quotemyname Posted December 15, 2009 Posted December 15, 2009 This will be by far THE shortest update I have ever made to this character. (And there was much rejoicing). Feats: [2pp] Fearless Improved Feint --- Breakdown often shows that he has little to no regard for his own safety when in combat situations. I think this fits the fearless bill quite will. He won't back down even though common sense should tell him to. Breakdown uses his dancing to bluff oponents. More and more it is becoming a standard tactic for him. The Improved Feint feat suits this quite well. --- Character Sheet for ease of copying: [b][u]Players Name:[/u][/b] quotemyname [b][u]Power Level:[/u][/b] 11 [166/171] [b][u]Trade-Offs:[/u][/b] None [b][u]Unspent PP:[/u][/b] 5 [b][u]Rollover PP spent:[/u][/b] (4/4) [b]Stats[/b]: [20pp = 2+4+0+0+4+10] Str: 12 (+1), 22 (+6) ROCK Dex: 14 (+2) Con: 10 (+0) Int: 10 (+0) Wis: 14 (+2) Cha: 20 (+5) [b][u]Combat[/u][/b]: [8+8=16pp] Attack: +4; +11 (ROCK/SKA) Grapple: +5; +12 (SKA); +17 (ROCK) Defense: +4; +9(Dodge Focus); +11 (ROCK/SKA/JAZZ/TRANCE/DANCE); (+2 flat-footed in all forms) Knockback: -0; -5 (ROCK/SKA/JAZZ/TRANCE/DANCE) Initiative: +10 [b][u]Saves[/u][/b]: [4+4+4=12pp] [quote name="Normal Form"]Toughness: +0 (+0 Con, +0 other) Fortitude: +4 (+0 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+2 Wis, +4)[/quote] [quote name="Rock Form"]Toughness: +11 (+0 Con, +11 Protection) Fortitude: +8 (+0 Con, +4 Enhanced Fortitude, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+2 Wis, +4)[/quote] [quote name="Ska Form"]Toughness: +11 (+0 Con, +11 Protection ) Fortitude: +4 (+0 Con, +4) Reflex: +11 (+2 Dex, +5 Enhanced Reflex, +4) Will: +6 (+2 Wis, +4)[/quote] [quote name="Jazz Form"]Toughness: +11 (+0 Con, +11 Force Field) Fortitude: +4 (+0 Con, +4) Reflex: +12 (+2 Dex, +6 Enhanced Reflex, +4) Will: +12 (+2 Wis, +6 Enhanced Will, +4)[/quote] [quote name="Trance Form"]Toughness: +11 (+0 Con, +11 Force Field) Fortitude: +10 (+0 Con, +6 Enhanced Fortitude, +4) Reflex: +6 (+2 Dex, +4) Will: +12 (+2 Wis, +6 Enhanced Will, +4)[/quote] [quote name="Dance Form"]Toughness: +11 (+0 Con, +11 Protection ) Fortitude: +8 (+0 Con, +4 Enhanced Fortitude, +4) Reflex: +11 (+2 Dex, +5 Enhanced Reflex, +4) Will: +6 (+2 Wis, +4)[/quote] [b][u]Skills[/u][/b]: [84r = 21pp] Bluff 5 (+10) Concentration 5 (+7) {16 (+18) in TRANCE form)} Knowledge (Pop Culture): 16 (+17) Notice 4 (+6) {16 (+18) in TRANCE form} Perform (Dance) 16 (+21) Perform (Vocals) 16 (+21) Profession (DJ) 16 (+21) Sense Motive 6 (+8) {16 (+18) in TRANCE form} [b][u]Feats[/u][/b]: 19pp All Out Attack Benefit 2 (Fake ID {21 years old}; Use Perform [Dance] in place of bluff for Combat Feints) [2pp] Dodge Focus 5 [5pp] Equipment 1 {5ep} [1pp] Fearless Improved Feint Improved Initiative 2 Luck 2 Power Attack Set-Up Skill Mastery 2 (Perform [Dance], Perform [Sing], Profession [DJ], Knowledge [Pop Culture], Concentration, Bluff, Notice, Sense Motive) [quote name="Equipment"] [b][u]General Equipment[/u][/b] Communicator [free w/ wealth] Flashlight [free w/ wealth] Cell Phone [free w/ wealth] Teleport Beacon to Caldwell Manor (Young Freedom HQ) [1ep] Handcuffs [1ep] Binoculars [1ep] [i]Contributing 2 equipment points towards Caldwell Manor:[/i] [b][u]Caldwell Manor: (HQ)[/u][/b] Size: Huge [3 ep], Toughness: 10 [1 ep], Features: Combat Simulator, Communications, Computer, Concealed, Defense System x 2, Garage, Gym, Hanger, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2: Teleporter, Power System, Security System [19 ep] - Total EP: 23/25 Power 2: [b]Teleport 10[/b] (20,000 miles; Extras: Accurate, Affects Others; Flaws: Limited (To/From Manor); [i]Drawbacks:[/i] Power Loss 2 (Teleport Beacon)[/quote] [b][u]Powers[/u][/b]: 78pp [b]Features 2[/b] (Audio Projection; Remote Control) [2pp] [b]Super Senses 1[/b] (Radio Sense; PF: Acute, Analytical) [3pp] [b]Communication 8[/b] (Radio; 2500ft; Flaws: Duration[-1]) [4pp] [b]Alternate Form 13[/b] (65pp forms; PFs: 4 additional forms) [69pp] [quote name="Rock Form"] [b]Emotion Control 11[/b] (Flaws: Limited to Hate) [11pp] [b]Enhanced Attack 7[/b] [14pp] [b]Enhanced Feats[/b] [2pp] [i] - Dodge Focus 2[/i] [b]Enhanced Strength 10[/b] [10pp] [b]Enhanced Saves[/b] [4pp] [i] - Fortitude 4[/i] [b]Protection 11[/b] [11pp] [b]Speed 6[/b] (PF: Move By Action) [7pp] [b]Strike 5[/b] (PF: Mighty) [6pp] [/quote] [quote name="Ska Form"] [b]Emotion Control 10[/b] (Flaws: Limited to Hope) [10pp] [b]Enhanced Attack 7[/b] [14pp] [b]Enhanced Feats[/b] [3pp] [i] – Dodge Focus 2[/i] [i] – Teamwork[/i] [b]Enhanced Saves[/b] [5pp] [i] – Reflex 5[/i] [b]Protection 11[/b] [11pp] [b]Vibration Control 11[/b] [22pp] [/quote] [quote name="Jazz Form"] [b]Emotion Control 11[/b] (Flaws: Limited to Calm; PF: Subtle) [12pp] [b]Enhanced Feats[/b] [2pp] [i] – Dodge Focus 2[/i] [b]Enhanced Saves[/b] [10pp] [i] – Reflex 6[/i] [i] – Will 6[/i] [b]Flight 5[/b] [10pp] [b]Force Field 11[/b] [11pp] [b]Immunity 5[/b] (Entrapment) [5pp] [b]Regeneration 13[/b] {Recovery Rate: Bruised 3/No Action, Staggered 5/Standard, Injured 5/Standard} [12pp] [/quote] [quote name="Trance Form"] [b]Enhanced Feats[/b] [3pp] [i] – Dodge Focus 2[/i] [i] – Trance[/i] [b]Enhanced Saves[/b] [11pp] [i] – Fortitude 5[/i] [i] – Will 6[/i] [b]Enhanced Skills[/b] [6pp] [i] – Concentration 10[/i] [i] – Notice 12[/i] [i] – Sense Motive 10[/i] [b]Force Field 11[/b] [11pp] [b]Hypnosis 11[/b] (Extras: Sense Dependant {Sight/Dancing} [+0]) [22pp] [b]Teleportation 4[/b] (PF: Change Velocity, Change Direction) [10pp] [/quote] [quote name="Dance Form"] [b]Blur [/b]1 [4pp] [b]Comprehend 2[/b] (Understand/Speak All) [4pp] [b]Emotion Control 11[/b] (Flaws: Limited to Love; PF Subtle) [12pp] [b]Enhanced Feats[/b] [3pp] [i] – Dodge Focus 2[/i] [i] - Distract (Dance)[/i] [b]Enhanced Saves[/b] [8pp] [i] – Fortitude 4[/i] [i] – Reflex 5[/i] [b]Protection 11[/b] [11pp] [b]Sound Wave 11[/b] (Damage 11 Extras: Area/Burst, Selective; Flaws: Full Round Action) [22pp] [/quote] [b][u]Drawbacks[/u][/b]: 0pp None [b][u]DC Block[/u][/b]: ATTACKS:----------------------------SAVE DC:------------------------DAMAGE TYPE: Unarmed, Normal ------------------ DC 16/TOU -------------------- Damage (Staged) Emotion Control -------------------- DC 21/WILL ------------------- Varies (Staged) Emotion Control (Hope) ------------- DC 20/WILL ------------------- Varies (Staged) Hypnosis ---------------------------- DC 21/WILL -------------------- Enthralled Sound Wave ------------------------ DC 21 REF / DC 26 TOU ------ Damage (Staged) Strike ------------------------------- DC 26/TOU --------------------- Damage (Staged) Vibration Control ------------------ DC 26/TOU --------------------- Damage (Staged) [b][u]Costs[/u][/b]: Abilities (20) + Combat (16) + Saves (12) + Skills (21) + Feats (19) + Powers (78) - Drawbacks (00) = Total Cost (166/171)Done by Sandman XI
Gizmo Posted December 15, 2009 Posted December 15, 2009 Alright, PL 11 edits time! First I'd like to adjust Jack's trade-offs to +4 Attack, -4 Damage. Since he only put 4 EP toward the Interceptors' base, he'll spend the final point on: Greatcoat [1ep] Protection 1 ... which, obviously, brings his total Toughness to +6. Next, I'll spend 2 PP to raise his Strength to 14, putting the bonus at +2, which incidentally raises his Climb to +11. The next 1 PP will add Mighty to his Strike power; with his newly increased Strength, his 'Energy Sword' DC goes to 22. 1 PP goes to adding a sixth rank of Dodge Focus (for +16 Defense, natch) and another 1 PP gives him Skill Mastery for Acrobatics, Bluff, Sense Motive and Stealth. Now, that's 5PP, which is what his sheet lists as unspent, but it also says that he's currently using 159/165 PP, which would mean 6 unspent points. So... if he does have that extra point, I'd like to buy a single rank of Luck, which the justification that it fuels his Inspire feats. Finally, at some point during the server change, all of the apostrophes on Jack's sheet got turned into " ’ ". I know it's a pain, but could somebody go in and fix those? Done by Sandman XI
Warmonger Posted December 15, 2009 Posted December 15, 2009 Ok some edits to All-Star I want to spend 8 of my unspent power points. First I want to up spend 1pp on the feat: Interpose. Then I want to place 4pp into his blast array so it looks like this Blast 12 (High Energy Stream/Energy; Extras: General Area Shape-able; Flaws: Distracting; Power Feats: Progression 4 [140 ft total])[28/28pp] AP: Blast 13 ( Plasma Blasts/Energy ; Extras: Penetrating 11; Flaws: Distracting; Power Feats: Accurate 2, Precise 2) [28pp/28pp] AP: Enhanced Strength 20 (Energy Infused Muscles; Extras: Penetrating 8) [28/28pp] Then I want to put 2pp into his Enhanced Con to get this: Enhanced Constitution 20 ( Extras: Impervious Toughness 8)[28pp] Then I want to add another AP to his Blast Array: AP: Snare 12 (Ice Breath/ Cold; Extras: Cone Area; Flaw: Distracting; Power Feats: Progression 4 [140 ft total])[28/28pp] I'm going to hold unto the last point, though I think it might already be spent on the Interceptors HQ. Done by Sandman XI. Though I clarified the Penetrating and the Blast and Flight Array
Sandman XI Posted December 15, 2009 Posted December 15, 2009 AP: Enhanced Strength 20 (Energy Infused Muscles; Extras: Penetrating 8) [28/28pp]Everything is good but this. Penetrating goes on damage, not ability scores
Dr Archeville Posted December 15, 2009 Author Posted December 15, 2009 You can have Penetrating on the damage caused by the Enhanced Strength. Like what Belphegor has.
