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Grailent

Chimera II (PL 10) - Newbie

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Player's Name: Grailent
Character Name: Chimera II
Power Level: 10 (150/150PP)
Trade-Offs: Variable
Unspent Power Points: 0

In Brief: Alternate universe time traveler, taking on the identity of 70's Villain for want of purpose. 

Alternate Identity: Leon Summers
Identity: Secret
Birthplace: Boston, Massachusetts
Occupation: Rotating
Affiliations: Psyskull (Partner) Kimberly Ashvale (Chimera I, Villian, Technical alternate counterpart, Deceased)
Family: Rosemary Summers (Mother, Deceased,) Jacob Summers (Father, Deceased)

Description:
Age: 23 (DoB: May 11, 1950)
Gender: Male
Ethnicity: African American
Height: 6'0"
Weight: 150 lb.
Hair: Black
Eyes: Hazel

Leon Summers is a fit younger man, with generally attractive features, longer dusty hair, and a pleasant, if tired smile. His age is normally belied by his constantly tires eyes and expression. His normal attire, though shifting to fit his current occupation, usually consists of plainer jackets and coats, as well as worn pants and shirts.

As Chimera, his outfit consists of a dark blue jacket, hood, and white armband and knuckle bandages, as well as a ceramic mask.  The mask is pure white, and carved with a crawling, intricate sweep of ruby vines.

Power Description:
A human male forcibly experimented on, fused with Grue Genetics and animal DNA. Capable of transforming his limbs into those of the animals of earth, including bears, tigers, snakes, etc. Wears a specially enchanted mask, capable of glamouring away the facial morphs superficially, while still allowing  them to function normally.

The Grue genetics inside Chimera give him limited access to the species's extendable limbs.

History:
Leon was born in 1950 to Rosemary Summers, a struggling seamstress, and Jacob Summers, a small-town sheriff living in the city of Boston. The family struggled financially for most of Leon's young life, and at an early age he too began working odd jobs, wherever they could be found. Though they had little freedom in trying times, the family remained unified and jovial, his parents kept aloft by both each other, and the exciting tales of Freedom City often passed down the country.

His parents saw the glory in it all, the excitement and wonder in the adventures. Leon was a bit more realistic, and he often found the tales a bit frightening. Being invaded by aliens, monsters, zombies? He would do just fine without all that, thank you very much! And just fine, he did.

Though he find it a mite difficult, he worked quietly and diligently through school, saving every penny he could get, Leon and his family were ecstatic when the news came into the most prestigious university in the state. He was his family's pride, a Geology major in the making, and he threw his everything into his studies. Making some few acquaintances along the way, including the school Beau Kimberly Ashvale, Leon's final year was looking bright.

A brief study of Kimberly Ashvale will bring up some choice hits these days. A psychologically troubled individual, responsible for several mysterious disappearance through her school life, she was invited along with several other promising schoolmates to a special sponsored field trip. A cross-country affair down to California to meet some big-shots with big promises. The bus never arrived along it's destination.

A small splinter group, formed of disgruntled AEGIS members, stationed along the coast of Europe, received some test subjects for it's latest advancement. The recovered body of an alien life form, a Grue, had been discovered there, kept hidden from the public. The subjects were bonded with choice pieces of the Grue's genetics, separated into study groups to test it's effects. Leon and Kimberly were placed with the animal sub-group. Within this sub-group, the Grue never fully integrated. Leon could never fully transform himself into an animal, and Kimberly suffered severe mental degradation. They were lab rats, tortured and mistreated for too many years. It seemed never ending, hopeless.

A small group of heroes hailing from Freedom City, tracking the disappearance on the side for many years. It was a slow journey, but eventually, they found their men. The walls exploded, the evidence destroyed, chaos emerged. Among it all, Kimberly, a beautiful, charismatic, and twisted individual convinced the heroes, that their mission had been completed, long before the discovery of the other subjects, left to rot. The only lasting survivor of the incident, Kimberly would become the villain Chimera, as she slipped fully into evil. Her most notable achievement, the theft of a mystical mask, said to hide even the most hideous of forms, held an exhibit in the Freedom City Museum of History to this day.

