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Arcturus (PL 13) - GranspearZX (Silver)


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Posted (edited)

[floatr]sm-marcturus.jpg[/floatr]Player Name: GranspearZX

Character Name: Arcturus

Power Level: 12/14 (190/212 PP)

Trade-Offs: +1 Attack / -1 Damage

Unspent PP: 22

Progress To Gold Status: 62/90

In Brief: A typical teenager with an atypical beast living inside him.

Alternate Identities: Marcus Irons

Identity: Public

Birthplace: Chicago, IL, USA

Occupation: High School Student

Affiliations: Claremont Academy, Parkhurst Mystics

Family: Richard Irons (Father, 43, A.K.A. the supervillain "Khimera"), Lyrica Irons (Mother, 40, A.K.A. the supervillain "Runic"), parents married 20 years

Age: 17 (DoB: March 1994)

Apparent Age: N/A

Gender: Male

Ethnicity: African-American

Height: 6' (8'4" in Bear Form)

Weight: 225 lbs. (475 lbs. in Bear Form)

Eyes: Brown (Red in Bear Form)

Hair: Black (Black Fur in Bear Form)

[floatr]ArcturusHF.png[/floatr]Description: In his normal form, Marcus seems like a normal kid. Tall and broad-shouldered, he's a bit on the heavy side, and looks like he was built for sports. His head is usually shaved bald, and his facial hair is trimmed into a nice, even goatee. Despite his size, Marcus is deceptively agile--he's no gymnast, but he's actually capable of more mobility than a tank. His brown eyes are often half-closed, and he always looks a little worn out--not that there's anything wrong with him. He simply looks disengaged from everything around him unless he's specifically focused on a person or a conversation... or even his studies. He has a notably brighter look about him when he's busy. Someone might actually catch him smiling on occasion.

In his 'beast' form, he's a lot more intimidating. Standing well over eight feet tall, Marcus--or Arcturus, as he prefers--is a particularly grim-looking beast of a man. Largely resembling a brown bear, Arcturus's fingertips ending in vicious claws. Covered in black fur, his most notable marking is the white, crescent-shaped patch across his upper chest.

History: Marcus Irons lead somewhat of a sheltered life. Being an only child, he couldn't remember a time when he wasn't in the company of at least one of his parents, and he never wanted for anything. That certainly wasn't to say that he was spoiled; Richard Irons was a gruff disciplinarian, almost military in his imposition of order on his only son. While both parents often had to go away on business from time to time, he more often than not spent that time with his father. Richard taught him all sorts of things--fishing, hunting, and even how to fight when he started getting bullied at school. His mother was a lot less heavy handed; she wouldn't let Marcus get away with just anything, of course, but she gave him considerably more freedom. It gave him plenty of chance to wonder why his parents had so many books on occult subjects, but he rarely acted on the impulse to read any of them. He had enough problems with just algebra.

Marcus and his father had just come from celebrating his 15th birthday a few weeks early, watching a Blades game. He thought it would be an unforgettable night; the two of them stuck around the stadium and he managed to get Andre Leroux to sign his jersey. It was, in fact, a night he'd always remember, but not for the reasons that Marcus thought. They went home, and hours later he was awakened by the breaking of glass and a lot of yelling. Marcus arrived in the living room just in time to see a group of men tackle his father. Without thinking he rushed to try and help, leaping uselessly on one of their backs, only to get thrown off. The landing hurt, but something else in him snapped... Everyone was especially surprised when the 15 year-old boy came back at the SWAT-geared man, grabbing him by the collar with a clawed hand and slinging him across the room.

The next few moments were a blur. The room flooded with more people and he remembered something giving him a nasty shock. He remembered his father's voice, sounding uncharacteristically desperate, and then... nothing. He woke up several days later in the hospital, with a strange man in his room, introducing himself as Duncan Summers. That was when he learned the truth--his parents were wanted supervillains. At first, he didn't believe it. His parents, as far as he knew, hadn't even had so much as a speeding ticket. Sure, his dad was over six and a half feet tall and intimidating as all hell, but imagining his father as a monster? No way.

Seeing the evidence, however, was sobering. His father could transform, just as he had that night, only his form was... far less friendly on the eyes. He had a body count well into the triple digits, most before he was born. He wasn't sure he'd be able to cope with the reality that his father was even capable of the destruction of which he'd been accused.

