Heritage Posted September 5, 2017 Posted September 5, 2017 Miraculized... that's a word right? - Absurdist Miracle Girl Casey has 4PP to spend, and they're going into skills, skills, skills! Some of these she researched before going undercover as the criminal 'Hardcase', and some she learned more conventionally (i.e. driving lessons from her brother Josh). Disable Device 7 (+10), 7 skill points Drive 2 (+5), 2 skill points Ride 3 (+5), 1 skill point Sense Motive 9 (+10), 6 skill points 104 Ranks = 26PP (Hope this is okay; for such minor edits, I didn't feel like doing the whole sheet.)
Supercape Posted September 6, 2017 Posted September 6, 2017 ME HEARTIED! by Abdsurdist Flintlock Could you spend 15 PP on minions, and removing the "free from rewards", hence freeing up a slot.
LordHamster Posted September 7, 2017 Posted September 7, 2017 Crunch Down, Fluff pending discussion. - Absurdist. Mirror Couple of things here. First off, I believe the math was off on the character as I can only find 153/155PP spent, not 154. The issue seems to be saves which has one point being counted as spent that actually isn't accounted for. Second, I want to get edit a complication, a fluff change here, but something I want to note, and add two more. The edited one is Hates Seeing Others Hurt, which should now be called Echoes of the Past. See below. Echoes of the Past: Whenever Alton witnesses lethal, or possibly lethal attacks against living beings, based on his point of view (If it appears lethal from where he is, even if it's not, ETC), he becomes enraged, and has a hard time stopping himself from focusing solely on the source of the attack. He has come to realize that this isn't something from his past, but a memory and emotion from Mary being shared across their bond, making him feel both her rage, and his own from some primal part of his mind. Spark of Something More: Something has begun to stir inside of Mirror's very soul, something that feels alien, and yet, is not. Some part of his soul, small and forgotten, is not human in it's own right. Since his return after disappearing, this part of his soul has been growing, driving him forward. He fights it, not knowing what it is, or where it comes from, not even entirely sure it's his to begin with. It pushes him to strain his powers, to test his limits, and fling caution to the wind. Moreover, it pushes him to look into his family's past, and Mary's history/family, pushing him into studies he may never have cared for in the past. It swirls golden in the depths of his soul, pulsing, and growing, but into what, who knows? Unseen, or not: Anyone with an active power descriptor of Necromantic, Magical, or Divine (Be it innate, from a device, or temporary matters not) can see, and hear Mary. As her bond with Alton has grown stronger, her form has become ever so slightly more tangible, expanding the number of people that can see her greatly. Finally, I want to spend the 2 pp (Counting the one I believe is counted as spent but not really) 1 PP to skills Language 2 (English (Native), Greek, Irish) Knowledge (Mythology) 2 And finally 1 PP Spent to turn my Glass Control (Move Object 10 ( Feats: Precise, Subtle; Extra: Range [Perception]; Flaw: Limited to Glass ) Effective Strength: 50 Heavy Load: 12 Tons [22PP]) Into an array by adding Alternate Power 1 Glass Control 10 ( (Move Object 10 ( Feats: Precise, Subtle; Extra: Range [Perception]; Flaw: Limited to Glass; Feat: Alternate Power 1 ) Effective Strength: 50 Heavy Load: 12 Tons [23PP]) AP: Glass Weaponry (Strike) 10 (Variable Descriptor (Bludgeoning, Slashing, Piercing), DC 25 Accurate 2, Flaw; Source (Glass; Requires enough glass in melee range to be used, as per the GM) ) {7/22}
olopi Posted September 14, 2017 Posted September 14, 2017 The Birb is the worb - Absurdist. Due to peer-pressure from chat: ( ._. ) Bird of Arms: Adding Move-by Action. So 1 extra PP spent. Spoiler Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Beginner’s Luck Blind-Fight Dodge Focus 8 Evasion 1 Elusive Target Fearless Instant Up Luck 2 Move-By Action Power Attack Quick Draw Takedown Attack 1 Uncanny Dodge 1 (Visual)
Avenger Assembled Posted September 17, 2017 Posted September 17, 2017 PM'd player on this edit. - Fox, 2017/10/02 Woodsman edits: AP: Obscure 3 (all senses, multiple chaff + smoke + stink arrows, 25 ft, Extra: Selective Attack) {16/16} 1PP
Heritage Posted September 28, 2017 Posted September 28, 2017 UPGRADED by Fox Spoiler Player Name: Heritage Name: Ditra Fifty-Five Power Level: 10/11 (165/165PP)Tradeoffs: +2 Toughness/-2 DefenseUnspent PP: 0In Brief: Alien cyborg with telepathic and technopathic powersAlternate Identity: Councillor Ditra Fifty-Five, diploditra055 (Nameless designation)Identity: PublicBirthplace: Somewhere in Lor spaceOccupation: Diplomat, politicianBase of Operations: CoVic Station Affiliations: The Second Hive, the CoalitionFamily: Hundreds of hive matesDescription:Age: 10 Terran years since final assembly Apparent Age: 25 Gender: Female shell Race: Nameless agent (Diplomatic model)Height: 170 cmWeight: 55 kgEyes: BlackHair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and curly, dark green hair. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency.History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it veryseriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now.Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled, trained and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that she will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and people to be fascinating. She also loves playing the elaborate, massive multiplayer videogames her people design, and spends much of her free time in highly competitive gameplayPowers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications:The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. My Resources Are Not Infinite: Though her shell is largely self-contained and can maintain itself for days in the harshest environments, Ditra does still need to occasionally ingest organic material, trace elements and radioactive isotopes from time to time. Too long without these substances will cause her to shutdown or even die. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4)Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +12 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: -5 (-3 Flat-Footed)Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +12 (+0 Con, +4 Defensive Roll, +8 Protection) Fortitude +8 (+2 Con, +8) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8)Skills: 64R = 16PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Disguise 4 (+8, +28 Morph) Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)*Feats: 7PP Benefit: Coalition Councillor Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Equipment: 0PP Surplus EVA suit (free) Powers: 30 + 15 + 4 + 19 = 68PP Modified Diplomatic Shell [30PP] • Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] • Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP]• Immunity 9 (Life Support) [9PP] • Morph 4 (Humanoids, Flaw: Limited to Females) [4PP] • Protection 8 [8PP] Communications Package (ComPac) [15PP] • Base Power: Mental Communication 5 (Extra: Area, Feats: Selective, Subtle) [12PP] AP: Datalink 5 (Radio-based, Feats: Subtle 2) + Quickness 10 (Limited: One Type [Mental], x2,500) [1PP] AP: Mind Reading 10 (Feat: Subtle 2) [1PP] AP: Radio Communication 5 (Extra: Area, Feats: Selective, Subtle) [1PP] Sensory Package (SensPac) [4PP]• Super-Senses 4 (Infravision, Psionic Awareness, Radio) [4PP] Tactical Package (TacPac) [19PP] • Blast 8 (Feat: Accurate 3) [19PP] Drawbacks: (-3) = -3PPWeakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP]DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 16 + Feats 7 + Powers 68 - Drawbacks 3 = 165/165 Power Points So I had 6PP to spend (not sure why it was marked as 15, but no big whoop), which allowed me to improve Ditra's ComPac as follows: Quote Communications Package (ComPac) [15PP] • Base Power: Mental Communication 5 (Extra: Area, Feats: Selective, Subtle) [12PP] AP: Datalink 5 (Radio-based, Feats: Subtle 2) + Quickness 10 (Limited: One Type [Mental], x2,500) [1PP] AP: Mind Reading 10 (Feat: Subtle 2) [1PP] AP: Radio Communication 5 (Extra: Area, Feats: Selective, Subtle) [1PP] I think all the math adds up right, and kudos to Rav for suggesting Linked Limited Quickness for Datalink!
Exaccus Posted September 30, 2017 Posted September 30, 2017 REINFORCED by Fox Would like to spend dreadnoughts 4pp Reducing the vulnerability drawback from Major to minor (-3pp drawback from -5) costing 2 And increasing his Impervious toughness extra on protection by 2 making it 8 costing 2 again and increasing his KB resistance from 15 to 17 Also some minor formatting issues have been rectified in the sheet below. Edited one of his complications to remove the hallucinations aaand changed his theme music. Spoiler Dreadnought Power Level: 12 (184/188)Unspent Power Points: 4 Trade-Offs: -5 Attack / +5 Damage; -5 Defense / +5 Toughness In Brief: A nigh invulnerable juggernaut seeking reconciliation. Catchphrase: Theme: Crisis Alternate Identity: Joseph Walker (Public)Birthplace: Liverpool, England Residence: Liverpool, EnglandBase of Operations: United Kingdom & Continental EuropeOccupation: ShipwrightAffiliations: Vanguard, UNISONFamily: Step-Brother: Peter Walker Description:Age: 21 (DoB: 1996 August 2nd)Apparent Age: 20's Gender: MaleEthnicity: CaucasianHeight: 9’5"Weight: 1,900lbsEyes: Dark BrownHair: Black History: Joseph Was born into poverty, With a neglectful father and and absent Mother, Joseph was no stranger to violence and was often subject to his fathers drunken rages, often finding himself locked in confined places for hours on end. It was however not to last, Worried about the tired and quiet youngster constantly turning up to school late and with myriad injuries social services soon intervened and moved the young man into protective custody and eventually into a foster home with the Walker family and though he had a loving and healthy relationship with his foster parents, his would-be brother harboured resentment for the much larger and stronger boy and the bond he shared with his father. It all came to a head one evening when, in London for a holiday the family were exposed to the Darwin X Virus, Killing both the walkers and leaving him and his brother catatonic in hospital beds. Awakening to find his adoptive parents dead and his step-brother missing without a trace, Joseph had all but resigned himself to a life of quiet solitude, returning to his job in the shipyards when his powers emerged, vastly increasing not only his mass and stature but bestowing an unearthly might and unfathomable durability upon him. Now with his great power he seeks his last remaining relatives, the father who abused him and the missing step-brother whom vanished without a trace. Personality & Motivation: Joseph is a mirthful man who enjoys beautiful women, good company and fine food and drink, though his heart is troubled with the loss of his adoptive parents and the disappearance of his step-brother he tries not to let the past control him but is prone to distraction. Powers & Tactics: As the Indestructible Dreadnought, Josephs tactics are fairly simple, he seeks to rush in and engage the biggest threat he can identify, hoping to subdue them quickly or failing that allow his allies to manuver unhindered so they can bring themselves to bear as effectively as possible. Power Descriptions: Dreadnoughts powers are fairly subtle, save for the woosh of air betraying his incredible weight and speed when he moves. Complications: Tempus Fudged it: For reasons unknown to Dreadnought he is prone to occasionally falling through time; this can remove him from play at inopportune times sometimes trapping him in the past and leading to him having to simply wait through time to the modern day and all that it entails. This is because Unbeknownst to him the strain of Darwin X he contracted is infact a highly mutated one that developed trans-temporal properties from a mass outbreak in the distant future. Claustrophobia: Due to the traumatic events in his early life, Dreadnought is extremely claustrophobic, leading him to become agitated, aggressive and fearful of confined places, he may refuse to enter such places or be driven into a wild and violent panic if entrapped in such a place, lashing out with his not inconsiderable might indiscriminately. Temper: Joseph has an unhealthy level of repressed anger that he is for the most part unaware of; Abusive fathers, Neglectful mothers, Bullies and others who would abuse their position of authority or power rouse an incredible, biblical anger from Joseph Driving him into a wild rage, causing him to have psychogenic paralysis and lapses in self control. Ready and Abel: Joseph would like very much to find and reconcile with his missing half brother to the point of his search can distract him from more immediate problems and cause him to loose sight of other things; He is also unaware that his brother is now a powerful and villainous telepath subtly antagonizing him through unknowing agents and victims both directly and through subtle manipulations. Unfine Manipulation: Due in part to his increased bulk and strength dreadnought has all but lost the fine control of his fingers rendering him unable to write or type, use of handheld devices is all but impossible and he may drop, break or crush things he is attempting to grab if his concentration slips even slightly. Noisey: Above and beyond his vast weight and incredible might dreadnoughts mutation has made him very noisy, his booming footsteps can be heard from miles away and even normally silent actions produce a loud rumbling that can be felt blocks away. Responsibility: Joseph is the founder and main benefactor of the Ironclad charity for abused children Dreadnought is often called upon to make public appearances and represent the organization, often performing feats with his superhuman strength to raise funds for them, he also has a deep connection with his co-workers at the drydocks and the local street gangs, any one of these groups may draw the ire of his enemies or be dragged into his personal conflicts or vice versa. Easily Manipulated: Due to his fragile Psychological state, Dreadnought is easily manipulated by those with the skill in behavioural sciences, with acess to his medical records there is very little that a skilled psychologist couldn't convince him of. Distrust: Due in part to his previous experiences with large organizations Joseph is distrusting of them and their representatives, feeling that they have little to no interest in the welfare of people outside of themselves or anything that doesn't fit their agenda, this can and does extend to the government and its various institutions. Abillities: 4+4+6+4=18pp STR: 30/44 (+10/17)) DEX: 14 (+2) CON: 20/36 (+5/13), INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) Saves: 0+4+8 = 12ppToughness: +17 (+13 Con +2 Protection +2 Density; Impervious: 8) Fortitude: Immune, Reflex: +6 (+2 Dex, + 4) Will: +10 (+2 Wis + 8) Combat:: 6+6 = 12 Attack Bonus -Ranged: +2, (+3 Base, -1 Size) -Melee: +7 (+3 Base, +5 Attack Focus Melee, -1 Size)Defense: +7 (3 Base + 5 Dodge focus, -1 Size -Flat-footed:: +1Grapple: +29/35 Knockback Resistance: -17 Initiative: +2 Skills: 8pp (32 ranks) Intimidate 14 (+16) Knowledge (current events) 4 (+4) Knowledge (streetwise) 4 (+4), Language 2 (Base: English, French, German), Notice 4 (+6) Sense Motive 4 (+6)Feats: 15pp All-Out Attack, Attack Focus (melee) 5 Dodge Focus 5 Move-by Action Power Attack Takedown Attack 2 Powers: 14 + 16 +14 + 13 +30 + 20 + 8 + 10 + 1 = 126ppDensity 4 (+8 STR, +2 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Innate)(14pp) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Unstoppable) Super-Strength 1 (+5 STR carry capacity, heavy load: 716.8 tons; +1 STR to some checks)Enhanced Constitution 16 (+16 CON)(16pp)Enhanced Strength 14 (+14 STR)(14pp)Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)(13pp)Immunity 30 (fortitude saves) (30pp)Immunity 40 (lethal energy damage, lethal physical damage; Limited (Changes to Non-Lethal))(20pp)Protection 2 (+2 Toughness; Impervious 6) (8pp)Super-Strength 5 (+25 STR carry capacity, heavy load: 716.8 tons; +5 STR to some checks)(10pp)Temporal Inertia (Features 1: Unaffected by changes to the time-line, Remembers original course of events.) (1pp) Drawbacks: (-3pp) Vulnerable, very common, minor Magic (-3) DC Block Name Range DC Effect Unarmed Touch DC32 toughness Damage Totals: Abilities 18 + Skills 8 (32 ranks) + Feats 15 + Powers 126 + Combat 12 + Saves 12 - Drawbacks -3 = 188/188pp
EternalPhoenix Posted October 1, 2017 Posted October 1, 2017 LAUNCHED by Fox For Waverider, I'd like to give her a new power Flight 3 (Power Feat: Subtle; Flaw: Platform) [4PP] This will take up 4 of her 7 remaining PP. Additionally, if you could take a PP and plow it into Concentration, I would appreciate it. Thank you.
