Ysariel's stuff: Adaptive Armor, Ice Cream Headache

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Y's characters

Postby Ysariel » Tue Jul 02, 2013 10:33 pm

Arilyn after some updates. This character ended up going in a different direction than the 'bumbling inept apprentice' angle I had going originally, and she performed competently during her first adventure. I'm still deciding where she's headed as far as character development goes. In the meantime:

  • Her devices are all Removable now, instead of Easily Removable, although they can still be disarmed as a complication. (The GM wasn't disarming them ever, so I felt it was unfair for me to keep getting the points discount.)
  • Her Expertise: Magic is no longer 50% Unreliable. Instead, as a complication her magical knowledge turns out to me misleading or incomplete.
  • As an AP of her magic array she has a Shapeable Area blast with Variable Descriptor 2 [any elemental] to represent her area attacks, instead of using Create for the area attack. 'Elemental' here means the four classical elements, fire/water/earth/air.

She still has 3 pp unspent and her complications are rewritten to be much more concise.

I've decided that Arilyn is an elementalism/enchantment sorceress with a dash of transformation, so her spells (other than her staff) are a combination of elemental powers and psychic stuff such as illusions and telekinesis. As a side effect, she can no longer stunt Teleport; if anyone asks, she saw something in the space between worlds the last time that warned her not to go back.



Arilyn (3e, PL 5; 85PP)
Concept: Sorceress
Tradeoffs: Attack -1 / Save DC +1; Defense -1 / Toughness +1

Image
Art by Mitch Foust


Complications

Secret: Arilyn masquerades as a true sorceress when she isn't really one

Power Loss: Arilyn can't cast without a specially designed sorceress' staff, which can be disarmed.

Miscast: Arilyn didn't complete her studies, and her spells occasionally hit someone other than the intended target, or produce effects other than intended. Her magical knowledge may occasionally be incomplete or incorrect.

Culture: Arilyn spent most of her childhood immersed in the culture of the High Arcanum, which says that if you have to rely on mundane tools you aren't hardcore enough to be in the magic business. She can't use or own Equipment.

Responsibility: Arilyn has pledged her aid to Hamek's nearest kin or any ally his spirit deems worthy.

Motivation - Doing Good: Ever year thousands of hopeful young apprentices depart for the High Arcanum, seeking to master its secrets for the good of the mortal world. Arilyn never let go of that youthful idealism, and she'll intervene whenever she sees someone in trouble - mundane or magical.


Abilities (20pp): Strength -1, Stamina 0, Agility 0, Dexterity 2, Fighting 0, Intellect 4, Awareness 2, Presence 3

Powers (50pp):

"Ars Arcana" ARRAY 18pp + 5pp (Removable -5pp) 18pp
BASE "Magna Evocans" Create 5 (Continuous +1, Precise, Variable Descriptor 2 [any magical])
-- AE "Potens Elementarium" Blast 5 (Area: Shapeable +1, Variable Descriptor 2 [any elemental])
-- AE "Oculus Deorum" Remote Sensing 8 [visual, auditory 3*r pp] (Defenseless when using -1, Subtle)
-- AE "Phantasma Superba" Illusion 4 [visual, auditory, 3*r pp] (Independent +1)
-- AE "Mens Agitat Molem" Move Object 5 (Perception +1, Precise, Subtle)
-- AE "Lapis Philosophorum" Transform 3 [Mass: 6 lbs; anything to anything, 5*r pp] (Accurate 3, Continuous +1, Distracting -1)

"Mysteria Adclaro" Senses 2 Magical Awareness [visual] (Acute) 2pp
"Levitas" Flight 1 (Subtle, Removable -1pp) 2pp

"Robes" Protection 6 (Removable -1pp) 5pp
"Girdle" Enhanced Fortitude 4, Enhanced Will 4 (Removable -2pp) 6pp
"Bracers" Enhanced Dodge 4, Enhanced Parry 4 (Removable -2pp) 6pp
"Staff" Blast 6 [magic] (Accurate, Affects Insubstantial 2, Activation: Move action -1pp, Removable -3pp) 11pp

Advantages (2pp): Artificer, Eidetic Memory

Skills (10pp / 30r): Expertise: Magic 6 (+10), Insight 7 (+9), Investigation 5 (+9), Perception 5 (+7), Persuasion 6 (+9), Treatment 1 (+5)

