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Jack of all Blades (PL15) - Gizmo (Platinum)


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Players Name: Gizmo

Power Level: 15 (250/250PP) [272]

Trade-Offs: +5 Attack, -5 Damage, +5 Defense, -5 Toughness

Unspent PP: 0

Progress to Impervium: 122/150

For New Jack, click here.

[floatr]Erik.pngJackofallBladesHF.png[/floatr]Characters Name: Jack of all Blades

Alternate Identity: Erik Espadas

Age: 23

Gender: Male

Height: 5'11''

Weight: 145 lb

Hair: Dusty Brown/Black as Jack of all Blades

Eyes: Dark Blue

Sidekick: [goto=Jill]Jill O’Cure[/goto]

Description:

Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up.

As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit’s dark colour scheme.

History:

Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Ellie, was born in 1992. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes.

While this interest persisted as he grew, it was never the modern powerhouses that truly captured Erik's attention. It was the witty Golden Age tricksters like Spitfire Jones and la Renard Rogue of whom he couldn't get enough. No matter how outmatched they were, they had always made it look so easy. He consumed history books, restored news reels and pulp novels at a frantic rate, regardless of their actual accuracy. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star.

It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralysed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanised. The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work at as a projectionist at a movie theatre to help make ends meet. He turned down a number of modest athletic scholarships when he graduated so that he could take more hours there, working other odd jobs around the community as well. His sister Ellie had proven to be brightly intelligent, and Erik was determined that she would be able to attend the university of her choice.

One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewellery boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home.

Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beast a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman.

Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, street-level protector of his community. Early encounters with other powered individuals taught him that the bioenergies they produced were particularly suited for his purposes, perhaps because they already had a manipulatable, organic aspect to them. Radiation, sonics, lasers, even shadows and magical energy could all be turned back upon their users, if Erik could avoid their initial attacks.

Erik keeps his civilian identity a closely guarded secret, encouraging the misconception that 'Jack' is his actual name, with his heroic moniker the result of his being too cute for his own good. The only person aware of his double life is his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. Since then she had become Erik's confidant and greatest supporter.

The specific source of his powers is unclear. Mystic heroes have determined that there is nothing extraordinary about the playing card he found, at least not any more. It's possible that it merely provided a mental template for a latent mutant ability, while another theory supposes that it held a conceptual incarnation, vaguely akin to but far lesser than Dr. Metropolis, which has since merged with Erik.

Although he initially didn't worry much about the specifics, the recent appearance of three new opponents has spurned Erik to search for answers. Jack of Cups, who add the force of any attack to his own strength, Jack of Coins, a probability manipulator and Jack of Staves, a skilled magic user have all attacked Erik on sight, making cryptic references to a Tournament of Suits. All three have proven to be dangerous and capable foes, forcing Erik to play upon their animosity towards each other to escape.

Personality & Motivation:

Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and he is widely regarded as an incorrigible flirt; a fun guy to have around, but hardly one to rely upon.

What isn't immediately obvious is that Erik works a string of part-time jobs to support his mother and younger sister. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat.

Jack of all Blades has become an outlet for Erik, allowing the free-spirited, ever-glib part of his nature to emerge, while satisfying his deep sense of responsibility. Although attracted to the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial to Freedom City's better established heroes. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage.

Much of the boy enthralled by the superhero community remains in Erik, and he is always thrilled to team up with other heroes. Although he bears some scorn for Claremont Academy alumni, whom he views as having had it too easy, this is easily outweighed by his desire to meet superhumans his own age. His boisterous competition with his male peers and flirting with female heroes and villains alike tends to either annoy or endear him to potential allies, but Jack of all Blades never fails to leave an impression.

Powers & Tactics:

Erik can manipulate any kind of energy to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defences, and it retains the basic nature of its source energy.

In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a bonfire, or an electrical blade from a power generator. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam, a magic user's mystical attacks or even the shadows controlled by a darkness manipulator, none of which he would be able to access in their ambient forms.

Although an accomplished fighter in his own right, Erik's fantastic accuracy comes from an unconscious awareness of the energy surrounding him. This allows him to sense the precise position of his blades, as well as the more subtle energies present in all living things. This also aids him in avoiding attacks, fortunate as he is comparatively fragile next to most superhumans.

Against generic thugs, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks. Given that many superhumans are immune to their own powers, Erik prefers to use such blades against an opponent's team-mates or underlings. In the absence of an exploitable weakness, he will usually default to making a fire sword using the lighter he always carries.

Complications:

Enemies (The Jack of Cups, of Coins and of Staves, who are apparently involved in some sort of deadly tournament, and believe Erik is as well.)

