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Sea Devil Redo Scratchpad


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Device 10 (50PP, Spectrum Knight Armor, Flaw: Hard to Lose, PFs: Restricted 1 [Immunity (suffocation underwater)] [41PP]
Communication 4 (1 mile, radio) [4PP] 
Enhanced Feat 1 (Luck) [1DP] 
Enhanced STR 8 (to STR 28/+9) [8DP] 
Enhanced Strike 0 (PFs: Extended Reach 1, Variable Descriptor 1 [any electromagnetic]) [2DP] 
Feature 5 [Buys Off Drawbacks]) [5DP] 
Flight 5 (250 MPH/2500FPM) [10DP] 
Immunity 5 (disease, environmental heat, poison, radiation, suffocation [full]) [5DP] 
Impervious TOU 5 [5DP] 
Protection 4 [4DP]
Space Travel 1 (interplanetary) [2DP] 
Super-Senses 4 (Radar) [4DP]
4 + 1 + 8 + 2 + 5 + 10 + 5 + 5 + 4 + 2 + 4 = 50/50

Posted


Device 8 (Hydra's Trident, 40 points; Flaws: Easy to Lose, PFs: Restricted 3 [Hydra's Champion]) [27PP]
Immunity 1 (Own Powers, Extra: Affects Others) [2DP] 

The Stars Are Right! Array 14 (28 points; PFs: Alternate Power 4) [32PP]
BEDamage 12 (The Golden Sign; Extra: Area [Burst], PFs: Affects Insubstantial 2, Indirect 2) {28/28}

APMove Object 12 (The Grip of the Mother; Extra: Area [Burst], Flaw: Range [Touch], PFs: Affects Insubstantial 2, Indirect 2) {28/28}
APNullify 12 (The Father's Power; all magic, Extra: Area [Burst], Flaw: Range [Touch], PFs: Indirect 2) {28/28}

APTeleport 5 (The Mother's Coils; 100 ft/5 miles, Extras: Accurate [+1], Portal [+2]) {25/28}
APTrip 12 (The Father's Ocean; Extra: Area [Cone], Knockback, Flaw: Range [Touch], PFs: Improved Trip, Indirect 2) {25/28}
Strike 3 (trident strike; PFs: Accurate 2, Extended Reach 1, Mighty) [6DP]
2+32+6 = 40/40

Posted

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Character Name: Sea Devil 
Power Level: 12 (220/220PP)
Trade-Offs: Various
Unspent Power Points: 0
 
In Brief:  A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. 

 

Homebase: The DuTemps Building, Freedom City 

Songs

My Beloved Monster, Eels

Fight Song, Rachel Platten
 
Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) 
Identity: NA
Birthplace: An unnamed island in the US Virgin Islands 
Occupation: Adventurer
Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra 
Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including several young adult spawn, but Deep Ones do not view these relationships the way Surfacers do.
 
Age: Aquaria is a Deep One female in the prime of life. 
Gender: Female 
Height: 5'7"/6'1" in armor
Weight: 180 lbs/280 lbs in armor
Eyes: Black and gold
Hair: None

 

Description

Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. 

 

Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes - the armor of the villainous terrorist organization the Spectrum Knights. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. 

 

Her trident is about as tall as she is and black, a version of orichalcum favored by the craftsmen of Lemuria. Carved with ancient runes, it looks wrapped all around with grooved edges and curved lines like tentacles rather than the smoother craftsmanship of Atlanteans. When she casts spells with it, the trident glows with a cheerfully impossible black light.
 

History

 

It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. 

 

Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? 

 

She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. 

 

She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. 

 

And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. 

 

Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. 

 

She'll be reunited with her Deep One brothers and sisters again - when the stars are right. 

 

Personality and Motivation

 

By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. 

 

She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. 

 

Powers and Tactics

 

Leaping fresh from the ocean, Aquaria is stronger than a man and faster too - fighting with powerful kicks, bites, and lashes of her gigantic tongue, she really is an oceanic alpha predator. There's a reason why solo Deep Ones can clear out small ships full of humans, or why Deep One tribes hunt whales for sport. She'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. 

 

In her armor she is all that and space-worthy and flight-capable - and armed with a glowing energy trident about the length of a short sword she can project from the flexible armor's metal. The armor also renders her nigh-bulletproof and really tough. When wielding her trident, she'll try and stab or strike with it, given the cost that comes from using her magic. For that, she'll typically fly right into the middle of a large crowd of enemies. 

 
Complications: 
Call of CthulhuAquaria does not like being single - but mating opportunities are sketchy here on the Surface. 
Dagon: Aquaria is a devotee of the dark gods of the Deep Ones; Dagon and Hydra.
The Color Out Of Space: Aquaria's Spectrum Knight Armor doesn't actually seek her death - but it is essentially a Yellow Ring crossed with The Anarchist's Cookbook. 
The Dunwich Horror: People do not like Deep Ones! 
The Haunter of the Dark: It's always too bright here, and too dry. 
The Horror at Red Hook: Aquaria's fellow Deep Ones typically regard her as apostate and traitor.
The Shadow Over Innsmouth: Aquaria and Atlanteans have a special beef with each other. 
 