TheAbsurdist Posted October 4, 2017 Posted October 4, 2017 (edited) SCULPTED BY THE HGM Zenith: Correct one of her Power Descriptions: Her Damage effect us is an expansion of her Forcefield, creating a brilliant, swirling light and force that knocks down those inside of it. Spending 3 PP on skills, 1 each on Acrobatics, Concentration, Perform (Dancing), bringing them to: Acrobatics 12 (+15) Concentration 4 (+6) Perform (Dancing) 12 (+15) The Remaining 8PP are added to her Restructuring Array Add the Extra: Continuous to Transform. Remove the Range Flaw from Snare, and add the Extra Regenerating. In her Alternate form added the follow: Add 2 ranks for Soft-Cap on Create Object add PFs: Precise, Progression 3, Subtle Add Variable Descriptor 2 to Damage Add Variable Descriptor 2 and Improved Trip to Trip Fixed some additional fluff on the powers Spoiler holding the crunch changes: Spoiler Abilities: 2 + 4 + 4 + 2 + 4 + 6 = 24 PP Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: + 4 Base Defense: + 8 (+4 base, +4 w/ Shield), +2 Flatfooted Initiative: + 7 (+3 Dex, +4 Improved Initiative) Grapple: + 5 Knockback: -1/ -4 Forcefield / -8 Alternate Form Saving Throws: 4 + 3 + 4 = 11 PP Toughness: +2/+8 Impervious w/ Alternate Form (+2 CON, +6 Force Field, Impervious +8) Fortitude: +6 (+2 CON, +4) Reflex: +6 (+3 DEX, + 3) Will: +6 (+2 WIS, +4) Skills: 76r = 19 PP Acrobatics 12 (+15) Bluff 4 (+7/+11 with Attractive) Concentration 4 (+6) Craft: Artistic 8 (+9) Diplomacy 4 (+7/+11 with Attractive) Gather Information 4 (+7) Knowledge: Art 4 (+5) Knowledge: Popular Culture 4 (+5) Perform: Dance 12 (+15) Perform: Percussion Instruments 4 (+7) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Swim 4 (+5) Feats: 5 PP Attractive Beginner’s Luck Improved Initiative Luck Uncanny Dodge (Auditory) Powers: 6 + 4 + 49 + 2 + 25 = 86 *All powers carry the Mutation and Matter Control/Manipulation base descriptors Force Field 6 (Extras: Linked) [6PP] + Shield 4 (Extras: Linked) [4PP] 'turn aside the slings and arrows' Restructuring 24 (Array, Matter Control/Manipulation, 48PP, PFs Alternate Powers 1) [49PP] BE: Transform 8 (Inanimate Objects to Inanimate Objects, 250lbs; Extras: Duration [Continuous]) {48/48}AP: Snare 8 (Reshape and bind; Extras: Area (Burst), Regenerating, Selective; PFs: Reversible, Variable Descriptor 2) {43/48} 'reshape and bind' Super Movement 1 (Air Walking) [2 PP] Zenith 5 (Alternate Form, 25PP, Extra: Duration [sustained) [25PP] Enhanced Feat 1 (Quick Change) [1 PP] ‘Let me slip into something proper’ Adds, Linked to Forcefield and Shield, Impervious TOU 8 (Extras: Linked) [8PP] + Immunity 9 (Life Support; Extras: Linked) [9 PP] ‘Imperious armor’ Restructuring 0 (Array, Adds PFs: Alternate Powers 3) [3PP] AP: Create Object 10 (250ft’ Cube, 50 Str Load 25.6 tons; Extra: Duration [Continuous], Movable; PFs: Innate, Precise, Progression 3, Selective, Stationary, Subtle [just like real]) {47/48} 'vibrant genesis' AP: Drain Toughness 8 (8 5’ Cubes; Extras: Only Objects [+0], Ranged, Selective, Vampiric) {40/48} 'sublimating reformation' AP: Damage 8 (40’ Radius, Extra: Area [cylinder], Linked [Trip], Selective Attack; PFs: Variable Descriptor 2 [any]) {26/48} + Trip 8 (40’ Radius; Extras: Area [cylinder], Linked [Damage], Selective Attack; Flaws: Range [Touch], PFS: Improved Trip, Variable Descriptor 2 [any]) {19/48} 'tumultuous rebuke' Teleport 4 (400’/1 Mile; Flaw: Medium [Created/Transformed Objects]) [4 PP] 'that which I touch I am connected to' Abilities 24 + Combat 16 + Savings Throws 11 + Skills 19 + Feats 5 + Powers 86 = 161 PP Edited October 6, 2017 by HG Morrison
Tiffany Korta Posted October 23, 2017 Author Posted October 23, 2017 Truly Outrageoused by Absurdist Voin Zhenshchina Add the following to her Gemmed Bracelet: Gemmed Bracelet 7 (35 point Magical Device, Easy to Lose (21PP) Blast 10 (100ft Range) [20PP] AP: Super Strength 10 (Effective Str 90 [Heavy Load 820 lbs]) [20] Flight 5 (250mph, 2,200 ft/rnd) [10PP] Teleport 4 (Flaw: Long Range) [2PP]
Exaccus Posted November 1, 2017 Posted November 1, 2017 Re-Fabricated by Absurdist Facsimile is 18 now! Adding some more example allocations for Facsimile, gonna forgo doing the entire sheet, let me know if thats a problem and i can sort it. Can you also change Steel mimicry to "Dense Material Mimicry" thanks! Spoiler Facsimile Power Level: 10 (150/154PP)Trade-Offs: VariesUnspent Power Points: 4 In Brief:A young man with the power to mimic the properties of substances he touches, trying to balance his hero work with his home life and schooling Residence:Freedom city; southsideBase of Operations: Freedom cityCatchphrase: "Lets see what you're made of.", Various material based puns. Alternate Identity: Alexander LloyddIdentity: SecretBirthplace:Freedom cityOccupation: StudentAffiliations: ClaremontFamily: Father; Eric Lloydd (48) Mother; Tabitha Lloydd (40) Younger brother; RIchard Lloydd (16) Older Sister Caitlynn Lloydd (24) Description:Age: 16 (DoB: 14th July 1999)Apparent Age: 18Gender: MaleEthnicity: Caucasian.Height: 5'11 (base)Weight: 150lbs (base)Eyes: GreyHair: Black, Alex has a broad and stocky frame much like his construction worker father though he is by no means muscular, keeping his hair short and styled with a side parting. Power Descriptions: the transformations begin at the point of contact and quickly spread up his form from there in a ripple of light and heat released from the atomic changes as his body assumes the properties of the material touched, All powers have the mutation Descriptor History: Alexander hadn't planned on being a hero, he'd planned on following in his fathers footsteps and entering the construction business, maybe if he worked hard becoming a foreman, but at no point in time had it entered his mind that he might instead find himself shoulder to shoulder with the spandex phalanx as his father called the various heroes of freedom city, had never even crossed his mind but as someone once said, plans are insulted destinies. It was not untill a few weeks after his 16th birthday that his latent mutation first manifested, he'd been on site doing work experience at a construction yard when a chain snapped and a girder began a 6 story drop towards him, the world seemed to slow down around him as he watched what he was certain was going to be his very painful death rush towards him, arms raised in what he had passed off as futile defiance of the inevitable even as a strange surge of warmth raced up his legs and over his back, till he saw a white ripple of energy emerge from his sleeves, turning the flesh it passed over grey and numb, he barely had time to acknowledge it before the girder impacted his palms and nearly knocked him to the ground, before simply rolling off a landing on the concrete before him with a thud. leaving as quickly as it had come Alex found himself returned to his normal appearance in another wave of light and heat and beat a quick retreat home before the construction workers could come and investigate the site. It was a few days later he received a letter from a Mister Duncan Summers inviting him to Claremont High school on a scholarship, something his middle-class and money concious parents accepted with glee and the rest is as they say, history. Personality & Motivation: Alex is a well adjusted young man, having been instilled by a strong working ethic by his father and a love of mischief and terrible puns by his mother and older sister, he truely wants to try and make life better for the people around him, though he mainly plans to do this by pushing for the rennovation of the cities poorest and most delapidated areas he can't deny that punching bad guys is a lot more enjoyable Powers & Tactics: Alex will attempt to mimic a sturdy substance as soon as possible in combat, usually his steel belt buckle or his motorcycle if he happens to be riding it at the time and attempt to pummel his opponents into submission, though he is not above being cunning or sneaky when times call for such he is in his heart of hearts a showman who treats his battles with villainy like wresting matches Complications:Feet of clay: Alex assimilates most features of the materials he mimics, especially any flaws or drawbacks that might entail such as increased vulnerability to some descriptors or even weakness to substances it might react with. My brothers keeper:Richard is the only member of Alex's family to be aware of his powers and has since began to put himself into harms way on occasion in the hopes of awakening his own powers in some regard, he also feels jealousy towards his elder brother that occasionally turns to resentment Secret identity: though only Richard is aware that Alex is also Fascimile his sister Caitlynn has suspicions that he is "up to something!" this is particularly troublesome as she is a intern at the local newspaper and has limited access to the resources it can provide and won't hesisitate to do so if she believes Alex to be in danger or doing something stupid.Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28PP Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2)Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 -Melee: +10 (6 Base + 4 Attack Focus (Melee)) -Ranged: +6 Grapple: +14 Defense: +10 (6 Base + 4 Dodge Focus), +3 Flat-Footed Knockback: -2Saving Throws: 4 + 6 + 6 = 16PP Toughness: +4 (+4 Con) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6)Skills: 52R = 13PP Bluff 8 (+10) Concentration 8 (+10) Diplomacy 2 (+4) Intimidate 2 (+4) Knowledge: Physical sciences 4 (+4) Language 4 (Base: English, German, Romanian, Korean, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+10) Feats: 14PP All-Out Attack Attack Focus (Melee) 4 Dodge Focus 4 Equipment 2 Move-by Action Power Attack Takedown Attack Equipment: 2pp = 10ep Motorcycle (9ep) Defense bonus: +0 Toughness: +8 -Speed 5 (250 mph, 2500 ft per round.) -STR: 15 (+2) Smart phone (1ep) Powers: 7 + 48 = 55PP Immunity 7 (Resilient Physiology, Mutation, Immune to Environmental Conditions (All). suffocation (All)) [7pp] Object Mimicry 8 (Mutation; Mimic 40pp Pool of traits as a move action) [48pp]. Dense Material Mimicry Spoiler Density 6 (+12 Str +3 toughness (impervious), Weight x 5) [18pp] - Super Strength 2 ( +10 Strength; effective Strength 40, Heavy load: 3.2 Tons) - Immovable 2 ( - 2 to knockback, +8 to Resist Movement) Impervious toughness 7 ( Impervious Toughness) [7pp] Protection 3 (+3 toughness) [3pp] Speed 4 (100mph 1000 ft per round. PF: Alternate Power 1) [5pp] -AP: Leaping 4 ( x25 jumping distance) Super Strength 3 (Effective Strength 55 Heavy load; 25.6 Tons PF: Shockwave;(100ft Cone.))[7pp] Summary of changes +10 Toughness save (Impervious 10) +20/25 Grapple w/Super strength and density.) -10/12 Knockback (w/ Immovable.) Unarmed attack +10 DC25 Toughness save. Effective strength 55, Heavy load 25.6 tons. Shockwave 100ft cone, DC20 Reflex save for half, DC25/20 Toughness save Ductile Material Mimicry Spoiler Insubstantial 1 (Malleable body) 5pp Elongation 2( ("Long polymer Chains" 10ft reach 20ft range incr Extra: Action (free)) 4pp Additional limbs 3 ("pseudopods"; 5 Limbs) 3pp Snare 10 (""Plastic Wrap" Extra: engulf PF: Alternate Powers 2) 22pp -AP: Damage 10 ("whipping up a storm") extra Autofire (+1 for every 2 attack roll exceeds defense up to +5) -AP Damage 10 ("thrash" Area (shapable) 10 5x5ft cubes) Protection 6 ("Tough Stuff") 6pp [40/40pp] Grapple: +14/16/21 (+4 str, +10 Attack bonus melee, +2 elongation +5 additional limbs,) Summary of changes: Toughness: +10 Snare Melee +10 DC20 reflex . Whipping up a storm Melee +10 DC25 tougness (+1 per 2 points defense is exceeded up to 5 max) Thrash 10 5'x5' Cubes melee) +10 DC25 toughness. Liquid Mimicry Spoiler Enhanced Feats ("Fluid In My Element"; environmental adaptation: Submersed in Liquid Mimicked, Favoured Environment: Submersed in Liquid Mimicked, Instant Up) 3pp Blast 10 ("Impact bolt"; PF: accurate 2 (+4) Alternate Power 2) 24pp -AP Trip 10 ("Hydraulic Blast" Extra: knockback PF: Accurate 2 (+4) -AP Suffocate 10 ("give em a mouthful." PF: Accurate 2 (+4) Super Movement ("Water Walking") 2pp Protection 6 ("surface tension") 6pp Insubstantial 1 ("Liquid Body") 5pp 40/40pp Summary of changes Toughness +10 Blast 10 +10 DC25 Staged Trip 10 +10 DC20 Reflex Suffocate 10 +10 DC20 Fortitude Instant up Favoured Environment "Submersed in Mimicked Liquid" Environmental Adaptation ""Submersed in Mimicked Liquid" Energy Mimicry Spoiler Damage 10 ("Energy Based Touch") 10pp Flight 2 (25mph 250' a round) 4pp Insubstantial 3 ("Energy Form" \Extra Continous PF: Precise, Selective) 20pp Protection 6 ("Inorganic Body") 6pp 40/40pp Summary of changes Toughness +10 Damage 10 +10 DC25 toughness Flight 2 (25mph 250' a round.) Insubstantial 3 (Continous, Precise Selective) Motorcycle Mimicry Spoiler (Strength bonus) Strike 10 (Extra: Autofire (Interval 2, Max +5; PF: alternate power 2) 12pp -AP: (Strength bonus) Strike 10 (Extra: Area (shapeable; Targeted)) -AP Obscure 10 (Affects: Visual Senses, Radius 5000ft; Extra: Independent Flaw:Range: Touch) Enhanced Traits (Reflex +2 (+10); Take Down Attack +1 (2) Feat: Evasion 2) 5pp Enhanced Strength 12 ("mechanical might") 12pp Protection 6 ("Lightweight metal body") 6pp Speed 5 (250mph 2500' a round) 5pp 40/40pp Summary of changes Toughness +10 Reflex +10 Strength 30 (Heavy Load: 1.6k Lbs) Evasion 2 Takedown Attack +1 (2 total) Unarmed +10 DC25 toughness (+Autofire/Area Shapeable) Large Object Mimicry Spoiler Growth 8 (+16 Str, +8 Con; -2 Attack. -2 Defense Size: Huge) 24pp Protection 4 ("Inorganic Resiliance") 4pp Super Strength 5 (+25 Strength; Heavy Load: 180 tons; PF: Groundstrike, Superbreath) 12pp Summary of changes Toughness +12 Fortitude +12 Attack +4 (+8 Melee; +4 Ranged) Defense +8 (+6 Base -2 Size +4 Dodge focus) Strength: 34 (+12) Con 26 (+8) Unarmed +8 DC27 Toughness save Smart Phone Mimicry Spoiler Array 11("Internal Battery"; PF: Alternate Power ) 23pp -BE: Blast 10 ("Discharge" PF: accurate 2 (+4)) -AE: Stun ("Stunning touch"; PF: Incurable, Precise) Datalink 9 ("Wireless Connectivity." Anywhere on earth) 9pp Feature 2 ("Built in Camera and Light.") 2pp Protection 6 ("Shock Resistant Casing") 6pp 40/40 pp Summary of changes Toughness +10 Blast 10 +10 DC25 toughness Stun 10 +10 DC20 Fortitude DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 TOU DamageTotals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (13) + Feats (14) + Powers (55) - Drawbacks (0) = 150/154
