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Lady Dour (PL 10) - LadyGrimm


LadyGrimm

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First Character. Pretty nervous about submitting it. Don't hate me? lol

 

Player Name: LadyGrim
Character Name: Raven Aderes
Morituri
Power Level: 10 (150/150PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Psychopomp Reaper-in-training who is to nosy for her own good.

Residence: A small low-income apartment in The West end
Base of Operations:
Catchphrase:

Alternate Identity: Lady Dour
Identity: Public or Secret
Birthplace: purgatory
Occupation: Morgue technician assistant and part time college student at HIT
Affiliations: People and/or groups you work with.
Family: Adopted parents, Janet (45) and Conner Morituri (46), their biological son Michael(13), and another adopted sibling Vanessa (25).

Description:
Age: roughly 50 human years. Making her birth/creation around 1965
Apparent Age: 21
Gender: Female
Ethnicity: Caucasian
Height: 5’9
Weight: 130
Eyes: gray
Hair: straight and waist length. Black on top and her natural platinum blonde color on bottom.

She wears her hair up in a tight bun on a daily basis so just the blonde shows and usually you can’t see the black. Whenever she is being Lady Dour though, she has her hair down or in a long side braid. Her hair is fairly thick so it’s usually easy to conceal which ever color she is trying to hide. It takes her about 10 minutes to her hair just to make sure everything is good and secure with hair product.

Raven wears light natural make up for work or none at all on her days off or to school. But when behind the mask she wear heavy black eye make up to make her eyes appear as hollow as possible. She also wears black demon like contacts when she is lady dour (think supernatural) while her skin is a light ivory color.

She is tall and thin but athletic and has a feminine figure and wears clothes that softly shape it. To work she will wear slacks or a pencil skirt with matching heels and blouse, but to school she wears jeans and a comfortably fitting shirt. As a costume she wears whatever black she has in her closet at the time and her black reaper robes. The robes cover most of what she wears anyways.

Wears a funerary mask of her people

https://36.media.tumblr.com/1717ac8787279c8f5f351364e1b2008d/tumblr_mletvka21k1s1xlxko7_r1_1280.jpg

Power Descriptions:


When her ability to see the spirits triggers, her eyes seems to melt away leaving behind empty withered sockets and the area around the eyes darkens as if the flesh and bone rotting and disintegrate. 

When you die time stands still, which is exactly what the reaper’s scythe provides for those who are still in training. The reaper’s scythe can age whoever it strikes if it’s wielder desires it to, bringing them closer to their final judgment. A reaper’s scythe also gives the ability to a trainee to carter souls into the afterlife if the psychopomp hasn’t developed the ability yet. By using the blade of the scythe, a reaper can rip open a whole in the fabric of this dimension and expose a door. The door leads to a basically an afterlife waiting room. You check in and wait for your appointment.

 

History:
 

Personality & Motivation:

 

Powers & Tactics:
 

Complications:


Struggling: A Part-time college student and a being the assistant to a Morgue Technician Assistant don’t exactly mean living the high life. She can’t afford to have a car and pay for all the expenses that come with it so she walks or rides the bus.

Nosy: She just can’t keep to herself. One reason she doesn’t bother saving to buy a car is because she knows it would stop her from butting in. She does it out of the goodness of her heart for the most part, knowing most people don’t ask for help or get the karma that’s coming to them.




Abilities: 0+ 8 + 10 + 10 + 2 + 4= 34PP
Strength: 10 (+0)
Dexterity: 18 (+4)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 10 + 20 = 30PP
Initiative: +8
Attack: +10 Melee, +10 Ranged
Grapple: +10
Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed
Knockback: -2


Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +5 (+5 Con, +0 [Other])
Fortitude: +11 (+5 Con, +6)
Reflex: +10 (+4 Dex, +6)
Will: +7 (+1 Wis, +6)


Skills: 36R = PP

Knowledge (Arcane Lore): 11 (+16)


Diplomacy: 6 (+8)


Intimidate: 5 (+7)


Knowledge (life science): 5 (+10)

Language: 4 (+4) {Russian, Latin, German, Chinese(mandarin)}

Gather Information: 3 (+5)

Search: 2 (+7)


Feats: 20PP

Dodge Focus 10 [10PP]

Attractive [1pp]


Fearless  [1PP]


Improves Defense 1 [1PP]

Uncanny Dodge (vision, hearing, scent [3pp])

Evasion 2 [2PP]

Ritualist  [1PP]

Improved Initiative 1 [1PP]

 

Powers: 2 + 27 + 7 + 2 +1 = 39PP

Comprehend 1 (Extras: Spirits) [2pp]

Immunity 7 [7pp] (Aging[1pp], Disease[1pp], Necromancy[5pp])

Regeneration 2 [2pp] (Bruised 2 [standard action])

Super-Senses 1 [1pp] (Awareness/Detect Spirits, Visual; Drawbacks: Noticeable [-1])

Device 9 (Reaper’s Scythe; 50PP Container; Flaws: Easy-To-Lose) [27PP]

  • Drain 10 (Any trait, Affects Insubstantial) [20pp]
    • Strike 10 [10pp]
  • Dimensional Pocket 10 (Capacity 100,000 lbs., Distracting, Noticeable) [10pp]
  • Time Control 2 (20ft, +8 Initiative, Affects Insubstantial, Tiring) [14pp]
    • Quickness 2 (perform routine tasks at 5X speed)
    • Speed 2 (25mmp, 220 ft/rnd)




DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch     DC 17 Toughness                Damage (Physical)

Drain               Touch     DC 20 Fortitude      
Strike              Touch     DC 25 Toughness               

 

 

Totals: Abilities (34) + Combat (30) + Saving Throws (18) + Skills (9) + Feats (20) + Powers (39) - Drawbacks (0) = 150/150 Power Points

 

 

 

Edited by LadyGrimm
changed some things
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So, a few issues here Lady Grim.  First, you probably want to go through and fix some formatting (spacing) on the sheet. 

