Abby Normal Posted March 10, 2009 Posted March 10, 2009 Players Name: Abby Normal Power Level: 10 Trade-Offs: [ -3 Damage for +3 Attack, -3 Toughness for +3 Defense] Unspent PP: 0 Characters Name: The Muse Alternate Identity: Cleo Katsopolis Height: 5'2" Weight: 104 lbs Hair: Brown Eyes: Blue Description: Cleo is a petite young woman in her twenties with her brown hair cut quite short and her blue eyes hiding behind vintage style spectacles. She dresses rather conservatively and generally has a serious demeanor, although more than one male has suspected that she has the "mousy librarian is a secret bombshell" schtick down. One even described her as "Eleanor Roosevelt's cute little sister." As the Muse she dons a red chin length wig and ditches the glasses for white make-up with a single blue teardrop. She wears a Victorian style black coat with frilled cuffs and collar that exposes the requisite amount of cleavage for a super-villainess as well as a pair of black and white striped trousers. Black leather combat boot and fingerless gloves complete a look one witness reported as "a mime in a mosh pit." The Muse wields a silver cane and a rather fetching smile. History: Born an only child to an affluent couple in Freedom City, Cleo Katsopolis was used to being the center of attention. This took her into activities like gymnastics and cheerleading, where she could see the smiles and hear the applause of people. But what Cleo really wanted to do was act. There was only one small problem... a complete lack of talent. Still, she did work backstage doing make-up and helping with the scenery. And Cleo did make a big impression on opening night of her high school's performance of "Little Shop of Horrors" when a rope broke on the curtain and she was struck on the head with a sandbag. Cleo was taken to the hospital where she lapsed in and out out consciousness. The following morning she was given an MRI to check for head trauma. Meanwhile, millions of miles away, an explosion of energy from a sunspot sent a powerful stream of ions towards the Earth. The atmosphere above Freedom City was hit by a particularly concentrated amount of ionic energy. To most citizens this meant static on their radios. But to Cleo with her head in the MRI machine it meant far more. Magnetic energy surged into her brain, causing havoc in her brain. She cried out in pain and the doctor rushed to get her out. As he checked to see if she was all right, Cleo discovered she knew a lot about her doctor. His childhood pet, his first kiss, going through medical school. Cleo had access to all his memories. As she encountered more people in the hospital, Cleo could read all their memories as well. Upon her release and return to school, Cleo discovered other changes. Once a mediocre student, she found classwork to be incredibly simple. When she thought about a subject, Cleo would have a feeling like an epiphany and have the knowledge she needed. Her abilities in deduction and perception were nothing short of astounding. School became effortless for Cleo and she was accepted to an out of state college on an academic scholarship. It too was a breeze and Cleo found other ways to occupy herself. When caught by her residential adviser with a boy in her room past curfew, Cleo wished she would forget the whole thing. To her shock, the RA was struck with sudden amnesia. From then on, Cleo began exploring just what she was capable of. After graduation, Cleo went to California where she won a sizable amount of money on a game show before returning to Freedom City. She took a job as a librarian and began behaving in a more somber manner. But this was all an act as she was secretly planning a new way to get the spotlight... super-villainy. Recalling the nymphs that were the daughters of the Greek king of the god Zeus and Mnemosyne the goddess of memory, Cleo dubbed herself the Muse. For her first act, she chose the flashy and very public hero Johnny Rocket. With his well known origin, it was simple for the Muse to regress his memory back to before he realized his powers and defeat him at a charity event. A few weeks later she targeted him again. This time Johnny Rocket and Captain Thunder had just broken up a robbery. The Muse altered his memories into believing he was his grandfather and Captain Thunder was the Nazi superhuman Donar, Lord of Thunder. In the resulting chaos, the Muse grabbed the loot and escaped. Satisfied