quotemyname Posted December 16, 2009 Posted December 16, 2009 Done by Sandman XI Are you sure you did Breakdown's updates? It doesn't look like it... Totals still say 164/171 instead of 166. The two feats I added aren't there, and the total cost at the bottom isn't updated either.
alderwitch Posted December 16, 2009 Posted December 16, 2009 On Psyche, all 5 points to her wisdom please to bump it from 26 to 31. Thank you! Done by Sandman XI
blink Posted December 16, 2009 Posted December 16, 2009 Done by Sandman XI. Please change your sig in two ways. One, note that you are PL11. Two, there is a space in the link, thus it is broken Ok lots of changes for Blink... Summary of changes Abilities: +2 to strength (base not ability) for 2pp should read 14/22 +2/+6 Feats: +1 rank to Dodge focus for 1pp Add Equipment 1 (for Interceptors base) for 1pp Powers: Drop the long range disadvantage from Teleport for 3pp Increase Elongation to 13 for 0pp Increase Morph to 3 for 2 pp Skills: Overall, add 2pp for 56 total ranks Change Knowledge business +4 to Knowledge Tactics +4 Knowledge Tactics Add +1 for +5 total Medicine Add +5 for +5 total Concentration Add +2 for +5 total Combat Defense Bonus: +14 / +4 flat footed, +8 base defense Grapple: +20/+33 (blinking grapple) Attacks Unarmed --- 21 / Toughness --- bruise Abilities (24) + Skills (14) + Feats (37) + Powers (52) + Combat (26) + Saves (8) = 161/161pp I am also going to change her background a bit to better reflect what she has become through posting. ==================== Description: Nadia is an attractive young woman with the thin athletic build of a gymnast. She has a fluid grace about her that's nearly hard to believe unless it is seen. Her hair is dark and shoulder length complimenting her large eyes that look far more innocent than they are. Her natural body is quite petite and very fit. It is very out of place with her enhanced mutated strength and has taken many people by surprise. Even though she normally appears very serious or businesslike, her looks make her appear younger than her 23 years. When she is not on a mission, she tends to wear utilitarian clothes, eschewing function for form. For many days, this would be loose fitting cargo pants, and a tight athletic short sleeved top. Even on a mission she had no formal costume, never having thought such things were necessary. Of course, being able to morph into other looks might have something to do with this. While she's not adverse to showing skin, she does tend to dress in more covering clothes, typically athletic wear. History: Through a twist of fate Nadia was born April 26th in the town of Chernobyl just as reactor #4 went into meltdown. At the precise moment of her birth, she was exposed to massive amounts of radiation which irrevocably altered her DNA. Her mother grew sick from the overpowering radiation and died shortly after Nadia's birth. That left her to grow up with her father, a Spetzsnaz trainer stationed in Afghanistan. He made the long trip back to both bury his wife and collect his newborn daughter. His services were deemed valuable enough that they acquiesced to his requests of allowing Nadia to live with him on base as he headed back to Afghanistan. With few children her own age living there, she spent most of her time going through the same training regimen that the soldiers did. As she grew, so too did her mutant legacy and she took to the harsh physical conditioning like a fish to water. Her father a hard, but loving man, encouraged the behavior seeing her potential from an early age. Excerpt from Freedom Ledger January 10th Today Nadia Batalova, known to some residents as Blink was released from South River State Penitentiary. She had served her full 18 months having multiple altercations with both inmates and staff. Warden Ermanos had this to say, “while we are not convinced Mrs. Batalova is rehabilitated, she has served her term and will be released on her own recognizance. We hope that Mrs. Batalova will make better choices in the future, however we assure the residents of Freedom City that we will be monitoring her situation closely.†By the time she was 12 she could beat most of the soldiers in hand to hand combat and was an avid risk taker. After the Soviet Union pulled out of Afghanistan, Nadia and her father traveled from base to base to introduce his training to a larger section of the army. His superiors had long since recognized her talent, and the value that both Nadia and her father brought to the army. She likely would have continued to live thus, training soldiers with her father, and following his footsteps into the army. In 1998 Russia, formerly a state in the USSR, collapsed economically. By the later part of the year, her father had gone without pay for over six months. With little choice left to him, he retired from the military and used the last of his funds to secure passage for him and his daughter to the US. The ex soldier found little meaningful work in the states and bounced from job to job before settling in Freedom City. Years later, after struggling though all aspects of life, Nadia finally grew into all of her gifts. Her father encouraged her to embrace them and as she had trained her martial skills, so too did she train her new found abilities. Yet for all the discipline and rigors of that side of her life, she still craved excitement and challenge that were not found in the menial labor that she and her father could find. She desperately missed the excitement and danger in combat and began participating in underground fight circuits. It was there, while pitting herself against some of Freedom City's best that she found the challenge she craved. She refrained from using any of her active powers and relied on the extensive training that she had received. It didn't take long before word of her skills and talents reached the ever present eyes of the mob. A few thugs made her an offer that seemed wondrous to her; an apartment for her father, and money to cover the seemingly endless bills. All she needed to do was steal some files from a corporation. The fact that it was a company that had stiffed her father for several days of hard labor made the decision all the more easy. There was little to remember of that first job, other than a rush of excitement that she hadn't experienced since their days in the military. It was like an addict returning to a drug, and from then on she was hooked. For a couple of years she worked exclusively for the mob until the jobs they began to offer made her uncomfortable. She had little qualms stealing, but she didn't see herself as a common thug or a killer. Parting ways semi amicably, she started her new life as contract thief and mercenary. It let her keep control of the jobs she took, and she carefully screens each one; for both excitement and payouts. Her record has been decent, but more often than not, she has been sidetracked by heroes, police, or anything else that catches her fancy. It's been enough to keep her father retired and living well while she has a modest, almost Spartan life. Personality & Motivation: Nadia is a professional soldier, and it shows in most of her reactions and personality. She is very serious and often has trouble recognizing jokes or sarcasm. She tends to be very focused on the task at hand and dislikes people who don't plan ahead for contingencies. Even with this amount of forethought, she absolutely craves excitement and challenge, and has found herself in compromising situations because of this. She tends to be a person of her word, and will do what she can to keep a promise. She is incredibly protective of her father and when he is threatened or in need, she will do anything to make sure he is taken care of. Even though she has no objections to killing or injuring someone, it is not something that she has ever wanted to do. In fact, she has avoided jobs and tasks in the past which would have had excessive body counts. Still, when backed into a corner, she will use every means at her disposal to achieve her goals. While she misses the orderly life in the military, and her home in the Soviet Union, she realizes that those days are likely gone forever. While she has no predilection for communism, she does equate the former super power with a simpler time in her life. She visits when she can and maintains many friendships both in the military and around the various bases she had been stationed at. In the past she has occasionally done jobs for the Russian Army when they had need of critical intelligence or technology and see's little conflict of interest in helping the Russian bear regain its former glory. She questions whether or not she could ever be called a hero, and wishes to remain out of the spotlight. When asked about her exploits, she will always downplay them, or give credit to other members of her team. Complications: Thrill Seeker: Nadia will attempt many things if they present enough of a challenge. She