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Character Edits 2016


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SHOT THROUGH THE HEART BY HGM

 

Blue Jay

 

  • +5 PP to bring her up to Strength 20, adjusting Grapple modifier to match.
  • Removing Damage to keep her within caps, and Super-Strength to keep her within Badass Normal.
  • Adjusting description to reflect her greater muscleboundedness.
  • With these changes, she actually comes out using fewer PP than before.

 

 

Spoiler

Blue Jay


Power Level: 10/15 (201/231 PP)
Trade-Offs: +5 ATT/-5 DC
Unspent Power Points: 30

 

In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can.

 

Alternate Identities: Antoinette Baudin, Tona
Identity: Secret
Birthplace: Maine, North America, Earth-K-Omega/Pastoral-1 (Extinct)
Occupation: Superhero, barista
Affiliations: Silberman's Books, Blodeuwedd, Crimson Tiger, Kit
Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)

 

Description:
Age: 20 (DoB: March, 1996)
Gender: Female
Ethnicity: French/Native American
Height: 5' 6"
Weight: 130 lbs
Eyes: Blue-green
Hair: Brown

 

Antoinette Baudin is a fit, muscular woman with an athletic frame and not an ounce of fat. Her skin is smooth and tanned and sculpted, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. The piercings are made of a matte silver-gray metal that seems oddly entwined with some kind of dark wood. Tona normally wears monochromatic athletic tees devoid of any logo or print, and cargo pants with many, many pockets.

 

When out crimefighting, Blue Jay wears an outfit designed for stealth. The base layer is a bodysuit that covers her from toes to fingertips to her neck; most of it is dark blue, but there are black arrow motifs that travel up her legs and torso to her neck, and down her arms to the backs of her hands. Over that she wears a long, black leather coat with a mantle and detachable tails.

 

She wears a pair of bracers that appear to be made out of worn leather, decorated with small jewels or metal studs that are in patterns that seem to shift every time someone looks away from her. The interior of the coat is lined with pockets and filled with all sorts of mini-grenades, climbing ropes, medical supplies, and a thousand other tools that any self-respecting cowl should have on hand. Her mask is a matte black plastic with a hooked, elongated nose.

 


Power Descriptions: Blue Jay has no actual superpowers. She uses a set of alien bracers, relics of a long-extinct empire, to form weapons out of hard light. The bracers can form almost any weapon the user can imagine, but the archer is still mostly sticking with arrows; several arrows aimed at one target, arrows fired at an entire crowd at once, or arrows that explode right in someone’s face with concussive face. The most exotic thing she manifests is a long energy whip from either bracer.

 

Her mask was designed by ASTRO Labs; the extended nose is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. She’s adopted several types of incapacitating grenades and other tools to round out her arsenal.

 


History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.

 

Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.

 

In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.

 

The training worked. Tona returned to her home with allies and saved tens of thousands of her people, moving them to Sanctuary. Now she's living in Freedom City and paying off a limitless debt.

 


Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first.

 

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important.

 


Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most super-opponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and then strike with a full Power Attack, or starting a fight with a smoke grenade and use the confusion and cover to pick off high-value targets.

 



Complications
'Secret' Identity Intellectually Tona knows she should keep her activities as Blue Jay separate from her life as Tona Baudin, but it can be hard for her to remember that in her day-to-day life.
Hatred Tona hates the Terminus like only one who has lived there can.
Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.
True Companions Tona trusts Crimson Tiger, Blodeuwedd, and Kit more than she trusts herself. She'd do whatever was needed to help them keep them safe.
Murder, You Say? Tona has attracted the attention of the Murder League.
A Sanctuary for All of Them of Tona's family lives as refugees on the world of Sanctuary, and she will go to any lengths to keep it, and by extension them, safe.

 

Abilities: 10 + 14 + 8 + 0 + 6 - 2 = 36 PP
Strength: 20 (+5)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)

 

Combat: 22 + 12 = 34 PP
Initiative: +15
Attack: +11 melee, +15 ranged, +15 unarmed
Grapple: +18
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5, -2 Flat-Footed

 

Saving Throws: 4 + 5 + 4 = 13 PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed
Fortitude: +8 (+4 Con, +4)
Reflex: +12 (+7 Dex, +5)
Will: +7 (+3 Wis, +4)

 

Skills: 172 R = 43 PP
Acrobatics 8 (+15)Skill Mastery
Climb 13 (+15)Skill Mastery
Concentration 7 (+10)
Craft (Mechanical) 5 (+5)
Disable Device 10 (+10)
Escape Artist 13 (+20)
Intimidate 13 (+12)
Knowledge (Life Sciences) 5 (+5)
Languages 2 (Algonquin, French [Native], English)
Medicine 7 (+10)
Notice 12 (+15)Skill Mastery
Search 15 (+15)Skill Mastery
Sense Motive 12 (+15)
Sleight of Hand 3 (+10)
Stealth 17 (+24)
Survival 17 (+20)
Swim 13 (+15)

 

Feats: 41 PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus (Ranged) 4
Attack Specialization (Unarmed) 2
Benefit (Native: Terminus)
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Critical Strike
Defensive Attack
Defensive Roll 3
Dodge Focus 4
Equipment 5Bronze Reward
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Grappling Finesse
Hide in Plain Sight
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Disarm
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Search)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)

 

  • First Aid Kit [1 EP]
  • Mini Tracers [1 EP]
  • Utility Belt 8 (16 EP, Feats: Alternate Power 2) [1 EP]
    • BE: Dazzle 4 (Auditory, Visual, Extra: Area/Burst [General]) (Flashbang Grenades) [16/16]
    • AP: Obscure 4 (Visual, 50 ft radius, Extra: Independent, Flaw: Limited [Normal Vision Only]) (Smoke Grenades) [8/16]
    • AP: Drain Toughness 4 (Extra: Affects Objects [+0], Effortless, Independent, Total Fade) (Thermite Bar) [12/16]


Powers: 25 + 8 + 1 = 34 PP

 

Energy Bracers 6 (30 PP, Hard to Lose, Feat: Subtle [Collapsible]) (Energy Bracers) [25 PP] (Alien, Energy, Technology)

  • Gladiatorial Array 13 (26 PP, Feat: Alternate Power 4) [30 PP]
    • BE: Damage 5 (Extra: Ranged, Penetrating 5, Autofire 5, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Volley Fire) [26/26]
    • AP: Damage 5 (Extra: Ranged, Area/Shapeable [Targeted], Selective, Feats: Improved Range [75 ft increments], Progression [Area] 3 [125 ft radius], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Crowd Tactics) [26/26]
    • AP: (Energy Grapnel) [26/26]
      • Snare 5 (Extra: Constricting, Feat: Tether) (Energy Bonds) [16/26PP]
      • Leaping 2 (x5, Move action, Extra: Linked [+0] [Speed, Super-Movement]) + Speed 2 (25 MPH, Extra: Linked [+0] [Speed, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+1] [Leaping, Super-Movement]) [10PP]
    • AP: Stun 5 (Extra: Ranged, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft]) (Stun Blast) [19/26]
    • AP: Damage 10 (Extra: Autofire 11, Feats: Mighty, Improved Critical 2 [18-20], Variable Descriptor 2 [Any Energy]) (Energy Blades) [26/26]

 

Device 2 (10 PP, Hard to Lose) (Sensor Mask) [8 PP] (Technology)

  • Communicate 3 (Radio, 1 000 ft, Feat: Subtle) [4 PP]
  • Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3 PP]
  • Super-Senses 2 (Distance Sense, Time Sense) [2 PP]
  • Super-Senses 1 (Radio) [1 PP]

 

Feature 1 (Temporal Inertia) (Terminus) [1 PP]

 


Drawbacks: 0 = 0PP



DC Block

 



ATTACK              RANGE                     SAVE                                  EFFECT
Unarmed             Touch                     DC 20 Toughness (Staged)              Damage (Physical)
Crowd Tactics       Ranged/Area (Shapeable)   DC 20 Toughness (Staged)              Damage (Physical)
Energy Blades       Touch                     DC 24 Toughness + Autofire (Staged)   Damage (Energy)
Energy Grapnel      Ranged                    DC 15 Reflex (Staged)                 Snare
Flashbang Grenade   Ranged                    DC 14 Fortitude (Staged)              Blind/Deaf
Stun Blow           Ranged                    DC 15 Fortitude (Staged)              Stun
Thermite Bar        Touch                     DC 14 Toughness                       Drain Toughness
Volley Fire         Ranged                    DC 20 Toughness + Autofire (Staged)   Damage (Physical)
 

Abilities (36) + Combat (34) + Saving Throws (13) + Skills (43) + Feats (41) + Powers (34) - Drawbacks (0) = 201/231 Power Points

 

Edited by HG Morrison
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TELK TELK TELK BY HGM

 

Miras

 

  • Buying Challenge (Combat Diplomacy).
  • Investing 5 PP into skills for +5 to Diplomacy, +5 to Know/Arcane Lore, +5 to Know/Art, and +5 to Perform/Singing.
  • Fixing a typo in her DC block.
  • While that only spends 6 of her 7 PP available, it looks like there was a miscounting somewhere and Miras was given an extra PP in her budget. So with that corrected all of her earned PP has been used up.

 

 

Spoiler

Miras


Power Level: 10/11 (172/172)
Trade-Offs: None
Unspent PP: 0

 

In Brief: A hero trained in music and magic protecting those the world may have looked over.

 

Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie
Identity: Secret
Birthplace: Los Angeles, California
Occupation: Superhero, student, DJ, musician.
Affiliations: FreeSA, FCU, Stone Soup Musical Group, Starlight
Family: Kemal (father), Fehime (mother), Aydin (brother), Mohammed (brother)

 

Age: 30
Gender: Female
Ethnicity: Turkish/Djinn
Height: 6' 2"
Weight: 220 lbs
Eyes: Blue
Hair: Black

 

Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though.

 

Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into a hooded robe of summer green, with a purple stole over her shoulders. The stole has white letters in Arabic script that always seems to be changing, and the robe's cowl manages to hide her features no matter what happens. She has a pair of green gloves that complete the look, with white stars on the back of her hands.


 

Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air.

 

Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make the air solid enough to trap a man or fool the senses, or take a form as substantial as smoke. Using these powers often results in colored, geometric traceries appearing in the air.

 


History: Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship.

 

She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scary, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again.

 

Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank.

 

In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision.

 


Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse.

 

Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame.

 

Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around.

 


Powers & Tactics: Miras doesn't have a lot that could hurt a person. She'll normally use her Snare or Paralyze to lock an opponent down. Against a crowd of lesser enemies, she can weave impressive illusions to fool the group.

