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Ysariel wrote:Wow, thanks! It would be great to know what you liked about her.
Arilyn is a heavily device-dependent wizard. Her Array represents spells that she knows, but can't cast without the help of a specially designed wizard's staff. Her staff itself is also imbued with some magic of its own (Blast 6). Disarming her strips her of both powers, although there's the off chance that she may be able to find and use another wizard's staff for spellcasting which doesn't have the Blast spell in it.
Create: This represents conjuration magic and is also Arilyn's main area attack. Created objects can be dropped on enemies for damage, although the book doesn't say what kind of area it is; I'm assuming it depends on the shape of the object. I requested the GM allow me to interpret Variable Descriptor liberally and include such things as fire and lightning as "created objects", so that she can conjure up blizzards, flaming meteors, lightning storms and more as attacks. This lets me get that wizardy feel of lots of blasts without massive arrays with an AP each for fire blast, ice blast, etc.
Senses, Area Affects Others: My idea for this was to make a sort of 'Light of Truth' spell that shines magical light in an area, revealing everything in it. Originally I had Environment: bright light linked to this, but now I suspect I don't need it since that Effect counters Concealment from darkness, which the spell already does.
Transform: The spell name hints at alchemical transformation, but I asked the GM to allow me to use this spell to simulate the effect of various cantrips, e.g. Transform broken sword > new sword to repair a weapon, or Transform unlit candle > lit candle to light a candle.
I see the High Arcanum (Arilyn's wizard college) as a center of learning and scholarship, and her Eidetic Memory reflects her wide range of studies here.
Arilyn's Expertise: Magic is costed as follows. The first 4 ranks have their normal cost of 1 skill point per rank. The remaining 4 ranks are Unreliable, costing 1 skill point per 2 ranks. The total cost is 4 sp + 2sp for 6sp. So she can either roll at +8 normally or +12 with a 50% chance of failure.
As customary for my mystic characters I've tried to provide grammatically correct (or at least, not hilariously wrong) Latin spell names. Corrections are very welcome if anyone actually knows some Latin:
Ars Arcana - Secret Art
Magna Evocans - Great Summoning
Oculus Deorum - Eye of (the) Gods
Lux Divina - Divine Light
Phantasma Superba - Superb Apparition
Mens Agitat Molem - Mind moves mass (i.e. Mind over matter, Telekinesis)
Lapis Philosophorum - Philosophers' Stone
Mysteria Adclaro - I reveal mysteries
Levitas - Levitation
Here's Specter. She's really good against anything not will shifted, and can support them team with communications and scouting. Specter doesn't have Insubstantial since she's not literally a ghost, but I'm thinking of adding some sort of resistable concealment effect.
Move Object: Specter's telekinesis is both precise and powerful, allowing her to manipulate multiple targets with fine control and fling objects at supersonic speed. Area Perception attacks don't allow for a dodge save to reduce the DC. Precise and Subtle allows her to do a lot of haunted-house tricks e.g. phones ringing themselves, the furniture rearranging of its own accord, etc.
Remote Sensing: Specter conjures a faint psychic 'double' of herself which she can use to scout in relative safety. The Doppelgänger generally can't be seen except by people with Mental or Psychic awareness.
Weaken Awareness linked to Damage: This is a 'psychic scream' attack.
Weaken Attack: Specter conjures a persistent, eerie sense of 'wrongness' that causes them to be constantly on edge and misjudge attacks. This is the only of her offensive powers that is not Subtle - others can feel the sense of spooky wrongness coming from her too, even though they're not affected.
Mental Blast: Specter floods the victim's mind with horrific images. So traumatic is the assault that it causes psychosomatic damage and lingers for some time even after she has ceased the attack. Fearless or Immunity to Fear/Emotions protects from this power.
Affliction: Specter injects a victim with a fragment of her psychic presence, bringing him/her under control. Mental attacks on the controlled victim affect Specter, not the victim.
Luck Control: Specter's psychic power is so potent, she can spend luck points to make enemies reroll Will saves versus her attacks.
Senses: Detect Minds allows her to sense sentient beings at range and attack them with her perception range powers. She can do so through concealment provided by objects (but not the Concealment effect). Specter can also track others through the psychic imprint they leave on areas they've been through.
Without her psychic powers, Specter is still a capable social combatant with high perception and insight, and good acrobatics and stealth.
I think this was one of those submissions where the character just wasn't good enough to stand a chance of being selected, despite lacking glaring problems.
