Aoiroo Posted March 16, 2012 Author Posted March 16, 2012 Philos the Farsider Work in Progress Character Name: Philotherian Power Level: (10) (150/150PP) Trade-Offs: +2 Attack / -2 Damage Melee, +4 Defense / -4 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Alien friend to all animals. Alternate Identity: Philos Identity: Public Birthplace: Farside Occupation: Zookeeper Affiliations: Freedom City Zoo Family: Garus (Mom), Hutos (Dad), Dewo (Brother) Description: Age: 31 Apparent Age: Late Teens, Early Twenties Gender: Male Ethnicity: Farsider Height: 6'8 Weight: 130 lbs Eyes: Red Hair: White Philos is tall, pale and very very thin. By human standards he's very sickly looking, and dispite his height looks fairly young. He's actually got some scars from handling and learning to work with the stronger crater apes, mostly on his torso, but there's some on his upper arm. His costume is actually a standardized worksuit from his home world worn by all the handlers, it's padded with a light thick material that's made for easy movement and is a dark green color with silver accents on the boots. In his casual wear his long rather willowy figure has him dressed mostly in oversized shirts, very long jeans and oversized shoes. His fair hair and scalp make him rather subseptible to sunburns so he often wears hats and caps. His eyes are covered with sunglasses twenty four seven, and his ears have specialized headphones made to block out psionic interference. Quite frankly, he looks like a skater punk. Power Descriptions: Essentually his handling gear, he net gun is made for capturing the agile crater apes, and his uniform is made to give protection as well as a shock that both stuns and mess with the nerves to lower menuverability. His headphones were made specially for his mission to earth, or more specifically made to deal with Lady Lunar. Though they weren't able to design something that would filter one hundred percent of it, years of research and experience with the psion royalty enabled the perserve to create special earphones which weaken the effects of psychic powers on the wearer while also giving protection to his sensative ears. History: Philos was born within the middle structure of a society with a clear upper class defined by ones psionic abilities. Truthfully, there was no lower class among the actual farsiders, genetic engineering had removed most if not all disease. Athletic yet willowy bone structures were commonplace, and lower gravity made for regular acrobatics and practice of such common place. The only real defined underclass were the Crater Apes who were always set for the menial labor because of there superior strengh. They were very common when he was young, and always had a handler of royalty, minor lords whom garnered power in their abilities to manage their workers and lands for the commerce of the rest of the Farsiders who asside from the aristocratic power system were very modern and intelligent. Philos family lived very close to some of the places where they stored the Crater Apes, and he'd often visit areas they lived, watch them grow, and with permission interact with the rather gentle servants of the rest of the race. That changed when Lady Lunar slaughtered the entire royal class and seized control. It was during this rule that Philos pursued his education of life on earth. In fact, such studies were encouraged by the monarch who had been making multiple attempts to seige the planet as it was only right that there be experts on local creatures in her new kingdom. Even after her fall, Philos continued his education and tried to compare techniques to try and calm the freed Crater Apes. Years under Lady Lunar had made them violent creatures who held contempt for their previous conditions, while it seemed impossible for them to go back to the gentle servantude, Philos at least wanted to try a mutual understanding between the races and with his experience secured a job at perserve to look after the creatures and try to better understand them. Recently after making a thorough count of populations of the Crater Apes, something that had been put off for a long time simply because of how long it took to isolate and get them under control. The formally controlled species did have detailed records of it's population even under Lunars rule, and comparing that records revealed that there were at least a hundred completely unaccounted for. The fact that Lady Lunar had used them as hired muscle made it an easy connection to make and a very troubling conudrum indeed. To say the Crater Apes as they were dangerous was the very least description. Under control they were a personal army enslaved to a egotistical madwoman, free they were an invasive alien species that could devistate local earth wildlife and human life alike. So it was agreed they needed to reclaim the species for the various reasons and relocate them back to the perserve, but they lacked a metant of any degree to do so. Instead, they went for the next best thing, a well trained handler with a working knowledge of earth creatures. Personality & Motivation: Philos is on earth to fufill his mission, but the simple variety of everything there makes him a little side tracked. He will spend days looking and examining new things, taking in the sites, he is a tourist from a strange land and the culture just shocks and delights him to no end. The animals especially delight him, if only because he was only able to study them from a fair for so long he now gets to look up close and have real interactions. Entirely, it makes him kind of strange, physically he's very near human but his tastes, all of his tastes are very drastic