Difference between revisions of "Angel"

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'''Angel, PL 8'''
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'''Angel, PL 9'''
  
 
'''Str''' 15 (+2), '''Dex''' 18 (+4), '''Con''' 16 (+3), '''Int''' 12 (+1), '''Wis''' 13 (+1), '''Cha''' 16 (+3)
 
'''Str''' 15 (+2), '''Dex''' 18 (+4), '''Con''' 16 (+3), '''Int''' 12 (+1), '''Wis''' 13 (+1), '''Cha''' 16 (+3)
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'''Skills:''' Acrobatics 4 (+8), Bluff 3 (+6/+14), Diplomacy 3 (+6/+14), Knowledge (business) 4 (+5), Knowledge (current events) 4 (+5), Notice 5 (+6), Pilot 2 (+6), Profession (CEO) 3 (+4), Sense Motive 4 (+5), Stealth 4 (+8)
 
'''Skills:''' Acrobatics 4 (+8), Bluff 3 (+6/+14), Diplomacy 3 (+6/+14), Knowledge (business) 4 (+5), Knowledge (current events) 4 (+5), Notice 5 (+6), Pilot 2 (+6), Profession (CEO) 3 (+4), Sense Motive 4 (+5), Stealth 4 (+8)
  
'''Feats:''' Accelerated Stealth, Acrobatic Bluff, Attack Specialization (unarmed), Attractive 2, Benefit (wealth) 3, Connected, Defensive Roll 2, Dodge Focus 2, Environmental Adaptation (high altitude), Evasion, Favored Environment (air) 5, Favored Opponent (other fliers) 2, Improved Disarm, Improved Initiative, Martial Artist, Martial Strike, Move-By Action, Power Attack, Set-Up, Teamwork 2
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'''Feats:''' Accelerated Stealth, Acrobatic Bluff, Attack Specialization (unarmed), Attractive 2, Benefit (wealth) 3, Connected, Defensive Roll 2, Dodge Focus 2, Environmental Adaptation (high altitude), Evasion, Favored Environment (air) 5, Favored Opponent (other fliers) 2, Improved Disarm, Improved Initiative, Move-By Action, Power Attack, Set-Up, Teamwork 2
  
 
'''Powers:'''
 
'''Powers:'''
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*'''Immunity 2''' (Falling Damage [''Flaw:'' Limited], High Altitude, High Velocities)
 
*'''Immunity 2''' (Falling Damage [''Flaw:'' Limited], High Altitude, High Velocities)
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*'''Strike 1''' (''Extra:'' Mighty)
  
 
*'''Super-Senses 1''' (Extended Vision)
 
*'''Super-Senses 1''' (Extended Vision)
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'''Drawbacks:''' Disability (Hollow Bones, Takes +1 Knockback), Power Loss (Flight, When wings are restrained or fouled, -2), Power Loss (Acrobatics, Stealth, and all Combat Feats, Only work when he is flying, -2)
 
'''Drawbacks:''' Disability (Hollow Bones, Takes +1 Knockback), Power Loss (Flight, When wings are restrained or fouled, -2), Power Loss (Acrobatics, Stealth, and all Combat Feats, Only work when he is flying, -2)
  
'''Abilities 31 + Skills 9 (36 ranks) + Feats 31 + Powers 16 + Combat 28 + Saves 11 - Drawbacks 5 = Total 120'''
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'''Abilities 31 + Skills 9 (36 ranks) + Feats 29 + Powers 18 + Combat 28 + Saves 11 - Drawbacks 5 = Total 120'''
 
 
  
I'm using some of the rules from the Mastermind's Manual in this write-up. The first of them is that his situational Combat Feats (Favored Environment and Favored Opponent), only count as half their value for purposes of his Power Level. He would be a weak PL 9 otherwise.
 
  
The Accelerated Stealth Feat allows him to use his Stealth with no penalty while moving at normal speed while flying. The Martial Artist and Martial Strike Feats simply enhance his damage bonus by +1 (the same thing as buying Strike 1 with the Mighty Extra, basically).
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The Accelerated Stealth Feat as show in the Mastermind's Manual allows him to use his Stealth with no penalty while moving at normal speed while flying.

Revision as of 10:18, 23 April 2006

The Angel is Warren Worthington III, the rich kid and pretty boy from the original X-Men. His mutation manifested in the form of a pair of angellic wings with a 16-ft span. He gained some extra powers in the X-Men comics from the late 1980s, but lost them again in the early 90s. This write-up is meant to reflect him as he was for most of his career.


Angel, PL 9

Str 15 (+2), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)

Skills: Acrobatics 4 (+8), Bluff 3 (+6/+14), Diplomacy 3 (+6/+14), Knowledge (business) 4 (+5), Knowledge (current events) 4 (+5), Notice 5 (+6), Pilot 2 (+6), Profession (CEO) 3 (+4), Sense Motive 4 (+5), Stealth 4 (+8)

Feats: Accelerated Stealth, Acrobatic Bluff, Attack Specialization (unarmed), Attractive 2, Benefit (wealth) 3, Connected, Defensive Roll 2, Dodge Focus 2, Environmental Adaptation (high altitude), Evasion, Favored Environment (air) 5, Favored Opponent (other fliers) 2, Improved Disarm, Improved Initiative, Move-By Action, Power Attack, Set-Up, Teamwork 2

Powers:

  • Flight 5 (250 MPH)
  • Immunity 2 (Falling Damage [Flaw: Limited], High Altitude, High Velocities)
  • Strike 1 (Extra: Mighty)
  • Super-Senses 1 (Extended Vision)

Combat: Attack +6 (+8 unarmed), Grapple +10, Damage +3 (unarmed), Defense +8 (+3 flat-footed), Knockback -1, Initiative +8

Saves: Toughness +5 (+3 flat-footed), Fortitude +6, Reflex +8, Will +5

Drawbacks: Disability (Hollow Bones, Takes +1 Knockback), Power Loss (Flight, When wings are restrained or fouled, -2), Power Loss (Acrobatics, Stealth, and all Combat Feats, Only work when he is flying, -2)

Abilities 31 + Skills 9 (36 ranks) + Feats 29 + Powers 18 + Combat 28 + Saves 11 - Drawbacks 5 = Total 120


The Accelerated Stealth Feat as show in the Mastermind's Manual allows him to use his Stealth with no penalty while moving at normal speed while flying.