Vampyra Posted November 2, 2007 Author Posted November 2, 2007 Ok, sorry for taking so long to respond, I've been busy with a research project for school. 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. 2) A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. 3) Hmm. I'll have to think about what to do with that one.
Vampyra Posted November 2, 2007 Author Posted November 2, 2007 Ok, sorry for taking so long to respond, I've been busy with a research project for school. 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. 2) A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. 3) Hmm. I'll have to think about what to do with that one.
Barnum Posted November 2, 2007 Posted November 2, 2007 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. Gotcha. The Refs will have to talk this one over. In order for a power to qualify for Limited (-1) it really should limit the power by 50% or limit it 50% of the time. For example, if you said “Limited: only works on men.†That would clearly be a -1 Limitation. We need to decide how often in this game you will encounter “non-mortals†to determine if this is a real Limitation or just a kind of Power Loss Drawback. A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. I know that the reduced range drawback was intended to be bought on Ranged powers. The “2 range increments†is just the most extreme form of that Drawback the game designers allowed. In a PL 10 game, 2 RI would be about 200’. This should give you an indication of how “valuable†reducing the range of a power should be. Limiting your effect to 100’ on a rank 8 power (which, if it were ranged would be 80’ per RI) is not worth a -1 Limitation in my estimation. It’s worth ~2 pts. So the only difference between a PL 8 Perception power limited to 160’ (2 RI) and a PL 8 Ranged power limited to 160’ is that Perception based powers don’t require an attack roll. That alone is enough to justify the additional (+1) cost. I'll point the other Refs to this discussion and let them weigh in on the matter as well. I don't mind being outvoted. :D
Barnum Posted November 2, 2007 Posted November 2, 2007 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. Gotcha. The Refs will have to talk this one over. In order for a power to qualify for Limited (-1) it really should limit the power by 50% or limit it 50% of the time. For example, if you said “Limited: only works on men.†That would clearly be a -1 Limitation. We need to decide how often in this game you will encounter “non-mortals†to determine if this is a real Limitation or just a kind of Power Loss Drawback. A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. I know that the reduced range drawback was intended to be bought on Ranged powers. The “2 range increments†is just the most extreme form of that Drawback the game designers allowed. In a PL 10 game, 2 RI would be about 200’. This should give you an indication of how “valuable†reducing the range of a power should be. Limiting your effect to 100’ on a rank 8 power (which, if it were ranged would be 80’ per RI) is not worth a -1 Limitation in my estimation. It’s worth ~2 pts. So the only difference between a PL 8 Perception power limited to 160’ (2 RI) and a PL 8 Ranged power limited to 160’ is that Perception based powers don’t require an attack roll. That alone is enough to justify the additional (+1) cost. I'll point the other Refs to this discussion and let them weigh in on the matter as well. I don't mind being outvoted. :D
Barnum Posted November 2, 2007 Posted November 2, 2007 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. Gotcha. The Refs will have to talk this one over. In order for a power to qualify for Limited (-1) it really should limit the power by 50% or limit it 50% of the time. For example, if you said “Limited: only works on men.†That would clearly be a -1 Limitation. We need to decide how often in this game you will encounter “non-mortals†to determine if this is a real Limitation or just a kind of Power Loss Drawback. A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. I know that the reduced range drawback was intended to be bought on Ranged powers. The “2 range increments†is just the most extreme form of that Drawback the game designers allowed. In a PL 10 game, 2 RI would be about 200’. This should give you an indication of how “valuable†reducing the range of a power should be. Limiting your effect to 100’ on a rank 8 power (which, if it were ranged would be 80’ per RI) is not worth a -1 Limitation in my estimation. It’s worth ~2 pts. So the only difference between a PL 8 Perception power limited to 160’ (2 RI) and a PL 8 Ranged power limited to 160’ is that Perception based powers don’t require an attack roll. That alone is enough to justify the additional (+1) cost. I'll point the other Refs to this discussion and let them weigh in on the matter as well. I don't mind being outvoted. :D
Barnum Posted November 4, 2007 Posted November 4, 2007 Alrighty, the Refs agree that UP sets the precedent that reducing the range at which a power is effective is a drawback and not a limitation. However, since you want to go below what would be 2 RIs if it was a perception power, we will up the drawback to 3 pts. Similarly with "mortal creatures." There just won't be enough of them in this game to warrant a -1 Flaw. The closest we could get would be "living Earthlings only." That would be a -1 Flaw because we do have quite a few constructs and aliens in this game. Also now that you explain the scope of "mortal creatures," it is probably a 3 pt. drawback since "cosmic creatures" are included. We have a few of those too. So, looks like . . . Petrification - 8 [Extras]Total: 42 PPs or Petrification - 8 [Extras]Total: 36 PPs