like a new repundance for sweets and a great appreciation for spices and tart flavors that would make most people cringe. His equipment is made specifically for the work of capturing the Crater Apes but the simple fact is in a large world full of life, finding a unique type of creature under the service of a powerful psychic is just not something that would be done so quickly. In the mean time, with what he has he can try to stave off offenders of the more violent type. Violence as a whole does not sit well with him, he'll try to prevent it, but if it cannot be helped he will actively work to try and stop those who perpetrate it for their own means. Powers & Tactics: If Philos could end a battle through negociation he would. He doesn't himself really like fighting, but he has adapted to it with the Crater Apes becoming so prone to it thanks to Lady Lunars rule. If he has to fight, his first methods are always dodge and capture, keeping a steady distance and always moving so as not to be caught. If he's caught up close, there is secondary options of stunning and paralyzing opponents with his handlers suits built tasers. Complications: Pasifist By Nature: Philos doesn't really like fighting, he will always look for ways around it, and even in battle won't try to ever directly harm anybody. Photophobic: The moon isn't nearly as bright as earth is, so he wears sunglasses twenty four seven. Without them, he's more subseptible to being dazzled in broad daylight. Visiting Moonman: Earth, especially earths animals fasinate him, there's much more space and variety and it makes him a bit babbly about the things he doesn't know. Abilities: -2 + 8 - 2 + 6 + 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 18 (+4) Constitution: 8 (-1) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 8 + 12 = 20PP Initiative: +8 Attack: +12 Melee, +4 Ranged, +10 Net Gun Grapple: +16 Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: +2 Saving Throws: 7 + 6 + 7 = 20PP Toughness: +6 (-1 Con, +3 Protection, +4 Defensive Roll) +2 Flat-Footed Fortitude: +6 (-1 Con, +7) Reflex: +10 (+4 Dex, +6) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 6 (+10) Diplomacy 10 (+15) Gather Information 5 (+10) Handle Animal 10 (+15) Investigate 2 (+5) Languages 1 (English, Base: Farsider) Knowlege (Life Sciences) 7 (+10) Notice 9 (+10) Ride 1 (+5) Search 7 (+10) Survival 6 (+8) Feats: 27PP Acrobatic Bluff Attack Focus (Melee) 8 Animal Empathy Challenge (Combat Diplomacy) Defensive Roll 2 Dodge Focus 8 Evasion 2 Grappling Fitnesse Improved Iniative Skill Mastery (Acrobatics, Handle Animal, Knowledge (Life Sciences), Notice) Uncanny Dodge (Auditory) Powers: 7 + 20 + 15 + 1 + 2 = 45PP Device 2 (Alien Headphones) (Easy-To-Lose, Restricted: Farsiders) 7PP Immunity 5 (All Auditory Dazzle Effects) 5PP Immunity 10 (Mental Effects Flaw: Limited by 1/2) 5PP Device 5 (Handler Suit) (Hard-To-Lose) 20PP Protection 3 3PP Stun 8 + Drain (Str) 5 (Feats: Slow Fade) 22PP Device 5 (Net Gun) (Easy-To-Lose) 15PP Snare 10 (Feats: Accurate 3, Progression (Range) 2) 25PP Leaping 1 (Training) 1PP Super-Senses 2 (Enhanced Alien Hearing) (Extended Range, Radius) 2PP Drawback DC Block Attack Range Save Effect Unarmed Touch DC 14 Toughness Damage Snare Range DC 20 Reflex Snare/Entangle Stun/Drain Touch DC 18 Fort/DC 15 Fort Stun/Unconcious/Drain Str Totals: Abilities (22) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (27) + Powers (45) - Drawbacks (0) = (150/150) Power Points
Aoiroo Posted April 30, 2012 Author Posted April 30, 2012 Character Name: Minus Power Level: 10 150/150PP Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magnetic controller who can only repel things. Alternate Identity: Emelia Wendle Identity: Secret Birthplace: Freedom City Occupation: Mechanic Affiliations: (People and/or groups you work with) Family: Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emanuel Wendle (Faternal Twin) Description: Age: 22 (DoB: 2007, October 3rd) Apparent Age: 22 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5'7" Weight: 123 lbs Eyes: Brown Hair: Black Emelia's a little on the tall side, and rather willowy in build. She's got a very sharp features as well as really tan skin. She's usually in coveralls or overalls as well as a nice pair of sturdy boots for working in the gargage. Her hair is usually held back in a braid, otherwise it goes about midway down her back. Power Descriptions: Minus can charge metal things to push them away, including herself. She can fly, move objects and uses a steel boomerang as a projectile (in case no spare metal is around). History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: Generally she keepts back and pushes people back into building or under piles of whatever she can find. Complications: Name: [Description] Example: Secret: Identity. Abilities: 0 + 4 + 0 + 6 + 0 + 4 = 14PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +4 Melee, +10 Ranged Grapple: +10 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: +6 Saving Throws: 5 + 6 + 5 = 16PP Toughness: +8 (+0 Con, +4 Defensive Roll, +4 Force Field) +4 Flat-Footed Fortitude: +5 (+0 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +5 (+0 Wis, +5) Skills: 56R = 14PP Bluff 5 (+5) Craft (Electrical) 4 (+7) Craft (Mechnical) 7 (+10) Disable Device 7 (+10) Knowlege (Mechanical) 7 (+10) Knowledge (Physical Sciences) 2 (+5) Knowlege (Technology) 3 (+6) Language (1) (Base: English, Spanish) Notice 10 (+10) Search 10 (+10) Feats: 53PP Accurate Attack Attack Focus (Range) 6 Defensive Roll 2 Dodge Focus 8 Eagle Eyes Evasion 2 Improved Iniative 2 Sidekick 28 Percise Shot Power Attack Uncanny Dodge (Audial) Powers: 9 + 4 + 3 + 21 = 37PP Device 