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Ecalsneerg

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  1. Troll I ain't afraid of no goats. Power Level: 10 (126PP) Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness Abilities: 12 + 2 + 10 - 4 + 2 - 4 = 18PP Strength 30/22 (+10/+6) Dexterity 12 (+1) Constitution 24/20 (+7/+5) Intelligence 6 (-2) Wisdom 12 (+1) Charisma 6 (-2) Combat: 8 + 12 = 20PP Initiative: +1 Attack: +3, +7 melee [includes -1 from size] Grapple: +24 Defense: +7 (+6 Base, +2 Dodge Focus, -1 Size), +2 Flat-Footed Knockback: -10 Saving Throws: 3 + 4 + 6 = 13PP Toughness: +13 (+7 Con, +6 Protection) Fortitude: +10 (+7 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 44R = 11PP Bluff 7 (+5) Intimidate 15 (+15) Notice 9 (+10) Stealth 13 (+10) Feats: 10PP Attack Focus (melee) 4 Dodge Focus 2 Improved Grab Improved Grapple Improved Pin Startle Powers: 13 + 1 + 6 + 6 + 21 + 6 + 4 = 57PP Growth 4 (Extras: Continuous [+1]; Flaws: Permanent [-1]; Power Feats: Innate) [13PP] +8 Strength, +4 Constitution-1 Attack/Defence, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Strength for lifting capacity Immunity 1 (suffocation by drowning) [1PP] Protection 6 (Drawbacks: Noticeable [smelly green hide]; Power Feats: Innate) [6PP] Regeneration 21 (Bruised 3/no action, Injured 6/no action, Staggered 3/one minute, Disabled 5/one minute, Resurrection 4/one hour; Power Feats: Persistent, Regrowth; Drawbacks: Power Loss [fire, common, minor, -2pp]) [21PP] Strike 3 (sharp claws, Power Feats: Alternate Power 1, Improved Critical, Mighty) [6PP] AP: Super-Movement 2 (climbing claws; wall crawling 2) [4PP] Super-Strength 3 (total lifting strength 50; Heavy load: 12 tons) [6PP] Swimming 3 (10MPH, Power Feats: Environmental Adaptation [underwater]) [4PP] Drawbacks: 0PP Vulnerability (effects of the fire descriptor, Frequency: common, Intensity: moderate [x1.5DC]) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC25 Toughness (staged) Damage Claw Strike Melee DC28 Toughness (staged) Damage Abilities (18) + Combat (20) + Saving Throws (13) + Skills (11) + Feats (10) + Powers (57) - Drawbacks (3) = 126 Power Points Notes: Big, smelly and mean, I decided to amalgamate D&D trolls and trolls who get beaten up by goats. Making a big, regenerating, aquatic monstrosity. Now, it's "only" PL10, which means for the mystics who'd inevitably get called into deal with it, it's a piece of cake, especially with it's Vulnerability to fire [it's hot and dry! Ewewewewewew!]. However, the beastie can Swim and has Environmental Adaptation, meaning that it's actually faster in water, and unlike the PCs isn't penalised by it at all. The best way to torture a PC with this monster would be to clamber up onto the bridge with your climbing claws, grapple them, then jump into the river with them and try to drown them. And, unless they've got fire and can get you out of the water to actually use the fire on you without having to perhaps Counter the water effect of the river shielding you... well, you're going to eat well tonight! I suppose, with a few more pp into feats and skills, it'd make a good PL10 PC too. Maybe you got sick of the stereotypes, and the lurking under bridges, and getting kicked by goats. Maybe you're not a real troll at all, and a mutant damaged by a failed experiment who's fled out into the sewers after seeing what they have become? You might want to make him less dim and unfriendly too. Stupid, surly PCs don't work well, you can usually get by having only one of the two. Maybe have him still be pretty stupid, but a jovial, friendly sort?