At least, that's how it happened in our reality. In another reality, another world, the reluctant small-time German supervillian, The "Sinister Psychosis," was a staff member of the splinter faction. He kept potential malcontents in-line with his mental prowess, and the mole in the organization never even though of betraying them, allowing a much extended period of research. Leon, the least broken among all the subjects, developed a rapport with him. The two had a surprising amount in common, country boy's with a bright future, forced into a path they never wanted. They still had animosity, of course, but a true trust was developing.

That trust came into play, when early one morning, Psychosis opened Leon's cell in a panic. The facility had been discovered, they were being torn apart. The heads had decided upon only one option, the complete leveling of the entire area. The two had to escape, immediately. A brief struggle with several other subjects later, the pair managed to break to the very edge of the facility. But it was no use, the explosion, it was coming fast. Leon felt himself pushed under the weight of a field, and looked out to see Psychosis, holding his hands out, staring at something. Leon wouldn't be able to see what it was, as he found the ground beneath him vanish. He was only able to barely touch Psychosis before he fell.

He awoke to a strange sight, a green field, free of destruction or society. To his right, a...skull. Floating by a boat and an unconscious man. It would be a long time before he could adjust with his new friend's...loss.

The two were caught unaware by the world they now inhabited. Along with the small historical discrepancies, the two had been shot forward in time, at least forty years. Lost ad alone, the pair wandered for a time, without purpose of family. Eventually, they began to come upon crimes. Though they bickered for a time, the two eventually began to fight back against these encounters. Though they meant well, people were less than pleased with the monster man and his skeleton friend, holding onto a name associated with a historic villain (at Psyskulls behest, as Leon had no talent for names.)

Eventually, in an effort to ease distrust and maintain some level of secrecy, the pair staged what would hopefully be the only crime of their new careers. Breaking and Entering into Freedom City's Historic Museum, the two borrowed a dusty museum piece. The mask din't work quite as well for Leon as it did for his predecessor, only hiding his facial transformations. But it was enough, and now, slightly more respectable than before, Chimera II and his skeleton head friend hold out, as struggling men scraping by, and as part time super secret Heroes!

Personality & Motivation:
Leon is a generally serious and dutiful man, constantly working to fund himself and his family and friends. He is often tired or drained, but he still holds plenty of capacity for kindness and amusement.

Though not a genius, he is reasonably intelligent, though he benefits much more from common sense not shared among his peers. Though he is generally affable, he holds those who struggle daily in much higher regard to the more well off. The most notable way to encourage annoyance or anger within Leon is to show extreme ego and arrogance, two things he finds appalling.

As Chimera, Leon is perhaps a bit more mouthy than normal, mostly because it helps him cope with danger or stress. He is mostly distasteful of his powers, though the connection and understanding with nature and animals it has led to is appreciated.

Powers & Tactics:
A technical type of shapeshifter, capable of summoning force powers from the animals of earth. Technically a failure, as the project that created him was to create full shapeshifters, Chimera nonetheless holds power within him. He can complement his powers with decent physical prowess and a sharp mind.

Chimera treats every threat with equal measure, never looking for true pain or death, but bringing his A-game as best he can. His battle-plans often rely on adapting to is opponents, starting with simple brute force and allowing them to expose a weakness or flaw to exploit. This has resulted in skill equal in both defense and offense.

A bit harder than most to take down, both in part because of his limited regeneration, and his potential to summon forth defensive powers of the wild.