Witchgirl can do most of witches were traditionally accused of (curses, turning milk sour, storms) minus the more sinister stuff like spreading disease and speaking to the dead. Her mystic tradition focuses mainly on transformations and probability control, with a dash of nature magic.
Affliction (Impaired, Disabled): Witchgirl has the -2/-5 to all checks version of Impaired and Disabled, which I normally would not consider, but feels like a good way to do a persistent bad luck spell. I'm still on the fence whether this is too powerful, since with Defenseless as the 2nd degree condition it would probably spell doom for any equal PL combatant. We'll see how things work out in practice.
Transform: I requested the GM allow me to use this to duplicate many minor cantrips, e.g. Transform unlit candle > lit candle to light a candle, or transform closed door > open door to open a (unlocked) door.
Affliction (Entranced, Compelled, Transformed): This is the classic "turn people into frogs" curse witches have. Witchgirl's version has Variable Descriptor 2, allowing her to change the type of animal she turns them into, except creatures that can't survive in their current environment (e.g. into a fish on land). Entranced and Compelled represent having normal thought processes overriden by animal instincts.
Hat: Putting on her hat changes Gabriella into her Witchgirl costume and as a riff on stage magician hat tricks, she can store things (usually her broom) in the hat. The Mentor feature represents the benefits of Mercedes' advice. Once per adventure she can provide some useful insight, like a use of the Inspiration feature of HP.
Witchgirl has low Expertise: Magic for a mystic, and can only match more experienced mystics with Mercedes' help (through the hat). Her Nature Lore, Artificer and Treatment represent knowledge of herbology and potion-making, and she uses Latin as her spellcasting language. Some standard highschooler skills like Academics and Deception round her out.
As customary for my mystics I have tried to provide accurate (or at least not hilariously terrible) Latin spell names. Corrections are very welcome if anyone out there actually knows some Latin:
Sagitta Magica: Magic Arrow
Magna Maledictio: Great Curse
Tempestas Irae: Storm (of) Wrath
Auspicium Superba: Superb Divination
Trucidatrix Titanos: Titan's Slayer
Obex Impervia: Impassable Barrier
Mysteria Adclaro: I reveal mysteries
Here is Vicky as a PL 11, 165pp (she took a level in badass after dying). She still has much the same powers and the same advantages. Major changes are:
No more Impervious Toughness.
She no longer has any flawed skills, and her combat-related skills - deception, insight and perception - are all much higher than before.
She now has Inspire 5 and her exotic defenses hit caps.
Her flight and enhance extra: multiattack are now dynamic, so she can use both at the same time.
Amethyst Battlesuit wrote:
"Hyperspace Arsenal" ARRAY 20pp + 2pp
BASE "Beam Cannon" Blast 10
-- AP "Smart Missiles" Blast 5 (Area: Burst +1, Selective Attack +1)
-- AP "Railgun" Disintegrate 10 (Distracting -1, Instant Recovery* -1, Full Action -1)
"System Core Uplink" ARRAY 11pp + 1pp
BASE "Interface" Datalink 6 [radio; 20mi] (Machine Control, Subtle), Quickness 6 [x100] (Limited [only mental tasks] -1)
-- AP "Netwar" Mind Control 9 (Limited [only AI] -1, Mental Link, Subtle)
"Warp Fields" Force Field 8, Immunity 5 [all environmental] 13pp
"Reactionless Drive" Flight 5 10pp
"Bio-Stabilizer" Enhanced Fortitude 5 5pp
"Predictive AI" Enhanced Reflex 5, Enhanced Defense 3 (Dodge Focus 5) 16pp
"Tactical Computer" Enhanced Attack 2 (Attack Specialization 2: Hyperspace Arsenal) 6pp
"Sensor Array" Super-Senses 4 Radio (Accurate, Extended [-1/100ft]) 4pp
"Onboard Systems" Feature 2 [Computer, Improvised Tools] 2pp
* Instant Recovery -1: this makes the victim recover from the Drain Toughness effect immediately after this power is used. Effectively, the Drain Toughness only ever benefits the linked Damage component of her Disintegrate. This hopefully makes it a hard-to-resist super attack that doesn't floor the villain's Toughness for the rest of the combat.
Design Notes wrote: Amethyst isn't as good at miniaturization and mechanical engineering as most super-science types, so her suit relies on forcefields instead of armor. Over 99% of the suit's mass - computers, reactor, engines and shield emitters - resides in a hyperspace pocket, connected to our universe by a fist-sized wormhole in the backpack of her suit (hidden from view in picture). What she wears is just the emitters and sensors for the various components.
