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KnightDisciple

Character Final Draft Thread

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This thread is being somewhat revised, since my major rebuilds have been completed. My Scratchpad will be where I do my more esoteric work, and this thread will be where I post the final version/working draft of sheets. This will be used to update sheets for when I use monthly PP, so that I and the refs have an easy reference for changes and such.

Table of Contents

-Cobalt Templar

-Gabriel

-Fenris *Pending*

-Thoughtspeed *Pending*

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Cobalt Templar. Now Power Level 11. 163 PP to play with. Right then.

First, Stats. Currently, we've got the below.

Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 18/16 (+4/+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 12 (+1)

In examining that, I think it's basically where I want it to be, physical-stats wise. Corbin's a big, buff dude. He's not clumsy by any means, but his natural grace is second to his natural strength and hardiness.

I think at this point, I could justify a Wisdom boost, and really, he needs to be a smart guy to know so many languages. I'm thinking 14s should do it.

New Stats:

Abilities: 6 + 4 + 6 + 4 + 4 + 2 = 26PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)

On to Combat. Current block:

Combat: 6 + 4 = 10PP

Initiative: +2, +6 Ring

Attack: +3, +9 Ring

Grapple: +6, +12 Ring, +15 Telekinesis

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

Knockback: -5/-2, -9/-4 Ring

Init will likely stay the same; I don't foresee him being the guy who's always "first in line", but he's not a dead-last. Grapple and Knockback will be revisted later.

I think I'm going to go for a fully Toughness-shifted character. Which means...Hm. 16 Toughness, 6 Defense. I think I'll make the sacrifice to give him 6 Base Defense; he's been training with Young Freedom, and he's not much of a "dodger" in my mind.

His Attack...hm. I'm not going to do any trade-offs there, since I think he'd want to be an accurate person. Thus, I'll want to keep to the same idea of "ring boosts Attack", but give him more Attack overall. Perhaps 7 Base, with 4 coming from the ring. Worst case, he won't totally stink at fisticuffs if it comes to it.

Combat: 14 + 12 = 26PP

Initiative: +2, +6 Ring

Attack: +7, +11 Ring

Grapple: +6, +12 Ring, +15 Telekinesis

Defense: +6 (+6 Base), +3 Flat-Footed

Knockback: -5/-2, -9/-4 Ring

So far, we've spent....52 Power Points. Still, that leaves 111PP to play with. On to Saves.

Current block:

Saving Throws: 3 + 3 + 6 = 12PP

Toughness: +12/+4/+3 (+4/+3 Con, +8 Protection, Impervious 6)

Fortitude: +7/+6 (+4/+3 Con, +3)

Reflex: +5 (+2 Dex, +3)

Will: +7 (+1 Wis, +6)

For one thing, his Toughness will need to be left alone for a moment. I'm thinking of re-tweaking how he's getting it, so we'll leave it be. His Will, unchanged, would be +8. Not bad, but I think I want it at +10; the GL inspiration means this guy's strong of mind. Reflex needs to be higher than 5, but not super-high; he's not an agile character first and foremost. 7 total bonus should do. Fortitude...will need to be revisted.

Saving Throws: * + 5 + 8 = 13PP

Toughness: *In Progress*

Fortitude: *In Progress*

Reflex: +7 (+2 Dex, +5)

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

So only 13 spent there so far. 65 spent overall. Leaves us...98PP. Doing good.

Current Skills:

Skills: 60R = 16PP

Acrobatics 8 (+11)

Climb 6 (+9)

Concentration 6 (+7)

Craft (Artistic) 4 (+5)

Knowledge (Business) 6 (+7)

Knowledge (Earth Sciences) 6 (+7)

Knowledge (History) 6 (+7)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 10 (+11)

Search 4 (+5)

This one's a bit of a sticky wicket. I think Earth Sciences needs to go. I'm going to shuffle some of this other stuff...

Skills: 60R = 16PP

Acrobatics 10 (+12)

Craft (Artistic) 10 (+11)

Knowledge (Business) 8 (+10)

Knowledge (History) 10 (+12)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 10 (+12)

Search 8 (+10)

I've tried to compress things a bit, letting what will happen to his strength cover his climb score. In considering it, past experience would likely have used lots of gear, which likely gives buku bonuses.

81PP spent, 82 left to go.

I think I'll tackle Feats, Powers, and touching up his Fort Save and such for later.

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Round 2, Reinvent!

So, 82PP to play with. Next up is Feats.

Current:

Feats: 7PP

Dodge Focus 3

Instant Up

Luck

Precise Shot 2

I can say right away that DF is going away; Instant Up seems redundant, what with the flying.

Feats: 7PP

All-Out Attack

Luck 3

Power Attack

Precise Shot 2

Same cost as before, but this gives him way more options; being able to crank out full-on All-Out and Power Attacks will be nice. More Luck is good for his two (and there will be 2) Arrays.

75PP left to play with.

Hm. Current powers:

Powers: 62 + 2 + 1 + 8 = 72PP

Device 15 (Power Ring, 75PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [62PP]

Enhanced Attack 6 [12PP]

Enhanced Feats 2 (Improved Initiative, Quick Change) [2PP]

Energy Manipulation 6 (12PP Array, Feats: Alternate Power) (Fires of Creation) [13PP]

Base Power: Create Object 5 (5 cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range, Feats: Precise, Progression 1 [10ft cubes], Tether) [12PP]

Alternate Power: Move Object 6 (Lifting Strength 30 [Heavy Load: 1,600 lbs.], 10 60ft Range Increments / 600ft Max Range) (Telekinesis) [12PP]

Flight 5 (250MPH / 2,500ft per Move Action) [10PP]

Holy Fire Control 9 (18PP Array, Feats: Alternate Power) (Fires of Judgement) [19PP]

Base Power: Blast 9 (10 90ft Range Increments / 900ft Max Range) [18PP]

Alternate Power: Strike 6 (Extras: Penetrating [5], Feats: Mighty) [12PP]

Immunity 9 (Life Support) [9PP]

Impervious Toughness 6 [6PP]

Super-Senses 3 (Danger Sense [Radio], Darkvision) [3PP]

Enhanced Constitution 2 [2PP]

Immunity 1 (Aging) [1PP]

Protection 8 (Holy, Magic) [8PP]

Gonna have to play with this a bit.

Ring itself first.

Device 13 (Power Ring, 65PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [54PP]

Enhanced Feats 2 (Improved Initiative, Quick Change 2) [3PP]

Energy Manipulation 7 (14PP Array, Feats: Alternate Power 3) (Fires of Creation) [17PP]

Base Power: Create Object 6 (6 5-ft cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], 10 60ft Range Increments / 600ft Max Range, Feats: Precise, Tether) [14PP]

Alternate Power: Move Object 7 (Lifting Strength 35 [Heavy Load: 1.5 tons], 10 70ft Range Increments / 700ft Max Range) (Telekinesis) [14PP]

Alternate Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], 10 60ft Range Increments / 600ft Max Range, Feats: Progression 2 [25ft cubes]) [14PP]

Alternate Power: Super-Strength 7 (+35 Str [Heavy Load: tons]) [14PP]

Flight 5 (250MPH / 2,500ft per Move Action) [10PP]

Holy Fire Control 11 (PP Array, Feats: Accurate 2, Alternate Power) (Fires of Judgement) [25PP]

Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP]

Alternate Power: Strike ( Feats: Accurate 2, Mighty) [PP]

Immunity 9 (Life Support) [9PP]

Super-Senses 1 (Darkvision) [1PP]

So, that's 54PP right there. That leaves me 21PP to use. Hrm. Problem is, I was looking to boost his Con and Str outside the ring. But with only 21, I could, at best, do 5 to each. or 10 to only one of them. not a fan of that. If I plug 20 into the Ring, it gives me 25 inside to play with. I'll figured out what to do with that 1 in a minute.

