Jump to content

Dead-Boy - PL 7 - Cosmicarus


Recommended Posts

Posted

Players Name: Cosmicarus

Power Level: 7 (96 PPs)

Unspent PPs: 5

Characters Name: Dale Edwards

Alternate Identity: Dead-Boy

Height: 4’ 5â€Â

Weight: 20kg

Hair: None

Eyes: None

Description:

deadboy-1.jpg

History:

Dale doesn't remember much before the accident - he doesn't even remember his parents being together. His earliest memory is holding his mother's fleshy hands and comparing them to his own, boney counterparts. For Dale, all of this is a good thing. The fact that he can't recall being a 'normal' kid probably makes the fact that he's a walking skeleton nowadays easier to cope with. The truth is, if Dale does have an issue with his form, he doesn't seem to show it. He's just as curious and adventurous as any young boy at age 8.

Dale's parents split just after the accident. It seems apparent that his father couldn't handle what his son had become, as he took Dale's sister, Darla, with him when he left. That said, Dale gets to see Darla quite often given parental rights visits (although Dale never goes to stay with his father) . He probably feels the most comfortable with his older sister, as she is the only one completely comfortable with him. Even Dale's mother, lovely though she is, will often cry suddenly or recoil at Dale's touch. His mother is aware that Dale is 'gifted' - quite often he'll no be where he was a second ago, and kids have stopped coming around beacuse they usually left in tears. One time, when Dale came home after a fight at school, his mother sat him down on the kitchen chair whilst she comforted him, and before her very eyes, the chair decayed into a mouldy heap of wood. Dale was fine immediately after. From then on, Dale has been homeschooled. Being too young to go to Claremont Academy, his mother tries to teach him everything he needs to know from home. It helps that Dale is quite studious for his age, and seems to enjoy learning new things. However, it also puts a big strain on him mum. She works full time and tutors Dale in the afternoons. The result is a very tired parent. She is also rather lonely. The child she has can't speak and often there's no one else around - it make for a quiet household.

Dale enjoys reading, playing and catching up with his sister - something he seems to be doing more of recently, often without parent consent. In fact, seems Dale's made a few new friends with his sister.

Stats:

Str: 06 (-2)

Dex: 16 (+3)

Con: 12 (+1)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 10 (+0)

4 points spent

BAB: 4 (6 with corrosion)

BDB: 8 (3 + 5 (Dodge Focus))

14 points spent

Initiative: 3

Saves:

Toughness: +4 (1 con + protection)

Fortitude: +3 (2 ranks)

Reflex: +3

Will: +3 (3 ranks)

5 points spent

Skills:

Acrobatics 7 (3 + 4)

Climb 8 (-2 + 10)

Escape Artist 9 (3 + 6)

Notice 8 (0 + 8)

Stealth 7 (3 + 4)

8 points spent

Feats:

Attack Specialization (corrosion) 1

Dodge Focus 5

Improved Defence 1

Teamwork 1

8 points spent

Powers:

Skeletal Remains:

When first exposed to the entropic energies of the Terminus, Dale's flesh was stricken from his bones, leaving nothing behind but skeletal remains. That same rush of energy also imbued his new form with interesting abilities, whilst retaining his original mind intact. Among his powers are the abilities to sense life forms around him and seperate parts of his body. Perhaps the most startling of these new powers, however, is the ability to absorb the very essence of things into his own being. Even unliving objects can have their forms absorbed, as if Dale's very touch was tantamount to the anti-existence equation. These powerful 'anti-energies' give Dale a certain gravity when dealing with things that contain a life force, meaning that just being in his presence can leave people tired or even terrified. Much like his sister, Entropy, Dale can 'rot' his way through space, allowing him to step between points as if they were next to each other.

Anatomic separation 2 [both hands] = 4 points

Super-Senses 3 [Radius, Counters Concealment, Tracking (life force; anything with a Con score)] = 4 points spent

Immunity 13 [life support, critical hits, Entropy's powers] = 12 points

Protection 3

Corrosion 6 [Extra] = 25 points

AP: Corrosion 6 [Extra] = 1 PP

AP: Fatigue 6 [Extras] = 1pp

AP: Emotion Control 6 [Extra] = 1pp

AP: Damage 6 [Extras] (cannot be used to attack someone more than 100 feet away)

Teleport 1 [Power Feats: Change Direction, Change Velocity, Turnabout; Extra: Accurate] = 6 points

Complications:

Freakish looking

Mute

Drawbacks:

Weakness (Gorin Rocks from the Terminus) Drain Intelligence (uncommon, moderate) - 2 pts.