  2. Equinitiative (1d20+1=6)
  3. There's also the option of writing a good wiki page.
  4. I don't think you've entirely understood. The books don't phrase it this way, but PL caps are calculated as: Your attack and DC add up to your PLx2. Your defence and toughness add up to your PLx2. So, for example, someone with Attack +8 and Blast 12 is PL10, as 8+12=20. Currently, to hit PL caps, you could increase your Attack by 3, or your Strength bonus by 3, or any combination of the two. Alternately, pick up a Mighty Strike power instead of buying high Strength. Additionally, you could increase your Defence by 5, or your Toughness by 5, again in any combination of the two. To save points, remember, you don't need to buy your entire Attack or Defence as the 2pp/rank base traits. Attack Focus (melee) is +1 to hit with melee attacks, and is Dodge Focus is +1 to Defence, but isn't halved when flat-footed but instead lost completely. To further save pp, Attack Specialisation (unarmed) is +2 to hit with your fists, for only 1pp, but only applies with your fists, not improvised weapons you might pick up in a fight. Although remember to buy at least 1/3 of your Attack and Defence bonuses as the base 2pp/rank trait. Also, something else I forgot, please list Attractive in the skills block, a la Bluff 5 (+8, +12 w/ Attractive).
  5. Really, this is a very good sheet, so don't be discouraged. But, really, being that low below combat caps will bite you in the ass, hard. She's only PL7.5 in melee and 6.5 defensively. That's... lower than the PL7/105pp characters are. For a PL10 character, any PL10 threats will just annihilate her. I strongly, strongly advise buying up to PL10 caps.
  6. AGEIS? Also, you don't need to include the (1-2 sentences...) bit. We know what it is, it's only on the template to tell you what to write. You need to add this. No submitting incomplete sheets to the Character Bank. First... San Francisco. Secondly, while I'm not averse to there being big disasters, our portrayal of the Freedom League has them as working internationally, so as to save the spotlight in the City for PCs, and after a week, I'm sure at least a couple would lend a hand with mystic matters. Siren and Daedalus are hardly clueless on those matters. Secondly, AEGIS has a psychic division, Project Eyespy, and while they don't have a specific department, I'm sure they research alien tech too. I've no issue with a specific anti-magic experimental division, but a division specialising in unconventional means will sort of be made redundant by... 80% of AEGIS. Surely you could think of some more. Is he friendly, or a hard edged, straitlace military man? What motivates him? I know he's serving his country, but why? Was it instilled in him from birth? Does he just see it as right and moral? He's got high Diplomacy, that might be something that'd affect his personality. Again, why submit an incomplete sheet? You have a thread in Character Building. Seriously, stop spelling it as AGIES. You don't need to list the [xPP] after each one. And you haven't for all of them either... Adds up. Again, no need to list [xPP] here. Defense should be: +12 (+4 Base, +8 Shield), +2 flat-footed. Knockback is wrong, as Impervious Toughness is not halved for Knockback calculation, ergo it should be -7/-1. Adds up. Adds up, although why does a Marine have such a cruddy Fort save? You don't have to use all your skill ranks, but it's strongly advised. Also, it's 20pp. 19pp gives you 76 skill ranks, 20pp gives you 80. And taking 1 less skill rank doesn't let you get off with 3 free skill points. Pay 20pp. This is 20pp. Also, Visual Uncanny Dodge is probably the weakest by far, I'd go for auditory. I'm not going to go into the Devices, because they don't work on the top level. Device 12 is 12x4 = 48pp. Assuming you just missed out the Immersion drawback, that drops to 46pp, not 50pp. Device 8 is 8x4 = 36pp, dropping to 34pp with your Power Loss.
