Control R:8 [Mutant power](2 PP/Rank + 4 PP = 20PP)

PF: Alternate Power: (Strike, Blast, Teleport(Self), Teleport(attack)

Blast R:8 [shadow Whips](2 PP/Rank + 3 PP = 19 PP, 1 PP Net)

PF: Indirect 3(3pp)

Strike R:9 [shadow Claws](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Affects Insubstantial (1pp)

EX: Penetrating (+1)

Teleport R:8 [self-only](2 PP/Rank + 3 PP = 19 PP, 1 PP Net)

PF: Change Direction, Change Velocity, Turnabout (3pp)

EX: Accurate (+1)

FL: Medium:Shadow (-1)

Teleport R:9 [Attack, Other](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

The number of PPs you can "spend" on your APs is limited to the number of PPs of the base power excluding the cost of the APs. So you only have 16 PPs in the array to spend on each of your APs.

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I'm sorry for all the mistakes..still quite new to this system. I really just didn't know what to do with the Animate objects to make it useful and still have shadowy qualities so I instead spread the points out into things I already had.

I added Defensive roll for some toughness points.

Increased the number of points in the array

Added range to Drain and increased ranks in Drain and Snare

Added one to BAB

Changed wording where needed

Added [All ranged attacks] to deflect

Changed Noticeable for the Darkness array instead of for snare.

After some experience with the system I think I'll try to work in a character that has animate objects or summon shadows or whatever but I should get an idea of what would be effective first.

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I'm sorry for all the mistakes..still quite new to this system. I really just didn't know what to do with the Animate objects to make it useful and still have shadowy qualities so I instead spread the points out into things I already had.

I added Defensive roll for some toughness points.

Increased the number of points in the array

Added range to Drain and increased ranks in Drain and Snare

Added one to BAB

Changed wording where needed

Added [All ranged attacks] to deflect

Changed Noticeable for the Darkness array instead of for snare.

After some experience with the system I think I'll try to work in a character that has animate objects or summon shadows or whatever but I should get an idea of what would be effective first.

Link to comment

I'm sorry for all the mistakes..still quite new to this system. I really just didn't know what to do with the Animate objects to make it useful and still have shadowy qualities so I instead spread the points out into things I already had.

I added Defensive roll for some toughness points.

Increased the number of points in the array

Added range to Drain and increased ranks in Drain and Snare

Added one to BAB

Changed wording where needed

Added [All ranged attacks] to deflect

Changed Noticeable for the Darkness array instead of for snare.

After some experience with the system I think I'll try to work in a character that has animate objects or summon shadows or whatever but I should get an idea of what would be effective first.

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Sorry for the delay on this. My posting is completely sketchy on the weekends.

1.

Saves: (10 pp)

Toughness: +7 (+2 Con, +5 Defensive Roll)

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

Reflex: +9 (+4 Base, +5 Dex)

Will: +3 (+3 Base)

Everything looks fine here, but just as a reminder, foes at your PL will be hitting you with DC 20 effects. With these saves you will fail your Reflex save half the time, your Fortitude saves 3 out of 4 times, and your Will save about 4 out of 5 times.

Also, it is "normal" for PL 10 heroes to max out Toughness (trade-offs notwithstanding).

2.

Deflect R:5 [Deflect all ranged] (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only use in complete darkness(-1)

This should cost 4 PPs per rank. "All ranged attacks" costs 3 PPs per rank +2 Extras -1 Limited = 4 PPs per rank.

3.

Teleport R:9 [Attack, Other](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

This should cost 28 PPs. Teleport is 2 PP/Rank and you have +2 Extras and -1 Flaws. That is 3 PPs/Rank.

If I were you, I would consider putting the Snare and the Deflect into the array and using the remaining points to bring all of your attacks up to PL (rank 10). Since Snare is a "lasting" effect, putting it in the array doesn't hinder its use at all.

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Sorry for the delay on this. My posting is completely sketchy on the weekends.

1.

Saves: (10 pp)

Toughness: +7 (+2 Con, +5 Defensive Roll)

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

Reflex: +9 (+4 Base, +5 Dex)

Will: +3 (+3 Base)

Everything looks fine here, but just as a reminder, foes at your PL will be hitting you with DC 20 effects. With these saves you will fail your Reflex save half the time, your Fortitude saves 3 out of 4 times, and your Will save about 4 out of 5 times.

Also, it is "normal" for PL 10 heroes to max out Toughness (trade-offs notwithstanding).

2.

Deflect R:5 [Deflect all ranged] (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only use in complete darkness(-1)

This should cost 4 PPs per rank. "All ranged attacks" costs 3 PPs per rank +2 Extras -1 Limited = 4 PPs per rank.

