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Kid Cthulhu v2


Lone Star

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Player Name: Lone Star

Character Name: Kid Cthulhu

Power Level: 11 (161/161PP)

Trade-Offs: +0 Attack / +0 Damage, -2 Defense / +2 Toughness

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Kid Cthulhu’s back, y’all. Lovecraftian boy wonder.

Alternate Identities: Blake Salazar

Identity: Public

Birthplace: The West End, Freedom City

Occupation: Superhero

Affiliations:

Family: Herbert Salazar (father, deceased), Lavinia Salazar (mother, deceased)

Age: 18

Apparent Age: 18

Gender: Male

Ethnicity: White

Height: 5’10â€

Weight: 150

Eyes: Green

Hair: Brown

Description: Blake, in his human form, has managed to keep up his physical training. The formerly thin and skinny Blake is now in excellent shape. His eyes are a calming shade of green, and his brown hair is down to his shoulders. He always has a ready smile on his face and his sharp features show his intellect.

As Kid Cthulhu, Blake decided to redesign his costume. When he went as Kid Cthulhu the first time around, his costume was not unlike a standard superheroes' outfit- green and black, with the Elder Sign as his insignia. However, the newest incarnation of his powers has created a new Blake- one that thinks before he acts, and his costume reflects this. He wears a slate-grey cape, and heavy robes of a lighter grey underneath. His physical appearance is essentially the same as his first time as Kid Cthulhu: green skin, tentacles around his face, and scales on his arms and legs. All in all, the new Kid Cthulhu is shocking to behold to anyone he meets, but a welcome burden on the sanity of his old friends.

Power Descriptions: Blake’s powers come from a pseudonatural source. His otherworldly fire burns with a strange green glow, and does not require oxygen to activate. His mental abilities warp the air around him, as if it is compensating for the eldritch strangeness Blake gives off. However, when Blake activates the power of "Chaotic Presence", huge glowing runes beyond comprehension appear in the air before him, confusing and baffling anyone who observes them.

History: After the events of the July vignette, Blake Salazar found himself with his strange Cthonian powers again. It was a lot easier to adjust with his new powers this time around, and although he enjoyed his brief time as the "normal" wizard Warlock, he took up the mantle of Kid Cthulhu once again with only mild begrudging. Designing a new costume to reflect his attitude towards the change, he found himself happy to be back as the green kid once again. When he went to test his powers, he was glad to find his strange psychic abilities had grown, and he had gained a few new tricks.

Personality & Motivation:

One thing his journey with mystic forces and unearthly cthonian powers had taught him is to take the punches that life throws you. The formerly insecure and awkward Blake is gone, replaced by a sober and relaxed personality he finds he is much happier with. No matter what form he takes, Blake is committed to protecting Freedom City to otherworly and arcane threats, no matter what the hour. He is still apt to joke around, but he takes his continuing heroic occupation very seriously.

Powers & Tactics:

Complications:

Name: [Description]

It's Still Not Easy Being Green: Despite the fact that Kid Cthulhu/Warlock has made a lot of friends in the city, his appearance can still be shocking to behold.

Lady's Man...Well...One Lady, Anyway: Blake's is responsible for his girlfriend Ironclad, and will run to her rescue should she need any help.

For Magic! Blake also has a responsibility to his fellow magicians, and will answer their calls for help at a moment's notice.

Defender Against the Odd: Being one of the few magic-users with otherwordly mystic abilities, he feels an obligation to make sure nothing from another world sneaks into Freedom City.

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

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 14/32 (+2/+11)

Intelligence: 14 (+2)

Wisdom: 16/36 (+3/+12)

Charisma: 14 (+2)

Combat: 10 + 14 = 24PP

Initiative: +7

Attack: +5, +11 Psuedonatural Powers

Grapple: +6

Defense: +9 (+7 Base, +2 Dodge Focus), +0 Flat-Footed

Knockback: -1

Saving Throws: 0 + 6 + 0 = 6PP

Toughness: +2/+13 (+2 Con, +2 Defensive Roll, +9 Enhanced Con)

Fortitude: +2/+11 (+2 Con, +9 Enhanced Con,)

Reflex: +9 (+3 Dex, +6)

Will: +3/+12 (+3 Wis, +12 Enhanced Wis, +0)

Skills: 52R = 13PP

Concentration 4 (+7, +16 with Enhanced Wisdom)

Craft (Artistic) 13 (+15)

Knowledge (Arcane Lore) 13 (+15)

Knowledge (Art) 10 (+12)

Notice 4 (+7, +16 with Enhanced Wisdom)

Search 8 (+10)

Feats: 10PP

Beginner's Luck

Defensive Roll

Dodge Focus 2

Environmental Adaption (underwater)

Improved Initiative

Luck 2

Power Attack

Skill Mastery (Craft: Artistic, Knowledge: Art and Arcane Lore, Notice)

Ritualist

Ultimate Save (Will)

Powers: 41 + 18 + 20 + 1 = 80PP

Psuedonatural Array 16.5 (33 points, Feats: Alternate Powers 5, Accurate 3) (Descriptive Name, Descriptors) [41PP]

  • Base Power: Blast 11 (Extras: Autofire) ( (“Eldritch Fireâ€, magic, psuedonatural) [33PP]

    Alternate Power: Mental Blast 8 (“Mind-Shattering Contactâ€, psychic, magic, psuedonatural) [32PP]

    Alternate Power: Drain Wisdom 9(Extras: Ranged) + Mental Blast 5 (Flaws: Ranged (“Sanity Drainâ€, psychic, magic, psuedonatural) [33PP]

