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Set (PL12) - Gizmo (Orichalcum)


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Player Name: Gizmo
Character Name: Set
Power Level: 7 [15] (223/250PP)* [267]
Trade-Offs: +3 Defense / -3 Toughness
Unspent Power Points: 27

Theme: Mr. Hurricane by Beast

*Despite his PP total, Set conforms to PL7 caps.

In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition!

Alternate Identity: 'Kid' Set, Seth
Identity: Public
Birthplace: Heliopolis
Occupation: God, Superhero
Affiliations: Ancient Egyptian Pantheon
Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort]

Age: Millennia
Apparent Age: Late Teens
Gender: Fluid [Defaults to Male]
Ethnicity: Egyptian
Height: 5’7â€
Weight: 125 lbs.
Eyes: Grey
Hair: Dark Red

By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely.

That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt.

If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure.

At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis.

Power Descriptions:
Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect.

A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent.

In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set.

Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again.

Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage.

Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra.

Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set.

The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm.

Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain.

His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory.

Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role.

Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance.

Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent.

He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact.

Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics.

This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all!

Personality & Motivation:
Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different.

Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager.

Powers & Tactics:
When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets.

His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful.

Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate.

Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him.

Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set.

Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge.

Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 22 (+6)

Combat: 10 + 16 = 26PP
Initiative: +3
Attack: +5 Base, +7 Deific Attacks
Grapple: +6
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed
Knockback: -2/-1

Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +8 (+3 Wis, +5)

Skills: 88R = 22PP
Acrobatics 7 (+10)
Bluff 10 (+16)
Computers 6 (+10)
Diplomacy 5 (+11)
Disable Device 1 (+5)
Gather Information 10 (+16)
Investigate 1 (+5)
Knowledge (Arcane Lore) 11 (+15)
Knowledge (History) 6 (+10)
Knowledge (Popular Culture) 6 (+10)
Knowledge (Theology and Philosophy) 6 (+10)
Language 1 (Ancient Egyptian [Native], English)
Notice 12 (+15)
Sleight of Hand 2 (+5)
Stealth 2 (+5)
Survival 2 (+5)

Feats: 49PP
Benefit (Status [God])
Challenge 2 (Fast Feint, Fast Taunt)
Defensive Roll 1
Distract (Bluff)
Dodge Focus 2
Evasion 2
Luck 2 (3 with Luck Control)
Power Attack
Sidekick 31 (155PP)
Uncanny Dodge (Vision)

Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP

Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect)

Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect)

Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific)

Immunity 1 (Aging) [1PP] (deific)

Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect)

Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect)

Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific)

Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect)

Sample Configurations




Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand)
Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin)
Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings)
Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales)
Insubstantial 1 [5PP] (sand form)

Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect)

Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP]

Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect)
Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language)

Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP]

Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP]

Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP]

AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity)

AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect)
Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect)

AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect)
Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect)

AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect)

Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone)


Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media)
Feature 1 (Video Camera) [1DP]
Super-Senses 1 (Radio) [1DP]


[table]DC Block:
UnarmedTouchDC16 Toughness (Staged)Damage (Physical)
Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness
[/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy)
Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound
Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table]

Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points


Edited by Fox
+1pp for April 2021
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Character Name: Sekhmet

Power Level: 7 (155/155PP, Sidekick 31)

Trade-Offs: None

Unspent Power Points: 0

Theme: Warrior by Kimbra

In Brief: Fearsome warrior goddess stuck babysitting a reincarnated troublemaker.

Alternate Identity: She Before Whom Evil Trembles, the Mistress of Dread, Lady of Slaughter, She Who Mauls, etc.

Identity: Public

Birthplace: Heliopolis

Occupation: Goddess, Eye of Ra, Parole Officer

Affiliations: Ancient Egyptian Pantheon

Family: Bast [sister], Hathor [sister]


Age: Millennia

Apparent Age: Early Twenties

Gender: Female

Ethnicity: Egyptian

Height: 6’0â€

Weight: 180 lbs.

Eyes: Gold

Hair: Black

Sekhmet is a full six feet of toned muscle, predatory grace and conspicuous beauty. She keeps one side of her head shaved, black hair curving elegantly around the opposite side to her chin, broken up by a tawny streak and covering one smouldering golden eye while the other reflects light like an ember encircled by black eyeliner. Since being put in charge of Set while they're on the mortal plane, her expression primary alternates between a disapproving frown and a feral snarl but when amused she is prone to broad smiles exposing prominent canines.

Her orange-red shendyt, trimmed in gold, continues upward to wrap around her bust, leaving her shoulders bare and powerful calves and biceps unhindered. She eschews ornate jewelry but does wear a simple ankh pendent on a leather cord around her neck which she grips tightly when trying to restrain her temper. When dressing in a more contemporary style, she favours tank tops and workout gear. As with other Heliopolic gods, she can choose to appear with the head of an animal, in her case a fierce lioness. Moreover, she can transform fully into a lioness distinguished by a dark streak of fur above one eye.

