Monitor Duty (Freedomverse OOC)

Supername: Grimoire
Real Name: Sandra Connor
PL 10 (150)
Hero Points: 1
Exp: 0

Abilities 32
Strength 0
Stamina 0
Agility 2
Dexterity 2
Fighting 0
Intellect 6
Awareness 5
Presence 1

Defenses 24
Dodge 10 (2 base + 8)
Fortitude 7 (0 base + 7)
Parry 4 (0 base + 4)
Toughness 10 (0 base)
Will 10 (5 base + 5)
Initiative +2

Skills 20 (10)
-----------------
Athletics +2 (2)
Expertise: Magic +8 (2)
Expertise: Science +10 (4)
Expertise: History +8 (2)
Insight +9 (4)
Investigation +8 (2)
Perception +6 (1)
Technology +8 (2)
Treatment 7 (1)

Powers
----------
Soul Spells (33pp)
- Magnus Warding - Create (Selective, Affects Insubstantial 2, Subtle 2) +9, 31pp
- Soul Hand - Move Object (Perception, Subtle 2, Precise 1) +9
- Manifest Soul (all powers are Sustained)
Enhanced Trait: Strength +7 (14)
Enhanced Trait: Fighting +6 (12)
Enhanced Trait: Fortitude +3 (3)
Enhanced Trait: Athletics +4 (2)


Book Spells (Easily Removeable -14pp) 23pp (37pp)
- One Hundred Ways to Die - Damage (Ranged, Multiattack, PF Variable (Magic) 2, PF Accurate 2) +10, 34pp
- Hexat - Affliction (Perception vs Will, Ext Condition, PF Rvrsble; Impaired-Vuln/Disabled-Defenseless/Controlled-Unaware) +8
- Disjoin - Nullify (Broad (magic), Perception, Simultaneous) +8
- Thunder Road - Teleport (Accurate, Extended, Easy, Limited to Extended, PF Change Dir, PF Change Vel, PF Inc Mass +4) +7 (+6 from extended)

Enduring Effects
Barrier Warding - Protection 10, 10pts
Accio Costume! - Morph 1, 5pts
Mystically Sensitive - Super Sense (Mental - Magic Awareness, Extended 1) 2pp

Advantages
---------------
Artificer, 1
Ritualist, 1
Equipment (5), 1
Ranged Attack, 4
Sidekick: The Grimoire (20pts), 4

Equipment
Smartphone, 2
Comm-link, 1
Mini-tracer, 1
Rebreather, 1

Totals:
Attributes: 32
Defenses: 24
Skills: 10
Advantages: 11
Powers: 72
150

Complications
Motivation: I wanna try everything! Sandra is enthralled with the strange and mysterious, drawn to new experiences and new ideas. Being a superhero is in some ways a 'testbed' for her explorations of magic...giving her a socially-positive way to use abilities and techniques that would otherwise be very hard to ethically experiment with.

Secret Identity: There are several reasons she protects her true identity. Insulating her family and friends is one, but also she's unsure how using magic will affect her desire to be a scientist...and she's hedging her bets on that, keeping it compartmentalized.

Shoulder-Devil: The Grimoire was not a nice guy in his human existence. While he has resigned himself to his current state, he doesn't hold the lives of those who cannot use magic in very high regard. As such, his lessons and advice for Sandra, while forced by his geas to be honest, often reflect a callous disregard for the well-being of others.

Power Loss: Incantations: The spells cast from the Grimoire require the book to be in her hand, but also require incantations to be made in a clear voice. Background sound that drowns her out won't stop the spell from working, but anything that actually prevents her from vocalizing will. Her Soul magic has no such limitation however.

Sidekick: The Grimoire!
Sentient Construct

Ages ago, and perhaps in a different world entirely, a master sorcerer attempted to divest himself of his mortality...and what was left of his humanity...to become immortal. He did this by preparing a ritual that would invest his spirit into a virtually indestructible magical construct; a sort of golem of unspeakable power. He was stopped from this goal however, and while the ritual was not completely disrupted it's target was shifted from the golem to his very own book of spells. In the aftermath it was decided that an eternity of being able to gaze futilely at the instruments of his power while never being able to use them was a fitting punishment. A powerful geas was laid over the book, forcing it to answer the questions of those who held it honestly, in hopes he could still serve a useful function.