Unable to be healed by conventional means (regeneration checks or healed by others; very common, moderate) – 4 points

Tradeoff: Defence/Toughness 2

Costs: Abilities (4) + Combat (14) + Saves (5) + Skills (8) + Feats (8) + Powers (58) - Drawbacks (-6) = Total Cost (91)

Posted

Players Name: Cosmicarus

Power Level: 7 (96 PPs)

Unspent PPs: 5

Characters Name: Dale Edwards

Alternate Identity: Dead-Boy

Height: 4’ 5â€Â

Weight: 20kg

Hair: None

Eyes: None

Description:

deadboy-1.jpg

History:

Dale doesn't remember much before the accident - he doesn't even remember his parents being together. His earliest memory is holding his mother's fleshy hands and comparing them to his own, boney counterparts. For Dale, all of this is a good thing. The fact that he can't recall being a 'normal' kid probably makes the fact that he's a walking skeleton nowadays easier to cope with. The truth is, if Dale does have an issue with his form, he doesn't seem to show it. He's just as curious and adventurous as any young boy at age 8.

Dale's parents split just after the accident. It seems apparent that his father couldn't handle what his son had become, as he took Dale's sister, Darla, with him when he left. That said, Dale gets to see Darla quite often given parental rights visits (although Dale never goes to stay with his father) . He probably feels the most comfortable with his older sister, as she is the only one completely comfortable with him. Even Dale's mother, lovely though she is, will often cry suddenly or recoil at Dale's touch. His mother is aware that Dale is 'gifted' - quite often he'll no be where he was a second ago, and kids have stopped coming around beacuse they usually left in tears. One time, when Dale came home after a fight at school, his mother sat him down on the kitchen chair whilst she comforted him, and before her very eyes, the chair decayed into a mouldy heap of wood. Dale was fine immediately after. From then on, Dale has been homeschooled. Being too young to go to Claremont Academy, his mother tries to teach him everything he needs to know from home. It helps that Dale is quite studious for his age, and seems to enjoy learning new things. However, it also puts a big strain on him mum. She works full time and tutors Dale in the afternoons. The result is a very tired parent. She is also rather lonely. The child she has can't speak and often there's no one else around - it make for a quiet household.

Dale enjoys reading, playing and catching up with his sister - something he seems to be doing more of recently, often without parent consent. In fact, seems Dale's made a few new friends with his sister.

Stats:

Str: 06 (-2)

Dex: 16 (+3)

Con: 12 (+1)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 10 (+0)

4 points spent

BAB: 4 (6 with corrosion)

BDB: 8 (3 + 5 (Dodge Focus))

14 points spent

Initiative: 3

Saves:

Toughness: +4 (1 con + protection)

Fortitude: +3 (2 ranks)

Reflex: +3

Will: +3 (3 ranks)

5 points spent

Skills:

Acrobatics 7 (3 + 4)

Climb 8 (-2 + 10)

Escape Artist 9 (3 + 6)

Notice 8 (0 + 8)

Stealth 7 (3 + 4)

8 points spent

Feats:

Attack Specialization (corrosion) 1

Dodge Focus 5

Improved Defence 1

Teamwork 1

8 points spent

Powers:

Skeletal Remains:

When first exposed to the entropic energies of the Terminus, Dale's flesh was stricken from his bones, leaving nothing behind but skeletal remains. That same rush of energy also imbued his new form with interesting abilities, whilst retaining his original mind intact. Among his powers are the abilities to sense life forms around him and seperate parts of his body. Perhaps the most startling of these new powers, however, is the ability to absorb the very essence of things into his own being. Even unliving objects can have their forms absorbed, as if Dale's very touch was tantamount to the anti-existence equation. These powerful 'anti-energies' give Dale a certain gravity when dealing with things that contain a life force, meaning that just being in his presence can leave people tired or even terrified. Much like his sister, Entropy, Dale can 'rot' his way through space, allowing him to step between points as if they were next to each other.