Unlike the core book Battlesuit, she doesn't have the Normal Identity drawback, since her suit is compact enough that she can wear it all the time, under her street clothes if she wants to.
Amethyst is slightly damage and defense shifted to represent someone who hits hard, but is somewhat fragile. Her super-science strengths lie in computing, force fields and hyperspace technology. The Business and Diplomacy skills represent her skills as an entrepreneur.
her Hyperspace Arsenal array represents handheld weapons that Amethyst warps in from her base. It is hard to remove since if you disarm her, she just warps in new weapons, but if you knock her out you can remove the uplink that lets her do this.
A slightly older, more experienced version of Amethyst for Arthur Eld's Vanguard Mission Team Alpha.
Amethyst Battlesuit wrote:
"Hyperspace Arsenal" ARRAY 25pp + 3pp
BASE "Blaster Pistols" Blast 12 (Split [2 targets])
-- AE "Strike Drones" Blast 6 (Area: Burst +1, Selective Attack +1)
-- AE "Gatling Laser" Blast 12 (Activation [Move] -1, Improved Critical [19-20], Multiattack +1)
-- AE "Railgun" Disintegration 12 (Activation [Move] -1, Distracting -1, Instant Recovery -1)
"System Core Uplink" Variable 2 [10pp of effects] 14ppSample powers wrote:"Gun Drones" Enhanced Extra 12 [Multiattack 12] (Quirk [not more than +2 DC] -2pp) 10pp
"Quantum Computer" Mental Quickness 10 5pp
"Signal Booster" Communication 1 (Feature: Operate machines remotely) 5pp
"Auxiliary Drive" Flight 2 (Move-By Action) 5pp
"Advanced Sensors" Senses 5 Vision (Infravision, Ultravision, Microscopic Vision 3) 5pp
"Hardened Shields" Force Field 2 (Interpose), Impervious Toughness 11, Enhanced Dodge -2, Enhanced Parry -2 10pp
"Hyperdrive" Flight 5 [60 mph] 10pp
"Warp Fields" Force Field 10, Immunity 7 [all environmental, all suffocation] 17pp
"Tactical AI" Enhanced Parry 8, Enhanced Dodge 8 16pp
"Bio-Stabilizer" Enhanced Fortitude 8 8pp
"Fire Control" Enhanced Ranged Combat: Hyperspace Arsenal 6 (Power Attack) 4pp
"Sensor Array" Senses 3 Radio (Accurate), Enhanced Perception 2 4pp
"Onboard Systems" Feature 2 [Computer, Improvised Tools], Mental Quickness 4, Communication 1 (Subtle) 9pp
design notes wrote: Amethyst's a 21st-century twist on Tony Stark. She's not as good at miniaturization and mechanical engineering as most super inventors, so she designed her suit with force fields instead of armor and warps in handheld armament instead of using built-in weapons. And instead of insanely compact technology, over 99% of her battlesuit's mass resides in a hyperspace pocket, connected to our universe by a fist-sized interface in her backpack (just out of view in the picture).
What she wears is only the emitters and interfaces for the various systems. Her suit's compact enough that she can wear it all the time, under street clothes. In 2e this was represented by not having the Normal Identity drawback that most battlesuits have, in 3e just have her suit malfunction or get damaged instead of needing to be put on.
Hyperspace Arsenal consists of weapons produced in vast robotic factories hidden in hyperspace and teleported to her location. It's not easily removable since if you disarm, damage or destroy her guns, she just warps in new weapons.
Netwar allows her to attempt to control intelligent constructs (those with a will save), like AI systems and such. Against non-intelligent constructs she uses a combination of Technology skill and mental quickness to hack them.
This is Amethyst after she's had a year or two of experience and upgraded her suit a little. Here she doesn't have her Headquarters that her 2e version had, since it's not easily accessible worldwide. Unusually, Amethyst is both damage and defense shifted, to represent someone who's fast hits hard but isn't very tough - more jet fighter than walking tank. Her super-science strengths lie in computing and hyperspace technology. Her Expertise: Business and Diplomacy skills represent her skills as an entrepreneur.
Amethyst is of Han Chinese ethnicity, but was born in the U.S. and holds American citizenship. Her parents are 1st-generation immigrants originally from Singapore.
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