with her first clashes with super-heroes, Cleo laid low for a bit. She began building up some criminal connection by being an information broker to the underworld. But it can only be a matter of time before the Muse takes the stage again. Personality & Motivation: Ego and excitement. That's what drives Cleo Katsopolis to be the Muse. With her abilities she could achieve success in nearly any venture. But her flair for the dramatic has lead to the path of villainy. The Muse isn't concerned with wealth or conquests. She thrives in showing some gaudily dressed do-gooder how much better she is and making sure she has an audience to see it. Although she is in it for the kicks, the Muse isn't impulsive. She picks her battles and lays out the field carefully. The Muse has no desire to kill an opponent because it's no fun gloating over a corpse. She banters non-stop with foes, sometimes to the point of flirting. Bows, flourishes, and thanking her audience are all part of the Muse's performance. Complications: Rivalry: As a total prima donna, the Muse isn't too fond of someone else getting the spotlight. Any hero getting accolades could very well find themselves targeted by the Muse trying to steal the show. And anyone that one-ups her gets an enemy for life. Secret: Every performer needs time away from the public and for the Muse that's her other identity as Cleo Katsopolis, humble librarian. It gives her access to a great deal of information and life on the run really doesn't appeal to her. Stats: 22pp Str: 10 (+0) Dex: 16 (+3) Con: 14 (+2) Int: 14/22 (+2/+6) Wis: 12/18 (+1/+4) Cha: 16 (+3) Combat: 20pp Attack: +5/+13 Grapple: +13 Defense: +5/+13 (+3 flat-footed) Knockback: -2 Initiative: +7/+10 Saves: 14pp Toughness: +4/+3 flat-footed (+2 Con, +2 with coat/+1 flat-footed) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+3 Dex, +4) Will: +7/+10 (+1/+4 Wis, +6) Skills: 44r = 11pp Acrobatics 4 (+7) Bluff 4 (+7) Computers 2 (+4/+8) Concentration 2 (+3/+6) Diplomacy 4 (+7) Disguise 4 (+7) Gather Information 4 (+7) Investigate 2 (+4/+8) Notice 4 (+5/+8) Profession (librarian) 2 (+3/+6) Search 4 (+6/+10) Sense Motive 4 (+5/+8) Stealth 4 (+7) Feats: 11pp Attractive Benefit (wealth) Connected Contacts Defensive Roll Equipment 3 (cane=stun gun, coat=leather jacket) Hide In Plain Sight Improved Initiative Taunt Powers: 72 pp Comprehend 1 (languages; Flaws: Sustained) [1] Enhanced Attack 8 (Extras: Linked to Enhanced Dodge; Flaws: Check Required (Sense Motive)) [8] Enhanced Dodge 8 (Extras: Linked to Enhanced Attack; Flaws: Check Required (Sense Motive)) [4] Enhanced Intelligence 8 (PFs: Assessment, Eidetic Memory, Jack Of All Trades, Master Plan, Speed Of Thought, Well Informed) [14] Enhanced Wisdom 6 [6] Mental Transform 10 (alter memories; Extras: Perception; PFs: 2 Alternate Powers, Subtle 2) [34] AP: Boost 15 (any skill; Flaws: Personal Only; PFs: Slow Fade 3, Split 2) & Mind Reading 10 (Extras: Standard Action; Flaws: Limited to Mind Probe; PFs: Subtle 2) AP: Mental Transform 8 (Extras: Shapeable Area Effect) Super-Senses 4 (precognition, PFS: 1 Alternate Power) [5} AP: Super-Senses 4 (weakness detection) Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Mental Transform 10 --- 10/Will --- Mental Mental Transform 8 --- 8/Will --- Mental Mind Reading 10 --- 10/Will --- Mental Stun 7 --- 7/Fortitude --- Stunning (Staged) Costs: Abilities (22) + Combat (20) + Saves (14) + Skills (11) + Feats (11) + Powers (72) - Drawbacks (00) = 150
Sandman XI Posted March 10, 2009 Posted March 10, 2009 Stats: 22pp Str: 10 (+0) Dex: 16 (+3) Con: 14 (+2) Int: 14/22 (+2/+6) Wis: 12/18 (+1/+4) Cha: 16 (+3)Adds up. Combat: 20pp Attack: +5/+13 Grapple: +13 Defense: +5/+13 (+3 flat-footed) Knockback: -2 Initiative: +7/+10Defense rounds down when flat-footed (it's in the errata) Saves: 14pp Toughness: +4/+3 flat-footed (+2 Con, +2 with coat/+1 flat-footed) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+3 Dex, +4) Will: +7/+10 (+1/+4 Wis, +6)The leather jacket only gives you +1 to Toughness, where is the +2 coat coming in? Skills: 44r = 11pp Acrobatics 4 (+7) Bluff 4 (+7) Computers 2 (+4/+8) Concentration 2 (+3/+6) Diplomacy 4 (+7) Disguise 4 (+7) Gather Information 4 (+7) Investigate 2 (+4/+8) Notice 4 (+5/+8) Profession (librarian) 2 (+3/+6) Search 4 (+6/+10) Sense Motive 4 (+5/+8) Stealth 4 (+7)Bluff and Diplomacy should note Attractive. Feats: 11pp Attractive Benefit (wealth) Connected