Anatomic separation 2 [both hands] = 4 points

Super-Senses 3 [Radius, Counters Concealment, Tracking (life force; anything with a Con score)] = 4 points spent

Immunity 13 [life support, critical hits, Entropy's powers] = 12 points

Protection 3

Corrosion 6 [Extra] = 25 points

AP: Corrosion 6 [Extra] = 1 PP

AP: Fatigue 6 [Extras] = 1pp

AP: Emotion Control 6 [Extra] = 1pp

AP: Damage 6 [Extras] (cannot be used to attack someone more than 100 feet away)

Teleport 1 [Power Feats: Change Direction, Change Velocity, Turnabout; Extra: Accurate] = 6 points

Complications:

Freakish looking

Mute

Drawbacks:

Weakness (Gorin Rocks from the Terminus) Drain Intelligence (uncommon, moderate) - 2 pts.

Unable to be healed by conventional means (regeneration checks or healed by others; very common, moderate) – 4 points

Tradeoff: Defence/Toughness 2

Costs: Abilities (4) + Combat (14) + Saves (5) + Skills (8) + Feats (8) + Powers (58) - Drawbacks (-6) = Total Cost (91)

Posted

Players Name: Cosmicarus

Power Level: 7 (96 PPs)

Unspent PPs: 5

Characters Name: Dale Edwards

Alternate Identity: Dead-Boy

Height: 4’ 5â€Â

Weight: 20kg

Hair: None

Eyes: None

Description:

deadboy-1.jpg

History:

Dale doesn't remember much before the accident - he doesn't even remember his parents being together. His earliest memory is holding his mother's fleshy hands and comparing them to his own, boney counterparts. For Dale, all of this is a good thing. The fact that he can't recall being a 'normal' kid probably makes the fact that he's a walking skeleton nowadays easier to cope with. The truth is, if Dale does have an issue with his form, he doesn't seem to show it. He's just as curious and adventurous as any young boy at age 8.

Dale's parents split just after the accident. It seems apparent that his father couldn't handle what his son had become, as he took Dale's sister, Darla, with him when he left. That said, Dale gets to see Darla quite often given parental rights visits (although Dale never goes to stay with his father) . He probably feels the most comfortable with his older sister, as she is the only one completely comfortable with him. Even Dale's mother, lovely though she is, will often cry suddenly or recoil at Dale's touch. His mother is aware that Dale is 'gifted' - quite often he'll no be where he was a second ago, and kids have stopped coming around beacuse they usually left in tears. One time, when Dale came home after a fight at school, his mother sat him down on the kitchen chair whilst she comforted him, and before her very eyes, the chair decayed into a mouldy heap of wood. Dale was fine immediately after. From then on, Dale has been homeschooled. Being too young to go to Claremont Academy, his mother tries to teach him everything he needs to know from home. It helps that Dale is quite studious for his age, and seems to enjoy learning new things. However, it also puts a big strain on him mum. She works full time and tutors Dale in the afternoons. The result is a very tired parent. She is also rather lonely. The child she has can't speak and often there's no one else around - it make for a quiet household.

Dale enjoys reading, playing and catching up with his sister - something he seems to be doing more of recently, often without parent consent. In fact, seems Dale's made a few new friends with his sister.

Stats:

Str: 06 (-2)

Dex: 16 (+3)

Con: 12 (+1)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 10 (+0)

4 points spent

BAB: 4 (6 with corrosion)

BDB: 8 (3 + 5 (Dodge Focus))

14 points spent

Initiative: 3

Saves:

Toughness: +4 (1 con + protection)

Fortitude: +3 (2 ranks)

Reflex: +3

Will: +3 (3 ranks)

5 points spent

Skills:

Acrobatics 7 (3 + 4)

Climb 8 (-2 + 10)

Escape Artist 9 (3 + 6)

Notice 8 (0 + 8)

Stealth 7 (3 + 4)

8 points spent

Feats:

Attack Specialization (corrosion) 1

Dodge Focus 5

Improved Defence 1

Teamwork 1

8 points spent

Powers:

