Supercape Posted December 16, 2017 Posted December 16, 2017 Rope-a-doped by Thevshi Bloody Mess 15 PP to spend Feats: [2 PP] Another Rank of Improved Initiative (also making his initiative +11 total under the combat section) Move by Action Powers [12 PP] 12 PP: Add 10 PP to Blood Control Array and adds 2 Alt Powers (Blood Infection, Nullify) This “Buys off” the Action Flaw in all the powers, and adds 2 ranks to Alternate Form. It now looks like this: Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP] BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound” AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} Blood drains from body and animates!Concealment 2 (Normal vision, Flaws: Limited to when immersed in blood-coloured fluid [-2], Permanent [+0]) [1 PP]Enhanced Reflex 6 (Feats: Evasion 2, Improved Defence 2)Enhanced Strength 4 [4 PP] (Total STR with Shrinking of 14/18)Immunity 4 (Critical Hits, All Suffocation) [4 PP]Insubstantial 1 (Flaws: Permanent) [5 PP]Shrinking 12 (Diminutive Size, -12 STR, -2 Size Categories Feats: Innate, Normal Movement, Flaws: Permanent) [14PP]Super Movement 4 (Slithering, Wall Crawling 3) [8 PP]Drawback (-1 Toughness) [-1 PP] (1 + 4 + 4 + 5 + 14 + 8 -1 = 35 PP) AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP] Whilst the attack is a fort based attack it will have no effect on living things without a significant circulatory / blood system, like Giant Amoeba or Jellyfish. The dazzle effect has the drawback plus it only affects sensory organs with significant blood supply (in humans, it means getting blood in your eyes, ears, and nose to blind, deafen and stop smell). Radio, tactile, and mental senses are unaffected (unless there is a really good justification like a sharks electromagnetic sense organs). Cybernetic replacements like cybernetic eyes would also be unaffected AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection” AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP] [1 PP]: Super Strength, add the Super Breath feat to make Super Strength 2 (+10 Effective strength, Feats: Ground Strike, Super Breath) [6 PP] NB: There is a pre-existing error on the sheet (Super Strength is costed at the top as 5 PP and should thus read Super Strength 2 with the Ground Strike feat already) Could you also change Immunity 10 to Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 PP] “Mutant Blood”, Saving 1 PP 1 PP: Reduce Vulnerability to Dehydration to “Minor” [+1 DC] Finally if you could also change the top of the sheet, his Reflex is now +9 (+15 in Alternate Form)
Supercape Posted December 18, 2017 Posted December 18, 2017 Limbered up by Thevshi Synth 35 PP to Spend – quite a lot, but mainly refining pre-existing sheet and bringing up to PL 11 Fluff: Could you edit trade offs now +1 Attack/-1 DC, +1 Defence/-1 Toughness Could you edit PL up to 11 Could you edit age up to 7 Abilities: 7 PP Increase DEX to 42 (+16) Saving Throws: 2 PP Increase Fortitude: +14 (+10 Con, +4) [+16 With Rage] Reflex is now +16 Combat: 8 PP: Add +2 to Attack Bonus and +2 to Defence Bonus for 4 PP each Initiative no PP cost but with DEX increase now +20 Grapple no PP cost but with DEX increase now +28 (+31 with hypertrophied muscles) Skills: 10 PP Increase skills to 100 Ranks = 25 PP. +4 Ranks Bluff, Climb, Craft (Mechanical), Intimidate, Behavioural Sciences, Life Sciences, Medicine, Sense Motive, Stealth, Swim Including the improved DEX this makes… Acrobatics 8 (+24) Bluff 4 (+6) Climb 4 (+6) Craft (Mechanical) 4 (+7) Diplomacy 4 (+6) Disguise 0 (+2) Skill Mastery [+20/+22 With Morph] Drive 4 (+20) Skill Mastery Escape Artist 0 (+16) Skill Mastery [With Hypermobile Muscles 16 (+32)] Intimidate 4 (+6) Knowledge (Behaviour Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Life Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Streetwise) 4 (+7) Language 4 (English, French, German, Russian, Swedish) Medicine 8 (+12) Skill Mastery [Enhanced: 16 (+20)] Notice 12 (+16) Search 4 (+7) Sense Motive 8 (+12) Stealth 8 (+24) Swim 4 (+12) Feats: 3 PP Add: Defensive Attack Move by Action Ultimate Effort [Fort Saves] Powers: 5 PP Increase immunity by 2 PP to make: Immunity 7 (Aging, Cold, Critical Hits, Disease, Own infection power, Poison) “Synthetic Organism” [Biological] Supersense adds 1 PP, adding in Low Light Vision to make: Super Senses 7 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Low Light Vision, Tracking [Olfactory]) [7 PP] “Synthetic organism” [Biological] Synthetic Cell Array adds 2 PP to give two additional AP. This makes: Synthetic Cell Array (21 PP Array, Feats: Alternative Power 4) [25 PP] [Biological / Cellular] BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Requires Grapple) [21/21PP] “Infect” AP: Healing 10 (Extras: Total, Feats: Regrowth, Flaws: Tiring) [21/21] “Regenerate” AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Flaws: Requires Grapple)[21/21PP] “Cannibalize” AP: Nullify 10 (All mutation powers, Extras: Alt Save [+0, Fort], Disease [+2], Feats: Reversible, Flaws: Range [Touch], Requires Grapple) [21/21 PP] “Genetic shutdown” AP: Nauseate 10 (Extras: Area [Cloud], Contagious, Feats: Reversible, Flaws: Action [Full], Tiring) [21/21 PP] “Shed infected skin spores”
