The Sailor Posted October 16 Share Posted October 16 EYES IN THE DARK'd by Fox Well, time for the sleeper to awaken. Torpedo Lass II is reaping the benefits of her Claremont education, and gaining a new power. +1 Rank to Knowledge (Physics) and (Technology), +2 ranks to Medicine for 1 Power Point converted into 4 skill ranks. Super Senses: Dark Vision("Abyssal Vision"), 2PP (Mutation) But there is a complication: "The Eyes Have It": Due to her new mutation for her eyes, they glow in an ever increasing and color shifting color from a phosphorescent green to a bright blue to near white depending on how she stresses herself with her powers, and at any level it's obvious enough where anyone can see them in the dark. For a total of 3pp spent out of 3 unspent points. Link to comment
Supercape Posted October 16 Share Posted October 16 MYCOLOGIED by Fox Spore Fluff Altering complication Feet First to: Light Touch: Some powers require Spore to be touching with her bare skin (which will sprout microscopic fungal cilia) - although a morphic molecule costume will normally allow this. Burrowing, Supermovement, and Tremomorsense will all fall under this limitation. She also needs touch to absorb nutrients (her starvation immunity). Finally, particular surfaces (burning hot, super hard, solid rock for burrowing etc), or fast movement, might impair or prevent her from using these abilities. Practically, as a civilian, she will usually wear easily kicked-off sneakers to allow her to use these powers. Adding one more complication: Fertile Soil: Her mushroom power and environmental control power will rapidly decay if the snare or environment is not against some fertile surface (like soil - even cracks in a pavement might do). The snare will not regenerate, and might even lose strength, and the environment will soon turn to fungal mush. 8 PP to spend Saves 1 PP: Add +1 to Reflex Skills 2: Add 6 Ranks of Climb to 6 (+0), and 2 Ranks of Intimidate to 4 (+6) Powers 3 PP Add Supersenses 2 (Tremorsense, Feats: Uncanny dodge [Tactile]) [3 PP] 1 PP Add 1 rank to Supermovement array to make Supermovement 2 (Permeate [25%], Wall Crawling, Flaws: Limited to organic surfaces e.g. wood) [2 PP] Add 1 PP to the Fungal Array, and modifying the powers - Essentially I think the perception range effects, on reflection, dont work conceptually. So its reworked for Spore to fire out/create fungal stuff. Fungal Array (32 PP Array, Feats: Alt Power 7) [39 PP] BP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Affects Objects [Limited to dead organic matter such as wood, bone, leather], Feats: Improved Critical 2, Incurable, Sedation) [32/32 PP] “Cannibalise” AP: Fatigue 8 (Extras: Ranged, Autofire) [32/32 PP] “Throw Spores” AP: Fatigue 8 (Extras: Area [Cloud], Feats: Decrease Area 8 [1-40' radius]) [32/32 PP] “Spore Cloud ” AP: Paralyse 8 (Extras: Ranged, Poison) “Mycotoxin Spit” [32 PP] AP: Paralyse 8 (Extras: Area [Cone], Poison) “Mycotoxin Breath” [32 PP] AP: Environmental Control 5 (100' Radius, Distraction DC 15, Hamper Move 25%, Low Light, Extras: Independent [+0], Total Fade, Feats: Selective [Mix and match effects], Slow Fade 5 (5 hours = 1 day total), Variable Descriptor 1 [Fungus], Flaws: Range [Touch]) [32 PP] "Fungal Bloom" AP: Snare 6 (Extras: Regenerating, Feats: Blocks Olfactory Sense, Reversible) linked with Confuse 6 (Extras: Alt Save [Fort, +0], Secondary Effect, Flaws: Range [Touch]) [20 + 12 = 32 PP] "Throw Magic Mushroom" Link to comment
MoonSimply Posted October 28 Share Posted October 28 (edited) General changes to La Puma Negra as she goes to PL 10/12 Stat Changes: Abilities 12PP 12/26 (+1/+8) 14/30 (+2/+10) 14/30 (+2/+10) 10 (+0) 12 (+2) 10 (+0) Combat Grapple +14 (+8 Strength, +6 Melee Defense Bonus +10 (Base +6, Dodge Focus +4) Knockback -5 Saving Throws Toughness +10 (+10 Con) Fortitude +10 (+10 Con) New Power Device 3 (Bolas; Easy to lose) 9PP -Trip 8 (Range 80', Improved Trip, Accurate 4, Precise, Subtle) Power Updates Enhanced Strength 14 (Curse Born Advantage, +14 Strength) Enhanced Constitution 16(Curse Born Advantage, +16 Constitution Strike 2 (Claws; Mighty, Split Attack 2, Accurate 2) *Change to 96 PP Spent Feats 30PP Spent Fast Feint 2 Dodge Focus 4 Power Attack Skill Mastery (Stealth, Acrobatics, Climb, Swim) Track Skills 80R=20PP Know. Arcane 2(+2) Know. Business 4(+4) Know. Theology 2+2) *Delete Notice 0 DC Block Claws (Strike 2) Touch DC 25 (19-20 Crit) Toughness (Might; Split 2; Accurate 2) +10 Unarmed Attack Touch DC 23 Toughness +6 Bolas (8 Trip) Ranged DC 18 +11 Abilities 12+ Combat 18+ Saving Throw 5+ Skills 20+ Powers 96+ Feats 27= 177/185 PP Edited October 28 by MoonSimply Link to comment
Lone_Star Posted Sunday at 03:15 PM Share Posted Sunday at 03:15 PM (edited) Please add Move Object 10 (Momentum Displacement; Extras: Damaging) {30/30} as an Alternate Power in Prime Mover's Kinetic Mastery Array for 1 point. Edited Sunday at 03:15 PM by Lone_Star Link to comment
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