Gaming W/Jemal: Mutant High

Jemal

Adventurer
Victim - How about a 1pt feature to maintain movement in adverse conditions? you're right, under these conditions Sure-footed is over-priced.
 

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Victim

First Post
Victim - How about a 1pt feature to maintain movement in adverse conditions? you're right, under these conditions Sure-footed is over-priced.

Cool.

Temper also has Jack of All Trades and improbably high skills. However, her best skills aren't really formalized areas of study so I find somewhat easier to swallow a young character having heroic competence as opposed to academic study. And in other areas, I think a lot of her surprising strength comes from pulling in synergies from seemingly unrelated areas. Also, while her largely self directed learning efforts keep her ahead of where a normal person her age would be in some areas, there are also gaps since she's skipping things that didn't catch her interest for some reason - or simply because I only wanted part of the skill in the first place. If I give her Craft Chemical, it's because I wanted her to be able make explosives. That the same skill also covers making perscription drugs is sort of besides the point.
 

Relique du Madde

Adventurer
Miranda "(La) Llorona" Del Flores PL 12 [200pp]
"Do you believe in ghosts? If you're smart, you would.."

Concept: A teen actress turned ghostly life-force manipulator
Appearance: A tall and leanly built beautiful Latina girl with light olive skin and shoulder-length wavy black hair who wears rock-a-billy styled clothing.

[sblock="Character Information"]
Real Name: Miranda Del Flores
Identity: (La) Llorona
Occupation: Student (unemployed actress)
Marital Status: Single
Age: 16
Height: 5’9*
Weight: 130 lb.*
Hair: Black (shoulder-length and wavy)
Eyes: Brown
Nationality: American
Ethnicity: Latino
Place of Birth: San Diego, California
*Changes in fluff due to increased metabolism and Attractive feat increase. It's assumed that prior information about weight/height was either wrong or outdated or changed due to the current issue's current editor's editorial mandate or artistic license (aka the Pixie effect).

Allegiance: Xavier Institute, Family, Friends
Motivations: Acceptance, Recognition

First Appearance: Mutant High: Issue #1, The House that Xavier Built
[/sblock]


[sblock="Character Sheet"]
ABILITIES:
Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 20 (+5)
Miranda constantly tries to improve her own body's metabolism and it has finally payed off.
SAVING THROWS:
Toughness +6/+5 (+3/+2 unarmored), Fortitude +6 (4+2), Reflexes +9 (5+4), Will +4 (3+1)
Miranda's gotten healthier.

COMBAT:
Base Attack +4 (range +4, melee +4, grapple +5), Base Defense +10 (Defense 20, flatfooted 15), Initiative +4

SKILLS:
Acrobatics 8 (+12), Bluff 5 (+10/+17), Concentration 2 (+3), Diplomacy 4 (+9/+17) Disguise 5 (+10), Knowledge (Popular Culture) 3 (+5), Language 1 (Native English, Spanish), Notice 3 (+4), Performance (Acting) 5 (+10), Performance (Dance) 8 (+13), Profession (Actor) 2 (+3), Sense motive 3 (+4), Search +1 (+2), Stealth 6 (+10)

FEATS:
Appearance 2, Distract 1 (Bluff), Fascination 2 (Bluff, Performance), Quick Change, Taunt, Wealth
Fighting Style: Accurate Attack, Acrobatic Bluff, Defensive Attack, Defensive Roll 1, Evasion 1, Move-by Action, Uncanny Dodge 1 (Hearing)
Bonus: Luck (Rank 1 As Per OOC post 151 )
Increased metabolism = slimmer waistline and cellular growth and an boost to physical attractiveness. Of course it's assumed this was a long term process that finally paid off. Also what attractive person doesn't know how to fascinate others with the sly use of innuendo?

