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Posted

WATERBENDED'd by Dr Archeville

 

Tsunami

 

Spending 4 of her unspent PP and some sheet fluff cleanup.

 

Occupation: Governess

Affiliations: Claremont Academy Alums, Unofficial Seafaring Heroes coalition (Glamazon & Temperance); Socotra Royal Family
Family: Kong Zi Khan (father); Murjana al-Darsha (mother); four half-siblings; Nina al-Darsah (Monsoon, Aunt)

 

Age: 27 (DOB: 10/4/1995)

Apparent Age: 22 

 

1PP on a feat, Takedown Attack

 

1 PP added to her Immunities for adding Selective to her Immunity to All Water Effects.

 

2PP spent on skills:

2 more languages: Arabic, Soqotri

+2 Concentration (up to 10 ranks (+15))

+4 Medicine (up to 5 ranks (+10))

 

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Posted

ADVANCED TRAINING RECEIVED by Dr Archeville

 

Stormcrow

 

He obviously doesn't have enough skills. I should add some more.

 

But first: +1 Fortitude for 1PP, bringing him up to total +10.

 

I noticed that the current skill total is off, adding up to 121 ranks, or 30.25PP spent, so to remedy that, please increase Bluff by 3 ranks to Bluff 10 (+15)

 

That leaves me with 6PP for skills, meaning +24 Skill Ranks, divided like this:

Investigate +4 to 13 (+20)

Notice +9 to 17 (+20)

Search +3 to 8 (+15)

Sense Motive +8 to 16 (+19)

 

That should put these as the skill totals:

 

SKILLS 148R = 37PP

Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery

Bluff 10 (+15)

Computers 13 (+20)Online Research, Skill Mastery

Diplomacy 2 (+7)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+12)Well-Informed, Skill Mastery

Investigate 13 (+20)Skill Mastery

Knowledge [Tactics] 8 (+15)

Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian)

Notice 17 (+20)Skill Mastery

Pilot 5 (+10)

Search 8 (+15)Skill Mastery

Sense Motive 16 (+19)Skill Mastery

Sleight of Hand 5 (+10)

Stealth 15 (+20)Hide in Plain Sight, Skill Mastery

Posted

EQUIP'd by Dr Archeville

 

Ghost

 

Adding 2PP worth of Equipment using my veteran reward, to add a Freedom League communicator. Please add it under feats on his sheet like this:

 

Veteran Awards

Equipment 2 (10 EP)

 

Freedom Leagues Communicator [6EP]
Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP]
Communications Link 1 (Freedom League HQ) [1EP]

 

I'll figure out what to do with the last 4EP from that some other time.

 

  • 4 weeks later...
Posted (edited)

XEROX'd by Fox

 

Multi-Girl

 

Spending Multi-Girl’s 5 PP (and making some updates in the fluff):

 

3 PP to add 1 rank to Duplication (up to 10 ranks):
 

Duplication 10 (PL 10 duplicate with 132PP/150PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [32 PP]

 

Spending 2 PP on Feats:


Another rank of Luck (up to 2)

And Benefit: (Fame – Rock Star)

 

Here are the portions of her sheet that are changed (and her tag needs to be updated that she is PL 10 now):

 

Spoiler

Power Level: PL 10 (198/198PP)

Trade-Offs: -2 Atk/+2 Dam (melee) / -2 Def/+2 Tough

Unspent Power Points: 0

 

In Brief: Teenage duplicating T-Baby rock star

 

Alternate Identity: Bernadette O’Connell

Birthplace: Dublin, Ireland

Residence: Boston, Massachusetts, Claremont Academy during the school year

Base of Operations: Claremont Academy during the school year; Young Guardians’ Mansion

Occupation: Student

Affiliation: Claremont Academy; Young Guardians; Multiplicity (her rock n’ roll band)

Family: Sean O’Connell (father); Deirdre O’Connell (mother); Liam O’Connell (brother, older); Brendan O’Connell (brother, older)

 

Description:

Age: 18 (June 2005)

Apparent Age: 18

Gender: Female

Ethnicity: Caucasian

Height: 5’ 9”

Weight: 130 lbs

Eyes: Green

Hair: Red

 

Bernadette is a tall, attractive teenager with an athletic build and bright green eyes. Her thick red hair goes down to the middle of her back. She is rather pale skinned, with slight freckles on her checks and nose, as well on her shoulders and upper back. Her clothing style is generally typical of a teenage girl her age, though she tends to favor outfits that are more form fitting. Since her band has been growing its fan base, she has taken to often wearing dark jeans (often with tears in them) and black leather jackets.

 

Since the Young Guardians reunited, Bernadette has begun wearing her own costume, a skintight, fully bodysuit (with gloves). The costume is primarily green, with large sections of orange and white (for the Irish flag), with a green utility belt and domino mask.

 

History:

 

Born in Dublin, Ireland, the youngest of three children, Bernadette’s family immigrated to the United States when she was eight years old. For most of her life, Bernadette seemed just your average Irish/Irish-American girl, perhaps a little stronger, faster or tougher than other girls her age, but still nothing too out of the ordinary. As she grew older, the young redhead naturally drifted to sports, first football (soccer) and later focusing on lacrosse.

 

Three years ago, Bernadette accompanied her lacrosse team for a tournament in Freedom City. The team was at a game in Kingston when the 2018 Terminus invasion began. Thankfully, both teams and bystanders were all safely evacuated from the area, but not before being exposed to some of the energy from the Terminus.

 

Unknown to Bernadette, this exposure awoke something that had long been dormant within her. Over a decade before Bernadette was born, her father had been a merchant marine aboard a cargo vessel docked in Freedom City when the 1993 Terminus invasion had occurred. Her father’s exposure to Terminus energy led to Bernadette being born with a latent connection to the Terminus. Her exposure during the 2018 invasion activated that connection.

 

For the next few years, the activation this connection was generally unnoticeable. But toward the end of her Freshman year in high school, Bernadette had an unexpectedly late “growth spurt,” growing several more inches. At the same time, Bernadette continued to get stronger and stronger. Then, right after the end of the school year, Bernadette was out at a mall with several friends. It had seemed just another mall trip when Bernadette’s duplication power inadvertently activated. This caused Bernadette to panic and try to get away from her friends before they saw her with her duplicate. This just led to her activating more duplicates, which generally just created a bit of a chaotic and confusing scene at the mall.

 

Headmistress Summers learned about the incident (generally caught on the mall’s surveillance cameras) and reached out to Bernadette’s family, who were struggling to figure out how to deal with their daughter’s sudden abilities. As a result, Bernadette began attending Claremont Academy in the fall of her Sophomore year.

 

While at Claremont, she soon was caught up in the conflict between several of her classmates (Charlie Pratten, Nevermore II; Luke Landers, Nightscale; Muirne Sceadusangere, Shadowborne, Leon Moore, Paper, and others) against Sebastian Shields (Casanova) and his New Young Freedom. She was also placed on an intermural squad with fellow sophomores Neko Masume and Owain Celliwig (the Copper Knight).

 

Over the years at Claremont Bernadette was part of the school’s music program, further developing her already strong singing voice while she debated her future. For a time, she continued to be uncertain about belonging in the superhero world or the possibility of ever making any sort of career out of her singing. During her time at Claremont, she became attracted to both Charlie and Owain, however Charlie disappeared from the school before his Senior year, leading Bernadette to focus more on her singing while still trying to continue the team Charlie had started with Leon, Luke and Murine.

 

In August before the start of her Senior year, Bernadette was contacted by a Claremont alumna, Summer Sands, a talented guitar player who wanted Bernadette to join her in a music competition in Boston. The pair handily won the contest, and after a bizarre adventure in a musical dimension, they decided to form a band.

 

When Bernadette returned for her final year at Claremont, she and Summer soon had found a bass player and drummer and started their band, Multiplicity. They began making recordings of cover songs which they posted on various social media and offered for download on various music services. Soon they were playing at local clubs around the city. Having become roommates with Neko (who had built a rather successful social media business) for their Senior year, Bernadette eventually enlisted her assistance with marketing their band. Soon enough, their following grew by leaps and bounds, including overseas, leading to their first overseas show in Tokyo, Japan. The band’s following has continued to grow since, as they have been working on an album of original songs to go along the covers they had been preforming.


Additionally, just before the Winter Break of Bernadette’s last year at Claremont, Charlie returned to Freedom City and uncovered some plot by Sebastian Sheilds and those helping him. Charlie reassembled the Young Guardians, along with two new members, the young android, Pol Rothstein-Fraser (Shift) and an undead young woman, Viktorya Steinman (Ghule). Together, they managed to stop Sheilds and defeat a resurrected Conqueror Worm. After that, the Young Guardians officially reformed, operating out of a refurbished mansion in Bayview funded by the Raven family.

 

Not wanting to miss this second opportunity with Charlie, Bernadette soon let him know about her feelings for him and was relieved to learn he had similar feelings for her and the two began a romantic relationship.

 

Personality & Motivation:

 

Growing up with two older brothers, Bernadette learned to stick up for herself. As a result she developed an outgoing and sometimes aggressive personality, which has often served her well in athletics. With those she considers friends, Bernadette is generally good natured, caring, and protective. She has made a number of good friends at Claremont, both fellow members of the Young Guardians and others. While certainly one to want to have fun, coming from a blue-collar family, Bernadette grew up with a strong work ethic, and can get very focused and serious when she needs to.

 

Powers & Tactics:

 

Bernadette has learned to fully control summoning her duplicates and often has several active at once around campus or the Young Guardian’s mansion. She and her duplicates have learned to work well together (something she regularly practices with lacrosse drills with multiple duplicates active at once).

 

While at Claremont Academy, Bernadette had the opportunity to undergo martial arts/boxing training to help improve her hand-to-hand skills, combined with her increased coordination, she has become a much more effective fighter than when she began at the school. Additionally, after starting to spend time with other members of the Young Guardians over the years has led to her improving her stealth.