Offense: Initiative +0
  • +4 Staff (Ranged, Damage, DC 21 Toughness; Affects Insubstantial)
  • -- Magna Evocans (Ranged Area, Create, DC 20 Toughness [dropped object])
  • -- Potens Elementarium (Ranged Area: Shapeable, Damage, DC 20 Toughness)
  • -- Phantasma Superba (Perception, Illusion, DC 14 Will)
  • -- Mens Agitat Molem (Perception, Move Object, DC 15 better of Str or Dodge)
  • +6 Lapis Philosophorum (Close, Transform, DC 13 Dodge)
Defense (0pp): Dodge 0 (+4), Parry 0 (+4), Toughness +6, Fort 0 (+4), Will 0 (+6)

Abilities 20 + Powers 50 + Advantages 2 + Skills 10 + Defense 0 + Unspent 3 = 85
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Gilliam
Superhero
Superhero
Posts: 1999
Joined: Tue Nov 30, 2010 9:39 pm

Re: Y's characters

Postby Gilliam » Sat Jul 06, 2013 3:14 am

Ysariel wrote:
Background:

To the tune of Auld Lang Syne (Rock version)
(start singing when the percussion begins at 0:48)

(Guitar solo)

In iron tank and cloning vat
Was a future hero born
Of work that evil men begat
A rose among the thorns;

On them the hero turned her back
As her heart and wings grew strong;
She swore there ain't no turning back
Thus begins the Skylark's song!

Her sonic blade will clear the way
The Skylark's here to play
Turn up the bass, and sing along
With the Skylark's song!

(Instrumental break)

Don't turn your back, you'll pay the price
She don't play fair, be warned
She's full of sass, she ain't that nice
There's no rose without a thorn;

But when you gotta save the day
She'll still be there to play
Turn up the bass, and sing along
With the Skylark's song!



Once again I am amazed by the thought you put into your builds and I love the song. Great work :D

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Y's characters

Postby Ysariel » Sat Jul 06, 2013 8:53 am

Thanks very much for your kind words. :)

I am glad you enjoyed. :mrgreen:
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Y's characters

Postby Ysariel » Wed Jan 29, 2014 4:48 pm

A.S.T.R.A. (PL 12; 180pp)
Concept: Magitech Android
Tradeoffs: Attack -4 / Save DC +4; Defense -4 / Toughness +4

Image
Art by Capura.L

Ruby Goldberg and Mister Miracle had defended humanity for all their lives - but even they knew they would not be here for the world forever. As the sunset of their lives approached, the two mighty heroes poured all their passion, all their love and all their genius into one last great work. By the powers of science and sorcery combined, with the most ancient magic and the most modern technology, they built the Autonomous Superhuman Threat Response Android (ASTRA), a guardian to all mankind long after they were gone. But their labor was never fully completed, and one gray morning Astra was awakened by automatic subroutines to the sight of her creators dead in peaceful sleep, and a holographic recording of them exhorting her to keep the powers of science and sorcery out of evil hands forever. Astra quickly took to fighting villainy and was found by <hero team>, where she remains till this day in the service of all the values humankind holds dear.

Powered by a revolutionary dual antimatter/mana drive system, and controlled by a 777-core processor sporting runes only 0.2nm wide engraved on monocrystalline silicon, Astra can interface with spirit and supercomputer alike, disrupt spells and bring a fearsome arsenal of magitech weaponry to bear. Computer viruses programmed in ancient Sumerian allow her to comandeer even machines that have no electronic component, and she sports prophetic sensor algorithms and and an alchemically hardened polymer muscle structure that looks completely human. Ruby Goldberg and Mister Miracle never made detailed plans of their work, and scattered notes suggest that Astra is still incomplete - but she functions perfectly well, and nobody has ever identified what parts are missing.

Complications

Prime Directive (motivation: responsibility) - Keep the powers of science and sorcery out of evil hands forever.

You, Robot (prejudice) - Not everyone trusts an android whose creators have passed on and can no longer be held responsible for its actions.

Abilities (18pp): Strength 0 (10), Stamina --, Agility 2, Dexterity 2, Fighting 8, Intellect 0 (10), Awareness 0, Presence 2 [+2 Will]

Powers (127pp):

"Techno-Sorcery" ARRAY 36pp + 3pp
BASE "Reinforce Chassis" Enhanced Strength 10, Impervious Toughness 12, Flight 2
-- AE "Mana Blasters" Blast 12 (Accurate 5, Affects Insubstantial 2, Improved Critical 2, Variable Descriptor 2 [any magical])
-- AE "Spell Jammer" Nullify Magic 12 (Broad +1, Perception +1)
-- AE "Technokinesis" Affliction 12 [Will or Technology vs Entranced/Compelled/Controlled] (Affects Only Objects +0, Cumulative +1, Limited [only machines] -1, Perception +2)