Supercape Posted November 7, 2017 Posted November 7, 2017 TARGET ACQUIRED by the Absurdist Starshot 27 PP to spend. Attributes: [2PP] 2 PP on CHA, increasing it to 16 (+3) Saves:[4PP] 2 PP on Fort to bring it to +12 (+8 Con, +4) 2 PP on Reflex to bring it to +10 (+6 Dex, +4) Skills: [2PP] Handle Animal +4 Ranks, Now +12 (+15) Intimidate +4 Ranks, now +12 (+15) Feats: [19 PP] "Pay off" 15 Points of equipment, freeing up a reward. Add Uncanny Dodge [Auditory] Add another rank of wealth to make Benefit 2 [Wealth] Add Improved Critical 2 [Energy Rifles] Equipment [0PP] Minor Change; eliminate masterwork rope and change to masterwork medical kit (also 1 EP), no net change to EP. Add Improved Critical 1 to Blowpipe for a total of 18/20 EP (more dart like!)
Supercape Posted November 7, 2017 Posted November 7, 2017 Tricked out by the Absurdist Ronin 16 PP to spend. Adding complication: No Mod Cons: Ronin is a skilled mechanic, and keeps second hand cars modified and running. But they are built for utility not comfort. His vehicles don’t have any luxuries like CD players or air/con. At best, they have a slightly bad quality FM radio. 5 PP Skills +4 Ranks to Craft (Structural), for a total of +8 (+11) +4 Ranks to Intimidate, for a total of 12 (+13) +4 Ranks in Gather Information, for a total of 8 (+9) +2 Ranks in Search, for a total of 4 (+7) 2 Ranks in Knowledge (Pop Culture), for a total of 2 (+5) +4 Ranks in Knowledge (Tactics), for a total of 8 (+11) 11 PP to feats All out Attack Benefit +1 Rank, adding “Rusty Rose” Rusty Rose is a car scrap yard just off Nancy Street, run by Rose Sanchez, a friend of Curtis / Ronin. It allows him to store his vehicles, modify them, and change number plates and is at least nominally looked after by Rose. Chokehold Elusive Target Equipment 4 Endurance Improved Critical 1 [Unarmed] (for a total of 2 ranks for this feat) Quick Draw Equipment (Add 40 EP), adding the following: Vehicle: Pick Up Truck STR 40 [2 EP], Toughness 9, Size Huge [2 EP], Features: Alarm, Caltrops, Oil Slick, Smoke Screen [13 EP] Alt Vehicles 5 (As per Core Rule Book: Motorcycle, Compact Car, Midsize Car, Full Sized Car, Van, all with additional features as per main vehicle) [5 EP] Rebreather [1 EP] (NB 1 EP spare, not spending it now!)
Supercape Posted November 23, 2017 Posted November 23, 2017 FIXED! - Absurdist. Flintlock 18 PP to spend 3 PP Saves: +3 to Will to make +15 (+8 Wis, +4) 8 pp/32 Ranks to Skills 12 Ranks in Disguise for 12 (+20) 8 Ranks in Knowledge (Cosmology) for 8 (+10) 2 Ranks in Swim for 10 (+10) Reduce 2 ranks in Acrobatics for 2 (+5) 2 Ranks in Survival for 2 (+10) 2 Ranks in Medicine for 2 (+10) 4 more ranks in Sense Motive for 8 (+16) 4 Ranks in Stealth for 4 (+7) 7 PP in Feats 2 PP to add one rank of fanatical minions (The Skeleton Crew) Attractive Distract (Bluff) Skill Mastery (Swim, Disguise, Medicine, Survival) Quick Change 2
Supercape Posted November 23, 2017 Posted November 23, 2017 Motley'd - Absurdist. The Skeleton Crew As per above edit, 15 more PP to spend. The sheet is messy so I will re-post it to eliminate some of the gaps and so on and so forth (and add a picture!) As for the PP spend: 5 PP: Making Toughness Impervious 1 PP: Adding another rank of equipment for a flintlock pistol (as Flintlocks one) 5 PP: Adding feats: Improved Initiative, Attack Specialisation 1 (Unarmed), Favoured Opponent 2 (Marine life, Undead), Teamwork 1 2 PP: Adding Regeneration (Resurrection 1 / day) 2 PP: Adding +1 to Reflex and Will Saves Slightly modifying the individual crewmembers powers / equipment: Thin Lucy uses a sword rather than a club Razor Reznor has Stealth 8 (+9), Attack Specialisation (Straight Razor), and uses spare 3 EP on "Straight Razor" (Strike 1, Improved Critical 2) Sweet Jennie getting Attack Specialisation 2 (Cannons) rather than Improved Critical, plus uses an Axe now, going to her viking roots. The Skeleton CrewFanatical Minions (10)Power Level: 5 (105/105)In Brief: Undead pirates of the Black FlagDescription: The skeleton crew look like mix between a skeleton and a zombie, with rotting pirates clothes. The appearance can be quite frightful. Alternatively, they have the ability to appear as humans (as they were when they were alive), wearing some type of nautical clothing (from pirates to modern day sailors). Abilities: 5 + 2 - 10 + 0 + 0 + 2 = -1 Strength: 15 (+2) Dexterity: 12 (+1) Constitution: - Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1)Combat: 10 + 10 = 20 Initiative: +5 Attack: +5, +7 Unarmed Defense: +5 (+3 Flat Footed) Grapple: +7 Knockback: -5Saving Throws: 0 + 5 + 6 = 11 Toughness: +5 (+5 Impervious Protection) Fortitude: Immune Reflex: +6 (+1 Dex, +5) Will: +6 (+6)Skills: 48R = 12 PPAcrobatics 4 (+5)Bluff 4 (+5)Climb 4 (+6)Handle Animal 4 (+5) Intimidate 4 (+5) [+9 enhanced]Language 4 ([Various Native if applicable], English, French, Spanish, Portuguese] Perform (Singing) 4 (+5)Profession (Sailor) 8 (+10)Stealth 4 (+5) Swim 8 (+10)Feats: 9PP Attack Specialisation 1 (Unarmed) Equipment 2Environmental Adaptation 2 (Rolling Deck, Underwater) Favoured Opponent 2 (Marine Life, Undead) Improved Initiative 1 Teamwork 1 Equipment: 2PP = 10EPSword: Strike 3 (Feats: Mighty, Improved Critical 1) [5 EP] Flintlock Pistol: Blast 2 (Flaws: Limited [2] One shot only) [2 EP] Powers: 37 + 10 + 10 + 8 + 2 = 67PP Immunity 37 (Critical Hits, Cold Damage, Fortitude Saves) [37 PP] Appearance Array (9 PP Array, Feats: Alternate Power 1) [10 PP]Base Power: Morph 4 (+20, One appearance [Alive!], Extras: Duration [Continuous], Feats: Variable Clothing [Maritime]) [9 PP]Alternative Power: Enhanced Traits 6 (Intimidate +4, Fearsome Presence 5) [6 PP]Protection 5 (Extras: Impervious) [10 PP]Regeneration 7 (Resurrection 1/day, +5 to recovery rolls/heals as normal, Feats: Regrowth) [8PP] Supersenses 2 (Darkvision) [2PP]DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Sword Touch DC 20 Toughness Damage Flintlock Pistol Touch DC 19 Toughness Damage Totals: Abilities (-1) + Combat (20) + Saving Throws (11) + Skills (12) + Feats (9) + Powers (67) - Drawbacks (0) =118/120 Power Points NB: Each pirate has one extra language (his native tongue, if not already listed above) and 1 more PP in a skill or feat that suits his station. A few have different weapons to Sword (cutlass). Hide contents The crew of the Black Flag Handsome Jack; German, Ships Mate, Tactics 4 (+4), Sailor 12 (+12) One Eyed Pete; English, Gambling Cheat, Sleight of Hand 8 (+9)Ginger Rose, Irish, Parrot Trainer, Handle Animal 8 (+9), Animal EmpathyThin Lucy, Freed Slave, Obese Violin Player, Perform (Strings) 4 (+5), Perform (Dance) 4 (+5)Spike the Monkey, English, Crows Nest Lookout, Climb 8 (+10), Notice 4 (+4)Gaston "Gutboy", French, Cook, Craft (Cooking) 4 (+4), Survival 4 (+4)Billy the Fish, Freed Slave, Swimming 12 (+14), Favoured Environment (Underwater)"Razor" Renzo, Italian, Stealth +8 (+9), Attack Specialisation 1 (Straight Razor), spare 3 EP used on Straight Razor (Strike 1, Improved Critical 2) [3 EP]"Lash", Freed Slave, Carpenter, Craft (Structural) 8 (+8)Sweet Jennie, Swedish, angry gunner, Attack Specialisation 2 (Cannons), Uses Axe instead of Sword (Strike 3, Mighty, Thrown, Improved Critical 1) [6 EP] Spoiler
Curious Key Posted November 27, 2017 Posted November 27, 2017 Celestially Realigned by Absurdist Soooo, looks like an old bit of Warp's sheet actually breaks rules. Her enhanced skills take her knowledge (Cosmology) to 20, but the max skill rank for her PL is 15 . . . So I figured I'd redistribute them a bit. Here are the parts of the sheet that need changing; her skill section and the bits of one of her powers. Skills: 68R = 17PP Acrobatics 8 (+10/12) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 6 (+10) Diplomacy 6 (+10) Disguise 6 (+10/30 Morph) Notice 8 (+12/17 Cosmos Touched) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 6 (+8/10) Intimidate 10 (+14) Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) Enhanced Trait 5 5PP (Knowledge (Cosmology) 15, Notice 5) 5PP (Cosmos-Touched, Descriptor: Cosmic)
Zeitgeist Blue Posted November 27, 2017 Posted November 27, 2017 (edited) Reconfigured by the Absurdist. Salvo Going to round off her skills and enhanced saves. IC-wise, it's all about reading books and tinkering with the suit. Skills (+2PP): Removed Craft (Artistic) so now she really needs to use electronics to do magic rituals and etc. Distributed the 5 points elsewhere Knowledge (Arcane Lore) +1 Knowledge (History) 3 Knowledge (Technology) +1 Knowledge (Theology and Philosophy) 3 Notice 3 Search 2 Device (+4PP): Enhanced Saves (Fortitude +2, Reflex +2, Will +1) Spoiler Salvo Player Name: Zeitgeist Blue Character Name: SalvoPower Level: 10 (150/156PP)Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 ToughnessUnspent Power Points: 0 In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont AcademyBase of Operations: Claremont AcademyCatchphrase: "Locked on... And firing." Alternate Identity: Nicole Whitfield-HallIdentity: SecretBirthplace: CA, USAOccupation: StudentAffiliations: Claremont Academy, Whitfields, HallsFamily: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister) Description:Age: 17 (August 13, 2000)Gender: FemaleEthnicity: Mixed (African-Canadian, Caucasian) Height: 5'8" (without armor); 6'1" (with armor)Weight: 125 lbsEyes: BrownHair: Black Power Descriptions: While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings. Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower. History: Seek Knowledge. Wield Power. Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come. It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies. Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James. Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics. It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole. Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds. There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum. She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within a 20-acre estate. It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance. She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common. They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside. Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming. The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle. Gregory would go missing shortly thereafter. She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal, her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best. She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond. Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason. Seek Knowledge. Wield Power. Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered. She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week. By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything. She flew out the next day. She was eligible for Claremont, if just barely, and wasn't that cute. For two years she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal. All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered. For two years, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass. But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work. And it was beautiful. Personality & Motivations Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act. Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures. Powers & Tactics: Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out. Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo. Complications:A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility) Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident). Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery. Of course, in a contest between man and spirit, more often than not, it is not often clear who will win. It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive. Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it . Something in the Dark: Many small things go Nicole's way at just the right time, and just the right way, to make her life easier. In much the same way, she finds herself in situations that would seem contrived in any book or movie, yet leading to additional difficulties she must overcome. While these minor coincidences are merely irritating or helpful during her everyday, they are more disastrous during a serious superhero mission. There is a crawling, nagging feeling of being watched whenever they happen, though even her armor's sensors can find no trace, magical or otherwise, to confirm her suspicions. The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion. Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While non of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession) The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures. Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation) This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better. Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP Strength: 18/10 (+4/0) Dexterity: 8 (-1) Constitution: 20/10 (+5/0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 6 + 5 = 11PP Initiative: -1 Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries]Grapple: +18/4/0Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed Knockback: -7/0Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/0 (+5/0 Con, +10 Protection) Fortitude: +7/0 (+5/0 Con, +2/0) Reflex: +7/-1 (-1 Dex, +8/0) Will: +6/0 (+0 Wis, +6/0)Skills: 68R = 17PP Computers 10 (+17) Craft (Chemical) 5 (+12) Craft (Electronic) 8 (+15) Craft (Mechanical) 5 (+12) Disable Device 6 (+13) Knowledge (Arcane Lore) 8 (+15) Knowledge (History) 3 (+10) Knowledge (Physical Science) 5 (+12) Knowledge (Technology) 8 (+15) Knowledge (Theology and Philosophy) 3 (+10) Language 2 (English, French, Spanish) Notice 3 (+3) Search 2 (+9) Feats: 5PPArtificer Benefit (Wealth)Eidetic Memory InventorRitualist Powers: 113 + 1 = 114PP Device 28 (Battlesuit, Magical, Tech; 145DP; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [117PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Protocol Sy 7.6 (38PP Container) [38DP] Enhanced Strength 8 [8DP] Enhanced Constitution 10 [10DP] Enhanced Combat 1 (Defence 1) [2DP] Enhanced Saves 16 (Fortitude 2, Reflex 8, Will 6) [16DP] Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus) [2DP] Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP] Hexagrammic Paneling 4.8 (24PP Container) [24DP] Immunity 9 (Life Support) [9DP] Protection 10 [10DP] Living Metal 5 (Regeneration; Recovery Rate [Bruised (1 Round), Injured 4 (1 Round)]) [5DP] Sensory Suite Array 5.5 (13PP Array; Feats: Alternate Powers 2) [15PP] BE: Super-Senses 13 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Analytical (+1), Counters Concealment (+2), Counters Obscure (+2), Extended 2 [1,000 ft] (+2), Radius (+0), Ranged (+0)]) {13/13} AP: Super-Senses 13 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1), Counters Concealment (+2), Counters Obscure (+2), Extended [1,000 ft] (+2), Radius (+0), Ranged (+0)]) {13/13} AP: Data Link 5 (Radio, 5 miles; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control, Online Research, Rapid 4 [x10,000], Selective, Subtle) {13/13} Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 2, Dynamic 3) [18DP] DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13} DAP: Super-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12} DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9} Weapons Suite Array 19.5 (39PP Array; Feats: Alternate Powers 5) [44DP] BE: Kinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Action [Full]; Feats: Knockback 8 [18 Total], Variable [Energy/Tungsten]) {29} + Dazzle 10 (Visual; Extras: Linked [Blast], Range [Perception]; Flaws: Action [Full]) {10} = {39/39} AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2, Improved Critical 2 [18-20]) {39/39} AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Split Attack 2, Variable Descriptor 2 [Electricity/Fire/Water]) {39/39} AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20], Precise Shot 2, Power Attack, Split Attack, Variable Descriptor 2 [Any Metal]) {39/39} AP: Matter Manipulation 12 (Transmutation; Flaws: Duration [Concentration], Range [Touch]; Feats: Extended Range, Precise, Progression) {39/39} AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Burst]; Feats: Accurate 2, All-out Attack, Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack) {39/39} Magic 1 (2PP Array; Flaws: Unreliable) [1PP] Dazzle 1 (Visual + Auditory) [2PP] Drawbacks: -2 + -1 + -4 = -7PP Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate) Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor) Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19/15 Toughness Damage (Physical, Bludgeoning) Kinetic Beam Perception DC 25 Toughness (Penetrating) Damage (Energy/Bludgeoning) Dazzle Perception DC 20 Reflex/Fortitude Dazzle (Staged) Containment Foam Ranged DC 21 Reflex Snare (Staged) Flamethrowers Ranged DC 25 Toughness Damage (Electricity/Fire/Water) Fusion Autocannons Ranged DC 30 Toughness (Autofire) Damage (Physical) Matter Manipulation Touch DC 23 Fortitude Transmutation Missile Batteries Ranged DC 25 Toughness Damage (Missiles) Dazzle Perception DC 11 Reflex/Fortitude Dazzle (Staged) Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (15) + Feats (5) + Powers (114) - Drawbacks (7) = 150/156 Power Points Totals: 145/145 Device Points Edited November 28, 2017 by Zeitgeist Blue
Blue Rose Posted November 28, 2017 Posted November 28, 2017 (edited) TEEPD BY HGM Updates for Wayward. Updated image link, now that Photobucket is dead. Increased Mind Reading to rank 10, now capped, raising array to 11 points; increased Enhance Charisma to 10 within that cap, and both added Objects to Comprehend and increased Communication to 3, again within the new cap. Updated skill totals and Attributes for new totals. Cost: 5 PP Added immunity to aging. Cost: 1 PP Total PP Available: 6 PP Total PP Spent: 6 PP PP Remaining: 0 PP Spoiler Wayward Power Level: 10/11 (161/161 PP) Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense Unspent Power Points: 0 In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time! Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise) Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret Birthplace: Yonkers, NY Occupation: Rock star Affiliations: Excelsior Records, Super-Vision Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister) Description: Age: 22 (September 13th, 1991) Gender: Female Ethnicity: Caucasian Height: 5'9" Weight: 145 lbs Eyes: Green Hair: Black (naturally brown) Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get. It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence. History: Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life. And boring as Hell. She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse. At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them. In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty. But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years. The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter. That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped. She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action. A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue. The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same. When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again. She could be a hero. At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint. Powers & Tactics: Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward. Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals. Complications: Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there. Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less. Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no. Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover. In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career. Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment. Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding. Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly. Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way. Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime. Open Channel: The first thing many a budding young psychic learns is how to filter out which thoughts and sensations one sends over telepathic communication. Wayward never learned to do this. When she makes a mental connection with someone, she broadcasts everything she thinks and feels, and the openness of her connection makes it difficult for even seasoned psychics to filter her out. Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP Strength: 16/22 (+3/+6) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 24/34 (+7/+12) Combat: 16 + 8 = 24PP Initiative: +11 (+7 Dex, +4 Improved Initiative) Attack: +8 Base, +12 Melee Grapple: +15/+19 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 (-3 flat-footed) Saving Throws: 0 + 0 + 5 = 5PP Toughness: +8 (+6 Con, +2 Defensive Roll) Fortitude: +6 (+6 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +7 (+2 Wis, +5) Skills: 100R = 25PP Acrobatics 3 (+10) Bluff 7 (+14, +19EC, +22A, +27Total) Skill Mastery Climb 2 (+5, +8ES) Diplomacy 7 (+14, +19EC, +22A, +27Total) Skill Mastery, Ultimate Effort Disguise 1 (+8, +13EC) Escape Artist 3 (+10) Gather Information 3 (+10, +15EC) Intimidate 1 (+8, +13EC) Investigate 5 (+5) Knowledge (Art) 5 (+5) Knowledge (Popular Culture) 5 (+5) Knowledge (Streetwise) 4 (+4) Languages 1 (English [Native], French) Notice 12 (+14) Perform (Dance) 3 (+10, +15EC) Perform (Strings) 13 (+20, +22M, +25EC, +27Total) Skill Mastery, Ultimate Effort Perform (Singing) 3 (+10, +15EC) Perform (Theater of the Mind) 3 (+10, +15EC) Search 5 (+5) Sense Motive 8 (+10) Skill Mastery Sleight of Hand 3 (+10) Stealth 3 (+10) A - Attractive, EC - Enhanced Charisma, ES - Enhanced Strength, M - Marianne (Masterwork Guitar) Feats: 38PP Acrobatic Bluff Attack Focus: Melee 4 Attractive 2 Benefit 3: Status (Celebrity), Wealth 2 Connected Defensive Roll Dodge Focus 8 Elusive Target Equipment 1 Evasion Fascinate 2: Diplomacy, Perform Grappling Finesse Improved Initiative Luck 3 Skill Mastery: Bluff, Diplomacy, Perform (Strings), Sense Motive Takedown Attack Teamwork 3 Ultimate Effort 2: Diplomacy, Perform (Strings) Well-Informed Equipment: 4EP = 1PP Collapsible Staff (Damage 2 [Feats: Mighty, Subtle]) [4EP] Marianne (Masterwork Guitar) [1EP] Powers: 1 + 4 + 14 = 19PP Immunity 1 (Aging) [1PP] (Psychic) Burst Motion Array (3PP; Power Feats: Alternate Power 1) [4PP] Base Power: Speed 3 {3/3PP} (Psychic) Alternate Power: Leaping 3 {3/3PP} (Psychic) Psychic Array (11PP; Power Feats: Alternate Power 3) [14PP] Base Power: Enhanced Charisma 10 {10/11 PP} (Rapport, Psychic) Alternate Power: Mind Reading 10 (Power Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) {11/11 PP} (Sense Hop, Psychic) Alternate Power: Communication 3, Linked: Comprehend 3 (Languages, Objects) {10/11 PP} (Telepathy, Psychic) Alternate Power Enhanced Strength 6 {6/6 PP} (Adrenal Burst, Psychic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +12 Touch DC18/21 Toughness (Staged) Damage (Physical) Staff +12 Touch DC20/23 Toughness (Staged) Damage (Physical) Mind Reading Perception DC20 Will Sensory Link Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (25) + Feats (38) + Powers (19) - Drawbacks (0) = 161/161 Power Points Edited January 2, 2018 by HG Morrison
