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Belladonna

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Player Name: Maggie

Character Name: Oracle

Power Level: 7 (105/105PP)

Trade-Offs: +2 Attack / -2 Damage, +3 Defense / -3 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Reincarnation of Pythia, Oracle of Dephi.

Alternate Identity: Sophia Megalos

Identity: Secret

Birthplace:

Occupation: Private Detective

Affiliations:

Family: Anna Megalos (mother), George Megalos (father),

Description:

Age: 21 (DoB: July 1990)

Apparent Age: early twenties

Gender: Female

Ethnicity: Greek-American

Height: 5'5"

Weight: 125 pounds

Eyes:

Hair:

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities: 2 + 4 + 4 + 4 + 6 + 4 = 24PP

Str 12 (+1)

Dex 14 (+2)

Con 14 (+2)

Int 14 (+2)

Wis 16 (+3)

Cha 14 (+2)

Combat: 6 + 12 = 18PP

Initiative: +6

Attack: +9 Melee, +3 Ranged

Grapple: +10

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

Knockback: -2, -1 Flat-Footed

Saving Throws: 2 + 2 + 4 = 8PP

Toughness: +4 (+2 Con, +2 defensive roll)

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

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

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

Skills: 104R = 26PP

Acrobatics 8 (+10)

Gather Information 8 (+10)

Intimidate 8 (+10)

Investigate 8 (+10)

Knowledge (civics) 8 (+10)

Knowledge (current events) 3 (+5)

Knowledge (pop culture) 3 (+5)

Knowledge (streetwise) 8 (+10)

Knowledge (theology and philosophy) 8 (+10)

Language 2 (Ancient Greek [native], English, Greek)

Notice 12 (+15)

Search 8 (+10)

Sense Motive 12 (+15)

Stealth 8 (+10)

Feats: 26PP

Acrobatic Bluff

Attack Focus (melee) 6

Contacts

Defensive Roll 1

Dodge Focus 4

Fearsome Presence 7

Improved Initiative

Improved Trip

Power Attack

Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)

Sneak Attack

Well Informed

Powers: 3 + 0 + 0 = 3PP

Device 1 (collapsible quarterstaff; 5PP Container; Flaws: Easy-To-Lose) [3PP]

Damage 2 (Feats: Improved Reach, Mighty, Subtle) [5PP]

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

DC Block

Totals: Abilities (24) + Combat (18) + Saving Throws (8) + Skills (26) + Feats (26) + Powers (3) - Drawbacks (0) = 105/105 Power Points

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Player Name: Maggie

Character Name: Oracle

Power Level: 7 (105/105PP)

Trade-Offs: +2 Attack / -2 Damage, +3 Defense / -3 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Reincarnation of Pythia, Oracle of Dephi.

Interesting concept. I would worry about taking such extreme trade-offs with such a low-PL character.

Abilities: 2 + 4 + 4 + 4 + 6 + 4 = 24PP

Str 12 (+1)

Dex 14 (+2)

Con 14 (+2)

Int 14 (+2)

Wis 16 (+3)

Cha 14 (+2)

Adds up.

Combat: 6 + 12 = 18PP

Initiative: +6

Attack: +9 Melee, +3 Ranged

Grapple: +10

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

Knockback: -2, -1 Flat-Footed

Adds up, all figured properly.

Saving Throws: 2 + 2 + 4 = 8PP

Toughness: +4 (+2 Con, +2 defensive roll)

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

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

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

All fine.

Skills: 104R = 26PP

Acrobatics 8 (+10)

Gather Information 8 (+10)

Intimidate 8 (+10)

Investigate 8 (+10)

Knowledge (civics) 8 (+10)

Knowledge (current events) 3 (+5)

Knowledge (pop culture) 3 (+5)

Knowledge (streetwise) 8 (+10)

Knowledge (theology and philosophy) 8 (+10)

Language 2 (Ancient Greek [native], English, Greek)

Notice 12 (+15)

Search 8 (+10)

Sense Motive 12 (+15)

Stealth 8 (+10)

Need to note which skills she has Mastery with. Why does she have so much Know/Theology & Philosophy? She's more conversant on ancient cults than what's going on in the news right now. And why is Ancient Greek her native language?