Barnum Posted November 4, 2007 Posted November 4, 2007 Alrighty, the Refs agree that UP sets the precedent that reducing the range at which a power is effective is a drawback and not a limitation. However, since you want to go below what would be 2 RIs if it was a perception power, we will up the drawback to 3 pts. Similarly with "mortal creatures." There just won't be enough of them in this game to warrant a -1 Flaw. The closest we could get would be "living Earthlings only." That would be a -1 Flaw because we do have quite a few constructs and aliens in this game. Also now that you explain the scope of "mortal creatures," it is probably a 3 pt. drawback since "cosmic creatures" are included. We have a few of those too. So, looks like . . . Petrification - 8 [Extras]Total: 42 PPs or Petrification - 8 [Extras]Total: 36 PPs
Barnum Posted November 4, 2007 Posted November 4, 2007 Alrighty, the Refs agree that UP sets the precedent that reducing the range at which a power is effective is a drawback and not a limitation. However, since you want to go below what would be 2 RIs if it was a perception power, we will up the drawback to 3 pts. Similarly with "mortal creatures." There just won't be enough of them in this game to warrant a -1 Flaw. The closest we could get would be "living Earthlings only." That would be a -1 Flaw because we do have quite a few constructs and aliens in this game. Also now that you explain the scope of "mortal creatures," it is probably a 3 pt. drawback since "cosmic creatures" are included. We have a few of those too. So, looks like . . . Petrification - 8 [Extras]Total: 42 PPs or Petrification - 8 [Extras]Total: 36 PPs
Vampyra Posted November 9, 2007 Author Posted November 9, 2007 Sorry for the delay in responding. Had a couple projects due for school, which had to come first. All right, I changed it up, taking out the bit about her being able to control the gaze. So to keep from turning people to stone, she now has to have her eyes shut, or be blindfolded, or something like that. She typically walks around blindfolded 24/7, which I edited the Description and Background to reflect. I gave her Blindsight so she wouldn't be completely helpless, and made the gaze Innate. Paid for it by dropping some saves and skills, as well as lowering her CHA to 18. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +9 : +1 : +8 CON: 12 : : +1 | REFL : +12 : +4 : +8 INT: 10 : : +0 | WILL : +9 : +1 : +8 WIS: 12 : : +1 | CHA: 18 : : +4 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 9 = 5 + 4 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 3 = 3 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 8 = 4 + 4 + Cha Disable Device 0 = + 0 + Int Disguise 8 = 4 + 4 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 6 = 2 + 4 + Dex Gather Information 6 = 2 + 4 + Cha Handle Animal 5 = 1 + 4 + Cha Intimidate 8 = 4 + 4 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 2 = 2 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 2 = 2 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 4 = + 4 + Cha Perform (Comedy) 4 = + 4 + Cha Perform (Dance) 12 = 8 + 4 + Cha Perform (Keyboards) 4 = + 4 + Cha Perform (Oratory) 4 = + 4 + Cha Perform (Percussion Instruments) 4 = + 4 + Cha Perform (Singing) 6 = 2 + 4 + Cha Perform (Stringed Instruments) 4 = + 4 + Cha Perform (Wind Instruments) 4 = + 4 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 5 = 1 + 4 + Dex Search 3 = 2 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 5 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 2 + 0 + Str PP From Skills: 24 ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Uncontrolled Feats: Innate Drawbacks: Limited to 100' 3, Full Power, Power Loss (Does not work on non-mortal creatures) 3 Total: 34 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. Serpentina must keep her eyes covered at all times in order to avoid turning random people to stone. She has no control over this ability, except to keep her eyes shut or behind a heavy veil. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 5 Free Personal Permanent Descriptors: Magic Total: 5 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. She also has blindsight, the ability to see without using her eyes. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are hidden behind a white silk mask, like a blindfold. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to hone her senses, so that she could keep her eyes covered at all times, and see without seeing. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her eyes covered all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
