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Amelyth - PL 10


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Player Name: ChrisClark13

Character Name: Amelyth

Power Level: 10 150/150PP

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

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Psion with dragon themed powers. Her powers are unusually strong for someone at her minimal skill level, though they definitely lack finesse seeing how they crackle with untamed energy.

Alternate Identity: Amanda Green

Identity: Secret

Birthplace: Freedom City

Occupation: Student

Affiliations: Claremont Academy Student and Hero

Family: Mother, Older Brother, Dog

Description:

Age: 17 (DoB: 1996)

Gender: Female

Ethnicity: Caucasian.

Height: 105 lbs

Weight: 5' 6"

Eyes: Blue

Hair: Blonde, Purple in costume because wig.

Amanda Green has a slim, toned build. She's not very athletic though and so she's doesn't have a lot of muscle on her. She wears her natural hair pretty short and sports a baseball cap when she can. Her clothing is usually just made up of a t-shirt and jeans. Sometimes she'll wear a bracelet or two.

 

As Amelyth, she wears a purple mini-jacket over a white t-shirt and a pair of purple jeans along with white boots and gloves. Her domino mask is white. She also wears a purple medium-length wig over her hair.

Power Descriptions:

Amelyth's eyes crackle with untamed psionic energy any time she uses her powers other than the Enhanced Trait ones. Her powers are unrefined and so they more often than not crackle with psionic energy, in fact her whole body crackles with it at times.

 

Dragon Claws: Amelyth creates a pair of vicious translucent purple dragon-like claws that go over her hands. She has gotten them to not cause lethal harm to organic matter, though any inorganic matter is usually sliced right through.

Psi Storm Breath: Amelyth exhales a burst of chaotic psionic energy that lashes at whoever it hits.

Knockback Wave: Amelyth sends a crackling sphere of psionic energy out from herself that picks up things in it's path and flings them away.

Stun: Amelyth's hands crackle with psionic energy that can knock most people out cold.

 

Dragon Wings: A pair of translucent dragon wings sprouts from her back, both shielding her in battle and allowing her to fly.

 

Psionic Senses: Amelyth's eyes shine with psionic energy as she uses this power.

History:

Ever since Amanda could remember, she's always been in second place to someone, be it her brother, her peers at school, or just to everybody in general.

 

It started with when she was young and came off to a slow start in her schooling, always wanting to play make-believe or play a game rather than do her homework. Her brother on the other hand took to schooling like a fish to water and constantly outshine his litter sister who just couldn't seem to catch up. Amanda has time and time again been compared to her brother, especially by her single mother.

It didn't help that Amanda was making hardly any friends at school, always being the quiet one who sat in the corner and doodled. As the years went on she had a few friends here and there, she always seemed to be just an accessory to them. So she eventually just gave up on making friends altogether and retreated further into her drawing and her daydreams. Along the way she picked up a fascination with dragons (she now has an entire wall of her room dedicated to stuffed animal dragons).

Her brother rarely looked out for her during her middle and high school years so she was an easy target for bullies this lead to her getting in trouble more than a few times for skipping school to avoid them. This in turn got her in trouble with her mother, who just couldn't get why her daughter was seemingly incapable of being as great as her brother. This ended up in a huge one-sided argument which in the end caused Amanda to run away from home that very night.

 

Amanda ran to a nearby park and sat there crying on a bench, she's not sure what happened after that as all she remembers is waking up in a hospital the next day, and a couple superheroes standing around to make sure that she was alright. They told her that her powers had gone out of control that night, though even they weren't sure why. What Amanda was most surprised about is that they said that she had powers at all!

Over the next week as she recovered well enough to go home, she slowly discovered what she could do, mostly though it was knocking things around with bursts of psionic energy at first that were way more powerful than she had intended. She ended up breaking things more than once as she did her best to get the hang of it.

 

Amanda was of course enrolled in Claremont (her mother being more than a little angry that her eldest son couldn't get in, though she managed to keep such comments to herself), and soon the budding physic found she was able to mold her energy into different shapes and her first thoughts were to create wings to fly with. After a few times of trial and error she soon had the hang of it and set out to discover what other dragony things she could do.

 

After six months of training she was allowed to begin being a hero, adopting the name Amelyth. 

 

(In the meantime the situation at home has been turned on it's head, with Amanda suddenly being her mother's favorite child because of her powers and her brother being pressured on an almost weekly basis to develop powers of his own. While it's humorous, Amanda has begun to feel bad for her brother, though not too bad. It does worry her that brother's been forced to do everything short of anything illegal in her mother's quest to have him manifest powers though.)

Personality & Motivation:

Amanda is a shy, insecure girl who has avoided interacting with other people for a long time, though as Amelyth she's considerably more outgoing, brave, and personable. She does her best to do everything she thinks a hero should do.

Amanda mainly wants to escape from her old life and uses the hero identity Amelyth to do so. She finds joy in being a hero and standing in the limelight, though she's still insecure around people from her normal life. Slowly though, her normal life is starting to improve due to her experiences as a hero.

