Dr Archeville Posted April 7, 2009 Posted April 7, 2009 (edited) Players Name: Dr. ArchevilleCharacter's Name: Dead HeadPower Level: 15 (but built as PL 10)Power Points: 250/250PP Unspent Power Points: 0PPTrade-Offs: -1 Attack / +1 Damage w/ Body Weapons, +1 Attack / -1 Damage w/ Shovel; -5 Defense / +5 ToughnessIn Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children!Alternate Identities: Burton "Burt" LeeIdentity: SecretBirthplace: Durham, North Carolina, USAOccupation: Advocate, Ghostbuster, PsychopompAffiliations: MidnightersFamily: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago.Age: 41 (DoB: October 1977; Date of death/Reanimation January 2000)Apparent Age: Early 20s... ?Gender: Good Ol' BoyEthnicity: Caucasian (some Irish on his mother's side, some English from his father's side)Height: 6'2" (1.88 m)Weight: 170 lbs. (77.11 kg)Eyes: Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue)Hair: White-Grey (formerly Platinum-Blonde) Description: Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding Avenger's old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Spoiler Old Appearance: Dead-Head's skin used to be shriveled and rotting, and purplish-grey in color. The trauma of his death changed his hair from platinum blonde to white-grey, and his eyes (once blue) glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus grin, and his voice usually sounds like a harsh, strained whisper. (Sometimes, such as when his head is separated from his body, it has an eerie reverb.) Having neither job nor source of income, he wears whatever he can get from where ever he can get it, though he's sure to always obtain a shovel. Currently, he's wearing discarded Army boots, old jeans, a t-shirt full of holes, and a well-worn black leather jacket; his current shovel is stainless steel model with a spade-like blade and a D-shaped handle. He smelled as bad as he looked. Power Descriptions: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers. Spoiler Old: Dead Head's body is in a state of "dynamic stasis" -- constantly putrefying and rotting yet also regenerating. He takes damage like any other person -- powerful blasts don't bounce off him, they go through him -- but his body restores itself so quickly it takes a lot for him to even notice. His eyes constantly glow with an emerald light, which flares when using his Animate Dead and Resurrection abilities. History: For full history and background, see his Guidebook entry. By September 2009, he had made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue kaiju, but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knows a few powerful and skilled mages and benevolent necromancers, who could help him relearn those abilities. These lessons are 'paid' in part by helping out around Parkhurst Hotel, a task he happily does.Personality & Motivation: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is, in fact, very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers).Powers & Tactics: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could. He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. COMPLICATIONS Appearance: It's a zomumbie! Eek! The GM may give him a Hero Point if someone reacts negatively upon seeing him use some of his more disgusting abilities (or simply upon seeing him for the first time), such as fleeing from him, trying to drive him off, and/or attacking him. Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. The GM can give Dead Head a Hero Point when his antics run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. The GM can give him a Hero Point in exchange for one of these people/groups attacking or otherwise disrupting him at the worst possible times. Spare Change? Chaaange?: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or the closets of allies). The GM can award a Hero Point should these present a significant impediment to him. Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. The GM can give him a Hero Point to force him to take a course of action which would be straightforward but also foolish and/or rash. