Baclava, Thorn King version
OOC:
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Here's my first draft. Still not entirely happy with the Impressive power (seems pricey for what it does, even *without* the Always On I originally wanted to put on there. He'll certainly attract a lot of attention though ). I also added a Line Drive power (basically the classic wrestling manoeuver of "bodily pick up the guy, raise him over your head and throw him through a window/to the other side of the room), plus a magical fire starter and a few potions of healing in Equipment. Oh, and I changed the profession of his father to cabinetmaker (hence the skill). Figure it might come in handy if we need to build$jurry-rig anything (more than cobbler anyways ). We'll hopefully get more PP before we enter any major town so I can up his Streetwise to something ressembling what it should be. Otherwise entirely open to any balancing/synergy mods you guys might want to suggest.
Let me know if the Limited are limiting enough, SuperZero (I'm pretty comfortable with the Heavy one (half speed while wearing the armor), the one on Impressive might not be limiting enough (or too limiting) depending on where the group is headed next).
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M&M 3rd Ed, Power Level 6/90 PP
Race: Human
Sex: Male
Age: 19
Eyes: Stormy Blue (were chestnut brown before the Thorn King invaded)
Hair: Medium length, blondish and curly. Darker beard stubble
Marks: Ilsing brand across left eye. Dragon "prison tattoo" on left shoulder. Burn mark on plexus where the King entered.
Ini: +1
Condition: Full health
Hero Points: 1
Mv: 30'/15' with armor
Abilities: 28 pp
Str: 4
Sta: 4
Agi: 1
Dex: 2
Fgt: 4
Int: -1
Awe: 0
Pre: 0
Defenses: 11 pp
Dodge: +4 (1 Agi + 3) Vulnerable /2, Defenseless 0
Parry: +4 (4 Fgt + 0) Vulnerable /2, Defenseless 0
Toughness: +8 (4 Sta + 4 Armor, Impervious 8)
Fortitude: +8 (4 Sta + 4)
Will: +4 (0 Awe + 4)
Offense
Unarmed +6 Close, DC 19 Toughness, Bludgeoning
Dungeon Smasher linked -6 Weaken Tough vs objects, Side-Effect
Grab +6, +4 vs Str or Dodge, Can initiate Free on successful Unarmed
Line Drive, adds Line Area and Leaping-as-attack on successful Grab
Sword +6 Close, DC 21 Toughness, multiattack, Slashing
Bow +6 Range(60',150'(-2),300'(-5)), Crit 19-20, DC 21 Tough, Piercing
Skills: 40 r = 20 pp
Athletics 11 (+4 Str) = 15
Expertise: Cabinetmaker/woodworking 3 (+2 Dex/-1 Int) = 5/2
Expertise: City knowledge/Streetwise 6 (-1 Int) = 5
Investigation 6 Limited (Search and Gather Info(Criminals)) (-1 Int) = 11
Intimidate 10 (+0 Pre) = 10
Ranged Combat: Forearm Bows 4 (+2 Dex) = 6
Advantages: 10 pp
Close Attack 2
Diehard (Autostabilize on following round)
Equipment 1 (5 EP, see below)
Fast Grab (Can initiate a Grab check as a Free action after successful unarmed attack)
Improved Grab (One-handed, not vulnerable while grabbing)
Great Endurance (+5 vs fatigued, suffocation, starvation, thirst, hot and cold environments)
Set-Up 2 (2 allies can benefit from Startle)
Startle (Use Intimidate to Feint (Target Vulnerable TENT))
Equipment:
- Standard adventurer Gear (backpack, torches, rope, looting bags, field rations, water, winter blanket, wood-chopping axe)
- Magic Fire Starter (Damage 1, Precise, Distracting, [Fire]) on his belt.
Tiny dead and stuffed fire-lizard; copper rod down its gullet turns hot when lizard is squeezed; captured from the goblins during their last adventure. 1EP
- Healing Potions X 5 (Healing 1, Linked +12 Healing Skill, both Unreliable 5 uses).
Gifts from DarwinofMind's character? 4 Ep.
Powers: 21 pp
Thorn King's Soothing Aura (Immunity to Fear effects) 1PP [Faerie Magic]
Quilled armor (Protection 4, impervious 7, Quirk Heavy Flat(-1 to Mv rate), Removable Flat) 8PP [Steel]
Impressive (Teamwork, Limited (Deception, Intimidate, Persuasion, Stealth), Subtle Flat, Removable Flat (Armor), 1PP; Skill Mastery (Deception, Intimidate, Persuasion), Removable Flat (Armor), 2PP)) 3PP [Faerie Magic]
Physical Attack Array: 6PP base + 3 Alternate powers = 9PP
- Bastard Sword (Str-based Damage 2, Multiattack 6, Easily Removable 2 Flat) 6PP [Slashing]
- Forearm Quills (Str-based Damage 2, Ranged 6, Diminished Range Flat, Increased Crit 1 Flat, Easily Removable 2 Flat) 6PP [Faerie Magic, Piercing]
- Dungeon Smasher (Weaken Toughness 6, only affects Objects +0, Linked to unarmed-attacks, Side-Effect (Affliction Fort 6 (Dazed, Disabled, Incapacitated), Penetrating 3 Flat)
If he fails to smash the object (i.e. get at least 2 degrees of success), he risks seriously hurting himself (slamming into a door/wall instead of going through it, falling debris, etc). 6PP [Bludgeoning]
- Line Drive (Str-based Damage 2, Line Area 6 (5'X30'), Grab-based; Linked Leaping 2, Attack+0)
Pick-up bulky object or person of opportunity and toss/kick it into his foes. 6PP [Bludgeoning]
Costs: Abilities (28) + Defenses (11) + Skills (20) + Advantages (10) + Powers (21) = 90 Total Cost
Complications
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Awakening of the Thorn King: Speaking in tongues, irresistible urges, sleepwalking, momentary or prolonged loss of body control.
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Hunted by the Law: Escapee from the Ilsing prison-dungeon.
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Hunted by Allies of the Thorn King: He doesn't know, but he strongly suspects that freeing the fae will involved the death of his unwilling prison...
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Though Shalt Not Lie! : No lie may cross his lips while the Thorn King is awake.
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Running Out of Quills : The Thorn king can usually regrow all of Baclava's forearm quills in an hour or two. In range-combat-heavy encounters (or in circonstances negatively affecting faeries or natural healing/growth), this is often not enough.