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Ysariel's stuff: Adaptive Armor, Ice Cream Headache

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Re: Y's characters

Postby Ysariel » Fri Oct 12, 2012 4:26 am

Wow, thanks! :D It would be great to know what you liked about her. :)

Characters are like chocolate. A good character should bring pleasure to everyone! :mrgreen:
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Re: Y's characters

Postby Shock » Fri Oct 12, 2012 5:56 am

Ysariel wrote:Wow, thanks! It would be great to know what you liked about her.

I'm not really sure. The whole package I guess and how the powers come together. I've got a soft spot for reformed troublemakers.

Seeing she's a COH veteran helps for sure ;}
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Re: Y's characters

Postby Ysariel » Tue Nov 06, 2012 4:28 pm

--
Last edited by Ysariel on Wed Jan 29, 2014 4:06 pm, edited 6 times in total.
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Re: Y's characters

Postby Ysariel » Tue Nov 06, 2012 4:29 pm

Specter (PL 10; 261PP)
Concept: Ghost-themed psychic
Tradeoffs: Attack -3 / Save DC +3; Defense -3 / Toughness +3

Image

Wealthy immigrants from China, Jolenne and Michael Huang's baby girl was born an albino. Despite their love for their only child, both parents considered it an evil omen - white being the color of death in their culture. They had no idea how correct they were.

Vivian's psychic abilities first manifested at age five, when she realized she could pick up objects by force of will alone. One of her earliest memories is scaring a group of children by levitating their toys before their eyes, convincing them that she was a "ghost". These early experiments made her realize she was special, unique and gave her a taste of the obsession that would haunt the rest of her life: the exercise of power over others.

With her parents busy managing their billion-dollar financial empire, Vivian was left to a series of nannies and minders, on whom she practiced her fledgling powers. She soon developed the power to read minds, which she turned into a hobby, browsing people's memories like books. Glimpsing humanity's fears, desires and insecurities in all their raw, ugly glory would colour her attitude to the world forever. They would also give her unparallelled insight into manipulating people. She glided through prep school with flawless grades, terrorizing teachers and students alike with her ability to pluck secrets from minds, and won admittance to Harvard. Wherever she went, tales of haunted classrooms and poltergeists soon followed...

By now, Vivian had grown bored of petty cruelty and was looking for bigger, better things in life. On one hand, she craved the influence and power that her parents had; on the other, the minutae of business bored her. Chancing upon a fledgling supervillain group turned out to be just what she needed. For the first time she was able to use her powers openly and loved the adrenaline rush of battling heroes, the ill-gotten gains that resulted, and the media furore over her success. She adopted the moniker "Specter" after her childhood exploits and it wasn't long before charismatic, persuasive Vivian had ousted the group's former leader.

Specter's streak of success didn't last long. Celebrating after a successful operation, she got herself hopelessly drunk and her powers went haywire, injuring several. The resulting police investigation uncovered her involvement in several crimes as well as her secret identity. Michael Huang struck her out from his will, hoping to put some sense in her. Specter replied by way of attacking Huang International HQ in broad daylight, severely wounding over a dozen employees and guards and causing millions of dollars in damage before she was driven off by a team of superheroes. Cut off from the privileged life her family had provided her and with her compatriots in jail, Specter has struck out on her own to get back the life of riches and power she feels is her due.


Complications

Power Loss: Specter's powers demand mental focus to work. At the GM's discretion, effects that hamper mental concentration (nausea, drowsiness, hallucinogens etc.) may reduce the ranks of her powers or make them go Uncontrollable.

Enemy: Michael Huang cooperated with the police to bring his daughter to justice, and many believe that Specter's attack on Huang International Finance was in revenge for this. He doesn't hate his daughter, but feels that a little 'tough love' is long overdue. Huang can provide considerable personal information on Specter and may be willing to provide heroes with financial and material assistance in exchange for a promise not to hurt his daughter.

Enemy: Dreadnought is - was - the leader of Specter's last supervillain group. As far as he's concerned, they were doing just fine on their own. Letting that Chinese ghost-girl join was a complete mistake, though. She had everyone eating out of her hand within a month, probably thanks to some psychic mind voodoo, and they actually told him to step down! The gall! Well, he certainly taught her a good lesson when he slipped her something 'extra' in her drink that night. Oh, sure, they all landed in jail when she blew their cover, but that's probably a blessing in disguise, too. As far as the others concerned, they made a mistake trusting her in the first place and are going to get some payback once they escape from jail - under his leadership, of course.

Abilities (46pp): Strength 0, Stamina 0, Agility 3, Dexterity 4, Fighting 3, Intellect 2, Awareness 5, Presence 6

Powers (129pp):

"Haunting" ARRAY 55pp + 5pp
BASE "Poltergeist" Move Object 10 (Area: Burst +1, Perception +1, Precise, Selective +1, Subtle, Throwing Mastery 3)
-- AE "Doppelgänger" Remote Sensing 9 [all senses] (Simultaneous +1, Subtle)
-- AE "Banshee" Weaken Awareness 10 (Area: Cone +1) linked to Damage 10 (Alternate Resistance: Will +1, Area: Cone +1, Subtle)
-- AE "Spook" Weaken Attack 10 (Broad [close and ranged] +1, Perception +2, Simultaneous +1, Subtle)
-- AE "Nightmare" Mental Blast 10 (Secondary Effect +1, Subtle)
-- AE "Possession" Affliction 10 [Will vs Entranced/Compelled/Controlled] (Insidious, Perception +2, Progressive +2, Subtle)

"Séance" 24pp + 1pp
BASE Communication 3 (Area +1, Feature [two-way], Selective +1, Subtle 1), Comprehend 2 [languages]
-- AE Mind Reading 10

"Ghostly Flight" Flight 5 [Speed: 900 ft/rnd] (Subtle) 11pp
"Hour of the Wolf" Luck Control 1 [force reroll] (Limited [only Will saves, only vs this character] -2) 1pp
"Phantasmal Aura" Force Field 13 (Subtle), Concealment 10 (Resistable: Will -1) 24pp
"Spectral Vision" Senses 13 Detect Minds [mental] (Accurate, Acute, Penetrates Concealment, Radius, Ranged), Psychic Awareness (Acute), Tracking [mental] 13pp

Advantages (14pp): Accurate Attack, Attractive, Fascinate: Persuasion, Improved Initiative 2, Languages 2 [English, Mandarin; base: Cantonese], Luck 5, Taunt, Ultimate Will

Skills (44pp / 88r):
Acrobatics 9 (+12), Deception 12 (+18), Expertise: Business 4 (+6), Expertise: Psychology 16 (+18), Insight 13 (+18), Perception 10 (+15), Persuasion 12 (+18), Ranged Combat: Throwing 3 (+7), Stealth 9 (+12)

Offense: Initiative +11
  • +7 Move Object thrown attack (Ranged, Damage, DC 28 Toughness)
  • -- Poltergeist (Perception Area: Burst, Grab, DC 20 better of Strength or Dodge; Selective)
  • -- Banshee (Close Area: Cone, Weaken Awareness, DC 20 Will linked to Damage, DC 25 Will)
  • -- Spook (Perception, Weaken Attack [close and ranged], DC 20 Will)
  • -- Nightmare (Perception, Damage, DC 25 Will; Secondary Effect)
  • -- Possession (Perception, Affliction, DC 20 Will vs Entranced/Compelled/Controlled)

Defense (23pp): Dodge 4 (+7), Parry 4 (+7), Toughness +13, Fort 7 (+7), Will 8 (+13)

Abilities 46 + Powers 134 + Advantages 14 + Skills 44 + Defense 23 = 261

Here's Specter. She's really good against anything not will shifted, and can support them team with communications and scouting. Specter doesn't have Insubstantial since she's not literally a ghost, but I'm thinking of adding some sort of resistable concealment effect.

