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Character Edits 2016


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POWER OVERWHELM'D BY HGM

 

Paradigm 

Paradigm has 19 pp to spend, so going to bring her up to PL 14 caps. 

1) Add 1 rank to her Power Reserve.  [2 pp] 

2) +2 BAB [2 pp] 

3) +2 BDB [2 pp] 

4) +2 Con [2 pp] 

5) Picking up Interpose and Takedown Attack [2 pp] 

6) +1 Impervious Toughness [1 pp] 

7) Wisdom +2 [2 pp] 

8) Spending 2 pp on Skills (+4 Sense Motive, +2 Diplomacy, +2 Kn: Galactic Lore) [2 pp] 

9) Increasing Super Strength by 2 ranks [4 pp]

 

Also made some small fluff corrections and fixed an error in her powers.  I had listed Immunity Disease as a half effect immunity, but Life Support already has immunity Disease, so, replacing the half effect one with immunity Sleep.  Also listed out what all is part of Life Support.

 

 

Spoiler

Player Name Thevshi

Character Name: Paradigm

Power Level: 14/15 (232/232PP)

Trade-Offs: -2 Def/+2 Toughness; -2 Atk/+2 Damage

Unspent Power Points: 0

 

In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation.

 

Alternate Identity: Amara Val-Ren

Identity: Public

Birthplace: Naram Prime

Occupation: Former Praetorian of the Delaztri Empire

Affiliations: Praetorians

Family: Daar Val-Ren (brother - deceased)

 

Age: 41 (DOB: over 2,000 years ago)

Apparent Age: 20

Gender: Female

Height: 5’ 8”

Weight: 3,000 lbs

Eyes: Yellow

Hair: Dark Purple/Black

 

Paradigm, like others of her race, has skin that is a dark orange in color.  Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow.  Slightly taller than average, she has a lithe build, which disguises her true strength. 

 

Paradigm’s costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim.  Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim.  A long, black cape completes the outfit.

 

Power Descriptions:

 

Paradigm’s already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago.  Her body’s density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance. 

 

History:

 

Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds.  After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders.  What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule. 

 

During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders. 

 

Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri.  Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians.  The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them.

 

Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization.  Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well.

 

When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians.  Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps.

 

Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment.  The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance.  Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment.

 

It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire.  For the next five years, she served loyally, facing numerous dangers as a Praetorian.  Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians. 


Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space.  But the victory came at a high price.  Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren.  As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships.  The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him.

 

The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld.  The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation every since...

 

Personality & Motivation:

 

A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire.  She was driven to live up to the example of service set by other members of her race, including her older brother.  Her powers tended to lead her to be confident and forceful, not relying on subtlety. 

 

Now that she has awoken some two thousand years after the empire has ceased to be, Amara feels a bit adrift.  She also never had the time to come to terms with the death of so many of the Praetorians, including her brother.  To counter these feelings, she has focused on her loyalty to her fellow surviving Praetorians, as they face this new millennium together. 

 

Powers & Tactics:

 

Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences.  Her natural instinct is too quickly to close with threats, relying on her durability to protect her.  But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play. 

 

 

Complications:

Stuff of Legends  Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends.  On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers.

 

 

Abilities: 2 + 4 + 10 + 4 + 6 + 10 = 36PP

Strength: 12/38/44 (+1/+14/+17)

Dexterity: 14 (+2)  

Constitution: 20/32 (+5/+11)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 20 (+5)

 

Combat: 14 + 14 = 28PP

Initiative: +6

Attack: +7; +11 Melee; +11 Heat Vision

Grapple: +33/+36

Defense: +7 base, +11 with Dodge Focus (+3 flat-footed)

Knockback: -19

 

Saving Throws: 6 + 7 + 10 = 23 PP

Toughness: +17 (+14 Impervious)

Fortitude: +11/+17 (+5/+11 Con, +6)

Reflex: +9 (+2 Dex, +7)

Will: +13 (+3 Wis, +10)

 

Skills: 60R = 15PP

Diplomacy 14 (+19)

Kn: Galactic Lore 10 (+12)

Language 4 (Delaztri (native); Lor, Grue, Galstandard, English)

Medicine 3 (+6)

Notice 10 (+13)

Pilot 1 (+3)

Sense Motive 18 (+21)

 

Feats: 19PP

Attack Focus: Melee 4

Attack Specialization: Heat Vision 2

Dodge Focus 4

Environmental Adaption 3 (Zero G, Low G, High G)

Equipment 36 (free from Veteran Awards, for Praetorian spaceships and HQ)

Grappling Finesse

Improved Initiative

Luck 2

Interpose

Takedown Attack

 

Powers: 14 +39 + 2 + 12 + 8 + 15 + 6 + 9 + 1 + 7 +3 = 116 PP

 

Flight 7 (1,000 MPH, up to Flight 10 (10,000 MPH)) [14PP]

 

Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Superstrength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP]

 

Enhanced Strength 2 [2 PP]

 

Enhanced Constitution 12 [12 PP]

 

Impervious Toughness 8 [8PP]

Super Strength 6 (10 ranks total, up to 13; Effective Str: 88 to 103; Heavy Load: 2,560 tons to 20K tons; Feat: Shockwave; Heat Vision [14/17]; Counter Punch) [15PP]

 

Super Movement (Space Travel) 3 [6PP]

 

Immunity 9 (Life Support: disease, poison, suffocation, cold, heat, high pressure, radiation and vacuum) [9PP]

 

Immunity 2 (Aging, Sleep; Flaw: Limited [half]) [1PP]

 

Power Reserve 3 (6PP reserve; Base Powers: Flight, Super Strength; Feat: Additional Power: Enhanced Strength) [7PP]

 

Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP]

 

Drawbacks:

Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-5 PP]

 

Totals: Abilities (36) + Combat (28) + Saving Throws (23) + Skills (15) + Feats (19) + Powers (116) - Drawbacks (5) = 232/232 Power Points

 

Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.

Edited by HG Morrison
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BRAINFREEZ'D BY HGM

 

Synapse

Okay, spending Synapse's 25 PP! 
Increasing both Enhanced Wisdom by +2 and Enhanced Intelligence by +4 [6 pp]
 

Increasing her area Communication power by 1 rank [3 pp] 

Increase BDB by +1 [2 pp] 

Increase Con by +1 [2 pp] 

Increase Forcefield by 1 rank [1 pp] 

Increasing her main array by 2 ranks [4 pp] 

Increasing her power reserve by 2 ranks [4 pp] 

Getting 3 pp worth of skills: Computers +2; Disable Device +3; Drive +2; Sense Motive +5 [3 pp]

 

Spoiler

Player Name Thevshi
Character Name: Synapse
Power Level: 12/12 (215/215PP)
Trade-Offs: -2 Def/+2 Toughness
Unspent Power Points: 0
 

In Brief:  Rebellious genius Englishwoman with mental powers.
 

Alternate Identity: "Dee" Farrington; Lady Dawn Farrington
Identity: Secret
Birthplace: Bournemouth, England
Occupation: Activist
Affiliations: Ministry of Powers (not by choice), Vanguard
Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother))
 

Age: 25 (DOB: 5/18/1990)
Gender: Female
Height: 5' 7"
Weight: 120 lbs
Eyes: Blue
Hair: Black, with green stripes (naturally blonde)
 

Dee is slightly taller than average, with a slim build.  Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition.  Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde.
 

Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. 
 

Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings.  She also has gotten a few tattoos over the years.  One is a grouping of Chinese characters on her left shoulder blade.  The other is of a black circle made of twisted thorn branches on her lower back.
 

Power Descriptions:
Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible.  Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses.
 
 

History:
Dawn was born into an aristocratic family in the United Kingdom.  Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings.  The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family.
 

Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins.  Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools.
 

In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK.  In particular, Lord Farrington was a close associate of the team's mentalist, Headcase.  When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls.
 

The two girls were subjected to the process, with Headcase himself directly involved.  Over the course of several weeks over the summer when the girls were eleven, they underwent the process.  When it was over, both girls had gained mental powers.  However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane.  Headcase was forced to subdue her, and drugs were used to suppress her powers.  Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye.
 

In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process.  The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan.  
 

Always an extremely bright girl, Dee began to do everything she could to act out against her parents.  In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible.  During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs.  Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm.
 

Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules.  Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College.
 

As much as Dee hated her parents, she despised Headcase even more.  Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers.
 

Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University.  Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there.  While she still enjoyed having a good time, she had little trouble maintain excellent marks.
 

It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard.  Unlike so many others, she was not overly impressed with Champion.  Certainly he was powerful, but to her, he was just a figurehead for the status quo.  Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him.  Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government.
 

After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government.  Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa.

After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team. 
 

Personality & Motivation:

As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her.  Unfortunately, it is not that difficult to aggravate her.  For the most part, Dee is happiest when she is left alone to do what she wants.
 

In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding.
 

Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. 
 

Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers.  However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt.
 

Powers & Tactics:

Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers.  She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. 

 

She also has generally sought to avoid using her powers in general.  However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidently going out of control. 

 

 

Complications:

Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life.  Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity.

The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result.

There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family.  He is determined to find out if there is anything to these rumors.

Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities.  If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP.

 

Abilities: 0 + 6 + 6 + 12 + 12 + 2 = 38PP

Strength: 10

Dexterity: 16 (+3)  

Constitution: 16 (+3)

Intelligence: 22/30 (+6/+10)

Wisdom: 22/32 (+6/+11)

Charisma: 12 (+1)

 

Combat: 6 + 12 = 18PP

Initiative: +10

Attack: +3

Grapple: +3

Defense: +6 base, +9 with Dodge Focus (+3 flat-footed)

Knockback: -1/-6 w/Forcefield

 

Saving Throws: 5 + 6 + 3 = 14PP

Toughness: +14 (+3 Con, +11 Forcefield)

Fortitude: +8 (+3 Con, +5)

Reflex: +9 (+3 Dex, +6)

Will: +14 (+11 Wis, +3)

 

Skills: 124R = 31PP

Bluff 6 (+7/+11 w/ Attractive)

Computers 14 (+24)

Concentration 4 (+15)

Craft: Chemical 2 (+12)

Craft: Electronics 6 (+16)

Craft: Mechanical 6 (+16)

Drive 10 (+13)

Disable Device 15 (+25)

Kn: Behavioral Science 1 (+11)

Kn: History 2 (+12)

Kn: Popular Culture 4 (+14)

Kn: Philosophy and Religion 2 (+12)

Kn: Physical Sciences 6 (+16)

Kn: Technology 10 (+20)

Medicine 1 (+12)

Notice 4 (+15)

Perform (Piano) 12 (+13)

Pilot 4 (+7)

Search 2 (+12)

Sense Motive 9 (+20)

Stealth 4 (+7)

 

Feats: 13 PP

Attractive

Benefit 3 (Wealth 2; Member of British Aristocracy)

Dodge Focus 3

Eidetic Memory

Improvised Tools

Inventor

Luck 2

Speed of Thought

 

Powers: 8+4+2+12+13+35+8+10+9 = 101 PP

 

Super-senses Detect Minds (Mental Awareness) (Very Common Descriptor, Ranged, Accurate, Acute, Radius) [8PP]

 

Comprehend 2 (Understand All Languages and Speak Any One Language at a time) [4PP]

 

Quickness 4 (X25) (Flaw: Limited to mental tasks only) [2PP]

 

Forcefield 11 (Feat: 1 alt) [12PP]

[array]AP: Telekinesis 5 {10/10}[/array]

 

Communication 4 (Mental, 1 mile radius, Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup)

 

Psychic Powers Array (32PP Array; Feats: Alternate Power 3) [35PP]

[array]BP: Paralyze 8 (Extra: Perception) {32/32}

AP: Mind Control 12 (Feats: Subtle; Mental Link) {25/32}

AP: Telepathy 12 (Feat: Subtle) {25/32}

AP: Mental Blast 8 {32/32}[/array]

 

Enhanced Intelligence 8 [8PP]

 

Enhanced Wisdom 10 [10PP]

 

Power Reserve 4 (8PP reserve; Base Powers: Mental Blast [10 total], Paralyze [10 total]; Feats: Additional Power: Telekinesis [9 total]) [9PP]

 

DC Block

 


ATTACK               RANGE       SAVE          EFFECT

Paralyze            Perception       22/Fort      Paralyze (Psychic)

Mental Blast        Perception       22/Will      Damage (Psychic)

 

 

Totals: Abilities (38) + Combat (18) + Saving Throws (14) + Skills (31) + Feats (13) + Powers (101) = 215/215 Power Points

Edited by HG Morrison
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RED BULL'D by GIZMO

 

Renegade

5 PP to spend:

 

Add a rank of Luck to his Feats

Pull Flight out of his Array for:

Flight 4 (Angelic Wings) (100 MPH, Drawbacks: Forward Only, Power Loss (Wing Movement), Wide Turns, Reduced Load) [4 PP]

Replace the level that was Flight in his array with:

Alternate Power: Healing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP]

 

Total Power Block follows:

 

Powers: 6 + 5 + 2 + 6 + 4 + 37 = 60PP

Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. 

 

Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6 PP]
Protection 5 (Divine Grace) (Holy, Celestial) [5 PP]
Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2 PP]
Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6 PP]

Flight 4 (Angelic Wings) (100 MPH, Drawbacks: Forward Only, Power Loss (Wing Movement), Wide Turns, Reduced Load) [4 PP]

Enochian Tattoo Array 16 (Breaking the Chains) (32 PP; Power Feat: Alternate Power x 5) (Holy, Celestial) [37PP]

  • Base PowerDamage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor x 2 (any elemental or kinetic) ) [32PP]
    • Alternate Power: Healing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP]
    • Alternate PowerMove Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feat: Variable Descriptor x 2 (elemental or kinetic) [32PP]
    • Alternate PowerCreate Object 10 (Creation) (Extra: Duration: Continuous, Power Feat: Precise, Innate) [32PP]
    • Alternate PowerEnvironmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction (DC 10) [sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feat: Slow Fade, Reversible) [32PP]
    • Alternate PowerDazzle 10 (The Glory) (Visual, Extra: Area (Cone), Power Feat: Incurable, Reversible) [32 PP]
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TRANSMUT'D BY HGM

 

Reagent / Alkahest

Fixing some formatting and adjusting some fluff as well as spending 31PP:

 

2PP - +2 Intelligence
2PP - +1 Base Attack
4PP - +2 Base Defence
3PP - +3 Will Save
1PP - +1 Craft (Chemical), +2 Disable Device, +1 Knowledge (History)
4PP - +1 Device rank
15PP - +3 Alkahest Form ranks
 
The bandolier becomes:

 

Device 3 (Bandolier of Alchemical Flasks; 15PP Container; Flaws: Hard-to-Lose[12PP]

  • Base: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Alternate Power 3, Progression 4 [Decrease Area; 20' - 40' radius][15DP] (chemical, inhalant)
  • AP: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect 4 [DC 19], Flaws: Action [Full Round], Unreliable [5 Uses]{12/12} (chemical, fire)
  • AP: Healing 8 (Lesser Elixir; Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth) {11/12} (chemical, qi)
  • AP: Obscure 3 (Magnetic Dust Cloud; Radio, Visual, 25' radius; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses]) {10/12} (chemical, magnetism, smoke)
The Alkahest Form becomes:
 

Alkahest Form 16 (80PP Container [Active, Sustained]; Drawbacks: One-Way Transformation [When Calm, -3], Temporary Disability [Exhausted Upon Transforming Back, -2]) [75PP]

  • Density 3 (Mass x3; +6 Strength, +1 Toughness [Impervious], +1 Immovable, +1 Super-Strength) [9PP]
  • Enhanced Abilities 36 (Enhanced Strength 12, Enhanced Constitution 20, Enhanced Wisdom 10; Drawbacks: Decreased Intelligence 14) [28PP]
  • Enhanced Skills 2 (+8 Intimidate) [2PP]
  • Growth 4 (Large; +8 Strength, +4 Constitution, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth) [12PP]
  • Impervious 9 (Total 10) [9PP]
  • Immunity 7 (All Chemical Effects [Half-Effect, +5], Environmental Cold) [7PP]
  • Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]
  • Super-Senses 4 (Olfactory; Accurate [+2], Acute, Tracking 1) [4PP]
Also switched up Sword Cane (Damage 3 [Feats: Mighty, Subtle]) [5EP] to Bartitsu Cane (Damage 4 [Feats: Mighty]) [5EP] (chemically treated wood

 

 

Spoiler

 

Reagent / Alkahest

Power Level: 8/12 (181/181PP)

Unspent Power Points: 0
Trade-Offs:
     Reagent: +2 Attack / -2 Damage (Bartitsu Cane), None (Alchemical Flasks), +4 Defense / -4 Toughness
     Alkahest: -3 Attack / +3 Damage, -5 Defense / +5 Toughness

 

In Brief: Victorian-era alchemist struggling to contain a merciless force of nature.