Adding 20 to the pool makes it cost 74 (adding in the Restricted 2), which makes it rank 18, which makes it 90pp inside.

Device 18 (Power Ring, 90PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [74PP]

Enhanced Feats 2 (Improved Initiative, Quick Change 2) [3PP]

Energy Manipulation 7 (14PP Array, Feats: Alternate Power 3) (Fires of Creation) [17PP]

Base Power: Create Object 6 (6 5-ft cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], 10 60ft Range Increments / 600ft Max Range, Feats: Precise, Tether) [14PP]

Alternate Power: Move Object 7 (Lifting Strength 35 [Heavy Load: 1.5 tons], 10 70ft Range Increments / 700ft Max Range) (Telekinesis) [14PP]

Alternate Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], 10 60ft Range Increments / 600ft Max Range, Feats: Progression 2 [25ft cubes]) [14PP]

Alternate Power: Super-Strength 7 (+35 Str [Heavy Load: tons]) [14PP]

Flight 5 (250MPH / 2,500ft per Move Action) [10PP]

Holy Fire Control 11 (PP Array, Feats: Accurate 2, Alternate Power) (Fires of Judgement) [25PP]

Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP]

Alternate Power: Strike ( Feats: Accurate 2, Mighty) [PP]

Immunity 9 (Life Support) [9PP]

Super-Senses 1 (Darkvision) [1PP]

25 more PP...but I'm not sure it's enough. I think I'll put this on pause for tonight. Perhaps I need a more radical solution...

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So. Let some ideas percolate. Going to be trimming down a few areas.

Skills:

Skills: 44R = 11PP

Acrobatics 8 (+10)

Craft (Artistic) 8 (+9)

Knowledge (Business) 8 (+10)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)

)

That's 5PP freed up. Counting that 1pp that was floating around, that's 6 free PP. Moving on.

Feats:

Feats: 4PP

All-Out Attack

Power Attack

Precise Shot 2

That's another 3PP saved (he'll just have to get by on complications! :evil: ). 9PP freed.

Now, back to the ring. Time for some radical reinvention.:

Device 18 (Power Ring, 90PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [74PP]

Create Object 1 (1 5-ft cubes, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range, Feats: Precise, Tether) (Fires of Creation) [4PP]

Enhanced Feats 2 (Improved Initiative, Quick Change 2) [3PP]

Flight 5 (250MPH / 2,500ft per Move Action) [10PP]

Holy Fire Control 11 (PP Array, Feats: Accurate 2, Alternate Power) (Fires of Judgement) [25PP]

Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP]

Alternate Power: Strike ( Feats: Accurate 2, Mighty) [PP]

Immunity 9 (Life Support) [9PP]

Super-Senses 1 (Darkvision) [1PP]

That's 52 out of 90 points spent. 38 to go. But wait! there's 9pp laying around. I think I'll put 8PP into the Device, making it an even 20, with 100dp.

Device 20 (Power Ring, 100PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [82PP]

That last remaining PP? It'll go into Fort Save! :D And I think I'll move 1PP from Reflex to Fort as well.

Saving Throws: 2 + 4 + 8 = 14PP

Toughness: *In Progress*

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

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

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

So now I'll actually work on this Device. 52PP spent, 48 remaining.

Device 18 (Power Ring, 90PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [74PP]

Create Object 1 (1 5-ft cubes, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range, Feats: Precise, Tether) (Fires of Creation) [4PP]

Enhanced Constitution 10 [10pp]

Enhanced Feats 2 (Improved Initiative, Quick Change 2) [3PP]

Enhanced Strength 10 [10pp]

Enhanced Attack 4 [8pp]

Flight 6 (500MPH / 5,000ft per Move Action) [12PP]

Holy Fire Control 11 (PP Array, Feats: Affects Insubstantial 2, Alternate Power) (Fires of Judgement) [25PP]

Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP]

Alternate Power: Strike 3 ( Feats: Mighty) [PP]

Immunity 9 (Life Support) [9PP]

Protection 8 [8pp]

Super-Senses 1 (Darkvision) [1PP]

This has freed 8PP up, and I have a couple places to spend them...Soon. Most maths are done, though my Strike still needs fleshed out. Oh, and those 8pp.

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Okay, here it comes, the full-blown draft of Cobalt Templar's revision.

Abilities: 6 + 6 + 6 + 4 + 4 + 2 = 28PP

Strength: 26/16 (+8/+3)

Dexterity: 16 (+3)

Constitution: 26/16 (+8/+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 14 + 12 = 26PP

Initiative: +2, +6 Ring

Attack: +7, +11 Ring

Grapple: +6, +12 Ring, +15 Telekinesis

Defense: +6 (+6 Base), +3 Flat-Footed

Knockback: -5/-2, -9/-4 Ring

Saving Throws: 2 + 4 + 8 = 14PP

Toughness: +16/+8/+3 (+8/+3 Con, +8 Protection)

Fortitude: +10/+5 (+8/+3 Con, +2)

Reflex: +7 (+6 Dex, +4)

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

Skills: 44R = 11PP

Acrobatics 8 (+10)

Craft (Artistic) 8 (+9)

Knowledge (Business) 8 (+10)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)

Feats: 7PP

All-Out Attack

Luck 3

Power Attack

Precise Shot 2

Powers: 74 = 74PP

Device 18 (Power Ring, 90PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [74PP]

Create Object 1 (1 5-ft cubes, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range, Feats: Precise, Tether) (Fires of Creation) [4PP]

Enhanced Constitution 10 [10pp]

Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]

Enhanced Strength 10 [10pp]

Enhanced Attack 4 [8pp]

Flight 6 (500MPH / 5,000ft per Move Action) [12PP]

Holy Fire Control 11 (24PP Array, Feats: Affects Insubstantial 2, Alternate Power) (Fires of Judgement) [25PP]

  • Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP]

    Alternate Power: Strike 3 (Extras: Penetrating 11 Feats: Mighty) [14PP]

Immunity 9 (Life Support) [9PP]

Protection 8 [8pp]

Super-Senses 1 (Darkvision) [1PP]

Abilities (28) + Combat (26) + Saving Throws (14) + Skills (11) + Feats (7) + Powers (74) - Drawbacks (0) = 160/163 Power Points

All in all, not bad. He comes out better in a lot of ways. I do regret the loss of CO and TK, but...there's just no room right now. Thank goodness for in-story reasons! Anyways. Suggestions on the last 3pp are good. Or ways to trim this up a bit. I would sorta like to get Super-Strength in his ring somehow...

