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Artificer -- PL 7 Claremonter


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Posted (edited)

Artificer

Power Level: 7 (105/105PP)

Unspent Power Points: 0

Trade-Offs: +2 Attack/-2 Effect

 

In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic.

 

Identity: Secret

Alternate Identity: Heroditus Fabricus Stylianos

Birthplace: Atlantis

Legal Status: Atlantean citizen (minor) with no criminal record

Base of Operations: Claremont Academy

Residence: Claremont Academy Dorms

Occupation: High School Student (Sophomore)

Affiliations: Atlantis, Claremont Academy

Family: Xyles (father), Yrdoste  (mother), Theodora (twin sister)

 

Age: 16 (Date of Birth: September 1st, 2003)

Gender: Male

Species: Human Offshoot (Atlantean)

Height: 6 ft 4 in. (1.93m)

Weight: 210 lbs. (95kg)

Skin: Olive

Hair: Black

Eyes: Sea Green

 

Tall, sleek, and reasonably attractive, with an Aquiline nose and strong jawline topped by sea green eyes.  He keeps his black hair long, and is trying to grow in a beard; he is certain it shall be magnificent.


 

HISTORY

Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth.  Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces.  Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained.

The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military.  Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great.

In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy.  He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts.  He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?!


 

PERSONALITY & MOTIVATION

 

    Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house.  He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft.  He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both).


 

POWERS & TACTICS

 

Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure.  He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters.

Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself.  He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities.  His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing.  

Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology.  It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies.  Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.)


 

COMPLICATIONS

 

Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious.  Exposure to intense heat or other desiccating effects can also cause this.

 

Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety.  He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest.

 

Where Are The Crystals?: Modern electronics, or even simple combustion engines, are as weird and alien to Heroditus as Atlantean techno-magic is to surface worlder engineers.

 

-----

 

ABILITIES: [4 + 2 + 4 + 6 + 6 + 2 = 24PP]

Strength: 14 (+2); effective Lifting STR 24

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 12 (+1)


 

COMBAT: [6 + 8 = 14PP]

Initiative: +1

Attack: +3, +9 w/ Blast

Grapple: +7, +8 w/ Move Object

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -3, -1 w/out Force Field

 

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC 17 Toughness (Staged)

Damage (Physical)

Bolts of Magic

Ranged (500 ft. max)

DC 20 Toughness (Staged)

Damage (Any Magic)

Blinding Cone

35 ft.

DC 17 Reflex

Area (Cone) Effect

 

 

DC 17 or 13 Reflex, then Fortitude

Dazzle (Visual)

Burst of Magic

35 ft.

DC 17 Reflex

Area (Burst) Effect

 

 

DC 22 or 18 Toughness (Staged)

Damage (Any Magic)

Invoked Imaginings

Perception

DC 14 Will

Disbelieve

Mage Hand

Ranged (500 ft. max)

Grapple vs. +8 (Staged)

Pinned/Bound

 

 

DC 20 Toughness (Staged)

Damage (Physical)

 

 

SAVING THROWS: [2 + 2 + 3 = 7PP]

Toughness: +7 (+2 Con, +5 Force Field), +2 w/out Force Field

Fortitude: +4 (+2 Con, +2)

Reflex: +3 (+1 Dex, +2)

Will: +6 (+3 Wis, +3)


 

SKILLS: [40R = 10PP]

Concentration 4 (+7)

Craft (Artistic) 7 (+10)

Craft (Mechanical) 7 (+10)

Craft (Structural) 7 (+10)

Knowledge (Arcane Lore) 7 (+10)

Knowledge (Technology) 7 (+10)

Language 1 (Atlantean [native], English)


 

FEATS: [7PP]

Artificer

Dodge Focus 3

Eidetic Memory

Environmental Adaptation (Aquatic)

Ritualist


 

POWERS: [5 + 4 + 5 + 3 + 16 + 4 + 4 + 2 = 43PP]

 

Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP]

Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5}

 

Device 1 (“Elemental Gauntlet,” 5 points; Flaw: Hard to Lose) [4PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [16 points]) {5}

AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Variable Descriptor 2 [any elemental/magical]) {15/16}

AP: Dazzle Visual 7 (“blinding cone”; Extra: Area [General, Cone, 35 ft.]; Flaw: Range [Touch]) {14/16}

