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Amelia

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  1. Doktor'd! Dirge He has 160PP now, so he is PL11. Please amend the "Power Level" on his sheet as follows: Power Level: 11 (Built as PL10) 1PP to spend. Please spend 1PP to add the following AP to his Electromagnetic Control array: Altenate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons) Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP] Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP] Here are the lines to add to his attack block: Strike (Lightning) Touch DC30 Toughness (Staged) Damage (Energy)* Str/Dex*** vs +15 Prone Strike (Metal) Touch DC30 Toughness (Staged) Damage (Physical)* Str/Dex*** vs +15 Prone The spacing should line up. And please add this to the notes at the bottom of the block: ***Lower of the two.
  2. Medusa Brainstorming #2 Once you settle on the petrification effect, then you have to decide what else she can do, which myths and games you want to pull from. The snakes growing out of her head are often depicted as venomous. That's simple enough. Most exotic attack effects will work for venom. Damage (Extras: Alternate Save [Fortitude]) [2PP/rank] Drain (Strength, Dexterity, or Constitution) [1PP/rank] Drain (All Abilities At Once; Flaws: Limited [Physical Abilities: Str, Dex, Con]) [2PP/rank] Nauseate [2PP/rank] Paralyze [2PP/rank] Stun [2PP/rank] Since the victim is probably getting bitten many times in rapid succession, the Autofire extra would fit. Secondary Effect is always a good extra for poison powers. If she grapples people (see below), and you can afford to buy her Enhanced Strength and Super-Strength separately from her attack array, then you could add the Requires Grapple flaw to the venom effect. If you use Drain, keep in mind that people will recover one point every round. The Slow Fade feat and/or the Total Fade extra can slow that down. Sometimes she has corrosive acid for blood. You could do this as a rank 1 flavor thing, like the split-the-difference petrification build in Part 1, or you could spend a ton of points to make it something that could really hurt someone. Note: Even the rank 1 version has utility. Inanimate objects don't recover from Drained Toughness or Damage until they're repaired, so you could eventually bleed on even a steel (Toughness 10) object enough to break it. Note: This is the "Corrosion" power from the books, but broken down by individual effect so you can see how it's constructed. Acid Blood [7PP] Drain Toughness 1 (Extras: Action 3 [Reaction], Affects Objects, Linked [Damage]; Flaws: Uncontrolled) [4PP] Damage 1 (Extras: Action 3 [Reaction], Linked [Drain]; Flaws: Uncontrolled) [3PP] Acid Blood [70PP] Drain Toughness 10 (Extras: Action 3 [Reaction], Affects Objects, Linked [Damage]; Flaws: Uncontrolled) [40PP] Damage 10 (Extras: Action 3 [Reaction], Linked [Drain]; Flaws: Uncontrolled) [30PP] The assumption here is that you have to suffer a Bruised or Injured condition to trigger the Reaction. It's Uncontrolled and Reaction because it just happens when you get hurt. You don't do anything to directly activate the effect. Technically you could use the Aura extra for the same price, but I hate UP's version of Aura. I think Reaction works better (and so did the 3E devs!). Objects won't recover until they're repaired. People will recover one point of Toughness every round. The Slow Fade feat and/or the Total Fade extra can slow that down. Acid effects often have the Incurable power feat, since regenerators in most games can't heal fast from acid damage. Add the 1PP "Lethal" drawback to the Damage effect for something truly nasty. Sometimes her blood is poisonous instead of acidic. In that case, take whatever attack effect you chose for the snake venom, and build it the same way as the Acid Blood: Nauseate 1/10 (Extras: Action 3 [Reaction]; Flaws: Uncontrolled) [4/40PP] You need to decide how much of a snake-person she is. Does she have tough scales? Good descriptor for Protection. Is she also resistant to poison: Good descriptors for Enhanced Constitution. She might have Immunity (Poison) as well. Is she a snake-centaur, with a big tail instead of legs? Or does she have humanoid legs that can "fuse" into a snake tail? (Maybe this involves "shedding".) Either way, good descriptor for a rank or two of Speed, Super-Movement (Slithering), Swimming with Enhanced Skills (Swim), either Super-Movement (Wall-Crawling) or Enhanced Skills (Climb), and a Snare effect in her attack array. Snare 10 (Extras: Engulf; Feats: Chokehold) [21PP] If you can crush your victim like a boa constrictor, then consider adding the Constricting extra. Since, by default, Constricting only inflicts Damage equal to half your power rank, I would buy 2 ranks of it, which I assume would upgrade that to your full power rank. Note, however, that extras are not optional, so if you give the Snare effect +Constricting, then the damage always happens to anyone you Snare, and you have to let them go to stop inflicting the damage. Alternately, you could just take Enhanced Strength, Super-Strength, and Improved Grapple or Additional Limbs, and grapple people. One rank of Super-Senses can give you the Radius extra on your default Normal Vision, if she can see through the snake eyes. A lot of reptiles can sense heat, so Super-Senses 1 (Infra-Vision) is a good pick. Increase the utility by adding the Radius and/or Tracking extras. They also tend to have really good sense of smell, so the Acute, Extended, and Tracking Super-Senses extras on the default Normal Olfactory Sense work, as well as Olfactory-type Danger Sense and/or Uncanny Dodge. Some depictions give them wings, so Flight 3 (50MPH, 500ft per Move Action; Drawbacks: Power Loss [Wings]) [5PP] could apply. Some depictions give her claws, which is just Damage (Feats: Mighty), maybe with the Improved Critical feat and/or the Lethal drawback thrown in. She's often depicted using a bow and arrows. Personally, I wouldn't recommend this, because you'd have to put that in a Device, so you'd have to pay for those effects separately from her other attack effects. I'm a big fan of arraying all the attacks together. However, you could forgo the Device discount entirely, fold the bow-and-arrow effects into her attack array, and then have the ability to disarm her (and deprive her of those Alternate Powers) be a Complication instead. If you do use a bow, consider arrows that have been previously poisoned with her blood. Most reptilian characters have some Regeneration ranks, so that's a natural fit. If you're making an actual mythological figure, then Immunity (Aging; Starvation/Thirst) could apply. The gorgons, like many supernatural creatures, are immortal in some source material. You could also make her a full-fledged mystic with an array of magic spells she can cast in addition to her "natural" abilities. If she's truly reptilian, than a Vulnerability to Cold effects and/or a Weakness to cold environments would work, as Drawbacks or as Complications.
