Dr Archeville Posted March 20, 2019 Posted March 20, 2019 (edited) Horrorshow Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense/+2 Toughness In Brief: Clayface, AS A HERO! Or Kamala Khan, as a Ukrainian-American boy. Identity: Secret Alternate Identity: Davyd “Dayv” Ocheret Palahniuk (pau-lah-nik) Birthplace: Freedom City, USA Legal Status: American citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms, or his parent’s apartment (in Riverside) Occupation: High School Student Affiliations: Claremont Academy Family: Father (Vyacheslav), mother (Kateryna), grandmother (mother's mother, Oksana, aka babusya Ana), uncle (father's brother, Aleksandr, aka Uncle Sasha), all in Freedom City. Father's parents, did Yuriy & bahb Larysa, live in Ukraine. Age: 16 (Date of Birth: July 26th, 2002) Gender: Male Species: Human Mutate Height: 5 ft 9 in. (1.75m) Weight: 225 lbs. (102kg) Skin: Caucasian (variable) Hair: Dark Blonde/Light Brown (variable) Eyes: Gray (variable) When not actively using his metamorphic powers, Davyd appears as an unassuming young Eastern European/Russian male, with short dark blonde/light brown hair and gray eyes, usually in fairly simple but sturdy clothing. Thanks to his powers, he can look like anyone (or anything), though he has little experience in mimicry or infiltration. In combat, and if out of the public eyes -- that is, in someplace where he can terrify criminals without worrying about scaring civilians -- he adopts a more terrifying "War Form," which is about a foot taller, covered in sleek dark green insectoid carapace, with a lashing alligator tail, raptor’s claws on the hands and feet, and piranha fangs. When he alters his form, he can have the shift go smoothly (like Martian Manhunter in Justice League/Justice League Unlimited and or Miss Martian in Young Justice, or Mystique in the various X-Men cartoons and films), or do it in a more disturbing manner, with shredding flesh and audibly popping bones (like the Things in John Carpenter’s The Thing and the 2011 prequel). HISTORY Davyd Palahniuk had a fairly uneventful early life, the son of immigrants who had been moved to the States from the Ukraine in 1986, shortly after the Chernobyl disaster. Clever and imaginative but painfully shy, and able to effortlessly blend into crowds (actually an early subtle manifestation of his mutant powers), he preferred the company of books and movies -- especially horror and science fiction -- to that of other people. He had an unassuming time in school, with plans to become a secluded hermit of a writer, until he enrolled in Franklin D. Roosevelt High School’s theatre arts class (mainly because the girl he had a crush on was in there), which helped him come out of his shell and learn to appreciate being around people. He still preferred working behind the scenes, though, and his love of weird things translated into a knack with makeup effects and costume work. He had plans to study makeup effects, but couldn’t decide between Freedom City University (where some of his friends had already gone or were planning to go) or the Freedom School for the Arts (which offered a more intense program). One night, while on FCU campus, he heard screams coming from one of the biomedical engineering labs. He was on campus visiting friends and attending a late night monster movie marathon, and, still pumped from having seen normal human campers fighting off machete-wielding maniacs and oozing blob-monsters, Davyd rushed into the building, towards the screams. He found Fear-Master, terrorizing a group of grad students who had been working late on a project. His sudden appearance provided a distraction for the students, who tried to run, but Fear-Master recovered and leaped upon them. Frantic to get away, some of the students started hurling beakers and flasks at the fearmonger, but he managed to deflect most of them, and many instead hit Davyd. Through the cuts and scrapes caused by the shattering glassware (and one near-miss from a knife Fear-Master had hurled), over a dozen different serums -- experiments with stem cells and extracellular matrices, human and animal, intended to fix bone, regrow skin, and