Complications:

Horror Hero: Leon's powers are not the most, pleasant to witness. Need a claw, boom, crab claw instead of an arm. Need suction, boom, tentacle leg. Need bite, boom, snake arm, etc. This has been mitigated slightly with the help of his mask, which hides superficially the strange looking facial morphs, but it's still not uncommon for the old lady who's purse just returned to scream at his tail.

Newbie: Leon is extremely new to super heroics, having perhaps been in the business for three months. He defers mostly to those with more experience in heroic matters, normally Psyskull (though that has turned out poorly before..) and can get a bit panicked when forced to make large decisions alone.

Public Relations: Somewhere along the villain name, the skull friend, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Chimera.

Secret: Superhero Identity, Skeleton Head Friend.

Sidekick: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives.

Struggling: Leon works constant shifting jobs to pay the rent, and often super-heroics find a way to squeeze into life.

Groovy, Baby: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in geology, Leon is still a man out of time. His track of pop culture, current events, events that were current twenty years ago, they all leave something to be desired.

Loved and Lost: Leon is still mournful about the loss of his friends and family, old but sprightly in his time, now relics of the past. Disrespect them, there will be problems.

Stats
Abilities: 8 + 6 + 6 + 2 + 6 + 0 = 28PP
STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 10 (+0)


Combat: 4 + 2 = 6PP
Initiative: +6
Attack +6/*+10, +4 Base, +2, [*+4 Melee]
Grapple +13
Defense +7, +5 Base, +2,  [+5 Flat-Footed]
Knockback -2


Saving Throws: 4 + 5 + 4 = 13PP
Toughness: +9 (+3 Con, +6 Defensive Roll), +4 flat-footed
Fortitude: +7 (+3 Con, +4)
Reflex: +7 (+2 Dex, +5)
Will: +7 (+3 Wis, +4)


Skills: 45R = 12PP
Acrobatics 4 (+7)
Intimidate 4 (+4)
Concentration 8 (+13) Skill Mastery
Knowledge (Earth Sciences) 4 (+5)
Knowledge (Tactics) 4 (+5)
Notice 4 (+7) Skill Mastery
Survival 4 (+7) Skill Mastery
Handle Animal 4 (+4)
Sense Motive 4 (+7) Skill Mastery

Feats: 57PP
Attack Focus (Melee) 4 (+4 attack)
Animal Empathy
Beginner's Luck
Defensive Roll 3 (+6 Toughness)
Elusive Target
Endurance
Evasion 1
Improved Block (+2 Block)
Improved Defense (+6 Dodge)
Improved Initiative (+4 Initiative)
Instant Up
Luck
Move-By Action
Power Attack
Quick Change
Improved Trip (+4 Trip)
Sidekick 25
Skill Mastery 1 (Sense Motive, Survival, Notice, Concentration)
Take-down Attack 2
Track
Ultimate Will
Uncanny Dodge (Olfactory)
Weapon Bind


Powers: 30 + 2 + 2  = 34PP
 
Animal Mimicry 4 (36 + 3) [39pp]
EX: Extra Subject 2, Stacking

 


Owl Mimic: [13pp]

Skills: 12R = 3pp
Stealth 12

Powers: [10pp]
Flight 2 (4pp)
Super Senses 2 (Low-Light Vison, Extended Vision) (2pp)
Enhanced Dexterity 4

Monkey Mimic: [15pp]

Skills: 31R = 8pp
Acrobatics 8
Climb 12
Stealth 11

Feats: [1pp]

Distract

Powers: [7pp]
Additional Limbs 1 (Tail) (1pp)
Super Movement 1 (Swinging) (2pp)
Enhanced Dexterity 4

Ape Mimic: [18pp]

Feats: [2pp]

Improved Throw

Improved Sunder

Powers: [16]
Super Strength 1 (2pp)
Protection 2 (2pp)
Super Senses 1 (Scent) (1pp)
Enhanced Strength 4
Enhanced Constitution 4
Enhanced Dexterity 3

Pincer Crab Mimic: [20pp]