 


Complications
Fame
 Asli may not be a megastar, but she's had enough success that she could be recognized on the street.
Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her.
Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be.
Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals.
Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict.
Hatred Asli reserves a special antipathy for drug dealers.


Abilities: 0 + 4 + 0 + 4 + 8 + 8 = 24PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 18 (+4)


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


Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +10 (+0 Con, +10 Force Field)
Fortitude: +6 (+0 Con, +6)
Reflex: +8 (+2 Dex, +6)
Will: +10 (+4 Wis, +6)


Skills: 128R = 32PP
Bluff 8 (+12)
Concentration 10 (+14)
Diplomacy 11 (+15)
Knowledge (Arcane Lore) 13 (+15)Skill Mastery
Knowledge (Art) 13 (+15)
Knowledge (Current Events) 8 (+10)
Knowledge (Streetwise) 8 (+10)
Knowledge (Popular Culture) 8 (+10)
Knowledge (Theology and Philosophy) 13 (+15)Skill Mastery
Language 3 (Arabic, English [Native], Latin, Turkish)
Notice 8 (+12)Skill Mastery
Perform (Dancing) 1 (+5)
Perform (Singing) 16 (+20)Skill Mastery
Sense Motive 8 (+12)


Feats: 18PP
Attack Focus (Ranged) 6
Challenge (Combat Diplomacy, Fast Taunt)
Dodge Focus 4
Ritualist

Set-up
Skill Mastery (Knowledge [Arcane Lore, Theology & Philosophy], Notice, Perform [singing])
Taunt

Well-Informed


Powers: 1 + 10 + 27 + 6 + 2 + 14 = 60PP
All powers have the Magic descriptor

 

Enhanced Feat 1 (Quick Change) (Air) (Illusory Robes) [1PP]

 

Force Field 10 (Time) (Slow the Blow) [10PP]

 

Ruh Kalit 12 (24 PP, Feats: Alternate Power 3) [27PP]

  • BE: Flight 3 (50 MPH, Extra: Linked [+0] [Immunity, Insubstantial) + Immunity 5 (Environmental Conditions, Extra: Linked [+0] [Flight, Insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [Flight, Immunity], Feats: Selective, Subtle) (Air) (Body of Smokeless Fire) [23/24PP]
  • AP: Blast 10 (Feats: Affects Insubstantial 2 [DAM 10], Homing, Split Attack) (Fire) (Fling the Fires) [24/24PP]
  • AP: Illusion 5 (All Senses, Feats: Progression 4 [50 ft radius]) (Air) (Weave the Wind Solid) [24/24PP]
  • AP: Snare 10 (Feats: Obscure Senses 3 [Auditory, Olfactory, Visual]) (Air) (Cage of Smoke) [23/24PP]

 

Super Senses 6 (Magic Awareness [Olfactory, Tactile]) [6PP]

 

Super Senses 2 (+Ranged on Magic Awareness) [2PP]

 

Working of Deosil 6.5 (13PP, Feat: Alternate Power 2, Drawback: Must have Hands Free) (Time) [14PP]

  • BE: Speed 6 (500 ft, Extra: Linked [+0] [Quickness]) + Quickness 6 (x10, Extra: Linked [+0] [Speed]) (In the Blink of An Eye) [12/13PP]
  • AP: Healing 3 (Extras: Action/Standard, Affects Objects [+1], Feat: Stabilize) (Reverse the Flow) [13/13PP]
  • AP: Paralyze 10 (Feats: Accurate 3, Flaw: Action/Full) (Time Stop) [13/13PP]

 

Drawbacks: (-0) = -0PP

 


DC Block:


ATTACK                 RANGE        SAVE                       EFFECT
Unarmed                Touch        DC 15 Toughness (Staged)   Damage (Physical)
Fling the Fires        Ranged       DC 25 Toughness (Staged)   Damage (Magic, Fire)
Time Stop              Ranged       DC 25 Fortitude (Staged)   Helpless
Weave the Wind Solid   Perception   DC 15 Will                 Illusion
Cage of Smoke          Ranged       DC 20 Snare (Staged)       Slowed


Abilities (24) + Combat (20) + Saving Throws (18) + Skills (32) + Feats (18) + Powers (60) - Drawbacks (0) = 172/172 Power Points

 

Edited by HG Morrison
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2 For the Price of 1'D By HGM

 

Merge Trois

Attack Bonus +4 [8PP]

 

Fort +1 [1PP]

Ref +1 [1PP]

 

Duplication 8 to 10 [4PP]

 

Duplication 10 (20PP Array, Feats: Alternate Power 5) [25 PP]

 

Base Power: Damage 0 (Extras: Selective Attack, Targeted Area [burst]) [20 PP]

 

Alternate Power: Communication 3 (auditory, 1,000 ft) [3 PP] and ESP 4 (all senses, 1 mile, Feat Rapid (x10)) [17 PP] [20 PP]

 

Alternate Power: Damage 0 (Extras: Autofire, Secondary Effect) [20 PP]

 

Alternate Power: Quickness 12 (x10,500) [12 PP] and Speed 6 (500 mph Feats: Wall Run, Water Run) [8 PP] [20 PP]

 

Alternative Power: Snare 8 (Any Point, any direction Extra: Engulf; Feats: Tether, Indirect 3) [20 PP]

 

Alternative Power: Super-Strength 10 (Lifting Strength +50 Str [Heavy Load : 482 tns] [20 PP]

 

Nicki Dee

Fort +2 [2PP]

Ref +3 [2PP]

Will +1 [1PP]

 

ESP from 4 to 6 [6PP]

Summon 10 to 11 [4PP]

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TEACH'D BY HGM

 

 

Phalanx  4PP spent 2PP Remaining

Skills  8 ranks 2PP

5 Ranks Profession(Teacher) 5 total

1 rank Notice 10 total

2 Ranks Sense Motive 10 Total

Feats  2PP

+1 Luck to 5 total

+1 Improved Initiative to 2 total (Initiative +8 total in combat block)

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INCONGRUOUSLY AWARE'D BY HGM

 

Miss Grue

 

So I need to add a few important details to her Super-Senses, ranged and radius. So they should look like this:

 

Super-Sense 6 (Detect Minds [Mental], Accurate, Acute, Radius, Range) [8PP]

Super-Sense 3 (Detect Emotions [Mental], Acute, Radius, Range) [5PP]

 

 

Edited by HG Morrison
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Edited by da Durf

 

Updating Doctor Warp. I realise now his density makes travel difficult, so adding in some equipment. 

 

Could you add Feat: Equipment 12

 

And the following Equipment Block

 

Headquarters "Glass House" (Ultra high tech Steel and glass building in North Freedom City)

Toughness: 10 [1 EP], Size: Large/Mansion [2 EP], Features 18: Autonomous (Small drones and electronics attend to minor tasks like cleaning, lights, doors, coffee in the morning etc), Communications, Computer, Defence System (Knockout Gas), Fire Prevention System, Garage, Laboratory, Library, Masterwork Building, Masterwork Living Quarters 2, Power System, Security System 5 (DC 40), Workshop [18 EP] [21 EP Total]

 

Vehicle "Warpmobile" (Grav Car of extraordinary power, able to carry very heavy passengers!)

Toughness: 10 [1 EP], STR: 60 [6 EP], Size: Huge [2 EP], Features 6: Alarm 3 [DC 30], Masterwork, Navigation System 2 [+10 to rolls] [6 EP], Powers: Flight 8 (2500 mph, Extras: Duration [Continuous], Feats: Subtle, Drawbacks: Limited to 15' Elevation [-2 PP]) [23 EP], Super Senses 1 (Radio) [39 EP] Total

 

 

 


Warpmobile.png
 

 

 

 

 

 

 

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Edited By da Durf

 

Okay, been meaning to make this "edit" for a bit now.


Tsunami has "earned" enough PP to unroll the veteran award bump I made when I created her (bumping her from PL 7 to PL 10).  So the only changes need is to edit her character sheet so that she is no longer shown as maxed out at 250 pp and eliminating the 31 unspent pp she currently has.

 

Also, on my Reward Tracker, need to remove that bump as my first reward, making it unspent.

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Edited by da Durf

 

Spending 2PP on Wisdom for Leviathan.  I was going to submit an edit for Adept too, but I thought he had more points to spend than he actually does, so I'll wait until next month, just so I don't have to raise the same saves twice. 

 

Spoiler

Abilities: 0 + 0 + 10 + 10 + 2 + 4 = 26PP
Strength: 10/32 (+0/+11)
Dexterity: 10 (+0)
Constitution: 20/42 (+5/+16)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 14 (+2)

...

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: +5 (+1 Wis, +4)

 

Skills: 88R = 22PP
Bluff 4 (+6)

Computers 4 (+9)

Craft (Chemicals) 10 (+15)

Diplomacy 8 (+10)

Disguise 0 (+2/+12)

Intimidate 8 (+10/+12)

Knowledge (Earth Sciences) 5 (+10)

Knowledge (Life Sciences) 15 (+20)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Technology) 5 (+10)

Language (Latin) 1

Medicine 15 (+16)

Notice 4 (+5)

Sense Motive 4 (+5)

...

Totals: Abilities (26) + Combat (14) + Saving Throws (8) + Skills (22) + Feats (24) + Powers (74) - Drawbacks (0) = 168/169 Power Points

 

Edit: actually, it looks like I may've been right in my original estimate for Adept: his sheet says I only have 4 unspent PP, but the PP count claims I have 6 (153/159PP).  If that's the case, I want to spend all on his saves, +3 to Fortitude and +3 to Reflex.

 

Spoiler

Saving Throws: 7+7+7=21
Toughness: +10 (+3 Base, +7 Force Field)
Fortitude: +10 (+3 Base, +7)
Reflex: +10 (+3 Base, +7)
Will: +10 (+3 Base, +7)

...

Totals: Abilities (36) + Combat (14) + Saving Throws (21) + Skills (24) + Feats (14) + Powers (53) - Drawbacks (3) = 159 Power Points

 

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Edited By Da Durf

Spoiler

 

Miracle Girl

MissMiracle.jpg

 


Power Level: 10 (153/173PP)
Tradeoffs: +2 Toughness/-2 Defense
Unspent PP: 0
In Brief: Super-strong teen with the gift of flight.
Alternate Identity: Casey Blankenship
Identity: Secret
Birthplace: Colorado Springs, CO
Occupation: Student
Affiliations: Claremont Academy
Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother)

Description:
Age: 18 (DoB: December 27, 1997)
Gender: Female
Height: 5'8"
Weight: 145 lbs.
Eyes: Green
Hair: Honey-blonde

Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her!

Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear.

History:
Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden foot bridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security.

Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student.

Personality & Motivation:
Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements.

Powers & Tactics:
Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. She has recently discovered how to recreate her father's signature 'heatvision' attack, but she's still getting the hang of it.

 

Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to appreciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill.

Complications:
"Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds.
"I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her.
"No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes her pledge to the Scouts and their values very seriously.
"There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it.
"Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going.

Abilities: 4 + 4 + 4 + 6 + 2 + 4 = 24PP
Strength: 30/14 (+10/+2)
Dexterity: 14 (+2)
Constitution: 30/14 (+10/+2)
Intelligence: 16 (+3)
Wisdom: 11 (+1)
Charisma: 14 (+2)

Combat: 12 + 12 = 24PP
Initiative: +9
Attack: 6, Melee +6, Ranged +6, Unarmed +10
Grapple: +20 (+10 Str, Attack 6, Super-Str 4)
Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed
Knockback: -9

Saving Throws: 0 + 0 + 8 + 9 = 17PP
Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection)
Fortitude +10 (+2 Con, +8 Enhanced Con)
Reflex +10 (+2 Dex, +8)
Will +10 (+1 Wis, +9)

Skills: 64R = 16PP
Bluff 4 (+6/+10 Attractive)
Craft: Structural 2 (+5)
Diplomacy 8 (+10/+14 Attractive)*
Intimidate 8 (+10)*
Knowledge (Current Events) 2 (+5)
Knowledge (Earth Science) 1 (+4)
Knowledge (Pop Culture) 1 (+4)
Knowledge (Technology) 1 (+4)
Languages 1 (Spanish)
Medicine 1 (+2)
Notice 10 (+11)*
Pilot 4 (+6)

Search 7 (+10)*
Stealth 9 (+11)
Survival 5 (+6)

Feats: 12PP
Attack Specialization 2 (Unarmed)
Attractive
Dodge Focus 2
Equipment 1
Improved Initiative 2
Interpose

Precise Shot

Skill Mastery (Diplomacy, Intimidate, Notice, Search)

Takedown Attack

Equipment: 1PP = 5EP
'Bug-Out Belt' contains:

First Aid Kit 1EP
Flashlight (headlamp) 1EP
GPS Receiver 1EP
Multi-tool 1EP
Rebreather 1EP


Powers: 4 + 16 + 17 + 1 + 9 + 6 + 2 + 6 + 9 + 13 = 83PP

Communication 4 (Radio, 1 mile range) [4PP]
Enhanced Constitution 16 [16PP]
Enhanced Strength 16 [17PP]

     AP: Heatvision, Blast 6 (Accurate 4)
Feature: Mimicry [1PP]
Immunity 9 (Life Support) [9PP]
Impervious Toughness 6 [6PP]

Protection 2 [2PP]
Super-Senses 6 (Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-size], Radio) [6PP]
Super-Strength 4 (Strength 50, Heavy Load: 12 Tons, PF: Super-Breath) [9PP]
Swift as the Wind 6 (12PP Array, Feats: Alternate Powers 1) [13PP]

Base Power: Flight 6 (500 mph) [12PP] AP: Quickness 12 (x5000) [1PP]


Drawbacks: (-3) = -3PP
Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]

DC Block


ATTACK       RANGE   SAVE          EFFECT

Unarmed      Touch   DC 25 Tough   Damage

Heatvision             Ranged     DC  21   Tough        Damage


Super-Breath Ranged  DC 20 Reflex  Trip

Abilities 24 + Combat 24 + Saving Throws 17 + Skills 16 + Feats 12 + Powers 83 - Drawbacks 3 = 173/173 Power Points

 

 

Okay, 20 power points spent on Miracle Girl! Here's the breakdown:

 

2pp = Dexterity +1

2pp = Wisdom +1

1pp = Reflex +1

1pp = Will +1

1pp = Precise Shot

1pp = Takedown Attack

4pp = Communication 4

1pp = Heatvision AP

7pp  = 7 ranks of Immunity

 

I think that covers everything! 

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THE EDITS THAT EAT THEIR OWN TAIL'D by Fox

 

Ouroboros  

 

Skills  12 Ranks = 3PP

Add

  • +5 Ranks Knowledge: Arcane Lore for a total of +17 (+20)  
  • +5 Ranks Knowledge: Cosmology for a total of +17 (+20)  
  • +2 Ranks Bluff for a total of +3 (+6, +10 Attractive)

 

Feats  1PP

Add

  • Ritualist
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Edited by da Durf

 

Significant edits for Citizen. 

 

 

 


Player Name: AvengerAssembled
Character Name: Citizen
Power Level: 12 (250/250PP)
Trade-Offs: +3 DMG/-3 ATK, +3 TOU/-3 DEF 
Unspent PP: 0
 
In Brief: Robotic defender of two worlds
 
Alternate Identity: Sharl Tulink
Identity: Varies [Public on Earth, Secret in Tronik]
Birthplace: Tronik
Occupation: Superhero [Plankton Boat Tender]
Affiliations: Tronik, Miss Americana, Young Freedom, Temperance 
Family: Mother, father, sister - back in Tronik

Base of Operations: Emerald City
 
Age: 21
Gender: Male
Ethnicity: Caucasian [Lor]
Height: 6'0
Weight: 180 lbs
Eyes: Green
Hair: Black 

 

Description:
In his long black coat and dark sunglasses, with his pale skin and floppy black hair, Sharl Tulink looks like any other young citizen of Tronik - somebody utterly forgettable, albeit very personable when you actually talk to him. No one would ever peg the mild-mannered plankton boat tender as Citizen, Tronik's first and only superhero. In the air he uses his fantastic speed and his ability to manipulate 'reality' to avoid being holoed by the cameras that are otherwise omnipresent in the heavily secured, high-tech society that is Tronik. 

Power Description:
Sharl is primarily a classic 'flying brick' - he flies, he punches things, he's nigh invulnerable, he sets things on fire just by looking at them! It's pretty badass. His 'heat vision' takes the form of brilliant red, white, and blue beams coming from his eyes in imitation of Miss Americana's finger blasts. 
 

History:
Sharl Tulink grew up knowing there was something more than the world where he'd been born - the cold, sterile, overcrowded city of Tronik on the distant world of Neo, an isolate cut off from the Lor Republic, the only city on a watery world around a cold red star so close that it forever hovers in the sky over the city, whose location in the Halbmond means it is in one of the few habitable spots on the planet. He looked for adventure, followed rumors of aliens and strange visitors from other worlds, and dreamed of finding another world. And at the age of sixteen, falling through a dimensional portal, he did just that!
 
Of course, that was when he discovered the truth about Tronik - his home was a computer program, a digitized city rescued by heroes of a primitive world decades earlier. He learned about those heroes - first Miss Americana and Dragonfly, then the friends he fought alongside at Claremont Academy, and became a hero in his own right: Citizen, Tronik's one and only superhero! He even rescued another Tronik from Erde, creating a parallel system now in the Centurion's Sanctum alongside his own city - his own not yet knowing about the rescued much-abused parallel. As he prepared to graduate from Claremont Academy, he joined Young Freedom in battle against the Curator, the mad Preserver construct who had kidnapped and digitized Tronik in the first place. And there he died... 
 
But death has little meaning for machines, much less those deeply skeptical about the supernatural. Revived from a backup by Miss Americana, he returned to Tronik to act as their native superhero after graduation. He took a job as a plankton boat tender to get some privacy - and so he could come and go at will as a hero. After over a year of study, using material sent by Miss A and the Freedom League, he came to believe that he had finally found a solution to the problems of both Troniks. The Lor had the technology, the resources, the power, to reconstitute his people! And so he went to Lor-Van as a special technical ambassador to try and be the hero Tronik deserved. 
 
Until the Incursion came. He fought in space and on Terra, defending both his homeworlds and the Lor Republic, from its enemies. Now back on Earth, he's recently moved out west to find his identity, taking advantage of his powers to let him commute back to Freedom City (not to mention Tronik!) when necessary. 
 
Personality & Motivation:

Around Tronikians, Sharl is a boy scout of virtue and bravery, the true champion of justice his sometimes-corrupt city needs. Whether laughing off laser blasts to the chest or punching through a criminal's door, he really is the titanium titan they need! In his secret ID, he's just another mild-mannered plankton boat tender. 
 
But away from Tronik, whether in his own ID or among humans, Sharl is a little guarded, hiding his insecurity with snark, argument, and the occasional bit of attitude. He's not a jerk - but he's rather less the squeaky-clean paragon of virtue. When he forces himself to, he's still the champion he is among his own people, he's just a little odder and a little more out of place. This world is not his home - it never will be. 

 

Powers & Tactics:
Sharl is a mighty paragon, throwing big punches to start a fight, picking things off with his heat vision when necessary. He falls back on the heat vision when angry as well. He takes big hits for his friends! 

 

Complications
Atheist - raised in a dogmatically materialist culture, Sharl refuses to accept the reality of the divine and magic. Worse, he has a lot of trouble keeping these thoughts to himself. 
Copy - Sharl also has to help protect the other Tronik - the one from Erde. 
Dutemps Building - Many of Sharl's old friends have settled in Freedom City's DuTemps Building. 
Family - Sharl's family is still back in Tronik. 
Home - Tronik is a higher priority than Terra. 
Machine - in every way that matters, Sharl counts as a robot - he has no soul. 
Miss Americana - Sharl is ever-loyal to his old patron. 
Not from around here - Sharl is new to Emerald City and the Pacific Northwest in general. 
Outlander - Sharl is a non-human from an alien civilization, and still doesn't understand a lot about Terran culture. 
Rogue - Sharl's arch-nemesis has inspired other rogue AIs - and is a threat herself. 
Temperance - Sharl loves his girlfriend. 

 

The below sheet replaces "Space's Steel Sentinel" - it should be the new 'default' sheet. 
Delete the holographic sheet entirely. 

