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Zeitgeist Blue

Salvo (PL 10)- Zeitgeist Blue

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Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10 (163/169PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 6


In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. 

 

Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy
Base of Operations: Claremont Academy
Catchphrase: "Locked on... And firing."

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: CA, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfields, Halls
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:
Age: 17 (August 13, 2001)
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Dark Brown

1053308959_NicoleWhitfield-Hall.thumb.jpg.f9fa1e375c7e0c55506021089dfb5d64.jpg

Physical Description

Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. 

 

As Salvo, her armor looks to be mundanely spray painted red and white, with hints of purple as highlights. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends it is as often disrupted with an array of weapons systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that makes it more cumbersome and larger than a suit of full plate armor should be. Runes are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes.

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Seek Knowledge. Wield Power.

 

Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come.

 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

 

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

 

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

 

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

 

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

 

She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within the multi-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For a whole year she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For a year, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them but fails more often than not. Sardonically so. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City, especially the marginalized persons of color. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility)

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident).

 

Drives Like a Rock: While Nicole's modifications Salvo's finer motors have been tuned up, and the proper ritual runes etched up to keep it from acting up, it still doesn't drive like a second-skin armor should. Its lateral movements and fine handling have not panned out as well as she had first envisioned. Her armor's flies like a brick, fast but impossible to do maneuvers which require finesse, and her grip could crush bone if she wasn't careful. Still more tuning is required, field tests must be conducted for her to fully utilize the link between her and Bellios.

 

Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery.

 

Of course, in a contest between man and spirit, more often than not, it is not often clear who will win.

 

It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it .

 

The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion.

 

Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While none of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession)

 

The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures.

 

Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation)

 

This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better.

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 5 = 11PP
Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative)
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries, +11 Energy Vent]

Grapple: +18/4/0
Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed
Knockback: -7/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10 Protection or +5 Forcefield)
Fortitude: +10/0 (+5/0 Con, +5)
Reflex: +6/-1 (-1 Dex, +7)
Will: +8/0 (+0 Wis, +8)

 

Skills: 80R = 20PP

Bluff 1 (+1)

Concentration 2 (+2)
Computers 8 (+15)

Craft (Artistic) 1 (+8)

Craft (Chemical) 5 (+12)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)

Diplomacy 2 (+2)
Disable Device 6 (+13)
Knowledge (Arcane Lore) 8 (+15)

Knowledge (Art) 1 (+8)

Knowledge (Current Events) 2 (+9)

Knowledge: Cosmology 4 (+11)

Knowledge (History) 3 (+10)
Knowledge (Physical Science) 5 (+12)
Knowledge (Technology) 8 (+15)

Knowledge (Theology and Philosophy) 3 (+10)

Language 2 (English, French, Spanish)

Notice 3 (+3)

Search 2 (+9)

Sense Motive 2 (+2)


Feats: 8PP
Artificer

Benefit (Wealth)
Eidetic Memory
Inventor

Luck

Online Research
Ritualist

Well-Informed

 

Powers: 3 + 2 + 113 + 1 = 119PP

 

Device 1 (Wheelchair, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [3PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Forcefield 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [2PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Sensory Suite Array 2 (4PP Array; Feats: Alternate Powers 1) [5DP]  

              BESuper-Senses 4 (Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Ranged (+1)]) {4/4}

              APSuper-Senses 4 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Ranged (+1)]) {4/4}

 

Bellios 28 (Battlesuit, Magical, Tech; 140DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [113PP]

       Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

 

           Protocol Sy 8.4 (42PP Container) [42DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 20 (Fortitude 5, Reflex 7, Will 8 [20DP]

                       Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus, Improved Initiative) [3DP]

 

           Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP]

 

           Hexagrammic Paneling 3.8 (19PP Container) [19DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 10 [10DP]

 

           Sensory Suite Array 5.5 (11PP Array; Feats: Alternate Powers 2) [13DP]

                      BESuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

                      Accurate (+0), Acute (+0), Analytical (+1), Extended 2 [1,000 ft] (+2),

                      Radius (+1), Ranged (+1)]) {11/11}

                      APSuper-Senses 9 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1),

                      Extended [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11}

                      AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control,

                      Selective, Subtle) {7/11}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 1) [15DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12}