Theme: Heads Will Roll by Yeah Yeah Yeahs

 

Alternate Identity: Winifred Wei
Identity: Semi-Secret
Birthplace: London, England
Occupation: Student
Affiliations: Claremont Academy
FamilyNone Living; Wei Chao (father, deceased), Wei Xia (mother, deceased)

 

Description:
Age: 16 (Subjectively; DoB: April, 1839)
Gender: Female
Ethnicity: British Chinese
Height: 5'4" / 8'6"
Weight: 120 lbs. / 600 lbs.
Eyes: Green
Hair: Black

 

Winifred Wei is a slim young woman saved waifishness only by her impeccable comportment and intense demeanor. Her jet black hair reaches down toher waist but is almost always done up in a twisted bun that strikingly frames her heart-shaped face. Perpetual dark circles under her eyes speak to a lack of sleep and abundance of stress but her tone of voice is nevertheless clipped and precise. In clothing she prefers subdued colours and a noticeably more formal manner than her modern day peers, though she's been quick to take advantage of the greater mobility of modern fashions. When expecting trouble she carries a broad leather bandolier filled with stoppered vials of alarmingly coloured alchemical concoctions and is rarely seen without her elegant mahogany walking stick with its serpentine styled head.

 

Alkahest, by contrast, is a pallid mass of twisting, too-dense muscle with a greyish, corpse-like tint. Towering even with a pronounced stoop, her proportions are only nominally human and give only the most general indication of gender. Milky white eyes staring out from behind long, disheveled hair and a flat expression betray nothing as the beast stalks her target with a terrifying single-mindedness. The transformation is violent and chaotic, shredding conventional clothing and taxing the capabilities of skin-tight morphic molecules. Fortunately the Academy has been able to provide her with a looser, high collared lab coat made of the adaptive material.

 

 

History:
Wei Chao emigrated from Hong Kong to London in 1833 by taking a job as a deckhand for a prominent shipping company. Skilled at absorbing and applying new information and with a humble charm that ingratiated him with the company's officers, he made himself an indispensable assistant to the ship's doctor when a seafaring mishap left several sailors injured. With the help of his sponsor, in impressively short order and causing something of a stir Chao was accepted to the University of Cambridge to study medicine. Artfully walking the line between impressing his teachers and peers with his abilities without stepping on anyone's toes in a few year's time he had established himself enough to send for his wife, Xia. Similarly brilliant, she soundly invested the early profits of her husband's modest practice and the couple made themselves quite comfortable.

 

In 1839, after considerable difficulty, they had a daughter, Winifred. Fully assimilated and conscious of their social standing Chao and Xia practiced only enough of their homeland's traditions to benefit from the Western fascination with orientalism. Raised as a native Londoner, Winifred demonstrated prodigious intelligence from a very young age, if not the restraint and moderation her parent's practiced so carefully. Frustrated by the assumptions leveled against her based on ethnicity, gender and youth her talents for biting sarcasm and humiliating her detractors were a frequent source of contention at home. Assimilated or not, Chao was uncomfortable with the idea of his daughter marrying an Englishman and was convinced after months of cajoling to allow her to work as his assistant, at least for the time being.

 

Having devoured the contents of her father's medical texts even as a child, as a teenager Winifred chafed under the limited scope of a practicing physician. Scouring the city for more obscure tomes she found herself drawn into the booming community of fringe researchers who preferred to refer to their collective areas of study as 'rogue science' but were referred to in hushed tones in polite society as simply mad. Thrilled to learn from such progressive - if frequently unhinged - thinkers Winifred was particularly drawn to the mysteries of alchemy, throwing herself into its study unbeknownst to her parents.

 

Starting with a foundation in the alchemy of Hellenistic Egypt, pouring over diagrams purportedly copied from originals saved from the Library of Alexandria, she studied the writings of Jābir ibn Hayyān and Roger Bacon, Heinrich Cornelius Agrippa and Jan Baptist van Helmont among so many others. She found early success in dramatically improving the effectiveness of her father's tonics and moved on to more outlandish concoctions, such as a sticky tar that burst into flames when it came into contact with air and in one case a particularly potent airborne hallucinogen. Expanding her scope to Chinese alchemy and Indian rasayāna then even dubious information surrounding supernatural creatures she began to form her own theories about a serum that would not only cure infirmity but strengthen a person to the limits of human capability, granting perfect health, clarity and perhaps even immortality.

 

Her initial experiments along these lines were not promising but she could feel herself getting closer, on the very cusp of a monumental breakthrough. It was at this point that her parents discovered the increasingly conspicuous laboratory she had been hiding in her room along with her collection of esoteric writings. Horrified and frightened both for Winifred's safety and the family's public image they forbade her from any further scientific studies. Blaming themselves for leaving her too idle they hurriedly made plans to have her married off, hoping to put the whole thing behind them before the matter could become explosively public - perhaps literally.

 

Railing against the injustice and indignity, Winifred locked herself in her room and redoubled her efforts in a frenzy. Deciding that the consequences could be damned, she downed the latest version of her serum and immediately doubled over in agony. What followed she was only ever able to recall in a hazy blur: tearing clothing, the wall of her family home reduced to loose brick and dust, a thunderous boom and spreading flame, sharp cracks and wet pops and shouting constabulary. When she came to, gasping for air and wearing tattered rags, barely strong enough to stand, she knew she had created something truly monstrous, become something monstrous. She could feel the creature, her other self, barely contained and threatening to emerge again and could see only one solution.

 

Stumbling from shadow to shadow, she broke into the hidden laboratory of one of her fellow rogue scientists she mixed a poison that would do more than just kill her, even taking into account the formidable fortitude she estimated the creature to possess. It would render her body wholly inert, preventing any chance of contamination or of her work being replicated through the study of her remains. With a sobbed plea for forgiveness, she swallowed the draught. Her flesh hardened, turning to a glossy, jade-like substance and leaving Winifred Wei, alchemical prodigy, an unexplained statue of a huddled, grief stricken youth.

 

 

Personality & Motivation:
Well aware of her own impressive intelligence and used to having to prove it to others, Winifred has had her confidence severely undercut by the botched serum that created Alkahest. Given what now happens when she becomes upset, however, both aspects have been bottled up as best she can manage. She strives to be collected and professional at all times, leaving her seeming somewhat cold and distant apart from a dry wit that seeps through from time to time. The only thing her condition hasn't been able to damped is her curiosity and need to understand how things work. She is ultimately a scientist before all else and she now has the entirely new world of the modern day to discover and peel apart. She's happiest given solitude and a well stocked chemistry lab.

 

Although her transformed state is obviously more physically capable Winifred sees little potential for good in it. Principled and steadfast, she won't back down from a confrontation particularly in the defense of others but much prefers to labour under her own merits, doing everything she reasonably can to avoid turning into Alkahest. While she views the creature as a largely separate entity from herself she considers herself responsible for its actions all the same and works hard to do as much good as she can when she's herself to make up for them.

 

 

Powers & Tactics:
In combat Reagent carries a bandolier of flasks with a variety of alchemical potions. These range from a fairly straight-forward explosive to a fast acting hallucinogenic cloud to a draught that rapidly accelerates natural healing. Most of these she tosses like grenades, the flasks shattering on impact and releasing their contents, but since she can only carry so many at a time and because they are indiscriminate in their effects she in careful to choose her moments. More precise is her reinforced walking stick with which she is fully proficient but if a conflict has come down to a face to face confrontation something has probably gone very wrong along the way.

 

Alkahest is a single-minded force of nature. It has no tactics, only its target, which it pursues without pause or mercy. Strong and nigh-invulnerable, Alkahest will plow through walls, obstacles, friend and foe alike to get at the subject of its unspoken wrath then pummel it until it stops moving. Once that happens the creature chooses a new target, on and on until it has calmed enough to revert back to an exhausted Winifred.

 


Complications:
Chemical Mixture That Creates Chaos: 
Winifred is continuing to experiment with the serum that turned her into Alkahest, searching for a cure. Dangerous knowledge in the wrong hands.
 

Electing to Ignore It: Winifred was an iconoclast to begin with and removed from concerns over societal standing she's apt to simply ignore any instruction with which she doesn't agree.
 

Need a Little Old-Fashioned: Winifred clings to certain mannerisms such as her style of clothing to mitigate her future shock.
 

No Version of This: Upon transforming Alkahest will pursue whomever or whatever triggered the stress reaction with an inhuman single-mindedness, be they friend or foe.
 

So That's What That Does: An alchemist learns through experimentation! Winifred's sense of inquiry frequently outweighs her sense of caution.
 

Some Form of Electricity: While a prodigy in her own time Winifred has missed out on more than a century of scientific advancements that are now common knowledge.
 

Take That Away: Winifred is without a home, funds or familial connections. She relies on Claremont Academy for the necessities.
 

That's My Secret: Winifred's uncontrollable transformation into Alkahest is triggered by elevated stress, be it anger, fear or other trauma. She has to constantly work to keep her emotions in check.

 


Abilities: 4 + 2 + 4 + 12 + 0 + 4 = 26PP
Strength: 14/40 (+2/+15)
Dexterity: 12 (+1)
Constitution: 14/38 (+2/+14)
Intelligence: 22/8 (+6/-1)
Wisdom: 10/20 (+0/+5)
Charisma: 14 (+2)

 


Combat: 16 + 16 = 32PP
Initiative: +5/+1
Attack:
     Reagent: +8 Base, +10 Melee
     Alkahest: +7 Ranged, +9 Melee (-1 Growth)
Defense:
     Reagent: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
     Alkahest: +7 (+8 Base, -1 Growth), +3 Flat-Footed

Grapple: +12/+29
Knockback: -2/-19

 


Saving Throws: 2 + 4 + 8 = 14PP
Toughness:
     Reagent: +4 (+2 Con, +2 Defensive Roll)
     Alkahest: +17 (+2 Con, +2 Defensive Roll, +1 Density, +10 Enhanced Constitution, +2 Growth) [Impervious 10]
Fortitude: +4/+16 (+2/+14 Con, +2)
Reflex: +5 (+1 Dex, +4)
Will: +8/+13 (+0/+5 Wis, +8)

 


Skills: 56R = 14PP
Bluff 0 (+2/+6) Attractive
Craft (Chemical) 14 (+20/+12)
Concentration 5 (+5/+10)
Diplomacy 0 (+2/+6) Attractive

Disable Device 2 (+8/+1)
Intimidate 0/8 (+2/+12) Enhanced Skill, Growth

Knowledge (History) 1 (+7/+0)

Knowledge (Life Sciences) 5 (+11/+5)
Knowledge (Physical Sciences) 10 (+16/+10)
Language 4 (Arabic, Cantonese, English [Native], Italian, Latin)
Medicine 5 (+5/+10)
Notice 5 (+5/+10)
Sense Motive 5 (+5/+10)
Stealth 0 (+1/-3) Growth

 


Feats: 9PP
Attack Focus (Melee) 2
Attractive
Defensive Roll 1
Dodge Focus 4
Eidetic Memory
Equipment 1
Inventor
Power Attack
Speed of Thought

Equipment: 1PP = 5EP

     Bartitsu Cane (Damage 4 [Feats: Mighty]) [5EP] (chemically treated wood)

 

 

Powers: 12 + 2 + 75 = 89PP

Device 3 (Bandolier of Alchemical Flasks; 15PP Container; Flaws: Hard-to-Lose[12PP]

  • Base: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Alternate Power 3, Progression 4 [Decrease Area; 20' - 40' radius][15DP] (chemical, inhalant)
  • AP: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect 4 [DC 19], Flaws: Action [Full Round], Unreliable [5 Uses]{12/12} (chemical, fire)
  • AP: Healing 8 (Lesser Elixir; Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth) {11/12} (chemical, qi)
  • AP: Obscure 3 (Magnetic Dust Cloud; Radio, Visual, 25' radius; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses]) {10/12} (chemical, magnetism, smoke)

Enhanced Feats 4 (Presence of Mind; Dodge Focus 4, Flaws: Limited [Human Form]) [2PP] (training)

 

Alkahest Form 16 (80PP Container [Active, Sustained]; Drawbacks: One-Way Transformation [When Calm, -3], Temporary Disability [Exhausted Upon Transforming Back, -2]) [75PP]

  • Density 3 (Mass x3; +6 Strength, +1 Toughness [Impervious], +1 Immovable, +1 Super-Strength) [9PP]
  • Enhanced Abilities 36 (Enhanced Strength 12, Enhanced Constitution 20, Enhanced Wisdom 10; Drawbacks: Decreased Intelligence 14) [28PP]
  • Enhanced Skills 2 (+8 Intimidate) [2PP]
  • Growth 4 (Large; +8 Strength, +4 Constitution, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth) [12PP]
  • Impervious 9 (Total 10) [9PP]
  • Immunity 7 (All Chemical Effects [Half-Effect, +5], Environmental Cold) [7PP]
  • Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]
  • Super-Senses 4 (Olfactory; Accurate [+2], Acute, Tracking 1) [4PP]

 

Drawbacks: -3PP

Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [x1.5 Effect]) [-3PP]

 

 

DC Block:
ATTACK                 RANGE                SAVE              EFFECT
Unarmed (Reagent)      Touch                DC 17 Toughness   Damage
Unarmed (Alkahest)     Touch                DC 30 Toughness   Damage
Bartitsu Cane          Touch                DC 21 Toughness   Damage
Hallucinogenic Fumes   Ranged, 35' radius   DC 18 Fortitude   Confuse
Byzantine Fire         Ranged, 35' radius   DC 23 Toughness   Damage

                                            DC 19 Toughness   Damage [Secondary Effect]

 

 

Totals: Abilities (26) + Combat (32) + Saving Throws (14) + Skills (14) + Feats (9) + Powers (89) - Drawbacks (3) = 181/181 Power Points

 

 

Edited by HG Morrison
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PORTAL'D BY HGM

 

Ouroboros  

 

Replace:  

  • Alternate Power: Teleport 10 (Void Step; 200,000 miles, Extras: Accurate, Flaws: Long Distance Only, Feats: Change Direction, Change Velocity, Easy, Progression 3 [1000lbs])  [26PP] (Magic, Teleportation)

In the Magic Array with,

  • Alternate Power: Teleport 8 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2; Feats: Change Velocity, Progression 1 [10' x 10'])  [26PP] (Magic, Teleportation)
Edited by HG Morrison
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SHINED ON LIKE A DIAMOND BY HGM

 

Young Britannia

 

First a name change to Ms. Britannia, bit to old to be Young Britannia any more (though now an alias)!