Powers & Tactics:

Amelyth's powers give her one main tactic: power up and dive straight in into the brawl.

She only really uses real tactics in a fight when brute strength just isn't enough. When she has to be, she can get pretty creative in a fight, usually damaging the environment, then if she's really in a pinch she'll use Power Stunts to try and get out if it.

 


Complications:

Enemies: How ever she got her powers, it was forced. Though who ever did it also had to flee the scene due to her powers spiraling out of control. Who ever did it may want the results of his/her experiment back.

Secret: Identity. She keeps her Hero identity and powers a secret from those in her normal life as best she can.

Relationship: Her mother and her brother as a pain in the butt sometimes, though if they ever got in trouble she would of course go out of her way to save them.

Responsibility: As a student of Claremont, she still needs to get her homework done on top of being a Hero.

Power Overload: If her powers get boosted greatly somehow or she's forced to use a lot of power in a pinch, she'll pass out as soon as she's done going "nova" from anywhere to an hour to a couple days depending on how much power was released at once.

 

Abilities: 2 + 4 + 2 + 4 + 4 + 2 = 18 PP

Strength: 12/18 (+1/4)

Dexterity: 14/20 (+2/5)

Constitution: 12/18 (+1/4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 8 + 8 = 16 PP

Initiative: +2/9

Attack: +4/8 Melee, +4 Ranged

Grapple: +4/8

Defense: +4/8 (+4/8 Base, +0 Dodge Focus), +2/4 Flat-Footed

Knockback: -6

Saving Throws: 3 + 3 + 4 = 10 PP

Toughness: +1/4/12 (+1/4 Con, +8 Protection [Dragon Wings])

Fortitude: +4/10 (+1/4 Con, +3/6)

Reflex: +5/8 (+2/5 Dex, +3)

Will: +6 (+2 Wis, +4)

Skills: 88 Ranks = 22 PP

Bluff 4 (+6)

Climb 2 (+3/6)

Computers 2 (+4)

Concentration 4 (+6)

Craft (Artistic) 6 (+8)

Diplomacy 6 (+8)

Disable Device 2 (+4)

Disguise 2 (+4)

Drive 2 (+4/7)

Escape Artist 2 (+4/7)

Gather Info 4 (+6)

Handle Animal 4 (+6)

Intimidate 2 (+4)

Investigate 4 (+6)

Knowledge (Art) 2 (+4)

Knowledge (Arcane Lore) 4 (+6)

Knowledge (Current Events) 6 (+8)

Knowledge (Physical Sciences) 4 (+6)

Knowledge (Technology) 2 (+4)

Medicine 2 (+4)

Notice 6 (+8)

Search 4 (+6)

Sense Motive 4 (+6)

Stealth 2 (+4/7)

Survival 2 (+4)

Swim 4 (+5/8)

Feats: 6 PP

All-Out Attack

Beginner's Luck

Luck 1

Improved Critical 2 (Dragon Claws)

Power Attack

Enhanced Feats

Attack Focus (Melee) 4

Improved Initiative

Equipment

Standard Cellphone [0 PP]

Powers: 6 + 6 + 6 + 3 + 5 + 8 + 25 + 14 + 5 = 78 PP

All powers have the Psionic descriptor in addition to any other descriptors they may have.

 

Enhanced Strength 6 [6 PP]

Enhanced Dexterity 6 [6 PP]

Enhanced Constitution 6 [6 PP]

Enhanced Fortitude 3 [3 PP]

Enhanced Feats 5 (Attack Focus [Melee] 4, Improved Initiative[5 PP]

Enhanced Defense 4 [8 PP]

 

Strike 8 (Dragon Claws, Slashing; Extras: Penetrating 12; Feats: Mighty[21 PP]

AP: Damage 10 (Psi Storm Breath; Extras: Area [Cone, 100 ft][20/1 PP]

AP: Trip 10 (Knockback Wave; Extras: Area [burst, 50 ft], Knockback; Flaws: Range [Touch]; Feats: Improved Throw) [21/1 PP]

AP: Stun 10 (Extras: Alternate Save [Will][20/1 PP]

AP: Mind-Reading 12 (Extras: Action (Move/Standard), Penetrating 3; Flaws: Range [Touch], Feedback) [7/1 PP]

 

Flight 3 (Dragon Wings, 50 MPH) + Protection 8 (Dragon Wings; Extras: Force Field) [6 + 8 = 14 PP]

 

Super-Senses 5 (Psionic Senses; Darkvision, Psionic Awareness, Danger Sense [Mental], Uncanny Dodge [Mental]; Drawbacks: Noticeable[2 + 2 + 1 + 1 - 1 = 5 PP]

 

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

 

DC Block

 

ATTACK                  RANGE         SAVE                                                                              EFFECT

Unarmed                  Touch           DC 16/19 Toughness (Staged)                                      Damage (Physical, Bludgeoning)

Dragon Claws          Touch           DC 24/27 Toughness (Staged) (18-20 Crit Range)        Penetrating Damage (Psionic, Slashing)

Psi Storm Breath      100ft Cone   DC 20 Reflex (Half) + DC 25 Toughness (Staged)         Damage (Psionic)

Knockback Wave     50ft Burst     Power Check (+10) vs worse of Strength or Dexterity    Trip and Knockback (Psionic)

Stun                         Touch          DC 20 Will (Staged)                                                        Stun (Psionic)

 

Totals: Abilities (18) + Combat (16) + Saving Throws (10) + Skills (22) + Feats (6) + Powers (78) - Drawbacks (0) = 150/150

Edited by ChrisClark13
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Trip doesn't inflict knockback without a +1 extra. By default, it just knocks people prone.