 

           Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 5) [45DP]

                      BEKinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Slow Fire; Feats: 

                      Affects Insubstantial 2, Improved Critical [18-20], Knockback 3 [13 Total], Variable [Energy/Magic]) {18} +

                      Dazzle 10 (Visual and Auditory; Extras: Area [General, Burst], Linked [Blast], Range [Perception]; Flaws: Limited [5 times a day], Slow Fire;

                      Feat: Affects Insubstantial 2) {22} = {40/40}

                      AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,

                      Dimensional 2 [Magical], Split Attack) {40/40}

                      AP: Energy Vent 9 (Stun; Feats: Accurate 3, Affects Insubstantial 2, Extended Reach, Variable [Energy/Magic]) {25/40}     

                      AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats:

                      Affects Insubstantial 2, Dimensional 2 [Magical], Incurable Variable Descriptor 2 [Energy/Fire/Water]) {37/40}

                      AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20],

                      Precise Shot 2, Power Attack, Split Attack, Variable Descriptor [Energy/Magic]) {38/40}

                      AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Shapeable]Feats: Accurate 2, All-out Attack,

                      Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack, Progression [2 boxes per rank]) {40/40}             

            

Magic 1 (2PP Array; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP]

 

Drawbacks: -2 + -1 + -4  = -7PP

Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate)

 

DC Block

ATTACK                         RANGE         SAVE                                                 EFFECT
Unarmed                       Touch            DC 19/15 Toughness                     Damage (Physical, Bludgeoning)
Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Dazzle                            Perception   DC 18 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Energy Vent                   Touch           DC 19 Fortitude                               Stun (Staged)

Flamethrowers             Ranged         DC 25 Toughness                           Damage (Electricity/Fire/Water)

Fusion Autocannons   Ranged         DC 30 Toughness (Autofire)         Damage (Physical)

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (20) + Feats (8) + Powers (119) - Drawbacks (7) = 163/169 Power Points

 

Totals:

Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points

Bellios Armor: Device 28 (140) = 140/140 Device Points

 

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Disability (Paraplegic) -5PP (Frequency: +2; Intensity: +3) - this not an appropriate drawback at this magnitude, given that she has a battlesuit that compensates for it. I could see taking it down to a 1 or 2 PP drawback. 

 

Magic 15 (Flaws: Side-Effect, Uncontrolled, Unreliable; Drawback: Distracting) [4DP]

            

Magic 1 (2PP; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP] - what's going on here?

 

Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +3/0 Base, +3/0 Melee, +3/0 Ranged, +5 Weapons Suite Array [+11 Blast; +9 Missile Batteries, Not Killy, Hellfire)
Grapple: +17/5/0
Defense: +5/0 (+4/0 Base, +1 Dodge Focus), +2 Flat-Footed
Knockback: -7/0 - not sure what was intended here, but it needs to be fixed. Remember that at least 1/3rd of her Base Attack and Defense must be paid for directly, rounding up So if she's going to have +5 ATK and +5 DEF most of the time, you need to buy at least 2 of each.

 

     Servo-Dynamos 6 (11DP Array, Feats: Alternate Power 2, Dynamic 3) [16DP]

                      DBE: Flight 0-5 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-11}

                      DAPSuper-Strength 0-5 (Effective Strength 20-45, Heavy Load 400 lbs-6 tons) {0-10}

                      DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9} - why are these powers arrayed together?

 

 

 

 

 

 

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10 hours ago, Avenger Assembled said:

Disability (Paraplegic) -5PP (Frequency: +2; Intensity: +3) - this not an appropriate drawback at this magnitude, given that she has a battlesuit that compensates for it. I could see taking it down to a 1 or 2 PP drawback.

Okay, got it down to a 2PP drawback.

 

10 hours ago, Avenger Assembled said:

Magic 15 (Flaws: Side-Effect, Uncontrolled, Unreliable; Drawback: Distracting) [4DP]

            

Magic 1 (2PP; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP] - what's going on here?

