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Weaver (PL 11) - Airon


Airon

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Player Name: Airon

Character Name: Weaver

Power Level: 11 (165/170PP)

Trade-Offs: +1 Toughness, -1 Defense

Unspent Power Points: 5

Progress To Bronze Status: 20/30

In Brief: master carpet-weaver with control over fabric and cloth, family man and protector of the neighborhood.

Alternate Identity: Saeid Ashoubi

Identity: Secret (to all but his close ones)

Birthplace: West End, Freedom

Occupation: High-end carpet maker

Affiliations: ???

Family: Karim Ashoubi, father; Hediyeh Ashoubi, mother; Masoumeh Kavanagh, sister; Jonah Kavanagh, brother in law; Jamila Naguib, wife (pregnant).

Description:

Age: 33 (DoB: 01/24/1979)

Apparent Age: Middle-Thirties

Gender: Male

Ethnicity: Middle-Eastern (persian)

Height: 5'10"

Weight: 140 pounds

Eyes: Black

Hair: Black

Description:

Saeid is lean and straight, without an ounce of excessive fat on his relatively small frame. Bare-chested, he shows long and thin muscles that wouldn’t be out of place in a middle-distance runner. His hair is black and curly, and he keeps it fairly short to hide the already receding hairline; he also sports a full and well-trimmed beard and moustache.

In his civilian persona, he wears standard casual suits, favoring grey and earth-tones, usually with band-collar shirts. He fakes a thick Persian accent, mimicking the way his father talks, though English is his native language. As a professional art retailer he knows very well how to read his interlocutor expression and how to pitch a product; he’s a pretty smooth talker, especially when selling his works.

His super-hero costume is composed of several layers of loose, vaguely oriental-looking clothes, with a large cape and several scarves floating around his neck and arms. He wears a cowl, and a scarf covers his mouth and nose. The costume is mostly dark blue, with burgundy and golden inserts.

He speaks a perfect, inflection-free English.

Arug (pronounced AH-RUG) is a very fancy and thick Persian carpet, with geometric decorations and the same color pattern of his master, about 8’ x 6’.

Weaver.png

He shouldn't be holding a whip but a scarf... but somehow Herofactory doesn't think a scarf is a plausible hero weapon :mrgreen:

Another, more detailed drawing with HeroMachine 3

WeaverHM3.jpg

Power Descriptions:

Saeid has total control over fabric and cloth of any kind: he can move them around, imbue a semblance of magic life in clothes and carpets. His hands glow faintly in the color of the object he is controlling in said moment.

History:

Saeid is a second-generation immigrant from Urmia, western Iran. His parents were one of the few families of Sunni Muslims in a prevalent Shi'ite community, and they moved to Freedom City in 1977. They settled in a very low-rent apartment between Greenbank and the West End. The Ashoubi had a proud tradition as weavers of fine traditional Persian carpets, and it took them little time to find their niche in the growing art and interior design scene of a metropolis like Freedom. They weren’t rich, but managed to give their two children a nice enough childhood and a decent education, and to keep them safe from the criminals of the Greenbank as well as the many crisis that Freedom seems to attract, like the Terminus invasion.

The Ashoubis always had a way with looms and fabric, very nimble fingers and a special eye for patterns, but it wasn’t until young Saeid entered the family business, once he completed high-school, that the gift really manifested itself. Where his father could move the threads as he liked with just the tip of his fingers, Saeid could literally make the threads dance just with a gaze. His powers grew with the years, the more he spent weaving, the more his control over fabric and cloth became strong and precise. Any plan he had of joining the many crimefighters of Freedom were put on hold when he fell in love (and after a few years married) Jamina, a smart Egyptian girl who was majoring in Business management with his sister at Freedom College.

Saeid had always been involved with the community, helping to resolve disputes between the several minorities of the West End, but it took two very distinct events, between few days of distance, to make a real super-hero out of him. The first was his sister’s wedding to the Irish Jonah Kavanagh. After years spent discussing with her parents to let them accept a marriage outside the Islamic community, a lot of public relations between the two communities, Masoumeh finally got the ceremony she wanted… when the two families started a riot, accusing each other of corrupting their culture.

The riot lasted what seemed like hours, and ended only when Siren and Daedalus overcome the Purger aka Will Montgomery, an ignorant and racist man who, in order to impress his idol White Flame, got mind-controlling and hate-spreading powers from Mr. Infamy. By the time Montgomery was sent to Blackgate and the two heroes explained to the families what happened, the ceremony was ruined, three people were dead and Jonah had sustained an injury so dire that he was forced on a wheelchair. Saeid had worked so hard to give her sister a nice life, mediating between the two families, and now everything was ruined because of some idiot with powers.