In time though, the study of magic waned, and the book was left in a library, then the library and the book both lost to history. The Grimoire eventually fell into a dormant state until it was awakened by the latent magical potential of someone picking it up; something it hadn't felt for...even it didn't know how long.

Attributes (10)
Dexterity 0
Fighting 0
Intellect 5
Awareness 0
Presence 0

Skills 6 (3)
Expertise: Magic +11 (6)

Advantages (2)
Artificer
Ritualist

Abilities (35)
Protection 5
Immunity to Fortitude Effects 30

Flaws (-30)
Lack 3 Attributes -30

RP Quirk - "Magic is the solution to every problem!"

1pp over. I have 73pp in powers. You listed 72.
 

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Hup! I think I even saw where I did that. Uh...lets do this:

Soul Spells (32pp)
- Magnus Warding - Create (Selective, Affects Insubstantial 2, Subtle 1) +9, 30pp
- Soul Hand - Move Object (Perception, Subtle 2, Precise 1) +9
- Manifest Soul (all powers are Sustained)
Enhanced Trait: Strength +7 (14)
Enhanced Trait: Fighting +6 (12)
Enhanced Trait: Fortitude +3 (3)
Enhanced Trait: Athletics +2 (1)

Knock that cost down to 32 from 33. The Magnus Warding is no longer completely invisible. It's a faint shimmery barrier that can be seen with a decent perception check.
 

Regarding Damage with any object or your fists simply add a rank of Variable. Be mindful however of Power Level Caps for attack and damage.

Ah, Variable! Interesting... I'll play around and see if I can make something more thematic for his staff like [MENTION=4936]Shayuri[/MENTION] is recommending.

What are the Power Level Caps for attack and damage?

I found the ones for Defenses in the SRD, but not for attack and damage.

Regarding Forced Astral Projection. I am fine with building an Attack Dimensional Travel. However the normal "Flaw" of leaving your vulnerable inert body behind is nothing of the sort. For balance sake having that occur would be too powerful.

I could say initiating any attack or contact with the body would immediately end the Banishment. Or the body is invulnerable (as in not there mechanically as per normal Dimensional Banishment). Or finally require a 3rd degree of Affliction alongside the Banishment to represent an Inert Opponent.
Things not intended for combat always seem to make it there in RPGs. I once killed someone with a Wizard Lock spell and Nerfed a Red Wizard of Thay with a Spiderclimb spell. :)

Yep, I'm on the same page. I just....well....I am struggling to figure out the point-build for such a thing....
 

S
[sblock=Hawk]

Real Name: Jonathan Hawk
Archetype: Energy Controller

PL 10 (150 Power Points)

Strength: 0
Stamina: 3
Agility: 3
Dexterity: 3
Fighting: 3
Intelligence: 0
Awareness: 2
Presence: 3

Advantages: (Hidden Reserve, Wisecracker)
Extraordinary Effort
Great Endurance
Fearless
Benefit: Wealth 5 ranks (Billionaire)

Skills:

Energy Control 5
Intimidation 7
Athlete 4
Acrobtics 4
Investigation 4
Perception 4


Powers:
Offiensive
Gravity Control: Array
• Gravity Blast: Range Damage 12 – 24 points
o Not sure how this works yet.
• Alternate Effect: Telekinesis: Move Object 12 (Subtle, Limited Direction) – 1 point
o Add Subtle, as well as Limited Direction (to cancel each other out). Alters gravity on an object, making it weightless and then can either move them physically or use gravity wells to move objects around mentally. Can only move objects towards generated Gravity Wells, so no complicated movements, but no effect shows on objects being affected.

• Alternate Effect: Environmental Control: Environment 12 (16 miles, Impede Movement) 1 point
o He can alter general gravity around him in up to a 16-mile radius, making it weaker or stronger. Need GM approval. Was supposed to pick two affects, but only Impede movement made sense.

• Alternate Effect: Snare: Cumulative Ranged Affliction 8 (Resisted by Dodge, Overcome by Damage, Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited to Two Degrees – 1 point
o This is a “Stasis Field”, where Hawk uses gravity to create a bend in time around a single target, immobilizing them.