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Blind Without 'Em: Dead Head's "spiritual blindsight" is a necromantic variation of the traditional psychic blindsight, with a few limits. It allows him to sense the living, the dead, and the undead: anything that has or once had a soul (for varying definitions of "soul"). As such, it does not work on mindless robots (and similar constructs), nor does it pick up on nonliving objects (like buildings and vehicles). ABILITIES: 14 + 4 + (-10) + 2 + 6 + 6 = 22PP Strength: 24 (+7), effective Str 29 w/ Shovel Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +11 Shovel (+5 Base) Grapple: +16, +17 w/ Shovel, +18 w/ Tireless Limbs, +19 w/ both Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -12, -7 vs Magic, Salt, or Silver ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Shovel Touch DC 24 Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fortitude (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Physical); Objects Only Necromancy / Body Weapons (Crit 19-20) Touch +5 ft. DC 26 Toughness (Staged) Damage (Physical) Necromancy / Fearsome Presence 50 ft. DC 20 Will (Staged) Shaken / Frightened / Panicked SAVING THROWS: 0 + 3 + 7 = 10PP Toughness: +15 (Impervious 10 [not vs Magic, Salt, or Silver]) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +7) SKILLS: 76R = 19PP Diplomacy 12 (+15) Disguise 0 (+3, +23 w/ Morph) Gather Information 7 (+10) SM Intimidate 11 (+14) SM Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) SM Sense Motive 12 (+15) SM FEATS: 26PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 1 Contacts Dodge Focus 2 Favored Environment (cemeteries/graveyards) Fearless Improved Disarm Interpose Jack of All Trades Luck 3 Power Attack Prone Fighting Ritualist Skill Mastery (Gather Information, Intimidate, Notice, Sense Motive) Startle Takedown Attack 2 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from Comprehend Spirits) Challenge 7 (Intimidate: Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 [-5 penalty], Startle as a Move action) (from “Boo!”) Elusive Target (from "Aspect of The Penanggalan") Fearsome Presence 10 (from “Boo!”) Improved Grab (from “Bite-y Flying Head”) Improved Grapple (from “Bite-y Flying Head”) Improved Pin (from “Bite-y Flying Head”) Improved Trip (from “Body Weapons”) Move-By Action (from "Aspect of The Penanggalan") Veteran Feats Equipment 8 (contribution to the Twilight Lodge Minion 15 Spoiler Characters Name: A Mutt (a pun on the name of a certain other critter)Alternate names: Carcass, Scraps Power Level: 10 (but built as PL 6) Power Points: 150 / 150 Unspent PP: NoneTrade-Offs: None (Ain't he the cutest thing?!) In Brief: Dead Head's faithful hound!Description: A mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder. Most foes only see his terrible jaws and glowing red eyes, though.History: One of Papa Legba's loyal hounds, loaned to Dead Head after the events of the Hades/Samedi debacle.Personality & Motivation: Much like Dead Head, A Mutt is friendly, loyal, protective, and tolerant. A Mutt loves the water, as fitting a creature from Guinee, the Island Beneath the Sea. He is highly intelligent (for a dog), and very protective of children.Powers & Tactics: A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions!ABILITIES: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0)COMBAT: [4 on Attack, 8 on Defense = 12pp] Initiative: +2 Attack: +2 (ranged), +6 (melee) Grapple: +9 Defense: +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback: -3 ATTACK RANGE SAVE EFFECT Unarmed/Claws Touch DC 18 (20*) Toughness (Staged) Damage (Physical) Jaws, Standard Touch DC 19 (21*) Toughness (Staged) Damage (Physical) Jaws, Soul-Shredding Touch DC 19 Fortitude (Staged) Damage (Physical) * with Sneak Attack SAVING THROWS: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) SKILLS: [48 ranks = 12pp] Intimidate 14 (+14) SM Notice 13 (+15) SM Stealth 13 (+15) SM Survival 8 (+10) SM FEATS: [21 feats] Attack Focus (Melee) 4 Dodge Focus 2 Fearsome Presence 10 (50 ft., DC 20) Improved Trip Move-By Action Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle POWERS: [21 + 3 + 12 + 22 + 10 + 1 + 4 + 10 = 83pp] All have the Magic and Supernatural descriptors.Concealment 10 (all non-Mental senses; PFs: Selective) [21PP] Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed. Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP]Immunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP]Insubstantial 4 (ghost form; affected by magical, salt, or silver attacks; PFs: Selective, Subtle) [22PP] Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal. Mighty Jaws of Doom 4.5 (9 points; PF: Alternate Power) [10PP] BE: Strike 1 (standard jaws of doom; Extra: Affects Corporeal 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9}AP: Strike 1 (spirit-shredding jaws of doom; Extras: Affects Corporeal 4, Alternate Save [Fort] 4; Flaw: Action [Full round] 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9} Protection 1 [1PP]Super-Movement 2 (mystical dimensions) [4PP]Super-Senses 6 (communication link [mental, with Dead Head], darkvision, scent, tracking [olfactory; Extra: Extended; PFs: Dimensional 3], ultra-hearing) [10PP]DRAWBACKS: [-4PP] Disability (no hands; very common, moderate; -4PP)TOTALS:Abilities 20 + Combat 12 + Saves 6 + Skills 12 (48 ranks) + Feats 21 + Powers 83 - Drawbacks 4 = 150/150 Power Points POWERS: 3 + 12 + 2 + 1 + 30 + 1 + 5 + 7 + 23 + 15 + 31 + 5 + 16 + 2 + 6 = 159PP All powers have the magic, supernatural, and undead descriptors. "Shovel" also has the dimensional/summoning descriptor (since he summons it from another dimension). Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 3 [up to 10 zombies]) [12PP] Enhanced Strength 0 (ghost grabbin'; Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment; lt. load 346 lbs.) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [1PP] Impervious Toughness 10 (Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [5PP] Medium 3 (6PP Array; PF: Alternate Power) [7PP] BE: Comprehend 1 (Spirits; PFs: Challenge 4 [Discrete Inquiry]) {6/6} AP: Comprehend 2 (Objects; Flaw: Limited [corpses]) {2} and Super-Senses 8 (postcognition, precognition; Flaw: Unreliable) {4} {2+4=6} Necromancy 8.5 (17PP Array; PFs: Alternate Power 6) [23PP] BE: Enhanced Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} plus Flight 2 ("Aspect of The Penanggalan"; 25mph / 250ft per Move Action; Flaws: Limited [Only Detached Head Can Fly]; PFs: Elusive Target, Move-by Action) {4pp} plus Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) {4} {9+4+4=17/17} AP: Enhanced Feats 17 ("Boo!"; Challenge 7 [Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 {-5 penalty}, Startle as a Move action], Fearsome Presence 10 [50-ft. radius, DC 20]) {17/17} AP: Comprehend 3 (”spirit translators”; read all, speak any one at a time, understand all) {6} plus Morph 4 ("Faces of Death"; Any Humanoid, +20 Disguise; Flaw: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {7} + Shrinking 4 ("Creepy Dead Kid"; Small [-4 Str, -1 Toughness, +1 attack/defense, -4 grapple, +4 stealth, -2 intimidate]) {4} {6+7+4=17/17} AP: Strike 4 (”body weapons”; Extra: Penetrating 4; PFs: Extended Reach, Improved Critical, Improved Trip, Incurable, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {15/17}0 AP: Teleport 6 (”gravewalking,” 600 feet/20 miles; Extra: Accurate; Flaw: Limited [only from & to places of death {cemeteries, morgues, etc.}]; PFs: Change Direction, Change Velocity, Easy, Subtle, Turnabout) {17/17} AP: Communication 3 (“haunt hotline,” mental, 1,000 feet; Extras: Area; Flaw: Limited [Only with Undead and Characters with Comprehend/Spirits]; PFs: Dimensional 2 [afterlives], Selective, Subtle) {7} + Mind Reading 10 (“memento mors”; Extras: Action 2 [Free for surface, Move for probe], Sensory Link; Flaws: Limited [only memories & thoughts pertaining to death & killing], Range 2 [Touch]) {10} {7+10=17/17} AP: Nullify 11 (“curse eating”; all magic effects simultaneously; Extra: Duration [Concentration]; Flaws: Limited [to necromantic magic effects], Range [Touch]; PF: Selective) {12/17} Protection 15 [15PP] Regeneration 29 (Recovery 14 [+9], Recovery Rate: Injured 3 [1 minute], Disabled 5 [1 minute], Resurrection 