 

Other than increased strength, dexterity, constitution and durability, Bernadette’s powers allow her to run much faster than a normal human and leap considerable distances with ease. But her primary power is the ability to summon duplicates of herself which have similar strength, durability and speed. Bernadette is able to use her duplicates in a number of ways, including unleashing a number of duplicates to deliver targeted melee attacks on all enemies within a forty foot radius of her when she activates her power. She is also able to work with a number of duplicates to tackle an opponent and bury them under a pile of duplicates. Working together, Bernadette and several of her duplicates are capable of lifting approximately 40 tons.

 

Complications:

T-Baby: Bernadette’s powers originate from the Terminus incursion of 1993 and 2018, there are those that are frightened or hate so call “T-Babies.”

Fame: Bernadette and her band have started to gain a level of fame, not just in Freedom City, but around the world. As such, it is not uncommon for people to recognize her now, which can cause problems.

 

Feats: 11

Attractive

Benefit (Fame – Rock Star)

Dodge Focus 4

Luck 2

Set Up

Skill Master (Acrobatics, Notice, Perform [Singing], Stealth)

Teamwork

 

Powers 46 + 32 + 26 + 4 = 108 PP

 

Duplication 10 (PL 10 duplicate with 138PP/150PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [32 PP]

 

Totals

Abilities (30) + Combat (24) + Saving Throws (13) + Skills (16) + Feats (11) + Powers (108) - Drawbacks (4) = 198/198 PP

 

Note: Multi Girl’s Heroic Duplicate has identical stats (and does not have the More Duplicates! Array (and of course Duplication) or Luck 2)

 

Edited by Fox
Posted

Reanimated by Thev

 

Big ol' update to Ghule's crunch. I will update her fluff soon. 

 

Abilities: 14 + 6 + -10 + 2 + 4 + 0 = 16PP
Strength: 26 (+8)
Dexterity: 14 (+2)
Constitution: n/a
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 8 + 10 = 18PP
Initiative: +3
Attack: +4 Base, +4 Ranged, +12 Bone Weapon Array

Defense: +8 (+5 Base, +3 Dodge Focus), +0 Flat-Footed

Grapple: +8
Knockback: -0


Saving Throws: 0  + 9  + 4  = 13PP
Toughness: +12 (+0 Con, +12 Protection)
Fortitude: Immune
Reflex: +11 (+2 Dex, +9)
Will: +6 (+2 Wis, +4, 
+10 vs. Mental effects with Mind Shield active)


Skills: 48R = 12PP 


Bluff 10 (+10)

Climb 2 (+10)

Intimidate 13 (+13)

Knowledge [Streetwise] 10 (+10)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 5 (+7)

 

Feats: 12PP

All-Out Attack
Attack Specialization [Bone Weapon Array] 4
Dodge Focus 3
Equipment 2

Evasion

Power Attack

 

Enhanced Feats: Evasion 2 from Flurry of Bones Stance

 

Equipment: 2PP = 10EP 

  • Lock Release Gun [1EP]
  • Motorcycle [9EP]


Powers: 30 + 27 + 7 + 12 +12 = 88PP

 

Immunity 30 (All Fortitude Effects) [30pp]

 

Bone Weapon Array 12 (24 PP array; 3 Alt powers) [27 PP]

Base Power: Blast 8 (Thrown Bone Weapons; Feats: Penetrating 4, Improved Critical 2 [18-20], Improved Disarm, Ranged Pin) (necromancy, zombie physiology) {24/24PP}

o    Alternate Power: "Flurry of Bones Stance" Add Autofire to Strength Bonus [8pp] Feats: Variable Descriptor 1 [bludgeoning/slashing/piercing], Evasion [Adds to Evasion from Feats], Extended Reach [10 ft], Improved Critical 2[18-20]) + Speed 3 + Super-Movement 5 (Sure-Footed, Swinging, Wall-Crawling 2) (necromancy, zombie physiology) {24/24}

o    Alternate Power: "Bonebreaker Stance" Add Penetrating to Strength Bonus [8pp] + Impervious Protection 10 [10pp] + Mind Shield 4 [4pp] (bludgeoning, necromancy, zombie physiology) {22/24}

o    Alternate Power: Stun 8 + Drain Toughness 8 (Rotting Fist) (necromancy, magic) {24/24}

 

Between Life and Death Array 6 (6 PP array; 1 alt power) [7 PP]

Base Power: Super-Sense 4 (Soul Sense; Ranged Detect Life (Very Common) [Mental Sense]) + Comprehend 1 (spirits) (necromancy, magic) {6/6}

Alternate Power:Comprehend 3 (Living Psychopomp; languages [speak any one at a time, understand all, read all]) {6/6}

 

Protection 12 (necromancy, zombie physiology) [12pp]

 

Regeneration 12 (+7 Recovery Bonus) [12pp]

 


Drawbacks: -4PP

  • Vulnerability (Magic; Frequency: Common; Intensity: Major [x2]) [-4PP]
  • 2 weeks later...
  • 2 weeks later...
Posted

TAKEN TO THE VET by Fox

 

Changed Residence, Base of Operation, and Occupation

Adjusted Age

Fixed typos in Description 

Fixed typos in History, added to end of entry

Fixed typos in Personality & Motivations, changed/added to end of entry

Fixed typo in Power Description

Fixed typos in Complication: Inhuman Appearance

Added +2 to Strength, +6 to Intelligence, and +2 to Wisdom

Adjusted Grapple to reflect new Strength

Adjusted Toughness to reflect new Impervious rank

Added +1 to Fort save and adjusted Wis save

Added to or adjusted most skills

Added new skill - Medical

Added new feat - Online Research

Added Descriptor to AE: Damage 10

Added Enhanced STR 4 to Physical Container

Reduced Enhanced Feat: Evasion from 2 to 1 in Physical Container

Added Enhanced Feat: Improved Initiative to Physical Container

Increased Impervious Toughness from 7 to 8 in Physical Container

 

 

 

Spoiler

Predator

Power Level: 13 built 10 (202/202)

Unspent Power Points: 0

Trade-Offs: None

 

 

Residence: Freedom Hall

Base of Operations: Freedom Hall

Occupation: Scientist

 

 

Description:

Age: 30 (DoB: 13/08/1993)

Apparent Age: early-mid 20’s

 

Description:

Jean is a humanoid fox girl. Dirty blonde hair reaches her shoulders and her eyes are a deep rich blue. Her features are fox like and a pair of red and black furred fox ears poke up through her hair. Short fur covers her body and her legs are slightly digitigrade. A fox tail protrudes from the base of her spine.

The Predator armor is an advanced battlesuit Jean designed and built. She has redesigned and upgraded it numerous times since its conception. Its current design has a feline/canine inspired hints in its minimalist simplicity. It has a sleek, polished gun metal appearance with no added coloring except the yellow glow from the helmet’s ‘eyes’.

History:

Jean was born on a parallel Earth, similar to Freedom’s but with several major differences. Nearly identical to Earth Prime in every way, Anthro-Earth has comparable technology, history, and culture. The world has its own variety of heroes and villains that clash regularly, as well as numerous visitors from worlds beyond.The primary difference is the dominant species is anthropomorphic animals. There are also a sprinkling of humans and aliens from other worlds (and a few other anthropomorphic creatures not native to Anthro-Earth) that are referred to as  'outsiders'.

It was during a clash between two of the many super-powered individuals in her world that Jean lost both her parents at a young age.

Jean was recognized as a prodigy at an early age and graduated from high school years ahead of her peers. She attended college, receiving multiple degrees before moving to the private sector. Under the employment of a patron with known questionable connections, Jean secretly designed and built the Predator armor to combat the destructive forces that she felt plagued the city.

For several years she fought to protect her city until one day a crazy scientist constructed a portal that threatened to run out of control and could threaten her entire universe. Alongside several other heroes she tried to stop it, only to find herself dragged in to the portal along with its creator.

Jean found herself adrift in the multiverse, the residual energy from the portal causing her to shift through wolds at random. Wherever she appeared she would help to protect the innocent as she attempted to find a way back to her own world. Sometimes it would be days, sometimes weeks between shifts. This made it difficult to devise a way home.

Eventually, her dimensional shifting landed her in Freedom City, but the residual energy seems to be nearly gone, leaving her apparently stranded there for the time being.

She has since accepted residence and the use of a lab at Freedom Hall. In exchange she offers her assistance as a hero, while attempting to both find a way home and create a sustainable base to operate in this world.

 

 

Personality & Motivation:

Jean is intelligent and stubborn, but will listen to counter arguments and give them proper consideration if they deserve it. She has a strong desire to protect since losing her parents to ‘super powered’ violence.

She is quick to act, but does so in an intelligent way. Always analyzing the situation and thinking ahead. Her mind is her most useful tool and she utilizes it. Though, in her travels, she has been forced to more drastic measures and sometimes goes further than she would normally feel comfortable acting in order to protect others.

She is slow to trust others, but once she considers someone a friend she is fiercely loyal. She has been known to place others before herself to what some may consider dangerous degrees.
Jean had no immediate family, but left behind many friends and allies she misses.

Jean has no hang ups on her inhuman appearance since the world she was born into had a high population of humanoid animals. She does though have some body issues give her small stature and build, feeling she can’t measure up to ‘normal’ beauty standards. But this doesn’t normally hinder her since she tends to be more analytical by nature. It usually only came up on the rare occasion she began to feel attracted to another and thought they wouldn’t see her the same way. This would sometimes lead to her shift to an even more analytical attitude that could possibly push others away, but a numerous times she has allowed others to get close to her.

 

 

Power Descriptions:

Jean herself is an intellectual prodigy, but has no powers herself, relying on the suit for any combat needs. The suit was built using a mix of advanced Terran and alien technologies.

 

 

Complications:  

Inhuman appearance:

Jean is not human and makes no effort to conceal the fact. This may make people uncomfortable or possibly hostile towards her, causing problems with many people not used to dealing with nonhumans.

A hero point could be awarded if this would cause a problem either socially or investigatively. 