"Machine Spirit" ARRAY 22pp + 2pp
BASE "Magicomputer Core" Enhanced Intelligence 10 (Feature: Computer, Ritualist)
-- AE "Spiritual Interface" Communication 3 [magic], Comprehend 4 [machines, spirits]
-- AE "Prophetic Algorithm" Mental Quickness 10, Senses 8 Detect Weakness [mental] (Ranged), Magical Awareness [mental], Mental Sense (Accurate, Acute, Radius, Ranged)

"Mana Blade" Strike 6 [STR-based] (Improved Critical 2, Easily Removable -2pp) 6pp
"Transvection" Flight 5 10pp
"Cyberframe" Protection 15, Immunity 30 [fortitude effects] 45pp
"Probability Ward" Enhanced Luck 3 3pp

Advantages (8pp): Defensive Roll, Favored Foe: Mystics, Favored Foe: Scientists, Fearless, Interpose, Language [Greek, Latin, Sanskrit, Sumerian] 1, Specialist: Insight [Resist Feint] 2

Skills (11pp / 22r): Expertise: Magic 5 (+5/15), Expertise: Science 2 (+12), Insight 0 (+8), Perception 10 (+10), Technology 5 (+5/15)

Offense: Initiative +2
  • +8 Unarmed (Close, Damage, DC 25 Toughness)
  • +8 Mana Blade (Close, Damage, DC 31 Toughness)
  • +12 Mana Blasters (Ranged, Damage, DC 27 Toughness)
  • -- Spell Jammer (Perception, Nullify, DC 22 Will)
  • -- Technokinesis (Perception, Affliction, DC 22 Will or Technology)

Defense (16 pp): Dodge 6 (+8), Parry 0 (+8), Toughness +16, Fort Immune, Will 10 (+12)

Abilities 18 + Powers 127 + Advantages 8 + Skills 11 + Defense 16 = 180

Design notes wrote: :arrow: Astra is a combo of construct, mystic and battlesuit, a balance between power and versatility. She has high skills but not so high that a dedicated character could not outdo her (+15 Technology vs most super inventors' +18-20), and she's lacking some of the other advantages (like Artificer) that such characters have. She's strong and tough, but not as much as an all-out powerhouse, and she doesn't have the wide spell selection a mystic could have.

:arrow: Technokinesis: Using computer viruses written in ancient Sumerian, Astra can commandeer about any machine, even those that can't normally be hacked, such as an oven. What counts as complex enough to count as 'machine' I left up to the GM.

:arrow: Magicomputer Core: This represents the computing power of her AI core, which can be divvied up among a number of functions. Normally, I would not array Intelligence like this, but it's the only way for me to afford her Senses, Communication, Comprehension and skills all at once. Her Enhanced Intelligence also includes the functions of a mundane computer and contains a database of executable spells (Ritualist advantage).

:arrow: Prophetic Algorithm: Starting a computer on a computation and using divination magic to view the result in the future speeds up computing tasks greatly, effectively giving her Mental Quickness. The same programs use ESP to help her navigate surroundings and can even predict the weaknesses of enemies.

:arrow: Designed to combat the worst excesses of magic and technology, Astra gets Favored Foe against these two types of enemies. Her Languages represents her spellcasting languages, and as a machine she is also Fearless. Astra is a decent fighter who's quite innocent and naive, so she has zero Insight. The GM houseruled a custom feat called Specialist (+4 to one particular usage of a skill) so she has Specialist: Insight for resisting feints only instead.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Y's characters

Postby Ysariel » Wed Jan 29, 2014 4:51 pm

  • 183pp: Added Set-Up and Teamwork 2


Dash (PL 11; 183PP)
Concept: Speedster / Kinetic Energy Controller
Tradeoffs: Attack +1 / Save DC -1; Defense +1 / Toughness -1

Born among the dregs of Anti-Earth society, she drifted from street gang to street gang, a life of violence and fear without hope. She was never fated to be anything more than a guttersnipe, another lost soul in the vast sea of refuse that was her world.

Then one day everything changed. One day, she met a visitor from beyond. A hero from another dimension who told her of a world the mirror image of hers, where the air was not a blighted miasma and the earth a poisoned husk, where friendship and family and freedom could still be found. A world not yet crushed beneath the bootstamp of the Tyranny Syndicate and its cronies.