  3. Medusa Brainstorming #1 Gorgons and how to build them came up in the Discord the other day, and it got me thinking. First up, the big thing, the petrification. You need to choose whether this is something she consciously does, or something that just happens when someone looks at her face. If she does it consciously, then she has to take an action to do it, but she doesn't always have to do it, it's cheaper, and you can fold it into an array. If it just happens, then it's an expensive stand-alone power, and you probably won't have room on your sheet for any other powers. Then you need to choose effects and descriptors. Do you use Transform, or Paralyze? Is it actually petrification, or just, say, a paralytic effect that makes the victim look super-pale? The cost is about the same either way. You also need to decide if it's going to be a Fortitude effect or a Will effect. That depends on your descriptors, your vision. Is it something you fight off with your body/health, or your mind/willpower? I would include the Subtle power feat, because while it's obvious to the person who looked at her and got petrified what happened, other observers may not know why the person suddenly turned to stone. Here's a few different ways to build it: Note: You can bring the cost down on the active versions by applying the Distracting flaw, and/or by flawing the action down to Full. Paralyze 10 (Extras: Action 3 [Reaction], Area [Visual Perception]; Flaws: Uncontrolled; Feats: Subtle) [51PP] Paralyze 10 (Extras: Range 2 [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [31PP] Either one of those will wear off in a few rounds, a couple minutes at the most, unless you increase the duration. Transform 10 (Flesh To Stone; Extras: Action 3 [Reaction], Area [Visual Perception], Duration [Continuous, Lasting]; Flaws: Range [Touch], Uncontrolled; Feats: Subtle) [61PP] Transform 10 (Flesh To Stone; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [41PP] Because they're Continuous (Lasting) duration effects, neither of these will wear off until you choose to turn them off. And since the Reaction Area ones are Uncontrolled, you can't choose to turn them off. They'll turn off only if the GM decides they do, for whatever reason, or if someone counters/Nullifies them. You could also split the difference, by having a very low-rank always-on effect that happens whenever someone looks at her, and then a more powerful conscious "focusing" of it that she can do as an attack. Have one of these as a stand-alone, which even low-PL minions will usually save against, and is more of a flavor thing than anything else: Paralyze 1 (Extras: Action 3 [Reaction], Area [Visual Perception]; Flaws: Uncontrolled; Feats: Subtle) [6PP] Transform 1 (Flesh To Stone; Extras: Action 3 [Reaction], Area [Visual Perception], Duration [Continuous, Lasting]; Flaws: Range [Touch], Uncontrolled; Feats: Subtle) [7PP] And then this as an AP in an attack array: Paralyze 10 (Extras: Range 2 [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [31PP] Transform 10 (Flesh To Stone; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [41PP]
  4. Octoman's Notice check: 34.
  5. Depending on how "Century For A Dame" progresses, Strix might be Raven-adjacent soon, in a Huntress black sheep who only gets called in when things are good and truly pear-shaped sort of way.
  6. Octoman "Man, I dunno why she didn't just lemme carry her. I LITERALLY got like TEN extra arms, and each ONE of 'em can lift TEN Turtle-Girls, AND her Turtlecycle." Octoman raised an eyebrow and stared silently for a few moments. Then he grinned, nodded, and pointed twin finger-guns at Thunderbird. "I LIKE IT!" If Octoman was even slightly tired from the hike, he didn't show it. He wasn't visibly sweating, or even breathing hard. His powers clearly included superhuman stamina in addition to superhuman olfactory sensation. "We're DEFINITELY goin' the right way. STRONG scent trail. Dude needs to upgrade from that dollar-store deodorant." "What's up?" He pointed at his own white eyes. "I got built-in binoculars in these things. What're YOU seein' that I'M no-OHHH, right, spooky stuff!" He shouted over his shoulder to the other teens. "HEADS UP PEEPS, IT'S ABOUT TA GET FREAKY!"
  7. No, it isn't. Immovable does add to your KB resistance, yes. But so does Impervious Toughness. When you calculate your KB resistance, you halve non-Impervious Toughness, but you don't halve Impervious Toughness. I really, really don't think any Immunity beyond environmental heat (which comes with Life Support) is necessary for atmospheric re-entry. We have a lot of PCs who can fly up into space and back down again, and, to my knowledge, no one has ever made an issue of it for any of them.
  8. Life Support includes environmental radiation, so you don't need to buy that separately. And I assume that the environmental heat Immunity that Life Support includes allows you to fly into and out of the atmosphere without taking damage; it would be weird if all the sample paragon builds didn't actually work. So I don't think you need the fire damage Immunity either. You need to write which skills Skill Mastery applies to next to the feat. Bluff and Diplomacy are good candidates for Skill Mastery. Gather Info and Knowledge aren't. You generally want a skill you'd actually be using while being "threatened" or in a high-stakes situation. DokA wrote a good article on that in this forum. That being said, none of those skill bonuses are high enough that you'd want to take 10, so I don't think this character benefits from Skill Mastery at all. Those Notice and Sense Motive bonuses are so low I'm wondering why you bothered investing any ranks there at all. You should write down all the powers that Density gives you. Density gives you Super-Strength, which affects your grapple bonus and your carry capacity. Density gives you Impervious to go with those free Protection ranks. You should note that in your Toughness save, and that also affects your knockback resistance. Why PL8 and not PL10? Why another teenager?
  9. Octoman Ben texted back. Left side. Got it. Then he slid his phone back into his own thighmeat, where it was quickly absorbed. He made seemingly random hand gestures while talking, pointing alternately at himself and everyone around him. "Hey, so, nice ta meetcha, sweet pool, tasty grub, but I need to, uh...take care of something. Bee-arr-bee, or tee-tee-why-ell, depends on how it...yeah." He grabbed a pair of fresh towels on his way out of the room. Once he had ducked into the other room, he glanced around and whispered while drying himself off. "Hey Mia, you here yet?"
  10. There's no game mechanic for that geas that Santa Muerte just imposed on herself. I might add it as a Complication on her sheet, though.
  11. Santa Muerte Always reliable, Atzi made sure to relay the guard's story to Ximena as soon as she appeared at the bookstore. As she listened to the description, Ximena struggled to keep her composure. She preferred to maintain a facade of inflappability, even with her closest friend. Excitement and fear in equal amounts threatened to leak through the cracks in that facade. It could be...have I finally found...it sounds just like...don't get your hopes up...not the first time you thought you...still, it's uncanny... That night, on the roof of one of the warehouses overlooking the Bridgepoint docks, a glowing green spectral sickle sliced through the flesh of space-time itself and parted the skin separating the layers of the Multiverse like curtains. A woman in an ornate black dress with a crimson cloak and a skull mask walked through those curtains. She crouched down and raked the docks with her gaze from one end to the other, searching for any magical radiation which might reveal a supernatural creature, or at least the trail left by one. Once she had taken in everything she could from one vantage point, she ducked back into the Underworlds, emerging on another roof, and then another. She stuck to the shadows, which did not obscure her own sight in the slightest, doing her best to keep out of the sight of the people below her.