3 (Steel Boomerang) (Easy-To-Lose) 9PP Blast 2 (Extras: Penetrating Feats: Mighty 8, Ricochet) 15PP Force Field 4 4PP Flight 3 (50 MPH) 3PP Move Object 10 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Away From Her), Limted: Material (Metal) Feats: Alternate Power x1) 21PP Blast 10 (Steel Ball Bearings) (Feats: Autofire) 20/20PP DC Block Attack Range Save Effect Unarmed Touch DC 15 Toughness Damage Blast Range DC 25 Toughness Damage Move Object Perception DC 25 Toughness Damage Totals: Abilities (14) + Combat (16) + Saving Throws (16) + Skills (14) + Feats (53) + Powers (37) - Drawbacks (0) = 105/105 (or 150/150) Power Points Character Name: Plus Power Level: (10) (135/135PP) Trade-Offs: -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magnetic controller who can pull someone towards him. Alternate Identity: Emmanuel Wendle Identity: Secret Birthplace: Freedom City Occupation: Drummer Affiliations: None Family: Emilia Wendle (Sister), Carly Wendle (Mom), Trent Wendle (Dad), Caroline Wendle (Aunt) Description: Age: 22 (DoB: October 3rd 2007) Apparent Age: 22 Gender: Male Ethnicity: Caucasian/Hispanic Height: 5'9" Weight: 186 lbs Eyes: Brown Hair: Brown Thought taller then Emelia, Emmanuel is more stout looking as a whole. He's got a good solid layer of muscle, though he usually wears long sleeves and blazers to cover most of it up. He currently plays for a Christian rock band called Book of Matthew, so the look is pretty casual when he's seen with them, usually sticking to open button down shirts and nice jeans. Power Descriptions: Plus charges and attracts things and opponents directly at him, usually hitting them with his staff. He can also jump long distances by pulling himself towards places. History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing) Complications: Name: [Description] Example: Secret: Identity. Abilities: 10 + 2 + 12 + 0 + 0 + 4 = 28PP Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +10 Melee, +6 Ranged Grapple: +15 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: +4 Saving Throws: 4 + 4 + 5 = 13PP Toughness: +12 (+6 Con, +6 Defensive Roll) +6 Flat-Footed Fortitude: +10 (+6 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 72R = 18PP Acrobatics 9 (+10) Climb 4 (+9) Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (Arts) 10 (+10) Knowledge (Popular Culture) 4 (+4) Language 1 (Spanish, Base: English) Perform (Drums) 8 (+10) Notice 10 (+10) Search 10 (+10) Feats: 18PP Accurate Attack Acrobatic Bluff Agile Climber Attack Focus (Melee) 4 Defensive Roll 3 Dodge Focus 2 Improved Iniative Improved Grapple Power Attack Takedown Attack 2 Uncanny Dodge (Audial) Powers: 6 + 3 + 5 + 20 = 34PP Device 2 (Steel Staff, Flaw: Easy-To-Lose) 6PP Strike 5 (Feats: Extended Reach (10 ft), Mighty, Stunning Attack, Improved Critical 2) 10PP Leaping 3 3PP Immunity 5 (Falling Damage) 5PP Move Object 10 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Towards him), Limted: Material (Metal)) 20PP DC Block DC Block Attack Range Save Effect Unarmed Touch DC 20 Damage Move Object Perception DC 25 Damage Strike Touch DC 25 Damage Totals: Abilities (28) + Combat (24) + Saving Throws (13) + Skills (18) + Feats (18) + Powers (34) - Drawbacks (0) = 135/135 Power Points
Aoiroo Posted August 17, 2012 Author Posted August 17, 2012 Character Name: Etain (Unpowered) Power Level: (10) (150/150PP) Trade-Offs: +5 Attack / -5 Damage, +5 Defense / -5 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Etain as an unpowered character Abilities: 2 + 6 + 6 + 4 + 8 + 10 = 36PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 10 + 24 = 34PP Initiative: +11 Attack: +5 Ranged, +9 Melee, +15 Swords Grapple: +9 Defense: +15 (+12 Base, +3 Dodge Focus), +6 Flat-Footed Knockback: -0 Saving Throws: 4 + 7 + 4 = 15PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+3 Dex, +7) Will: +8 (+4 Wis, +4) Skills: 88R = 22PP Bluff 11 (+16, +20 Attractive) Skill Mastery Diplomacy 5 (+10, +15 Attractive) Disguise 10 (+15) Escape Artist 2 (+5) Intimidate 10 (+15) Investigate 6 (+10) Knowledge (Tactices) 8 (+10) Skill Mastery Languages 6 (Base: English, Gaelic, French, Spanish, Greek, Arabic, Italian) Notice 11 (+15) Search 6 (+10) Sense Motive 11 (+15) Stealth 2 (+5) Feats: 43PP Accurate Attack All Out Attack Attack Focus (Melee) 4 Attack Specialization (Swords) 3 Attractive Benefite (Wealth) Dazzling Attack Defensive Roll 3 Demoralize Dodge Focus Equipment 2 (10EP) Evasion 2 Interpose Improved Critical 2 (Swords) Improved Disarm Improved Iniative 2 Luck 3 Move-By Action Paralyze Attack Power Attack Redirect Set-Up Stunning Attack Skill Mastery (Bluff, Knowledge [Tactics], Notice, Sense Motive) Takedown Attack 2 Teamwork Trick Ultimate Save (Reflex) Uncanny Dodge (Audial) Strike 4 (Dual Sabers) (Feats: Mighty, Split Attack) [6 EP] DC Block Attack Range Save Effect Unarmed Touch DC 16 Damage Swords Touch DC 20 Damage Totals: Abilities (36) + Combat (34) + Saving Throws (15) + Skills (22) + Feats (43) + Powers (0) - Drawbacks (0) = 150/150 Power Points ___________ So this is Etain, unpowered, or how she may of been built unpowered. This is likely an alternate Etain from a world where she has no power for one reason or another. Essentually, she's something like a child soldier more then anything, if she wasn't given any power on her own, or didn't get her inhereted gift, she might of been a mortal champion pit against fae foes in the arena, or something else more connected to her roots in the human world. Either way, she's much more featy and tilted towards close range only action, in return though, this Etain has luck, and a lot more tricks that rely less on her powers and more on trained skill.
