Jump to content

Sea Devil - PL 10/11 - Orichalchum - AvengerAssembled


Recommended Posts

Sea Devil

 
Power Level: 10/11 (200/200PP)
Trade-Offs: None as PL 7 Deep One, +3 TOU/-3 DEF, -3 ATK/+3 DMG as a PL 10 Spectrum Knight
Unspent Points: 0
 
In Brief: Deep One adventurer in Spectrum Knight armor, trying to save everybody while finding her own place in the world
 
Alternate Identities: Ackwareeaa In-His-Mouth, Aquaria Innsmouth
Identity: Registered
Birthplace: An island in the Caribbean off the coast of Venezuela
Occupation: College student, adventurer 
Affiliations: Jessie White, Project Freedom, Liberty League
Family: Unknown - Deep Ones raise their children collectively. 
 
Age: Deep One ages translate poorly to human years. Aquaria is at the prime of her adulthood.
Gender: Female
Ethnicity: None in particular
Height: 5'6'' [5'10" in armor]
Weight: 140 lbs [180 lbs in armor]
Eyes: Black and yellow
Hair: None, but she does have a frilly green crest that grows when she is agitated.
 
Description: Aquaria Innsmouth looks like a typical Deep One of the terrestrial variety - her skin is soft, smooth, and damp, colored a pale greenish-white on her belly and front and a mottled greenish-black on her back and rear. Her arms, neck, and sides are covered in black and blue marking identifiable as tattoos [an Arcane Lore check of DC 25 can read that they are Deep One ritual tattoos showing progression into adulthood stopping in late adolescence]. Her big eyes are black and yellow, set high and wide on her face, and her nose and jaw thrust strongly forward. She has webbed fingers and toes, all of which are much longer than the human norm, forcing her to wear big, oversized shoes when she needs to dress Surfacer. She has three fingers and toes on each hand and food. Her arms and legs are very, very long, especially the latter, giving her torso a smaller, rounded appearance. She has a thin crest on her head that, when she is excited, springs up like a Mohawk. When angry or afraid, her throat bulges out like a croaking frog. Her neck is extremely thick, the better to anchor the muscles for the two-foot-long retractable tongue that also give her a lisp when she speaks in English. 
 

Aquaria's armor is recognizable [with a DC 15 Galactic Lore check] as armor belonging to the Spectrum Knights, a terrorist organization active across much of Lor and Grue space. It glows an eldritch green while she's using it. Her primary melee weapons are energy tridents (which glow the same color green) that she projects from devices implanted in the palms of her armor. Even those who don't recognize the armor can tell it's something out-of-this-world, especially when they hear the booming bass of Aquaria's voice from within. 

 
History: Once the People roamed all the Islands and the seas beyond, singing their songs and dancing beneath the moonlight, leaping high in the air to mock the Sun and swimming as deep as they dared to greet their Dark Brothers in the depths of the seas. Then the Surfacers came, and at first things were good. There were battles, sometimes grim ones, but in the end the Surfacers had the land and the Dark Brothers had the sea, and the People had all that lay between. It was a good life.
 
Then New Surfacers came - hearts as cold as the iron they wielded, and gradually the land of the First Surfacers shrank, and the People's land and sea shrank with it. Then the Pale Ones came from below - enemies of the Dark Brothers who hated all who bore the mark of Father Dagon and Mother Hydra on their bodies. The People fought them, oh yes, but they had spears and bone and muscle against machines of death and pain, and their lands gradually shrank.
 
Gradually the lands of the People shrank over the years, with some fleeing below to join the Dark Brothers in their cities of obsidian glass, but most simply dying of plagues, of swords (and then bullets) from above, and the terrible pressure of the Pale Ones who let nothing live in their sea that did not love their gods or wear their skin. Their culture shrank, their world shrank, and gradually Ocean became a small patch of blue and a few scraps of land, surrounded by enemies all around.
 