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Well, my main suggestion for trimming pp is that all you have is Base Attack. Base Attack outside the ring, Base Attack inside the ring, no Attack Focus, no Attack Spec, it's all as expensive as it possibly can be.

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Well, as far as outside the ring, I didn't want to make him too useless. Then again, that may be for another day.

I could save some inside the ring by making his attack powers Accurate, I suppose.

Attack Focus would only benefit ranged or melee, not both, and he does both.

Attack Specialization....could I do that as "Attack Spec: Ring"? If I could, sure, I'd drop some of his base attack (though at minimum, I think I need 4 Base, yes?).

So long as he's equally good with melee and ranged, I'm okay with it.

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I personally would allow it, but some people get irrationally annoyed about Attack Specialisation (one specific array), nevermind the fact that it's weaker than the Accurate power feat (you can't really put it inside a Device, nor do the pp count towards power stunting, yet people think it's more powerful than Accurate... *shrugs* Arrowhawk and Equinox both do it, so it'd be hypocritical of me to say no :P)

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So, let's see. He's got Base Attack 8.

Maybe give him Base 5, Attack Spec (Ring) 3, and inside the ring, make his Blast and Strike Accurate 2, freeing up 6 points inside, while freeing up 6 more points outside?

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Well, that'd make his Attack with his ring powers +15. Remember, Attack Specialisation adds +2 to hit.

So...Base 4, Attack Spec 2, Accurate 2...hm. That's 12 total. I guess I could split the difference inside the ring, and have Enhanced Attack 1 and Accurate 2. That'd be 11, which is what I want.

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Round 2! Let me know if my Attack notation is off-kilter, and same with my Knockback.

Abilities: 6 + 6 + 6 + 4 + 4 + 2 = 28PP

Strength: 26/16 (+8/+3)

Dexterity: 16 (+3)

Constitution: 26/16 (+8/+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 8 + 12 = 20PP

Initiative: +2, +6 Ring

Attack: +4, +11 Ring

Grapple: +7, +24 Ring

Defense: +6 (+6 Base), +3 Flat-Footed

Knockback: -1, -8 Ring

Saving Throws: 2 + 4 + 8 = 14PP

Toughness: +16/+8/+3 (+8/+3 Con, +8 Protection)

Fortitude: +10/+5 (+8/+3 Con, +2)

Reflex: +7 (+6 Dex, +4)

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

Skills: 44R = 11PP

Acrobatics 8 (+10)

Craft (Artistic) 8 (+9)

Knowledge (Business) 8 (+10)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)

Feats: 8PP

All-Out Attack

Attack Specialization (Ring) 2

Luck 2

Power Attack

Precise Shot 2

Powers: 74 = 74PP

Device 20 (Power Ring, 100PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Holy, Magic) [82PP]

Create Object 1 (1 5-ft cubes, Toughness +1, Lifting Strength 5 [Heavy Load: 50 lbs.], 10 10ft Range Increments / 100ft Max Range, Feats: Precise, Tether) (Fires of Creation) [4PP]

Enhanced Constitution 10 [10pp]

Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP]

Enhanced Strength 10 [10pp]

Flight 6 (500MPH / 5,000ft per Move Action) [12PP]

Holy Fire Control 11 (26PP Array, Feats: Accurate 2, Affects Insubstantial 2, Alternate Power) (Fires of Judgement) [27PP]

  • Base Power: Blast 11 (10 110ft Range Increments / 1100ft Max Range) [22PP]

    Alternate Power: Strike 3 (Extras: Penetrating 11 Feats: Mighty) [14PP]

Immunity 9 (Life Support) [9PP]

Protection 8 [8pp]

Super-Senses 1 (Darkvision) [1PP]

Super-Strength 8 (100 tons Heavy Load) [16PP]

Abilities (28) + Combat (20) + Saving Throws (14) + Skills (11) + Feats (8) + Powers (82) - Drawbacks (0) = 163/163 Power Points

His Ring Grapple is Base 4 + Attack Spec Bonus 4 + Strength Bonus 8 + Super Strength Ranks 8 for 24. If that's off-kilter, let me know.

EDIT:

Adding this revision of stuff in so I've got it ready to copypasta in a bit:

Complications:

Secret (Identity): While his parents and the people at Claremont know of his powers, the Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.

I'm In Charge?: Cobalt Templar has recently become a senior member and leader of Young Freedom, working closely with Sage to help keep the team alive and bring in "new blood" in the form of juniors to fill out the ranks. They have been tasked with guiding this new group of young people to their destiny as heroes. A GM might grant Templar a Hero point if he faces serious troubles, especially in the field, while trying to help lead the new iteration of Young Freedom.

The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.

You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.

EDIT 2: Code block:

    ATTACK           RANGE     SAVE                       EFFECT

    Unarmed          Touch     DC22 Toughness (Staged)    Damage (Physical)

    Blast            Ranged    DC26 Toughness (Staged)    Damage (Energy)

    Strike           Touch     DC26 Toughness (Staged)    Damage (Energy)

Hm. Easier than I thought.

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Right, that worked out pretty well. On to improving Gabriel. This is actually a much more minor rebuild, simply because he's mostly where I want him to be, and there's fewer PP I need to catch up with. Still, I'm going to do this one bottom-to-top as well.

He has 201 points to spend, and is (theoretically) PL 13.

First, his existing stat sheet:

Abilities: 2 + 4 + 6 + 4 + 4 + 10 = 30PP

Str 12 (+1)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 38/20 (+14/+5)

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10, +12 ranged

Grapple: +10

Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed

Knockback: -0

Saving Throws: 5 + 6 + 8 = 19PP

Toughness: +12 (+3 Con, +8 Defensive Roll, +1 Leather Jacket), +4 Flat-Footed

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

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

Will: +11 (+2 Wis, +9 Base)

Skills: 120R = 30PP

Bluff 10 (+24/+15, +28/+19 Attractive)

Diplomacy 10 (+24/+15, +28/+19 Attractive)

Gather Information 10 (+24/+15)

Intimidate 10 (+24/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Pop Culture) 6 (+8)

Knowledge (Streetwise) 6 (+8)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Oratory) 6 (+20/+11)

Perform (Singing) 6 (+20/+11)

Perform (Wind Instruments) 8 (+22/+13)

Sense Motive 8 (+10)

Sleight of Hand 8 (+10)

Feats: 19PP

Attack Focus (Ranged) 2

Attractive

Connected

Contacts

Defensive Roll 4 (+8 Toughness)

Dodge Focus 2

Equipment 1 (5EP)

Improved Initiative

Luck 4

Quick Change

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Well-Informed

Equipment wrote:Leather Jacket (Protection 1) [1EP]

Night-Vision Goggles [1EP]

Weighted Gloves (Damage 2 [Feats]) [3EP]

Cell Phone [0EP]

Digital Audio Recorder [0EP]

Laptop [0EP]

PDA [0EP]

Powers: 18 + 2 + 34 = 54PP

Enhanced Charisma 18 [18PP]

Flight 1 (10MPH / 100ft per Move Action) [2PP]

Sonic Control 12 (24PP Array; Feats: Alternate Power 10) [34PP] (Mutation, Sonic)

