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Fox

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  1. Scurred up by Absurdist Wraith...really needs some pretty severe edits, but for the sake of immediate threads I'd like to do the following minimal changes: Age and Apparent Age should indicate that she's 23. Skills: +44 ranks (11pp) +5 ranks to Acrobatics, +2 ranks each to Bluff and Diplomacy, +10 ranks to Gather Information, +10 ranks to Investigate, +5 ranks to Knowledge (Civics), +10 ranks to Search; these should add up to the following: Acrobatics 12 (+15) Bluff 6 (+8, +12 Attractive) Diplomacy 6 (+8, +12 Attractive) Gather Information 13 (+15) Investigate 12 (+15) Knowledge (Civics) 7 (+10) Search 15 (+18) Feats: +6 feats (6pp) Please add the following feats: Environmental Adaptation (Zero Gravity) Improved Grapple Improved Pin Set-Up Skill Mastery (Investigate, Notice, Search, Stealth) Takedown Attack 2
  2. "You did not offer us choice," Indira noted, pointing down with one finger; it was perhaps sharper than she might have intended. So was the normally-warm hum of her voice, for that matter. "It is not a choice we can make now, and we are unable to help those in need, because you decided that we should all run in fear from a predator we have fought and beaten before. We respect and acknowledge your trauma, but you cannot let it drive you to--" She sighed, in as much as a being without lungs could, forcing her sharper edges to smooth out. "I do not trust this place that you have sent us," she said, more evenly. Her calm was a precious thing, and well-trained. She would not have it taken from her, too. "Earth is a...peaceful place. What is the better word? 'Placid'? Its plants inert, its animals mostly harmless. Other places, other planets and worlds, are sometimes...not. We should check on those who were kidnapped with the building, and we should scout our surroundings unless we can return home immediately. I trust that if something were wrong with the building structure, Bluebird would know."
  3. GK will be building a nice big wall between the armed forces and the bulk of the fight, either at the top of things or right now, if he has a chance in (functionally) a surprise round. It's unlikely to be subtle, though, so I don't want to jump over anyone else's plans.
  4. Gaian Knight cursed, taking stock as quickly as he could. He didn't like the look of that portal, he didn't like the look of that fight, and he was definitely kicking himself for not realizing the armed forces would still be holding out here. Of course they were - why wouldn't they? His platform pulled to a halt, the geokinetic hero planting his feet on it as he brought glowing hands low. "I can do cover!" he shouted, reaching down into the earth to see what he had to work with. It'd have to do. "It's gonna cost you a few seconds of that hole-punching, though. Tiamat! Going to need to interference, here." The dragon bellowed, sweeping out in front of him to intercept fire and return some of her own.
  5. Fox