 

 

ABILITIES: 2 + 4 + 2 + 20 + 8 + 4 = 40PP

Strength: 12/35[50] (+1/+12) [+15 Str carry capacity (Super Str)]

Intelligence: 30 (+10)

Wisdom: 18 (+4)

 

 

COMBAT: 12 + 12 = 24PP

Grapple: +7/+19 (+6 Melee Attack, +1/+10 Strength, +3 Super-Strength)

 

 

SAVING THROWS 6 + 6 + 6 = 18PP

Toughness: +1/+10 (+1 Con, +9 Protection, Impervious 8 )

Fortitude: +7/+9 (+1/+3 Con, +6)

Will: +10 (+4 Wis, +6)

 

 

SKILLS: 56/56R = 14PP

Acrobatics [Dex] 4 (+6/+8)

Computers [Int] 10 (+20)

Concentration [Wis] 4 (+8)

Craft, Electronic [Int] 5 (+15)

Craft, Mechanical [Int] 5 (+15)

Disable Device [Int] 5 (+15)

Knowledge, Technology [Int] 5 (+15)

Medical 1 (+5)

Notice [Wis] 11 (+15)

Sense Motive 6 (+10) 

 

 

FEATS: 10PP

Online Research

 

 

Enhanced Feats

Improved Initiative 1 -> Improved Initiative 2

 

 

POWERS 96PP [120/120DP]

Battlesuit  24 ([33+8+48+9+22] 120DP Device; Hard to Lose) (Descriptors: Technology, Trans-dimensional) [96PP]  

 

Combat Array 15 (30DP Array; Feat: Alternate Power 3) [33DP] 

AE: Damage 10 (Feat: Accurate 2, Improved Crit 2, Precise; Extra: Penetrating 5) [22DP] (slashing & piercing) or (blunt)

 

Physical Container 9.3 [48DP]

Enhanced Strength 4 [4DP]

Enhanced Feat (Evasion 1) [1DP]

Enhanced Feat (Improved Initiative 1) [1DP]

Impervious Toughness 8 [8DP]

 

 

Abilities (40) + Combat (24) + Saving Throws (18) + Skills (14) + Feats (10) + Powers (96) - Drawbacks (0) = 202/202 Power Points

 

  • 3 weeks later...
Posted

RETURNED TO SHADOW by THEV

For Shadowborne, could someone replace this:

 

Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it.

While Muirne is in the Schattenwelt she may be attacked by a Shadowbeast, Muirne must either leave the Schattenwelt early (Traveling a distance less than intended, as decided by the GM) or she must make a DC25 Toughness Check against damage, gaining the Bruised condition even if she succeeds.

 

Alternate Power: [12 + 6 + 5 + 2 + 4 = 29PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering)

Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others) [12PP] 

Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 2 [500lbs]) [6PP]

Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Duration [Continuous]; Linked [Speed (+0)]; Feats: Progression 2 [500lbs]) [5PP]
Speed 2 (Extras: Linked [Super-movement (+0)]) [2PP]

Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Portal [+2]) [4PP]

 

With this:

 

Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it.

While Muirne is using her Schattenwelt Travel power she may be attacked by a Shadowbeast, Muirne must either leave the Schattenwelt early (Traveling a distance less than intended, as decided by the GM) or she must make a DC25 Toughness Check against damage, gaining the Bruised condition even if she succeeds.

 

Alternate Power: [12 + 6 + 7 + 4 = 29PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering)

Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others) [12PP] 

Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 2 [500lbs]) [6PP]

Teleport 3 (Schattenwelt Travel; Extras: Accurate; Feats: Turnabout; Flaws: Short-Range) [7PP]

Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Portal [+2]) [4PP]

 

And in the Shadowbeast form could you replace this:

Immunity 5 (Aging, Thirst, Dehydration, Sleep, Suffocation) [5PP]

 

With this:

Immunity 5 (Aging, Dehydration and Starvation, Sleep, Suffocation) [5PP]

  • 2 weeks later...
Posted

UPGRADED by THEV

Angelic: 

 

6PP 

 

Additional Limbs 3 (5 total, retractable robotic arms, Extra: Duration [Sustained, +0], PFs: Ambidexterity, Precise) [5PP] + Elongation 2 (10 ft, Flaw: Limited [Additional Limbs])

[1PP]  

 

Make sure to update her Grapple as well! 

  • 2 weeks later...
Posted

PAPER CHASED BY THEV

Changed residence, BoO, Occupation, Affiliations, and Age

Undated Description

Added to History

Reworked and added to Personality/Motivation

Added to Power Description

Added Complications

Changed Ability score: increased Strength to 14 and Charisma to 18

Changed Attack & Defense

Changed all Saving Throws

Changed a lot of Skills

Changed Feats: Dodge Focus increased to 5, Luck increased to 4, removed Ultimate Skill (Escape Artist), added Benefit: Fame, Distract and Set Up

Changed Power: Removed an Alternate Power from Paper Control array, increased level of Paper Control array and Protection

 

Paper
Power Level: 14, but built as 12 (216/217PP)
Unspent Power Points: 1PP
Trade-Offs: None

 

Residence: Downtown & Young Guardians Manor
Base of Operations: Downtown & Young Guardians Manor
Occupation: Actor
Affiliations: Young Guardians  

 

Description:
Age: 20 (DoB: March 19, 2004)
Apparent Age: 20
 

 

Description: Black hair, cut short and brushed back except for a few bangs that won't cooperate. Leon keeps himself in shape, and trains to keep his agility.

He likes to dress casually in his free time, anime/cartoon or band themed t-shirts and jeans usually.

After graduating Leon has been trying several changes to his costume. Most notably he now creates a plain white mask of paper to cover his nose and mouth. He usually also creates a hooded jacket, black with red trim, reminiscent of the shirt he wore as a student during missions. His shirt is usually white with reinforced white paper for protection. His pants vary, but are also reinforced by paper. He still carries a couple pouches of paper on his thighs, as well as pockets of paper concealed on himself. He has also learned to better hide paper amongst his clothing and within his paper arm.

History:

While still attending Claremont, he and fellow student Neko Musume began dating and continues to.


With the sudden return of the now named Stormcrow, coupled with being estranged from his found family, Leon is resentful toward the hero. But despite that, he has remained as a member of The Young Guardians and loyal to his teammates.

During a trip to Japan with his girlfriend, Neko, and two teammates, Charlie and Bernadette, Leon came into contact with a book containing an entity. Unknown to Leon, the entity slipped into the paper he uses to escape the captivity of the book. While hiding in his paper, the entity has formed a bond with Leon and is able to strengthen Leon’s powers.

As yet, the entity seems to be biding its time and has not revealed any motives or plans, other than not being returned to its old prison.

 

Personality & Motivation:

Leon has always been a bit of a show off. He was also the most ‘energetic’ of his trio of foster siblings. Not bad kids by nature, they simply felt let down and abandoned by an overtaxed system. Although feeling they had to do what they had to, to survive, none of them ever wanted to hurt anyone. He would never give up his siblings, and would never turn his back on them, even after they cut off communication with him.

While he doesn’t usually trust anyone quickly, usually suspicious of the motives of others, he has formed a strong bond with Luke Landers. His roommate throughout his time at Claremont. He considers Luke his best friend. He is also fiercely loyal to his girlfriend Neko.

If asked why he saved the officer he just shrugs and dismisses it as an act of stupidity on his part, admitting he couldn’t stand to see someone get hurt. This is the excuse he gives whenever asks when he continues to act as a hero.

 

Power Descriptions:

Leon has gained greater control over his power, including creating modes of transportation. Recently, due to the acquisition of an ancient tome he has found his power increased and has even learned to shape paper even more realistically. This can allow him to potentially disguise himself, and possibly others. This also adds a Mystical element to his powers.

 

Complications:

Claustrophobic: a result of the trauma after his accident, it hadn’t come up until sometime later. Leon has panic attacks when forced into small spaces.

Book Knowledge: the boost to his power is because of the spirit of the book he absorbed. As such, should he be separated from its power or have its powers nullified, he would lose its benefits. This would reduce the level of all powers in his Paper Control array by 2 and reduce his Protection by 2.

Growing Fame: Leon has a growing role on a locally filmed daytime drama. Work/life/hero balance may cause problems. Possible issues could range from having to duck out of filming to fight, the chance of someone recognizing him in is civilian identity (for good or bad), paparazzi, maybe even the  chance of a stalker someday, etc.

 

ABILITIES 4 + 10 + 8 + 6 + 4 + 8 = 40PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 18 (+4)


COMBAT 12 + 14 = 26PP
Attack: +6, +12 w/ Paper Control
Defense: +12 (+7 Base, +5 Dodge Focus), +3 Flat-Footed Uncanny Dodge

SAVING THROWS 6 + 7 + 8 = 21PP
Toughness: +12 (+4 Con, +8 Protection; Impervious 6)
Fortitude: +10 (+4 Con, +6PP)
Reflex: +12 (+5 Dex, +7PP) Evasion 2
Will: +10 (+2 Wis, +8PP)
 

 

SKILLS 168/168R = 42PP

Acrobatics 5 (+10) Skill Mastery

Bluff 16 (+20) Taunt

Climb 8 (+10)

Computers 7 (+10)

Concentration 8 (+10)

Disable Device 7 (+10)

Disguise 1 (+5)

Escape Artist 5 (+10)

Gather Information 6 (+10)

Knowledge (Pop Culture) 7 (+10)

Knowledge (Streetwise) 7 (+10)

Knowledge (Technology) 7 (+10)

Language 1 (Japanese)

Notice 17 (+19) Skill Mastery

Perform (Acting) 11 (+15)

Pilot 5 (+10)

Search 12 (+15)

Sense Motive 13 (+15)

Sleight of Hand 14 (+19) Skill Mastery

Stealth 15 (+20) Skill Mastery

 


FEATS 19PP

Benefit: Fame (TV Star)

Distract

Dodge Focus 5

Evasion 2

Improved Initiative

Luck 4

Quick Change

Set Up

Skill Mastery (Acrobatics, Notice, Sleight of Hand, Stealth)

Taunt

Uncanny Dodge 2 (Sense Types: Auditory, Visual)

 

 

POWERS  57PP (2+2+44+14+8=68)  

Paper Control 20 (40PP Array; Feats: Alternate Power 4) [44PP]  (Descriptors: Mutation, Paper Control)

Base Power: [40PP] (Additional Descriptors: Lift Paper)

