Jump to content

Diamondlight


Supercape

Recommended Posts

Posted (edited)

Diamondlightlarge.AugustZoss-Diamondlight_22.jpg.1a6761b70a5096a76aafc2933c0f058a.thumb.jpg.f0e54f80cb17d8e0c88fbd94ac2f09d5.jpg


Power Level: 11 (250/250)
Unspent Power Points: 0
Trade-Offs: none
In Brief: Billionaire infused with Daka-Energy
Catchphrase: “Lighten Up!”
Alternate Identity: August "Zed" Zoss
Birthplace: Switzerland
Residence: Various / International Jetsetter
Base of Operations: Various / International Jetsetter
Occupation: Owner of multinational company [Zoss Design], Gambler
Family: Henri Zoss, Father

Description:
Age: 43 (DOB 8 / 8 / 1980)
Apparent Age: 30-35 (Aging slowed)
Gender: Male
Ethnicity: Caucasian
Height: 5’11”
Weight: 80Kgs
Eyes: Silver-Blue
Hair: Blonde
 
August looks like a handsome, broad-shouldered man in good shape, with mid length blonde hair and peculiar silver-blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie).

History:


The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. 

August Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. 

Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. However, August (his son) found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. 

August was already a capable man, but now energised, he turned his mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody...

Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive...

Personality & Motivation:

 

Calm but thrill seeking (maybe a self-destructive streak), Charming, Intellectual.


August was always a pleasant, charming, intellectual man. He remains much of his personality but now he is committed towards atoning for his families past. He has a complex relationship with wealth–enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption.

August considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent.

He maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same).

Powers & Tactics:


Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with.

His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality.

Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly.

Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers.

Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand.

Power Descriptions:


Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue.

Complications:

Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged)

Gambling Gent: August can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…)

Horrible Heritage: August and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. 

Heroic Hedonism: August is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face.

Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August.

 

Standout Signal: August is exceptionally easy to locate as he constantly emits a harmless but unique energy signature; invisible to the normal human eye but with the right equipment, skills or super-senses he stands out. Finding him is like locating the haystack around the needle.

Abilities: 4 + 4 + 4 + 8 + 12 + 12 = 44
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 22 (+6)
Charisma: 22 (+6)

Combat: 22 + 22 = 44
Initiative: +10
Attack: +11 Base
Defense: +11, +6 Flat Footed
Grapple: +13
Knockback: -5 (-8 With Hard Forcefield)

Saving Throws: 6 + 10 + 6 = 22
Toughness: +11 (+2 Con, +9 Force Field)
Fortitude: +8 (+2 Con, +6)
Reflex: +12 (+2 Dex, +10)
Will: +12 (+6 Wis, +6)

Skills: 180 Ranks = 45 PP
Bluff 12 (+18)
Concentration 16 (+22)

Craft (Artistic) 2 (+6)
Diplomacy 10 (+16)

Drive 8 (+10) Skill Mastery
Gather Information 4 (+10)
Intimidate 4 (+10)
Knowledge (Art) 6 (+10)
Knowledge (Behaviour Sciences) 12 (+16)
Knowledge (Business) 16 (+20)
Knowledge (Civics) 12 (+16)
Knowledge (Current Events) 6 (+10)

Knowledge (Theology and Philosophy) 2 (+6)
Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish)
Notice 8 (+14)

Perform (Oratory) 4 (+10)

Pilot 4 (+6) Skill Mastery
Profession [Gambler] 16 (+22)
Sense Motive 14 (+20) Skill Mastery

Sleight of Hand 14 (+16) Skill Mastery

Stealth 4 (+6)

Feats: 17 PP
Attractive
Benefit 3 (Wealth 3)
Connected

Distract (Bluff)

Equipment 33 (Free from vet Rewards)

Fascinate (Bluff)

Favoured Opponent (Jet Set)
Improved Initiative 2
Jack of All Trades

Minions 12 (The Card Sharks, PP 150, Progression 2 = 3 Minions, Free from vet rewards)

Redirect

Set-Up

Skill Mastery (Drive, Pilot, Sleight of Hand, Sense Motive)

Taunt

Throwing Mastery 1
Uncanny Dodge (Visual)

With Enhanced Feats: Evasion 2 (Only vs energy effects)