Base Power: Dazzle 12 (Audio Senses; Extras: Area [General, Burst, 55ft radius]) [24/24PP]

Alternate Power: Blast 12 (sonic) [24/24PP]

Alternate Power: Communication 9 (Audio, 20,000 miles ["Anywhere On Earth"]; Extras: Area; Feats: Selective, Subtle) [20/24PP] (Ventriloquism)

Alternate Power: Confuse 12 (Feats: Reversible) [13/24PP]

Alternate Power: Drain Toughness 12 (Extras: Range [Ranged]) [24/24PP]

Alternate Power: Drain Toughness 12 (Extras: Range [Ranged], Affects Objects [Alternate Save: Reflex]; Flaws: Affects Objects Only) [24/24PP]

Alternate Power: Emotion Control 12 [24/24PP]

Alternate Power: Flight 12 (to Flight 13; 100,000MPH / 1,000,000ft per Move Action) [24/24PP]

Alternate Power: Nauseate 12 [24/24PP]

Alternate Power: Paralyze 12 [24/24PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]; Flaws: Action [Full]) [24/24PP]

Drawbacks: 0PP

Abilities (30) + Combat (40) + Saving Throws (20) + Skills (30) + Feats (19) + Powers (54) - Drawbacks (0) = 194/201 Power Points

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Well, his grapple bonus doesn't actually include the Attack Specialisation. Nor would the unarmed attack required to hit, as neither of them directly utilize its capabilities.

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First up, his abilities. I'm just going to go through and build things, and hope I have the right # of points at the end. That's what this thread is for, anyways.

Current:

Abilities: 2 + 4 + 6 + 4 + 4 + 10 = 30PP

Str 12 (+1)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 38/20 (+14/+5)

I have some extra points, and quite frankly, I think poor Gabe needs a bit more Strength. His Con will stay where it is; as nice as lots of Con is, he's not a beefy character. But 16 sits right in my mind for a guy who's a.)in good shape and b.)has been beat up enough he's toughened up a bit naturally. So..

Abilities: 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Str 14 (+2)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha **/20 (+**/+5)

Next, Combat. This one's getting redone a bit more, but current stats first.

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10, +12 ranged

Grapple: +10

Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed

Knockback: -0

I think I'd feel alright dropping his melee/base attack to 8. That's someone's who's decent at hitting folks up close, which fits with his background of a bit of self-defense training, a few schoolyard scuffles, general physical fitness, and powers that, early on, required him to touch things.

As for defense, I'm thinking a similar thing. 8 represents a good foundation in general ability to not get touched, and having lots of defense from "not being in the same place" is pretty handy. So...

Combat: 16 + 16 = 32PP

Initiative: +6

Attack: +8, +9 ranged, +13 Sonic Control

Grapple: +10

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -*in progress*

So, that's a net savings. On to saving throws. Current.

Saving Throws: 5 + 6 + 8 = 19PP

Toughness: +12 (+3 Con, +8 Defensive Roll, +1 Leather Jacket), +4 Flat-Footed

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

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

Will: +11 (+2 Wis, +9 Base)

So, Toughness will be tweaked a bit as I move forward, but the focus here is my Exotic Saves.

Saving Throws: 5 + 6 + 13 = 24PP

Toughness: *In Progress*

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

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

Will: +13 (+2 Wis, +11 Base)

He's decent at moving around stuff and not falling over if he gets hit with an attack on his body, but his mental resolve is outstanding. On to skills.

Current.

Skills: 120R = 30PP

Bluff 10 (+24/+15, +28/+19 Attractive)

Diplomacy 10 (+24/+15, +28/+19 Attractive)

Gather Information 10 (+24/+15)

Intimidate 10 (+24/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Pop Culture) 6 (+8)

Knowledge (Streetwise) 6 (+8)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Oratory) 6 (+20/+11)

Perform (Singing) 6 (+20/+11)

Perform (Wind Instruments) 8 (+22/+13)

Sense Motive 8 (+10)

Sleight of Hand 8 (+10)

Now, one thing I like about this system is it makes it easy to spend a few skill points for fluff. Skills are so cheap, after all! But frankly, I think I got carried away. Now, his 4 big Interaction skills, I think I'll leave. Besides, he's got Skill Mastery and everything! Knowledge Arcane Lore should stay, since he's run into enough nasty stuff like that that it makes sense; between his background, and the same reasoning as Arcane, Theo/Philosophy makes sense. Pop culture...is out. Streetwise...hm. It doesn't feel like it fits. Gabriel has a feel for the "pulse" of things only via how he interacts with people (via Interaction skills). If nothing else, it seems like a weakness he'd have; sure he can talk to people and find things out, but by default he's not great at it. I might add it back in, but it's out. Notice stays, and will possibly get boosted. Performs are reduced to Acting and Wind Instruments; Oratory and Singing are either under acting, or could be bundled with Beginner's luck (since his Charisma is stupid high, well...). Sense Motive stays, and may well also be boosted. Sleight of Hand goes away, again folded into acting, fluff-wise.

On the flip side, I think Acrobatics makes sense, as much time as he spends in the air. That's the only skill I can think of putting in, though. So...

Skills: 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+**/+15)

Diplomacy 10 (+**/+15)

Gather Information 10 (+**/+15)

Intimidate 10 (+**/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Wind Instruments) 8 (+22/+13)

Sense Motive 8 (+10)

Next up, Feats. this is where things will really get moved around. Current.

Feats: 19PP

Attack Focus (Ranged) 2

Attractive

Connected

Contacts

Defensive Roll 4 (+8 Toughness)

Dodge Focus 2

Equipment 1 (5EP)

Improved Initiative

Luck 4

Quick Change

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Well-Informed

Lot of stuff there. And in talking in chat, and other considerations, I know a few things getting dropped. Attractive just doesn't fit, Connected can always be temporarily bought with a hero point, Contacts doesn't quite fit. Equipment will go away due to my decision to go with a device or two, plus maybe some power tweaks. Quick Change...I'll leave for now, but that might go away too. Let's play with this a bit...

Feats: 20PP

Attack Focus (Ranged) 1

Attack Specialization (Sonic Powers) 2

Beginner's Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 5

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Uncanny Dodge (Auditory)

Well-Informed

Not bad. But time to do some quick math, to see what I've got left for Powers.

Abilities (32) + Combat (32) + Saving Throws (24) + Skills (24) + Feats (20) + Powers () - Drawbacks (0) = 132/201 Power Points.

So, 69 left. That's actually more than what I've currently spent on powers, which is good, since I'll need some PP for stuff like his Devices and such. Though, I have a feeling his "cooler" item will have to wait. So, with that said, on to powers!