routinely does things that saner people would avoid all in the name of the next rush. Prison Record: Nadia has spent several stints in the State Penitentiary for both assault and theft. Won't back down: Nadia relishes a challenge, even one she won’t likely win. She can be easily goaded into a fight or other stupid challenges. She will only attempt escape when defeat is all but certain and if there will be severe enough repercussions for loosing. Trouble Seeker: Nadia often will involve herself in the problems of others, even when not asked. Family Ties:Nadia's father lives in Freedom City and much of her criminal career has been to get money for him to repay him for all he had done for her. Mob ties: While Nadia doesn't work exclusively for the mob any more, once you are in, you are always in. Crisis of Confidence: Nadia is not convinced she's a hero and views all heroes with suspicion. She has a hard time trusting the people who were once trying to put her behind bars. Revised Character Sheet for ease of Copying: [b]Players Name:[/b] Blink [b]Power Level:[/b] 11 (161/161pp) [b]Trade-Offs:[/b] +3 Defense for -3 Toughness [b]Unspent PP:[/b] 0 [b]Characters Name:[/b] Blink [b]Alternate Identity:[/b] Nadia Batalova [b]Height:[/b] 5'4" [b]Weight:[/b] 110lbs [b]Hair:[/b] Black [b]Eyes:[/b] Dark Brown [img=http://i605.photobucket.com/albums/tt131/CindyChill/Blink_alt_color3.jpg] [b]Description:[/b] Nadia is an attractive young woman with the thin athletic build of a gymnast. She has a fluid grace about her that's nearly hard to believe unless it is seen. Her hair is dark and shoulder length complimenting her large eyes that look far more innocent than they are. Her natural body is quite petite and very fit. It is very out of place with her enhanced mutated strength and has taken many people by surprise. Even though she normally appears very serious or businesslike, her looks make her appear younger than her 23 years. When she is not on a mission, she tends to wear utilitarian clothes, eschewing function for form. For many days, this would be loose fitting cargo pants, and a tight athletic short sleeved top. Even on a mission she had no formal costume, never having thought such things were necessary. Of course, being able to morph into other looks might have something to do with this. While she's not adverse to showing skin, she does tend to dress in more covering clothes, typically athletic wear. [b]History:[/b] Through a twist of fate Nadia was born April 26th in the town of Chernobyl just as reactor #4 went into meltdown. At the precise moment of her birth, she was exposed to massive amounts of radiation which irrevocably altered her DNA. Her mother grew sick from the overpowering radiation and died shortly after Nadia's birth. That left her to grow up with her father, a Spetzsnaz trainer stationed in Afghanistan. He made the long trip back to both bury his wife and collect his newborn daughter. His services were deemed valuable enough that they acquiesced to his requests of allowing Nadia to live with him on base as he headed back to Afghanistan. With few children her own age living there, she spent most of her time going through the same training regimen that the soldiers did. As she grew, so too did her mutant legacy and she took to the harsh physical conditioning like a fish to water. Her father a hard, but loving man, encouraged the behavior seeing her potential from an early age. [quote][b]Excerpt from Freedom Ledger January 10th[/b] Today Nadia Batalova, known to some residents as Blink was released from South River State Penitentiary. She had served her full 18 months having multiple altercations with both inmates and staff. Warden Ermanos had this to say, “while we are not convinced Mrs. Batalova is rehabilitated, she has served her term and will be released on her own recognizance. We hope that Mrs. Batalova will make better choices in the future, however we assure the residents of Freedom City that we will be monitoring her situation closely.†[/quote] By the time she was 12 she could beat most of the soldiers in hand to hand combat and was an avid risk taker. After the Soviet Union pulled out of Afghanistan, Nadia and her father traveled from base to base to introduce his training to a larger section of the army. His superiors had long since recognized her talent, and the value that both Nadia and her father brought to the army. She likely would have continued to live thus, training soldiers with her father, and following his footsteps into the army. In 1998 Russia, formerly a state in the USSR, collapsed economically. By the later part of the year, her father had gone without pay for over six months. With little choice left to him, he retired from the military and used the last of his funds to secure passage for him and his daughter to the US. The ex soldier found little meaningful work in the states and bounced from job to job before settling in Freedom City. Years later, after struggling though all aspects of life, Nadia finally grew into all of her gifts. Her father encouraged her to embrace them and as she had trained her martial skills, so too did she train her new found abilities. Yet for all the discipline and rigors of that side of her life, she still craved excitement and challenge that were not found in the menial labor that she and her father could find. She desperately missed the excitement and danger in combat and began participating in underground fight circuits. It was there, while pitting herself against some of Freedom City's best that she found the challenge she craved. She refrained from using any of her active powers and relied on the extensive training that she had received. It didn't take long before word of her skills and talents reached the ever present eyes of the mob. A few thugs made her an offer that seemed wondrous to her; an apartment for her father, and money to cover the seemingly endless bills. All she needed to do was steal some files from a corporation. The fact that it was a company that had stiffed her father for several days of hard labor made the decision all the more easy. There was little to remember of that first job, other than a rush of excitement that she hadn't experienced since their days in the military. It was like an addict returning to a drug, and from then on she was hooked. For a couple of years she worked exclusively for the mob until the jobs they began to offer made her uncomfortable. She had little qualms stealing, but she didn't see herself as a common thug or a killer. Parting ways semi amicably, she started her new life as contract thief and mercenary. It let her keep control of the jobs she took, and she carefully screens each one; for both excitement and payouts. Her record has been decent, but more often than not, she has been sidetracked by heroes, police, or anything else that catches her fancy. It's been enough to keep her father retired and living well while she has a modest, almost Spartan life. [b]Personality & Motivation:[/b] Nadia is a professional soldier, and it shows in most of her reactions and personality. She is very serious and often has trouble recognizing jokes or sarcasm. She tends to be very focused on the task at hand and dislikes people who don't plan ahead for contingencies. Even with this amount of forethought, she absolutely craves excitement and challenge, and has found herself in compromising situations because of this. She tends to be a person of her word, and will do what she can to keep a promise. She is incredibly protective of her father and when he is threatened or in need, she will do anything to make sure he is taken care of. Even though she has no objections to killing or injuring someone, it is not something that she has ever wanted to do. In fact, she has avoided jobs and tasks in the past which would have had excessive body counts. Still, when backed into a corner, she will use every means at her disposal to achieve her goals. While she misses the orderly life in the military, and her home in the Soviet Union, she realizes that those days are likely gone forever. While she has no predilection for communism, she does equate the former super power with a simpler time in her life. She visits when she can and maintains many friendships both in the military and around the various bases she had been stationed at. In the past she has occasionally done jobs for the Russian Army when they had need of critical intelligence or technology and see's little conflict of interest in helping the Russian bear regain its former glory. She questions whether or not she could ever be called a hero, and wishes to remain out of the spotlight. When asked about her exploits, she will always downplay them, or give credit to other members of her team. [b]Complications:[/b] [b]Thrill Seeker:[/b] Nadia will attempt many things if they present enough of a challenge. She routinely does things that saner people would avoid all in the name of the next