Cross-Posting: Kaulu's "Sila-Verse" Builds

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CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu » Wed Aug 08, 2018 1:45 pm

Sahara
Hawa Mariam Keita
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [50 ppt]
Strength 0 (+0) • Stamina 3 (+3) • Agility 2 (+2) • Dexterity 2 (+2) •
Fighting 9 (+9) • Intellect 4 (+4) • Awareness 3 (+3) • Presence 2 (+2) •
Load limit 50 lb.

POWERS [23 ppt]
Desert's Blessing:2 ppt
Mutant Power

Immunity 1 (environmental condition: heat) • 2 ppt
Extra: Affects Others
Desert's Wisdom:5 ppt
Mutant Power

Senses 5 (Acute Extended 2 Detect 2 [olfactory]: water) • 5 ppt
Martial Arts:2 ppt
Training Power

Enhanced Strength 22 ppt
Flaw: Limited to dealing damage
Deft Wrestling:3 ppt
Training Power

Enhanced Dexterity 33 ppt
Flaw: Limited to grabbing
Desiccation Spear, Device (Easily Removable):11 / 19 ppt
Technological Power

Feature 1 (collapsible) • 1 ppt

(Dynamic) Desiccation:15 ppt + 1 ppt for Alternate Effect + 2 ppt for Dynamic Effects
  • Damage 7 (Strength-based) • 15 ppt
    Extras: Reach 1, Alternate Resistance (Fortitude)
ALT (Dynamic) - Desiccating Shock:15 ppt
  • Affliction 7 (Fortitude; Dazed/Stunned/Incapacitated) • 15 ppt
    Extras: Reach 1, Cumulative
ADVANTAGES [34 ppt]

• Beginner's Luck • Benefit 6 (Diplomatic Immunity, Weath 5: billionaire) • Chokehold • Close Attack 3 • Connected • Defensive Roll 5 • Equipment 7 • Grabbing Finesse • Great Endurance • Improved Hold • Improved Initiative 1 • Languages 4 • Power Attack • Takedown 1 •
EQUIPMENT [35 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Laptop1 ep
  • Flashlight1 ep
  • Costume: Protection 11 ep
  • Heavy Pistol with Laser Sight: Damage 49 ep
    Extras: Increased Range 1 (ranged), Accurate 1
  • Shared Headquarters & Vehicles (detailed under allies)19 ep
►Limousine, ALT of XMC:1 ep
Vehicle: Size H, Strength 8, Speed 5, Defense 6 (-4), Toughness +9 (Impervious 7).
60 mph, 900 ft/round
Features: Alarm 3 (DC 30) • Caltrops • Communications • Computer • Hidden Compartments 1 (DC 20) • Nav System •
LANGUAGES
• native: Koyra Chiini • English • French • Hausa • Somali • Sudanese Arabic • Tamazight • Tuareg • Zarma •
SKILLS [20 ppt]
Acrobatics 1 (+3) • Athletics 5 (+5) • Close Combat: Grabbing 1 (+13) • Close Combat: Misc. 0 (+12) • Expertise: Business 6 (+10) • Expertise (AWE): Wilderness Survival 4 (+7) • Persuasion 5 (+7) • Ranged Combat: Guns 5 (+7) • Technology 12 (+16) • Vehicles 1 (+3) •

DEFENSES [23 ppt]
Dodge 7 (+9) • Parry 2 (+11) •
Fortitude 8 (+11) • Toughness (+9/+4*) • Will 6 (+9) •
*without Defensive Roll

OFFENSE
Initiative +6
  • Unarmed: +12 • Close Damage DC 17 (Strength-based), bludgeoning.
  • Grab: +13 • Close • DC 15 (with a -5 penalty to escape).
  • Desiccation: +12 • Close (+5 ft) Damage DC 23 (Strength-based), Resisted by Fortitude, chemical/electric.
  • Desiccating Shock: +12 • Close (+5 ft) Affliction DC 17 (Fortitude; Dazed/Stunned/Incapacitated), electric • Cumulative.
  • Heavy Pistol: +9 • Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic.
COMPLICATIONS
Religion: Mariam is a semi-practicing Muslim.