When Aquaria Innsmouth was born, her world was dying - the last remnants of the once-mighty People of the Islands having shrunk to a pitiful handful of a few dozen males, females, and spawn. She learned to hunt and fish like her brothers and sisters, and walked on land as soon as her legs were grown. Unlike many of her siblings, she took no mates - the sole survivor of her egg creche, she was widely considered to be cursed, or blessed, by Mother Hydra and Father Dagon. But that was all right with her; when she wasn't hunting to feed her many siblings, it gave her time to explore the ocean, to watch the New Surfacers with great care as they did unknowable, fascinating things on islands full of animals, to feel the sun on her face and dive deep beneath the warm blue waters of the Caribbean. It was a good life, but hard, and when she slept, she murmured prayers to the ancient gods of her people.
 
She was fifteen when the Surfacers came - heavily armed men who attacked for no reason and gave no quarter, freely slaughtering the People.. Hating herself for her cowardice, Aquaria (as the oldest unattached female) hid with the spawn in hidden caves to guard them against Atlantean attack. When she came out, the island was burning - and her people's community was gone, with perhaps a dozen adults left alive after the battle. And so the People began a journey, a long, bitter one, through the waters of the Caribbean and towards the only salvation they knew - a Dark Brother colony near Cuba, lands they knew that were free both of the New Surfacers and the terrible ways of the Pale Ones. The flight wasn't easy - they had to stop and raid Pale One settlements to survive and the Pale Ones rarely gave quarter to their enemies, and the New Surfacers treated them no better when they clashed with their vessels. She learned to hate, there in the dark, hate the Pale Ones for their arrogance, their greed, and their seeming love of murder, more than anything.
 
Aquaria had just entered adulthood and lain her first clutch of fertilized eggs when they finally reached their destination - the Dark Brother city off the coast of the island the New Surfacers called Cuba. It was beautiful. The temples to Dagon and Hydra rose high in their cyclopean splendor, all dark volcanic glass that reached up to the skies, and there was food to eat and nests to sleep in without fear of attack. It was cold for the People, and dark, and the oceans thick above their heads, but the Dark Brothers promised that they would soon be reborn as Dark Brothers themselves - and could gain revenge on the Pale Ones!
 
It wasn't until the prisoners arrived that Aquaria understood the mechanism of her transformation - and the cold heartless nature of the forever war between the Dark Brothers and the Pale Ones. It was a human sacrifice that drove the transformation of People into Dark Brothers, and she watched in mounting horror as the elders of her community gladly submitted to the transformation, even as the screams of the murdered Pale Ones echoed in her ears. Monsters though they were, didn't they deserve to live? How could her joy come from the suffering of others?
 
That night she tried to slip away, taking the roe with her, but she was caught by a Dark Brother patrol and, feeling guilty as sin, fled without the young ones. She was one young hunter-fisher, how could she take care of so many little ones? How could she even take care of herself?
 
She wandered the coast of North America, a solitary hunter, for a long time after that, sticking close to the Surfacers to avoid both Pale One attack and the attack by Dark Brothers she was sure would one day come to take her back to their city. The Surfacers were an endless puzzle - their cities vast and terrifying, their skins a near-infinite variety of colors, their ships big and menacing as they cut their way through the water. She met a few of the People along the way, and a few Dark Brothers not from the Cuban city, but they were all vagabonds too - there was no home here.
 
Finally, a few years ago, she heard of something big happening -a major Dark Brother raid against a Surfacer city. Tired of being alone and hungry, she decided to take her chances and explore there, figuring she could easily blend in with the People and the Dark Brothers on the surface. She arrived in Freedom City just a few weeks after the Deep One raid that accompanied the Archevil Event (as she later learned the news called it). She explored at night for a while, hanging low along the Waterfront, a little surprised to find none of her kind here. Finally, foolishly, she decided to reveal herself to the surfacers.
 