Skeletal Remains:

When first exposed to the entropic energies of the Terminus, Dale's flesh was stricken from his bones, leaving nothing behind but skeletal remains. That same rush of energy also imbued his new form with interesting abilities, whilst retaining his original mind intact. Among his powers are the abilities to sense life forms around him and seperate parts of his body. Perhaps the most startling of these new powers, however, is the ability to absorb the very essence of things into his own being. Even unliving objects can have their forms absorbed, as if Dale's very touch was tantamount to the anti-existence equation. These powerful 'anti-energies' give Dale a certain gravity when dealing with things that contain a life force, meaning that just being in his presence can leave people tired or even terrified. Much like his sister, Entropy, Dale can 'rot' his way through space, allowing him to step between points as if they were next to each other.

Anatomic separation 2 [both hands] = 4 points

Super-Senses 3 [Radius, Counters Concealment, Tracking (life force; anything with a Con score)] = 4 points spent

Immunity 13 [life support, critical hits, Entropy's powers] = 12 points

Protection 3

Corrosion 6 [Extra] = 25 points

AP: Corrosion 6 [Extra] = 1 PP

AP: Fatigue 6 [Extras] = 1pp

AP: Emotion Control 6 [Extra] = 1pp

AP: Damage 6 [Extras] (cannot be used to attack someone more than 100 feet away)

Teleport 1 [Power Feats: Change Direction, Change Velocity, Turnabout; Extra: Accurate] = 6 points

Complications:

Freakish looking

Mute

Drawbacks:

Weakness (Gorin Rocks from the Terminus) Drain Intelligence (uncommon, moderate) - 2 pts.

Unable to be healed by conventional means (regeneration checks or healed by others; very common, moderate) – 4 points

Tradeoff: Defence/Toughness 2

Costs: Abilities (4) + Combat (14) + Saves (5) + Skills (8) + Feats (8) + Powers (58) - Drawbacks (-6) = Total Cost (91)

Posted

I seem to remember that when you were describing this character earlier, you had thought that he would only be in "dead form" in the presence of certain kinds of energies. Is that still the case? If so, he'd probably have to reduce the value of his "mute" and "unhealing" drawbacks, but gain a normal identity drawback which would compensate.

What could be used to heal him? Only the Vampiric extra?

You can't buy ranks of Toughness directly. I'll assume that means you were buying equal ranks of Protection, which is nearly the same thing. You have +1 from your Constitution, so you're a point overspent there.

Lastly, I don't have UP at home (yep, home for Thanksgiving), but if someone tells me that the cost for Counters Concealment is correct, you look just about ready.

Posted

I seem to remember that when you were describing this character earlier, you had thought that he would only be in "dead form" in the presence of certain kinds of energies. Is that still the case? If so, he'd probably have to reduce the value of his "mute" and "unhealing" drawbacks, but gain a normal identity drawback which would compensate.

What could be used to heal him? Only the Vampiric extra?

You can't buy ranks of Toughness directly. I'll assume that means you were buying equal ranks of Protection, which is nearly the same thing. You have +1 from your Constitution, so you're a point overspent there.

Lastly, I don't have UP at home (yep, home for Thanksgiving), but if someone tells me that the cost for Counters Concealment is correct, you look just about ready.

Posted

I seem to remember that when you were describing this character earlier, you had thought that he would only be in "dead form" in the presence of certain kinds of energies. Is that still the case? If so, he'd probably have to reduce the value of his "mute" and "unhealing" drawbacks, but gain a normal identity drawback which would compensate.

What could be used to heal him? Only the Vampiric extra?

You can't buy ranks of Toughness directly. I'll assume that means you were buying equal ranks of Protection, which is nearly the same thing. You have +1 from your Constitution, so you're a point overspent there.

Lastly, I don't have UP at home (yep, home for Thanksgiving), but if someone tells me that the cost for Counters Concealment is correct, you look just about ready.

Posted

I seem to remember that when you were describing this character earlier, you had thought that he would only be in "dead form" in the presence of certain kinds of energies. Is that still the case? If so, he'd probably have to reduce the value of his "mute" and "unhealing" drawbacks, but gain a normal identity drawback which would compensate.