Aoiroo Posted August 1, 2013 Author Posted August 1, 2013 (edited) Description: Magic Plant User Age: 17Apparent Age: 17Gender: FemaleEthnicity: CaucasianHeight: 5’4Weight: 110Eyes: GreenHair: RedPower Descriptions: This is Plumeria, a character I made a while again, but have never statted. She’s sort of a poison ivy esc character, though more on the magic side. Mostly, she’s more of an enchanter, she uses plants, or more importantly seeds as her median and has to enchant them personally for them to work. One seed she uses to make her whip which is her main form of direct combat. The others she uses several to sprout plants that can snare, and poison whoever she chooses. She doesn’t have any travel powers, instead she uses her familiar to get around who can carry her in flight, as well as teleport with her and other people in tow. Abilities: 4 + 4 + 4 + 2 + 0 + 4 = 18PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2)Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged, +12 Whip Grapple: +6 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 4 + 7 + 5 = 16PP Toughness: +8 (+2 Con, +2 Protection, +4 Defensive Roll) +4 Flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +9 (+2 Dex, +7) Will: +5 (+0 Wis, +5) Skills: 44R = 11PP Bluff 8 (+10) Craft (Artistic) 4 (+6) Craft (Chemical) 4 (+6) Diplomacy 8 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Life Sciences) 6 (+8) Notice 8 (+8) Sense Motive 6 (+6)Feats:48PP Accurate Attack Artificer Attack Specialization (Whip) 4 Assessment Dodge Focus 8 Minion 10 Power Attack Teamwork Uncanny Dodge (Auditory) Powers: 15 + 23 + 2 + 1 = 41 PP Device 4 (Thorn Whip) (Feats: Restricted 2: Only Her, Subtle, Flaws: Easy-To-Lose) 15PP Strike 6 + Snare 8 (Feats: Extended Reach 2, Mighty, Reversible, Tether, Flaws: Touch Range) 19 PP Super-movement 1 (Swinging) 1PP Device 7 (Feats: Restricted: Arcane Lore 10, Subtle Flaws: Easy-To-Lose) 23PP Magical Seeds Array (33 PP, x2 Alternate Powers) Snare 10 (Extras: Area: Cylinder, Selective, Flaws: Touch Range, Feats: Progression (Area) 3) Stun 10 (Extras: Area: Cloud, Sedation, Feats: Progression (Area) 3) Drain 10 (Fort) (Extras: Area: Cylinder, Selective, Feats: Slow Fade, Progression 2)Protection 2 2PP Immunity 1 (Poison) 1PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Whip Touch DC 23 Toughness, DC 18 Snare Damage, Entangled Snare Area DC 20 Reflex/Reflex Entangled Stun Area DC 20 Reflex/Fortitude Stun/Unconciousness Drain Area DC 20 Reflex/Fortitude Drain (Fortitude) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (18) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (48) + Powers (41) - Drawbacks (0) = (150/150) Power Points Description: Fury the PheonixAge: UnknownApparent Age: UnknownGender: MaleEthnicity: PheonixHeight: 2’3â€Weight: 48 lbsEyes: GoldHair: OrangePower Descriptions: He’s a Pheonix, the elemental symbol of rebirth and fire. So he can regenerate, he can fly and support Plumeria’s weight while doing so, he can also teleport and claw out. He’s a heroic rank minion (3PP a rank), and Plumeria’s familiar, he’s well, he’s more powerful then she is, but lacks the versitality her devices gives her. Abilities: 8 + 4 + 2+ 0 + 0 - 2 = 12PP Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1)Combat: 12 + 12 = 24PP Initiative: +14 Attack: +14 Talons, +6 Melee, +8 Range Grapple: +12 Defense: +15 (+6 Base, +8 Dodge Focus, +1 Shrinking), +4 Flat-Footed Knockback: -2Saving Throws: 4 + 4 + 5 = 13PP Toughness: +5 (+1 Con, +4 Defensive Roll) Fortitude: +6 (+1 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 20R = 5PP Acrobatics 6 (+10) Notice 8 (+8) Stealth 6 (+10)Feats: 20PP Acrobatic Bluff Attack Focus (Range) Attack Specialization 4 (Talons) Dodge Focus 8 Elusive Target 2 Interpose Improved Iniative Move-By Action Teamwork Powers: 39 + 3 + 9 + 11 + 3 + 6 + 8 = 79PP Pheonix Fire Array (36PP, x3 Alternate Powers) Blast 12 (Feats: Affects Insubstancial 2, Progression (Range) 4, Split Attack) 30PP Blast 10 (Extras: Area: Burst, Selective Attack Feats: Affects Insubstancial 2, Progression (Area) 2) 34PP Blast 12 (Extras: Alternate Save: Fortitude) 36PP Dazzle 12 (Visual) (24PP) Strike 2 (Talons) (Feats:Mighty) 3PP Damage 3 (Extras: Aura, Selective) 9PP Teleport 4 (Extras: Affects Others, Feats: Progression (Load) 2, Turnabout) 11PP Flight 3 3PP Regeneration 6 (Recovery Rate 2, Resurrection 4) 6PP Shrinking 4 (Extras: Normal Abilities, Flaws: Permenant) 8PP Drawbacks: (-0) + (-0) = -0PPDrawback (Mute; Frequency: [Very Common]; Intensity: [Moderate]) [-4PP] Drawback (No Thumbs; Frequency: [Very Common]; Intensity: [Minor} -4 (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.)DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Blast Range DC 27 Toughness (Staged) Damage (Physical) Blast Area DC 25 Reflex/Toughness Damage (Physical) Blast Range DC 27 Fortitude Damage (Physical) Dazzle Range DC 22 Reflex/Fortitude Blind (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (12) + Combat (24) + Saving Throws (13) + Skills (5) + Feats (20) + Powers (79) - Drawbacks (8) = 105/105 (or 150/150) Power Points This is Plumeria, my original original character given stats. Essentually she's like a magical poison ivy in terms of powers, almost all of them being a talent for enchanting plants as a median. Her powers are almost all device based, but she does have immunities to poisons and is a bit tougher then usual. She's not really that strong or hard an opponent, but she makes up with the use of her familiar, a pheonix named Fury. Fury covers a couple weakeness of Plumeria's, one being that she has no travel powers and he can easily carry her, the other being his ability to affect the insubstancial. He's a heroic level minion, and perfectly capable of action without Plumeria's say so. Basically this is an attempt of statting which was at the time of creation, a godmod self insert sue who had a lot more untamed unchecked powers. But essentually the build is close to the original idea, which is someone who needs specially modified plants to channel their powers as opposed to say a wand or something. Edited August 2, 2013 by Aoiroo