3.

Teleport R:9 [Attack, Other](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

This should cost 28 PPs. Teleport is 2 PP/Rank and you have +2 Extras and -1 Flaws. That is 3 PPs/Rank.

If I were you, I would consider putting the Snare and the Deflect into the array and using the remaining points to bring all of your attacks up to PL (rank 10). Since Snare is a "lasting" effect, putting it in the array doesn't hinder its use at all.

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Sorry for the delay on this. My posting is completely sketchy on the weekends.

1.

Saves: (10 pp)

Toughness: +7 (+2 Con, +5 Defensive Roll)

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

Reflex: +9 (+4 Base, +5 Dex)

Will: +3 (+3 Base)

Everything looks fine here, but just as a reminder, foes at your PL will be hitting you with DC 20 effects. With these saves you will fail your Reflex save half the time, your Fortitude saves 3 out of 4 times, and your Will save about 4 out of 5 times.

Also, it is "normal" for PL 10 heroes to max out Toughness (trade-offs notwithstanding).

2.

Deflect R:5 [Deflect all ranged] (3 PP/Rank = 15 PP)

EX: Ranged (+1), Reflection (+1) (+2)

FL: Limited: Can only use in complete darkness(-1)

This should cost 4 PPs per rank. "All ranged attacks" costs 3 PPs per rank +2 Extras -1 Limited = 4 PPs per rank.

3.

Teleport R:9 [Attack, Other](2 PP/Rank + 1 PP = 19 PP, 1 PP Net)

PF: Easy

EX: Accurate,Attack (+1)

FL: Medium:Shadow (-1)

This should cost 28 PPs. Teleport is 2 PP/Rank and you have +2 Extras and -1 Flaws. That is 3 PPs/Rank.

If I were you, I would consider putting the Snare and the Deflect into the array and using the remaining points to bring all of your attacks up to PL (rank 10). Since Snare is a "lasting" effect, putting it in the array doesn't hinder its use at all.

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1. I'd like to keep deflect seperate because from what I understand I wouldn't be able to use it while using other darkness powers. However, I will move snare in and move points into saves. Do you suggest I put points into Con to increase both Fort/Toughness or increase the Def. Roll instead and Fort seperately?

2. It's only 2 pp/rank to avoid all ranged. 1 pp for a particular type and 3 for ranged/mental.

3. Attack is a +0 modifier.

Mind you I don't have ultimate power so all of this is from the 2nd edition M&M.

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1. I'd like to keep deflect seperate because from what I understand I wouldn't be able to use it while using other darkness powers. However, I will move snare in and move points into saves. Do you suggest I put points into Con to increase both Fort/Toughness or increase the Def. Roll instead and Fort seperately?

2. It's only 2 pp/rank to avoid all ranged. 1 pp for a particular type and 3 for ranged/mental.

3. Attack is a +0 modifier.

Mind you I don't have ultimate power so all of this is from the 2nd edition M&M.

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1. I'd like to keep deflect seperate because from what I understand I wouldn't be able to use it while using other darkness powers. However, I will move snare in and move points into saves. Do you suggest I put points into Con to increase both Fort/Toughness or increase the Def. Roll instead and Fort seperately?

2. It's only 2 pp/rank to avoid all ranged. 1 pp for a particular type and 3 for ranged/mental.

3. Attack is a +0 modifier.

Mind you I don't have ultimate power so all of this is from the 2nd edition M&M.

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1. I'd like to keep deflect seperate because from what I understand I wouldn't be able to use it while using other darkness powers. However, I will move snare in and move points into saves. Do you suggest I put points into Con to increase both Fort/Toughness or increase the Def. Roll instead and Fort seperately?

Con would be a better purchase. Not only does it increase Toughness and Fort, but there are some things, like holding your breath, which are determined off of your Con.

2. It's only 2 pp/rank to avoid all ranged. 1 pp for a particular type and 3 for ranged/mental.

Yes, in the main book. However, in UP, that is increased to 3 for all ranged (Slow/Fast projectiles, and energy blasts/beams) You cannot deflect perception range powers, which leaves out most unmodified mental powers.

3. Attack is a +0 modifier.

I'm not sure what that means.

Question on saves and on Drain:

1) The max base you can have is equal to the power level or is it the total bonus for the save?

2) Since I have drain linked to snare can I put it in the array also or must it remain outside?

1) The max save total you can have is PL +5. This includes your ability bonuses, so the maximum amount you can have is 15 in any save.

2) It has to be outside. Only one array power, unless the array is dynamic, can be active at one time.

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