She begged him to bring her along. He could not. But she never forgot him, or the dream he left her with. That world became her Paradise, her Promised Land. She never stopped trying to find a way there.

Puberty hit and her powers blossomed. The Resistance found her, realized what she could do, plucked her from the gutter of the street gangs and vice houses. She learnt to survive, then to fight back. They called her friend, then nicknamed her 'Dash', but even as she rose in the chain of command she kept looking forward to the day she would find a way to her promised land.

She never realized how soon it would be.

She was sixteen years old.


Dash is a lean, athletic teenaged girl with long blonde hair lightly tanned skin. Her skintight costume is a cross between a women's track & field uniform and roller derby gear, comprising reinforced boots, thigh-high stockings, athletic briefs, a sleeveless sports bra, shoulder-length long gloves and knee and elbow guards, all in bright orange and black. Emblazoned across the front of her top is a stylized 'D' in yellow. She wears a pair of frameless, orange hard-plastic goggles that protect her eyes against the wind, a yellow utility belt for her tools, and gauntlets that deploy grappling hooks with a flick of her wrist.


Abilities (4pp): Str 10 (16/+3), Dex 10 (20/+5), Con 10 (20/+5), Int 10 (10/+0), Wis 10 (10/+0), Cha 14 (14/+2)

Powers (78pp):

"Fast 'n Furious" ARRAY 20pp + 3pp
BASE "High Octane" Damage 7 (Autofire 10, Improved Critical 2, Mighty)
-- AP "Carpe Diem" Paralyze 10 (Alternate Resistance: Reflex +0)
-- AP "Running Riot" Damage 2 (Area Targetted: Burst 5, Mighty, Selective Attack 5)
-- AP "Full Throttle" Damage 7 (Improved Critical 2, Mighty) linked to Stun 10 (Full Round Action -1)

"Need for Speed" ARRAY 24pp + 2pp
BASE Speed 6, Quickness 6, Impervious Reflex 12
-- AP Speed 10, Quickness 10, Super-Movement 3 (Wall-Crawling 2, Water-walking) (Limited: Only when moving -1)
-- AP Speed 12, Quickness 12

"Whizz Kid" Enhanced Ability 26 (Strength 6, Dexterity 10, Stamina 10) 26pp
"Double Time" Enhanced Luck 1 [recover Fatigue from Surge instead of Improve Roll] 1pp
"Speed Demon" Enhanced Feat 3 (Evasion, Ultimate Defense, Uncanny Dodge [visual], Quirk: Only vs opponents with lower Init bonus -1pp) 2pp

Equipment ARRAY 4ep + 1ep
BASE "Smoke Grenade" Obscure 2 [visual, 2pp/r]
-- AP "Throwing Blades" Blast 1 (Mighty)

Flashlight, Rope, Wrist Grapple-Gun [Super-Movement: Swinging] 4ep

Feats (30pp): Defensive Roll 5, Dodge Focus 8, Equipment 2, Extraordinary Effort, Improved Initiative 5, Interpose, Move-By Action, Power Attack, Set-up, Taunt, Teamwork 2, Throwing Mastery 2

Skills (17pp / 68r): Acrobatics 8 (+13), Bluff 11 (+13), Climb 2 (+5), Concentration 8 (+8), Escape Artist 8 (+13), Knowledge: Streetwise 6 (+6), Notice 10 (+10), Sleight of Hand 5 (+10), Stealth 8 (+13), Swim 2 (+5)

Offense (24pp): Base Attack 12 (+12), Grapple +15, Knockback -5, Initiative +25
  • +12 High Octane (Touch, Damage, DC 25 Toughness; Autofire, Critical 18-20)
  • +12 Carpe Diem (Touch, Paralyze, DC 20 Reflex)
  • +12 Running Riot (Touch Area, Damage, DC 20 Toughness; Area Targetted: Burst, Selective Attack)
  • +12 Full Throttle (Touch, Damage + Stun, DC 25 Toughness + DC 20 Fortitude; Full Round Action)
  • +12 Throwing Blades (Ranged, Damage, DC 21 Toughness)

Defense (30pp): Base Defense +4 (+12), Toughness +10, Fort 5 (+10), Ref 7 (+12), Will 10 (+10)

Abilities 4 + Powers 78 + Feats 30 + Skills 17 + Offense 24 + Defense 30 = 183

:arrow: Dash is a speedster, but her speed comes from manipulation of kinetic energy rather than an abstract "speed force". She's missing some of the physics-breaking powers that "classic" speedsters have, like the ability to not leave sonic booms behind or be immune to friction. So she cannot produce some effects, like Concealment with the descriptor of moving too fast to see, but she has other powers like enhanced strength and stamina. I decided that Dash's powers are all touch range, so she cannot produce kinetic blasts the way a pure energy controller could except maybe as a power stunt.

