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Dream

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Player Name: Dream

Character Name: Magi

Power Level: 7 (105/105PP)

Trade-Offs: None

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief:

Alternate Identities: John Smith IV (real name)

Identity: Secret

Birthplace: New Jersey

Occupation:

Affiliations: None.

Family: VERY MUCH YES.

Age: 101 (DoB: April 20, 1910)

Apparent Age: Late twenties

Gender: Male

Ethnicity: White

Height: 5'7"

Weight: 145 lbs

Eyes: Blue

Hair: Dark Blonde

Description: John is not a man from this era. He's a bit shorter than average and while he's not scrawny, he does lean slightly towards a bit too thin. If this were the thirties, he'd fit right in with his svelte farmboy build. His hair is naturally curly and he keeps it short and clean.. His eyes are bright and cheerful. He always has a smile on his face. John is a suit wearer when in his normal identity. You will never catch him not wearing one in public as John. Magi, on the other hand, wears a single-breasted black cassock and a white sash with a small pouch of stones attached to it. black dress shoes, black slacks, no clerical collar, white domino mask. His hair is slicked back to further conceal his true identity.

Power Descriptions: John's transmutations are quiet flashy. To prepare one for use, he has to draw a visibly glowing neon sigil. The sigil lasts until the transmutation is changed. Different transmutations require different sigils. They look complex and arcane, but any alchemist could tell you what they mean.

History:

Personality & Motivation: John is a generally nice guy. He's a bit soft spoken, but he says what he means and means what he says. He's very attentive of his surroundings, mentally taking notes on everything he meets and talks with. His reason for being a hero springs from a few things. One being that he has the power todo so. His mother taught him the value of helping his fellow man with whatever he had. Besides his obligatory feelings,

Powers & Tactics: John is well-versed in the art of alchemy. And thus his tactics are to use his knowledge of potions and transmutations in battle. Transmutations mostly. He can fight at any distance, depending on the method he uses, but he likes to stay at range. Too many gruesome images of close up fights. Though he can throw down if need be.


Complications

Energy Focus: Due to the law of conservation, there is no such thing as a free transmutation. After drawing a transmutation sigil, John must expend energy somehow. He can draw if from himself, but that has unforseen consequences. Sometimes harmless, sometimes devastating. Luckily, he always has a pouch of energy stones to transmute with.

Family: Having lived through out a century, John likes to keep up with his offspring. Sure, one hundred years leads to a lot of grand hildren. Most that don't even know they're talking to their great-great-great-great-grandfather. Though still, he is a Papa Wolf for each and everyone of them.

Hatred: Has a burning hate for all demonic entities.

Scrapbook: As said before, John loves his descendants very much. Keeping a large file on them and "passing it down" generation to generation. This has become an obsessive treasure to him.

Secret Identity I: John is the alchemist hero, Magi.

Secret Identity II: John is immortal. If someone were to find out who he really was, it would cause many problems. Every 30-40 years he has to reinvent himself. Right now he's starting his fourth incarnation. Though it's always within the confines of his family. The reason why? Very select few of his family know his secret.

Study: John is always intrigued with forms of magic besides his own. He won't pass up a conversation about metaphsyics or the ability to learn a new incantation.

Abilities: 0 + 0 + 0 + 10 + 10 + 0 = 20PP

Str 10/24 (+0/+7)

Dex 10 (+0)

Con 10 (+0)

Int 20 (+5)

Wis 20 (+5)

Cha 10 (+0)

Combat: 14 + 12 = 26PP

Initiative: +0

Attack: +7

Grapple: +7/+14

Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed

Knockback: -4

Saving Throws: 5 + 5 + 0 = 10PP

Toughness: +8 (+0 Con, +8 Force Field)

Fortitude: +5 (+0 Con, +5)

Reflex: +5 (+0 Dex, +5)

Will: +5 (+5 Wis, +0)

Skills: 48R = 12PP

Concentration 10 (+15)

Craft (chemical) 10 (+15)

Knowledge (arcane lore) 10 (+15)

Knowledge (theology and philosophy) 5 (+10)

Language 3 (English [native], Greek, Hebrew, Latin)

Notice 5 (+10)

Sense Motive 5 (+10)

Feats: 7PP

Fearless

Luck 2

Ritualist

Trance

Ultimate Save (Will)

Ultimate Skill (Knowledge [arcane lore])

Powers: 8 + 1 + 20 + 1 = 30PP

Force Field 8 [8pp]

Immunity 1 (aging) [1pp]

Magic 7 (alchemy; Power Feats: Alternate Power 7; Drawbacks: Action [Move]) [20pp]

BE: Blast 7 [14/14] (Mystic Blast)

AP: Dazzle 7 (visual) [14/14] (Transmutation; inert eyeballs)

AP: Emotion Control 7 [14/14] (Potion; lesser control)

AP: Enhanced Strength 14 [14/14] (Potion; strength)

AP: Mind Control 7 [14/14] (Potion; greater control)

AP: Move Object 7 [14/14] (Transmutation; lighten)

AP: Snare 7 [14/14] (Transmutation; hard air bindings)

AP: Transform 7 (people into cats; Flaws: Range [Touch]) [14/14] (Transmutation; polymorph)

Super-Senses 1 (Magical Awareness [Mental]) [1pp]

DC Block


ATTACK                RANGE          SAVE                         EFFECT

Unarmed               Touch          Toughness 15    (Staged)     Damage (Physical)

Blast                 Range          Toughness 22    (Staged)     Damage (Magical)

Dazzle                Range          Reflex    17

                                     Fortitude 13/17 (Staged)     (Magical)

Emotion Control       Perception     Will      17    (Staged)     (Magical)

Unarmed, Enhanced     Touch          Toughness 22    (Staged)     Damage (Physical)

Mind Control          Perception     Will      17                 (Magical)

Snare                 Range          Reflex    17    (Staged)     (Magical)

Transform             Touch          Fortitude 17                 (Magical)

Abilities (20) + Combat (26) + Saving Throws (10) + Skills (12) + Feats (7) + Powers (30) - Drawbacks (0) = 105/105 Power Points

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