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GranspearZX

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Posted (edited)

Spectrum, Yellow Ring Bearer
Lies exist within the truth. Truth exists within the lies. The unknown nature of it all... that's what people truly fear.


PL 10 (150 PP)

Abilities: 0 + 0 + 0 + 4 + 4 + 2 = 10PP
Strength 10: (+0)
Dexterity 10: (+0)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 10 + 8 = 18PP
Initiative: +4
Attack: +5 (+7 Ranged) / +7 (+10 Ranged) w/ Yellow Ring)
Grapple: +5 (+8 w/ Yellow Ring)
Defense: +7 (+10 w/ Yellow Ring) /+4 flat-footed
Knockback: -5

Saving Throws: 7 + 7 + 6 = 20PP
Toughness: +0 (+10 w/ Yellow Ring)
Fortitude: +7 (+0 Con, 7)
Reflex: +7 (+0 Dex, 7)
Will: +9 (+3 Wis, 6)

Skills: 60R = 15PP
Acrobatics 5 (+5)
Bluff 5 (+6)Skill Mastery
Concentration 6 (+9)
Diplomacy 4 (+5)Skill Mastery
Disguise 4 (+5)
Gather Information 4 (+5)Skill Mastery
Knowledge (behavioral science) 4 (+7)
Knowledge (streetwise) 4 (+7)
Language 3 (+3) [Default]
Notice 5 (+8)
Perform (stringed instruments) 4 (+5)
Search 6 (+9)
Sense Motive 6 (+9)Skill Mastery

Feats: 13PP
Attack Focus (ranged) 2
Attractive
Defensive Roll 2
Dodge Focus 3
Improved Initiative
Luck
Oathbound
Quick Change 2
Skill Mastery (Bluff, Diplomacy, Sense Motive, Gather Info)
Teamwork

Powers: 70PP
Device 17 (Yellow Power Ring, Hard-to-lose; Descriptors: Magic, Holy; PFs: Restricted 2 [spectrum]) [70PP]

Enhanced Trait 2 (Feats: Quick Change 2) [2PP]
Enhanced Trait 12 (Traits: Attack Bonus +3, Defense Bonus +3) [12PP]
Immunity 9 (life support) [9PP]
Light of the Mind (Custom Array 15; Descriptors: Light) [36PP]
BP: Illusion 9 (Affects all visual + Audio;; PFs: Progression 3 [50 ft. radius]; Extras: Ephemeral [Rank 3 effect];Flaws: Phantasms) [30PP]
AP: Blast 10 (PFs: Affects Insubstantial 2, Precise; Extras: Duration [Concentration]) [1PP]
AP: Confuse 10 (PFs: Progression 2 [Area x5]; Extras: General Area [shapeable; 10-50 cubes of 125 cu. ft. (5x5x5)], Selective Attack) [1PP]
AP: Dazzle 10 (Affects all visual + Audio) [1PP]
AP: Drain Fearless 10 (Single trait -- Fearless (feat); PFs: Progression 2 [Area x5], Slow Fade 3 [20 minutes]; Extras: Alternate Save [Will], General Area [burst; 50-250 ft. radius]) [1PP]
AP: Emotion Control 10 (Extras: General Area [burst; 50 ft. radius]; Flaws: Limited to Emotion [Fear]) (1PP)
AP: Illusion 4 (Affects all visual + Audio; PFs: Progression 2 [Area x5]; Extras: Damaging, General Area [shapeable; 5-25 cubes of 125 cu. ft (5x5x5)]; Flaws: Phantasms) [1PP]

Protection 8 (+8 Toughness) [8PP]
Super-Senses 11 (Aura Reading, Darkvision, Acute Analytical Ranged Mental Detect Fear) [11PP]
Teleport 3 (300 ft. as move action; PFs: Change Direction, Change Velocity, Easy, Turnabout; Flaws: Short-Range) [7PP]


DC Block
ATTACK RANGE SAVE EFFECT

Unarmed Melee DC15 Toughness (Staged) Damage (Physical)

Blast 10 Ranged DC24 Toughness (Staged) Damage (Magic)

Confuse 10 Ranged DC20 Will Confused

Dazzle 10 Ranged DC20 Fort/Ref Visual Dazzle

Drain Fearless 10 Ranged DC20 Will (Staged) Negate Fearless

Emotion Control 10 Ranged DC20 Will (Staged) Shaken/Frightened/Panicked

Illusion 4 Ranged DC14 Will (Staged) Damage (Magic)