Current:

Powers: 18 + 2 + 34 = 54PP

Enhanced Charisma 18 [18PP]

Flight 1 (10MPH / 100ft per Move Action) [2PP]

Sonic Control 12 (24PP Array; Feats: Alternate Power 10) [34PP] (Mutation, Sonic)

Base Power: Dazzle 12 (Audio Senses; Extras: Area [General, Burst, 55ft radius]) [24/24PP]

Alternate Power: Blast 12 (sonic) [24/24PP]

Alternate Power: Communication 9 (Audio, 20,000 miles ["Anywhere On Earth"]; Extras: Area; Feats: Selective, Subtle) [20/24PP] (Ventriloquism)

Alternate Power: Confuse 12 (Feats: Reversible) [13/24PP]

Alternate Power: Drain Toughness 12 (Extras: Range [Ranged]) [24/24PP]

Alternate Power: Drain Toughness 12 (Extras: Range [Ranged], Affects Objects [Alternate Save: Reflex]; Flaws: Affects Objects Only) [24/24PP]

Alternate Power: Emotion Control 12 [24/24PP]

Alternate Power: Flight 12 (to Flight 13; 100,000MPH / 1,000,000ft per Move Action) [24/24PP]

Alternate Power: Nauseate 12 [24/24PP]

Alternate Power: Paralyze 12 [24/24PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged]; Flaws: Action [Full]) [24/24PP]

I think I'll work out my Devices in a separate post. Here I'll concentrate on the powers Gabriel himself brings into play.

After some suggestions from here, I have some ideas for how to keep his powers costing halfway-decent.

Powers: 3 + 20 + 2 + 1 + 35 = 61PP

Super-Senses 3 (ultra-hearing; Enhancement: accurate 2) (echolocation) [3PP]

Enhanced Charisma 20 [20PP]

Flight 1 (10MPH / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 13 (26PP Array; Feats: Alternate Power 9) [35PP] (Mutation, Sonic)

Base Power: Dazzle 13 (Audio Senses; Extras: Area [General, Burst, 65ft radius]) [26/26PP]

Alternate Power: Blast 13 [26/26PP]

Alternate Power: Communication 6 (Audio, 20 miles ["Anywhere In Freedom City"]; Extras: Area; Feats: Selective, Subtle) [14pp] + Linked Power Extended 3 (Hearing) (2 mile range increments, Flaws: Limited to Speech, Feats: Selective) [3pp] + Linked Power Comprehend 3 (Languages 3 [speak Any/All, Understand Any]) [6PP] [23/26PP] (Ventriloquism, Far-Hearing, and the Tongues of Men and Angels)

Alternate Power: Confuse 13 (Extras: Area [General, Shapeable, 13 5 ft. cubes) [/26PP]

Alternate Power: Drain Toughness 13 (Extras: Range [Ranged]) [26/26PP]

Alternate Power: Drain Toughness 13 (Extras: Range [Ranged], Affects Objects [Alternate Save: Reflex]; Flaws: Affects Objects Only) [26/26PP]

Alternate Power: Emotion Control 13 [26/26PP]

Alternate Power: Flight 9 (to Flight 10; 10,000MPH / 100,000ft per Move Action; Feats: Subtle) [19/24PP]

Alternate Power: Nauseate 13 (Extras: Range [Ranged]; Flaws: Sense-Dependent [Auditory]) [26/26PP]

Alternate Power: Paralyze 13 (Extras: Range [Ranged]; Flaws: Sense-Dependent [Auditory]) [26/26PP]

Current tally:

Abilities (32) + Combat (32) + Saving Throws (24) + Skills (24) + Feats (20) + Powers (61) - Drawbacks (0) = 193/201 Power Points.

8 Power Points left.

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So, with 8pp left, time for one of the two "thematic upgrades" he's getting: holy armor!

Device 1 (5pp Container) ("Holy Armor") [4pp]

Enhanced Feat 1 (Quick Change) [1pp]

Protection 4 [4pp]

That gets his Toughness to caps and lets him swap it out for normal clothes in the blink of an eye!

There's still 4pp left...but it's not quite enough to get him that Spear that I'm considering. So, instead, I shall hold onto those points and wait!

I'll compile everything in a separate post tomorrow night, and hopefully get it all formatted and ready to submit!

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Compiled, formatted, and filled out (for stuff like Toughness)!

Abilities: 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Str 14 (+2)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 40/20 (+15/+5)

Combat: 16 + 16 = 32PP

Initiative: +6

Attack: +8, +9 ranged, +13 Sonic Control

Grapple: +10

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -6

Saving Throws: 5 + 6 + 13 = 24PP

Toughness: +13 (+3 Con, +6 Defensive Roll, +4 Holy Armor), +7 Flat-Footed

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

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

Will: +13 (+2 Wis, +11 Base)

Skills: 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+25/+15)

Diplomacy 10 (+25/+15)

Gather Information 10 (+25/+15)

Intimidate 10 (+25/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Wind Instruments) 8 (+23/+13)

Sense Motive 8 (+10)

Feats: 20PP

Attack Focus (Ranged) 1

Attack Specialization (Sonic Powers) 2

Beginner's Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 5

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Uncanny Dodge (Auditory)

Well-Informed

Powers: 4 + 20 + 2 + 1 + 35 + 3 = 65PP

Device 1 (5pp Container) ("Holy Armor") [4pp]

Enhanced Feat 1 (Quick Change) [1pp]

Protection 4 [4pp]

Enhanced Charisma 20 [20PP]

Flight 1 (10MPH / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 13 (26PP Array; Feats: Alternate Power 9) [35PP] (Mutation, Sonic)

  • Base Power: Dazzle 13 (Audio Senses; Extras: Area [General, Burst, 65ft radius]) [26/26PP]

    Alternate Power: Blast 13 [26/26PP]

    Alternate Power: Communication 6 (Audio, 20 miles ["Anywhere In Freedom City"]; Extras: Area; Feats: Selective, Subtle) [14pp] + Linked Power Extended 3 (Hearing) (2 mile range increments, Flaws: Limited to Speech, Feats: Selective) [3pp] + Linked Power Comprehend 3 (Languages 3 [speak Any/All, Understand Any]) [6PP] [23/26PP] (Ventriloquism, Far-Hearing, and the Tongues of Men and Angels)

    Alternate Power: Confuse 13 (Extras: Area [General, Shapeable, 13 5 ft. cubes]) [/26PP]

    Alternate Power: Drain Toughness 13 (Extras: Range [Ranged]) [26/26PP]

    Alternate Power: Drain Toughness 13 (Extras: Range [Ranged], Affects Objects [Alternate Save: Reflex]; Flaws: Affects Objects Only) [26/26PP]

    Alternate Power: Emotion Control 13 [26/26PP]

    Alternate Power: Flight 9 (to Flight 10; 10,000MPH / 100,000ft per Move Action; Feats: Subtle) [19/24PP]

    Alternate Power: Nauseate 13 (Extras: Range [Ranged]; Flaws: Sense-Dependent [Auditory]) [26/26PP]

    Alternate Power: Paralyze 13 (Extras: Range [Ranged]; Flaws: Sense-Dependent [Auditory]) [26/26PP]

Super-Senses 3 (ultra-hearing; Enhancement: accurate 2) (echolocation) [3PP]

Abilities (32) + Combat (32) + Saving Throws (24) + Skills (24) + Feats (20) + Powers (65) - Drawbacks (0) = 197/201 Power Points.

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This is a Test.


[b][u]Power Level[/u][/b]: 13 (197/201PP)

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

[b][u]Unspent PP[/u][/b]: 7

[b][u]Progress to Silver Status[/u][/b]: 51/60


[b][u]In Brief[/u][/b]: Called by a Power higher than mortal man, Carson Finbar Keefe finds himself taking up the mantle of the Archangel Gabriel. Wielding a fraction of the power of the true Archangel, he uses sound to defend the defenseless, right wrongs, and strive constantly against the machinations of Evil in all its forms.