Grandstanding (Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.)

Responsibility (Man of the House)

Secret (Superhero Identity)

Sidekick (Erik’s no less protective of his sister now that she’s a superhero too.)

Struggling (Erik's supporting his family and saving for his sister's tuition; it's tough to find work sometimes)

Sucker for a Pretty Face (Erik's easily distracted by attractive women, be they bystanders, fellow heroes or even villains.)

Teammates (The Interceptors are family to Erik, whether or not he openly admits it.)

West Ender (The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city.

Abilities: 6 + 10 + 8 + 0 + 4 + 12 = 40PP

STR: 16 (+3)

DEX: 20 (+5)

CON: 18 (+4)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 22 (+6)

Combat: 14 + 24 = 38PP

Initiative: +9

Attack +7 Base, +14 Melee, +20 Swords

Grapple +17

Defense +20 (+12 Base, +8 Dodge Focus), +6 Flat-Footed

Knockback -4/-1

Saves: 4 + 10 + 8 = 22PP

Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Greatcoat), +6 flat-footed

Fortitude: +8 (+4 Con, +4)

Reflex: +15 (+5 Dex, +10)

Will: +10 (+2 Wis, +8)

Skills: 56R = 14PP

Acrobatics 10 (+15)

Bluff 20 (+26)

Climb 5 (+10)

Knowledge (Streetwise) 2 (+2)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Stealth 10 (+15)

Feats: 92PP

Agile Climber

Attack Focus (Melee) 7

Attack Specialization (Swords) 3

Beginner's Luck

Challenge (Fast Task [Feint])

Defensive Attack

Defensive Roll 2 (+4 Toughness)

Distract (Bluff)

Dodge Focus 8

Elusive Target

Equipment 2 (10EP)

Evasion 2

Fascinate (Bluff)

Fearless

Grapple Finesse

Improved Critical (Swords, 18-20)

Improved Initiative

Inspire 5

Jack-of-all-Trades

Luck 5

Move-By Action

Power Attack

Set Up

Sidekick 36

Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)

Takedown Attack 2

Taunt

Ultimate Will

Uncanny Dodge 2 (Mental [Energy Awareness], Visual)

Greatcoat; Protection 2 [Power Feat: Subtle]; Cost: 3EP

Grappling Hook; Super-Movement 1 [swinging], Speed 1; Cost: 3EP

4EP contributed to Interceptors Shared Equipment

Powers: 32 + 1 + 2 + 7 + 2 = 44PP

Energy Sword 7 (Corrosion, Power Feats: Alternate Power, Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], Drawbacks: Limited [Available, Concentrated Energy Types], Extras: Penetrating) [32PP]

  • AP Energy Sword Flurry 7 (Damage, Power Feats: Improved Critical (18-20), Mighty, Variable Descriptor 2 [Any Energy], Drawbacks: Limited [Available, Concentrated Energy Types], Extras: Autofire 3) [31PP]

Features 1 (Teleport Beacon [The Brownstone]) [1PP]

Super-Senses 2 (Energy Awareness [Mental], Magic Awareness [Mental])[2PP]
Erik is sensitive to both the electromagnetic spectrum and magical power. This awareness is filtered through to his regular senses in a mishmash of synesthesia, giving him a general impression of the energy's particulars and allowing him to recognize signatures he's sensed before.

Super-Senses 6 (Detect Energy [Mental, Extras: Accurate 2, Acute, Radius, Ranged], Feats: Alternate Power) [7PP]

  • AP Super-Senses 6 (Detect Magic [Mental, Extras: Accurate 2, Acute, Radius, Ranged]) [6PP]

Swordsmanship Supremacy 1 (Probability Control, Flaws: Limited 2 [swordsmanship]) [2pp]

DC Block:

ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC18 Toughness (Staged)     Damage