Move Object 18 (Lifting Strength: 90, Heavy Load: 3.2k tons; Extras: Range [Perception]; Flaws: Limited [Paper]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [36PP]

Alternate Power: [35PP] (Additional Descriptors: Paper Projectiles)

Blast 12 (Range: 12 100-ft Increments, 1200ft Max; Extras: Penetrating [6 ranks, Effective Damage 16]; Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]; Drawback: Medium [paper]) [40/40]

Alternate Power: [40PP] (Additional Descriptors: Shape Paper)

Create Object 12 (Range: 1200ft; Max Volume: 12 5-ft. cubes; 120 ft. Max.Toughness: 12; Lifting Strength: 60,Heavy Load: 50 tons; Extras: Duration [Continuous]; Feats: Precise, Progression 2 [25-ft cubes], Selective, Stationary, Subtle; Drawback: Medium [paper]) [34/36]

Alternate Power: [40PP] (Additional Descriptors: Paper Barrage)

Damage 12 (Range: 12 10-ft Increments, 120 ft Max; Extras: Area [General, Cone], Penetrating [6 ranks, Effective Damage 16], Selective; Feats: Indirect 3, Subtle, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]; Drawback: Medium [Paper]) [40/40]

Alternate Power: [37PP] (Additional Descriptors: Paper Cocoon)

Snare 12 (Range: 12 100-ft Increments, 1200ft Max; Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Indirect 3, Obscures Senses 2 [Sense Types: Auditory, Visual], Reversible, Subtle, Tether) [37/40]

 

Protection 8 (Paper Shield 8; Extras: Impervious 6) [14PP]  (Descriptors: Mutation, Paper Control, Paper Shields)

 

 

 

ATTACK             RANGE   SAVE                 EFFECT

Unarmed            Touch       DC17 Toughness (Staged)  Damage (Physical)

Lift Paper*            Perception  Grapple vs +29           Pinned/Bound

  Thrown Paper     Throwing DC27 Toughness (Staged)  Damage (Physical)

Lift Stuff With Paper  Ranged  Grapple vs +22       Pinned/Bound

  Thrown Object    Throwing DC27 Toughness (Staged)  Damage (Physical)

Paper Cocoon       Ranged  DC22 Reflex (Staged) Entangled/Bound

Paper Projectiles      Ranged  DC27 Toughness (Staged)  Damage (Physical)**

Shape Paper

  Dropped Paper        Ranged  DC22 Reflex          Avoided

                              DC27 Toughness (Staged)  Damage (Physical)

  Paper Trap       Ranged  DC22 Reflex          Trapped

 

* Limited to Paper.

** Variable Descriptor: Bludgeoning, Piercing, and/or Slashing Damage.

 

 

TOTALS

Abilities (40) + Combat (26) + Saving Throws (21) + Skills (42) + Feats (19) + Powers (68) - Drawbacks (0) = 216/217 Power Points

Posted

DIMENSIOINED BY THEV

 

Captain Cosmos

 

Firstly, a few corrections:

 

Grapple (seems to have syntax problem) - it should read

Grapple: +30 (+35 in Hyperdimensional form)

 

Knockback should be

Knockback: -7 (-17 in Hyperdimensional Form, -13 in Antidimensional Form)

 

Toughness should be

Toughness: +15 (+1 Con, +14 Protection), Impervious 12 in Hyperdimensional and Antidimensional Form

 

Then, 14 PP to spend, Spending 12

 

6 PP for Feats: Environmental Adaptation 2 [Zero Gravity, Low Gravity], Ultimate Save (Toughness), Quick Change 1, Leadership, Interpose

 

5 PP for Immunity 10 (Temporal, Dimensional, Flaws: Limited [Half Effect]) [5 PP] "Dimensional Side Stepping"

 

1PP for Alternate Powers to his Super Strength, making the final effect thus:

 

Dimensional Strength Array (43 PP Array, Feats: Alt Power 1) [44 PP] [Dimensional]

BPLinked Enhanced Strength 26 (feats: Affect Insubstantial 2, Dimensional 2) with Super Strength 6 (+30 effective strength, Feats: Shockwave) (30+13 = 43 PP]

AP: Snare 12 (Extras: Area [Burst], Transparent, Backlash, Feats: Affects Insubstantial 2, Dimensional 2, Progression [Area] 3 [x10], Flaws: Range [Touch], Shatters [1 bruise or injury will completely destroy snare]) [43/43 PP PP]) "Dimensional Sunder" (Rips a hole through dimensions, covering everyone in shattered shards of different dimensions)

 

And if you fancy updating the DC Block at the end

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 30 Toughness                Damage

Dimensional Sunder  Touch/Area DC 23 Reflex                   Snare

 

Posted

MIND OVER MATTER'D BY THEV

 

Echohead

 

19 PP to spend, Spending 14

 

Adapating the Super-glasses. Not really a fan of detect Psionic on reflection [0 net cost]

(Also tidying up the format)

 

Device 4 (20 DP, High Tech Sunglasses, Flaws: Easy to Lose) [12 PP]

Immunity 1 (Light Based Visual Dazzles) [1 DP]

Super Senses 10 (Analytical all visual, Extended all visual 2 [x100], Infravision, Ultravision, Direction Sense, Distance Sense, Radio Sense, Microscopic Vision 1) [12 DP]

Feature 1 (Can Record Visual input as a data file and replay) [1 PP]

Radio Array (5 PP Array, Feats: Alt Power 1) [6 DP]

BP: Communication 5 (Radio, 1 mile, Extras: Omni-Directional, Feats: Subtle, Flaws: One-way) [5/5 PP]

AP: Obscure 5 (Radio senses, 100' Radius, Extras: Continuous, Flaws: Tounch Range) [5/5 PP]

 

Finishing off the Echomeister with

 

increase of 2 Ranks to Mimic power to:

 

Mimic 6 (30 PP of any attributes [note flaw], Extras: Duration Continuous [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers], Drawbacks: Power loss [Sleep, -2]) [41 PP] “Echohead” [Psionic, Mutant]

 

 

  • 2 weeks later...
Posted

SUMMER SCHOOL'd by Fox

 

Stormcrow

 

Gonna reshuffle Stormcrow's skills a little bit, increasing Dexterity, lowering some skills and increasing others.

I currently have 15PP to spend.

 

Dexterity +4, to 24 (+7): 4PP.

Lower base Reflex by 2, to +7, keeping the total score at +14: -2PP.

2PP total spent

 

Lowering the following skills:

Acrobatics -2 to 13, keeping total +20 bonus

Drive by -2 to 3, keeping total +10 bonus

Pilot -2 to 3, keeping total +10 bonus

Stealth -2 to 13, keeping total +20 bonus

Total -8 skills points, equal to -2PP

0PP total spent

 

Increasing the following skills:

Diplomacy +8 to 10 (+15)

Disable Device +8 to 8 (+15)

Escape Artist +3 to 8 (+15)

Gather Information +3 to 10 (+15)

Medicine +3 to 3 (+6)

Sense Motive +1 to 17 (+20)

Sleight of Hand +3 to 8 (+15)

Survival +7 to 7 (+10)

That's 36 skill ranks, spending 9PP.

 

That should put me at 244/250 PP spent.

 

Skills should now look like this

 

SKILLS 176R = 44PP

Acrobatics 13 (+20)Acrobatic Bluff, Skill Mastery

Bluff 10 (+15)

Computers 13 (+20)Online Research, Skill Mastery

Diplomacy 10 (+15)

Disable Device 8 (+15)

Drive 3 (+10)

Escape Artist 8 (+15)

Gather Information 10 (+15)Well-Informed, Skill Mastery

Investigate 13 (+20)Skill Mastery

Knowledge [Tactics] 8 (+15)

Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian)

Medicine 3 (+6)

Notice 17 (+20)Skill Mastery

Pilot 3 (+10)

Search 8 (+15)Skill Mastery

Sense Motive 17 (+20)Skill Mastery

Sleight of Hand 8 (+15)

Stealth 13 (+20)Hide in Plain Sight, Skill Mastery

Survival 7 (+10)

 

Thank you!

  • 3 weeks later...
Posted (edited)

MULTIPLEX'd by Fox

 

Multi-Girl

 

Spending Multi-Girl’s 16 PP  (out of her available 19) and updating her to PL11 (and making some updates in the fluff):

 

3 PP to add 1 rank to Duplication (up to 11 ranks):
 

Duplication 11 (PL 11 duplicate with 151PP/165PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [35 PP]

 

2 PP to increase Dexterity by +2

1 PP to increase Strength by +2 (the extra PP will be taken by reducing her Strike by 1 PP (down to rank 2)

 

Adding the following feats:

 

2 PP Attack Focus: Melee

2 PP Dodge Focus

1 PP Benefit: Wealth

1 PP Ultimate Skill: Perform [Singing]

 

Going to take 2 PP and combined it with the 3 PP in the Container spent on Protection and 1 PP from her Fort save to get +6 to Con (4 PP will be moved out of the container, the other 2 PP will stay in the container)

 

Will take the last 2 PP, taking another PP from her Fort save to add Superstrength 1 (feat: subtle) to her Container

 

 

 

Spoiler

Multi-Girl

 

Power Level: PL 11 (214/217PP)

Trade-Offs: -1 Atk/+1 Dam (melee) / -1 Def/+1 Tough

Unspent Power Points: 3PP

 

In Brief: Teenage duplicating T-Baby rock star

 

Alternate Identity: Bernadette O’Connell

Birthplace: Dublin, Ireland

Residence: Freedom City, New Jersey

Base of Operations: Young Guardians’ Mansion

Occupation: Rock Star

Affiliation: Claremont Academy Alumna; Young Guardians; Multiplicity (her rock n’ roll band)

Family: Sean O’Connell (father); Deirdre O’Connell (mother); Liam O’Connell (brother, older); Brendan O’Connell (brother, older)

 

Description:

Age: 19 (June 2005)

Apparent Age: 19

Gender: Female

Ethnicity: Caucasian

Height: 5’ 9”

Weight: 130 lbs

Eyes: Green

Hair: Red

 

Bernadette is a tall, attractive teenager with an athletic build and bright green eyes. Her thick red hair goes down to the middle of her back. She is rather pale skinned, with slight freckles on her checks and nose, as well on her shoulders and upper back. Her clothing style is generally typical of a teenage girl her age, though she tends to favor outfits that are more form fitting. Since her band has been growing its fan base, she has taken to often wearing dark jeans (often with tears in them) and black leather jackets.