Vampyra Posted November 9, 2007 Author Posted November 9, 2007 Sorry for the delay in responding. Had a couple projects due for school, which had to come first. All right, I changed it up, taking out the bit about her being able to control the gaze. So to keep from turning people to stone, she now has to have her eyes shut, or be blindfolded, or something like that. She typically walks around blindfolded 24/7, which I edited the Description and Background to reflect. I gave her Blindsight so she wouldn't be completely helpless, and made the gaze Innate. Paid for it by dropping some saves and skills, as well as lowering her CHA to 18. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +9 : +1 : +8 CON: 12 : : +1 | REFL : +12 : +4 : +8 INT: 10 : : +0 | WILL : +9 : +1 : +8 WIS: 12 : : +1 | CHA: 18 : : +4 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 9 = 5 + 4 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 3 = 3 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 8 = 4 + 4 + Cha Disable Device 0 = + 0 + Int Disguise 8 = 4 + 4 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 6 = 2 + 4 + Dex Gather Information 6 = 2 + 4 + Cha Handle Animal 5 = 1 + 4 + Cha Intimidate 8 = 4 + 4 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 2 = 2 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 2 = 2 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 4 = + 4 + Cha Perform (Comedy) 4 = + 4 + Cha Perform (Dance) 12 = 8 + 4 + Cha Perform (Keyboards) 4 = + 4 + Cha Perform (Oratory) 4 = + 4 + Cha Perform (Percussion Instruments) 4 = + 4 + Cha Perform (Singing) 6 = 2 + 4 + Cha Perform (Stringed Instruments) 4 = + 4 + Cha Perform (Wind Instruments) 4 = + 4 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 5 = 1 + 4 + Dex Search 3 = 2 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 5 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 2 + 0 + Str PP From Skills: 24 ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Uncontrolled Feats: Innate Drawbacks: Limited to 100' 3, Full Power, Power Loss (Does not work on non-mortal creatures) 3 Total: 34 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. Serpentina must keep her eyes covered at all times in order to avoid turning random people to stone. She has no control over this ability, except to keep her eyes shut or behind a heavy veil. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 5 Free Personal Permanent Descriptors: Magic Total: 5 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. She also has blindsight, the ability to see without using her eyes. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are hidden behind a white silk mask, like a blindfold. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to hone her senses, so that she could keep her eyes covered at all times, and see without seeing. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her eyes covered all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
Vampyra Posted November 9, 2007 Author Posted November 9, 2007 Sorry for the delay in responding. Had a couple projects due for school, which had to come first. All right, I changed it up, taking out the bit about her being able to control the gaze. So to keep from turning people to stone, she now has to have her eyes shut, or be blindfolded, or something like that. She typically walks around blindfolded 24/7, which I edited the Description and Background to reflect. I gave her Blindsight so she wouldn't be completely helpless, and made the gaze Innate. Paid for it by dropping some saves and skills, as well as lowering her CHA to 18. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +9 : +1 : +8 CON: 12 : : +1 | REFL : +12 : +4 : +8 INT: 10 : : +0 | WILL : +9 : +1 : +8 WIS: 12 : : +1 | CHA: 18 : : +4 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 9 = 5 + 4 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 3 = 3 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 8 = 4 + 4 + Cha Disable Device 0 = + 0 + Int Disguise 8 = 4 + 4 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 6 = 2 + 4 + Dex Gather Information 6 = 2 + 4 + Cha Handle Animal 5 = 1 + 4 + Cha Intimidate 8 = 4 + 4 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 2 = 2 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 2 = 2 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 4 = + 4 + Cha Perform (Comedy) 4 = + 4 + Cha Perform (Dance) 12 = 8 + 4 + Cha Perform (Keyboards) 4 = + 4 + Cha Perform (Oratory) 4 = + 4 + Cha Perform (Percussion Instruments) 4 = + 4 + Cha Perform (Singing) 6 = 2 + 4 + Cha Perform (Stringed Instruments) 4 = + 4 + Cha Perform (Wind Instruments) 4 = + 4 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 5 = 1 + 4 + Dex Search 3 = 2 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 5 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 2 + 0 + Str PP From Skills: 24 ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Uncontrolled Feats: Innate Drawbacks: Limited to 100' 3, Full Power, Power Loss (Does not work on non-mortal creatures) 3 Total: 34 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. Serpentina must keep her eyes covered at all times in order to avoid turning random people to stone. She has no control over this ability, except to keep her eyes shut or behind a heavy veil. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 5 Free Personal Permanent Descriptors: Magic Total: 5 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. She also has blindsight, the ability to see without using her eyes. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are hidden behind a white silk mask, like a blindfold. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to hone her senses, so that she could keep her eyes covered at all times, and see without seeing. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her eyes covered all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
Heridfel Posted November 10, 2007 Posted November 10, 2007 Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves.