 

Add the following feats (6 PP)

  • Fearless
  • Interpose
  • Leadership
  • Quick Change
  • Takedown Attack 1
  • Ultimate Save (Toughness) 1

And add to powers

 

Impervious Toughness 10 (10PP)

Immunity (Starvation & Thirst) (1PP)


 

Spoiler

 

_allery_5.b3bbe8e52ff4e9db66264d1028dae4Player Name: Tiffany Korta

Character Name: Ms. Britannia
Power Level: 11/12 (182/182PP)
Trade-Offs: none
Unspent PP: 0

In Brief: The merger of a young woman and the Spirit of Justice.

Alternate Identity: Agnus Stone (real name), Annice Avebury / Annice Stone (stage names), Young Britannia
Identity: Secret
Birthplace: Glastonbury, Somerset, England, United Kingdom
Occupation: Businesswoman, Pop Star
Affiliations: Vanguard aka Team UK
Family: Geri Stone (Mother), Winston Stone (Father)

 

Description:
Age: 24 (DoB: July 24th 1991)
Gender: Female
Ethnicity: Mixed (Caucasian / Afro-Caribbean)
Height: 6'0"
Weight: 165 lbs
Eyes: Brown
Hair: Brown

 

 

9r8qsWs.jpg?1Agnes is the type of person who tends to stick in the memory whether it's from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles


Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5'3") instead of downplaying this fact she tends to over emphasise the fact with large heeled shoes, normal platforms.

Ms. Britannia is an extenuation of Agnes's natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus's natural cheery demeanour softens this into a much friendlier attitude.

Ms. Britannia's costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia's.

 

 

 

Power Descriptions:

When in her Ms. Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she's throwing blast or her around her legs when in flight.

History:
Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pinpointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of countrywide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served.

Agnes Stone knew none of this; since she was young she'd always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade.

Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes.

Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared.

For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapidly adopted.

After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did their track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish.

Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn't quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only downside was that prolonged absence from the United Kingdom seemed to sap her powers.

Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles.

Personality & Motivation:
Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She's also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself.

At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days.

Powers & Tactics:
Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she'll first blind an opponent before attacking them with bolt of light. All if possible from a distance.

She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they've never done before.
 



Complications:
Almost Famous: Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention.
For Queen and Country: The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days.
Secret identity: Despite the drastic change in height Agnes has still managed to keep her two identities separate.


Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP
Strength: 32/10 (+11/+0)
Dexterity: 12 (+1)
Constitution: 32/10 (+11/+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 10 + 10 = 20PP
Initiative: +1
Attack: +5 Base, +11 Burst of Light, +11 Unarmed (Past Lives)
Grapple: +18 up to +22 with Dynamic Super-Strength
Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5/-0


Saving Throws: 0 + 6 + 5 = 11PP
Toughness: +11/+0 (+10 Con)
Fortitude: +11 (+11 Con, +0)
Reflex: +7 (+1 Dex, +6)
Will: +7 (+2 Wis, +5)


Skills: 29R = 8PP
Bluff 3 (+6)
Diplomacy 3 (+6)
Notice 8 (+10)
Perform, (Dance) 3 (+6)
Perform (Singing) 10 (+13)
Sense Motive 4 (+6)


Feats: 9PP

Benefit 1 (Wealth 1)
Fearless

Interpose

Leadership

Luck 2

Quick Change

Takedown Attack 1

Ultimate Save (Toughness) 1




Powers: 13+ 22 + 22 + 7 + 2 + 10 + 10 + 29 + 7 = 122PP

Aura of Light Array 5 (10PP; Feats: Alternate Power, Dynamic Power 2) [13PP]

 

Base Power (Dynamic): Flight 5 (Rank 7 Total, 500MPH / 4,400' per Move Action) [12PP]
Alternate Power (Dynamic): Super-Strength 5 (Lifting STR 55 [Heavy Load: 30 tons]) [12PP]

 


Enhanced Constitution 22 [22PP]

Enhanced Strength 22 [22PP]

Enhanced Feats 7 (Beginner’s Luck, Dodge Focus 6) [7PP]

Flight 1 (10MPH / 100’ per Move Action) [2PP]

Immunity 10 (Life Support, Starvation & Thirst) [10PP]

 

Impervious Toughness 10 [10PP]

Light Control Array 12.5 (25PP, Feats: Alternate Power 4) [29PP]

 

 

Base Power: Blast 11 (110 ft Range; Feats: Accurate 3) [23PP] (Burst of Light)
Alternate Power: Dazzle 6 (Visual Senses, 60 ft Range, 60 ft Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1) [25PP] (Blinding Light)
Alternate Power: Healing 12 (Feats: Regrowth) [25PP]
Alternate Power: Light Control 11 (110 ft Range; Feat: Slow Fade 2 (5 minutes)) [25PP]
Alternate Power: Teleport 10 (200,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progession Mass 3 Flaw: Long-Range) [25PP]

 


Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP]

 

 

Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP]
Alternate Power: Enhanced Feats 6 (Attack Specialization [unarmed] 3, Eidetic Memory, Jack of all Trades, Well Informed) [6PP]

 

 

 


DC Block:

 

ATTACK ATT RANGE SAVE EFFECT
Unarmed +11 Touch DC 26 Toughness (Staged) Damage Physical
Burst of Light     +11 Ranged DC 26 Toughness (Staged) Damage Energy
Blinding Light Area DC 16 Ref/Fort Blinding
 

Totals: Abilities (12) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (9) + Powers (122) - Drawbacks (0) = 182/182 Power Points

 

 

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ICED OUT BY HGM

 

Frostbyte

  • Raise Base Attack by 1 [2PP]
  • Raise Defense by 1 [2PP]
  • Raise both Reflex an Will save by 1 [2PP]
  • Raise Climb by 4 [1PP]
  • Flight 6 (500 mph, 4,400 ft/rnd Extra: Affects Others, Flaw: Platform) [12PP]

    Ice Control 15.5 (33PP Array, Feats: Alternate Power 5) [38PP]

    Base Power: Blast 11 (Ice Shards 100ft Range Extras: Autofire 1) [33PP]
    Alternate Power: Blast 11 (Brain Freeze 100ft Range Extras: Alternative Save (Fortitude) [33PP]
    Alernative Power: Create Object 11 (Ice Sculptures 100ft Range, 10x5' cubes Extras: Independent, Selective) [33PP]
    Alternative Power: Environmental Control 11 (Cold (Extreme), Visibility, 100ft Range 5,000ft Radius) [33PP]
    Alternative Power: Snare 11 (Icy Bonds Feats: Tether, Reversible) [24PP]
    Alternative Power: Trip 11 (Icy Patches  Extras: Area (General Burst), Selective Attack) [33PP]


 

Spoiler

 

Player Name: Tiffany Korta
Character Name: Frostbyte
Power Level: 10 (150/162PP)
Trade-Offs: None
Unspent Power Points: 12

In Brief: A big hero in her tiny community she suddenly finds herself a little fish in a very big pond.

Residence: Claremont's Dorms
Catchphrase: "Is it me or is it cold in here?"

Alternate Identity: Cathy Clouston
Identity: Secret
Birthplace: Shetland, Scotland, UK
Occupation:Student
Affiliations: Claremont Academy
Family: Lara Clouston (Mother), Mikael Clouston (Father)

Description:
Age: 16 (DoB: 1999)
Gender: Female
Ethnicity: Scottish
Height: 5'8"
Weight: 160 lbs
Eyes: Violet
Hair: White

 

9cE7Acl.jpg?2 Even in normal circumstances Cathy could never pass a completely normal, her skin and hair are of an incredible pale white colour. Only her eyes stand our by being a rather vivid violet color. To most people it would appear that she suffers from albinism, though unlike those that suffer from that unfortuante condition she isn't overly harm by sunlight. She tends to dress rather sensibly with many layers of pratical clothing with a dazzling array of chunky knitted jumpers and her signiature (fake) fur lined parka, even during the hottest of days.

 

At will she can transform her flesh and hair into solid ice that appears to have all the quanties of ice as well as being resistant more resistant to harm. Any clothes she's wearing aren't effected, though they do form a thin layer of frost over them. She doesn't current have a costume of her own so she wear the standard Claremont colours, she does wear her parka over the top as a lucky charm.

 

 

Power Descriptions:
By drawing mosture from out of the air Cathy can form it into ice with a remarkable degree of control over it's shape and form. Whilst it appears to all extent and purposes to be normal ice, though under her control it seems more resiliant to both physical assault and tempature. Tests have determined that her ability to form and control ice is some form of natural mutation, though stories from the islands of Ice Maidens that came with the Norse settlers suggest that it's some form of genetic abnormality that's been carried down the generations.

History:
Cathy had always been a quiet distant girl who happily spent hours all by herself reading ot wandering the strak beautiful landscape, a little cold and distant as some people would later joke.But apart from that she had a happy childhood amoung the isolated beauty of her island home.All this changed one bitterly cold winter day when she was around twelve.

One of the younger children of the village had gone missing and after not showing up for a couple of hours the entire village went out to search for him. With the sunlight failing and the temperature rapidly dropping the search was called off until first light, with everyone assuminh the worse. One person hadn't given up the search however and against the odds Cathy had managed to find the young child and get him to a temporary shelter aginst the cold, but there wasn't enough room for Cathy or enough time to get back to the village. Cathy had no choice to wait out the night and hope to survive the bitter cold. It was then that her powers kicked in that allowed to survive the night, searchers were surprised in the morning when the apparently frozen girl was not only alive but able to move around without ant harm.

Despite her now strange appearance she was heraled as a hero fror saving the young boys life. And over time as she learned to control her powers she used them to not only help her home village as much as she could but also help the town and villages around them. Slowly news of her exploits spread accross the Shetland islands until they made there way to the mainland of Scotland and far, far beyond.

Then one day not long after she'd turned sixteen an exotic looking woman turned up at the families home and offered to take Cathy to the distant, almost mythical sounding, Freedom City to a special school where she could learn to use her power to help many more people.

Personality & Motivation:
Cathy is a quiet thoughtful young woman that unless prompted tends to fade into the background. It's not that she isn't good with dealing with people, quite the opposite, it's just that she lacks the confidence to put herself out into the wider world.

It's would be unlikely that she would be a hero apart from one thing, she deeply cares about doing everything she can to help other people.

Powers & Tactics:
Cathy hasn't had much training into how to use her powers and instead realies on her own instincts of what will work in any given situation. It just happesn that she naturally has very good instincts in these matters.


Complications:
Bright Lights, Big City: Whilst she not completely unaware about life in a city like Freedom, they do have television and the Internet, she can still be surprised by things that would seem completely normal to everyone else.
To Cold: Whilst she can't feel the cold Cathy can't feel the heat either. Even on the warmest day she tends to wrap herself up in multiple layers of clothing to stay warm.
Cold in here: Without realising it Cathy instinctively lowers the temperature around here by a few degree's, whilst that may be fine in warm climes it can get very chilly in less warm environmentd. And even when it's pointed out she can't seem to turn this chilling effect off.
To Dry: Much of the ice she creates is done by drawing moisture from the surrounding environment. In incredibly dry and arid environment she might be unable to produce as much ice or normal, or in extreme circumstances none at all.
Local Hero: Whilst Cathy is unknown in many part of the world she fairly well known in her own local area, and never had the need to protect her identity. It wouldn't take much effort to find out all about her and her family.

 

Abilities: 6 + 8 + 10 + 0 + 4 + 6 = 34PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 16 (+3)

 

Combat: 14 + 10 = 24PP
Initiative: +8
Attack: Base +7, +7 Melee, +11 Ranged
Grapple: +10
Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5

 

Saving Throws: 2 + 3 + 5 = 10PP
Toughness: +10 (+5 Con, +5 Protection)
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+4 Dex, +3)
Will: +7 (+2 Wis, +5)

 

Skills: 56R = 14PP
Bluff 7 (+10)
Climb 7 (+10)
Concentration 8 (+10)
Diplomacy 7 (+10)
Notice 8 (+10)
Sense Motive 6 (+8)
Survival 8 (+10)
Swim 5 (+8)

 

Feats: 19PP
All-Out Attack
Attack focus (Ranged) 4
Dodge Focus 6
Improved Initiative 1
Improved Throw
Improved Trip
Luck 2
Move-by Action
Power Attack
Uncanny Dodge (Auditory)

 

Powers: 10 + 35 + 5 + 5 + 1 = 56PP

Flight 6 (500 mph, 4,400 ft/rnd Extra: Affects Others, Flaw: Platform) [12PP]

Ice Control 15.5 (33PP Array, Feats: Alternate Power 5) [38PP]

Base Power: Blast 11 (Ice Shards 100ft Range Extras: Autofire 1) [33PP]
Alternate Power: Blast 11 (Brain Freeze 100ft Range Extras: Alternative Save (Fortitude) [33PP]
Alernative Power: Create Object 11 (Ice Sculptures 100ft Range, 10x5' cubes Extras: Independent, Selective) [33PP]
Alternative Power: Environmental Control 11 (Cold (Extreme), Visibility, 100ft Range 5,000ft Radius) [33PP]
Alternative Power: Snare 11 (Icy Bonds Feats: Tether, Reversible) [24PP]
Alternative Power: Trip 11 (Icy Patches  Extras: Area (General Burst), Selective Attack) [33PP]

Immunity 5 (Cold Damage) [5PP]

Protection 5 [5PP]

Super-Senses 1 (Infravision) [1PP]

 

DC Block

ATTACK        ATT RANGE      SAVE                                      EFFECT
Ice Shards    +11 Ranged      DC 26 Toughness (Staged)    Physical
Brain Freeze +11 Ranged      DC 26 Fort                              Physical
Icy Bond        +11 Ranged      DC 21 Ref/Staged                  Snare
Icy Patches           Area          DC 21 Ref                              Trip
Unarmed        +7   Touch        DC 18 Toughness (Staged)    Physical
 

Totals: Abilities (34) + Combat (24) + Saving Throws (10) + Skills (14) + Feats (19) + Powers (61) - Drawbacks (0) = 162/162 Power Points

 

 

Edited by HG Morrison
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[INSERT QUIP HERE] BY HGM

 

Triakosia

  • Reflex Save +2 [2PP]
  • Will Save +4 [4PP]
  • Raise Extended on Super-Vision by 1 [1PP]
  • Add Aging, Disease, Poison and Starvation & Thirst to Immunity [4PP]

 

Spoiler

 

Player Name: Tiffany KortaTriakosia Costumed
Character Name: Triakosia
Power Level: 12/14 (212/212PP)
Trade-Offs: -2 Atk/+2 Dam
Unspent Power Points: 0

In Brief: Another survivor from a dying Earth is sent safely to ours, except things didn't go exactly as planned...