Move Object: Specter's telekinesis is both precise and powerful, allowing her to manipulate multiple targets with fine control and fling objects at supersonic speed. Area Perception attacks don't allow for a dodge save to reduce the DC. Precise and Subtle allows her to do a lot of haunted-house tricks e.g. phones ringing themselves, the furniture rearranging of its own accord, etc.

Remote Sensing: Specter conjures a faint psychic 'double' of herself which she can use to scout in relative safety. The Doppelgänger generally can't be seen except by people with Mental or Psychic awareness.

Weaken Awareness linked to Damage: This is a 'psychic scream' attack.

Weaken Attack: Specter conjures a persistent, eerie sense of 'wrongness' that causes them to be constantly on edge and misjudge attacks. This is the only of her offensive powers that is not Subtle - others can feel the sense of spooky wrongness coming from her too, even though they're not affected.

Mental Blast: Specter floods the victim's mind with horrific images. So traumatic is the assault that it causes psychosomatic damage and lingers for some time even after she has ceased the attack. Fearless or Immunity to Fear/Emotions protects from this power.

Affliction: Specter injects a victim with a fragment of her psychic presence, bringing him/her under control. Mental attacks on the controlled victim affect Specter, not the victim.

Luck Control: Specter's psychic power is so potent, she can spend luck points to make enemies reroll Will saves versus her attacks.

Senses: Detect Minds allows her to sense sentient beings at range and attack them with her perception range powers. She can do so through concealment provided by objects (but not the Concealment effect). Specter can also track others through the psychic imprint they leave on areas they've been through.

Without her psychic powers, Specter is still a capable social combatant with high perception and insight, and good acrobatics and stealth.
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Re: Y's characters

Postby Ysariel » Tue Nov 06, 2012 4:31 pm

I think this was one of those submissions where the character just wasn't good enough to stand a chance of being selected, despite lacking glaring problems.


Miss Miracle (3e, PL 10; 150PP)
Concept: Light controller
Tradeoffs: None

Image

Even at a young age, it was apparent that Claire Mackenzie was an unusual girl, demonstrated when she showed up to her school's science fair with a diesel-powered, motorized wheelchair for her amputee father. The Mackenzies did their best to accomodate their daughter's unusual abilities, but school bored her and - acutely aware that she was different - she was somewhat lonely. Claire dived into academics to while away the time; she studied calculus when others were studying algebra.

One day, talking with her father about his service in World War II that caused him to lose both legs, she asked him on a whim why anyone would go to war if it was so horrible. "Because some things are worth fighting for," he replied. That answer colored her view of the world around her forever and set the direction of her life. Science and mathematics slowly changed from things of academic interest for her to tools for bettering the world.

Young, energetic Claire graduated from Princeton at a time when most people her age were graduating from high school, went on to get her doctorate in physics, and set out to make a difference. She soon distinguished herself as a scientist with strong multidisciplinary expertise, but the pace of theoretical work, and its distance from real-world problems, frustrated her. In the late sixties she turned away from theoretical research into applied science, working on revolutionary new solar cells with efficiencies of nearly 95% and vast energy storage capacity, promising a world of abundant energy free from fossil fuel pollution. But the science was still untested and the nanotechnology needed to realize her ideas lay decades in the future. Despite some promising starts, funding was difficult to find.

The research, however, caught the eye of the Soviet government which feared the possibility of a US economy powered by limitless, free energy. One rainy night, sleeper agents in the US abducted her and several top scientists on the program and brought them to a secret base in Siberia where they were ordered to continue their work for the benefit of the Soviet Union instead.

Despite little hope of freedom, Claire fought to keep morale among the scientists high and continue working towards escape. One team member suggested using the solar cell technology to signal US spy satellites. In a flash of insight Claire realized that the self-replicating, self-assembling properties of DNA could be used to build the microscopic light-capturing devices they needed, and fashioned a drug which induced cells to produce the nano-scale solar cells right in the subject's body.

After waiting out the Siberian winter, Claire volunteered for the injection, not willing to risk any of her teammates lives. But the drug had much different effects than anticipated. The solar cells - literal light-absorbing biological cells - produced integrated fully into her metabolism, storing light energy and allowing her to re-emit it in controlled fashion. Claire found she could manipulate it in ways that defied conventional physics, forming it into solid 'force fields' of light, projecting it in blinding, destructive pulses of energy, and flying through radiation pressure exerted on the ground. Overpowering the guards, she escaped and carried the scientists thousands of miles to safety in Japan.

Many things have changed since then. While Claire still works to perfect her solar cell technology and understand her abilities, she's been attacked more than once by villains trying to steal the drug that gave her powers. The US military has discovered - to its dismay - that said drug apparently functions as designed in every other test subject, doing nothing but inducing the production of microscopic light-absorbing cells in the bloodstream. Most of all, beyond her labwork, Claire now has a means to change the world personally. As a superhero, she takes the fight to those who oppress the innocent in person. Whether it's a planet-menacing tyrant or muggers in back alleys, the scum of the world tread lightly when Miss Miracle is in the house.


Complications:

Motivation (doing good): Long before she was a hero, Claire believed in bettering humanity's lot by whatever means she could. She still holds to utopian ideals of solving the world's problems with science and reason in a postmodern age. It is the driving force behind her research, her heroics, and everything she does.

Enemy: Science and technology are to be used for the benefit of mankind. Claire despises those who would use them for selfish gain at the expense of others, and counts them all as her enemies.

Public figure: Miss Miracle's civilian identity is in the public record (her escape, a major embarassment for the Soviets, was widely reported). Her friends, family, colleagues and research are open to attack by those who lack the means to harm her directly.

Power Loss: Miss Miracle's main source of light energy comes from the sun. After 24 hours of exposure to indoor lighting only, her powers operate at half ranks, round up. After 24 hours without exposure to direct sunlight, she suffers Power Loss of all powers. Either may also happen if she uses her power too much in combat, draining her energy reserves.

Weakness: Nullify (Light) and Weaken (Light effects) also inflict Damage of the same rank as the base effect on her. Effects with a Darkness descriptor work at +2 effect rank against her.

Responsibility: Claire conducts cutting-edge research and has all the demands on her time that a busy scientist has - supervising experiments, presenting her findings at scientific conferences, fighting for grants and more.