POWERS:
Insubstantial 4 [26pp]
Alteration, Free Action, Personal Range, Duration: Permanent (Insubstantial), Sustained (Materialization); Affected by Electricity. PF: Innate; Extras: Duration: Continuous(+1), Materialize(+1, Sustained); Flaws: Permanent (-1)
  • AP: Insubstantial 4 (Affects Others) [25pp]
    Alteration, Free Action, Personal Range, Duration: Sustained; Affected by Electricity. PF: Progression 1 (2 Others); Extras: Affects Others
LINKED TO INSUBSTANTIAL: Invisibility [7pp]
Concealment (normal vision) 2, Free Action, Personal Range, Duration: Permanent; PF: Close Range, Innate, Selective; Extras: Continuous (+1); Flaws: Permanent (-1)
[sblock=Description]La Llorona is totally concealed by default and is able to vary her concealment at will (as a free action) from full concealment to no concealment and anywhere in between.[/sblock]
LINKED TO INSUBSTANTIAL: Flight 4 [8pp]
Movement, Move Action (active), Personal Range, Duration: Permanent; 100mph; Extras: Continuous (+1); Flaws: Permanent (-1)
LINKED TO INSUBSTANTIAL: Immunity 2 [2pp]
Defense, No Action (passive), Personal Range, Duration: Permanent; Save: None; Suffocation (no need to breath)


Bio-kinesis Array: Life Control 6 [36pp]
Array (Nauseate), Standard Action, Perception Range, Duration: Instant (lasting); Save: Fortitude; Extras: Affects Corporeal;
Increased due to power usage. All APS are also increased.
  • AP: Bio-Empathic Assault: Emotion Control 10 [29pp]
    Sensory (mental), Standard Action (active), Perception Range, Duration: Sustained; Save: Fortitude (staged); Extras: Affects Corporeal, Alternate Save (Fortitude, +0); Drawback: Noticeable (Eyes glow)
  • AP: Bio-kinetic Disruption: Ability Drain 5 [28pp]
    Ability Score Drain, Standard Action, Ranged, Duration: Instant (lasting); Save: Fortitude (staged); PF: Incurable, Reversible, Slow fade 6 (1 day); Extra: Effects Corporeal, Ranged*;
    This power replaces her Disease Constitution drain which was little redundant. Since Miranda knows how to stifle a person's life force to bring about death/illness, its not too much of a stretch to say that she could affect a person's life force in such a way that it would hamper their mental/physical abilities to some extent.
  • AP: Bio-Kinetic Whip: Damage 12 [16pp]
    Attack, Standard Action (active), Touch Range, Duration: Instant; Save: Toughness (stage); PF: Extended Reach 4 (20ft); Extras: Affects Corporeal; Flaws: Limited (Only affects living biological creatures)
  • AP: Death Touch: Constitution Drain 11 [30pp]
    Drain Constitution, Standard Action, Touch Range, Duration: Instant (lasting); Save: Fortitude (staged); PF: Incurable, Reversible, Slow fade 6 (1 day); Extra: Effects Corporeal;
  • AP: Fatigue 7 [30pp]
    Attack, Standard Action, Ranged, Duration: Instant; Save: Fortitude (Staged); PF: Incurable, Sedation; Extras: Affects Corporeal, Ranged*
  • AP: Stun 7 [30pp]
    Attack, Standard Action, Ranged, Duration: Instant (Lasting); Save: Fortitude (staged); PF: Reversible, Sedation; Extras: Affects Corporeal, Ranged*
    * Since Miranda has been concentrating on using sensory powers at full range its assumed that she figured out how to target people with these powers at a distance greater then touch range.

    Stun and fatigue were always part of her power array. Since Miranda has a low BAB her usual tactic is to drain consitution in hope of dwindling down her opponent's Fort save and Toughness (as a bi-product) so that she could subdue them rather then kill them. Her "bio-kenetic whip" existed in her array since the beginning of issue two and exists as her only way (besides draining con) of actually hurting a target physically. Her emotion control existed from issue 1. He has this ability because one of the things she learned how to do from the start is tinker with people's emotions when using her powers.