  7. I've got +15 and Skill Mastery, hence me asking for DC25 :P
  8. The crowd parted slightly as the Geckoman walked clean through it, whistling casually, and just kept walking forwards. When he got to the wall of the building, he didn't even stop then, simply pressing his hands to the stone and continuing upwards. And stood behind the jumper, from the perspective of the men on the roof melting silently up out of the shadows beneath the edge despite his bright green garb. "Who's he?" asked Geckoman softly, in a reassuring voice. "Tell me about him." From what he'd learned of psychology in college, the man possibly had signs of dissociate identity disorder. He met eyes with the other hero on the roof top, acknowledging him and trying to communicate that yes, he would catch the guy if he went to jump.
  9. Does a DC25 K: Arcane result shed any light on what exactly this ritual might be?
  10. Equinox stepped up and pointed her wand at the opening, spinning it in a quick circle before leveling it at the book. Instantly, the entire space left inside the stone construct turned into a solid block of ice, the water in the air expanding and cracking out into a white-blue mass. "OK, hopefully that'll hold it. If not... well, keep your defences up, just in case." She reached out and put one hand on the stonework. "OK, I'm going to need everyone to hold hands, and then one of you put your arm around my waist."
  11. I'll just treat freezing it as a Snare. In case it tries to fly at us and eat our face.
  12. As his flaming comrade fled, and his chain-clad friend lay moaning in a pained sounding screech, the spined demon roared, a sound of pure, undiluted rage. And once more, a veritable sea of spines erupted upwards beneath Jack, and this time underneath Equinox too. Turf, dust and pine needles flew up into the air, propelled by the sheer force of the jagged sea of death bursting from the forest floor. Equinox barely even tried to dodge. She just pointed her wand at the floor, and said with a certain amount of satifaction, "Óchi." The spines beneath her feet had just shattered beneath the power of her wards, shielding her from beneath with raw magical force and will.
  13. Demon 3 blows up both Jack and Noxy with his area this time. DC20 Reflex, DC25 boom. Reflex save followed by Toughness save for Noxy. (1d20+6=8, 1d20+11=31) Equinox does not feel the boom. Demon 4 sort of lies on the floor. Demon 2 is runnin', runnin' and runnin' runnin'. Demon 2 - 20 - NPC- flaming, Bruised x1, running away Keter - 16 - NPC - Uninjured Jack - 13 - 5HP - Uninjured Equinox - 12 - 2HP- Fatigued, Bruised x2, Injured x1, Prone Demon 3 - 5 - NPC - spines, uninjured Demon 4 - 1 - NPC - metal chains, Bruised, Staggered, Stunned, Prone Jack's up!
  14. Equinox forced herself to stand up, face set in an expression of utmost fury. Raising her wand high as she came all the way to her feet, she forced out her incantation as a low growl. "Fuego-pyrokagius!" she snarled, levelling the wand at the chained demon, a gout of white hot flame bursting forth from her wand, the heat rippling through the air and the backwash from the sheer power casting her hair backwards as if in a hurricane. The demon dropped to the floor, its armour of metal chains glowing slightly from the residual heat still left on it. "Hah!" crowed the witch triumphantly, staggering a little as if drunk.
  15. Equinox stands up. And rains fire! Roll to hit Defence 18 chain demon [All-out Attacking for 2], and it has to make a DC 26 Toughness save (1d20+13=23, 1d20+12=15) She's not going to inflict knockback, she's going to leave it lying on the ground in charging distance for Jack. Initiatives! Demon 2 - 20 - NPC- flaming, Bruised x1, running away Keter - 16 - NPC - Uninjured Jack - 13 - 5HP - Uninjured Equinox - 12 - 2HP- Fatigued, Bruised x2, Injured x1, Prone Demon 3 - 5 - NPC - spines, uninjured Demon 4 - 1 - NPC - metal chains, Bruised, Staggered, Stunned, Prone
  16. "Woah, woah, woah," said Talon uneasily. "People, this is a friendly debate!" He laughed, clearly uneasy at Gabriel's raised voice, and the fact that Siobhan's jaw was clenched as she forced her eyes to remain in a non-glowing state. "But, Mr T-" protested Yoltsin. "Enough! We're moving on, people, I don't want my set trashed!" snapped the man, losing his cool, friendly cheesy demeanour. But with one deep breath, the grin was fixed back in place, and he professionally continued with the show. "Now... how about you," he pointed at Yoltsin, grin fixed in place. "And Dr Golding." He smiled a bit more genuinely at the somewhat scared and bemused looking scientist. "Go take a break, while our two superheroes perhaps show off a little of what they can do for our viewers!" He turned to raise a hand at the audience, who began cheering and chanting. "Well, Mr Gabriel? How about showing us something to entertain the viewers at home?"