Robotic Defender of Emerald City 


Abilities: 10 + 0 + [-10] + 10 + 0 + 10 = 20PP
STR 40/20 (+15/+5)
DEX 10 (+0) 
CON n/a 
INT 20 (+5)
WIS 10 (+0)
CHA 20 (+5) 

 

Combat: 10 + 10 = 20PP 
Init: +8
ATK: +5 (+9 Energy Systems Array)
DEF: +9 (+5 Base, +4 Dodge, +2 flat-footed) 
Grapple: +10/+25
Knockback: -12

 

Saves: 0 + 5 + 10 = 15PP
TOU +15 (+15 Protection, +10 Impervious) 
FORT n/a 
REF +5 (+0 Dex, +5) 
WILL +10 (+0 Wis, +10) 

 

Skills: 104r=26PP 
Acrobatics 5 (+5) 
Bluff 8 (+13) 
Computers 5 (+10, SM) 
Concentration 5 (+5) 
Craft [Electronic] 5 (+10, SM) 
Craft [Mechanical] 5 (+10, SM) 
Diplomacy 8 (+13) 
Disable Device 5 (+10) 
Gather Information 8 (+13) 
Knowledge [Civics] 5 (+10) 
Knowledge [Cosmology] 5 (+10) 
Knowledge [Galactic] 5 (+10) 
Knowledge [Technology] 5 (+10, SM) 
Languages 5 (English, French, Grue, Lor, Swedish, Base: Galstandard)
Notice 10 (+10, SM) 
Sense Motive 10 (+10, SM) 
Stealth 5 (+5) 

 

Feats: 32PP 
All-Out Attack
Benefit 2 (Lor Heritage, Wealth) 
Connected
Contacts 
Dodge Focus 4  
Equipment 4 
Evasion 
Improved Initiative 2
Interpose
Leadership
Luck 5
Move-By Action
Power Attack
Quick Change
Skill Mastery 2 (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology], Notice, Sense Motive) 
Takedown Attack 2
Uncanny Dodge (visual) 
Well-Informed

 

Equipment: 20EP
Headquarters: Archetech Complex in Emerald City - Bridgepoint
Size: Huge, TOU: 20, 
Features: Communications System, Computer, Defense System [Blast 12 (lasers)], Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power [ESP 6 (20 miles, visual and auditory), Flaw: Limited [Machines], PFs: Rapid 4 [Full Action to Search 1 Mile], Subtle) {22/24}, Security System [3], Workshop) [20]

 

Powers: 6 + 35 + 15 + 40 + 4 + 25 + 8 + 9 = 142PP

 

Datalink 4 (radio, 1 mile, PFs: Cyberspace, Subtle 1 [Encrypted]) [6PP]

 

Energy Systems Array 16 (32PP, PFs: Accurate 2, Alternate Power 1) [35PP]
BE: Enhanced Feats 2 (Affects Insubstantial 2 [Unarmed], electromagnetic) {2} + Enhanced STR 20 (to STR 40/+15) {20} + Super-Strength 5 (Effective STR 65, Heavy Load [96 tons]) {10} {2+20+10=32/32}
AP: Blast 12 (heat vision, Extras: Penetrating [6, as DMG 18], Range [Perception], Flaw: Action [Full], PFs: Precise, Variable Descriptor 1 [any electromagnetic]) {32/32}  

 

Flight 7 (10000 MPH/10000FPM, PF: Subtle) [15PP]

 

Immunity 40 (Fortitude Saves, Psionic Effects) [40PP] 

 

Morph 1 (Extra: Continuous, Flaw: Limited [Requires Computers], PF: Innate, Metamorph [Sharl Tulink], Subtle) [4PP] 

 

Protection 15 (Extra: Impervious 10) [25PP]

 

Regeneration 0 (Recovery Bonus +0, Resurrection 1/week, PFs: Persistent, Regrowth) [8PP]

 

Super-Senses 9 (Danger Sense [Radio], Extended Vision 1, Radio [Enhancements: Accurate [+2], Analytical, Extended 2 (1000 ft Notice)], Uncanny Dodge [Radio]) [9PP]

 

Drawbacks: -5PP
Vulnerability (magic, common, minor, +1) [-2PP]
Vulnerability (magnetics, uncommon, major, +100%) [-3PP]

 

(Abilities) 10 + (Combat) 20 + (Saves) 15 + (Skills) 26 + (Feats) 32 + (Powers) 142 - (Drawbacks) 5 = 250/250 

 

The below sheet replaces "Flying-Brick-in-Tronik-Sharl"


Abilities: 10 + 0 + 10 + 10 + 0 + 10 = 40PP
STR 40/20 (+15/+5)
DEX 10 (+0) 
CON 40/20 (+15/+5) 
INT 20 (+5)
WIS 10 (+0)
CHA 20 (+5) 

 

Combat: 10 + 10 = 20PP 
Init: +13
ATK: +5 (+9 Unarmed)
DEF: +9 (+5 Base, +4 Dodge, +2 flat-footed) 
Grapple: +10/+25 
Knockback: -12

 

Saves: 0 + 5 + 10 = 15PP
TOU +15/+5 (+5 Con, +10 Enhanced Con ([10 Impervious]) 
FORT +15/+5 (+5 Con, +10 Enhanced Con) 
REF +5 (+0 Dex, +5) 
WILL +10 (+0 Wis, +10) 

 

Skills: 104r=26PP 
Acrobatics 5 (+10) 
Bluff 8 (+13) 
Computers 5 (+10, SM) 
Concentration 5 (+5) 
Craft [Electronic] 5 (+10, SM) 
Craft [Mechanical] 5 (+10, SM) 
Diplomacy 8 (+13) 
Disable Device 5 (+10) 
Gather Information 8 (+13) 
Knowledge [Civics] 5 (+10) 
Knowledge [Cosmology] 5 (+10) 
Knowledge [Galactic] 5 (+10) 
Knowledge [Technology] 5 (+10, SM) 
Languages 5 (English, French, Grue, Lor, Swedish, Base: Galstandard)
Notice 10 (+10, SM) 
Sense Motive 10 (+10, SM) 
Stealth 5 (+10) 

 

Feats: 32PP 
All-Out Attack
Attack Specialization (Unarmed) 2 
Benefit 1 (Benefit [It's Citizen!]) 
Connected
Contacts 
Dodge Focus 4  
Evasion 
Improved Initiative 2
Inspire 5
Interpose
Leadership
Luck 2
Move-By Action
Power Attack
Skill Mastery 2 (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology], Notice, Sense Motive) 
Quick Change 2 
Takedown Attack 2
Uncanny Dodge (visual) 
Well-Informed

 

Powers: 20 + 20 + 2 + 12 + 10 + 4 + 13 + 3 + 28 + 5 = 117PP

 

Enhanced CON 20 (to CON 40/+15) [20PP] 

Enhanced STR 20 (to STR 40/+15) [20PP] 

Flight 1 (10 MPH/100FPM) [2PP]

Immunity 12 (aging, life support, sleep, starvation and thirst) [12PP] 

Impervious Toughness 10 [10PP] 

Morph 1 (Extra: Continuous, Flaw: Limited [Requires Computers], PF: Innate, Metamorph [Citizen], Subtle) [4PP] 

Paragon Array 5 (10PP, PFs: Dynamic, Dynamic Alternate Power 1) [13PP]
DBE: Flight 1-5 (10-250 MPH/100-2500 FPM) {10/10}
DAP: Super-Strength 1-5 (Effective STR 45-65, Heavy Load 6-96 tons) {10/10}

Regeneration 0 (Resurrection 1/week, PFs: Persistent, Regrowth) [3PP]

Sharl's Array 12 (24 PP, PFs: Alternate Power 4) [28PP]
BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) [24/24]
AP: Insubstantial 4 ('stepping out, affected by dimensional) [20] + Super-Movement 1 (Dimensional, out of the system, Extra: Portal [+2]) [4] {20+4=24/24}
AP: Healing 6 ('system repair', Extras: Total, Restorative) {24/24}
AP: Move Object 7 ('telekinesis'; Str 35, Hvy Load 1.5 tons; Extra: Range [Perception]; PFs: Precise, Split Attack, Subtle)) {24/24}
AP: Transform 4 (anything to anything, 6/rank, 100 lbs) {24/24}

Super Senses 5 (Extended Normal Vision, X-Ray Vision, Power Loss [not vs. 'extra-dimensional' beings], Extended Normal Hearing 1) [5PP]

 

Abilities (40) + Combat (20) + Saves (15) + Skills (26) + Feats (32) + Powers (117) = 250/250

 
 

 

 

 

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Edited by Da Durf

 

Singularity 

 

 

 


 

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

 

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

 

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

 

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

 

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

 

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


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

 

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

 

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

 

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

 

Feature 1 (Temporal Inertia) [1PP]
 

Immunity 2 (disease, poison) [2PP]

 


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

 

Impervious TOU 8 [8PP]

 

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

 

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

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

  Super-Movement 1 ( Slow-Fall [2PP]

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

 

 

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Edited by Da Durf

 

Fast-Forward 


Reflex Save to +19 [9PP]
Will Save to +10 [3PP]


Skills to 124R = 31PP [21PP]
Acrobatics 9 (+12)
Bluff 11 (+14)
Climb 8 (+9)
Disable Device 15 (+15) 
Escape Artist 9 (+12) 
Gather Information 8 (+11) 
Knowledge [History] 15 (+15) 
Knowledge [Popular Culture] 2 (+2) 
Languages 1 (Hebrew; English base) 
Notice 8 (+10)
Search 8 (+8)
Sense Motive 8 (+10)
Sleight of Hand 10 (+13) 
Stealth 12 (+15)
 

Keep existing Skill Mastery, please

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Edited By da Durf

 

Blue Jay

I'm reworking Jay's energy blades to normalize her powers a bit, and updating her sheet to reflect her move to Emerald City and her changing of employers to Danger International. No actual PP are being spent in these upgrades.

 

Spoiler

Blue Jay


Power Level: 10/15 (201/233 PP)
Trade-Offs: +5 ATT/-5 DC
Unspent Power Points: 32

 

In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can.

Catchphrase: "I don't miss."

 

Alternate Identities: Antoinette Baudin, Tona (Secret)
Birthplace: Maine, North America, Earth-K-Omega/Pastoral-1 (Extinct)

Residence: Emerald City, Washington, United States
Occupation: Hunter, superhero, survivalist expert
Affiliations:
Danger International, Cryptids, Kit
Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)

 

Description:
Age: 20 (DoB: March, 1996)
Gender: Female
Ethnicity: French/Native American
Height: 5' 6"
Weight: 130 lbs
Eyes: Blue-green
Hair: Brown

 

Antoinette Baudin is a fit, muscular woman with an athletic frame and not an ounce of fat. Her skin is smooth and tanned and sculpted, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. The piercings are made of a matte silver-gray metal that seems oddly entwined with some kind of dark wood. Tona normally wears monochromatic athletic tees devoid of any logo or print, and cargo pants with many, many pockets.

 

When out crimefighting, Blue Jay wears an outfit designed for stealth. The base layer is a bodysuit that covers her from toes to fingertips to her neck; most of it is dark blue, but there are black arrow motifs that travel up her legs and torso to her neck, and down her arms to the backs of her hands. Over that she wears a long, black leather coat with a mantle and detachable tails.

