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The Great Galbini - PL 10 Hero - genericangst


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Posted

This is a pretty rough draft as far as the description, history, et cetera are concerned. I wasn't sure what I needed to elaborate on, though I know I'm nearly finished with that part. I'm pretty new to the rules, so I hope that I didn't do anything horribly wrong in the numbers aspect of things. Any feedback would be most appreciated.

Player's Name: genericangst

Power Level: 10 (150/151pp)

Trade-Offs:

Unspent PP: 1

Characters Name: Jeremiah Grant

Alternate Identity: The Great Galbini

Height: 6'0

Weight: 180 lbs.

Hair: Black

Eyes: Green

Description: The Great Gambini wears his top hat and cape whenever he's at a show... or fighting crime. He doesn't see much difference, really. His (dyed) jet black hair, green non-prescription contact lenses, and artificially whitened smile dazzle crowds as well as himself. Even when he is grocery shopping or going for a walk, he always dresses and acts like a showman. His "normal" attire consists of items such as purple suits with yellow bow ties and a non-functional walking stick or umbrella.

History: Ever since he was a little boy, Jeremiah knew he was destined for great things. He would put on magic shows for anybody that would watch, or even if they really didn't want to. He dropped out of high school to persue his dream of becoming a professional magician. For a while, he did street shows for pending cash while working at various factory jobs. Despite earning about as much money as the next beggar, he was confident enough to believe he was going to be the next big thing. In a way, he was right. One day he was approached by his hero, André Lamont... the greatest magician Liberty City had ever seen. He constantly played sold out shows even in his advanced age. He thought Grant had some talent, and so he took him on as his apprentice. It was he who advised he dye his hair and get the contacts (dishwater brown and grey are not "stage colors"), as well as adopt the name Galbini. Lamont was a hard taskmaster, and never once complemented "Galbini." During shows, Galbini would play the bumbling apprentice, to elicit laughter from the crowd and cause Lamont's "correct" llusions to attain greater applause.

Galbini became fed up with this, and so started studying on his own. Luckily for him, Lamont had an extensive library in his mansion. He came upon a book entitled: "Illusions of the Wyerd," and attempted to read that one. Unfortunately, it was just a bunch of weirdo symbols. Darn. But then, he decided to touch one. He felt a burning sensation and then... the symbol from the book was transcribed on his hand! He didn't read any other books, though he did look at the titles: "Daemonic Lore and Control," "Necromantic Rituals," "How to Manage Your Own Business." He realized that perhaps his master wasn't such an upstanding guy. For months, he hid the mark on his hand using stage gloves. One night, during a fairly small performance, he slipped up and did... SOMETHING by accident. Well, it was a little more specific than "something." It was more like he made Lamont's clothes seem to disappear. He didn't appreciate this very much, and so Galbini was out of a job.It was after this, that he set out on his own. He obtained a lovely assistant, Mindi (a barista he was particularly smitten with), and set out in the world! It would have ended there, with him using his newfound powers to augment his show. But it wasn't in the cards. He was playing an elementary school, when some crazy mook decided it would be a good idea to hold the auditorium for ransom. He made it seem like the children were man-eating reptiles, and the mook ran into the police car, begging for mercy. He felt such a feeling of satisfaction, that he had no choice but to fight crime the rest of his days.

At least, this is what The Great Galbini says.

Personality & Motivation: The Great Galbini is an impulsive and cocky man out for fame. Despite being a bit of a jerk, his heart is in the right place. He would protect Mindi with his life, though he really, really, really, really wouldn't want to die at any point soon thank you very much. He refuses to keep his identity secret, which probably isn't the best way to protect Mindi, but he's hoping that it will draw people to their show. He would also hate to see his legions of adoring fans be hurt in any way, and he knows that all of Liberty City are going to be his adoring fans... even if they have no clue who he is, now.

Complications: Addiction (Attention), Enemy (André Lamont) Love (His lovely assistant, Mindi), Wealth (Struggling)

Stats: 18pp

Str: 10 (+0)

Dex: 18 (+4)

Con: 10 (+0)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 20 (+5)

Combat: 40pp

Attack: +10

Grapple: +0

Defense: +10 (+5 flat-footed)

Knockback: -5

Initiative: +5

Saves: 26pp

Toughness: +10 (force field)/+0 (+0 Con, +0 other)

Fortitude: +9 (+0 Con, +10)

Reflex: +10 (+4 Dex, +6)

Will: +10 (+0 Wis, +10)

Skills: 64r = 16pp

Acrobatics 12 (+17)

Bluff 7 (+12)

Concentration 9 (+9)

Disguise 6 (+11)

Notice 6 (+6)

Performance, Magician 12 (+17)

Sleight of Hand 12 (+17)

Feats: 2pp

Quick Change

Taunt

Powers: 48pp

Force Field 10 (Extras: Impervious) [20]

Illusion 4 (All senses; Extras: Selective; Power Feats: Alternate Power x5) [25]

*AP: Blast 10 (sonic)

*AP: Confuse 10

*AP: Dazzle 5 [all senses]

*AP: Morph 10 (humanoids),

*AP: Vibration Control 10

Super Senses 3 (Precognition [Flaw]) [3]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Blast 12 22/Toughness Sonic

Vibration Control 12 22/Toughness Vibration

Costs: Abilities (18) + Combat (40) + Saves (26) + Skills (16) + Feats (02) + Powers (48) - Drawbacks (00) = 150/151

Posted

Hello and welcome to the boards. Sorry it took so long to get to you, but several of our staff are away at the moment.

Stats, good.

Combat: 40pp

Attack: +10

Grapple: +0

Defense: +10 (+5 flat-footed)

Knockback: -5

Initiative: +5

Grapple is +10 (from attack bonus) and Initiative is +4 (all from Dex). Point cost is good though.

Saves: 26pp

Toughness: +10 (force field)/+0 (+0 Con, +0 other)

Fortitude: +9 (+0 Con, +10)

Reflex: +10 (+4 Dex, +6)

Will: +10 (+0 Wis, +10)

Nothing wrong here, but I just make this general suggestion to any new players. If you take a point out of your Fortitude save, and a point out of Protection/Force Field, you can buy 2 points in Constitution which has the same overall mechanical effect, plus any and all benefits of having a higher Con score, mostly recovery checks and protection against Drains. But the choice is ultimate yours and is just fine the way it is.

Skills, good.

Feats, good.

Powers: 48pp

Force Field 10 (Extras: Impervious)

Illusion 4 (All senses; Extras: Selective; Power Feats: Alternate Power - Blast 10 (sonic), Confuse 10, Dazzle 5 [all senses], Morph 10 (humanoids),

Vibration Control 10)

Super Senses 3 (Precognition [Flaw])

Alright, it's good except for the formatting. It should look more like this:

Powers: 48pp

Force Field 10 (Extras: Impervious 10) [20]

Illusion 4 (All senses; Extras: Selective; Power Feats: Alternate Power x5) [25]

*AP: Blast 10 (sonic)

*AP: Confuse 10

*AP: Dazzle 5 [all senses]

*AP: Morph 10 (humanoids),

*AP: Vibration Control 10

Super Senses 3 (Precognition [Flaw: Uncontrolled]) [3]

But other than that I see nothing wrong. Make these quick edits and you'll have an approval

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