  17. Equinox was leaning against a tree, smoking a cigarette and smiling as she watched Hayley eat a piece of the pie Jack and Jill had brought back. "Well, it's not a pail of water..." she said quietly. "Sounds like a good plan, though," she concurred, pulling herself to her feet and letting her familiar hop onto her shoulder once more. "But I'm just going to warn you guys... don't let anything get into your heads. We're all a few steps above a small town sheriff, possession could prove disastrous."
  18. "Well, peaceful resolution is always important," informed Equinox. "I can rain fire from the skies, and best nearly any mortal foe on the face of the planet... but just because I can shoot and never stop to ask questions, doesn't mean I should." She paused to think. "For instance, you say he wanted components for a divination spell. Bargain with him to help him do it legally, if it comes to that, and it's for a just purpose. There's also the second option... if he can defend himself, but can't throw down effectively, tear down his hide out around him. He'll survive, but he'll struggle to stop you doing it."
  19. Equinox frowned. "Ah. Problem there..." She rubbed at her eyes with one hand. "My teleportation spell needs to have physical contact at least between all participants. So one of us needs to be at least holding the book, even if it's encased in... well, rocks might actually work." An idea hit her. "We double secure it. I freeze it in ice, you encase it in rock, then I'll grab it and teleport it out of here. Since it's my plan, I'll take the hit if anything nasty's going to happen."
  20. [Scrawled frantically on a piece of notepaper in blue felt tip pen, the writing barely legibly and clearly written in haste] I did it! I mean, seriously, did it! 4th July, 2011, at midnight, I achieved possibly the most impossible thing I've ever seen done with magic. Everyone knows about magical swords. Forged of steel in the finest forges of the kingdom, then enchanted by the most powerful wizards. To take a step up, even forged by gods in their forges, and then empowered by them. I've done something somewhat different altogether. I forged a sword not out of steel, but with my willpower and magical force. I shredded magically conjured iron into a long blade, then used the hottest flame I could conjure until it glowed red hot. Aeromancy handled the issue of beating it further into shape, and sharpening the hot blade. Finally, I conjured water to cool it down into a steel blade. [The writer here takes a break, and returns later to write more in a firmer hand, in plain black ink] Finally finished testing of the spell. Anyway, after I'd forged the blade with my magic, I let it dissipate back into aether... and reconjured the exact same blade, over and over again, until I was sure I could do it easily. Then came the most difficult working of magic I've ever done. I conjoined the spell with the ritual carvings in my wand until, when conjured, the sword was created using the wand as its hilt. Some minor wood magic converted the thin, straight wand into a longer hilt and crosspiece, still adorned with the same carvings. My final act was to weave a near-impossible enchantment into it. Now, using magic to destroy other enchantments and workings is not a new concept, nor is weaving that form of spell into a solid object. I worked a spell designed to temporarily shatter any magic into a sword created solely by magic, and managed to do it without having the sword unmake itself. A quick field test shattered my wards, and split my door and threshold in two (later to be repaired with some wood magic, to avoid incurring the wrath of the landlady). The only real problem? Most people I know are out celebrating the 4th of July, so I've got no one to show off to.
