Jump to content

Character Edits, v5


Recommended Posts

Posted

Ok, there was a slight fudge-up on Razorwing's character sheet. If you could please remove the Chokehold feat, he should be squared up.

And since we're at it (muaahaahaa), could you please add Speed 1 to his Grapple Gun's AP?

Super-Movement 2 (slow fall, swinging) AND Speed 1.

And, in the first paragraph of his History, could you change "Based on a mythological bird from the fabled Utopia Island" to "Based on a mythological bird from the fabled lands of Shangri-La" (or however it's spelled). It will tie into his Ninja Skills Container side-story quite nicely =]

Please, thank you, and have a nice day O_o

DONE BY SHAENTHEBRAIN

  • Replies 519
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Okay, super tiny thing: the first line of Jack's history names his mother as "Gail Espadas". That should be "Gina Espadas" instead.

Doktor'd

Posted

Carbon is asking for changing his Trade-off's. Current ones cripple his effectiveness in battle. He's asking for -4 Attack/+4 Damage and -4 Defense/+4 Toughness

DONE BY SHAENTHEBRAIN

Posted

Quick pre-Invasion updates.

Arrowhawk

He has 2 unspent skill ranks! Put them in Notice, for Notice 17 (+20, Skill Mastery)

Put 1pp into Dodge Focus, for a total of 3, and thus Defence +13 (+5 flat-footed)

And 1pp into Fort, for a total of +10

Geckoman

Put 2pp into his Regeneration, increasing injured to 5/standard action.

Then put 2pp into Reflex for: +9/+7 (+5/+3 Dex, +4)

Then one rank in Evasion.

DONE BY SHAENTHEBRAIN

Posted

Please replace the pic at the top of BH's character sheet with this:

[img=http://i482.photobucket.com/albums/rr186/ShaenTheBrain/Freedom%20City%20PBP/TheBlackHandDennisKonroy.jpg]

Done by AvengerAssembled

Posted

New edit for march spending on Gossamer!

New feats!

Improved Initiative

Power Attack

Takedown Attack

New skills!

Bluff 4 (+7, +11 w/ Attractive)

Notice 4 (+6)

Search 4 (+8)

Stealth 4 (+7)

Take a look-see!

[img=http://www.freedomplaybypost.com/images2/Gossamer.jpg]


[b]Character Name[/b]: Gossamer

[b]Power Level[/b]: 11 (163/163 pp)

[b]Unspent PP[/b]: 0


[b]Alternate Identity[/b]: Dr. Estelle de Havilland

[b]Height[/b]: 5' 9"

[b]Weight[/b]: 141 lbs.

[b]Hair[/b]: Blond (reaches down to her ankles)

[b]Eyes[/b]: Blue


[b]Appearance:[/b]

Estelle is a beautiful blond with refined features and an elegant bearing whom always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way.


Normally she dresses quite well, as her mother taught her, eschewing jeans and T-shirts for simple dresses with classic lines and open-toed shoes; she likes diamonds and vintage jewelry, but keeps the pieces small and tasteful. However, if she's not planning on going out, she will revert to collegiate sweats and gym shoes for comfort and convenience. As Gossamer, she wears an experimental protective suit (in blue and white), designed by ASTRO Labs; though the material appears to be rather thin, it is actually well-insulated and includes a combination communicator/wireless uplink on the left wrist.



[b]History:[/b]

Estelle de Havilland grew up wealthy - she is neither proud nor ashamed of this fact, as it has always been part of her environment. It's been said that the de Havilland family owns a third of the Eastern Seaboard, and while this statement is obviously an exaggeration, it is true than Estelle need not have worked a day of her life, if she so chose. 


The family estate on Long Island was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. 


It was decided that she would attend the best schools and university (the de Havillands have been linked with Harvard for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and tennis lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene.


Once at Harvard, Estelle felt truly alive for the first time in her young life. No one cared how much money she had; all that mattered was hard work, dedication, and the occasional raucous party to blow off steam. She made many friends and earned high marks, and was glad to find that she'd more or less dropped off the cultural radar, no longer interesting enough to regularly show up in gossip magazines along with her younger sisters Selene and Celeste. 


