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Thayan - James Bennet PL10


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Players Name: Thayan

Power Level: 10*

Characters Name: James Bennett

Alternate Identity: None, (Hey he's in the Phone Book)

Height: 6'2"

Weight: 210lbs

Hair: Black

Eyes: Grey

Description:

James is the image of a Pulp Detective. Tall lean and musclar he is never seen without his walking cane and his trenchcoat.

History:

James Bennett is a man of much history.. Older then he appears he has found himself a home in Freedom City. He is a Private Investigator by trade and works to help the downtrodden. He has settled in Southside and has established his business there.

James doesn’t talk about his past much but he has been alive far longer then most people, born in 1666 he has lived in most major countries around the world. A decendent of Merlin, James doesn’t have the raw power that his ancestry would indicate. James powers aside from longevity, is he just knows what people are saying.

He has one possession of his birthright, a solid black cane which provides James some additional help. When concentrating James can see the past. This also has proven to be able to send off blasts which has allowed James to overcome many foes.

James is a boisterous man who looks to be in his late twenty’s/. He is friendly to all and makes friends easily. None of these “friends†are more then superficial. as he doesn’t like to get to close to people.

He is also a collector of rare books. He is looking to further his arcane knowledge as well as keeping tabs on the arcane and who has and is studying the realsm of Magic.

James has some magical ability and with proper planning is capable of casting very strong magic, however he is not a wizard by nature.

Stats: 36pp total

Str: 12 +1

Dex: 16 +3

Con: 16 +3

Int: 18 +4

Wis: 18 +4

Cha: 16 +3

Combat: 26pp total

BAB: +4 (Melee +4, Ranged +6/Attack Focus +10 Rod/Attack Specilization))

BDB: +9

Initiative +3:

Saves: 17pp

Toughness: +10 (+3 Con, +7 Coat)

Fortitude: 3/Con +6/4pp = +9

Reflex: 3/Ref +6/4pp = +9

Will: 4/Wis +5/4pp = +9

Skills: 28pp

Skill: Total (Points)

Bluff +13(+2. +8 Attractive)

Climb 2(+1),

Concentration, +8 (+5)

Diplomacy, +13 (+2, +8 Attractive)

Drive, +7 (+4),

Gather Information, +15 (+12)

Intimidate +5(+2)

Investigate, +14 (+10),

Knowledge (History) +12 (+8) (Freedom City) +10(+6) (Popular Culture) +7(+3) (Arcane) +14(+10), (Supernatural) +* (4)

Notice 11(+7),

Perform (Jazz Trumpet) 6(+3),

Search +15 (+11)

Sense Motive 15(+11),

Sleight of Hand 6(+3),

Stealth, +9 (+6)

Swim 3(+2)

Feats: 15pp total

Combat Feats

-Attack Focus 2 (Ranged)

-Attack Specilization (Rod) 2

-Evasion 2

-

General Feats

Ambidexterity

Assessment

Diehard

Eidetic Memory

Fearless

Skill

Attractive 2

Contacts

Ritualisti

Device: 20pp

Blasting Cane Device 3 /15pp- (Hard to Loose)- Blast 6 (Eldritch/Magical) 12pp

- AP Postcognition** 1pp

-AP Nullify 4 (all power/3pp)*** 1pp

-AP Mental Blast 3 1pp

Trench Coat (Hard to Loose) Device 2 - Toughness +7, Immunity environmental heat, cold, and drowning - 10pp

Powers: 8pp

Regeneration 1 (Disabled 1; PF: Regrowth) -2pp

Immunity (aging, disease) - 2pp

Comprehend (Languages, Object) 4pp

* I understand for a PL10 he is underpowered. The character concept is more an advanced PL6 concept then a true PL10.

** Postcog is used to see an even for a crime. James will always see the event from the eyes of the perpetrator however James will also see himself as teh perpetrator in any reflection. This power is used to determine what happened but will not tell him who. EVen so far as to appear as his driver license instead of the perpitrators.

*** Nullify is intended to be a defensive use to by some tiem for escaping. I understand its potential for abuse but its intent is more for story based ideas of getting away instead of used offensively.