 

Equipment 33PP = 165 EP 

 

Powers: 18 + 1 + 2 + 5 + 42 + 3 + 7 = 78 PP

 

All powers have (in addition to others below) “Daka Energy Crystal” descriptor

 

Force Field Array (16 PP Array, Feats: Alt Power 2) [18 PP] (Light, Force descriptor)

BPForcefield 9 (Extras: Impervious 6, Feats: Selective) [16/16 PP] "Hardlight"

APForcefield 9 (Feats: Selective) linked with Environmental Control 5 (100' r Bright Light, Feats: Precise Flaws: Touch Range) [10+6=16/16 PP] "Shining light"

APForcefield 9 (Feats: Selective, Subtle) linked with Concealment 2 (Normal Visual, Feats: Close Range, Selective, Limited Flaws: Blending and Passive - reduce concealment to partial rather than full) [11+5=16 PP] "Softlight"

 

Enhanced Trait 2 (Evasion 2, Flaws: Limited to energy effects) “Energy Mastery” [1 PP]


Immunity 2 (visual dazzles) [2 PP] [Light sensitive / no need for eyes]

 

Immunity 10 (Aging, Environmental Cold, Sleep, Own Powers, Starvation and Thirst, Fatigue Effects, Flaws: Limited to half effect) [5 PP] “Sustained by energy”

Light Array (36 PP Array, Feats: Alt Power 6) [42 PP] [Light descriptor]
BPDamage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Improved Critical 2, Precise) [36/36 PP] “Laser Spray”
APDazzle 11 (Visual Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]) “Light Burst” [36/36 PP]
APCreate Object 11 (Extras: Movable, Feats: Precise, Stationary, Subtle) [36/36 PP] “Hardlight”
APIllusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/36 PP]
APDamage 11 (Feats: Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 34/36 PP] “Laserblades”
APDamage 11 (Feats: Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [6 Ranks Only]) [36/36 PP] "Laser Vision"

AP: Concealment (All visual senses, all radio senses, Extras: Affect Others, Area: Burst, Range,  Feats: Close Range, Progression: Area 3 [30'-300' Radius], Selective) [34/36 PP] “Energy Distortion”

 

Super Senses 3 (Extended 1 Normal Vision [x10], Low light vision, Radius Normal Vision) [3 PP] “Light Sensitive”

 

Teleport 5 (500' as move action, Feats: Change Velocity, Turnabout, Instant up Flaws: Short Range Only, Drawbacks: Cannot teleport through opaque materials) "Light Flash" [7 PP]

 

DC Block
ATTACK       RANGE            SAVE                  EFFECT
Unarmed      Touch            DC 17 Toughness       Damage
Laser Spray  Touch/Area Targ. DC 26 Toughness       Damage

Light Burst  Touch/Area Gen.  DC 26 Reflex/Fort     Dazzle
Laser Sword  Touch/15’        DC 26 Tough, Ref/Fort Damage, Dazzle

Laser Vision Ranged [x5]      DC 26 Tough           Damage

Totals:

Abilities 44 + Combat 44 + Saving Throws 22 + Skills 45 + Feats 17 + Powers 78 = 250 / 250 Power Points

 

Edited by Supercape
Posted (edited)

Personal Equipment

Custom Spy-watch [Mini Tracer and Concealable Microphone in Hidden slot [3 EP], Radio super sense, Masterwork watch] [5 EP]

Pack of Playing Cards [0 EP]

 

Headquarters [21 EP plus 2 Alt bases total 23 EP]

The High Steaks (Restaurant with Gambling Licence, 12 Story tower, Location: Oceanside)

Toughness: 10 [1 EP], Size: Huge [3 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Infirmary, Library, Masterwork Building, Living Quarters-Masterwork, Pool, Power System, Security System 3, Staffed [17 EP]

Zoss Family Mansion (Location: Switzerland)

Toughness: 10 [1 EP], Size: Huge [3 EP], Feats: Communications, Computer, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Library, Living Quarters-Masterwork, Pool, Security System-3, Stables, Staffed [17 EP]

Barbados Retreat

Toughness: 10 [1 EP], Size: Large [2 EP], Feats: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Hangar, Library, Masterwork Building, Living Quarters-Masterwork, Pool, Power System, Staffed [13 EP]

Each building has a customised car in garage (normally).

