M&M 3e Re-recruitment - (closed)

Shayuri

First Post
Here's the sheet I'm looking at right now.

Normally I figure she'd have more equipment (and I'll detail what equipment she has asap), but I also suspect she's had a hard time since the invasion and is a bit down on her luck at the moment. This also gives her a score to settle however!

There are a few holes; notably the lack of background (working on it!) and a few little things like her to hit bonuses are a bit low for PL, and she has a power feat on her invisibility that I haven't selected yet...these will be patched soon. This is, however, close enough to done that I think comments will be useful to me in finalizing the sheet.

Kitsune
Superthief!
Abilities: 40pp
STR 0 (0pp)
STA 2 (4pp)
DEX 4 (8pp)
AGI 4 (8pp)
FGT 1 (2pp)
INT 3 (6pp)
AWE 3 (6pp)
PRE 3 (6pp)

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +1 (1 fgt)
Ranged Attack: +4 (4 dex)
Specific Attacks:
- Photokinetic Laser: +8, DC25 (multifire), 50' rng (indirect 4)

Defenses: (14 pp)
Dodge: +9 (5 base + 4 agi)
Parry: +2 (1 base + 1 fgt)
Toughness: +9 (Impervious 5)
Fort +7 (5 base + 2 sta)
Will +7 (3 base + 4 awe)

Skills: (40 ranks) 20pp
Acrobatics +10 (6 ranks + 4 agi)
Athletics +1 (1 rank +0)
Deception +9 (6 ranks + 3 Pre)
Insight +7 (4 rank + 3 Awe)
Intimidation +5 (2 ranks + 3 Pre)
Perception +9 (6 ranks + 3 awe)
Persuasion +7 (4 ranks + 3 pre)
Stealth +8 (4 ranks + 4 agi)
Technology +10 (7 rank + 3 int)

Advantages: 5 pp
Attractive 1
Defensive Roll 2
Languages (Japanese) 1
Equipment (5 pts) 1

Powers:
POWERS 71
Invisibility (Concealment +4: All Vision, PF Selective, PF SOMETHING?) 10pp
- PF Morph +2 (any humanoid of same apprx size), 1pp
Super Senses (Radius (Sight) 1, Low Light Vision 1, Infrared vision 1) +3 3pp

Photokinesis Array 43pp
Illusion (Visual + Auditory, Duration: Sustained, PF Area Progression +1) +8 33pp
- Link: Environment 1 (Light: Bright) 2pp/rank; 2pp
- Link: Concealment 2 (Normal Vision, Burst Area, Attack) 3pp/rank; 6pp
PF: Damage 10 (Ranged, Multiattack, PF Accurate 2, PF Precise 1, Indirect 4) 1pp
PF: Affliction (Dazzle) 10 (Ranged, Burst Area, Selective Attack, Cumulative, Limited to Vision) 1pp

Telekinetic Array 14pp
Telekinesis (Perception, PF Subtle, PF Precise) +3 11pp
PF: Enhanced Str (sustained, subtle 1) +5, 1pp
PF: Protection (Impervious, Sustained, Subtle 1) +5, 1pp
PF: Leap +3, Speed +3, Super Movement: Wallcrawling +2, Safe Fall +1, 1pp

Complications:
Physically Blind - Has congenital condition rendering eyes useless; is completely blind if powers aren't working.
Center of Attention - Likes to feel important, to be noticed; tends to showboat.
Motivation: Life of Comfort - Desires to be wealthy, live in comfort, and want for nothing.

COST: 40 Abilities + 20 Skills + 5 Advantages + 71 Powers + 14 Defenses = 150/150
 

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Jemal

Adventurer
Alright Shay, you asked for it. :p You usually know what you're doing fluff wise, so I'll play the role of Twinks Advocate tonight and point out crunchy stuff.