rush. [b]Prison Record:[/b] Nadia has spent several stints in the State Penitentiary for both assault and theft. [b]Won't back down:[/b] Nadia relishes a challenge, even one she won’t likely win. She can be easily goaded into a fight or other stupid challenges. She will only attempt escape when defeat is all but certain and if there will be severe enough repercussions for loosing. [b]Trouble Seeker:[/b] Nadia often will involve herself in the problems of others, even when not asked. [b]Family Ties:[/b]Nadia's father lives in Freedom City and much of her criminal career has been to get money for him to repay him for all he had done for her. [b]Mob ties:[/b] While Nadia doesn't work exclusively for the mob any more, once you are in, you are always in. [b]Crisis of Confidence:[/b] Nadia is not convinced she's a hero and views all heroes with suspicion. She has a hard time trusting the people who were once trying to put her behind bars. [b]Stats: 24pp[/b] Str: 14/22 (+2/+6) Dex: 18/30 (+4/+10) Con: 16/24 (+3/+7) Int: 10 (+0) Wis: 10 (+0) Cha: 16 (+3) [b]Combat: 26pp[/b] Attack Bonus: +5 / +10 Melee Defense Bonus: +14 / +4 flat footed (+8 Base Defense) Grapple: +20 / +33 (Blinking Grapple) Knockback Resist: -3 / -1 flat footed [b]Saves: 8pp[/b] Toughness: +7 (+7 Con, +0) Fortitude: +8 (+7 Con, +1) Reflex: +10 (+10 Dex, +0) Will: +7 (+0 Wis, +7) [b]Skills: 56 = 14pp[/b] Acrobatics 5 (+15) Bluff 8 (+11/+15 attractive) Concentration 5 (+5) Diplomacy 2 (+5/+9 attractive) Disguise 2 (+5/+20 Morph) Drive 1 (+11) Escape Artist 1 (+11 /+24 Blinking Grapple) Knowledge, Streetwise 4 (+4) Knowledge, Tactics 5 (+5) Language 1 (+1 English, Russian Base) Medicine 5 (+5) Notice 8 (+8) Search 3 (+3) Sleight of Hand 1 (+11) Stealth 5 (+15) [b]Feats: 37pp[/b] Acrobatic Bluff All Out Attack Ambidexterity Attack Focus, Melee 5 Attractive 1 Chokehold Defensive Attack Dodge Focus 6 Elusive Target Evasion 1 Grappling Finesse Hide in Plain Sight Improved Critical 2 [Unarmed Attack] Improved Grab Improved Grapple Improved Pin Improved Throw Improved Trip Power Attack Prone Fighting Redirect Sneak Attack 4 Stunning Attack Equipment 1 [b]Powers: 47pp[/b] Enhanced Constitution 8 [8pp] Enhanced Dexterity 12 [12pp] Enhanced Strength 8 [8pp] Morph 3 (Mutable Looks; Broad Group [people], Alternate Powers: 1) [7pp] AP 1: Concealment 2 (Mutable Looks; Sense [sight]) Teleport 3 (Blink; Feats: Change Direction, Change Velocity, Progression Mass 2, Turnabout; Extras: Accurate; Alternate Powers 1) [15pp] AP 1: Elongation 10 (Blinking Grapple; Flaws: Limited 1 [Grapple and Escape checks only]) Super Senses 2 (Danger Sense [Mental]; Uncanny Dodge [Mental]) [2] [b]Drawbacks: 0pp[/b] [quote][i]Contributing 4ep to the following shared equipment:[/i] [b][u]Interceptors HQ[/u][/b]: [21ep] [i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmiry, Power 2, Power System, Security System 2, Workshop [b][u]Defense System 1:[/u][/b] [b]Snare 10[/b] [b][u]Power 1:[/u][/b] [b]Healing 9[/b] ([i]PFs:[/i] Persitant, Regrowth) [20pp] [b][u]Power 2:[/u][/b] [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid) [14pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Search) [3pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Notice) [3pp] [b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals): [13ep] [b]Size[/b]: Huge [2ep] [b]Strength[/b]: 35 [1ep] [b]Speed[/b]: 5 [5ep] [b]Toughness[/b]: 10 [1ep] [b]Defense[/b]: 8 [0ep] [b]Features[/b]: 4 [4ep] Features: Alarm, Caltrops, Remote Control, Smokescreen [/quote] [b]ATTACKS: SAVE DC: DAMAGE TYPE:[/b] Unarmed --- 21/Toughness --- Bruise Abilities (24) + Skills (14) + Feats (37) + Powers (52) + Combat (26) + Saves (8) = 161/161pp
Dr Archeville Posted December 16, 2009 Author Posted December 16, 2009 6 tasty pp for Dead Head. I'll just spend 2 for now. First, please edit to reflect he is PL 12 now. (It says so in the thread title, but the sheet itself still lists him as PL 11.) 1pp to add magic awareness to his existing super-senses, bringing it to: [b]Super-Senses 4[/b] (darkvision, magic awareness, mental awareness; [i]Drawback[/i]: Darkvision is Noticeable) [4x1 -1 = 3pp] 1pp to add acute & analytical for that magic awareness, but only for necromantic effects: [b]Enhanced Super-Senses s[/b] (acute and analytical for magic awareness; [i]Flaw[/i]: Only for Necromantic magic) [2x0.5 = 1pp] Explanation: Dead Head is generally aware of active magic around him, but if the magic is of the necromantic sort -- the sort that's animating him -- he can tell exactly what it is. Done by Sandman XI
Moira Morley Posted December 16, 2009 Posted December 16, 2009 Charisma +2 Skills +1 That is all Done by Sandman XI
Dariusprime Posted December 17, 2009 Posted December 17, 2009 I would like to spend 6 points on Fulcrum please. Abilities (2): +2 Charisma to represent her increasing confidence and social development in the super hero community. Feats (2): Fearless and Takedown Attack to represent the experiences and fall out of the Invasion. Powers (2): 2 ranks of Regeneration, improving to Injured 1/rd, representing her body's attempts to heal the various Invasion injuries and the long-term acceleration of her healing process. Thanks! Done by Sandman XI
Dr Archeville Posted December 17, 2009 Author Posted December 17, 2009 I would like to spend 6 points on Fulcrum please. Abilities (2): +2 Charisma to represent her increasing confidence and social development in the super hero community. Feats (2): Fearless and Takedown Attack to represent the experiences and fall out of the Invasion. Powers (2): 2 ranks of Regeneration, improving to Injured 1/rd, representing her body's attempts to heal the various Invasion injuries and the long-term acceleration of her healing process. Thanks! Those might not be valid, if I understand Cyroa's plans correctly.
Moira Morley Posted December 17, 2009 Posted December 17, 2009 Strength +2 Attack +1 Con +2 Impervious Toughness +1 Done by Sandman XI
Dariusprime Posted December 17, 2009 Posted December 17, 2009 From what I've heard from Cyroa, some memories but no physical effects will be retained. Hopefully those memories would include enough to justify the feats. As for the regeneration, I was going for healing (at least trying to) during the Invasion, not healing after the event. Didn't really clarify that very well. Cyroa, thoughts? If those won't work, can I remove the explanations and ask for the updates anyway please? Abilities (2): +2 Charisma Feats (2): Fearless and Takedown Attack Powers (2): 2 ranks of Regeneration, improving to Injured 1/rd Done by Sandman XI
Sandman XI Posted December 18, 2009 Posted December 18, 2009 Are you sure you did Breakdown's updates? It doesn't look like it... Totals still say 164/171 instead of 166. The two feats I added aren't there, and the total cost at the bottom isn't updated either.Front paged your build.
quotemyname Posted December 18, 2009 Posted December 18, 2009 OH! Well alright then! Thank you! *kills the other bookmark*
Avenger Assembled Posted December 19, 2009 Posted December 19, 2009 At Shaen's suggestion, I would like to remove the TP AP from Jack's vampire array and replace it with Concealment 4 (All Visual Senses, Flaws: Limited [While Moving]) [4PP] + Speed 7 [7PP]. 11PP total Give it the Power Loss (during daylight hours) drawback for 1 PP. I'll save that point for now. This will get the same effect of Avenger moving too fast to be seen, but make a little more sense. Done by Sandman XI
Electra Posted December 19, 2009 Posted December 19, 2009 Spending my 5pp for each character from November: Wander: Done by Sandman XI Add feats: Evasion 2 (1pp) Fast Acrobatic Bluff (1pp) Add Skills: Acrobatics +4 (1pp) Add Extra: Impervious to Protection (bringing total Impervious to 11) (1pp) Remove one rank of Dodge Focus Add 1 rank Defense (1pp) Fleur de Joie: Done by Sandman XI Modify True Resurrection to a 48hr turnover (1pp) Add Feats: Attack Focus (Ranged) 2 (2pp) Dodge Focus 1 (1pp) Defensive Roll 1 (1pp)
Sandman XI Posted December 19, 2009 Posted December 19, 2009 Fleur de Joie: Modify True Resurrection to a 48hr turnover (1pp)Resurrection goes from 1 week to 1 day.
N/A Posted December 20, 2009 Posted December 20, 2009 The Scarab has 5PP to spend. Please add the following to her Skills: 2PP = 8 Ranks +1 Concentrate - 9 (+14) -> 10 (+15) +2 Notice - 15 (+20) -> 17 (+22) +2 Search - 15 (+20) -> 17 (+22) +3 Sense Motive - 15 (+20) -> 18 (+23) And the following to her Powers: Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] That will use up all 5PP. Thank you. Done by AA
Sandman XI Posted December 20, 2009 Posted December 20, 2009 Quark: Knock down his Reflex to +0 (Reason: no matter how fast the brain is, the body isn't willing) Bump his Will to +17 (Reason: he's too smart for your petty mind games ) Done by SHÆNTheBrain Erase the Devil Taint (Reason: You shall see!) Cyroa didn't consent to you doing this in his story yet, so I left this undone. You have 4PP unspent.