Energy Sword     Touch     DC17 Fortitude (Staged)     Drain Toughness

Energy Sword     Touch     DC25 Toughness (Staged)     Damage
Abilities 40 + Combat 38 + Saves 22 + Skills 14 + Feats 92 + Powers 44 = 250/250 Power Points Note: Jack of all Blades has a single rank of Improved Critical as part of his Strike power, which brings his energy swords in line with regular swords, i.e. a 19-20 range. The additional rank as part of his normal feats places this at 18-20 for both regular and energy swords. Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his Energy Sword Array, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant powers shut off said Array entirely, as well as his Super-Senses.
[anchor]Jill[/anchor]
Power Level: 12 (180/180 PP) (Sidekick 36) Trade-Offs: +5 Defense, -5 Toughness Unspent PP: 0 [floatr]Ellie.pngJillOCureHF.png[/floatr]Characters Name: Jill O'Cure Alternate Identity: Ellie Espadas, Jill Pique Age: 18 Gender: Female Height: 5'8'' Weight: 125 lb Hair: Dusty Brown, Dyed Black Eyes: Dark Blue Description: Ellie Espadas is a coltish young woman with short dusty brown hair dyed black and a perpetually sardonic expression on her angular features. She prefers to dress in layers, favouring oversized dress shirts under fitted vests and similar combinations, accessorising with bangles and broad rings. Recently she has taken to carrying a canvas messenger bag storing first aid supplies and her costume. Said costume mirrors her brother's, swapping a deep crimson for his royal blue. Black tights feature prominent red piping up the sides while a cropped top and jacket provide an airier look. Jill O'Cure has also adopted an identity concealing bandana mask and a hair colour to match Jack’s customary wig, although the family resemblance remains obvious. History: Born in 1992, Ellie Espadas was born to Freedom City policewoman Gina Espadas and immigrant John Pique, who disappeared shortly before her birth. Growing up in the West End verbally sparing with her older brother Erik, she demonstrated a keen mind from an early age, reading voraciously and studying a variety of subjects without prompting. When a stray bullet in a convenience store robbery gone wrong left Gina paralysed from the waist down, Ellie actually arrived on the scene before her brother, in time to see the paramedics who arrived to stabilise her mother. While the tragedy signalled the end of her brother's childhood, it came at a time when Ellie was only just beginning to discover who she was. Simultaneously developing a devoted interest in medicine and acquiring a flint hard, cynical edge, she found her early high school years difficult and isolating. Compounding matters, her brother and closest confidant was forced to spend most of his time making ends meet. Though trying, these years honed Ellie's forceful personality. When Erik revealed to her the super powers he had gained, she helped his create the persona of Jack of all Blades. Her medical knowledge were instrumental in those early months, during which he would often return home in the middle of the night with a variety of wounds and fractures. Escaping social tribulations at school stemming from boredom, Ellie was delighted to spend time with the friends Erik made in the superhero community. Nevertheless, she remained on the periphery of that world until the night John Pique reappeared at the Espadases’ door step, carrying the unconscious form of Rose Copas, better known as Jaci o' Cups. Amidst the revelations and frantic melee which followed as the so-called Tournament of Jacks reached a head, Ellie came into possession of the Jack of Coins playing card dropped by the slain Denari Jones. The complex magics woven into the artefact awoke the latent metamagi abilities which were as much her heritage as her brother's. Over Erik's objections, she donned a costume of her own and took the name Jill O’Cure. Conceding that she was determined to follow in his footsteps regardless, Erik decided that he'd rather keep his sister nearby where he could keep her out of the worst danger. Ellie, naturally, has other ideas. Thanks to a few pulled strings, she has enrolled at Claremont Academy for her senior year under the pseudonym Jill Pique, in order to learn more about her powers. Personality & Motivation: Ellie developed a biting wit alongside her brother, and if she lacks a measure of his self-assured bravado, she makes up for it with a razor sharp acumen. She is, however, more likely to use this as a defence mechanism, making clever quips to downplay a strong sense of empathy and what is easily a genius level intellect. Although somewhat more pragmatic than many heroes, Ellie has a strong sense of personal responsibility and has dedicated herself to saving lives. She struggles to balance the need to do what it takes to get the job done and a keen awareness of potential collateral damage. The Jill O'Cure persona allows her to indulge in her more impulsive side, while still playing the voice of reason to her brother's reckless abandon. Powers & Tactics: Ellie is able to manipulate biological material on the cellular level. Thanks to her extensive knowledge of medicine, her default use of this ability is to heal, miraculously repairing wounds, curing illness and even regrowing limbs. The flip side of that power is a devestating attack on a body's natural defenses with a mere touch. These applications are signalled by a pale blue and virulent green glow, respectively. Ellie also possesses the apparently unrelated ability to create translucent force fields around herself and others. Conceptualizing herself as a super paramedic, Ellie makes protecting civilians her priority, sheilding them with her force fields and delivering medical attention to any injured. Given a choice, she prefers traditional medical techniques to using her powers, not entirely trusting their 'something for nothing' nature, but does not hesitate when time is of the essense. In actual combat, Ellie leverages her not inconsiderable self defense training. Against non-powered foes, a single application of her offensive abilities is often enough to discourage further conflict, while she wisely follows a more cautious strategy when dealing with super villains. Ultimately, she lacks her brother's inclination toward fighting, and seeks to end such confrontations quickly. Complications: Civilians (Ellie prioritizes the protection of innocent bystanders over fighting villains, even more so than most heroes.) Family (It's not easy being Jack of all Blades' sister.) Relationship (Mara Hallomen AKA Dragonfly) Secret (Superhero Identity, 'Jill Pique' Identity) Sidekick (As Jill, Ellie has to deal with an over protective brother and may have trouble getting other heroes to take her seriously.) West Ender (Ellie is proud of her neighbourhood and particularly protective of its residents.) Abilities: 0 + 8 + 4 + 10 + 4 + 6 = 32PP Str: 10 (+0) Dex: 18 (+4) Con: 14 (+2) Int: 20 (+5) Wis: 14 (+2) Cha: 16 (+3) Combat: 8 + 20 = 28PP Attack: +4 Base, +8 Melee, +12 Autoimmunity Touch Grapple: +8 Defense: +17 (+10 Base, +7 Dodge Focus), +5 Flat-Footed Knockback: -2/-0 Initiative: +4 Saves: 5 + 6 + 8 = 19PP Toughness: +7 (+2 Con, +3 Defensive Roll, +2 Costume) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 60R = 15PP Acrobatics 6 (+10) Bluff 17 (+20) Knowledge (Life Sciences) 5 (+10) Language 3 (English [Native], French, Latin, Spanish) Medicine 12 (+15) Notice 11 (+13) Stealth 6 (+10) Feats: 27PP Attack Focus (Melee) 4 Defensive Roll 2 Distract (Bluff) Dodge Focus 7 Eidetic Memory Equipment 2 Evasion 2 Fearless Improvised Tools Power Attack Quick Change Set-Up Skill Mastery 1 (Acrobatics, Bluff, Medicine, Notice) Taunt Uncanny Dodge (visual)
Costume; Protection 2 [Power Feat: Subtle]; Cost: 3EP Grappling Hook; Super-Movement 1 [swinging; Power Feat: Move-By Action], Speed 1; Cost: 4EP Lock Release Gun; Cost: 1EP Masterwork Medical Tools; Cost: 1EP Night Vision Goggles; Cost: 1EP
Powers: 2 + 57 = 59pp Immunity 2 (disease, poison) [2PP] Biological Manipulation Array 26.5 (53PP, Power Feats: Alternate Power 2, Dynamic Power 2) [57PP]
  • DBP Healing 12 (Power Feats: Stabilize, Persistent, Regrowth, Extra: Restorative, Total) [51PP] AP Autoimmunity Touch 12 (Drain Fortitude 12, Power Feats: Accurate 2, Incurable, Reversible, Slow Fade, Extra: Linked [Damage]) + (Damage 12, Extras: Alternate Save [Fortitude], Linked [Drain], Secondary Effect) [53PP] DAP Create Object 12 (Power Feats: Progression 2 [25-foot cube/rank] Selective, Stationary, Tether, Extras: Impervious, Movable) [53PP]
DC Block:
ATTACK                 RANGE     SAVE                        EFFECT

