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Meatheral (PL 8/9) - Vahnyu (Bronze)


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Player Name: Vahnyu

Character Name: Meatheral

Power Level: (8) (126/132PP)

Trade-Offs: -4 Earth Form Attack / +4 Earth Form Damage, -2 Fire Form Attack / +2 Fire Form Damage, +4 Air Form Attack / -4 Air Form Damage, -4 Earth Form Defense / +4 Earth Form Toughness, +2 Fire Form Defense / -2 Fire Form Toughness, +2 Air Form Defense / -2 Air Form Toughness

Unspent Power Points: 6

 

Old character sheet is here.

 

In Brief: Hero with the power to transform into any one the 4 elementals.

 

Alternate Identity: Jeremiah 'Jerry' Cornwell

Identity: Secret

Birthplace: Freedom City

Occupation: University Student (Theologian)

Affiliations: Freedom City University (FCU)

Family: Father: Anthony Cornwell, Mother: Jacqueline Cornwell, Older Sisters: Tiffany Cornwell, Melissa Cornwell, Younger Brother: Samuel Cornwell.                                                   

                                                                                                                                                                                                                                                                                                                          _allery_6.5135c4ea48c99bc20357f052420949

Description:

Age: 21 (DoB: June the 17th, 1994)

Apparent Age: 21

Gender: Male

Ethnicity: Caucasian

Height: 6' 2"

Weight: 175 lbs

Eyes: Light Brown

Hair: Red

 

 

Description:

Jeremiah is a tall young man, with amber red hair and light brown eyes. He wears blue jeans, a red t-shirt, and black athletic shoes.

 

As Meatheral, Jerry dones a full cloth costume with very wide alternating white and green horizontal stripes. The costume has a cape that is white on the outside and green on the inside. He keeps most of his head, except his mouth, covered by a green full face mask.

 

However, Meatheral spends most of his active in one of his four assumed elemental forms. As an Earth Elemental, his body becomes rocky and hardened. As a Fire Elemental, his body becomes consumed in flames. As a Water Elemental, his body turns liquid and becomes semi transparent. Finally, as an Air Elemental, his body becomes composed of air particles that spin rapidly in a concentrated area, creating the impression of a small tornado.

 

Power Descriptions:

By chanting the appropriate incantation, Meatheral is able to transform his body in one of the 4 elementals. Doing so slowly replaces his body with the appropriate element(rocks for when assuming the Earth Form, Water for the Water Form, etc.). Assuming back his human form causes the elements to slowly withdraw, indicating that the transformation is being reversed.

 

Earth Form: Meatheral's body becomes super condensed and enlarged, giving him incredible strength and durability, at the expense of making him react slower. His hands are capable of unleashing high energy sonic waves upon impact. His legs are powerful enough to send him flying on a jump, and he becomes capable of swiftly digging his way through the ground.
 
TERRA DEORSUR ME TREMIT!

 

Spoiler

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Fire Form: Meatheral transforms into a living flame. He can use those flames to propel himself at high speeds. The flames he produces are harmful on contact, and he can extend his arms on short range as if they were whips. By concentrating energy, he is able to unleash and direct a big ball of flames at his opponents.

IGNIS IN ME COMBURIT!

 

Spoiler

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Water Form: By assuming a liquid form, Meatheral is able to stretch or otherwise manipulate his body in order to both absorb damage and fight at long ranges. While malleable, he can still produce superhumanly high amounts of pressure. He is equally fast on land, where he transports from place to place like a torrenting river, and on water, where he is able to launch himself with the speed of a torpedo.
 
AQUAE CIRCUM ME TUMULTUATUR!

 

Spoiler

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Air Form: Meatheral's body becomes a small tornado capable of flying at high speeds. By slightly expanding, dispersing, and slowing his molecules down, he is able to become completely transparent, and naked to all eyes. In this form, he is able to generate high speed tornadoes that he can launch at his opponents with great accuracy and from affar, or generate multiple smaller hurricanes and fire them at closer range.
 
VENTUS AD ME CIRCUMFLAT!

 

Spoiler

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History:

Jerry grew up in Kingston of Freedom City, just another boy in a middle-class family. Though his parents were never well-off, by any stretch of the word, they always managed to get by with what they had, and they made sure to provide for both Jerry and his 3 siblings. His family wasn't overly religious, but nevertheless, Jerry found from an early age fascinated in religion and mythology, less as a believer, and more as audience. He found the larger than life characters described within fascinating, and their exploits extraordinary. He enjoyed reading various different myths that handled similar subjects and themes, and making comparrisons between them.