Costs: Abilities (36) + Combat (26) + Saves (17) + Skills (28) + Feats (15) + Powers (8 ) +Equipment (20pp) - Drawbacks (0) = Total Cost (150)

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Players Name: Thayan

Power Level: 10*

Characters Name: James Bennett

Alternate Identity: None, (Hey he's in the Phone Book)

Height: 6'2"

Weight: 210lbs

Hair: Black

Eyes: Grey

Description:

James is the image of a Pulp Detective. Tall lean and musclar he is never seen without his walking cane and his trenchcoat.

History:

James Bennett is a man of much history.. Older then he appears he has found himself a home in Freedom City. He is a Private Investigator by trade and works to help the downtrodden. He has settled in Southside and has established his business there.

James doesn’t talk about his past much but he has been alive far longer then most people, born in 1666 he has lived in most major countries around the world. A decendent of Merlin, James doesn’t have the raw power that his ancestry would indicate. James powers aside from longevity, is he just knows what people are saying.

He has one possession of his birthright, a solid black cane which provides James some additional help. When concentrating James can see the past. This also has proven to be able to send off blasts which has allowed James to overcome many foes.

James is a boisterous man who looks to be in his late twenty’s/. He is friendly to all and makes friends easily. None of these “friends†are more then superficial. as he doesn’t like to get to close to people.

He is also a collector of rare books. He is looking to further his arcane knowledge as well as keeping tabs on the arcane and who has and is studying the realsm of Magic.

James has some magical ability and with proper planning is capable of casting very strong magic, however he is not a wizard by nature.

Stats: 36pp total

Str: 12 +1

Dex: 16 +3

Con: 16 +3

Int: 18 +4

Wis: 18 +4

Cha: 16 +3

Combat: 26pp total

BAB: +4 (Melee +4, Ranged +6/Attack Focus +10 Rod/Attack Specilization))

BDB: +9

Initiative +3:

Saves: 17pp

Toughness: +10 (+3 Con, +7 Coat)

Fortitude: 3/Con +6/4pp = +9

Reflex: 3/Ref +6/4pp = +9

Will: 4/Wis +5/4pp = +9

Skills: 28pp

Skill: Total (Points)

Bluff +13(+2. +8 Attractive)

Climb 2(+1),

Concentration, +8 (+5)

Diplomacy, +13 (+2, +8 Attractive)

Drive, +7 (+4),

Gather Information, +15 (+12)

Intimidate +5(+2)

Investigate, +14 (+10),

Knowledge (History) +12 (+8) (Freedom City) +10(+6) (Popular Culture) +7(+3) (Arcane) +14(+10), (Supernatural) +* (4)

Notice 11(+7),

Perform (Jazz Trumpet) 6(+3),

Search +15 (+11)

Sense Motive 15(+11),

Sleight of Hand 6(+3),

Stealth, +9 (+6)

Swim 3(+2)

Feats: 15pp total

Combat Feats

-Attack Focus 2 (Ranged)

-Attack Specilization (Rod) 2

-Evasion 2

-

General Feats

Ambidexterity

Assessment

Diehard

Eidetic Memory

Fearless

Skill

Attractive 2

Contacts

Ritualisti

Device: 20pp

Blasting Cane Device 3 /15pp- (Hard to Loose)- Blast 6 (Eldritch/Magical) 12pp

- AP Postcognition** 1pp

-AP Nullify 4 (all power/3pp)*** 1pp

-AP Mental Blast 3 1pp

Trench Coat (Hard to Loose) Device 2 - Toughness +7, Immunity environmental heat, cold, and drowning - 10pp

Powers: 8pp

Regeneration 1 (Disabled 1; PF: Regrowth) -2pp

Immunity (aging, disease) - 2pp

Comprehend (Languages, Object) 4pp

* I understand for a PL10 he is underpowered. The character concept is more an advanced PL6 concept then a true PL10.

** Postcog is used to see an even for a crime. James will always see the event from the eyes of the perpetrator however James will also see himself as teh perpetrator in any reflection. This power is used to determine what happened but will not tell him who. EVen so far as to appear as his driver license instead of the perpitrators.

