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Avenger Assembled

Sea Devil and Singularity - Orichalcum (PL 10)

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Character Name: Sea Devil (and Singularity) 
Power Level: 12/13 (214/220PP)
Trade-Offs: Various
Unspent Power Points: 6
In Brief:  A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. 


Homebase: The DuTemps Building, Freedom City 


My Beloved Monster, Eels

Fight Song, Rachel Platten
Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) 
Identity: NA
Birthplace: An unnamed island in the US Virgin Islands 
Occupation: Adventurer
Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra 
Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including several young adult spawn, but Deep Ones do not view these relationships the way Surfacers do.
Age: Aquaria is a Deep One female in the prime of life. 
Gender: Female 
Height: 5'7"/6'1" in armor
Weight: 180 lbs/280 lbs in armor
Eyes: Black and gold
Hair: None



Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. 


When using her disguise spell, she looks like a distinctly odd human - a muscular female with pale skin, long limbs, a loud voice and fluffy black hair, with big, wide eyes that stare fixedly and with a particularly large mouth. She usually wears hoodies, long pants, and rain boots to hide the ways her body still doesn't match the profile of a human's. Her skin is still cold and slick to the touch. 


Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. 




It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. 


Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? 


She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. 


She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. 


And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. 


Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. 


She'll be reunited with her Deep One brothers and sisters again - when the stars are right. 


Personality and Motivation


By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. 


She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. 


Powers and Tactics


Outside of her armor, Aquaria is not a terribly brave fighter - she'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. Despite her sharp teeth and handclaws, she prefers to fight with hard kicks from her massive legs. 


She's not that different while wearing the armor, hanging back and firing spectrum blasts from her tridents until she's actually forced into melee. Once there she's effective enough - but is particularly effective when fighting alongside the mighty Singularity. 



How Far I'll Go: An explorer born, Aquaria Innsmouth can never turn away from a new adventure. 

An Innocent Warrior: Of all Aquaria's friends, Jessie White is the greatest - and perhaps the most troublesome. 

We Know The Way: Aquaria is a disciple of what is sometimes called the Aeon Cult among Surfacers but to her is simply the Faith - the worship of the gods of the Deep One, widely considered a dangerous, apocalyptic cult among Surfacers and Atlanteans. 

Shiny: Aquaria despises Atlanteans, thinking of them as cruel, jealous imperialists - and Atlanteans typically view her as a murderous barbarian cultist. 

Where You Are: Aquaria dreadfully misses her fellow Deep Ones and the society beneath the waves - and might take chances to return. It doesn't help that the Surface is so cold and dry! 

I Am Aquaria: Apostate, traitor, and worse - her fellow Deep Ones (those who know the story of the Deep One who consorts with Surfacers) generally don't share her feelings. 

You're Welcome: Granted space armor by a quirk of galactic politics, Aquaria Innsmouth is an object of interest both to the Star Knights - and to the secret patrons of the terrible Spectrum Knights. 

Abilities: 12 + 12 + 12 + 2 + 4 + 2 = 44PP
Strength: 22 (+6) effective Str 37
Dexterity: 22 (+6)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Combat: 14 + 14 = 28PP
Initiative: +6
Attack: +7, +11 Melee, +15 w/Spectrum Power 
Grapple: +18/+21 w Dagon's Might, +11 w/Move Object
Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -11/-6/-3


Saving Throws: 1 + 1 + 5 = 7PP
Toughness: +12/+6 (+6 Con, +6 Protection, +10 Impervious)
Fortitude: +7 (+6 Con, +1)
Reflex: +7 (+6 Dex, +1)
Will: +7 (+2 Wis, +5)


Skills: 40R = 10PP
Acrobatics 2 (+8) 
Diplomacy 4 (+5) 
Disguise 0 (+16/+1) 
Knowledge (Arcane Lore) 4 (+5) 
Knowledge (Theology and Philosophy) 4 (+5) 
Languages 2 (Atlantean, English [Base: Lemurian]) 
Notice 4 (+6) 
Sense Motive 4 (+6) 
Stealth 4 (+10) 
Swim 4 (+10) 
Survival 8 (+10) 


Feats: 48PP
Attack Focus (melee) 4
Dodge Focus 4

Environmental Adaptation (underwater)
Sidekick 35 [Singularity]


Powers: 27 + 6 + 45 = 78

Deep One Physiology 5.1 (26PP, PF: Innate) [27PP] 

Additional Limb 1 (Tongue) [1PP]
Comprehend 2 (animals, Flaw: Limited [Sea Life]) [2PP] 

Dagon's Might Array 3 (6PP, PFs: Alternate Powers 2) [8PP] 