7 [1 minute]; PFs: Persistent, Regrowth) [31PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (whack!; PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 29 [Heavy Load: 1,400 lbs.]; PF: Breaking) {3/3} Super-Senses 19 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Hearing Counters Concealment [Flaw: Undead only], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Vision Counters Concealment [Flaw: Undead only], Danger Sense [mental], “Spiritual Blindsight” [Mental Sense; Enhancements: Accurate, Acute, Radius, Ranged]) [16PP] + Enhanced Super-Senses 4 (Acute & Analytical for All Mental Senses; Flaw: Limited [Only for Necromantic Effects]) [2PP] Undead Body 2.5 (5 points; PF: Alternate Power) [6PP] BE: Insubstantial 1 (disturbingly limber) {5/5} AP: Speed 1 (tireless limbs; 10 mph) {1} plus Super-Strength 2 (tireless limbs; effective STR 34 [Heavy Load: 2,800 lbs.]) {4} {1+4=5/5} TOTALS Abilities (22) + Combat (14) + Saving Throws (10) + Skills (19) + Feats (26) + Powers (159) - Drawbacks (0) = 250/250 Power Points Edited March 22, 2020 by Thevshi Edit Requests
Ecalsneerg Posted April 7, 2009 Posted April 7, 2009 Let's do this in time-honoured Sandman fashion. Abilities: [12+4-10+2+0+2 = 10pp] Str 22/+6 Dex 14/+2 Con --- Int 12/+1 Wis 10/+0 Cha 12/+1 Adds up. Combat: [12 on Attack, 16 on Defense = 28pp] Attack +6 (ranged), +10 (melee), +12 (shovel) Grapple +16 Damage +6 (unarmed), +8 (shovel) Defense +10 (+4 flat-footed) Knockback -8 (-5 vs. blessed, magical or silver attacks) Initiative +2 Adds up. Saves: [0+4+6 = 10pp] Toughness +10 (Impervious 6) Fort --- Ref +6 (+2 Dex, +4) Will +6 (+0 Wis, +6) Adds up, but it may be best to add to limitation to Impervious here as well. Skills: [28 ranks = 7pp] Intimidate 12 (+13) Knowledge (arcane lore) 2 (+3) Knowledge (life sciences) 4 (+5) Knowledge (popular culture) 4 (+5) Knowledge (theology & philosophy) 2 (+3) Sense Motive 4 (+4) Adds up. Feats: [10 feats] Attack Focus (melee) 4 Attack Specialization (Shovel) Dodge Focus 2 Equipment 1 (Shovel) Fearless Startle Adds up. Equipment: Steel Shovel: Strike 2 (PFs: Mighty, 2 APs: Burrowing 2 [2.5 mph], Super-Str 1 [aids in leverage-based tasks]) Powers: [3+4+3+5+30+3+3+10+24+3+3 = 91pp] Anatomic Separation 1 (Extra: Variable Split) [1x3 = 3pp] Animate Objects 1 (Flaws: Action/Full, Limited to corpses [creates basic skeletons or zombies]; PFs: Progression 3/up to 10 zombies) [1x1 +3 = 4pp] Comprehend 1 (spirits; PF: 1 Alternate Power) [2x1 +1 = 3pp] AP: Super-Senses 8 (postcognition, precognition; Flaws: Distracting, Requires corpse) Healing 10 (Extra: Resurrection [10 minutes]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they come back wrong]) [10x0.5 = 5pp] Immunity 30 (Fortitude effects) [30x1 = 30pp] Impervious Protection 6 (Flaw: Not vs. blessed, magical, or silver attacks) [6x0.5 = 3pp] Insubstantial 1 (disturbingly limber; Flaw: Action 2/Standard) [1x3 = 3pp] Protection 10 [10x1 = 10pp] Regeneration 20 (recovery +14 [+9 total], bruised 1/round, injured 1/20 minutes, staggered 1/20 minutes, disabled 1/5 hours, resurrection 2/day; Extra: True Resurrection; Power Feats: Persistent, Regrowth) [20x1 +2+2 = 24pp] Regeneration 6 (injured 2 [to 3/minute], staggered 2 [to 3/minute], disabled 2 [to 3/20 minutes]; Flaw: Source/raw meat) [6x0.5 = 3pp] Super-Senses 3 (darkvision, mental awareness) [3x1 = 3pp] Adds up. By Impervious Protection, did you mean Impervious Toughness, since the protection would put you over caps. Unreliable is probably Uncontrolled instead, although since the flaw is slightly different from both of these. It'd probably also best to define if the Comprehend is for understanding or talking to spirits, although it's likely the former. Drawbacks: [1+4+1 = 6pp] Disability (destitute, Wealth of +0; uncommon, minor; -1pp) Vulnerable (to Mental Blast, x2 DC modifier; common, major, -4pp) Weak Point (uncommon, minor; -1pp) Mental Blast is an uncommon vulnerability, I'd say. Also, is the weak point any specific point on his body? DC Block Unarmed -- DC 21/Toughness -- Damage Shovel-- DC 23/Toughness -- Damage Correct.