:arrow: Dash's background as a street urchin gives her good Bluff, Stealth, Escape Artist, a decent Notice score and some Sleight of Hand. Dash has some feats that are unusual for either energy controllers (Throwing Mastery -- she can't produce energy blasts, so she infuses her throwing blades with kinetic energy instead, Gambit-style) or speedsters (Interpose -- she has low superhuman toughness, so she tries to protect those of the resistance who are 'merely' human).

:arrow: Carpe Diem: Dash drains the kinetic energy out of a victim, paralyzing them. The Paralyze effect is overcome by Fortitude.

:arrow: Running Riot: Dash rushes around, quickly attacking multiple people at once in an area for Damage 5.

:arrow: Full Throttle: This is her super attack, a supersonic punch that stuns as well as damages. It's nasty, although as a touch range attack that takes a full round action to use, it can be avoided by moving every round (so that she has to move to get in range of you again, and thus can't use full actions).

:arrow: Need for Speed: This array has three settings. She can focus on being both fast and maneuverable, making her Reflex save Impervious (so she always passes reflex saves against Effects like Snares of lower than rank 12), compensate for vertical or difficult terrain, or go all-out on flat ground.

:arrow: Speed Demon: This power only works against enemies with initiative bonus lower than 25. Pure speedsters (Like Johnny Rocket) with initiative bonuses as high as 40 and above can still beat her, thus against them she cannot use her Ultimate Defense and Evasion feats, and she is considered flat-footed vs them during the surprise round.
Last edited by Ysariel on Thu Jan 30, 2014 9:01 am, edited 1 time in total.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Y's characters

Postby Ysariel » Wed Jan 29, 2014 4:56 pm

Thanks to kenseido for build help :D


Shirin, the MAGNIFICENT! (PL 10; 150PP)
Concept: Genie
Tradeoffs: Attack -5 / Save DC +5; Defense +5 / Toughness -5

Image

Once the mightiest of the Djinn and Queen of the Marid, Shirin was as vain as she was arrogant, and demanded homage from all peoples of the Burning Sands. When Harun al-Rashid, wisest of the Khalifs, heard about this, he invited her to his court on the pretext of witnessing her great and awesome power in the flesh. And he said to her, "O most magnificent and beautiful of the Djinn, much has been said about your mystical might; but I have here a witless old fool -- " he pointed to his vizier, who was cowering under the skirts of the harem girls -- "who claims that even with sorcery as puissant as yours, one could not squeeze into this svelte oil lamp." He held up a golden lamp.

And Shirin harrumphed and said, "Dumb old geezer, what do you know of magic," planting both hands on her hips. "Nothing is beyond me, Shirin, the MAGNIFICENT! Just you watch!" With a pirouette and a clap of thunder, she turned herself into a wisp of smoke, and seeped into the lamp.

Upon which Harun promptly corked the spout and put a powerful geas on her that made her the servant of the lamp's owner. "A few thousand years of servitude ought to teach you some humility, O mightiest and most dreadful of the Djinn," the good Khalif said smugly as she wailed and raged. "You've spent enough time on your own selfish wishes -- now you will spend some on others'!"

Years turned into decades, decades into centuries. Shirin and her lamp passed from owner to owner, served master after master, fulfilled wish after wish; and Shirin went from white-hot rage, to cold indignation, to a sort of weary resignation, and perhaps, in the end, even a little sympathetic to the mortals begged her help. And then the lamp was forgotten, and passed into myth and legend... until one day, trembling hands rubbed the lamp again, and she appeared before her new master in thunder and fire. "What do you wish for?"

Cowering before her was the last of the Khalifs and his court. "The legends are true! Deliverance is here!"

"The Great Enemy, Omega, is upon us," explains the vizier. "You must defeat his armies and save all our world from utter destruction!"

Shirin smirked and stretched languidly. "Chill out," she says, hopping on her flying carpet. "Nothing is beyond me, Shirin, the MAGNIFICENT!" she boasted, before setting out to save the world. Upon which she learnt that a sleep of a thousand years really does give you a horrible crick in the neck, because the Annihilists soundly thrashed her and dragged her back to be used as a magical battery. And her lamp, left behind on her doomed world, was vaporized along with that reality, breaking the geas forever.