Contacts Defensive Roll Equipment 3 (cane=stun gun, coat=leather jacket) Hide In Plain Sight Improved Initiative TauntAdds up. Powers: 72 pp Comprehend 1 (languages; Flaws: Sustained) [1] Enhanced Attack 8 (Extras: Linked to Enhanced Dodge; Flaws: Check Required (Sense Motive)) [8] Enhanced Dodge 8 (Extras: Linked to Enhanced Attack; Flaws: Check Required (Sense Motive)) [4] Enhanced Intelligence 8 (PFs: Assessment, Eidetic Memory, Jack Of All Trades, Master Plan, Speed Of Thought, Well Informed) [14] Enhanced Wisdom 6 [6] Mental Transform 10 (alter memories; Extras: Perception; PFs: 2 Alternate Powers, Subtle 2) [34] AP: Boost 15 (any skill; Flaws: Personal Only; PFs: Slow Fade 3, Split 2) & Mind Reading 10 (Extras: Standard Action; Flaws: Limited to Mind Probe; PFs: Subtle 2) AP: Mental Transform 8 (Extras: Shapeable Area Effect) Super-Senses 4 (precognition, PFS: 1 Alternate Power) [5} AP: Super-Senses 4 (weakness detection) Super-Senses: Good Mental Transform: Subtle 2 is a bit overkill. We're also a bit wary of having a somewhat insane villain having that particular power, since most of the characters you'll be interacting with are going to be other PCs. Enhanced Wisdom: Good Enhanced Intelligence: Good Enhanced Dodge: Good Enhanced Attack: Good
Abby Normal Posted March 11, 2009 Author Posted March 11, 2009 Mental Transform: Subtle 2 is a bit overkill. We're also a bit wary of having a somewhat insane villain having that particular power, since most of the characters you'll be interacting with are going to be other PCs. I have no problem knocking it down to just Subtle,though I haven't figured out what to put in it's place yet to keep the point total the same. However, I'm somewhat confused by the rest. The Muse isn't insane and I'm not sure how Mental Transform on its lowest level is any more problematic than powers like Emotion Control or Mind Control. They're all Sustained (Lasting) mental powers. So if you could clarify a bit I would appreciate it since it's really her only effective attack power and goes with the whole memories/knowledge aspect of her namesake. Thanks.
Sandman XI Posted March 12, 2009 Posted March 12, 2009 I apologize for overexaggerating your character. The problem isn't even your character. Mental Transform is one of those over-the-top deals. As you mentioned, Mind Control and Emotion Control are nasty. Why? Because they wrest control away from a player. The same goes for Mental Transform. This coupled with the fact that Mental Transform is your main offensive power seems a bit excessive.
N/A Posted March 23, 2009 Posted March 23, 2009 I'll try to explain our reservations another way. It looks like the main array has 32PP to work with. One of the Alternate Powers is "Transform 8 (Mental, Extras: Area)." Area is a +1 extra. So for this power to cost 32PP at rank 8, that would mean that this is the 3PP/rank level of Mental Transform. That's the level where you get to rearrange the target's mental Abilities (INT, WIS, CHA) as you see fit, as long as they are left with the same, or fewer, points in that category. In a nutshell, this character could take a single Standard Action to blanket an entire area with this effect. And anyone in that area who failed their Will save, even by a single point, could (if she chose) have their INT, WIS, and CHA dropped to 0, rendering them instantly comatose. Guaranteed "one-shot kills" like this are generally feared and frowned upon. With Transform, there is no degree of failure. Your foes won't have a chance of being Bruised or Stunned or Staggered or knocked fully Unconscious. They basically save-or-die. Can you see why this would be a problem, especially when it's the character's primary attack? And especially when it's basically her only effective attack? Transform is a great Alternate Power or Power Stunt to whip out at a dramatic moment, and the lower levels are a nice utility effect. The higher levels, while not expressly forbidden, are generally not appropriate as primary attack powers. The fact that, as a villain, most of her foes will be PCs, compounds the problem even more, elevating it to pure GM Nightmare Fuel. If you want to play a psychic villain, that's fine. I play a psychic hero, and enjoy it thoroughly. But I'd highly suggest she have a different mental power as her primary attack, such as Mental Blast or a Will-Save Stun (or both).
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