  21. DONE BY SHAENTHEBRAIN I hate huge overhauls. Don't we all. Equinox: Spend 2pp on making her Magic Awareness rules legal, upgrade Hayley to Minion 4/60pp so I can afford to fix her magic awareness, and some assorted shuffling around of powers. The primary example here is that she now has a minor array off her Flight power, for small utility powers (and now her Sensory Link, to stop the range from going up with the Super-Senses rank). Also, she no longer has huge glowing white wings when she flies. Or Light Control. Generally, a lot less glow. And her tendency to make buildings explode is at least Selective Attack'd now. In accordance with my sheet overhauls, I didn't list every pp spent, unspent or edited, but included both a code block and a spoiler block for the sheet. Powers: 4+8+36+2+8+12+8+1 = 79pp Device 1 (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp] Force Field 4 (spells of warding, Power Feats: Subtle) [5pp] (magic) Device 2 (Wand of Spell Focus; Easy to Lose; 10pp of powers; Power Feats: Restricted 2 [only her]) [8pp] Feature 1 (Special Effect [turns into steel sword as free action]) [1dp] Magic 3 (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1 [total 8]) [9/10dp] AP: Nullify All Magic Effects 11 (blade of the witch-knight, Extras: Effortless [+1]; Flaws: Range - Touch [-1]) [22PP] Linked to Strike 10 (Power Feats: Improved Critical, Mighty, Variable Descriptor 1 [flaming sword]) [11PP] [total 35PP] (magic, anti-magic, steel, slashing) Magic 14.5 (Elemental Magic, 29PP Array, Power Feats: Alternate Power 7) [36pp] (magic, plus elemental descriptors) Force Field 7 + Shield 5 (Spells of warding) [12pp] (magic) Super-Senses 8 (Detect Magic [Mental; Extras: Accurate 2, Acute, Extended, Ranged]) [8pp] (magic) Super-Senses 1 (Communication Link [mental, with Hayley]) [1PP] (magic, mental) DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (18) + Combat (26) + Saves (18) + Skills (18) + Feats (15) + Powers (79) - Drawbacks (00) = 174/174pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. BP: Blast 9 (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP] AP: Blast 9 (Wreak havoc; Extras: Area - Burst [+1], Selective Attack [+1]; Flaws: Action - Full [-1]; Power Feats: Variable Descriptor 1 [any natural]) [29PP] AP: Healing 7 (Seal wounds; Extras: Energizing [+1], Total [+1]; Power Feats: Regrowth; Drawbacks: Action 2 [5 minutes]) [27PP] AP: Obscure 9 (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Variable Descriptor 2 [any natural]) [20PP] AP: Snare 9 (Binding; Extras: Backlash [+1], Power Feats: Reversible, Variable Descriptor 1 [ice/wood]) [29PP] AP: Telekinesis 14 (Move the elements; Heavy load: 200 tons [1,600 tons with Wand]; Power Feats: Precise) [29PP] AP: Teleport 7 (mystic teleport; 200 miles; Extras: Affects Others [+1], Flaws: Long Range [-1], Power Feats: Easy, Progression 2 [5 passengers]) [17PP] AP: Weather Control 5 (Call down the sky; 100ft area [500' with wand]; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1]) [25PP] Enhanced Feats 2 (Quick Change) [2pp] (magic) Minor Magical Effects Array 3 (6pp array, Power Feats: Alternate Power 2) [8PP] BP: Flight 3 (Riding the wind; 50 MPH) [6pp] (magic, air) AP: Impervious Toughness 11 (armour of earthen will, Flaws: Duration - Concentration [-1]) [6PP] AP: Sensory Link 5 (5 miles, Extras: Does Not Have Additional Save [+1], Simultaneous [+1], Flaws: Limited - only Hayley [-3], Power Feats: Subtle) [6PP] [floatr][/floatr][b][u]Power Level[/u][/b]: 11 (174/174PP) [b][u]Trade-Offs[/u][/b]: None [b][u]Unspent