 

Since the Young Guardians reunited, Bernadette has begun wearing her own costume, a skintight, fully bodysuit (with gloves). The costume is primarily green, with large sections of orange and white (for the Irish flag), with a green utility belt and domino mask.

 

History:

 

Born in Dublin, Ireland, the youngest of three children, Bernadette’s family immigrated to the United States when she was eight years old. For most of her life, Bernadette seemed just your average Irish/Irish-American girl, perhaps a little stronger, faster or tougher than other girls her age, but still nothing too out of the ordinary. As she grew older, the young redhead naturally drifted to sports, first football (soccer) and later focusing on lacrosse.

 

Three years ago, Bernadette accompanied her lacrosse team for a tournament in Freedom City. The team was at a game in Kingston when the 2018 Terminus invasion began. Thankfully, both teams and bystanders were all safely evacuated from the area, but not before being exposed to some of the energy from the Terminus.

 

Unknown to Bernadette, this exposure awoke something that had long been dormant within her. Over a decade before Bernadette was born, her father had been a merchant marine aboard a cargo vessel docked in Freedom City when the 1993 Terminus invasion had occurred. Her father’s exposure to Terminus energy led to Bernadette being born with a latent connection to the Terminus. Her exposure during the 2018 invasion activated that connection.

 

For the next few years, the activation this connection was generally unnoticeable. But toward the end of her Freshman year in high school, Bernadette had an unexpectedly late “growth spurt,” growing several more inches. At the same time, Bernadette continued to get stronger and stronger. Then, right after the end of the school year, Bernadette was out at a mall with several friends. It had seemed just another mall trip when Bernadette’s duplication power inadvertently activated. This caused Bernadette to panic and try to get away from her friends before they saw her with her duplicate. This just led to her activating more duplicates, which generally just created a bit of a chaotic and confusing scene at the mall.

 

Headmistress Summers learned about the incident (generally caught on the mall’s surveillance cameras) and reached out to Bernadette’s family, who were struggling to figure out how to deal with their daughter’s sudden abilities. As a result, Bernadette began attending Claremont Academy in the fall of her Sophomore year.

 

While at Claremont, she soon was caught up in the conflict between several of her classmates (Charlie Pratten, Nevermore II; Luke Landers, Nightscale; Muirne Sceadusangere, Shadowborne, Leon Moore, Paper, and others) against Sebastian Shields (Casanova) and his New Young Freedom. She was also placed on an intermural squad with fellow sophomores Neko Masume and Owain Celliwig (the Copper Knight).

 

Over the years at Claremont Bernadette was part of the school’s music program, further developing her already strong singing voice while she debated her future. For a time, she continued to be uncertain about belonging in the superhero world or the possibility of ever making any sort of career out of her singing. During her time at Claremont, she became attracted to both Charlie and Owain, however Charlie disappeared from the school before his Senior year, leading Bernadette to focus more on her singing while still trying to continue the team Charlie had started with Leon, Luke and Murine.

 

In August before the start of her Senior year, Bernadette was contacted by a Claremont alumna, Summer Sands, a talented guitar player who wanted Bernadette to join her in a music competition in Boston. The pair handily won the contest, and after a bizarre adventure in a musical dimension, they decided to form a band.

 

When Bernadette returned for her final year at Claremont, she and Summer soon had found a bass player and drummer and started their band, Multiplicity. They began making recordings of cover songs which they posted on various social media and offered for download on various music services. Soon they were playing at local clubs around the city. Having become roommates with Neko (who had built a rather successful social media business) for their Senior year, Bernadette eventually enlisted her assistance with marketing their band. Soon enough, their following grew by leaps and bounds, including overseas, leading to their first overseas show in Tokyo, Japan. The band’s following has continued to grow since, as they have been working on an album of original songs to go along the covers they had been preforming.


Additionally, just before the Winter Break of Bernadette’s last year at Claremont, Charlie returned to Freedom City and uncovered some plot by Sebastian Sheilds and those helping him. Charlie reassembled the Young Guardians, along with two new members, the young android, Pol Rothstein-Fraser (Shift) and an undead young woman, Viktorya Steinman (Ghule). Together, they managed to stop Sheilds and defeat a resurrected Conqueror Worm. After that, the Young Guardians officially reformed, operating out of a refurbished mansion in Bayview funded by the Raven family.

 

Not wanting to miss this second opportunity with Charlie, Bernadette soon let him know about her feelings for him and was relieved to learn he had similar feelings for her and the two began a romantic relationship.

 

Personality & Motivation:

 

Growing up with two older brothers, Bernadette learned to stick up for herself. As a result she developed an outgoing and sometimes aggressive personality, which has often served her well in athletics. With those she considers friends, Bernadette is generally good natured, caring, and protective. She has made a number of good friends at Claremont, both fellow members of the Young Guardians and others. While certainly one to want to have fun, coming from a blue-collar family, Bernadette grew up with a strong work ethic, and can get very focused and serious when she needs to.

 

Powers & Tactics:

 

Bernadette has learned to fully control summoning her duplicates and often has several active at once around campus or the Young Guardian’s mansion. She and her duplicates have learned to work well together (something she regularly practices with lacrosse drills with multiple duplicates active at once).

 

While at Claremont Academy, Bernadette had the opportunity to undergo martial arts/boxing training to help improve her hand-to-hand skills, combined with her increased coordination, she has become a much more effective fighter than when she began at the school. Additionally, after starting to spend time with other members of the Young Guardians over the years has led to her improving her stealth.

 

Other than increased strength, dexterity, constitution and durability, Bernadette’s powers allow her to run much faster than a normal human and leap considerable distances with ease. But her primary power is the ability to summon duplicates of herself which have similar strength, durability and speed. Bernadette is able to use her duplicates in a number of ways, including unleashing a number of duplicates to deliver targeted melee attacks on all enemies within a forty foot radius of her when she activates her power. She is also able to work with a number of duplicates to tackle an opponent and bury them under a pile of duplicates. Working together, Bernadette and several of her duplicates are capable of lifting approximately 40 tons.

 

Complications:

T-Baby: Bernadette’s powers originate from the Terminus incursion of 1993 and 2018, there are those that are frightened or hate so call “T-Babies.”

Fame: Bernadette and her band have started to gain a level of fame, not just in Freedom City, but around the world. As such, it is not uncommon for people to recognize her now, which can cause problems.

 

Abilities 4 + 6 + 8 + 4 + 4 + 12 = 38

Strength: 14/30 (+2/+10)

Dexterity: 16/24 (+3/+7)

Constitution: 18/34 (+4/+12)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 22 (+6)

 

Combat: 16 + 8 = 24 PP

Initiative: +2/+6

Attack: +8 BAB; +10 Melee

Defense: +4 BDB, +10 Def (with +6 Dodge Bonus); +2 Flat-Footed

Grapple: +21 (+32 with Many, Many Hands!)

Knockback: -6

 

Saving Throws: 1 + 4 + 6 = 11 PP

Toughness: +2/+12

Fortitude: +5/+13 (1 rank +4/+12 Con) 

Reflex: +7/+11 (4 ranks +3/+7 Dex)

Will: +8 (6 ranks +2 Wis)

 

Skills: 64R = 16PP

Acrobatics 4 (+7/+11) Skill Mastery

Climb 2 (+4/+12)

Bluff 4 (+10/ +14 w/ Attractive)

Drive 2 (+5/+9)

Kn: History 5 (+7)

Kn: Pop Culture 4 (+6)

Notice 8 (+10)Skill Mastery

Perform (Dance) +4 (+10)

Perform (Singing) 15 (+21)Skill Mastery

Pilot 2 (+5/+9)

Sense Motive 8 (+10)

Stealth 4 (+7/+11)Skill Mastery

Swimming 2 (+4/+12)

 

Feats: 17 PP

Attack Focus: Melee 2

Attractive

Benefit (Fame – Rock Star)

Benefit (Wealth)

Dodge Focus 6

Luck 2

Set-Up

Skills Mastery (Acrobatics, Notice, Perform [Singing], Stealth)

Teamwork

Ultimate Skill: Perform [Singing]

 

Equipment: 1 PP (from rewards)

Communicator:

Communications 4 (Radio, 1 mile; Feat: Subtle) [5 EP]

 

Powers 48 + 35 + 26 + 3 = 112 PP

 

Container 9.6 (T-Baby physiology) [48 PP]

            Enhanced Str +16 (feat: subtle) {17 PP}

            Enhanced Dex +8 {8 PP}

            Enhanced Con +16 {16 PP}

            Speed 3 (1 alt power) {4 PP}

            Alt: Leaping 3

            Superstrength 1 (feat: subtle: Effective Strength 35: Heavy Load: 1.5 tons) {3 PP}

                      

Duplication 11 (PL 10 duplicate with 152PP/165PP; Extras: Heroic; Power Feats: Mental Link, Sacrifice) [35 PP]

 

More Duplicates! 12 (24 PP Array, Feats: Alternate Powers 2) [26 PP]

            Base Power: Snare 12 (Extra: Engulf (0)) {24/24 PP}

            Alt 1: Add (Extras: Targeted Area (burst) 60' radius area; Selective Attack) to Melee Attacks {24/24 PP}

            Alt 2: Many, Many Hands!: Super Strength 6 (+30 effective Str), Additional Limbs 5 (24 arms) {17/24 PP}

 

Strike 2 (feat: mighty) (Martial Arts Training) [3 PP]

 

Drawbacks

Weakness (Daka Crystals; Frequency: Uncommon [-1]; Intensity: Major: cumulative -1 to all stats [-2 Plus -1 effects CON]; Time: every 20 minutes [0]) [-4 PP]

 

Totals

Abilities (38) + Combat (24) + Saving Throws (11) + Skills (16) + Feats (17) + Powers (112) - Drawbacks (4) = 214/217 PP

 

 

 

 

Edited by Fox
  • 3 weeks later...
Posted

GROUND CONTROL'd by Fox

 

Spending 5PP to bring Spaceman up to PL9.