Mystery: The origin and function of Claire's power remain poorly understood and attempts at reproducing it have failed. While she tries to understand her powers,


Abilities (42pp): Strength 0, Stamina 0, Agility 2, Dexterity 1, Fighting 2, Intellect 8, Awareness 5, Presence 3

Powers (60pp):

"Light Control" ARRAY 30pp + 3pp
BASE "Glitter Blast" Blast 10 linked to Visual Dazzle 5 [fort resists]
-- AE "Ray of Hope" Healing 10 (Perception +2)
-- AE "Lightshaping" Create 10 [hard light construct] (Movable +1, Stationary +0)
-- AE "Seraphic Seal" Affliction 10 [Dodge vs vulnerable+dazed/defenseless+stunned] (Alternate Resistance: Dodge +0, Cumulative +1, Extra Condition +1, Limited Degree -1, Ranged +1)

"Wings of Light" Flight 5 10pp
"Luminous Aura" Force Field 10, Environment 1 [30ft bright daylight], Immunity 5 [one type of damage: light] 17pp

Advantages (3pp): Benefit: Fame, Inventor, Power Attack

Skills (14pp / 28r): Expertise: Science 7 (+15), Insight 5 (+10), Investigation 1 (+9), Perception 2 (+7), Persuasion 3 (+6), Ranged Combat: Light Control 9 (+10), Technology 1 (+9)

Offense: Initiative +0
  • +10 Glitter Blast (Ranged, Damage DC 25 Toughness linked to Affliction DC 15 Fort vs visually impaired/disabled/unaware; Cumulative)
  • +10 Lightshaping (Ranged Area, Create, DC 25 Toughness)
  • +10 Seraphic Seal (Ranged, Affliction, DC 20 Dodge vs vulnerable+dazed/defenseless+stunned; Cumulative)
Defense (31pp): Dodge 8 (+10), Parry 8 (+10), Toughness +10, Fort 8 (+8), Will 7 (+12)

Abilities 42 + Powers 60 + Advantages 3 + Skills 14 + Defense 31 = 150
Last edited by Ysariel on Tue Jul 02, 2013 10:30 pm, edited 1 time in total.
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Re: Y's characters

Postby Ysariel » Thu Feb 07, 2013 8:49 am

Witchgirl (3e, PL 10; 150PP)
Concept: Mystic
Tradeoffs: Attack -2 / Save DC +2; Defense -2 / Toughness +2

Image

Sixteen-year-old Gabriella led a happy if unexciting teenager's life free of abusive parents, cosmic rays and radioactive spiders - until the fateful night she found a witch in her hat. Mugged on the way home from a Halloween party, Gabriella tried to fight back, which would've ended horribly for her had not the hat of her witch costume contained a spark of real magic: the dormant spirit of Miss Mercedes, an ancient witch looking for a heir to her magical mastery. Deciding that trying to fight off a mugger with a costume-prop broom demonstrated sufficient moxie, Mercedes trounced the petty criminal and adopted Gabriella as her protege.

Thrown into a strange new world of magic and the superhuman as the teenaged crimefighter Witchgirl, Gabriella has to try to juggle her dual life, navigate the dangers of the paranormal and learn the meaning of heroism. In between homework and fighting horrors out of a Stephen King novel, Witchgirl studies magic under the watchful eye of Miss Mercedes. While she originally only wanted to pass on her legacy before passing on, Mercedes and Gabriella have grown to be very close friends, to the point that Mercedes now wonders if she can ever truly let go of this world. For her part, Witchgirl has grown to love the life of a costumed crimefighter - and the local bogeymen are quick to get out of the way when the Witch in Green comes calling.


Complications:

Secret: Witchgirl is Gabriella Mackenzie

Miscast: As a not-quite-fully-trained witch, her spells occasionally go haywire in noisy, spectacular ways with plenty of collateral damage.

Relationship (Mercedes): A disembodied spirit imbued into Witchgirl's pointy hat, Miss Mercedes is all that remainds of an ancient witch looking for a heir to her vast magical knowledge. Wearing her witch hat allows Witchgirl to speak mentally with Mercedes, and for the latter to see the world through her eyes. As the only one she can share her crimefighting life with, Witchgirl is extremely close to Mercedes, and her word carries plenty of weight. If the hat is ever destroyed, Mercedes will be gone - forever.

Responsibility (Bogey Alert): Witchgirl is responsible for keeping her corner of town free of supernatural nuisances - bogeymen, nightmares, goblins and more. Unfortunately, her detection charms aren't reliable, and she sometimes only shows up after the problem has grown to hideous proportions, as well as having to deal with her fair share of false alarms.

Code of Honor: Witchgirl is sworn not to use her magic for personal gain (money, homework, love potion for the teenage crush, solving personal problems etc), although self-defense is allowed.

Teenager: Witchgirl must abide by curfew, do homework, maintain good grades, show up for school, stay out of age-restricted establishments, etc.


Abilities (28pp): Strength 0, Stamina 0, Agility 1, Dexterity 2, Fighting 1, Intellect 4, Awareness 4, Presence 2

Powers (69pp):

"Maleficarum" ARRAY 38pp + 5pp
BASE "Sagitta Magica" Blast 12 (Affects Insubstantial 2, Multiattack +1)
-- AE "Magna Maledictio" Affliction 12 [Will vs Impaired+Vulnerable/Disabled+Defenseless] (Cumulative +1, Extra Condition +1, Limited Degree -1, Ranged +1)
-- AE "Trucidatrix Titanos" Affliction 12 [Will vs Entranced/Compelled/Transformed into small animal] (Cumulative +1, Ranged +1, Reversible)
-- AE "Auspicium Superba" Remote Sensing 12 [Range: 16 mi; visual, auditory 3*r pp] (Subtle)
-- AE "Transmutatio" Transform 5 [Mass: 25 lbs; anything to anything, 5*r pp] (Continuous +1, Ranged +1)
-- AE "Tempestas Irae" Environment 9 [Radius: 2 mi; impede movement 1, visibility 2] (Selective +1)

"Obex Impervia" Force Field 12 (Ultimate Toughness) 13pp
"Mysteria Adclaro" Senses 2 Detect Magical Creature (Radius, Ranged, Extended) (Unreliable -1), Magical Awareness (Acute) 4pp

"Broom" Flight 4 [Speed: 30 mph] (Platform -1) 4pp
"Hat" Enhanced Expertise: Magic 8, Feature 3 [Internal Compartment, Mentor, Quick Change] (Easily Removable -2pp) 5pp
"Witchgirl's Chantry" Headquarters [as Sanctum Sanctorum, Toughness 8] 10ep

Advantages (6pp): Artificer, Equipment 2, Languages 1 [Latin; Base: English], Luck 2

Skills (17pp / 34r): Deception 3 (+5), Expertise: Academics 2 (+6), Expertise: Magic 4 (+8/16), Expertise: Nature Lore 4 (+8), Insight: 5 (+9), Investigation 2 (+6), Perception 3 (+7), Persuasion 3 (+5), Ranged Combat: Magic 6 (+8), Treatment: 2 (+6)

Offense: Initiative +1
  • +8 Sagitta Magica (Ranged, Damage, DC 27 Toughness; Affects Insubstantial 2, Multiattack)
  • +8 Magna Maledictio (Ranged, Affliction, DC 27 Will vs Impaired+Vulnerable/Disabled+Defenseless; Cumulative)
  • +8 Trucidator Titanos (Ranged, Affliction, DC 27 Will vs Entranced/Compelled/Transformed into frog; Cumulative, Reversible)
  • +8 Transmutatio (Ranged, Transform, DC 15 Dodge to prevent item being transformed)
  • -- Tempestas Irae (Ranged, Environment, -1 rank to movement and -5 to perception checks; Selective)
Defense (30pp): Dodge 7 (+8), Parry 7 (+8), Toughness +12, Fort 8 (+8), Will 8 (+12)

Abilities 28 + Powers 69 + Advantages 6 + Skills 17 + Defense 30 = 150

Witchgirl can do most of witches were traditionally accused of (curses, turning milk sour, storms) minus the more sinister stuff like spreading disease and speaking to the dead. Her mystic tradition focuses mainly on transformations and probability control, with a dash of nature magic.