repair muscle -- entered his bloodstream, and rapidly spread to every cell in his body. Davyd’s body began to melt, and swell, distending into an amorphous horror that scared the students more than Fear-Master had, and captured the crazed musician’s perverse fascination, who wondered if he’d be able to get this new monster to work with him. But Davyd’s mind was still intact, so he picked up Fear-Master and slammed him about like a ragdoll. He then slithered out after the fleeing students, calling out to them that he was okay, that he meant them no harm, that he was a good guy -- but in his panic (and rearranging brain matter) he’d switched from English to Russian. "Ya khorosho" ("I'm good") sounds very much like "yeah, horrorshow" in English, and that’s the name the campus security used when the students reached them. After things were sorted out (and they realized Fear-Master had bolted), researchers were able to stabilize Davyd and give him some control over his form. Remembering the lessons from his parents who grew up in Soviet-dominated Ukraine -- the interdependence of humanity, and how those who possess much have a responsibility to give to those without -- he realized he could do much to help people, especially against the real monsters that plagued the world. Monsters like Fear-Master, who is still very interested in forcing Horrorshow to work with (or for) him, and SHADOW, who would very much like to study him and replicate his powers for their agents. Headmistress Summers soon approached Davyd, and offered him a place at Claremont Academy. PERSONALITY & MOTIVATION Davyd Palahniuk loves being a superhero, almost as much as he loves having superhuman powers. He rarely angsts over whether or not there’s more he could be doing, as he knows there are many other heroes out there who are also fighting the good fight. It does upset him that so many people who become gifted with powers seem to turn to villainy, showing the same selfishness that ruined his parent’s home country and caused it to be seen as so corrupt for so long. But he just keeps trying to do the best he can, stopping what criminals he can catch, saving whatever innocent he can reach, and (if able) taking time to entertain children with his powers. Since his powers make him so adaptable, he’s willing to take on any challenge, no matter how dangerous, if it means he can be of some help. Since gaining his powers and stopping a few criminals, his self-esteem has received a considerable boost. While still not interested in taking the spotlight, or sticking around afterwards to take credit or be interviewed, his confidence has grown. He’s also become an advocate for those bullied or oppressed for the way they look or for other body issues, including the transgender community. His experiences with them, as well as in taking on so many other forms, male and female, has also caused him to begin examining and questioning his own sexuality and gender identity. He has no particular romantic interests at the moment, though, focusing on his heroic work… and his school work. POWERS & TACTICS Were it not for the accident, Horrorshow’s mutant powers -- caused by his parent’s exposure to radiation from the Chernobyl disaster -- would have fully manifested in a year or two, and he’d be able to assume the appearance of any humanoid form, though not quite down to the genetic level. The accident supercharged these abilities, giving him almost total control over his shape and substance. He can’t assume energy or gaseous forms, or any form that involves moving parts or chemical reactions (he could become something that looked like a motorcycle, but it would have no moving parts), and he cannot greatly alter his density or opacity, but beyond that his form is limited largely by his imagination and personal preferences. He prefers sticking with purely organic forms, mixing and matching parts from anything in the animal kingdom, and forms inspired by all manner of horror movies and sci-fi television shows he’s seen. The one major drawback to his powers is that sometimes his body is too adaptable: effects that transform or otherwise involuntarily change his body