The High Steaks and Barbados Retreat have a yacht in docks (normally)

 

Primary Vehicles:

Custom Electric Submarine-Car [44 EP plus 5 Alt Vehicles total 49 EP]

STR 30 [2 EP], Toughness 10 [3 EP], Size: Large [1 EP], Features: Alarm 3, Caltrops, Hidden Compartments 5, Masterwork, Navigation System 2, Oil Slick, Revolving Numberplates, Smokescreen [15 EP], Powers: Communication 6 (20 Miles Radio, Extras: Omni-Directional, Feats: Subtle, Flaws: Limited-one way) [7 EP], Speed 5 (250mph, Feats: Subtle) with Alt Power Swimming 5 (50mph, feats: Subtle) [7 EP], Supersenses 9 (Radio, Radar, Ultra-Hearing [sonar], Accurate Ultra-Hearing, Accurate Radar, Extended Ultra Hearing, Extended Radar)

 

Each Car has internal equipment [Total Cost=36 EP]

2 Rebreathers under seats [2 x 6 = 12 EP]

Hidden compartment [DC 40] behind dashboard, containing spy gear: Mobile phone [0 EP], Mini Tracer [1x6=6 EP], Concealable Microphone [1x6=6 EP], Hold Out Gun with extra stun ammo clip and silencer: Blast 2, Feats: Masterwork, Silencer, Stun Ammo, Multiple weapons 5 [12 EP]

 

The Six cars are based in the three HQs, the two Yachts, and the Airplane.

 

Spoiler

small.Zossmobile.jpg.8130a545f9e638f4b9f5f3aa49955372.jpg.16431e14ba052c355f5f73d6bfac8fbc.jpg

 

Secondary Vehicles:

Private Jet [45 EP] Based (usually) in Freedom City Airport

STR 50 [2 EP], Toughness 12 [1 EP], Size: Garguantuan [3 EP], Features: Alarm 3, Computer, Garage [Stores Spy Car as above], LIbrary, Living Quarters-Masterwork, Masterwork Vehicle, Navigation System 2 [11 EP], Powers: Flight 7 [1000mph] [14 EP] Communication 7 (200 miles, Radio, Extras: Omni-Directional, Limited-One way, Feats: Subtle, Flaws: Limited, one way) [8 EP], Super Senses 6 (Radio, Radar, Accurate Radar, Extended 2 Radar) 6 EP]

 

Alt: Two Yachts [2 EP], Based in Barbados and High Steaks HQ Docks 

STR 50 [2 EP], Toughness 12 [1 EP], Size: Garguantaun [3 EP], Feats: Computer, Garage, Gym, Helipad, Hidden Compartments 3, Holding Cells, Infirmary, Library, Masterwork Vehicle, Living-quarters Masterwork, Liferafts-Masterwork, Navigation System 2, Pool, Staffed [18 EP] Powers: Speed 4 [100mph] [4 EP], Communication 7 (Radio, 200 miles, Extras: Omni-Directional, Feats: Selective, Subtle, Flaws: One-Way) [9 EP], Super Senses 7 (Radio, Radar, Accurate Radar, Extended 3 Radar) [7 EP] [Yacht Cost 45 EP]

 

Each Yacht garage contains a Super Spy Car

Each Yacht also has 2xSCUBA Gear [Total Cost 4 EP]

 

Total EP Cost

Personal Equipment [5] + HQs [24 EP] + Primary Vehicles [49 EP] + Equipment in each car [36 EP] + Secondary Vehicles [47 EP] + Scuba Gear [4 EP] = 165 EP

Edited by Supercape
Corrected typo
Posted (edited)

The Card SharksCard Shark2.png

 

Power Level: 7 (150/150) (Potentially up to PL 9 attack with rage and sneak attack)
Unspent Power Points: 0

Trade-Offs: None

In Brief: Shark-Human Clones

Alternate Identity: Marina Club/Heart/Spade
Birthplace: French Polynesia (Unknown location)

Residence: Freedom City / The High Steaks
Occupation: Security / Management of The High Steaks

 

Description:
Age: Unknown
Apparent Age: Varies

Gender: Female
Ethnicity: Polynesian – Shark Hybrid
Card Shark.jpg
Height: 5’4”
Weight: 50 Kgs
Eyes: Brown
Hair: Brown / Red-Blonde / Black.