  12. Santa Muerte The woman in black and red ate as the others spoke, seemingly paying more attention to her noodles than to her fellow superheroes. Appearances, however, could be deceiving. She was listening to every word. Or reading every word, in Waverider's case. She cocked her head slightly, raised an eyebrow at Justice almost imperceptibly, let her mouth slip into a wry half-smile, then glanced back at Protectron. "As I said, taboo." She turned back to Justice. "Some of my neighbors have taken to calling me 'Santa Muerte'. It is as good a name as any." She turned back down to her mostly-empty bowl and made a couple of hand gestures over it while delivering another Ancient Atlantean incantation. "<Cleanse.>" The bowl was momentarily engulfed in green fire. When the flames vanished, the bowl and fork were both completely clean and dry. Then she made another gesture with a single hand, snapped her fingers, and commanded "<Hands without flesh, attend me.>". A pair of translucent glowing green hands appeared in mid-air in front of her. She nodded down to her bowl, then toward the counter. The hands lifted the bowl into the air and deposited it in front of the register before disappearing. "If the legitimate acquisition of one of these suits truly is beyond all of your combined resources, then before you resort to petty larceny, you could simply ask someone who does own one if they would let you examine it. The wealthy are perpetual children. They love to show off their shiny new toys. The type of person with both the inclination and the capital required to make such a purchase likely also wishes to be seen as a peer of the 'superhero community'. Surely at least one of you possesses enough social cachet that they would crave your attention and approval. Barring that, the manufacturers themselves may very well roll out the red carpet for one of you, in the hopes of securing your public endorsement of their product." "Excuse me. Mictlan is a place where I can be contacted, but I am not volunteering it as a meeting place. My presence there protects the employees and residents more than it endangers them. I could not say the same for all of yours." Santa Muerte stood up from her table. Green flames erupted from her eyes. "In the protection of this world and its people, I will render unto you whatever aid you require that I am able to provide." The flames evaporated, though her irises remained unnaturally green. "The oath is given. If I break it, there will be consequences."
  13. Endgame Build: Mister Strix Power Level: 15 (Built as PL10) Tradeoffs: None Power Points: 250/250PP Unspent Points: 0 ABILITIES 24PP ( 2 + 2 + [-10] + 10 + 10 + 10 ) Strength: 30/12 (+10/+1), 40/12 Lifting (Heavy Load: 3 tons / 130 lbs.) Dexterity: 30/12 (+10/+1) Constitution: - Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 20PP ( 10 + 10 ) Initiative: +22/+1 (+10/+1 Dex, +12 Enhanced Improved Initiative) Attack: +5, +10/+5 Melee (+5 Base, +5 Enhanced Attack Focus) Grapple: +22/+6 (+10/+5 Melee Attack, +10/+1 Strength, +2 Super-Strength) Defense: +10/+5 (+5 Base, +5 Enhanced Dodge Focus), +3 Flat-Footed Knockback Resistance: 10, 5 vs Vampire Weaknesses SAVING THROWS 5PP (0 + 0 + 5) Toughness: +10 (Impervious 10, except against Vampire Weaknesses) Fortitude: - Reflex: +10/+1 (+10/+1 Dex, +0PP)Evasion 2 Will: +10 (+5 Wis, +5PP)Ultimate Save SKILLS 11PP ( 44R ) Acrobatics 0 (+15/+1) Bluff 5 (+10) Diplomacy 5 (+10) Handle Animal 0 (-) Intimidation 0 (+20/+5) Knowledge (Life Sciences) 5 (+10) Knowledge (Streetwise) 15 (+20) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 10 (+15) Notice 0 (+20/+5) Ride 0 (-) Search 0 (+20/+5) Sense Motive 0 (+20/+5) Stealth 0 (+20/+1) FEATS 4PP Benefit (Legally Deceased) Interpose Jack of All Trades Ultimate Save (Will) Enhanced: Attack Focus (Melee) 5 Dodge Focus 5 Evasion 2 Hide In Plain Sight Improved Initiative 3 (+12) Takedown Attack 2 POWERS 201PP Descriptors (All Powers): Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Unholy Aura) Enhanced Dexterity 18 (Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [17PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Feats 18 (Attack Focus [Melee] 5, Dodge Focus 5, Evasion 2, Hide In Plain Sight, Improved Initiative 3, Takedown Attack 2, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [17PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Skills 75/76 (Acrobatics 5, Intimidation 15, Notice 15, Search 15, Sense Motive 15, Stealth 10, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [18PP] (Descriptors: Super-Senses, Unholy Aura) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Unholy Aura) *Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Total; Flaws: Limited [Objects], Personal, Source [Blood]) [5PP] (Descriptors: Regeneration) Immunity 30 (Fortitude effects) [30PP] Impervious Toughness 10 (Flaws: Limited [Vampire Weaknesses inflict Penetrating damage]) [5PP] (Descriptors: Regeneration, Superhuman Resilience) Protection 10 [10PP] (Descriptors: Superhuman Resilience) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] Regeneration 22 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Resurrection 8 [1 round], Flaws: Limited [Vampire Weaknesses inflict Incurable damage; Requires outside aid to Resurrect if decapitated, staked through the heart, incinerated, dissolved, or disintegrated]) [11PP] Super-Movement 1 (Trackless) [2PP] (Descriptors: Unholy Aura) Super-Movement 2 (Wall-Crawling 2 [Full speed; Not flat-footed], Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [3PP] Super-Senses 15 (Acute Analytical Extended Tracking 3 Normal Olfactory Sense; Darkvision; Extended Vision; Microscopic Vision 1 [Dust]; Postcognition [Flaws: Medium {Blood}]; Ultra-Hearing; Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [12PP] Vampire Power 21 (42PP Array, Feats: Alternate Power 4, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [45PP] Base Power: [14 + 18 + 3 + 3 + 4 = 42PP] Drain Constitution 10 (Extras: Linked [Mind Reading], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle) [10PP] (Additional Descriptors: Blood Drain) Mind Reading 10 (Extras: Action [Standard], Linked [Drain], Flaws: Range 2 [Touch], Requires Grapple) [4PP] (Additional Descriptors: Blood Divination) Enhanced Strength 18 [18PP] Leaping 3 (x10, Running Long Jump: 200ft long x 100ft high) [3PP] (Additional Descriptors: Super-Strength) Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed) Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons) [4PP] Alternate Power: [10 + 18 + 3 + 3 + 3 + 4 = 41PP] Autofire Strength 10 [10PP] (Additional Descriptors: Super-Speed) Enhanced Strength 18 [18PP] Incurable Strength Damage (Feats: Improved Critical 2 [18-20], Variable Descriptor [Piercing and/or Slashing damage; Claws and/or Fangs], Drawbacks: Lethal) [3PP] (Additional Descriptors: Claws, Fangs) Leaping 3 (x10, Running Long Jump: 200ft long x 100ft high) [3PP] (Additional Descriptors: Super-Strength) Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed) Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons) [4PP] Alternate Power: [11 + 18 + 3 + 3 + 4 = 39PP] Concealment 10 (All Non-Mental type senses, Flaws: Phantasm, Feats: Selective) [11PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Enhanced Strength 18 [18PP] Leaping 3 (x10, Running Long Jump: 200ft long x 100ft high) [3PP] (Additional Descriptors: Super-Strength) Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed) Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons) [4PP] Alternate Power: [11 + & + 4 + 12 = 34PP] Concealment 10 (All Non-Mental type senses, Flaws: Phantasm, Feats: Selective) [11PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Flight 3 (50MPH, 500ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle) [7PP] (Additional Descriptors: Mist Form) Immunity 2 (Critical Hits, Extras: Duration [Continuous], Linked [Flight, Insubstantial]) [4PP] Insubstantial 2 (Extras: Duration [Continuous], Linked [Flight, Immunity]) [12PP] Alternate Power: [41PP] (Additional Descriptors: Hypnotic Eyes) Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle) [21PP] Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual]) [20PP] DRAWBACKS -15PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Moderate, Time: Instant) [-2PP] Abilities (24) + Combat (20) + Saving Throws (5) + Skills (11) + Feats (4) + Powers (201) – Drawbacks (15) = 250/250 Power Points ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC25*/16 Toughness (Staged) Damage (Physical) Grapple Touch Grapple vs +22/+6 Pinned/Bound Blood Drain Touch/Grapple DC20 Fortitude** Drain Con Blood Divination Touch/Grapple Will vs +10 Mind Reading Hypnotic Eyes Perception*** Will vs +10 Controlled DC20 Will Transformed Psychic Invisibility Personal DC20 Will Total Concealment *Autofire. **1 rank per round. ***Sense-Dependent (Visual).