are especially effective against him. He'd like to learn more subtler tricks like pheromones, adrenal alterations, or toxin secretions, but he's not (yet) knowledgeable enough to do that, which he intends to fix by enrolling in some biology and zoology courses. In combat, Horrorshow prefers to open with something spectacular, following his initial attack with an intimidating pose to terrify criminals into submission. (Or even opening with a Fearsome Presence or Startle, if able to catch them off-guard.) If straightforward attacks don’t cut it, he’ll go for more subtle tactics, trying to keep foes off-balance until he can work out a weakness. He's started taking some self-defense courses, and is working on adapting their lessons to create his own personal style of shapeshifter combat, which looks something like a cross between Aikido and professional wrestling. His powers are very similar to those of a Grue metamorph, something that the ArcheTech scientists noticed when they were called in to help stabilize him. In fact, they found that part of Davyd’s genetic structure has had Grue genetic material grated to it, though this has not yet been shared with him. They theorize that at least one of the researchers at that FCU laboratory had gotten hold of some Grue biological material (perhaps taken from Roswell) for use in their regeneration experiments, which may be why Dayv got powers instead of a messy death. CAMPAIGN USE/ROLE Horrorshow is an all-purpose shapechanger, a solid jack-of-all-trade "backup" character able to fill most roles but nowhere near as good as a dedicated character. He can be a Brick, a Martial Artist, a Speedster, an infiltrator, a 'face,' and more, but he's there to support, not overshadow. (He could hypothetically be an ersatz Mentalist, with behavior-altering pheromones or touch-range Mental powers -- meshing his nervous system with another's -- but he’s avoiding the latter out of fear of damage to his own mind and also because it’s gross.) He still prefers to work off-stage rather than center stage, so is more than willing to let others take the limelight (as long as his contributions don’t go unacknowledged -- he does have some pride). How the FCU researcher got their hands on Grue biological samples -- and if there are more such samples in other laboratories -- could be an interesting mystery (and source for more superhumans!). COMPLICATIONS Bad Powers, Good People / Lovecraftian Superpower: Davyd has a good and kind heart, and would never dream of harming anyone who didn’t thoroughly deserve it. He loves using his powers to entertain and thrill people as much as he does using them to spook criminals. But given what Freedom City had gone through with shapeshifters -- both from the Grue and things like ArchEvil -- some people may react in an extremely negative way to him when they see him using his abilities. The GM may give him a Hero Point if someone reacts negatively upon witnessing his transformation, such as fleeing from him, trying to drive him off, and/or attacking him. Enemy (Fear-Master): Melvin Blume still hasn't forgotten the boy who spurned him. He feels Horrorshow would be a perfect accomplice, or, failing that, an unwitting pawn. The GM can give him a Hero Point in exchange for Fear-Master or his minions attacking or otherwise disrupting him at the worst possible times. Involuntary Shapeshifting: While Davyd is capable of transforming in a controlled fashion, and usually turns into what he intends to, his powers also occasionally activate without his conscious input. If talking or hanging out with someone for an extended period, his appearance may subtly shift to become more like theirs. If interacting with someone he really likes, his body may shift to become more like what he believes they would find most attractive. When his attention wanders, one eye might start roaming around his head. When hungry, one of his limbs may sprout a serpentine head and stretch out looking for something to eat. A concentration skill check can usually get these mainfestations under control, once he’s made aware of them, though not always right away. The GM can give him a Hero Point if his