Aoiroo Posted August 2, 2013 Author Posted August 2, 2013 (edited) Character Name: PlumeriaPower Level: (7) (105/105PP)Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 0Progress To Bronze Status: 0/30 Description: Magic Plant User Age: 16Apparent Age: 16Gender: FemaleEthnicity: CaucasianHeight: 5’4Weight: 110Eyes: GreenHair: RedPower Descriptions: Magical poison ivy, yeah. I'd say essentually a magic gadgeteer who uses plants as a focus. She can't make any plant grow suddenly and burst with life, she has to use magical seeds that have been magically pregermated. Her main weapon is a greenbrier whip (thorny vine whip), which she uses for close range stuff and for swinging. On a larger scale she uses kudzu snares to overtake enemies, poppy to put them to sleep, and mala mujer to wear them down. Abilities: 0 + 4 + 4 + 2 + 0 + 4 = 14PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2)Combat: 10 + 8 = 18PP Initiative: +2 Attack: +5 Melee, +5 Ranged, +7 Whip Grapple: +5 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 4 + 7 + 5 = 16PP Toughness: +2 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +9 (+2 Dex, +7) Will: +5 (+0 Wis, +5) Skills: 36R = 9PP Bluff 4 (+6) Craft (Artistic) 4 (+6) Craft (Chemical) 4 (+6) Diplomacy 4 (+6) Knowledge (Arcane Lore) 8 (+10) Knowledge (Life Sciences) 6 (+8) Notice 8 (+8) Sense Motive 6 (+6)Feats: 15 PP Accurate Attack All-Out Attack Artificer Attack Specialization (Whip) Assessment Defensive Roll Dodge Focus 6 Power Attack Teamwork Uncanny Dodge (Auditory) Powers: 15 + 17 + 1 = 33 PP Device 4 (Thorn Whip) (Feats: Restricted: Arcane Lore 10, Subtle, Flaws: Easy-To-Lose) 14PP Strike 7 + Snare 7 (Feats: Extended Reach 2, Mighty, Reversible, Tether, Flaws: Touch Range) 19 PP Super-movement 1 (Swinging) 1PP Device 5 (Magic Seeds) (Feats: Restricted: Arcane Lore 10, Subtle, Flaws: Easy-To-Lose) 17PP Magical Seeds Array (23 PP, x2 Alternate Powers) 25PP Snare 7 (Extras: Area: Cylinder, Selective, Flaws: Touch Range, Feats: Progression (Area) 2) 23PP Stun 7 (Extras: Area: Cloud, Sedation, Feats: Progression (Area), Reversible) 23PP Drain 7 (Fort) (Extras: Area: Cylinder, Selective, Feats: Slow Fade, Progression (Area) 23PP Immunity 1 (Poison) 1PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC10 Toughness (Staged) Damage (Physical) Whip Touch DC 22 Toughness, DC 17 Snare Damage, Entangled Snare Area DC 17 Reflex/Reflex Entangled Stun Area DC 17 Reflex/Fortitude Stun/Unconciousness Drain Area DC 17 Reflex/Fortitude Drain (Fortitude) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (18) + Saving Throws (16) + Skills (9) + Feats (15) + Powers (33) - Drawbacks (0) = (105/105) Power Points Edited August 2, 2013 by Aoiroo
Aoiroo Posted January 27, 2014 Author Posted January 27, 2014 (edited) Character Name: SuperboyPower Level: (7) (105/105PP)Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 ToughnessUnspent Power Points: 0Progress To Bronze Status: 0/30 Abilities: 0 + 10 + 0 + 0 - 2 - 2 = 6PP Strength: 10/30/50 (+0/+10/+20*) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 8 (-1) *Carrying Capacity OnlyCombat: 4 + 4 = 8PP Initiative: +13 Attack: +2, +4 Unarmed Grapple: +18 Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 11 + 1 + 4 = 15PP Toughness: +12 (+0 Con, +12, +10 Impervious Toughness) Fortitude: +11 (+0 Con, +11) Reflex: +6 (+5 Dex, +1) Will: +3 (-1 Wis, +4)Skills: 28R = 7PP Knowledge 4 (Political Science) (+4) Knowledge 4 (History) (+4) Intimidate 5 (+5/+9 Attractive) Notice 5 (+4) Search 5 (+4) Stealth 5 (+10) Feats: 10PP Accurate Attack All-Out Attack Attack Specialization (Unarmed) Attractive Defensive Attack Improved Critical (Unarmed) 2 Improved Initiative 2 Takedown AttackPowers: 2 + 21 + 4 + 22 + 4 + 8 = 61PP Comprehend 1 (Language) 2PPEnhanced Strength 20 (Feats: Innate) 21PP Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP Protection 12 (+10 Impervious Toughness) 22 PP Super-Sense (Hearing, Accute, Extended 3) 4 PP Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PPDrawbacks: (-3) = -3PPDrawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP]DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (10) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points Edited January 27, 2014 by Aoiroo
Aoiroo Posted January 27, 2014 Author Posted January 27, 2014 (edited) Character Name: AqualadPower Level: (7) (105/105PP)Trade-Offs: Blast +2 Attack -2 DamageUnspent Power Points: 0Progress To Bronze Status: 0/30 Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP Strength: 24/34 (+7/+12*) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) *Carrying Capacity OnlyCombat: 14 + 8 = 22PP Initiative: +7 Attack: +7 (+9 Blast) Grapple: +16 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 0 + 2 + 1 = 3PP Toughness: +7 (+7 Con, +0) Fortitude: +7 (+7 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +3 (+2 Wis, +1)Skills: 36R = 9PP Acrobatics 3 (+6) Bluff 6 (+6) Knowledge (Arcane Lore) 4 (+6) Knowledge (Atlantian History) 4 (+6) Languages 1 (Native: Alantean, English) Notice 8 (+10) Search 8 (+10) Stealth 2 (+5)Feats: 10 PP Accurate Attack All-Out Attack Defensive Attack Dodge Focus 3 Power Attack Stunning Attack Teamwork Uncanny Dodge (Hearing)Powers: 9 + 1 + 4 + 6 = 19 PPDevice 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP Base Power: Blast 5 (Feats: Accurate, Improved Range 2) Alternate Power: Move Object 6 (Extras: Tether) 12 PP Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP Immunity 1 (Drowning) 1PP Super-Strength 2 (+10 Carrying Capacity) 4PP Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP Drawbacks: (0) = 0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105 Edited January 27, 2014 by Aoiroo
