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Synius - The Ghost of Atlantis - PL10 Hero


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Posted

Characters Name: The Ghost of Atlantis

Power Level:10 (150/150PP)

Trade-Offs: None

Unspent PP: 0

Gold Status: 0/30

Alternate Identity:John Milton

Age: 30 years

Gender: Male

Height: 6 feet tall

Weight: 175 lbs

Eyes: Brown

Hair: Brown

Description: John Milton has an average build, for his size, not having much muscle on him. He doesn't have any scars, or blemishes, but he does sport a short beard. He wears mostly t-shirts and jeans.

When the Spirit manifests, it takes the form of a gray-skinned man with yellow eyes and short white hair. He appears wearing a blue suit, with black dress shoes, most of the time, though he does change things every now and again.

History: John is the only son of a moderately wealthy family. As a kid, he had been fascinated by the heroes and villains that ran around the city. He did everything he could to see them in action.

Eventually he went off to college, and graduated FCU with his bachelors in Business. He intended to take over his fathers small bookstore, but his father sold it to a family friend, telling his son that he needed to make his own way. At present, he owns and operates a bar and grill. He doesn't like it too much, but it pays the bills, and gives him plenty of free time.

The Spirit was trapped in a medallion for hundreds of years, from what he tells John. He was a sorcerer in the days of Atlantis and Lemuria. He was captured by the Serpent people after he had stolen a tome of power, and sent it to another plane. When he refused to tell them where he'd sent it, they imprisoned him in the medallion, hoping isolation would loosen his tongue. It never did, and the medallion passed many hands before it came to John.

Personality & Motivation: John loves life. He goes to concerts when his bands are in town, and drinks with his friends. He likes to joke and party. So why does he throw himself into danger? He considers it a duty, something that needs to be done. Instead of joining the military, or the police, he'd serve his country a different way.

The Spirit could tear itself from the amulet, trap John forever if he really wanted to. But he'd finally come into the hands of a good hearted man. Before, he was passed from one greedy sorcerer to the next, hoping the promise of freedom would make him tell of his power. Now he can help humanity flourish, even if he needed to push John a little bit every now and then.

Powers & Tactics: The Spirit has forgotten some of the spells he used to know, but remembers many useful abilities. He will often use clouds of smoke, or invisibility to confuse his enemies before he strikes.

He always tries to incapacitate an enemy before he'll try to harm it. He'll usually attempt to trap his enemy in ephemeral chains, or blind them before he resorts to harming them physically.

Complications:

Big Eater: Because they are two seperate people, both John and the Spirit need to eat.

Changing Form: John must call out the Spirit's name, Balthazar, before he can use any of his powers

Last Atlantian: The Spirit didn't know about the sinking of Atlantis until almost 5 hundred years after it had happened, being stuck in the medallion. He now considers himself the last True Atlantian. He holds no animosity for those inhabiting it now, but they are not the people he remembers.

Manager: John's bar is staffed by competent folks, but he needs to be there at times to make sure everything is taken care of

In Brief: Average man with a magical partner.

Stats: 0+4+0+2+2+6 = 14pp

Str: 10 (+0)

Dex: 14/20 w/Spirit's Agility (+2/+5)

Con: 10 (+0)

Int: 12 (+1)

Wis: 12 (+1)

Cha: 16/20 w/Spirit's Charm (+3/+5)

Combat: 16+16 = 32pp

Attack: +8

Grapple: +8

Defense: +8(+4 flat-footed)

Knockback: -0/-7 w/force field

Initiative: +2/+5 w/Spirit's Agility/+6 w/Improved Init/+9 with both

Saves: 7+3+7 = 17pp

Toughness: +0/+10 (+0 Con, +10 force field, 5 impervious)

Fortitude: +7 (+0 Con, +7 other)

Reflex: +5/+8 (+2/+5 Dex, +3 other)

Will: +8 (+1 Wis, +7 other)

Skills: 52r = 13pp

Acrobatics 5 (+10)

Concentration 8 (+9)

Knowledge(Arcane Lore) 12 (+13)

Knowledge (Business) 8 (+9)

Language 1(English, Ancient Atlantian(native))

Notice 5 (+6)

Search 5 (+6)

Sense Motive 8(+9)

Feats: 5pp

Benefit Wealth 1 (Owns bar)

Contacts

Eidetic Memory

Improved Initiative

Ritualist

Powers: 6+4+6+15+34+2+2= 69pp

Comprehend 3(Understand spoken languages, Be Understood when Speaking 2) 6 pp

Enhanced Charisma 4(Spirit's Charm) 4pp

Enhanced Dexterity 6(Spirit's Agility) 6pp

Force Field 10(Impervious 5) 15pp

Magic Array 12(24 pp, 10 AP) 34pp

BE:Teleport 21(Feats: Change Direction, Change Velocity, Turnabout, Flaw: Short Range (-1/r)) {24pp}

AP:Blast 10(Arcane Bolt, Feats: Accurate) {21pp}

AP:Dazzle 8(Visual Senses, Extras: Area(Burst)){24pp}

AP:ESP 5(Visual and Auditory Senses, 5 miles) {15pp}

AP:Invisibility 4 {8pp}

AP:Mental Blast 6 {24 pp}

AP:Morph 4(Humans) {8pp}

AP:Nullify 10(Magic) {20pp}

AP:Snare 8(Extras: Area(Burst) {24pp}

AP:Obscure 4(Visual and Olfactory, 50 ft radius) {12pp}

AP:Telepathy 5(5 mile range) {10pp}

Immunity 2(Aging, Own Powers) 2pp

Super Senses 2(Detect Magic, Ranged) 2pp

DC Block:

Unarmed –- DC 15/toughness –- Damage

Arcane Bolt 10 –- DC 25/toughness –- Damage

Dazzle 8 –- DC 18 Reflex/DC 18 Fortitude recover –- Blinded

Mental Blast 6 –- DC 23/will –- Damage

Snare 8 –- DC 18 Reflex –- entangled, bound & helpless

Costs: Abilities (14) + Combat (32) + Saves (17) + Skills (13) + Feats (5) + Powers (69) = 150pp

Posted

My question is, why are you skimping on your AP?

AP:Blast 10(Arcane Bolt, Feats: Accurate) {21pp}
could have been made Blast 12 [24/24] (due to your base attack)

AP:ESP 5(Visual and Auditory Senses, 5 miles) {15pp}
Could have been ESP 8 [24/24]

AP:Invisibility 4 {8pp}
Could have been Concealment 10 (all senses; Power Feats: Close Range, Selective) [22/24]

AP:Morph 4(Humans) {8pp}
Could have been Morph 12 [24/24] or Morph 8 (anything) [24/24] (few people use that one :P)

AP:Nullify 10(Magic) {20pp}
Could of been Nullify 12 [24/24] (again due to your base attack)

AP:Obscure 4(Visual and Olfactory, 50 ft radius) {12pp}
Could have been Obscure 8 [24/24] or Obscure 6 (all senses) [24/24]

AP:Telepathy 5(5 mile range) {10pp}
Could have been Telepathy 12 [24/24]

If you're OK with what you have I'll stamp it. I'm just suggesting you use you abilities to the fullest :P

Posted

I'm using it as a "This is him not at full strength." I'm planning on upping those every now and again, to show him getting back into things, remembering things he'd forgotten, etc etc

  • 2 months later...
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