For your stats.  You have listed them wrong (based on the points spent).  Based on the points spent, they should be: Strength 14 (+2); Dexterity 18 (+4); Constitution 18 (+4); Intelligence 10; Wisdom 12 (+1) and Charisma 14 (+2). 

Combat:
Your initiative would only be +4 (your dex bonus).  Right now your Attack bonus is rather low and you are not meeting PL caps with attack/damage (you are only at PL 7 with atk/dam with your highest damage attack).  You should look at improving that. 

Favoring defense over toughness is okay, but you are not meeting caps for toughness even with the tradeoff to defense (which you need to list at the top of your sheet under tradeoffs).  Be warned, though you are hard to hit, eventually you will be, and it could be painful. 

Skills:
There is no need to list skills you have not put skill points into (Bluff, Gather Info, Escape Artist).  Also, for those you have added points to, it should be listed with the ranks outside the parentheses and the total skill level (ranks plus stat bonus) in the parentheses: Ex: Diplomacy: 5 (+7)

We generally do not use the Profession skill.  You would probably be better served with the Kn: Life Sciences. 

Feats:
Generally okay, though that is a lot of Dodge Focus (but within our rules).   

Powers:

How extensive is Immunity: Necromancy?  Is it just Immunity to damage with the necromancy descriptor?  (if so, that is only 2 PP) or is it Immunity to ALL effects with the necromancy descriptor?  (if so, that is 5 PP). 

Also, I am coming up with 152 total PP between everything, not 150.

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Also, regarding your powers, why did you go with Probability Control?  It is a rather spendy power that does not give you all that much of a benefit. 

 

You also need to be more clear that the Damage 7 is an alternate power of Probability Control (look at some other character sheets on how people set up arrays).


For the Scythe, you need to describe what the Drain effects (does it drain toughness, something else?).  Also, are those powers separately bought?  If so, why?  You mostly will not be using them in the same round, so they could be an array.

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Okay, still some minor things Lady Grim. 

Combat:
You sort of have the points spent on attack and defense mixed up (should be listed 20 +10 = 30, but the total is correct). 

Initiative is actually +16 with your current dex, feats and powers. 

Skills:
Need to list the 9 spent PP (it is missing at the top of the section).

For Language, should mention that English is native (I assume it is her native) 

Also need to fix the spacing there. 

Feats:
Spacing issues here as well. 

Also, not sure if you have been told about Attractive, your character can be as attractive as you like without the feat, the feat basically means the character knows how to use their looks to influence others.   

Powers:
For Comprehend, drop the "Extras" in the bracket, as you have to define what you comprehend, so it is not an extra. 

So, for your super-senses, Detect/Awareness for Spirits (an uncommon descriptor) is only 1 PP, so you cannot have the Noticeable drawback on the power, as that would make it cost 0 PP. 

For the Device, it is only a 45 PP container, not 50.  Also, I would point out that right now anyone could pick it up and use it (ie it is not restrictive). 

For the powers in the device, you need to make a bit more clear when there is an array with alt powers (ie the drain/strike), otherwise it looks like you are buying more powers than you have points. 

The Drain (I am assuming is a 2 point version?) needs to be a defined set of traits (ie any stat, one at a time).  Affects Insubstantial is a feat (for 1 rank your drain is half effective against insubstantial targets, ie Drain 5, for 2 ranks, it is fully effective), so you need to calculate that cost in.  Adding the Strike as an alternate power costs another 1 pp, making the Darin cost at least 22 PP, not 20. 

For the Strike, list it as AP: Strike 10 {10/20 PP} to denote that it is an alt power of the drain. 

You probably have way more points put into Dimensional Pocket than you will ever need. 

For Time Control, like the drain above, Affects Insubstantial is an feat and needs to be calculated in the price.  Tiring is a Flaw, which means it would lower the cost of the power by 1 PP per rank.  However, I would greatly advise against having this flaw, as it means each round you have the power in effect, you will take a level of fatigue (meaning you would be unconscious within 3 rounds, baring spending a HP to remove a fatigue level).

I guess one issue I have is that most of the character's power is contained within her device.  She also has no real way to move around (speed 2 in time control not withstanding). 

You might want to take a look at Fox's take on a pscyhopomp; Grim, although I realize that is built on more PP than you have to work with.

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Specifically, the "Attractive" feat is like a power, in this case, "Bluff + Diplomacy (Flaws: Limited [The roughly 50% of the population who's attracted to your gender presentation])."  It's flawed Bluff and Diplomacy.  So it usually represents someone who needs to lean into and rely upon their attractiveness, because they're not universally charming/suave/disarming/etc.  Catwoman probably has one or more Attractive ranks, while Batman, despite being charismatic and handsome, probably doesn't.

 

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To expand upon my previous comments, re: Attractive: My character Thrude has Charisma 26 (+8), Intimidate +20, and 3 ranks of Attractive, giving her a total Bluff and Diplomacy bonus of +20 each, but only against heterosexual men and lesbians.  She isn't particularly charming or smooth.  She isn't a good negotiator.  She's "just" an inhumanly beautiful literal goddess.  She doesn't even lean into it.  She isn't flirty.  I just bought them as a defensive measure.  It's difficult for most men to lie to her or try to manipulate her, because they're too busy picking their tongues back off the floor.  Heterosexual women and gay men aren't as impressed, because her appearance doesn't grab them on an instinctual level.  On the other hand, she's universally intimidating, because she practically radiates power and violence with every movement and facial expression, and has no "indoor voice."

 

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