She went on to pursue her doctorate in organic chemistry, and took a position in one of her family’s research labs in Freedom City, and it was here that her life would change forever. Her older brother Jason had been effectively running De Havilland after their father had stepped down to an advisory position to spend more time with his wife, who has been fighting cancer for several years. Jason, eager to bring the company into the 21st Century, authorized research involving synthetic compounds based on samples of Grue DNA, especially for use in the medical and beauty aid divisions; at first Estelle was leery of working with the compounds, but Jason showed her data that convinced her, and told her everything had been run by the FDA. He told her to keep her findings secret for now, but due to issues of industrial competition she didn’t really question it at the time.   


One late Friday night in the lab while she was trying to isolate certain protein strands, a tired and overworked Estelle spilled some particularly caustic reagents on herself and one of the compounds, so she rushed into a nearby emergency hazmat shower to save herself from serious burns; as she stood in the tiny stall ripping off her contaminated clothing, the fumes rose up, making her dizzy, and she passed out right then and there.


When she awoke the next day, half-naked and damp, she discovered that she'd somehow inadvertently triggered a strange mutation - her hair had grown super-long, and was animated by her very thoughts! After some time experimenting, she wrapped herself in a fire blanket and took a taxi to the Albright Institute, as she had clearly been somehow altered. However as she described the circumstances that lead to her transformation, she was shocked to find out that not only had the FDA not approved the research, but in fact the samples she’d been using were mostly likely from actual Grue, and had recently been stolen from that very lab!


The subsequent investigation cost the de Havillands millions, and put Jason in jail, as well as making public his drinking and gambling problems. The first thing Estelle’s father did when he took over the reins of power once more was to fire her and shut down her lab; a truly loyal daughter would have kept it in the family, within the company, not bring ruin down upon them all. Cut off from her inheritance, she decided to seek out Dr. Clarence Macleod’s help, and he was able to find her a position at ASTRO for the time being.


Her older sister Sunny is still on speaking terms with her, as is her ailing mother when she gets the chance, but otherwise things are quite chilly between her and her family; the de Havillands are too rich to be wiped out by such a disaster, though it will take years to undue the damage to their reputation. For her part, Estelle sees her bizarre new circumstance as a sort of ironic message from the cosmos to get over herself and think about others more often.


[b]Personality:[/b]

Estelle is no 'frosty blond' - despite her breeding and refined upbringing, she's both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, and she tends to laugh a lot - how else should she respond to her bizarre new condition? 


No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both her chosen field of study and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. 


She collects first editions of Russian literature, and loves to go out dancing with friends whenever she can 'slip away'. She also owns several vintage Gibson electric guitars, and plays along with her favorite albums when she needs to unwind.


[b]Powers:[/b]

Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up to six tons with ease. She can also automatically style her hair at will, and often does so to playful or sensual effect. She is constantly finding new ways to use her powers through experimentation.




[b][u]Abilities[/u]: [/b] [0+6+4+8+4+6 = 28pp]

Strength: 10/30 (+0/+10)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 16 (+3)


[b][u]Combat[/u][/b]: [20+16 = 36pp]

Attack: 10 (Unarmed +10)

Grapple: +10, +23 w/ Hair, up to +33 if using all her Hair for nothing but a Grapple

Defense: +8 (+4 flat-footed)

Knockback: -10, -9 flat-footed; -2 w/out Suit, -1 w/out Suit and flat-footed

Initiative: +3


[b][u]Saves[/u]:[/b] [4+7+4 = 15pp]

Toughness: +12 (Impervious 8), +10 (Imp 8) flat-footed; +4 w/out Suit, +2 w/out Suit and flat-footed

Fortitude: +6 (+2 Con, +4)

Reflex: +10 (+3 Dex, +7)

Will: +6 (+2 Wis, +4)


[b][u]Skills[/u]:[/b] [52r = 13pp]

Acrobatics 5 (+8) 

Bluff 4 (+7, +11 w/ Attractive)

Computers 1 (+5)

Craft (Chemical) 6 (+10)

Craft (Mechanical) 1 (+5)

Diplomacy 4 (+7, +11 w/ Attractive)

Disable Device 1 (+5)

Drive 1 (+4)

Gather Information 2 (+5)