    Alternate Power: Emotion Control 11 (Extras: Ranged Flaws: Limited to Fear) (“Primordial Fear, magic, psuedonatural) [22PP]

    Alternate Power: Snare 11 (Extras: Burst Area) ("Summon Tentacles", psychic, magic, psuedonatural) [33PP]

    Alternate Power: Teleport 9 (Extra: Accurate) (Power Feats: Change Velocity, Easy, Progression 2 [500 lbs], Turnabout) [32PP]

Enhanced Constitution 18 “Otherworldly Constitution†[18PP]

Enhanced Wisdom 20 “Wisdom from Beyond the Outer Planes†[20PP]

Immunity 1 (underwater drowning) [1PP]

Drawbacks: (-3) + (-0) = -3PP

Normal Identity (free action to say "Cthulhu f'thagn", Frequency: Uncommon, Intensity, Major) [-3PP]

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Eldritch Fire 110 ft. DC 26 Toughness (Staged) Damage (Magic, Fire)

Mind-Shattering Perception DC 26 Will Damage (Psychic)

Sanity Drain 110 ft. DC 21 Will Drain Will

110 ft. DC 25 Will Damage (Psychic)

Primordial Fear 110 ft. DC 21 Will Shaken/Frightened/Panicked

Summon Tentacles 110 ft. DC 21 Reflex Entangled

[b]Abilities (26) + Combat (24) + Saving Throws (6) + Skills (13) + Feats (10) + Powers (80) - Drawbacks (-3) = 156/161 Power Points[/b]

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

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 14/32 (+2/+11)

Intelligence: 14 (+2)

Wisdom: 16/36 (+3/+12)

Charisma: 14 (+2)

All adds up. I'd point out that a 36 Wis is a +13 modifier, not +12.

Combat: 5 + 18 = 23PP

Initiative: +11

Attack: +5, +11 Psuedonatural Poowers

Grapple: +6

Defense: +9 (+9 Base, +1 Dodge Focus), +0 Flat-Footed

Knockback: -1

+5 base Attack is 10 PP, not 5. Looking at his Feats, I'm guessing that KC really has 9 ranks in base Defense and no Dodge Focus? I'd drop a ranks of base Def and grab a rank in DF. It'd be the same mechanically. Also, Knockback needs to be refigured.

Saving Throws: 0 + 6 + 0 = 6PP

Toughness: +2/+13 (+2 Con, +11 [Other])

Fortitude: +2/+13 (+2 Con, +11 Enhanced Con,)

Reflex: +9 (+3 Dex, +6)

Will: +3/+12 (+3 Wis, +12 Enhanced Wis, +0)

I... Don't know how you came up with those Toughness and Fortitude saves, but they're both off by 2.

Skills: 52R = 13PP

Concentration 4 (+7, +16 with Enhanced Wisdom)

Craft (Artistic) 13 (+15)

Knowledge (Arcane Lore) 13 (+15)

Knowledge (Art) 10 (+12)

Notice 4 (+7, +16 with Enhanced Wisdom)

Search 8 (+10)

Looks good here. Just fix the modifiers for his Wis bonus and note which skills have SM.

Feats: 11PP

Beginner's Luck

Defensive Roll

Environmental Adaption (underwater)

Improved Initiative 2

Luck 2

Power Attack

Skill Mastery (Craft: Artistic, Knowledge: Art and Arcane Lore, Notice)

Ritualist

Ultimate Save (Will)

Ah, so Defensive Roll is where you're getting that +2 to his Toughness. Still needs to be noted.

Powers: 40 + 18 + 20 + 1 + 2 = 81PP

Psuedonatural Array 16.5 (33 points, Feats: Alternate Powers 4, Accurate 3) (Descriptive Name, Descriptors) [40PP]

  • Base Power: Blast 11 (Extras: Autofire ( (“Eldritch Fireâ€, magic, psuedonatural) [33PP]

    Alternate Power: Mental Blast 8 (“Mind-Shattering Contactâ€, psychic, magic, psuedonatural) [32PP]

    Alternate Power: Drain Wisdom 11 + Mental Blast 7 (Flaws: Ranged (“Sanity Drainâ€, psychic, magic, psuedonatural) [31PP]

    Alternate Power: Emotion Control 11 (Extras: Ranged Flaws: Limited to Fear) (“Primordial Fear, magic, psuedonatural) [XPP]

    Alternate Power: Confuse 11 (Extras: Perception Range) ("Chaotic Presence", psychic, magic, psuedonatural) [XPP]

Enhanced Constitution 18 “Otherworldly Constitution†[18PP]

Enhanced Wisdom 20 “Wisdom from Beyond the Outer Planes†[20PP]

Immunity 1 (underwater drowning)

Swimming 2

I don't know why you don't have all 11 ranks in that first Mental Blast, since he can afford it. Other than that.... Swimming as a movement power? Really?

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Swimming would be alright as a movement power, seeing as how Freedom City is coastal. Only a) Swimming's progression is inexplicably slow, and B) no one uses the sea!

How about:

Swimming 4

AP: Leaping 2 and Speed 2

Hell, or just buy a low rank of Flight, as of UP Flight still works underwater.

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Looks fun.

The Confuse and Sanity drain powers looks a little, err... confusing to me. Not in terms of raw mechanics but in terms of what they actually represent. Particularly the latter one - like, a, um, beam of sanity draining???

I wonder if these two could be better considered amalgamated into something like a perception range attack, maybe with area and selective extra's and maybe with sense dependent (visual) flaw. There are I suppose plenty of ways to do sanity draining (drain wisdom and confuse the best, I would imagine, emotion control a close second), but the above one just seems a little odd to me. But then, it is Cthullu! ;)

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