His mother's involvement was considerably more obscure. As the sorceress Runic, she had managed to suppress his father's transformation through the use of her knowledge and research on magical artifacts and symbols, allowing them to lead normal lives. She was wanted for hiding him, among other things... and Marcus was almost certain that it contributed to her not showing up when his father was carted off to jail. He wasn't stupid--he realized that his father never fought back, and that he'd plead guilty, skipping a trial entirely. Marcus wasn't sure what to do next... Summers provided him with an option.

Personality & Motivation: Marcus is surprisingly mature for his age, often coming off as stand-offish, humorless, and far more serious than necessary. He's actually notoriously big-hearted and loyal to the people who actually earn his trust, and something of a pacifist at heart--contrary to the look and overall aggressive nature of the Beast Rune on his back. It's certainly not that he isn't capable; on the contrary, it's knowing that he could potentially lose control and seriously hurt someone that keeps him from doing anyone serious, crippling harm. Seeking largely to guard against the stigma of his parents' pasts, Marcus makes it a point to know as much as he can about both the magical and physical world and how they interact with one another.

Powers & Tactics: Marcus is a brawler, plain and simple. Being especially good at it, his fists are often the first course of action for him. When he can actually plan ahead, he does so--more with a working knowledge of the situation than any real magical backup, other than his animal form. When especially pressed for a solution, he's been known to use the Beast Rune in its rawest form, able to transform into something other than his 'default' bear form.


Complications:

AAAAH! Bear!: Arcturus, in bear form, tends to give off an aura that screams 'predator'. As such, civilians have a tendency to panic when they see him.

Aspect of The Beast: Marcus is exceptionally aggressive and blunt in his bear form, and finds it difficult to back out of a fight.

Collateral Damage: When under the influence of the Beast Rune, Arcturus has an exceedingly difficult time gauging his own strength, potentially causing a notable amount of damage to his surroundings.

Colorblind: In his bear form, Arcturus can't really distinguish colors; everything looks grayscale.

Phobia: Marcus can't swim. It's less of a problem in his human form, but his fear of drowning causes him to avoid large bodies of water whenever possible.

Secret: Marcus's mother, Runic, is an international thief and forger, and has crossed and double-crossed numerous heroes and villains in her career. His father, the previous holder of the Beast Rune, destroyed an entire town before the power was stripped from him. If anyone did a little digging, it would cause Marcus a colossal headache and earn him a lot of enemies and unwanted attention.

Temper: Marcus has full control over his transformation... usually. Typically, however, pain causes his usually strict control to slip--whether it's physical, or seeing a friend get hurt.

Abilities: 0 + 2 + 12 + 2 + 4 + 0 = 20PP

Strength: 28/20/10 (+9/+5/+0)

Dexterity: 12 (+1)

Constitution: 26/22 (+8/+6)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 18 + 16 = 34PP

Initiative: +5

Attack: +9 Ranged (+8 in Bear Form), +11 Melee (+10 in Bear Form), +12 Unarmed in Bear Form, +12 Claws

Grapple: +16; +23 in Bear Form

Defense: +10/+11 (+8 Base, +3 Dodge Focus, -1 Size [bear Form]), +4 Flat-Footed

Knockback: -3, -9 in Bear Form, -18 Bracing

Saving Throws: 5 + 8 + 10 = 23PP

Toughness: +11/+6 (+8/+6 Con, +3 Protection)

Fortitude: +13/+11 (+8/+6 Con, +5)

Reflex: +9 (+1 Dex, +8)

Will: +12 (+2 Wis, +10)

Skills: 92R = 23PP

Acrobatics 9 (+10)Skill Mastery

Climb 3 (+3, +8 in Bear Form)

Concentration 8 (+10)

Craft (Artistic) 13 (+14)Skill Mastery

Intimidate 7 (+7, +17 in Bear Form)Skill Mastery

Knowledge (Arcane Lore) 13 (+14)Skill Mastery

Knowledge (Earth Sciences) 3 (+4)

Knowledge (Life Sciences) 3 (+4)

Knowledge (Physical Sciences) 4 (+5)

Languages 2 (English [Native], Greek, Latin)

Notice 4 (+5)

Search 4 (+5)

Sense Motive 5 (+6, +14 in Bear Form)

Stealth 9 (+10, +6 in Bear Form)