The subsequent Waterfront battle pitted her against the Freedom City police and her hated enemy Nereid - a foul, loathsome Pale One who laughed and called her cruel names as she casually blasted her with the very water that had been her home! That night, caged for the first time in her life, she screamed and clawed at the glass, spitting venom and threats, until finally she passed out from exhaustion. She awoke in Blackstone, where the lonely silence of the air nearly killed her.
 
It was Harriet Wainwright who saved her, the Project Freedom director having heard something of the Deep One female who had fought the police and superheroes without doing any more than property damage and turning out to be the culprit behind a chain of petty thefts. Visiting the prison with a translator, Wainwright gradually won Aquaria's trust (the frequent dips in the unchlorinated pool helped!) and the Deep One opened up about her life.
 
It took the long, slow process of years for Aquaria to gradually open up to life in Project Freedom - first learning English, then learning to read, then finally earning a GED, all the while doing community service work and helping take care of the other residents who needed more help than she did. She did restitution for her crime, including doing enough work to pay back the medical bills for the police officer she'd thrown through the windshield of his car in the fracas at the Waterfront.
 
She made friends - but her best friend of all was Jessie White, a strange, sad girl who was assigned as her suitemate after several got tired of the constant baths and smell produced by the froggy Deep One. An old hand now, she took the girl under her wing, doing her best to show her the ropes while trying to put a smile on that withdrawn face. She usually wasn't successful at the latter, but the two struck up a bond, one tempered by incidents with time-lost Frenchmen on one hand and the constant low-level murmurs of Frog-Face around the kitchens where they worked on the other. They both were monsters in their own way, even if Aquaria didn't really see herself that way and was determined to make sure Jessie didn't see herself that way either.
 
Halfway house or not, it was a good life.
 
Finally, after years of work, and months trying to help Jessie be ready to go, the two young women were freed from their Project Freedom confinement and ready to face the world.
 

Shortly thereafterwards, Aquaria and Jessie were recruited by the Spectrum Knights - a secretive organization of political revolutionaries who revealed themselves to be interstellar terrorists. Now Aquaria and Jessie are on the run again, hunted by criminals and law enforcement alike - and even after they make it home, the choices they made in space will be waiting for them on Earth

 
Powers & Tactics: Outside of her armor, Aquaria relies on stealth and leaping to stay mobile during a fight. She's strong and tough enough to take out baseline humans with a few good kicks (just like the cop she put through car windshields while fighting Nereid). Versus more powerful opponents, she'll try and lure them into the water where her aquatic physiology will give her an advantage.

 

Inside her armor, she'll wade in and strike with her trident, moving unnaturally fast with her three-bladed energy weapon. She’ll stay mobile by fantastically high leaps and even flying. She only rarely uses the lightning blasts from her trident or hurls objects at people, saving those for a last resort.

 
Complications:
Frog Felon: Aquaria is a convicted criminal who could potentially go back in Project Freedom, or even to jail, if she gets in trouble with the cops.  
Frog Fear: Aah! A Deep One! Archevil wasn't that long ago and the general public - not to mention superheroes, have long memories. 
Frogger: Aquaria is always up for something new - even if it might be a bad idea!
Frog Foreigner: Aquaria's eager to learn about Surfacer customs - maybe a little too eager!
Frog Family: Aquaria feels a special loyalty to her fellow Deep Ones, except when they do evil stuff!  
Frog Foes: Aquaria hates and fears Atlanteans. 
Frog Friends: Jessie White is Aquaria's best friend in the whole wide world. 
Frog God: Aquaria still worships Father Dagon and Mother Hydra - a difficulty given the reputation those deities have on the surface.
Frog Hunger: Aquaria sometimes gets distracted and snatches up a passing bird or other small animal to eat. This is the human equivalent of stress eating.
Space Frog: Aquaria barely knows the names of the planets of the Solar System - she knows even less about outer space. 