 

Eventually, after studying hard, Jerry managed to gain entrance at the Freedom City University, as a student of Theology. While most of the first year was hard on him, what with relocating to the capital, away from his parents, and with balancing a tight budget, Jerry eventually fell into a nice pace, where he could comfortably dedicate himself to his studies. It was during this time, when as a 1st year student, he took up visiting museums and libraries, for a term paper he was working on for the second semester. He eventually stumbled upon an old bookshop, that held many rare tomes about Shintoism, Taoism, Masai mythology, Ceremonial magic, Seidr, and many more.

 

After a few weeks, while studying the contents of a book that had no title, but only the image of a square divided in four smaller squares, each with a different name, a mysterious event occured that would forever mark Jerry. A fire broke out, engulfing the entire place. The people at the library found themselves trapped, and inexplicably unable to exit the building, as if held by an invisible force. As for Jerry himself, another phenomena was occupying his attention. The book he was reading started having its pages erased. While this was going on, as if in response, it caught fire, it's pages become wet, they were shredded to fine dust, and scattered by a strong wind. The dust landed on Jerry, and he felt a sudden surge of knowledge, unlike anything he had felt before.

 

Finding himself transform into a being of pure water, and after the initial shock passed, Jerry put his newfound abilities to good use, putting out the fire, and saving the people trapped in the library. The rest of the books were not as lucky; Jerry found out later that their contents had been completely erased, as if they never were. After the incident, Jerry slept for three days, due to the shock and exhaustion he felt. When he woke up, he found himself curious about his newfound abilities, which granted him the ability to transform into one of four elementals. After three months of trainning and testing, he had managed to gain considerable control over his abilities. It was then that he decided that the time had come for him to debut as a Superhero. Going by the name of Meatheral, hero of the four elements, Jerry has added one more group of activities in his daily balance. And he has yet to find out details regarding the Tetramegeton, the mysterious grimoire which granted him his four elemental forms. Or about the mysterious fire that triggered everything, which vanished as it came, leaving no traces behind.

 

Personality & Motivation:

Jerry loves stories. He can spend an entire evening listening to people talking, without losing his focus or attention. On his free time, he enjoys, in a strictly non-professional way, writting fantasy novels, worldbuilding, and mythbuilding. He is passionate, but virtuous and accomodating. Though he is not religious, despite his collegial pursuits, he does not reject the divine, identifying as an agnostic. Jerry became a superhero out of a strong, if ultimately detached, sense of duty and rightness. He's always trying his hard to help others, but he hasn't been tempered yet in the field of heroics.

 

Powers & Tactics:

As a human, Meatheral has neither powers of his own, nor any significant combat trainning, so when trouble arises, his first order of business is to assume one of the four elemental forms he possesses access to. Each form presents it's own strengths and weaknesses, and depending on the situation, Meatheral may find himself cycling through them as needed.

Spoiler

Earth Form: Durable short range melee combat and grappling specialist. Strong, but has slow reactions. Excavating capabilities, and a surprisingly explosive step for its size make up for its otherwise limited maneuverability. Meatheral uses this form to launch at his foes and grapple them to submission.

  • Earth Power allows Meatheral to channel his earthen energy into his own self and perform various super strength feats, such as produce shockwaves, dig holes at an accelerated pace, excert his indomitable force upon his opponents, or lift otherwise impossibly heavy stuff.
  • Earth Creation allows Meatheral to transform the land he touches into whatever shape he wants, so long as its made of soil, rocks, sand, or other earthen materials. This allows him to trap his opponents in solid constructs, erect walls, form pits, or create platforms.

 

Fire Form: All range flyer fighter with crowd-control capabilities. Powerful, but fragile. Can fly at extremely high speeds. Meatheral uses this form to take care of multiple threats at once, and then focus on handling one enemy using hit-and-run tactics.

  • Flame Weapon allows Meatheral to extend his tendrill-like flaming hands, morph them into swords, axes, or other slashing weapons, and strike his opponents with an attack that is both cutting and cauteriazing. This is his main weapon of choice for dealing hit-and-run tactics on single opponents.
  • Fire Ball allows Meatheral to unleash a giant ball made of fire upon clustered foes. He can easily fire this attack while blasting through the battlefield, making it ideal for crowd control, provided he's careful not to hurt friendlies.
  • Fire Creation allows Meatheral to unleash living flames from his own hands, which he can then carefully direct towards his opponents and use them to force his opponents to either back up or press forward and suffer the consequences.

 

Water Form: All range grappling specialist. All around powerful and durable. Moderately fast on land, it is exceedingly maneuverable inside water enviroments. Neatheral uses this form to grapple enemies from a safe distance, and this is his go-to form for when he needs to assess a threat, due to its versatility and all-around sturdiness.

  • Water Weapon allows Meatheral to extend his liquified limbs, solidify them and morph them into hammers, clubs, morning stars, and other bludgeoning weapons, and strike his opponents from a safe distance. Alternatively, he can opt to make them into giant grabbing hands, and use them to pin his opponents while the struggle helplessly against the long hand of the law.
  • Water Creation allows Meatheral to create pools of water out of his hands, which he can then direct towards his opponents and use them to submerge them and trap them under water. Additionally, since the water he creates is real, It is also very useful in instances of great drought.