Motivation - Equality: However, she is also an avid feminist, and strives for equality of men and women throughout Africa. She particularly makes it one of the missions of the UAL to combat traditions of FGM.

Responsibility: Diplomatically represent, not the modern government of Mali, but the old traditions of Timbuktu and the Songhai Empire. This is a difficult balancing act, and the modern Mali government sometimes threatens to revoke her diplomatic status.

Old Enemies: Coming from a line of aristocrats over 500 years old means there are old feuds with many rivals to deal with.

Wanderlust: Descended from successful caravaneers, Mariam has a hard time staying in one place too long.
ABILITIES [ 50 ] + SKILLS [ 20 ] + ADVANTAGES [ 34 ] + POWERS [ 23 ] + DEFENSES [ 23 ]
150 PPT TOTAL


BIO

Dressed in white and with her head mostly covered, slim Sahara seems to be fragile and vulnerable. However, this innocuous appearance masks a skilled fighter and a cunning computer scientist, as well as the scion of an old aristocratic family. Many who know of Sahara's wealth assume she must be an oil sheikh, but in truth her wealth is old and inherited from the days when salt, not oil, was the source of immense wealth for the people of the desert.

Founding the UAL was initially her idea. Despite her fighting skills, Sahara does prefer to stay out of physical conflict when possible, instead assisting the UAL as its moneybags and hacker and in other capacities.

NOTES

It was interesting to see how high a Fighting score she ended up with, in spite of being a somewhat noncombative character conception. Also a rare case I came up with where the descriptors make sense to have Damage resisted by Fortitude.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu » Sat Aug 11, 2018 5:08 am

Abuja
Akin Ladipo
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [54 ppt]
Strength 3 (+3) • Stamina 6 (+6) • Agility 5 (+8) • Dexterity 2 (+2) •
Fighting 3 (+3) • Intellect 2 (+2) • Awareness 5 (+5) • Presence 1 (+1) •
Load limit 400 lb.

POWERS [18 ppt]
Parkour:7 ppt
Training Power

Movement 3 (Environmental Adaptation: urban, Safe Fall, Wall-Crawling 1) • 6 ppt

Movement 1 (Sure-Footed 1) • 1 ppt
Flaw: Limited to urban environments
Brimming Energy:6 ppt
Mutant Power

Enhanced Agility 36 ppt
Resonant Missiles:5 ppt
Mutant Power

Enhanced Advantage 4 [Throwing Mastery 4] • 4 ppt

Extra: Concussive Descriptor1 ppt
Extra: Variable Descriptor 1 (any ranged weapon attack), Flaw: Limited to thrown weapons
ADVANTAGES [29 ppt]

• Agile Feint • Attractive 1 • Benefit 1 (Weath 1: well-off) • Defensive Roll 3 • Equipment 7 • Favored Environment (urban) • Improved Critical (Knives) 1 • Languages 3 • Move-By Action • Quick Draw • Redirect • Skill Mastery 5 (Acrobatics, Athletics, Expertise: Criminal, Perception, Stealth) • Takedown 2 • Throwing Mastery 4 • Uncanny Dodge •
EQUIPMENT [34 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Laptop1 ep
  • Night Vision Goggles1 ep
  • Throwing Knives: Damage 1 (Strength-based), Extras: Increased Range 1 (ranged) [Partial 4], Dangerous 1, Concealable. • 7 ep + 1 ep for Alternate Equipment
    • ALT - Melee Knives: Damage 1 (Strength-based), Extras: Dangerous 1, Concealable. • 3 ep
  • Shared Headquarters & Vehicles (detailed under allies)19 ep
►Lagos Base, ALT of RVM:1 ep
Headquarters: PL10, Size M (remodeled apartment building), Toughness +10.
Features: Communications • Computer • Concealed 1 (DC +10) • Fire Prevention System • Hangar • Holding Cells (Toughness +15) • Laboratory • Living Space • Power System • Remote Feature (hangar connected by underground tunnels) • Secret 2 (DC 25) • Security System 3 (DC 30)
Defense System (Snares): +10 • Snare 6.
Defense System (Machine Guns): +10 • Ranged Damage 6, Extras: Multiattack, Feature 1 (nonlethal ammo).
LANGUAGES
• native: Yorùbá • English • French • Fula • Igbo •
SKILLS [31 ppt]
Acrobatics 7 (+15) • Athletics 7 (+10) • Close Combat: Light Blades 11 (+14) • Expertise: Criminal 6 (+8) • Expertise: Streetwise 3 (+5) • Intimidation 4 (+5) • Perception 4 (+9) • Ranged Combat: Throwing 10 (+12) • Sleight of Hand 4 (+6) • Stealth 4 (+12) • Technology 1 (+3) • Vehicles 1 (+3) •