involuntary shifting causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks. Obligations (Family): If Davyd’s family calls for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Secret (Identity): Davyd has a loving local family, and any adversaries who learned about his double life could threaten or harm them. ----------------------- ABILITIES: 2 + 6 + 4 + 4 + 6 + 6 = 28PP Strength: 26/20/12 (+8/+5/+1) Dexterity: 16 (+3) Constitution: 26/14 (+8/+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 8 + 6 = 14PP Initiative: +3 Attack: +5 Ranged, +10 Melee (+3/+5 Base, Attack Focus [Melee] +2/+5) Grapple: +18, +15 if Morphed Defense: +8 (+4 Base, +2/+4 Dodge Focus), +2 Flat-Footed Knockback: -11, -6 if Morphed or in "Oozey" form * If all his powers are nullified, his Attack drops to +3 ranged & +5 melee (grapple +6), and Defense drops to +6 (+2 flat-footed). ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Chitinous Horror Touch DC 23 Toughness (Staged) Damage (Physical) Strikes (crit 19-20 as Chitinous Horror) Touch DC 25 Toughness (Staged) Damage (Energy) Unarmed & Unpowered Touch DC 16 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 5 + 5 = 10PP Toughness: +12 (+8 Con, +4 Protection) (Impervious 10 in "Chitinous Horror" form) Fortitude: +8 (+8 Con, +0) Reflex: +8 (+3 Dex, +5); Evasion 2 w/ "Oozey form" Will: +8 (+3 Wis, +5) * If all his powers are nullified, his Fortitude and Toughness both drop to +2. SKILLS: 32R = 8PP Bluff 2 (+5, +15 to imitate sounds when Shapechanged) Concentration 4 (+7) Disguise 7 (+10, +40 w/ Morph) Intimidate 2 (+5, +9 w/ “Horrific Transformation” or "Really Horrific Form", +13 if using both) Language 2 (English, Russian, Ukrainian [native]) Knowledge (Popular Culture) 8 (+10) Notice 2 (+5) Perform 0 (+3, +13 to imitate sounds when Shapechanged) Stealth 5 (+8) FEATS: 8PP Ambidextrous Attack Focus (Melee) 2 Dodge Focus 2 Improved Grapple Improved Pin Startle Enhanced Feats Accurate Attack All-Out Attack Attack Focus (Melee) 3 Challenge (Intimidate/Startle as Move Action) Defensive Attack Dodge Focus 2 Instant Up Power Attack POWERS: 12 + 5 + 9 + 2 + 8 + 1 + 8 + 23 + 4 + 5 + 8 = 85PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Enhanced Constitution 12 (resilient form; to 26/+8) [12PP] Enhanced Feats 5 (battle shifting; Accurate Attack, All-Out Attack, Defensive Attack, Instant Up, Power Attack) [5PP] Enhanced Attack 2 (fluid fighter) {4) plus Enhanced Feats 5 (fluid fighter; Attack Focus [Melee] 3, Dodge Focus 2) {5} [4+5=9PP] Enhanced Feats 1 (horrific transformation; Fearsome Presence 1) {1} plus Enhanced Skills 4 (horrific transformation; Intimidate +4) {1} [1+1=2PP] Enhanced Strength 8 (to 20/+5) [8PP] Features 1 (Internal Compartment [light load at Str 20 = 133 lbs.]) [1PP] Immunity 8 (adaptive physiology; Critical Hits, Disease, Heat [environmental], Poison, Radiation [environmental], Suffocation 2) [8PP] Metamorphic Body 10.5 (21 points; PFs: Alternate Power 2) [23PP] BE: Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {1+20=21/21} (Shapechanger) AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Improved Critical 1 [19-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {5} {6+10+5=21/21} (Chitinous Horror form) AP: Elongation 3 (25 feet) {3} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {7} + Super-Movement 2 (slithering, slow fall) {4} {3+2+5+7+4=21/21} (Oozey form) Protection 4 (resilient form) [4PP] Regeneration 4 (reassembly; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Shapeshift 1 (Move action, Sustained duration, physical traits, 5 points) [8PP] Quote Sample Shifts Chameleon Camouflage: Concealment 4 (All Visual; Flaw: Blending) {4/5} Deep Sea Adaptation: Immunity 2 (Cold [environmental], Pressure) {2/5} Living Glider/Parachute: Flight 4 (100 mph; Flaw: Gliding) {4/5} Nowhere Man: Concealment 4 (All Visual; Flaw: Limited [Only Works In Crowds]) {4/5} Piscine Sleekness: Swimming 3 (10 mph) {3/5} Pseudopods: Additional Limbs 5 (up to 25) {5/5} Puffed Up: Growth 4 (Large: -1 Combat, +4 Grapple, -4 Stealth, +2 Intimidation, 8 ft. tall, 10 ft. space, 10 ft. reach; Flaw: Dispersal) {4/5} Really Horrific Form: Enhanced Feats 1 (Fearsome Presence 1) plus Enhanced Skills 4 (Intimidation 4, to +19) {2/5} Spiky Body: Strike 1 (Extra: Action 3 [Reaction]) {4/5} Sticky Fingers: Super-Movement 1 (Wall-Crawling 1) {2/5} Swinging Arms: Super-Movement 1 (Swinging) {2/5} Wings: Flight 3 (50 mph; Drawback: Power Loss [if wings are restrained; -1]) {5/5} DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (28) + Combat (14) + Saving Throws (10) + Skills (8) + Feats (8) + Powers (85) - Drawbacks (3) = 150/150 Power Points Miscellaneous Notes The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt). Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. (“Chaney” derives from a word meaning “reed,” so does “Ocheret”), and Jack Palance (born Volodymyr Palahniuk). It also works out to be a reference to Chuck Palahniuk, author of Fight Club. As he is now, if all his powers were nixed, he’d be PL 4 defensively (+6 Defense & +2 Toughness) and PL 3 offensively (+3 ranged, or +5 melee doing +1 damage unarmed). Edited July 28, 2019 by Dr Archeville
Dr Archeville Posted May 11, 2019 Author Posted May 11, 2019 (edited) Here's what a PL 12, 250 PP Horroshow might look like: ABILITIES: 4 + 6 + 8 + 4 + 6 + 6 = 34PP Strength: 30/24/14 (+10/+7/+2), STR 45 for lifting in “Chitinous Horror” form Dexterity: 16 (+3) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 28/16 (+9/+3) COMBAT: 12 + 12 = 24PP Initiative: +3 Attack: +6 Ranged, +12 Melee (+6 Base, Attack Focus [Melee] +6) Grapple: +25, +19 if Morphed Defense: +12 (+6 Base, +4/+6 Dodge Focus), +3 Flat-Footed Knockback: -12, -7 if Morphed or in "Oozey" form * If all his powers are nullified, his Attack drops to +6 ranged & +12 melee (grapple +14), and Defense drops to +10 (+3 flat-footed). ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Fearsome Presence 60 ft. DC 22 Will (Staged) Shaken / Frightened / Panicked Unarmed, Chitinous Horror Touch DC 25 Toughness (Staged) Damage (Physical) Strikes (Crit 18-20) Touch DC 27 Toughness (Staged) Damage (Variable Physical) Unarmed & Unpowered Touch DC 17 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 5 + 9 = 14PP Toughness: +12 (+10 Con, +2 Protection) (Impervious 12 in "Chitinous Horror" form, Impervious 2 otherwise) Fortitude: +10 (+10 Con, +0) Reflex: +8 (+3 Dex, +5); Evasion 2 w/ "Oozey form" Will: +12 (+3 Wis, +9) * If all his powers are nullified, his Fortitude and Toughness both drop to +4. SKILLS: 88R = 22PP Bluff 8/16 (+11, +17 w/ Enhanced CHA, +19 w/ Enhanced Skills, +25 w/ both; +10 more to imitate sounds when Shapechanged) SM Concentration 6 (+9) Diplomacy 8/16 (+11, +17 w/ Enhanced CHA, +19 w/ Enhanced Skills, +25 w/ both) SM Disguise 8 (+11, +17 w/ Enhanced CHA, +41 w/ Morph, +47 w/ both) SM Gather Information 8/16 (+11, +17 w/ Enhanced CHA, +19 w/ Enhanced Skills, +25 w/ both) SM Intimidate 8/16 (+11, +17 w/ Enhanced CHA, +19 w/ Enhanced Skills, +25 w/ both) SM Language 2 (English, Russian, Ukrainian [native]) Knowledge (Life Science) 8 (+10) Knowledge (Popular Culture) 8 (+10) Notice 8 (+11) SM Perform 0 (+3, +9 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Sense Motive 8/16 (+11, +19 w/ Enhanced Skills) SM Stealth 8 (+11) SM FEATS: 35PP Accurate Attack All-Out Attack Ambidextrous Attack Focus (Melee) 6 Beginner’s Luck Challenge (Intimidate: Startle as Move Action) Defensive Attack Dodge Focus 2 Grappling Block Improved Disarm Improved Grab Improved Grapple Improved Pin Improved Throw Improved Trip Instant Up Interpose Jack-of-All-Trades Power Attack Second Chance (Concentration checks) Set-Up Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Startle Teamwork 3 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from “Shapechanger”) Distract (Bluff) (from “Shapechanger”) Dodge Focus 2 (from “Fluid Fighter”) Fascinate (Bluff) (from “Shapechanger”) Fascinate (Diplomacy) (from “Shapechanger”) Fearsome Presence 12 (from “Gruesome Presence”) POWERS: 3 + 12 + 2 + 5 + 10 + 1 + 13 + 12 + 30 + 4 + 5 + 24 + 3 = 124PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Comprehend 3 (languages; read all, speak any one at a time, understand all; Flaw: Limited [becomes Unreliable against targets with half Immunity to Mental Effects, and