 

Air Form: Long range flyer, avoidance, and stealth specialist. Precise, but very fragile. It can fly at moderate speeds. Meatheral uses this form in order to snipe enemies from afar, while keeping out of sight.

  • Air Volley Shot allows Meatheral to unleash a torrent of air blasts at his opponents. He can either use them as a defensive measure while speeding through the battlefield, so that he can shake his opponents off and gain a better position, or as an offensive option from afar, while hidden out of sight and having taken in consideration the everchanging wind's erratic nature
  • Tornado Creation allows Meatheral to manipulate the currents in an area into creating a localized tornado, cappable of both lifting and shredding power. It also allows him to filter the air, or mask any unwaranted smell that might give his position away, when trying to hide.

 

 



Complications:
Multiform Backlash: Jerry is still learning the ropes around his transformations. Transforming multiple times without a long rest of at least 4 hours(Sleep, Realaxation, unpowered sports activity, etc), results in his transformation going haywire(for examples, the form he transforms into becomes Uncontrollable, meaning, the flaw Uncontrollable is applied to the entire Alternate Form). Furthemore, he can no longer change forms, until he takes a long rest of at least 4 hours. On the other hand, if severely stressed, or making rapid and/or frequent changes in succession, the changes can overwhelm Meatheral and become uncontrolled, flitting from one form to another, including back to human form).
Like an Open Book: Jerry is fused with the Tetramegeton, and while the magical grimoire does not exist in a physical plane, everyone with an ounce of magic talent within close proximity to Jerry(a 10x10 room) is able to discern that Jerry has possession of its powers(provided that they can percieve Jerry or one of his alternate forms at the moment). At the very least, they'd know that Jerry is fused with a powerful artifact that holds/emanates elemental powers.
Secret: Identity.
Talentless: Though he is able to channel the few spells Tetramegeton still has intact, Jerry has zero talent and less than zero aptitude for magic, (recognising spells, performing rituals, etc).
Tetramegeton: Jerry is fused with a grimoire called Tetramegeton, also known as the Libri Quatuor Elementorum, or the Book of Four Elements. The book is sentient, though it has yet to exhibit any form of communication, other than directly feeding the transformation spells into Jerry's mind, and it is very sought out by magic cabals and circles.

 

 

Abilities: 0 + 0 + 0 + 0 + 6 + 0 = 6PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 10 (+0)

 

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4 Melee, +4 Ranged

Grapple: +4

Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -0

 

 

Saving Throws: 1 + 1 + 4 = 6PP

Toughness: +0 (+0 Con)

Fortitude: +1 (+0 Con, +1)

Reflex: +1 (+0 Dex, +1)

Will: +7 (+3 Wis, +4)

 

 

Skills: 48R = 12PP

Concentration 5 (+8)

Diplomacy 9 (+9)

Knowledge (Theology and Religion) 10 (+10)Skill Mastery

Notice 7 (+10)Skill Mastery

Sense Motive 12 (+15)Skill Mastery

Survival 5 (+8)Skill Mastery

 

 

Feats: 3PP

Dodge Focus 2

Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival)

 

 

Powers:  27 + 60 = 87PP

 

Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8) [27PP]

Spoiler

 

Base Power: Super Strength 4 (69 Effective STR, 179.2 tons Heavy load; Extras: Linked[Enhanced Feats], Linked[Burrowing], Feats: Groundstrike, Shockwave, Thunderclap, Drawbacks: Power Loss[When not in Earth Form]) + Enhanced Feats 4 (Attack Specialization[Unarmed], Grappling Finesse, Improved Grab, Improved Pin, Extras: Linked[Super Strength]) + Burrowing 5 (25mph/250 feet per Move Action; Extras: Linked[Super Strength)) [5PP]   [10 + 4 + 5 = 19PP] (Earth Power)

 

Alternate Power: Transform 12 (Shape Mater, Earthen Materials to Earthen Materials, up to 1'000'000lbs / 500 tons; Extras: Duration[Continuous], Flaws: Action[Full-Round Action], Distracting, Limited [Only Earthen Materials], Range[Touch], Feats: Precise, Progression[Mass] 7, Drawbacks: Power Loss[When not in Earth Form]) [19PP] (Earth Creation)

 

Alternate Power: Damage 10 (Extras: Linked[Drain], Feats: Accurate, Drawbacks: Power Loss[When not in Fire Form]) + Drain 10 (Toughness; Extras: Linked[Damage], Flaws: Unreliable, Feats: Slow Fade[1PP per minute]) + Elongation 3 (25ft per Move Action, up to 25ft, 25ft range) [10 + 6 + 3 = 19PP] (Flame Weapon)

 