Kitsune
Superthief!
Abilities: 40pp
STR 0 (0pp)
STA 2 (4pp)
DEX 4 (8pp)
AGI 4 (8pp)
FGT 1 (2pp)
INT 3 (6pp)
AWE 3 (6pp)
PRE 3 (6pp)
My first response would be that in most cases, buying high stats is primarily thematic, b/c it's usually more costly than buying the things that stat bumps separately unless you're using lots of them. For example, all you're getting out of your Dex is Ranged Attack. If you've got the spare points for it, great, but there's always that balancing act between buying things that make thematic sense (She's a dextrous, agile thief type) and spending points more economically.

I understand the Dex and Agi from that point of view, but high Int is really only recommended if you plan on playing a SMART character. Not saying you should be 'dumb', but even an Int of 1 represents someone who's in like the top 20%, when you get right down to it. And from a pure Twink point of view - ALL you use your int for is Technology skill which costs 1/4 as much to raise separately. It seems like it's only this high to point out "She's smart", and honestly like I said earlier, a 1 int puts you on the honor roll.

Same issue with Presence - A high presence goes to show that your character is very noticeable & charismatic. If you want to be attractive, I'd say the Advantage should be enough, and if you want to be good at lying, put some more ranks in your deception, but I'm not sure why a thief and illusionist would need (or even want) such a high presence..

Specific Attacks:
- Photokinetic Laser: +8, DC25 (multifire), 50' rng (indirect 4)
Not sure how you got a 50' range, as this has nothing to alter it's range, and the standard for a rank 10 ranged attack should be 250 short, 500 medium (-2 atk), 1000 Long (-5 atk)
ALSO, this attack is below your PL cap, I'd suggest upping it to cap with another rank of Accurate.

Defenses: (14 pp)
Dodge: +9 (5 base + 4 agi)
Parry: +2 (1 base + 1 fgt)
Toughness: +9 (Impervious 5)
Fort +7 (5 base + 2 sta)
Will +7 (3 base + 4 awe)
You have listed +4 awe to your will but above you only have 3 awe. I'm assuming stat changed and just forgot to change the save.
Remember that with the way Impervious is halved the impervious 5 only makes you immune to rank 3 or lower damage, and with a +9 toughness save you have a 60% or better chance of making the save against anything it would protect you from anyways. Is that worth 5 points to you?
You aren't defense capped in anything - usually fort/will's ok to leave under cap, but even with a sneaky illusionist I'd suggest getting your dodge/toughness up a bit more. Maybe lower/drop the impervious on your toughness shield and just up the toughness to 11?
Also, Parry +2 could be dangerous. If you're going to ignore parry anyways, i'd suggest not putting any base points into it. OR...

How's this sound: Instead of Impervious 5, maybe Toughness+7/Parry+3 - doesn't max your parry, but the shield helps at least somewhat 'deflect' close attacks, and it gives you capped dodge/toughness?

Skills: (40 ranks) 20pp
Acrobatics +10 (6 ranks + 4 agi)
Athletics +1 (1 rank +0)
Deception +9 (6 ranks + 3 Pre)
Insight +7 (4 rank + 3 Awe)
Intimidation +5 (2 ranks + 3 Pre)
Perception +9 (6 ranks + 3 awe)
Persuasion +7 (4 ranks + 3 pre)
Stealth +8 (4 ranks + 4 agi)
Technology +10 (7 rank + 3 int)
A thief without sleight of hand? FOR SHAME!!
Athletics can be used untrained so there's not much use putting a single point into it.
I think taking all three Interaction skills (Deception, Intimidation, AND Persuasion) Is spreading it around a bit too much. Especially when you take into account that we WILL be on a team that has specialists in some of those fields, and at these ranks you'll be second fiddle for each of them..