 

She wears a pair of bracers that appear to be made out of worn leather, decorated with small jewels or metal studs that are in patterns that seem to shift every time someone looks away from her. The interior of the coat is lined with pockets and filled with all sorts of mini-grenades, climbing ropes, medical supplies, and a thousand other tools that any self-respecting cowl should have on hand. Her mask is a matte black plastic with a hooked, elongated nose.

 


Power Descriptions: Blue Jay has no actual superpowers. She uses a set of alien bracers, relics of a long-extinct empire, to form weapons out of hard light. The bracers can form almost any weapon the user can imagine, but the archer is still mostly sticking with arrows; several arrows aimed at one target, arrows fired at an entire crowd at once, or arrows that explode right in someone’s face with concussive face. Up close she is a competent martial artist or she can manifest a wide range of melee weapons. When she needs to move fast, she can manifest a pair of long energy whips that she can use to travel across the city.

 

Her mask was designed by ASTRO Labs; the extended nose is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. She’s adopted several types of incapacitating grenades and other tools to round out her arsenal.

 


History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.

 

Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.

 

In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.

 

The training worked. Tona returned to her home with allies and saved tens of thousands of her people, moving them to Sanctuary. Not long afterwards she was asked to visit Emerald City and work out what had happened to several of Danger International's employees. Among the peaks of the Atlas Mountains she encountered the strange, feral Cryptids and the savage king of the Avians, the Black Vulture. She saved DI's employees and defeated the Black Vulture, ultimately taking a posting at DI's West Coast offices and settling in Emerald City.

 


Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first.

 

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important.

 


Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most super-opponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and then strike with a full Power Attack, or starting a fight with a smoke grenade and use the confusion and cover to pick off high-value targets.

 



Complications
'Secret' Identity Intellectually Tona knows she should keep her activities as Blue Jay separate from her life as Tona Baudin, but it can be hard for her to remember that in her day-to-day life.
Hatred Tona hates the Terminus like only one who has lived there can.
Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.
True Companions Tona trusts Crimson Tiger, Blodeuwedd, and Kit more than she trusts herself. She'd do whatever was needed to help them keep them safe.
A Sanctuary for All of Them All of Tona's family lives as refugees on the world of Sanctuary, and she will go to any lengths to keep it, and by extension them, safe.

Secret Keeper Tona has been in contact with the Cryptids, nonhuman individuals living in the wilderness around Emerald City. She's one of the few humans who know they are out there and she seeks to keep them safe from outside intrusion.

 

 

Abilities: 10 + 14 + 8 + 0 + 6 - 2 = 36 PP
Strength: 20 (+5)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)

 

 

Combat: 22 + 12 = 34 PP
Initiative: +15
Attack: +11 melee, +15 ranged, +15 unarmed, +15 Anyweapon
Grapple: +18
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5, -2 Flat-Footed

 

 

Saving Throws: 4 + 5 + 4 = 13 PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed
Fortitude: +8 (+4 Con, +4)
Reflex: +12 (+7 Dex, +5)
Will: +7 (+3 Wis, +4)

 

 

Skills: 172 R = 43 PP
Acrobatics 8 (+15)Skill Mastery
Climb 13 (+15)Skill Mastery
Concentration 7 (+10)
Craft (Mechanical) 5 (+5)
Disable Device 10 (+10)
Escape Artist 13 (+20)
Intimidate 13 (+12)
Knowledge (Life Sciences) 5 (+5)
Languages 2 (Algonquin, French [Native], English)
Medicine 7 (+10)
Notice 12 (+15)Skill Mastery
Search 15 (+15)Skill Mastery
Sense Motive 12 (+15)
Sleight of Hand 3 (+10)
Stealth 17 (+24)
Survival 17 (+20)
Swim 13 (+15)

 

 

Feats: 41 PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus (Ranged) 4
Attack Specialization (Unarmed) 2
Benefit (Native: Terminus)
Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)
Critical Strike
Defensive Attack
Defensive Roll 3
Dodge Focus 4
Equipment 5Bronze Reward
Evasion 2
Favored Enemy (Robots)
Favored Environment (Forest)
Grappling Finesse
Hide in Plain Sight
Improved Initiative 2
Improvised Tools
Luck
Move-By Action
Power Attack
Ranged Disarm
Ranged Pin
Skill Mastery (Acrobatics, Climb, Notice, Search)
Takedown Attack
Track 3 (Full Speed; Visual)
Uncanny Dodge (Auditory)

 

  • First Aid Kit [1 EP]
  • Mini Tracers [1 EP]
  • Utility Belt 8 (16 EP, Feats: Alternate Power 2) [1 EP]
    • BE: Dazzle 4 (Auditory, Visual, Extra: Area/Burst [General]) (Flashbang Grenades) [16/16]
    • AP: Obscure 4 (Visual, 50 ft radius, Extra: Independent, Flaw: Limited [Normal Vision Only]) (Smoke Grenades) [8/16]
    • AP: Drain Toughness 4 (Extra: Affects Objects [+0], Effortless, Independent, Total Fade) (Thermite Bar) [12/16]


Powers: 25 + 8 + 1 = 34 PP

 

Energy Bracers 6 (30 PP, Hard to Lose, Feat: Subtle [Collapsible]) (Energy Bracers) [25 PP] (Alien, Energy, Technology)

Gladiatorial Array 13 (26 PP, Feat: Alternate Power 4) [30 PP]

BE: Damage 5 (Extra: Ranged, Penetrating 5, Autofire 5, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Volley Fire) [26/26]

AP: Damage 5 (Extra: Ranged, Area/Shapeable [Targeted], Selective, Feats: Improved Range [75 ft increments], Progression [Area] 3 [125 ft radius], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Crowd Tactics) [26/26]

AP: (Energy Grapnel) [26/26]

Snare 5 (Extra: Constricting, Feat: Tether) (Energy Bonds) [16/26PP]

Leaping 2 (x5, Move action, Extra: Linked [+0] [Speed, Super-Movement]) + Speed 2 (25 MPH, Extra: Linked [+0] [Speed, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+1] [Leaping, Super-Movement]) [10PP]

AP: Stun 5 (Extra: Ranged, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft]) (Stun Blast) [19/26]

AP: Damage 0 (Extra: Accurate 2, Autofire 5, Penetrating 5, Feats: Extended Reach [10 ft], Mighty, Improved Critical 2 [18-20], Improved Disarm, Improved Trip, Split Attack, Variable Descriptor 2 [Any Physical]) (Anyweapon) [21/26]

 

Device 2 (10 PP, Hard to Lose) (Sensor Mask) [8 PP] (Technology)

  • Communicate 3 (Radio, 1 000 ft, Feat: Subtle) [4 PP]
  • Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3 PP]
  • Super-Senses 2 (Distance Sense, Time Sense) [2 PP]
  • Super-Senses 1 (Radio) [1 PP]

 

Feature 1 (Temporal Inertia) (Terminus) [1 PP]

 


Drawbacks: 0 = 0PP



DC Block

 


ATTACK              RANGE                     SAVE                                              EFFECT
Unarmed             Touch                     DC 20 Toughness (Staged)                          Damage (Physical)
Anyweapon           10 ft                     DC 20 Toughness + Autofire (Staged)               Damage (Physical)
Crowd Tactics       Ranged/Area (Shapeable)   DC 20 Toughness (Staged)                          Damage (Physical)
Energy Grapnel      Ranged                    DC 15 Reflex (Staged)                             Snare
Flashbang Grenade   Ranged                    DC 14 Reflex (Staged), DC 14 Fortitude (Staged)   Blind/Deaf
Stun Blow           Ranged                    DC 15 Fortitude (Staged)                          Stun
Thermite Bar        Touch                     DC 14 Toughness                                   Drain Toughness
Volley Fire         Ranged                    DC 20 Toughness + Autofire (Staged)               Damage (Physical)

Abilities (36) + Combat (34) + Saving Throws (13) + Skills (43) + Feats (41) + Powers (34) - Drawbacks (0) = 201/233 Power Points

 

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Edited by Da Durf

 

Sea Devil: 

 

Change Birthplace to: 

An island in the Caribbean off the coast of Venezuela 

 

Change Age to:

Deep One ages translate poorly to human years. Aquaria is at the prime of her adulthood. 

 

Replace the last paragraph of her Description with 

 

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

 

3PP towards Sidekick (to pay for the edits up-thread) 

 

6PP - Add to Skills: 

Bluff 8 (+10) 

Diplomacy 8 (+10)

Intimidate 8 (+10)  

 

Powers - 3PP

Super-Senses 3 (Extended Vision [all], Vision [Radius]]) [3PP]

 

5PP left to spend. I'll hang onto 'em. 

 

 

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BEAUTIFIED by Fox

 

Kanunu  4PP Available

Stats  2PP

Add:  +2 Charisma to 12 total

 

Skills  2PP

Add: 1 Rank Languages  (Hawaiian)

5 Ranks Swim to +5 (+20)

2 Ranks Perform(Singing) to +4 (+5)

 

Charisma Bump puts perform(Dance) and Perform(stringed) at +2 (+3)

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ENDANGERED by Fox

 

Ace Danger  

 

Saves 2PP

+2 Will Save (+10 total)

 

Feats  4PP

Add:

Benefit 2 (Security Clearance: Danger International, Security Clearance: AEGIS)

Connected

1 Rank Equipment

  • 2EP to Danger!Vehicles All gain Autopilot feature, Danger!Mobile Gains Disguise, Danger!Jet Gains Navigation System, S.S. Danger! Gains Hidden Compartments.
  • 3EP to Danger Manor to add 2 toughness (12 total) and the Think-Tank Feature 

 

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Edited By Da Durf

 

New crunch for Harrier:

 

 

 

 

 


 

Abilities: 14 + 6 + 14 + 0 + 6 + 0 = 40 pp  
STR 32/24 (+11/+7) 
DEX 16 (+3) 
CON 24 (+7) 
INT 10 (+0) 
WIS 16 (+3) 
CHA 10 (+0) 

 

Combat: 8 + 8 = 16 pp 
Init: +11/+3 
ATK: +4 (+7 Melee) [+6 (+9 Melee) w/Armor, +12 Blast with Pike, +18 Blast/+16 Strike w/No More Holding Back]  
DEF: +9 (+3 Dodge Focus, +2 from Armor, +4 Base, +2 flat-footed)  [+15 w/No More Holding Back]
Grapple: +14/+22
Knockback: -13

 

Saves: 3 + 5 + 7 = 15 pp   
TOU +15/+11/+9/+7 (+7 Con, +2 Density, +2 Protection, +4 Force Field [10 Impervious])  
FORT +10 (+7 Con, +3) 
REF +8 (+3 Dex, +5) 
WILL +10 (+3 Wis, +7) 