Unarmed                Touch     DC15 Toughness (Staged)     Damage

Autoimmunity Touch     Touch     DC22 Fortitude (Staged)     Drain Fortitude

                       Touch     DC27 Fortitude (Staged)     Damage

Abilities 32 + Combat 28 + Saves 19 + Skills 15 + Feats 27 + Powers 59 = 180/180 Power Points

Note: Like her brother, Ellie is a metamagi, the result of mystically enhanced mutation, blurring the line between genetics and sorcery. In her case, magic nullification prevents her from using her Disease Touch or Create Object Alternate Powers. Effects that nullify mutant abilities shut off her powers entirely.

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This is my first time creating a character using the M&M rules, so hopefully I haven't made too many mistakes! Jack of all Blades is essentially a powered version of the Swashbuckler archetype, with a number of tweaks to my personal taste. I'm completely open to suggestions, as well, if anything stands out as particularly suboptimal.

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First off welcome to FCPbP :D

I'm not a Ref so I can't shoot you an approval but I think this character is awesome a few quick things, You mention he was a fan of Renard Rouge and spitfire jones type heroes, those are all golden age not silver age (very minor difference). Seocondly, and this is a much more minor quibble, His skill with a blade is really well beyond olympic potential certainly as a young prodigy he would be good but that might be a bit extreme. You might consider that as he unlocked the power of the card etc it passed on the knowledge and even lost forms of previos bearers or some such. But as I said thats a minor thing ;)

Solid character in my opinion (not a ref so not gonna comment on the numbers but it looks like a well built character to me :))

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The drawback was meant to apply to the variable descriptor aspect of the power, of which I grabbed two ranks. That way he couldn't be like, "Oh, a demon? Good thing I can spontaneously create a holy sword of epic holiness!" or otherwise take easy advantage of more uncommon weaknesses. Should that require a third rank of variable descriptor? As it stands, it's still slightly more expensive than Strike would be with a fixed set of descriptors.