That was the original idea, but the campaign has changed a little - seems we're just a 'normal' kid super-team now. So there is no transformation into our other identities. Dead-Boy is stuck this way.

What could be used to heal him? Only the Vampiric extra?

Yup.

You can't buy ranks of Toughness directly. I'll assume that means you were buying equal ranks of Protection, which is nearly the same thing. You have +1 from your Constitution, so you're a point overspent there.

:cos gets up from his chair, walks over the wall, and thumps his head against it:

Sorry man, stupid mistake.

Lastly, I don't have UP at home (yep, home for Thanksgiving), but if someone tells me that the cost for Counters Concealment is correct, you look just about ready.

2pp for counters concealment, 1pp for radius and tracking.

Thanks for the aid, dude. Apologies for the stuff ups.

Posted

I seem to remember that when you were describing this character earlier, you had thought that he would only be in "dead form" in the presence of certain kinds of energies. Is that still the case? If so, he'd probably have to reduce the value of his "mute" and "unhealing" drawbacks, but gain a normal identity drawback which would compensate.

That was the original idea, but the campaign has changed a little - seems we're just a 'normal' kid super-team now. So there is no transformation into our other identities. Dead-Boy is stuck this way.

What could be used to heal him? Only the Vampiric extra?

Yup.

You can't buy ranks of Toughness directly. I'll assume that means you were buying equal ranks of Protection, which is nearly the same thing. You have +1 from your Constitution, so you're a point overspent there.

:cos gets up from his chair, walks over the wall, and thumps his head against it:

Sorry man, stupid mistake.

Lastly, I don't have UP at home (yep, home for Thanksgiving), but if someone tells me that the cost for Counters Concealment is correct, you look just about ready.

2pp for counters concealment, 1pp for radius and tracking.

Thanks for the aid, dude. Apologies for the stuff ups.

Posted

I seem to remember that when you were describing this character earlier, you had thought that he would only be in "dead form" in the presence of certain kinds of energies. Is that still the case? If so, he'd probably have to reduce the value of his "mute" and "unhealing" drawbacks, but gain a normal identity drawback which would compensate.

That was the original idea, but the campaign has changed a little - seems we're just a 'normal' kid super-team now. So there is no transformation into our other identities. Dead-Boy is stuck this way.

What could be used to heal him? Only the Vampiric extra?

Yup.

You can't buy ranks of Toughness directly. I'll assume that means you were buying equal ranks of Protection, which is nearly the same thing. You have +1 from your Constitution, so you're a point overspent there.

:cos gets up from his chair, walks over the wall, and thumps his head against it:

Sorry man, stupid mistake.

Lastly, I don't have UP at home (yep, home for Thanksgiving), but if someone tells me that the cost for Counters Concealment is correct, you look just about ready.

2pp for counters concealment, 1pp for radius and tracking.

Thanks for the aid, dude. Apologies for the stuff ups.

Posted

Ok, all fixed. I moved some points around (got rid of grappling finesse and replaced it with ranks in escape artist) and I used that extra pp for buy some acrobatics.

Posted

Ok, all fixed. I moved some points around (got rid of grappling finesse and replaced it with ranks in escape artist) and I used that extra pp for buy some acrobatics.

Posted

Ok, all fixed. I moved some points around (got rid of grappling finesse and replaced it with ranks in escape artist) and I used that extra pp for buy some acrobatics.

Posted

Sorry to do this to you, but I think we should cap the number of drawback points at PL. In your case . . . 6, especially since 1/3 of your drawbacks (the Gorin rocks) will never actually be a drawback unless you play in a campaign with a GM :(

Posted

Sorry to do this to you, but I think we should cap the number of drawback points at PL. In your case . . . 6, especially since 1/3 of your drawbacks (the Gorin rocks) will never actually be a drawback unless you play in a campaign with a GM :(

Posted

Sorry to do this to you, but I think we should cap the number of drawback points at PL. In your case . . . 6, especially since 1/3 of your drawbacks (the Gorin rocks) will never actually be a drawback unless you play in a campaign with a GM :(

Guest
This topic is now closed to further replies.
×
×
  • Create New...