The Sailor Posted October 16 Share Posted October 16 (edited) 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. Edited October 16 by The Sailor Link to comment
Supercape Posted October 16 Share Posted October 16 (edited) 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). 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" Edited Sunday at 11:15 AM by Supercape Link to comment
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