 

Feats: Spending 1PP + 1PP + 1PP = 3PP

  • Luck +1, to Luck 3
  • Dodge Focus +1, to Dodge Focus 2
  • Attack Focus [Melee] +1, to Attack Focus [Melee] 5

 

Powers: Spending 2PP

  • Increase rank of Enhanced Physiology Container to 6.6, spending 2PP
    • Spend those 2PP in the container to increase Enhanced Constitution by 2, to rank 26
  • In the Space Control Array: 
    • In the first slot, increase the rank of Enhanced Strength by 2 to rank 18, spending 2 of the unspent array PP in the slot
    • Increase the rank of the Blast power by 2, to rank 10, spending 4 of the unspent array PP in the slot
    • Increase the rank of the Paralyze power by 1, to rank 9, spending 3 of the unspent array PP in the slot
  • In the Personal Space Control Array
    • In the first slot, increase the rank of Impervious Toughness by 1, to rank 9, spending 1 of the unspent array PP in the slot
  • In the Space Movement Array
    • Increase the rank of Area Strength by 1, to 9, spending 1 unspent array PP in the slot

 

The following stats on the sheet change due to those edits:

  • Ability Scores
    • Strength: 10 (+0) / 28 (+9) w. Spatial Strength
    • Constitution: 12 (+1) / 38 (+14) w. Enhanced Constitution
  • Combat
    • Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus [Melee])
    • Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed
    • Knockback: -7 (TOU 14/2) / -21 (TOU 5/2, -9 Imp. TOU, -10 Spatial Constant)
    • Grapple table:

Grapple Table

Total Score

Base Attack + Attack Focus

(BA)

Increase Molecular Space (IMS)

Infinite Reach + Spatial Strength (IR)

Change Physical Distance (CPD)

Values

 

+9

+10

+16

+28

BA

+9

+9

 

 

 

CPD

+25

 

 

 

+28

IMS

+19

+9

+10

 

 

IR

+25

+9

 

+16

 

IR+IMS

+35

+9

+10

+16

 

  • Saving Throws
    • Toughness: +14 (+1 Con, +13 Enhanced Con)
    • Fortitude: +14 (+1 Con, +13 Enhanced Con)

 

And updates the DC block to

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+9

Unarmed – Infinite Reach + Spatial Strength

Touch at 500 ft.
Range incr: 70 ft.

DC24 Tou (staged)

Damage

+9, Elongation 7, Indirect 3, Subtle 2

Change Physical Distance - Thrown Objects

140 ft.

DC24 Tou (staged)

Damage

Perception Range, Insidious, Precise, Subtle 2 

Bring Hazard

80 ft.

DC25 TOU (staged)

Damage

+8, Indirect 3, Variable Descriptor 2 [Hazardous Environment]

Unending Prison

Perception

DC19 Ref (staged)

Fail: Slowed
2nd Fail or Fail >5: Paralyzed

Perception Range, Subtle 2

 

Thank you!

  • 2 weeks later...
Posted

HOROLOGIZED by Fox

 

Spending 14PP to bring Timeout up to PL 9 (and add some other things)

 

Spending 2 PP for +1 BAB (up to +4)

Spending 2 PP for +1 BDB (up to +4 as well (without the enhanced))

 

Spending 2 PP to increase Constitution (up to 18)

Spending 2 PP to increase Charisma (up to 20)

 

Will spend 5 PP on skills:

+2 ranks Diplomacy

+2 ranks Acrobatics

+2 ranks Kn: History

+2 ranks Kn: Cosmology

Adding 4 ranks to pickup Kn: Galactic Lore

+4 ranks to Notice

Adding 4 ranks to pickup Sense Motive


Spending 1 PP on feats to add another rank to Benefit: Wealth

 

He has the spare points in his array to increase Time Freeze and Time Sedation from rank 10 to rank 11 (to hit offensive caps with them), also going to spend a few of the spare points on some other feats.

 

Here is an updated sheet (with some fluff updated as well)

Spoiler

Power Level: PL 8 (213/218PP)

Trade-Offs: -1 Tough/+1 Def

Unspent Power Points: 5pp

 

In Brief: Son of a world famous superheroine who was born with a cosmic destiny

 

Alternate Identity: Lawrence Harrow

Birthplace: The Null Time

Residence: North Bay, Freedom City, Claremont Academy during the school year

Base of Operations: Claremont Academy during the school year

Occupation: Student

Affiliation: Claremont Academy

Family: Megan Howell-Harrow (Velocity, mother); Lord Robert Harrow (father); Lulu Beaumont (Crystal Gaze, foster sister); Lynn Conners (Slipstream, adopted sister)

 

Description:

Age: Age: 17 (was 6 years old when brought to this timeline in 2013)

Apparent Age: 17

Gender: Male

Ethnicity: Caucasian

Height: 5’ 10”

Weight: 160 lbs

Eyes: Blue

Hair: Blond

 

Lawrence has recently begun to grow out of a tall and lanky stage and has started developing a lean, athletic build. With short blond hair, the teen has fine handsome features similar to his father’s. His bright blue eyes, which seem almost to burst with energy, are the very image of his mother’s.

 

Generally, Lawrence dresses in rather casual fashion, although typically of higher end quality and the occasional designer label. For the time being, Lawrence uses a standard Claremont uniform as a costume.

 

History:

 

The meeting of Lawrence’s parents seemed all but inevitable. Indeed, across multiple timelines, alternate versions of his parents came together, fell in love and married. In one such timeline, the couple had a son, one born with the ability to control the very flow of time. As that child reached adulthood, his vast powers drove him insane and he destroyed that very timeline, moving beyond it into the multiverse beyond. There, that son grew in power, as other version of himself came into existence in other timelines, each seeming to add to the first’s power. Now known as Collapse, the son of Megan Howell and Robert Harrow continued destroying timelines, merging them together as he grew in power. Collapse also began seeking to have additional versions of himself born in more and more timelines, each adding to his already vast power.

 

On Earth Prime, Megan Howell gained superpowers in her early teens and became the superheroine Velocity, eventually joining the ranks of the Freedom League just as she finished high school. While studying for a year in college in England, Megan met Robert Harrow, a member of the British aristocracy, the two quickly beginning a relationship. However, due to Megan’s double life as Velocity, that relationship soon came to an end and Megan returned back to the United States to finish college.

 

However, due to the machinations of Collapse, by way of a powerful device called the Stopwatch that he had sent through time, Megan and Robert were soon brought back together to rekindle their relationship. But even as the two reconnected, a group of temporal refugees, survivors of the many timelines destroyed by Collapse, appeared to try to keep the pair apart and prevent the birth of another version of Collapse. Operating from a Null Time outside the timeline, this group was led by an older Robert Harrow who was the original Collapse’s father and had survived the destruction of their timeline.

 

After several encounters with this group, Megan and Robert eventually ended up in the Null Time when the older Robert Harrow began a project to create a version of Collapse from the DNA of Prime Megan and Robert and born in the Null Time. The hope was to create a version of Collapse that was disconnected from the other, and might someday be able to stop Collapse and end his destruction of timelines.

 

Thus was Lawrence born in the Null Time, with Prime Megan and Robert taking him as their son. From a very young age, Lawrence began demonstrating the ability to effect the flow of time. The new family spent the first six years of Lawrence’s life in the Null Time, outside the normal flow of time. The family then returned to Prime Earth, returning only a day after Megan and Robert had initially been taken to the Null Time. With Megan’s connections through the Freedom League and Robert’s status as an English lord, they were able to create a full identify for Lawrence as they settled into their new life.

 

Lawrence parents chose to make Freedom City their primary residence, allowing them to be close to Megan’s allies on the Freedom League and among other members of the superheroing community centered around the city. Attending the Nicholson School, Lawrence’s parents tried to allow him to live as normal a life as possible. But over the years, Lawrence has drawn the attention of numerous cosmic beings that appear aware of his possible connection to Collapse, and the possibility that Lawrence might be able to counter Collapse. This has led to a number of incidents over the years, including being transported to CoVic Station along with two Claremont teens that were babysitting him and a jaunt through time thanks to Quirk alongside his foster sister and her boyfriend from Claremont.

 

Now Lawrence has begun his time at Claremont Academy, to start to step out of the shadow of his mother’s legacy and move forward with whatever his destiny may be.

 

Personality & Motivation:

 

Lawrence has inherited (or learned) many of the traits of his parents, presenting himself in a casual, confident manner. Like his mother, Lawrence has a strong work ethic and desire to help others. He also has his father’s sharp, analytical mind and scientific curiosity. However, Lawrence is also fully aware of the looming threat of Collapse and the likelihood he will someday have to face that threat.

 

Powers & Tactics:

 

Lawrence’s powers allow him to control the flow of time at both a small and large scale. This ability allows him to appear to move at superhuman speed (although at a rate far slower than his mother’s superspeed) and to avoid attacks by seemingly stepping aside at the last moment. Using his powers at a larger scale, Lawrence can freeze opponents in time, accelerate the healing of others and even stop time completely in a large area. He has also begun to learn how to move between timelines or go forward and backward within a timestream.

 

Complications:

Alpha and Omega: Lawrence is believed to be the counter to Collapse, at some point the two may face each other, and who knows what will happen then.

Cosmic Notice: Lawrence’s position as the possible counter to Collapse has attracted the attention of several cosmic entities from Quirk to others.  

