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Bishop

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[floatr]Mistweaver-1.gif[/floatr]

Player Name: Bishop

Character Name: Mistweaver

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A druid trained by the Sidhe to act as an intermediary across the veil.

Alternate Identity: Gavin McAllister

Identity: Secret

Birthplace: Freedom City

Occupation: College Student

Affiliations: None

Family: Grayse McAllister (Mother)

Description:

Age: 48 (DoB: 1993, lived 30 years with the Sidhe)

Apparent Age: 18

Gender: Male

Ethnicity: Caucasian

Height: 5' 10"

Weight: 175 lbs

Eyes: Brown

Hair: Brown

Gavin is of average build. He keeps his brown hair trimmed short with bangs.

In his superhero identity, he uses his morph to alter his appearance enough so as not to be recognized. His hair grows longer and shaggy and he takes on an older appearance, that of a man in his mid 30's.

He wears a white costume with green trim. His symbol of office as a druid of the Sidhe is a cloak of various brightly colored feathers. His staff is of carved hardwood with an intricate pattern of ogham inscribed in spirals around its shaft.

In his secret identity, he carries the Crane Bag with him at all times. It usually is disguised as his wallet or messenger bag for school. If he is in an animal form, it is a collar with a small pouch.

Power Descriptions:

When he uses his magic, it often manifests as a strange mist or a multi-colored glow. His "fairy dust" bursts into scintillating pinpoints of many colors. His "song" powers sound like an otherworldly choir whose voices seem to come from everywhere.

History:

Gavin McAllister is 18 years old and just starting college at FCU. He is the son of a single mother, Grayse McAllister. He never knew his father. All his mother would say of him is that he lived far away. She was always evasive about answering questions, but never spoke ill of him.

At the end of his senior year in high school, Gavin received incredible news: he had won a special scholarship to attend FCU from an obscure cultural program in Ireland. The scholarship was ostensibly to strengthen cultural ties and promote cultural awareness and diversity. As part of the scholarship, he had an all-expense-paid summer in Ireland before college started during which he’d attend special lectures and tours. His mother was troubled and concerned by the mysterious scholarship, but allowed Gavin to go with her blessings.

During his summer travels in Ireland, he was taken by his guide to the fairy mound near Ballyshannon known as Mullachshee. Following the beckoning of his guide, he walked into the mound itself, into the world of the Sidhe: the “Fair Folk,†the descendants of the Tuatha de Dannan. His guide had been one of the Fair Folk in disguise, and the entire scholarship was a ploy to get Gavin to this place.

There, Gavin was introduced to the fairy king Ilbhreac, who was son of Manannan Mac Lír, and … Gavin’s uncle! Gavin learned that the king’s younger brother, Cleidruim, had committed a grave offense. He had disobeyed Sidhe law for the love of a mortal woman, Gavin’s mother. Grayse would not join Cleidruim in the realm of the Sidhe, and when it was learned that she was with child, the situation posed a serious conundrum for the king.

The king had consulted his druids and passed judgment: his brother was restricted to the castle grounds, forbidden from returning to the surface world. When the child was of age, the child would be brought before the court and tested. If he was deemed worthy, he would be given the honors of Sidhe nobility befitting his birth, trained as a druid, and tasked with being a mediator between the worlds. His father would be set free. If he failed, it would be imprisonment for him and his mother on the castle grounds with his father… forever.

It was explained that this testing would take years, but time moved differently in the land of the Sidhe. He was assured that when he returned to the surface world, it would be as if little time had past at all. Gavin accepted the challenge and begun his arduous training and testing. As the years past, his longing to return home and his memory of his life before crossing to the land of the Sidhe gradually faded. He studied magic and medicine, the natural world and the politics of the Sidhe. As an apprentice to the Shidhe druids, he fought battles, traveled on diplomatic missions, and endured countless hardships under their exacting tutelage.

Thirty years had past, though he had not aged a day. Then, one day, he was brought again to the court of King Ilbhreac where a feast was held in Gavin’s honor. He had passed the tests of the druids and was bestowed the title Weaver of the Mists. He was given three gifts: a feathered cloak, the mantle of his office as a druid; his father’s crane bag, and a gift from his grandfather Mannanan: the Staff of Storms. As the Sidhe had promised, when Gavin returned to the surface world only three days had passed there.