Life-Force Detection: Super Senses 14 [11pp]
Sensory, None (Passive), Personal Range, Duration: Continuous; New mental sense; Detect Life-Force and Detect Physical Condition (both ranged), Accurate, Acute, Extended Range (1,000 ft.), Penetrate Concealment, Radius; Drawbacks: Reduced Range (Penetrate Concealment within 2 Increments, -2), Noticeable (eyes glow eerily)
[sblock=Description]La Llorona's Life-Force Detection power allows her to detect the bio-kinetic energy (life force) of a living individual/organism. Although this super sense is mental, La Llorona is able to perceive life-force in a visual and almost tactile manner. La Llorona's eyes glow faintly with green bio-kinetic energy when she uses this ability.[/sblock]

Telekinesis 3 [9pp]
Move Object, Standard Action, Touch Range, Duration: Sustained; Effective Strength 15 PW: Precise, Subtle; Extras: Affects Corporeal; Flaw: Range (Touch)
Strength was increased due to power usage in issue 2. Also this increase covers her normal strength.
  • AP: Telekinetic Poltergeist:Telekinesis 1 [ 8pp]
    Move Object, Standard Action, "Touch" Ranged, Duration: Sustained; Effective Strength 5 PW: Precise, Subtle, Extend Reach 4 (20ft); Extras: Affects Corporeal, Flaw: Touch Range
    When this AP was created at the start of issue 2 it had a normal range. I want this power to have more of a poltergeist like feel to match Miranda's ghost theme.
Costume: Protection 3 [2pp]
Defense, No Action (passive), Personal Range, Duration: Permanent; Save: None; Drawbacks: Noticeable
[sblock=Description]La Llorona's costume consists of a dark gray and black bodice/corset, a full-length side-slit skirt (often replaced by a pair of skin-tight pants), thigh-length boots, and a pair of long black gloves.[/sblock]

EQUIPMENT Costume, clothes

DRAWBACKS: None
HERO POINTS: 2
TRADE OFFS: -2 Toughness/ +2 Defense
COMPLICATIONS: Fame

Abilities 30pp + Skills/Feats 29pp + Powers 101pp + Combat/saves 40pp – Drawbacks 0 = 200pp

[/sblock]

Note: All changes and explanations are in yellow.
 
Last edited:

Caros

First Post
YAY! I get to play again. *Remembers not to run off on a tangent next time.* =.=;

Anyways, alchemist's updated charachter will be up in short order once I get my hands on the books. Its really just going to be my usual basic upgrades, Another rank in transmutation then whatever else. ^_^

As far as reasoning behind them? I've been pondering it for a few days and the best I've come up with is thus.

Like Phase, Alchemist didn't come to the school with a lot of talent actually controlling his power (He still glitches up in fact!). In an effort to make things managable, the professor imposed mental blocks, toning him down to what he could work with and slowly letting up level by level.

With the him unconsious, the blocks are slowly dissolving, thus allowing alchemist access to more and more of his transmutation ability. At the high ranks (15+ perhaps) I think I'll be fiddling with the power, making it difficult to control or what have you. *Shrugs* Good excuse as any for why his weight limit has jumped from 250,000 to 1 million in the course of a week. ^_^

Edit: I included the 'improvement' bit of his powers in a preface to my IC post, I'll remove it if its full of suck. ^_^
 
Last edited:

kirinke

First Post
EDIT: ALso, I don't know if this was explained before or if I just never asked, but how do you explain Jack of all trades, Ultimate Fortitude, speaking 9 languages, enough knowledge skills to BE a professor, and exceptional stats in every category for a 15 year old girl who's mutation is Electrical control?

Hmm. I did explain some of it.
Ultimate effort: Fortitude save.
I took this out.

Jack of all trades: She's been around the world and has been exposed to alot of different situations and ideas and has been raised with the idea that flexibility in any given situation is a good thing indeed.

Languages: She has a latent telepathic ability that manifests itself as an ability to pick up languages easily. You did say okay on that, as I remember ;)


Alrighty. I tweaked the character sheet down alot, drawing out 14 extra pp that I spent on a secondary array, using it for the magnitism array with a rank of 6, figuring that since she's just become aware of this power (in the next issue that is), she won't have had a whole lot of time practicing with it. I also think that the enviornmental control and the attract/repel would be a good for her first two ap in this array, being that they would be sort of instinctive.

Abilities:
I boosted her consitution, dexterity, wisdom and intelligence to reflect the physical aspects of her merger with Cerebro.

Dexterity: This is mainly due to her own training and active life, she's always been interested in acrobatics and dancing, activities her parents encouraged.

