Jump to content

Search the Community

Showing results for tags 'pl 10/12'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. Levity Power Level: PL 12 @ PL 10 Caps (180/180PP) (Bronze Veteran Reward) Unspent Power Points: 0PP Tradeoffs: None defensive, Offensive: Gravity Strike +2DC/-2ATK, otherwise none In Brief: Test Pilot hit by mysterious radiation beam gains the ability to show criminals the gravity of their situation. Catchphrases: "Going in hot", “Danger Close!”, "You really don't know the gravity of your situation, don't you?" Theme: The Unsung War - Ace Combat 5 OST Alternate Identity: Anne Mistral (Public) Birthplace: Oceanside, Emerald City, Oregon Residence: Freedom City, New Jersey Base of Operations: Atom Tower, Freedom City Occupation: Pilot, Adventurer, Would-be superhero. Affiliations: Atom Academy, AEGIS Nicknames: "Silk" (Original Callsign), "Trickster" (Online Games) Callsigns: "Levity", "Atom 5" Family: David "Gale" Mistral (60, Father, Now the Supervillain Mercenary "Heatseeker"), Jane "Sunshine" Mistral (61, Mother, Declared Deceased), Jaime "Puffy" Williams (25, Significant Other, Deceased) Description Age: 33 (August 12, 1991) Apparent Age: 28 Gender: Female Ethnicity: Human Caucasian, French-American descent. Height: 5'6" Weight: 159 Lbs Eyes: Green Hair: Black Appearance Levity has a physique like she works out regularly with a defined form, her skin a pale peach. When in "costume" she wears a customized flight suit designed with help from Atom Academy, that is blue and white in color, with her vest and kit the same blue as her suit. The flight suit has a variable cushioning hood that she pulls up over her head before putting her helmet on, which has a couple reflective tape stripes. Her flight helmet is the same shade of blue, which connects to the suit's private life support. The helmet's faceplate is transparent, with a slight glow from the HUD system built into it that displays the current oxygen level, current flight speed, any data from flying an aircraft, status of any survival equipment built into the suit, it's integrity, and the status of the communication system. Casually she’ll wear a t-shirt, jeans, and comfortable shoes that double as ankle boots, with a bomber jacket. Formally she switches to something akin to a pilot’s uniform, but in Atom Academy blue. History Anne always wanted to be a pilot since she ever knew about the subject, like her parents - both of whom were her idols. Both were employed as Test Pilots as Nolan Aviation. Her father, David "Gale" Mistral suffered an Ejection-related back injury that put him on pain medications and in a desk job training new pilots, while her mother Jane "Sunshine" Mistral a couple years later was declared dead when she bailed out over the ocean and wasn't found due to her rescue beacon malfunctioning. These two events didn't really sway Anne at all from becoming a pilot at 18, showing great promise in the process. Later getting in under her Father's sponsorship as a test pilot trainee, moving through the competitive environment until getting into the coveted military development division. About a year ago, while on a "routine" test flight testing out Nolan Aeronautics' G11 VTOL engine, she was engulfed by a strange green light that knocked out her plane's flight systems and caused it to shut down losing control of it's flight stabilization. She couldn't get it started again, and she was losing consciousness from G-forces as the plane started to lose enough flight speed to start to stall. She barely managed to eject over the Pacific miles off shore. When she was rescued she was floating in the water, under her chute, barely responsive. Blood trickling from her nose. While she was recovering at the hospital, strange things started happening... hovering over her bed, or causing objects to move erratically. Some of the brains at Nolan knew what was what... whatever zapped her plane, also caused subtle mutations, particularly ones that activated a dormant metahuman gene in her body. Nolan Aeronautics experimented with their own in-house team of rescue trained personnel and