Power Descriptions:

Even with the larger part of her godly power left behind in Heliopolis, Sekhmet retains strength and speed surpassing what her already athletic frame suggests. Similarly, her lioness form is more powerful than a mundane big cat, with claws capable of rending through armor. She remains a far cry from the might to which she is accustomed, however, something which remains a sore point in a modern world of high-tech armaments and genetic superpowers. When in this shape she is physically indistinguishable from a normal lioness but her distinctive fur pattern and intelligent manner make it unlikely to fool anyone expecting her.

As an Eye of Ra Sekhmet is able to manifest a solar disk above her head, a halo of sunlight that serves as a badge of office, illuminating the darkness in which evil might seek to hide. Her healing aspect similarly displays itself as gentle light pouring from her hands like a liquid, pooling over her patient and seeping into any wounds.


Outside of the Ennead itself, no god or goddess of Heliopolis is more trusted by Ra than Bast, his bodyguard and advisor. Chief among the Eyes of Ra, the sun god's enforcers and right hand in all matters outside of the golden city, the perfumed protector was widely regarded as the perfect balance between strength and beauty, action and wisdom. Not surprisingly, the expectations placed upon her younger sisters, the twins Hathor and Sekhmet, were always high.

Hathor was an early bloomer, as immortals measure such things, developing into a goddess of love, music and fertility. Although less inherently vain than some pantheons, the gods of Heliopolis were still quick to shower attention upon Hathor's beauty and winning charm, making her one of the most popular goddesses of her station. For every success that she found easily, however, her sister Sekhmet seemed to find adversity and conflict. With a short temper and an aggressive nature, Sekhmet was frequently reprimanded for getting into fights with her fellows. This only worsened as she developed a reputation which drew taunts and unfavorable comparisons to her twin. Where her siblings seemed masters of the social arena, Sekhmet was quick to respond to a verbal jab with a closed fist, developing into aspects of war and retribution.

Unknown to most of Heliopolis, the young goddess also had interest in the gentle arts of healing and a keen sense of measured justice. Her role as an instrument of Ra's divine wrath left her with little opportunity to develop these aspects, however, leaving her the subject of hushed whispers and shaking heads. After a relationship with Ptah, the god of craftsmen, ended badly, she shut herself off even from her strained familial ties and threw herself wholly into her work.

Here, at least, she excelled, leading Ra to task her with keeping an eye on the newly resurrected Set on the mortal plane when he reappeared. To circumvent the Pact she was forced to leave the vast bulk of her godly power behind in Heliopolis and combined with having to put up with the grating godling indefinitely, Sekhmet was left to wonder if this assignment was a sign of faith or a punishment one step removed from exile. Although she does her duty without protest, it has done nothing to improve her surly disposition.

Personality & Motivation:

Sekhmet is a being of heightened emotions easily brought to the surface. She is ruled by her sense of duty above all else but almost as strongly by her fairly binary regard of right and wrong. Criminals and evil-doers of all stripes are quick to feel her wrath which, even among a pantheon not shy about raining down punitive pestilence and drought, was considered something to be feared. Even so, she is a guardian as much as a warrior and offers healing and protection to those in pain. She often has trouble reconciling these conflicting sides of her personality and is more inclined to act on instinct than take time to debate or deliberate.

Her current assignment is to keep Set alive and out of trouble, no easy task. It has been many centuries since Sekhmet took an interest in the mortal plane and she finds this age of super powers and fantastic technologies disconcerting to say the least. The prospect of a stronger foe is one she hasn't had to consider in a very long time and one she is unlikely to accept without first testing the strength herself. She's gradually becoming more comfortable accepting the champions of Freedom City as allies and comrades, but interacting with mortals on anything approaching equal terms is still extremely awkward for her. When she can be convinced to relax, she puts as much energy into partying as she does into fighting, preferring loud music, wild dancing and strong drink.

Powers & Tactics:

A straight-forward brawler, when challenged Sekhmet meets opponents head on with her considerable strength and untold millennia of combat experience. She will shift into her lioness form against similarly bestial foes or when the fraction of her retained power proves not to be up to the task in human form. If taking a villain by surprise, she prefers to set up and ambush using the tactics of a pack hunter. She instinctively puts herself in the path of the most obvious threat even if she may not be the best choice to face it.

She uses her greater-than-mortal maneuverability to move gracefully about the battlefield while her enhanced senses make her an accomplished tracker even in the myriad stenches of the city. Her solar disk radiates what is functionally sunlight, offering both illumination and as a side-effect an advantage against many supernatural creatures which prefer to hide in the shadows of the night. Given that her ward is one such creature, this comes in handy indeed.