Feats: [7pp]
Attack Specialization 3 (Grappling)

Environmental Adaption (Underwater)

Chokehold

Improved Grab
Improved Grapple

Powers: [13pp]
Protection 2 (2pp)
Enhanced Strength 3
Enhanced Constitution 3

Immunity 2 (Underwater Suffocation, Underwater Pressure) (2pp)

Regeneration 2 ( Rate, Bonus) Ex: Regrowth (3pp)

 

Cheetah-Chameleon Mimic: [20pp]

Skills: 4R = 1pp
Stealth 4

Powers: [19pp]
Concealment 4 (Visual, Blending) (8pp)
Speed 3 (50 MPH) (3pp)
Leaping 2 (2pp)
Super Movement 1 (Wall-Crawling) (2pp)
Enhanced Dexterity 4

Earthworm-Cat-Rhino Mimic: [20pp]

Powers: [20pp]
Protection 4 (4pp)
Burrowing 2 (2pp)
Regeneration 2 (Bonus) Regrowth (3pp)
Immovable 2 (2pp)
Strike 1 (Mighty) (2pp)
Enhanced Strength 4
Enhanced Constitution 3

Bear-Eel-Fly Mimic: [20pp]

Powers: [20pp]
Stun 3 (Aura, Electricity) (6pp)
Flight 2 (4pp)
Super Senses 2 (Radius, Danger Sense) (2pp)
Enhanced Strength 4
Enhanced Constitution 4

 

Elongation 2 [2pp]

 

Abilities 28 + Combat 6 + Saves 11 + Skills 13 + Feats 58 + Powers 34 = 150/150 Power Points

 

DC Block

 

ATTACK           RANGE        SAVE                      EFFECT
Unarmed          Touch        DC 15 Toughness (Staged)  Damage (Physical)
Edited by Grailent

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Player's Name: Grailent
Character Name: Psyskull
Power Level: 10* (125/125PP) *Sidekick
Size: Small (4PP) 
Unspent Power Points: 2

In Brief: Alternate Universe Time Traveler, Floating Psychic Skull Seeking Redemption.

Alternate Identity: Emile Christian 
Identity: Secret
Birthplace: Straubing, Bavaria
Occupation: Kindergarten Teacher
Affiliations: Chimera II (Partner,) Saint Johnathon Elementary School
Family: Annette Christian (Mother, Deceased,) Axel Christian (Father, Deceased) Astrid Christian (Sister, Deceased)

Description:
Age: 34 (DoB: June 20, 1939)
Gender: Male
Ethnicity: German
Height: 2'0/5'6
Weight: 40 lb./130 lb
Hair: None/Brown
Eyes: Green

Emile is floating skull. He looks like a clean, bleach white skull, that is floating.

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When under the effect of illusion, he appears as studious looking man, with longer hair tied back and traces of stubble. He prefers to appear with longer coats and more covering clothing.

Power Description:
An extremely intelligent and insightful psychic, reduced to a floating skull. Has kept all of his mental prowess, abilities, and faculties, and has gained the immunities of a skull that needs no oxygen or sustenance.

History:
Emile Christian was born in 1939, at the dawn of the age of super heroes, though he had no way of knowing this at the time. His family were fairly well off, his mother a succesful baker, his father a professor. They never truly seemed scant of money, and were in his earliest years happ as could be. Things changed as Germany's occupation hardened. Emile wouldn't understand fully what had transpired for many years, but what he did know, was that they had lost everything. Their jobs, their friends, their home. They were forced to move, to a small shanty town out of sight and mind of the Nazis.

Even after the war ended, the family's situation did not improve. Along with the new addition of Emile's baby sister, and the drought of resources their new home provided, his parents spirits had been broken. The losses they had endured, the horrors they had witnessed independent of their son, had stopped any hope of improvement. They lived in squalor for many years.