Levity leading the way, but after their team got the attention of the Terrorists working with Ghostworks, they shut down the project. Not to mention as it coincided with Levity losing the first Peregrine when the supervillains attacked her aircraft wile in flight, killing her backseat, her fiancee Jaime, Nolan decided to release Anne from her contract. While the severance was good, it wouldn’t last. She traveled to Freedom City but before getting there she had one more tangle with the now independent mercenary super-terrorists now calling themselves “Lightning Outcomes”. It was there she discovered her father was the one who killed her closest confidant and love. She managed to steal the prototype craft they stole, tore up their operations base, shoot down their other flying assets and made her way to Freedom City. After explaining herself to AEGIS, someone there knowing her pedigree made a suggestion about a certain Academy who put out a help wanted over super channels for an experienced pilot. Personality & Motivation Anne now is a no-nonsense individual. While friendly she will always want to get to the point of a matter. She'll toss out a heat-seeker of a joke or pun when the mood could use it, although her humor is a shield for her guilt over losing Jaime. As Levity, she tones down the more directness of the pilot in her, bringing out the Levity of old. “In Costume” she feels she has the best chance to make a positive difference. Powers & Tactics: She generally prefers to engage the bandit at range, throwing out gravity pulses at her quarry, but if the dogfight closes to where she can clearly see the whites of their eyes, she is not above tripping them up with a wave of gravity or just kicking or punching them right in the face with a gravity chaser. If needed she can louse them up keeping them in spot as the gravity around them strengthens like they're the one pulling 9Gs. And she has a filthy trick if they start coming in greater numbers, yet leaving her friends safe. Do not engage her in an actual dogfight… unless you’re a match for what she has, you’re riding silk. Power Descriptions Levity's Gravity attacks have a visual warping effect, like looking into a funhouse mirror, this effect is also apparent behind her when she flies forward, but hovering not so much. Her flightsuit costume looks like it's made of a waterproof and rugged material, with smooth lines, with all it’s life support systems now built into the suit. Her flight harness and vest are blue color, with red beaded toggles for the life preserver and a toggle for her parachute near her right shoulder next to the right breast of the life preserver unit. The parachute itself is flush against the back of her suit's vest section, allowing her to have it even in the cockpit of her plane as a spare chute, or use it on her own if necessary, made of a breakthrough memory film polymer. Her personal jet, the "Peregrine II" is an advanced tactical fighter, sporting a blue airframe with white trim making it look very much like her personal statement. Capable of high-speed turns and VTOL flight, and bristling with the latest in defensive and offensive capabilities, The Peregrine II is a fighter pilot’s dream made form. Complications Household Name: While her fame had faded in Emerald City after the Ghostworks incident, Levity in Freedom City has started to make waves as a hero, and at airshows with the Atom Academy livery her current plane now enjoys. "Lost engines! Bailing!": Levity/Anne takes a risk going at double movement or all-out movement as her flight power could quit on her. She's not quite gotten the hang of focussing her ability to control gravity to fly at greater speeds... or perhaps there is a limit... who knows, this is flying without a plane stuff still new to her. It can take quite a while (at least a day) for her to re-focus and get flying again. "Not losing anyone again, not on my watch": After the murder of Jaime, Anne has been torn in regards to working with others, particularly as superheroes. She is keenly focused on covering everyone’s back, even if it would mean taking the