Personality & Motivation:

Gavin is a man caught between worlds. He is half human and half Sidhe, and he is both young and old. A significant factor to Gavin's personality is that he has 48 years of life experience but lives in a teenage body. Most of that life experience has been with the Sidhe, who have a decidedly different "worldview." Additionally, things that, objectively, happened only a few months ago are a hazy, distant memory to him now.

He loves his mother, his family, his friends, and he has grown to care about and respect his Sidhe family as well. As a Druid, his first responsibility is to his 'tribe,' who he primarily considers to be humanity. He serves the Sidhe more out of a sense of obligation, and of actual obligation, than personal devotion. His duty is to mediate between the human world and that of the Wild Places, the Spirit Realms, the lands of the Sidhe and of the forces of Nature.

It should be noted that this does not necessarily mean he is a "Guardian of Nature" as druids are often depicted. More often, he sees his role as that of a guardian of humanity from Nature.

Powers & Tactics:

As a half-Sidhe, he has the natural power to change his shape and appearance, and to see things of the spirit-world. His duty is to see conflicts ended as peacefully as possible, but he will not hesitate to use as much force as necessary to see that justice is served.

He prefers to operate at range and will use his powers to maintain distance between himself and his opponents as much as possible.

The staff of storms, a precious gift from his grandfather, the Lord of the Seas, give him control over lightning, wind, and storm. Its signature power, "Call Storm," is selective, and so he and his allies are magically immune from its effects. He will use its "Gusts and Whirlwinds" and "Wind Blast" to maintain distance, and strike with its "Call Lightning." The called lightning can be either a mild shock to stun opponents, or in combination with his own "Lightning Bolt" spell to call down more powerful strokes. When not in combat, he will have it's power set to "Feel the Wind" granting him Uncanny Dodge.

The crane bag's magic is that it is a "bag of holding," capable of containing 100 lbs of stuff, including special components he can use for spells such has healing salves and fairy dust. With the dust, he can bestow the blessings, or the curse, of the Shining Ones and can declare that these blessings or curses only take effect under specific circumstances. The dust is a gift of the Sidhe, which he can only replenish by doing favors for them.

The feathered cloak protects him and allows him to fly. It is also his badge of office as an envoy of the Sidhe and a druid.

He is almost constantly advised from the spirit realm by his human ancestors who can impart the knowledge, wisdom, and spiritually enhance his force of personality... when it suits them to do so.

Complications:

Secret Identity: Only his mother knows his secret identity and his Sidhe heritage.

"That was a Long Time Ago:" There are things he should know and remember which, objectively, happened only weeks to months ago that are faded memories to him now. He tries to fake it, though.

Fish out of Water: He hangs out with his old friends and new people his objective age, but feels subjectively much older than they are and accustomed to a very different worldview from living surrounded by the Sidhe. Again, this is something he tries to fake not affecting him, but it does cause him to act strangely from time to time

Mediator Between the Realms: His responsibilities for helping relations between humanity and the Other World often interefere with his plans to be "normal." Spirits often seek him out, since he can see them and communicate with them.

Duties to the Sidhe: He owes allegiance to his Sidhe father and uncle, and much of his power comes from trading favors with the Sidhe.

Keeping up with Studies: He is a full time student at FCU majoring in International Business.

Voices in His Head: The spirits of his ancestors are with him, providing advice and spiritual strength, but sometimes the multiple "voices" can conflict with him or with each other, and when he disregards them, they can get "loud" and distracting. This power is Uncontrolled. They help out when they want to and how they want to.

Abilities: 0+0+4+2+6+4=16

Str 10 (+0)

Dex 10 (+0)

Con 14 (+2)

Int 12/22 (+1/+6 with Spirits of Ancestors)

Wis 16/26 (+3/+8 with Spirits of Ancestors)

Cha 14/24 (+2/+8 with Spirits of Ancestors)

Combat: 8 + 10 = 18PP

Initiative +0

Attack +8 (+4 Base, +4 Magic)

Grapple +4

Defense +10 (+5 Base, +5 Cloak), +3 Flat Footed

Knockback: -0

Saving Throws: 5 + 6 + 5 = 16PP

Toughness +10/+6 flat footed (+2 Con, +8 Cloak)

Fortitude +7 (+2 Con)

Reflex +6 (+0 Dex)

Will +8/+13 (+3/+8 Wis)

Skills: 60R = 15PP

Bluff 4 (+6/+11)

Craft - Artistic 3 (+4/+9)

Diplomacy 8 (+10/+15)

Handle Animal 3 (+5/+10)