Fixed the Magic 15. Changed it to  Magic 12 (Flaws: Distracting, Uncontrolled, Unreliable; Drawbacks: Disruption) [3DP].

 

Magic 1 is her power outside the suit. Her magic gets amplified while in the suit, but also unstable. That's basically me saying how unstable it is. And also me giving the GM a concrete complication. Magic 12 isn't for me to use.

 

10 hours ago, Avenger Assembled said:

Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +3/0 Base, +3/0 Melee, +3/0 Ranged, +5 Weapons Suite Array [+11 Blast; +9 Missile Batteries, Not Killy, Hellfire)
Grapple: +17/5/0
Defense: +5/0 (+4/0 Base, +1 Dodge Focus), +2 Flat-Footed
Knockback: -7/0 - not sure what was intended here, but it needs to be fixed. Remember that at least 1/3rd of her Base Attack and Defense must be paid for directly, rounding up So if she's going to have +5 ATK and +5 DEF most of the time, you need to buy at least 2 of each.

Okay. Bought it to +3 ATK since the majority of her ranged powers have +9 ATK

 

10 hours ago, Avenger Assembled said:

Servo-Dynamos 6 (11DP Array, Feats: Alternate Power 2, Dynamic 3) [16DP]

                      DBE: Flight 0-5 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-11}

                      DAPSuper-Strength 0-5 (Effective Strength 20-45, Heavy Load 400 lbs-6 tons) {0-10}

                      DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9} - why are these powers arrayed together?

 

It's how I intend to play Salvo. She can fly and be invisible, or fly and use Super-Strength.

Edited by Zeitgeist Blue

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8 minutes ago, Avenger Assembled said:

Sure, but what's the logic there with the Invisibility being arrayed with Flight and Super-Strength?

 

In the meantime, APPROVED

OOC-wise, I needed to save DP and this was the best way to do it.

 

IC... Nicole waves her hands around and starts lecturing about runes and metaphysical properties and those little swirls embedded in the plate that draws magic into a single subroutine. Sort of like a if-then statement.

Edited by Zeitgeist Blue

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Goodness, this character is loaded for bear.

 

Combat

Unfortunately, the 1/3rd rule applies to all attacks, not the majority - if the highest-attack power has +11, you need at least a base +4. This may or may not be relevant, though, assuming that by 'Blast' you meant the Particle Beam, and not any of the other Blast powers.

 

Your Dex modifier applies to your Initiative score, for good or for ill - with a -1 Dex, that's a -1 Initiative.

 

Feats

You have 5pp of feats, but you've noted 4pp down in the final totals. I believe the final 150pp is right, though.

 

Powers

Protocol Sy would have Enhanced Feats 5, I think, not 3.

 

With the Communication power, you have to choose a sense type over which the power works (Visual, Mental, Radio, etc). What do you see this power doing?

 

Not something you have to fix, but worth mentioning because it trips people up sometimes: Regeneration 1 round, which you've bought for both Bruised and Injured, means you have to take a whole round to do nothing but recover in order for the regen to kick in and grant you a roll to try to shave off a bruise or injury. If that was your intent, though, great! Always dramatic.

 

Awareness needs to be tied to a sense type - do you see the magic, mentally feel it, etc. Matters mostly for things that might obscure your senses.

 

Perception-range powers do not benefit from - and cannot have - feats that modify or depend on their attack roll, since they don't get attack rolls. This also means that they cannot crit. The Accurate 3 and Improved Critical 2 on your Particle Beam aren't actually doing anything, so you can reclaim those points (don't forget to update the Attack line under Combat).

 

This character is under-capped on offense in most areas - only the area-effect missile batteries and the flamethowers actually function at PL10.

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12 hours ago, Fox said:

Unfortunately, the 1/3rd rule applies to all attacks, not the majority - if the highest-attack power has +11, you need at least a base +4. This may or may not be relevant, though, assuming that by 'Blast' you meant the Particle Beam, and not any of the other Blast powers.

 

Your Dex modifier applies to your Initiative score, for good or for ill - with a -1 Dex, that's a -1 Initiative.