hits herself. This has led to a self-sacrificial mindset. "So this is what my dad became...": Anne's father David was dependent on pain medications which were addictive in nature, causing his mental state to degrade. That was when Ghostworks seeing his debts mount to shady dealers came to make a deal. They would cybernetically enhance him and repair his damage and cover his debts. But he made far more money than what would keep him in their grasp and went independent with others, forming a mercenary pilot group that has become a scourge. And now knowing Anne knows of his activities, he’s doubled his efforts rebuilding his capabilities on the black market and regrouping. Abilities: 2 + 10 + 4 + 6 + 10 + 6 = 38PP STR: 12 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +17 (+5 Dex, +12 (Improved Initiative 3)) Attack: +4 Base, +10 Gravity Strike, +10 Gravity Blast, +10 Gravity Bind, +10 Gravity Trip, +10 Machinegun, +10 Homing Micro Missiles Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +5 Knockback: -5 Saving Throws: 8 + 5 + 3 = 16PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +10 (+2 Con, +8) Reflex: +10 (+5 Dex, +5) Will: +8 (+5 Wis, +3) Skills: 84 R = 21PP Acrobatics 5 (+10) Climb 4 (+5) Diplomacy 11 (+14) Drive 2 (+7) Escape Artist 1 (+6) Gather Information 7 (+10) Intimidate 1 (+4) Language 1 (French) (English Native) Medicine 5 (+10) Skill Mastery Notice 5 (+10) Pilot 15 (+20) Skill Mastery Search 7 (+10) Sense Motive 5 (+10) Sleight of Hand 1 (+6) Stealth 5 (+10) Skill Mastery Survival 5 (+10) Skill Mastery Swim 4 (+5) Feats: 25 PP Benefit: Atom Academy Member Benefit 2: Wealth Connected Contacts Dodge Focus 6 Elusive Target Evasion 2 Fearless Improved Initiative 3 Luck 3 Move-by Action Skill Mastery (Medicine, Pilot, Stealth, Survival) Uncanny Dodge 2 (Auditory, Visual) Veteran Reward (Silver) Equipment 15 Flight Harness (5 EP, everything is considered mastercraft where appropriate) Distress Beacon Flashlight GPS Receiver Medkit (Basic) Life Raft XFA-41-B Peregrine Fighter Jet Power Level: 10 Equipment Points Spent: 70 EP Abilities: 2EP STR: 50 (+15) Saves: 1EP Toughness: +12 Combat: 3EP Size: Gargantuan Defense: 6(-4) Powers: 53 EP Array (Weapons Suite, Accurate: 3 (+6 Attack) (34 EP) • BP Blast 10 ("Machinegun", Autofire +1) 30 EP • AP Blast 10 ("Homing Micro Missiles", Homing 2) 22 EP Super Sense: Radar (Radar) (1EP) Concealment 1: Infrared (“Engine Heat Baffling”, Passive) (1EP) Concealment 1: Radar (“Stealth Faceting and Radar Absorbent paint”, Passive) (1EP) Flight 8 (“MK-II Nolan Aerospace VTOL Engine GS-1B”)(2500 MPH) (16 EP) Features: 11EP 2 Ejection Seats (“AA MK-6 Ejection Seats”) Navigation System 2 (“Advanced GPS Networking”) (+10 to Navigation Checks) Remote Control (“Remote Aircraft Transit System”) Radio Floodlight Hidden Compartments 3 (DC 30 Search to find) Totals: Abilities 2 + Features 11 + Powers 53 + Combat 3 + Saves 1 + Drawbacks 0 = 70 Powers: 20 + 7 + 28 + 1 + 8 = 64 Device 5 (AA Fieldwork Flight Suit; 25PP Container; Hard to lose) (Technology, Mechanical) [20PP] • Communication 6 (NA-C5 Personal Radio; sense type: radio; Extras: Omni-Directional Area; Feats: Selective, Subtle 2; Drawbacks: Power Loss (Doesn't work in storms)) (Technological) {14PP} • Immunity 9 (AA-MK11 Personal Flight Support Suite; Life Support)) (technology) {9PP} • Super-Movement 1 (“AA-LPU41 Life Preserver Unit”; water walking; Power Loss (Air Bladders can be punctured/slashed)) (Mechanical, Technology) {1PP} • Super-Movement 1 (AA-ARS1 Micropolymer Reserve Parachute; slow fall; Unreliable [1-3 uses]) (Technology, Mechanical) {1PP} Flight 4 (Gravitic Flight; 100 mph, 1000 ft./rnd; Power Loss (When immersed in water)) (gravity, mutant) [7PP] Gravity Manipulation Array 12 (24PP Array, Feats: 4 Alternate Powers) (gravity, mutant) [28PP] Base Power: Blast 10 (Gravity Pulse; Feats: Accurate 3, Precise) {24PP} Alternate Power: Snare 10 (Gravity Bind; Feats: Accurate 3, Precise) {24PP} Alternate Power: Strike 10 (Gravity Strike; Extras: Area [Targeted Line]; Feats: Accurate 3, Improved Critical 1) (100x5 ft. area line) {24PP} Alternate Power: Trip 10 (Gravity Wave; Extras: Knockback; Feats: Accurate 3, Improved Throw) {24PP} Alternate Power: Blast 10 (Gravity Burst; Extras: Area [General Burst], Selective; Flaws: Action [Full Action], Range [Touch]; Feats: Progression [Area] 4) (50-1250 ft. radius) {24PP} Immunity 1 (G-Forces) [1PP] Protection 8 (Gravimetric Field) [8PP] Drawbacks: None DC Block Attack Range Save Effect Blast 10 (Gravity Blast) Ranged DC 25 Toughness Damage (Gravity) Strike 10 (Gravity Strike) Touch DC 25 Toughness Damage (Gravity) Snare 10 (Gravity Bind) Ranged DC 20 Reflex Snare (Gravity) Blast 10 (Gravity Burst) 50-1250 ft radius DC 20 Reflex Area Area Effect 50-1250 ft radius DC 20/25 Toughness Damage (Gravity) Blast 10 (Machine Gun)* Ranged DC 25 Toughness Damage Blast 10 (Homing Micro Missiles)* Ranged DC 25 Toughmess Damage Unarmed Touch DC 16 Toughness Damage (Bludgeoning) Attacks with * are only availiable with the aircraft. Totals: Abilities (38) + Combat (16) + Saving Throws (16) + Skills (21) + Feats (25)+ Powers (64) + Drawbacks (0) = 180/180 Power Points
  2. Doing a rebuild of Muirne to up her to her new PL cap, and untying Aoife from the Shadowbeast form, feel like it's more interesting if she can do things as a person too, so now she's a complication Hope it's all up to snuff, I am sick rn Shadowborne Power Level: 12 (built as PL 10; 189/198PP) Unspent Power Points: 9PP Trade-Offs: +2 Def/-2 Toughness In Brief (Muirne): Young celtic woman with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, slowly becoming the hero she wants to be. In Brief (Aoife): A new intellect born from the place where extradimensional darkness met life. Alternate Identity: Muirne Sceadusangere (Secret), Aoife (Secret) Birthplace: The Kingdom of Kent, England (Muirne), The Schattenwelt/Freedom City (Aoife) Residence: London, England / Claremont Academy, Freedom City Occupation: Claremont Student Affiliations: Ministry of Powers, Vanguard Family: None known (Muirne)/Muirne (Aoife) Description: Age: 1396, DoB: 21 June, 627CE (Muirne), ??? (Aoife) Physical Age: 18 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This young woman still looks askance at screens and speakers as she wanders the world, although the light of wonder has never left them. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, now stained eternally by the shadows that have coated them for so many years. The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something. History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension of darkness and cold, slowly she began to gain control over this power. The village warriors taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and he lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their saviour, where she stood resolutely for all time. Eventually, a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Muirne's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Muirne eventually joined the superhero school and has begun to grow accustomed to the modern world, coming into her own as a hero as she learns how to manipulate her powers beyond her earlier strategy of transforming into a Shadowbeast, but as her connection to the Schattenwelt deepened her transformation changed. The well of darkness that was housed on this side of her gateway to the Shattenwelt had developed a personality. A burgeoning intelligence had arisen, Aoife, she observes from behind Muirne’s eyes, and can now exert her influence so strongly as to take control of their shared body. During her last year, she told her friends that she was leaving to go back to England to spend the year with her family, and has kept in infrequent contact, claiming the timezones have kept her from more frequent interaction. This is in fact a lie, but where has she been? That is to be seen. Personality & Motivation: Muirne is nervous around those that she views as figures of authority such as well-known and respected superheroes, frequently slipping into her native tongue for honorifics and her old ways when it comes to manners. With those she sees as equals or adversaries, she is far more confident, and