Jump to content

Kid Cthulhu (PL 11) - Lone Star (Silver)


Recommended Posts

Player Name: Lone Star

Character Name: Kid Cthulhu

Power Level: 11 (160/170PP)

Trade-Offs: +0 Attack / +0 Damage, -2 Defense / +2 Toughness

Unspent PP: 10

Progress To Gold Status: 65/90

In Brief: Kid Cthulhu’s back, y’all. Lovecraftian boy wonder.

Alternate Identities: Blake Salazar

Identity: Public

Birthplace: The West End, Freedom City

Occupation: Superhero

Affiliations:

Family: Herbert Salazar (father, deceased), Lavinia Salazar (mother, deceased)

Age: 18

Apparent Age: 18

Gender: Male

Ethnicity: White

Height: 5’10â€

Weight: 150

Eyes: Green

Hair: Brown

Description: Blake, in his human form, has managed to keep up his physical training. The formerly thin and skinny Blake is now in excellent shape. His eyes are a calming shade of green, and his brown hair is down to his shoulders. He always has a ready smile on his face and his sharp features show his intellect.

As Kid Cthulhu, Blake decided to redesign his costume. When he went as Kid Cthulhu the first time around, his costume was not unlike a standard superheroes' outfit- green and black, with the Elder Sign as his insignia. However, the newest incarnation of his powers has created a new Blake- one that thinks before he acts, and his costume reflects this. He wears a slate-grey cape, and heavy robes of a lighter grey underneath. His physical appearance is essentially the same as his first time as Kid Cthulhu: green skin, tentacles around his face, and scales on his arms and legs. All in all, the new Kid Cthulhu is shocking to behold to anyone he meets, but a welcome burden on the sanity of his old friends.

Power Descriptions: Blake’s powers come from a pseudonatural source. His otherworldly fire burns with a strange green glow, and does not require oxygen to activate. His mental abilities warp the air around him, as if it is compensating for the eldritch strangeness Blake gives off. However, when Blake activates the power of "Chaotic Presence", huge glowing runes beyond comprehension appear in the air before him, confusing and baffling anyone who observes them.

History: After the events of the July vignette, Blake Salazar found himself with his strange Cthonian powers again. It was a lot easier to adjust with his new powers this time around, and although he enjoyed his brief time as the "normal" wizard Warlock, he took up the mantle of Kid Cthulhu once again with only mild begrudging. Designing a new costume to reflect his attitude towards the change, he found himself happy to be back as the green kid once again. When he went to test his powers, he was glad to find his strange psychic abilities had grown, and he had gained a few new tricks.

Personality & Motivation: One thing his journey with mystic forces and unearthly cthonian powers had taught him is to take the punches that life throws you. The formerly insecure and awkward Blake is gone, replaced by a sober and relaxed personality he finds he is much happier with. No matter what form he takes, Blake is committed to protecting Freedom City to otherworly and arcane threats, no matter what the hour. He is still apt to joke around, but he takes his continuing heroic occupation very seriously.

Powers & Tactics: Blake's powers are of a psuedonatural nature. His eldritch fire burns with an eerie green glow, and does not affect flammable objects as earthly fire does. His psychic assaults bend the air around it in a strange way. However, his tentacle summoning powers open a mystic portal, where grabbing tentacles take hold of the nearest thing they can find, and hold fast.


Complications:

It's Still Not Easy Being Green: Despite the fact that Kid Cthulhu/Warlock has made a lot of friends in the city, his appearance can still be shocking to behold.

Lady's Man...Well...One Lady, Anyway: Blake's is responsible for his girlfriend Ironclad, and will run to her rescue should she need any help.

For Magic! Blake also has a responsibility to his fellow magicians, and will answer their calls for help at a moment's notice.

Defender Against the Odd: Being one of the few magic-users with otherwordly mystic abilities, he feels an obligation to make sure nothing from another world sneaks into Freedom City.