Advantages: 5 pp
Attractive 1
Defensive Roll 2
Languages (Japanese) 1
Equipment (5 pts) 1

Defensive roll sucks, please don't use it!!!! :p

POWERS 71
Invisibility (Concealment +4: All Vision, PF Selective, PF SOMETHING?) 10pp
- PF Morph +2 (any humanoid of same apprx size), 1pp
Without Area on your invisibility, I presume selective is there so you can pick who sees you? Not sure if that works, but we'll see what WD says.
Selective isn't a PF, it's a +1/rank modifier, which would raise your cost to 13 (12 if you drop the other PF).
Also, Morph 2 only allows you to assume a 'narrow group of forms such as people roughly your size and gender', you need rank 3 for 'any humanoid'

Photokinesis Array 43pp
Illusion (Visual + Auditory, Duration: Sustained, PF Area Progression +1) +8 33pp
- Link: Environment 1 (Light: Bright) 2pp/rank; 2pp
- Link: Concealment 2 (Normal Vision, Burst Area, Attack) 3pp/rank; 6pp
PF: Damage 10 (Ranged, Multiattack, PF Accurate 2, PF Precise 1, Indirect 4) 1pp
PF: Affliction (Dazzle) 10 (Ranged, Burst Area, Selective Attack, Cumulative, Limited to Vision) 1pp
increasing Area for Illusion isn't a PF, it's 1/rank. Your Illusion should be 4/rank (2 visual 1 auditory, 1 area), costing 32pp at rank 8, not sure where you got the 33.
Honestly, the Area progression on Illusion is only worth it if you have ranks less than or equal to the base cost of the illusion (so 3 ranks for a 3/rank visual/auditory) because all it does is add an extra 'effective' rank for figuring out your size. Since you're taking more ranks, I would highly suggest just dropping the area bonus and adding a couple more ranks.. for 30pp you could make it rank 10 - as big as Sirens.

Your damage effect looks good. Cost would only be 37, less than the primary total.

For your affliction, the 'limited to vision' can be done better by making it "Sense-dependant: Vision" which basically requires anyone being affected to be able to see you, and they get a dodge resist. No need to make up a limit when the appropriate one already exists. This would not affect the cost.
Total cost on this power should be 40. (ranged affliction=2 Area+1 Selective+1 Cumulative+1, vision -1 = 4/rank) which fits into the pool.

Overall, the power needs to be repriced. Your most expensive power is currently 40 +2 AP's = 42. That's whether you change Illusion to the rank 10 or not.

Telekinetic Array 14pp
Telekinesis (Perception, PF Subtle, PF Precise) +3 11pp
PF: Enhanced Str (sustained, subtle 1) +5, 1pp
PF: Protection (Impervious, Sustained, Subtle 1) +5, 1pp
PF: Leap +3, Speed +3, Super Movement: Wallcrawling +2, Safe Fall +1, 1pp
Subtle on enhanced strength.. interesting.. Everything else works fine, but keep in mind that since none of these are dynamic you can only use one a turn, so any time you use any of your movement modes, TK, or enhanced strength you'll essentially be loosing 5 Toughness. I personally love playing characters like that, so I'm not criticizing, just making sure it's a known factor. :)
I think your movement modes are mispriced.. Super Movements are 2/rank, so if you have wallcrawling 2(Normal speed) and safe fall 1, that would be 6p + 3 each for leap and speed = 12pp.
ALSO, see defenses above for suggestion on your shield.
 
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Jemal

Adventurer
Feel free to ignore it, but here's your sheet with what I'd suggest most for changes:

Kitsune
Superthief!
Abilities: 36 pp
STR 0 (0pp)
STA 2 (4pp)
DEX 4 (8pp)
AGI 4 (8pp)
FGT 1 (2pp)
INT 2 (4pp)
AWE 3 (6pp)
PRE 2 (4pp)

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +1 (1 fgt)
Ranged Attack: +4 (4 dex)
Specific Attacks:
- Photokinetic Laser: +10, DC25 (multifire), 250' rng (indirect 4)

Defenses: (15 pp)
Dodge: +9 (5 base + 4 agi)
Parry: +2 (1 base + 1 fgt +3 shield)
Toughness: +11 (2 stam +2 protection +7 shield)
Fort +7 (5 base + 2 sta)
Will +7 (4 base + 3 awe)