Abilities: 10 + 14 + 10 + 0 + 6 + 10 = 20PP
Strength: 28/20 (+9/+5)
Dexterity: 24 (+7)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 20 (+5)

Combat: 8 + 12 = 20PP
Initiative: +11
Attack: +4 Base, +8 Melee, +12 Natural Weapons
Grapple: +15/+17/+20
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -8/-4

Saving Throws: 3 + 1 + 5 = 9PP
Toughness: +12/+8 (+5 Con, +3 Protection, +4 Armor [5 Impervious])
Fortitude: +8 (+5 Con, +3)
Reflex: +8 (+7 Dex, +1)
Will: +8 (+3 Wis, +5)

Skills: 64R = 16PP
Acrobatics 3 (+10) 
Climb 5 (+10) 
Diplomacy 10 (+15) 
Handle Animal 5 (+10) 
Intimidate 5 (+10) 
Knowledge (Arcane Lore) 5 (+5) 
Knowledge (Theology and Philosophy) 10 (+10) 
Languages 2 (Atlantean, English, Base: Lemurian) 
Notice 7 (+10) 
Sense Motive 7 (+10) 
Stealth 3 (+10) 
Survival 3 (+6) 

Feats: 21PP
Attack Focus (Melee) 4
Attack Specialization (Natural Weapons) 2
Dodge Focus 6
Environmental Adaptation (Underwater) 
Evasion
Improved Initiative 
Luck 1
Move-By Action 
Prone Fighting 
Ritualist
Takedown Attack
Ultimate Save [Will]

Powers: 42 + 27 + 41 = 109PP
 
Container 8.2 (Deep One Physiology, Extra: Duration [Permanent], PF: Innate) [42PP[
Additional Limb 1 (tongue) [1PP] 

Comprehend 2 (Animals [speak/Understand], Flaw: Limited [Sea Life]) [2PP]

Damage 3 (Power Feats: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]]) [5PP]

Immunity 3 (environmental cold, drowning, pressure) [3PP] 

Leaping 1 (x2) [1PP]

Feature 2 (Deep One) [2PP] 

Movement Array 2 (4PP, Alternate Powers 2) [6PP]

BE: Enhanced Leaping 1 (to Leaping 2 (x5) + Enhanced Speed 1 (to Speed 2 (25MPH/250FPM) + Enhanced Super-Movement 1 (Wall-Crawling 2) {1+1+2/=4/4} 

AP: Swimming 4 (to Swimming 5 [50MPH/500FPM])

AP: Enhanced Super-Strength 2 (to 3, Effective STR 35, Heavy Load 1.5 tons)

Protection 3 [3PP] 

Speed 1 (10MPH/100FPM) [1PP]

Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP]

Super-Movement 1 (Wall-Crawling 1) [2PP] 

Super-Strength 1 (Effective STR 25, Heavy Load 700 lbs) [2PP] 

Swimming 1 (2.5MPH/25FPM) [1PP]

1 + 2 + 5 + 3 + 1 + 2 + 6 + 3 + 1  + 12 + 2 + 2 + 1 = 41PP

 

Device 8 (Hydra's Trident, 40 points; Flaws: Easy to Lose, PFs: Restricted 3 [Hydra's Champion]) [27PP]
Immunity 1 (Own Powers, Extra: Affects Others) [2DP] 

The Stars Are Right! Array 14 (28 points; PFs: Alternate Power 4) [32PP]
BE Damage 12 (The Golden Sign; Extra: Area [Burst], PFs: Affects Insubstantial 2, Indirect 2) {28/28}

AP Move Object 12 (The Grip of the Mother; Extra: Area [Burst], Flaw: Range [Touch], PFs: Affects Insubstantial 2, Indirect 2) {28/28}
AP Nullify 12 (The Father's Power; all magic, Extra: Area [Burst], Flaw: Range [Touch], PFs: Indirect 2) {28/28}

AP Teleport 5 (The Mother's Coils; 100 ft/5 miles, Extras: Accurate [+1], Portal [+2]) {25/28}
AP Trip 12 (The Father's Ocean; Extra: Area [Cone], Knockback, Flaw: Range [Touch], PFs: Improved Trip, Indirect 2) {25/28}
Strike 3 (trident strike; PFs: Accurate 2, Extended Reach 1, Mighty) [6DP]
2+32+6 = 40/40

 

Device 10 (50PP, Spectrum Knight Armor, Flaw: Hard to Lose, PFs: Restricted 1 [Immunity (suffocation underwater)] [41PP]
Communication 4 (1 mile, radio) [4PP] 
Enhanced Feat 1 (Luck) [1DP] 
Enhanced STR 8 (to STR 28/+9) [8DP] 
Enhanced Strike 0 (PFs: Extended Reach 1, Variable Descriptor 1 [any electromagnetic]) [2DP] 
Feature 5 [Buys Off Drawbacks]) [5DP] 
Flight 5 (250 MPH/2500FPM) [10DP] 
Immunity 5 (disease, environmental heat, poison, radiation, suffocation [full]) [5DP] 
Impervious TOU 5 [5DP] 
Protection 4 [4DP]
Space Travel 1 (interplanetary) [2DP] 
Super-Senses 4 (Radar) [4DP]
4 + 1 + 8 + 2 + 5 + 10 + 5 + 5 + 4 + 2 + 4 = 50/50

 

Drawbacks: -5PP 

Vulnerability (dessication attacks [heat, dryness, etc], common, moderate) [3PP] 

Vulnerability (visual dazzles, uncommon, moderate) [2PP] 


Totals: Abilities (50) + Combat (20) + Saving Throws (9) + Skills (16) + Feats (21) + Powers (109) - Drawbacks (5) = 220/220 Power Points



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