Alternate Identity: Dancia Devons
Identity: Secret
Birthplace: Pax Roma
Occupation: Reporter
Affiliations: None
Family:None known

Description:
Age: 129 (DoB: 18th April 1885)
Apparent Age: 33 (if applicable)
Gender: Female
Ethnicity: African American
Height: 5'11"
Weight: 180 lbs
Eyes: Brown
Hair: Brown

 

canstockphoto13538898_zps38f3ccdc.jpgThe costume that Dancia wear is familiar to most people of Freedom City if not the world it is the blue and yellow made famous by the Earth mightiest hero Centurion. On closer inspection there are several major differences, the jumpsuit she wears is a darker blue with padding and texturing to provide extra protection, this also give her the appearance of a much more sculpted physique than she really does. The breastplate an greaves are darker, almost bronze in colour, and made of high tech materials with almost no weight to them.



Power Descriptions:
The exposure to cosmic energies that she received during her inter dimensional journey have radically altered Dancia's body down to it's very core. Super resistant and strong she has no need to breath and doesn't feel the heat or cold like others. Not only that but can also fly and operate at inhuman speeds.

Her senses have been similarly affected with her able to see and hear things well beyond the range of normal humans.

History:
When the Terminus invaded the world of Pax Roma, a high tech world where the Roman Empire never fell, Centurion was sent safely to Earth Prime. But his father wasn't the only one working on the possibilities of Inter Dimensional travel in a secret Imperial laboratories a rival of his was working on exactly the same technologies.

When the invasion came the laboratory looked to help halt or at least stall the forces of Terminus, but as it looked more and more likely that the battle was lost the scientist turned there attention back to the inter dimensional device.

Though untested and uncalibrated there only chance was to send someone through to find help from another world, or at least warn them of the threat of terminus, the facility lack the power or time to send more than one person to possible safety. In it unrefined form that machine would put incredible stresses and strains on the traveller, so it was decided one of the Centurions of the CCC (Triakosia) Legion would use the device to fetch possible aid. To a man and woman all of the cohort volunteered, despite the risks, and so lot was drawn. Dancia was the lucky winner so dressed in her Legion armor she stepped into the machine.

The machine worked but its design was imperfect and Dancia was lost in the Void between world for almost ninety years before she finally arrived on Earth Prime, following in the wake of Centurions journey. Half dead from the travel Danci collapsed on arrival to Freedom City and spent six months in a coma recovering from her journey. All the while she under the protection of the Freedom League who kept her a secret in case she was another duplicate sent to fool people.

When she awoke Dancia could remember nothing before arriving in Freedom City, beyond a random set of conflicting fragments of memories. Despite the best efforts of some of the worlds best psychologists and telepaths she still cannot remember any details of who she was before she arrived.

Once fully recovered and determined not to be a threat Dancia was given a new identity of Dancia Devons and supported whilst she found her place in the world. She seemed drawn towards a career in journalism and with her new identity she earned herself a job on the Freedom Ledger. Granted right now it's collecting stories for the paper website, but it gives her the freedom to both pursue the kind of stories that could make her career and help people as a superhero.

Personality & Motivation:
Whilst Dancia will never hesitate to use her powers to help protect people from harm, she doesn't think of herself as a true hero. She incredibly modest as to what she can do and doesn't think she quite measure up to other heroes in the world.


She's a difficult person to get to know well but she a stern and serious young woman focused on becoming the best at whatever she does, whether in her day job or her time as a hero.

Powers & Tactics:
Dancia's first instincts when faced with a threat is to make sure that innocents are kept away from any possible danger, if she can she'll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating

 



Complications:

Who am I?: Dancia has no memory of her life before waking up in Freedom City. Not knowing who she is Dancia is prepared to go to almost any lengths to find the truth.

Once I was...: Even worse in her time in the void she somehow absorbed memories of different lives all her alternatives. Not know which is true she could be convinced that one of these could be the truth.

Touched by the Void: Travel through the void has left an indelible mark on not just her physiology. It also left a signature that seems to draw creature and people who have travelled through that place towards her, and it's generally not a pleasant reaction.

Abilities: 28 + 4 + 20 + 4 + 6 + 6 = 68PP
Strength: 38 (+14)
Dexterity: 14 (+2)
Constitution: 30 (+10)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 24 = 40PP
Initiative: +6
Attack: +8 (+10 Unarmed Attack)
Grapple: +22/31
Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed
Knockback: -10


Saving Throws: 5 + 6 + 7 = 18PP
Toughness: +11 (+10 Con, +1[Impervious 10])
Fortitude: +15 (+10 Con, +5)
Reflex: +8 (+4 Dex, +6)
Will: +10 (+3 Wis, +7)


Skills: 23R = 6PP
Bluff 4 (+7)
Computers 2 (+4)
Diplomacy 5 (+8)
Drive 1 (+3)
Language 1 (Latin)
Notice 7 (+10)
Sense Motive 3 (+6)

Feats: 10PP
Attack Specialization (Unarmed Attack) 1
Improved Initiative 1
Inspire 1
Interpose
Leadership
Luck 1
Move-by Attack
Power Attack
Quick Change
Takedown Attack


Powers: 1 + 2 + 13 + 10 + 25 + 1 + 8 + 10 = 70PP

Feature 1 (Temporal Inertia) [1PP]

Flight 1 (10 mph/88 ft/rnd [2PP]

Immunity 13 (Aging,Disease, Life Support, Poison, Starvation & Thirst) [13PP]

Impervious Toughness 10 [10PP]

More Powerful... 10 (20PP Feats: Dynamic Power 3) [25PP]

Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]
Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]
Dynamimc Alternative Power: Super-Strength 9 (heavy load 1,200 tns Feats: Super-Breath, Thunderclap) [20PP]


Protection 1 [1PP]

Super-Senses 8 ( Normal Hearing [Accurate, Extended 5 {200 mile range incr}], Ultra-Hearing ) [8PP] (Super Hearing)

Super-Senses 10 ( Normal Vision [Extended 5 {200 mile range incr}], Penetrates Concealment], Ultravision ) [10PP] (Super Vision)
 

 
  • DC Block

ATTACK          ATT    RANGE   SAVE                       EFFECT
Unarmed (basic) +10    Touch   DC 29 Toughness (Staged)   Damage Physical
Super-Breath    +12    Range   DC 22 Reflex               Trip Attack
Thunderclap     auto   Area    DC 22 Reflex               Dazzle Attack

 

Totals: Abilities (68) + Combat (40) + Saving Throws (18) + Skills (6) + Feats (10) + Powers (70) - Drawbacks (0) = 212/212 Power Points

 

 

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ALREADY EDITED BUT NOT NOTATED A WEEK AGO BY HGM

El Huracán

 

OK. For starters, replacing:

 

Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 5, Dynamic 5;  Drawbacks: Power Loss (in vacuum) -1) [32PP] (air, mutant)

 

With:

 

Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 7, Dynamic 8;  Drawbacks: Power Loss (in vacuum) -1) [37PP] (air, mutant)

 

We're adding two additional powers and making his Move Object dynamic. Changing this:

  • Base PowerMove Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air)

Into this:

  • Dynamic Base PowerMove Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air)

And adding the following two powers to the Aerokinesis array:

  • DAP: Trip 10 (Blow Away; Range 100 ft; Extras: Knockback; Feats: Indirect 3 (any point, any direction) {23/23} (air)
  • DAP: Trip 5 (Gale; Range 50 ft; Extras: Knockback, Area [50-100 ft Cone], Selective Attack; Feats: Accurate (+2), Improved Trip, Progression - Increase Area {23/23} (air)

This should amount to 5 PP spent (3 dynamic, 2 AP).

 

Spoiler

Player Name: TheRedGuy
Character Name: El Huracán
Power Level: 10 (152/157PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points: 5

 

In Brief: Hotheaded Hispanic air controller studying at Claremont.
Residence: Claremont Academy
Base of Operations: Freedom City
Catchphrase: TBD

 

Alternate Identity: Aníbal Herrera Miramontes
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Claremont Student
Affiliations: N/A.
Family: Eduardo Herrera Moreno (father, age 55), María Elena Herrera Miramontes (mother, age 42), Alejandro Herrera Miramontes (brother, age 20)

 

Description:
Age: 16 (DoB: Feb 1st 1999)
Apparent Age: late teens/early 20s
Gender: Male
Ethnicity: Hispanic
Height: 5'9“
Weight: 175 lbs
Eyes: Amber
Hair: Jet Black

elhuracan_1.png

 

Lean and muscular, Aníbal cuts a striking figure, appearing older and more mature than he really is. His skin is bronze, without visible blemishes save for a small mole above his upper lip. He keeps his hair neatly slicked back, and is always meticulously groomed. Perhaps his most unusual feature are his eyes, of a rare amber color, glimmering with warmth and mirth. His clothes are obviously expensive, but never gaudy, with no obnoxiously large labels or logos on display. He is usually dressed casually but conservatively, in a style reminiscent of North American „preppies“, though with a Latin twist to the colors and fabrics. His English is flawless, although spoken with a refined, velvet smooth Hispanic accent. Anyone meeting him for the first time would recognise immediately that he's a scion of the moneyed elite, a child of privilege.

 

As El Huracán, he wears a specially designed flight suit. It is black, skin-tight, with gold accents on the boots and gloves, black goggles whose lenses appear gold-tinted on the outside, and a golden whirlwind symbol on the chest.

 

Power Descriptions:

Aníbal is a mutant aerokinetic, capable of controlling the flow of air currents to produce a variety of effects. He can create gale-force winds capable of knocking over opponents and pushing heavy objects, launch damaging blasts of compressed air, suffocate people by removing air from their lungs, deflect incoming projectiles and throw them back at the attacker, and cause a devastating whirlwind in an area of up to 125 feet in radius. His control over air also enables him to fly at speeds of up to 250 mph. His lungs have enhanced capacity, allowing him to hold his breath for longer periods of time and breathe normally even in extremely high altitudes. By sensing subtle variations in air flow, he can feel objects even if he can't see them.

 

His custom-built flight suit comes with special glare-resistant goggles that adjust to allow improved vision in limited light conditions. The suit's padding affords limited protection from damage. It is lined with an experimental material that isolated the wearer from extreme heat and cold, as well as protecting from the effects of high pressure during fast aerial maneuvers.

 

History:

In 1993, during the Terminus invasion, Eduardo Herrera Moreno found himself in Freedom City, in the American headquarters of his firm, Herrera International. He had risen from humble beginnings and built a business exporting premium Mexican tequilas worldwide. Refusing the opportunity to evacuate the city, he stayed behind, helping the 50-odd employees of his Freedom City office escape to safety in the face of Omegadrone devastation. He himself sustained an injury during the attack, which reduced the Herrera International headquarters to rubble. His life was saved by the intervention of one of Freedom City's superheroes. While he was exposed to the strange energies of the Terminus, they seemed to have left no long-term consequences. After the attack was foiled, Herrera returned to Mexico a hero. The press praised his actions during the crisis and highlighted his generous donations to the reconstruction funds, particularly helping out the city's Hispanic neighborhoods. Overnight, the nouveau riche outsider became a fixture among the country's patrician elites. Soon he met a young socialite, María Elena Miramontes, daughter of Don Nicéforo Miramontes Castillo, owner of one of the largest agave plantations in Mexico and the associated Miramontes distillery. The two married in 1994, which boosted Herrera's standing and wealth considerably. In 1995, their first child, Alejandro, was born.

 

In 1999, while María Elena was visiting her husband in Freedom City, she went into labor several weeks before she was due. On the eve of February 1st 1999, she gave birth to a healthy baby boy, named Aníbal María Nicéforo Herrera Miramontes. The child was an American citizen by accident of birth. Little Aníbal grew up in Mexico, spending time in his father's luxury villa in Ciudad de Mexico and his grandfather's massive Rancho Miramontes. His father, an avid history buff, had named both his sons after famous conquerors, hoping to raise them to take over the family business. Aníbal was tutored by the finest private teachers, showing a precocious intellect and an aptitude for many different fields of study. He also enjoyed physical activity, learning to ride from an early age and excelling in sports, particularly gymnastics. He was, by all appearances, a normal kid, albeit one living in the lap of luxury and privilege. The only unusual ability he showed was an ability to hold his breath for extended periods of time, certainly nothing out of the ordinary. Still, after hitting puberty, strange phenomena began to occur. Strange gusts of wind would sometimes happen when he was nearby, often knocking over vases or sending papers flying. The wind would often change direction or intensity or abruptly stop. Still, no one connected this to him in any way. Until one fateful day…

 

Aníbal had always particularly enjoyed the feeling of the wind in his hair and on his skin, and was always a passionate young man, a thrill-seeker by nature. He took up skydiving as a hobby, despite the protestations of his mother. On his first jump, accompanied by an instructor, there was a problem. The instructors parachute failed to open. Aníbal found himself thousands of feet in the air, plummeting towards the ground. He panicked. He could feel the air like never before, feel every current, every minute difference in pressure. Only one thought coursed through his mind: Up. Not down. Definitely up. He felt the grip of his instructor on his harness. He felt the currents change, the winds blowing from underneath, getting stronger and stronger, until the two of them suddenly stopped in mid-air, floating on the currents like a giant seagull. It was hard to tell who was more shocked by this development.

 

„What the Hell are you, kid?!“, the instructor asked.

„I don't know“, Aníbal answered in earnest.

 

With some effort, Aníbal began to slowly descend, eventually landing in front of his shocked and horrified parents. A hefty payment was made to the instructor, who swore not to tell anyone what happened. Over the next couple of months, Aníbal came to terms with his abilities, learning to exert conscious control over them. He learned he could cause winds, powerful, devastating, gale-force winds, if he focused enough to do it. He learned to fly using the air currents, and asked his parents to finance the construction of a prototype flight suit designed to make flying through the air easier and safer. He learned to compress air and launch it with devastating force against obstacles. This was indeed great power, and he firmly decided it could not be suppressed or kept a secret. His grandfather had always spoken of noblesse oblige, the obligation of the powerful to protect those less fortunate than them. A superhero was a kind of nobleman for the 21st century. Aníbal decided to use his powers for good, to help people. His father was uncertain. He had wanted to groom his sons for power, but this was not the power he had in mind. Still, he had seen the destruction wrought by an immensely powerful threat checked and defeated by superheroes, one of whom had saved his life. He agreed to his son's request, on condition that he keep his identity a secret. Soon afterwards, he used his extensive contacts to arrange his son's transfer to an exclusive private school for gifted youngsters in Freedom City, a place where he would hone his abilities and learn to master them. Taking the name El Huracán, after the Mayan god of storms, Aníbal took the first step in his career as a hero.

 

Personality & Motivation:

Aníbal was given a patrician upbringing, and it shows in his manner and attitude. He carries himself with poise and elegance, although without a trace of arrogance or coldness. Naturally charismatic, he enjoys company and conversation and knows how to put most people at ease. He's classically handsome and charming in an old-fashioned way, which makes him popular with the girls – although he leans more towards boys. Still, his smooth approach may be seen as insufferably fancy and patronising by those of a more coarse, direct bent. Despite the fact his demeanor makes him appear more mature and levelheaded than the typical teenager, he is nevertheless still young, and has a passionate, impulsive streak liable to get him into trouble. He was always a little reckless, and the development of his powers has made him even more prone to rush headlong into danger at the first opportunity.

 

His motivation for becoming a superhero is a sense of personal responsibility instilled in him by his grandfather, an old-fashioned landowner. While he has no interest in playing the role of a businessman or the padrón of a hacienda, he feels obligated to use his newfound powers to make the world a better place to live, and particularly to protect those less fortunate than he is. He's proud of his heritage, and eager to serve as a role model to young Latinos everywhere and an ambassador for his country and community. However, in addition to these lofty aspirations and ideals, another reason for his choice is a typical teenage boy's pursuit of excitement and adventure, and an opportunity to impress some handsome chicos or cute senoritas.