:arrow: Affliction (Impaired, Disabled): Witchgirl has the -2/-5 to all checks version of Impaired and Disabled, which I normally would not consider, but feels like a good way to do a persistent bad luck spell. I'm still on the fence whether this is too powerful, since with Defenseless as the 2nd degree condition it would probably spell doom for any equal PL combatant. We'll see how things work out in practice.

:arrow: Transform: I requested the GM allow me to use this to duplicate many minor cantrips, e.g. Transform unlit candle > lit candle to light a candle, or transform closed door > open door to open a (unlocked) door.

:arrow: Affliction (Entranced, Compelled, Transformed): This is the classic "turn people into frogs" curse witches have. Witchgirl's version has Variable Descriptor 2, allowing her to change the type of animal she turns them into, except creatures that can't survive in their current environment (e.g. into a fish on land). Entranced and Compelled represent having normal thought processes overriden by animal instincts.

:arrow: Hat: Putting on her hat changes Gabriella into her Witchgirl costume and as a riff on stage magician hat tricks, she can store things (usually her broom) in the hat. The Mentor feature represents the benefits of Mercedes' advice. Once per adventure she can provide some useful insight, like a use of the Inspiration feature of HP.

:arrow: Witchgirl has low Expertise: Magic for a mystic, and can only match more experienced mystics with Mercedes' help (through the hat). Her Nature Lore, Artificer and Treatment represent knowledge of herbology and potion-making, and she uses Latin as her spellcasting language. Some standard highschooler skills like Academics and Deception round her out.

:arrow: As customary for my mystics I have tried to provide accurate (or at least not hilariously terrible) Latin spell names. Corrections are very welcome if anyone out there actually knows some Latin:

Maleficarum: Witchcraft
Sagitta Magica: Magic Arrow
Magna Maledictio: Great Curse
Tempestas Irae: Storm (of) Wrath
Transmutatio: Transmutation
Auspicium Superba: Superb Divination
Trucidatrix Titanos: Titan's Slayer
Obex Impervia: Impassable Barrier
Mysteria Adclaro: I reveal mysteries
Last edited by Ysariel on Tue Jul 02, 2013 10:30 pm, edited 1 time in total.
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Re: Y's characters

Postby Ysariel » Thu Feb 07, 2013 8:53 am

Here is Vicky as a PL 11, 165pp (she took a level in badass after dying). She still has much the same powers and the same advantages. Major changes are:
No more Impervious Toughness.
She no longer has any flawed skills, and her combat-related skills - deception, insight and perception - are all much higher than before.
She now has Inspire 5 and her exotic defenses hit caps.
Her flight and enhance extra: multiattack are now dynamic, so she can use both at the same time.


Vicky Wu / Wu Weiqi (3e, PL 11; 165PP)
Avatar of Sun Wukong, Great Saint Equal of Heaven, Handsome Monkey King, Victorious Battling Buddha
Concept: Trickster hero
Tradeoffs: None

Abilities (14pp): Strength 0 (3), Stamina 0 (3), Agility 0 (6), Dexterity 0, Fighting 0 (6), Intellect 4, Awareness 3 (6), Presence 0 (3)

Powers (107pp):

"Monkey King's Favor"
Enhanced Ability 28 [Strength 3, Stamina 3, Agility 6, Fighting 6, Awareness 3, Presence 3] 48pp
Enhanced Advantage 4 [Devious Plan* 5, Taunt] 6pp
Protection 8, Enhanced Fortitude 8 16pp
Extra Limbs 1 [tail] 1pp
* As Inspire

"Golden-Banded Wishing Rod" STR-Based Damage 8 8pp
"Fiery Eyes and Golden Pupils" Senses 2 Vision (Counters Illusion) (Noticeable [eyes glow] -1pp) 1pp

"Monkey Magic"
BASE "72 Transformations" Morph 4 [any appearance, 5pp/r] 20pp + 7pp
-- AE "Miraculous Creation" Create 4 [real objects] (Continuous +1, Innate, Precise +1, Subtle)
-- AE "Perfect Duplication" Summon 5 [duplicate; powers/traits at half ranks] (Active +1)
-- DAE "Somersault Cloud" Flight 10 [Speed: 2,000 mph]
-- DAE "Three Heads, Six Arms" Enhanced Extra 11 [Multiattack 11], Enhanced Advantage 2 [Takedown 2]
-- AE "Body-Freezing Spell" Affliction 10 [Fort vs. dazed/stunned/paralyzed] (Limited [only vs minions] -1, Perception +2)

Advantages (8pp): Accurate Attack, All-Out Attack, Defensive Attack, Improved Initiative, Move-By Attack, Languages 1 [English, Mandarin (free); Base: Hokkien], Power Attack, Uncanny Dodge [mental]

Skills (23pp / 46r): Acrobatics 4 (+10), Athletics 7 (+10), Close Combat: Staff 5 (+11), Deception 10 (+13), Expertise: Engineering 4 (+8), Insight 5 (+11), Perception 5 (+11), Persuasion 2 (+5), Technology 4 (+8)

Offense: Initiative +10
+11 Golden-Banded Wishing Rod (Close, Damage, DC 26 Toughness)

Defense (13pp):
Defense: Dodge 5 (+11), Parry 5 (+11), Toughness: +11, Fortitude: 0 (+11), Will: 3 (+11***)
** Includes +2 Will save from PRE ranks 1 and 3

Abilities 14 + Powers 107 + Advantages 8 + Skills 23 + Defense 13 = 165
Last edited by Ysariel on Tue Jul 02, 2013 10:29 pm, edited 1 time in total.
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Re: Y's characters

Postby Jabroniville » Fri Feb 08, 2013 4:40 am

Interesting characters- I like Miss Miracle & Witch Girl. Some nice designs and pictures, too.
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Re: Y's characters

Postby Ysariel » Sat Feb 09, 2013 8:01 pm

Thank you very much! :mrgreen:
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Re: Y's characters

Postby Ysariel » Sat Mar 09, 2013 4:44 am

  • 136pp - removed Extended from radar, changed Beam Cannon to Blaster Pistols (same power, but with Split 1) and added Gatling Laser AP
  • 138pp - removed Equipment 2, changed System Core Uplink from array to Variable 2 [10pp of effects, multiple powers with descriptor: Technology, 7pp/r] (Move action to Configure +1) 16pp
  • 142pp - added Equipment 4 (Quinjet)
  • 143pp - increased Intelligence by 2, reduced Computers, Craft: Mechanical, Knowledge: Physical Sciences, Knowledge: Technology by 1 each
  • 144pp - increased Intelligence by 2, reduced Computers, Craft: Electronic, Disable Device, Knowledge: Technology by 1 each, changed Strike Drones to Targetted Area
  • 145pp - reduced suit's Enhanced Defense by 1. Increased suit's Dodge Focus, Reflex and Fort by 1.