BE: Swimming 6 (100 MPH/1000FPM) {6/6}
AP: Leaping 2 (x5, Running Long Jump 80 ft, Standing Long Jump 45 ft, Vertical Jump 20 ft) + Speed 2 (25 MPH/250 FPM) + Super-Movement 1 (Wall-Crawling 1 (to 2) {2+2+2=6/6}
AP: Super-Strength 3 (Effective STR 37, Heavy Load 2 tons) {6/6}

Features 2 (Deep One, Iron Stomach) [2PP]
Immunity 3 (Environmental Cold, High Pressure, Suffocation [Underwater]) [3PP]
Super-Movement 1 (Wall-Crawling 1) [2PP] 
Super-Senses 8 (Accurate Ultrasonic Hearing, Acute Scent, Darkvision, Tactile [Ranged]) [8PP]


1 + 2 + 8 + 2 + 3 + 2 + 8 = 26PP


Hydra's Power 2.5 (magic tattoos, 5PP, PF: Alternate Power 1) [6PP]

BE: Super-Senses 3 (Magic Awareness 3 [Auditory, Enhancements: Analytical, Extended]) [5/5]
AP: Morph 3 (Aquaria Innsmouth, +15 Disguise bonus, PFs: Covers Scent, Precise) [5/5]


Device 11 (Spectrum Knight Armor, 55PP, Flaw: Hard to Lose, PF: Restricted [Deep One]) [45PP]

Communications 4 (radio, 1 mile) [4PP] 

Flight 3 (50 MPH/500FPM) [6DP] 
Immunity 9 (Life Support) [9DP]
Protection 6 [6DP] 
Space Travel 1 (interplanetary) [2DP] 
Spectrum Power Array 12 (24PP, PFs: Alternate Powers 2) [26DP]

BE: Damage 6 (energy trident, PFs: Improved Crit 2, Mighty, Precise, Takedown Attack 2, Variable Descriptor 2 [any energy]) + Impervious Toughness 10 {10} {14+10=24/24}

AP: Blast 8 (spectrum power, PFs: Accurate 4, Precise 2, Variable Descriptor 2 [any energy]) {24/24}

AP: Move Object 8 (energy constructs, Effective STR 40, Heavy Load 3 tons, PFs: Accurate 4, Precise) {21/24}

Super-Senses 2 (Danger Sense [Radio], Uncanny Dodge [Radio]) [2DP]

4+ 6 + 9 + 6 + 2 + 26 + 2  = 55/55


Drawbacks: -1PP
Vulnerable (visual Dazzles, uncommon, minor) [-1PP]


Totals: Abilities (44) + Combat (28) + Saving Throws (7) + Skills (10) + Feats (48) + Powers (78) - Drawbacks (1) = 214/220 Power Points


DC Block
ATTACK            RANGE          SAVE              EFFECT
Unarmed         Touch          DC21 Toughness    Damage (Physical)
Trident             Touch          DC27 Toughness    Damage (Energy)
Blast                Ranged       DC23 Toughness    Damage (Energy)





Power Level: 12 (175/175PP)
Trade-Offs: None


Age: 24
Gender: Female 
Height: 5'8"
Weight: 175 lbs
Eyes: Brown
Hair: Short and blonde




A young woman of average height and muscular build, Singularity's blonde hair doesn't quite match her dark eyebrows. She carries herself with a combination of athleticism and hesitancy - as if forever afraid she's going to break some thing, or some one. She generally speaks quietly, even, and perhaps especially, when angry. In combat she wields a short, dark baton like a single escrima stick, one she can snap open to staff length. She wears a blue jumpsuit in combat, if she has time to gear up. 




Victim. Survivor. Monster. Weapon. Prisoner. Artist. Hero? Jessie White, displaced from her own dying world into a hellish alternate reality, now living on a world where she is a shadow of another woman, bearing her own reputation as a mindless killing machine. At least her best friend is a monster from below the waves who worships strange gods and eats live fish for fine? It's good to know she's not alone - even if sometimes she thinks she's better off that way. 


Personality and Motivation


Jessie keeps her personality restrained as best she can, keeping her voice and passions to herself. She's better off that way - and so is everyone else around her. She does feel things, sometimes intensely, with strange visions of a life that wasn't hers and of the horrific reality beyond it - but she tries to keep them to herself. Pretending to be normal is hard enough without thinking about all the ways she's anything but. 


Powers and Tactics


Jessie White fights with her bat, striking with the mechanics of someone who has solid, albeit limited, training in melee combat. She'll strike to stun and to daze, staying mobile with leaps and kicks, not too dissimilar from her aquatic friend. 