 

Powers & Tactics:

In a combat situation, El Huracán will stay out of range, relying on dodging enemy attacks or deflecting them by manipulating the wind. He attacks from a distance, hurling blasts of air or knocking down opponents with gusts of wind. Usually he stays in the air, hovering above the action and avoiding direct contact. While his suit offers him some protection, able to stop pistol bullets and cushion cuts and blows, he is rather fragile in an up close fight, easily overpowered by a trained or stronger foe. He has a love of flashy moves and daring stunts, and his natural confidence and rapier wit can get under the skin of opponents, as well as inspire his comrades. While he has a good grip on his powers, his youth and inexperience can land him in hot water. 

 

Complications:

Anchors Aweigh: As a dual citizen of Mexican heritage, Aníbal may occasionally run into some anti-immigrant sentiment. Having to divide his loyalties between Mexico and the US may also pose a problem in some cases.

Who Is That Handsome Young Devil?: He promised his parents to keep his true identity a secret. It's not easy.

Target of Opportunity: As the son of one of the wealthiest men in Mexico, he's a ripe target for anyone trying to cause harm to his father.

Salsa y Sabor: A combination of inherited passionate temperament and teenage recklessness makes him prone to showboating and flamboyant displays of his powers. He'll usually take unnecessary risks and rush into danger where a more considered approach would be superior.

Rich Corinthian Leather: Aníbal had a privileged upbringing, and is used to living in the lap of luxury. While he is generous and sympathetic to those less fortunate than himself and never ostentatious with his money, he does enjoy the finer things in life. Because of his upper class lifestyle, he can find it hard to relate to those from poorer backgrounds, and they in turn may resent his wealth and good fortune. 

Touched By The Terminus: Although it hasn't been officially established, it is likely that Aníbal's powers stem at least in part from his father's exposure to Terminus energy years before. This may cause problems later on.

Abilities: 4 + 8 + 4 + 6 + 2 + 8 = 32PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 18 (+4)

Combat: 8 + 12 = 20PP
Initiative: +4
Attack: +4 Melee, +10 Ranged
Grapple: +6 (+22 w/Air Control)
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -5

Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +8 (+2 Con, +6 Protective Padding (+3 impervious) )
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+4 Dex, +6)
Will: +6 (+0 Wis, +6)

Skills: 48R = 12PP
Acrobatics 1 (+5)
Bluff 4  (+8)
Computers 1 (+4)
Concentration 2 (+3)
Diplomacy 4 (+8)
Handle Animal 2 (+6) 

Knowledge (art) 1 (+4)
Knowledge (business) 1 (+4)
Knowledge (civics) 1 (+4)
Knowledge (current affairs) 1 (+4)
Knowledge (history) 1 (+4)
Knowledge (popular culture) 3 (+6)
Knowledge (theology & philosophy) 1 (+4)
Language 4 (English, Spanish [Native], French, German, Latin)
Notice 6 (+8)
Perform (dance) 3 (+8)
Perform (oratory) 1 (+5)
Perform (keyboards) 4 (+9)

Perform (singing) 2 (+6)
Ride 1 (+5)
Sense Motive 2 (+4)

Feats: 21PP

Attack Focus (Ranged) 6
Attractive 
Benefit (Dual Citizenship: US-Mexico)
Benefit 2 (Wealthy Parents)
Connected
Distract (Bluff)
Dodge Focus 6
Favored Environment (air)
Inspire
Taunt

 

Powers: 37 + 12 + 1 + 4 = 54PP

 

Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 7, Dynamic 8;  Drawbacks: Power Loss (in vacuum) -1) [37PP] (air, mutant)

  • Dynamic Base PowerMove Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air)
  • DAPBlast 10 (Air Blast; Feats: Indirect 3) {23/23} (air)
  • DAPBlast 5 (Tornado; Extras: Area [25-125 ft. radius Burst], Duration; Feats: Progression - Increase Area 2, Progression - Increase Range) {23/23} (air)
  • DAPSuffocate 5 (Suffocation; Extras: Range 2 (perception) ) {20/23} (air)
  • DAPFlight 5 (Wind Riding) {10/23} (air)
  • DAPDeflect 4 (Wind Screen; Extras: Reflect, Action 3 (reaction), slow projectiles) {20/23} (air)
  • DAP: Trip 10 (Blow Away; Range 100 ft; Extras: Knockback; Feats: Indirect 3 (any point, any direction) {23/23} (air)
  • DAP: Trip 5 (Gale; Range 50 ft; Extras: Knockback, Area [50-100 ft Cone], Selective Attack; Feats: Accurate (+2), Improved Trip, Progression - Increase Area {23/23} (air)

Device 3 (Huracán Flight Suit; 15PP Container; Hard-To-Lose) [12PP] 

  • Sensory Shield 3 + Super-Senses 1 (Goggles; +6 vs visual effects; low-light vision) [4PP] (technology)
  • Protection 6 (Protective Padding; Extras: Impervious (3 ranks) ) [9PP] 
  • Immunity 3 (Protective Lining; cold, heat, high pressure; Flaws: Limited - Half Effect) [2PP].

Immunity 1 (suffocation (drowning); Enhanced Lung Capacity; Extras:  Flaws: Limited - Half Effect ) [1PP] (mutant)

Super-Senses 5 (Sense Air Flow; Blindsight (tactile), Danger Sense (tactile); Drawback: Power Loss (in vacuum) -1 )  [4PP] (mutant, air)

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed Attack      Touch      DC 17 Toughness                Damage (Physical)
Air Blast           Ranged     DC 25 Toughness                Damage (Physical)
Suffocate           Percept.   DC 15 Fortitude                Suffocation
Tornado             Area       DC 20 Toughness                Damage (Physical)

Blow Away           Ranged     DC 25 Toughness (Staged)       Damage (Physical)

 1d20+10 vs. STR or DEX         Trip

Gale                Ranged     DC 20 Toughness (Staged)       Damage (Physical)

  1d20+5 vs. STR or DEX (worse)  Trip

 

 

Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (12) + Feats (21) + Powers (54) = 157/157 Power Points

 

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  • 2 weeks later...

Reffited by HGM

 

This should be the new mechanics for Aquaria's sheet. Singularity's sheet stays the same. 

 

Remove the picture. 

 

Abilities: 14 + 4 + 14 + 0 + 4 + 4 = 40 pp  
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 = 16 pp 

Init: +2
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 = 10 pp  
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: 44 r = 11 pp  
Climb 3 (+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 3 (+10) 

 

Feats: 38 pp  
Attack Focus: Melee 3 
Dodge Focus 3 
Environmental Adaptation (Underwater)  
Fearless
Sidekick 31 [Singularity]

 

Powers: 1 + 2 + 45 + 8 + 2 + 3 + 2 = 63 pp

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 points; 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 2 (Acute Scent, Low-Light Vision) [2PP]

 

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 (11) + Feats (38) + Powers (63) - Drawbacks (0) = 180/191 Power Points

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Eco-Friendly Insured by HGM

 

Ardent

 

Replace:

Immunity 2 (Aging, Environmental Heat) [2 PP]

 

With

Immunity 6 (Aging, Environmental Conditions [All]) [6 PP]

 

Add

Quick Change to Feats

Edited by HG Morrison
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Cocoon'd by HGM

 

moth up to PL 11

 

Removing attack specilization (array 20) (-1)

Adding 2 ranks of dodge focus (+2)

Adding Ultimate Effort (Knowledge (Arcane Lore)) (+1)

Buying base attack up from 4 to 6 (+4)

 

total of 6 points spent

 

Filled out Most of the arrays Powers

 

Player Name: Exaccus
Character Name: Moon-Moth
Power Level:PL11 (167/167 PP)
Trade-Offs: -2 Attack /+2 Damage, -4 Defence/+4 toughness
Unspent Power Points: 0

Theme
In Brief:Moon-speaking Mothman Mage, Praetorian of the Delzatri Empire and Loveable Eccentric.
Alternate Identity: Myothizar A’lira
Identity: Public
Birthplace: Moon of Lantern
Occupation:Moth
Affiliations: Praetorians, Delzatri Empire, Lanturnians
Family and Friends:
 
Oroda and Litha A'Lira; Sire and Dam, Fascinated with the technology of the Dalzatri they migrated with their Children and had taken up the study of whatever they can get there hands on. 
 
Loke, Orin and Shari A'lira: Younger Brothers and Sister: Left lantern to seek there fortunes in the wider empire,
 
Tae'lun Ozmodae: Friend and Mentor, Tae was born before the Lanternians made their great migrations and even served as an architect of the ritual that Relocated them; Took Myothizar as a pupil when the young Lanternian showed an instinctive grasp of spell-craft, Remained on lantern to teach magic to future generations. Forwarded Myothizar to the praetorians in the hopes he could find peers amongst their ranks.
 
Parth Larunzi: Friend; taught under Tae'lun alongside Myoth, the two have known each other  nearly their whole adult lives and have always been close in terms of relationship and talent in Mysticism; Came to believe Myoth was forwarded over herself due to favoritsm on Tae'lun's part and has become a little bitter towards him.  
 
Description:
Age: 200 (DoB: Over 2200 years ago)
Apparent Age: Adult
Gender: Male
Ethnicity: Moonborn
Height: 6'6
Weight: 130lbs
Eyes: Violet
Hair: Fluffy White.

Tall with slender limbs and powdery wings bearing large eye like markings, Myoth could easily be mistaken for the terrestrial Cryptid Mothman, His coat is a snowy white that would blend readily with the surface of his home moon;

Power Descriptions:
An Artist at heart, Moon-Moths spells are often highly visual and thematic, Serving either as tools for his work, like his constructs and illusions or themselves works of art Drawn From Phenomena, Cultures and Places that have captivated the highly curious lanternian.

History:
The Lanternian race evolved on the inhospitable world of lantern, a desert world plagued by a gaping hole in the atmosphere that let the fury of its sun scorch the surface unfiltered, setting its surface ablaze and granting its name. It was early in there history when, seeking to escape the fiery wrath of the unpredictable solar bombardments that they first developed there mystical capabilities, using them to as one migrate through space and to the surface of lanterns moon, already adapted to the harshness of there world it did not take them long to make the adoptions necessary to permanently colonize the satellite without the assistance of advanced technologies.

able to view the resplendent beauty of the cosmos from there sanctuary the lanternians found there understandings of magic and philosophy greatly expanded upon by watching how the gears of the galaxy turned and interacted with one another; soon enough the colony became something of a monastery dedicated to the enlightenment and education of lanturnians in the mystic arts.

Myothizar A'lira was one of the first so called "moon-born", having birthed and metamorphosed upon the moon, his coat was a brilliant white in contrast to the ruddy reds and browns of his ancestors and parents, his thin carapace trimmed with thick fur, his thinner arms and legs also afforded him a somewhat greater height and leaner build.

perhaps on another world being born so radically different would've resulted in some form of prejudice or exile but now an amiable agrarian society, his people readily accepted him as something of a good omen and the promise of there future prosperity; an omen that seemed to come true when on the eve of his 20th decade of life contact with envoys of the Delzatri Empire made contact and after much discussion it was decided that the joining of the Delzatri's empire would be there next step into the greater cosmos; a decision that Myothizar had advocated most strongly; for whilst he was never the subject of outright fear or scorn, the discovery of his deep and almost instinctive grasp of mysticism had lead to him being somewhat demonized by younger members of his race as something of a monster, hoping to find peers amongst the varied members of the interstellar empire.

A chance he got when he was forwarded by the elders as a potential candidate for the praetorians.

Personality & Motivation:
Lanternians are highly amiable creatures and Myoth is no exception, he greatly enjoys the diversity of the various species in the universe and whilst he is slow to anger and quick to forgive; wickedness and cruelty evoke his ire and fighting spirit.

Powers & Tactics:
With a keen mind and powerful magic Myoth can be a cunning and terrifying foe to face; Able to emit unerring prismatic energy bolts from his hands and antenna known for not only penetrating but passing through armoured vehicles and small starship hulls. generate highly complex Illusions, heal the wounds of others and spin silvery constructs from thin air It is little wonder he was all but demonized by the children of his home world; in general, Moon-moth runs interference and support, attempting to thin the enemy ranks and misdirect their strength


Complications:
 
Moonspeak: Myoth's Grasp of spoken language is somewhat poor; given he was born on the moon and the lack of atmosphere necessitated a Non-Verbal Language He Will often misspeak or confuse terms, occasionally getting punched in the face as a result.
 
"I am Myoth, Not Monster.": Myoth's Slight ostracization has caused him to develope a craving for acceptance and Approval, the primary reason he enjoys working with the praetorians is the peers it provides him, He becomes extremely Distressed if he is called a monster, freak, demon or the like (he doesn't mind Alien, Lunatic or Fool.) and usualy tries to convince the accuser otherwise; Sufficient provocation however Might leads to Red Rages and/or Heavy Depression.


Abilities: 0 + 4 + 10 + 20 + 10 + 4 = 48PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 30 (+10)
Wisdom: 20 (+5)
Charisma: 14 (+2)


Combat: 12+6 = 18PP
Initiative: +10
Attack: +6 Melee, +6 Ranged (+10 Blast, Snare, Transform)
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

 

Grapple: +6
Knockback: -7


Saving Throws: 2
+5+5  = 12PP
Toughness: +0 (+5 Con, +10 [
Force Field])
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+2 Dex, +5)
Will: +10 (+5 Wis, +5)

 

 

Skills: 48R = 12PP

Concentration (8) +13
Craft (artistic) (4) +14

Diplomacy (4) +6

Gather Information (4) +6

Investigate (4) +14

Knowledge (arcane Lore) (8) +18

Knowledge (Galactic Lore) (4) +14

Language 2 (Base: Lanturnian, Delzatri, Galstandard)

Notice (5) +10

Sense Motive (5) +10
 

Feats: 13PP
Dodge Focus (4)

Eidetic Memory

Equipment 2

Jack of all Trades

Luck 2

Ritualist

Speed of thought

Ultimate Effort (Knowledge (arcane Lore))

 

Equipment: 2PP = 10EP
Contributed to Praetorian Equipment

Powers: 46 + 2 + 10 + 8 +4 = 70PP

 

Array 20(“Master of Magic”; Magic; PF: Alternate Power (6),)[46pp]

-BE: Blast 12(“Vast Array of offensive magic”; Feats (Improved Critical 2) Extras Penetrating 5 PF: Accurate 2 (+4), Improved Range (300ft Incr) Indirect (3), Progression (Increase Range; 3000ft maximum) Variable Descriptor 2 (Any Magic)) [40pp]

-AE: Create Object 11(“Moon-Silver Constructs”; 11x250’ cubes; Extras: Movable (55ft radius, STR 55 Force: 26 tons), Precise, Progression (Object Size) 5, Stationary) (40/40pp) [1pp]

-AE: Illusion 8(“Mirage Arcana”; Affects: All sense Types, Progression Area 6 (100ft)(38/40pp)) [1pp]

-AE: Move Object 18(“Audacious Alterations”/ “Subtle Shifts”; Strength 90, Heavy load: 3.3k tons; PF: Affects Insubstantial 2 (Full Power) Precise, Subtle, (40/40pp) [1pp]
-AE: Snare 12 (“Moon-Silver Shackles”; Extras: Regenerating PF: Accurate 2 (+4) Precise, Subtle) (40/40pp)) [1pp]

-AE: Teleport 12(“Magic of the Migration”; 1200ft as a move, 20 million miles as a full action; Extras: Accurate PFs: Change Velocity, Easy, Progression Mass 2 (500lbs) (40/40pp))[1pp]
-AE Transform 12(“Transmutations” Affects: Broad (Matter to Matter) 5000 lbs; Extras: Duration (continuous) Flaws: Action (full) Range (Touch) PF: Accurate 2 (+4), Innate (40/40pp))[1pp]

 

Flight 1(“Mystic Flight” 10mph 100ft a round) [2pp]

 

Force Field 10(“Prismatic Scales” +10 toughness) [10pp]

 

Immunity 8(“Lanturnian Biology”; Genetic, Aging, Enviormental conditions (all), Suffocation (all))[8pp]

 

Super Senses (“Magic Sensativity”; Alien, Biological; Analytical, Visual Detect Magic)[4pp]

 

Drawbacks: (-3) + (-3) = -6PP

 

Vulnerability: Fire (common) +50% (moderate)(-3pp)

Vulnerability: Electricity (common) +50% (moderate)(-3pp)

DC Block

 

ATTACK         RANGE      SAVE                           EFFECT
Unarmed        Touch      DC15 Toughness                 Damage

Blast          300ft      DC27 Toughness                 Damage

Snare          120ft      DC22 Reflex                    Snare

Transform      Touch      DC22 Fortitude                 Transform

Illusion       Perception DC18 Will                      Illusion

 

Totals: Abilities (48) + Combat (18) + Saving Throws (12) + Skills (12) + Feats (13) + Powers (70) - Drawbacks (-6) = 167/167

 

 

Edited by HG Morrison
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Connected by Thevshi

Foreshadow

Spend 1 PP to buy Super-Sense ( Communications Link [mental] with Synapse ) [1PP]

banking that last pp until later.