her rapidly growing grasp of modern English has allowed her to project that confidence and reclaim the skill she'd had at persuading people in her native tongue and expand on it further. Despite her growing grasp of Modern English she frequently speaks in Old English, often as a method to say things that she does not want others to understand, whether because she knows it would be rude or simply wants to air her thoughts without being overheard. She is glad to have met others who are like her, no longer feeling so isolated as she has in the past and is fiercely protective of these companions. Muirne is still curious about this new world she is in, despite her growing familiarity there is still much she does not know, and she can get quite excited learning new things. Aoife by contrast is formed of a darkness that hungers for souls and light causing her Base impulses to be selfish, sadistic and extremely aggressive, while simultaneously her formative memories are all of Muirne, watching her fight to defend others and interact with those around her, feeling her happiness and fulfilment at being kind. This contradiction has influenced her. She wants what she saw vicariously through Muirne, companionship, happiness and kindness, she wants to fight and hurt villains and receive love and praise for doing so. As such her relationship with Muirne is an odd one. She both deeply cherishes Muirne as one of her creators and constant companion, wishing for her approval and care while also being fiercely jealous of her life and wishing to take it for her own. Power & Tactics: Muirne has a wellspring of power within her from the Schattenwelt that is constantly present within her and replenishes from her link to the Schattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using this power, but the raw combative ability of the shadowbeast form is frequently one she needs to rely upon. Outside of the transformation she has learned to use her link to project power outside of herself and has even managed to empower objects to make them effective weapons. Coursing the cold, hungry shadows through her body is incredibly painful, but she is willing to do it if it will allow her to help others. The powers she has unlocked doing this are useful for battlefield control and utility, as she is able to obscure and chill large areas, bind enemies in grasping shadows, blind opponents and hide herself and others in shadows. She also has found that she can store things using her link to the Schattenwelt, and has taken to hiding her armour and spear inside of herself given the many times she has found herself in combat without them. One of her more common tactics is hit and run strikes using her ability to travel to the Schattenwelt to simulate teleporting, entering the dimension and moving before shifting out to strike and then repeating for the retreat. Her Shadowbeast form has much more direct powers than Muirne's use of the Schattenwelt, fighting with claws strength sapping abilities and a powerful mental assault to sow fear and weaken mental defences, making it a fearsome opponent despite lacking the finesse she has gained when using the power more obliquely. Power Descriptions: All of her powers involve her link to the Schattenwelt, be it allowing the shadows to transform her, releasing them upon the world to cause a variety of effects or filling her weapons with their power. Complications Borne of Shadows: Aoife’s reach has grown beyond just the Shadowbeast, now she can assume control at any time, although the contest of wills involved results in a delay in their actions. The GM may have Aoife assume control of Shadowborne at any time. This is a Full Action on Aoife’s part, resulting in her being unable to act on her next turn. Uncontrollable Darkness: Despite her growing control, Muirne still does not and may never have full control over the power inside of her. Sometimes her attention slips, especially when startled, frightened or highly stressed but it can happen anytime. When it does the power floods through her and she turns into her Shadowbeast form. The GM may have Muirne at