 

Feats

You have 5pp of feats, but you've noted 4pp down in the final totals. I believe the final 150pp is right, though.

 

Powers

Protocol Sy would have Enhanced Feats 5, I think, not 3.

Okay, edited these.

 

12 hours ago, Fox said:

With the Communication power, you have to choose a sense type over which the power works (Visual, Mental, Radio, etc). What do you see this power doing?

It's radio, yeah. Just a communication set.

 

12 hours ago, Fox said:

Not something you have to fix, but worth mentioning because it trips people up sometimes: Regeneration 1 round, which you've bought for both Bruised and Injured, means you have to take a whole round to do nothing but recover in order for the regen to kick in and grant you a roll to try to shave off a bruise or injury. If that was your intent, though, great! Always dramatic.

Huh, well that makes the redundancy with the vampiric flamethrowers even worse, but I'll keep it just in case. Drama!

 

Actually, I need to ask. How does the recovery check work? Since I don't have a recovery bonus and it uses a Constitution check, then that means a roll will look like this: 1d20 + 5 (Constitution Bonus) vs. DC 10?

 

Similarly, a Vampiric extra would have a roll that would look like 1d20 + Power Rank vs. DC 10? So, for example, the Flamethrowers, being Rank 10, would immediately pass the recovery check?

 

12 hours ago, Fox said:

Awareness needs to be tied to a sense type - do you see the magic, mentally feel it, etc. Matters mostly for things that might obscure your senses.

It's a mental effect, though it would manifest in her HUD. Does that cost any more points?

 

12 hours ago, Fox said:

Perception-range powers do not benefit from - and cannot have - feats that modify or depend on their attack roll, since they don't get attack rolls. This also means that they cannot crit. The Accurate 3 and Improved Critical 2 on your Particle Beam aren't actually doing anything, so you can reclaim those points (don't forget to update the Attack line under Combat).

Ah, okay. I've changed it to an Perception Area Attack to reflect a coilgun firing (like Halo's MACs but, you know, not lethal) or Iron Man's chest unibeam. That doesn't require an attack roll, but does it require a Reflex throw?

 

12 hours ago, Fox said:

This character is under-capped on offense in most areas - only the area-effect missile batteries and the flamethowers actually function at PL10.

Okay. All the offense capabilities are capped properly. Matter Manipulation is intended more as a utility effect, so yeah. I don't plan on attacking anyone with it.

Edited by Zeitgeist Blue

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13 hours ago, Zeitgeist Blue said:

Actually, I need to ask. How does the recovery check work? Since I don't have a recovery bonus and it uses a Constitution check, then that means a roll will look like this: 1d20 + 5 (Constitution Bonus) vs. DC 10?

 

Yep. 1d20 + CON to shake off one bruise/injury, with a +1 bonus for any previous failed attempts to do the same (until you succeed). Normally getting that recovery check requires one minute of rest for bruises and one hour of rest for injuries, so the Regeneration power is letting you shorten those required rest periods.

 

Quote

Similarly, a Vampiric extra would have a roll that would look like 1d20 + Power Rank vs. DC 10? So, for example, the Flamethrowers, being Rank 10, would immediately pass the recovery check?

 

Also correct; as-written it's a little ambiguous because it's not clear if you get ONLY the power's rank or you get your CON and the power's rank, but since it's only DC10 and you have 10 ranks, that's academic, you auto-pass. Note that you can only recover the same or lesser damage type you inflicted - if you're only bruised (non-lethal damage), you can deal bruises or injuries to heal yourself. If you're injured (potentially lethal damage), you can't heal that by only inflicting bruises.

 

Since the vast, vast majority of threads will always inflict bruises, it won't matter much, but it's worth keeping in mind. 

 

Quote

It's a mental effect, though it would manifest in her HUD. Does that cost any more points?

 

If it manifests in her HUD, then it's at least partially a visual effect: she's visually seeing the information the power grants her. If she's blinded, she loses that information. You could make the powers Visual (which will give you stuff like Acute and Accurate for free, since all visual senses are Ranged, Acute, and Accurate by default, but would also mean that she can't be alerted to stuff through walls) or keep it Mental and have a complication for "if I'm blind I can't see what my suit tells me, even though the suit gets that information by other means".