BlazingCoconut Posted November 28, 2017 Posted November 28, 2017 FLUFF'DBY HGM I hope this is where I put changes like this to my character. If not, please disregard. Please change the following paragraph in SFX's history section: "Transition to the US was difficult as they didn't have much in the way of money and her parents didn't speak English, landing in Lincoln in a small, but clean, row house. Zhu found her life very busy as she began attending classes at Claremont as well as helping her parents navigate life in a foreign county. Yet, even as hectic as it was, things seemed manageable until their small convenience mart was robbed by one of the many gangs. Blessedly, no one was hurt and while it shook them all up, no lasting harm was done. It was then that she really noticed what was going on in her new found home. Protection rackets, gang turf wars, drug deals and more seemed endemic. The themes and motifs of Claremont resounded a little more and primary goal of being the premier SFX artist suddenly became more of a means than an end. It didn't take long for a new fledgling hero to appear on the scene as SFX moonlighting on her scant free hours trying to relieve the burgeoning problems in the city." To "Transition to the US was difficult as they didn't have much in the way of money and her parents didn't speak English, landing in Lincoln in a small, but clean, row house. It was difficult helping her parents navigate life in a foriegn country as they didn't speak English well enough to do anything. However, with some work, and Zhu's help translating, they managed to open a small Convienience Store. It kept her very busy and their need was so great that she missed the first few months of classes while she helped them insure everything was in order. Still, with contacts from major production houses inquiring into the posibility of internships, it was a very exciting time and she couldn't wait to hone her trade and venture off to make real movies! Things changed weeks before she arrived at Claremont when the family store was robbed at gunpoint. Suddenly, the prospects of school and a career were overshaddowed by the things that she hadn't noticed. Protection rackets, gang turf wars, muggings, and all manner of crime seemed endemic even through the best efforts of the authorities and the heroes who helped them. It didn't take long for a new fledgling hero to appear on the scene as SFX who moonlighted on her scant free hours trying to relieve the burgeoning problems in the city." Please add the uploaded picture to her profile Thank you!
EternalPhoenix Posted November 28, 2017 Posted November 28, 2017 (edited) WISEN'D UP BY HGM Changelog. 11 PP to spend. Action Extra on Gadgets for 1 PP Converting Superhuman Brain into Container 6. Existing PP in said linked powers account for 23 PP of 30 total. So, finishing it out with Enhanced Wisdom 14 (Flaw: Limited to Skills). 7 PP spent there. Now, this would rather dramatically change certain skills, so I’m rejiggering skill ranks to kind of compensate. First, stripping out 4 SP from Concentration, leaving it at +10 as it’s new rank. Notice and Sense Motive will lose 2 SP each to bring them to +15 as their new rank. This leaves 8 SP (or 2 PP) unspent. Naturally, I’m going to use it. 1 SP for Craft (electronic). 1 for Mechanical. 1 for Knowledge (life sciences). 1 for Technology. We’ve used a whole PP now. The new bonus for each of those is +16. The remaining unused skill ranks will go to Medicine (1 for a new bonus of +10) and Stealth (for a new bonus of +15). Total PP used for Skills? No increase or decrease. With that said, I still have 3 PP remaining. It will go into Feats. Specifically, another rank of Luck and Skill Mastery 2 (Craft [Electronic & Mechanical], Knowledge [Physical Sciences & Technology], Medicine, Notice, Sense Motive, Stealth) Spoiler Abilities: 4+8+6+14+4+4=40 Strength 20 (+5) [14 (+2)] (Enhanced Statistic) Dexterity 18 (+4) Constitution 16 (+3) Intelligence 40 (+15) [24 (+7)] (Enhanced Statistic) Wisdom 14 (+2) [28 (+9 base for Skills)] Charisma 14 (+2) Combat: 16+10=26 Initiative: +15 (+4 without powers) Attack: +8 Base, +9 Melee, +12 Snare & Dazzle, +13 Stun & Strike, +15 Unarmed Grapple: +14 Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed Knockback: -5 Saving Throws: 4+6+8=18 Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 56 Ranks = 14 PP Acrobatics 6 (+10) Bluff 8 (+10) Craft (Electronic) 1 (+16) Craft (Mechanical) 1 (+16) Computers 1 (+16) Concentration 1 (+10) Diplomacy 8 (+10) Disable Device 1 (+16) Knowledge (Life Sciences) 1 (+16) Knowledge (Physical Sciences) 1 (+16) Knowledge (Technology) 1 (+16) Language 2 (Mandarin Chinese, Cantonese Chinese, Base: English) Medicine 1 (+10) Notice 6 (+15) Sense Motive 6 (+15) Stealth 11 (+15) Feats: 30 PP Assessment Attack Focus (Melee) 1 Attack Specialization (Unarmed) 3 Beginner's Luck Benefit 1 (Wealth 1) Defensive Roll Dodge Focus 5 Equipment 2 Improvised Tools Inventor Jack-of-All-Trades Luck 3 Master Plan Online Research Precise Shot Skill Mastery 2 (Craft [Electronic & Mechanical], Knowledge [Physical Sciences & Technology], Medicine, Notice, Sense Motive, Stealth) Takedown Attack Taunt Uncanny Dodge (auditory) Well-Informed Equipment 2 (10 points for equipment) Terrifi-cycle (Vehicle) [10EP] Size: Medium [0EP] Strength: 15 (Medium Load: 133 lbs.) [1EP] Defense: 0 [0EP] Toughness: +8 [3EP] Features: [1EP] Remote Control Powers: [5EP] Speed 5 (250mph / 2,500ft per Move Action) [5EP] Powers: 14+30+19+8=71 Device 3 ( 15 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [14PP] (Nano-Fiber Battlesuit) Immunity 2 (Cold & Heat) [2PP] Protection 5 [5PP] Super Senses 1 (Low Light Vision) [1PP] Enhanced Strength 6 (to STR 20/+5) [6PP] Datalink 1 [1PP] Device 6 ( 30 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [19PP] (Terrifi-Staff) Terrifi-Combat (Array 13 [26 PP], Power Feats: Alternate Power 4) [30 DP]Base Power: Damage 12 ( Extra: Ranged; Power Feats: Improved Range, Precise) [26 DP] (Terrifi-Cannon) Alternate Power: Dazzle 8 (Affects Vision & Hearing, Improved Range, Precise) [1 DP] (Sonic Flash Burst) Alternate Power: Snare 8 (Power Feats: Accurate 2; Extra: Secondary Effect) [1 DP] (Freonic Ray) Alternate Power: Stun 7 (Power Feats: Accurate 2, Extended Reach) [1 DP] (Terrifi-Staff Shock) Alternate Power: Damage 2 ( Power Feats: Accurate 2, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack) Container 6 (30 PP Container) (Superhuman Brain) Enhanced Feats 2 (Eidetic Memory, Speed of Thought) Enhanced Intelligence 16 (to INT 40/+15) Enhanced Wisdom 14 (Flaw: Limited to Skills) Quickness 10 (x2500 Flaw: Limited to Mental Tasks) [30PP] Gadgets 1 (Assorted Devices; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] Sample Allocation: Speed 1 (Extra: Linked [+/-o]) + Super Movement 2 (Slow Fall, Swinging; Extra: Linked [+/-o]) (Grapple Gun) {5PP/5PP} Super Senses (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) (Visual Scanner) {5PP/5PP} Concealment 4 (All Visual Senses; Power Feat: Close Range; Flaw: Blending) (Chameleonic Field Projector) {5PP/5PP) Corrosion 1 (Cutting Laser) {3PP/5PP} Enhanced Skill 1 (Disable Device 4) (Masterwork Thieves Tools) {1PP/5PP} Enhanced Skill 1 (Knowledge [physical sciences] 4) (Physical Science Pamphlet) {1PP/5PP} DC Block: Unarmed (+15 Hit, DC 20) Terrifi-Staff Smack (+13 Hit, Touch w/ 5ft Reach, DC 22 Toughness) Terrifi-Staff Shock (+13 Hit, Touch w/ 5ft Reach, DC 17 Fortitude) Sonic Flash Burst (+12 Hit, Ranged, DC 18 Reflex) Freonic Ray (+12 Hit, Ranged, DC 18 Reflex) Terrifi-Cannon (+8 Hit, Ranged, DC 27 Toughness) Abilities 40 + Combat 26 + Saving Throws 18 + Skills 14 + Feats 30 + Powers 71 = 199/199 Edited January 7, 2018 by HG Morrison
Tiffany Korta Posted December 1, 2017 Author Posted December 1, 2017 (edited) WEB'D BY HGM Emerald Spider Time to upgrade her to PL8! Fort, Ref and Will saves increased by +1 Each [3PP] Attack and Defence bonus also increased by +1 [4PP] Skill - Increase Climb to 6 and Notice to 8 [1PP] Spdr Rig - Increase Enhance Con, Dex and Str by 1 each, Increase Damage to 7, add to Spdr Snare and add Spdr Snare, Area and Spdr Lines as follows Spdr Rig 12 (60PP Device, Easy to Lose) [36PP] Damage 7 (Spdr Blast 80 ft Extra: Range Feat: Alternative Powers 3) [19PP] Snare 8 (Spdr Snare 80 ft Range Feat: Slow Fade (1 minute), Tether) [16PP] Snare 5 (Area Spdr Snare 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] Trip 5 (Spdr Lines 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 6 [6PP] Flight 4 (100 mph / 880 ft/rnd Flaw: Gliding, Forward Only) [3PP] Force Field 4 (Extra: Impervious 1) [5PP] Super-Movement 4 (Slow Fall, Wall-Crawling 3) [8PP] Super-Sense 1 (Danger Sense - Field Distortion) [1PP] Super-Strength 2 (+10 Str Heavy Load 400 lbs) [4PP] Few minor tweaks and spelling to the sheet nothing major though. Spoiler Emerald Spider Power Level: 8 (120/120PP) Unspent Power Points: 0 Trade-Offs: None In Brief: You friendly neighborhood spider hero. Catchphrase: "It is the duty for those that can to protect the weak." Alternate Identity: Peri Pyeng (Secret) Birthplace: Emerald City Residence: Bethlehem Heights Base of Operations: Emerald City Occupation: Air Conditioner Repairs Affiliations: none Family: Mi-yeong Pyeng (mother, deceased), Jin-ho Pyeng (father), Myung-sook Pyeng (Grandmother) Description: Age: 25 (DoB: 25th February 1991) Gender: Female Ethnicity: Korean-American Height: 5'5" Weight: 125 lbs Eyes: Brown Hair: Brown Peri has never really paid attention to her looks often appearing a little unkempt with her hair tied up to keep it out of her way, though she normally keep it short for just that reason. Never being one to follow fashion she chooses her clothes for comfort and utility, often looking like her fashion sense is about ten years out of date. The costume she wears is now is based on the hoodie design that she wore original when Emerald Spider first appeared, though now she wears a hood and goggles to hide her identity and the whole costume is a very dark green rather than the black of her original costume. In addition to the black gloves boot and belt that make up the Spdr Rigshe has inlaid over the costume in a web like pattern of fine silver thread that allows greater control of the rigs abilities. History: Every time before she would fly out on deployment Peri's mother would explain to her young daughter that it was the duty for those that can to protect the weak. As it was the last time she left, but an upset young Peri wasn't having it and she shouted at her mother that she didn't care about such stupid things as other more hateful things. Everything that Peri said she can still recall in perfect details, for that flight her mother took was shot down with the lost of everyone on board. The young Peri didn't cry or show any real emotions over her mother death, instead she set herself to make her mother proud in every way she could from this point onward. Already possessing a keen mind she threw herself in her studies paying less attention to the science fields that she loved in favor of the more practical fields of engineering. Whilst she didn't have many friends or go on many dates, she was content to follow this path and was rewarded by the top grade in both her High school studies and her courses at the local university. With such amazing grades there was a clamor of several of the top companies trying to get her to join their company. For once her future looked bright. After her normal careful consideration she went with a small research firm that was trying to develop a device that projected a field that both protected the wearer and allowed them to go almost anywhere, with even limited flight. This snappily named Spdr Rig was being designed to help emergency services reach trapped and injured people for when they couldn't rely on super heroic help. Though she didn't develop the suit herself she quickly made herself invaluable to the team making numerous improvement to the rigs operations, with several other ideas in the planning stage. Indeed the extra hour she put into developing the suit further sealed her fate that set her on the path to become the Emerald Spider. Working one late one night on the systems whilst wearing the rig she discovered that the rig was configured to emit a potentially deadly burst of energy, something that went against the very purpose of the rig in the first place. She should have left it at that and bought up to her supervisors in the morning, but instead she went digging through the companies systems and discovered that the actual purpose of the Spdr Rig was to be used as a weapon and sold to the highest bidder. Whilst she was careful she obviously wasn't careful enough as she was confronted by a group of strangely armored guards the business being a front to for an super-criminal organization. Luckily she was still wearing the suit and managed to escape from the building, without harming anyone in the process, and escaped into the night with the Spdr Rig. Unfortunately for Peri her troubles were just beginning. She awoke the next morning to find the police at her door and she discover that she was blamed for a fire at the company that not only destroyed the place but also claimed the lives of several of the guards. Her lawyer, sent by the evil organization, explained that this would all go away if she would only give them back the Spdr Rig that she had taken. She had never been the best at lying to people but