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Hero Lad

Myth (PL10) - Hero Lad (Newbie)

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Player NameHero Lad
Character NameMyth
Power Level: 10 (150/150PP)
Trade-Offs:  None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In BriefA low profile hero working to help others but possibly leaving behind the question: Real or Myth?

ResidenceLantern Hill
Base of OperationsFreedom City
Catchphrase: Wazzat?

Alternate IdentityIan Cantnor
Identity: Secret
Birthplace: Rosemont, VA
OccupationProgram Director, Piedmont Cultural Society
Affiliations: None.
FamilyRoss Cantnor (Father), Lily Cantnor (Mother), Asia Cantnor (Sister)

Description:
Age:  25 (DoB:  April 1, 1990)
Apparent Age: 25
Gender: Male
Ethnicity: Caucasian
Height: 5'10"
Weight: 190 lbs.
Eyes: Brown
Hair: Black

Ian prefers to dress in line with his nostalgia. This usually means suit and tie, often of the gray double-breasted and pinstripe variety, but often more colorfully too. He is rarely without his Fedora or his rather elegant walking stick. He carries himself with a certain sense of grace and presence.

Power Descriptions:

Magic/Dimensional Energy known as MythFire (Hellfire Control variant). It is often subtle (invisible) to keep the “fog of war” element going. Although sometimes, it is allowed to be seen in glimpses. When this is done, it appears as a purple energy.

History:

Ian is a Golden Age nostalgist, but not just for heroes or that time period, but for all of yesteryear. Because of elements he sees as important. Being a gentleman. Having a sense of honor and duty. Chivalry. Good worth ethic. Opposing tyranny. All the "good" elements man has displayed through history. Even to the point of legends or myth. King Arthur and the Knights of the Round Table? Perfect example for him. But know that he is more akin to Percival than the king. An errant knight who seeks results over recognition, for the good of all.

He became a frequent member and sometime co-moderator of many internet sites relating to his hobby. He even tailored his college degree to work in a field that gave him more opportunities to explore heroes, and history, and culture, and myth.

So when he was offered a position as Program Director for the Piedmont Cultural Society, a private club for nostalgia enthusiasts, he jumped at the chance. Especially when he discovered he’d be moving to Freedom City, home of heroes.

His life would be forever changed the night he was walking home late after helping authenticate and value a member’s collection of items about to be placed on auction. His attention was drawn to strange sounds and elusive lights that seemed to flicker, vanish, and re-appear somewhere else. The sounds were muffled, but he thought he heard music and laughter. A strong wind came up suddenly and he felt a pain in his head and then things went black.

A police officer found him lying against the curb and a large tree branch nearby. The officer put the pieces together and determined Ian must have been struck by the branch when the wind picked up and was delivered a blow to his noggin that knocked him out. A quick trip to the hospital found no major injuries and Ian returned home.

Only to be overcome with a memory of a strange dream he had that was something like A Connecticut Yankee in King Arthur’s Court mixed with Celtic Fae Legends and Alice in Wonderland. There were more elements of legend and myth that seemed to swirl in the back of his mind.

Ian would later discover that his strange dream and the others to follow were actually experiences in another dimension. One where myth and legend abounded in truth. He had been chosen to carry the torch of heroics in this realm, and given the power to do just that, a magical interdimensional energy that he calls “MythFire.”

Ian wishes for others to experience the powers of legend and myth for themselves and to strengthen the bond in our world. To do this, he has taken on a persona that might help him act as a myth himself. Working as much from the shadows as possible, almost more dream than reality.

Personality & Motivation:

Ian Cantnor feels as if he has the world on a string. He has the perfect job in a nearly-perfect city, and a perfect gift, his powers. So he’s always smiling at those he meets or offering a friendly wave as he strolls along. He likes to think of himself as a “man-about-town” as he takes regular walks through the different parts of Freedom City.

He’s also willing to make a friend where he can, whether it is other fans of nostalgia, the market keeper who always has the freshest produce, or the older gents who gather at the park to swap stories.

As Myth, he likes to keep himself as secretive as possible, but he can’t let that keep him from the real objective. He gets to be a hero and help out others and helping comes first, whether it is another hero or a citizen. Myth likes to lend his support when and where he can.

Powers & Tactics:

Myth prefers to work as invisibly and silently as possible, only allowing glimpses of himself and his power when needed and attempting to use it as a “fog of war” tactic against his foes. When he can’t be completely hidden, he acts as a trickster character, keeping opponents off-guard with taunts and tweaks. His illusion powers are used both to keep his foes off-kilter and to mask himself, leaving them unsure of what exactly happened. His nauseate and teleport powers aid in this as well.