    Player Away Thread

    No worries, Sailor - always do what's best for you! We'll be here when or if you want to wander on back.
  6. Indira cocked her head as she always did when someone reached out with telepathy; she'd long since gotten used to Eve's, but the entire sensation was still so strange. Her peoples' minds did not touch each others. Her people also did not live on a planet as placid and ecologically pacifistic as Earth was, either. She eyed out a window as she dropped to the ground, "splashing" into unformed silver before righting herself as a more humanoid shape. It was too angular, too literally on-edge to be calm, but her humming voice was at least even and carefully controlled. "We should hurry," she said, setting off. "We do not want to miss answers...or suggestions. I am uncomfortable in an environment I know so little about. Where I am from, beautiful landscapes are very deadly."
  7. Pausing only long enough to run a tired hand back through his hair, Tarrant pulled his hood back up. "Right," he said, gathering stones together into a small platform, "the direct approach it is." Outside, his companion had already disappeared in crimson fire, emerging in all her terrible scaled glory. They set off with all due haste, bee-lining toward the greater conflict and trying to ignore the...everything, all around them, as hard as that was. "We'll punch you the best hole we can," he was saying; behind him, he was trailing a jet stream of rubble - a growing cloud of stone and cement and even some asphalt, as unresponsive as that usually was. Maybe the city itself was angry. "They are many, and nearly feral things," rumbled the dragon. "We may not hold the attention of all of them, if they are too many or too well-commanded. We must all keep one eye on each other, and our backs."
  8. I'll take you up on the bruise -> HP, there. Tarrant's usually half-bruise by the end of a fight anyway, may as well keep up the tradition.
  9. Gaian Knight ran a hand down his face, looking off toward the horizon with tired horror; those two fighting each other was better than some of the alternatives, but not by much. He was tired, and battle-worn - not too hurt, thankfully, though his coat was badly torn in the back where a drone had jumped him with a pike. Tiamat had paid that back in full before he'd had the chance, but he suspected none the less that he'd be feeling it for days. If he had days. If any of them did. They'd have to make sure everyone lived to regret his bruises. "Much as I'd rather let them fight it out and clean up the winner, I don't think we can stand the collateral," he said. Tiamat had detached her cape; she was laying it over the messenger with something akin to respect - or as close as she ever got before getting to know you; she nodded at her partner and stepped away to radio out and add him to the long list of injured in need of pick-up and triage. "If we're lucky, they've already taken chunks out of each other and we don't have to take them at full strength. If we aren't, we're in for a rough fight. I've got no rank to pull and make you jump in that mess, but if you do, we're going to have to go in swinging. I'm open to suggestions." Stones and rubble were already gathering into a platform for him to ride; that was perhaps the only grim upside to a cataclysm like this. He wasn't short on loose material. "I doubt they came alone. Tiamat and I can sweep groups pretty effectively if we have to, buy ourselves some breathing room."
  10. "Not here. Where are we?" Wraith was just inside, having almost made it to the castle balconies before they...traveled. Went? It had been an incredibly unpleasant experience, even to her more mundane senses, and she didn't want to think about what it must have felt like to some of the others. At least it had stopped the noise; Wraith's hearing was extraordinary even on her worst day, and she wasn't sure she'd heard such a sound....well. She wasn't sure she'd heard such a sound. She was on the ceiling, all claws and sharp bits, and the line of scratches indicated that she hadn't shown enormous care getting here in a hurry. "Blackness and unsettling magic. I do not know where we have been sent," she said, a nearly-inaudible rattling betraying her nerves, "but in this building, the list of people to ask will be very short. Where is Tarva?"
  11. And then Matt was alone again, a half-dozen eyes casting around for a man out of time. "....okay." ----- Grim sat on the rooftop of the Freedom Masonic Temple, leaning forward with his elbows on his knees in what probably would have been some excellent brooding, hand-clasped silence if a large, unnatural dog hadn't managed to shove its head between his hands for pets. Good brooding was always difficult against the sound of a happy tail thumping away against the ground. He probably hadn't been first to arrive, but he'd been close; he was fast when he had to be, and had only stopped long enough to throw on his bandanna mask, the rest of him still clad in a white shirt and a matched black jacket and pants that sat somewhere between 'musician' and 'mortician'. Climbing a building was a problem for people who couldn't teleport. "....so," he said, to himself, to others, or to his dog. "I guess we play cupid."
  12. Fox

    Masque (PL 10) - Fox

    I've updated the Power Descriptions to cover the magical tricks a bit better. I may eventually fold ranged weaponry into her summoned weapons, but she won't have it at this point.
  13. Customers & a VP have been at work this week; it's been...fun. Missed the May cutoff. But hey, at least this time I have an excuse. Grim Pop Quiz: All You Have Is Your Fire (3) When We Were Gone Astray (1) Ref point to Wraith, please.
  14. Fox

    Masque (PL 10) - Fox

    The blast is explicitly magic, indeed - I took a small shortcut on the per-power descriptor notes, to save some clutter. I can absolutely expand that out if it was unclear, though; my own eyes are biased, after all!
  15. Works for me! On to the crunch. Combat Base attack and defense cost 2pp per point, so 3 base attack and 3 base defense would cost 12pp total. This is priced correctly in the final pp tally at the bottom of the sheet, though, so it shouldn't throw overall costs off. Feats I think you're short-changing yourself a little here - I count only 16pp of feats. Powers It's an incredibly minor thing to bring up, but while you're in there, you have a dangling ( on the end of the Speed/Wall Crawling AP; looks like Super Movement ate the pp total that was going to be on the end of the line, too? Super-Strength costs 2pp/rank; 8 ranks and two power feats would cost 18pp, not 22pp. Double-check the powers tally: I count 22+10+10+8+5+18= 73. So the total's right, but the math to get there is a little funky.
  16. Alright, let's dig in! Fluff How contagious do you see Chromium being? Hero work, even in Bedlam (arguably, especially in Bedlam) will require a lot of close contact with a lot of people, up to and including blood contact (again, especially in Bedlam). Even for a teenager, running around as an active carrier for a not-fully-understood and already-demonstrated pathogen is...a concern. At 18, Jason's probably past the age where he'd be considered for Claremont, unless he missed a good chunk of education - and it's not generally the kind of place they'd hold you against your will if you really don't want to be there. No more so than any school system, anyway! Combat You're shorting yourself a little on the Knockback - with 7 Impervious Toughness and 5 Non-Impervious Toughness, knockback would be -9. The Insubstantial/Super-Movement array slot is slightly over-budget, if I'm doing my math right; Insubstantial is 5pp/rank, or 6pp/rank with the +1pp/rank Extra; that's 6pp for 1 rank, plus the feat for 7pp. Super-Movement 3 is 6pp, so you have 13pp total in a 12pp slot. Depending on how you expect the car thing to go in-thread, it may be worth making a note of the -1 combat modifier it applies to you, even with Dispersal (effectively, a penalty to your attack and defense).
  17. Fox