 

Skills: 68 r = 17 pp  
Disguise 0 (+0/+50) 
Intimidate 10 (+10/+20, SM) 
Knowledge (Cosmology) 10 (+10/+15) 
Knowledge (Tactics) 15 (+15) 
Knowledge (Technology) 10 (+10) 

Language 1 (English, Base: The Black Speech of the Terminus) 
Notice 7 (+10/+20, SM) 
Sense Motive 7 (+10/+20, SM) 
Stealth 7 (+10/+15, SM) 
Survival 1 (+4) 

 

Feats: 15 pp  
Attack Focus: Melee 3 
Dodge Focus 3  
Interpose
Leadership 
Master Plan 2
Second Chance (Saves vs. Fear) 
Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) 
Takedown Attack
Ultimate Save (Will) 
Uncanny Dodge (auditory) 

 

Powers: 6 + 14 + 30 + 31 + 13 + 30 + 1 + 2 + 1 + 12 + 1 + 2 + 8 = 151 pp

Communication 4 (technological, 1 mile, radio, PFs: Selective, Subtle [Encrypted]) [6PP]

 

Container 3 (15PP, No More Holding Back, training, Drawback: Power Loss [When Not Inflicting Lethal Damage, -1]) [14PP]
Attack Specialization 3 (Terminus Blast Array) [3] 
Enhanced Defense 6 [12]

3+12=15

 

Container 5 (25PP, Terminus technological, Omegadrone Armor, Extra: Duration [Continuous]) [30PP]
Enhanced ATK 2 [4] 
Enhanced DEF 2 [4] 
Flight 3 (50 MPH/500FPM, PF: Move-By Action) [7] 
Immunity 4 (disease, poison, sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [2]
Immunity 6 (Environmental Cold, Heat, Pressure, Radiation, Suffocation) [6]
Protection 2 [2] 

4+4+6+2+7+2=25

 

Container 6 (30PP, Terminus technological, Alpha Omegadrone, Extra: Duration [Permanent], PF: Innate) [31PP] 
Enhanced Feats 10 (Affects Insubstantial 2 [Unarmed], Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation), Improved Initiative 2, Luck, Quick Draw [Draw], Startle) [10] 
Enhanced Skills 40 (Intimidate 10, Knowledge [Cosmology] 5, Notice 10, Sense Motive 10, Stealth 5) [10]
Impervious Toughness 8 [8] 

Super-Strength 1 (Effective STR 42, Heavy Load: 3 tons) [2]

11+10+8+2

 

Density 4 (Terminus technological, Permanent, PF: Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1, x3 mass]) (13 pp)

 

Device 9 (45PP, Terminus technological, Omegadrone Pike, Flaw: Easy to Lose, PFs: Restricted 2 [Harrier Only], Subtle [Collapsible]) [30PP] 
Concealment 2 (normal vision, Flaw: Passive) [2DP]
Enhanced Feats 3 (All-Out Attack, Power Attack, Takedown Attack [2]) [3DP]
Force Field 4 [4PP] 
Super-Senses 4 (Detect Weakness [3], radio, Enhancement: Analytical) [4DP] 
Terminus Blast Array 14 (28PP, PF: Alternate Power 1) [29DP]
BE: Blast 12 (entropic blast, PFs: Accurate 3, Improved Crit) {28/28}
AP: Strike 4 (blade strike, Extra: Autofire [10], Penetrating 5 [as DMG 20], PFs: Affects Insubstantial 2, Extended Reach 1 [5 ft], Improved Crit 2, Mighty, Precise, Variable Descriptor 2 [any technological]) {28/28}

2 + 3 + 3 + 4 + 4 + 29 = 45

 

Feature 1 (mutation, Temporal Inertia) [1PP] 

 

Immunity 4 (mutation, disease, poison, sleep, starvation and thirst) (Flaw: Limited [Half-Effect]) [2PP]

 

Leaping 1 (mutation, x2, RLJ 34 ft, SLJ 22 ft, V 8 ft) [1PP]

 

Morph 10 (Caradoc, technological, Disguise Bonus +50, PFs: Covers Scent, Precise) [12PP] 

 

Speed 1 (mutation, 10 MPH/100FPM) [1PP] 

 

Super-Senses 2 (Terminus technological, Darkvision) [2PP] 

 

Super-Senses 8 (mutation, Detect Terminus [3], mental: Enhancements: Acute, Extended 2 (1000 ft range increment), Radius, Ranged) [8PP]

 

Drawbacks: -2PP 
Weakness (magnetism, uncommon, minor) [-2PP] 

 

Abilities (40) + Combat (16) + Saves (15) + Skills (17) + Feats (15) + Powers (139) - Drawbacks 2 = 250/250 pts

 
 

 

 

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  • 2 weeks later...

Edited By Da Durf

 

Okay, major major edits for Grim and Shrike, though more on Shrike's end. Grim is some fluff tweaking and spending some Veteran awards for improvements to Shrike  and adding her new training grounds.

 

Spoiler

 

grimcrop.jpggrimpic-2.jpg

Player Name: Heritage
Character Name: Grimalkin
Power Level: 13 (250/250PP)
Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form)
Unspent PP: 0

In Brief:
Shapeshifting faerie with a human soul, recently returned to Freedom after a three-year absence.

Alternate Identity: Lynn Epstein
Identity: Secret
Birthplace: Atlantic City, NJ
Occupation: Bookstore owner
Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Partner of the Shrike.
Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). William 'Colt' Reynolds (husband, deceased), Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son), Gretchen McDaniels (girlfriend)

Description:
Apparent Age: Mid-twenties
Actual Age: 110
Gender: Female
Height: 5'3"
Weight: 121 lbs.
Eyes: Brown
Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin

Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Unless she is going undercover, she always wears a leather lanyard around her neck, from which dangles a dark black ring with a row of diamonds set along the top; she frequently fiddles with the ring while deep in thought. Her ears are pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair.

History:
A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. Five years ago she married Reynolds and retired from active crime-fighting, and she had not been seen in Freedom City since.

Upon her return, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She recently revealed to her former teammates that time moved differently on Colt's world, where she'd been for the last three years, and she's now over a hundred years old!

 

She has recently taken on Gretchen McDaniels as her 'personal crimefighting assistant' (Gretchen's preferred term), though the world now knows her as 'the Shrike'! As of February 2016, they have also started dating, and Gretch moved in with her in June of that same year.

Personality & Motivation:
Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, like making someone breakfast or watching TV with someone over a bottle of wine. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers.

As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law.

Powers & Tactics:
Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture; a favorite form is that of a pixie, just under one foot tall with a two pairs of gossamer wings for flight

She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement; she has now found a way to maintain a connection with these objects, and can use this link for surveillance purposes.

In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents.



Complications:
Cannot Eat Normal Food: Though she can still consume mundane liquids, Grim's faerie body can no longer process mundane foodstuffs; her body violently rejects any human food.
Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination.
Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore.
Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do.
Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works.
She's the Boss: Lynn employs a small number of employees at her recently-reopened bookstore; sometimes they are overly curious or manage to get into trouble.
Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc.


Abilities: 2 + 16 + 8 + 4 + 4 + 16 = 50PP
Strength: 22/12 (+6/+1), 4 (-3) in Pixie Form (Heavy Load: 520/130 lbs., 20 lbs. in Pixie Form)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 26 (+8)

Combat: 24 + 12 = 36PP
Initiative: +12
Attack: +12 Ranged (+14 in Pixie Form), +12 Melee (+14 in Pixie Form)
Grapple: +20, +12 in Pixie Form
Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed. +12 Enraged (+6 Base, +8 Dodge Focus, -2 Rage), +3 Flat-Footed. +16 in Pixie Form (+6 Base, +8 Dodge Focus, +2 Size), +4 Flat-Footed
Knockback: -5, -4 in Pixie Form

Saving Throws: 6 + 8 + 8 = 22PP
Toughness: +10 (+4 Con, +6 Defensive Roll), +8 in Pixie Form (+4 Con, +6 Defensive Roll, -2 Size)
Fortitude +10 (+4 Con, +6), +15 Enraged (+4 Con, +5 Rage, +6)
Reflex +16 (+8 Dex, +8)
Will +10 (+2 Wis, +8), +15 Enraged (+2 Wis, +5 Rage, +8)

Skills: 156R = 39PP
Acrobatics 12 (+20)
Bluff 12 (+20)
Craft (Artistic) 8 (+10)
Craft (Structural) 8 (+10)
Diplomacy 7 (+15)
Disguise 0 (+8, +38 Morph)
Drive 2 (+10)
Gather Information 7 (+15)
Handle Animal 2 (+10)
Intimidate 2 (+10, +6 in Pixie Form)
Knowledge (Arcane Lore) 8 (+10)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Civics) 2 (+4)
Knowledge (Pop Culture) 3 (+5)
Knowledge (Streetwise) 8 (+10)
Knowledge (Tactics) 1 (+3)
Knowledge (Theology and Philosophy) 2 (+4)
Language 1 (Hebrew)
Medicine 3 (+5)
Notice 13 (+15)
Perform (Dance) 2 (+10)
Perform (Singing) 2 (+10)
Pilot 2 (+10)
Ride 2 (+10)
Search 13 (+15)
Sense Motive 3 (+5)
Sleight of Hand 7 (+15)
Stealth 14 (+22, +30 in Pixie Form)
Survival 3 (+5)
Swim 4 (+5)

Feats: 34PP
Acrobatic Bluff
Ambidexterity
Benefit: Wealthy
Defensive Attack
Defensive Roll 3 (+6 Toughness)
Distract (Bluff)
Dodge Focus 8
Elusive Target
Equipment 4 [From Rewards] (20EP)
Evasion 2
Fascinate (Bluff)
Grapple Finesse
Improved Initiative
Move-By Action
Power Attack
Rage 4
Setup
Sidekick 41 [From Rewards] (205PP)
Sneak Attack
Takedown Attack 2
Taunt
Uncanny Dodge (Auditory)

Equipment: 4PP = 20EP

Silberman's Books (PL12 HQ) [15EP]
Size: Small [0EP]
Toughness: +10 [1EP]
Features: [14EP]
Communications
Computer
Fire Prevention System
Gym
Library
Living Space
Powers 4 (120PP, see below)
Security System 2 (DC 25)
Workshop 2 [Electronic, Magical]
Concealment 1 (ESP Effects, Extras:Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective ) [9PP] (Magic Wards)

Dimensional Pocket 2 (Flaw: Range [Touch], 250 lbs.) [2PP] (Magical Safe)

Nullify 12 (Summon, Super-Movement [Dimensional Travel], and Teleport Effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 120ft radius]) [109PP] (Magic Wards)