 

Abilities 4 + 6 + 8 + 10 + 8 + 10 = 46

Strength: 14 (+2)

Dexterity: 16(+3)

Constitution: 18 (+4)

Intelligence: 20 (+5)

Wisdom: 18 (+4)

Charisma: 20 (+5)

 

Combat: 8 + 8 = 16 PP

Initiative: +5/+17

Attack: +4 BAB, +5 Ranged; +7 w/ Time Freeze and Time Sedation

Defense: +4/+7 BDB, +10 total/ +3 flat footed

Grapple: +6

Knockback: -2/-4

 

Saving Throws: 3 + 2 + 4 = 9 PP

Toughness: +4/+8

Fortitude: +7 (+4 Con, 3 base)

Reflex: +5/+10 (+3 Dex, 2/7 base)

Will: +8 (+4 Wis, 4 base)

 

Skills: 68R = 17PP

Acrobatics 6 (+9)

Bluff 6 (+10/ +14 w/Attractive)

Diplomacy 6 (+10/+14 w/Attractive)

Kn: Cosmology 8 (+12)

Kn: Galactic Lore 4 (+8)

Kn: History 8 (+12)

Kn: Physical Science 7 (+12)

Kn: Technology 8 (+13)

Lang: Gal Standard

Medicine 2 (+6)

Notice 8 (+12)

Sense Motive 4 (+8)

 

Feats: 11

Attack Focus: Ranged

Attractive

Benefit 3 (Wealth 2; Member of British Aristocracy)

Dodge Focus 2

Luck 3

Speed of Thought

 

Powers: 49 + 1 + 1 + 63 = 114 PP

 

Container 9.8 (Temporal Control) [49 PP]

Concealment 10 ("temporal displacement"; all senses; Flaw: Miss Chance Only) {10 PP}

Enhanced Basic Defense Bonus 3 {6 PP}

Enhanced Feats: Dodge Focus (up to 3 ranks); Evasion 2; Move-by-Action; Elusive Target; Seize Initiative {6 PP}

Enhanced Feat: Improved Initiative 3 {3 PP}

Enhanced Save: Reflex +5 {5 PP}

Personal Time Displacement Array 7 (14 points; PF: Alternate Power)  {15 PP}

  • BE: Speed 7 {7 PP} & Quickness 6 {7 PP}  {7+7=14/14}
  • AP: Teleport 4 (Extras: Accurate; Flaw: Short-Range; Feats: Change Direction; Change Velocity; Turnabout: Progression 3 [1,000 lbs]) {14/14}

Protection 4 {4 PP}

 

Feature: Temporal Inertia {1 PP}

 

Super Senses 1 (Time Sense) {1 PP}

 

Time Control Array 29 (58 PP Array; 5 Alt Powers) [63 PP]

  • Base: Time Stop 8 (30-ft up to 150-ft Area; Feats: Progression 2 (x5 Area)) {58/58}
  • Alt: Time Freeze (Paralyze 11) (Extras: 55-ft up to 550-ft.Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 3 (x10 Area); Improved Critical 2 (18-20)) {55/58}
  • Alt: Time Sedation (Stun 11) (Extras: 55-ft up to 550-ft Targeted Area Burst, Selective; Feats: Accurate 1, Affects Insubstantial 2; Dimensional 3; Progression 3 (x10 Area); Improved Critical 2 (18-20)) {55/58}
  • Alt: Healing 10 (Extras: 50-ft up to 250-ft Area Burst, Selective, Action (Standard); Feats: Stabilize, Persistent, Progression 2 (x5 Area)) {54/58}
  • Alt: Super Movement 6 (Temporal Movement 3 (Progression 5 (5000 lbs capacity); Dimensional Movement 3 (Progression 5 (5000 lbs capacity)); Super-Sense 21: Cosmic Awareness (Mental Sense (Very Common), Accurate; Acute; Analytical; Radius; Extended 3 (x1,000); Counters Concealment (2); Counters Illusion (2); Counters Obscure (5); Penetrates Concealment (4)) {43/58}
  • Alt: Teleport 10 (Extras: Accurate; Portal (+2): Flaws: Long-Range; Feats: Easy; Progression 2 (portal up to 25x25 feet)) {43/58}

 

 

Totals

Abilities (46) + Combat (16) + Saving Throws (9) + Skills (17) + Feats (11) + Powers (114) = 213/218 PP

 

  • 2 weeks later...
Posted

I NEED TO BRUSH UP ON MY MUSHROOM PUNS, I HAVE NOTHING'd by Fox

 

Spore:

 

14 PP to Spend

 

3 PP on saves +2 Fort, +1 Reflex

 

1 PP on skills: Boosting both profession skills to 4 (+6)

 

8 PP on boost power, removing the drawback and flaw

 

Boost 7 (Immunity, Extras: Total Fade, Feats: Total Fade 6 [1 Day = 1 Week Total]) [20 PP] "Fungal Sybiote Infection"

Immunity 7 (Critical Hits, Suffocation [All], Starvation & Thirst, Disease, Her own Fungal Array effects) [7 PP]

 

2 PP: Removing vulnerability to fire. 

  • 2 weeks later...
Posted

SCUBA-CERTIFIED by Fox

 

It is time for some buffs for Torpedo Lass II... The Patch Notes are as follows:

 

REMOVED/CHANGED

 

FEATS

Attack Specialization 2 (Hullbreaking Strikes)
Attack Specialization 2 (Phosphorescent Sphere)

 

POWERS

Array 7 (“Phosphorescent Plasma Harnessing”, Alternate Power 1) 15pp (Mutation)
    • BP: Blast 7 (“Phosphorescent Sphere”) (Plasma, Mutation)
    • AP: Strike 7 (“Hullbreaking Strikes”, Autofire) (Mutation)

 

Swimming 7 (“Dolphin Swimming”, Alternate Power) 8PP
    • AP: Leaping 7 (“Dolphin Leaping”)

 

Linked (“Seaworthiness”) 11PP (Mutation)
    • Immunity 4 (“Depth Tolerance”, Cold, High Pressure, Suffocation(All))
    • Protection 7 (“Pressure Toughened Skin”)

 

ADDED/UPGRADED

 

COMBAT

+1 Base Attack Bonus
+1 Base Defense Bonus

 

SAVES

+1 Fortitude
+1 Reflex

 

FEATS

Improved Initiative 1

 

SKILLS

+4 Pilot

 

POWERS

Array 8 ("Phosphorescent Manipulation", Default Power: Blast, Accurate 2(+4)) 19pp (Mutation)

Strike 8 ("Hull Breaking Strike", Autofire 1) (DC 23)

Blast 8 ("Phosphorescent Sphere") (DC 23)

 

Array 4 ("Warp Bubble Travel", Default Power: Flight) 9pp (Mutation)

Flight 4 ("Warp Bubble Flight", 100mph, 880ft/rnd)
Swimming 8 ("Supercavitating Warp Bubble", 500 mph, 4400 ft/round)

 

Immunity 7 ("Sealed Environment", Environmental Conditions (All), Suffocating (All)) 7pp (Mutation)

 

Protection 8 ("Pressure Toughened Skin") 8pp (Mutation)

 

In Spoilers will be the refitted character sheet reflecting the new changes. Also I don't know how, but think it could be possible to add this picture to the sheet? I dunno how some people are inserting it with the text going around it...

 spacer.png

Spoiler

Torpedo Lass II
Power Level: 8 (118/118PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Powerful nautical brawler, ready to take on the legacy of the first Torpedo Lass who saved her life, sacrificing themselves in the process.

 

Catchphrase: “Full Speed Ahead!”
Theme" "Magic Spear I"
Nicknames: “TL” “Mizzy” “Sailor”

Alternate Identity: Mizuki Iwasaki (Public)
Birthplace:  Pearl Harbor, Hawaii

Residence: Claremont Academy
Base of Operations: Old Rowing Team shed, Claremont Academy Campus
Occupation:  Student, Adventurer, Mechanical Engineer
Affiliations: Claremont Academy
Family: Father: Cmdr Akira “Mud” Iwasaki, US Navy (Deceased), Mother: Dr. Akiko Wentworth-Iwasaki (Deceased), Uncle: Jake Iwasaki (Computer Programmer).

 

Description
Age: 17 (DoB: April 30th, 2007)
Gender: Female (She/Her/Her’s)
Ethnicity: Asian (Japanese American)
Height:  5’7”
Weight:  145
Eyes:  Blue
Hair:  Dark Blue

 

Appearance
Mizuki tends to keep her blue hair short, in a pixiecut style, and wears comfortable, loose fitting clothing. Due to her not being affected by the cold she tends to dress less than others in winter which causes her to stand out more. Her costume is a custom-designed drysuit that she patterned off of Torpedo Lass’ last costume, but in different muted shades of blue with white trim. She kept Torpedo Lass I’s sailor collared design, and added pouches on a belt, and redesigned a diving vest originally designed for tactical divers into a vest to carry useful equipment. All of which are built into the suit, now.


History
Torpedo Lass II had much going for her, entering a STEM related track that would eventually get her into industrial design, her goal was to design equipment for people who work on the ocean to keep them safe, and for rescuers to keep them safe and sound. But while on a cruise with her family a mad scientist attacked, trying to steal a valuable piece of jewelry. In the process her parents were killed, and Mizuki was next in line if it wasn’t for the First Torpedo Lass intercepting a beam from a death-ray intended for her.

 

Personality & Motivation
Mizuki tends to be quiet and analytical, but around peers she opens up. She tends to be interested in geeky pursuits (mostly gaming and putting together models of giant robots), and her room tends to also have pictures of her favorite SCUBA vacation where she earned her certification with her folks. She tends to be protective of her friends and family, which is magnified now with her powers.

As for her new life with super powers, she feels more and more she has to live up to the standards of her predecessor. While not much is availiable in public record in regards to the first Torpedo Lass, what little is there provides a thumbnail she could build on. She feels she needs to act when there is a crisis, and protect the people. Unlike the first Torpedo Lass she isn’t motivated by Patriotism, but for community and people across the world, as well as all in distress on the sea.

 

Powers & Tactics
Torpedo Lass II leverages her strength into the battle, while closing the distance to engage in melee combat as soon as possible. Although her punches somehow create a plasma sheath around her fist or foot that can hit with the same force as her punch or kick. She now no longer has to worry about any pressure as she is just as much at home anywhere from the depths of the ocean to the edge of space with zero worries. Torpedo Lass II has shown signs of taking the lead, or at least advising whoever has taken the lead, in what steps to take in a crisis.

Power Descriptions
Her powers tend to generate a bluish-green light phosphorescence making her abilities more visible at night or in low-light conditions.