N/A Posted December 21, 2009 Posted December 21, 2009 Done by Sandman XI Note: There was a math error on Zephyr's sheet. She currently has 159PP spent, not 158PP. Zephyr has 7PP unspent. She's still paying for the Diehard feat that everyone now gets for free. And I've got 1PP in Staff Awards from November that I haven't assigned yet. It goes to Zephyr. She now has 9PP total to spend. Please make the following changes to Zephyr's sheet. In all cases where two values are listed and separated by a slash ("+4/+2"), the notation indicates Powered and Non-Powered values. [*:4uxu00uq]Remove the Diehard feat. 0PP [*:4uxu00uq]Remove her Enhanced Strength, Dexterity, and Constitution, and just roll them up into her non-Enhanced Abilities. Remove her Enhanced Feats and just roll them up into her non-Enhanced Feats. 0PP This is as much for ease of bookkeeping than anything else. [*:4uxu00uq]Subtract 4 ranks each from her Attack Focus and Dodge Focus ranks. This frees up 8PP, which I would like to apply to her base Attack and Defense scores, increasing both of them from +2 to +4. This reduces her Attack to "+4 Base, +8 Melee," her Grapple to "+12," and her Defense to "+8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed." 0PP I realize that this drops her to an effective PL6 in combat (not counting "phantom" PLs from her Autofire and Concealment). I'm OK with that. I think of her as almost a Sidekick to the other heroes right now. A +2/+8 split between base Attack/Defense and discount feats has never felt right to me. As a Moderator, I should set a better example for the player base in regard to ethical character design. [*:4uxu00uq]Increase her Reflex save from +8 to +12. 4PP [*:4uxu00uq]Add 8 ranks of the "Perform (Singing)" skill, increasing it to "8 (+10)." 2PP [*:4uxu00uq]Increase her Improved Initiative feat from 5 to 6 ranks. 1PP This will increase her Initiative bonus to "+30." This also now makes her the equivalent of any "traditional" PL6 speedster - she has Speed 6, Quickness 6, Improved Initiative 6, and 6 ranks of a 2PP/rank "speed" array. She differs in that she has bonus ranks of Speed and Quickness rolled up into the aforementioned array. So she operates as the equal to any PL6 speedster by default, but when she puts her mind to it, she can equal a PL12 (in non-combat terms). [*:4uxu00uq]Add "Elusive Target" and "Grapple Finesse" to her Feats. 2PP This increases her Grapple bonus to +14. Also, please replace her current character sheet with this one. I cleaned up the formatting. This includes the edits requested above. You should just be able to cut-&-paste. [img=http://i482.photobucket.com/albums/rr186/ShaenTheBrain/Freedom%20City%20PBP/Zephyr.jpg] [img=http://i482.photobucket.com/albums/rr186/ShaenTheBrain/Freedom%20City%20PBP/ZeMacMillan.jpg] [b]Power Level[/b]: 11 [b]Tradeoffs[/b]: None [b]Power Points:[/b] 166 [b]Unspent PP[/b]: 0 [b]Real Name:[/b] Zoe Harris [b]Alternate Identities:[/b] Zoe MacMillan, Zephyr [b]Identity:[/b] Secret [b][u]Description[/u][/b] [b]Height:[/b] 5ft 5in [b]Weight:[/b] 150 lbs. [b]Age:[/b] 16 [b]Hair:[/b] Strawberry-Blonde [b]Eyes:[/b] Blue-Green [b]Ethnicity:[/b] Caucasian Zoe's build has almost no fat. She's pure muscle from the neck down, with an unusually high amount of definition. She still has something of a "baby-face" despite this, as though whatever little fat her body [i]does[/i] store heads straight to her head (otherwise known as "Alicia Silverstone Syndrome"). She wears her hair long, tied back in a pony-tail or bun when performing athletic or superhero duties, free otherwise. Out of costume, she favors a sort of punk rock meets grunge look. Denim jeans, or denim shorts or plaid skirts paired with fishnet tights, with holes torn up and down the legs either way. T-shirts or simple cotton tank-tops (often bearing the logo of a band or some sarcastic quote) sometimes paired with button-down plaid flannel overshirts (never buttoned). Black leather combat boots complete the ensemble. It is unclear whether she actually likes the style, or if adopting it is just a way to set herself apart from her clean-cut parents. She always keeps a backpack near with a tank top and a set of baggy elastic shorts, in case the opportunity for athletic activity arises. Being able to change your entire outfit in an instant means never being "inappropriately" or "impractically" dressed. [b][u]History[/u][/b] Zoe was born in the year 2023. She was the daughter of Alexandra Albright and Michael Harris, better known to the world as Psyche and Phalanx, full-time members of the Freedom League. Both had been [i]in utero[/i] during the 1993 Terminus Invasion, and the waves of energy that poured out of the dimensional rifts altered their DNA, giving them superhuman powers. As expected, their daughter Zoe also developed special abilities. She lacked her mother's telepathy, aside from a psychic link with her parents, and while she was significantly more intelligent than an average human, her mental acuity was nowhere near that of her mother's. Her strength and durability, while exceptional by human standards, were nothing compared to her father's (though her body seemed to rest at a baseline level of fitness, strength, and agility far in excess of an average human, without requiring the maintenance a normal human would at that level). Instead, Zoe's mutation manifested in the form of super-human speed. She could read a book faster than she could turn the pages, run across the surface of a river, and break the sound barrier on foot. Her parents, themselves alumni of the Claremont Academy, proudly enrolled Zoe in that prestigious preparatory school. There, she gained valuable insight into how to control her powers, as well as a top-notch education (including several "extra-curricular activities" that wouldn't find their way onto any college applications). The first fifteen years of Zoe's life were bliss. The only child of two internationally-renowned superheroes, she wanted for nothing. Her powers would have opened the world up to her even if her heritage didn't. But during her sophomore year at Claremont, tragedy struck. The newly reformed Crime League managed to hijack a stockpile of nuclear warheads. They hid them in various places around the nation, and attempted to extort the American government for billions of dollars. During the hours that followed, every superhero in the nation had his or her hands full, between searching for and disarming the bombs, searching for and beating the truth out of the Crime Leaguers, and quelling the civil unrest resulting from a panicked nation. When the last bomb was located in Freedom City, and hero and villain alike converged on its location. An epic battle was fought. They told her to stay away, but when Zoe saw her parents being beaten bloody on live national television, she couldn't bring herself to stand idly by. At the last moment, just when it appeared that the heroes would prove victorious, Hiroshima Shadow appeared. Having slipped even further into insanity over the years, he was driven by a single goal - the destruction of Freedom City and its defenders. He poured all his energies into the bomb, boosting its destructive power tenfold, and then activated it. The resulting nuclear explosion wiped Freedom City off the face of the Earth. Zoe ran like she had never run before, determined to save her parents. Her powers stretched far beyond any limits she had known before, so far that the nuclear shockwave itself appeared to move in slow-motion. Unfortunately, she arrived on the scene too late to do anything for her parents but watch their bodies disintegrate in the face of the nuclear onslaught. A tiny fraction of a second later, the shockwave hit Zoe as well. But something strange happened. Instead of being annihilated, Zoe broke through all barriers of time and energy. She fell upon the same physical location in Freedom City, just thirty years in the past. [b][u]Personality & Motivation[/u][/b] Zoe is a physically-active adrenaline junkie. She's always dancing, running, jumping, climbing, kicking, punching, or throwing something, the faster, the better. More of an artist than a scholar, she expresses herself far better through music and motion than she does through the written or spoken word. She has the capacity for intellectual pursuits, but rarely the inclination. She has a very low tolerance for boredom, which is unfortunate because her powers leave her with plenty of free time. She tends to be impatient and impulsive, favoring short-term thinking over long-term planning. Like most adolescents, Zoe finds refuge in affecting a demeanor of detached sarcasm, but she isn't very good at concealing her enthusiasm for much of what life has to offer. She's knee-deep in the period of life when adults, especially parents, fall off their pedestals and transition from infallible gods to flawed human beings. This goes double for superheroes. Having spent her entire life surrounded by them, she's somewhat jaded, nowhere near as awed as most people are. Zoe would probably never admit just how overwhelmed she is at the idea of being marooned in the (not as distant as it feels to a teenager) past. When she starts to consider the possible implications and consequences, her head starts to hurt. If her parents don't get married, will she still be born? If she isn't born, in the future/past, will she cease to exist in the present? She doesn't know if she [i]can[/i] change history, or even if she [i]should[/i]. But the image of her parents violent deaths is seared in her memory (the subject of frequent nightmares), and she is determined to prevent that fate from coming to pass, at all costs. In the meantime, she's determined to make the best of a bad