Rusty's Ranch (PL12 HQ) [5EP]
Size: Medium [1EP]
Toughness: +10 [1EP]
Features: [3EP]
Combat Simulator
Gym
Security System 1 (DC 20)

 

Powers: 4 + 18 + 3 + 21 + 7 + 12 + 12 = 77PP

Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP]

Glamour Creation 8 (16PP Array, Feats: Alternate Power 2) [18PP]

Base Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP]

Alternate Power: ESP 7 (Range: 200 miles. Auditory, Visual, Flaws: Medium [Created Objects], Feats: Subtle) [1PP]

Alternate Power: Teleport 7 (Range: 200 miles. Extras: Accurate, Feats: Change Direction, Change Velocity, Disadvantage: No Extra Weight, Flaws: Medium [Created Objects]) [1PP]


Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP]

Glamour Body 9 (18PP Array, Feats: Alternate Power 3) [21PP]

Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP]

Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP]

Alternate Power: Emotion Control 9 (Extras: Action 2 [Free], Area [Perception/Visual], Flaws: Limited to Fear, Range 2 [Touch]) [18PP]

Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP]


Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP]

Strike 6 (Extras: Penetrating [2] [DMG 7, 12 with Rage], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws)

Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory [12PP]

Drawbacks: (-2) + (-6) = -8PP

Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP]


Abilities 50 + Combat 36 + Saving Throws 22 + Skills 39 + Feats 34 + Powers 77 - Drawbacks 8 = 250/250 Power Points

DC Block:

 



ATTACK          RANGE             SAVE                 EFFECT
Unarmed         Touch             Toughness (Staged)   Damage (Physical)
                                  Medium DC16(18*)
                                  Medium w/ Rage DC21
                                  Tiny DC12(14*)

Claws           Touch             Toughness (Staged)   Damage (Physical)
                                  Medium DC22(24*)
                                  Medium w/ Rage DC27
                                  Tiny DC18(20*)

Create Object   Touch             DC16 Reflex          Trapped

Fear            Perception/Area   DC22 Reflex          No Effect
                                  DC22 Will            Shaken/Frightened/Panicked

*Sneak Attack

 

 

Gretchen has a ton of changes, which I can detail shortly, but here's the new version of her sheet:

 

Spoiler

 

 

Gretchen alt

 

Player Name: Heritage
Character Name: The Shrike
Power Level: 10 (205/205PP)
Tradeoffs: Defense -2/Toughness +2
Unspent PP: 0

In Brief: Snarky barista/musician with three magical artifacts.
Alternate Identity: Gretchen McDaniels
Identity: Secret
Birthplace: Portland, ME
Occupation: Barista/bookseller/personal crime-fighting assistant
Affiliations: Grimalkin, Silberman's Books
Family: Evelyn Woolsey (mother, deceased), Mark McDaniels (father), Caroline Clement (aunt), Lynn Epstein (girlfriend)

Age: 24
(DoB: November 21, 1991)
Gender: Female
Height: 5'1" (5'4" in costume)
Weight: 113 lbs.
Hair: Brown
Eyes: Blue

 

Gretchen is an attractive young woman in her early twenties; she tends to keep her brown hair loose, and has a lightly-muscled athletic build. She has several tattoos on her body, including bars of music on both forearms, inspirational lyrics on various parts of her torso, and the words 'The Future Is Unwritten' on the four knuckles of her left hand. Her ears bear multiple piercings, mostly a mix of rings and ear spikes. Gretchen usually doesn't wear much makeup, but she experiments with lips gloss and eyeliner.

 

As far as clothing goes, she sort of falls into the 'hipster chick' look, mostly because she just hits the same resale shops she favored as a FreeSA student, so comfortable jeans, hi-tops, combat boots, fatigue jackets, plaid shirts, t-shirts, vests, etc. When she's feeling frisky, she'll show some skin (typically a more revealing top), but if she's feeling antisocial, she'll dress down. She often wears rings and bracelets, but always has a silver ring with a large red stone on her left index finger.

 

The Shrike is a mysterious figure wrapped in black; her costume is mostly reinforced black leather with silver accents, topped with a hawk-like silver half-face mask bearing another large ruby in the middle of her forehead. Her heavy reinforced boots add three inches to her height, much to Grim's annoyance. A black hooded cloak reaches down to her ankles; when she pulls the hood up, the Shrike disappears from view! A silver ring with a red stone is visible on the index finger of her left gloved hand.

History:
For most of her life, Gretchen McDaniels has been disappointed; by a father who abandoned her mother to raise a child alone, by a world that seems more concerned with money than reducing human suffering, and by a music industry obsessed with churning out catchy crap. Growing up in Portland, Maine, young Gretchen was drawn to the performing arts from an early age; her mother Evelyn was a successful attorney specializing in labor law, and though their family was small it was full of love, and the budding musician never lacked for love and encouragement. There were piano lessons and violin recitals, and Evelyn couldn't be prouder.

 

But then when Gretchen was fourteen, her mother was killed in an accident while driving home in a New England ice storm; with her father nowhere in sight, it was decided it would be best for the girl to live with her free-wheeling aunt Caroline in Freedom City. Moving to a much larger city during her freshman year of high school, especially right have her mother's tragic death, proved to be particularity painful for the introverted girl, and she began to slowly build walls around herself. However Caroline, who was also musically inclined, offered something to Gretchen to help with the pain: classic punk rock. The anger, passion and energy of the music struck a chord with the unhappy girl, and even though she often struggled to express her grief and frustration through words, she could always turn to punk to feel better

 

Eventually graduating from FreeSA with a degree in Musical Performance, Gretchen found her BFA opened a few doors but didn't lead to steady employment, so like many recent college graduates she turned to the world of retail to make ends meet. She frequently found herself 'working with idiots to serve idiots', and her dry humor and rather surly demeanor did little to enamor her to either her coworkers or customers. In time she got a job at Slberman's Books in the West End, and her life has never been the same.

 

Due to a rather bizzare set of circumstances, Gretchen now bears the Three Gifts of the Magi, once borne by Lynn's great-grandfather Ira Silberman, aka the Amazing Al-Kazar; these three magical artifacts adapt to their user, so her costumed identity is very different from her predecesor's.

 

Personality & Motivation:
Gretchen is keenly aware of life's injustices, but for most of her life, she felt powerless to do anything about it; but now, inspired by her mysterious employer Lynn Epstein, she found that she can make a difference in small ways, and as the equally mysterious Shrike, she can do even more! Her attitude is frequently seen as caustic or sarcastic, but it secretly hides a big caring heart that she tries to wall off from the dangers and disappointments of the world.

 

Though she doesn't like to use labels like 'bisexual', Gretchen has dated both men and women in her life; she finds men to be uncomplicated and easier to get along with, but women to be more challenging and rewarding in the long run. In any event, she's never been very good at maintaining long-term relationships, due to her extremely guarded and somewhat negative attitude.

 

Powers & Tactics:
The Shrike is still learning to use the three Gifts; her ability to communicate telepathically with her partner Grimalkin allows them to better coordinate attacks, which means the elder heroine can provide her with both needed advice and intel. The Shrike's combination of flight, stealth and ranged attacks make her an ideal infiltrator and combat 'sniper', and the psychokinetic power of the ring allows her to grab and detain foes as well as move objects and remove obstacles with ease.

 

The Three Gifts are now better attuned to her personality, unlocking several new powers, including creating a sort of 'magic grenade' that greatly increases her combat flexibility.

 

Complications:
Give a Guy a Break: Gretchen has a tendency to not take men super-seriously, seeing them as rather uncomplicated creatures; this underestimation may cost her.
I Don't Like Labels: Gretchen has dated both men and women in her life, though never for very long; this attitude may bother those with more traditional values.
Secret Identity: The Shrike has been told how important it is to maintain a secret identity, especially if you're not a shapeshifter!
Sidekicks Don't Date: Gretchen is currently dating her partner Lynn Epstein; where this may lead, she doesn't know, but she secretly fears it won't be good.
The Distance Between Us: Gretchen is very reluctant to let anyone into her life, due to the many issues of her past; she tends to enter new relationships with a defeatist, self-sabotaging attitude.

 

Abilities: 2 + 6 + 4 + 6 + 4 + 4 = 26PP
Strength: 12 (+1) [Heavy Load: 130 lbs]
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 12 + 16 = 28PP
Initiative: +3
Attack: +6 Ranged, +6 Melee, +10 Ring of Power
Grapple: +7, +16 Ring of Power
Defense: +8
Knockback: -10 (-1 without Cloak)

Saving Throws: 8 + 7 + 8 = 23PP
Toughness: +2/+12 (+2 Con, +10 Protection)
Fortitude +10 (+2 Con, +8)
Reflex +10 (+3 Dex, +7)
Will +10 (+2 Wis, +8)

Skills: 144R = 36PP
Bluff 8 (+10)
Computers 12 (+15)
Craft: Electronics 12 (+15)
Disable Device 12 (+15)

Disguise 0 (+2, +17 with Morph)

Gather Information 3 (+5)
Investigate 7 (+10)

Knowledge (Arcane Lore) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Pop Culture) 7 (+10)
Knowledge (Technology) 7 (+10)
Medicine 3 (+5)
Notice 8 (+10)
Perform (Keyboards) 13 (+15)
Perform (Singing) 13 (+15)
Perform (Stringed Instruments) 13 (+15)
Search 7 (+10)
Sense Motive 8 (+10)
Stealth 7 (+10)

 

Feats: 6PP
Attack Specialization 2 (Ring of Power)

Improvised Tools

Interpose
Precise Shot

Teamwork

 

Powers: 33 + 17 + 36 = 86PP (All have Magic descriptor)

Device 8 (Cloak of Mystery, Magical Cloak, 40PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [33PP]
Concealment 6 (All Audio and Visual Senses) [12PP]
Immunity 9 (Life Support) [9PP]
Protection 10 (Power Feats: Impervious 8) [18PP]

 

Device 4 (Helm of Truth, Magical Helmet, 20PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [17PP]

Comprehend 2 (All Codes and Written Langauges) [4PP]
Super-Senses 16 (Danger Sense, Magic Awareness [Visual, Analytic, Extended, Tracking], Vision Counters Concealment, Illusion, and Obscure [All]) [16PP]

 

Device 9 (Ring of Power, Magical Ring, 45PP, Flaws: Hard-To-Lose) [36PP] 

Magic Blast Array 10 (23PP Array, Feat: Alternate Power 2) [25PP]

     Base PowerRanged Damage 10 (Power Feats: Affects Insubstantial 2, Precise) [23PP]

     Alternate Power: Ranged Burst Damage 6 (Power Feats: Affects Insubstantial 2, Selective, Triggered 2) [1PP]
     Alternate Power: Move Object 10 (Strength 50, Heavy Load: 12 tons. Power Feats: Precise, Subtle) [1PP]

Morph 3 (Limited to Clothing[3PP]

Flight 5 (250 mph) (Extras: Continuous Duration, Power Feats: Subtle) [16PP]
Super-Senses 1 (Communication Link [with Grimalkin]) [1PP]

 

Abilities 26 + Combat 28 + Saving Throws 23 + Skills 36 + Feats 6 + Powers 86 - Drawbacks 0 = 205/205 Power Points

DC Block:



ATTACK          RANGE             SAVE                 EFFECT
Unarmed         Touch             DC16 Toughness       Damage (Physical)

Blast           Ranged            DC25 Toughness       Damage (Physical)

Burst                          Ranged                          DC21 Toughness                  Damage (Physical)

 

 

Link to comment

Edited By Da Durf

 

On 8/9/2016 at 7:56 AM, EternalPhoenix said:

If you could bump up Terrifica's Enhanced INT 2 points and give her the Benefit (Wealth 1) feat I would be appreciative.