Amethyst / Michelle Hong 洪 美 珍 (PL 9; 145pp)
Concept: Battlesuit
Tradeoffs: Attack -1 / Damage +1; Defense +1 / Toughness -1

"Move over, Dropbox. My cloud has miniguns in it."

Image
Image is ENGAGE MODE: ON by KahoOkashii

"I never thought I'd become a superhero. I mean, the whole idea sounded stupid - how much can one person in spandex do, superpowers or not? I was going to do what they couldn't, to change the world through technology. And what a ton of fun it was! Go to Stanford at fourteen: check. Drop out a year later to found a startup: check. Sell out to Google and make billions: check. Do it better the next time: hell yeah.

"Then the whole invasion thing happened, and when you're hiding in a bomb shelter without food or power trying to figure out if your family's alive, making an iPhone killer suddenly sounds a lot less important. And changing the world doesn't seem so grand when there's nothing you can change about people dying in the streets.

"After that, I couldn't go back to coming up with new ways to keep people staring at a 5-inch screen. I wanted to protect the things that really mattered. So I sold my stock in Google, moved back to San Antonio, took a crash course in high-energy physics - and Amethyst, Avenging Angel of the people was born! Okay, so I don't have any training or experience, but we all have to start somewhere, right?"


Complications

Lost Connection to Server (Power Loss): Amethyst's battlesuit resides mostly in hyperspace, and space/time anomalies or effects that prevent hyperspace jumps interfere with its operation. They may prevent her from warping in new weapons or hotswapping modules (cannot configure Array or Variable and Array becomes Easy to Remove), or force her suit to operate on battery power (all power ranks halved).

BSOD (power loss/weakness): Amethyst has very little experience in weapon design, and sometimes her equipment malfunctions. She's also a newbie to crimefighting, and sometimes makes mistakes she really shouldn't. Trigger this complication and make her flat-footed, no save.

/root (responsibility): Amethyst is the CEO of a major technology multinational company. She also has her hands full running charities, managing scientific research, mentoring technology startups, raising interest in engineering and technology among girls...

Now Trending on Twitter (fame): She's famous, she has no secret identity and you can't miss her with that mane of hip-length hair dyed cotton-candy pink.

Forget the Sugar Water (motivation - guardianship, doing good): Amethyst became a hero to protect her family and her home, and promised herself she'd use her talent to make the world a better place -- not just build fancy consumer electronics.


Abilities (28pp): Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 30 (+10), Wis 14 (+2), Cha 14 (+2)

Skills (12pp / 48r): Computers 10 (+20), Craft (Electronic) 6 (+16), Craft (Mechanical) 1 (+11), Diplomacy 6 (+8), Disable Device 6 (+16), Knowledge (Business) 1 (+11), Knowledge (Technology) 10 (+20), Knowledge (Physical Sciences) 1 (+11), Language (Mandarin; base: English) 1, Notice 6 (+8)

Feats (8pp): Attractive, Equipment 4, Inventor, Wealth, Ultimate Skill: Computers

Powers (79pp):

"Amethyst Battlesuit"
DEVICE 19 [96pp of effects, hard to remove 4pp/r] (Restricted 2) 79pp
Amethyst Battlesuit wrote:
"Hyperspace Arsenal" ARRAY 21pp + 3pp
BASE "Blaster Pistols" Blast 10 (Split [2 targets])
-- AP "Strike Drones" Blast 5 (Accurate, Selective Attack +1, Targeted Area Burst +1, No Criticals -0pp, No Tradeoff Feats -0pp)
-- AP "Gatling Laser" Blast 10 (Autofire +1, Improved Critical [19-20], Full Round Action -1)
-- AP "Railgun" Disintegrate 10 (Distracting -1, Instant Recovery* -1, Full Round Action -1)

"System Core Uplink" Variable 2 [10pp of effects; multiple powers of descriptor: Technology, 7pp/r] (Move Action to Configure +1) 16pp
Sample powers wrote:
  • "Supercomputer Core" Mental Quickness 10 5pp
  • "Communications Suite" Datalink 3 (Machine Control, Subtle) 5pp
  • "Hyperdrive Booster" Flight 2 (Move-By Action) 5pp
  • "Netwar Proctocol" Mind Control 9 (Limited [only AI] -1, Subtle) 10pp
  • "Shield Drone" Enhanced Dodge Focus -2, Force Field 2, Impervious Toughness 9 (Second Chance [Concentration check to maintain Warp Fields]) 10pp


"Hyperdrive" Flight 5 10pp
"Warp Fields" Force Field 8, Immunity 5 [all environmental] 13pp
"Bio-Stabilizer" Enhanced Fortitude 5 5pp
"Tactical AI" Enhanced Reflex 5, Enhanced Defense 3 (Dodge Focus 5) 16pp
"Fire Control" Enhanced Attack 2 (Attack Specialization 2: Hyperspace Arsenal, Power Attack) 7pp
"Sensor Array" Super-Senses 3 Radio (Accurate) 3pp
"Onboard Systems" Feature 2 [Computer, Improvised Tools] 2pp


"Quinjet"
VEHICLE (Strength 65, Speed 9 (air, 5,000 MPH), Defense 6, Toughness 13, Size Gargantuan ) 20ep + 5ep from Xiphos

Offense (4pp): 2 (+4) Base Attack; 0 Initiative
  • +8 Blaster Pistols (Ranged, Damage, DC 25 Toughness)
  • +10 Strike Drones (Ranged, Targeted Area: Burst, Damage, DC 20 Toughness; Selective Attack)
  • -- Gatling Laser (Ranged, Damage, DC 25 Toughness; Autofire)
  • +8 Railgun (Ranged, Damage linked to Drain Toughness, DC 25 Toughness + DC 20 Fort; Distracting, Instant Recovery, Full Action)

Defense (13pp): Defense 2 (+10; Flat-footed +3), Toughness +8, Fort 1 (+6), Ref 4 (+9), Will 4 (+6)

Abilities 28 + Skills 12 + Feats 8 + Offense 4 + Defense 13 + Powers 79 = 144

Design Notes wrote: :arrow: Amethyst's a 21st-century twist on Tony Stark. She's not as good at miniaturization and mechanical engineering as most super inventors, so she designed her suit with force fields instead of armor, and warps in handheld armament instead of using built-in weapons. And instead of insanely compact technology, over 99% of her battlesuit's mass resides in a hyperspace pocket, connected to our universe by a fist-sized wormhole in her backpack (just out of view in the picture).

:arrow: What she wears is only the emitters and interfaces for the various systems. Unlike the core book Battlesuit, she doesn't have the Normal Identity drawback, since her suit is compact enough that she can wear it all the time, under her street clothes if she wants to.

:arrow: Amethyst is slightly damage and defense shifted to represent someone who hits hard, but is somewhat fragile. Her super-science strengths lie in computing, force fields and hyperspace technology. The Knowledge: Business and Diplomacy skills represent her skills as an entrepreneur.

:arrow: her Hyperspace Arsenal array represents handheld weapons that Amethyst warps in from hyperspace. It is hard to remove since if you disarm her, she just warps in new weapons, but if you knock her out you can remove the uplink that lets her do this.