DEFENSES [18 ppt]
Dodge 2 (+10) • Parry 7 (+10) •
Fortitude 4 (+10) • Toughness (+10/+7*) • Will 5 (+10) •
*without Defensive Roll

OFFENSE
Initiative +8
  • Unarmed: +3 • Close Damage DC 18 (Strength-based), bludgeoning.
  • Resonant Thrown Knife: +12 • Ranged (100/200/400 ft) Damage DC 23, concussive, crit 18-20.
  • Melee Knife: +14 • Close Damage DC 19, piercing, crit 18-20.
COMPLICATIONS
Motivation - Responsibility: The rather cocky thief Akin was humbled by his acquiring of powers (Brimming Energy and Resonant Missiles), and it is his overarching goal to live up to the responsibility conveyed by those powers, doing good rather than harm.

Fugitive: Akin is still a wanted criminal in his home city of Abuja. Missions there must be conducted particularly delicately.

Guilt: Deep down, Akin still feels guilty about his past of crime and violence.

Flirtatious: When missions lead to him having the opportunity to manipulate a woman through flirting, he can get carried away ...
ABILITIES [ 54 ] + SKILLS [ 31 ] + ADVANTAGES [ 29 ] + POWERS [ 18 ] + DEFENSES [ 18 ]
150 PPT TOTAL


BIO

A reformed thief named after his home city of Abuja, Nigeria, Akin Ladipo was a master burglar, urban climber, and knife fighter. One day, he was caught in a high-tech accident while burgling a laboratory. The accident left him with a vibrating energy inside, which made him even more agile and allowed him to channel explosive force into objects he threw. Amazed by his newfound effectiveness in fights, he re-evaluated his life choices and moved toward the coast, and became the second member of the UAL. Now he acts as the UAL's chief representative in the heavily-populated nations along the Gulf of Guinea coast of West Africa, inhabiting mainly Lagos and Ibadan.

NOTES

Should adding the concussive descriptor to thrown weapon attacks be one point, or two? I'm not sure it really qualifies for a Limited.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu » Sun Aug 12, 2018 5:38 am

Victoria
Mukantagara
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [54 ppt]
Strength 0 (+3) • Stamina 7 (+7) • Agility 3 (+3) • Dexterity 0 (+0) •
Fighting 2 (+2) • Intellect 1 (+1) • Awareness 10 (+10) • Presence 4 (+4) •
Load limit 400 lb.

POWERS [46 ppt]
Immortality:4 ppt
Primal Power

Immunity 1 (aging) • 1 ppt

Immortality 12 ppt
Return after 2 weeks

Enhanced Advantage 1 [Diehard] • 1 ppt
Flaw: Permanent
Spirit Shielding:6 ppt
Primal Power

Protection 56 ppt
Extras: Sustained, Subtle 1
Flight:4 ppt
Mutant Power

Flight 24 ppt
8 mph, 120 ft/round
Spiritual Muscle-Power:6 ppt
Mutant Power

Enhanced Strength 36 ppt
Age Manipulation:21 ppt + 3 ppt for Alternate Effects
Primal Power

Affliction 5 (Will; Impaired/Disabled/Transformed) • 21 ppt
Extras: Area (Burst 1), Selective, Cumulative, Variable Descriptor 1 (older or younger)

ALT - Telekinesis:21 ppt
Primal Power

Move Object 521 ppt
Extras: Area (Cylinder 2), Selective, Precise, Flaw: Close.