Knowledge (Arts) 2 (+6)

Knowledge (Current Events) 1 (+5)

Knowledge (History) 1 (+5)

Knowledge (Life Sciences) 4 (+8)

Knowledge (Physical Sciences) 8 (+12)

Knowledge (Popular Culture) 1 (+5)

Language 2 (French, Russian; English is native) 

Medicine 1 (+3)

Notice 4 (+6)

Perform (Dance) 1 (+4)

Perform (Stringed Instruments) 5 (+8)

Profession: Teacher 4 (+6)

Ride 1 (+4)

Search 4 (+8)

Stealth 4 (+7)


[b][u]Feats[/u]: [/b] [14pp]

Ambidexterity

Attractive

Benefit 2 (ASTRO Labs access, Wealth 1) 

Chokehold

Connected

Contacts

Defensive Roll 2

Improved Grab

Improved Grapple

Improved Pin

Improvised Tools

Quick Change


[b][u]Powers[/u]:[/b] [20+30 = 50pp]


[b]Device 5[/b] (Bodysuit, 25 points, hard to lose) [20pp]

[quote][b]Communication 4[/b] (radio) 

[b]Datalink 4[/b] (radio) 

[b]Immunity 1[/b] (cold) 

[b]Protection 8[/b] ([i]Extra[/i]: Impervious 8)[/quote]


[b]Prehensile Hair 6 [/b](Container) [30pp]

[b]Prehensile Hair 10[/b] (100 feet, 25 tendrils; [i]PF[/i]: 2 APs)

[u]AP 1[/u]: [b]Deflect 8[/b] (slow projectiles)

[u]AP 2[/u]: [b]Snare 5[/b] ([i]Extra[/i]: Engulf)

[b]Enhanced Strength 20[/b] ([i]Limit[/i]: Only with Prehensile Hair)

[b]Super-Movement 2[/b] (Slow Fall, Swinging)

[b]Super-Senses 1[/b] (Analytic Touch, [i]Limit[/i]: Only with Prehensile Hair)

[b]Super-Strength 3[/b] ([i]Limit[/i]: Only with Prehensile Hair) [Heavy Load: 6 tons]



[b][u]Drawbacks[/u][/b]: None


[b][u]DC Block[/u][/b]

Unarmed -- DC 15/Toughness -- Damage

Hair -- DC 25/Toughness -- Damage


Totals: Abilities 28 + Skills 14 + Feats 17 + Powers 50 + Combat 36 + Saves 15 = 163/163 pp

Should all add up (I hope!)

DONE BY SHAENTHEBRAIN

Posted

New edit for march spending on Gossamer!

DONE BY SHAENTHEBRAIN

Heritage, your math was wrong. I fixed it on the sheet. Fortunately, you erred on the side of frugality. You've only spent 160PP of Gossamer's available 163PP.

Posted

Ok, with her last 3 pp, I think I need to boost her two lowest saves, so let's set Fort at 8 and Willl at 7! Also her Initiative score should now be +7.

Posted

I'd like to make a quick edit to BD.

Please fix his KB mod. It should be +6 (from his +12 TOU save)

----

Actually spending a point:

Please give him the feat

Distract (Perform [Dance]) [1pp]

That is all, thank you.

Doktor'd

Posted

Three minor things for Dead Head:

1) Please mark that he is PL 13

2) Please replace the Dodge Focus feat with the Connected feat.

3) Change this

[b]Comprehend 2[/b] (languages [understand all], spirits; [i]PFs[/i]: Alternate Power, Connected, Contacts) [2x2 +3 = 7pp]
[u]AP[/u]: [b]Super-Senses 8[/b] (postcognition, precognition; [i]Flaws[/i]: Distracting, Requires corpse)
to this
[b]Comprehend 2[/b] (languages [understand all], spirits; [i]PFs[/i]: Alternate Power, Connected, Well-Informed) [2x2 +3 = 7pp]
[u]AP[/u]: [b]Super-Senses 8[/b] (postcognition, precognition; [i]Flaw[/i]: Unreliable)

(Remove Connected from Comprehend, add Well-Informed. Remove the Distracting and "Requires Corpse" Flaws from precog/postcog, and add Unreliable. Those super-senses block your normal senses by default, so Distracting's kinda already part of it; he no longer requires a corpse b/c spirits come to him; Unreliable b/c the things they tell him aren't always useful, or even remotely pertinent.)