Skills: (44 ranks) 22pp
Acrobatics +10 (6 ranks + 4 agi)
Insight +7 (4 rank + 3 Awe)
Perception +9 (6 ranks + 3 awe)
Stealth +8 (4 ranks + 4 agi)
Technology +10 (8 rank + 2 int)

16 ranks between Persuassion/Intimidate/Deception/Sleight of Hand (Probably focus on one or two)

Advantages: 3 pp
Attractive 1
Languages (Japanese) 1
Equipment (5 pts) 1

Powers:
POWERS 74
Super Senses (Radius (Sight) 1, Low Light Vision 1, Infrared vision 1) +3 3pp
Protection +2 2pp

Invisibility (Concealment +4: All Vision, Selective+1) 12pp
- PF Morph +3 (Any Humanoid, Limit: *Pick any limit to make the cost 4/rank*), 1pp

Photokinesis Array 40 pool + 2 AP = 42
Illusion (Visual + Auditory, Duration: Sustained) +10; 30pp
- Link: Environment 1 (Light: Bright) 2pp/rank; 2pp
- Link: Concealment 2 (Normal Vision, Burst Area, Attack) 3pp/rank; 6pp
AP: Damage 10 (Ranged, Multiattack, PF Accurate 3, PF Precise 1, Precise Attack: Ignore Cover 1, Indirect 4) 1pp
AP: Affliction (Dazzle) 10 (Ranged, Burst Area, Selective Attack, Cumulative, Sense-dependent: Visual) 1pp

Telekinetic Array 15pp
Leap +3, Speed +3, Super Movement: Wallcrawling +2, Safe Fall +1, 12 pp
AP: Telekinesis (Perception, PF Subtle, PF Precise) +3, 1pp
AP: Enhanced Str (sustained, subtle 1) +5, 1pp
AP: Protection (Sustained, Subtle 1) +7, Enhanced Parry +3, 1pp


Complications:
Physically Blind - Has congenital condition rendering eyes useless; is completely blind if powers aren't working.
Center of Attention - Likes to feel important, to be noticed; tends to showboat.
Motivation: Life of Comfort - Desires to be wealthy, live in comfort, and want for nothing.

COST: 36 Abilities + 22 Skills + 3 Advantages + 74 Powers + 15 Defenses = 148/150
 
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Shayuri

First Post
Preface, and a note on stats:

The way I build most super characters is to go by concept first, then pick them over for optimization on a second and third pass. A lot of the things you're suggesting fit neatly into that category, for which I thank you. :)

I'll add that the original concept was for a kind of charming thief as well, but I can scale that back so that I don't step on Siren's toes, and focus on Deception, which is needed for some of her abilities to work well.

Not sure how you got a 50' range, as this has nothing to alter it's range, and the standard for a rank 10 ranged attack should be 250 short, 500 medium (-2 atk), 1000 Long (-5 atk)
ALSO, this attack is below your PL cap, I'd suggest upping it to cap with another rank of Accurate.


Yeah, the range was wrong. I wasn't really thinking about it; it was a placeholder. Originally the beam attack had some Increased Range, but I removed that, thinking it could be an alternate effect later on if I wanted to make a sniper sort of beam. A quick pulse, rather than an extended duration beam (ie - not multiattack). I also hadn't done PL-matching stuff...you'll note her defenses are a bit off too.

You have listed +4 awe to your will but above you only have 3 awe. I'm assuming stat changed and just forgot to change the save.


Oops, yep. That's the case with quite a few of her attributes, in fact. My first rough had even higher ones, that I reduced. :) Missed that.

Remember that with the way Impervious is halved the impervious 5 only makes you immune to rank 3 or lower damage, and with a +9 toughness save you have a 60% or better chance of making the save against anything it would protect you from anyways. Is that worth 5 points to you?

Maybe. I'll think about it.

You aren't defense capped in anything - usually fort/will's ok to leave under cap, but even with a sneaky illusionist I'd suggest getting your dodge/toughness up a bit more. Maybe lower/drop the impervious on your toughness shield and just up the toughness to 11? Also, Parry +2 could be dangerous. If you're going to ignore parry anyways, i'd suggest not putting any base points into it. OR...