Knowledge - Arcane Lore 14 (+15/+20)

Languages 1 (English [Native], Ancient Gaelic)

Medicine 5 (+6/+11)

Notice 8 (+10/+15)

Sense Motive 8 (+10/+15)

Survival 6 (+7/+12)

Feats [6PP]

Artificer

Attack Specialization 2 (Magic)

Benefit: Sidhe Nobility and Druid

Luck 1

Ritualist

Powers: 20 + 5.6 + 10.4 + 29 + 7 + 7 +14+= 79PP

Device 6 (30PP Container, Flaws: Easy to Lose, Feats: Restricted 2)[20PP] ("Staff of Storms") (Magic, Divine)

Feature: Can change in size from a small stick to a full staff [1PP]

Staff of Storms 12 (24PP Array, Feats: Alternative Power 5) [29PP] (Magic, Divine)

Base Power: Environmental Control 6 (250ft radius) (Effects: Hamper movement (1/2 speed), Concentration DC 5, Visability -4), (Extras: Independent (Loses 1 rank per 5 turns), Selective) ("Call Storm") [24pts] (Magic, Weather)

Alternate Power: Adds to Lightning Bolt: (Extras: Area Effect (Burst, 60' radius), Selective) ("Call Lightning") (Magic, Electrical)

Alternate Power: Adds to Lightning Bolt: (Extras: Penetrating, Feats: Indirect 3, Homing 2 (2 extra chances to hit), Improved Range (300' increment), Affects Insubstantial 2, Incurable, Knockback +3) ("Divine Wrath") (Magic, Electrical, Divine)

Alternate Power: Create Object 11 (Extras: Independant (Loses 1 rank per 2 turns), Feats: Stationary, Selective) ("Wall of Air" Note: Walls of Air are 5x5 blocks of violent wind that stop movement unless struck with enough physical force to break, which causes the wind to dissapate. They are transparant to vision and energy always. Selective feat is only to make it permeable to specific people or physical attacks.) (Magic, Air)

Alternate Power: Move Object 8 (Str 40, Heavy Load = 3 tons)(Extras: Range (Perception)) ("Gusts and Whirlwinds") (Magic, Air)

Alternate Power: Super Sense 7 (Detect Movement (Mental), Ranged, Radius, Accurate, Accute, Extended 2 (1,000' increment)) (Feats: Uncanny Dodge (Mental)) ("Feel the Wind" -- sense movement through the air) (Magic, Air, Mental)

Device 1.4 (7PP Container, Flaws: Hard to Lose) [5.6PP] ("Crane Bag") (Magic, Divine)

Dimensional Pocket 1 (100 lbs) [2PP] (the Crane Bag is a "Bag of Holding")

Enhanced Feat: Alternate Power: (For Magic) Healing 11 (Feats: Regrowth, Persistent) [1PP] (Blessed "Healing Salves") (Magic, Divine)

Enhanced Feat: Alternate Power: (For Magic) Luck Control 4 (Extras: Area (Burst), Selective, Feats: Progression (50' radius), Triggered 2 (Can change condition), Subtle (detectable only by mystical senses)) [1PP] (Bless / Curse with Fairy Dust) (Magic, Divine)

Enhanced Feat: Quick Change [1PP] ("Fairy Dust") (Magic, Divine)

Enhanced Feat: Luck 2 (Power Feat for Luck Control)(Drawback: Only regained by favors to the Sidhe) [1PP] ("Fairy Dust") (Magic, Divine)

Feature 1: Can appear as any portable container (wallet, backpack, messenger bag, pouch, briefcase, etc. [1PP]

Device 2.6 (13PP Container, Flaws: Hard to Lose) [10.4PP] ("Feathered Cloak") (Magic, Divine)

Flight 1 (100'/10MPH) [2PP] (Cloak can spread as wings) (Magic, Divine)

Protection 4 [4PP] (Even when flatfooted, the cloak provides some protection) (Magic, Divine)

Shield 5 (Feat: Defensive Roll 2) [7PP] (Cloak can be used to absorb and avoid attacks) (Magic, Divine)

Magic 12 (24PP Array of Spells Feats: Alternative Power 5) [29PP] (Magic)

Base Power: Blast 12 [24PP] (Lightning Bolt) (Magic, Electric)

Alternate Power: Blast 11 (Extras: Autofire, Flaws: Action (Full action), Feats: Variable Descriptor (Elemental)) (Elemental Spray) (Magic, Fire/Ice/Earth/Water/Electric/Air)