Survival 5 (+6)

Feats: 18PP

Artificer

Attack Focus (Melee) 2

Dodge Focus 3

Fearless

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Luck

Quick Change

Ritualist

Second Chance (TOU checks vs. Unarmed)

Skill Mastery (Acrobatics, Craft [Artistic], Intimidate, Knowledge [Arcane Lore])

Takedown Attack 2

Powers: 40 + 11 + 4 + 3 + 1 + 3 + 10 = 72PP

Alternate Form 8 (40PP Container [Free Action, Sustained Duration]) [40PP] (Bear Form, Beast Rune, Magic)

Enhanced Feats 11 (Attack Specialization [Claws], Attack Specialization [unarmed], Fearsome Presence 8, Powerful Intimidation) [11PP]

Enhanced Skills 16 (Intimidate 8, Sense Motive 8) [4PP]

Features 1 (Fur-Covered Hide [immune to Cold & Sunburns]) [1PP]

Growth 4 (Large, -1 Attack, -1 Defense, +4 Constitution, +8 Strength, +4 Grapple, +2 Intimidate, -4 Stealth, +5 STR [Carry Capacity], Extras: Duration [Continuous], Flaws: Permanent) [12PP]

Protection 3 [3PP]

Strike 1 (Feats: Mighty) [2PP] (Claws)

Super-Senses 7 (Danger Sense [Olfactory], Acute Extended 2 [1,000ft Notice Increments] Tracking 2 [Normal Speed] Smell, Low-Light Vision) [7PP]

Enhanced Strength 10 (to 20/+5; PFs: Alternate Power, Variable Descriptor 1 [earth, fire, ice, thunder]) [11PP]

Leaping 4 (x25 [Running Long Jump: 475ft]) [4PP]

Regeneration 3 (Bruised 3 [No Action]) [3PP]

Speed 1 (10 mph / 100 feet per Move action) [1PP]

Super Senses 1 (Detect Magic [Olfactory]) [3PP]

Super-Strength 4 (Lifting STR 40, 53 in Bear form, Heavy Load: 6 tons, 19.2 tons in Bear form; PF: Bracing, Groundstrike) [10PP]

Drawbacks: -0PP

None

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC15/20 Toughness (Staged) Damage (Physical); variable descriptor

Bear Form Touch DC24 Toughness (Staged) Damage (Physical); variable descriptor

Bear Claws Touch DC25 Toughness (Staged) Damage (Physical); variable descriptor

Fearsome Presence 40ft Burst DC18 Will (Staged) Shaken/Frightened/Panicked

Groundstrike 90ft Burst Contested STR/DEX Prone

Abilities (20) + Combat (34) + Saving Throws (23) + Skills (23) + Feats (18) + Powers (72) - Drawbacks (0) = 190/212 Power Points

Edited by Gizmo
+1 pp for January 2014
Posted

Quick, quick crunch overview:

Saving throw totals are off.

You don't need the brackets around the number of skill ranks.

Fades on an Alternate Form power is tricky at best, since you'll need to decide what powers lose pps each round; adding Total Fade would fix that. Tiring is I feel not worth a full Flaw, since the Fatigue you'll get when you turn A) isn't that big a hit, and B) can be nixed with an HP.

Growth is costed wrong, it's 3pp/rank, not 1.

And you need to list what all his stats would be (like his total Str and Con and Toughness and Knockback and attack and grapple modifiers) when that Alt Form is active. As it is, it looks like you'd be breaking caps -- Str 16 + Enhanced Str 10 + 8 more Str from Growth 4 = Str 34/+12, and the Strike 4 claws do +16 damage (breaks caps); Con 16 + Enhanced Str 10 + 4 more Con from Growth 4 = Con 30/+10, and the Protection 2 bumps his Toughness to +12 (does not break caps on its own, but see below).

And why does have werebear form have Slow Fall?

His Magic Array is problematic, for several reasons.

All the powers in it are Noticeable by default, so that's not an applicable Drawback. Well, unless we use the optional "super-noticeable" thing, which makes already-noticeable powers so obvious you can see them from blocks away.

Having your primary Force Field in a Magic Array is a very not good choice, since it means you'll have to lower it whenever you use any other power in that array. Also, you'd be breaking caps with it if you used it and your Alt Form at the same time (total Toughness would be +22). Also also, Ablative Force Fields are wonky.