 

Also, let's turn his DC Block into a Table.

 

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC19 Toughness

Damage (Physical)

Escrima Sticks

Touch/Ranged

DC23 Toughness

Damage (Bludgeon)

Stun Rods

Touch

DC19 Fortitude

Stun (Electricity)

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Empowered by Thevshi

Glamazon

Add one rank of Enhanced Defense (I want to keep it so she's PL9 if her Divine power is depowered).    Making it so she hits PL12 defense caps now

Actually to make it less confusing let's annotate the Defense Bonus like so:  Defense: +8/+10 (+4 Base, +2 Enhanced, +4 Dodge Focus), +3 Flat-Footed

Her Grapple Score needs to be adjusted too, Grapple: +32(+8/+10 Base Attack, +10/+14 Strength, +9 Super-Strength)

Spend her last 3 pp on skills.  11 ranks of Sense Motive (For a total bonus of 12) and 1 rank of Language (Lemurian)

 

While we're at it, let's turn her DC Block into a Table

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC29 Toughness

Damage (Physical)

Groundstrike

120’ Explosion

DC22 Reflex

Trip

Shockwave

120’ Cone

DC27 Toughness

Damage (Air)

Thunderclap

60’ Burst

DC22 Reflex

Dazzle (Deafened)

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Upgraded by Thevshi

 

Argonaut

Seeing as I Maxed Foreshadow recently.  It means I have 4 available rewards.  So how about we count Argonaut as being on that Max Char slot.  Using the reward that used to belong to Argonaut's slot to for 15 more ranks of Sidekick.

 

So here's Xiphos new sheet:

 

 

Spoiler

 

Abilities: 6 + 4 + 6 + 2 + 4 + 2 = 24PP
Strength: 16 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 14 + 12  = 26PP
Initiative: +6
Attack: +7/+8 Melee, +9/+10 Ranged
Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed

Grapple: +10/+16/+18
Knockback: -3/-10


Saving Throws: 3 + 3  + 2 = 8PP
Toughness: +7/+13 (+3 Con, +4 Defensive Roll, + 6 Armor)
Fortitude: +6 (+3 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +4 (+2 Wis, +2)


Skills: 72R = 18PP

Concentration 8 (+10)

Drive 4 (+6)

Gather Information 4 (+5)

Intimidate 8 (+9)

Knowledge (Civics) 4 (+5)

Knowledge (Tactics) 8 (+9)

Language 2 (English, Lor, Spanish [Native])

Notice 8 (+10)

Search 4 (+5)

Sense Motive 6 (+8)

Stealth 8 (+10)

Survival 4 (+6)

Swim 4 (+7)



Feats: 14PP

Attack Focus (Ranged) 2

Benefit (AEGIS Security Clearance)

Contacts

Defensive Roll 2

Dodge Focus 1

Evasion

Improved Aim

Improved Initiative

Jack-of-all Trades

Precise Shot

Quick Draw [Draw]

Teamwork

 


Powers: 7 + 8 + 44 +  1 = 16PP

 

Bionic Arm ( 7PP Container) [7PP] 

Anatomic Separation [2PP]

Damage 4 ( Feats: Mighty ) [5PP]

 

Device 2 ( 10PP Container; Flaws: Easy-To-Lose; Feats: Restricted [AEGIS Security Clearance], Subtle ) [8PP] (Eagle [AEGIS Collapsible Blaster Pistol])

Damage 5 ( Extras: Ranged) [10PP]

 

Device 12 ( 60PP Container; Flaws: Hard-To-Lose; Drawback: Normal Identity[-4] [Full-Round to Don Suit] ) [44PP] (Xiphos [Modified MAX Armor])

Communication 4 ( Radio [1 Mile] [4DP]

Enhanced Attack Bonus 1 (Combat Computer) [2DP]

Enhanced Strength 10 [10DP]

Immunity 9 (Life Support) [9DP]

Protection 6 (Extra: Impervious 7 ) [13DP]

Super-Senses 1 (Low-Light Vision)

Super-Strength 2 ( Heavy Load: 3.7k lbs; Feat: Alternate Power 1 ) [5DP] (Servo Motors)

  • Flight 2 ( 25mph, 25' per round )

Weaponry Array 6 (12 DP Array; Feats: Accurate 2, Alternate Power 2) [16DP]

  • Damage 6 ( Extra: Ranged) (Shoulder Cannon)
  • Dazzle 6 ( Affects Vision) (Dazzler)
  • Snare 6 (Net Launcher)

 

 

Immunity 1 ( Aging; Flaw: Limited to Half-Effect ) [1PP] 

 


DC Block

 

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC18/23* Toughness

Damage (Physical)

Bionic Fist

Touch

DC22/27* Toughness

Damage (Physical/Metal)

Dazzler

Ranged

DC16 Fort/Reflex

Dazzle (Light)

Eagle

Ranged

DC20 Toughness

Damage (Energy)

Net Launcher

Ranged

DC16 Reflex

Snare

Shoulder Cannon

Ranged

DC21 Toughness

Damage (Ballistic)

 

 

Totals: Abilities (24) + Combat (26) + Saving Throws (8) + Skills (18) + Feats (14) + Powers (60) - Drawbacks (0) = 150/150  Power Points

 

 

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Floated by HGM

Hello! Long time since I've done this, so thought I'd toss up my first set of tweaks for my characters. This time for Endeavor!

I wager as I get more PP I will raise her Strength... time for her to start going to the Gym... :P

 

4PP into 16 Skill ranks

11 Ranks into Swim for a total modifier of 10. She can now swim! ^_^

5 Ranks into Notice for a total modifier of 15.

 

Final changes...

 

Notice 12 (+15)

Swim 11 (+10)

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RE-NAMED

 

I think it's time for my second edit request of my three. Namely it's time for a name change for Freedom City's Aeronautical Immortal Half-Spaceelf herself!

 

That's right, it's time for her to become Starhawk.

 

Here's the edits...

 

Character Name: Starhawk

 

Personality & Motivation:
Naomi is a calm customer, always thinking of her options and measuring her risks. She's motivated by trying to develop her changed identity as Naomi, and loves her duties as the superheroine Starhawk.

Edited by HG Morrison
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CHARGED BY HGM

 

Okie dokie, Galvanic's got 19pp, let's make her PL12! And make her a proper one, none of this using Strikes and Force Fields nonsense.

 

Fluff:

- Change her age by one year. 

 

Feats: 2PP

2PP: Dodge Focus 2

 

Powers: 17PP

9PP: +9 Enhanced Strength, to a total of 31, or 14/45 Strength

2PP: Protection 2

2PP: Super-Movement 1 (space travel 1)

4PP: Increase Blast to rank 12

 

The arrays have also been changed commensurately, and all formatted as Array structures.

- The Blast array removes the Strike from the aura slot, and drops Space Travel to 1 in the Flight/Insubstantial slot. All powers are increased in rank due to increased array size.

- The Force Field array loses the Force Field power, becoming Sustained Immunities AP Sustained Impervious Toughness

- The Paragon array is unchanged bar formatting.

 

Sheet is also generally cleaned up a little bit.

 

 

 

 

Player Name: Ecalsneerg
Character Name: Galvanic
Power Level: 12/13 (200/200 PP)
Trade-Offs: -5 Attack / +5 Damage (melee); -4 Defense / +4 Toughness
Unspent Power Points: 0 

 

In Brief: Empowered paragon from a race of electrical aliens
 
Residence: No fixed abode
Base of Operations: None (wandering hero)
 
Alternate Identity: Chlo'zel Elzak
Identity: Public, although irrelevant outwith Tempest
Birthplace: The planet Tempest.
Occupation: Climate scientist/full-time superhero
Affiliations: None formal
Family: Mother, father and sister on Tempest
 
Description:
Age: 23 Earth years (born 1993)
Apparent Age: Human equivalent of 20-25
Species: Tempestian
Height: 5'1''
Weight: 95 lbs
Eyes: Deep red
Hair: White

 

Chlo'zel is a Tempestian, and thus has the characteristic blue skin of her people. Hers is a darker, Cerulean hue. She is also of a Tempestian ethnicity which doesn't have the visible antennae on the forehead that most of the species do, although small circles under the skin can be seen glowing slightly when using her innate abilities. 
 
Her most prominent physical attribute is her height. She is very short, and slender but for some level of whipcord-thin muscle, belying the massive strength and durability her powers lend her. Her face is heart-shaped, with a somewhat sharp and pronounced chin and nose. Naturally excitable and inquisitive, her expression is usually set in a smile, frantic discussion, or a mix of both, red eyes literally sparking with intelligence. She wears her shoulder-length white hair loose and free, apparently Tempestian electric immunity extending to not frazzling her tresses.
 
Off-duty, she usually wears a simple tunic and boots, customary to the oft-simple lifestyle enjoyed on Tempest. As Galvanic, she dresses a little more dramatically. She wears a gold-yellow coat with long floor-length tails, with blood-red trim on the cuffs, tail and front clasps. Beneath, she wears a leotard and leggings of a pale icy blue, and leather knee-high boots; made from the pale orange hide of the Tempestian wrackbeast.

 

Power Descriptions:
 
Chlo'zel is a Tempestian, and thus has innate powers to absorb and direct electrical energy in a variety of forms. While most of her people simply use this ability to redirect the lightning strikes from the storms which assail their planet, Chlo'zel is one of those who have applied effort and ingenuity into a variety of uses. Not only can she accurately direct bolts of lighting at her foes, she can wreath her body in it to harm enemies, produce blinding surges of arc lightning, and most impressively of all, convert her body into a seething mass of electromagnetic energy to propel herself through the hard vacuum of space. She can project her energy in an electromagnetic field that resists attack and dissipates some forms of energy entirely. If she focuses the field, she can disperse the effects of environmental conditions, and power the chemical reactions keeping her alive through stored electricity like a biological battery. Doing so, however, leaves her more vulnerable to assault. Her lightning takes on varying shades of blue and white, her projected blasts being the bluest, her energy fields much whiter, and her electromagnetic form somewhere in between.
 
However, vulnerable is relative. The effects of the terraformer backlash extensively mutated her Tempestian physiology to impossible levels. She can lift and hurl phenomenal weights, resist massively heightened levels of physical stress and damage with little effect, and soar through the air at high speeds.  She uses her powerful intellect to complement these powers, with such feats as turning into electricity so as to move unimpeded at even higher speeds through the air, or send shockwaves of displaced air rushing at foes.
 
One weakness, however, is due to the properties of water. Pure water does not conduct electricity, whereas mineral deposits in impure water conduct it quite well. This means that, if soaked in it, she is unable to project the electricity past the water and is thus hampered from using her electrical powers.

 

History:
 
The world of Tempest is not one to produce galactic adventurers. It is riven by storms, its people surviving due to an ability to absorb and redirect the lightning. But the same storms also shred technology and make travel on and off planet fraught at best. As such, it's generally backwater and peaceful, not huge on technology, but developed in civilisation. There are few wars, as the sy itself rages against the planet. They are allies to the Lor Republic, and like them likely evolved from humans dispersed by Precursors. But beyond a few travellers and members of the Lor military and various mercenary bands, Tempestians are not big news on the galactic stage.
 
Growing up on a small farmstead there, Chlo'zel Elzak was always a very bright girl. She delighted in the rocks, the soil, even in the perpetual storm in the sky. Despite the comparative poorness of the farm, her father and mother still arranged to send her off to the best schools, what money they lacked made up for in scholarships and grants for this intelligent, friendly young woman.
 
She accrued great expertise in geology and climatology, and through her studies saw pictures and maps of other worlds brought during some of the limited contact the planet had with the Lor. And it amazed her. All this diversity and wonder, all these different species and worlds. It was just... remarkable, to a girl from a planet with a handful of biomes and one weather pattern: atrocious. 
 
So, upon graduation, she became attached to a project to do a limited terraforming, hoping to change the weather patterns which beget the perpetual storms. In doing so, the project hoped to manage to facilitate more contact with other worlds, to perhaps be more able to travel and share knowledge, and enrich the lives of the Tempestian peoples.They built a great terraforming tower, insulated and shielded, hoping to fire a directed pulse and disrupt the storm clouds. The loss of equilibrium would hopefully lead to periods of time where the storms were much weakened.
 
It might have worked, were it not for one of the worst storms on record. As Chlo'zel and her colleagues laboured, one of the greatest storms in recorded history converged on the tower. Lightning struck again and again, melting the insulation, weakening the structural integrity of the entire project. Many scientists fled, but a hardbitten few tried to salvage some of the equipment, fighting to keep as much of it undamaged as possible. At the height of the assault, parts of the reactor began to melt down, driving the very last of the scientists away.
 
Not Chlo'zel. She'd always wanted to see new worlds. To explore the universe. And so she stayed, and tried to activate the directed pulsar early. The reactor exploded, and the whole structure seemed to shake with the pulse, crumbling in on itself even as the storm abated. The scientists stood shocked as the dust cloud settled... to reveal Chlo'zel flying through the wreckage unharmed at great speed, give great powers by the irradiated chemicals and energy being driven into her system as the lightning has pummeled her.
 
She found she could lift great weights, and didn't tire. At first, she used her abilities to help clear the wreckage and salvage the wounded or dead, and any equipment to perhaps, one day, try the project again. But she grew restless, increasingly pacing the clouds, experimenting with her limits by wrestling native beasts. This climaxed with her one day shooting up, and up, faster and faster, igniting her mass into electrical energy as she went, and bursting through the storm-hewn atmosphere...
 
... and she saw the stars. It was only a matter of time before, having sufficiently mastered fine control enough to attempt personal space travel, she left. To look for new worlds, new species. To study and to help them. To see the universe, and to, if one day it needed it, defend it.
 