:arrow: Railgun: The Instant Recovery flaw makes the victim recover from the Drain Toughness effect immediately after this power is used. Effectively, the Drain Toughness only ever benefits the linked Damage component of her Disintegrate. This hopefully makes it a hard-to-resist super attack that doesn't floor the villain's Toughness for the rest of the combat.

:arrow: System Core Uplink: This allows her to either divert the suit's power to various subsystems that reside in hyperspace, or warp in modules that dock to her suit and give it extra capabilities. In general the powers she can produce with the Variable have to be ones that come from equipment she already has lying around, mainly additional ranks or extras to her weapons, flight, sensors and shields. There are effects that she can only produce with stunts but not her Variable (such as Teleport with the descriptor of a short range hyperjump) even though they still fall within her suit's capabilities.
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Re: Y's characters

Postby Ysariel » Wed May 01, 2013 3:57 am

A slightly older, more experienced version of Amethyst for Arthur Eld's Vanguard Mission Team Alpha.



  • 167pp: Added Move Action +1 modifier to Variable
  • 169pp: Awareness +1
  • 171pp: Awareness +2, Will -2


Amethyst / Michelle Hong 洪 美 珍 (PL 11; 171pp)
Concept: Battlesuit
Tradeoffs: Attack -1 / Damage +1; Defense +1 / Toughness -1

"Move over, Dropbox. My cloud has miniguns in it."

Image
Image is ENGAGE MODE: ON by KahoOkashii

"I never thought I'd become a superhero. I mean, the whole idea sounded stupid - how much can one person in spandex do, superpowers or not? I was going to do what they couldn't, to change the world through technology. And I was having the time of my life! Go to Stanford at fourteen: check. Drop out a year later to found a startup: check. Sell out to Google and make billions: check. Do it better the next time: hell yeah.

"Then the whole invasion thing happened, and when you're hiding in a bomb shelter without food or power trying to figure out if your family's alive, making an iPhone killer suddenly sounds a lot less important. And changing the world doesn't seem so grand when there's nothing you can change about people dying in the streets.

"After that, I couldn't go back to coming up with new ways to keep people staring at a 5-inch screen. I wanted to protect the things that really mattered. So I sold my stock in Google, moved back to San Antonio, took a crash course in high-energy physics - and Amethyst, Avenging Angel of the people was born!

"It took a year or so, but now that San Antonio's in safe hands and the sustainable resources research got off the ground, I'm going to start work on something bigger. I have more to offer this planet than another way to share videos of pet cats playing the piano. Yes, I'm joining UNISON. And I'm going to do what I couldn't back then: change the world for the better."


Complications

Lost Connection to Server (Power Loss): Amethyst's battlesuit resides mostly in hyperspace, and space/time anomalies or effects that prevent hyperspace jumps interfere with its operation. They may prevent her from warping in new weapons or hotswapping modules (cannot configure Array or Variable and Array becomes Easy to Remove), or force her suit to operate on battery power (all power ranks halved).

/root (responsibility): Amethyst is the CEO of a major technology multinational company. She also has her hands full running charities, managing scientific research, mentoring technology startups, raising interest in engineering and technology among girls...

Now Trending on Twitter (fame): She's famous, she has no secret identity and you can't miss her with that mane of hip-length hair dyed cotton-candy pink.

Forget the Sugar Water (motivation - guardianship, doing good): Amethyst became a hero to protect her family and her home, and promised herself she'd use her talent to make the world a better place -- not just build fancy consumer electronics.


Abilities (58pp): Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 10, Awareness 10, Presence 3

Powers (90pp):

"Amethyst Battlesuit" 112pp (Removable -22pp) 90pp

Amethyst Battlesuit wrote:
"Hyperspace Arsenal" ARRAY 25pp + 3pp
BASE "Blaster Pistols" Blast 12 (Split [2 targets])
-- AE "Strike Drones" Blast 6 (Area: Burst +1, Selective Attack +1)
-- AE "Gatling Laser" Blast 12 (Improved Critical [19-20], Limited: Cannot take other actions during the round -1, Multiattack +1)
-- AE "Railgun" Disintegration 12 (Distracting -1, Instant Recovery -1, Limited: Cannot take other actions during the round -1)

"System Core Uplink" Variable 2 [10pp of effects] (Move action to configure +1) 16pp
Sample powers wrote:"Supercomputer Core" Mental Quickness 10 5pp
"Communications Suite" Communication 1 (Feature: Operate machines remotely) 5pp
"Hyperdrive Booster" Flight 2 (Move-By Action) 5pp
"Hardened Shields" Force Field 2 (Interpose), Impervious Toughness 11, Enhanced Dodge -2, Enhanced Parry -2 10pp


"Hyperdrive" Flight 5 [60 mph] 10pp
"Warp Fields" Force Field 10, Immunity 7 [all environmental, all suffocation] 17pp
"Tactical AI" Enhanced Parry 8, Enhanced Dodge 8 16pp
"Bio-Stabilizer" Enhanced Fortitude 8 8pp
"Fire Control" Enhanced Ranged Combat: Hyperspace Arsenal 6 (Power Attack) 4pp
"Sensor Array" Senses 3 Radio (Accurate), Enhanced Perception 2 4pp
"Onboard Systems" Feature 2 [Computer, Improvised Tools], Mental Quickness 4, Communication 1 (Subtle) 9pp


Advantages (9pp): Attractive, Beginner's Luck, Benefit: Fame, Benefit: Wealth, Inventor, Languages 1 [Mandarin; base: English] (free), Ranged Attack 2, Speed of Thought, Ultimate Skill: Technology

Skills (9pp / 18r): Expertise: Business 1 (+11), Expertise: Science 1 (+11), Insight 0 (+8), Perception 0 (+8/10), Persuasion 6 (+9), Technology 10 (+20)

Offense: Initiative +10
  • +10 Blaster Pistols (Ranged, Damage, DC 27 Toughness)
  • -- Strike Drones (Ranged Area: Burst, Damage, DC 21 Toughness; Selective Attack)
  • +10 Gatling Laser (Ranged, Damage, DC 27 Toughness; Activation [Move], Multiattack)
  • +10 Railgun (Ranged, Damage linked to Weaken Toughness, DC 27 Toughness + DC 22 Fort; Activation [Move], Distracting, Instant Recovery)
  • -- Netwar (Perception, Affliction, DC 21 Will or Technology or Power Level; Limited [only machines])

Defense (5pp): Dodge 2 (+12), Parry 2 (+12), Toughness +10, Fort 0 (+8), Will 1 (+11)

Abilities 58 + Powers 90 + Advantages 9 + Skills 9 + Defense 5 = 171

Design Notes wrote: :arrow: Amethyst's a 21st-century twist on Tony Stark. She's not as good at miniaturization and mechanical engineering as most super inventors, so she designed her suit with force fields instead of armor, and warps in handheld armament instead of using built-in weapons. And instead of insanely compact technology, over 99% of her battlesuit's mass resides in a hyperspace pocket, connected to our universe by a fist-sized wormhole in her backpack (just out of view in the picture).

:arrow: What she wears is only the emitters and interfaces for the various systems. Unlike the core book Battlesuit, she doesn't have the Normal Identity drawback, since her suit is compact enough that she can wear it all the time, under her street clothes if she wants to.