Alongside other heroes, he happily falls in line with their powers and strategies and acts as a utility team member to help as best he can.

Complications:
Identity: Secret
Responsibility: Job
'This Was A Mythtake' : Ian sometimes gets caught up in the moment. When he does so, he attempts to add extra difficulty to certain things involving his costumed identity in a challenge to himself and an attempt to rival the best heroes of myth and medium.


Abilities: 4 + 4 + 8 + 6 + 4 + 4 = 30PP 
Strength 14 (+2) 
Dexterity 14 (+2) 
Constitution 18 (+4) 
Intelligence 16 (+3) 
Wisdom 14 (+2) 
Charisma 14 (+2)


Combat: 8 + 10 = 18PP
Initiative: +2
Attack: +4 Base, +10 MythFire Array
Grapple: +6
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -5


Saving Throws: 5 + 6 + 6 = 17PP
Toughness: +10 (+4 Con, +6 Protection)
Fortitude: +9 (+4 Con, +5)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 36R = 9PP  
Computers 4 (+7)
Diplomacy 4 (+6)
Disable Device 4 (+7)
Gather Information 4 (+6)
Knowledge (Streetwise) 4 (+7)
Notice 4 (+6)
Search 4 (+7)
Sense Motive 4 (+6)
Stealth 4 (+6)


Feats: 18PP
Benefit 1 (Wealthy)
Dodge Focus 5
Equipment 5 (25EP)
Hide in Plain Sight
Inspire
Jack of All Trades
Leadership
Master Plan
Teamwork
Well Informed

Equipment: 5PP = 25EP

The Underground (PL10 HQ) [25EP]
Size: Huge [3EP]
Toughness: +25 [5EP]
Features: [17EP]
Communications
Computer
Concealed
Defense System
Fire Prevention System
Garage
Gym
Hangar
Holding Cells
Infirmary
Laboratory
Library
Living Space
Pool
Power System
Security System [DC 20]
Workshop [Electronic]

 

Powers: 10 + 7 + 35 + 6 = 58PP

Concealment 5 (All Visual, Normal Hearing) [10PP]

Flight 3 (50 MPH/500' per Move; Feats: Subtle) [7PP]

"MythFire" Array  (20PP; Feats: Accurate 3, Affects Insubstantial 1, Alternate Powers 10, Subtle) [35PP] 

  • BE: Create Object 10 [20PP]
  • AP: Damage 10 (Extras: Ranged) [20PP]
  • AP: Damage 10 (Extras: Alternate Save [Will]) [20PP]
  • AP: Dazzle 5 (All Senses) [20PP] 
  • AP: Emotion Control 10 [20PP] 
  • AP: Environmental Control 10 (Visibility, 1 mile radius; Extra: Selective Attack) [20PP]
  • AP: Healing 9 (Feats: Persistent, Regrowth) [20PP]
  • AP: Illusion 4 (All Sense Types, Extra: Selective Attack) [20PP]
  • AP: Nauseate 10 [20PP] 
  • AP: Obscure 5 (All Sense Types, 25' radius) [20PP] 
  • AP: Teleport 10 (1000' per Move) [20PP]

Protection 6 [6PP]


DC Block:
ATTACK                   RANGE        SAVE                      EFFECT
Unarmed                  Touch        DC17 Toughness (Staged)   Damage (Physical)
MythFire (Blast)         100'         DC25 Toughness            Damage (Energy)
Overload (Dazzle)        25'          DC16 Reflex/Fortitude     Damage (Energy)
Emotion Control          Perception   DC20 Will                 Damage (Energy)
Healing                  Touch        DC19 Fortitude            Harmless
Illusion                 Perception   DC16 Will                 Sensory
Topsy Turvy (Nauseate)   Touch        DC20 Fortitude (Staged)   Damage 
Soul Blast               100'         DC20 Will                 Drain Will

 

Totals: Abilities (30) + Combat (18) + Saving Throws (17) + Skills (9) + Feats (18) + Powers (58) - Drawbacks (0) = 150/150 Power Points

 

 

Edited by Hero Lad
Revamped and Resubmitted

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Ok PP spent. Saves boosted.

And thanks. I usually go for the smart techie inventor but saw that might fall into bad overlap. So this was a variation on an earlier theme. Looks like it might turn out fun. If not, he can change his name to Myth-Spoken.