[b][u]Name[/u][/b]: Gabriel

[b][u]Alternate Identities[/u][/b]: Carson Finbar Keefe

I[b][u]dentity[/u][/b]: Secret

[b][u]Birthplace[/u][/b]: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

[b][u]Occupation[/u][/b]: Drama Teacher at Freedom College

[b][u]Affiliations[/u][/b]: (To be determined)

[b][u]Family[/u][/b]: [b]Father[/b]: Angus Keefe; [b]Mother[/b]: Bevin Keefe; [b]Older Brother[/b]: Brody Keefe; [b]Younger Brother[/b]: Doyle Keefe; [b]"Baby" Sister[/b]: Riona Keefe; [b]Paternal Grandfather[/b]: Brogan Keefe; [b]Paternal Grandmother[/b]: Bridget Keefe; [b]Maternal Grandfather[/b]: Colin Doherty; [b]Maternal Grandmother[/b]: Moreen Doherty;


[b][u]Age[/u][/b]: 26 (DoB: March 21, 1984)

[b][u]Apparent Age[/u][/b]: (N/A)

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

[b][u]Ethnicity[/u][/b]: Irish

[b][u]Height[/u][/b]: 6'0"

[b][u]Weight[/u][/b]: 170 lbs.

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

[b][u]Hair[/u][/b]: Red

[b][u]Speech Color[/u][/b]: Maroon


[b][u]Description[/u][/b]: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.


Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.


[b][u]Power Descriptions[/u][/b]: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.


[b][u]History[/u][/b]: 

[b]Early History[/b]

[spoiler]Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun!


As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent?


Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty...


So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.[/spoiler]



[b]Origin of a Hero[/b]

[spoiler]Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. "[b]Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed.[/b]" When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. "[b]I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel.[/b]"


And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents.


In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go.


Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose.


Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away."


His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.[/spoiler]



[b]Recent Times[/b]

It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for peopl who need it. 



[b][u]Personality & Motivation[/u][/b]: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.


This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.


As Gabriel, his focus has been on helping "the little guy", such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.


[b][u]Powers & Tactics[/u][/b]: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.



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

Secret: Secret Identity; Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

Shepherd of the Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. 

Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. 

Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

Demons, Why Did It Have To Be Demons: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades).



[b][u]Abilities:[/u][/b] 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Str 14 (+2)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 40/20 (+15/+5)


[b][u]Combat:[/u][/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8, +9 ranged, +13 Sonic Control

Grapple: +10

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -6


[b][u]Saving Throws:[/u][/b] 5 + 6 + 13 = 24PP

Toughness: +13 (+3 Con, +6 Defensive Roll, +4 Holy Armor), +7 Flat-Footed

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

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

Will: +13 (+2 Wis, +11 Base)


[b][u]Skills:[/u][/b] 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+25/+15)

Diplomacy 10 (+25/+15)

Gather Information 10 (+25/+15)

Intimidate 10 (+25/+15)

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+22/+13)

Perform (Wind Instruments) 8 (+23/+13)

Sense Motive 8 (+10)


[b][u]Feats:[/u][/b] 20PP

Attack Focus (Ranged) 1

Attack Specialization (Sonic Powers) 2

Beginner's Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 5

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Uncanny Dodge (Auditory)

Well-Informed


[b][u]Powers:[/u][/b] 4 + 20 + 2 + 1 + 35 + 3 = 65PP


[b]Device 1 ([/b]5pp Container[b])[/b] ("Holy Armor") [4pp]

[device]E[b]nhanced Feat 1 ([/b]Quick Change[b])[/b] [1pp]

[b]Protection 4[/b] [4pp][/device]


[b]Enhanced Charisma 20[/b] [20PP]


[b]Flight 1 ([/b]10MPH / 100ft per Move Action[b])[/b] [2PP]


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Sonic Control 13 ([/b]26PP Array; [i]Feats[/i]: Alternate Power 9[b])[/b] [35PP] (Mutation, Sonic)


[list][u]Base Power:[/u] [b]Dazzle 13 ([/b]Audio Senses; [i]Extras[/i]: Area [General, Burst, 65ft radius][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Blast 13[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Communication 6 ([/b]Audio, 20 miles ["Anywhere In Freedom City"]; [i]Extras[/i]: Area; [i]Feats[/i]: Selective, Subtle[b])[/b] [14pp] + [u]Linked Power[/u] [b]Extended 3 (Hearing) ([/b]2 mile range increments, [i]Flaws[/i]: Limited to Speech, [i]Feats[/i]: Selective[b])[/b] [3pp] + [u]Linked Power[/u] [b]Comprehend 3 ([/b]Languages 3 [Speak Any/All, Understand Any][b])[/b] [6PP] [23/26PP] (Ventriloquism, Far-Hearing, and the Tongues of Men and Angels)


[u]Alternate Power:[/u] [b]Confuse 13 ([/b][i]Extras[/i]: Area [General, Shapeable, 13 5 ft. cubes][b])[/b] [/26PP]


[u]Alternate Power:[/u][b] Drain Toughness 13 ([/b][i]Extras[/i]: Range [Ranged][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Drain Toughness 13 ([/b][i]Extras[/i]: Range [Ranged], Affects Objects [Alternate Save: Reflex]; [i]Flaws[/i]: Affects Objects Only[b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Emotion Control 13[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Flight 9 ([/b]to [b]Flight 10[/b]; 10,000MPH / 100,000ft per Move Action; [i]Feats[/i]: Subtle[b])[/b] [19/24PP]


[u]Alternate Power:[/u] [b]Nauseate 13 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Sense-Dependent [Auditory][b])[/b] [26/26PP]


[u]Alternate Power:[/u] [b]Paralyze 13 ([/b][i]Extras[/i]: Range [Ranged]; [i]Flaws[/i]: Sense-Dependent [Auditory][b])[/b] [26/26PP][/list]


[b]Super-Senses 3 ([/b]ultra-hearing; Enhancement: accurate 2[b])[/b] (echolocation) [3PP]



[b]Abilities (32) + Combat (32) + Saving Throws (24) + Skills (24) + Feats (20) + Powers (65) - Drawbacks (0) = 197/201 Power Points.[/b]

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This is just to write out my planned upgrade for Gabriel: a holy, magical spear. That turns into a trumpet, or a ring.

So! Easy to Lose Device, because he has to hold it in his hand, if and it gets out of his hands, he has to manually go pick it up. Granted, when it's a ring it's harder to get away...but it'll be nothing but a ring. Anyways.

Device 3(15PP, Flaws: Easy-To-Lose; Feats: Subtle ("Turns Into Ring"); Features: +2 to Perform Wind ("Turns Into Trumpet") [11PP]

Strike 11 ( Feats: Mighty, Accurate 2) [14PP]

I think I have the math right there.

He's got 12 PP total; I think I'll take the leftover point and bundle it with his Attack Focus: Ranged to just add a point of Base Attack.

Not sure what to do inside the Device, though; still have a PP there, too.