situation. [b][u]Complications[/u][/b] :arrow: [b]Accidents:[/b] Zephyr doesn't always think before she acts, so she's a little more prone to causing these than most heroes. Luckily, she's fast enough to rectify most of her mistakes quickly enough. :arrow: [b]Anachronism:[/b] Zephyr has been pushed backward in time an entire generation. Stories from her parents and depictions in popular media can only go so far toward preparing her for what life was like when her parents were kids. :arrow: [b]Billy Pilgrim Has Become Unstuck In Time:[/b] Zephyr doesn't realize that her powers are a form of Time Control, and she doesn't have full or conscious control over them yet. The GM should feel free to occasionally trigger Uncontrolled versions of powers like Temporal Travel, Time Stop, etc. :arrow: [b]Eats Like A Horse:[/b] Zephyr is already (mostly) unconsciously regulating the effect of time on several aspects of her life, such as her aging process and need for sleep. But she has yet to control her need for food and water, and all the energy she's burning speeding up time for herself is taking its toll. She eats and drinks far more than a normal child of her age, even taking into account her developing body and high level of activity. It's rare to see her [i]not[/i] stuffing her face or sucking down smoothies. :arrow: [b]Prejudice:[/b] Female, Teenager. :arrow: [b]Responsibility:[/b] Future Parents (Phalanx & Psyche), School (Full-Time Student), Work (Part-Time) :arrow: [b]Rivalry:[/b] Zephyr doesn't know whether or not her continued existence depends on the union of Psyche and Phalanx or not, but she's not taking any chances. Besides, Mom and Dad seemed pretty happy together. She will not take kindly to advances toward either of her parents by other suitors (especially that "Edge" guy). :arrow: [b]Secret:[/b] Identity. :arrow: [b]Under-Age:[/b] At 16, Zoe lacks certain legal privileges. She cannot legally vote, purchase alcohol, rent a car, or gain admittance to a variety of venues. :arrow: [b]Zeroed:[/b] As far as most of the world is concerned, Zoe does not exist. She won't have a birth certificate or Social Security number for another 15 years, if ever. [b]Trivia:[/b] Her assumed surname, "MacMillan," is an (in-character) shout-out to [url=http://en.wikipedia.org/wiki/Shannon_MacMillan]Shannon MacMillan[/url], a forward for the American soccer team that brought home the gold medal at the 1996 Summer Olympics and the 1999 World Cup. ------------------------------------------------------------------------------------------------------------------------------------------------ [b][u]Abilities[/u][/b] [8 + 12 + 8 + 10 + 0 + 4 = 42PP] Strength 18 (+4) Dexterity 22 (+6) Constitution 18 (+4) Intelligence 20 (+5) Wisdom 10 (+0) Charisma 14 (+2) [b][u]Combat[/u][/b] [8 + 8 = 16PP] Initiative +30 Attack +4 Base, +8 Melee Damage +4 Unarmed Defense +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple +14 Knockback 2 [b][u]Saving Throws[/u][/b] [0 + 9 + 4 = 10PP] Toughness +4 Fortitude +4 (+4 CON, +0PP) Reflex +12 (+6 DEX, +6PP) Will +4 (+0 WIS, +4PP) [b][u]Skills[/u][/b] [64 Ranks = 18PP] Acrobat 14 (+20, Skill Mastery) Bluff 0 (+2, +6 Attractive) Climb 6 (+10) Computers 1 (+6) (+2 Masterwork Computer, +2 Write Program = +8 or +10) Craft (Any) 0 (+5) Diplomacy 0 (+2, +6 Attractive) Disable Device 0 (+5) Drive 0 (+6) Escape 6 (+12) Investigate 0 (+5) Knowledge (Any) 0 (+5) Notice 5 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 13 (+15, Skill Mastery) Pilot 0 (+6) Search 0 (+5) Sleight of Hand 9 (+15, Skill Mastery) Stealth 9 (+15, Skill Mastery) Swim 1 (+5) [b][u]Feats[/u][/b] [31PP] Accurate Attack Acrobatic Bluff Attack Focus (Melee) 4 Attractive Benefit (Fake I.D.) Defensive Attack Dodge Focus 4 Elusive Target Evasion 2 Fearless Grapple Finesse Improved Initiative 6 Interpose Jack of All Trades Move-By Action Setup Skill Mastery (Acrobat, Perform [Stringed Instruments], Sleight of Hand, Stealth) Teamwork 2 [b][u]Powers[/u][/b] [4 + 1 + 6 + 5 + 6 + 6 + 2 + 6 + 14 = 50PP] [b]Descriptors:[/b] Mutation, Speed, Temporal, Time [b]Device 1 ([/b]ArcheTech PDA, Hard-To-Lose[b])[/b] [4PP] [quote][b]Comprehend 1 ([/b]Languages 1 [Read/Write Any], [i]Drawbacks:[/i] Power Loss [Only Earth/Human Languages][b])[/b] [1PP] [b]Datalink 1 ([/b]Radio, 10ft[b])[/b] [1PP] [b]Features 3 ([/b]Computer [[i]Extras:[/i] Masterwork], Reference Library[b])[/b] [3PP] Imagine being able to fit the entirety of Wikipedia on the hard drive of a Palm Pilot. Now imagine that it's a version of Wikipedia written and compiled 30 years in the future. Imagine a version of Babelfish so advanced it actually works. The ArcheTech PDA was designed and manufactured by Viktor Archeville in 2039. It was Zoe's 16th (and last) birthday present from her parents. The main unit is about the size and shape of a modern "smartphone," worn on a belt or in a pocket. There is a bluetooth-style peripheral that plugs into her visor. It superimposes a transparent heads-up display interface over her normal vision. A separate sensor is worn around the wrists. Targeted hand and/or eye movements allow for "hands-free" use. Despite its small size, it has processor speed and hard drive capacity far in excess of any "modern" desktop computer. It can even emit a radio signal that lets it interface with any nearby computer, regardless of that machine's ability to receive radio transmissions. Zoe has only begun to scratch the surface of its capabilities.[/quote] [b]Immunity 2 ([/b]Aging, Need For Sleep, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [1PP] [b]Immunity 5 ([/b]Temporal Effects, [i]Feats:[/i] Selective[b])[/b] [6PP] [b]Invisibility 2 ([/b]4PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [5PP] [quote][b][u]Base Power:[/u] Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Limited [Moving][b])[/b] [4PP] On any round during which she takes a Move Action to move, she can move more quickly than visual senses can follow. [b][u]Alternate Power:[/u] Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Displacement[b])[/b] [4PP] She moves so quickly that she leaves a series of after-images in the eyes of all who view her. Observers cannot tell the difference between her current location and the visual echoes of her previous locations. All of the echoes occupy the same 5ft area. Foes using an Accurate Visual sense can target her with attacks directly (including Perception-range attacks), but they still suffer a 50% miss chance. Her attacks are not considered Surprise Attacks.[/quote] [b]Quickness 6 ([/b]x100[b])[/b] [6PP] [b]Speed 6 ([/b]500MPH, [i]Extras:[/i] Linked [Super-Movement][b])[/b] [6PP] [b]Super-Movement 2 ([/b]Wall-Crawling, Water-Walking, [i]Extras:[/i] Linked [Speed], [i]Flaws:[/i] Limited [Moving][b])[/b] [2PP] [quote]She can move across water and vertical surfaces, but she cannot linger. She must take a Move Action each round to move, or she will fall/sink.[/quote] [b]Super-Senses 6 ([/b]Communication Link [Mental] 2 [Phalanx, Psyche], Danger Sense [Audio], Temporal Awareness, Time Sense, Uncanny Dodge [Audio][b])[/b] [6PP] [b]Time Control 6 ([/b]12PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [14PP] [quote][b][u]Base Power:[/u] Quickness +6 ([/b]12 [x10,000][b]) & Speed +6 ([/b]12 [50,000MPH][b])[/b] [12PP] [b][u]Alternate Power:[/u] Flurry 4 ([/b]Strength, [i]Extras:[/i] Autofire 3[b])[/b] [12PP] [b][u]Alternate Power:[/u] Rapid Attack 4 ([/b]Strength, [i]Feats:[/i] Progression [Area] 4 [100ft/rank = 400ft Radius], [i]Extras:[/i] Area [Targeted, Burst], Selective Attack[b])[/b] [12PP][/quote] [b]Abilities 42 + Combat 16 + Saving Throws 10 + Skills 18 + Feats 31 + Powers 50 = 167 Power Points[/b] Thank you.
Troubleshooter Posted December 22, 2009 Posted December 22, 2009 I'd like to spend one of Elektron's PP to buy Equipment 1, and put the 5 EP toward the Interceptors base. That should leave him with 5 unspent PP. Done by Angrydurf 12/27
Cyroa Posted December 31, 2009 Posted December 31, 2009 ok, a DS edit (haven't done one in a LONG time; since Aug). New Complications: Stesha He has come to care for her more than he would have thought possible and there is very little he wouldn’t do for her. Love can cloud a person’s judgement and make them forsake their duty. Naive Derrick/Dark Star is naïve in both his beliefs/trust in people as well as socially unaware. He will always attempt to talk a problem out first, often losing out on the first round of ‘combat’. He misses all but the most obvious social cues and often needs to have it spelled out to him. Drop Con to 10 (still have a score so will heal) -8 (27 free) Drop from Immunity (Aging, Life Support, Sleep, Starvation & Thirst) -12 Fortitude Immunity (cost 31 w/ the 1pt feat to be able to heal myself I was told); 12 come from other Immunities) – 31 Toughness +9 (to bring it to 17/8 Imper) Should leave me w/ 3 unspent (there was a math error in the Saves section to account for the other pt). I’ve posted the complete fix below. [b]Power Limit: [/b] 13 (190/193pps) [b]Trade-offs: [/b] -4 Defense / +4 Toughness [b]Unspent pps: [/b] 3 Derrick Lumins Dark Star Age: 26 (appearance-wise) [b]Appearance: [/b] Normal: 5’ 10â€, 150lbs. He is a well-groomed, clean-shaven man in his mid-twenties with grayish-blue eyes and brown hair. He is commonly dressed in sneakers, slacks/jeans, a t-shirt with a tucked in button-up shirt worn over it. Super: A figure standing almost 6’ tall but of a uniformly deep black. There are numerous tiny ‘sparkles’ or ‘bubbles’ of darkness close around him that appear and disappear at random as a continuous nimbus. The only color, light or mark on his black form is the two bright white pinpoints of his eyes. [b]Personality: [/b] Derrick is a semi-geek. He loves and enjoys science and