    Masque (PL 10) - Fox

    Let's fill in one of those vet award slots, while the three base character slots remain somewhat empty, because I've apparently forgotten how to build on a 150pp budget. The drawback on Duplication comes from Kenson; normally when you summon a duplicate, it shows up unharmed. With the drawback, this duplicate would inherit with any damage or conditions the real PC has at time of creation.
  18. Masque Power Level: 10 [15] (202/234PP) Unspent Power Points: 32PP Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: born April 2002 Gender: female Ethnicity: Caucasian Height: 5' 5" Weight: 120lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 112R = 28PP Acrobatics 8 (+11)SM Bluff 11 (+14, +18 Attractive)SM Concentration 10 (+10) Diplomacy 5 (+8, +12 Attractive) Disguise 2 (+5) Driving 7 (+10) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 10 (+10) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 10 (+10) Sleight of Hand 15 (+18)SM Feats: 23PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task 2 [Feint, Trick] Improved Initiative Luck 2 [to 5, from powers] Power Attack Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 4 + 2 + 4 + 1 + 1 + 47 + 6 + 5 + 1 + 10 + 5 + 3 = 89PP All powers have the 'magic' descriptor unless otherwise noted. Comprehend 2 (Speak Any, Understand Any) [4pp] (liar's tongue) Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 22 (44PP array; Feats: Alternate Power 3) [47PP] Blast 8 (Extras: Linked [Dazzle]; Feats: Accurate 3, Homing) + Dazzle 8 (visual; Extras: Linked [Blast]) [20+16= 36/44] (will-o'-wisp) Concealment 10 (all sense types; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [22 + 20 = 42/44] Illusion 10 (all sense types [4]; Feats: Progression 4 [100' radius]) [44/44] Duplication 11 (155/165PP clone; Feats: Mental Link; Extras: Heroic, Survival; Drawback: duplicate inherits conditions) [44/44] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (28) + Feats (23) + Powers (89) - Drawbacks (0) = 202/233 Power Points
  19. With the per-city rule, I'll throw Gaian Knight in for some event action - anywhere that needs a heavier hitter, like a macguffin thread or a raid that needs rounding out.
  20. I'd like to throw Wraith's hat in for DuTemps.
  21. Gaian Knight was in attendance largely as additional super-powered muscle; he'd quietly informed the armed villain that an attempt to leave the building would be met with the rapid descent of the several tons of dragon quietly circling overhead, and then left him in Bowman's capable hands. Tarrant counted at least one kid and one dog with bullet wounds, and that made him want to do things he wouldn't regret later. He erred on the side of seeing to those kids, which meant being in better earshot of the ongoing interdimensional concerns. He didn't like that, either, but he never did like settling for the no-win scenario. "We could offer survivors refugee status," he suggested, "here or elsewhere. Sorry," he added, to Phantom, "I know people jumping dimensions isn't always approved-of. Sitting by and watching a population drift into the void never sits right, though. Assuming we could set it up and keep anything from getting out -" - he still wasn't clear what, exactly, was on the other side of that portal to warrant battle-hardened mothers and soldier children, but he didn't think it could be good - "- what are the odds that Fleur or I or one of our other portal-makers could wedge a hole open long enough to get survivors away without causing more problems for both sides?"
  22. Fox

    Fox's Things

    Masque? Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 16 Gender: female Ethnicity: Caucasian Height: 5' 8" Weight: 125lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and folklore, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +3 Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 92R = 23PP Acrobatics 8 (+11)SM Bluff 8 (+11, +15 Attractive)SM Concentration 8 (+8) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 8 (+8) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 8 (+8) Sleight of Hand 12 (+15)SM Feats: 19PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task [Feint] Luck 1 [to 4, from powers] Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP All powers have the 'magic' descriptor unless otherwise noted. Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP] Blast 8 (Feats: Accurate 3) [19/34] Dazzle 8 (visual; Feats: Accurate 3) [19/34] Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34] Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34] Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/180 Power Points A trickster! A variation on a sheet I drew up last time I was workshopping potential Claremonters; I like this version better. The drawback on Duplication comes from Kenson; normally a duplicate would come out as a full-power version of yourself. If Liz is beaten to hell, though, her duplicate comes out beaten to hell, which may not be super-useful! I kind of like the tradeoff in her array: she can function okay at range, or be sneaky, or make with the fancy illusions, or double up on melee combat...but she can't do them all at once, and the last option (arguably the most powerful) costs her a standard action. All three of my Claremont students have had Attractive, and they've all had a different reason for it (deliberate in-text manipulation tactic in the creation of her human form, playing on pretty bad-boy design tropes, playing on Sick Waif Princess design tropes). I'm going to have to break that pattern one of these days. Maybe. Probably.
  23. Just to double-check: your base character slots are occupied, so I'm assuming this character is destined for the Veteran Reward you currently have open. You absolutely can build the character at 150pp there, but you can also build it at 180pp, which is the more popular of the two - is taking the 150pp option a deliberate choice?
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