  14. Endgame Build: Dirge Power Level: 15 (Built as PL12) Tradeoffs: At PL12: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 250/250PP Unspent Points: 0 ABILITIES 46PP ( 12 + 6 + 14 + 0 + 4 + 10 ) Strength: 26 (+8) (Heavy Load: 920 lbs.) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) COMBAT 28PP ( 14 + 14 ) Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +7 Grapple: +15 (+7 Melee Attack, +8 Str) Defense: +7, +4 Flat-Footed Knockback Resistance: 8/4 SAVING THROWS 18PP ( 4 + 4 + 10 ) Toughness: +17/+8 (+8 Con, +9 Force Field) Fortitude: +12 (+8 Con, +4PP) Reflex: +7 (+3 Dex, +4PP) Will: +12 (+2 Wis, +10PP) SKILLS 29PP ( 116R ) Acrobatics 7 (+10) Climb 4 (+10) Concentration 17 (+19) Craft (Electronic) 5 (+5) Craft (Mechanical) 5 (+5) Intimidation 15 (+20) Knowledge (Galactic Lore) 5 (+5) Knowledge (Physical Sciences) 5 (+5) Knowledge (Technology) 5 (+5) Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian) Notice 8 (+10) Perform (Oratory) 10 (+15) Pilot 2 (+5) Search 10 (+10) Sense Motive 8 (+10) Survival 3 (+5) Swim 4 (+10) FEATS 14PP Equipment 7 Fearless Improved Initiative Interpose Luck 4 EQUIPMENT 35EP ( 7PP ) [Ship] (Vehicle) [35EP] Size: Gargantuan [3EP] Strength: 60 [4EP] Defense: -4 (DC06) Toughness: 12 [1EP] Features: [3EP] Communications Hidden Compartments 2 (DC25) Powers: [24EP] Propulsion 13 (26EP Array; Feats: Alternate Power; Drawbacks: Action 3 [Full]) [24EP] (Descriptors: Technology) Base Power: [24 + 2 = 26EP] (Additional Descriptors: Sub-Light Engines) Flight 12 (50,000MPH, 100 miles per Move Action) [24PP] Super-Movement 1 (Space Travel 1 [Interplanetary]) [2EP] Alternate Power: [10 + 16 = 26EP] (Additional Descriptors: FTL Jump Drive, Space-Fold) Damage 10 (Extras: Area [Type: General, Shape: Burst, Size: 50ft radius], Linked [Teleport]; Flaws: Action [Full]) [10PP] Teleport 16 (Range: Nearby Star Systems; Extras: Accurate, Linked [Damage]; Flaws: Long-Range, Unreliable [5 Uses]) [16EP] POWERS 115PP Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP] Electromagnetic Control 25 (50PP Array; Feats: Alternate Power 4) [54PP] (Descriptors: Alien, Electromagnetism) Base Power: [50PP] (Additional Descriptors: Magnetokinesis) Move Object 18 (Lifting Strength: 90, Heavy Load: 3,200 tons; Extras: Damaging [12 ranks], Range [Perception]; Flaws: Limited [Metal]; Feats: Precise, Subtle) [50PP] Alternate Power: [50PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort") Move Object 84 (Lifting Strength: 420, Heavy Load: 1.3824 billion tons; Extras: Damaging [12 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]; Feats: Precise, Subtle) [50PP] Alternate Power: [47PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun") Blast 17 (Feats: Improved Critical 2 [18-20], Improved Range 4 [1 4,250ft Range Increment], Indirect 3, Precise, Progression [Max Range] 1 [4,250ft], Subtle, Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [47PP] Alternate Power: [47PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds) Snare 17 (Feats: Improved Critical 2 [18-20], Improved Range 4 [1 4,250ft Range Increment], Indirect 3, Precise, Progression [Max Range] 1 [4,250ft], Reversible, Subtle) [47PP] Alternate Power: [50PP] (Additional Descriptors: Shape Metal) Transform 12 (Metal; Mass: 5,000 lbs. [2.5 tons]; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting; Feats: Precise, Subtle) [50PP] Electromagnetic Movement 3 (6PP Array; Feats: Alternate Power) [7PP] (Descriptors: Alien, Electromagnetic Control) Base Power: [6PP] Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform; Feats: Subtle) [6PP] Alternate Power: [5PP] Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Force Field 9 (Extras: Linked [Immunity]) [9PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field) Immunity 25 (Electricity effects; Magnetism effects; Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [13PP] Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology) Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns) Features 1 (Insulating Fur) [1PP] Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP] Super-Senses 2 (Direction Sense; Radio) [2PP] (Descriptors: Alien, Electromagnetic Senses) Super-Senses 7 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate, Extended 2 [1,000ft Notice Increments]) [7PP] (Descriptors: Alien, Electromagnetic Sense) Abilities (46) + Combat (28) + Saving Throws (18) + Skills (29) + Feats (14) + Powers (115) - Drawbacks (0) = 250/250 Power Points ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Grapple Touch Grapple vs +15 Pinned/Bound Horns Touch DC25 Toughness (Staged) Damage (Physical) Blast (Lightning Bolt) Ranged DC32 Toughness (Staged) Damage (Energy*) Blast (Metal Projectiles) Ranged DC32 Toughness (Staged) Damage (Physical*) Magnetokinesis Perception Grapple vs +36 (Staged) Pinned/Bound** Perception DC27 Toughness (Staged) Damage (Energy)** Thrown Object Throwing DC32 Toughness (Staged) Damage (Physical) Maximum Effort Perception Grapple vs +168 (Staged) Pinned/Bound** Perception DC27 Toughness (Staged) Damage (Energy)** Max Effort Thrown Object Throwing DC32 Toughness (Staged) Damage (Physical) Shape Metal Perception DC22 Fortitude Transformed** Snare Ranged DC27 Reflex (Staged) Entangled/Bound *Variable Descriptor. **Only affects Metal targets.