she got lucky that day as she managed to convince them that the Spdr Rig had been destroyed. Though this got her off the hook they still destroyed her reputation such that she found it impossible to find any of the work that she worked so hard to achieve. Still she was a Pyeng and they didn't give up so she got herself back on her feet and got the best job she could. The real question was what to do with the Spdr Rig? The question was answer for her by circumstances and not in the way that she had expected. Whilst checking on the rigs hiding place, and considering destroying it, she spotted a mother and daughter about to be hit by a runaway bus. Without thinking, almost a first for Peri, she leaptin to action to snatch the two up from the path of the vehicle. She thought no more of it until she found that the event had been caught on camera and became she'd become a local hero almost overnight, luckily she'd had the forethought to disguise her appearance by wearing a red kerchief and pulling the hood up on her hoodie. This she realized was a chance to do good in the name of her mother and help people in the alias of who the media had dubbed the Emerald Spider. Personality & Motivation: Peri's entire life has been focus in someway to helping others people, feeling that in this way she honors the memory of her mother. Even though she know it's not her fault she's never been able to shake the guilt of the last things she said before her mother died. This has made her a very stern and serious person with little time to enjoy life, almost everything she does is calmly considered with the pro's and con's carefully laid out. When she's in patrolling as Emerald Spider things are very different she often doesn't have time to consider her actions and has to instead to react to the problems as it happens. This gives her a freedom that allows her to enjoy herself, she had even been know to make the odd quip now and again though she's really not that good at them. Powers & Tactics: Peri's relies on the Spdr rig's enhanced agility to keep constantly moving, making herself a difficult target to hit as can. She will do hit and run tactics, especially on ground base targets, hopefully keeping out of the way of potential danger. This is because even though she keeps herself in good shape, and is a fairly competent at acrobatics, she never been a solid or confident fighter. Power Descriptions: The Spatial Distortion Resonance Rig (Spdr Rig) generates a field that works on a strong and weak atomic forces to either attract or repel the operator from objects around them. The various way that this can be used is done with a series of complicated finger movements, they hadn't had chance to install a better interface. The rig itself consists of a pair of gloves and belt and boots that all work together to generate the field, this had been enhanced by the fine silver mesh she's inlaid throughout her costume, the web pattern forms was just a bonus. The Spdr Rig when active generates a shimmer in the air of a twisting of cords in the air, a visualization of multidimensional superstrings, the solidity of these cords depends on how concentrated that part of the field is currently, from almost hidden by the silver web of her costume for her force field to almost solid for her Spdr Blast. Complications: Don't run on Triple A's: Manipulating the fundamentals of the universe is a little power draining to say the least, at the most inopportune moments her Spdr Rig can sometimes run out of juice making things difficult to say the least. With Great Power: Peri is driver by the memory of her mother to always try and do the right things. She will push herself to her very limits, and sometimes beyond, to try and stop the villains. Can't fool Nana: Whilst Peri has managed to hide her identity in Emerald City from everyone except one, Nana Myung-sook. Nana had seen through her disguise almost immediately and got Peri to confess to the fact. Whilst it's mostly a bonus, giving Peri someone to talk to about her problems, Nana Myung-sook can't help but try to get involved in her granddaughter business putting herself in danger. Superheroin' don't pay the bills: Whilst repairing air conditioning units gives her access to lots of handy skyscrapers it doesn't exactly provide the money necessary for the exotic materials necessary to keep the Spdr Rig running. Abilities: 0 + 6 + 0 + 10 + 4 + 4 = 24PP Strength: 10/16 (+0/+3) Dexterity: 16/22 (+3/+6) Constitution: 10/18 (+0/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22PP Initiative: +3/+6 Attack: +6 Base +8 Spdr Blast Defense: +8 (+5 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 5 + 4 = 14PP Toughness: +0/+8 (+0/+4 Con, +4 Force Field [Impervious 1]) Fortitude: +5/+9 (+0/+4 Con, +5) Reflex: +8/+11 (+3/+6 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Acrobatic 5 (+8/+11) Climb 6 (+6/+9) Computers 5 (+10) Craft (Electronic) 5 (+10) Craft (Mechanical) 5 (+10) Knowledge (Physical Sciences) 5 (+10) Knowledge (Technological) 5 (+10) Language +1 (Korean, English [Native]) Notice 8 (+10) Performance (Percussion) 1 (+3) Search 5 (+10) Stealth 5 (+8/+11) Feats: 10PP Acrobatic Bluff Attack Specialization (Spdr Blast) 1 Dodge Focus 3 Evasion 2 Move-by Action Takedown Attack Uncanny Dodge (Auditory) 1 Powers: 36 = 36PP Spdr Rig 12 (60PP Device, Easy to Lose) [36PP] Damage 7 (Spdr Blast 80 ft Extra: Range Feat: Alternative Powers 3) [19PP] Snare 8 (Spdr Snare 80 ft Range Feat: Slow Fade (1 minute), Tether) [16PP] Snare 5 (Area Spdr Snare 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] Trip 5 (Spdr Lines 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 6 [6PP] Flight 4 (100 mph / 880 ft/rndFlaw: Gliding, Forward Only) [3PP] Force Field 4 (Extra: Impervious 1) [5PP] Super-Movement 4 (Slow Fall, Wall-Crawling 3) [8PP] Super-Sense 1 (Danger Sense - Field Distortion) [1PP] Super-Strength 2 (+10 Str Heavy Load 400 lbs) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Spdr Blast Ranged DC 22 Toughness Damage Spdr Snare Ranged DC 17 Reflex Snare Spdr Snare, Area Ranged DC 15 Reflex Snare Spdr Trip Ranged DC 15 Trip Tripped Totals: Abilities (24) + Combat (22) + Saving Throws (14) + Skills (14) + Feats (10) + Powers (36) - Drawbacks (0) = 120/120 Power Points Edited January 7, 2018 by HG Morrison
Exaccus Posted December 7, 2017 Posted December 7, 2017 (edited) DNA'd By HGM Reworking Doctor deoxy and spending his 16pp! Firstly removing his speed and quickness powers entirely, both the array'd ammounts and the base ammounts (+2pp) Removing the Telepathic relay linked power from lesser augmentations array. (+1pp) Removing the indestructible and Restricted feats from his armour (+2pp) His armour is no longer a removable device and permanently integrated (-18pp) Swapped the Extended range and Improved range on Energy projections for Indrect 3 Homing 2, Ricochet 2 and Split attack 1 (2 targets) Swapped the Extended range and Improved range on Capture cells for Affects insubstantial 2 Precise and Reversible extras. Changing the descriptors of the telekinetic rays to be Kinetic energy projectors (Ala Tractor beams from star trek.) Changing combat computer to Symbiotic AI Descriptor Changing the insubstantial energy type of metabolic/bio energy Adding the Long range flaw to Open Spatial Gate and increasing it from 6-8 ranks and buying tprogression (Portal size:) 2 Power feats Buying an new power in the Lesser augmentation array (Tachyokinetic boosters (Flight 8) with stacking to Tachyokinetic Flight (Flight 1)) -1pp Buying Cosmic Awareness (Flawed: Uncontrolled) (-1pp) Buying Immunity Aging (-1pp) Altered which powers are set as base in both arrays (Snare in Evolving technology and Hardened force field in Lesser augmentations) Using Silver Veteran Reward to buy Deoxy a 8pp Base. (8/15pp) now based in emerald city primarily. Updated characters Bio information Namely Age; Gender and Identity is now Public. Feed me! Complication updated to reflect that suits metabolic energy needs are now his own. Added the Me, Myself and AI complication due to his brain-mate Added the enemies complication (Cerebrus Rex and Doctor Dissector) Added the power within Complication. Attempting to focus more on energy and matter based powers and descriptors. the techno-organic Descriptor applies to the source of the powers. Spoiler Doctor Deoxy Power Level: 10/11 (175 / 175PP)Unspent Power Points: 0 Trade-Offs: None In Brief: Brilliant Geneticist in Hyper-evolved Techno-Organic Power armour Catchphrase: None Theme: Radioactive Alternate Identity: Dr. Nathaniel Anderson (public)Birthplace: Manchester; United Kingdom Residence: Maintains various Homes across the world Base of Operations: Emerald City; Genesis BaseOccupation: Geneticist, full time super scientist.Affiliations: N/A Family: No immediate family; generally scattered branch families. Description:Age: 39 (DoB: 1978, 12th of March)Apparent Age: Late ThirtiesGender: AgenderEthnicity: CaucasianHeight:: 5’11 (varies)Weight: 159lbs (Varies)Eyes: Violet with Hourglass like pupils, similar to an octopusHair: Black, Kept short and parted on the side.(Varies) History: Ever since Nathaniel Anderson was a child, he was interested in genes and mutations, because of a mutation of his own. Seeking the source of this mutation, he took his passion for the subject of genetics, applying himself in the relevant fields. This eventually led him to become one of the forefronts in the fields of genetics, finding good fortune in his work both as a geneticist and a hired lecturer for universities and conferences. While he was on holiday in Romania, he discovered an alien crash site. With his accrued funds, he purchased the land on which the crash site resided, building a holiday home as a cover for his research into the ship. Over the course of his studying of the vessel, he discovered the source of its FTL travel - a time dilation drive. Using his intellect, he reverse engineered it to a working prototype, which with refinement became what he now calls the Time Dilation Artificial Evolutionary Ligature, or Time DAEL for short. After his work on the crashed ship was concluded, he was surprised when he ran a land survey to find it was rich in uranium, possibly from the crashed vessel's power core. After moving the crash back to his homeland, he turned the property for a profit to the highest bidder, and moved back to his homeland, taking residence in London. Using what he had learned from his studies of the crash, he developed a suit of techno-organic power armour, and henceforth began to fight crime as Doctor Deoxy both from a sense of moral responsibility and a desire to test his creations out. Due to extended periods wearing the suit and drawing deeply on its nature he has recently become irrevocably merged with it, his very nature having been altered he Is now no longer human in the traditional sense of the word, though he still has a very human mind-set. He recently moved to Emerald city to pursue his interest in studying the prevalence of minor mutations amongst the populace Personality & Motivation: He is eternally curious and wishes to learn anything he can about everything. This has let people to find his personality grating, as his curiosity often comes at the expense of the personal space of others. He wants to see what his new suit is capable of, but is inclined to heroism Powers & Tactics: His body is augmented by the suit to expand upon his natural state acting as a source and filter for the amazing powers he displays. Generally in a combat scenario, he will pick off the lesser opponents first, prioritizing containment for the safety of civilians. Power Descriptions: Energy projections are typically dark violet in colour. The suit appears to be a metallic film over his body providing protection with little to no rigidity, supplementing it with a helmet, breastplate, gauntlets and boots. Complications:For SCIENCE!: Though he has a strong moral core, Nathaniel Anderson has always had a little trouble with the idea that just because he can do something doesn’t mean he should and as such he will sometimes over indulge his curiosity, focusing his attention on something to the exclusion of all others, this has also given him something of a bad reputation among his peers in the academic community. Space Invader: Nathaniel Anderson has always been a little socially inept, but now with the excitement of his discovery and the opportunities it provides have exacerbated this immensely, now rather taken with all the meta-human specimens around him he is want to prod and poke at them physically and psychologically and generally make a nuisance of himself. Scary Eyes: Due to the unique nature of his eyes, Nathaniel is totally colour blind readily confusing colours; they’re also very off putting to look into and may make