:arrow: Amethyst is slightly damage and defense shifted to represent someone who hits hard, but is somewhat fragile. Her super-science strengths lie in computing, force fields and hyperspace technology. The Knowledge: Business and Diplomacy skills represent her skills as an entrepreneur.

:arrow: her Hyperspace Arsenal array represents handheld weapons that Amethyst warps in from hyperspace. It is hard to remove since if you disarm her, she just warps in new weapons, but if you knock her out you can remove the uplink that lets her do this.

:arrow: Amethyst's Variable allows her to either divert the suit's power to various subsystems that reside in hyperspace, or warp in modules that dock to her suit and give it extra capabilities. In general the powers she can produce with the Variable have to be ones that could conceivably come from equipment she has lying around, typically additional ranks or extras to her weapons, flight, sensors and shields. There are effects that she can only produce with stunts but not her Variable (such as Teleport with the descriptor of a short range hyperjump) even though they still fall within her suit's capabilities.
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Re: Y's characters

Postby Ysariel » Tue Jul 02, 2013 10:13 pm

--
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Re: Y's characters

Postby Ysariel » Tue Jul 02, 2013 10:15 pm

In an unexpected twist of fate, I was invited to a game by the same GM who rejected Miss Miracle previously, and decided to submit her again with a new concept and build. I do fancy that if you compare this version with my previous attempt you can see how I improved in the intervening months.


Miss Miracle (2e, PL 10; 150PP)
Concept: Mystic / Light controller
Tradeoffs: Attack -2 / Save DC +2; Defense -2 / Toughness +2

Image

He was Mister Miracle, one of the greatest mystic minds of the age. He had fought in wars mundane and magical and was known the world over, he had foiled both the Reich's Walpurgis Nacht and the Soviet Union's Project Koschei. And even as he lay dead in the hospital he saved one last life: his heart, beating with a spark of mystical power, was given to the young woman dying of heart disease in the next ward. When Rachel woke from her heart transplant surgery she found herself infused with a fragment of the great hero's miraculous powers, and as she swore to continue his legacy, the newspapers declared her his successor - Miss Miracle.

Thrown into the world of the superhuman and supernatural, Rachel now fights to defend the innocent against the forces of the night. Whenever evil rears its head, Miss Miracle is there to seal away secrets too terrible to understand and keep the power of sorcery out of evil hands forever. Along the way she has to try and learn the ancient lore that her savior wielded against the darkness. But Mister Miracle's son, Jake Merlin, is the only one privy to the entirety of his secrets and resources, and he has no interest in helping her; he would much rather bury the legacy of the father who was always there to save the world but never there for his son. She thinks him bitter, cynical and a waste of his talent; he thinks her an idealistic fool who'll soon have her nose rubbed in the mud of grim reality.

A year has passed since her life was changed forever, and Miss Miracle has emerged from her trial by fire stronger if not unscathed. By day she writes freelance as an investigative journalist; by night she keeps the terrors of the dark at bay. With an invitation to tryout for the Crusaders in hand, things are looking up - and the Miracle Maiden is determined to prove that whatever trials lie ahead, they will not find her wanting!


Complications

Secret - Miss Miracle is Rachel Knight

Power Loss - Miss Miracle gained her magic by inheritance and not by study, and still doesn't fully understand her fantastic powers. Her spells may fizzle or stop working occasionally. In the case of Healing, the subject suddenly receives all damage that was healed by the effect.

Relationship - Jake Merlin is Mister Miracle's son and rightful successor, the only one with full access to all of Mister Miracle's considerable magical knowledge and resources. Rachel needs his help to understand her power and has to defend him against the late hero's many enemies looking for revenge - but he has no intention of aiding her.

Hatred - Miss Miracle has the same fiery hatred for fakes that doctors have for quacks - those who pretend to have supernatural powers they don't so they can con the innocent. She regularly works to expose faith healers and psychics that are merely pretending to be the real thing.

Disability - When Mister Miracle's heart was given to her, Rachel received a fragment of his powers, knowledge and memories. But with the good comes the bad, and sometimes she relieves traumatic dreams or intensely vivid visions from his career. She is flat-footed when these visions afflict her, or -2 on all checks after a night of restless dreams. (This is for the negative effects only. The positive effects are her Knowledge: Arcane Lore and descriptors for hero point usage.)

Vulnerability - Rachel's a big softie, and can't turn down those who desperately need her help. People appealing to her impulse to help get a large bonus on Bluff and other suitable checks. It's like that scene in Avengers when Banner gets tricked into meeting Natasha by the girl begging him to save her dad.

Responsibility - To prevent the power of sorcery from being used for evil purposes.

Motivation (Doing Good) - Rachel believes her life was saved for a purpose, and tries to live up to the late Mister Miracle's high ideals.


Abilities (24pp): Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 20 (+5), Cha 16 (+3)

Powers (79pp):

"Wonderworking" ARRAY 36pp + 4pp
BASE "Glitter Blast" Blast 12 linked to Dazzle 6 [visual, 2pp/r]
-- AP "Healing Touch" Healing 12 (Total +1)
-- AP "Rend Magic" Nullify Magic 12 (Concentration +1)
-- AP "Conjurations" Create 10 [real objects] (Continuous +1, Innate, Precise)
-- AP "Transmutation" Transform 6 [broad group: inanimate objects, 5pp/r] (Continuous +1)

"Wings of Light" Flight 4 [100 mph] (Wings -1) 4pp
"Radiant Glory" Enhanced Feat 8 [Attractive, Fearless, Feature: Unrecognizable, Inspire 5] 8pp
"Clairvoyance" Super-Senses 5 Magical Awareness [visual], Visual Sense (Counters Concealment, Counters Illusion) 5pp
"Luminous Aura" Force Field 10, Immunity 10 [common descriptor: light], Environmental Control 2 [10ft, light, 1pp/r] 22pp

Feats (5pp): Attack Specialization: Wonderworking 2, Dodge Focus 3

Skills (9pp / 36r): Concentration 5 (+10), Diplomacy 5 (+8), Gather Information 3 (+6), Knowledge: Arcane Lore 10 (+10), Knowledge: Current Events 6 (+6), Notice 3 (+8), Profession: Journalist 1 (+6), Sense Motive 3 (+8)

Offense (8pp): Base Attack 4, Grapple +0, Initiative +2
  • +8 Glitter Blast (Ranged, Damage + Dazzle, DC 27 Toughness + DC 16 Reflex)
  • +8 Rend Magic (Ranged, Nullify, DC 22 Will or Effect Rank)
  • +8 Conjurations (Ranged Area, Create Object, DC 25 Toughness [dropped object] or DC 20 Reflex [entrapment])
  • +8 Transmutation (Ranged, Transform, DC 16 Reflex)

Defense (25pp): Defense 5 (+8, +3 flat-footed), Toughness +2/12, Fort 4 (+6), Ref 4 (+6), Will 7 (+12)

Abilities 24 + Powers 79 + Feats 5 + Skills 9 + Offense 8 + Defense 25 = 150

Design notes wrote: :arrow: Miss Miracle is a mystic with a dash of light controller. For her powers I drew on traditional depictions of miracles or supernatural wonders: faith healing, exorcism (as nullify magic), transmutation (e.g. turning water to wine), conjuring things out of nowhere (e.g. the feeding of the multitudes in the Bible), and prophecy (power stunts and her super-senses). To that she adds a smattering of light control powers, and a sort of supernatural glamor that makes her more inspiring, confident and likeable.