Emotion Control cost is off, it's 2pp/rank if it's Perception range, so limited it to Calm only reduces it to 1pp/rank.

Needs a DC block for his attacks.

Posted

Fixed! I hope. :)

-Fixed the DC and stat blocks, and hopefully I caught everything for the transition between Arcturus's human and beast form.

-Completely reworked his powers. It was sort of necessary; I realized that I went WAY overboard trying to make the character not-useless. Scaled the bear form way back, added descriptors to everything.

-Dropped Low-Light Vision (not sure why I had it AND darkvision) and added a feature that probably should've been there to begin with (insulated hide).

-Replaced the magic array with something a little more thematic and conducive to RP. Everybody loves a magician who actually has to incant. :)

-Cleaned up typos and math mistakes (although I'm not even sure I got them all. Lots of numbers. @.@)

Feedback, as always, much appreciated. ^^

Posted

Under Toughness you have Adrenal Surge mentioned, but I'm not seeing anything related to that in his Power Section.

Why does turning into a bear Boost his Geomancy powers by 1pp for one round?

Posted

*facepalm* Yeah, that was an oversight on my part.

I was in the midst of editing and, after everything was said and done, I forgot to take OUT Boost and replace it with Adrenal Surge 2. The original concept was that Arcturus's bear form sort of 'bleeds' magical energy for a short time, allowing spells cast to temporarily be more effective. While it's a concept to which I'm still partial, it's really not necessary, and I'll likely revisit the Boost Geomancy power later in one form or another. In the mean time, though, all I edited was the correction replacing Boost Geomancy 1 with Adrenal Surge 2.

Posted

Adrenal Surge (from ULTIMATE POWER) is actually a really bad power, especially at that low a rank.

First round, he's at +2 Str and Con.

Round 2, he's at +1 Str and Con.

Round 3, he's fatigued (-2 Str and Dex, -1 attack and defense, cannot move all out or charge)

Fatigue remains until you use an HP to clear it, or you get a few hours rest.

Posted

Very fitting!

Listing the distances he can leap would be helpful.

Spotted another problem with his Bear form: his Regeneration. Specifically, the Resurrection part. Despite being of a Permanent duration, since it's in his Alternate Form, his Regen only work while he's in Bear form (just like his Protection). But since Alternate Form is Sustained by default, he'll switch out of it if he's unable to take a free action each round to maintain it. So if he's killed, he drops out of Bear form, loses the Regeneration/Resurrection, and so can't resurrect. (It also means he shifts back if knocked out, or if he's stunned, unless he can make a DC 17 [10 + power rank] Concentration check for each round he's stunned.)

You should change his Air Control, since as-written Air Control is a poorly-kitted power. (It's Move Object/Telekinesis, Extra: Range [Perception]; Flaw Limited [Only Air]... but the air can blow/move objects, so it's not really a Flaw.) Trip (Extra: Knockback) is a fine "blasts of wind" effect; if you go that route, be sure to pick up the Improved Trip feat (as a power feat).

Posted

*I wasn't sure whether I needed to put just the modifier or the actual leaping distance for running/standing/vertical jumps... so I put both.

*I shifted his that one point in Resurrection into his Recovery Bonus instead.

*Had to think about the Air Control edit, but in the end, Trip was definitely the better option for what Arcturus would likely use it for. It's not quite the area-effect I would've liked, but I figure the character can grow into that.

Thanks again for the corrections. :)

Posted

Ah, your Combat costs are way off. "Base" Attack and Defense are 2pp/rank, so Attack +8 and Defense +8 costs 16 points each.

Also, Attack Specialization gives +2 per rank on attacks with that chosen attack, not +1. Do be aware Attack Specialization (Unarmed) does not count for Grapple checks, though Attack Focus (Melee) would.

His Toughness is off: +5 Con + Protection 3 = +8, not +9.

One way to save points: drop Instant Up. With a +10 on Acrobatics and Skill Mastery in that skill, you can reliably Take 10, and so get 20 on an Acrobatics checks. Which would allow you to kip up from prone as a free action :)

Your Super-Senses seem off. Did you mean to get Track 2, so he can track and still move at full normal speed while tracking?

If the Electrical Control (Only When Outside) power is to represent calling down a lightning bolt from the heavens, it would need Indirect 2 for it to originate from above.