Dr Archeville Posted April 7, 2009 Author Posted April 7, 2009 Adds up, but it may be best to add to limitation to Impervious here as well. Done. Adds up. By Impervious Protection, did you mean Impervious Toughness, since the protection would put you over caps. Yes, sorry, it is Impervious Toughness. Unreliable is probably Uncontrolled instead, although since the flaw is slightly different from both of these. Yeah, I wasn't entirely certain which one to take. The power should always work (provided he can pay the Tiring/fatigue cost), but they don't always come back right (which is one reason he doesn't use it willy-nilly on others). It'd probably also best to define if the Comprehend is for understanding or talking to spirits, although it's likely the former. Both, actually: per ULTIMATE POWER, "One rank essentially allows you to function as a “medium†of sorts, speaking to spirits and comprehending their replies. However, you do not gain any ability to summon or compel spirits." Mental Blast is an uncommon vulnerability, I'd say. Also, is the weak point any specific point on his body? D'oh, you're right; I was thinking "Any Mental," which would Common. Okay, that'd decrease the value of the Drawback to 3pp, so I've got to free up a point somewhere.... I'll remove two ranks in the "Source/raw meat" Regeneration. Weak Point doesn't need a specific point: Weak Point means that if he's hit by a crit, he loses all Protection (and so his Tougnhess becomes +0). 'Course, for him, most crits would be to the head... which is as it should be. ;)
Ecalsneerg Posted April 13, 2009 Posted April 13, 2009 Ok, with those adjustments... Approved by Ecalsneerg
Sandman XI Posted April 13, 2009 Posted April 13, 2009 Abilities: [12+4-10+2+0+2 = 10pp] Str 22/+6 Dex 14/+2 Con --- Int 12/+1 Wis 10/+0 Cha 12/+1Adds up. Combat: [12 on Attack, 16 on Defense = 28pp] Attack +6 (ranged), +10 (melee), +12 (shovel) Grapple +16 Damage +6 (unarmed), +8 (shovel) Defense +10 (+4 flat-footed) Knockback -8 (-5 vs. blessed, magical or silver attacks) Initiative +2Adds up. Saves: [0+4+6 = 10pp] Toughness +10 (Impervious 6 [not vs. blessed, magic or silver]) Fort --- Ref +6 (+2 Dex, +4) Will +6 (+0 Wis, +6)Adds up. Skills: [28 ranks = 7pp] Intimidate 12 (+13) Knowledge (arcane lore) 2 (+3) Knowledge (life sciences) 4 (+5) Knowledge (popular culture) 4 (+5) Knowledge (theology & philosophy) 2 (+3) Sense Motive 4 (+4)Adds up. Feats: [10 feats] Attack Focus (melee) 4 Attack Specialization (Shovel) Dodge Focus 2 Equipment 1 (Shovel) Fearless StartleAdss up. Hm, Burrowing and Super-Strength. Wouldn't this be a Device? Powers: [3+4+3+5+30+3+3+10+24+2+3 = 90pp] Anatomic Separation 1 (Extra: Variable Split) [1x3 = 3pp] Animate Objects 1 (Flaws: Action/Full, Limited to corpses [creates basic skeletons or zombies]; PFs: Progression 3/up to 10 zombies) [1x1 +3 = 4pp] Comprehend 1 (spirits; PF: 1 Alternate Power) [2x1 +1 = 3pp] AP: Super-Senses 8 (postcognition, precognition; Flaws: Distracting, Requires corpse) Healing 10 (Extra: Resurrection [10 minutes]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they come back wrong]) [10x0.5 = 5pp] Immunity 30 (Fortitude effects) [30x1 = 30pp] Impervious Toughness 6 (Flaw: Not vs. blessed, magical, or silver attacks) [6x0.5 = 3pp] Insubstantial 1 (disturbingly limber; Flaw: Action 2/Standard) [1x3 = 3pp] Protection 10 [10x1 = 10pp] Regeneration 20 (recovery +14 [+9 total], bruised 1/round, injured 1/20 minutes, staggered 1/20 minutes, disabled 1/5 hours, resurrection 2/day; Extra: True Resurrection; Power Feats: Persistent, Regrowth) [20x1 +2+2 = 24pp] Regeneration 4 (injured 1 [to 2/5 minutes], staggered 1 [to 2/5 minutes], disabled 2 [to 3/20 minutes]; Flaw: Source/raw meat) [4x0.5 = 2pp] Super-Senses 3 (darkvision, mental awareness) [3x1 = 3pp]Nothing wrong here Drawbacks: [1+3+1 = 5pp] Disability (destitute, Wealth of +0; uncommon, minor; -1pp) Vulnerable (to Mental Blast, x2 DC modifier; uncommon, major, -3pp) Weak Point (uncommon, minor; -1pp)Adds up DC Block Unarmed -- DC 21/Toughness -- Damage Shovel-- DC 23/Toughness -- DamageAdds up.