  15. Endgame Build: Santa Muerte Power Level: 15 (Built as PL12) Tradeoffs: At PL12: -4 Attack / +4 Damage, -4 Defense / +4 Toughness Power Points: 250/250 Unspent Points: 0 ABILITIES 62PP ( 0 + 6 + 8 + 16 + 16 + 16 ) Strength: 10 (+0) (Heavy Load: 100 lbs.) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 26 (+8) Wisdom: 26 (+8) Charisma: 26 (+8) COMBAT 14PP ( 8 + 6 ) Initiative: +8 (+8 Int) Attack: +4, +8 Hellfire Blast Grapple: +4 (+4 Melee Attack, +0 Str) Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 14/2 SAVING THROWS 13PP ( 3 + 1 + 9 ) Toughness: +16/+4 (+4 Con, +12 Protection; Impervious 12) Fortitude: +7 (+4 Con, +3PP) Reflex: +8/+4 (+3 Dex, +4 Enhanced, +1PP) Will: +17 (+8 Wis, +9PP)Ultimate Save SKILLS 40PP ( 160R ) Concentration 7 (+15)Second Chance Craft (Artistic) 17 (+25) Diplomacy 7 (+15)Connected, Skill Mastery Intimidation 17 (+25)Distract, Skill Mastery Knowledge (Arcane) 17 (+25)Skill Mastery Knowledge (Cosmology) 2 (+10) Knowledge (History) 2 (+10) Knowledge (Life Sciences) 2 (+10) Knowledge (Streetwise) 2 (+10) Knowledge (Theology & Philosophy) 2 (+10) Languages 9 (Atlantean, Cantonese, English [Native], Japanese, Latin, Lemurian, Mandarin, Mayan, Nahuatl, Spanish) Medicine 1 (+9) Notice 12 (+20)Skill Mastery Search 12 (+20)Skill Mastery Sense Motive 17 (+25)Skill Mastery Sleight of Hand 17 (+20)Skill Mastery Stealth 17 (+20)Skill Mastery FEATS 19PP Accurate Attack Artificer Benefit (Wealth 1) Connected Distract (Intimidation) Dodge Focus Equipment 1 (5EP) Luck 4 Power Attack Ritualist Second Chance (Concentration) Skill Mastery 2 (Diplomacy, Intimidation, Knowledge [Arcane], Notice, Search, Sense Motive, Sleight of Hand, Stealth) Speed of Thought Trance Ultimate Save (Will) Enhanced: Quick Change EQUIPMENT 5EP (1PP) Mictlan Books & Curiosities (PL12 Headquarters) [5EP] Size: Small [0EP] Toughness: 5 [0EP] Features: [5EP] Cover FacilityAoF Library Security System (DC20) PersonnelBoM Workshop (Magic) AoF = Agents of Freedom BoM = Book of Magic POWERS 102PP Devices 12 (59/60PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [48PP] (Descriptors: Enchanted Cloak, Enchanted Mask, Magic, Necromancy) Cloak: Enhanced Defense 4 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Enhanced Reflex 4 [4PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Flight 1 (10MPH, 100ft per Move Action; Feats: Subtle) [3PP] (Additional Descriptors: Buoyed by Grateful Spirits, Ectoplasmic Wings) Protection 12 (Extras: Impervious) [24PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Mask: Comprehend 1 (Spirits) [2PP] Features 2 (Deathly Mien*, Undead Presence*) [2PP] *Power Profiles, "Death Powers" Super-Senses 6 (Counters Concealment [Visual senses]; Counters Illusion [Visual senses]; Counters Obscure [Visual senses; “Darkness” descriptors]) [6PP] (Additional Descriptors: Divination Magic, True Sight) Super-Senses 10 (Magic and Supernatural Awareness; Descriptor Frequency: Very Common; Sense Type: Visual, Default: Accurate, Acute, Ranged; Extras: Penetrates Concealment, Tracking 3) [10PP] (Additional Descriptors: Divination Magic, True Sight) Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Dressing Spell, Magic, Telekinesis) Magic 20 (40PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [45PP] Base Power: [7 + 10 + 12 + 11 = 40PP] (Additional Descriptors: Utility Spells) Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression [Cargo] 2 [500 lbs.], Subtle) [7PP] (Additional Descriptors: Dimensional Magic) Move Object 2 (Lifting Strength: 10, Heavy Load: 100 lbs.; Extras: Damaging, Range [Perception]; Feats: Precise, Subtle) [10PP] (Additional Descriptors: Spectral Hand, Telekinesis) Telelocation 12 (Range: 20,000,000 miles; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Only learns the target's direction relative to her, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance]; Feats: Dimensional 2 [Afterlives, Death Dimensions, Underworlds], Rapid 9 [x1,000,000,000; Take 20 to Search maximum area in less than a second as a Free Action]; Drawbacks: Action 3 [20 minutes], Noticeable, Power Loss [When deprived of specially prepared compass; Frequency: Uncommon]) [12PP] (Additional Descriptors: Divination Magic, Finding Spell, Ritual Magic) Transform 1 (Any inanimate object into any other inanimate object; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [11PP] (Additional Descriptors: Transmutation Magic) Alternate Power: [40PP] (Additional Descriptors: Hellfire Blast, Necromancy) Blast 16 (Range: 10 160ft Increments, 1,600ft Max; Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2 [Full effect], Improved Critical 2 [18-20], Incurable, Precise) [40PP] Alternate Power: [40PP] (Additional Descriptors: Curse of Withering, Necromancy) Drain 12 (All Abilities at once; Extras: Range 2 [Perception]; Flaws: Action [Full], Limited [Physical Abilities: Str, Dex, Con]; Feats: Incurable, Reversible, Slow Fade [1 minute], Subtle) [40PP] Alternate Power: [28 + 12 = 40PP] (Additional Descriptors: Exorcism, Necromancy, Rebuke Infernal, Rebuke Undead) Drain Toughness 12 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Slow Fade [1 minute], Subtle; Drawbacks: Full Power) [28PP] Damage 12 (Extras: Linked [Drain], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]) [12PP] Alternate Power: [40PP] (Additional Descriptors: Glimpse of The Abyss, Necromancy, Peace of The Grave) Emotion Control 12 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Action [Full]; Feats: Progression [Area] 2 [300ft radius], Reversible, Subtle) [40PP] Alternate Power: [40PP] (Additional Descriptors: Command Infernal, Command Undead, Necromancy) Mind Control 12 (Extras: Area [Type: General; Shape: Burst], Conscious; Flaws: Limited [Demons/Devils and the Undead]; Feats: Mental Link, Progression [Area Size] 2 [300ft radius], Subtle) [40PP] Alternate Power: [40PP] (Additional Descriptors: Banishment, Exorcism, Necromancy) Nullify 12 (All Supernatural Emotion Control, Mind Control, and Summon effects at once; Extras: Area [Type: General; Shape: Burst], Range [Perception]; Flaws: Action [Full]; Feats: Progression [Area] 3 [600ft radius], Subtle) [40PP] Alternate Power: [11 + 29 = 40PP] (Additional Descriptors: Necromancy, Paths of The Underworld) Super-Movement 2 (Dimensional Movement 2 [Afterlives, Death Dimensions, Underworlds]; Extras: Linked [Teleport]; Feats: Progression [Cargo] 6 [5 tons], Subtle) [11PP] Teleport 9 (900ft per Move Action, 20,000 miles per Full Action; Extras: Accurate, Linked [Super-Movement]; Feats: Easy, Turnabout) [29PP] Super-Senses 6 (Death Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Acute, Radius, Ranged) [6PP] (Descriptors: Magic, Necromancy) Super-Senses 4 (Postcognition; Extras: Simultaneous, Special [Substitute interaction skills for Notice and Search, +0]; Drawbacks: Action 6 [20 minutes], Noticeable) [1PP] (Descriptors: Demon Summoning, Magic, Necromancy, Ritual Magic, Spirit Conjuring) Super-Senses 4 (Precognition; Flaws: Limited [Death], Uncontrolled) [1PP] (Descriptors: Magic, Necromancy) Abilities (62) + Combat (14) + Saving Throws (13) + Skills (40) + Feats (19) + Powers (102) = 250/250 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Grapple Touch Grapple vs +4 Pinned/Bound Curse of Withering Perception DC22 Fortitude (Staged) Drain Str/Dex/Con Dimensional Pocket* Touch/Grapple DC11 Reflex Trapped Emotion Control Perception/Area DC22 Will (Staged) Calm: Counters all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Counters Despair and Fear conditions Love: Attitude = Friendly/Helpful/Fanatical Exorcism Perception/Area Power/Will vs +12 Nullify* Finding Spell Extended DC22 Will Telelocation Hellfire Blast Ranged DC31 Toughness (Staged) Damage (Energy) Mind Control** Perception/Area Will vs +12 Controlled Rebuke** Perception DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Spectral Hand* Perception Grapple vs +4 Pinned/Bound DC17 Toughness (Staged) Damage (Energy) Thrown Object* Throwing DC17 Toughness (Staged) Damage (Physical) Transmutation* Perception DC11 Reflex Transformed*** *Utility power, not generally used as an attack, but technically capable of being used as such. **Limited to Demons/Devils and the Undead. ***Only affects inanimate objects.