Consitution and wisdom: She's very, very stubborn and can push herself further than most people her age.
 
Last edited:

drothgery

First Post
Okay, here's updated Eric; changes sumarized in change log section.

[sblock=Quarterback]
Eric Hassel (Quarterback) - Exemplar and booster

Concept: The kid who has everything... and then finds out why he's a little too good.
Appearance: Clean-cut blonde-haired, blue-eyed, tall, athletic, and usually well-dressed.

[sblock=CHARACTER DETAILS]Player Name: drothgery
Character Name: Eric Hassel
Character Alias: Quarterback / Paragon
GM's Name: Jemal
Age: 17
Height: 6' 2"
Weight: 190
Hair: Blonde
Eyes: Blue
Nationality: American (Californian)
Ethnicity: White

Initiative: +9 (+4 Improved Initiative, +5 Dex)

Power Level: 12
Power Points: 200
Hero Points: 6 (Luck 5)
Appearance: Eric looks the part of the prototypical quarterback prospect; tall, strong but not overly muscular, and good-looking.[/sblock]

[sblock=ABILITY SCORES]Total Points Spent: 30 (28 Enchanced Ability powers costed under powers)
STR: 14/20 (14 base + 6 Enhanced Str)
DEX: 14/20 (14 base + 6 Enhanced Dex)
CON: 14/20 (14 base + 6 Enhanced Con)
INT: 18/20 (18 base + 2 Enhanced Int)
WIS: 14/18 (14 base + 4 Enhanced Wis)
CHA: 16/20 (16 base + 4 Enhanced Cha)
[/sblock]
[SBLOCK=ATTACK, DAMAGE, SAVES]Total Points Spent: 40 + (5 from powers costed below) = 40
Tradeoffs: none
Attack: +7 melee/+4 (damage unarmed +5; shield bash +7)
Defense: +12 (shield)/+6
Fortitude: +12 (7 ranks, +5 Con)
Reflex: +11 (6 ranks, +5 Dex)
Will: +12 (7 ranks, +5 Con)
Toughness: 12/7 flat-footed (protection 2, defensive roll 5, +5 Con)
[/SBLOCK]
[SBLOCK=SKILLS]Total Points Spent: 20pp (20 of 20 skill/feat points; 4 skill ranks = 1 pp) + 1pp free
Acrobatics +17 (12 ranks)
Bluff +17 (12 ranks)
Concentration +12 (8 ranks)
Diplomacy +13 (8 ranks)
K (civics) +9 (4 ranks)
K (cur events) +9 (4 ranks)
K (pop culture) +9 (4 ranks)
K (civics) +13 (8 ranks)
K (life sci) +13 (8 ranks)
K (tactics) +9 (4 ranks)
Notice +12 (8 ranks)
Sense Motive +12 (8 ranks)
[/SBLOCK]

[SBLOCK=FEATS]Total Points Spent: 33 (1 feat or 1 rank of ranked feat = 1pp); 33 free
Attractive 1
Attack Focus (melee) 3
Benefit (Wealth 1)
Equpment 3
Defensive Roll 5
Evasion 2
Improved Initiative
Improved Pin
Improved Trip
Inspire 5
Leadership
Luck 5
Master Plan 1
Set-Up 1
Teamwork 3
Uncanny Dodge (visual)
[/SBLOCK]

[SBLOCK=POWERS]Total Points Spent: 70pp powers + 6pp free

Enhanced Abilities (see above) 28pp
Boost Array 41pp (max power cost 38pp)
- Team speed: Boost Dex (1pp/rank) + Burst Area (1pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw * Rank 12 + Subtle Feat (1 pp) + Selective (1 pp) = 26 pp
- We can do this: Boost All Skills (3 pp/rank) + Burst Area (1pp/rank) + Total Fade (1pp/rank) + Slow Fade (1 pp/rank) -1 pp/rank Others Only Flaw * Rank 7 + Subtle Feat (1 pp) + Selective Feat (1 pp)= 37 pp
- Let's go all out: Boost All Powers (4pp/rank) + Burst Area (1pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw - Tiring Flaw (1pp/rank) * Rank 9 + Subtle Feat (1pp)+ Selective Feat (1pp) = 38 pp
- You can do it: Boost All Traits (5pp/rank) + Total Fade (1pp/rank) - Tiring Flaw (1pp/rank) -1 pp/rank Others Only Flaw * Rank 9 = 36 pp