Feats: 26PP

Acrobatic Bluff

Attack Focus (melee) 6

Contacts

Defensive Roll 1

Dodge Focus 4

Fearsome Presence 7

Improved Initiative

Improved Trip

Power Attack

Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)

Sneak Attack

Well Informed

That's a lot of Fearsome Presence, but I guess it fits with the Badass Normal vibe. You might want to think about dropping Improved Trip and getting Startle or Fast Feint instead. If she's dependent on Sneak Attack to hit damage caps, you should really have three or four ways to get enemies flat-footed.

Powers: 3 + 0 + 0 = 3PP

Device 1 (collapsible quarterstaff; 5PP Container; Flaws: Easy-To-Lose) [3PP]

Damage 2 (Feats: Improved Reach, Mighty, Subtle) [5PP]

To make the weapon collapsible, you need to put Subtle on the Container, not on the Damage effect. Subtle on the Damage effect means that you don't notice when you're hurt.

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[floatl]35aj29g.jpg[/floatl]Player Name: Maggie

Character Name: Daeva

Power Level: 7 (105/105PP)

Trade-Offs: -1 Attack / +1 Damage

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: psychic teenager with the power to control how someone is feeling.

Alternate Identity: Karly Parker

Identity: Secret

Birthplace: Miami, Florida

Occupation: high school student, pizza deliverer

Affiliations: Claremont Academy, Dominos

Family: Carmella Parker (mother, 32), Lucita Parker (aunt, 36), Rey Parker (grandfather, 52), Rosa Parker (grandmother, 56)

Description:

Age: 16 (DoB: December 13, 1995)

Apparent Age: mid teens

Gender: Female

Ethnicity: Mixed Cuban and Caucasian

Height: 5'8"

Weight: 160 pounds

Eyes: brown

Hair: black with light brown streaks

Karly is a sturdy, healthy girl, not fat but well-proportioned. She uses her hands and her body language a lot when she talks. Her hair is silky, she leaves it straight most of the time. It's long enough where she can tie it in a small bun on the back of her head when she needs to. Her style of clothes is loose fit jeans, a jersey (what kind depends on what season it is), sneakers, hat and a jacket if need be. She doesn't have a costume yet, so she uses the school uniform if needed.

Power Descriptions:

Her ability to manipulate emotions directly is not noticeable at all beyond the change in attitude if any. The overcharge, however, is much easier to spot. Targets hit by it will have their eyes glazed over white, as if they didn't have pupils or irises. Her psyblade is a dark purple mass of obvious mental energy that covers her hand and is shaped into a point.

History:

Karly was a surprise. Her mother, Carmella, was of looser morals in her teenage years and Karly was born of it. Carmella has no idea who the father is. Luckily Carmella's parents, Rosa and Rey, are not the shunning type. Rosa and Rey helped take care of Karly. Carmella eased up after that and raised her child.

Karly was a hyper child growing up. She loved playing with others and meeting them. Her mother, however, taught her to reign in. She didn't want to have an early grandbaby. Some would say Carmella was overprotective, but Karly knew her heart was in the right place. Karly's aunt Lucita, however, spoiled the child.

Besides that she's lived a normal life. she's a Miami and Florida sports fan ever since she could remember. She takes piano lessons and has learned French. Her first vehicle was a motorcycle much to her mother's worry, but her Karly and Lucita convinced her that she was going to take it safe. She's been unlucky in love as people see her more as the type to talk to about their problems rather than girlfriend material.

Her sixteenth birthday made all that normal life change. She couldn't place it but something felt off. It was when she blew out the candles that her powers first shown. When she looked up everyone was glowing weird colors. She could see the happiness in them. Then she could see how they were doing and what they were on a physical level. She tried to rub her eyes but she could see it even with her eyes closed! Her family could see the fear in her eyes. Her mother reached out for her hand. When they touched, Karly could feel the fear going away... and into her mother. This scared her to the point of tears. Her mother was paralyzed with her own fears. Everyone took a step back from Karly and checked on Carmella. Through tears, Karly told them all what had just happened. They tried to comfort her without touching her. She just wanted everyone to be happy and calm. And suddenly they were. She knew it was of her own will that she had done it. Fortunately Lucita knew someone in Freedom City who could help her. After Carmella recovered. They all took a trip up to Freedom City and deposited Karly in Claremont. Her aunt and mother would stick around for support. Her grandparents however could not stay long.