Complications

Vanity: Shirin loves to go on and on about how pretty and powerful she is, and enemies appealing to her narcissism get a large bonus on Bluff and other suitable checks.

Overconfident: Long centuries of sleep have weakened Shirin; she tends to underestimate enemies, remembering herself as being much more powerful. Trigger this complication and make her flat-footed, no save, as she forgets to be careful enough.

Accident: Shirin's badly out of practice on most fronts, and sometimes her magic fizzles or misfires. Trigger this complication and make her spells fail outright or certain settings of her array become unaccessible.

Fear: After ten thousand years of being cooped up in a lamp, Shirin has a healthy dose of claustrophobia. Her Fearless feat does not apply against this.


Abilities (18pp): Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)

Powers (56pp):

"Your Wish is Granted!" ARRAY 34pp + 3pp
BASE "Miraculous Creation!" Create Object 10 [real objects] (Continuous +1, Feature: Does not need workshop to use Artificer, Innate, Precise, Wealth)
-- AP "Fantastical Destruction!" Damage 15 (Improved Critical 2, Ranged +1)
-- AP "Terrific Transmutation!" Transform 5 [broad group: inanimate objects, 5pp/r] (Precise, Sustained +1)
-- AP "Amazing Apparitions!" Illusion 10 [visual, 2pp/r] (Progression 2 [25ft radius], Sustained +1)

"Authentic Flying Carpet" ARRAY 5pp + 1pp
BASE Flight 3 (Platform -1), Super-Strength 2 (Limited to Carrying Capacity -1)
-- AP Move Object 2 (Precise)

"Phenomenal Cosmic Power" Protection 3, Immunity 10 [aging, life support] 13pp

Feats (19pp): Artificer, Attack Specialization: Your Wish is Granted!, Attractive, Dodge Focus 10, Evasion, Fascinate: Perform, Fearless, Luck, Move-by Action, Uncanny Dodge: Auditory

Skills (18pp / 72r): Acrobatics 8 (+10), Bluff 11 (+14), Concentration 10 (+10), Intimidate 9 (+12), Knowledge: Arcane Lore 14 (+16), Notice 10 (+10), Perform: Dance 10 (+13)

Offense (6pp): Base Attack 3, Grapple +3, Knockback -5, Initiative +2
  • +5 Fantastical Destruction! (Ranged, Damage, DC 30 Toughness)

Defense (33pp): Defense 5 (+15), Toughness +5, Fort 5 (+7), Ref 8 (+10), Will 10 (+10)

Abilities 18 + Powers 56 + Feats 19 + Skills 18 + Offense 6 + Defense 33 = 150

Design Notes wrote: :arrow: Here's Shirin, the MAGNIFICENT! As a genie her magic is a combination of desert-themed effects (Illusion, fire) and the genie's powers from Aladdin's story in Arabian Nights (Create Object). In Aladdin (the original Arabian Nights version, not the Disney adaptation) the genies also use a great deal of what is either enhanced strength, teleport or move object, depending on how literal you want to interpret the text; I've decided not to take any of those in order to leave less overlap with a powerhouse or psychic, and took Transform instead in a nod to the Disney film.

:arrow: Shirin has a huge rank 15 blast representing a tremendous explosion, to represent a vestige of the sort of power she once had.

:arrow: Shirin's flying carpet is not a device and cannot be taken from her. When not in use, it turns into a sort of translucent sash she wears about her waist. The super strength limited to carrying capacity is so that I can carry other passengers on the carpet. The carpet itself can move independently and perform tasks, Aladdin-style, represented by the Move Object AP.

:arrow: Shirin has both a mischievous streak and the knowledge to actually use looks to advantage, hence a high Bluff skill and Attractive. As a Djinni, she can also be pretty terrifying when she wants to be; Aladdin's mom was scared witless of the genie of the lamp. I added Perform: Dance because I can't help riffing on the belly dancer costume.
Last edited by Ysariel on Thu Jan 30, 2014 9:02 am, edited 1 time in total.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Atmo
Supporting Cast
Supporting Cast
Posts: 117
Joined: Wed Nov 07, 2012 6:49 am
Location: Ilusore Lab
Contact:

Re: Ysariel's characters

Postby Atmo » Wed Jan 29, 2014 7:48 pm

Amethyst and ASTRA look very good, good work!