ALT - Telekinetic Force:21 ppt
Primal Power

Damage 921 ppt
Extras: Increased Range 1 (ranged), Affects Insubstantial 2, Accurate 1

ALT - Molten Chasm:20 ppt
Primal Power

Affliction 10 (Dodge; Dazed/Prone) • 20 ppt
Extra: Alternate Resistance, Flaws: Limited Degree, Instant Recovery
Linked: Burrowing 5
Extra: Attack (Dodge), Flaw: Limited to downward
Linked: Damage 10
Extra: Secondary Effect, Flaw: Limited 2 to targets knocked Prone
Extra to whole Linked power: Area (Line 2), Flaw to whole Linked power: Tiring
Burrows downward 30 ft/round
Born of Rock:2 ppt
Primal Power

Enhanced Expertise: Science 62 ppt
Flaw: Limited to geology
ADVANTAGES [16 ppt]

• Animal Empathy • Benefit 1 (Cipher 1) • Diehard • Equipment 5 • Fascinate (Expertise: Music Performance) • Improved Hold • Inspire 2 • Languages 3 • Skill Mastery (Insight) • Ultimate Effort (Will) •
EQUIPMENT [23 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Shared Headquarters & Vehicles (detailed under allies)15 ep
►Rift Valley Manor (RVM):4 / 24 ep
Headquarters: PL10, Size L (manor), Toughness +8.
Features: Chapel • Dimensional Portal • Dock • Grounds • Gym • Habitat • Hangar • Holding Cells 2 (nullify powers, "sleeper") • Infirmary • Isolated • Library • Living Space • Power System • Security System 2 (DC 25) • Teleport Lock • Workshop •
Intelligent: Intellect 0, Awareness 8, Presence 2.
Forgettable: Concealment 10 (all senses), Extra: Selective, Flaw: Resistible (Will).
Hospital Aura: Healing 9, Extras: Persistent, Restorative, Stabilize, Flaw: Limited to creatures in Infirmary.
"Sleeper" Holding Cells: Affliction 10 (Will; Dazed/Stunned/Asleep), Extra: Cumulative, Flaws: Grab-Based, Limited to subjects in Holding Cells.

►Speedboat, ALT of XMC:1 / 1 ep
Vehicle: Size L; Strength 6; Swimming 8, Flaw: Quirk 1 (surface swimming only); Defense 8 (-2); Toughness +8.
120 mph, 1800 ft/round
Features: Communications • Computer • Hidden Compartments 1 (DC 20) • Nav System • Remote Control •
LANGUAGES
• native: Kinyarwanda • English • Kirundi • Oromo • Swahili •
SKILLS [20 ppt]
Athletics 2 (+5) • Expertise: History 9 (+10) • Expertise (PRE): Music Performance 9 (+13) • Expertise: Science 1 (+2, or +8 for geology) • Expertise: Sociology 1 (+2) • Intimidation 5 (+9) • Persuasion 4 (+8) • Ranged Combat: Telekinesis 9 (+9) •

DEFENSES [14 ppt]
Dodge 5 (+8) • Parry 6 (+8) •
Fortitude 2 (+9) • Toughness (+12) • Will 1 (+11) •

OFFENSE
Initiative +3
  • Unarmed: +2 • Close Damage DC 18 (Strength-based), bludgeoning.
  • Telekinetic Force: +11 • Ranged (225/450/900 ft) Damage DC 24, force • Affects Insubstantial DC 24.
  • Telekinesis: Dodge DC 15 • Close Area (60-ft Cylinder) Move Object DC 15, force • Selective, Precise.
  • Age Manipulation: Dodge DC 15 • Close Area (30-ft Burst) Affliction DC 15 (Will; Impaired/Disabled/Transformed), temporal (older or younger) • Selective, Cumulative.
  • Molten Chasm: Dodge DC 20 • Close Area (60-ft Line) Affliction DC 20 (Dodge; Dazed/Prone), seismic • Instant Recovery • Linked to Burrowing Attack (Dodge) DC 15 (30 ft downward) • targets knocked Prone are also subject to Damage DC 25, bludgeoning • Secondary Effect on Damage, heat • Tiring.
COMPLICATIONS
Motivation - Justice: Victoria wants punishments brought upon evildoers.