Well, I see her being harder to hit than being able to soak damage. That is also why the build features the much-maligned defensive roll. :) The TK defense has gone through several iterations. The first draft only worked on physical attacks...but then I decided that since she can mess with incoming electromagnetic energy too, that was really unnecessary. So at this point it's really a telekinetic/photokinetic defense. The impervious was really just something I put on there because I had points in the array unspent, but I couldn't boost the toughness bonus anymore without going over PL. :)

How's this sound: Instead of Impervious 5, maybe Toughness+7/Parry+3 - doesn't max your parry, but the shield helps at least somewhat 'deflect' close attacks, and it gives you capped dodge/toughness?

Yeah, I was, and am, playing with options like that, and will probably go with that. Though I kind of like the flavor of defensive roll, for reasons I'll go into shortly.

A thief without sleight of hand? FOR SHAME!!

Hah! I keep forgetting that's still a skill in M&M. I think even on characters I take it with, I've used it maybe once...ever. However, I never got to play a thief in a game where I'm actually allowed to steal either. :)

Athletics can be used untrained so there's not much use putting a single point into it.

Yeah, I haven't gone over skills in detail yet.

I think taking all three Interaction skills (Deception, Intimidation, AND Persuasion) Is spreading it around a bit too much. Especially when you take into account that we WILL be on a team that has specialists in some of those fields, and at these ranks you'll be second fiddle for each of them..

Yar, I'm currently focusing on Deception, with some Persuasion. I bought Intimidation mostly for the purposes of scaring people with scary illusions. But that can be your job. I'll focus on not being seen in the first place.

Defensive roll sucks, please don't use it!!!! :p

lol...I understand why you'd say that. +1 toughness for 1pp but it has restrictions that Protection doesn't, yet costs the same! Why?! Well, concept aside, it's because I envision at some point I'll lose access to my powers.

...of course, without powers, she's blind, and it wouldn't work then.

...yeah, okay, I'll fix that. (^_^) (in my defense, she wasn't blind in the first rough :))

Without Area on your invisibility, I presume selective is there so you can pick who sees you? Not sure if that works, but we'll see what WD says.


Selective means she can decide which part of her bod to turn invisible. Hand only? Head? Just the legs? It's a minor, possibly silly thing, but I like it.

Selective isn't a PF, it's a +1/rank modifier, which would raise your cost to 13 (12 if you drop the other PF).
Also, Morph 2 only allows you to assume a 'narrow group of forms such as people roughly your size and gender', you need rank 3 for 'any humanoid'


Selective ATTACK is +1/rank. For powers that are not attacks, it is a feat.

Good point about Morph. It was a late addition, and I hadn't gone over it in detail. I'll have to work on that. Maybe make it the 'main' power in the array, and buff out Invis somehow.

increasing Area for Illusion isn't a PF, it's 1/rank. Your Illusion should be 4/rank (2 visual 1 auditory, 1 area), costing 32pp at rank 8, not sure where you got the 33.

Yarg, ok. The Illusion power has gone through iterations, and I keep getting it mixed up with previous editions. I'll give it another pass. :)

Honestly, the Area progression on Illusion is only worth it if you have ranks less than or equal to the base cost of the illusion (so 3 ranks for a 3/rank visual/auditory) because all it does is add an extra 'effective' rank for figuring out your size. Since you're taking more ranks, I would highly suggest just dropping the area bonus and adding a couple more ranks.. for 30pp you could make it rank 10 - as big as Sirens.

Which is honestly quite a bit bigger than I want. I may just drop the area thing. I mostly had it so I could create multiple illusions in a space, like two guards instead of one...but with Sustained duration I can create more than one illusion and sustain them at a time, as long as I only control one's movements.

Your damage effect looks good. Cost would only be 37, less than the primary total.

Yeah, point totals fluxing so much, I haven't nipped and tucked to make sure everything's completely snug.