PP[/u][/b]: 0 [b][u]Progress to Platinum:[/u][/b] 24/120 (Gold status already earned by Geckoman) [b][u]In Brief[/u][/b]: Witch focused on fighting Earth's supernatural villains. [b][u]Alternate Identities[/u][/b]: Siobhan Drake (Shiv-awn, not see-oban) [b][u]Identity[/u][/b]: Public [b][u]Birthplace[/u][/b]: Freedom City, NJ [b][u]Occupation[/u][/b]: Theology lecturer at FCU, campaigner for the occult community [b][u]Family[/u][/b]: General Jonathan Drake [father, 51], Jessica Drake [mother, 46], Francis "Frank" Smith [uncle, 39] [b][u]Age[/u][/b]: 28 (born 21st March 1983) [b][u]Gender[/u][/b]: Female [b][u]Ethnicity[/u][/b]: Caucasian [b][u]Height[/u][/b]: 5'9'' [b][u]Weight[/u][/b]: 130 lbs [b][u]Eyes[/u][/b]: Grey (White when using powers) [b][u]Hair[/u][/b]: Brown (Black as Equinox) [b][u]Description[/u][/b]: [floatl][/floatl] Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a [i]deep[/i] black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. [b][u]History[/u][/b]: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents [i]trying[/i] to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had [i]plenty[/i] of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. [b][u]Personality & Motivation[/u][/b]: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, [i]must[/i] do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth. [floatr][/floatr] [b][u]Powers & Tactics[/u][/b]: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic. [hr][/hr] [b][u]Complications[/u][/b]: [b]Addiction (cigarettes)[/b]: While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. [b]"An' it harm none, do as you will"[/b]: Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. [b]"DAMMIT, I HATE MY NAME!"[/b]: Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. [b]Enemy (Keter)[/b]: For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. [b]Magical Gestures[/b]: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array. [b]Prejudice (openly practicing Wiccan)[/b]: While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties. [b]Public Identity[/b]: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm. [b]Responsibility (Eldrich)[/b]: While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. [b]Responsibility (family)[/b]: While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. [b]Responsibility (magical threats)[/b]: Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. [b]Responsibility (job)[/b]: Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... [b]Struggling[/b]: ... she hasn't much money, spending a lot of what she does earn on mystic supplies. [b][u]Abilities[/u][/b]: 0+2+0+6+8+2 = 18pp Str: 10 (+0) Dex: 12 (+1) Con: 10 (+0) Int: 16 (+3) Wis: 18 (+4) Cha: 12 (+1) [b][u]Combat[/u][/b]: 14+12 = 26pp Attack: +7, +11 Magic Grapple: +7, +21 Telekinesis, +24 Telekinesis with Wand Defense: +6 (+3 flat-footed), +11 with Shield (+3 flat-footed) Knockback: -0, -3 with Force Field, -2 with Pentagram, -5 with both Initiative: +1 [b][u]Saving Throws[/u][/b]: 5+5+8 = 18pp Toughness: +11 (+0 Con, +7 Force Field, +4 Pentagram) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) [b][u]Skills[/u][/b]: 72r = 18pp Concentration 12 (+16) Craft (Artistic) 12 (+15, Skill Mastery) Diplomacy 9 (+10) Knowledge (Arcane Lore) 12 (+15, Skill Mastery) Knowledge (Theology and Philosophy) 7 (+10, Skill Mastery) Languages 2 (English [Native], Greek, Latin) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10, Skill Mastery) [b][u]Feats[/u][/b]: 15pp Artificer Attack Specialisation (Magic) 2 Equipment 2 Luck 3 Minion 4 (Hayley the