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Changeling (PL12) - Aoiroo


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Character Name: Changeling
Power Level: 14 (223/223 PP), effective PL12
Trade-Offs: None Melee, -2 Attack / +2 Damage Range, +5 Defense / -5 Toughness, Swords PL 10, +4 Attack, -4 Damage
Unspent Power Points: 0
Progress To Platinum Status: 73/120

In Brief: Changeling magical heroine.

Alternate Identity: Etain Maher
Identity: Public
Birthplace: Newry Ireland
Occupation: Entertainer 
Affiliations: Claremont Alumnus
Family: Morgan Crowe, Victoria Knight, John Smith (The Irregulars)

Description:
Age: 20 (DoB: October 2nd, 1883)
Apparent Age: 20
Gender: Female
Ethnicity: Caucasian
Height: 5'2â€
Weight: 110lbs
Eyes: Hazel
Hair: Black

Etain is still very pretty and soft featured, though she had donned a pair of glasses that match the rest of her outdated attire. Her new outfit for fighting, if it was that doesn't even resemble anything close to other superheros anymore. Instead it is simply a gold and black assemble which only real connection to the previous outfits is a clear butterfly mofit. She no longer bothers with a mask.

Power Descriptions:
Etain can create illusions that is granted to her by the fae. This power comes with a draw back, she can't conciously lie while she has these powers. She also has the ability to see magic, always, in it's purest form, this isn't always pleasant.

History:
>See here.
 
Recent history:
Etain for the last several months hasn't been in freedom city for reasons she hasn't specified. Mostly she's been traveling around various places in the world and she hasn't had much if any contact with the local residents. Custos whom she has always said is free to go as he please actually left Freedom City as well, and is sometimes spotted as an odd blip on the skyline. She has returned recently but now she doesn't much bother for any kind of secret identity when she fights as she feels little need to maintain that sort of thing anymore (doing so originally was just a nod of respect to Claremont and her teammates, but contact with them has been limited). She still has a room at Parkhurst, and still goes around and does performances for children's parties (she has no interest in doing larger venues).
 
There is something she has been searching for recently and relentlessly and it has made her restless.

Personality & Motivation:
Etain while still whimsical and just a bit quirky has turned a bit serious as she is looking for a solution for something. She loves new experiences and technology, but she feels that there is a great cost to her continued existance here and it's about time she fixed that. Her attitude is the same, but she is driven towards a goal and has relented that until now stubborness or selective obliviousness has made her ignore it for some time. That's changed, and she's been driven.
 
She's still polite, and properly spoken, never using contractions and often dancing around subject matter with large words and tricks but she will talk straight if prompted. 

Powers & Tactics:
Etain's powers are entirely mental in nature. She can reproduce and create in detail anything she has witness or experienced. This especially includes pain, which with very rigorous Etain can recreate the pain from wounds from various weapons that are realistic to the point that it can cause someone to pass out. This of course disappears entirely the moment someone is rendered unconcious because none of it is real. She can try to simply make someone go unconcious, but it's harder because believability is a big part of her powers. She can make wounds appear, but if she includes the illusion of her physically hitting them with a weapon it makes it that much more feasible that the wound is real and makes the illusion that much harder for them to break. The intensity of these particular illusions because of how detailed they are lowers the will to fight because it creates mental fatigue much like real wounds create physical fatigue. It helps that with the weapons she does create she is both knowledgable and compedent with so the movements are realistic and not at all stilted (though often when someone who can't see her illusions sees her fight with them, it's simply her moving closer to the target but just out of hands reach when she damages them). Because it's mental, her powers will not work on non-sentient things or creatures who are immune to mental damage.
 
When she can't use magic, she is still a very great melee fighter, especially with swords. She's not as strong as most heros, but she is fast and darn near impossible to hit with normal methods. She fights often in a dress mostly because she is not acrobatic in the least and her feet always stay firmly on the ground. But if you can get a hit on her, she will go down if you hit moderately hard (for a superhero) but her style is based almost entirely on that. If she deems it more effective she'll forgo normal illusions and simply remove herself from all sight all together to attack with her swords. She doesn't like this method, because actual weapons are capable of real lasting pain and she greatly doesn't like to inflict that sort of thing on any creatures, so it is almost always a last resort.

 
 
Complications:
Always Covered: Iron is uncomfortable for Etain, her clothes are layered, old and very covering, always.
Mirror, Mirror: Etain has an adversion to mirrors, she has none in her room, and will not glance 
No Untrue Word Should Escape Thy Lips: Etain doesn't lie, not that she can't lie, she DOESNâ€T lie because it directly effects her powers.
Blinded By The Light: If Etain is caught without her glasses, she can be overwhelmed by sights or people with more strange or high concentrations of magic.
 
Abilities: 2 + 6 + 6 + 6 + 10 + 10 = 40PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 20 (+5)


Combat: 20 + 32 = 52PP
Initiative: +7
Attack: +10 Ranged, +12 Melee, +14 Swords
Grapple: +13
Defense: +17 (+16 Base, Dodge Focus 1), +8 Flat-Footed
Knockback: -3


Saving Throws: 4 + 6 + 8 = 18PP
Toughness: +7 (+3 Con, +4 Defensive Roll)
Fortitude: +7 (+3 Con, +4)
Reflex: +9 (+3 Dex, +6)
Will: +13 (+5 Wis, +8)