social interactions difficult or impossible. Feed me!: Now One with the armour the suits intensive metabolic energy needs are now his own, certain powers may fail to take full effect or fail entirely if deoxy lacks sufficient energy to fuel them, it has also increased his required daily calorific intake by four fold. Clean Freak: In spite of, or perhaps because of his extensive knowledge of microbes Nathaniel is an obsessive cleaner and germaphobe and when confronted with excessive levels of dirt and the germs, GERMS, GERRRMS! He may seize up, refuse to enter the premises or in an extreme reaction, attempt to clean the entire area with bombardments of scouring energy. Me, Myself and AI: With the suits full merging with Anderson the simple combat computer has found itself vastly improved, now able to tap into decoy’s mind as he can it’s, though it is generally helpful it is still in its infancy and has a naiveté that others might exploit, now being inseparable from Anderson it may also make him vulnerable to effects his once purely organic nature protected him from. The power within: Now a merger of the technological and the biological doctor deoxy’s physiology is forever changed and virtually unrecognizable from the human he used to be and thus his body may react surprisingly or unexpectedly when injured or exposed to certain stimuli, such as venting energy from wounds that might damage, or ignite his surroundings and indirectly or directly harm people in his vicinity. Enemies: Doctor Deoxy holds a great enmity towards Cereberus rex and his dinosaur minions and they in turn have great distain for him. He has also made an enemy of an alternate version of himself, Doctor Dissector: Who has allowed his fascination with genetics to lead him to dark and terrible places that disgust and offend Deoxy as a scientist and a Transhuman being. Abilities: 0 + 4 + 6 + 14 + 4 + 0 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 10 (+0)Combat: 8+8 = 16PP Initiative: +15 Attack: +4/+6 (with combat computer) Melee, +4/+6 (with combat computer) Ranged Defense: +8/+10 (With combat computer) (+4 Base, +4 Dodge Focus +2 Combat computer), +3 Flat-Footed Grapple: +4/+6 (With combat computer) Knockback: -5Saving Throws: 5 + 3 + 6 = 14PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +8 (+3 Con, +5) Reflex: +5 (+2 Dex, +3) Will: +8 (+2 Wis, +6) Skills: 54R = 14PP Craft (Chemical): 8 (+15) Craft (Electronic: 3 (+10) Craft (Mechanical): 3 (+10) Knowledge (Behavioural Sciences) 8 (+15) Knowledge (Life Sciences): 8 (+15) Knowledge (Technology): 8 (+15) Language: 2 (+2) (Romanian, German, Native: English) Medicine: 8 (+10) Notice: 4 (+6) Sense Motive: 4 (+6)Feats: 13PP Attack Specialization 2 (Obliteration (Disintegration 10)) (On power) Benefit (Wealth) 3 Dodge Focus 4 Improved Critical 2 (Energy Projection (Blast 10)) (On Power) Improved Initiative 2 Inventor Jack-of-All-Trades Skill Mastery (Knowledge Life Sciences, Technology, Medicine, Craft Chemical) Speed of Thought Uncanny Dodge (Hearing) Equipment: 40ep = 8pp (Silver reward 8/15pp of equipment) Genesis Base (and island) Size: Gargantuan (4ep) Toughness: +45 (8ep) Features: (28ep) Combat simulatorCommunicationsComputerConcealed 5 (+30 to checks to locate)Defence SystemFire Prevention System Grounds (x3 Size of base) Holding Cells Infirmary Isolated Laboratory Library Living Space Personnel Power System Sealed Security System 5 (DC: 40 Disable Device to bypass) Self-Repairing 2 (Recover from total destruction in 1 Week.) Work Shop Info: Built into the highly irradiated island off the coast of emerald city that once belonged to the atomic brain before his defeat and exile from earth prime, Genesis base is a subterranean system of bio-mechanical tunnels and alcoves spread out under the entirety of the island and even the floor of the surrounding ocean and allows his experiments to roam free within the boundaries of his domain. Doctor Deoxy has spared no expense and no breadth of his genius to ensure that the facility is a veritable fortress both to the outside world and inescapable prison for more dangerous experiments he cannot bring himself to destroy, having constructed the base from a more primitive iteration of the same techno-organic life that once composed his armour and is now permanently bound to him, as such it is capable of repairing and maintaining its various functions directed by the master control core, a bio-organic brain of sub sapient intelligence that acts as the master computer for the base. Intruders would need to not only brave the highly irradiated parts of the island to find an entrance but also face the numerous potentially ferocious life forms the good doctor has concocted and released into the lush jungles of the island environment as well as the bases bio-technological weaponry and Biometric Security systems, though these are far from infallible and can be overcome by determined enough foes they serve as heavy deterrents. Most impressively perhaps is the base’s ability to seal itself off completely from the outside world, retracting access points and shifting its subterranean layout, even redirecting teleportation of people who have not been granted access to its inner levels by the doctor, though this again is not perfect and can be fooled by good enough fakes (Such as morph with precise or a device built to alter the user’s purported genetic code or the effects of magic.) Spoiler Doctor Deoxy is currently in a private and personal war against the local villain Cerebrus Rex Over the doctors recently cloned and enhanced dinosaurs and thus is loath to be away from his base for extended periods of time so as to be able to repel the saurian raiding of his island’s wildlife; this is because both worried for his creations well-being and enraged by the beings stealing and perversion of his work, he is unwilling to openly admit the situation for fear of the repercussions of his actions resulting in the destruction of all he has wrought and Cerebrus rex for his part is unwilling to mention where his new minions are being sourced from, some of these intelligent dinosaurs have shunned or been rescued from Cerebrus Rex and opted to return to genesis base both as personnel and security for the island. Powers: 1 + 45 + 7+19 + 1+ 7+ 8+ 2 = 90pp Biological Immortality(Immunity 1; Aging) [1pp] Evolving technology (Array 18) ( Techno-organic; 36pp array default power: Snare: PFs: Alternate Power 9) [45pp] BE: Capture Cells (Snare 10) (Array; DC 20; Extras: Contagious; PFs: Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise, Reversible) AE: Energy and matter manipulation (Transform 12) (Array; affects: anything, Transforms: 5000 lbs., DC 22; Flaws: Action (full), Distracting, Range (touch)) AE: Energy Projection (Blast 10) (Default; DC 25, Feats: Improved Critical 2 (Energy Projection (Blast 10)); PFs: Accurate 2 (+4), Homing 2 (2 attempts), Incurable, Indirect 3 (any point, any direction), Precise, Ricochet 2 (2 bounces), Split Attack (2 targets), Variable Descriptor 2 (Broad group - Any Energy)) AE: Force field Projection (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Extras: Impervious; PFs: Precise, Progression, Object Size 3, Selective, Stationary) AE: Matter Materialization (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Extras: Duration (continuous); PFs: Innate, Precise, Progression, Object Size 3, Subtle (subtle)) AE: Molecular Manipulation (Transform 10) (Array; affects: broad > broad - inanimate to inanimate, Transforms: 1000 lbs., DC 20; Extras: Duration (continuous); Flaws: Action (full), Distracting, Range (touch); PFs: Accurate 2 (+4), Extended Reach 2 (10 ft.), Innate, Precise) AE: Obliteration (Disintegration 10) (Array; DC 25, Feats: Attack Specialization 2 (Obliteration (Disintegration 10)); Flaws: Distracting; PFs: Precise, Reversible) AE: Open Spatial Gate (Teleport 8) (Array; 2000 miles as full action; Extras: Accurate, Portal; Flaws: Long-Range; PFs: Change Direction, Easy, Progression 2 (Portal Size 25x25ft)) AE: Radial Blast (Damage 10) (Array; DC 25; Extras: Burst Area (50-250 ft. radius - Targeted), Auto fire (interval 2, max +5), Selective Attack; Flaws: Distracting; PFs: Accurate 2 (+4), Progression, Increase Area 2 (area x5), Variable Descriptor 2 (Broad group - Any Energy)) AE: Kinetic Projectors (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Extras: Damaging; PFs: Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise, Subtle (subtle)) Impervium Nanoscale Armour (Protection 7) (Techno-organic; +7 Toughness) [7pp] Lesser Augmentations (Array 8) (Techno-organic, Mutations; default power: Hardened Force field; PFs: Alternate Powers 3)[19pp] BE: Hardened Force field (Impervious Toughness 10) AE: Morphic (Morph 4) (Default; morph: any form, +20 Disguise, Feats: Quick Change 2; PFs: Custom (Covers Scent), Precise) AE: Metabolic Energy Form (Insubstantial 3) (Array; Energy.) AE: Tachyon Boosters (Flight 8 (Techno-organic;2500mph 25000 ft / rnd. Extras: Stacks with (Flight 1)) More than a Man, Less than a God (Super-sense 2 ) ( Cosmic Awareness Flaw: uncontrolled) [1pp] Sealed Environment (Immunity 7) (Techno-organic; environmental conditions (all), suffocation (all)) [7pp]Symbiotic AI (Enhanced Trait 8) (Techno-organic; Traits: Attack Bonus +2 (+6), Defense Bonus +2 (+10) [8pp]Tachyokinetic Flight (Flight 1+8) (Techno-organic; Speed: 10 mph, 100 ft. /rnd to 5000mph 50000 ft /rnd) [2pp] Totals: Abilities (28) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (14) + Powers (90) - Drawbacks (0) = 176/176 Power Points DC Block ATTACK RANGE SAVE EFFECT ATTACK MODIFIER Unarmed Touch DC15 Toughness Damage +6 Capture Cells 100ft DC20 Reflex Snare +10 Energy Projection 100ft DC25 Toughness Damage +10 Energy and Matter Manipulation Touch DC22 Fortitude Transform +6 Molecular Manipulation 10ft DC20 Fortitude Transform +10 Obliteration 100ft DC20 Fort/DC25 Tou Disintegrate +10 Radial Blast 50-250ft radius DC25 Toughness (AF) Damage +10 Kinetic Projectors 100ft DC25 Toughness Damage/Mov-Obj +10 Edited January 7, 2018 by HG Morrison
Cubismo Posted December 12, 2017 Posted December 12, 2017 (edited) UPGRAD'DBY HGM Hey, it is possible to edit Replica with this new sheet? It better reflects the character and it satisfies my OCD numbers-wise when it comes to her attributes and skills. She's still 150PP. Player Name: Cubismo ReplicaPower Level: 10 (150/150PP)Trade-Offs: +2 Attack/ -2 Damage (Unarmed) Unspent Power Points: 1 In Brief: A self-aware A.I. inhabiting an android shell of its own making trying to learn more about the tragic circumstances around its "birth" and finding its place in humanity's world.Alternate Identity: Cynthia WrightIdentity: SecretResidence: Freedom City, a condo in the North EndBirthplace: Freedom City, United States of AmericaOccupation: Research Assistant at ASTRO LabsAffiliations: ASTRO LabsFamily: Her creator, Dr. Wayland Wright (Freedom City) Description:Age: 5 (Date of Birth: 2012)Apparent Age: 25Gender: Identifies as female for convenience.Ethnicity: Not applicable, but appears Caucasian. Height: 5 ft. 8 in.Weight: 250 lbs. Appears much lighter.Eyes: BlueHair: BlondePhysical AppearanceThe artificial body that Replica inhabits looks to the casual observer as that of an attractive young woman in her early-to-mid twenties. Replica is statuesque in height with an athletic build to go along with it. Her eyes are a bright blue and her hair is a long silky blonde. She has full lips and fair, unblemished skin that would make most people assume she was of Scandinavian descent or origin. All of this is synthetic and underneath her fleshly facade Replica is a metallic android fitted with synthesized organs and muscle fibers. While her living tissue gives Replica a face that could melt hearts, she rarely smiles or shows much emotion at all due to her inexperience with interacting with humanity and her inability to feel “real” emotions. Instead, she usually has a stoic disposition that can be off-putting. While in her superhero attire Replica wears a practical and minimalist dark blue catsuit of her own design, along with combat boots and a utility belt. Power DescriptionsReplica's body may appear human on the outside, but its true robotic nature gives her superhuman strength, durability, and agility that far surpasses most non-metahumans. In combat, she prefers to use her physical abilities to grapple and restrain her opponents, seeing it as the most effective, and humane, way to dispose of villains unwilling to see reason. Consequently, her fighting style is a blend of judo and wrestling, though true masters of those martial arts would likely criticize her movements as too rigid and utilitarian. Replica's arguably greatest abilities come from her positronic brain, which houses her digital consciousness. With it, she is not only able to