Aoiroo Posted January 27, 2014 Author Posted January 27, 2014 Character Name: Miss Martian Power Level: (7 or 10) (105/105PP)Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 ToughnessUnspent Power Points: 0Progress To Bronze Status: 0/30 Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP Strength: 12/22 (+1/+6) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 10 (+0)Combat: 8 + 5 = 13PP Initiative: +0 Attack: +8 Melee, +4 Ranged Grapple: +0 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 2 + 4 + 6 = 12PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +2 (+0 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +10 (+4 Wis, +6)Skills: 24R = 6PP Concentration 11 (+15) Pop Culture 6 (+6) Notice 4 (+8) Search 3 (+7) Feats: 0PP Ambidexterity Attack Specialization (Unarmed) 2 Dodge Focus 3Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PPComprehend 2 (Any Sentient Language) 2PP Enhanced Strength 10 10PP Flight 2 (25 MPH) 4PP Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP Base Power: Move Object 7 (Extras: Damaging) 21PPAlternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP Alternate Power: Mind Control 7 14PP Protection 10 10 PP Drawbacks: (-4) = -4PP Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Move Object Perception DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points
Aoiroo Posted January 28, 2014 Author Posted January 28, 2014 (edited) Character Name: Kid FlashPower Level: (7) (105/105PP)Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 ToughnessUnspent Power Points: 0Progress To Bronze Status: 0/30 Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 8 + 8 = 16PP Initiative: +20 Attack: +4 Ranged, +10 Strike Grapple: +0 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 2 + 8 + 4 = 14PP Toughness: +2 (+0 Con, +2 Costume) Fortitude: +2 (+0 Con, +2) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4)Skills: 48R = 12PP Acrobatics 5 (+9) Computers 5 (+10) Gather Information 5 (+5) Knowledge (Earth Sciences) 3 (+8) Knowledge (Life Sciences) 3 (+8) Knowledge (Physical Sciences) 5 (+10) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 5 (+10) Notice 5 (+5) Search 5 (+5) Stealth 5 (+9)Feats: 22PP All-Out Attack Dodge Focus 8 Elusive Target Equipment Evasion Improved Iniative 4 Inventor Move-By Action Power Attack Quick Change Takedown Attack Uncanny Dodge (Hearing) Equipment 5EP Binoculars 1EP Goggles (Immunity Visual Dazzle (Dust)) 1EP Padded Costume (Protection 2) 2EP Multi-Tool 1EP Powers: 1 + 14 + 2 + 3 = 19PP Regeneration 1 (Recovery Rate) 1PP Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP Drawbacks: (0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Strike* Touch DC19 Toughness (Staged) Damage (Physical) Autofire Additional 2 Points for Every 2 above hit, capped at half total damage) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points Edited January 28, 2014 by Aoiroo
Aoiroo Posted January 28, 2014 Author Posted January 28, 2014 (edited) Character Name: ArtemisPower Level: (7) (105/105PP)Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 ToughnessUnspent Power Points: 0Progress To Bronze Status: 0/30 Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3)Combat: 14 + 8 = 22PP Initiative: +7 Attack: +7 Range, +10 Melee Grapple: +14 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -3Saving Throws: 2 + 2 + 2 = 6PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +5 (+3 Wis, +2)Skills: 48R = 12PP Acrobatics 7 (+10) Bluff 7 (+10) Language 2 (Native: English, Vietnamese, French) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) Sense Motive 7 (+10) Stealth 7 (+10) Survival 2 (+5) Feats: 27PP All-Out Attack Accurate Attack Ambidextrious Attack Focus (Melee) 3 Defensive Attack Defensive Roll Dodge Focus 5 Equipment 2 Improved Critical 2 (Bows) Improved Initiative Improved Grapple Jack Of All Trades Luck 2 Power Attack Precise Shot Ricochet Skill Mastery (Acrobatics, Bluff, Search, Notice) Takedown Attack Uncanny Dodge (Hearing) Equipment 10EP Binoculars 1EP Crossbow (Blast 3, Range 40ft) 7EP Flashlight 1EP Master Work Tools First Aid (+4 First Aid Skill) 1EP Powers: 10 = 10PP Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP Bow Array (11PP, x4 Alternate Powers) Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP Drawbacks: (0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Blast Range DC22 Toughness (Staged) Damage (Physical) Blast Area:Burst DC18 Toughness (Staged) Damage (Physical) Stun Range DC13 Fortitude (Staged) Stun (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points Edited January 29, 2014 by Aoiroo
Ari Posted May 9, 2014 Posted May 9, 2014 I Am Not A Ref, so Powers. The Null Glasses uses Extras in place of Feats. Use of the Selective Feat in the Paralyze would bring it up to 46PP. Nullify, as per House Rules, disallows the 3PP per Rank Nullify All Powers(irrespective of descriptor) and so increases the cost of the normally 2PP per rank version. That plus the 3 Extras and the Flaw makes it 5PP per Rank, 55PP in all with the Power Feats. Blast, Drain/Strike and Concealment check out to my eyes. Illusion is at 46PP due to the Insidious and Progression Feats. Feats. By my count, that comes to 19PP. Skills-Saves-Combat-Attributes. Checks out.