Your DC block indicates you're getting a +2 to Damage from somewhere, but I'm not seeing where. As he is now, his Unarmed damage is DC 20 (15 + 5 Str), his Bear form is DC 25 (15 + 9 Str).

Posted

1) I don't know WHY I thought that Attack/Defense was 1pp/rank... I must've been reading something else. o.o Fixed, and then I dropped Instant Up and Fearsome Presence 1 from his feats, replacing them with Attack Focus (Melee) 2

2) Fixes the math on his Toughness.

3) Fixed Super-Senses to read properly for Track 2.

4) Lowered the rank of Electrical Control from 10 to 8, in order to put Indirect 2 in as a power feat. Adjusted the DCs accordingly.

Posted

... your Combat costs are still off. You'd had them at 2 ranks/1pp, now you have them at 1 rank/pp. They're 1 rank/2pp. I.e., Base Attack +4 = 8pp, not 4.

His Bear Form's Toughness vs. Magic should be +12, not +13, since his Bear Form's regular Toughness is +8, not +9.

Oh, and one alternative for the "Gust of Wind" thing, if you want a version that hits multiple targets: add Area [Cone, General] extra and Range [Melee] flaw.

Posted

After listing the combat values the way they were supposed to be listed, I was over 8pp. Fixed that by:

1) Reducing INT by 4 (adjusted skills accordingly)

2) Reducing Attack and Defense by 1.

Also, as per your suggestion, I shifted his Trip attack to the Area suggestion with the melee flaw.

Thanks for your patience. :)

Posted

Alright, everything works out now, but I do want to make sure you're aware how undercapped he is.

Human Form Punch: +9 attack, +5 damage = PL 7

Human Form Defense: +3 Defense, +3 Toughness (+7 vs. Magic) = PL 3, PL 5 vs. Magic

Bear Form Punch: +8 attack, +9 damage = PL 9

Bear Form Defense: +2 Defense, +8 Toughness (+12 vs. Magic) = PL 5, PL 7 vs. Magic

If you're fine with him as-is, though, I'm good with approving it.

Posted

This one took a little bit of doing; I don't want to completely gimp the character but I'm starting to see that he's spread rather thin--and his defense seems to be, overall, taking the largest hit.

In an effort to fix it, I dropped:

2 points of Wisdom

1 rank (4 skill points) in Search and Survival

2 ranks of Improved Block

All-Out Attack

Power Attack

Stunning Attack

Takedown Attack

Defensive Attack

I added Dodge Focus 2 and put the remaining points in his Defense.

Any further suggestion on how to fix the problem would be greatly appreciated.

Posted

You could drop the Geomancer Array, buy it back later. With his Artifier and Ritualist skills, he's got some magical ability.

Actually, his Geomancer Array is costed wrong. Magic 5 would be 10pp, the Unreliable Flaw would reduce it to 5pp. 1 Alt Power bring it to 6pp, the Power Loss drops it back to 5pp.

Posted

Took out Geomancer array, and I used the points to raise his CON, base defense and attack, and his saves. Hopefully everything balances out and I didn't get too mired in the adjustments...

Posted

Grapple would be +11 in human form (+6 Melee, +5 Str), +18 in Bear Form (+5 melee, +9 Str, +4 from Size)

Please note Flat-Footed Defense. +4 in Human Form, +3 in Bear Form.

You're breaking Defense/Toughness caps. In Human Form (+10 Defense, +5 Toughness [+9 vs. Magic]), he's okay, but in Bear Form (+9 Defense, +10 Protection [+14 vs. Magic]), he's over. Suggestion: drop the Protection 3 from his Bear Form, so his Toughness will be +7, +11 vs. Magic. Use those 3pp for more Fearsome Presence, Regeneration, Super-Senses, a rank of two in Strike with the Mighty power feat (which would allow him to hit his Attack/Damage caps), or a rank of Super-Strength.

His Amulet: if it's an Easy to Lose Device (can be removed with a Disarm maneuver), it's 3pp/rank, so would cost 7pp. If it's Hard to Lose (must be Helpless before it can be removed), then it's 4pp/rank, 9pp total.

Posted

Changed Grapple, added his flat-footed defenses, and I replaced Protection 3 with Strike 2 (Mighty). Also, edited that device; it was supposed to have been hard to lose.

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