 

About this. Apparently something's gone wrong. The right total is listed in Powers, but Abilities and Init are incorrect. So...I have the +15 bonus, it's just noted wrong. I do, however, still want that feat.

Link to comment

Edited By Da Durf

 

Okay, made a few tweaks to Crow's Sheet with the return!

 

Spoiler

 

Player's Name: Quinn
Character's Name: Crow
Power Level: 11/12 (180/180 PP)
Trade-Offs: Defense +2 / Toughness -2; Melee: Attack -2 / Damage +2; Ranged: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4
Unspent PP: 11
Progress towards Gold: 60/90


In Brief: A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him.

Alternate Identities: Morgan Crowe
Identity: Secret
Birthplace: Boston, USA.
Occupation: College student, magical security specialist (Crowe Security Consulting)
Affiliations: Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member).
Family: Patrick Crowe - Red Hand (father), The Morrigan (mother).

Age: 22 (DoB: Oct. 31, 1994)
Gender: Male
Ethnicity: Caucasian
Height: 5'10"
Weight: 180 lbs (approx.)
Eyes: Gold
Hair: Black

Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He's every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don't have the same "pretty" look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. As for accessories, he actually has a pair of (as he puts it, extremely manly) jewelry that he wears now and again - a shark-tooth necklace that was probably (keyword, probably) purchased at some cheap souvenir store, and a silver ring with Celtic engravings.

When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey.

History: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.

He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum's blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he'd built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston.

It was about a day after his return to his old brownstone house that he received a message - a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility. Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day.

It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished. Then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him!

She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn't fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.

It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht . He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin.

Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he'd undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags.

As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing.

"Consider this a wager. On the future. Good luck, Crow. -M."

He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's!

Personality & Motivation: Morgan Crowe's always been fairly easy to read, if you've known him long enough. It's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he'd do next to anything for, several secrets that need hiding, and a girlfriend who never fails to make his head spin.

This is what he shows to the world.

 

Spoiler

Looking at Morgan and Crow, on the other hand...some say that if you're a hero long enough, you can eventually separate the identities in your mind. This could be said to have been happening to Morgan Crowe and his alter ego. He's built this personality into his mind now - a personality that comes out every time he puts on the mask and cowl. The idealized hero-in-black that his personal heroes and examples exemplify. Crow? He's watched and taken lessons from some of the best. The persona that is Morgan's alter ego is determined to be an almighty terror to those who'd dare do evil deeds in the night; to stand up, never back down, and never surrender, even when you're fighting things so far beyond your comprehension that it's almost a joke. Oh aye - he's seen a lot of harsh things, and dealt with a lot of troubles that, frankly, should be way beyond someone of his age, or even his mortality. Things that have lingered. Yet he keeps calm and carries on - because that's what his mentors and examples would do. So he's cold. Hard. Intimidating. To an extent that his other half is starting to question. Maybe even dislike.

There's a gulf there, now. And neither Morgan or Crow know what to do about it.


Power Descriptions: Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded.

Powers & Tactics: Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and girlfriend's ring, to boot.

Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it's going out of style, attacking from all angles with a variety of strikes, but there's a far more tactical element to his work (courtesy of old late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons; followed up by the use of either a lightning-charged wire trap of his own devising, or several hard shots from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he's learned the hard way that he just hasn't got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. In short, he's swiftly becoming an expert at hit-and-run tactics, as befitting his namesake.
 



Complications:
An Irregular Situation - Let it never be said that Morgan doesn't care deeply for those he considers close to him; in this case, the (former) Irregulars. Each former member of small group is a good friend (one moreso in particular) to him, and it's not an exaggeration to say that he would take a bullet for any of them (though he'd ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that - one already has.
An Eye For An Eye - Crow's reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself - a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the young hero; by any means necessary.
Eyes Of The Gods - The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man.
Lovebird - Morgan is currently in a comfortable mutual relationship with Victoria Knight, also known as the heroine Wisp. Two young folks in their early twenties, dating, with considerable complications in their respective family histories. What could possibly go wrong?
Not Subtle, Yet Quick To Anger - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her - not much, but still.
Reputation - A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. This has only been exacerbated by going into the 'magic security' business, too...
Seventh Deadly Sin - Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He's begun to learn humility (a thoroughly painful training trip, and years working with the formerr Irregulars, who didn't hesitate to whack him on the head when he got too overconfident, has done wonders for that), but he still has his moments.
Home Is Where The Heart Is - Parkhurst Hotel is one of Crow's prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn't have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it - enough that he'd drop whatever he has on hand to rush to the place's assistance if they needed it.
Sins Of The Father - Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.
Struggling - He's a young entrepreneur running an extremely oddball business. What is this thing you call cash flow?


Abilities: 8 + 8 + 10 + 4 + 4 + 2 = 36PP
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 14 + 10 = 24PP
Initiative: +8
Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire
Grapple: +10
Defense: +14 (+5 Base, +9 Dodge Focus), +2 Flat-Footed
Knockback: -3, -1 Flat-Footed


Saving Throws: 3 + 6 + 6 = 15PP
Toughness: +10 (+5 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +8 Flat-Footed
Fortitude: +8 (+5 Con, +3)
Reflex: +10 (+4 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 88R = 22PP
Acrobatics 1 (+5)
Bluff 9 (+10)
Craft (Artistic) 8 (+10)
Concentration 8 (+10)
Gather Info 9 (+10) Skill Mastery
Intimidate 9 (+10) Skill Mastery
Languages 1 (English [Native], Gaelic)
Knowledge (History) 8 (+10)
Knowledge (Arcane Lore) 8 (+10)
Notice 8 (+10) Skill Mastery
Sense Motive 8 (+10)
Stealth 11 (+15) Skill Mastery


Feats: 33PP
All-Out Attack
Attack Focus (Melee) 2
Artificer
Beginners Luck
Defensive Attack
Defensive Roll (+2 Toughness)
Dodge Focus 9
Equipment 3 (15EP)
Evasion 2
Fearless
Hide In Plain Sight (Engraved Ring)
Improved Initiative
Luck
Master Plan
Move-By Action
Power Attack
Quick Change 2 (Engraved Ring)
Skill Mastery (Gather Information, Intimidate, Notice, Stealth)
Startle
Takedown Attack 2
Tough
Uncanny Dodge (Auditory)

Equipment: 3PP = 15EP

 

3 + 2 + 1 + 4 + 5 = 11EP

Undercover Shirt: Protection 2 (Feats: Subtle) [3EP]

Encrypted Commlink: (Feats: Subtle, Insidious) [2EP]

Gas Mask [1EP]

Smoke Bombs: Obscure 2 (visual, 10' radius; Feats: Independent) [4EP]

Parkhurst Hotel (Shared HQ) [5EP]

 


Powers: 12PP + 28PP + 6 PP + 4 PP = 50 PP

Descriptors: General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning

Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (Runic Coat)

Runes (8PP Array, Feats: Alternate Power 1) [9PP]
Base Power: Healing 8 (Flaws: Empathic) [8PP] (Magic) (Rune of Revival)

Alternate Power: Concealment 4 (All Visual Senses) [8PP] (Magic) (Rune of The Veil)

Teleport 4 (400ft per Move Action, Flaws: Limited [short-Range], Feats: Subtle, Turnabout) [6PP] (Magic) (Rune of Wind Walk)


Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Runic Gloves)

Rune Glove Array (30 PP Array, Feats: Accurate 2, Alternate Power 3) [35PP]
Base Power: Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike)

Alternate Power: Blast 9 (Feats: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (Iron/Piercing) (Summoned Crow's Talons)

Alternate Power: Blast 6 (Extras: Autofire; Feats: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage)

Alternate Power: Snare 6 (Feats: Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + Blast 6 [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning)


Device 2 (10PP Container; Flaws: Easy-To-Lose) (The Iron Mask) [6PP]

Super-Senses 10 (Analytical Vision [+2], X-Ray Vision (Cannot Pierce Lead) [+4], Darkvision [+2], Infravision, Tracking [infravision]) [10PP] (Magic) (Eyes of the Rook)


Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring)

Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between)
Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment)
Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil)

 


Drawbacks: -0PP
None

DC Block:


ATTACK - RANGE - SAVE - EFFECT
Unarmed - Touch - DC19 Toughness (Staged) - Damage (Physical)
Lightning Strike - Touch - DC28 Toughness (Staged) - Damage (Physical) / Touch - DC18 Fortitude (Staged) - Dazed
Crow's Talons - Ranged - DC24 Toughness Damage (Physical)
Talon Barrage - Ranged - DC21+ Toughness Damage (Physical)
Iron Wire - Ranged - DC16 Reflex - Entangled/Bound / Ranged DC21 Toughness Damage (Physical)


Abilities (36) + Combat (24) + Saving Throws (15) + Skills (22) + Feats (33) + Powers (50) - Drawbacks (0) = 180/180 Power Points

 

 

Three changes - one, letter edits to backstory; there are a LOT of funny artifacts left there from the previous forum which I never fixed! And tweaking the Spoiler so it actually HIDES things.

 

Two, updating some Caps. 11 PP to spend, and I did so thusly!

 

2 PP - Constitution 20 (+5) (Fortitude +1, Toughness +1)

1 PP - Dodge Focus 9 

2 PP - Fortitude +8

3 PP - Reflex +10

3 PP - Will +8

 

I've got some ideas for a Drawback to represent his reason for disappearing, but I'll deal with that once the basics are handled. Thanks, to whatever Ref does this! ^_^

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