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Clarification:

Attack Specialization for an entire array is fine, for the most part. Like Ecal said, mechanically it's less "optimal" than just adding Accurate as a power feat to whichever powers in the array require attack rolls (and thus, leaving one or more points for the other APs to build with).

However, Attack Specialization for an entire Device is not. It's fine for an array contained within that Device, but Attack "Specialization" for any and all attack powers which might be contained somewhere within the points allotted to the Device is too broad.

And trying to apply Attack Specialization to an array which includes both a series of Blasts and Blast-ish powers, and Enhanced Strength, getting the super-cheap attack bonus for both the Blasts and any unarmed attacks you make while the Enhanced Strength AP is active, is also too broad.

If he's going to wind up with a fairly diverse mix of ranged and melee attacks, then you might be able to figure out some means of using Attack Focus & Specialization as a cost-cutting measure, like Ecal originally suggested. For example, he might have Attack Focus [Ranged], and Attack Specialization [unarmed], or Attack Specialization . But it's more likely that you'll wind up just having to buy full Base Attack bonus.

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I am slightly confused. I know we spoke of this regarding Cobalt Templar's ring, and how it had to be the Holy Fire Control array, not the ring, that got the Attack Spec (which I was fine with; I can always buy more base attack later).

With Gabriel, the idea is that by himself, he'd now have BAB 9, and enough Attack Specialization to push him up to PL13 caps (for the moment) with his Sonic Array.

Meanwhile, the Spear has Accurate because, in my mind, the spear itself is just that good. but any other melee weapon or method, he's back to 9 attack bonus.

Not trying to dispute, just confused as to what we're speaking of now. :?:

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Relax. 8-) Having only barely skimmed the thread, I was just laying down some very vague general mechanical clarifications. I was not referring to anything specific or recent.

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So, again, 12PP overall.

Device 3(15PP, Flaws: Easy-To-Lose; Feats: Subtle ("Turns Into Ring"); Features: +2 to Perform Wind ("Turns Into Trumpet") [11PP] (Heavenly Spear [Holy, Piercing, Silver])

Light Control 1 (5ft radius, Flaws: Range [Touch]) [1PP]

Strike 11 ( Feats: Mighty, Accurate 2) [14PP]

Again, the last free PP goes into making his Base Attack 9, giving him an Attack of 13 with his Sonic Array, 13 with the Holy Spear, and 9 with any other attacks.

Now to go make the edits.....

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Time for TOTAL OVERHAUL!!!

Spoilering most everything to make it less tedious to scroll through this thread.

Active Sheet as of April 02:

[floatr]GabrielHF1.png[/floatr]Player Name: KnightDisciple

Character Name: Gabriel

Power Level: 15 (212/223PP)

Trade-Offs: None

Unspent PP: 11

Progress To Gold Status: 73/90

In Brief: Called by a Power higher than mortal man, Carson Finbar Keefe finds himself taking up the mantle of the Archangel Gabriel. Wielding a fraction of the power of the true Archangel, he uses sound to defend the defenseless, right wrongs, and strive constantly against the machinations of Evil in all its forms.

Alternate Identity: Carson Finbar Keefe

dentity: Secret

Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

Occupation: Drama Teacher

Affiliations: Freedom College

Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)

Age: 28 (DoB: March 21, 1984)

Apparent Age: N/A

Gender: Male

Ethnicity: Irish Caucasian

Height: 6'

Weight: 170 lbs.

Eyes: Blue

Hair: Red

Speech Color: Maroon

Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.

Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.

Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.

Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.

History:

Early History

Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun!

As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent?

Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty...

So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.

Origin of a Hero

Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. "Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed." When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. "I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel."

And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents.

In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go.

Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose.

Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away."

His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.

Recent Times

It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for people who need it.

Personality & Motivation:

Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.

This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.

As Gabriel, his focus has been on helping "the little guy," such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.

Powers & Tactics:

Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.

Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.


Complications:

Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades).

Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.

Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.

Abilities: 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 44/20 (+17/+5)

Combat: 18 + 16 = 34PP

Initiative: +6

Attack: +9, +13 Spear, +13 Sonic Control

Grapple: +11

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -6/-4, -3/-1 Flat-Footed

Saving Throws: 5 + 6 + 11 = 22PP

Toughness: +13 (+3 Con, +6 Defensive Roll, +4 Holy Armor), +7 Flat-Footed

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

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

Will: +13 (+2 Wis, +11)

Skills: 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+27/+15)SM

Diplomacy 10 (+27/+15)SMUE

Gather Information 10 (+27/+15)SM

Intimidate 10 (+27/+15)SM

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+24/+13)

Perform (Wind Instruments) 8 (+25/+13)

Sense Motive 8 (+10)

Feats: 20PP

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 5

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Diplomacy

Uncanny Dodge (Auditory)

Well-Informed

Powers: 4 + 11 + 24 + 2 + 1 + 35 + 3 = 80PP

Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Holy Armor)

Features 1 (Quick Change) [1PP]

Protection 4 [4PP]

Device 3 (15PP Container, Flaws: Easy-To-Lose, Feats: Subtle [Transforms into a Ring], Features: Masterwork Wind Instrument [Transforms into a Trumpet]) [11PP] (Heavenly Spear)

Light Control 1 (5ft radius, Flaws: Range [Touch]) [1PP]

Strike 11 (Feats: Accurate 2, Mighty) [14PP] (Blessed/Holy, Piercing, Silver)

Enhanced Charisma 24 (to 44/+17) [24PP]

Flight 1 (10mph / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 13 (26PP Array, Feats: Alternate Power 9) [35PP] (Mutation)

Base Power: Dazzle 13 (Auditory Senses, Extras: Area [General, Burst, 65ft radius]) [26PP]

Alternate Power: Blast 13 [26PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [3PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 13 (Extras: Area [General, Shapeable, 13 5ft cubes]) [26PP]

Alternate Power: Drain Toughness 13 (Extras: Range [Ranged]) [26PP]

Alternate Power: Drain Toughness 13 (Extras: Affects Objects, Range [Ranged], Flaws: Limited [Objects]) [26PP]

Alternate Power: Emotion Control 13 [26PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 13 (Extras: Range [Ranged], Flaws: Action [Full]) [26PP]

Alternate Power: Paralyze 13 (Extras: Range [Ranged], Flaws: Action [Full]) [26PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)

Drawbacks: -0PP

None

DC Block:

ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC28 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC23 Will                  Confused

Dazzle             Ranged+Area    DC23 Reflex                1/2 Effect

                                  DC23 Reflex                Deafened

                                  DC23 Fortitude             Recover

Drain              Ranged         DC23 Fortitude             Drain Toughness

Emotion Control    Perception     DC23 Will (Staged)         Special

Nauseate           Ranged         DC23 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC28 Toughness (Staged)    Damage (Physical)

Abilities (32) + Combat (34) + Saving Throws (22) + Skills (24) + Feats (20) + Powers (80) - Drawbacks (0) = 212/219 Power Points

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On to changes!

So, first note is that he has 11 unspent PP right out of the gate.

But I've been thinking. He's PL15, but with PL13 caps, and I don't think he'll ever go higher, cap-wise. In fact, in looking over the site, I don't know that we have a character out there who's fully at PL14 or 15 caps; most everyone's at an average of 12, with perhaps one or two things boosted up.