Alternate Power: Damage 8 (800ft, 200ft radius; Extras: Range[Ranged], Area[Burst], Flaws: Distracting, Feats: Progression[Area] 2, Drawbacks: Power Loss[When not in Fire Form]) [17PP] (Fire Ball)

 

Alternate PowerDamage 8 (Up to 8x5ft cube; Extras: Area[Shapeable], Duration[Concentration], Moveable, Flaws: Action[Full Round Action], Distracting, Feats: Innate, Precise, Tether, Drawbacks: Power Loss[When not in Fire Form]) [18PP] (Fire Creation)

 

Alternate PowerDamage 3 (Feats: Accurate 2, Grappling Finesse, Improved Grab, Improved Pin, Mighty, Split Attack, Drawbacks: Power Loss[When not in Water Form]) + Elongation 5 (100ft per Move Action, up to 100ft, 100ft range; Feats: Improved Reach) + Super Strenght 2 (30 Effective STR, 1'600lbs Heavy load; [9 + 6 + 4 = 19PP] (Aqua Weapon)

 

Alternate PowerSnare 8 (80x 5ft cubes; Extras: Area[Shapeable], Moveable, Duration [Concentration], Regenerating, Suffocating, Flaws: Action[Full Round], Check Required[Concentration], Distracting, Entangle, Range[Touch], Feats: Progression[Area] 3, Reversible, Drawbacks: Power Loss[When not in Water Form]) [19PP] (Water Creation)

 

Alternate Power: Damage 4 (400-800ft;  Extras: Autofire, Range[Ranged], Feats: Accurate 4, Improved Range 3, Progression[Range], Drawbacks: Power Loss[When not in Air Form]) [19PP] (Air Volley Shot)

 

Alternate Power: Move Object 8 (40 Effective STR, 3 tons heavy load, 800ft, 200x200ft cone; Extras: Area[Cone], Damaging, Flaws: Action[Full Round Action], Distracting, Feats: Accurate, Freshen Air, Precise, Progression[Area], Drawbacks: Power Loss[When not in Air Form]) [19PP] (Tornado Creation)

 

 

Quadelemental Form 30 (60PP; Feats: Alternate Powers 3, Drawbacks: Action 3[Full Round Action]) [60PP]

Base Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Air, Frequency: Common, Intensity: Major (x2)]) [60PP] (Earth Form)
Spoiler

Abilities:

Strength: 10/34 (+0/+12)

Dexterity: 10 (+0)

Constitution: 10/28 (+0/+9)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 10 (+0)

 

 

Combat:

Initiative: +0

Attack: +2 Melee, +2 Ranged, +4 Earth Power

Grapple: +2/+21/+26 (w. Earth Power)

Defense: +4 Earth Form, (+4 Base, +2 Dodge Focus, -2 Size Modifier), +1 Flat-Footed

Knockback: -0/-7

 

 

Saving Throws:

Toughness: +0/+12 (+0/+9 Con, +2 [Density], +1[Protection], Impervious 2)

Fortitude: +0/+10 (+0/+9 Con, +1)

Reflex: +1 (+0 Dex, +1)

Will: +7 (+3 Wis, +4)

 

 

Skills:

Concentration 5 (+8)

Diplomacy 9 (+9)

Knowledge (Theology and Religion) 10 (+10)Skill Mastery

Notice 7 (+10)Skill Mastery

Sense Motive 12 (+15)Skill Mastery

Survival 5 (+8)Skill Mastery

 

 

Feats:

Dodge Focus 2

Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival)

 

 

Powers:   46 + 11 + 4 + 3 = 64PP

 

Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8)

Base Power: Super Strength 4 (69 Effective STR, 179.2 tons Heavy load; Extras: Linked[Enhanced Feats], Linked[Burrowing], Feats: Groundstrike, Shockwave, Thunderclap, Drawbacks: Power Loss[When not in Earth Form]) + Enhanced Feats 4 (Attack Specialization[Unarmed], Grappling Finesse, Improved Grab, Improved Pin, Extras: Linked[Super Strength]) + Burrowing 5 (25mph/250 feet per Move Action; Extras: Linked[Super Strength)) (Earth Power)

 

Alternate Power: Transform 12 (Shape Mater, Earthen Materials to Earthen Materials, up to 1'000'000lbs / 500 tons; Extras: Duration[Continuous], Flaws: Action[Full-Round Action], Distracting, Limited [Only Earthen Materials], Range[Touch], Feats: Precise, Progression[Mass] 7, Drawbacks: Power Loss[When not in Earth Form]) (Earth Creation)

 