 

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A few things about the Powers section. First off you can trim your notation way down: you don't need to list things like Duration, Action and Range if they haven't been changed from the defaults for the given Effect and you don't need to label each individual Power Feat as such, they're just listed alphabetically after 'Feats:'.

So "Flight 3 (50 MPH/500 feet per Move[active], Personal, Sustained, PF:Subtle) [7PP]" can just be "Flight 3 (50 MPH/500' per Move; Feats: Subtle) [7PP]" and "Protection 6 (Passive (none), Personal, Permanent, ) [6PP]" is simply "Protection 6 [6PP]".

As a rule you want to avoid using the Power constructs from Ultimate Power's green chapter when you can use the raw Effects from the purple chapter instead for two main reasons. First, it makes it much easier for someone reading the sheet for the first time to understand what they're looking at and second, the green chapter has a number of math errors in it. Relevant in this case is that Silence is priced incorrectly, since it's just Concealment (Auditory). That means that "Silence 2 (Concealment Auditory[all]) (Free [Active], Personal, Sustained)  [2PP]" should be "Concealment 2 (All Auditory) [4PP]". Rather than go over budget, my suggestion would be to go with "Concealment 1 (Normal Auditory) [2PP]". I know, it's a pain! Such is the heartbreak of the green chapter!

Now, though, good news! You're paying more than you need to be on Myth's Array. The whole point of paying for Power Feats on the Array itself is so that they apply to each Alternate Power in the Array and you don't need to buy them again within it. Since you're paying for Accurate 3, Affects Insubstantial 1 and Subtle on the Array as a whole, those Feats apply to each Power within the Array where they're relevant. Alternatively, since not all of those Feats are relevant to each of his Array's Alternate Powers, you may want to remove them from the Array as a whole and buy them as needed within the Array. Both are valid options.

Ultimately that means that you can either make the Array smaller and spend those points elsewhere - like buying Concealment 2 (All Auditory) at the correct cost - or add additional Extras or Feats to the Alternate Powers within the Array. Myth's Array is a little bloated right now with some redundancy but that's not necessarily a bad thing for a new player since it lets you experiment and decide which effects you want to keep in their long term as you make edits down the road! ...you really, really don't need that Environmental Control (Visibility) effect on top of the Obscure (All Sense Types) effect, though, even if the former actually has a 1 mile radius at the rank you've bought! I'd also suggest consolidating his Damage powers a bit.

You've got a couple decisions to make but to help things along here's the tightened up formatting, to use as a starting point:

 

Powers: 10 + 7 + 45 + 6 = 68PP

Concealment 5 (All Visual, Normal Hearing) [10PP]

Flight 3 (50 MPH/500' per Move; Feats: Subtle) [7PP]

"MythFire" Array  (30PP; Feats: Accurate 3, Affects Insubstantial 1, Alternate Powers 10, Subtle) [45PP] 

  • BE: Create Object 10 [20PP]
  • AP: Damage 10 [10PP]
  • AP: Damage 10 (Extras: Ranged) [20PP]
  • AP: Damage 10 (Extras: Alternate Save [Will]) [20PP]
  • AP: Dazzle 7 (All Senses) [28PP] 
  • AP: Emotion Control 10 [20PP] 
  • AP: Environmental Control 10 (Visibility, 1 mile radius; Extra: Selective Attack) [20PP]
  • AP: Healing 10 (Feats: Persistent, Regrowth) [22PP]
  • AP: Nauseate 10 [20PP] 
  • AP: Obscure 7 (All Sense Types, 500' radius) [28PP] 
  • AP: Teleport 10 (1000' per Move) [20PP]

Protection 6 [6PP]

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Ok, tightened things up thanks to guidance. Traded third Damage power for Illusion. Touched up the fluff and clarified motivations. Added a nice complication. Ready for approval.

Edited by Hero Lad
Awaiting Approval

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You could either trim the Array down to 20PP pretty easily and have 10 more PP to spend elsewhere or you could add some Extras and Power Feats to the APs you've already got!

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Thanks for all the assistance. My apologies that this build has become so laborsome. I brought the array down to 20PP and adjusted the powers accordingly. I used 5pp to add the feats: Benefit 1-Wealthy, Inspire,  Leadership, Master Plan, and Teamwork. I exchanged the remaining 5PP for 25 equipment points and built an HQ.

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Alright, fixed a couple little formatting things and typos! You've been super patient, Lad, and now Myth is:

APPROVED

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