This changed when Emile became an adult. Now of legal age, he was reached out to by a nearby university, in a much more well of town. He showed much promise, his studies in psychology already bearing fruit locally, as his town's recent mental improvements showed. They would fund his trip, give room and board, and generally accommodate his less well off status. The only downside, abandoning his family. With a heavy heart, he accepted.

That was an exciting time, when Emile had as much to study as he could dream, and when he discovered his own burgeoning abilities. There had been reports of smaller mutations developing in those situated in his birthplace, theorized to be the by-product of nearby Nazi experimentation, But Emile was much more, severe. His powers would only develop more and more as he grew.

Graduating with accords as a psychology major, opening the town's newest psychiatry clinic, Emile's life was looking up. News from family brought that down, of course. His sister had written him, telling of the recent passing of their parents. She told him of her now bankrupt state, reached out for help, accused him of abandoning them. He couldn't let it stand. But, though he got plenty of well-off patients, he himself got very little pay. What could he do...

It got easier as time passed, using his powers. People were all too happy to reveal secrets, transfer money. At some point, his sister told him she no longer needed his assistance financially, but he couldn't stop. It was just too, intoxicating. Soon, heroes began to come around, searching for the lost funds. They couldn't stop someone of his skill, of course, but he played their little game. Making up a simple costume, the people of the world would treble before, "The Sinister Psychosis!"

If you were to research the Sinister Psychosis today, you would learn that he soon moved operations, grouped with several others with similar goals, to Freedom City, to enact a heist for one of the most valuable gems in the known world. You would also know that this failed, that Psychosis, jailed and trapped in the city, faded away into history. You can find a minor exhibit in the Freedom City Museum of history that details him and several other European villains.

In another world, another time, however, he was never approached about any heist. Instead, he was approached by a shadowy group, a splinter faction of an american governmental branch, looking for someone of his 'talents' to keep members in line. The pay was too good to pass up, and he happily accepted. Psychosis never learned the full story about the facilities going ons, only that they had found a unique specimen, and were using American humans as test subjects. On of these American's, a young man named Leon, he felt a certain kinship with.

The first meeting was pure circumstance, the lad had been wandering about, Psychosis had been patrolling, they had met and struggled, and locked themselves inside the room they founds themselves in. With little to do, Psychosis struck up conversation, and fond that the Leon was not to different from himself. Even after being found, the two met in secret. Something about him, brought forth something Emile hadn't felt in quite some time. There was still some level of animosity, of course, as prisoner and jailer have, but a true trust was clearly developing.

Trust that would be put into play, one fateful day. The facility was attacked, super heroes who had been trailing them. The Heads of Staff had gone mad, activated a self destruct function in the facility. Emile wasn't willing to die for a paycheck, and he began to flee. Something stopped him as he passed Leon, and he found himself opening his cell. Emile screamed warnings, and he woke with a start, the pair making their way as fast as possible outside the facility.

Even at the very edge of the station's borders, it still wasn't enough.They were doomed, Emile knew. His life flashed before him, and he knew this is what he deserved. But Leon was different, he was an innocent, a victim. He used all of his strength to create a field of protection for his friend. In his final moments, he noted something peculiar. It seemed the heroes were going to try to counter the blast with one of their own. Fantastic.

He felt searing pain twice over, heard static and otherworldly sounds. He only had a moment, as a hand grasped at his shoulder and pulled him down, to note the strange hole where his force-field had been. He fell for some time, in pain all the while, before, finally, losing consciousness. He awoke with a start, to a strange setting.

A field, untouched by explosions or society. TO his left, an unconscious Leon. His right, a fisherman. He moved toward the man, noting a strange feeling of loss, and was startled when the man screamed and fainted. He looked down, behind him, nothing. Nothing...

Emile would never truly get over his losses, and spent a good while in shock, but eventually he was shaken out of it by Leon's awakening. Without purpose, the pair wandered for a time, in a world alien to them. Eventually they drifter toward America. Crimes were present every step of the journey, and eventually Emile decided they would their purpose, his redemption. It took some coercion, but eventually Leon came around.