AP: Illusion 4 (“invoked imaginings”; auditory, olfactory, and visual) {16/16}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise) {16/16}

AP: Transform 1 (“transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Progression [Mass] 3 [10 lbs.], Precise) {10/16} 

 

Force Field 5 (“arcane shields”) [5PP]

 

Immunity 3 (cold, drowning, pressure) [3pp]

 

Magic 8 (16 points) [16PP] 

BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Variable Descriptor 2 [any elemental/magical]) {16/16}

 

Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

 

Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]

 

Swimming 2 (5 MPH) [2PP]


 

DRAWBACKS: 

None


 

TOTALS:

Abilities (24) + Combat (14) + Saving Throws (7) + Skills (10) + Feats (7) + Powers (43) - Drawbacks (0) = 105/105 Power Points

 

-----

 

Heroditus Fabricus Stylianos

Stylianos = “pillar”

 

Sophomore 2019-20

Junior 2020-21

Senior 2021-22

 

Edited by Dr Archeville
Posted

My Atlantean Techno-Mage!  Whose parents might be eaten by Deep Ones.  :argh:

 

The stuff about Atlantean techno-magic I got from 3E's Atlas of Earth Prime.

  • 1 month later...
Posted

One potential end-game build for Artificer, though I've still a few pp unspent for wiggle room.

His suit of Atlantean Armor looks something like Marvel's Stingray, but it can shift into a normal-looking set of clothes.

He's also gotten some magic tattoos, that booth boost the power of his magic and help him better channel the bursts of energy he generates.

The HQ was largely copy/pasted from one of Doktor Archeville's homes.  There'll be changes there, though I've not settled yet on what.

 

 

Power Level: 12 (250/250PP)

Unspent Power Points: 0

Trade-Offs: -2 Attack/+2 Effect, -2 Defense/+2 Toughness

 

-----

 

ABILITIES: [4 + 2 + 4 + 14 + 8 + 2 = 34PP]

Strength: 14 (+2); effective Lifting STR 24

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 18 (+4)

Charisma: 12 (+1)


 

COMBAT: [12 + 8 = 20PP]

Initiative: +1

Attack: +6 melee, +10 ranged, +12 w/ “Mage’s Hands”

Grapple: +10, +24 w/ “Mage’s Hands”

Defense: +10 (+4 Base, +4 Dodge Focus, +2 Shield), +2 Flat-Footed

Knockback: -13, -7 w/ only Armor or Force Field, -1 without either

 

DC Block:        



 

SAVING THROWS: [3 + 3 + 4 = 10PP]

Toughness: +14 (+2 Con, +6 Force Field, +6 Protection; Imp 12), +8 (Imp 6) w/ only Armor or Force Field, +2 w/out either

Fortitude: +10 (+2 Con, +3/+8), +5 w/out Warding Bracer

Reflex: +9 (+1 Dex, +3+/8), +4 w/out Warding Bracer

Will: +13 (+4 Wis, +4/+9), +8 w/out Warding Bracer


 

SKILLS: [140R = 35PP]

Concentration 11 (+15)

Craft (Artistic) 13 (+20)

Craft (Chemical) 13 (+20)

Craft (Mechanical) 13 (+20)

Craft (Structural) 13 (+20)

Disable Device 8 (+15) SM

Investigate 8 (+15) SM

Knowledge (Arcane Lore) 13 (+20)

Knowledge (Technology) 13 (+20)

Language 3 (Atlantean [native], English, Greek, Latin)

Medicine 6 (+10)

Notice 6 (+10) SM

Search 8 (+15) SM


 

FEATS: [17PP]

Artificer

Attack Focus (Ranged) 4

Dodge Focus 4

Eidetic Memory

Environmental Adaptation (Aquatic)

Luck 4

Ritualist

Skill Mastery (Disable Device, Investigate, Notice, Search)

 

Veteran Reward: Equipment 9 (45 EPs)

Size: Huge/Small (Castle/House-sized); Toughness: 20 (Imp 15); Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary 2 (MW), Isolated (underwater), Laboratory 2 (MW), Library 2 (MW), Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no. 2 (ESP/Comprehend; as Power x2), Power no. 3 (Impervious Toughness), Power no. 4 (Regeneration), Power no. 5 (Super-Senses; as Power x2), Power no. 6 (Teleport), Power System, Security System (DC 20), Self-Repairing, Think-Tank, Workshop.