Heridfel Posted November 10, 2007 Posted November 10, 2007 Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves.
Heridfel Posted November 10, 2007 Posted November 10, 2007 Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves.
Vampyra Posted November 10, 2007 Author Posted November 10, 2007 Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" Yeah, I meant like a punch, kick, headbutt, etc. The 10 was a typo, and it has been corrected. 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? I was seeing it as a kind of mystical spatial awareness. 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. Cool. I shifted that feat to Improved Initiative. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. Yeah, I thought I mentioned in the text that it drains a victim's strength. As for the flaw, I'll take another look at that. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. The examples in the book are just that, examples. The protection doesn't apply at all, on top of the Vulnerability she already has, to Cold attacks. She already has a major vulnerability to cold attacks, so a rank 10 cold blast would have a toughness DC of 35 against her, and she'd have to make that save with only a +2 toughness save bonus. She is REALLY vulnerable to cold. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. It is the former, which is why the immunity has 2 ranks, and costs 2PP. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? If it gets below 70F (which describes half the year or more in the coastal Northeast), she starts suffering, though adding on additional layers of clothing, or staying in well heated areas and other such things can help. It is part of the reason she made her home in the sewers for a while, since they are insulated against the cold much better than the streets. 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves. The excel spreadsheet I made it on counts it up at 150.
Vampyra Posted November 10, 2007 Author Posted November 10, 2007 Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" Yeah, I meant like a punch, kick, headbutt, etc. The 10 was a typo, and it has been corrected. 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? I was seeing it as a kind of mystical spatial awareness. 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. Cool. I shifted that feat to Improved Initiative. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. Yeah, I thought I mentioned in the text that it drains a victim's strength. As for the flaw, I'll take another look at that. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. The examples in the book are just that, examples. The protection doesn't apply at all, on top of the Vulnerability she already has, to Cold attacks. She already has a major vulnerability to cold attacks, so a rank 10 cold blast would have a toughness DC of 35 against her, and she'd have to make that save with only a +2 toughness save bonus. She is REALLY vulnerable to cold. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. It is the former, which is why the immunity has 2 ranks, and costs 2PP. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? If it gets below 70F (which describes half the year or more in the coastal Northeast), she starts suffering, though adding on additional layers of clothing, or staying in well heated areas and other such things can help. It is part of the reason she made her home in the sewers for a while, since they are insulated against the cold much better than the streets. 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves. The excel spreadsheet I made it on counts it up at 150.
Vampyra Posted November 10, 2007 Author Posted November 10, 2007 Hello there, There are a few things I noticed on the new sheet. 1) At the top, you're showing a +9 enhancement bonus on the Toughness save. When I go down to your powers, I only see 8 ranks of Protection. I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness 2) Your unarmed save DC should be 15, since it's a Toughness save. Also, I'm assuming that when you say unarmed attack, you mean "any attack other than the snake hair attacks" Yeah, I meant like a punch, kick, headbutt, etc. The 10 was a typo, and it has been corrected. 3) If you take the Uncontrolled flaw on your Petrification, the referees can choose to have the power activate at any given time. It means that it goes beyond being able to shut it off by covering your eyes. Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. 4) What is the non-visual sense type that compensates for your normal vision (for your blindsight)? I was seeing it as a kind of mystical spatial awareness. 5) I read Additional Limbs as providing the benefit of Improved Grapple. Since that's the case, you don't need it as a feat as well. Cool. I shifted that feat to Improved Initiative. 