So I've decided Gabe's going to be stripped down to PL 12.

Here's the stripped-down version, with the new total of unspent PP shown at the top.

Character Name: Gabriel

Power Level: 15 (203/223PP)

Trade-Offs: None

Unspent PP: 20

Progress To Gold Status: 73/90

Abilities: 4 + 4 + 6 + 4 + 4 + 10 = 32PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 44/20 (+17/+5)

Combat: 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Spear, +12 Sonic Control

Grapple: +11

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

Knockback: -6/-4, -3/-1 Flat-Footed

Saving Throws: 5 + 6 + 10 = 21PP

Toughness: +12 (+3 Con, +6 Defensive Roll, +3 Holy Armor), +6 Flat-Footed

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

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

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

Skills: 96R = 24PP

Acrobatics 8 (+10)

Bluff 10 (+27/+15)SM

Diplomacy 10 (+27/+15)SMUE

Gather Information 10 (+27/+15)SM

Intimidate 10 (+27/+15)SM

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 8 (+10)

Perform (Acting) 8 (+24/+13)

Perform (Wind Instruments) 8 (+25/+13)

Sense Motive 8 (+10)

Feats: 19PP

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 3 (+6 Toughness)

Dodge Focus 4

Improved Initiative

Luck 4

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Diplomacy

Uncanny Dodge (Auditory)

Well-Informed

Powers: 4 + 11 + 24 + 2 + 1 + 33 + 3 = 78PP

Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Holy Armor)

Features 1 (Quick Change) [1PP]

Protection 3 [3PP]

Device 3 (15PP Container, Flaws: Easy-To-Lose, Feats: Subtle [Transforms into a Ring], Features: Masterwork Wind Instrument [Transforms into a Trumpet]) [11PP] (Heavenly Spear)

Light Control 1 (5ft radius, Flaws: Range [Touch]) [1PP]

Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)

Enhanced Charisma 24 (to 44/+17) [24PP]

Flight 1 (10mph / 100ft per Move Action) [2PP]

Immunity 1 (Own Powers) [1PP]

Sonic Control 12 (24PP Array, Feats: Alternate Power 9) [33PP] (Mutation)

Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 65ft radius]) [24PP]

Alternate Power: Blast 12 [24PP]

Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [3PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]

Alternate Power: Confuse 12 (Extras: Area [General, Shapeable, 13 5ft cubes]) [24PP]

Alternate Power: Drain Toughness 12 (Extras: Range [Ranged]) [24PP]

Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged], Flaws: Limited [Objects]) [24PP]

Alternate Power: Emotion Control 12 [24PP]

Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP]

Alternate Power: Nauseate 12 (Extras: Range [Ranged], Flaws: Action [Full]) [24PP]

Alternate Power: Paralyze 12 (Extras: Range [Ranged], Flaws: Action [Full]) [24PP]

Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation)

Drawbacks: -0PP

None

DC Block:

ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC22 Will                  Confused

Dazzle             Ranged+Area    DC22 Reflex                1/2 Effect

                                  DC22 Reflex                Deafened

                                  DC22 Fortitude             Recover

Drain              Ranged         DC22 Fortitude             Drain Toughness

Emotion Control    Perception     DC22 Will (Staged)         Special

Nauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC27 Toughness (Staged)    Damage (Physical)
Abilities (32) + Combat (32) + Saving Throws (21) + Skills (24) + Feats (19) + Powers (78) - Drawbacks (0) = 203/223 Power Points
So! 20 Power Points to spend.
:D

Tremble before 50 Charisma!

...Sorry, that's just been a goal of mine since I started the character. :oops:

Of course, now I'm left wondering 1.)what do to with the other 14 Power Points (I considered boosting his Interaction Skills, but I'll probably save that for the last 10 Power Points or so), and 2.)how to best use the 1 point each in his Armor and Spear (from getting his combat caps down to 12).

Offhand, I'm considering getting Ultimate Bluff, Intimidate, and Gather Information, as well as another rank of Luck (I think that's allowed, since he's PL15 overall). But that'd still leave 9 power points to spend. Probably going to get another rank in each Device. So...One power point. Hm. Something to consider.

Suggestions welcome!

Character Name: Gabriel Power Level: 15 (2/223PP) Trade-Offs: None Unspent PP: Progress To Gold Status: 73/90 Abilities: 4 + 4 + 6 + 4 + 4 + 10 = 32PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 50/20 (+20/+5) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed Saving Throws: 5 + 6 + 10 = 21PP Toughness: +12 (+3 Con, +6 Defensive Roll, +3 Holy Armor), +6 Flat-Footed Fortitude: +8 (+3 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) Skills: 96R = 24PP Acrobatics 8 (+10) Bluff 10 (+30/+15)SM Diplomacy 10 (+30/+15)SMUE Gather Information 10 (+30/+15)SM Intimidate 10 (+30/+15)SM Knowledge (Arcane Lore) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 8 (+10) Perform (Acting) 8 (+28/+13) Perform (Wind Instruments) 8 (+28/+13) Sense Motive 8 (+10) Feats: 19PP Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 3 (+6 Toughness) Dodge Focus 4 Improved Initiative Luck 4 Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Diplomacy Uncanny Dodge (Auditory) Well-Informed Powers: 4 + 11 + 30 + 2 + 1 + 33 + 3 = 84PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Holy Armor)
Features 1 (Quick Change) [1PP] Protection 3 [4PP]
Device 3 (15PP Container, Flaws: Easy-To-Lose, Feats: Subtle [Transforms into a Ring], Features: Masterwork Wind Instrument [Transforms into a Trumpet]) [11PP] (Heavenly Spear)
Light Control 1 (5ft radius, Flaws: Range [Touch]) [1PP] Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver)
Enhanced Charisma 30 (to 50/+20) [30PP] Flight 1 (10mph / 100ft per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Sonic Control 12 (24PP Array, Feats: Alternate Power 9) [33PP] (Mutation)
Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 65ft radius]) [24PP] Alternate Power: Blast 12 [24PP] Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [3PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Alternate Power: Confuse 12 (Extras: Area [General, Shapeable, 13 5ft cubes]) [24PP] Alternate Power: Drain Toughness 12 (Extras: Range [Ranged]) [24PP] Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged], Flaws: Limited [Objects]) [24PP] Alternate Power: Emotion Control 12 [24PP] Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP] Alternate Power: Nauseate 12 (Extras: Range [Ranged], Flaws: Action [Full]) [24PP] Alternate Power: Paralyze 12 (Extras: Range [Ranged], Flaws: Action [Full]) [24PP]
Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation) Drawbacks: -0PP None DC Block:
ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC22 Will                  Confused

Dazzle             Ranged+Area    DC22 Reflex                1/2 Effect

                                  DC22 Reflex                Deafened

                                  DC22 Fortitude             Recover

Drain              Ranged         DC22 Fortitude             Drain Toughness

Emotion Control    Perception     DC22 Will (Staged)         Special

Nauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC27 Toughness (Staged)    Damage (Physical)

Abilities (32) + Combat (32) + Saving Throws (21) + Skills (24) + Feats (19) + Powers (84) - Drawbacks (0) = 209/223 Power Points

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