Cost 3+3+35 = 42/45ep.

Power no.1: Communication 10 (audio, mental, and visual; Extra: Area [entire globe and the Moon]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p]

Power no.2: ESP 10 (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; Extras: Duration [sustained], No Conduit; Flaw: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; PFs: Rapid 5 [x100,000], Subtle) and Linked Comprehend 2 (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p]

Power no.3Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.4: Regeneration 12 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Staggered 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affects Others, Area [General, Burst, 60ft radius]; Flaws: Limited [Others]; PFs: Regrowth, Selective) ("Arzthelferin") [26/30p]

Power no.5: Super-Senses 45 (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link [with Artificer’s goggles/helmet] [mental] [1]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [Drawback: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+1+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 41/60]

Power no.6: Teleport 9 (20,000 miles [anywhere on Earth]; Flaw: Medium [water]; PFs: Change Direction, Change Velocity, Easy) ("Aquagate") [12/30p]


 

POWERS: [3 + 58 + 14 + 3 + 42 + 2 + 4 + 4 = 130PP]

 

Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

BE: Swimming 2 (5 MPH)  {2/2}

AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

 

Devices 14 (“Mechano-Mystical Power Armor”; 70 points; Flaw: Hard to Lose; PFs: Restricted [using anything aside from Defensive Systems requires user be able to read & understand Atlantean], Subtle [transforms into normal clothes & accessories as a Free action])  [58PP]

 

Defensive Systems (chestplate): [35 points] (transforms into alchemically-treated clothing & warding bracers)

Enhanced Fortitude Save 5 {5}

Enhanced Reflex Save 5 {5}

Enhanced Will Save 5 {5}

Immunity 8 (disease, environmental heat, environmental radiation, own powers, poison, suffocation, starvation & thirst, vacuum)  {8}

Protection 6 (Extra: Impervious) {12}

 

Movement Systems (boots and wings): [9 points] (transforms into boots & tunic)

Movement Array 4 (8 points; PF: Alternate Power)  {9}

BE: Flight 4 (100 mph)  {8/8}

AP: Enhanced Swimming 8 (increases Heroditus’ speed to Swimming 10 [2,500 mph])  {8/8}

 

Offensive Systems (chestplate & gauntlets): [9 points] (transforms into a bandolier & utility belt)

Enhanced Feats 9 (Alternate Power x9 for Heroditus’ Magic [42 points])

AP: Blast 14 (“bolts of magical power”; PFs: Affects Insubstantial 2, Improved Critical 2, Indirect 3, Precise, Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments])  {37/42}

AP: Blast 6 (“fireballs et al.”; Extra: Area [General, Burst, 30 ft. radius]; PFs: Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments]) {19} and Snare 6 (“snares”; Extra: Area [General, Burst, 30 ft. radius]; PFs: Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments]) {19}  {19+19=38/42}

AP: Create Object 12 (”Alchemy/Transmuted Objects”; up to 12 5-ft. Cubes, Lifting STR 60; Extra: Duration [Continuous]; PFs: Innate, Precise, Progression [10-ft. cubes], Subtle, Variable Descriptor [any material]) and Enhanced Feat 1 (Improvised Tools) {1}  {41+1=42/42}

AP: Environmental Control 4 (Light 2, 50-ft. radius; PF: Precise) {9} and Illusion 10 (“holograms;” visual; PFs: Progression 3  [50-ft. radius]) {23} and Obscure Visual 4 (darkness, 50-ft. radius) {8}  {9+23+8=40/42}

AP: Illusion 10 (“invoked imaginings”; all senses; Extra: Mental, Selective Attack; Flaw: Phantasms; PFs: Progression 2 [25 ft. radius]) {42/42}

AP: Move Object 12 (“mage hands”; STR 60; Extra: Damaging; PFs: Accurate [+12 to hit], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor [arcane force or shaped matter]) {42/42}

AP: Paralyze 10 (“mental paralysis”; Extras: Mental, Range 2 [Perception])  {40/42}

AP: Snare 14 (“bonds of magical power”; PFs: Chokehold, Indirect 3, Obscures Senses 5 [all], Reversible, Subtle, Tether, Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments])  {41/42}

AP: Transform 6 (“Alchemical Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 5 [2,500 lbs.]) {42/42} 

 