Abilities 4 + Skills 15 (60 ranks) + Feats 13 + Powers 78 + Combat 18 + Saves 22 + Drawbacks 0 = 150 / 150 Power Points

So this is my concept for Spectrum, a hero based on KnightDisciple's Power Ring concept. It's an interesting concept, playing a character that's more psychoanalytical than brawler. I even considered giving him Mind Reading to allow him to delve even deeper into someone's psyche to determine what they fear most and bring it to live through his illusions. Ultimately, Spectrum is supposed to be a showman--very flashy and a little bit over the top even without the ring. He knows he can pretty much talk his way out of or into a variety of situations, but consistently chooses to do the right thing by the people he actually cares about.

Ah, heroism. :D

 

Edited by GranspearZX
  • 1 year later...
Posted (edited)

Power Level: 10 (150/150PP)
Trade-Offs: None
Unspent PP: 0
 

In-Brief: Master manipulator of shadows

 

Alternate Identities: Teresa Romero
Identity: Public
Birthplace: Bronx, New York, NY
Occupation: Student
Affiliations: None
Family: Dominic Romero (father), Elena Romero (mother), Derrick "D.J" Romero Jr. (brother), Ryan Romero (brother), Tobias Mitchell (brother)

 

Age: 16

Gender: Female

Ethnicity:

Height: 5' 6"

Weight: 115 lbs

Eyes: Violet

Hair: Black

 

Description: [WIP]

 

Power Descriptions: Eidolon's power over darkness take on several forms; she can obscure an area in darkness, make people hallucinate, and can even create identical copies of herself from shadows. Perhaps deeper than that, however, his her almost ghost-like mutant ability to use shadows to break an opponent's will, either with a direct assault, draining it, or inducing debilitating fear.

 

History: Teresa Romero grew up in the Bronx. The youngest of five children, Teresa's family, while poor, was still incredibly close--largely because of their small apartment. Despite growing up poor, Teresa displayed a talent for singing and acting at an early age. Her mother, a music teacher, encouraged Tina's gift, and at 11 years old, Tina was enrolled into a well-known New York arts school in Brooklyn.

Teresa's gift for performance only blossomed from there. By the time she was 14, she was a fairly well known singer and dancer. One night after a performance, however, her parents were nearly carjacked. When one of the muggers grabbed her, her powers manifested, leaving one man a near catatonic mess on the ground, while the others fled, swinging at things that weren't there. It didn't take long for her parents to figure out what had happened, but neither knew quite how to handle it.

 

For nearly a week, Teresa confined herself to her family's apartment, trying to deal with everything she could suddenly do and see. Eventually, her parents were contacted by Claremont Academy with an offer to help the troubled young woman cope with her newfound skills...

 

Personality & Motivations: Teresa is a very straightforward, often opinionated young woman. Her unique vision has made her significantly less judgmental than she had been previously, and she strives to exhibit patience with others, leading most to characterize her as having a very reserved, almost conservative personality. It's not an entirely inaccurate perception; she is always at least a little self-conscious about how others view her, especially given the "dark" nature of her metahuman abilities.

 

Powers & Tactics: Having never been in a real fight in her entire life, Teresa often tries to avoid confrontation. When that simply isn't an option, she chooses to distract and confuse her opponents instead, buying her time to either escape or allow her allies to take care of the problem.

 

Complications:

 

 

Abilities: 0 + 0 + 2 + 6 + 6 + 4 = 18PP
Strength 10: (+0)
Dexterity 10: (+0)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 20 + 14 = 34PP
Initiative: +4
Attack: +10
Grapple: +10
Defense: +10 (+7, Dodge Focus 3) / +4 flat-footed
Knockback: -5

Saving Throws:  3 + 6 + 5 = 20PP
Toughness: +10 (+1 Con, +9 Force Field)
Fortitude: +4 (+1 Con, 3)
Reflex: +6 (+0 Dex, 6)
Will: +8 (+3 Wis, 5)

Skills: 56R = 14PP
Acrobatics 8 (+8)

Bluff 6 (+8)SM

Concentration 6 (+9)

Diplomacy 4 (+6)SM

Disguise 2 (+4)

Knowledge (streetwise) 4 (+6)