Alternate Power: Comprehend 6 (Speak to and Understand Animals, Plants, and Spirits) and Super-Sense 2 (adds to Magic / Spirit Awareness: accurate, acute) [14PP] (Magic, Mental)

Alternate Power: Damage 5, and Flight 3 (500'/50MPH), and Immunity 2 (Breathe Underwater, Cold), and Shrinking 4, and Super-Senses 5 (Acute Tracking Scent, Low-Light Vision, Extended Vision: 100' increment), and Swimming 2 (Drawback: Powers can only be used in appropriate natural animal forms assumed with Morph) (Wildshape) (Magic)

Alternate Power: Emotion Control 12 Extras: Area (burst: 60' radius), Flaws: Sense Dependent (Hearing)) (Songs of the Sidhe) (Magic, Sound)

Alternate Power: Teleport 9 (900'/20,000 miles, Anywhere on Earth) (Extras: Accurate, Flaws: Medium (Plants), Feats: Change Direction, Easy, Progression 2 (500lbs)) (Tree Walk)(Magic)

Sidhe Heritage (7PP Container) (Magic, Divine) [7PP]

Morph 2 (Animal and Humanoid Forms) [4PP]

Super-Senses 5 Magic/Spirit Awareness (Common Frequency [3pts]) [3PP]

Spirits of the Ancestors 5 (10PP Array, Flaws: Uncontrolled, Feats: Alternate Power 2) [7PP] (Magic)

Base Power: Enhanced Wis 5 [10PP] (Wisdom of the Ancestors)

Alternate Power: Enhanced Int 5 [10PP] (Knowledge of the Ancestors)

Alternate Power: Enhanced Cha 5 [10PP] (Supernatural Aura)

DC Block


ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Lightning   Range     DC27 Toughness (Staged)     Damage (Energy)

Stun        Range     DC16 Fort (Staged)          Daze, Stun

Elemental   Range     DC26 Toughness (Staged)     Damage (Phys/Energy)

Song        Percep    DC22 Will (Staged)          Variable

Totals: Abilities (16) + Combat (18) + Saving Throws (16) + Skills (15) + Feats (6) + Powers (79) - Drawbacks (0) = 150/150 Power Points

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PL 7 Version

Abilities: 0+0+4+4+6+4=18

Str 10 (+0)

Dex 10 (+0)

Con 14 (+2)

Int 14/20 (+2/+5 with Spirits of Ancestors)

Wis 16/22 (+3/+6 with Spirits of Ancestors)

Cha 14/20 (+2/+5 with Spirits of Ancestors)

Combat: 6 + 6 = 12PP

Initiative +0

Attack +5 (+3 Base, +2 Magic)

Grapple +3

Defense +7 (+3 Base, +4 Cloak, +2 Flat Footed)

Knockback: -0

Saving Throws: 3 + 4 + 3 = 10PP

Toughness +7 (+2 Con, +4 Cloak)

Fortitude +5

Reflex +4

Will +5/+8

Skills: 40R = 10PP

Craft - Artistic 1 (+3/+6)

Diplomacy 5 (+7/+10)

Handle Animal 3 (+5/+8)

Knowledge - Arcane Lore 10 (+12/+15)

Knowledge - Business 1 (+3/+6)

Languages 1 (English [Native], Ancient Gaelic)

Medicine 4 (+6/+12)

Notice 5 (+7/+10)

Sense Motive 5 (+7/+10)

Survival 4 (+6/+9)

Feats [4PP]

Attack Specialization (Magic)

Benefit: Sidhe Nobility and Druid

Luck 1

Ritualist

Powers: 16+8+8+13+7+6=58PP

Device 5 (Easy to Lose) (Feat: Restricted: Arcane Lore 15+)[16PP] (Staff of Storms, Mystic)

Feature: Can change in size from a small stick to a full staff

Environmental Control 4 (50ft radius) (Effects: Hamper movement (1/4 speed), Concentration DC 10, Visability -4, Extras: Independant (Loses 1 rank per 5 turns)Feats: Alternative Power 3) (20pt Array)

Alternate Power: Stun 4 (Extras: Ranged, Linked (to Lightning Bolt, can be used separately), Feats: Indirect 3, Homing) (Call Lightning, Mystic, Electrical)

Alternate Power: Air Control 10 (Mystic, Air)

Alternate Power: Super Sense 8 (Detect Movement (Mental), Ranged, Radius, Accurate, Accute, Extended 2 (1,000' increment)) (Sense movement through the air, Mystic, Air)

Device 2 (Hard to Lose) (Crane Bag, Mystic) [8PP]

Feature: Can appear as any portable container (wallet, backpack, messenger bag, pouch, briefcase, etc.