Personality & Motivation:
 
Chlo'zel is a genuinely vivacious, friendly person. Hailing from a backwater world, she is still full of wonder at the wider universe and the people and places in it. Still young, yet also possessed of a keen scientific mind, she has both the unbridled enthusiasm of the young, and the excitement at small natural processes innate to climatologist and geologists. This does, however, often leave her rambling on and occasionally putting her foot in her mouth, or getting distracted by something when a larger issue looms.
 
There is still a little of the farmgirl in her, and at times she can be painfully naive to things such as galactic politics and xenophobia. This can be a boon, as even the weirdest most tentacled gribbly alien doesn't disturb her, and she will merrily talk to it. It also means she's somewhat ignorant to the scale of the threat presented by the Khanate or Grue. Nonetheless, when she does recognise a threat, she can harden, unrelentingly defending those around her by charging into battle. What she lacks in experience or formal combat training, she makes up for in determination and raw power.
 
What ultimately drives her is her past. Tempest is a storm-beset planet, which limits technology use. While they're aware of other worlds and people, space travel is unreliable given the difficulty in getting craft on and off the planet. Thus, when she soared above the raging storms and gazed upon the stars, she saw something wonderful and beautiful and terrifying. And she still finds it so, and will stand firm if it needs defending.


 



 
Complications:
 
Battery's Nearly Dead: Tempestians in general, while mainly absorbing and redirecting energy, aren't that limited off-world. Ambient static, the electric potentials their body produces, varying levels of innate aptitude for lightning bolts, there are various factors meaning they don't really need to 'charge up'. Galvanic has quite developed electrical powers, but isn't an unlimited font. Prolonged fighting won't really drain her, nor will long period uses of her powers. However, consistently using Extra Effort and Extraordinary Effort, especially when already wounded or tired, can lead to her powers reducing in rank or shutting off until she can regain her strength or find a power outlet or a friendly teammate with a lightning gun...
 
Fun with Magnets: Tempestian electric powers can have some unforeseen magnetic effects, although Chlo'zel rarely consciously harnesses that due to her massive strength. However, use of her powers can sometimes disrupt or move magnetized objects, and on the flipside, concentrated and powerful magnetic fields can disrupt her attacks and if strong enough, shut down her ability to project electricity.
 
Fzzzzt! Equipment on Tempest is made to last, as its air, animals and inhabitants are shooting, absorbing and redirecting lightning storms here there and everywhere. While Chlo'zel does have control over her powers, accidents do happen and it's possible she could flash-fry your food replicator.
 
Let Me Strike This Awesome Pose: At heart, Chlo'zel is a bit of a showboat. She enjoys dramatically bursting onto a battlefield and hovering arms folded as laser shots bounce harmlessly from her force fields. However, this could prove a disadvantage when more superpowers come into play, as the posing and showboating makes her more vulnerable to attacks which can injure her.
 
Oh My God, Fjords! A gifted geologist and climatologist from a planet with a quite singular biosphere, Chlo'zel finds alien environments simply fascinating. It's easier to divert her attention by showing her a beautifully clear starry night, a lush and not-at-all-wrecked-by-storms forest, a light rain shower not accompanied by explosive thunder... In Earth terms, she's the Australian who hasn't seen snow in person yet.
 
Pollyanna: Chlo'zel is still new to the wider galactic realm, and is thus ignorant to many local customs, politics, enemies and dangers. As such, the issues she faces include a wide variety of problems, from accidentally offending your host or local political group, not realising she's talking to and possibly being manipulated by villains, or trying to pet the carnivorous death kitty of Zoltran VIIII.
 
Rollin' On Into Town: Since leaving Tempest, Chlo'zel has had no fixed abode. She rolls into a planet/town/space station, helps with any troubles they may have, and then moves on. This has a number of effects. Firstly, her Wealth level is Impoverished. Secondly, due to the scarcity of Tempestians in the galaxy, and the fact she is very very often new to an area, the locals may not immediately trust her, even with her sunny disposition.

 

 

Abilities: 4 + 0 + 6 + 8 + 2 + 2 = 22PP
Strength 14/45 (+2/+17)
Dexterity 10 (+0)
Constitution 16/38 (+3/+14)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 12 (+1)

 

Combat: 12 + 8 = 20PP
Initiative: +4
Attack: +6, +7 melee, +12 Electrical Control
Grapple: +9, +25 with powers, up to +32 with full Super-Strength
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -1/-8, [-14 vs energy attacks]

 

Saving Throws: 1 + 5 + 6 = 12PP
Toughness: +3/+16 (+3/+14 Con, +2 Protection), [Impervious 12 vs energy attacks]
Fortitude: +4/+15 (+3/+14 Con, +1)
Reflex: +5 (+0 Dex, +5)
Will: +7 (+1 Wis, +6)

 

Skills: 40R = 10PP
Computers 6 (+10)
Concentration 7 (+8)
Knowledge ("Earth" sciences) 11 (+15)
Knowledge (Physical sciences) 6 (+10)
Language 2 (Galstandard, Lor, default: Tempestan)
Notice 4 (+5)
Sense Motive 4 (+5)

 

Feats: 11PP
All-out Attack
Attack Focus (melee) 1
Dodge Focus 4

Environmental Adaptation (Zero-G)
Improved Grapple
Improved Initiative
Luck 1
Power Attack

 

Powers: 31 + 8 + 22 + 31 + 2 + 17 + 10 + 2 + 2 + 3 = 128PP
 
Electrical Control Array 13.5 (27pp array, Power Feats: Alternate Power 4) [31pp] (alien, electric)

Base Power: Blast 12 (Electrical Control, Power Feats: Accurate 3) [27pp] (alien, electric)
Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 5 (up to Flight 13 [100,000 MPH]) [10PP] and Super-Movement 1 (Space Travel 1>2 [interstellar]) [2PP] [total 27PP] (alien, electric, electromagnetic form)
Alternate Power: Damage 6 (Extras: Reaction (to melee attacks against her) [+3]) [total 24PP] (alien, electric)
Alternate Power: Blast 12 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [24PP] (alien, electric)
Alternate Power: Dazzle 12 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [24PP] (alien, electric)

 

Electromagnetic Aura Array 3.5 (7pp array, Power Feats: Alternate Power 1) [8pp] (alien, electric, force field)

Base Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field)
Alternate Power: Impervious Toughness 12 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) [6PP] (alien, electric, force field)

 

Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant)

 

Enhanced Strength 31 [31PP] (genetic, mutant)

Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant)

 

Paragon Powers Array 7 (14pp array, Power Feats: Dynamic, Dynamic Alternate Power 1) [17pp] (genetic, mutant)

Base Power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant)
Alternate Power: Super-Strength 7 (total of 8, heavy load: 1,600 tons) [14PP] (genetic, mutant)

 

Immunity 10 (electrical effects) [10PP] (alien)

 

Protection 2 [2PP] (genetic, mutant)

 

Super-Movement 1 (space travel [interplanetary]) [2PP] (genetic, mutant)
 
Super-Strength 1 (Heavy load: 12 tons, Power Feats: Shockwave) [3PP] (genetic, mutant)

Drawbacks: 3PP
Power Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP)

 

DC Block:


ATTACK                   RANGE           DC                             EFFECT
Unarmed                  Touch           DC32 Toughness (staged)        Damage (Physical)
Arc Lightning            Touch Cone      DC22 Reflex/Fortitude Visual   Dazzle, Reflex is for Area, Fort for recovery
Electric aura Reaction   Touch           DC21 Toughness (staged)        Damage (Electricity)
Shockwave                Touch Cone      DC23 Reflex/DC 28 Tough        Damage, Reflex is for Area
Blast                    Ranged          DC27 Toughness (staged)        Damage (Electricity)
Ball Lightning           Ranged Burst    DC27 Toughness (staged)        Damage (Electricity)

Abilities (22) + Combat (20) + Saving Throws (12) + Skills (10) + Feats (11) + Powers (128) - Drawbacks (3) = 200/200 Power Points

 

 

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2 in 1'd by HGM

 

Adept: Spend 2PP to raise Reflex and Will saves by 1 each.  Spending last point on another rank of Improved Initiative.

 

Spoiler

Saving Throws: 4+4+7=15
Toughness: +10 (+3 Base, +7 Force Field)
Fortitude: +7 (+3 Base, +4)
Reflex: +7 (+3 Base, +4)
Will: +10 (+3 Base, +7)

 

...

 

Feats: 14PP

Benefit (AEGIS Agent, Security Clearance, Wealth) 3

Connected

Contacts

Dodge Focus 6

Improved Initiative 2

Well-Informed

 

Leviathan: Spending all 10 points. 

Raising caps: 2PP to Enhanced Strength, 2PP to Enhanced Constitution (both in his Leviathan Transformation Container), 1PP of Attack Focus (Melee), 2PP for 1 point of base Defense.  7PP total.

New stuff that I would've included from the start if I'd had the points at character creation: 1PP to add 3 ranks of Burrowing as an Alternate Power of his Speed, another 1pp for 3 ranks of Swimming in the same fashion, and 1PP for Immunity (Suffocation (Water)).  3PP total.

Also tweaked the background fluff just a bit to help the flow.

 

Spoiler

Player Name: Blarghy
Character Name: Leviathan
Power Level: 11 163/163 PP
Trade-Offs: -5 Defense / +5 Toughness
Unspent Power Points: 0

 

In Brief: If Bruce Banner really, really wanted to be the Hulk.

 

Residence: A fantastic Midtown apartment comprising the top three stories of a high-rise complex.
Base of Operations: Secret lab owned anonymously in Riverside, disguised as an isolated apartment building.
Catchphrase: None

Alternate Identity: Doctor Tristan Delacroix
Identity: Secret
Birthplace: Freedom City
Occupation: Biologist, geneticist, non-practicing doctor, and all-around rich kid.
Affiliations: The Freedom Cross Institute.
Family: Alexander and Delvin Delacroix (older brothers, ages 31 and 28).

 

Description:
Age: 21 (DoB: May 7, 1994)
Apparent Age: Anywhere from his actual age to mid-teens, in the right lighting and outfits (to say nothing of when he Morphs).
Gender: Male
Ethnicity: Caucasian (French ancestry)
Height: 5’ 9” / 9’ 6”
Weight: 118 lbs. / 700 lbs.
Eyes: Brown / White with long, black, rectangular pupils
Hair: Black / None

 

In his daily life, Tristan is a slim, well-dressed, bespectacled young man with a face that will force him to show his driver’s license for every age-restricted purchase until he’s roughly sixty-five.  Most bars and nightclubs refuse to let him in at all without a bribe, thanks to his general demeanor of intelligence that screams “I can probably make fake IDs.”  His clothes, shoes, wristwatch, and personal electronics are visibly expensive, and so combined with his unintimidating appearance, he rarely walks alone at night for fear of being mugged or kidnapped (for which he’s had a special insurance policy since he was eleven years old). 

 

Leviathan, on the other hand, is a great big scaly monster with fists like cinderblocks.  Unsurprisingly, he very rarely gets mugged, and not just because he has no pockets. 

 

Power Descriptions: If you’ve seen one gang member get punched through a wall, you’ve seen them all.  More interesting is Leviathan’s regeneration.  His flesh knits itself back together with incredible speed—and first, any attack must pierce his thick plate-scales. 

 

Tristan, in his human form, also has the useful ability to mold his features as he wishes.  It was a stepping stone on his way to mastering the Leviathan transformation; these days he mostly uses it to leave his apartment complex without alerting the other tenants, and then onto some isolated place where he can fully become his hero self, away from prying eyes.  It’s also handy for avoiding his pesky older brothers.

 

History: Private tutors from the time he could talk, Cornell by age twelve, Harvard Medical School by fifteen (mostly to prove he could), and at eighteen, the star of R&D at his family’s company, The Freedom Cross Institute…Tristan’s natural intellect let him zip through life from child prodigy to wealthy scientist so fast that he hardly had time to mourn his parents’ passing.  His father died when he was seven (bone cancer) and his mother at nine (tripping on her way out of the shower; not the most glamorous death).  A series of nannies, teachers, and full-time house servants primarily raised him anyway, which helped ease the transition. 

 

His parents had their hands full with the FCI, funded by old money dating all the way back to their family’s origins in Freedom City during the Revolutionary War.  They nurtured it better than their own children, hoping to make the world a better place via lifesaving pharmaceuticals and various biotech.  Finding tumors scattered up and down Wyatt’s spine probably redoubled those efforts.  Had they kept their eyes turned closer to home on occasion, though, then perhaps Tristan would be less independent, and his brothers less sour. 

 

Today, Alexander Delacroix owns the old family mansion on Lantern Hill.  The middle brother Delvin grudgingly accepts an equally opulent but less historic home in North Bay.  They manage the Institute with their combined majority shares, including Tristan’s, as he has no interest in the tedious board meetings and other tasks.  The brothers occasionally drag him out for public functions, but for the most part, he’s the cow whose milk supports their operations.  So long as he occasionally turns in a new piece of useful research, they’re content to let him hide in his lab or amuse himself in the city.  His distain for business and his ignorance concerning the end results of his hard work suits their purpose very well.

 

And thus, the problem: unbeknownst to him, his older brothers have eaten the core of something potentially wonderful and are slowly rotting it from the inside out.  The FCI was never a charity, but Alex and Delvin took whatever pretenses of goodwill it may’ve once had, stretched them into a thin veil to hide from public inquiry, and now use the corporation to rake in vast amounts of wealth even beyond their ancestral standards.  Greed consumes them; the Institute’s applications of Tristan and his fellow scientists’ research are paltry compared to that of the many shadowy groups that purchase anything they might find useful.  Biological weapons, controlled mutations, designer drugs—it makes no difference to the brothers, not that they typically know the outcomes at all.  Sometimes they’re unaware of their clients entirely—such as the Labyrinth, which has a casual interest in this useful, though ultimately expendable, pawn.

 

Meanwhile, Tristan has long been motivated not just by pride in his work (a factor, still) but by his own secret use of it.  He spent his childhood largely isolated from the outside world, yet still aware that he lived in the center of Earth’s superhero activity.  His lack of natural talents—beyond intelligence, which he couldn’t appreciate without an outsider’s perspective—depressed him for years, until he at last decided to take matters into his own hands.  If nature wouldn’t give him what he needed, then he’d create it himself.

 

He chose deliberately to specialize in biology and genetics, with a particular interest in marine subjects.  One discovery led to another, and another, and another—he leapt from fine-tuning his immune system onto manipulating the operations of his cells, and then to his very genome.  Finally, early this year, he achieved true transformation (and slightly less important, the reverse back to his original self).  Since then he’s enjoyed a handful of “field tests,” which he performs with a level of glee he feels isn’t proper for a hero who wants to be taken seriously.  He does his best not to giggle when he places anonymous calls to the police and races off into the night, leaving behind wrecked warehouses full of unconscious gang members. 

 

Personality & Motivation: Leviathan’s foremost motivation is heroism in and of itself—not so much for the goodness of a deed (which he feels to an extent and tries to cultivate in his heart), but the pride he takes in having, at long last, joined the ranks of Freedom City’s many defenders.  He worries he doesn’t live up to the ideal he pictures (in particular, he envies the Cowls and tries to emulate them, with mixed success).  Thanks to a decent amount of self-awareness, he realizes that being a hero is the sort of thing one achieves by having heroic goals, rather than the goal being heroism.  That only frustrates him all the more; the breakneck speed of his youthful education hasn’t cultivated much patience, and he’s accustomed to more straightforward endeavors thanks to a lifetime of school tests and neatly-contained classes.  Trying to be spontaneous is the opposite of spontaneity, and it drives him up the wall.