People were none to happy with the floating skull and the monster man, carrying the  name of historic villain. Leon had deferred to him in the matter, as he was poor with names. (Emile himself was little better.) Eventually, enough was enough, and the headed for Freedom City to gain some semblance of respectability.

Committing what would hopefully be the only crime of their new careers, the pair stole the original Chimera's mystical mask. The pair decided to settle in the city for a time, Leon working odd jobs. Emile, refusing his original profession, decided to work somewhere similar to his father, as a teacher. Of course, the only openings were in the kindergarten grade level, but, it was a start. 

Personality & Motivation:
In public is a generally jovial and sarcastic individual. In private, Emile is more serious, though he is still capable of humor. 

Holds Leon and his students in high regard, but can disrespectful to strangers and those he dislikes. Emile is extremely prideful of his powers, as well as his intelligence.

Powers & Tactics:
A powerful psychic, more focused upon mental manipulation, allowing others to do the work. Has many distraction techniques, and can be a useful asset to team-mates. In a pinch can create a forcefield to improve his and allies defenses.

Is also a skull, immune to disease, suffocation, etc. Uses mental flight to propel himself.

Complications:

Redemptive: Emile could be considered an idealist, in that he believes that others can see the errors of their ways as he has.

New Leaf: Emile was once a villain, and he is greatly ashamed of that fact. He is sincerely determined to redeem himself, and prove that he is worth trust and compassion.

Public Relations: Somewhere along the monster friend with a villain name, the skull thing, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Psyskull.

Secret: Superhero Identity, Secret Skeleton Head.

Partner: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives.

Struggling: Though he has stable employment compared to Leon, Kindergarden Teachers are not payed well.

Relic: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in Psychology, His track of pop cultrure and history leave something to be desired.

Teacher: Though he often can find time for super-heroics, Emile is still a dedicated teacher. He is protective of his class, and threating them is one of the few things capable of irking him.

Stats

Abilities: -9 + 6 + 0 + 12 + 12 + 0 = 30PP
STR: 1 (-5) 
DEX: 16 (+3)
CON: -- 
INT: 22 (+6)
WIS: 22 (+6)
CHA: 10 (+0)


Combat: 1 = 2PP
Initiative: +7
Attack -4, -5 Base, +1 (Size)
Grapple -9, -5 base, -4 (Size)
Defense +8, +0 base, +6 Dodge, +1 Size, +1  [+0 Flat-Footed]
Knockback -8


Saving Throws: 5 + 2 = 7PP
Toughness: +0/*+12(+0 Con, *With Force-Field), +0 flat-footed,
Fortitude: Immune
Reflex: +8 (+3 Dex, +5)
Will: +8 (+6 Wis,+2)


Skills: 22R= 7PP
Bluff 4 (+4) Skill Mastery
Concentration 4 (+10) Skill Mastery
Knowledge (Behavioral Sciences) 4 (+10) Skill Mastery
Knowledge (Theology And Philosophy) 4 (+10)
Language 2 (English, German[Native])
Sense Motive 4 (+10) Skill Mastery

Feats: 15PP
Assessment
Distract
Evasion 
Fearless
Improved Defense (+6 Dodge)
Improved Initiative (+4 Initiative)
Luck
Move-By Action
Master Plan
Skill Mastery 1 (Sense Motive, Bluff, Knowledge (Behavioral Sciences), Concentration)
Set Up
Taunt
Teamwork
Ultimate Will
Uncanny Dodge (Sight)

Powers

40pp + 24pp +  4pp = 68pp
 
Immunity 40 (Life Support, Fortitude) [40pp]

 

Psionic Skull Array (Alternate Power 10) [24pp]