 

Abilities: 14 + 4 + 14 + 0 + 4 + 4 = 40PP
STR 30/24 (+10/+7) 
DEX 14 (+2) 
CON 30/24 (+10/+7) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 14 (+2) 

 

Combat: 8 + 8 = 16PP

Init: +6
ATK: +4 (+7 Melee)  
DEF: +7 (+3 Dodge Focus, +4 Base, +2 flat-footed) 
Grapple: +14/+15/+18/+20/+23 
Knockback: -6/-3

 

Saves: 0 + 5 + 5 = 10PP
TOU +13/+7 (+7 Con, +3 Enhanced Con, +3 Protection) 
FORT +10/+7 (+7 Con, +3 Enhanced Con) 
REF +7 (+2 Dex, +5) 
WILL +7 (+2 Wis, +5) 

 

Skills: 72R = 18PP  

Bluff 8 (+10)
Climb 3 (+10) 

Diplomacy 8 (+10)

Intimidate 8 (+10)
Knowledge (Theology and Philosophy) 8 (+8) 
Languages 3 (Atlantean, English, Galstandard, Lemurian [Base]) 
Pilot 1 (+4) 
Notice 8 (+10) 
Sense Motive 8 (+10) 
Stealth 8 (+10) 
Survival 3 (+5) 
Swim 6 (+13) 

 

Feats: 45PP
Attack Focus: Melee 3 
Dodge Focus 3 

Improved Initiative
Environmental Adaptation (Underwater)  
Fearless

Luck
Sidekick 35 [Singularity]

 

Powers: 1 + 2 + 45 + 8 + 2 + 3 + 10 = 71PP

Additional Limb 1 (tongue) [1PP]

 

Comprehend 2 (speak to and comprehend animals; Flaw: Limited to sea creatures) [2PP]

 

Device 11 (55 PP, Aquaria's Armor, PF: Restricted 1 [Deep Ones]) [45PP] 

Enhanced Feats 3 (Interpose, Move-By Action, Ultimate Save [Toughness]) 
Enhanced CON 6 (to CON 30/+10) [6DP] 
Enhanced STR 6 (to STR 30/+10) [6DP] 
Flight Array 3 (6PP, PFs: Dynamic, Dynamic Alternate Power 1) [9DP]

  • DBE: Flight 0-3 (0-50 MPH/500 FPM) {6}
  • DAP: Super-Strength 0-3 (Effective STR 24/39-39/54, Heavy Load 1500 lbs-3 tons-24 tons) {6}

Immunity 9 (Life Support) [9DP]
Protection 3 [3DP]
Strike 3 (energy trident, PFs: Affects Insubstantial 2, Extended Reach [5 feet], Improved Crit 2, Mighty, Takedown Attack 2, Variable Descriptor 2 [any energy]) [13DP] 
Super-Senses 6 (Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [6DP]
3 + 6 + 6 + 9 + 9 + 3 + 13 + 6 = 55DP

 

Deep One Power 3 (6 PP; PFs: Alternate Power 2) [8PP]

  • BE: Swimming 6 (100 mph / 1,000 feet per Move action) {6/6)
  • AP: Leaping 2 (x5, Running Long Jump 85 ft, Standing Long Jump 45 ft, Vertical Jump 21 feet) {2} + Speed 2 (25 mph / 250 feet per Move action) {2} + Wall-Crawling 1 (half-speed) {2} {2+2+2=6/6}
  • AP: Super-Strength 3 (Effective STR 39, Heavy Load 3 tons) {6/6}

 

Feature 2 (Deep One, Iron Stomach) [2PP]

 

Immunity 3 (breathe normally underwater, cold, high pressure) [3PP]

 

Super-Senses 10 (Auditory [Accurate (+2), Ultra-Hearing], Olfactory [Acute, Tracking 2 (Half Speed)], Visual [Extended, Low-Light Vision, Radius (All Visual, +2)]) [10PP]

 

 

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

 

DC Block

ATTACK                RANGE   SAVE              EFFECT
Unarmed w/no Powers   Touch   DC 22 Toughness   Damage [Physical]
Unarmed w/suit        Touch   DC 25 Toughness   Damage [Physical]
Strike                Touch   DC 28 Toughness   Damage [Energy] 