Density 4 (+8 STR, +2 Toughness, +2 Impervious, +1 Immovable, +1 Super Strength, x3 Mass; Extras: Duration[Continuous], Flaws: Permanent) + Growth 8 (+16 STR, +8 Constitution, Huge Size, -2 Attack, -2 Defense, +8 Grapple, -8 Stealth, +4 Intimidation, 16ft height, 96Klbs, 15ft space, 10ft reach, +10 base Speed, +10 Effective STR; Extras: Duration[Continuous], Flaws: Permanent) + Immunity 10 (All Earth Effects) [12 + 24 + 10 = 46PP] (Rocky Body)

 

Enhanced Constitution 10 + Protection 1 [10 + 1 = 11PP] (Earthen Protection)

 

Leaping 4 (x25 per Move Action, 900ft running long jump, 450ft long jump, 225ft high jump) [4PP] (Power Jump)

 

Super Senses (Tremorsense) [3PP] (Earth Connection)

 

Alternate Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Water, Frequency: Common, Intensity: Major (x2)]) [60PP] (Fire Form)

Spoiler

Abilities:

Strength: -- (--)

Dexterity: 10/18 (+0/+4)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 10 (+0)

 

 

Combat:

Initiative: +0/+8

Attack: +4 Melee, +4 Ranged, +6 Flame Weapon

Grapple: --

Defense: +6/+10 Fire Form, (+4 Base, +2/+6 Dodge Focus), +2 Flat-Footed

Knockback: -0/-3

 

 

Saving Throws:

Toughness: +0/+6 (+0 Con, +6[Defensive Roll])

Fortitude: +4 (+0 Con, +1/+4)

Reflex: +1/+8 (+0/+4 Dex, +1/+4)

Will: +7 (+3 Wis, +4)

 

 

Skills:

Concentration 5 (+8)

Diplomacy 9 (+9)

Knowledge (Theology and Religion) 10 (+10)Skill Mastery

Notice 7 (+10)Skill Mastery

Sense Motive 12 (+15)Skill Mastery

Survival 5 (+8)Skill Mastery

 

 

Feats:

Dodge Focus 2

Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival)

 

 

Powers:  25 + 14 + 14 + 10 + 1 = 64PP

 

Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8)

Alternate Power: Damage 10 (Extras: Linked[Drain], Feats: Accurate, Drawbacks: Power Loss[When not in Fire Form]) + Drain 10 (Toughness; Extras: Linked[Damage], Flaws: Unreliable, Feats: Slow Fade[1PP per minute]) + Elongation 3 (25ft per Move Action, up to 25ft, 25ft range) (Flame Weapon)

 

Alternate Power: Damage 8 (800ft, 200ft radius; Extras: Range[Ranged], Area[Burst], Flaws: Distracting, Feats: Progression[Area] 2, Drawbacks: Power Loss[When not in Fire Form]) [17PP] (Fire Ball)

 

Alternate PowerDamage 8 (Up to 8x5ft cube; Extras: Area[Shapeable], Duration[Concentration], Moveable, Flaws: Action[Full Round Action], Distracting, Feats: Innate, Precise, Tether, Drawbacks: Power Loss[When not in Fire Form]) (Fire Creation)

 

Damage 2 (Extras: Aura, Duration 3[Continuous], Linked[insubstantial], Flaws: Permanent) + Immunity 2 (All Suffocation Effects) + Insubstantial 3 (Coherent Energy[Fire]; Extras: Duration[Continuous], Linked[Damage], Flaws: Permanent) [8 + 2 + 15 = 25PP] (Flame Body)

 

Enhanced Dexterity 8 + Enhanced Fortitude 3 + Enhanced Reflex 3 [8 + 3 + 3 = 14PP] (Burning Existance)

 

Enhanced Feats (Defensive Roll 3, Dodge Focus 4, Elusive Target 2, Evasion 2, Improved Initiative, Instant Up, Move-By Action) [14PP]

 

Flying 5 (250mph/2500 feet per Move Action) [10PP](Rocket Flying)

 

Super Senses 1 (Infravision) [1PP] (Heat Vision)

 

Alternate Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Fire, Frequency: Common, Intensity: Major (x2)]) [60PP] (Water Form)

Spoiler

Abilities:

Strength: 10/20 (+0/+5)

Dexterity: 10 (+0)

Constitution: 10/18 (+0/+4)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 10 (+0)

 

 

Combat:

Initiative: +0/+4

Attack: +4 Melee, +4 Ranged, +8 Aqua Weapon

Grapple: +4/+9/+20 (w. Aqua Weapon)

Defense: +6/+8 Water Form, (+4 Base, +2/+4 Dodge Focus), +2 Flat-Footed

Knockback: -0/-4

 

 

Saving Throws:

Toughness: +0/+8 (+0/+4 Con, +0/+4 [Defensive Roll])

Fortitude: +1/+7 (+0/+4 Con, +1/+3)

Reflex: +1/+7 (+0 Dex, +1/+6)

Will: +7 (+3 Wis, +4)

 

 

Skills:

Concentration 5 (+8)

Diplomacy 9 (+9)