Personality & Motivation:

Karly a very personable person. She's not shy about talking to anyone. Her attitude is almost always upbeat. When it's not time for happiness, she's very facilitating to the angry or sad party. She tries to comfort them in any way she can. She's very much motivated by peaceful means. Harm and violence happen, it's true, but she doesn't walk either of those paths. She knows others do. While she will not preach her lifestyle to other people, she will try to be a shining example. And if they happen to ask her about it she will tell them.

Powers & Tactics:

She is not a fighter, but she does know how to get out of some situations with her powers. If she can see them then she can try to get them to calm down. If it does come down to a fight, she still won't try to harm them. The Psyblade has never come to her mind to use as an offensive weapon. She will only overload the attacker's brain with an emotion.


Complications:

Pacifist: she will not let anyone come to harm by her hand.

Responsibilities: She has to go to school. She also has to pay for insurance on her bike, so she has to work. She also must make time for superhero duties.

Secret: She tries to keep her powers hushed. She doesn't know what people will think of her if they knew she could make them feel differently.

Abilities: 0 + 6 + 6 + 0 + 6 + 6 = 24PP

Str 10 (+0)

Dex 16 (+3)

Con 16 (+3)

Int 10 (+0)

Wis 16 (+3)

Cha 16 (+3)

Combat: 4 + 8 = 12PP

Initiative: +3

Attack: +2 Melee, +2 Ranged

Grapple: +2

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -3, -1 Flat-Footed

Saving Throws: 3 + 0 + 3 = 6PP

Toughness: +7 (+3 Con, +4 defensive roll)

Fortitude: +6 (+3 Con, +3)

Reflex: +3 (+3 Dex, +0)

Will: +6 (+3 Wis, +3)

Skills: 64R = 16PP

Bluff 12 (+15)

Concentration 12 (+15)

Diplomacy 12 (+15)

Language 2 (English [native], Spanish, French)

Notice 12 (+15)

Perform (keyboards) 2 (+5)

Sense Motive 12 (+15)

Feats: 17PP

Defensive Roll 2

Distract (Bluff)

Dodge Focus 3

Fascinate (Diplomacy)

Inspire 5

Luck 2

Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive)

Taunt

Uncanny Dodge (mental)

Powers: 22 + 8 + 0 = 30PP

Psychic Powers 10 (Feats: Alternate Power 2) [22PP]

Base Power: Emotion Control 7 (Attitude Adjustment, mental; Feats: Mind Blank, Progression 2 [Duration, 10 rounds], Subtle) {18/20}

Alternate Power: Damage 8 (Psyblade, mental; Extras: Alternate Save [Will] Feats: Accurate 2, Affects Insubstantial 2) {20/20}

Alternate Power: Paralyze 8 (Emotional Overload, mental; Feats: Accurate 2, Variable Descriptor [any one emotion]) {19/20}

Super-Senses 8 (Awareness 2 [Psychic, mental], Danger Sense [mental], Detect [Mood, mental], Detect 2 [Physical Conditions, mental], Mental [ranged]) [8PP]

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

DC Block

ATTACK                 RANGE          SAVE                        EFFECT

Unarmed                Touch          DC15 Toughness (Staged)     Damage (Physical)

Psyblade               Touch          DC23 Toughness (Staged)     Damage (Psychic)

Attitude Ajustment     Perception     DC17 Will      (Staged)     Emotion Control

Emotional Overload     Touch          DC18 Will      (Staged)     Paralyze

Totals: Abilities (24) + Combat (12) + Saving Throws (6) + Skills (16) + Feats (17) + Powers (30) - Drawbacks (0) = 105/105 Power Points

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