The second event was the “birth†of Arug. When practicing his powers, one night Saeid managed to imbue true life into a wonderful carpet he weaved a few days before. It wasn’t simply animated: it moved and communicated just like a pet.

Intentioned to understand his powers and make good use of them, Saeid approached Sallah at the local mosque. The aide of Adrian Eldritch agreed to help him and booked him an appointment with the Master Mage.

Under the tutelage Sallah and with occasional help form Eldritch, Saeid learned how to properly use his powers. For a couple of years now he patrolled the neighborhood, but maybe he’s ready to step up and join the major crime-fighters of Freedom…

Personality & Motivations:

A rational and pacific man at heart, Saeid has the characteristics of a good mediator. He enjoys a good reputation as a successful businessman and artist, and as a man involved with the social issues of his city. A lifetime of selling his products gave him a good understanding of people, and if it wasn’t for the family, the business (and that darn the hero thing) taking up so much time, he could probably become a half-decent political or social figure. He learned in the worst possible way that he must use ALL his gifts to help the community, not only those who he understands and is comfortable with. After two years, he is pretty confident with his magic, though he hasn’t tried to bring true life into another inanimate object.

His first priority is to defend his family and neighbors but after every lesson with Sallah and Eldritch he understands his powers a little better and is ready to confront something stronger.

Powers & Tactics:

So far Saeid has mostly operated keeping his neighborhood safe form criminals, more than fighting super-villains. His modus operandi involves sneaking on his adversaries using Subtle flight and his stealth skill, then flapping scarves around their eyes (Obscure) while he or his magic carpet rescue the victim of the ill-intentioned. If forced into a fight, he takes control of the enemy’s clothes, tightening them around the limbs (Snare) or, if he’s really pissed, around the throat (Suffocating Damage). If the adversaries aren’t wearing suitable clothes (as in: naked or wearing battle-armor or such), Weaver’s costume provides enough scarves and capes to throw at them. He is also well-versed in confounding enemies by moving pieces of his costume where he isn’t (feinting, distract, redirect). His costume is designed to take full advantage of his powers: he can direct the magic to take control of his customized cape, which can divide into many magically reinforced scarves; these scarves can grab foes, stretch out for many feet, and each one of them has a different metal blade or weight (silver for demonic creatures, cold iron for faes, etc...) sewn in at the end, usable as a flail.

Arug's primary role is transportation, with its massive strength it can carry a lot of weight. In combat, Weaver instructs it to take bystanders to safety first, then to tackle minions, by sneaking up on them and starting a grapple. If it has to fight face to face, it usually swooshes close to the ground (Prone Fighting) to enhance his defense. It communicates with Saeid by simple few-words empathic sentences, as in “danger left!†or “all safe, go!â€.


Complications:

Secret Identity: Six persons know about Saeid powers and second life: his parents, his sister, his wife, Adrian Eldritch and Sallah. He’s trying really hard not to make this number grow.

Family man: both his wife and his parents still work at the carpet store with him, the father helping with the weaving and the women overlooking the economic side; with a baby on the way, a family business relying mostly on him and his efforts in the community, sometimes the super-hero life stretches him too thin.

Prejudice: even in the modern and open-minded Freedom, muslims and middle-eastern people find ignorant persecutors… and that’s without counting maniacs like White Knight.

How did I do that?: his powers are relatively new. He knows next to nothing about magic, even if Sallah and Eldritch are teaching him.

Never in the Big Leagues: Saeid mostly fought common criminals and low-level super-villains. He still has to face one of the terrible menaces that pop up so commonly in Freedom.

Power loss: in the rare events that neither Weaver nor his enemies are wearing clothes made of fabric, Weaver wouldn’t be able to use his powers, all of which require fabric at hand to work. Also, when pitched against many unclothed foes in an environment lacking flags or other cloth at hand, he's eventually going to run out of scarves to throw at them.

Attributes 0+6+6+2+6+6= 26 pp

STR 10 (+0)

DEX 16 (+3)

CON 16 (+3)

INT 12 (+1)

WIS 16 (+3)

CHA 16 (+3)

Combat 10+14= 24 pp

Attack: +5 (+11 w/Cloth Magic)

Grapple: +5 / +20 Grappling configuration / +10 using Move Objects (limited to pinning/holding people wearing clothes)

Defense: +10 (base defense 7, shield 3) +4 flat-footed [+7 w/o costume, +4 flat-footed w/o costume]

Knockback: -6, -5 flat-footed, -3 no costume, -2 no costume, flat-footed

Initiative: +3

Saving Throws 6+6+4= 16 pp

TOU: +12 (+3 Con, +7 Protection, +2 Defensive Roll)