Spirit Perspective: Victoria is no longer fully human, and has difficulty caring about day-to-day trivialities or making small talk.

Loss: Victoria has lost many dear friends and family to tribal wars over the centuries, and is afraid to forge such close bonds again.

Pride: Victoria is easily offended if someone insults her considerable musical talents, which she has worked very hard on.
ABILITIES [ 54 ] + SKILLS [ 20 ] + ADVANTAGES [ 16 ] + POWERS [ 46 ] + DEFENSES [ 14 ]
150 PPT TOTAL


BIO

Originally (in ancient times) a woman of the mountains of Africa's Rift Valleys, Mukantagara achieved a closeness with the spirits of nature that transformed her into an immortal spirit. She still looks human, except too perfect of features, but she is a bit aloof and radiates immense spiritual presence. She has joined the UAL.

NOTES
(none)

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu » Mon Aug 13, 2018 2:19 am

Elephant Man
Rashidi
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [40 ppt]
Strength 2 (+2) • Stamina 3 (+3) • Agility 0 (+0) • Dexterity 2 (+2) •
Fighting 3 (+3) • Intellect 6 (+6) • Awareness 3 (+3) • Presence 1 (+1) •
Load limit 200 lb.

In Elephant Mode:
Strength (+9) • Stamina (+10) • Dexterity (+0) •
Load limit 12 tons

POWERS [50 ppt]
Costume, Device (Removable):1 / 1 ppt
Technological Power

Protection 11 ppt
Hint of a Big Nose:1 ppt
Mutant Power

Senses 1 (Acute smell)
Nigh-Unbreakable Bones:4 ppt
Mutant Power

Protection 44 ppt
Brilliant Deduction:1 ppt
Training Power

Senses 4 (Postcognition) • 1 ppt
Flaw: Investigation Check Required 3
Investigation DC 16
Elephant Mode, Alternate Form:43 ppt
Primal Power
Flaw: Activation 1 (move action) • -1 ppt

Growth 714 ppt
Extras: Permanent, Density [Partial 5]

Speed 11 ppt
4 mph, 60 ft/round

Enhanced Dexterity -2-4 ppt
Flaw: Permanent

Enhanced Intimidation 63 ppt

Trunk: Extra Limbs 11 ppt

Tusks: Damage 1 (Strength-based) • 1 ppt

Immunity 1 (environmental condition: heat) • 1 ppt

Senses 4 (Extended 1 hearing, Extended 1 smell, Low-Light Vision, Tracking 1: smell) • 4 ppt

(Dynamic) Trumpet: Affliction 10 (Fortitude; Impaired/Disabled/Unaware) • 20 ppt + 1 ppt for Alternate Effect + 2 ppt for Dynamic Effects
Extras: Cumulative, Area (Cone 1), Flaw: Limited to hearing
  • ALT (Dynamic) - Subsonic Resonance: Weaken Toughness 10 (Fortitude) • 20 ppt
    Extras: Area (Cone 1), Affects Only Objects
ADVANTAGES [17 ppt]

• Contacts • Eidetic Memory • Equipment 8 • Improved Critical 1 (Improvised Weapons) • Improvised Weapon 2 • Languages 3 • Skill Mastery (Investigation) •
EQUIPMENT [38 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Holdout Pistol: Damage 25 ep
    Extras: Increased Range 1 (ranged), Concealable
  • Motorcycle: Size M, Strength 1, Speed 6, Defense 10 (+0), Toughness +8. • 10 ep
    Load limit 100 lb.; 120 mph, 1800 ft/round
  • Shared Headquarters & Vehicles (detailed under allies)19 ep
►Southern Cape Lighthouse, ALT of RVM:1 ep
Installation: PL10, Size M (tower/house), Toughness +8.
Features: Communications • Dock • Fire Prevention System • Hangar • Isolated • Living Space • Power System • Secret 5 (DC 40) • Security System 2 (DC 25)
LANGUAGES
• native: Swahili • English • German • Portuguese • Xhosa •
SKILLS [29 ppt]
Close Combat: Unarmed 7 (+10) • Expertise: Art 1 (+7) • Expertise: Cooking 1 (+7) • Expertise: History 1 (+7) • Expertise: Law Enforcement 3 (+9) • Expertise: Sociology 5 (+11) • Insight 2 (+5) • Investigation 9 (+15) • Perception 7 (+10) • Treatment 1 (+7) •