  16. Endgame Build: Persephone Power Level: 15 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 250/250 Unspent Points: 0 ABILITIES 54PP ( 0 + 8 + 8 + 10 + 14 + 14 ) Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 30/18 (+10/+4) Intelligence: 20 (+5) Wisdom: 24 (+7) Charisma: 24 (+7) COMBAT 14PP ( 8 + 6 ) Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +4, +8 Plant Control Grapple: +4 (+4 Melee Attack, +0 Str), +20 Plant Control (+8 Attack, +12 Move Object) Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 11/2, 6/2 once Unreliable Impervious is depleted SAVING THROWS 3PP ( 0 + 0 + 3 ) Toughness: +12/+4 (+10/+4 Con, +2 Protection; Impervious 10 [Unreliable, 5 uses]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +8/+4 (+4 Dex, +4 Enhanced Reflex, +0PP) Will: +10 (+7 Wis, +3PP) SKILLS 36PP ( 144R ) Acrobatics 6 (+10) Bluff 13 (+20)Distract, Skill Mastery, Taunt Concentration 5 (+12) Craft (Artistic) 10 (+15) Diplomacy 13 (+20)Connected, Fascinate, Skill Mastery Gather Information 13 (+20)Contacts Knowledge (Behavioral Sciences) 15 (+20) Knowledge (Current Events) 1 (+6) Knowledge (Life Sciences) 15 (+20) Knowledge (Popular Culture) 1 (+6) Languages 2 (English [Native], French, Spanish) Medicine 3 (+10) Notice 3 (+10) Perform (Dance) 8 (+15) Perform (Oratory) 8 (+15)Skill Mastery Search 5 (+10) Sense Motive 13 (+20)Skill Mastery Swim 10 (+10) FEATS 16PP Benefit 2 (Status [Vibora Bay City Defender], Wealth) Connected Contacts Distract (Bluff) Dodge Focus Fascinate (Diplomacy) Improved Initiative Interpose Leadership Luck 3 Quick Change Skill Mastery (Bluff, Diplomacy, Perform [Oratory], Sense Motive) Taunt POWERS 142PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 4 [8PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Enhanced Reflex 4 [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Environment Control 4 (Hamper Movement [1/4]; Area: 50ft radius; Extras: Selective; Flaws: Range [Touch]) [8PP] Environment Control 3 (Light [Level 1]; Area: 25ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [6PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action; Extras: Affects Others; Flaws: Platform; Feats: Progression [Subjects] 1 [2 Subjects]) [5PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Immunity 9 (Aging; Critical Hits; Disease; Own Powers; Poison; Starvation/Thirst; Suffocation) [9PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration]; Flaws: Unreliable [5 uses]) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Limited [Plant-People]) [2PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 24 (48PP Array; Feats: Alternate Power 6) [54PP] (Descriptors: Alien, Psychic) Base Power: [47PP] (Additional Descriptors: Animate Plants) Move Object 12 (Range: 10 120ft Increments, 1,200ft Max; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Damaging; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Improved Disarm, Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [47PP] Alternate Power: [48PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous], Movable; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 6 [500ft cubes], Selective, Stationary, Subtle) [48PP] Alternate Power: [46PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen) Emotion Control 12 (Extras: Contagious, Secondary Effect; Flaws: Range [Ranged, 10 120ft Increments, 1,200ft Max]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible, Subtle) [46PP] Alternate Power: [46PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex) Fatigue 12 (Extras: Range [Ranged, 10 120ft Increments, 1,200ft Max], Secondary Effect; Flaws: Action [Full]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation, Subtle) [46PP] Alternate Power: [48PP] (Additional Descriptors: Medicinal Plants, Plant Body) Healing 12 (Extras: Action [Standard], Restoration, Total; Flaws: Limited [Others]) [48PP] Alternate Power: [33 + 13 = 46PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines) Snare 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Contagious, Linked [Trip]; Flaws: Feedback; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Subtle) [33PP] Trip 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [13PP] Alternate Power: [48PP] (Additional Descriptors: Shape Plants) Transform 12 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 7 [500 tons], Subtle) [48PP] Plant Telepathy 2 (4PP Array; Feats: Alternate Power) [5PP] Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To; Understand]) [4PP] Alternate Power: [4PP] Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Medium [Plants]) [4PP] Protection 2 [2PP] Regeneration 9 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest]) [9PP] (Descriptors: Alien, Plant Body) Regeneration 4 (Recovery Rate: Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [3PP] (Descriptors: Alien, Cutting, Plant Body) Super-Movement 4 (Permeate 3 [Full Speed]; Trackless; Flaws: Limited [Plants]) [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Super-Senses 6 (Plant Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Extended [100ft Notice Increments], Radius, Ranged) [6PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -15PP Vulnerability (Cold effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Dehydration effects; Frequency: Uncommon; Intensity: Minor [+50% Effect Rank]) [-2PP] Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Weakness (Defoliants/Herbicides; Frequency: Uncommon; Intensity: Moderate [-1 Con]; Time: 2/round) [-7PP] Abilities (54) + Combat (14) + Saving Throws (3) + Skills (36) + Feats (16) + Powers (142) - Drawbacks (15) = 250/250 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Grapple Touch Grapple vs +4 Pinned/Bound Animated Plants Ranged Grapple vs +20 Pinned/Bound DC27 Toughness (Staged) Damage (Physical) Thrown Object Throwing DC27 Toughness (Staged) Damage (Physical) Grasping Plants Ranged DC22 Reflex (Staged) Entangled/Bound Worse of Str/Dex vs +12 Prone Medicinal Plants Touch DC22 Fortitude (Harmless) Healing Plant Growth Ranged DC22 Reflex Trapped Dropped Plant Ranged DC22 Reflex Avoided DC27 Toughness (Staged) Damage (Physical) Psychoactive Pollen Ranged DC22 Will (Staged) Calm: Counters all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Counters Despair and Fear conditions Love: Attitude = Friendly/Helpful/Fanatical Sedative Latex Ranged DC22 Fortitude (Staged) Fatigued/Exhausted/Unconscious Shape Plants Touch +5ft DC22 Fortitude (Staged) Transformed