Skills: 84R = 21PP
Bluff 10 (+15)
Concentration 10 (+15)
Craft (Artistic) 5 (+8)
Diplomacy 10 (+15)
Intimdiation 5 (+10)
Knowledge (Arcane Lore) 7 (+10)
Knowledge (Popular Culture) 2 (+5)
Knowledge (History) 2 (+5)
Languages 4 (English, French, Latin, Welsh, Italian)
Perform (Dance) 5 (+10)
Perform (Singing) 2 (+7)
Sleight of Hand 7 (+10)
Sense Motive 15 (+20)
 
Feats: 20PP
*Ambidextrious
Accurate Attack
All-Out Attack
Assessment
Attack Focus (Melee) 2
Attack Specialization (Swords)
Defensive Roll 2
Dodge Focus 
Equipment 2 
Evasion 2
Improved Initiative
Luck
Move-By Action
Power Attack
Quick Change
Skill Master (Bluff, Knowledge (Arcane Lore), Notice, Sense Motive)
Uncanny Dodge (Visual)
 
*Enhanced Feats
 
Equipment 10EP
10EP Parkhurst Hotel
 
Powers: 15 + 3 + 50 + 9 = 77PP
Device 3 (Magic Dual Sword Bracelets, 15PP, Feats: Multple Weapons 1, Restricted: Swords 10, Subtle Flaws: Easy-To-Lose) 15PP

Enhanced Feats (Ambidextrious) 1PP
Strike 6 (Extras: Penetrating 6, Feats: Extended Reach, Split Attack) 14PP

 
Device 1 (Null Glasses, Easy-To-Lose) 3PP
Super-Sense 1(Blocks Etain's Magic Sight) 1PP
Concealment 1 (Mental Magic Sense, Extras: Duration: Continuous Feats: Close Range) 4PP

 
Glamour 22.5 (45PP Array, Feats: Alternate Power 5) [50PP]
Base Power: Illusion 10 (All Senses, Extras: Selective, Flaws: Phantasm, Feats: Insidious, Progression [Area] 4 [100 ft radius]) [45PP]

Alternate Power: Concealment 10 (All Senses, Extras: Area [Cylinder], Affects Others, Flaws: Phantasm, Feats: Close Range, Progression [save DC] 2 [DC22], Progression 7 [1000 Foot Radius], Selective) [41PP]

Alternate PowerDrain Will 12 + Strike 12 (Extras: Alternate Save [Will], Linked, Feats: Affects Insubstantial 2, Extended Range 1 (10 ft) Improved Critical [19-20], Incurable, Slow Fade, Takedown Attack 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [45PP] (Illusiory Mental Weapons)

Alternate Power: Blast 14 (Extras: Alternate Save [Will], Feats:Affects Insubstantial 2, Progression (Range) 1 (25 ft)) [45PP]

Alternate Power: Nullify 10 (All Mental Effects, Extras: Area [General, Cylinder], Duration [Concentration], Selective Attack, Flaws: Range [Touch], Feats: Progression [Area] 5 [250ft radius]) [45 PP]

Alternate Power: Paralyze 10 (Extras: Area [General, Cylinder], Selective, Feats: Progression [Area] 4 [250ft tall x 100ft radius], Selective) [45PP]

 
Super-Senses 9 (Magic Awareness 3 [Visual, Very Common], Extras: Analytical, Counters Concealment, Counters Illusion, Tracking [1/2 Speed]) [9PP]
 
Drawbacks: (-5) = -5PP

Weakness (Ferrous Metals, Frequency: Very Common, Intensity: Major [Make Fortitude DC15 Against Paralysis]) [-5PP]


DC Block
 
ATTACK      RANGE     SAVE                                       EFFECT
Unarmed     Touch        DC16 Toughness (Staged)     Damage (Physical)
Swords Touch DC21 Toughness (Staged) Damage (Physical)
Blast Range DC29 Will(Staged) Damage
Drain/Strike Touch DC27 Will/Will (Staged) Drain/Damage
Nullify Area DC20 Will (Staged) Nullify Mental Effects
Paralyze Area DC20 Will (Staged) Paralyze
 
 
 
Totals: Abilities (40) + Combat (52) + Saving Throws (18) + Skills (21) + Feats (20) + Powers (77) - Drawbacks (5) = 223 Power Points Edited by Aoiroo
minor formatting/nomenclature tweaks; no content changes
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Tired-Fox-brain sheet checking: engage!

Abilities

You're paying for (and have a bonus for) Con 16, rather than the noted Con 18. The math everywhere else is fine, though, near as I can tell, so you ought to be able to just update that 18 to a 16.

Combat

24pp in attack buys you a +12 base attack, so your ranged bonus shouldn't be less than +12. Trade-offs describe what your sheet actually has, after all, not what limits you're imposing on them.

Similarly, 28pp in defense buys +14 base defense, not +16.

Feats

I count only 21pp in feats, here, not 23pp. You've overpaying by 2pp, and can invest those points elsewhere.

Powers

Minor notation thing - you've noted the bracelets as being a 10pp device, when they are actually a 15pp device. I believe the math is right, though, it's just a single note that didn't get updated.

A 45pp array is rank 22.5, not rank 10.

We've house-ruled the Detect and Awareness super-senses into a single power, [Descriptor] Awareness. It's a pretty recent change, though - basically, you get both Detect and Awareness at once, because buying them separately is silly. The math on your power remains the same, though! Just the name should be updated to Magic Awareness, to relieve confusion.

Math seems a little funky on your Area powers. Area [Cylinder], by default, gives you a 5' radius per rank. Progression 4, 5, and 7 give you, in turn, 100', 250', and 1000' per rank instead, so your powers may be a bit larger in area than you're expecting (and have noted on your sheet). The actual costs are right, but I don't want you paying extra pp for area you didn't want or need - if you just want the bigger area, update the powers. If you want to invest the pp elsewhere, feel free!

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