Out of Elephant Mode:
Athletics 4 (+6) • Intimidation 4 (+5) • Ranged Combat: Guns 10 (+12) • Stealth 0 (+0) • Vehicles 3 (+5) •

In Elephant Mode:
Athletics 4 (+13) • Intimidation 4 (+12) • Ranged Combat: Guns 10 (+10) • Stealth 0 (-2) • Vehicles 3 (+3) •

DEFENSES [14 ppt]
Dodge 4 (+4) • Parry 3 (+6) •
Fortitude 1 (+4) • Toughness (+8) • Will 6 (+9) •

In Elephant Mode:
Dodge (+3) • Parry (+5) •
Fortitude (+11) • Toughness (+15) •

OFFENSE
Initiative +0
  • Unarmed: +10 • Close Damage DC 17 (Strength-based), bludgeoning.
  • Improvised Weapon: +10 • Close Damage DC 18 (Strength-based), descriptor varies, crit 19-20.
  • Tusks: +10 • Close Damage DC 25 (Strength-based), piercing.
  • Improvised Weapon in Elephant Mode: +10 • Close Damage DC 25 (Strength-based), descriptor varies, crit 19-20.
  • Trumpet: Dodge DC 20 • Close Area (60-ft Cone) Affliction DC 20 (Fortitude; hearing Impaired / hearing Disabled / hearing Unaware), sonic • Cumulative.
  • Subsonic Resonance: Dodge DC 20 • Close Area (60-ft Cone) Weaken Toughness DC 20 (Fortitude), sonic • Affects Only Objects.
  • Holdout Pistol: +12 • Ranged (50/100/200) Damage DC 17, piercing/ballistic.
  • Holdout Pistol in Elephant Mode: +10 • Ranged (50/100/200) Damage DC 17, piercing/ballistic.
COMPLICATIONS
Hot Enmity: Rashidi has a particular hatred for game poachers, who in turn would find his tusks to be a particularly nice trophy.

Responsibility: Rashidi must balance his superhero work with his "day job" as a police detective in Kenya.

Prejudice: Some people are pretty weirded out by interacting with an elephant-man hybrid.
ABILITIES [ 40 ] + SKILLS [ 29 ] + ADVANTAGES [ 17 ] + POWERS [ 50 ] + DEFENSES [ 14 ]
150 PPT TOTAL


BIO

Rashidi was an ordinary (well, exceptionally bright) detective and ranger, until after a particularly disappointing episode in which poachers made off with a fine bull elephant specimen. That night, as Rashidi was questioning his life choices in bed, the elephant's spirit visited him and gave him the ability to change into an anthropomorphic elephant form. He found it was quite useful in physical contests, if a bit awkward socially.

His Southern Cap Lighthouse is where his team goes to relax and "get away" from superhero work a bit.

NOTES

Here's the UAL's team brick and detective.

I'm thinking of keeping the overpowered Density Growth ability here, rather than converting it to just buying Strength and Stamina and a feature? Still not sure. This is the kind of build it was intended for, and turning into an elephant's weight could certainly have negative consequences as well as positive. But it still feels a little dirty, getting 20 power points' worth of features for 10 power points.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu » Sat Aug 18, 2018 2:58 pm

Jinx
Kxaru
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [34 ppt]
Strength -1 (-1) • Stamina 2 (+2) • Agility 2 (+3) • Dexterity 1 (+1) •
Fighting 0 (+0) • Intellect 3 (+3) • Awareness 7 (+7) • Presence 3 (+3) •
Load limit 25 lb.