any point turn into a Shadowbeast. This can cause a variety of issues for her from frightening others or revealing her secret identity. Slow Drain: Transforming back from being a Shadowbeast takes many hours as the energy slowly bleeds off. During this time Muirne begins to slowly turn human with a shadowed silhouette and extremities, shedding tiny motes of darkness into the air. Over time as more power bleeds off control returns to her slowly. Muirne does not immediately transform back from being a Shadowbeast even if she willingly transformed. This can cause similar issues to her involuntary transformations and as the motes begin floating off they can also be used to track her. Fear of the Dark: Muirne’s powers are terrifying and many who see it will assume she’s a villain or monster. The GM may have people respond to the Shadowbeast form with fear and violence, causing problems as civilians panic, causing chaos while law enforcement, military and other heroes leap to stop the monster. Scarred by the Arcane: Muirne's life was ruined twice over in her first encounter with mages. Due to this, she is deeply uncomfortable around magic and downright terrified of genuine spellcasters. The GM may have Muirne hesitate around magic if the source is unfamiliar to her, causing her to lose her action. Around spellcasters she is terrified, and will fail Will saves as she is too busy trying to fight past her fear to muster a mental defence. Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it. While Muirne is in the Schattenwelt Travel power she may be attacked by a Shadowbeast, Muirne must either leave the Schattenwelt early (Traveling a distance less than intended, as decided by the GM) or she must make a DC25 Toughness Check against damage, gaining the Bruised condition even if she succeeds. Disarmed: Muirne's Shadow Weapons are regular objects empowered to be more dangerous with the power of the Schattenwelt. This means that if she has no weapons she cannot use them. Without a weapon or an improvised weapon Muirne cannot use the Shadow Weapons power. Isolated in the Dark: Muirne has spent most of her life isolated in some form or another even with members of her own family as her powers have always set her apart, made her different and frightening. While she never understood it and still got along well with the villagers who taught her and with her siblings the disconnect was always there with everyone except her mother, who died when Muirne was a child. This isolation was worse when she first awoke in the modern day as now she had lost everyone and couldn't even communicate. These experiences have made her deeply afraid of losing those who she has grown closer to. The Fomorian Sorcerer: The Sorcerer that Muirne fought all those years ago is still alive and active near Freedom City. Dougal still craves to increase his power and has had over a thousand years to come into his own as a near-peerless Master of the Arcane. He seeks to either control her or kill her as the only one to ever be his equal in power. He knows her secret identity and her relationships with other heroes and he frequently knows where she is. Abilities: 2 + 10 + 8 + 6 + 10 + 12 = 48PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 10 + 8 = 18PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus) Grapple: +13 (+10 Melee Attack, +5 Dexterity [Grapple Finesse]) Defense: +12 (+4 Base, +6 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback Resistance: -4/-2 Saving Throws: 1 + 5 + 5 = 11PP Toughness: +4/+8 (+4 Con, +3 Chainmail, +1 Shield) Fortitude: +10 (+4 Con, +1PP) Reflex: +10 (+5 Dex, +5PP) Will: +10 (+5 Wis, +5PP) Skills: 124R = 31PP Acrobatics 11 (+16) Skill Mastery Bluff 6 (+12) Skill Mastery Concentration 8 (+12) Diplomacy 9 (+15) Skill Mastery Gather Information 4 (+10) Handle Animal 4 (+10) Intimidate 8 (+14) Skill Mastery Languages 1 (English, Old English [Native]) Medicine 9 (+14) Skill Mastery Notice 10 (+14) Skill Mastery Perform (Sing) 10 (+16) Perform (Dance) 10 (+16) Search 7 (+10) Sense Motive 9 (+14) Skill Mastery Stealth 13 (+18) Skill Mastery Survival 5 (+10) Feats: 