Sensory Systems (helmet): [13 points] (transforms into a pair of goggles & earbuds)

Comprehend 4 (Electronics 2, Objects 2; Flaw: Duration [Sustained])  {4}

Datalink 1 (10 feet, mental; PF: Cyberspace)  {2}

Super-Senses 7 (adds Analytical to all Visual senses, Communication Link [mental] with HQ, Radio, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate])  {7}

{39+9+9+13 = 70/70}

 

Force Field 6 (“arcane shields”; Extras: Impervious, Linked [Shield]) plus Shield 2 (“arcane shields”; Extra: Linked [Force Field])  [12+2=14PP]

 

Immunity 3 (cold, drowning, pressure) [3pp]

 

Magic 21 (42 points)  [42PP] 

BE: Damage 12 (“burst of magical power”; Extras: Area [General, Burst, 60-ft. Radius], Selective Attack; PFs: Affects Insubstantial 2, Variable Descriptor 2 [any magical])  {40/42}

 

Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

 

Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

 

Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]



 

DRAWBACKS: 

None


 

TOTALS:

Abilities (34) + Combat (20) + Saving Throws (10) + Skills (35) + Feats (17) + Powers (130) - Drawbacks (0) = 246/250 Power Points (4 under)

 

Sophomore 2019-20

Junior 2020-21

Senior 2021-22

 

  • 5 months later...
Posted

Another take on a PL 12/250pp Artificer.

 

 

Power Level: 15 built as PL 12)

Power Points: 246/250PP

Unspent Power Points: 4

Trade-Offs: -2 Attack/+2 Effect, -2 Defense/+2 Toughness

 

 

ABILITIES: [4 + 2 + 4 + 14 + 8 + 2 = 34PP]

Strength: 14 (+2); effective Lifting STR 24

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 18 (+4)

Charisma: 12 (+1)


 

COMBAT: [12 + 8 = 20PP]

Initiative: +1

Attack: +6 melee, +10 ranged, +12 w/ “Mage’s Hands”

Grapple: +10, +24 w/ “Mage’s Hands”

Defense: +10 (+4 Base, +4 Dodge Focus, +2 Shield), +2 Flat-Footed

Knockback: -13 vs. Energy & -10 vs. Physical; -7 vs. Energy & -4 vs. Physical w/ only Force Field, -1 without either

 

 

SAVING THROWS: [3 + 3 + 4 = 10PP]

Toughness: +14 (+2 Con, +6 Force Field, +6 Protection; Imp 12 vs. Energy, Imp 6 vs. Physical), +8 (Imp 6 vs. Energy) w/ only Force Field, +2 w/out either

Fortitude: +10 (+2 Con, +3/+8), +5 w/out Warding Bracer

Reflex: +9 (+1 Dex, +3+/8), +4 w/out Warding Bracer

Will: +13 (+4 Wis, +4/+9), +8 w/out Warding Bracer


 

SKILLS: [152R = 38PP]

Computers 6 (+13)

Concentration 11 (+15)

Craft (Artistic) 13 (+20)

Craft (Chemical) 8 (+15)

Craft (Mechanical) 13 (+20)

Craft (Structural) 8 (+15)

Disable Device 13 (+20) SM

Investigate 8 (+15) SM

Knowledge (Arcane Lore) 13 (+20)

Knowledge (Physical Science) 8 (+15)

Knowledge (Technology) 13 (+20)

Language 3 (Atlantean [native], English, Greek, Latin)

Medicine 11 (+15)

Notice 11 (+15) SM

Search 13 (+20) SM


 

FEATS: [17PP]

Artificer

Attack Focus (Ranged) 4

Dodge Focus 4

Eidetic Memory

Environmental Adaptation (Aquatic)

Luck 4

Ritualist

Skill Mastery (Disable Device, Investigate, Notice, Search)

 

Enhanced Feats

Improvised Tools (from "Alchemy/Transmuted Objects")

 

Veteran Reward

Equipment 9 (45 EPs)

HQ in the Bermuda Triangle


 

POWERS: [3 + 58 + 11 + 3 + 42 + 2 + 4 + 4 = 127PP]

 

Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

  • BE: Swimming 2 (5 MPH)  {2/2}
  • AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

 

Devices 14 (“Mechano-Mystical Power Armor”; 70 points; Flaw: Hard to Lose; PFs: Restricted [using anything aside from Defensive Systems requires user be able to read & understand Atlantean], Subtle [transforms into normal clothes & accessories as a Free action])  [58PP]