completely ineffective against targets with full Immunity to Mental Effects]) [3PP] Enhanced Constitution 12 (resilient form; to 30/+10) [12PP] Enhanced Feats 2 (fluid fighter; Dodge Focus 2) [2PP] Enhanced Skills 40 (telepathic skill enhancement; +8 to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive; Flaw: Limited [only half as effective against targets with half Immunity to Mental Effects, and completely ineffective against targets with full Immunity to Mental Effects]) [5PP] Enhanced Strength 10 (to 24/+7) [10PP] Features 1 (Internal Compartment [light load at Str 24 = 233 lbs.]) [1PP] Grue-some Presence 6 (12 points; PF: Alternate Power) [13PP] BE: Enhanced Charisma 12 (to 28/+9) {12/12} AP: Fearsome Presence 12 (60 feet, DC 22) {12/12} Note: Due to the Limit Flaw on his Enhanced Intimidate, this is effectively Fearsome Presence 10 (50 ft., DC 20) vs. targets with half Immunity to Mental Effects, and Fearsome Presence 8 (40 ft., DC 18) vs. targets with full Immunity to Mental Effects. Immunity 12 (adaptive physiology; Critical Hits, Life Support, Starvation & Thirst) [12PP] Metamorphic Body 14 (28 points; PFs: Alternate Power 2) [30PP] BE: Enhanced Feats 7 (Challenge 4 [Gather Information: -20 to penalty for Discrete Inquiry], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy]) {3} + Feature (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {7+1+20=28/28} (Shapechanger) AP: Enhanced Strength 6 (to 30/+10) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15, total effective STR 45) {6} {6+10+6+6=28/28} (Chitinous Horror form) AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 3 (slithering, slow fall, wall-crawling) {6} {3+3+2+5+9+6=28/28} (Oozey form) Protection 2 (resilient form; Extra: Impervious) [4PP] Regeneration 4 (reassembly; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Shapeshift 3 (Move action, Sustained duration, physical traits, 15 points) [24PP] Spoiler Big Boy: Growth 4 (Large: +8 STR, +4 CON, -1 Combat, +4 Grapple, -4 Stealth, +2 Intimidation, 8 ft. tall, 10 ft. space, 10 ft. reach) {12/15} Chameleon Camouflage: Concealment 4 (All Visual; Flaw: Blending) {4/15} Damage 0 (one rank 12 Extra for his Strikes, such as Alt Save/Fortitude or Linked Drain) {12/15} Damage 0 (two rank 7 Extras for his Unarmed Damage, such as a Linked Paralyze or Linked Snare) {14/15} Living Glider/Parachute: Flight 4 (100 mph; Flaw: Gliding) {4/15} Noodle Arms: Elongation 1-15 (5-250,000 ft.) {1-15/15} Nowhere Man, Advanced: Concealment 10 (All; Flaw: Limited [Only Works In Crowds]) {10/15} Piscine Sleekness: Swimming 3 (10 mph) {3/15} Pseudopods: Additional Limbs 1-15 (up to 50,000) {1-15/15} Puffed Up: Growth 16 (Colossal: -8 Combat, +16 Grapple, -16 Stealth, +8 Intimidation, 64 ft. tall, 30 ft. space, 15 ft. reach; Flaw: Dispersal; Drawback: Action [Move]) {15/15} Spiky Body: Strike 3 (Extra: Action 3 [Reaction]) {12/15} Sticky Fingers: Super-Movement 1 (Wall-Crawling 1) {2/15} Swallow Whole: Snare 12 (Extra: Engulf; Flaw: Distracting) {12/15} Swinging Arms: Super-Movement 1 (Swinging) {2/15} Swol: Super-STR 7 (+35 STR) {14/15} Wings: Flight 3 (50 mph; Drawback: Power Loss [if wings are restrained; -1]) {5/15} Super-Senses 3 (Grue Awareness [uncommon, mental]; Enhancements: Acute, Radius) [3PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (34) + Combat (24) + Saving Throws (14) + Skills (22) + Feats (35) + Powers (124) - Drawbacks (3) = 250/250 Power Points [0 free] If all his powers were nixed, he’d be PL 7 defensively (+10 Defense & +4 Toughness) and PL 7 offensively (+6 ranged, or +12 melee doing +2 damage unarmed), with a ton of combat feats and several useful skills at decent levels. Edited September 22, 2019 by Dr Archeville