raccoon) Ritualist Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance [b][u]Powers[/u][/b]: 4+8+36+2+8+12+8+1 = 79pp [b]Device 1[/b] (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp] [b]Force Field 4[/b] (spells of warding, [i]Power Feats:[/i] Subtle) [5pp] (magic) [b]Device 2[/b] (Wand of Spell Focus; Easy to Lose; 10pp of powers; Power Feats: Restricted 2 [only her]) [8pp] [b]Feature 1[/b] (Special Effect [turns into steel sword as free action]) [1dp] [b]Magic 3[/b] (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1 [total 8]) [9/10dp] [b][u]AP:[/u] Nullify All Magic Effects 11 (blade of the witch-knight, Extras: Effortless [+1]; Flaws: Range - Touch [-1]) [22PP] [i]Linked to[/i] [b]Strike 10[/b] (Power Feats: Improved Critical, Mighty, Variable Descriptor 1 [flaming sword]) [11PP] [total 35PP] (magic, anti-magic, steel, slashing) [b]Magic 14.5[/b] (Elemental Magic, 29PP Array, Power Feats: Alternate Power 7) [36pp] (magic, plus elemental descriptors) [list][b][u]BP:[/u] Blast 9[/b] (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP] [b][u]AP:[/u] Blast 9[/b] (Wreak havoc; Extras: Area - Burst [+1], Selective Attack [+1]; Flaws: Action - Full [-1]; Power Feats: Variable Descriptor 1 [any natural]) [29PP] [b][u]AP:[/u] Healing 7[/b] (Seal wounds; Extras: Energizing [+1], Total [+1]; Power Feats: Regrowth; Drawbacks: Action 2 [5 minutes]) [27PP] [b][u]AP: [/u]Obscure 9[/b] (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Variable Descriptor 2 [any natural]) [20PP] [b][u]AP:[/u] Snare 9[/b] (Binding; Extras: Backlash [+1], Power Feats: Reversible, Variable Descriptor 1 [ice/wood]) [29PP] [b][u]AP:[/u] Telekinesis 14[/b] (Move the elements; Heavy load: 200 tons [1,600 tons with Wand]; Power Feats: Precise) [29PP] [b][u]AP:[/u] Teleport 7[/b] (mystic teleport; 200 miles; Extras: Affects Others [+1], Flaws: Long Range [-1], Power Feats: Easy, Progression 2 [5 passengers]) [17PP] [b][u]AP:[/u] Weather Control 5[/b] (Call down the sky; 100ft area [500' with wand]; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1]) [25PP] [b]Enhanced Feats 2[/b] (Quick Change) [2pp] (magic) [b]Minor Magical Effects Array 3[/b] (6pp array, [i]Power Feats:[/i] Alternate Power 2) [8PP] [b][u]BP:[/u] Flight 3[/b] (Riding the wind; 50 MPH) [6pp] (magic, air) [b][u]AP:[/u] Impervious Toughness 11[/b] (armour of earthen will, [i]Flaws:[/i] Duration - Concentration [-1]) [6PP] [b][u]AP:[/u] Sensory Link 5[/b] (5 miles, [i]Extras:[/i] Does Not Have Additional Save [+1], Simultaneous [+1], [i]Flaws:[/i] Limited - only Hayley [-3], Power Feats: Subtle) [6PP] [b]Force Field 7 + Shield 5[/b] (Spells of warding) [12pp] (magic) [b]Super-Senses 8[/b] (Detect Magic [Mental; [i]Extras:[/i] Accurate 2, Acute, Extended, Ranged]) [8pp] (magic) [b]Super-Senses 1[/b] (Communication Link [mental, with Hayley]) [1PP] (magic, mental) [b][u]DC Block[/u][/b] [i]First DC is without wand, second DC is with it[/i] [code]ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (18) + Combat (26) + Saves (18) + Skills (18) + Feats (15) + Powers (79) - Drawbacks (00) = 174/174pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. DONE BY SHAENTHEBRAIN
  22. The official line is don't use Profession unless you really, really have to. Lawyers just have Knowledge (civics) and Benefit 1 (Wealth), which in our house rules expressly states it's "how rich doctors and lawyers are".
  23. I'm going to let TT jump in before me here, as theorising on things is less fun when you know what they are OOC.
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