Knowledge (Theology and Religion) 10 (+10)Skill Mastery

Notice 7 (+10)Skill Mastery

Sense Motive 12 (+15)Skill Mastery

Survival 5 (+8)Skill Mastery

 

 

Feats:

Dodge Focus 2

Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival)

 

 

Powers:  2 + 26 + 6 + 19 + 4 + 7 = 64PP

 

Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8)

Alternate PowerDamage 3 (Feats: Accurate 2, Grappling Finesse, Improved Grab, Improved Pin, Mighty, Split Attack, Drawbacks: Power Loss[When not in Water Form]) + Elongation 5 (100ft per Move Action, up to 100ft, 100ft range; Feats: Improved Reach) + Super Strenght 2 (30 Effective STR, 1'600lbs Heavy load) (Aqua Weapon)

 

Alternate PowerSnare 8 (80x 5ft cubes; Extras: Area[Shapeable], Moveable, Duration [Concentration], Regenerating, Suffocating, Flaws: Action[Full Round], Check Required[Concentration], Distracting, Entangle, Range[Touch], Feats: Progression[Area] 3, Reversible, Drawbacks: Power Loss[When not in Water Form]) [19PP] (Water Creation)

 

Concealment 4 (All visual senses; Flaws: Limited[Underwater), Blending) [2PP] (Aqua Blending)

 

Enhanced Strength 10 + Enhanced Constitution 8 + Enhanced Fortitude 2 + Enhanced Reflex 6 [10 + 8 + 2 + 6 = 26PP] (Hydro Force)

 

Enhanced Feats (Defensive Roll 2, Dodge Focus 2, Evasion, Improved Initiative) [6PP]

 

Immunity 10 (All Water Effects) + Immunity 2 (All Suffocation Effects) + Immunity 2 (Cold Enviroments, High Pressure) + Insubstantial 1 (Water; Extras: Duration[Continuous], Flaws: Permanent) [10 + 2 + 2 + 5 = 19PP] (Water Body)

 

Super Senses 4 (Tremorsense, Low-Light Vision) [4PP] (Aquatic Sense)

 

Swimming 6 (100mph/1000 feet per Move Action; Feats: Enviromental Adaptation[Aquatic]) [7PP](Water Propelling)

 

Alternate Power: Alternate Form 12 (64PP Container; Drawbacks: Vulnerability[Earth, Frequency: Common, Intensity: Major (x2)]) [60PP] (Air Form)

Spoiler

Abilities:

Strength: -- (--)

Dexterity: 10/20 (+0/+5)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 10 (+0)

 

 

Combat:

Initiative: +0/+5

Attack: +4 Melee, +4 Ranged, +12 Air Volley Shot

Grapple: +4/+14 (w. Tornado Creation)

Defense: +6/+10 Air Form (+4/+8 Base, +2 Dodge Focus), +2/+4 Flat-Footed

Knockback: -0/-3

 

 

Saving Throws:

Toughness: +0/+6 (+0 Con, +3 [Defensive Roll])

Fortitude: +1 (+0 Con, +1)

Reflex: +1/+10 (+0/+5 Dex, +1/+5)

Will: +7 (+3 Wis, +4)

 

 

Skills: 40R = 10PP

Concentration 5 (+8)

Diplomacy 9 (+9)

Knowledge (Theology and Religion) 10 (+10)Skill Mastery

Notice 7 (+10)Skill Mastery

Sense Motive 12 (+15)Skill Mastery

Survival 5 (+8)Skill Mastery

 

 

Feats:

Dodge Focus 2

Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival)

 

 

Powers:  8 + 18 + 10 + 8 + 20 = 64PP

 

Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8)

Alternate PowerDamage 4 (400-800ft;  Extras: Autofire, Range[Ranged], Feats: Accurate 4, Improved Range 3, Progression[Range], Drawbacks: Power Loss[When not in Air Form]) (Air Volley Shot)

 

Alternate PowerMove Object 8 (40 Effective STR, 3 tons heavy load, 800ft, 200x200ft cone; Extras: Area[Cone], Damaging, Flaws: Action[Full Round Action], Distracting, Feats: Accurate, Freshen Air, Precise, Progression[Area], Drawbacks: Power Loss[When not in Air Form]) (Tornado Creation)

 

Concealment 4 (All visual senses) [8PP] (Molecule Dispersion)

 

Enhanced Dexterity 10 + Enhanced Defense 4 + Enhanced Reflex 4 [10 + 4 + 4 = 18PP] (Etherial Swiftness)

 

Enhanced Feats (Defensive Roll 3, Elusive Target, Evasion 2, Improved Aim, Instant Up, Precise Shot 2) [10PP]

 

Flying 4 (100mph/1'000 feet per Move Action) [8PP](Force Flying)

 