Dismemberment: Sekhmet’s Regeneration allows her to reattach severed body parts but not grow new ones. For her Resurrection to work, she needs to be properly reassembled. If her body is completely destroyed, she will instead Reincarnate.

Divine Duty: Sekhmet has been tasked by Ra himself to keep Set out of trouble and in one piece for the sake of cosmic balance. Given his outgoing personality and reckless attitude, both points are challenging.

Stranger in a Strange Land: Having been uninvolved with the mortal plane for many centuries, Sekhmet is unfamiliar with much of modern society and technology and skeptical that it constitutes 'advancement'.

Wrath: Sekhmet does not come from the merciful school of deities. She limits herself to what is deemed appropriate by the laws of the land she is visiting but she is prone to overreaction and not inclined to mercy.

Abilities: 6 + 6 + 6 + 0 + 4 + 10 = 32PP

Strength: 24/16 (+7/+3)

Dexterity: 20/16 (+5/+3)

Constitution: 24/16 (+7/+3)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 20 (+5)

Combat: 6 + 8 = 14PP

Initiative: +5

Attack: +3 Base, +5 Melee, +7 Unarmed

Grapple: +16/+10

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

Knockback: -3/-2

Saving Throws: 3 + 3 + 3 = 9PP

Toughness: +7/+4 (+5/+2 Con, +2 Defensive Roll)

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

Reflex: +8/+6 (+5/+3 Dex, +3)

Will: +5 (+2 Wis, +3)

Skills: 64R = 16PP

Acrobatics 10 (+15)

Climb 3 (+10)

Handle Animal 5 (+10)

Intimidate 13 (+18)

Knowledge (Tactics) 5 (+5)

Knowledge (Theology and Philosophy) 5 (+5)

Language 1 (Ancient Egyptian [Native], English)

Medicine 3 (+5)

Notice 13 (+15)

Perform (Dance) 1 (+6)

Stealth 5 (+10)

Feats: 24PP

Animal Empathy

Attack Focus (Melee) 2

Attack Specialization (Unarmed) 1

Benefit (Status [God])

Challenge (Fast Demoralize)

Dodge Focus 3

Evasion 2


Improved Critical (Unarmed) 2 [18-20]

Improved Grab

Improved Overrun

Improved Throw

Improved Trip


Power Attack

Takedown Attack 2

Uncanny Dodge 2 (Auditory, Olfactory)

Powers: 2 + 20 + 1 + 2 + 3 + 1 + 4 + 4 + 4 + 19 = 60PP

Comprehend 1 (Languages [understand All]) [2PP] (deific)

Enhanced Abilities 20 (Enhanced Strength 8, Enhanced Dexterity 4, Enhanced Constitution 8) [20PP] (warrior aspect)

Feature 1 (Alternate Lioness Head) [1PP] (deific)

Immunity 1 (Aging, Disease) [2PP] (deific, healing aspect)

Regeneration 1 (Resurrection [1 week]; Power Feats: Reincarnation, Regrowth) [3PP] (deific)

Speed 1 (10MPH) [1PP] (lioness aspect)

Super-Senses 4 (Accurate Auditory [+2], Acute Olfactory, Low-Light Vision) [4PP] (lioness aspect)

Super-Strength 2 (Effective Strength 34, Heavy Load 1.4 tons) [4PP] (warrior aspect)

Vampiric 4 (on Unarmed Damage) [4PP] (battlelust; warrior aspect)

Deific Aspects Array 9 (18PP; Power Feats: Alternate Power 1) [19PP]

Base: Alternate Form 3.6 (18PP Container [Active, Sustained]) [18PP] (lioness aspect)

Morph 2 (Lioness, +10 Disguise) [2PP]

Comprehend 2 (Speak to and Understand Animals) [4PP]

Leaping 4 (25x) [4PP]

Penetrating 3 (on Unarmed Damage) [3PP] (claws and teeth)

Speed 2 (Rank 3 Total; 50MPH; Power Feats: Move-By Action) [3PP]

Super-Movement 2 (Slow Fall, Wall Crawling 1) [4PP]

Super-Senses 2 (Olfactory Tracking 2) [2PP]

Drawback 4 (No Hands [Very common, Moderate]) [-4PP]

AP: Enhanced Power Feats 3 (on Unarmed Damage; Affects Insubstantial 2, Incurable) [3PP] (corona fists; sun aspect, fire)

Environmental Control 3 (Sunlight, 25’ radius) [6PP] (sun aspect)

Healing 7 (Flaws: Limited [Others]; Power Feats: Persistent, Stabilize) [9PP] (healer aspect)


DC Block:


UnarmedTouchDC22 Toughness (Staged)Damage (Physical)[/table]

Totals: Abilities (32) + Combat (14) + Saving Throws (9) + Skills (16) + Feats (24) + Powers (60) - Drawbacks (0) = 155/155 Power Points

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