Protection 2, noticeable (1pp)
Device 2 (shield 6, mighty strike 2; shield), 6pp (disarmable)
[/SBLOCK]
[SBLOCK=COMPLICATIONS]
Fame
Eric has a small degree of Fame, due to being a highly-recruited athlete until his mutant powers were discovered, and the discovery being a story in the sports news in SoCal for a few months. Most SoCal sports fan recognize him, as do many college football recruiting junkies.

Weakness
Eric's powers work by refining and distilling positive emotions (hope, confidence, determination, etc.) either within himself (for his enhanced abilities) and/or projecting them back into others (his boost power). So they don't work well (or maybe even at all) if Eric and/or those around him are depressed and/or apathetic.

Now, Eric's normally a rather positive, upbeat, and level-headed kind of guy, so that's not going to happen very often normally (even if he is a teenager). But someone with the ability to manipulate emotions (especially on crowds, not just individuals) could possibly turn him into not much more than just another guy.

Mechanically, if everyone around Eric is depressed/apathetic, his powers function at 3/4 normal ranks. If Eric is depressed/apathetic, his powers function at 3/4 or 1/2 normal ranks (depending on degree). If both Eric and everyone around him are depressed/apathetic, his powers function at 1/2 to 1/4 normal ranks (depending on degree).

Family
After Eric was discovered to be a mutant, his father (Dr. Steven Hassel) discretely tested his wife and daughter, as well as himself. Dr. Steven Hassel is a normal human (though a gifted physician). Marie Hassel (Eric's mother) is a low-level mutant (enchanced Int and Cha, and other abilities of the same general nature as Eric's, but much weaker, none obvious); Anne Hassel (Eric's little sister) is 8 years old, and shows mutant DNA, but has no identified powers yet.
[/SBLOCK]
[sblock=EQUIPMENT]
Equipment 3, costed under feats
- masterwork laptop computer (2ep)
- cell phone w/ PDA, camera and commlink (5ep; 4ep individually)
- Sports Car (8ep)
[/sblock]
[SBLOCK=BACKGROUND]
At the end of his junior year in high school, Eric Hassel seemed like he had everything, at least to most people his age. His parents weren't fantastically wealthy, but they were a doctor and a lawyer which left their family decidedly upper class, even in southern California. He was the star quarterback which took a little slice of upper-class suburbia deep into the state playoffs. Class president. Honor student. Prom king. Had signed a letter of intent to play for USC and meant to be the next Carson Palmer. And didn't really believe them when they said he wouldn't be able to manage pre-law coursework and keep up with practice; he knew college would be harder than high school, but high school had been easy.

And then a routine drug screen hadn't turned up that he was on steroids -- he wasn't, of course -- but it had shown something else. The kid who was a bit too good to be true really was. Mutant. Not that he had any cool powers, or so it seemed to him. He wasn't stronger than weightlifters or faster than sprinters or smarter than guys with advanced degrees in physics. He was just a lot better than most people, and had a knack for making people around him better.

His parents had thought about fighting it. A good lawyer -- and Marie Hassel was very good -- probably could have forced USC and the NCAA to let him play. But he'd feel like he cheated, and so would the fans of every team he beat. And God help him if he ever lost a game.

So he was spending his senior year at Charles Xavier's 'School for the Gifted' instead. And was finding everything was upside down here. The few like him, that could walk out in the 'normal' world without notice, and without posing any danger to themselves or others, were ostracised. He'd attracted friends as easily as breathing before; now he had to work at it.

And the teachers were insisting that he work at it. They said that his physical and mental abilities were nothing special here, but leadership ability was, and that he'd had ten perfectly normal guys -- neither mutants nor even highly recruited athletes -- well beyond what they should have been able to accomplish even with him on the field with them. That he'd made his football teammates quicker, and with practice, ought to be able to enhance the powers of the mutants he would be working with.