For your affliction, the 'limited to vision' can be done better by making it "Sense-dependant: Vision" which basically requires anyone being affected to be able to see you, and they get a dodge resist. No need to make up a limit when the appropriate one already exists. This would not affect the cost.

Ugh, I -HATE- Sense Dependant though! It's so PUNITIVE. Giving everyone TWO resistance checks! I have yet to encounter a situation where that doesn't totally hobble a power! "Failed one? Hey, roll again! yay, you made it this time!"

Overall, the power needs to be repriced. Your most expensive power is currently 40 +2 AP's = 42. That's whether you change Illusion to the rank 10 or not.

Hm, did I have that wrong? I'll take a look.

Subtle on enhanced strength.. interesting..

When I made it Sustained, it acquired the same 'tell' that other powers get, as I understand it. I didn't want there to be an visual effect associated with her enhancing her abilities with TK.

Everything else works fine, but keep in mind that since none of these are dynamic you can only use one a turn, so any time you use any of your movement modes, TK, or enhanced strength you'll essentially be loosing 5 Toughness. I personally love playing characters like that, so I'm not criticizing, just making sure it's a known factor. :)


That was another reason I wanted some Defensive Roll...some source of defense that wasn't power-based.

I think your movement modes are mispriced.. Super Movements are 2/rank, so if you have wallcrawling 2(Normal speed) and safe fall 1, that would be 6p + 3 each for leap and speed = 12pp.

Hehe, that's what I get for using an old sheet...it inherits old mistakes. Thanks for the help, buddy. I'll give your revisions a look and will probably crib off of it.

You saved me a ton of work. Gratzi!
 

Jemal

Adventurer
I'll add that the original concept was for a kind of charming thief as well, but I can scale that back so that I don't step on Siren's toes, and focus on Deception, which is needed for some of her abilities to work well.
Oh don't worry about Siren's toes, she's half Atlantean so they're probably webbed anyways. :p
Seriously though, I've got mind reading, telepathy, ranged and melee damage, illusions, nullify, a mind-controlling Area effect song, a buncha mermaid powers, and budding TK. Don't worry about it, Siren may be a bit TOO varied.
Yar, I'm currently focusing on Deception, with some Persuasion. I bought Intimidation mostly for the purposes of scaring people with scary illusions. But that can be your job. I'll focus on not being seen in the first place.
On that note, our last encounter before we ended previously had me wanting to talk to WD about that thanks for reminding me.

WD, I've noticed I tend to have a more 'liberal' view on Persuasion vs Intimidation and it seems that most of the way Siren approaches people is the more intimidating variety of interaction, however she has Persuasion. I don't really want to modify it to intimidate b/c Helis is already the big scary guy, so I'm kinda torn on how to proceed.

**Nevermind, I actually just went and looked at Helis' sheet and he's got no intimidation.. Would it make sense do you think to swap some of those skill points around to better reflect how she's been playing?
I feel bad, it seems like I change Siren every time we start doing something....
 
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Shayuri

First Post
Okay, here's a second draft!

I took Jemal's suggestions on stat changes, shifted and consolidated skill points a bit. In the end I did remove Defensive Roll, and added some Parry buffing to her 'defensive' TK manifestation, with the idea that if you're making armor around yourself, it can help you parry as well.

Morph was corrected to 3 ranks, and I took the Quirk that the disguise has no tactile component. Physical contact reveals it's just a holographic shell and a TK-modified voice. Then I beefed up invisibility to cover sound as well as sight. If she can make noises, it stands to reason she can dampen them out too.

I realized that Sustained was the wrong nomenclature for Illusions; what I meant was Independent. That increased the cost a bit, so I reduced it to 8 ranks, and shuffled points accordingly. I also tweaked her laser. Gave it 4 total levels of accurate (for a total bonus of +12 to hit) and reduced it's damage 2 ranks to fit PL caps. I used the extra points to give it some Penetrating. The result is a very accurate beam that doesn't do as much damage, but burns through defenses very effectively...which is how I envision a laser working. On a decent roll it will still do plenty of damage with the Multiattack bonus.