WILL: +9 (+3 Wis, +6)

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

FORT: +7 (+3 Con, +4)

Skills 100 ranks= 25 pp

Bluff 12 (+15)

Concentration 9 (+12)

Craft (artistic) 12 (+13)

Diplomacy 9 (+12)

Gather Information 7 (+10)

Knowledge (Art) 4 (+5)

Knowledge (Arcane Lore) 4 (+5)

Knowledge (Streetwise) 9 (+10)

Languages 2 (Arabic, English) (Farsi [Native])

Notice 10 (+13)

Sense Motive 10 (+13)

Stealth 12 (+15)

Feats 24 pp

Attack Specialization 3 (Cloth Magic)

Benefit (Wealth 1)

Defensive Roll

Distract (Bluff)

Precise shot

Redirect

Sidekick 15 (Arug)

Taunt

Powers 36+12+1+1= 50 pp

Cloth Control Array 16 (32pp; PF: Alternate Powers x3, Split Attack) [36 pp]

BP: Snare 10 (Extra: Constricting; PFs: Obscure Sense [Visual], Reversible) {32/32 pp}

AP: Damage 8 (suffocating damage)(Extras: Alternate Save [Fortitude], Duration [concentration], Range [Ranged]) {32/32 pp}

AP: Obscure 10 [visual senses] (1 mile) (Extra: Selective, Independent; PF: Reversible) {31/32 pp}

AP: Move Object 10 (Effective strength 50, Heavy Load: 12 tons)(Extra: Range [Perception]; Flaw: Limited [Only Clothlike Materials]; PFs: Precise, Subtle) {22/32 pp}

Device 3 (Weaver costume, 15/15 pp of powers; hard to lose) [12 pp]

Cloth control array 0 (PF: AP)

AP: Damage 10 (PF: Improved critical, Variable descriptor 1 [different metal weights and blades]) + Enhanced feats 5 [grappling finesse, improved grapple, improved pin, improved throw, improved trip] + Additional limbs 4 [10 tentacle-like scarves] (Extra: Projection) + Elongation 6 [250 ft] (Flaw: limited to Additional limbs) + Super-strength 2 [sTR 20, heavy load: 400 lbs]{32/32 pp}

Flight 1 (10 MPH/100 ft per round) (PF: Subtle)

Immunity 1 [environmental cold]

Protection 7 (surprisingly resistent magic-cloth armor)

Shield 3 (scarves flap around deflecting blows)

Enhanced feat 1 [Quick change] [1 pp]

Super-Senses 1 Communication Link (Arug) [mental][1 pp]

DC Block

ATTACK         RANGE             SAVE                        EFFECT

    Unarmed            Touch               DC 15 Toughness (Staged)    Damage (Physical)

    Snare              Ranged              DC 20 Reflex (staged)       Entangling, Binding

    Constricting       Bound victims       DC 20 Toughness (staged)    Damage (physical)

    Whip/flail         Touch (ext 15 ft.)  DC 25 Toughness (Staged)    Damage (Physical)   

    Suffocating Damage Ranged              DC 23 Fortitude (staged)    Damage (physical)

    Trip(move object)  Perception          DC 20 Max [Str;Dex]         Prone

    
TOTALS: ABILITIES (26) + COMBAT (24) + SAVES (16) + SKILLS (25) + FEATS (24) + POWERS (50) - DRAWBACKS (0) = 165/170
SIDEKICK: Arug - Sidekick 15 (75/75 pp)

ATTRIBUTES 8+6-10-6+0-9= -11 pp STR 18 (+4) 33 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp Attack: +2 base, +6 melee Grapple: +14 (+6 attack, +4 str, +3 super str, +1 elong) Defense: +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 5+4= 9 pp TOU: +8 (+6 protection, +2 defensive roll) Fort n/a Will: +5 (wis +0, +5) Reflex: +7 (dex +3, +4) SKILLS 16 ranks= 4 pp Notice 8 (+8) Stealth 8 (+11) Feats 11 pp Attack focus 4 (melee) Defensive roll Dodge focus 3 Improved grab Improved pin Prone fighting Powers 7+43+6+1+3= 60 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (42 pp; Extra: Permanent (+0); PF: Innate) (43 pp)
Elongation 1 (5 ft) Immunity 30 [Fortitude] Immunity 10 [bludgeoning damage] (Flaw: limited to half effect) Protection 6
Super-Strength 3 (Effective STR 33; Light Load 800 lbs, Heavy Load 2400 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] (1 pp) Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

    Unarmed          Touch          DC 19 Toughness (Staged)     Damage (Physical)