 
Totals: Abilities (40) + Combat (16) + Saving Throws (10) + Skills (18) + Feats (45) + Powers (71) - Drawbacks (0) = 200/200 Power Points

 

 
Jessie White 
Spoiler

Abilities: 6 + 4 + 6 + 0 + 2 + 2 = 20PP
STR 30 [16]  
DEX 20 [14]  
CON 30 [16]  
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1) 

Combat: 12 + 14 = 26PP 
Init: +13 
Attack +6 (+10 Melee)
Defense +10 (+3 Dodge, +7, +3 flat-footed) 
Grapple +24
Knockback -9


Saves: 0 + 4 + 6 = 10PP
Toughness +10/+3 (8 Impervious), 
Fortitude +10/+3 (+3 Con, +7 Enhanced Con) 
Reflex +9/+5 (+2 Dex, +3 Enhanced Dex, +4) 
Will +7 (+1 Wis, +6) 


Skills: 80r=20PP
Acrobatics 11 (+16, SM)
Intimidate 17 (+19, SM)
Notice 14 (+15, SM)
Sense Motive 14 (+15)
Stealth 10 (+15, SM)
Survival 14 (+15)


Feats: 24PP
Acrobatic Bluff
Attack Focus 4 (Melee) 
Challenge 2 (Fast Acrobatic Bluff, Fast Startle, Mass Intimidation, Powerful Intimidation)
Dodge Focus 3
Evasion
Improved Initiative 2
Interpose
Move-by Action
Power Attack
Quick Draw (Draw) 
Skill Mastery (Acrobatics, Intimidate, Notice, Stealth) 
Startle
Takedown Attack 2
Uncanny Dodge (Auditory) 


Powers: 3 + 14 + 6 + 14 + 1+ 2 + 1 + 8 + 5 + 6 + 8 + 2  = 70PP

Device 1 (Bat, 5PP, Flaw: Easy to Lose) [3PP]

Damage 0 (PFs: Extended Reach [5 ft], Improved Crit 2, Stunning Attack, Takedown Attack [to 2]) 

 

Enhanced CON 14 (to CON 30/+10) [14PP]

 

Enhanced DEX 6 (to DEX 20/+5) [6PP]

 

Enhanced STR 14 (to STR 30/+10) [14PP]

 

Feature 1 (Temporal Inertia) [1PP]
 

Immunity 2 (disease, poison) [2PP]

 

Immunity 2 (sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [1PP]

 

Impervious Toughness 8 [8PP]

 

Movement Array 2 (4PP, PF: Alternate Power 1) [5PP]

  • BE: Leaping 4 (x25, RLJ 500 ft, SLJ 255 ft, VJ 155 ft) {4/4}
  • AP: Speed 4 (100 MPH/1000FPM) {4/4}


Regeneration 6 (Bruised 3 [no action], Injured 3 [20 minutes]) [6PP]

Super-Strength 4 (Effective STR Heavy Load 12 tons) [8PP]

Super-Movement 1 ( Slow-Fall ) [2PP]

Abilities (20) + Combat (26) + Saves (10) + Skills (20) + Feats (24) + Powers (70) = 170/175

 

 
 
Link to comment

Up from the depths! Somewhat less than a story high! Breathes water, flying through the skies! Sea Devil! Sea Devil!

SEA DEVIL
Abilities
Enhanced Strength has been accounted for in the Abilities section, but Enhanced Constitution has not.

Combat
Knockback seems slightly off - the max knockback, as I see it, would be -5, not -7. Am I missing an extra -2 from somewhere?

Saving Throws
Entirely superficial, but there's a capitalization typo in "Enhanced COn".

With a Wisdom bonus of +2 and 4pp spent, Sea Devil's Will save should be +6, not +7.

Powers
Equally superficial, but it looks like the power tally was done before the powers were put into alphabetical order. Not a big deal, but might want to nip that now before it becomes a headache for future edits.