I alluded to this in some of the description, but I wasn't sure how to explain it mechanically: stuff like magic or shadows are off-limits unless somebody's 'gotten it started' for him. Ambient amounts aren't good enough. So, sunlight won't work, but a laser beam would. Really exotic stuff's only usable is someone else has concentrated it, like a magical attack or shadow strike. Would it make sense to change the drawback to "limited by available, concentrated energy sources"?

I mentioned in the 'Powers and Tactics' section that his 'energy awareness' accounts for his extreme accuracy. The idea is that he's super aware of the energy sword itself and to a lesser extent his opponent, which also explains away some of his high defense. Assuming that's sufficient justification, is there somewhere else I should mention it to make it clearer?

Thanks for giving me feedback so quickly! The part I'm finding trickiest is adequately describing his power mechanically, obviously. I tried to make it as simple as possible; you should have seen it when it was Absorption fueling limited Weapon Summoning! Woof. In any case, just let me know if I've cleared up the issues or if there's still more to do!

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Although he initially didn’t worry much about the specifics, the recent appearance of three new opponents has spurned Erik to search for answers. Jack of Cups, who add the force of any attack to his own strength, Jack of Coins, a probability manipulator and Jack of Staves, a skilled magic user have all attacked Erik on sight, making cryptic references to a Tournament of Suits. All three have proven to be dangerous and capable foes, forcing Erik to play upon their animosity towards each other to escape.

I especially like this part of the backstory, due to the obvious plot hooks :D

Abilities: 26pp

Str: 12 (+1)

Dex: 20 (+5)

Con: 12 (+1)

Int: 10 (+0)

Wis: 14 (+2)

Cha: 18 (+4)

Adds up.

Combat: 34pp

Attack +7 (+15 sword)

Grapple +8

Defence +15 (+5 flat-footed)

Knockback -2/0

Initiative: +9

Adds up, however...

I'm sorry, but I really am not comfortable with over half of the attack bonus being made up of Specialisation, even if the character is only a sword user. Mainly because it costs 1/4 of base attack. I'd be happier with maybe Attack Spec 2, and the rest made up of Attack Focus (melee).

Saves: 24pp

Toughness: +5 (+1 Con, +4 dodge)

Fortitude: +7 (+1 Con, +6)

Reflex: +15 (+5 Dex, +10)

Will: +10 (+2 Wis, +8)

Adds up, although it's Defensive Roll, not dodge. Only defence has dodge bonus. Nice to see you haven't neglected saves though. Most people do. I shed happy, but manly, tears.

Skills: 72r = 18pp

Acrobatics 10 (+15)

Bluff 15 (+19)

Climb 9 (+10)

Diplomacy 6 (+10)

Language 1 (Spanish)

Notice 8 (+10)

Sense Motive 8 (+10)

Sleight of Hand 5 (+10)

Stealth 10 (+15)

Adds up.

Feats: 35pp

Attack Specialisation 4 (sword)

Defensive Attack

Defensive Roll 4

Distract (Bluff)

Dodge Focus 5

Elusive Target

Evasion 2

Fascinate (Bluff)

Fearless

Improved Block 2

Improved Critical (swords, 18-20)

Improved Disarm 2

Improved Initiative

Jack-of-all-Trades

Move-By Action

Set Up

Takedown Attack 2

Taunt

Uncanny Dodge 2 [visual, mental (energy awareness)]

Weapon Bind

Adds up.

Powers: 13pp

Strike 5 [energy sword; Extra: Penetrating, Power Feats: Improved Critical (19-20), Variable Descriptor 2 (any energy type), Drawback: Limited to available energy types)] - 12pp

Super-Senses 1 [energy awareness] - 1 pp

Adds up.

I'm OK with the drawback on Strike, as it is essentially a flaw on a feat (i.e. Variable Descriptor)

So, I would approve were it not for me being incredibly leery of high ranks of Attack Specialisation.

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I'll probably get around to making the other three Jacks as NPC villains at some point; it seemed like too neat a twist on the evil-opposite trope to pass up!

It's funny, I actually put the emphasis on Attack Specialization (sword) because I didn't want him to be overpowered without his weapon of choice! I've busted that down to two ranks, with four in Attack Focus (melee), no problem. Sadly, that means taking a couple of points out of my saves, specifically Fortitude. *sigh* I guess +5 is still respectable-ish.

Any other concerns?

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  • 2 years later...
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