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Bal'ial MnM

By: SneakyStumpy on Feb 13th, 2013  |  syntax: None  |  size: 6.52 KB  |  hits: 26  |  expires: Never
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  1. Bal'ial - PL 8
  2.  
  3. Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0 0pt
  4.  
  5. Advantages 0pts
  6.  
  7.  
  8. FEARLESS GENERAL
  9. You are immune to fear effects of all sorts, essentially the
  10. same as an Immunity to Fear effect (see Immunity in the
  11. Powers chapter).
  12.  
  13.  
  14.  
  15. Skills pts
  16.  
  17. Powers  (pts 10 + 63 + 7 + 5 = 85)
  18.  
  19. WEAKEN ATTACK (Progressive, Noticeable, Distracting, 1/2 pp per rank, Rank 16, 7 pp)
  20. Action: Standard • Range: Close
  21. Duration: Instant • Cost: 1 point per rank
  22. You can temporarily lower one of a target’s traits, chosen
  23. when this effect is acquired. You must touch the target,
  24. making a normal close attack check.
  25.  
  26. WEAKEN RESISTANCE CHECK
  27. Fortitude or Will vs. DC [10 + Weaken rank]
  28. Success: No effect.
  29. Failure: The target loses power points from the affected
  30. trait equal to the difference between the check result
  31. and the DC, up to a maximum of the Weaken rank.
  32.  
  33. Multiple failed resistance checks against a Weaken effect
  34. are cumulative, up to a maximum of the Weaken rank, at
  35. which point the effect cannot weaken the trait further.
  36. Lost points return at a rate of 1 per round at the end
  37. of each of the target’s turns. Inanimate objects do not
  38. recover weakened Toughness; they must be repaired.
  39. Objects may or may not recover other weakened traits,
  40. at the GM’s discretion and depending on the effect’s descriptors.
  41.  
  42. WEAKENING ABILITIES
  43. Abilities weakened below a rank of –5 become debilitated.
  44. See Debilitated Abilities for details of specific abilities at
  45. this point. It is not possible to weaken an ability past the
  46. point of debilitation. Any further uses of Weaken on the
  47. subject have no effect until the ability recovers to a rank
  48. of at least –5.
  49.  
  50. Progressive: A Progressive Weaken effect reduces the
  51. affected traits each round until the target successfully
  52. resists. Make a new resistance check for the target at the
  53. end of each turn; failure weakens the affected trait(s) further,
  54. while success stops the Progressive Weaken, but the
  55. target must still recover ranks already lost (at the rate of 1
  56. point per turn). +2 cost per rank.
  57.  
  58. NOTICEABLE FLAT • -1 POINT
  59. A continuous or permanent effect with this modifier is
  60. noticeable in some sort of way (see Noticing Power Effects
  61. at the start of the chapter). Choose a noticeable
  62. display for the effect. For example Noticeable Protection
  63. may take the form of armored plates or a tough, leathery-
  64. looking hide, making it clear the character is tougher
  65. than normal.
  66.  
  67. DISTRACTING -1 COST PER RANK
  68. Using a Distracting effect requires more concentration
  69. than usual, causing you become vulnerable when you use
  70. the effect, until the start of your next turn.
  71.  
  72. Mind Control (Progressive, Noticeable, 6 pp per rank, Rank 1, 5 pp)
  73. Effect: Perception Ranged, Cumulative Affliction, Resisted
  74. by Will • 4 points per rank
  75. You can impose your will on others, forcing them to
  76. obey your commands. Targets failing a Will resistance
  77. check against your effect DC first become dazed, then
  78. compelled, as they try to fight off your influence. Finally,
  79. with three or more degrees of effect, the target becomes
  80. controlled and obeys any commands you give.
  81. Degrees of failure on resistance checks against Mind
  82. Control are cumulative.
  83.  
  84. NOTICEABLE FLAT • -1 POINT
  85. A continuous or permanent effect with this modifier is
  86. noticeable in some sort of way (see Noticing Power Effects
  87. at the start of the chapter). Choose a noticeable
  88. display for the effect. For example Noticeable Protection
  89. may take the form of armored plates or a tough, leathery-
  90. looking hide, making it clear the character is tougher
  91. than normal.
  92.  
  93. Progressive: This modifier causes an Affliction to increase
  94. incrementally without any effort from you. If the target
  95. fails a resistance check to end the Affliction, it not only
  96. persists, but increases in effect by one degree! So a target
  97. affected by the first degree of a Progressive Affliction who
  98. fails to resist progresses to the second degree of the effect
  99. at the start of his next round. A successful resistance check
  100. still ends the Affliction, as usual. +2 cost per rank.
  101.  
  102. Flight (Platform, 1 pp per rank, rank 10, 10 pp)
  103. Action: Free • Range: Personal
  104. Duration: Sustained • Cost: 2 points per rank
  105. You can fly through the air, including hovering in place.
  106. You have a flight speed rank equal to your effect rank.
  107.  
  108. Platform: Your Flight is reliant on some sort of platform on
  109. which you stand or sit. If you fail a resistance check while
  110. flying, or you are grabbed by someone standing on the
  111. ground, you’re knocked or pulled off your platform and cannot
  112. fly. You can regain the use of your flying platform by reactivating
  113. your Flight effect on your next turn. –1 cost per rank.
  114.  
  115. Summoning (Active, Horde, Multiple Minion 8 pp per rank, Rank 8 63 pp)
  116.  
  117. Active:
  118. Your minions are particularly independent and donot have the dazed condition, having a full set of actions each round. +1 cost per rank.
  119.  
  120. Horde:
  121. If you have Multiple Minions (see following) you may take a standard action to summon any number of minions up to your maximum amount. You are vulnerable (see the Distracting flaw) until the start of your next turn when summoning a horde. +1 cost per rank.
  122.  
  123. Multiple Minions: rank 3, (8 minion)
  124. You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1, you can summon two 90-point minions, with Multiple Minions 2, four minions, and so forth. It requires a standard action to summon each minion unless you also have the Horde extra (see previous). +2 cost per rank.
  125.  
  126. • Shapeable: The effect fills a volume of 30 cubic feet
  127. (volume rank 5), and you may shape the volume as
  128. you wish, so long as it all remains contiguous.
  129.  
  130. Standard Activation -2 pp per rank
  131.  
  132. Immobile -1 pp per rank
  133.  
  134. NOTICEABLE flat -1 POINT
  135. A continuous or permanent effect with this modifier is
  136. noticeable in some sort of way (see Noticing Power Effects
  137. at the start of the chapter). Choose a noticeable
  138. display for the effect. For example Noticeable Protection
  139. may take the form of armored plates or a tough, leathery-
  140. looking hide, making it clear the character is tougher
  141. than normal. (Summon makes small bright orange portals that the minions come from.)
  142.  
  143.  
  144. Offense
  145.  
  146.  
  147.  
  148. Complications
  149.  
  150. Languages
  151. Native
  152.  
  153. Defense
  154. Dodge (DC 10)
  155. Fortitude (DC 10)
  156. Parry (DC 10)
  157. Toughness (DC 10)
  158. Will (DC 10)
  159. Power Points (DC 10)
  160. Abilities 0 + Powers 0 + Advantages 0 + Skills 0 + Defenses 0 = 0
  161.  
  162. Backstory