*** Nullify is intended to be a defensive use to by some tiem for escaping. I understand its potential for abuse but its intent is more for story based ideas of getting away instead of used offensively.

Costs: Abilities (36) + Combat (26) + Saves (17) + Skills (28) + Feats (15) + Powers (8 ) +Equipment (20pp) - Drawbacks (0) = Total Cost (150)

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Thayan,

1.

Saves: 17pp

Toughness: +10 (+3 Con, +7 Coat)

Fortitude: 3/Con +6/4pp = +9

Reflex: 3/Ref +6/4pp = +9

Will: 4/Wis +5/4pp = +9

I'm not sure what the "/4pp" means. It looks like you are buying all of your saves up to +9, which is 17 PPs. To make it clear, please edit your sheet to something like what you have for your Toughness save:

Toughness: +10 (+3 Con, +7 Coat)

Fortitude: +9 (+3 Con, +6 Ranks)

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

Will: +9 (+4 Wis, +5 Ranks)

2.

(Supernatural) +* (4)

In MnM Knowledge (Arcane Lore) is the skill that includes knowledge of the Supernatural.

Also, to decrease confusion, could you use the standard format for listing skills:

Skill Name: Rank (+Total Modifier, including ability)

So "Concentration, +8 (+5)" becomes "Concentration 5 (+9)"

And it is best not to include situational bonuses (like Attractive) with your skill modifier total to avoid confusion.

3.

*** Nullify is intended to be a defensive use to by some tiem for escaping. I understand its potential for abuse but its intent is more for story based ideas of getting away instead of used offensively.

Then to avoid the possible label of "abusive," why don't you drop the Nullify completely, and just spend that PP on a rank of Luck (Used for Escapes)? That way you can use the HP for an instant counter, auto stabilize, recovery, or to alt power the magical array in your rod into whatever you need to escape.

4. Costs: Abilities (36) + Combat (26) + Saves (17) + Skills (28) + Feats (15) + Powers (8 ) +Equipment (20pp) - Drawbacks (0) = Total Cost (150)

Go ahead and move those 20 points from Equipment to Powers to be clear. Your rod isn't "equipment," which in MnM uses a different set of rules than Devices (which are powers).

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Thayan,

1.

Saves: 17pp

Toughness: +10 (+3 Con, +7 Coat)

Fortitude: 3/Con +6/4pp = +9

Reflex: 3/Ref +6/4pp = +9

Will: 4/Wis +5/4pp = +9

I'm not sure what the "/4pp" means. It looks like you are buying all of your saves up to +9, which is 17 PPs. To make it clear, please edit your sheet to something like what you have for your Toughness save:

Toughness: +10 (+3 Con, +7 Coat)

Fortitude: +9 (+3 Con, +6 Ranks)

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

Will: +9 (+4 Wis, +5 Ranks)

2.

(Supernatural) +* (4)

In MnM Knowledge (Arcane Lore) is the skill that includes knowledge of the Supernatural.

Also, to decrease confusion, could you use the standard format for listing skills:

Skill Name: Rank (+Total Modifier, including ability)

So "Concentration, +8 (+5)" becomes "Concentration 5 (+9)"

And it is best not to include situational bonuses (like Attractive) with your skill modifier total to avoid confusion.

3.

*** Nullify is intended to be a defensive use to by some tiem for escaping. I understand its potential for abuse but its intent is more for story based ideas of getting away instead of used offensively.

Then to avoid the possible label of "abusive," why don't you drop the Nullify completely, and just spend that PP on a rank of Luck (Used for Escapes)? That way you can use the HP for an instant counter, auto stabilize, recovery, or to alt power the magical array in your rod into whatever you need to escape.

4. Costs: Abilities (36) + Combat (26) + Saves (17) + Skills (28) + Feats (15) + Powers (8 ) +Equipment (20pp) - Drawbacks (0) = Total Cost (150)

Go ahead and move those 20 points from Equipment to Powers to be clear. Your rod isn't "equipment," which in MnM uses a different set of rules than Devices (which are powers).

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