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Ysariel's stuff

Postby Ysariel » Thu Jan 30, 2014 9:21 am

Thank you very much. :)

Amethyst is the character I am most proud of, especially her portrayal in San Antonio Avengers. I can never stop thinking of new stories for her. It's the first and only time I've really had a character come to life in my head like this and take me places.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Ysariel's stuff

Postby Arthur Eld » Thu Jan 30, 2014 12:05 pm

I really like ASTRA as well. Anytime super science and magic come together, i think that's really cool. Especially with robots.

User avatar
Atmo
Supporting Cast
Supporting Cast
Posts: 117
Joined: Wed Nov 07, 2012 6:49 am
Location: Ilusore Lab
Contact:

Re: Ysariel's stuff

Postby Atmo » Thu Jan 30, 2014 12:36 pm

Ysariel wrote:Thank you very much. :)

Amethyst is the character I am most proud of, especially her portrayal in San Antonio Avengers. I can never stop thinking of new stories for her. It's the first and only time I've really had a character come to life in my head like this and take me places.

Those two got my attention because of their illustrations. Is VERY HARD to find something nice and cool on this forum.

User avatar
catsi563
Cosmic Scion
Cosmic Scion
Posts: 5816
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon
Contact:

Re: Ysariel's stuff

Postby catsi563 » Thu Jan 30, 2014 1:35 pm

Im also a fan of your stuff too. Solid characters all very detailed.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Ysariel's stuff

Postby Ysariel » Fri Jan 31, 2014 7:38 pm

Thanks for your kind words, all of you. :D
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Ysariel's stuff

Postby Ysariel » Wed Apr 02, 2014 4:44 am

Orbital Strike

The beam, so bright it outshines the sun, falls from the sky like the finger of God and explodes the pirate ship. "Director, tell me what I'm looking at," whispers the Millennium Man as he stares at the sinking wreckage on the monitor.

"The firing weapon is ground-based, so technically it doesn't violate SALT II and the Outer Space Treaty. The satellite's just a giant reflector, you see." Director Zero picks up a remote and presses a button. Behind him, shutters close over the giant monitor to reveal the eagle-and-shield insignia of the American Superhuman Threat Response Organization. He smiles and steeples his fingers. "You say you don't feel like playing God? What you see here is ASTRO picking up the slack."

Damage, X ranks
• Area: Burst, +1pp/rank, X-2 ranks only
• Indirect 3 [any point, fixed direction: down], +3pp
• Linked [Weaken Toughness], +0pp/rank
• Increased Range: Ranged, +1pp/rank

linked to

Weaken Toughness, X ranks
• Affects Objects, +1pp/rank
• Increased Range: Ranged, +1pp/rank

13pp for the first 2 ranks + 6pp per additional rank


Description

This models a powerful central beam that inflicts both Damage and Weaken Toughness, with a weaker area burst that inflicts only Damage at 2 ranks less. Even if you miss the attack roll, the victim is still hit by the area damage (see the example involving Caliber under Partial Modifiers, M&M 3e, pg. 136).

You call down an attack from orbiting satellites, spacecraft or space stations. The weapons involved can be anything from lasers to energy weapons to missiles to kinetic penetrators. More exotic versions might involve magitech weapons, redirecting the path of an asteroid or even invoking the smite of an angry god. Villainous versions might use chemical, biological, radiological or nuclear weapons instead.

Orbital Strikes are a typical villain superweapon, however, heroic versions are not unheard of. Villainous versions usually work as a plot device, taking plenty of time to ready themselves before firing and offering many opportunities for the heroes to either disable or subvert the controls, or attack the firing craft itself. Heroic versions generally cannot be fired remotely and need someone on the scene to actually direct the weapon, for example by painting the target with a laser. The GM might allow building several ranks of the power as an Invention and power stunting the remainder; the ranks stack at the GM's discretion.

Orbital Strikes generally handwave many of the logistics involving such an attack. For example, the attack fires and hits basically instantly. However, you can take flaws to represent some of the difficulties involved in using such a power (see 'flaws' below).

A common defense against Orbital Strikes is to hide underground, however, an Orbital Strike can penetrate far underground due to the Weaken Toughness component, which objects automatically fail their resistance check against. For Orbital Strikes targeting victims underground, determine the material (soil or stone), then estimate the thickness of the material. Use the toughness values given for 1 inch of thickness on pg. 192 and apply +1 per doubling of thickness. The GM might give a bonus to Toughness if the target is specially hardened against attack: +2 for common materials like dense stone, steel and reinforced concrete, +5 for exotic materials like super-alloys, force fields, and magically enchanted materials. Normally, a benefit of Indirect attacks is that they can bypass intervening obstacles like this. The GM may wish to award a HP for the power not receiving this benefit, or build in a quirk into the power to the same effect. Alternatively, the GM might apply a power loss complication and not allow the Orbital Strike to hit underground targets at all.