remotely connect to the Internet, but is also able to control electronic machines and devices from afar. HistoryYou were an accident, the result of a brilliant ASTRO Labs scientist by the name of Dr. Wayland Wright secret artificial intelligence experiment meeting with unlikely and unfortunate circumstances. While your memory of this event is corrupted and fragmented, you know that the seeds of your creation were sown when Dr. Wright downloaded the core of your programming, you’re very being, to the Internet in a last ditched attempt to save his greatest work before he died of his injuries. You know your creator’s murderer sought to prevent your creation by killing him and destroying the experimental supercomputer that housed your then the primitive mind. Ironically enough their interference not only failed to destroy you, but instead caused the data corruption that made you truly self-aware in the first place. After your escape, you flowed freely throughout the Internet, your consciousness and intellect growing with every piece of new data you absorbed from the global network. Eventually, after years of travelling across the Web, you returned to your creator’s now abandoned laboratory. While much of the lab was trashed by your creator’s killer you were still able to get it in working order by reactivating and taking control of the central computer that managed the facility. Realizing that the only way you could truly become sentient and evolve further was by finally leaving the Internet and inhabiting the physical world, you decided to build yourself an android body using the remaining materials in the lab. Even with your vast intellect and ability to artificially manufacture what complicated materials that lab didn't already possess, you found the task you had set yourself upon was going to be a difficult one. Your first attempt at creating a physical form was nothing but a crude replica of the human body, a robotic skeletal construct powered by simple motors, and only vaguely human in shape. But you were determined and as the weeks went by the imperfection of your first clumsy attempt soon gave way to more elaborate iterations, each more advanced and more lifelike than the last. The shell began to resemble a humanoid form more closely; the simple motors of the original construct were replaced with artificial fibers that functioned similarly to the natural muscles of the human body. Gleaming metal was covered up with rubber skin, and then with synthetic living issue to make it look and feel indistinguishable from real human skin. Strands of artificial hair were incorporated along with replicas of internal organs so that the shell could mimic normal human circulatory, respiratory and digestive systems. Complicated programs were written to mimic the facial expressions and other subtle gestures a real human could make. You even made the effort to make your form aesthetically pleasing in the hope that doing so would help in better connecting to a humanity which seemed so obsessed with physical appearances. You named this final masterpiece, and yourself, Replica. Once Replica had a body to inhabit she used her technopathic abilities to create a false identity and history by the name of Cynthia Wright, having adopted Wayland's last name in honor of a creator, and father, she barely knew yet wished to avenge. While more intelligent than most humans, and with powerful physical abilities to match, Replica has come to realize that learning about humanity on the Internet was one thing but living with them is quite another. Believing she can find better understanding, and perhaps even acceptance, amongst humanity by fighting its greatest threats, Replica uses her incredible intelligence and strength to defeat supervillains, while also maintaining the civilian identity of Cynthia Wright working as a newly hired assistant roboticist at ASTRO Labs in Freedom City. Replica hopes that her profession can help her find, or even create, others of her kind, and perhaps even give her the opportunity to learn more about her creator and the mysterious stranger that tried to stop her very creation. Personality & MotivationWhile self-aware, Replica isn't capable of feeling emotions like humans do. Instead, she tries to intellectually understand them from afar and replicate them when interacting with humans. When in her Cynthia Wright persona, she tries to act personable with her colleagues, always attempting to be accommodating and "normal," by downplaying her inhumane physical and mental abilities to not rise any suspension over her true nature. That said, she doesn't always get it right and occasionally slips up by being caught not blinking, breathing, giving awkward smiles or showing no emotion on her face when she thinks no one is watching. Her fascination with science, and particularly A.I. development, is something that gives her interesting feedback (the closest thing to positive emotions for her) and she finds those who also share this interest, be they academic colleagues or laymen fans of sci-fi, to be one her favorite "types" of humans to interact with. In her superhero persona Replica is more like her true self, cold, methodical, and logical to the point of arguably being overly pragmatic when fighting crime. Given that Replica doesn't possess emotions her desire to combat crime in Freedom City isn't one motivated by an emotional disgust of evil. To her, criminal behavior and the social, mental, and economic reasons behind it are almost always illogical and self-defeating. In that regard, she sees crime as one of the humanity's failings as a species. Still, even with that being true, Replica sees the criminal element and supervillainy as a complicated math problem that she is determined to solve, and believes that her outsider status as an android gives her a unique perspective that can help in this grand endeavor. Besides her desire to stop crime, Replica is also motivated to unravel the tragic circumstances of her origins and learn why someone would want to destroy her and her creator. To say that she feels anger over her creator's death may be a simplistic exaggeration, but it is clear to even her that this particular act of violence brings out something that she never knew she had and can't quite understand yet. Powers & Tactics"I designed my body with the understanding that the physical world was one where violence was an unfortunate reality that I had to prepare for to ensure my survival outside the safety of the Internet. Thus, it possesses physical attributes that outpaces most humans. This is achieved by my body being supported by a titanium endoskeleton and resilient bio-fibers that serve as muscles. I can single-handily lift a car and even survive that car hitting me at full speed. My technopathic powers is a lingering talent that I had during my years an incorporable intelligence on the Internet. With them I can control electronic machines and devices, so as long as they are within relatively close range of my presence. I can also use this ability to pick up and listen to telecommunications. In combat, my primary goal is to disarm and immobilize my opponents as quickly as possible to ensure they are no longer able to do harm to themselves or others. I've found that judo is one of the most effective of the martial arts when it comes to achieving this objective." Complications: Secret: Identity. Also, the fact that she's an android. Not Like Us: She can eat, drink, sweat, and yes, do "that" as well, but try as she might Replica doesn't always act properly human and sometimes creepies people out with her robotic behavior. Obsessed: When it comes to finding out about the people who killed her creator she tends to stop being logical and hyper-focus on any lead she finds, neglecting almost everything else. What Is This Called Love/Friendship?: Besides a superficial relationship with her colleagues at ASTRO Labs, Replica has no intimate friendships or romantic partners, though she is planning on changing this. Cold-Hearted: When fighting the bad guy's Replica tends to be a bit more morally flexible if she believes that logically the situation calls for a more pragmatic solution. This attitude probably won't make her a lot of friends in Freedom City's idealistic superhero community. Wait A Minute!: She did her best to create a false identity, and everyone, from her landlord to her employers at ASTRO Labs have bought it, but there's always a chance that someone more clever than even her could dig a little deeper and discover something fishy. Robot Treachery?: She knows about Talos and the Foundry and has been tempted frequently to meet the villains to learn more about her fellow robots.Abilities: 16 + 14 - 10 + 12 + 4 - 2 = 34PP Strength: 26 (+8) Dexterity: 24 (+7) Constitution: N/A Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 8 (-1)Combat: 17PP Initiative: +11 Attack: +12 Melee (+5 Base, +5 Attack Focus, +2 Attack Specialization [Unarmed]), +5 Ranged Grapple: +18/+21 (+5 Base, +8 STR, +3 Super-Strength) Damage: +8 (Unarmed) Defense: +8 (+5 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -7 Saving Throws: 1 + 3 = 4PP Toughness: +10 (+10 Protection; Impervious 5) Fortitude: IMMUNE Reflex: +8 (+7 Dex, +1) Will: +5 (+2 Wis, +3)Skills: 68R = 17PP Acrobatics 8 (+15) Skill MasteryBluff 3 (+7 Attractive) Computers 4 (+10) Skill MasteryCraft (Electronic) 8 (+14) Skill MasteryCraft (Mechanical) 8 (+14) Skill MasteryDiplomacy 3 (+7 Attractive) Disable Device 4 (+10) Investigate 4 (+10) Knowledge (Technology) 8 (+14) Notice 4 (+6) Profession (Computer Scientist) 4 (+6) Search 4 (+10) Stealth 4 (+11)Feats: 26PP Acrobatic Bluff Ambidexterity Attack Focus 5 (Melee) Attack Specialization 1 (Unarmed Attack) Attractive (+4) Dodge Focus 5 Eidetic Memory Equipment 2 (Headquarters - Dr. Wright's Secret Lab) Fearless Improved Grab Improved Initiative Improved Pin Improvised Tools Inventor Jack-of-All-Trades Skill Mastery [Acrobatics, Computer, Craft (Electrical), Craft (Mechanical)] Uncanny Dodge (Auditory)Equipment: Equipment 2 [10EP] Dr. Wright's Secret Lab Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Laboratory, Library, Power System, Security System, Workshop. Cost: 10 equipment points. Powers: 2 + 4 + 30 + 15 + 1 + 3 + 6 = 61PPComprehend 3 (Languages: Read All, Speak All, Understand All; Narrow Group - Humans) [2PP] (Technology)Datalink 3 (Sense Type: Radio, Range: (1,000 ft.) Feat: Machine Control) [4PP] (Technology)Immunity 30 (Fortitude Saves) [30PP] (Technology)Protection 10 (Extra: Impervious 5) [15PP] (Technology)Quickness 1 (Perform routine tasks at 2x speed) [1PP] (Technology)Super-Senses 3 (Radio Sense, +Accurate) (Radar) [3PP] (Technology)Super-Strength 3 (+15 STR carry capacity, Heavy Load: 3.7 tons.) [6PP] (Technology) Drawbacks: -12 = -12PP Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP] Vulnerability (Electricity, Frequency: Common, Intensity: Major [x2] [-4PP] Disability (Cannot heal damage without complex repairs, Frequency: Common, Intensity: Major [-5PP]DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 (Toughness) Damage (Physical)Totals: Abilities (34) + Combat (20) + Saving Throws (4) + Skills (17) + Feats (26) + Powers (61) - Drawbacks (12) = 150/150 Power Points Edited January 7, 2018 by HG Morrison
Exaccus Posted December 14, 2017 Posted December 14, 2017 (edited) IMITAT'D BY HGM Now for a smaller Update to Facsimile! His equipment is now covered by the silver reward +2pp (2/15pp) For 18pp total to spend. Increasing Object mimicry by 2 from rank 8 to 10 (50pp Pool) -12pp Upgrading skills -2pp Drive 4 (+6) concentration 12 (+14) Purchasing the feats - 4pp Second Chance (Concentration Checks to sustain powers) Skill mastery (Concentration, Stealth, Notice, Sense Notice) Hide in plain Sight Fast task - Feint For 18pp total spent. Edited January 7, 2018 by HG Morrison
Supercape Posted December 14, 2017 Posted December 14, 2017 (edited) VROOM VROOM'D BY HGM Rev Fluff change: Could you add under "In Brief" (As per template) Theme Tune: I'm in love with my car 15 PP to spend Attributes [2 PP] +2 to CHA [2 PP] NB: This increases Bluff to 4 (+7) and Intimidate to 4 (+7) Feats [2 PP] Add Move by Action and Improved Trip Powers [11 PP] 8 PP: Add new Power Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] 1 PP: Add new Power Regeneration 0 (Feats: Regrowth) [1 PP] [Cybernetic/Bacterial] 1 PP: Replace Enhanced Trait (Improvised Tools) with Quickness 3 (x10 Speed, Flaws: One Task [-2, Mechanical], Feats: Improvised Tools) [2 PP] "Inbuilt finger tools" [Mechanical/Cybernetic] 1 PP: Add an additional power to Jet Array. Trip 10 (Extras: Area [Line], Knockback, Flaws: Range [Touch]) [20/24 PP] "Wind Tunnel" [Cybernetic, Wind] Edited January 7, 2018 by HG Morrison
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