  17. Endgame Build: Octoman Power Level: 15 (Built as PL10) Tradeoffs: None (At PL10: +2 Attack / -2 Damage, +2 Defense / -2 Toughness) Power Points: 249/250PP Unspent Points: 1 ABILITIES 46PP ( 4 + 10 + 8 + 10 + 4 + 10 ) Strength: 26/14 (+8/+2), 61/14 Lifting (Heavy Load: 117,760 lbs. [58.88 tons] / 175 lbs.) Dexterity: 34/20 (+12/+5) Constitution: 26/18 (+8/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 20 (+5) COMBAT 20PP ( 10 + 10 ) Initiative: +20/+1 (+12/+5 Dex, +12 Enhanced Improved Initiative, -4 Deafened) Attack: +5, +12 Melee (+5 Base, +7 Attack Focus) Grapple: +41/+17 vs one target, +37/+17 vs multiple targets (+12 Melee Attack, +12/+5 Dexterity, +4 Additional Limbs, +6 Elongation, +7 Super-Strength) Defense: +12 (+5 Base, +7 Dodge Focus), +3 Flat-Footed Knockback Resistance: 4/2 SAVING THROWS 10PP ( 2 + 0 + 8 ) Toughness: +8/+4 (+8/+4 Con) Fortitude: +10/+6 (+8/+4 Con, +2PP) Reflex: +12/+5 (+12/+5 Dex, +0PP)Evasion 2 Will: +10 (+2 Wis, +8PP) SKILLS 23PP ( 91/92R ) Acrobatics 3 (+20/+8)Skill Mastery Bluff 15 (+20)Distract, Fascinate, Fast Task 2 (Feint, Taunt), Second Chance, Skill Mastery, Taunt Computers 15 (+20)Online Research + Well-Informed, Second Chance, Skill Mastery, Ultimate Skill Craft (Electronic) 5 (+10) Disguise 0 (+5, +10 or +50 with Morph) Escape Artist 0 (+20/+5, Automatic with Insubstantial) Knowledge (Current Events) 10 (+15) Knowledge (Physical Sciences) 5 (+10) Knowledge (Pop Culture) 15 (+20) Knowledge (Technology) 5 (+10) Knowledge (Theology & Philosophy) 1 (+6) Languages 4 (American Sign Language [ASL], English [Native], Hebrew, Spanish, Tagalog) Notice 3 (+15/+5)Deafened Search 0 (+15/+5) Sleight of Hand 3 (+20/+8) Stealth 3 (+20/+8) Swim 4 (+15/+8)Swimming FEATS 30PP Acrobatic Bluff Attack Focus (Melee) 7 Chokehold Distract (Bluff) Dodge Focus 7 Fascinate (Bluff) Fast Task 2 (Feint, Taunt) Grapple Finesse Luck 3 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion 2 Improved Initiative 3 Uncanny Dodge (Sense Types: Olfactory) POWERS 120PP Additional Limbs 4 (10 Limbs; Extras: Duration [Sustained]; Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Concealment 2 (Normal Vision; Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Elongation 6 (Elongate 300ft per Move Action, 250ft Max, Free action to retract, 60ft Range Increments for elongated melee attacks; Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Constitution 8 [8PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Feats 5 (Evasion 2, Improved Initiative 3) [5PP] (Descriptors: Mutation, Super-Agility, Super-Senses) Enhanced Skills 40 (Acrobatics 5, Escape 2, Notice 10, Search 10, Sleight of Hand 5, Stealth 5, Swim 3) [10PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater]; Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 6 (Cold; Critical Hits; Poison; Pressure; Suffocation [Underwater]) [6PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting) Morph 1 (Any Form; +5 Disguise) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 450ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Alternate Power: [4PP] Swimming 4 (25MPH, 250ft per Move Action; Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP] Base Power: [12 + 14 = 26PP] Enhanced Strength 12 [12PP] (Descriptors: Mutation, Super-Strength) Super-Strength 7 (Lifting Strength: 61, Heavy Load: 117,760 lbs. [58.88 tons]) [14PP] (Descriptors: Mutation) Alternate Power: [22 + 4 = 26PP] Dazzle 8 (Sense Types: Olfactory + Visual; Flaws: Range [Touch]; Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation) Obscure 2 (Sense Types: Olfactory + Visual; Area: 10ft radius; Extras: Independent, Total Fade [4 rounds]; Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [24PP] Morph 8 (9; Any Form; +45 Disguise) [24PP] (Descriptors: Mutation, Shapeshifting) Alternate Power: [26PP] Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect; Feats: Improved Critical 2 [18-20]) [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Alternate Power: [26PP] Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective; Flaws: Duration [Concentration]; Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] (Descriptors: Mutation, Tentacles) Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 10 (Acute Extended Tracking 3 Normal Olfactory Sense; Danger Sense [Sense Types: Olfactory]; Extended Vision; Low-Light Vision; Microscopic Vision 1 [Dust]; Uncanny Dodge [Sense Types: Olfactory]) [10PP] (Descriptors: Mutation, Suckers) Abilities (46) + Combat (20) + Saving Throws (10) + Skills (23) + Feats (30) + Powers (120) - Drawbacks (0) = 249/250 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch* DC23/17 Toughness (Staged) Damage (Physical) Grapple Touch* Grapple vs +41/+37** Pinned/Bound Ink Touch +20ft DC18 Reflex Blind + Dazzled Olfactory Senses DC18 Fortitude Recover Tentacles Touch/Area DC18 Reflex (Staged) Entangled/Bound Venom Touch DC18 Fortitude (Staged) Slowed/Paralyzed *Elongation. **Single Target / Multiple Targets.
  18. I'm consolidating my crap here so I stop cluttering up the forum with new threads. BRAINSTORMING Daredevil Emma Frost Medusa #1 Medusa #2 Thrude (PL11 rebuild) The White Widow (potential Strix reboot/replacement) ENDGAME BUILDS (PL15 250PP) Dirge (PL12) Mister Strix (PL10) Octoman (PL10) Persephone (PL10) Santa Muerte (PL12) Thrude (PL12)
  19. Dirge's recovery bonus is also +8, so with even +1 from a Medicine check he auto-succeeds as well (assuming he actually does take the time to rest...).