Dr Archeville Posted April 13, 2009 Author Posted April 13, 2009 Hm, Burrowing and Super-Strength. Wouldn't this be a Device? I wouldn't think so, at least not at those ranks. He doesn't get those powers just by holding the shovel, he has to actually, y'know, use it. * Shovels are the preeminent tool used for digging (and note that at Burrowing 2, it can only get through soil, hard clay and packed earth, not solid stone, same as most normal hand-held shovels). * A lever is one of the six simplest machines in existence; it's probably tied with the wheel for being the simplest. It won't help him left cars over his head, but it would help him shift a wrecked car off of a pinned Bystander.
Dr Archeville Posted October 31, 2010 Author Posted October 31, 2010 [floatr][/floatr]Players Name: Dr. Archeville Characters Name: Dead Head Power Level: 13 (198/207PP) Trade-Offs: +1 Attack / -1 Damage, -5 Defense / +5 Toughness Unspent PP: 9 Progress To Orichalcum Status: 102/180 (Impervium status earned with Doktor Archeville) In Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children! Alternate Identities: Burton "Burt" Lee Identity: Secret Birthplace: Durham, North Carolina, USA Occupation: Advocate, Ghostbuster, Psychopomp Affiliations: Midnighters Family: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago. Age: 33 (DoB: October 1977) Apparent Age: Early 20s? Gender: Male Ethnicity: Caucasian (some Irish on his mother's side, some English from his father's side) Height: 6'2" (1.88 m) Weight: 170 lbs. (77.11 kg) Eyes: Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue) Hair: White-Grey (formerly Platinum-Blonde) Description: Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding Avenger's old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Old Appearance: Dead-Head's skin used to be shriveled and rotting, and purplish-grey in color. The trauma of his death changed his hair from platinum blonde to white-grey, and his eyes (once blue) glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus grin, and his voice usually sounds like a harsh, strained whisper. (Sometimes, such as when his head is separated from his body, it has an eerie reverb.) Having neither job nor source of income, he wears whatever he can get from where ever he can get it, though he's sure to always obtain a shovel. Currently, he's wearing discarded Army boots, old jeans, a t-shirt full of holes, and a well-worn black leather jacket; his current shovel is stainless steel model with a spade-like blade and a D-shaped handle. He smelled as bad as he looked. Power Descriptions: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers. Old: Dead Head's body is in a state of "dynamic stasis" -- constantly putrefying and rotting yet also regenerating. He takes damage like any other person -- powerful blasts don't bounce off him, they go through him -- but his body restores itself so quickly it takes a lot for him to even notice. His eyes constantly glow with an emerald light, which flares when using his Animate Dead and Resurrection abilities. History: For full history