  • Base: Telepathy 7 [14pp]
  • AP: Illusion 3 (All Senses) (Extra: Action) [13pp]
  • AP: Confusion 7 [14pp]
  • AP: Mind Switch 6 (Extras: Attack, Area) [13pp]
  • AP: Mind Control 6 (Feats: Consciousness Extra: Mental Link) [14pp]
  • APPower Control 7 [14pp]
  • AP: Force Field 13 (Feats: Selective) [14pp]
  • AP: Mental Blast 3 [12pp]
  • AP: Mind Shield 11 (Extras: Affects Others 2, Area) [14pp]
  • AP: Power Resistance (Mental) 7 [14pp]
  • AP: Mind Switch 7 [14pp]

Flight 2 (25 MPH) [4pp]

Size 4 + Abilities 30 + Combat 2  + Saves 7 + Skills 7 + Feats 15 + Powers 68 - 9= 125/125 Power Points

DC Block

 

ATTACK           RANGE        SAVE                      EFFECT
Unarmed          Touch        DC 15 Toughness (Staged)  Damage (Physical)
Telepathy        Perception   DC 20 Will                Mind Probed
Mental Blast     Perception   DC 19 Will                Damage (Mental)
Mind Control     Perception   DC 20 Will                Controlled
Mind Switch      Perception   DC 20 Will                Controlled (Switch)
Illusion         Perception   DC 20 Will                Illusion'd
Confusion        Perception   DC 20 Will                Mental [Confused (Varies)]
Power Control    Perception   DC 20 Will                Mental [Power's Controlled]
Edited by Grailent

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Oof - sorry for the delay, Gralient! Note that it is ALWAYS okay to bug people about looking at your sheet. 

This looks like a fun, interesting concept! 

APPROVED

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We got a solid concept here.  Few math issues.  Though I think we'll be able to sort these out pretty easily.

Chimera

I'm not sure what's going on in Chimera's listed Combat section.  Like at all.  It doesn't seem to add up.  And I say seem, because I just can't figure out where you're getting your totals here.  If you could please explain the cost breakdown that led to the listed totals?

Saves as he has a +3 Dex bonus the Reflex total actually comes out to +8

Concentration 8 actually has a bonus of +12

You have actually only bought 53PP worth of feats.

As Extra Subject and Stacking are extras The total cost would actually be 44PP on the Powers.  It should be noted they're pretty useless. Unless you are using UP's weird version of Animal Mimicry's Variable Power in which you can only Physical Attributes or Skills when they're higher than your own. Seeing, as the only way Extra Subject and Stacking really make sense is if you're following the weird UP text.  Which doesn't really benefit you, especially, and why I would urge to just drop the extras.  Alternatively for consideration, this is why doing something like AA's Oddball in which the VP configurations are spent on powers and feats is a good basis for deciding what to do with an Animal Mimcry VP.  But, you in no means have to do that.

I'm not really sure why he elongates.  There's nothing wrong with having elongation of course.  Just color me curious on the fluff.

Psyskull

I'm not sure how you worked up the math on the size.  If you're trying to move him one size category lower.  Than a permanent duration of the shrinking power would probably be best.   Honestly, in my mind Shrinking 12 would be about the right size.  But, I also imagine being a disembodied head is work a drawback at the bottom of the sheet as well.

Once again I'm not sure what's going on in your Combat section.  Can you explain to me how you're getting those numbers?  Grappling I can sort of fathom if he was one size category smaller.  But, again that would require buying shrinking.

22 Ranks of Skills is actually 6PP of Skills.  Technically it's 6PP with 2 skill ranks left unspent.

Your Array is technically fine.  Mind Shield breaks caps and would likely break caps for anyone he's trying to affects others with.  Aside from this the Array is rules legal, but I do advise that you may find yourself wanting to cull it after play.  It's a big array with effects that you may just as likely power stunt for.  For example the four different purchases of Mind Control in it.

Edited by HG Morrison

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