can’t help be drawn by its mysteries. He will never be one of the great minds and he accepts that. But that doesn’t negate his curiosity. Sometimes his curiosity makes him forgetful of little things but for the most part it isn’t a negative thing. Ever since he was a child, he has wanted to be a hero, to help others. The accident that somehow granted him his power gave him a chance to be one. Recent travels and meetings showed him how much he has to learn however. He has his idols and they are the standard to which he holds himself. While he has quite a bit of power behind him, he has little in the way of actual experience. This is what he is hoping to change; it what he needs to do to live up to the title of ‘hero’. On a personal level, he is a happy and lively person. He is seldom ‘down’ or ‘depressed’ if it can be avoided. He has seen too much darkness and suffering in the galaxy and understands what they can really do to allow himself to travel down that path. He enjoys going out and being social, living and embracing life. He is also extremely naïve socially. He is trusting and honorable to a fault. He believes in the inherent goodness of people. He believes in second, and third, and fourth chances for people and that Good will overcome. He isn’t quite a pacifist but he’d much rather talk a problem out than resort to violence. [b][u]Complications:[/u][/b] [u]Secret Identity[/u] While possibly not necessary, Derrick does work to maintain a separate identity. It is a part of his life completely separated from being a hero (or at least he tries to keep it that way). Part of it is simply having a persona/place he can do to step back and relax from the high stakes stresses. Another is to protect those he cares about. Someday, he might wish to settle down, get married, have kids. All of that. (Not currently, but someday.) Those things won’t be possible if villains know who he is. [u]Family[/u] Derrick feels a guilty over not being there for his parents and his brother. If he had simply come home instead of gallivanting around the galaxy, he brother would still be alive. He feels responsible and has made an effort to help take care of his brother’s (and now his) family. [u]Code of Honor/Sense of Responsibility[/u] He now has the chance to be one of his childhood heroes. And meeting true heroes like Daedalus or the Star Knights have given him a bar with which to measure himself. He does his utmost to be a True Hero, but feels he never does enough to get there. He does not believe in killing (though he has in fact taken lives, none have been human however). He believes that the strong should protect and defend the weak; it is their duty and their responsibility. Duty, honor and integrity are paramount and heroes don’t lie. [b][u]Ability Scores[/u][/b] [2pp] Str: 10 (+0) Dex: 10 (+0) Con: 10 (+0) Int: 12 (+1) Wis: 10 (+0) Cha: 10 (+0) [b][u]Combat[/b][/u] [4+4 = 8pp] Attack: +2, +6 ranged (+8 w/ graviton beam) Grapple: +2 Defense +2 (+8 Shield) Knockback: -8 Initiative: +4 [b][u]Saves[/b][/u] [9+3+10 = 23pp] Toughness +17/+8 Imp Fortitude --- Reflex +3 (+0 Dex, +3) Will +11 (+0 Wis, +11) [b][u]Skills[/b][/u] [40r=10pp] Concentration 8 (Wis) (+8) Diplomacy 7 (Cha) (+7) Investigation 4 (Int) (+5) Knowledge (Physical Sciences) 12 (Int) (+13) Knowledge (History) 2 (+3) Knowledge (Occult) 1 (+2) Language 2 (Alien Language (Grue), Alien Language (Lor); English is native) Notice 8 (Wis) (+8) [b][u]Feats[/b][/u] [8pp] Attack focus (Ranged) x4 Fearless Improved Initiative x1 Lucky x2 [b][u]Powers [/b][/u] (2 + 31 + 62 + 6 + 15 + 16 + 6 + 1 + 7 = 145) [b]Flight 1[/b] [2pp] [b]Fortitude Immunity [/b][31pp] [b]Gravity Control 12[/b] (Extras: Affects Corporeal, Selective Attack; Power Feats: 9 Alternate Powers, 5 are dynamic) [62pp] • [b][u]AP[/u][/b]: Blast 14 (Extra: Penetrating; Feat: Accurate x2, Affect Insubstantial x2, Improved Range x2 (Rank x50)) 0 left • [b][u]AP[/u][/b]: Communication 20 (Radio; 20 miles) [20]; Super-Senses (adds to Gravitic Field Sense (Acute [1], Analytical [1], Counters Concealment [2], Counters Obscure [5], Distance Sense [2], ], +1 Extended (1000’)[1], Penetrates Concealment [4), Tracking [2]) [17] + Enhanced Skill (Notice +8) [2] 9 left *Dynamic* • [u][b]AP[/b][/u]: Concealment 10 (all visual, auditory, olfactory, and radio; Extra: Area; PFs: Close Range, Selective) [43] 5 left *Dynamic* • [b][u]AP[/u][/b]: Flight 19 10 left *Dynamic* • [b][u]AP[/u][/b]: Healing 14 (Extra: Total; Feat: Persistent , Regrowth) 0 left • [b][u]AP[/u][/b]: Radiation Control 10 (Extra: Area (burst), Selective; Feat: Affect Insubstantial 1,Incurable, Reversible) 1left (area max is PL) • [b][u]AP[/u][/b]: Space Travel x19 [19], Protective Gravity Bubble ((Force field x1 (link, Area?)[3] + Immunity (Affect others only, Area)(life support [cold, heat, high pressure, radiation, suffocation, vacuum)[12]) = [15] 14 left *Dynamic* • [b][u]AP[/u][/b]: Telekinetics x14 (ST 70 = heavy load of XXX tons)(Extra: Affect Corporeal; Feat: Accurate x1, Affect Insubstantial x2, Precise) 6 left *Dynamic* • [b][u]AP[/u][/b]: Teleport 18 (anywhere in galaxy [wormhole]; Extras: Accurate, Portal; Flaws: Action/Full round, Long Range only, Unreliable (limited to 5 uses until recharge/rest due to energy expended; PFs: Progression 2 [25'x25' portal], Dynamic). 5 left (Cost is 2/rank.) [b]Immunity 6[/b] (critical hits, gravitics, radiation damage [includes environmental radiation]) [6pp] [b]Insubstantial 3 [/b] (gravitic energy; Extra: Duration/Continuous; Flaw: Permanent) [15pp] [b]Protection 8[/b] (Extra: Impervious) [16pp] [b]Shield 6 [/b][6pp] [b]Space Travel x1[/b] [1pp] [b]Super-Senses 7 [/b](gravitic field sense [accurate, extended, radius, ranged, mental sense], direction sense, radio) [7pp] • Gravimetric Field Sense: Accurate means you can use it to target foes in combat. So if you other senses (like sight) are dazzled or obscured, you can still attack normally. Since it has Extended, it means the "range increment" is 100 feet. Normally senses have a "range increment" of 10 feet, meaning you get a -1 penalty on a Notice check for every 10 feet between you and the target. But with Extended, it's 100 feet, so you're just as likely to notice something that's 100 feet away as something that's 10 feet away. Radius means it operates in 360 degrees. Drawbacks Normal Identity (full round action to change; major, common; 4 points) One way transformation (need to bleed off excess energy. Takes a couple hours, Common; 3 points) Abilities 2 + Combat 8 + Saves 23 + Skills 10 (40r) + Feats 8 + Powers 146 - Drawbacks 7 = 190/193pp Done by Angrydurf 01/04/2010; Also fixed some math errors on the sheet
Cyroa Posted December 31, 2009 Posted December 31, 2009 17 free: Con +2 Reflex Save +1 Will Save +1 1 equipment (Teleport Beacon; other 4 eq pts to YF base) Skills – 4pts Knowledge (Arcane) +12 ranks (for a total of 16) Knowledge (Theology/Philosophy) +4 ranks (for a total of 4) Super Senses (Scent, Dimensional Awareness w/ Extended x1, Magic Awareness w/ Acute and Extended x1) [+6pp] Demonic Powers (36pp powers; PFs: 10 AP) [46pp] [+2pp] BE: Hellfire Control 9 [infernal](Extras: 50-ft. Burst Area, Selective Attack) [infernal] [36pp] AP: Blast x10 [Fire](Extra: Autofire x1; PFs: Accurate x4) (Fireball/Flamethrower!) [34/36PP] AP: Comprehend 3 (speak, understand, read any language)[6pp], plus Enhanced Charisma 20 (to 40/+15) [20pp], plus Enhanced Skills 40 (Bluff +8, Diplomacy +8, Intimidate +8, Perform [stringed] +8, Sense Motive +8) [10pp] [infernal] (Deceiver's Charms) [36PP] AP: Emotion Control 8 (Extras: Burst Area, Selective Attack; PF: Mind Blank, Progression x2, Subtle [DC 20 Notice check]) [Magic] [36PP] AP: Enhanced Feats 10 (Attack Focus (melee) 7, Dodge Focus 2, Improved Critical x1 (Unarmed))[10pp], plus Enhanced Strength 22 (to 32/+11) [22pp] plus Super-Strength 2 (effective Str 42) [4pp] (Demonic Strength) [infernal] [36PP] AP: Environmental Control 10 (Extreme Heat (2/lev), XXX mile radius; Extra: Independent, Total Fade; PFs: Slow Fade 2, Subtle) (Hell's Kitchen) [infernal] [33/36PP] AP: Fire Control 8 (Extras: 30-ft. Burst Area, Selective; PFs: Indirect x1, Subtle) (Fires of Hell) [Fire] [34/36PP] AP: Healing 8 (Flameheal; Extras: Action (Standard), Restorative, Total; Flaw: Personal; PFs: Persistent, Regrowth) [Fire] [34/36PP] AP: Strike 12 (Extras: Penetrating x3; PFs: Accurate x3, Affects Insubstantial 2) [20PP] link with Drain Toughness 8 (Extra: Affects Objects) [16PP] (The Black Blade) [infernal] [36PP] AP: Super-Movement 4 (Dimensional Movement x3 (PF: Progression x1), wall-crawling 1) [9PP], plus Teleport 7 (Extra: Accurate; PFs: Change Velocity, Easy, Progression x2) [25PP] (Devil's Travels) [infernal] [34/36PP] AP: Mind Reading 11 (Extras: Action [standard], Effortless, Insidious; Flaws: Limited [Mind Probe]; PF: Subtle) (Read the Soul) [infernal] [34/36PP] and the code is already fixed below to save time Character Name: Hellion Secret Identity: James Thadeus Prophet; “James" Age: 17 [b]Power Level: [/b] 11 (169/169 pp) Trade-Offs: None [b]Unspent PPs: [/b] 0 [b]Description: [/b] James is a young man with a healthy build. Standing at almost 6 feet tall, he strikes a handsome figure. With jet-black hair and icy blue eyes, he looks about him with a wry and amused smile. He tends to dress in relaxed clothing, button up shirts and the like. However, they tend to be made of nicer materials. [b]Personality: [/b] JP is not quite a full-blown hedonist, but only just. He wants to enjoy life to the fullest, have a great time and generally just play. He doesn’t have a well-defined sense of responsibility yet. There is an under current of caring there but it occasionally gets buried by some of his baser instincts. He’s not entirely