 

The Card Sharks appear to be normal women in their twenties of uncertain ethnic heritage, with brown skin. They are able to shed and reform their skin and internal structure to appear almost any humanoid shape. Alternatively, they can activate their shark-DNA to increase in size and strength and appear as a humanoid shark eight feet tall, complete with teeth and sharp claws.

 

The clone-triplets look identical, but they have taken to different hair colour to aid in their distinction (sometimes matched by clothing colour). “Club” has brown hair, “Heart” has strawberry blonde hair, and “Spade” has jet black hair.

 

History:
The Card Sharks are the result of a seventy year project initiated by the Nazi’s and continued by SHADOW/OVERSHADOW. They are genetically altered clones of mutant woman with a debilitating skin condition. Over years, the genome was progressively refined until three identical clone “triplets” were created. Finally, SHADOW had its amphibious soldier template. And then the Freedom League of the day eliminated the experiment.

 

The Zoss family collaborated with the Nazi’s and, in decades past, held onto some of the research. August Zoss, in his mission to root out the shadow of SHADOW from his companies past, found the files and the three triplets, frozen in ice. August Zoss gave them jobs and training and erased the file data.

 

 

Personality & Motivation

 

The Card Sharks have cold, but not cruel natures – the shark DNA has influenced their minds. They are also linked, able to telepathically communicate with each other. If one of them is seriously hurt, the other two will be unable to control their form, and turn into their shark-hybrid form which is even more aggressive.

 

Their loyalty is thus primarily to each other, to survive and to thrive. However, they have slotted in well to the Zoss company, and are reasonably loyal to August Zoss. They take pride in their work as the security and business agents of the company.

 

Powers & Tactics:
The Card Sharks can shed their skin and alter their form, thus being able to mimic most appearances almost perfectly. They can regenerate from superficial injury, and retain some shark like super-acute senses. They prefer to use vigilance, stealth, and intimidation to achieve their security goals, including a fight. They usually carry a hold-out gun which they would use in any serious confrontation. If they adopt their shark-human hybrid form they are much more aggressive and dangerous, and this is something of a last resort if faced with serious conflict – or if their work involves aquatic duties. 



Abilities: 0 + 4 + 4 + 2 + 2 + 0 = 12
Strength: 10 / 22 (+6) in Shark Form (additional +6 with Rage)
Dexterity: 14 (+2)
Constitution: 14 (+2) / 18 (+4) in Shark Form
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10

Combat: 14 + 14 = 28

Initiative: +10 (+2 Dex, +8 Improved Initiative)
Attack: +7, (+9 Ranged in Human form)
Defence: +7, +4 Flat Footed (Additional -2 with Rage)

Grapple: +9 (+18 in Shark Form) (Additional +3 With Rage)
Knockback: -2 (-7 in Shark Form)

Saving Throws: 4 + 4 + 5 = 13

Fort +6 (+2 Con, +4), or +8 in Shark Form (additional +3 with rage)

Reflex +6 (+2 Dex, +4)

Will +6 (+1 Wis, +5) (additional +3 with rage)

Tough +5 (+7 in Shark Form)


Skills: 112 Ranks = 28 PP

 

Bluff 4 (+4)

Concentration 8 (+9) [+1 in Shark Form]

Diplomacy 4 (+4)

Disguise 0 (+30 With Morph) Skill Mastery

Drive 4 (+6) Skill Mastery

Gather Information 4 (+4)

Intimidate 12 (+12), (+14 in Shark Form) Skill Mastery

Knowledge (Business) 8 (+9)

Knowledge (Civics) 4 (+5)

Language 4 (Polynesian, English, French, German, Spanish)

Notice 10 (+11) Skill Mastery

Pilot 4 (+6) Skill Mastery

Profession (Gambler) 4 (+5)

Search 10 (+11) Skill Mastery

Sense Motive 8 (+9)

Sleight of Hand 8 (+10) (+2 in Shark Form) Skill Mastery

Stealth 8 (+10) (Same in Shark Form) Skill Mastery

Swim 8 (+8), (+10 in Shark Form)