He hasn't settled on a 'name' yet; the other kids have tried to tag him with Quarterback, and pretty much succeeded, but he's resisted on grounds that he'll never play a down of organized football again. On the other hand, it reflects what he does pretty well.

He's making the transition from football skills to melee fighting skills, and has picked up a protective costume and a shield from the school's stores, but he's not a great fighter. Despite having completely different powers, his 'mentor' has generally been Cyclops, who's trying to groom him for a team leader in a group that emerges from his generation of X-Men.
[/SBLOCK]

GM Notes
[sblock]
It's possible he knows Miranda from 'normal life', and was pleasantly surprised to find out where she'd disappeared to.
[/sblock]

Change long
[sblock]
Added in 5/2008

Base structure: 36-pont power with 3 alternate powers (39 pp; costs 4pp more than current array)
Each configuration can cost up to 36 pp
configurations
- Team speed: Boost Dex (1pp/rank) + Burst Area (1pp/rank) + Selective (1 pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw * Rank 11 + Subtle Feat (1 pp)= 34 pp
- We can do this: Boost All Skills (3 pp/rank) + Burst Area (1pp/rank) + Selective (1 pp/rank) + Total Fade (1pp/rank) + Slow Fade (1 pp/rank) -1 pp/rank Others Only Flaw * Rank 5 + Subtle Feat (1 pp) = 31 pp
- Let's go all out: Boost All Powers (4pp/rank) + Burst Area (1pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw - Tiring Flaw (1pp/rank) * Rank 9 = 36 pp
- You can do it: Boost All Traits (5pp/rank) + Total Fade (1pp/rank) - Tiring Flaw (1pp/rank) -1 pp/rank Others Only Flaw * Rank 9 = 36 pp

Other changes:
Add 4 ranks of Bluff to give 12 ranks and +17 (1pp)
Add Master Plan feat (1pp)
Add Set-Up feat (1pp)

Added in 8/2008

Abilities
Added +2 str, +2 int, +1 dex; lost 1 point of super dex, added 2 points of super con
- results of training, education, increasing physical maturity, less percieved need to give himself super-agility, more percieved need for super-toughness

Shield device rank increased by 1, improved shield power to rank 3 and added mighty strike 2
- with practice, Eric has learned how to fight better with his shield

Add 4 ranks of K(civics) and 4 ranks of K(life sciences)
- pursuing further education in the subjects he learned from his parents
Add 4 ranks of Sense Motive
- improving ability to read people
[/sblock]
[/sblock]
 

Victim

First Post
Curses.

First of all, I screwed up earlier today so my post was devoured by the boards.

Second, I made a math error so I have to redo my spending plan.

While I assume that the XP from issue 1 is invalidated by the boost to 200pp, what about the extra points for skills/feats?
 

Jemal

Adventurer
Victim - If you could refresh my memory? (It's notoriously bad) I was pretty sure this increase was just a furtherment of what I did before, but can't seem to find the exact specs.

Drothgery - The change log doesn't appear to take into account defense/attack bonus, or feats added this upgrade (If any?)

Kirinke - Latent Telepath. I'll keep that in mind *wicked grin*

Relique/Caros - Hmm, looks acceptable.
 

Victim

First Post
Victim - If you could refresh my memory? (It's notoriously bad) I was pretty sure this increase was just a furtherment of what I did before, but can't seem to find the exact specs.

Now, due to all that's happened so far, I'm increasing the PL to 12, and granting everybody 2 points for skills/feats, and 5 freebie points. Please inform me what you plan on doing with them. As well, If you wish to make changes to your characters, now's a good time.

So you gave out 5 normal XP, and then 2 points for skills/feats. Characters started with a 20 point skill/feat pool, and still have a 20 pp skill/feat pool according to the newest guidelines.
 

Jemal

Adventurer
Ah, thank you.

in that case, 2 extra skill/feat points (Essentially whatever you used those 2 points on you don't have to take out of freebies, but the 5 'normal' xp is over-written by the extra freebies I've given you).

Inother words, current point total = Abilities 30pp, combat/saves 40pp, skills/feats 22pp, Powers 70pp, Freebies: 40pp (PL 12, 202 pp).

ALSO, new IC update.
 

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