Abilities: 2 + 6 + 4 + 4 + 6 + 4 = 26PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 14/32 (+2/+11)

Intelligence: 14 (+2)

Wisdom: 16/36 (+3/+12)

Charisma: 14 (+2)

Combat: 10 + 12 = 22PP

Initiative: +7

Attack: +5, +11 Pseudonatural Powers

Grapple: +6

Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Knockback: -6, -5 flat-footed; -2, -1 flat-footed without powers

Saving Throws: 0 + 6 + 0 = 6PP

Toughness: +13 (+2 Con, +2 Defensive Roll; +9 more from Enhanced Con); +11 flat-footed; +4, +2 flat-footed without powers

Fortitude: +11/+2 (+2 Con, +9 more from Enhanced Con, +0)

Reflex: +9 (+3 Dex, +6)

Will: +13/+3 (+3 Wis, +10 more from Enhanced Wis, +0)

Skills: 52R = 13PP

Concentration 4 (+7, +16 with Enhanced Wisdom)

Craft (Artistic) 13 (+15) SM

Knowledge (Arcane Lore) 13 (+15) SM

Knowledge (Art) 10 (+12) SM

Notice 4 (+7, +16 with Enhanced Wisdom) SM

Search 8 (+10)

Feats: 13PP

Beginner's Luck

Defensive Roll

Dodge Focus 3

Environmental Adaption (underwater)

Improved Initiative

Luck 2

Power Attack

Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore, Art], Notice)

Ritualist

Ultimate Save (Will)

Powers: 41 + 18 + 20 + 1 + 3 = 83PP

Psuedonatural Array 16.5 (33 points, Feats: Alternate Powers 5, Accurate 3) [41PP]

  • Base Power: Blast 11 (Eldritch Fire; Extras: Autofire) (magic, pseudonatural) {33/33}

    Alternate Power: Mental Blast 8 (Mind-Shattering Contact; psychic, magic, pseudonatural) {32/33}

    Alternate Power: Drain Wisdom 9(Sanity Drain; Extras: Ranged) {18} + Mental Blast 5 (Flaws: Ranged (psychic, magic, pseudonatural) {15} {15+18=33/33}

    Alternate Power: Emotion Control 11 (Primordial Fear; Extras: Ranged Flaws: Limited to Fear) (magic, pseudonatural) {22/33}

    Alternate Power: Snare 11 (Summon Tentacles; Extras: Area [55-ft. Burst]) (, psychic, magic, pseudonatural) {33/33}

    Alternate Power: Teleport 9 (900 feet/Anywhere on Earth; Extra: Accurate; Power Feats: Change Velocity, Easy, Progression 2 [500 lbs], Turnabout) {32/33}

Enhanced Constitution 18 (to 32/+11; Otherworldly Constitution) [18PP]

Enhanced Wisdom 20 (to 36/+13; Wisdom from Beyond the Outer Planes) [20PP]

Immunity 1 (underwater drowning) [1PP]

Flight 2 (25 MPH / 250 feet per Move Action; Drawback: Power Loss [if wings are bound; -1PP]) (unnatural wings) [3PP]

Drawbacks: (-3) + (-0) = -3PP

Normal Identity (free action to say "Cthulhu f'thagn", Frequency: Uncommon, Intensity, Major) [-3PP]

DC Block:

ATTACK      RANGE                    SAVE                        EFFECT

Eldritch Fire        110 ft.         DC 26 Toughness (Staged)    Damage (Magic, Fire)

Mind-Shattering      Perception      DC 26 Will                  Damage (Psychic)

Sanity Drain         110 ft.         DC 21 Will                  Drain Will

                     110 ft.         DC 25 Will                  Damage (Psychic)

Primordial Fear      110 ft.         DC 21 Will                  Shaken/Frightened/Panicked 

Summon Tentacles     110 ft.         DC 21 Reflex                Entangled

Abilities (26) + Combat (22) + Saving Throws (6) + Skills (13) + Feats (13) + Powers (83) - Drawbacks (-3) = 160/170 Power Points

Link to comment

Three big glaring things before I take a look at this. Don't worry, one is in your benefit.

1. We don't object to big overhauls of your sheet. Ergo, this is still the same PC as the original KC and Warlock, so throw your Veteran Reward progress back onto the top.

2. If you're not spending all the pp, please don't list him as being 161pp/161pp and having 0pp unspent at the top.

3. Your DC block needs to be looked at again :P

Link to comment

I've stuck in links to both his old char sheets, so they don't get lost in the shuffle.

Cleaned up a few formatting issues. You also spelled "pseudonatural" wrong every time :argh:

You are, unfortunately, 3PP off: you have 13 Feats, not 11, and the "Not When Bound" thing on his Flight/wings is the Power Loss Drawback (worth 1 point), not a Flaw. Which means you just have 1 pp unspent, not 4.

Is this acceptable?

Link to comment
  • 1 month later...
  • 5 weeks later...
  • 1 month later...
  • 5 months later...
×
×
  • Create New...