Notice 4 (+7)SM

Perform (keyboards) 4 (+6)

Perform (singing) 6 (+8)

Sense Motive 4 (+7)SM

Stealth 4 (+4)

 

Feats: 10PP

Attractive

Dodge Focus 3

Improved Initiative

Luck 3

Quick Change 2

Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive)

Powers: 39 + 9 + 7 + 2 = 59PP

Darkness Control 7 (500 ft. radius; Ex: Selective Attack) + Obscure 7 (Audio, 500 ft. radius; Ex: Selective Attack) [35PP]

AP: Blast 10 (PF: Precise; Ex: Alternate Save [Will]) [1PP]

AP: Duplication 10 (PFs: Mental Link, Progression [5 duplicates]; Ex: Horde, Heroic; Flaw: Phantasms) [1PP]

AP: Emotion Control 10 (Flaw: Limited [Fear], Sense-Dependent [sight]; Ex: Area [Perception]) 1PP

AP: Illusion 8 [Visual + Audio; Flaw: Phantasms, Ex: Area [shapeable], Selective Attack) [1PP]

 

Force Field 9

 

Super Senses 7 (Aura Reading, Darkvision) [7PP]

 

Teleport 4 (400 ft as move action; Flaw: Medium [shadows]) [4PP]

 

 

Drawbacks: -3PP

Weakness (sunlight; common, minor [-1 Attack / 20 minutes]) [-3PP]

 

**So this is another possible concept for my Silver slot. Primarily a darkness controller type, but not a proverbial combat monster--or at least, she isn't intended to be. Her mutant physiology makes her something of a night owl, but having daytime adventures won't cause her any lasting harm. She's no vampire, even with the willpower draining!

 

**The build is up in the air, contingent on a few things: specifically, sunlight's effect on her Attack. The cost could be wrong; in addition, it might be a little bit cheap to list it as a weakness when she can simply throw out her Darkness Control power to shield herself from said sunlight. Other options include the Power Loss drawback... or simply making it a complication instead. (Feedback on this is more than welcome!)

Edited by GranspearZX
Posted (edited)

Amorph

Power Level: 10 (150/150PP)
Trade-Offs: +2 Toughness / -2 Defense
Unspent PP: 0
 

In-Brief: Experimental life form with the mind of a teenager

 

Alternate Identities: Ralf Steiner
Identity: Public
Birthplace: Germany
Occupation: Student
Affiliations: None
Family: Andrew Steiner (adopted father)

 

Age: 4

Gender: Male

Ethnicity: ???

Height: 5' 8"

Weight: 175 lbs

Eyes: Green

Hair: Black (usually)

 

Description: In his raw, undisguised form, Ralf is a squat, vaguely humanoid blob with large, muscular looking limbs. He tends to look more than a little monstrous when not in disguise, sporting a large maw and large, glowing yellow eyes. His Claremont uniform typically consists of little more than a pair of baggy blue pants and a pair of black bracers that cover half of his forearms.

 

Though he can look any way he pleases for the most part, he tends to walk around on the day to day looking like a teenager, based largely off of a picture of his creator when he was younger. In this particular form, he's a tall, somewhat gangly young man with black hair and green eyes.

 

Power Descriptions: Ralf is a vaguely humanoid amorphous blob, able to stretch his body and pass between a liquid-like and solid state almost at will. Because his entire body is a weapon, he uses it as such in often inventive ways, striking with mallet-sized fists (or actual mallets!) from a significant distance.

 

History: Andrew Steiner was tasked by SHADOW to create a weapon: a life form that could cause untold destruction while being durable enough to withstand anything that any hero could throw at it. After years of development, he created an amorphous blob creature named RALF: Recombinant Artificial Life Form. It had everything that SHADOW asked it for--strength, durability, and the potential to cause significant destruction if mass produced.

 

During the testing and experiments, however, Steiner noticed that his creation had odd quirks. While it didn't require sustenance in the traditional sense, it snatched a candy bar from an unwitting technician and immediately ate it. And it seemed to enjoy it. After six months, it began mimicking the speech of those around it. In time, it learned not only to speak, but to read and write as well. It started asking question, learning at a rapid rate with the curiosity and innocence typical of a child.

 

Steiner realized what he had created, and that handing RALF over and turning him into a weapon would be a terrible mistake. This fact became all the more clear when RALF was put into combat testing and showed a clear reluctance to harm living targets, constantly questioning his handlers.