Defensive Systems (chestplate): [34 points] (transforms into alchemically-treated clothing & warding bracers)

Enhanced Fortitude Save 5 {5}

Enhanced Reflex Save 5 {5}

Enhanced Will Save 5 {5}

Immunity 7 (disease, environmental heat, environmental radiation, poison, suffocation, starvation & thirst, vacuum)  {7}

Protection 6 (Extra: Impervious) {12}

 

Movement Systems (boots and wings): [9 points] (transforms into boots & tunic)

Movement Array 4 (8 points; PF: Alternate Power)  {9}

  • BE: Flight 4 (100 mph)  {8/8}
  • AP: Enhanced Swimming 8 (increases Heroditus’ speed to Swimming 10 [2,500 mph])  {8/8}

 

Offensive Systems (chestplate & gauntlets): [8 points] (transforms into a bandolier & utility belt)

Enhanced Feats 8 (Alternate Power x8 for Heroditus’ Magic [42 points])

  • AP: Blast 14 (“bolts of magical power”; PFs: Affects Insubstantial 2, Improved Critical 2, Indirect 3, Precise, Subtle, Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments])  {38/42}
  • AP: Create Object 12 (”Alchemy/Transmuted Objects”; up to 12 5-ft. Cubes, Lifting STR 60; Extra: Duration [Continuous]; PFs: Innate, Precise, Progression [10-ft. cubes], Subtle, Variable Descriptor [any material]) and Enhanced Feat 1 (Improvised Tools) {1}  {41+1=42/42}
  • AP: Environmental Control 4 (Light 2, 50-ft. radius; PF: Precise) {9} and Illusion 10 (“holograms;” visual; PFs: Progression 3  [50-ft. radius]) {23} and Obscure Visual 4 (darkness, 50-ft. radius) {8}  {9+23+8=40/42}
  • AP: Illusion 10 (“invoked imaginings”; all senses; Extra: Mental, Selective Attack; Flaw: Phantasms; PFs: Progression 2 [25 ft. radius]) {42/42}
  • AP: Move Object 12 (“mage hands”; STR 60; Extra: Damaging; PFs: Accurate [+12 to hit], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor [arcane force or shaped matter]) {42/42}
  • AP: Paralyze 10 (“mental paralysis”; Extras: Mental, Range 2 [Perception])  {40/42}
  • AP: Snare 14 (“bonds of magical power”; PFs: Affects Insubstantial 2, Indirect 3, Obscures Senses 5 [all], Reversible, Subtle, Tether, Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments])  {42/42}
  • AP: Transform 6 (“Alchemical Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 5 [2,500 lbs.]) {42/42} 

 

Sensory Systems (helmet): [15 points] (transforms into a pair of goggles & earbuds)

Comprehend 4 (Electronics 2, Objects 2; Flaw: Duration [Sustained])  {4}

Datalink 1 (10 feet, mental; PF: Cyberspace)  {2}

Super-Senses 9 (adds Analytical to all Visual senses, Communication Link [mental] with HQ, Danger Sense [auditory], Radio, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate], Uncanny Dodge [auditory])  {9}

{34+9+8+15 = 66/70}

 

Force Field 6 (“arcane shields”; Extras: Linked [Impervious Toughness], Linked [Shield]) plus Impervious Toughness 6 (Active Sustained effect; Extra: Linked [Force Field], Linked [Shield]; Flaw: Limited [Only vs. Energy]) plus Shield 2 (Extra: Linked [Force Field], Linked [Impervious Toughness])  [6+3+2=11PP]

 

Immunity 3 (cold, drowning, pressure) [3pp]

 

Magic 21 (42 points)  [42PP] 

  • BE: Damage 12 (“burst of magical power”; Extras: Area [General, Burst, 60-ft. Radius], Selective Attack; PFs: Affects Insubstantial 2, Progression [Area] 2 [300-ft. Radius], Variable Descriptor 2 [any magical])  {40/42}

 

Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

 

Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

 

Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]


 

DRAWBACKS: 

None


 

TOTALS:

Abilities (34) + Combat (20) + Saving Throws (10) + Skills (38) + Feats (17) + Powers (127) - Drawbacks (0) = 246/250 Power Points (4 under)

 

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