I still need to define Equipment. Basically I'm planning on a gas mask (her mask), a gadget or two, and some kind of light protective clothing. I realize that won't stack with her TK barrier, but I want it for those times she's doing something else with TK and takes a hit. Probably won't be a LOT, since she can be invisible too...but there's always something. :)

Thoughts?

Oh, and I dunno if it's relevant in a post-invasion Earth, but I figure she might still be maintaining her secret identity. Let me know, Mr GM, if that's a possible Complication or not.

[sblock=Kitsune]
Superthief!
Abilities: 36pp
STR 0 (0pp)
STA 2 (4pp)
DEX 4 (8pp)
AGI 4 (8pp)
FGT 1 (2pp)
INT 2 (4pp)
AWE 3 (6pp)
PRE 2 (4pp)

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +1 (1 fgt)
Ranged Attack: +4 (4 dex)
Specific Attacks:
- Photokinetic Laser: +12, DC23 (multifire, penetrating 7), 250' rng (indirect 4)

Defenses: (15 pp)
Dodge: +10 (6 base + 4 agi)
Parry: +2 (1 base + 1 fgt) +4 situational
Toughness: +2 (2 sta) +8 situational
Fort +7 (5 base + 2 sta)
Will +6 (3 base + 3 awe)

Skills: (40 ranks) 20pp
Acrobatics +10 (6 ranks + 4 agi)
Deception +10 (8 ranks + 2 Pre)
Insight +7 (4 rank + 3 Awe)
Perception +9 (6 ranks + 3 awe)
Sleight of Hand +8 (4 ranks + 4 dex)
Stealth +8 (4 ranks + 4 agi)
Technology +10 (8 rank + 2 int)

Advantages: 4 pp
Attractive 1
Languages (Japanese) 1
Equipment (5 pts) 1
Taunt 1

Powers:
POWERS 74
Morph 3 (any humanoid, Quirk - Does not affect touch), 14pp
- PF: Invisibility (Concealment +6: All Vision, all hearing, PF Selective; 13pp) 1pp
Super Senses (Radius (Sight) 1, Low Light Vision 1, Infrared vision 1) +3 3pp

Photokinesis Array 42pp (40 + 2 AP)
Illusion (Visual + Auditory, Independent) +8 32pp
- Link: Environment 1 (Light: Bright) 2pp/rank; 2pp
- Link: Concealment 2 (Normal Vision, Burst Area, Attack) 3pp/rank; 6pp
PF: Damage 8 (Ranged, Multiattack, Penetrating 7, PF Accurate 4, PF Precise 1, Indirect 4) 1pp
PF: Affliction (Dazzle) 9 (Ranged, Burst Area, Selective Attack, Cumulative, Limited to Vision) 1pp

Telekinetic Array 15pp (12 + 3AP)
Leap +3, Speed +3, Super Movement: Wallcrawling +2, Safe Fall +1, 12pp
PF: Telekinesis (Perception, PF Subtle, PF Precise) +3 1pp
PF: Enhanced Str (sustained, subtle 1) +5, 1pp
PF: Protection (Sustained, Subtle 1) +8; Linked to Enhanced Trait: Parry +4, 1pp

Complications:
Physically Blind - Has congenital condition rendering eyes useless; is completely blind if powers aren't working.
Center of Attention - Likes to feel important, to be noticed; tends to showboat.
Motivation: Life of Comfort - Desires to be wealthy, live in comfort, and want for nothing.

COST: 36 Abilities + 20 Skills + 4 Advantages + 75 Powers + 15 Defenses = 150/150
[/sblock]
 

Walking Dad

First Post
...

WD, I've noticed I tend to have a more 'liberal' view on Persuasion vs Intimidation and it seems that most of the way Siren approaches people is the more intimidating variety of interaction, however she has Persuasion. I don't really want to modify it to intimidate b/c Helis is already the big scary guy, so I'm kinda torn on how to proceed.