convinced about being a hero and all that, but it will certainly be exciting if nothing else. Despite his hedonist tendencies, deep down he's really a romantic at heart. He secretly roots for the underdog, believes in true love, all of that. He just hasn't quite grown up enough to act on it yet. Part of the undercurrent of ‘good’ is due to his family. But it is also due in part to a form of rebellion. He doesn’t want anything to do with his father’s side or the plans that were laid down for him. He doesn’t have a problem with his powers; indeed he enjoys them immensely. Nor does he particularly like the other Prophets given his unpleasant childhood and the lies. Basically, he has some family issues which spills over into a slight and general distrust of most ‘adults’. While he doesn't particularly care about revealing his paternal history, he has found it's easier to simply not mention it. Saying, 'My dad's one of the lords of hell' generally doesn't endear you to people. He does like to cause a little hell though; the name he chose reflects some of his humor and is a good play on words. Having had few friends up till now, he has grown quite attached to those he has made at Claremont. [b]History: [/b] The Prophet family is an old and notable one. With heroes and legends that go back a long ways. But there’s black sheep in every family. Teresa was one such rebel. She spurned the family and took off as soon as she was able. She hung with a seedy and significantly darker and shadier crowd. She had no powers of her own and quickly found herself far far deeper into the darkness than she ever wanted to go. After disappearing from the Family’s radar for 3 years (no easy feat there), she showed up unexpectedly at the Family Estate almost 8 months pregnant. She was tired, worn out and more than a little scared. But she was rather uncommunicative about where she’d been or what had happened. It wasn’t long before she gave birth. It was far from an easy pregnancy. It cost her life to have her son born. With the Family’s skills, it was easy to determine the child’s demonic side though he looked human enough. She whispered a few words to her boy and to the head of the family before she passed on. The Patriarch of the family was a little shaken by whatever words were spoken but he shared none of it. After Teresa was buried, the Family took care of the baby, one James Thadeus Prophet. He was raised as part of the family, but he never quite fit in. The nature of his ‘father’ had spread like wildfire among the Family long before he even learned to talk. He was viewed with more than a little suspicion and kept at something of a distance. It wasn’t really much of a wonder then that as he got older, he started doing things as away from the Family as much as possible up to and including sneaking out on occasion. And he was only 12 at the time… On his fifteenth birthday, the nightmares began. Shortly after, his powers began to surface. While the family at least had experience with that, it also led to a few questions. JP had never known much about his father’s side, and asking the people he didn’t particularly like (ie his mother’s family) was the only way. They weren’t exactly interested in sharing but eventually acquiesced. The Family had been looking into his nature for years and had even gotten a rough idea before JP had confronted them. They had withheld that from him though; thinking the knowledge was simply too much. They laid it all out for him. His father was some form of upper level demon. He’d managed to get Teresa to conceive JP as simply a step in the demon’s plan. Being of this world, JP was not bound by restriction of ‘dimensional’ travel imposed by various forces. In his father’s grand plan, it was JP’s destiny to open a portal and lead an army of hell on a grand (if evil) crusade. It might have succeeded except for Teresa’s rebellion and return to the family. But it hadn’t thwarted the plans, just delayed and altered them a little. And as he was approaching 16, his demonic powers were now surfacing. And his dreams were influenced from ‘below’ as well; they were far from pleasant. Needless to say, he wasn’t exactly happy with the revelation. While he might have understood why the Family hadn’t shred this with him, he was still pretty ticked off. Not to mention a rather unwelcome and unpleasant childhood. With his finances permanently taken care of due to his mother’s will, he had little reason to stay. But he needed some guidance, a place to figure out who he was and to settle down. Relax and have a good time (and perhaps learn a few things). The Family made arrangements and Claremont had yet another oddball student. [b]Complications: [/b] [U]Black Sheep/White Sheep[/U] – Doesn’t get along well with either half of family; has some unresolved hostility/resentment [U]Dark Destiny[/U] – Father’s side has great plans for James regardless of his wants [U]Half-Demon[/U] – being half-demon has some various social ramifications [U]Friendship[/U] – Wander, and the other members of Young Freedom, are the only real friends he’s ever known. They took on Hell for him. He would pretty much go to any lengths to protect them. He’s also developed something of a Teacher/Partner relationship with Phantom with burgeoning friendship there. [U]Dual World/Obligations/Responsibilities[/U] – Hellion is now part of 2 VERY different teams in addition to his regular studies (not school) and both are important to him. These do cause a conflict of interest at times. This sort of connects to a public image that needs to be maintained as well. [b][u]Ability Scores[/u][/b] [0+4+22+0+0+10 = 36pp] Str: 10 (+0) Dex: 14 (+2) Con: 32 (+11) Int: 10 (+0) Wis: 10 (+0) Cha: 20 (+5) [b][u]Combat[/b][/u] [8+8=16pp] Attack: +4 Base, +12 Blast, +11 Demonic Strength, +10 Black Blade Grapple: +4, +26 w/ Demonic Strength Defense +10 (+4 Base, +4 Dodge Focus, +2 Enhanced Dodge Focus), +2 Flat-Footed Knockback: -5 Initiative: +2 [b][u]Saves[/b][/u] [0+0+8+11 = 19 pp] Toughness: +11 (+11 Con) Fortitude: +11 (+11 Con, +0PP) Reflex: +10 (+2 Dex, +8PP) Will: +11 (+0 Wis, +11PP) [b][u]Skills[/b][/u] [60r = 15 pp] Bluff 5 (+10 or +26 w/ Deceiver) Drive 2 (+4) Diplomacy 5 (+10 or +26 w/ Deceiver) Gather Information 4 (+9 or +17 w/ Deceiver) Intimidate 5 (+10 or +26 w/ Deceiver) Knowledge (Arcane) 16 (+16) Knowledge (Philosophy/Theology) 4 (+4) Notice 5 (+5) Perform (Dance) 2 (+7 or +15 w/ Deceiver) Perform (Stringed) 5 (+10 or +26 w/ Deceiver) Sense Motive 5 (+5 or +13 w/ Deceiver) Stealth 2 (+4) [b][u]Feats[/b][/u] [22 pp] Attractive x1 Benefit 3 [Wealth 2, Status 1] [3] Connected Contacts Distract (Bluff) Dodge Focus x4 Equipment (Teleport Beacon; other 4 eq pts to YF base) Evasion x2 Fearless Luck x2 Power Attack Set up Skill Mastery (Bluff, Intimidate, Sense Motive, Perform (Stringed) ) Well-Informed Uncanny Dodge (Olfactory) [b][u]Powers [/b][/u] [46+15+1+6= 68 pp] Demonic Powers (36pp powers; PFs: 10 AP) [46pp] [u]BE: [/u] Hellfire Control 9 [Infernal](Extras: 50-ft. Burst Area, Selective Attack) [Infernal] [36pp] [u]AP[/u]: Blast x10 [Fire](Extra: Autofire x1; PFs: Accurate x4) (Fireball/Flamethrower!) [34/36PP] [u]AP[/u]: Comprehend 3 (speak, understand, read any language)[6pp], plus Enhanced Charisma 20 (to 40/+15) [20pp], plus Enhanced Skills 40 (Bluff +8, Diplomacy +8, Intimidate +8, Perform [Stringed] +8, Sense Motive +8) [10pp] [Infernal] (Deceiver's Charms) [36PP] [u]AP[/u]: Emotion Control 8 (Extras: Burst Area, Selective Attack; PF: Mind Blank, Progression x2, Subtle [DC 20 Notice check]) [Magic] [36PP] [u]AP: [/u] Enhanced Feats 10 (Attack Focus (melee) 7, Dodge Focus 2, Improved Critical x1 (Unarmed))[10pp], plus Enhanced Strength 22 (to 32/+11) [22pp] plus Super-Strength 2 (effective Str 42) [4pp] (Demonic Strength) [Infernal] [36PP] [u]AP[/u]: Environmental Control 10 (Extreme Heat (2/lev), XXX mile radius; Extra: Independent, Total Fade; PFs: Slow Fade 2, Subtle) (Hell's Kitchen) [Infernal] [33/36PP] [u]AP[/u]: Fire Control 8 (Extras: 30-ft. Burst Area, Selective; PFs: Indirect x1, Subtle) (Fires of Hell) [Fire] [34/36PP] [/u]AP: [/u] Healing 8 (Flameheal; Extras: Action (Standard), Restorative, Total; Flaw: Personal; PFs: Persistent, Regrowth) [Fire] [34/36PP] [u]AP: [/u] Strike 12 (Extras: Penetrating x3; PFs: Accurate x3, Affects Insubstantial 2) [20PP] link with Drain Toughness 8 (Extra: Affects Objects) [16PP] (The Black Blade) [Infernal] [36PP] [u]AP: [/u] Super-Movement 4 (Dimensional Movement x3 (PF: Progression x1), wall-crawling 1) [9PP], plus Teleport 7 (Extra: Accurate; PFs: Change Velocity, Easy, Progression x2) [25PP] (Devil's Travels) [Infernal] [34/36PP] [u]AP: [/u] Mind Reading 11 (Extras: Action [Standard], Effortless, Insidious; Flaws: Limited [Mind Probe]; PF: Subtle) (Read the Soul) [Infernal] [34/36PP] [b]Immunity 15[/b] (Aging, Disease [limited], Poison [limited], Starvation and Thirst [limited], Sleep [limited], Fire Damage (5), Suffocation (2), All demonic powers (5) [15pp] [b]Regeneration 1[/b] (Resurrection 1 [not if killed on holy ground or by holy attacks]) [1pp] [b]Super Senses 6[/b] (Scent, Dimensional Awareness w/ Extended x1, Magic Awareness w/ Acute and Extended x1) Drawbacks [-7PP] Vulnerability (Holy Attacks: +50% or x1.5 modifier) [-2pp] Weakness (holy ground, -1 Str, Dex, and Con per minute) [-5pp] DC Block Unarmed -- DC /Toughness -- Damage Unarmed, Devil's Might -- DC /Toughness -- Damage Black Blade -- DC /Toughness -- Damage; Penetrating 3 Emotion Control -- DC /Will -- Emotions Controlled Fireball -- DC /Toughness – Damage; Autofire Hellfire -- DC /Toughness -- Damage Totals: Abilities 36 + Combat 16 + Saves 19 + Skills 15 + Feats 22 + Powers 68 - Drawbacks 7 = 169/169 Done By angrydurf
Recommended Posts