:arrow: Miss Miracle has relatively low Knowledge: Arcane Lore for a mystic, since she never studied magic and has no mentor to teach her. Instead, she remembers broken fragments of knowledge from Mister Miracle's memories. She also lacks Artificer and Ritualist since she doesn't have that sort of formal training.

:arrow: Like Princess from the 3e core book, she has a feature that makes it impossible for people to tell that Miss Miracle and Rachel are the same person, unless she does something to explicitly link both identities, e.g. telling someone, or changing into costume in front of them. It doesn't fool anything without a mind, so the killer bots recognize her no problem.

:arrow: Rachel is also a journalist in her civilian identity, and gets some skills to reflect this.
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Re: Y's characters

Postby Ysariel » Tue Jul 02, 2013 10:17 pm

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Re: Y's characters

Postby Ysariel » Tue Jul 02, 2013 10:20 pm

My fourth attempt at Skylark, and in my opinion the best one. The GM rejected her because it was to be a fairly dark game, and she was too young to be suitable. Of the four rejections I've received, this was the most painful one to bear, since I put in so much work and felt I finally got the concept right; but in the end I can only blame myself for not making the right character for the game.

The hardest part of the character by far was the song in her background. I felt it was suitable for a character whose theme is based off a songbird, and the music conveys the sort of upbeat, playful tone of the character in a way that words can't. Since I'm not a native English speaker, this took over a week of work with a rhyming dictionary - I wanted it to be informative and not just a gimmick, but also sound catchy and fun to sing. But in the end nobody commented on it, and I have to wonder whether I spent a lot of effort on something that didn't add much value to the build.



Skylark (PL 10; 150PP)
Concept: Costumed Avenger
Tradeoffs: Attack +3 / Save DC -3; Defense +3 / Toughness -3

Description: Skylark is a sixteen-year-old Caucasian girl, with blue eyes and blonde hair in a long ponytail. She stands roughly 5'2 tall and weighs 130 lbs. Her costume is white with light blue and yellow highlights, comprising long gloves, thigh-high socks, combat boots, utility belt and a sleeveless turtleneck leotard with a yellow bird emblem emblazoned across her chest. A flight harness strapped to her back deploys antigravity units and a pair of flexible, smart polymer wings that let her fly.

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!


Created by a vast, shadowy terrorist organization whose name she can only guess at, Skylark is the latest in a line of enhanced clone super-soldiers. Created without accelerated growth, she avoided psychological problems associated with earlier models, but this gave her other things that a normal human has, such as a consience. As soon as she could, she started kicking ass and escaped. One fateful night she ran into retired ex-hero, The Falcon, who took her under his wing - and the rest is history. Now sixteen years old, Skylark's been sent on her first real mission - to investigate the spate of bizzare crime and increase in lawbreakers around Sapphire Cove.


Complications:

Relationship - Billionaire, philantrophist, retired ex-hero, the Falcon found Skylark soon after her escape and took her in. He trained her and provides her with her gadgets and resources. They don't always get along, but Skylark holds him in great respect, and would do just about anything for him.

Minor - Skylark can't enter age-restricted establishments or legally drive, and she's on parole as per the law on superhuman minors. Adults don't always take her seriously, and they are immune to her Intimidate checks.

Motivation (Doing Good) - Having seen the worst humanity is capable of, Skylark's determined to fight it wherever it shows.

Enemy - [data redacted] would like their ninja clone assassin back. Now.


Abilities (78pp): Strength 3, Stamina 3, Agility 7, Dexterity 3, Fighting 13, Intellect 4, Awareness 4, Presence 2

Powers (21pp):

"Skylark's Song" - training Enhanced Advantage 4 [Redirect, Set-Up, Takedown, Taunt] 4pp

"Larking Around" - gadgets ARRAY 9pp + 2pp (Removable -2pp) 9pp
BASE "Feather Blades" Blast 1 [STR-based] (Multiattack 4, Ranged 3)
-- AE "Sonic Vibro-Blade" Strike 4 [STR-based] linked to Weaken Toughness 5 (Affects Objects +1, Limited* [enemies recover once attack is resolved] -1)
-- AE "Ultrasound Gun" Affliction 7 [Fort vs Impaired+Vulnerable/--/--] (Extra Condition +1, Limited Degree -2, Ranged +1)

"Wings of Steel" - costume Protection 3 (Removable -1pp) 2pp
"Lark Ascending" - flight harness Flight 4 (Wings -1, Removable -1pp) 3pp
"A Birds'-Eye View" - mask Senses 3 Radio, Visual (Darkvision) (Removable -1pp) 2pp

* Effectively, the Weaken Toughness only ever benefits the linked Strike, and no other attacks. The intent is a super attack that does not floor the villain's toughness for the entire combat after one bad save.

Advantages (9pp): Beginner's Luck, Benefit: Mentor, Defensive Roll, Fearless, Jack of All Trades, Power Attack, Throwing Mastery 3

Skills (27pp / 54r): Acrobatics 5 (+12), Athletics 3 (+6), Deception 10 (+12), Expertise: Music 8 [Presence] (+10), Investigate 2 (+6), Perception 6 (+10), Ranged Combat: Larking Around 10 (+13), Stealth 3 (+10), Technology 6 (+10), Treatment 1 (+5)

Offense: Initiative +7
  • +13 Unarmed (Close, Damage, DC 18 Toughness)
  • +13 Feather Blades (Ranged, Damage, DC 22 Toughness)
  • +13 Sonic Vibro-Blade (Close, Damage + Weaken Toughness, DC 22 Toughness + DC 15 Fort)
  • +13 Ultrasound Gun (Ranged, Affliction, DC 17 Fort vs Impaired+Vulnerable/--/--)

Defense (15pp): Dodge 6 (+13), Parry 0 (+13), Toughness +7, Fort 5 (+8), Will 4 (+8)

Abilities 78 + Powers 21 + Advantages 9 + Skills 27 + Defense 15 = 150

Design Notes wrote: :arrow: Skylark's a mischievous, upbeat type, so she focuses on deception rather than intimidation like most costumed adventurers do. She's more powerful than usual for a costumed adventurer because she has actual device weapons, not equipment, and she has plenty of options to help out friends as well between her gadgets, taunt, redirect and feints.

:arrow: Skylark's Song: I chose to build some of her advantages as Enhanced Advantage so that I can occasionally stunt things off them, generally other combat advantages. I find characters who can't power stunt less fun to play.

:arrow: Feather Blades: These are like the Shuriken in Equipment, but strength-based. She also buys Ranged 3 to add her 3 points of Str bonus, and 4 ranks of Multiattack for both the blast and her strength bonus.

:arrow: Ultrasound Gun: This projects a ray of ultrasound that causes disorientation and irregular heartrate, inflicting -2 to all checks and Vulnerable. It's a very exaggerated version of real-life sonic weapons.

:arrow: Benefit: Mentor: This represents the advice and support Skylark receives from her mentor. Once per adventure at the GM's discretion she receives some small bonus, such as a clue (from Heroic Inspiration), information and assistance (Contacts or Well-Connected), or equipment (5ep of equipment).
Last edited by Ysariel on Tue Jul 02, 2013 11:13 pm, edited 2 times in total.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)
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