29PP Acrobatic Bluff Assessment Attack Focus (Melee) 5 Distract (Intimidation) Dodge Focus 6 Equipment 2 Grappling Finesse Hide in Plain Sight Improved Initiative 1 Luck 2 Move-by-action Quick Change Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Intimidate, Medicine, Notice, Sense Motive, Stealth) Startle Takedown Attack Track Uncanny Dodge (Audible) Equipment 2: 3 + 3 + 4 = 10EP Chainmail: Protection 3 [3EP] Shield: Enhanced Dodge Focus 2, Protection 1 [3EP] Spear: Adds (Feats: Extended Reach, Improved Critical 2 [18-20], Thrown) to Shadowed Weapons [4EP] Powers: 13 + 1 + 34 + 12 + 2 = 62PP All powers have the following descriptors: (Dimensional, Darkness, Schattenwelt) Damage 9 (Shadowed Weapons; Feats: Affects Insubstantial 1, Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [13PP] (Empowerment, Held Object) Morph 1 (Shadowbeast Form; Extras: Duration [Continuous]; Feats: Metamorph; Drawbacks: Action [Standard Action]) [1PP] (Transformation) Schattenwelt Drawing Array 14.5 (29PP Array; Feats: Alternate Power 5) [34PP] Base Power: [10 + 8 + 2 + 3 + 6 = 29PP] Additional Descriptor(s): (Partial Transformation) Elongation 5 (100ft. Extension; Extras: Projection) [10PP] Super-senses 8 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Acute, Ranged; Feats: Uncanny Dodge [Life Awareness]) [8PP] Super-movement 1 (Swinging; Extras: Linked [Speed (+0)]) [2PP] Speed 3 (Extras: Linked [Super-movement (+0)]) [3PP] Super-movement 3 (Permeate, Wall-Crawling, Trackless) [6PP] Alternate Power: [29 = 29PP] Additional Descriptor(s): (None) Nullify 10 (Light Consumption; All Light Descriptor; Extras: Area [Burst], Duration [Concentration]; Flaws: Range [Touch]; Drawbacks: Noticeable) [29PP] Alternate Power: [29 = 29PP] Additional Descriptor(s): (Grappling, Grasping) Snare 10 (Grasping Shadows; Extras: Area [Shapeable], Regenerating; Feats: Chokehold, Reversible; Flaws: Range [Touch]; Drawbacks: Vulnerability [Light; Frequency: Common; Intensity: Moderate (+50% Effect Rank)] [-3PP]) [29PP] Alternate Power: [21 = 21PP] Additional Descriptor(s): (Blindness, Curse) Dazzle 10 (Devouring Light; Visual Dazzle; Extras: Area [Shapeable]; Feats: Reversible; Flaws: Range [Touch]) [21PP] Alternate Power: [12 + 6 + 5 + 2 + 4 = 29PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering) Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others) [12PP] Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 2 [500lbs]) [6PP] Teleport 3 (Schattenwelt Travel; Extras Duraion 3 [Continuous, Lastin]; Flaws: Requires Grapple; Feats: Progression 3 [500lbs]) [6PP] Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Portal [+2]) [4PP] Alternate Power: [7 + 7 = 14PP] Additional Descriptor(s): (Cold) Obscure 7 (Schattenwelt Imposition; Visual Senses [250ft. Radius]; Extras: Linked [Environmental Control (+0)]; Flaws: Range 1 [Touch]) [7PP] Environmental Control 7 (Schattenwelt Imposition; Intense Cold; Extras: Linked [Obscure (+0)]; Flaws: Range 1 [Touch]) [7PP] Shadow Channelling Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] Base Power: [10PP] Additional Descriptor(s): (None) Phased Strike 10 Adds (Extras: Penetrating 10) to Shadowed Weapons [10PP] Alternate Power: [10PP] Additional Descriptor(s): (Draining, Consumption) Thirsting Strike 10 Adds (Extras: Vampiric 10) to Shadowed Weapons [10PP] Alternate Power: [10PP] Additional Descriptor(s): (Curse) Shrouded Strike 10 Adds (Extras: Poison 10) to Shadowed Weapons [10PP] Super-Senses 2 (Darkvision) [2PP] (Adaptation) Drawbacks: -10PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] Vulnerability (Fire; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP] Vulnerability (Light; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage Shadowed Weapons Touch DC25 Toughness (Staged) Damage Light Consumption Touch (Area) DC20 Will Nullify (Light) Grasping Shadows Touch (Area) DC20 Reflex (Staged) Snare Devouring of Light Touch (Area) DC20 Reflex/Fortitude Visual Dazzle Totals Abilities (48) + Combat (18) + Saving Throws (11) + Skills (31) + Feats (29) + Powers (62) - Drawbacks (10) = 189/198 Power Points
×
×
  • Create New...