Immunity 10 (All Air Effects) + Insubstantial 2 (Gas [Tornado]; Extras: Duration[Continuous], Flaws: Permanent) [10 + 10 = 20PP] (Wind Body)

 

 

Drawbacks: (-0) + (-4) = -4PP

 

Normal Identity (Magic Words Incantation; Frequency: Common[Full Round Action]; Intensity: Major) [-4PP]

 

 

DC Block 

ATTACK                RANGE           SAVE                                    EFFECT
Unarmed               Touch           DC15 Toughness (Staged)                 Damage (Bludgeoning)


Unarmed(Enhanced)     Touch           DC27 Toughness (Staged)                 Damage (Earth)
Groundstrike          Area            1d20+12 vs STR or DEX (best)            Trip (Earth)
                                      DC22 Reflex (Staged)
Shockwave             Area            DC25 Toughness (Staged)                 Damage (Earth) 
                                      DC20 Reflex (Staged) 
Thunderclap           Area            DC20 Reflex (Staged)                    Dazzle (Auditory, Sonic) 
Earth Creation        Touch           DC22 Fortitude                          Transform (Shape Matter, Earth)


Fire Ball             Area            DC23 Toughness (Staged)                 Damage (Fire)
Flame Body            Aura            DC17 Toughness (Staged)                 Damage (Fire)
Flame Weapon          Touch           DC25 Toughness (Staged)                 Damage (Fire)
                                      DC20 Fortitude (Staged)                 Drain (Toughness, Unreliable)
Fire Creation         Area            DC23 Toughness (Staged)                 Damage (Fire)


Unarmed(Enhanced)     Touch           DC20 Toughness (Staged)                 Damage (Water)
Aqua Weapon           Touch           DC23 Toughness (Staged)                 Damage (Water)
Water Creation        Area            DC18 Reflex (Staged)                    Snare (Water, Suffocating)

 
Air Volley            Ranged          DC21 Toughness (Staged)                 Damage (Air)
Tornado Creation      Ranged Area     1d20+14 vs Grapple or Reflex (best)     Move Object (Air)
                                      DC25 Toughness (Staged)                 Damage (Air)

 

Totals: Abilities (6) + Combat (16) + Saving Throws (6) + Skills (12) + Feats (3) + Powers (87) - Drawbacks (4) = 126/132 Power Points

Edited by Fox
+1pp for June 2016
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Fluff

I suspect you meant 'relocating' rather than 'reallocating' in the History section.

 

General

You are double-dipping on the incantations - you get the Complication ("Spell Chanting"), or the Drawback ("Normal Identity"), but not both. The latter, especially, seems to combine the Complication and the Form Array drawback you've already paid for, which would already be double-dipping all on its own.

 

Combat/Saves

You've listed attack/defense bonuses for the various forms up top, but not saves (which appear to only be noted in full down in the various forms). I recommend having both up top, or neither, as a mix is going to confound your GMs.

 

Powers

Quadelemental array

Minor typos here and there - "Super Strenght", which pops up a few times in the Quadelemental array, "Liguid", etc. Nothing major, but may be worth cleaning up if you're going back for edits anyway.

 

Out of curiosity, since all the powers in the Quadelemental Control array rely on being in elemental forms, why not fold them into the Alternate Forms themselves?

 

The Quadrelemental Control base power lists "Attack Specialization [Earth Form]", but this doesn't appear to be reflected in the attack bonuses above, and this feat can only be applied to a specific attack or weapon, not a whole form.

 

The Fire Ball is currently under-cost; it's currently 2pp/rank (1, +2 extras, -1 flaws), plus two feats, minus one drawback: (8*2)+2-1= 17pp, not 18pp. Ditto for Fire Creation (8*[1+3-2])+3-1 = 18pp, not 19pp.

 

Aqua Weapon lists "Improved Reach" as a feat, but that feat does not exist - Improved Range and Extended Reach do, but neither normally apply to Elongation, as Elongation is personal-range, not touch-range or ranged.

 

Create Object is listed as creating a "40PP Object", which I think was intended to be a 40ft2 object, as created objects don't have power points.

 

There's a section below Create Object that lists out what looks like a 34pp container - not sure it belongs in the array. Was that meant to be elsewhere? On that note, I find the Continuous, Suffocating, Regenerating Snare fairly concerning, in that it's lethal and we don't often allow Continuous attack powers - what is this power representing?

 

All Forms

If you're going to list out the full sheet in each form, please denote which powers are from the base sheet and which are from the form - italics, or somesuch - for bookkeeping purposes. Similarly, pp costs should be noted only for the things you're buying in that form, not for the full cost if this was its own character.

 

Alternatively, list the various attack/defense/save information bits up top and reserve the spoiler boxes for just the powers you're buying in each form, rather than replicating the whole sheet out. Given the niceties of operating on a forum, you could even consider using different text colors to identify what forms various bonuses apply to. The sheet would still be a bookkeeping nightmare, but it'd be a concise one.