Supercape Posted May 10, 2014 Posted May 10, 2014 My scan: Magic Sword Bracelets may need a feat to the device if they look like normal bracelets and turn into swords (essentially a subtle - like feat) Null Glasses: No Saving Throw always gets looked at carefully - I suspect this would not be allowed but I cannot say for sure. I presume the selective feat on paralyse means you can choose to paralyse certain body parts and not others? which is cool. YOu may want the reversible feat on this of course. The cylinder areas I always thought a bit strange, but totally legal! Nullify would be 5 PP / Rank. (2 Base, +1 Area, +1 Duration, +1 Selective)
Aoiroo Posted May 13, 2014 Author Posted May 13, 2014 (edited) My scan: Magic Sword Bracelets may need a feat to the device if they look like normal bracelets and turn into swords (essentially a subtle - like feat) Null Glasses: No Saving Throw always gets looked at carefully - I suspect this would not be allowed but I cannot say for sure. I presume the selective feat on paralyse means you can choose to paralyse certain body parts and not others? which is cool. YOu may want the reversible feat on this of course. The cylinder areas I always thought a bit strange, but totally legal! Nullify would be 5 PP / Rank. (2 Base, +1 Area, +1 Duration, +1 Selective) It does have subtle, I just have to remove it from the Strike, and -1 for Touch Range SC. Also, the glasses are no saving throw cause they're designed for self use, they block Etain's super senses. I Am Not A Ref, so Powers. The Null Glasses uses Extras in place of Feats. Use of the Selective Feat in the Paralyze would bring it up to 46PP. Nullify, as per House Rules, disallows the 3PP per Rank Nullify All Powers(irrespective of descriptor) and so increases the cost of the normally 2PP per rank version. That plus the 3 Extras and the Flaw makes it 5PP per Rank, 55PP in all with the Power Feats. Blast, Drain/Strike and Concealment check out to my eyes. Illusion is at 46PP due to the Insidious and Progression Feats. Feats. By my count, that comes to 19PP. Skills-Saves-Combat-Attributes. Checks out. It's a rank 2 nullify, which covers all powers of a certain descriptor, mental powers in this case. Edited May 13, 2014 by Aoiroo
Supercape Posted May 13, 2014 Posted May 13, 2014 My personal opinion is that you dont have to pay for those Null glasses at all, Roo. 15 PP to switch off a power? I would just call this a complication. She has to wear "null glasses" to block out painful detection powers. And, unlike other supersenses, her magic vision is on all the time. I suppose they could technically be useful, if you tricked someone else into wearing them who happened to have the same powers, but honestly, I don't think this needs any PP at all - just spice it up as a complication. At the very most a 1 PP device or something. Unless I have understood wrongly!
Aoiroo Posted May 13, 2014 Author Posted May 13, 2014 My personal opinion is that you dont have to pay for those Null glasses at all, Roo. 15 PP to switch off a power? I would just call this a complication. She has to wear "null glasses" to block out painful detection powers. And, unlike other supersenses, her magic vision is on all the time. I suppose they could technically be useful, if you tricked someone else into wearing them who happened to have the same powers, but honestly, I don't think this needs any PP at all - just spice it up as a complication. At the very most a 1 PP device or something. Unless I have understood wrongly! It'd also stop people from seeing magic on her.
Supercape Posted May 13, 2014 Posted May 13, 2014 I would build that differently then, either as subtle 2 or as something like concealment (all senses), extra: continuous, limited 2 (limited to magic detection) for 10 PP. Of course, like most things in M&M there are more than one way to cut the mustard. (And of course you may wish concealment to function on just some detect magic sense modalities). You may wish passive on that continuous too, of course (her magic cannot be detected normally - although the magical attacks can).
Aoiroo Posted April 8, 2015 Author Posted April 8, 2015 Character Name: Emilia WendellPower Level: 5 (22PP)Trade-Offs: In Brief: Caroline's niece, Emilia, she's magnetic (negative, she repels) Identity: (Secret)Birthplace: Freedom CityOccupation: StudentAffiliations: Nicholson SchoolFamily: Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emanuel Wendle (Faternal Twin) Description:Age: 8 (DoB: 2007, October 3rd) Apparent Age: 8Gender: FemaleEthnicity: Caucasian/HispanicHeight: 3'8Weight: 66 lbsEyes: BrownHair: Black A cute little girl, she's still a bit chubby. She's got a rounded face and dark hair that curls back. She likes green clothing and prefers shorts to skirts.Power Descriptions: She's magnetic and can push things away from her.History: Caroline's niece, recently discovered her powers in an incident where she held back the rubble when their appartment collapsed in a crisis. Her parents are Trent (Carolines Brother) and Carly. She was suggested to go to school by Caroline.Personality & Motivation: Adventurous and a little clingy, she doesn't go anywhere without her brother. She likes sweets, pop music, Adventure Time, and is a little bossy. Powers & Tactics: Push it away, fast. Complications:Abilities: 4 – 4 – 4 – 4 – 4 – 4 = -24PP Strength: 6 (-2) Dexterity: 6 (-2) Constitution: 6 (-2) Intelligence: 6 (-2) Wisdom: 6 (-2) Charisma: 6 (-2)Combat: 4 + 8 = 12PP Initiative: +0 Attack: +2 Melee, +2 Ranged Grapple: +0 Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 4 + 4 + 4 = 12PP Toughness: +2 (-2 Con, +4 Forcefield) Fortitude: +2 (-2 Con, +4) Reflex: +2 (-2 Dex, +4) Will: +2 (-2 Wis, +4)Skills: 16R = 4PP Acrobatics 2 (+0) Bluff 4 (+2) Diplomacy 4 (+2) Notice 4 (+2) Search 2 (+0) Feats: 2PP Lucky TeamworkPowers: 4 + 3 + 10 = 17PP Force Field 4 4PP Flight 3 (50 MPH) 3PP Move Object 5 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Away From Her), Limted: Material (Metal)) 10PP Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Move Object Perception DC 20 Toughness Damage Totals: Abilities (-24) + Combat (12) + Saving Throws (12) + Skills (4) + Feats (1) + Powers (17) - Drawbacks (0) = 22 Power Points Character Name: Emmanuel WendellPower Level: 5 (24PP)Trade-Offs: In Brief: Caroline's nephew, he's magnetic (Postive, attacks things) Identity: (Secret)Birthplace: Freedom CityOccupation: StudentAffiliations: Nicholson SchoolFamily: Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emilia Wendle (Faternal Twin) Description:Age: 8 (DoB: 2007, October 3rd) Apparent Age: 8Gender: MaleEthnicity: Caucasian/HispanicHeight: 4'0Weight: 68 lbsEyes: BrownHair: Black A bit lanky, he's a skinny boy with a midtone complexion like his sister. His hair is cut short.Power Descriptions: Magnetic, can pull things towards him.History: Caroline's nephew, recently discovered his powers shortly after his sister discovered hers. Parents are Trent (Caroline's brother) and Carly. He goes to Nicholson School.Personality & Motivation: A little calmer than Emilia, but loves green just the same. He is always there with her, and the first to defend her (not that it matters if she's right). He's also pretty bossy. He likes rock and pop music, especially AC/DC. Powers & Tactics: Try to hit by pulling it in. Complications:Abilities: 4 – 4 – 2 – 4 – 4 – 4 = -22PP Strength: 6 (-2) Dexterity: 6 (-2) Constitution: 8 (-1) Intelligence: 6 (-2) Wisdom: 6 (-2) Charisma: 6 (-2)Combat: 2 + 8 = 10PP Initiative: 0 Attack: +1 Melee, +1 Ranged Grapple: +0 Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 4 + 4 + 4 = 12PP Toughness: +1 (-1 Con, +2 Defensive Roll) Fortitude: +3 (-1 Con, +4) Reflex: +2 (-2 Dex, +4) Will: +2 (-2 Wis, +4)Skills: 16R = 4PP Acrobatics 2 (+0) Bluff 4 (+2) Diplomacy 4 (+2) Notice 4 (+2) Search 2 (+0) Feats: 4PP Defensive Roll Improved Initiative Lucky TeamworkPowers: 3 + 5 + 10 = 18PP Leaping 3 3PPImmunity 5 (Falling Damage) 5PPMove Object 5 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Towards him), Limted: Material (Metal)) 10PP Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Move Object Perception DC 20 Toughness Damage Totals: Abilities (-22) + Combat (10) + Saving Throws (12) + Skills (4) + Feats (4) + Powers (18) - Drawbacks (0) = 24 Power Points
Aoiroo Posted June 25, 2016 Author Posted June 25, 2016 (edited) Player Name: You can use your messageboard handle, you don't need to submit your real name. Character Name: Power Level: 7 or 10 (105/105PP or 150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/14*/22** (+0/+2/+6) Dexterity: 10/14**/22* (+0/+2/+6) Constitution: 10 (+0) Intelligence: 10/22*** (+0/+6) Wisdom: 10/18*** (+0/+4) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Grapple: +0 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) Examples: Craft (Structural) 5 (+5)Skill Mastery -- would be used for someone with 5 ranks in the skill and a +0 Int modifier, and the Skill Mastery feat for that skill. Knowledge (Technology) 8 (+10)Second Chance -- would be used for someone with 8 ranks in the skill and a +2 Int modifier, and had the Second Chance feat for that skill. Languages 2 (English, French [Native], German) -- would be used for someone who speaks those three languages, but learned French first. Notice 5 (+4) -- would be used for someone with 5 ranks in the skill and a -1 Wis modifier. Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Equipment: XPP = 5*XEP Name (power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: Device 14 (Talisman of Tyrants, Hard-To-Lose) 56PP Array (70 PP Array, Alternate Powers x4) Base Power: Alternate Form (Bird of Prey) 66PP Flight 3 (Feats: Maneuverability) 6PP Strike 6 (Claws, Extras: Piercing 3 Feats: Split Attack, Mighty) 11PP Enhanced Dexterity 12 12PP Enhanced Strength 4 4PP Immunity 6 (Fall Damage, High Altitude) 6PP Protection 6 6PP Stun 7 (Sonic Shriek, Extras: Area: Perception (Hearing)) 21PP Alternate Power: Alternate Form (Aquatic Tyrant) Immunity 7 (Disease & Aging, Critical Hits, Drowning) 7PP Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP Enhanced Strength 12 12PP Enhanced Dexterity 4 4PP Protection 7 (Impervious Toughness 3) 13PP Blast 4 (Water Blast, Feats: Accurate 2, Knockback 2) 12PP Alternate Power: Alternate Form (Dark Mage) Immunity 1 (Disease & Aging) 1PP Enhanced Intelligence 12 12PP Enhanced Wisdom 8 8PP Super-Sense 3 (Detect Magic, Mental, Analytical) 3PP Protection 4 4PP Enhanced Feats (Skill Mastery: Knowledge: Arcane Lore, Notice, Sense Motive, Bluff) 1PP Blast 5 (Magical Burst, Extra: Area: Targeted Area Burst Feats: Accurate 2, Affects Insubstantial 2, Variable Descriptor 1 (Fire, Lightning and Ice), Extended Area 1: 10 Feet) 19PP Teleportation 3 (Flaw: Short Range, Feats: Change Direction, Turnabout) 5PP Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Chain Lightning Ranged DC 25 Toughness (Autofire) Damage (Energy) Taser Blast Ranged DC 16 Fortitude Stun (Staged) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points Edited June 25, 2016 by Aoiroo
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