Quick Change 2 (Fairy Dust and lots of changes of clothes)

Alternate Power (for Magic): Healing 11 (Feats: Regrowth, Persistent) (Healing Salves)

Alternate Power (for Magic): Luck Control 4 (Extras: Area (Burst), Selective, Feats: Progression (50' radius), Triggered 2 (Can change condition), Subtle (detectable only by mystical senses)) (Bless / Curse with Fairy Dust)

Luck 3 (Limitations: Only for Luck Control, Only regained by favors to the Sidhe)

Dimensional Pocket 1 (100 lbs) (Bag of Holding)

Device 2 (Hard to Lose) (Feathered Cloak, Mystic) [8 PP]

Flight 1

Protection 4

Shield 4

Magic 9 (Flaws: Knowledge - Arcane Lore check required DC 22), Feats: Alternative Power 4) [13PP]

Blast 9 (Lightning Bolt, Electric)

Alternate Power: Teleport 8 (Extras: Accurate, Flaws: Medium (Plants), Feats: Change Direction, Easy) (Tree Walk)

Alternate Power: Emotion Control 9 Extras: Area (burst: 60' radius), Flaws: Sense Dependent (Hearing)) (Songs of the Sidhe)

Alternate Power: Immunity 2 (Breathe Underwater, Cold) and Flight 1, and Super-Senses 4 (Acute Tracking Scent, Low-Light Vision), and Shrinking 4, and Swimming 2 (Drawback: Powers can only be used in appropriate natural animal forms assumed with Morph)

Alternate Power: Comprehend 6 (Speak to and Understand Animals, Plants, and Spirits)

Sidhe Heritage (Mystic)[7PP]

Morph 1 (Animal and Humanoid Forms) [2PP]

Super-Senses 6 Magic/Spirit Awareness (Common Frequency [3pts], Accurate) [5PP]

Spirits of the Ancestors [6PP] (6 PP Array)(Flaws: Duration - Sustained, Feats: Alternate Power 2, Uncanny Dodge (mental)) (Mystic, Mental)

Enhanced Wis 3

Alternate Power: Enhanced Int 3

Alternate Power: Enhanced Cha 3

DC Block


ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC10 Toughness (Staged)     Damage (Physical)

Lightning   Range     DC22 Toughness (Staged)     Damage (Energy)

Stun        Range     DC16 Fort (Staged)          Daze, Stun

Elemental   Range     DC21 Toughness (Staged)     Damage (Phys/Energy)

Song        Percep    DC22 Will (Staged)          Variable

Totals: Abilities (18) + Combat (12) + Saving Throws (10) + Skills (10) + Feats (4) + Powers (58) - Drawbacks (0) = 112/105 Power Points

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A nifty concept!

Reducing the Duration to Sustained isn't really a valid Flaw for most Enhanced Ability scores. It might be okay for Enhanced STR (holding up something heavy, get dazed or stunned, lose Str, drop heavy thing) or CON (decreased Toughness is always a hazard), but not for DEX or the Mental Ability Scores.

Check Required is almost never a valid Flaw, as it's so easy to make it so you can't fail the check. (In fact, I was sure this was already in our House Rules.) If it's a DC 22 Know (Arcane) check to make it work, and you've got a +21 Know (Arcane) modifier, you can't fail the Skill check, which means it's not a Flaw. Unreliable is a better choice for the "powers don't always work" thing.

Air Control is a power that's received criticism from the start. It's Move Object (Extra: Range [Perception], Flaw: Limited [Only to move Air]). But you can use those masses of moved air to move other things, so... it's a weird Flaw (and Kenson's defense of "but it can totally mess up your papers and kick up dust!" seems... off.) Best to use a standard Move Object (with or without Perception range), descriptor'd as "using wind to move stuff." (If you're in a situation where you don't have air to move things, you'll want the Complication HP, to help you deal with the Suffocation checks you'll be making!)

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I like my new "Spirits of the Ancestors" better now. It's uncontrolled, which makes sense: they give him what help they want when they want. Then I made Uncanny Dodge a part of his Staff's "feel the wind" power, which also makes sense. Only 7 more points of fat to trim...

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