**Nevermind, I actually just went and looked at Helis' sheet and he's got no intimidation.. Would it make sense do you think to swap some of those skill points around to better reflect how she's been playing?
I feel bad, it seems like I change Siren every time we start doing something....

What about a custom advantage that lets you use Persuasion for the Coercing part of Intimidation? And I called for the break, so don't feel bad if you want to shift something to better fit the character.
 

Walking Dad

First Post
...

Oh, and I dunno if it's relevant in a post-invasion Earth, but I figure she might still be maintaining her secret identity. Let me know, Mr GM, if that's a possible Complication or not.

Let's try this as a Complication. If it doesn't matter in actual play, it will just not earn you any HPs.

[sblock=Kitsune]
Superthief!
Abilities: 36pp
STR 0 (0pp)
STA 2 (4pp)
DEX 4 (8pp)
AGI 4 (8pp)
FGT 1 (2pp)
INT 2 (4pp)
AWE 3 (6pp)
PRE 2 (4pp)

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +1 (1 fgt)
Ranged Attack: +4 (4 dex)
Specific Attacks:
- Photokinetic Laser: +12, DC23 (multifire, penetrating 7), 250' rng (indirect 4)

Defenses: (15 pp)
Dodge: +10 (6 base + 4 agi)
Parry: +2 (1 base + 1 fgt) +4 situational still not hitting Defense PL
Toughness: +2 (2 sta) +8 situational
Fort +7 (5 base + 2 sta) Fort/Will PL is only 6.5
Will +6 (3 base + 3 awe)

Skills: (40 ranks) 20pp
Acrobatics +10 (6 ranks + 4 agi)
Deception +10 (8 ranks + 2 Pre)
Insight +7 (4 rank + 3 Awe)
Perception +9 (6 ranks + 3 awe)
Sleight of Hand +8 (4 ranks + 4 dex)
Stealth +8 (4 ranks + 4 agi)
Technology +10 (8 rank + 2 int)

Advantages: 4 pp
Attractive 1
Languages (Japanese) 1
Equipment (5 pts) 1
Taunt 1

Powers:
POWERS 74
Morph 3 (any humanoid, Quirk - Does not affect touch), 14pp
- PF: Invisibility (Concealment +6: All Vision, all hearing, PF Selective; 13pp) 1pp
Super Senses (Radius (Sight) 1, Low Light Vision 1, Infrared vision 1) +3 3pp

Photokinesis Array 42pp (40 + 2 AP)
Illusion (Visual + Auditory, Independent) +8 32pp
- Link: Environment 1 (Light: Bright) 2pp/rank; 2pp
- Link: Concealment 2 (Normal Vision, Burst Area, Attack) 3pp/rank; 6pp
PF: Damage 8 (Ranged, Multiattack, Penetrating 7, PF Accurate 4, PF Precise 1, Indirect 4) 1pp
PF: Affliction (Dazzle) 9 (Ranged, Burst Area, Selective Attack, Cumulative, Limited to Vision) 1pp why is this selective (fluff reason)?

Telekinetic Array 15pp (12 + 3AP)
Leap +3, Speed +3, Super Movement: Wallcrawling +2, Safe Fall +1, 12pp
PF: Telekinesis (Perception, PF Subtle, PF Precise) +3 1pp
PF: Enhanced Str (sustained, subtle 1) +5, 1pp
PF: Protection (Sustained, Subtle 1) +8; Linked to Enhanced Trait: Parry +4, 1pp it is dangerous to have your defense in an array. just a warning

Complications:
Physically Blind - Has congenital condition rendering eyes useless; is completely blind if powers aren't working.
Center of Attention - Likes to feel important, to be noticed; tends to showboat.
Motivation: Life of Comfort - Desires to be wealthy, live in comfort, and want for nothing.

COST: 36 Abilities + 20 Skills + 4 Advantages + 75 Powers + 15 Defenses = 150/150
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