Complications
The Next Generation: A need to match the legacy of her predecessor, the first Torpedo Lass, and to live up to her legacy.

 

Duty Calls: Torpedo Lass II feels she has to use her powers for the right reasons and for the greater good whenever possible.

 

Survivor’s Guilt: Knowing she got her powers from Torpedo Lass, and that the first TL was wiped from existence in the process has caused TLII to feel from time to time that it should have been her who got hit by the beam, not the first Torpedo Lass.

 

Enemy: The power armored mad scientist, wanted in Russia for treason and theft, Sea Wolf (Морской волк), was the one responsible for the death of her parents and the murder of the first Torpedo Lass, and she wants to tie up a loose end. Only a matter of time before the next Torpedo Lass gets to run it back against her.

 

Abilities: 2 + 2 + 0 + 2 + -2 + -2 = 2 PP
Strength: 12 (+0)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 8 (-1)
Charisma: 8 (-1)


Combat: 8 + 8 = 16 PP
Initiative: +5 (+4 Improved Initiative)
Attack: +4
Hull Breaking Strike: +8 (Accurate 2 (+4))
Phosphorescent Sphere: +8 (Accurate 2(+4))
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed 6PP
Grapple: +4/+7 [Hyperdense Muscles (Super Strength)]
Knockback: -3


Saving Throws: 8 + 5 + 7 = 20 PP
Toughness: +8 (+0 Con, +7 [Pressure Toughened Skin (Toughness +7)])
Fortitude: +8 (+0 Con, +8)
Reflex: +6 (+1 Dex, +5)
Will: +6 (-1 Wis, +7)

 

Skills: 68R = 17PP
Bluff 0 (-1)
Climb 1 (+1)
Computers 4 (+5)
Concentration 0 (-1)
smCraft (mechanical) 4 (+5)
Diplomacy 3 (+2)
Disguise 0 (-1)
Drive 4 (+5)
Escape Artist 0 (+1)
Gather Information 4 (+3)
Handle Animal 0 (-1)
Intimidate 0 (-1)
Investigate 4 (+5)
Knowledge (Physics) 4 (+5)
Knowledge (Technology) 4 (+5)
Language 2 (English [Native], Japanese, Russian)
smMedicine 6 (+5)
smNotice 6 (+5)
Pilot 5(+4)
smSearch 4( +5)
Sense Motive 6 (+5)
Stealth 0 (+1)
Survival 4(+3)
Swim 4(+5)
(sm marks skills with Skill Mastery)

 

Feats: 14PP

Improved Initiative 1 (+4 Initiative)
Benefit: Wealth 1 (Wealthy)
Dodge Focus 4
Improved Grapple
Luck 1
Move-By Action
Precice Shot 2
Quick Change 1
Skill Mastery 1 (Medicine, Craft(Mechanical), Notice, Search)

 

Equipment  1pp = 5EP

Dive Suit 5EP

  • Binoculars
  • Life Preserver
  • Smartphone
  • First Aid Kit
  • Multi-Tool


Powers: 6+19+9+7+8=49
Super Strength 3 (“Hyper-dense Muscles”) 6PP (Mutation)

 

Array 8 ("Phosphorescent Manipulation", Default Power: Blast, Accurate 2(+4)) 19pp (Mutation, Plasma)

Strike 8 ("Hull Breaking Strike", Autofire 1) (DC 23)

Blast 8 ("Phosphorescent Sphere") (DC 23)

 

Array 4 ("Warp Bubble Travel", Default Power: Flight) 9pp (Mutation)

Flight 4 ("Warp Bubble Flight", 100mph, 2200ft/rnd)
Swimming 8 ("Supercavitating Warp Bubble", 500 mph, 4400 ft/round)

 

Immunity 7 ("Sealed Environment", Environmental Conditions (All), Suffocating (All)) 7pp (Mutation)

 

Protection 8 ("Pressure Toughened Skin") 8pp (Mutation)

 

Drawbacks: 0

 

DC Block
ATTACK                RANGE       SAVE             EFFECT
Unarmed                  Touch        DC 19 Toughness    Bludgeoning
Hull Breaking Strike     Touch        DC 23 Toughness    Damage, Autofire, Plasma
Phosphorescent Sphere    Ranged       DC 23 Toughness    Damage, Plasma

 

Totals: Abilities (2) + Combat (16) + Saving Throws (20) + Skills (17) + Feats (14) + Powers (49) - Drawbacks (0) = 118/118

 

 

Posted

Riposte by Thev

 

For Sever;

One rank each in Base Attack and Defense (2 PP each, 4PP total)

2 points of strength to bring it to 18 (2PP)

 

2 points of Enhanced Con in his powers list (that'll bring him to 26 total, and increase his toughness to 😎

A second rank of Takedown Attack (1 PP)

 

Move-By-Action, (1 PP)

That should be all 10, bringing him up a bit for his junior year!

 

 

Posted

MIND EXPANDED by Thev

 

Twin upgrades (I guess?) 

 

Iris: 

Adding 4PP to Psychic Powers Array
Increasing Mental Blast by +1 rank
Increasing Telekinesis by +1 rank

Increasing Forcefield by +1 rank (1PP)

BDB Upgrade (2PP)

Attack Focus (Ranged) (1PP)

Mental Link with Daniel (1PP)

Sidekick (+3 ranks = 3PP)

Knowledge (History) 4 (1PP)

Knowledge (Physical Science) 4 (1PP)

Preform (Singing) 4 (1PP)

(Has 1PP left over)



Daniel: (Gets 15 PP)
Adding 4PP to Psychic Powers Array
Increasing Mental Blast by +1 rank
Increasing Telekinesis by +1 rank

Increasing Forcefield by +1 rank (1PP)

BDB Upgrade (2PP)

Attack Focus (Ranged) (1PP)

Knowledge (Popculture) (1PP)


(Has 4PP left over)

 

 

  • 2 weeks later...
Posted

CORE TRAINING'd by Fox

 

King Cole III

 

Attributes:

 

+2 to Strength, +2 to Con for this;

 

Abilities: 8 + 8 + 8 + 10 + 6 + 4 = 44PP
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 14 (+2)

 

Combat:

+2 to Base Attack and Base Defense for this;

 

Combat: 12 + 12  = 24PP
Initiative: +4
Attack: +10 Royal Scepter, +6 Melee, +6 Ranged
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Grapple: +8
Knockback: -1/-2

 

Feats:

 

2pp for Quick Change (2) Feat

 

Total spend is 10PP, so new sheet looks like this;

 

KING COLE III
Power Level:
8 (115/119PP)
Unspent Power Points: 4pp
Trade-Offs: +2/-2 on both Attack and Defense

 

Spoiler

Abilities: 8 + 8 + 8 + 10 + 6 + 4 = 44PP
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 12 + 12  = 24PP
Initiative: +4
Attack: +10 Royal Scepter, +6 Melee, +6 Ranged
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Grapple: +8
Knockback: -2/-3


Saving Throws: 2 + 2 + 3 = 7PP
Toughness: +6 (+4 Con, +2 Defensive Roll)
Fortitude: +6 (+4 Con, +2)
Reflex: +6 (+4 Dex, +2)
Will: +6 (+3 Wis, +3)


Skills: 68R = 17PP

  • Acrobatics 4 (+8)
  • Bluff 8 (+10)
  • Computers 4 (+9)
  • Craft (Artistic) 4 (+9)
  • Disable Device 4 (+9)
  • Escape Artist 4 (+8)
  • Gather Information 4 (+6)
  • Investigation 3 (+8)
  • Knowledge (Arcane Lore) 3 (+8)
  • Knowledge (Art) 3 (+8)
  • Knowledge (Current Events) 3 (+8)
  • Notice 4 (+7)
  • Perform (Oratory) 4 (+6)
  • Search 4 (+9)
  • Sense Motive 4 (+7)
  • Sleight of Hand 4 (+8)
  • Stealth 4 (+8)


Feats: 20PP

  • Accurate Attack
  • Artificer
  • Attack Specialization (Royal Scepter) 2
  • Beginner's Luck
  • Challenge (Fast Bluff)
  • Defensive Roll
  • Distract (Bluff)
  • Dodge Focus 4
  • Jack of All Trades
  • Luck 1
  • Power Attack
  • Quick Change 2
  • Takedown Attack 2
  • Uncanny Dodge (Auditory)

 


Powers: 3 = 3PP

 

Device 1 (Royal Scepter; 5pp, Flaws; Easy to Lose) [3pp]

  • Strike 2 (Feats; Mighty, Improved Crit 2) (Blunt)

 

 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage

Staff            Touch      DC 21 Toughness                Damage

 

 

Totals:

Abilities (44) + Combat (24) + Saving Throws (7) + Skills (17) + Feats (20) + Powers (3) - Drawbacks (0) = 115/119 Power Points

 

Posted

CLEARANCE UPGRADED by Fox

 

The Patriot

12PP 

Swap in the character pic below in place of the existing in-costume picture 

https://th.bing.com/th/id/OIG3.4m1WJkB22z9qePidgX2d?pid=ImgGn

 

Feats: 2PP 

Improved Initiative 2 (to +13) 

 

Let's buy Benefit 5 (Is the Patriot) [5PP]

 

Add the below to the linked structure of her Mimic. 

Mind-Reading 10 (Extra: Action [Move, +1], Flaw: Range [Touch, -2]) [5PP] 

  • 2 weeks later...
Posted

VECTORS NORMALIZED by Fox

 

Predator

To bring Predator to within PL caps.

 

Fixed Strength stats

Fixed typo in Alternate power in combat array

Changed Enchanced Str 4 to Super-Str 2 in Container

 

Strength: 12/31[56] (+1/+10) [+25 Str carry capacity & +5 sustained activity] 

 

AE: [19+4+7=30/30]

    Enhanced Strength 19 (Enhanced Strength 19) [19] 

    Enhanced Feat 4 (Attack Focus [melee] 4) [4]

    Super-Strength 3 (+15 carry capacity & +3 sustained activity; Feat: Bracing) [7]

 

Physical Container 9.6 [48DP]

    Super-Strength 2 (+10 carry capacity & +2 sustained activity) [4DP]

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