Dr Archeville Posted March 17, 2020 Author Posted March 17, 2020 Another take on a PL 12/250pp Horrorshow ABILITIES: 4 + 6 + 8 + 2 + 6 + 6 = 32PP Strength: 30/24/14 (+10/+7/+2), STR 45 for lifting in “Chitinous Horror” form Dexterity: 16 (+3) Constitution: 30/18 (+10/+4) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 26/16 (+8/+3) COMBAT: 8 + 8 = 16PP Initiative: +3 Attack: +12 Melee, +4 Ranged (+4 Base, Attack Focus [Melee] +8) Grapple: +25, +19 if Morphed Defense: +12 (+4 Base, +8/+6 Dodge Focus), +2 Flat-Footed Knockback: -12 vs. Physical & -6 vs. Energy in “Chitinous Horror” form; -6 if Morphed or in "Oozey" form ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Fearsome Presence Touch (all within 45 ft.) DC 19 Will (Staged) Shaken / Frightened / Panicked Unarmed, Chitinous Horror Touch DC 25 Toughness (Staged) Damage (Physical) Strikes (Crit 18-20) Touch DC 27 Toughness (Staged) Damage (Variable Physical) Unarmed & Unpowered Touch DC 17 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 7 + 7 = 14PP Toughness: +12 (+10 Con, +2 Protection; Impervious 12 vs. Physical in "Chitinous Horror" form) Fortitude: +10 (+10 Con, +0) Reflex: +10 (+3 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS: 124R = 31PP Acrobatics 8 (+11) SM Bluff 12 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM Concentration 7 (+10) 2nd Chance Diplomacy 7 (+10, +15 w/ Enhanced CHA) SM Disguise 12 (+15, +20 w/ Enhanced CHA; +15 more w/ Shapeshifting, +30 more w/ Morph) Gather Information 12 (+15, +20 w/ Enhanced CHA) SM Intimidate 12 (+15, +20 w/ Enhanced CHA) SM Language 3 (English, GalStandard, Russian, Ukrainian [native]) Knowledge (Life Science) 9 (+10) Knowledge (Popular Culture) 9 (+10) Notice 12 (+15) SM Perform (Acting) 2 (+5, +10 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Sense Motive 12 (+15) SM Stealth 7 (+10) SM FEATS: 35PP Accurate Attack All-Out Attack Ambidextrous Attack Focus (Melee) 8 Defensive Attack Dodge Focus 6 Improved Grab Improved Grapple] Improved Pin Improved Throw Improved Trip Interpose Jack-of-All-Trades Power Attack Second Chance (Concentration checks) Set-Up Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Startle Teamwork 3 Well-Informed Enhanced Feats Challenge (Intimidate/Startle as a Move Action) (from “Grue-some Presence”) Challenge (Bluff/Taunt as a Move Action) (from “Shapechanger”) Distract (Bluff) (from “Shapechanger”) Dodge Focus 2 [total 6] (from “Fluid Fighter”) Fascinate (Bluff) (from “Shapechanger”) Fascinate (Diplomacy) (from “Shapechanger”) Fearsome Presence 9 (from “Gruesome Presence”) Taunt (from “Shapechanger”) POWERS: 12 + 2 + 10 + 1 + 9 + 11 + 12 + 28 + 2 + 5 + 30 + 2 = 124PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Enhanced Constitution 12 (“resilient form”; to 30/+10) [12PP] Enhanced Feats 2 (“fluid fighter”; Dodge Focus 2) [2PP] Enhanced Strength 10 (to 24/+7) [10PP] Features 1 (Internal Compartment [light load at Str 24 = 233 lbs.]) [1PP] Grue-some Awareness 4 (8 points; PFs: Alternate Power) [9PP] BE: Comprehend 4 (animals 2, languages 2 [speak any one at a time, understand all]) {8} {8/8} AP: Mind Reading 12 (Extra: Sensory Link; Flaws: Duration [Instant, Lasting], Range 2 [Touch]; PFs: Insidious, Subtle) {6/8} Grue-some Presence 5 (10 points; PF: Alternate Power) [11PP] BE: Enhanced Charisma 10 (to 26/+8) {10/10} AP: Enhanced Feats 10 (Challenge 1 [Intimidate/Startle as a Move action], Fearsome Presence 9 [45 feet, DC 19]) {10/10} Immunity 12 (“adaptive physiology”; Critical Hits, Life Support, Starvation & Thirst) [12PP] Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP] BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} (“Shapechanger”) AP: Enhanced Strength 6 (to 30/+10) {6} + Impervious Toughness 12 (Flaw: Limited [Only vs. Physical]) {6} + Leaping 1 (x2; running long jump 40 ft., standing long jump 20 ft., high/vertical jump 10 ft.) {1} + Speed 1 (10 mph/100 feet per round) {1} + Strike 2 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 45) {6} {6+6+1+1+6+6=26/26} (“Chitinous Horror form”) AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 3 (slithering, slow fall, wall-crawling) {6} {3+3+5+9+6=26/26} (“Oozey form”) Protection 2 (“resilient form”) [2PP] Regeneration 4 (“reassembly”; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Shapeshift 3 (Move Free action, Sustained Continuous duration, physical traits, 15 points; Extras: Action [Free], Duration [Continuous]) [30PP] Default Configuration Enhanced Feats 3 (Fearsome Presence 3, to Fearsome Presence 12 [60 ft., DC 22]) {3} Leaping 3 {3} (Leaping 4 as Chitinous Horror) Speed 3 {3} (Speed 4 as Chitinous