 

Steiner fled to America, taking RALF with him. Giving him a name and instructing the still evolving life form to disguise himself in a form fitting his intellectual age, Steiner contacted Claremont Academy to put Ralf in their care before he disappeared.

 

Personality & Motivations: Ralf is a playful individual, always quick with a joke or a witty retort. At a glance, he seems to take almost nothing seriously, and his general nature and energy border on the hyperactive. Still, he knows his situation and rails against the idea of someone else using him to harm others. His lessons in morality are, in his mind, a personal connection to the man who created him, and he'll do whatever he has to in order to honor it.

 

Powers & Tactics: RALF tends to use his superior physical strength and durability to his advantage, and is perfectly fine with wading into a fight, fists swinging. His ability to stretch his limbs only lends to his preference for slugging it out with an opponent, and his elusive nature is often used as a distraction to allow heavier hitters to take advantage of the situation.

 

His unusual body structure allows him to use more than just his arms as weapon; able to bounce from place to place, climb and suspend himself from walls, and use his entire body to snare opponents, Ralf can be incredibly unpredictable.

 

Complications:

Enemy: SHADOW wants its biological weapon back.

Sweet Tooth: Ralph can eat just about anything. Though he has no appetite to speak of, he can't resist sugar.
Trophy Hunter: Ralf often feels like everything he does needs commemorating, and often looks to collect souvenirs from encounters.
It Ain't Easy...: All of Ralf's humanoid forms have green eyes.
Keep It Together: Ralf has a tough time maintaining a disguise in the presence of water. While he can at least keep his basic form intact, anything more doesn't hold up, even rain.

 

 

Abilities: 0 + 8 + 24 + 2 + 0 + 4 = 38PP
Strength: 10/30 (+10)
Dexterity:  18 (+4)
Constitution: 34 (+12)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 14 (+2)

Combat: 16 + 16 = 32PP
Initiative: +4
Attack: +8 (+10 melee)
Grapple: +28
Defense: +8 (8, +0 Dodge Focus) / +4 flat-footed
Knockback: -6

Saving Throws: 0 + 2 + 6 = 8 PP
Toughness: +12
Fortitude: +12 (+12 Con, 0)
Reflex: +6 (+4 Dex, 2)
Will: +6 (+0 Wis, 6)

Skills: 32R = 8PP
Bluff 10 (+12)

Disguise 4 (+6)

Escape Artist 0 (+7 Elongation)

Intimidate 4 (+6)

Knowledge (streetwise) 4 (+5)

Notice 4 (+4)

Perform (acting) 4 (+5)

Stealth 2 (+6)

 

Feats: 5PP
Attack Focus (melee) 2

Distract (Bluff)
Improved Grab

Improved Grapple

Powers: 6 + 6 + 5 + 23 + 7 + 6 + 6 = 59PP

Elongation 5 (100 ft range, 50 ft increments, +5 Escape and Grapple) [5PP]

AP: Leaping 5 (x50; 250/500/1000 high/standing/running jump) [1PP]

 

Immunity 6 (Critical hits, disease, poison, suffocation) [6PP]

 

Insubstantial 1 (fluid) [5PP]

 

Morph 10 (Broad--any humanoid, +50 disguise) [23PP]

AP: Bouncing 9 (PFs: Move-by Action, Ricochet) [1PP]

AP: Enhanced Strength 20 [1PP]

AP: Snare 10 (Flaw: Distracting, Ex: Engulf, Regenerating) [1PP]

 

Regeneration 6 (Injured 6 [1/round]; PF: Regrowth) [7PP]

 

Super Movement 3 (Slithering, Sure-Footed 1, Wall-Crawling) [6PP]

 

Super Strength 3 (+15 STR, heavy load: 6.4 tons) [6PP]

 

Drawbacks: -0PP

 

Abilities (38) + Combat (34) + Saving Throws (8) + Skills (8) + Feats (5) + Powers (59) - Drawbacks (0) = 150/150 Power Points

 

DC Block

Attack   Range  Save                  Effect
-------------------------------------------------------
Unarmed  Melee  DC25 TOU [Staged]     Damage [Physical]
Snare    Melee  DC20 Reflex [Staged]  Bound/Entangled
Edited by GranspearZX
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