 

His lifelong fascination with heroes causes him to react predictably to them: anyone who’s well-established, or just vaguely familiar, is bound to get a positive (if deliberately gruff; he tries to maintain his image) reception.  Even unproven heroes like himself should have no problem making a new friend, although in their case, Leviathan finds it easier to see them as equals rather than heroes to a hero. 

 

In contrast, Tristan in his daily life is relaxed, confident, and dry.  He’s surprisingly personable for being so isolated; growing up fast meant he spent his time with older children, and then full adults, and so, his attitude seems more mature than his face. 

 

He loves his work, so he naturally spends hours upon hours in his lab (either publically at the FCI or privately in his smaller, personal facility, where he conducts Leviathan-related studies), but at least once a week he wanders through the city.  Often he wears a different face, but this habit began even before that talent; his brothers have long-since come to terms with him turning up in random places, Bill Murray style.  In doing so, he clears his head and entertains himself by meeting unfamiliar people.  Now that he can become the mighty and terrible Leviathan, he tours also in the hope of stumbling across something dastardly so he can punch the problem until it magically turns into a police report.

 

Powers & Tactics: Leviathan’s body is full of “smart” stem cells and a redesigned nervous system capable of directing them.  At their most basic, they allow him to change his features; lately, they repair grievous injuries and let him transform into a much larger, stronger, tougher version of himself—and even in his regular form, Tristan is hardier than the vast majority of humans. 

 

In terms of tactics, his are elegantly simple for someone who’s clever enough to normally get tangled in elaborate systems: find the bad people and punch them.  He’s yet to find someone who can hit back hard enough to make him regret this decision.  Thanks to deliberate exploitation of his muscle memory, Tristan is very good at physical abuse, and not terrible at range.  At least he recognizes the potential for situations he can’t knuckle his way through, but it’s just so satisfying.

 

He’s nonetheless eager to expand on these core abilities.  From sea life alone, he has a wealth of inspiration: will he next try to make his scales change color like an octopus, to hide his enormous body and pounce on criminals unseen?  Will he take on the electrical touch of an eel?  He already modeled his scales after limpet teeth, and his regeneration on the humble starfish.  All kinds of sources are possible, but it’s traditional to stick with a theme, he supposes…

 

Complications:

“Aaaaaaahh!”: Leviathan sits on the fence between imagining himself as a brooding, outcast-by-the-society-that-misunderstands-him Cowl and wanting to be recognized and beloved by Freedom City for his good deeds.  He leans toward the latter when civilians and cops alike see him, assume he’s on the wrong side, and greet him not with cheers, but with screams and gunfire.

 

Foolhardy: There’s something about being able to take a rocket to the face, get back up after a moment, and walk away that makes a person overconfident.  Combined with his burning need to prove himself as a hero, Leviathan can easily jump head-first into more than he can handle.  His reflexes and willpower aren’t nearly as good as his physical durability, and there are ways to defeat a hero without leaving a scratch.  Leviathan is more likely to underestimate such threats than most; he probably won’t take this lesson to heart until he’s learned the hard way a few times.

 

Secret Identity: Tristan rightly suspects that his board of directors, let alone his brothers, wouldn’t appreciate knowing that he occasionally spends his nights as a punch-happy lizard monster.  He takes great pains to hide his activities, and a credible threat to his privacy will scare him more than any gun in the city.

Abilities: 0 + 0 + 10 + 10 + 0 + 4 = 24PP
Strength: 10/32 (+0/+11)
Dexterity: 10 (+0)
Constitution: 20/42 (+5/+16)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 14 (+2)

Combat: 8 + 6 = 14PP
Initiative: +0
Attack: +11 Melee (+4 Base, +8 Attack Focus, -1 Growth);

+3 Ranged (+4 Base, -1 Growth);

+7 Improvised Throwing Weapons (+4 Base, +4 Attack Specialization, -1 Growth)

Grapple: +11/+25
Defense: +6 (+3 Base, +4 Dodge Focus, -1 Growth), +1 Flat-Footed
Knockback: -2/-11

Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +5/+16 (+5/+16 Con, +0)
Fortitude: +5/+16 (+5/+16 Con, +0)
Reflex: +4 (+0 Dex, +4)
Will: +4 (+0 Wis, +4)

Skills: 76R = 19PP
Bluff 4 (+6)

Computers 4 (+9)

Craft (Chemicals) 10 (+15)

Diplomacy 4 (+6)

Disguise 0 (+2/+12)

Intimidate 5 (+7/+9)

Knowledge (Earth Sciences) 5 (+10)

Knowledge (Life Sciences) 15 (+20)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Technology) 5 (+10)

Language (Latin) 1

Medicine 10 (+15)

Notice 4 (+4)

Sense Motive 4 (+4)

Feats: 24PP

Attack Focus (Melee) 8

Attack Specialization (Improvised Throwing Weapons) 2

Benefit (Wealth) 3

Dodge Focus 4

Equipment 2

Improved Grab

Improved Grapple

Interpose

Takedown Attack 2

 

Equipment: 2PP = 10XEP

Headquarters: Private Lab

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

Computer

Concealed

Fire Prevention System

Gym

Laboratory 2 [Masterwork]

Library

Security System

Powers: (All Mutations) 70 + 4 = 74PP

 

Leviathan Transformation Container 13.2 (Active; Drawback: Activation [Full Action, -3])  [70PP]

  • Enhanced Constitution 18 [18PP]
  • Enhanced Strength 14 [14PP]
  • Growth 4 (Large; Strength +8, Constitution +4) [16PP]
  • Immunity 1 (Suffocation (Water)) [1PP]
  • Leaping 3 (10x) [3PP]
  • Regeneration 15 (Bruised 3, Injured 6, Staggered 6 [No Action]; Feats: Regrowth) [16PP]
  • Speed 3 (50 MPH, 500 Ft./Move Action) [5PP]
    • AP: Burrowing 3 (5MPH, 50 Ft./Move Action in Soil (Less in Harder Materials)) [3PP]
    • AP: Swimming 3 (10MPH, 100 Ft./Move Action) [3PP]

 

Morph 2 (Any Humanoid) [4PP]


Drawbacks: = -0PP


DC Block

ATTACK        RANGE      SAVE                 EFFECT
Unarmed       Touch      DC 25 Toughness      Damage (Physical)

 

Totals: Abilities (24) + Combat (14) + Saving Throws (8) + Skills (16) + Feats (24) + Powers (74) - Drawbacks (0) = 163/163 Power Points

 

 

Edit: added something to Adept's edits, rather than hanging onto that last point of his.

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SUNK BY HGM

 

The last edit of my trio for now is for Torpedo Lass, and she was in sore need of heading into drydock for a refit.

 

Adjustments:

Moved Leaping to a alternate power of Swimming.

Raised STR to 18 (4 from unspent, 4 from points freed by moving Leaping to a AP of Swimming)

Adjusted skill modifiers for Climb and Swim

made formatting changes, and fixed my end notes.

 

 

 

Player Name: The Osprey
Character Name: Torpedo Lass
Power Level: 10 (154/154PP)
Trade-Offs: +2 Defense / -2 Toughness
Unspent Power Points:
In Brief: Torpedo Lass is a All American aquatic superhero time-displaced from the WWII Era looking to make her way in the 21st Century while fighting America's enemies foreign and domestic!
Residence: Freedom City, New Jersey
Base of Operations: Lonely Point
Catchphrase: "Anchors Aweigh!"
Alternate Identity: Mary Masterson, Master Chief Petty Officer USN (Honorably Discharged)
Identity: Public
Birthplace: Freedom City
Occupation: VA Veteran's Outreach Casemanager
Affiliations: None, but looking.
Family: Samantha (Mother, Deceased 1959), Robert (Father, Deceased 1958), James (Brother, Killed in Action, 1941)

Age: 32 (1/8/1919, was missing from time for 64 years)
Apparent Age: 20
Gender: Female
Ethnicity: Caucasian
Height: 5'7"
Weight: 230
Eyes: Blue-Green (slight phosphorescent glow)
Hair: Dark Purple/Magenta

Description: Mary Masterson's most outstanding feature is her magenta hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager.


She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century.
As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water.

 

Power Descriptions:
Torpedo Lass swims super, super fast, hits like her namesake, can breathe water and withstands the rigors of the deep, can waylay opponents with a simple snap, and from her dense muscles can make insanely long and high jumps!

 

History:
When Mary was 7, she had a swimming accident as she was swept out to sea by a riptide. As she submerged into the ocean she was surrounded by an odd glowing substance. It granted her the ability to breathe water which she knew when she could no longer hold her breath, among other strange abilities. She was a local celebrity for a short bit surviving her harrowing experience and making it back to shore in break-neck speed, but the strange swimmer was forgotten in time.


When Pearl Harbor was attacked, the news of her brother getting killed there moved her to action to serve her country, joining up with the WAVE and serving on a hospital ship.

 

When their ship was torpedoed by a Japanese Sub 6 months later, it was her bravery that saved several injured sailors, nurses, and in a rage she used her powers and took out the sub that torpedoed them. Upon retrieval by a US Navy vessel, at first from her attack she was almost considered for being put in a stockade. But on seeing her value with her powers, she was covertly assigned to the USS Enterprise, as a rescue and scouting asset. All while working with a team of WAVE pilots moving aircraft in the protected rear for use in future carrier missions.

 

Under the callsign of “Torpedo Lass” She saved many pilots and set up several Japanese ships and subs for elimination, but in 1943 she ended up having a running battle against a young Japanese girl with fire powers. In the battle they ended up going into a typhoon, and the two mysteriously vanished.

 

Mary woke back up underwater just a few feet from the surface, a bright light shining down. Inflating the life preserver she was wearing she bobbed up to the surface to the surprise of a ship researching a pile of garbage starting to pile up in a dead spot in the Pacific. When a Navy Ship picked her up, she was made fully aware of her time displacement.

 

Over the next few years she returned to the Navy, now as a fully enlisted sailor, adapting to the new time she was in. After her second tour, after saving many pilots, particularly during the Incursion of the Communion at the end of 2014. She now works after her Honorible Discharge as a Veteran Outreach worker at the VA, as she adjusts to modern life.


Personality & Motivation:
Mary/Torpedo Lass still has a strong tie to her country, although it is balanced with a worldly view. Having spent time around the world over her time back has helped her "part of the global community" approach to her patriotism. She honestly wants to help people, although she is just as willing to knuckle up to anything that threatens Freedom City or America.

 

Powers & Tactics:
Torpedo Lass on land loves to use her ability to leap to use hit-and-run tactics, using herself as a human missile sometimes to get a point across. In the water she'll use her speed and striking ability to full effect. In land or water her snaps she can use to stun her opponents.

 

Description: Mary Masterson's most outstanding feature is her magenta hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager.
She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century.
As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water.

 

Complications:
Hook, Line...
Mary's got a soft heart, and is quite willing to help a person in distress, but this could be an easy set up.

 

Run silent, run deep.
In water Mary is unable to talk. With the way her body works, her vocal chords don't function for talking while in water.

 

...and Sinker.
Because of her denser than normal muscles she sinks, although wearing or holding on to something buoyant is enough to counter this to let her float normally.

 

You mean there's an app for that?!?
Torpedo Lass is really bad with modern computers and such.

 

The world ain't what it used to be.
Torpedo Lass has about 64 years of history to catch up on, and seems to be someone "born yesterday" on some subjects.


 

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

 

Combat: 12 + 8 = 20 PP
Initiative: +2 (+10 With Improved Initiative II)
Attack: +6 Melee & Ranged, +10 Cavitation Bubble Collapse, +10 Hull Breaking Strikes, +10 Pistol Shrimp Snap
Grapple: +7/+17 (Super Strength)
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -7

 

Saving Throws: 8 + 6 + 6 = 20 PP
Toughness: 0 + 8 = 8 (6 Impervious)
Fortitude: 0 + 8 = 8
Reflex: 2 + 6  = 8 
Will: 2 + 6 = 8 

 

Skills: 64 R = 16 PP
Climb 5 (+9)
Computers 3 (+5)
Drive 3 (+5)
Escape Artist 3 (+5)
Kno: Tactics 3 (+5)
Language 3 (ASL, English [Native], German, Japanese)
Medicine 3 (+5) Skill Mastery
Notice 8 (+10) Skill Mastery
Pilot 3 (+5)
Profession: Sailor 3 (+5)
Search 8 (+10) Skill Mastery
Stealth 3 (+5)
Survival 6 (+8) Skill Mastery
Swim 10 (+14)


Feats: 19 PP
Dodge Focus 8
Environmental Adaptation (Underwater)
Improved Initiative 2
Leadership
Luck 2
Move-By Action
Quick Change 1
Skill Mastery 1 (Medicine, Survival, Search, Notice)
Teamwork 2

 

Equipment: 1 PP = 5 EP
Note: Costs reflect gear that is "Pressure Tolerant".

Dive Vest (Contents Below)

Commlink (1 EP)

GPS Reciever (1 EP)

Inflatable Life Vest/Bouyancy Compensator (1 EP)

Medkit (Basic) (1 EP)

Multi-Tool (1 EP)


Powers: 2 + 25 + 11 + 3 + 14 + 3 = 58 PP
Super Senses 2 ("Abyssal Clarity"; Darkvision) [2 PP] Mutant

Super Strength 11 ("Dense Muscles"; 3 Alternate Powers) [25 PP] Mutant

  • Blast 10 ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, Heat
  • Strike 10 ("Hull Breaking Strikes"; Autofire 1 (Interval 2, max +5), Accurate 2 (+4)) {22 PP} Bludgeoning, Mutant
  • Stun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, Sonic

Swimming 10 ("Supercavitation Swimming"; 1 Alternate Power) [11 PP] Mutant

  • Leaping 10 ("Dense Muscle Leap"; Distracting) {10 PP} Mutant

Immunity 3 ("Immunity Alterations"; Aging, Disease, Poison) [3 PP] Mutant
Protection 8 ("Pressure Toughened Body"; Impervious [6 ranks only]) [14 PP] Mutant, +8 Toughness (6 Impervious)
Immunity 3 ("Seaworthiness"; Conditions: High Pressure, Conditions: Cold, Suffocation: Drowning) [3 PP] Mutant

 

Drawbacks: -0PP

DC Block
ATTACK                        RANGE          SAVE                         EFFECT
Cavitation Bubble Collapse    Ranged         DC 25 Toughness              Damage (Heat)
Hull Breaking Strikes         Touch          DC 25 Toughness (Autofire)   Damage (Bludgeoning)
Pistol Shrimp Snap            Ranged         DC 20 Fortitude              Stun (Staged)

 

Totals: Abilities (20) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (20) + Powers (58) - Drawbacks (0) = 154/154 Power Points

 

Special Notes
Super Strength: +55 STR Carry Capacity +11 STR for some checks
Light Load: 102.4 Tons
Medium Load: 204.8 Tons
Heavy Load: 307.2 Tons
Maximum Load: 614.4 Tons
Push/Drag: 1.5k Tons
x2500 Jumping Distance
Running Jump: 35000 Feet
Standing Jump: 17500 Feet
High Jump: 8750 Feet
Swimming Speed: 2500 mph, 22000 ft./rnd

 

 

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