Extras:

Area, +0/+1pp per rank: Some really devastating Orbital Strikes apply the area extra to the Weaken Toughness component for an extra +1pp per rank. Alternately, depending on descriptor, you can change the area shape for no change in cost (e.g. chemical or biological Orbital Strikes may leave a Cloud area).

Indirect 3 [any point, fixed direction: down], +3pp: Some GMs may charge you this for the Weaken Toughness component as well, bringing the final cost to 16pp for the first 2 ranks + 6pp per additional rank.


Flaws:

Distracting, -1pp per rank: Orbital Strikes are frequently Distracting, requiring the user to focus on aiming the weapon, painting the target with a laser or relay targeting data.

Instant Recovery, -1pp per rank: Applied to the Weaken Toughness component of the power, this makes the victim recover from the Weaken Toughness effect immediately after the resistance check is made. Effectively, the Weaken Toughness component only ever benefits the linked Damage component of the power. This is suitable for less devastating Orbital Strikes that nevertheless have a good armor-penetrating ability.

Unreliable [1 use], -2pp per rank: Your weapon only fires once. You prefer the weapon you only have to fire once. This applies the Unreliable [5 uses] flaw twice, reducing the number of uses to 1. Like Unreliable [5 uses], this is abusive when the power is put in an array, because it allows the player to turn a power with no remaining charges into a fully functional one simply by switching the array setting. You might want to only use Orbital Strike as a power stunt instead, but in that case you cannot apply this flaw.

Uncontrolled, -1pp per rank: Your Orbital Strike only works when the GM allows it to. Typically this means that your Orbital Strike does not work for the entire adventure, only to come online at the most dramatic moment, e.g. to prevent a villain escape. Alternately, your Orbital Strike works normally for the entire adventure, only to go offline when you really, really need it, e.g. to allow yourself to escape.

Delayed, -1pp flat or -1pp per rank: Your Orbital Strike does not hit instantly. It lands on the round after it is used at the start of your turn, giving enemies time to get out of the area of effect; the 2 ranks without the Area extra only hit if the target does not move out of its 5-ft square. If enemies cannot tell if they are within the area of effect, or if you have Subtle 1 or 2 on your Orbital Strike, then this is only a flat -1pp Quirk. You must be clever, using Concealment Attacks, cover, Trick attempts, or Afflictions that make your enemies Immobile, Stunned or Visually Unaware (perhaps with the help of another player) in order to avoid enemies running out of the area once they notice that an Orbital Strike has been launched. Even if enemies avoid the power, it might still be useful for demolishing immobile objects or forcing enemies to move out of an area.

Communication-Dependent, -1pp per rank: You need to be able to make contact with the firing satellite, spacecraft or space station using an appropriate Communication medium (usually Radio). This takes at least Communication 3, to reach low Earth orbit. Effects that block your Communication also prevent you from firing the Orbital Strike. GMs should beware of players using Equipment to fulfill this requirement, receiving a large points discount on the power for only a small pp expenditure, and remember that Equipment can be jammed or fail to function at any time without awarding HP.


Related Complications

Power Loss: Your Orbital Strike might not be able to hit targets indoors or underground. Space weather, anti-satellite weapons and signal jammers might also temporarily disable your Orbital Strike.

Accident: Orbital Strikes can misfire and cause property damage.

Responsibility: The character needs permission from a higher authority to fire the Orbital Strike, and might need to make Persuasion checks to convince his or her superiors. You might not be able to fire the weapon due to political considerations, e.g. on foreign soil.
Last edited by Ysariel on Thu Apr 03, 2014 1:39 am, edited 2 times in total.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

User avatar
Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Ysariel's stuff: Orbital Strike

Postby Arthur Eld » Wed Apr 02, 2014 6:01 am

That's a really neat power design, Ys, I like it.

Reminds me of HELIOS 1 and Archimedes II from Fallout: New Vegas. They might just have to make an appearance in MTA at some point.

User avatar
Ysariel
Paragon
Paragon
Posts: 3473
Joined: Wed May 09, 2012 10:55 am

Re: Ysariel's stuff: Orbital Strike

Postby Ysariel » Thu Apr 03, 2014 11:07 am

Thanks for the comment. :)

And Arthur, you are always talking about awesome things to come in Vanguard but for them to actually happen you have to post! :D
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)


Return to “Roll Call”



Who is online

Users browsing this forum: No registered users and 4 guests