Feats: 26 PP

All-out attack

Assessment

Attack Focus: Ranged 2 (Absent in shark form)

Chokehold

Distract (Intimidate)

Environmental Adaptation: Underwater

Equipment 2

Fearless

Grappling Finesse

Improved Aim

Improved Grab

Improved Initiative 2

Improved Pin

Power Attack

Precise Shot 1

Skill Mastery 2 (Sleight of Hand, Drive, Pilot, Disguise, Intimidate, Search, Stealth, Notice)

Sneak Attack 1

Startle

Teamwork 3

Throwing Mastery 1

 

As Enhanced Trait: Rage 3 (+3 Fort/Will, +6 STR, -2 Def, 10 Rounds)

 

Equipment: 10 EP

Silenced Hold out gun with non-lethal ammo clip: Blast 2 (Feats: Masterwork, Subtle, Stun Ammo) [7 EP]

Mini Tracer [1 EP]

Concealable Microphone [1 EP]

Binoculars [1 EP]

Zip Ties [0 EP]

Pack of Playing Cards [0 EP]

 


Powers: 26 + 2 + 21 =  49 PP

 

Regenerative Shark Physiology Container 5.2 (26 PP, Flaws: Permanent) [26 PP]

Protection 3 [3 PP] “Thick Skin”

Immunity 1 (Cold, High Pressure, Suffocation: Drowning) [3 PP]

Immunity 2 (Aging, Sleep, Flaws: Limited to half effect) [1 PP] “Regeneration”

Regeneration 4 (Injured 1 / minute, Bruised 1 / round Feats: Regrowth) [5 PP] “Regeneration”

Super Senses 4 (Low Light Vision, Scent, Tracking 2 [Normal speed, Olfactory]) [4 PP]

Swimming 2 (5 mph) [2 PP]

Feature (Iron Stomach, can eat anything) [1 PP]

Strike 2 (Feats: Improved Critical 2, Mighty, Flaws: Requires Grapple) [4 PP] “Teeth”

Enhanced Trait 3 (Rage 2, x2 Duration) [3 PP]

 

Supersenses 2 (Communication link 2; telepathy with the other two Card sharks) [2 PP] “Clone telepathy”

 

Body shifting Array (20 PP Array, Feats: Alternate Power 1) [21 PP]

BP: Alternate Form 4 (20 PP Shark-Human hybrid, Extras: Duration [Continuous, Drawback: Standard action to activate-2, One Way Transformation 2: Common, Minor [Hours to revert to human]) [20 PP]

Enhanced Traits: Attack Bonus +1, Defence Bonus +1, Stealth +4 (Counters Growth effect) [5 PP]

Enhanced Traits: Strength +4, Swim +4 [5 PP]

Unenhanced Traits: No Attack Focus: Ranged, -8 Sleight of hand, -8 Concentration [-6 PP] “Angry and clawed”

Strike Power (Removes Flaw, No longer needs grapple to use teeth) [1PP]

Growth 4 (Strength +8, Con +4, +1 Size Category, Flaws: Permanent [+0]) [12 PP]

Swimming 3 (Stack for total Swimming 5, 50mph) [3]

AP: Morph 6 (Extras: Duration: Continuous, Feats: Covers Scent, Shed Skin*, Drawback: Standard Action to change-2) [18/20 PP]

 

*Shed Skin Feat:

Spoiler

When changing, the Card Shark can choose to shed their skin (which might be the clothes they were wearing). The shed skin could be worn by others but has no effects other than normal clothes; protecting modesty or possibly keeping the wearer warm. Essentially this is like an extremely limited “create clothes” power.

 

Drawbacks: -6

Involuntary Transformation (Uncommon [When sibling is in major pain, disabled, or staggered], Major [Unable to resist]) [3 PP]

Vulnerable (Uncommon [Dehydration attacks/environment], Major [x2 DC]) [3 PP}
 

Abilities 12 + Saves 13 + Combat 28 + Skills 28 + Feats 26 + Powers 49 – Drawbacks 6 = 150/150 PP

Edited by Supercape
minor typo corrected
  • Supercape changed the title to Diamondlight
Guest
This topic is now closed to further replies.
×
×
  • Create New...