 

Which of these you go with is up to you - purely player preference, unless other refs weigh in and have strong feelings on the matter. I don't much care, myself, as long as it's consistent and legible. 

 

Earth Form

Grapple seems low? The +2/+15 seems okay, but if the last piece is supposed to account for the +8 size bonus from Growth, it should be +23, not +21.

 

Fire Form

Without an effective STR score you are unable to grapple, rendering your grapple bonus a sad -- rather than +4. It's silly bookkeeping, but bookkeeping none the less. (The interaction between Insubstantial, your STR score, and grapple math is...weird, especially since Str -- technically carries a STR penalty; this is why Gizmo's Ghost Girl had to buy up 16pp of STR on her scythe just to get a measly +3 bonus. My recommendation: never get into a grappling contest while Insubstantial.)

 

You're paying 14pp for 12pp of feats, unless I've missed something (which is certainly possible).

 

Water Form

For the sake of your future GMs, you should probably note that the Immunity is to Cold environments, not Cold itself.

 

Air Form

See the Fire Form's notes on grappling and Insubstantial.

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Phew, that took some work, but it's done. Thanks for the helpful advice, Fox! I did all necessary changes that we discussed on the chat, with only one exception:

Quote

Create Object is listed as creating a "40PP Object", which I think was intended to be a 40ft2 object, as created objects don't have power points.

 

There's a section below Create Object that lists out what looks like a 34pp container - not sure it belongs in the array. Was that meant to be elsewhere? On that note, I find the Continuous, Suffocating, Regenerating Snare fairly concerning, in that it's lethal and we don't often allow Continuous attack powers - what is this power representing?

 

As I mentioned to you, I used the optional UP rules for stat-ing objects created by the Create Object power, in order to simulate the creation of liquid water, rather than solid water. As it stands, I'll leave it here in case you or another ref can weigh in on it.

 

Alternatively, instead of a created object that acts as a 5PP/rank container, this is how i considered doing this power:

 

Snare 8 (Xtras: Area[Shapeable], Duration[Concentration], Moveable, Regenerating, Suffocating, Flaws: Action[Full Round], Distracting, Entangle, Range[Touch], Unreliable[5 Uses]) [2PP/rank]

 

instead of Unreliable[5 uses], i could perhaps use Check Required[Concentration]?

 

Anyways, any advice on that one is much appriciated!

 

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I'd probably prefer the snare, but I tend to be fairly conservative as powers go and I can see what you were doing with the Create Object.

 

If you like I can take it to the ref cave, and see what the hive mind thinks on the matter.

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Alright, a little bit of narrow-focus discussion has been had.

 

The Snare is deemed far preferable - not the least because it will be far easier in play, both on you and on your GM, and it's how we've handled such concerns in the past. On a fluff note, be aware that the hero community is going to have mixed feelings on Super Drowning Powers, so play it carefully!

 

It's also noted that the sheet is...awfully complex, balancing a lot of flaws and such to pack in some weird math. As long as it's in service to the concept I don't personally have any hard stop problems with it, but it's something to watch out for. We'll see what the next ref thinks!

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Understood Fox, and thanks for all the help and patience!

 

I realize the questionability of Super Drowning Powers, and don't particularly care to play Lethal McDrowner. The reason I chose suffocating snare was because it was suggested as a water bubble alternative to UP's Water Control Snare entry. At worse, I'd use it no differently than Xena's Pressure Point attack, something to scare and subdue the enemy rather than outright kill them.

 

At any rate, corrections in the seat were made, substituted the water creation power with the following:

Snare 8 (80x 5ft cubes; Extras: Area[Shapeable], Moveable, Duration [Concentration], Regenerating, Suffocating, Flaws: Action[Full Round], Check Required[Concentration], Distracting, Entangle, Range[Touch], Feats: Progression[Area] 3, Reversible, Drawbacks: Power Loss[When not in Water Form]) [19PP] (Water Creation)

 

I hope this works for you!

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  • 2 weeks later...
  • On Earth Power there's something awkward about the Attack Specialization.  It might work better if it was Attack Specialization (Unarmed).  While we're at it you have four Enhanced feats not 3 taken
  • Alright, Transform.  Honestly, I can tell you're using Shape Matter as your basis.  But, really Shape Matter is just a 4 pt transform, narrow to narrow.  In this case Earthen Material to Earthen Material (Or Earth objects into Earth Objects or Earthen Material or however you want to word it).  It's the exact same cost and not ambiguous about what you're doing!
  • Alright Elongation.  Yeah this doesn't work.  Especially linked.  The Extended Reach feat is what you're wanting to be honest.  Unless the flame weapons are his limbs, and they require stretching out every time he attacks.  Now if they are his limbs then you're best off with elongation on the same array slot but not linked.

 

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