Singularity fights to kill. She doesn't come out much - even when Jessie's in costume. But sometimes she does. Jessie doesn't like to think about that. 


Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP
Strength: 30/18 (+10/+4)
Dexterity: 20/14 (+5/+2)
Constitution: 30/14 (+10/+2)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 12 + 12 = 24PP
Initiative: +5
Attack: +6 Base, +10 Melee
Grapple: +24
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -12

Saving Throws: 0 + 3 + 7 = 10PP
Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield)
Fortitude: +10/+2 (+2 Con, +8 Enhanced Con)
Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3)
Will: +8 (+1 Wis, +7)

Skills: 64R = 16PP
Acrobatics 10 (+15, SM)
Craft (Artistic) 8 (+8) 
Intimidate 14 (+15, SM) 
Notice 9 (+10, SM)
Sense Motive 9 (+10, SM)
Stealth 10 (+15)
Survival 4 (+5) 


Feats: 20PP
Acrobatic Bluff
All-Out Attack
Attack Focus (Melee) 4
Challenge 2 (Fast Acrobatic Bluff, Fast Startle) 
Dodge Focus 4

Power Attack
Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) 
Takedown Attack 
Uncanny Dodge (auditory)


Powers: 4 + 16 + 6 + 12 + 1 + 2 + 10 + 5 + 9 + 2 + 8 +10 = 85PP

Device 1 (Bat, 5PP, Easy to Lose, PF: Subtle [Collapsible]) [4PP]

Damage 0 (PFs: Improved Crit 2, Mighty, Paralyzing Attack, Stunning Attack)


Enhanced Constitution 16 [16PP]

Enhanced Dexterity 6 [6PP]

Enhanced Strength 12 [12PP]

Feature 1 (Temporal Inertia) [1PP]

Immunity 2 (disease, poison) [2PP]

Impervious Toughness 10 [10PP] 

Movement Array 2 (4 points; PF: Alternate Power) [5PP]

BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4}

AP: Speed 4 (100 mph / 1000 feet per move action) {2+2=4/4}


Regeneration  9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]

Super-Senses 2 (Accurate Hearing) [2PP]

Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] 


Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP]

Damage 4 (shield strike, PF: Mighty) {5}

Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3}

Immunity 3 (drowning, environmental cold, high pressure) {3} 

Force Field 4  {4} 


DC Block
ATTACK            RANGE          SAVE              EFFECT
Unarmed           Touch          DC29 Toughness    Damage (Physical)

Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (20) + Powers (85) = 175/175 Power Points

Edited by Fox
+6 PP for March/April 2018

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Not sure how you reach Initiative 4, your Dex bonus is 6.
Same thing goes for the Grapple. You’ve got 6 from Strength and 8 from your AB, then +1 from the Additional Limb, and +3 from Dagon’s Might, pushing it up to 15/18? If I’m missing something please tell me.
Knockback: See Saving Throws below


Saving Throws:

Not sure where you’re getting the 10 Impervious from, I can’t find it on the sheet. This also affects the Knockback, as posted above. But I might just be missing it?

You’re paying Will +4, but in the actual thing you wrote +5, in order to get it from 2 to 7. Meanwhile, in the summary, it actually only adds up to 6/7 points, not 8



Nitpicking, but Disguise technically is +11/1 since the bonus is part of an Array.
I’m actually only counting 34 Skill ranks, so that’s 2 ranks that you’re paying for that aren’t assigned.



Detect, would, per house rules, become Awareness, so magic awareness, which also costs 3PP, so this is just the name.
Unless I’m missing something here, the morph would only cost 4PP? One different appearance is 1PP, so that’s 2 for the ranks, and then 2 for the feats? Or is covers scent a 2 point feat?


Space Travel is 2PP/Rank, so that frees up one DP there.

I think I’m misunderstanding this one: Penetrating 4 [as DMG 12], I’m not sure what it’s supposed to mean, since you’re at Damage 8. Or is it meant that you can hit everything up to Imp 12?

Also, Blast 8 (16) + Penetrating 4 (4) + Accurate 4 (4) + Precise 2 (2) + VD 2 (2) adds up to 28 unless I’m missing something. Might have to do with the Penetrating I mentioned above?



Saving Throws:

This one’s Impervious 10



Craft is based off of INT, so the bonus with Craft Artistic would only be +8, I think?



I think you’re missing a Mighty on the Bat? Right now, I think, it would actually only cause a DC15 TGH save. Unless this intended? (Which judging by the DC block, it might be?)



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Only thing I can spot now is 44+16+7+10+46+78-2 adding up to 199, so you've got one spare point.

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