    
DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -11 + COMBAT 10 + ST 9 + SUPERPOWERS 60 + SKILLS 4 + FEATS 11 - DRAWBACKS 8 = 75/75

Power Stunts for Cloth Magic Array
AP: Animate objects 5 (Extra: Fanatical; Flaw]: Limited [Only Cloth]; PFs: Mental Link, Progression 3 [10 additional]) Sample animated object: empowered carpet minion level 4 (60/60 pp) ATTRIBUTES 6+6-10-6+0-9= -13 pp STR 16 (+3) 31 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp ATK: +2 base, +6 melee Grapple: +13 (+6 attack, +3 str, +3 super str, +1 elong) DEF +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 4+4= 8 pp TOU: +7, +5 flat-footed (5 protection, 2 defensive roll) Fort n/a Will +4 (wis +0, +4) Reflex +7 (dex +3, +4) SKILLS 12 rank= 3 pp Notice 6 (+6) Stealth 6 (+9) Feats 7 pp Attack Focus 3 (melee) Defensive Roll Dodge Focus 3 Powers 7+37+6+3= 53 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (36 pp; Extra: Permanent (+0); PF: Innate) (37 pp)
Elongation 1 (5 ft) Immunity 30 (Fortitude) Protection 5
Super-Strength 3 (Effective STR 31; Light Load 612 lbs, Heavy Load 1840 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] - due to the Mental link PF of Saeid’s power Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

    Unarmed          Touch          DC 18 Toughness (Staged)     Damage (Physical)

    

DRAWBACKS -2-1-3-2= -8 pp

No Hands (-4 on manipulation skills, minor, common) -2

Mute (minor, uncommon) -1

No Normal Senses (common, moderate) -3

Vulnerable [fire] (minor, common) -2

STATS -13 + COMBAT 10 + ST 8 + SUPERPOWERS 53 + SKILLS 3 + FEATS 7 - DRAWBACKS 8 = 60

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I'll get right to editing brackets and spending the last points, but could you please tell me the REFs' opinion on Animate Objects/Move objects? Thanks.

EDIT: also, if you see glaring holes in the builds that can use the extra points, I could use the advice... otherwise I'll probably just take a trade-off feat and maybe boost a ST.

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Animate Object (aka Summon Animated Object mechanically) can be a very annoying power to use in play, given its problem with slowing down combat and making more work for the Refs. That said, it's not a banned power: just make sure your construction uses our house rules, and avoid using it in combat. Move Object (a very different power) is much more suitable.

Yeah, I get this. I agree. As I wrote in the notes, I really don't plan on using Animate objects in combat. It's very messy.

BUT.

Saeid's power IS animate objects, not move objects. So Animate is staying there, as "colour" if you want, I'll use it just in non-combat situation.

My question was the following: Do I need, as far as rules dictate, to purchase Move objects too if I want to move a drape to spy inside a house, or can I do that by Animating it and issuing the command "move aside" ?

That's the kinda stuff I'll do with Animate. I'll definitely won't summon minions in battle. There's the very punny-named Arug if I need help.

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That's much more the provenance of Animate Object, not Move Object.

But, consider emancipating yourself from the tyranny of power names and instead looking at descriptors.

You want to animate an object to go spy on something? ESP.

You want the curtains to grapple a guy? Move Object or Snare.

You want to whip someone in the face with an animated shirt? Use Blast. Etc.

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ok, here's the official version

Saeid had 3 unspent points:

1) boosted his REF save

2) added 1 rank each to bluff, sense motive, stealth, notice

3) Power Attack

Arug had 2 unspent points

1) boosted his will save

2) gave him improved pin

If someone has a better use for those points, I'm still open to suggestion...

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Ok, since Animate Object is really more frowned upon that I initially realizaed, I put Move objects instead - please tell me if the Grapple entry in the Combat section is ok.

Also added the Trip attack, due to Move object, in the DC Block.

I added the +0 Extra Indipendent on my Obscure, and the PF Reversible.

Animate Object is now a power stunt, and I put it (along with the first sample construct) in a spoiler under the main power. Please tell me if I have to move it somewhere else in the sheet or remove it.

I hope the formatting is ok, I noted that you put Concetration duration on Suffocate while I paid for the Sustained extra, I edited that.

Let me know if there's something else not up to par, and sorry for the formatting errors.

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Suffocate is not a very useful power, anyway. My advice is to you is to make that Fort-based Damage with the "suffocating" descriptor, and describing it in play as putting someone in a sleeper hold with a cloth around the neck.

can you elaborate on the Suffocate uselessness? Just out of curiosity, I never really used Suffocate and I found that it fitted the character, I don't know if it works well. Why isn't it useful in your experience? Too many characters with huge Constitution bonus?

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