  20. Dirge: 0 IC posts = 0PP [None] Mister Strix: 0 IC posts = 0PP [None] Octoman: 2 IC posts = 1PP Ancient Enemies (1) Phone A Friend (1) Persephone: 0 IC posts = 0PP [None] Santa Muerte: 2 IC posts = 1PP Calling All Heroes (1) Shadow Man (1)
  21. Santa Muerte Gather Information DC10: There's a ghost or a witch or a demon or something prowling around the streets of Emerald City. It's got no face, just a skull. In whispers, some people call her "Santa Muerte". DC15: Santa Muerte is a witch. She has a face; she just wears a skull mask. She's basically an exorcist, though not a church-sanctioned one. She helps out with stuff like demonic possession and haunted houses. She's even helped the cops close some unsolved murders. A character who actively uses their Gather Information skill on Santa Muerte will not obtain any of the following unless they make a point of searching for potentially restricted information. If they do, then they also need to make a contested Gather Information check against Santa Muerte. If she wins, then she will be alerted to their inquiries. They can avoid this contested check by taking a -20 penalty to their original Gather Information checks for a Discrete Inquiry (or if the have the relevant challenge feat). A character using the Well-Informed feat upon first meeting Santa Muerte or hearing of her may obtain the following information with a high enough Gather Information check, but since that represents prior knowledge, it will not trigger a contested check against her. DC20: You know that spooky bookstore on University Hill, "Mictlan"? Santa Muerte hangs out there sometimes. You know how they sell stuff like magic potions, and they really work? She's the one who makes them. DC25: Santa Muerte's real name is Ximena Romero. She's been sighted around Mictlan because she owns the place. An appropriate Profession sub-skill can be substituted for any of the following skills: Knowledge (Arcane) DC10: Santa Muerte is a witch. DC15: Santa Muerte is a necromancer. She specializes in magic dealing with the undead and the infernal. DC20: Santa Muerte has been observed controlling hellfire, summoning and banishing demons, inflicting curses which wither the body and break the mind, and vanishing without a trace. DC25: Santa Muerte's style of spellcasting is similar to that of Vivienne, a necromancer who owns an old plantation in Louisiana. Santa Muerte probably studied under her, or maybe her mentor or one of her students. DC30: Vivienne is dead. Her plantation was burned to the ground. In fact, she's deader than dead. She isn't even in an afterlife. Her soul was completely obliterated, probably consumed. Santa Muerte might be the one who did it. Knowledge (Streetwise) DC20: Mictlan, that spooky bookstore on University Hill? Don't mess with it. Don't sling dope on the corner across the street. Santa Muerte watches over that place. She'll put a curse on you and give you cancer. DC25: Same for the 23 B Apartments. Just stay away. Knowledge (Theology & Philosophy) DC15: Santa Muerte's costume and spell incantations both include numerous references to Christian as well as Mesoamerican mythology. DC20: The name "Santa Muerte", or "The Lady of Holy Death", belongs to a folk deity, a hybrid of pre-Columbian Mesoamerican death gods and a Catholic saint. She has a robust cult following in Central America, despite being declared heretical by the Vatican. DC25: Mictlan, the occult bookstore on University Hill where Santa Muerte has been sighted numerous times, is named for the realm of the dead in Aztec myth. Ximena Romero Gather Information DC10: Back in 2007, a guy in Emerald City named Romero went crazy and killed his whole family. He rampaged up and down the block until the cops shot him. He was on PCP or something. She related to him? DC15: Ximena Romero's father ALMOST killed his entire family. His daughter, the sole survivor, miraculously recovered from her MANY stab wounds. A character who actively uses their Gather Information skill on Ximena will not obtain any of the following information unless they make a point of searching for potentially restricted information. If they do, then they also need to make a contested Gather Information check against her. If she wins, then she will be alerted to their inquiries. They can avoid the contested check by taking a -20 penalty to their original Gather Information checks for a Discrete Inquiry (or if the have the relevant challenge feat). A character using the Well-Informed feat upon first meeting Ximena or hearing of her may obtain the following information with a high enough Gather Information check, but since that represents prior knowledge, it will not trigger a contested check against her. DC20: Ximena spent her early teens getting bounced around from one aunt and uncle or set of grandparents to the next, but none of them kept her around for very long. They didn't approve of her "lifestyle". After her family died, she became obsessed with the occult. She was queer, and she refused to hide it. And she never grew out of her goth phase. Eventually her family dumped her into foster care, and she slipped through the system's cracks and disappeared. Ximena, along with her business partner, Atzi Ramirez, is the owner of Mictlan Books & Curiosities and the 23 B Apartments, both on University Hill in Emerald City. DC25: Ximena was active in the occult scene across the country, spending her late teens and early twenties bouncing around from one town and one cult to another. She's also the Emerald City witch they call "Santa Muerte". The following information cannot be obtained with a Well-Informed check. It can only be obtained with an active use of the Gather Information skill. DC30: Until late 2019, Ximena was the student of Vivienne, a necromancer who owned an old plantation in Louisiana. Atzi Ramirez used to work for Vivienne. The official reports said that Ximena's father was on PCP when he killed all those people, but his original bloodwork came back completely clean. The reports were altered by someone high up. DC35: Vivienne wasn't just Ximena's mentor. They were lovers as well. DC40: Vivienne is dead. Her plantation was burned down. Ximena and Atzi are probably the ones who did it. The murder of Ximena's family was arranged by The Chamber. An appropriate Profession sub-skill can be substituted for any of the following skills: Knowledge (Arcane) DC25: When Ximena Romero's father killed all those people, he showed all the signs that would come to be known as possession by The Terror. Knowledge (Business) DC20: Ximena Romero is the registered owner of Mictlan Books and Curiosities on University Hill in Emerald City. DC25: She also owns the 23 B Apartments, also on University Hill. They charge well below the going market rate. Knowledge (Civics) DC25: The official reports said that Ximena Romero's father was on PCP when he killed all those people, but his original bloodwork came back completely clean. The reports were altered by someone high up. DC30: The murder of Ximena Romero's family was arranged by The Chamber. Knowledge (Streetwise) DC20: Don't mess with that lady. She's a witch. She'll straight-up give you cancer. DC30: The murder of Ximena Romero's family was arranged by The Chamber. Knowledge (Theology & Philosophy) DC20: Ximena Romero's entire family is Catholic, but she clearly has some pagan leanings.
  22. I thought Octoman was already using most of his arms to help hold up the cages.
  23. What do you mean exactly by "divert some of your attention"?
  24. Octoman's Notice check: 32.
  25. Octoman Octoman had turned away from Thunderbird just in time to miss the boy's warning, but fortunately, he smelled the ozone in the air and caught the flash in the corner of his eye just in time to duck and let the lightning bolt pass over him and slam into Fear-Master. He laughed and held a "thumbs-up" gesture at Thunderbird. "YEAH! TEAMWORK! I LINE 'EM UP, YOU KNOCK 'EM DOWN!" His joy was short-lived, however, as The Sensational Cephalopod bobbed and weaved, narrowly avoiding each swing of the lizard-man's mighty claws. "WHOA! HELLO! Don't suppose! We can! Talk this over? I know a! Great! Anger management class! At the community center! Free coffee! I bet you take it black, right? I like mine with INK TO THE FACE!" He dropped his palms open and launched another pair of ink globules at the lizard-man's eyes.
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