Defensive:
Immunity: Immunity 2 (Gravity type damage) – 2
Force Field: Impervious Protection 10, Sustained – 20 points


Utility

Energy Sense: Senses 1 (Gravitational awareness, allows Hawk to sense Gravity wells) 1 point

Flight: Continuous, Completely Subtle Flight 7 (250 mph) – 23 points
Hawk makes himself weightless in order to fly, so if he is incapacitated while flying, he is still weightless. He has to increase his weight consciously in order to come back down.


Defenses:
Dodge: 4
Parry: 1
Fortitude: 5
Toughness: 0
Will: 6


Power Points:
Abilities: 34
Powers: 82
Advantages: 4
Skills: 14
Defenses: 16
Total: 150

Complications

Motivation: Responsibility
Relationship: Has a family
Responsibility: Has to be there for family
Responsibility: Has to pay attention to his assets[/sblock]

I am not sure about what you want out of the Move Object. Subtle is a flat +1 pp and The Limited Direction is -1pp per rank.
I suggest just using Gravikinesis and leave it at 2pp per rank.

The Snare/Time Stasis being broken out of by Strength does not make sense as it isn't a physical snare? Probably best to leave it a Fort or Will?

Actually if you just grapple someone with Move Object you get much the same effect.

Perhaps a Area Move Object Limited Direction instead, as really as of now you can only mess up people in a (large!) area with Environment.

The Sfx of Environment can be Increase or Decrease of gravity but the Game effect will be the same. Reduction of Speed.

Lastly I get 73pp spent on powers and 8 on advantages. I have you a total of 5pp under. I suggest beefing up some of your defenses to better meet PL caps.
 

Precognition is an alternate power off of which power? Enhanced Fighting, Dodge or both?

Just to clarify, you want to Buy Precognition twice

Once with accurate and acute but limit 5 minutes and another with Uncontolled?

His Foresight power is an array with two slots: Immediate and Long-range
The Immediate slot is a combat precognition and currently contains Enhanced Fighting and Enhanced Dodge (7 points total) and will expand in the future to include Danger Sense, Evasion, and Uncanny Dodge. These are based on the idea of being able to see a split-second into the future and react accordingly - i.e., aim a punch at where the target is going to be (Fighting) or move away from where an enemy's attack is going to land (pretty much all the others).
The Long-range slot is for seeing farther into the future and currently contains Precognition with no modifiers (4 points total)

Thinking about the uncontrolled precognition, I realize that it won't really work in an array, because I could keep the array set to a different slot - which means it's not really uncontrolled. So that question can be ignored.
 


Power Level Caps for Attacks are Twice the Power Level.

So PL 10 any combination up to 20.

For examples

+5 hit + 15 dmg
+12 hit +8 dmg
+10 hit +10 dmg
 

His Foresight power is an array with two slots: Immediate and Long-range
The Immediate slot is a combat precognition and currently contains Enhanced Fighting and Enhanced Dodge (7 points total) and will expand in the future to include Danger Sense, Evasion, and Uncanny Dodge. These are based on the idea of being able to see a split-second into the future and react accordingly - i.e., aim a punch at where the target is going to be (Fighting) or move away from where an enemy's attack is going to land (pretty much all the others).
The Long-range slot is for seeing farther into the future and currently contains Precognition with no modifiers (4 points total)

Thinking about the uncontrolled precognition, I realize that it won't really work in an array, because I could keep the array set to a different slot - which means it's not really uncontrolled. So that question can be ignored.

+4 fighting and +3 dodge is 11pp.

And good point. Precognition in an Array means you definitely are trying. Howev er if you bought both Precognitions in the same slot it means you get your usual 5 minutes and then anything beyond is up to the GM. But you are paying a premium for an interesting effect. (well technically it is 1pp no matter what...)
 

Hup! I think I even saw where I did that. Uh...lets do this:

Soul Spells (32pp)
- Magnus Warding - Create (Selective, Affects Insubstantial 2, Subtle 1) +9, 30pp
- Soul Hand - Move Object (Perception, Subtle 2, Precise 1) +9
- Manifest Soul (all powers are Sustained)
Enhanced Trait: Strength +7 (14)
Enhanced Trait: Fighting +6 (12)
Enhanced Trait: Fortitude +3 (3)
Enhanced Trait: Athletics +2 (1)

Knock that cost down to 32 from 33. The Magnus Warding is no longer completely invisible. It's a faint shimmery barrier that can be seen with a decent perception check.

I thnk we are good now. :)
 


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