and background, see his Wiki page, or the earlier character sheet at the beginning of this thread. [floatl][/floatl]By September 2009, he had made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue kaiju, but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knew a few powerful and skilled mages and benevolent necromancers, who could help him relearn those abilities. Personality & Motivation: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is, in fact, very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider) unnerves some people. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers). [floatr][/floatr]Powers & Tactics: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could. He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. Complications: Appearance: It's a zomumbie! Eek! Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. Pain Don't Hurt: Dead Head feels no pain, literally. He wouldn't know there's a knife stuck in his back unless someone points it out to him. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it. Spare Change? Chaaange? : No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or Avenger's closet). Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. Abilities: 14 + 4 + (-10) + 2 + 0 + 2 = 12PP Strength: 24 (+7), 29 Lifting (Shovel) Dexterity: 14 (+2) Constitution: - Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 10 + 8 = 18PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +13 Shovel Grapple: +14, +15 Shovel Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -15, -9 vs Blessed, Magic, or Silver Saving Throws: 0 + 4 + 6 = 10PP Toughness: +18 (Impervious 12 [not vs Blessed, Magic, or Silver]) Fortitude: - Reflex: +6 (+2 Dex, +4) Will: +6 (+0 Wis, +6) Skills: 44R = 11PP Disguise 0 (+1, +31 Morph) Intimidate 16 (+17) Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 2 (+3) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Sense Motive 4 (+4) Feats: 20PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 2 Dodge Focus 4 Equipment 1 (5EP) Fearless Minion 0 (+15 Veteran Reward) Power Attack Ritualist Sneak Attack Startle 2 (Move Action) Takedown Attack 2 Steel Shovel 1.5 (3EP Array, Feats: Alternate Power 2) [5EP] Base Power: Strike 2 (Feats: Mighty) [3EP]Alternate Power: Burrowing 3 (Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) [3EP] (Digging)Alternate Power: Super-Strength 1 (STR 27 [Heavy Load: 1,040 lbs.]) [2EP] (Leverage) Powers: 3 + 4 + 2 + 2 + 30 + 1 + 6 + 3 + 15 + 18 + 34 + 1 + 6 + 2 = 127PP Anatomic Separation 1 (Extras: Variable Split) [3PP] Comprehend 1 (Spirits, Feats: Contacts, Well-Informed) [4PP] Enhanced Strength 0 (Feats: Affects Insubstantial 2) [2PP] Features 2 (Internal Compartment, Jack of All Trades) [2PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Blessed, Magic, or Silver]) [1PP] Impervious Toughness 12 (Flaws: Limited [Not vs Blessed, Magic, or Silver]) [6PP] Insubstantial 1 (Drawbacks: Action 2 [standard]) [3PP] (Disturbingly Limber) Necromancy 6 (12PP Array, Feats: Alternate Power 3) [15PP] Base Power: Anatomic Separation 2 (Rank 3, Extras: Action [Free] [3], Variable Split [2]) [9PP] + Flight 1 (10mph / 100ft per Move Action, Flaws: Limited [Only when head is detached]) [1PP] ("Fall To Pieces," "Aspect of The Penanggalan") [9 + 1 = 10PP]Alternate Power: Enhanced Feats 12 (Fearsome Presence 12 [60ft radius, DC22]) [12PP] ("Boo!")Alternate Power: Morph 6 (Any Humanoid, +30 Disguise, Flaws: Limited [Dead People], Feats: Covers Scent, Precise) [8PP] ("Faces of Death") Protection 18 [18PP] Regeneration 32 (Recovery 14 [+9], Recovery