And eventualy I'll get some Gather Information to make these feats more useful....

DONE BY SHAENTHEBRAIN

Posted

Ok, with her last 3 pp, I think I need to boost her two lowest saves, so let's set Fort at 8 and Willl at 7! Also her Initiative score should now be +7.

It seems you'd already put 2pp in her Fort save, but that was never added to her save. So you've still got 2pp unspent!

Posted

Wait, i don't see Gossamer's three new feats listed on the actual sheet, which I'm pretty sure is because I typed that damn thing so darn fast (I was paying by the minute an on my way to see a show). Improved Initiative, Power Attack and Takedown Attack probably use up some of those 'unspent' points. :(

Posted

Wait, i don't see Gossamer's three new feats listed on the actual sheet, which I'm pretty sure is because I typed that damn thing so darn fast (I was paying by the minute an on my way to see a show). Improved Initiative, Power Attack and Takedown Attack probably use up some of those 'unspent' points. :(

Ah, indeed not. You still want those three feats (and her Will save re-lowered)?

Posted

Ah, indeed not. You still want those three feats (and her Will save re-lowered)?

Yeah, I think so; those three feats are mostly tricks I learned in Oom Pah Pah!

Doktor'd

Posted

I noticed that Rycon's feat total adds up to 14 rather than 16. Perhaps someone could add "Hide in Plain Sight" and "Power Attack" feats to correctly add up to 90 PP please?

Also, could someone change Rycon's age to 16 (for more time at Claremont) and her height from 5'4'' to 5'6'' to match her age better please?

Edits done by Geez3r

Posted

Avenger:

Drop his rarely used Diplomacy Skill Mastery. He still has high ranks in it and decent Charisma, but he doesn't use the skill enough to need it. Replace it with Gather Info.

Add the drawbacks

Vulnerable (sharp wooden objects) (uncommon, major) (-3)

I'd define this as being a vulnerability to wooden stakes, pointed wooden arrows, and the like. I'm adding this because I've been uncomfortable lately with the idea that Avenger doesn't have enough weaknesses. He should be a very powerful character, given his high PL, but a vampire should have a lot of weaknesses.

I'd like to use those points for the following:

8 ranks of Gather Info for a total of 13 (+15) and Languages 1 (Cantonese) (2 pp)

Vampiric AP: Bite Vampiric Unarmed Damage 8 with Enhanced Feats 3 (Improved Critx2 (18-20) [unarmed] and Incurable) (1 pp)

Add the Complication

Responsibility: Baby Jack Jr.

DONE BY SHAENTHEBRAIN

Posted

Avenger:

Drop his rarely used Diplomacy Skill Mastery. He still has high ranks in it and decent Charisma, but he doesn't use the skill enough to need it. Replace it with Gather Info.

Add the drawbacks

Vulnerable (sharp wooden objects) (uncommon, major) (-3)

I'd define this as being a vulnerability to wooden stakes, pointed wooden arrows, and the like. I'm adding this because I've been uncomfortable lately with the idea that Avenger doesn't have enough weaknesses. He should be a very powerful character, given his high PL, but a vampire should have a lot of weaknesses.

I'd like to use those points for the following:

8 ranks of Gather Info for a total of 13 (+15) and Languages 1 (Cantonese) (2 pp)

Vampiric AP: Bite Vampiric Unarmed Damage 8 with Enhanced Feats 3 (Improved Critx2 (18-20) [unarmed] and Incurable) (1 pp)

Add the Complication

Responsibility: Baby Jack Jr.

Avenger already had 4 ranks in Gather Info. Transferring the 14 ranks of Diplomacy to Gather Info pumped it up to 18 ranks. Adding 1PP from his new drawback to his skills allowed me to add 1 more rank, for 19 total, which hits his PL cap. I put another skill rank into Languages to give him Cantonese, and I spent 1PP to add the new AP to the array. This leaves him with 2PP and 2 skill ranks still unspent.

Guest
This topic is now closed to further replies.

×
×
  • Create New...