 

Quote

 

Ah, okay. I've changed it to an Perception Area Attack to reflect a coilgun firing (like Halo's MACs but, you know, not lethal) or Iron Man's chest unibeam. That doesn't require an attack roll, but does it require a Reflex throw?

 

Yep; characters in an area attack get a reflex save to halve the strength of the attack before saving against it.

 

Not sure this power does what you're imagining, though. For Area powers, the area type determines the shape of the attack (burst for explosions, cone for something like fire breath, line for...well, things that happen in a line), but the actual size of that area is determined by the rank of the power - a Line-shaped area attack is 5 feet wide and (10 x rank) feet long - so this power would be 5' wide and 100' long. The range determines how far away you can place the starting point of the power (a touch-range 'burst' radiates out from yourself; a ranged 'burst' is like a grenade, it blows up somewhere away from you; a perception-range 'burst' is like having a grenade you don't even have to throw, it just goes off anywhere you want within your line of sight).

 

I should note that you are allowed to have a Perception-range single-target power, like you had before, it's just that the Improved Critical and Accurate feats weren't doing you any good. You could have your old power and just not have those feats - nothing compels you to use every single power point in any given array slot. A power that only uses 30/39 points or such is perfectly valid and frankly probably more useful for keeping your powers clean and easily-understood.

 

Quote

Okay. All the offense capabilities are capped properly. Matter Manipulation is intended more as a utility effect, so yeah. I don't plan on attacking anyone with it.

 

Yeah, the Matter Manipulation wasn't much of a problem. Utility powers (Move Object, Transform, etc) that technically can be used as an attack are 'soft-capped' - they aren't forced to be at a certain maximum rank, like attack powers, but if you do attack with them they'll act as if they're capped. You could have Transform 10000000, and when you used it on someone it would still act (and inflict saving throws) like it was Transform 10.

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1 hour ago, Fox said:

If it manifests in her HUD, then it's at least partially a visual effect: she's visually seeing the information the power grants her. If she's blinded, she loses that information. You could make the powers Visual (which will give you stuff like Acute and Accurate for free, since all visual senses are Ranged, Acute, and Accurate by default, but would also mean that she can't be alerted to stuff through walls) or keep it Mental and have a complication for "if I'm blind I can't see what my suit tells me, even though the suit gets that information by other means".

Okay, wrote a complication.

 

Quote

Man and Machine: When Nicole enters Bellios she becomes more than human, more than an amalgam of steel and flesh. They become one being, in all senses of the word. The world outside sees one being and act accordingly, any power that would have effected either her as a mere human sorcerer or the techno-magics enmeshed into Bellios would affect the whole that Salvo has becomes. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from Salvo's helmet. Anything that would blind her would register as scrambling that visual interface and all essential information arrayed within it .

 

 

1 hour ago, Fox said:

Yep; characters in an area attack get a reflex save to halve the strength of the attack before saving against it.

 

Not sure this power does what you're imagining, though. For Area powers, the area type determines the shape of the attack (burst for explosions, cone for something like fire breath, line for...well, things that happen in a line), but the actual size of that area is determined by the rank of the power - a Line-shaped area attack is 5 feet wide and (10 x rank) feet long - so this power would be 5' wide and 100' long. The range determines how far away you can place the starting point of the power (a touch-range 'burst' radiates out from yourself; a ranged 'burst' is like a grenade, it blows up somewhere away from you; a perception-range 'burst' is like having a grenade you don't even have to throw, it just goes off anywhere you want within your line of sight).

 

I should note that you are allowed to have a Perception-range single-target power, like you had before, it's just that the Improved Critical and Accurate feats weren't doing you any good. You could have your old power and just not have those feats - nothing compels you to use every single power point in any given array slot. A power that only uses 30/39 points or such is perfectly valid and frankly probably more useful for keeping your powers clean and easily-understood.

Right. I was thinking more like a powerful sniper option that fires from beyond the horizon. I've edited it to look like this.

 

And I figured I didn't need to use all the points. But the waste!

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