POWERS [56 ppt]
Hex:32 ppt
Magical Power

Weaken Abilities 10 (Will) • 32 ppt
Extras: Increased Range 2 (perception), Broad, Incurable, Subtle 1, Flaw: Distracting
Fidgety Quickness:5 ppt
Mystic Power

Enhanced Agility 12 ppt

Quickness 11 ppt
Complete routine tasks in -1 time ranks

Enhanced Advantage 2 [Improved Initiative 2] • 2 ppt
Spirit Shielding:11 ppt
Mystic Power

Protection 1011 ppt
Extras: Sustained, Subtle 1
Whispering Tongues:6 ppt
Magical Power

Comprehend 3 (Languages: speak, understand; Spirits: medium) • 6 ppt
Jinx Aura:1 ppt
Magical Power

Luck Control 1 (Negate Luck) • 1 ppt
Flaw: Expertise: Magic Check Required 2
Expertise: Magic DC 12
Lesser Charm:1 ppt
Magical Power

Enhanced Advantage 1 [Fascinate (Expertise: Magic)] • 1 ppt
ADVANTAGES [17 ppt]

• Artificer • Defensive Roll 2 • Equipment 7 • Fascinate (Expertise: Magic)Improved Initiative 2 • Languages 0 (native: Naro) • Leadership • Luck (Recover) 1 • Set-Up 2 • Taunt • Trance • Ultimate Effort (Expertise: Magic) •
EQUIPMENT [35 ep]
  • Commlink1 ep
  • Cell Phone1 ep
  • Treatment Toolkit (herbal)1 ep
  • Expertise: Magic Toolkit1 ep
  • Flashlight1 ep
  • Motorcycle: Size M, Strength 1, Speed 6, Defense 10 (+0), Toughness +8. • 10 ep
    Load limit 100 lb.; 120 mph, 1800 ft/round
  • Shared Headquarters & Vehicles (detailed under allies)20 ep
LANGUAGES
• native: Naro • all others (except reading), through Whispering Tongues power •
SKILLS [26 ppt]
Athletics 3 (+2) • Deception 15 (+18) • Expertise: Magic 17 (+20) • Expertise: Nature 5 (+8) • Expertise: Theology 1 (+4) • Insight 1 (+8) • Intimidation 2 (+5) • Treatment 7 (+10) • Vehicles 1 (+2) •

DEFENSES [17 ppt]
Dodge 3 (+6) • Parry 4 (+4) •
Fortitude 4 (+6) • Toughness (+14/+12*) • Will 6 (+13) •
*without Defensive Roll

OFFENSE
Initiative +11
  • Unarmed: +0 • Close Damage DC 14 (Strength-based), bludgeoning.
  • Hex: Perception-Range Weaken Abilities DC 20 (Will), fate/luck • Incurable, Subtle 1, Distracting.
COMPLICATIONS
Motivation - Doing Good: Kxaru seems amused by superhero work, but is very reserved about why it amuses her. When asked why she chooses such a dangerous lifestyle, she replies, "I'm old, I've lived my life; hang it all, why not?"

Reputation: Spooky and primitive.

Prejudice: Kxaru is part San ethnically, and the San aren't always treated well by other tribes.

Aversion: Like a stereotypical elderly person, Kxaru struggles with ordinary uses of new technology.
ABILITIES [ 34 ] + SKILLS [ 26 ] + ADVANTAGES [ 17 ] + POWERS [ 56 ] + DEFENSES [ 17 ]
150 PPT TOTAL


BIO

A gnarled but spry, crotchety, little old woman, a witch-doctor by trade, a San ("bushman") by heritage; the magic specialist of the UAL. Also their translator on the rare occasion they meet someone who doesn't understand any of the 26 languages spoken by the rest of the team.

NOTES

Not sure about applying Incurable to a Weaken effect, technically. The description of Incurable specifically says "damage," which Weaken isn't. But Restorative Healing can "heal" Weaken, so it makes sense that Incurable should be able to block that ...

I know some people consider lots of Sustained Protection a critical weakness of a build, but I wasn't sure of another flavor-appropriate way to boost Jinx's defenses.

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