Blarghy Posted December 26, 2017 Posted December 26, 2017 Sniffed out by Thevshi Leviathan Adding some Wisdom, skill ranks, and some Super-Senses for both his regular form and for his transformation container. It's justified here. 20PP in total. Wisdom 2 [2] Skills 5PP=20R [5] Knowledge (Life Sciences) 2 Medicine 2 Notice 8 Sense Motive 8 Super-Senses 3 (Olfactory (Acute, Danger Sense, Tracking 1)) [3] Super-Senses 10 (Olfactory (Accurate 2, Blindsight 4, Extended 2 (1,000), Tracking 2 (3 total)) [10] Spoiler Abilities: 0 + 0 + 10 + 10 + 6 + 4 = 30PP Strength: 10/34 (+0/+12) Dexterity: 10 (+0) Constitution: 20/44 (+5/+17) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 14 (+2) ... Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+17 (+5/+17 Con, +0) Fortitude: +5/+17 (+5/+17 Con, +0) Reflex: +4 (+0 Dex, +4) Will: +7 (+3 Wis, +4) ... Skills: 132R = 33PP Computers 10 (+15) Craft (Chemicals) 10 (+15) Diplomacy 11 (+13) Disguise 0 (+2/+12) Intimidate 8 (+10/+12) Knowledge (Earth Sciences) 10 (+15) Knowledge (Life Sciences) 19 (+24) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 10 (+15) Language (Latin) 1 Medicine 19 (+22) Notice 12 (+15) Sense Motive 12 (+15) ... Powers: (All Mutations) 86 + 4 + 3 = 93PP Leviathan Transformation Container 17.8 (Active; Drawback: Activation [Full Action, -3]) [86PP] Enhanced Constitution 20 [20PP] Enhanced Strength 16 [16PP] Growth 4 (Large; Strength +8, Constitution +4) [16PP] Immunity 3 (Cold, High Pressure, Suffocation [Water]) [3PP] Leaping 3 (10x) [3PP] Regeneration 15 (Bruised 3, Injured 6, Staggered 6 [No Action]; Feats: Regrowth) [16PP] Speed 3 (50 MPH, 500 Ft./Move Action; PFs: Alternate Power 2) [5PP] AP: Burrowing 3 (5MPH, 50 Ft./Move Action in Soil (Less in Harder Materials)) [3PP] AP: Swimming 3 (10MPH, 100 Ft./Move Action) [3PP] Super-Senses 10 (Olfactory [Accurate 2, Blindsight 4, Extended 2 {1,000}, Tracking 2 {3 total}]) [10] Morph 2 (Any Humanoid) [4PP] Super-Senses 3 (Olfactory [Acute, Danger Sense, Tracking 1]) [3] ... Totals: Abilities (30) + Combat (18) + Saving Throws (8) + Skills (33) + Feats (24) + Powers (93) - Drawbacks (0) = 206/216 Power Point
Curious Key Posted December 29, 2017 Posted December 29, 2017 Dodged by Thevshi Gonna spend a few points on traits and powers, spending a total of eight PP. Nothing huge. Changes below: Enhanced Dexterity Increased by four ranks Fortitude and Will saving throws both increased by two. New Complications. Player Name: Curious Key Character Name: Warp Power Level: 10/12 (190/193) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 3 Complications: Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. I Need This Gig — Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands. It's All Too Much — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to chaotic lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or can cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. Reality Unweaving — When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world. Psychosomatic Powers — The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed. Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call.Caught Red-Handed — While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder.In Sheep's Clothing — . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Use of her powers can cause system failures as it tries to adjust to the spatial rubberbanding, disabling its main functions altogether until Warp resets it. It takes some time to recalibrate, leaving Warp unable to don her civilian disguise for what can be precious minutes, or even hours. Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP Strength: 14(+2) Dexterity: 14/22 (+2/6 Enhanced Dexterity) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +10/14 Attack: +5 Base, +13 Entropic Strike/Reality Erosion Grapple: +7 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +6 (+3 Con, +3 Protection) Fortitude: +9 (+3 Con, +6) Reflex: +12 (+2/6 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 68R = 17PP Acrobatics 8 (+10/14) 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 (+8/12) Intimidate 10 (+14) Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant) Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
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