Equally superficial, while we're tweaking things: Three powers (Super-Strength, Leaping + linked powers, Swimming) aren't bolded.

Misc
As a formatting thing, Sea Devil's final pp tally appears to have slipped under Jessie White's sheet.



JESSIE WHITE
Combat
Base defense has been noted as +3, but from the rest of the sheet I'm guessing it's supposed to be +6. Costs and affected stats should still work out as-written.

Saves
Reflex and Will are off, I'm afraid; with pp spent as noted the former should be +6, not +8, and the latter should be +7, not +5.

Powers
Super-Strength 4 costs 8pp, not 9pp. This is accounted for correctly in the pp tallies, though.

Misc
Jessie White's sheet appears to have had its formatting go all screwy on you, with the double-spaces and what may be a different font.

The final pp tally is off: 32+24+8+18+17+50= 149, not 150. You have 1pp left here to spend somewhere.

Link to comment
Jessie White 

Abilities: 6 + 4 + 6 + 0 + 2 + 2 = 20PP
STR 30 [16]  
DEX 20 [14]  
CON 30 [16]  
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1) 

 

Combat: 12 + 14 = 26PP 
Init: +13 
Attack +6 (+10 Melee)
Defense +10 (+3 Dodge, +7, +3 flat-footed) 
Grapple +24
Knockback -9

 

Saves: 0 + 4 + 6 = 10PP
Toughness +10/+3 (8 Impervious), 
Fortitude +10/+3 (+3 Con, +7 Enhanced Con) 
Reflex +9/+5 (+2 Dex, +3 Enhanced Dex, +4) 
Will +7 (+1 Wis, +6) 

 

Skills: 80r=20PP
Acrobatics 11 (+16, SM)
Intimidate 17 (+19, SM)
Notice 14 (+15, SM)
Sense Motive 14 (+15)
Stealth 10 (+15, SM)
Survival 14 (+15)

 

Feats: 24PP
Acrobatic Bluff, 
Attack Focus 4 (Melee) 
Challenge 2 (Fast Acrobatic Bluff, Fast Startle, Mass Intimidation, Powerful Intimidation)
Dodge Focus 3
Evasion
Improved Initiative 2
Interpose
Move-by Action
Power Attack
Quick Draw (Draw) 
Skill Mastery (Acrobatics, Intimidate, Notice, Stealth) 
Startle
Takedown Attack 2
Uncanny Dodge (Auditory) 

 

Powers: 3 + 14 + 6 + 14 + 1+ 2 + 1 + 8 + 5 + 6 + 8 + 2  = 70PP


Device 1 (Bat, 5PP, Flaw: Easy to Lose) [3PP]
Damage 0 (PFs: Extended Reach [5 ft], Improved Crit 2, Stunning Attack, Takedown Attack [to 2]) 

 

Enhanced CON 14 (to CON 30/+10) [14PP]

 

Enhanced DEX 6 (to DEX 20/+5) [6PP]

 

Enhanced STR 14 (to STR 30/+10) [14PP]

 

Feature 1 (Temporal Inertia) [1PP]
 

Immunity 2 (disease, poison) [2PP]

 


Immunity 2 (sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [1PP]

 

Impervious TOU 8 [8PP]

 

Movement Array 2 (4PP, PF: Alternate Power 1) [5PP]
BE: Leaping 4 (x25, RLJ 500 ft, SLJ 255 ft, VJ 155 ft) {4/4}
AP: Speed 4 (100 MPH/1000FPM) {4/4}

 

Regeneration 6 (Bruised 3 [no action], Injured 3 [20 minutes]) [6PP]

Super-Strength 4 (Effective STR Heavy Load 12 tons) [8PP]

  Super-Movement 1 ( Slow-Fall [2PP]

Abilities 20 + Skills 20 + Feats 24 + Powers 70 + Combat 26 + Saves 10= 170

feats 19 + powers 53 = 154 pts

Link to comment
×
×
  • Create New...