You Super-Senses are way off.

If you want a sort of "psychic blindsight" that can substitute for visual awareness, then you want something like this: 1PP for a new individual sense of the Mental type, and then, since Mental senses have no Super-Senses extras by default, +5PP for Accurate, Acute, Ranged, and probably Radius. And you wouldn't need Darkvision, because darkness obscures/conceals against visual senses, not mental ones.

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Also, you probably want your "Detect Psionics" power to be "Mental Awareness" or "Psionic Awareness."  Awareness is Radius and Ranged by default, and tells you when someone around you uses a power with that descriptor, or when you come into the vicinity of a persistent power with that descriptor.

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Looking at the version of this character that got approved, it looks like (assuming this wouldn't go outside the bounds of her concept) you could increase her INT and WIS to 18 (+4) each, and take the Jack of All Trades feat, and save points.

 

INT costs 2PP per +1.  Skills are 1PP for 4 ranks, so 2PP in skills gives you +1 rank to 8 skills.  She has invested ranks in 10 INT-based skills to bring them up to at least +4.  INT is definitely worth the points for her.

 

WIS costs 2PP per +1.  She's got ranks invested in her Will save (1PP per +1), and bringing 4 WIS-based skills (1PP for +1 to each) up to at least +4, so she breaks even there.

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Also, her powers aren't really lining up.

 

Mind Reading is, by default, Perception-range, and 1PP per rank.  Giving it Feedback (-1) and Touch-range (-2) should make it 1PP per 4 ranks.  At rank 12, that's 3PP.  There's room for a lot of extras and/or feats on that alternate power.

 

Trip, by default, is 1PP/rank, Ranged, and only knocks the target Prone.  It doesn't knock them back unless you pay for a +1PP/rank extra.  THEN you can give it ranks in the Knockback feat to increase its effective "damage" for the purposes of calculating knockback distance.  Trip 10 (Extras: Area, Knockback, Flaws: Range [Touch], Feats: Knockback 10) costs 30PP, way more than you can afford in this array.  If you got rid of the 10 ranks of the KB feat, then it would cost 20.  And since the base power costs 21PP, you have room to add Improved Throw, which increases the effectiveness by forcing the victims to resist with the worst of their STR or DEX bonus.

 

Similarly, there's room on the Stun AP to add the Sedation feat (which keeps them down for a lot longer once they're Unconscious), and on the Dragon Breath attack to add a rank of Progression (Area), to make it a 250ft cone instead of a 100ft one, if you're interested.

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On the Mind Reading, come to think of it, you could take Feedback as a Complication instead (you clearly don't need the points for that AP, but you can always use more Hero Points), dropping it to 1PP per 3 ranks.  Then you could add the Action extra, so you could probe as a Standard action instead of a Full action, bringing it up to 1PP per 2 ranks.  Throw on 3 ranks of Penetrating, and your effective "damage" for the purpose of breaking through Mind Shield or Impervious Will is 15, as much as anyone is ever likely to have, without having to Power Attack.  Rank 12 Touch-range Standard-action Mind Reading would be 6PP, +3PP for Penetrating 3 = 9PP, less than half of the 21PP in that array slot.

 

Personally, I like to drop the duration on Mind Reading from the default Concentration (Lasting) to Instant (Lasting).  Here's why:

 

Mind Reading is a weird power.  You only keep getting info from the victim as long as you keep taking the required action to use it every round.  The duration is only used to measure the intervals at which the victim gets a new save to kick you out of their mind.  Concentration (Lasting) means that the victim gets a new save for every interval which passes on the Time Table, starting at 1 minute (10 rounds) after the mind reading began, and they get a cumulative +1 bonus on each save.  At one question per round, a probe is going to get 10 questions before the victim gets a new save at +1.  Then, they get one 5 minutes later at +2.  That's FIFTY more questions before they get a chance to give you the boot.

 

A non-Minion can use Extra Effort to get a new save before that, but that's still pretty harsh.

 

If you flaw the duration down to Instant (Lasting), then the victim gets a new save to kick you out every round, with a cumulative +1 bonus.  At one question per round, they stand a decent chance of forcing you out before you learn their entire life story.

 

Normally, you have to use Extra Effort to try to read their mind again if they kick you out (or if you fail to break through in the first place), unless you take the "Effortless (+1)" extra (it's described under Mind Control in UP).  I don't recommend taking it, because, again, it makes Mind Reading a lot less fair.  But it's technically an option, especially if you flaw down the duration.

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