Rate: Injured 6 [No Action], Disabled 5 [1 minute], Resurrection 7 [1 minute], Feats: Persistent, Regrowth) [34PP] Speed 1 (10mph / 100ft per Move Action) [1PP] (Undead Stamina) Super-Senses 7 (Darkvision [Drawbacks: Noticeable], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental]) [6PP] Enhanced Super-Senses 4 (Acute Analytical Mental Senses [All], Flaws: Limited [Necromantic Effects]) [2PP]Drawbacks: -0PP NoneDC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC22(24*) Toughness (Staged) Damage (Physical) Necromancy Touch/Area DC22 Will (Staged) Shaken/Frightened/Panicked Shovel Touch DC24(26*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities (12) + Combat (18) + Saving Throws (10) + Skills (11) + Feats (20) + Powers (127) - Drawbacks (0) = 198/207 Power Points Characters Name: A Mutt (a pun on the name of a certain other critter) Alternate names: Carcass, ScrapsPower Level: 6/10 (150/150pp) Trade-Offs: None Unspent PP: 0 [floatr] Ain't he the cutest thing?![/floatr]In Brief: Dead Head's faithful hound! Description: A mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder. Most foes only see his terrible jaws and glowing red eyes, though. History: One of Papa Legba's loyal hounds, loaned to Dead Head after the events of the Hades/Samedi debacle. Personality & Motivation: Much like Dead Head, A Mutt is friendly, loyal, protective, and tolerant. A Mutt loves the water, as fitting a creature from Guinee, the Island Beneath the Sea. He is highly intelligent (for a dog), and very protective of children. Powers & Tactics: A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions! Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0) Combat: [8 on Attack, 8 on Defense = 16pp] Attack +4 (ranged), +6 (melee) Grapple +9 Damage +4 (bite); +2 more w/ Sneak Attack Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback -3 Initiative +2 Saves: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) Skills: [48 ranks = 12pp] Intimidate 14 (+14) Notice 13 (+15) Stealth 13 (+15) Survival 8 (+10) Feats: [18 feats] Attack Focus (Melee) 2 Dodge Focus 2 Fearsome Presence 10 Improved Trip Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle Powers: [21 + 3 + 12 + 26 + 10 + 1 + 9 = 82pp] Concealment 10 (all non-Mental senses; PFs: Selective) [21PP] Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed.Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP] Immunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP] Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; Extra: Duration [Continuous]; PFs: Selective, Subtle) [26PP] Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal.ATTACK RANGE SAVE EFFECT Unarmed/Claws Melee DC 18 Toughness Damage (Staged) Jaws, Standard Melee DC 19 Toughness Damage (Staged) +2 more to DC w/ Sneak Attack Jaws, Soul-Shred Melee DC 19 Fortitude Damage (Staged) Totals: Abilities 20 + Combat 16 + Saves 6 + Skills 12 (48 ranks) + Feats 18 + Powers 82 - Drawbacks 4 = 150/151 Power Points :arrow: Removing Player Reward that let me bump my PL 7 slot to PL 10. :arrow: :arrow: Begin 105pp (PL 7). Earned pp: 5 (Oct 2009) + 6 (Nov 2009) + 1 (Dec 2009) + 3 (Jan 2010) + 1 (Feb 2010) + 4 (Mar 2010) + 6 (Apr 2010) + 4 (May 2010) + 4 (Jun 2010) + 5 (July 2010) + 3 (Aug 2010) + 6 (Sep 2010) +6 (projected for Oct 2010) = +54pp earned. 105 + 54 = 159pp = PL 10. :arrow: Using that Reward instead for a Minion. I'd considered a crow or raven, but wanted to keep it in the Voodoo pantheon, and the only bird primarily associated with them are chickens and black roosters.
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