6) Your Drain doesn't explicitly say what it's draining. I'm assuming it's draining Strength, but I want to confirm that. Also, what does "Limited - only snake hair" do? If it means that only the snake hair can bite, I don't think that's enough for a Limited flaw. Many powers can only come from part of a character, such as Wolverine's claws or Cyclops' optic blast, but that doesn't mean that those powers are limited. Yeah, I thought I mentioned in the text that it drains a victim's strength. As for the flaw, I'll take another look at that. 7) Limited - not against cold is not limiting enough for the Protection flaw. The examples given for a -1 Limited flaw in Protection are "only one of a broad type of damage (physical or energy)". The difficulty with cold is better modeled as a Power Loss, Vulnerability, or Weak Point drawback. The examples in the book are just that, examples. The protection doesn't apply at all, on top of the Vulnerability she already has, to Cold attacks. She already has a major vulnerability to cold attacks, so a rank 10 cold blast would have a toughness DC of 35 against her, and she'd have to make that save with only a +2 toughness save bonus. She is REALLY vulnerable to cold. 8) Immunity (aging) is only 1 pp. I wasn't sure whether you were also taking Immunity (medusa's gaze), or noting that as an immortal, you'd be immune to medusa's gazes. If it's the former, then that'd be a 1 pp Immunity. If it's the latter, you have another pp. It is the former, which is why the immunity has 2 ranks, and costs 2PP. 9) I am hesitating to allow 4 separate "Noticeable" drawbacks. It's already an uncommon minor drawback to begin with, and you're not suffering commensurately more by being scaly in addition to having snake hair than you are with just snake hair. The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. 10) When does your Cold-Blooded weakness come into effect? How cold does it have to be before you start getting drained? If it gets below 70F (which describes half the year or more in the coastal Northeast), she starts suffering, though adding on additional layers of clothing, or staying in well heated areas and other such things can help. It is part of the reason she made her home in the sewers for a while, since they are insulated against the cold much better than the streets. 11) My count of your points as listed on your sheet is: Attributes 20, Saves 24, Combat 18, Skills 24, Feats 18, Powers 59, for a total of 163 pp. With the drawbacks, that's a total of 149 pp. However, that may be due to the discrepancy with the Toughness saves. The excel spreadsheet I made it on counts it up at 150.
Barnum Posted November 12, 2007 Posted November 12, 2007 I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness Equipment bonuses don’t stack with Power ranks (MnM, p. 134). Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. I think it would be far better for you to take the Unreliable flaw, leaving the powers usage up to a die roll, since much of your time here will be spent without Ref involvement. That way you won’t have to wait for a Ref to chime in to know if your power actually functions, and that way the Refs won’t have to try to keep track of how often your power works and doesn’t (trying to keep it to about 50% of the time as befits a -1 Flaw). The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. Noticeable is a power drawback, and can only be bought on powers that have “passive†effects (typically continuous, permanent, and mental) once. A power is either noticeable or it isn’t. Which powers are your Noticeable drawbacks bought on? Also, note that since a powers cost can’t be reduced to zero PPs, power drawbacks can’t be bought on your 1 PP powers. Also, concerning Flaws: Limited - Not against Cold is not sufficiently limiting to qualify for a -1 Flaw. It is a power loss drawback against cold (which you already have).
Barnum Posted November 12, 2007 Posted November 12, 2007 I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness Equipment bonuses don’t stack with Power ranks (MnM, p. 134). Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. I think it would be far better for you to take the Unreliable flaw, leaving the powers usage up to a die roll, since much of your time here will be spent without Ref involvement. That way you won’t have to wait for a Ref to chime in to know if your power actually functions, and that way the Refs won’t have to try to keep track of how often your power works and doesn’t (trying to keep it to about 50% of the time as befits a -1 Flaw). The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. Noticeable is a power drawback, and can only be bought on powers that have “passive†effects (typically continuous, permanent, and mental) once. A power is either noticeable or it isn’t. Which powers are your Noticeable drawbacks bought on? Also, note that since a powers cost can’t be reduced to zero PPs, power drawbacks can’t be bought on your 1 PP powers. Also, concerning Flaws: Limited - Not against Cold is not sufficiently limiting to qualify for a -1 Flaw. It is a power loss drawback against cold (which you already have).
Barnum Posted November 12, 2007 Posted November 12, 2007 I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness Equipment bonuses don’t stack with Power ranks (MnM, p. 134). Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. I think it would be far better for you to take the Unreliable flaw, leaving the powers usage up to a die roll, since much of your time here will be spent without Ref involvement. That way you won’t have to wait for a Ref to chime in to know if your power actually functions, and that way the Refs won’t have to try to keep track of how often your power works and doesn’t (trying to keep it to about 50% of the time as befits a -1 Flaw). The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. Noticeable is a power drawback, and can only be bought on powers that have “passive†effects (typically continuous, permanent, and mental) once. A power is either noticeable or it isn’t. Which powers are your Noticeable drawbacks bought on? Also, note that since a powers cost can’t be reduced to zero PPs, power drawbacks can’t be bought on your 1 PP powers. Also, concerning Flaws: Limited - Not against Cold is not sufficiently limiting to qualify for a -1 Flaw. It is a power loss drawback against cold (which you already have).
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