- Bal'ial - PL 8
- Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0 0pt
- Advantages 0pts
- FEARLESS GENERAL
- You are immune to fear effects of all sorts, essentially the
- same as an Immunity to Fear effect (see Immunity in the
- Powers chapter).
- Skills pts
- Powers (pts 10 + 63 + 7 + 5 = 85)
- WEAKEN ATTACK (Progressive, Noticeable, Distracting, 1/2 pp per rank, Rank 16, 7 pp)
- Action: Standard • Range: Close
- Duration: Instant • Cost: 1 point per rank
- You can temporarily lower one of a target’s traits, chosen
- when this effect is acquired. You must touch the target,
- making a normal close attack check.
- WEAKEN RESISTANCE CHECK
- Fortitude or Will vs. DC [10 + Weaken rank]
- Success: No effect.
- Failure: The target loses power points from the affected
- trait equal to the difference between the check result
- and the DC, up to a maximum of the Weaken rank.
- Multiple failed resistance checks against a Weaken effect
- are cumulative, up to a maximum of the Weaken rank, at
- which point the effect cannot weaken the trait further.
- Lost points return at a rate of 1 per round at the end
- of each of the target’s turns. Inanimate objects do not
- recover weakened Toughness; they must be repaired.
- Objects may or may not recover other weakened traits,
- at the GM’s discretion and depending on the effect’s descriptors.
- WEAKENING ABILITIES
- Abilities weakened below a rank of –5 become debilitated.
- See Debilitated Abilities for details of specific abilities at
- this point. It is not possible to weaken an ability past the
- point of debilitation. Any further uses of Weaken on the
- subject have no effect until the ability recovers to a rank
- of at least –5.
- Progressive: A Progressive Weaken effect reduces the
- affected traits each round until the target successfully
- resists. Make a new resistance check for the target at the
- end of each turn; failure weakens the affected trait(s) further,
- while success stops the Progressive Weaken, but the
- target must still recover ranks already lost (at the rate of 1
- point per turn). +2 cost per rank.
- NOTICEABLE FLAT • -1 POINT
- A continuous or permanent effect with this modifier is
- noticeable in some sort of way (see Noticing Power Effects
- at the start of the chapter). Choose a noticeable
- display for the effect. For example Noticeable Protection
- may take the form of armored plates or a tough, leathery-
- looking hide, making it clear the character is tougher
- than normal.
- DISTRACTING -1 COST PER RANK
- Using a Distracting effect requires more concentration
- than usual, causing you become vulnerable when you use
- the effect, until the start of your next turn.
- Mind Control (Progressive, Noticeable, 6 pp per rank, Rank 1, 5 pp)
- Effect: Perception Ranged, Cumulative Affliction, Resisted
- by Will • 4 points per rank
- You can impose your will on others, forcing them to
- obey your commands. Targets failing a Will resistance
- check against your effect DC first become dazed, then
- compelled, as they try to fight off your influence. Finally,
- with three or more degrees of effect, the target becomes
- controlled and obeys any commands you give.
- Degrees of failure on resistance checks against Mind
- Control are cumulative.
- NOTICEABLE FLAT • -1 POINT
- A continuous or permanent effect with this modifier is
- noticeable in some sort of way (see Noticing Power Effects
- at the start of the chapter). Choose a noticeable
- display for the effect. For example Noticeable Protection
- may take the form of armored plates or a tough, leathery-
- looking hide, making it clear the character is tougher
- than normal.
- Progressive: This modifier causes an Affliction to increase
- incrementally without any effort from you. If the target
- fails a resistance check to end the Affliction, it not only
- persists, but increases in effect by one degree! So a target
- affected by the first degree of a Progressive Affliction who
- fails to resist progresses to the second degree of the effect
- at the start of his next round. A successful resistance check
- still ends the Affliction, as usual. +2 cost per rank.
- Flight (Platform, 1 pp per rank, rank 10, 10 pp)
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 2 points per rank
- You can fly through the air, including hovering in place.
- You have a flight speed rank equal to your effect rank.
- Platform: Your Flight is reliant on some sort of platform on
- which you stand or sit. If you fail a resistance check while
- flying, or you are grabbed by someone standing on the
- ground, you’re knocked or pulled off your platform and cannot
- fly. You can regain the use of your flying platform by reactivating
- your Flight effect on your next turn. –1 cost per rank.
- Summoning (Active, Horde, Multiple Minion 8 pp per rank, Rank 8 63 pp)
- Active:
- Your minions are particularly independent and donot have the dazed condition, having a full set of actions each round. +1 cost per rank.
- Horde:
- 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.
- Multiple Minions: rank 3, (8 minion)
- 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.
- • Shapeable: The effect fills a volume of 30 cubic feet
- (volume rank 5), and you may shape the volume as
- you wish, so long as it all remains contiguous.
- Standard Activation -2 pp per rank
- Immobile -1 pp per rank
- NOTICEABLE flat -1 POINT
- A continuous or permanent effect with this modifier is
- noticeable in some sort of way (see Noticing Power Effects
- at the start of the chapter). Choose a noticeable
- display for the effect. For example Noticeable Protection
- may take the form of armored plates or a tough, leathery-
- looking hide, making it clear the character is tougher
- than normal. (Summon makes small bright orange portals that the minions come from.)
- Offense
- Complications
- Languages
- Native
- Defense
- Dodge (DC 10)
- Fortitude (DC 10)
- Parry (DC 10)
- Toughness (DC 10)
- Will (DC 10)
- Power Points (DC 10)
- Abilities 0 + Powers 0 + Advantages 0 + Skills 0 + Defenses 0 = 0
- Backstory