Horror) Super-Movement 1 (wall-crawling 1) {2} (Wall-Crawling 2 as Ooze) Super-Senses 4 (infravision, scent, ultra-hearing, ultravision) {4} 3+3+3+2+4 = 15/15 Super-Senses 2 (danger sense [mental], uncanny dodge [mental]) [2PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (32) + Combat (16) + Saving Throws (14) + Skills (31) + Feats (35) + Powers (124) - Drawbacks (3) = 249/250 Power Points [1 under] Combat By Form When using Chitinous Horror Form: Melee +12 (Grapple +25), Strikes +12, Defense +12 (+2 flat-footed), Toughness +12 (Knockback -11 vs. physical, -6 vs. energy) [PL 12 offense, PL 12 defense] When using Oozey Form: Melee +12 (Grapple +25), Strikes +12, Defense +12 (+2 flat-footed), Toughness +12 (Knockback -6) [PL 12 offense, PL 12 defense] When Morphed: Melee +12 (Grapple +19), Unarmed +7, Defense +12 (+2 flat-footed), Toughness +12 (Knockback -6) [PL 10 offense, PL 12 defense] When powerless: Melee +12 (Grapple +14), Unarmed +2, Defense +10 (+2 flat-footed), Toughness +4 (Knockback -2) [PL 7 offense, PL 7 defense]
Dr Archeville Posted December 15, 2021 Author Posted December 15, 2021 So Davyd's gonna be working with Danger international, specifically Danger Media (DM) and the Danger News Network (DNN), and having some audiovisual (AV) equipment that can shift along with him would be useful. (Since I'm keeping his shapeshifting focused on organic forms, I can't just have him morph a part of his head into a camera.) Something he could use regardless of size, or manipulatory appendages. Maybe a device he could wear, which would stay on (or even partially in) him, with a very simple and intuitive control interface. Or, an implant, something probably involving morphic molecules and nanites that could reconfigure itself along with his body. (Something that taps into his optic and auditory nerves, to record what he sees & hears?) So, how to represent this in game terms? This is beyond what Equipment can handle, so this'd be some actual Powers. Recording images & sounds could be represented by Enhanced Feats 1 (Eidetic Memory), or maybe a 1 pt. Feature. He'd have to physically interface with another system to upload the footage, though -- it'd be like having an SD card in his head (or whatever). Wouldn't have to worry about anyone intercepting his broadcasts, but it'd also mean he couldn't do live reports. Being able to transmit what he sees/hears as a television broadcast would require the Communication (Radio) power. Rank 1 would give him a range of 10 feet, rank 2 is 100 feet, rank 3 gets 1,000 ft. range. Rank 4 gives him 1 mile, rank 5 gets 5 miles, rank 6 gets 20 miles. Adding the Area Extra would let him broadcast to all receivers in range, but that could get pricey. Could Limit it to only being able to Communicate with other DM & DNN receivers. Could also further Limit it, per our House Rules, that it's one-way only. And I might as well encrypt it, making it Subtle. So something like Communication (Radio) 6 (audiovisual, 20 miles; Flaws: Limited [Broadcast Only], Limited [Only Other Danger International Receivers]; PF: Subtle) [3PP] This would let him broadcast whatever he sees & hears to any one Danger Media/Danger News Network receiver within 20 miles, and anyone in the area would need to make a DC 20 Notice check to notice it. Which could be useful if he's doing a nature documentary on an alien herd that communicates by radio waves, and doesn't want them to think he's screaming at them. Might also want to add Super-Senses 1 (radio), so he can receive instructions from his producers while in the field. (... if he ever did encounter an alien species that can naturally communicate via radio waves, and was able to study them, he might be able to replicate that with his Shapeshifting... but I'm going to leave that to the other GMs.) 1pp for Enhanced Feat/Feature, 3pp for Communication, and 1pp for Super-Sense = 5pp. Perfect for a rank 1 Container. Unless... I just get the Enhanced Feat/Feature, to represent the recording part (and maybe the Super-Sense), and use Equipment for a standard smartphone & camera, use those for broadcasting?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now