PL12 Party for a Fairy-Tale Setting

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CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

I just felt like making some PL12 builds, and as I was pondering themes for a party, I happened to think of "medieval fantasy setting, more fairy-tale than D&D, with the party based out of a castle." So here they are.

Princess (PL12)
-> minion Horse (PL3)
-> summoned Castle Guard (PL3)
Knight (PL12)
-> minion Horse (PL3)
Dragon (PL12)
Minstrel (PL12)
Sprite (PL12)
Last edited by CaptainKaulu on Wed Feb 26, 2020 2:37 pm, edited 8 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Comparison Charts

ABILITIES
11: Dragon's Stamina
10: Dragon's Strength, Sprite's Stamina
9: Sprite's Awareness
8: Sprite's Presence
7: Knight's Strength, Minstrel's Agility, Knight's Fighting, Princess's Presence
6: Knight's Stamina
5: Minstrel's Dexterity, Minstrel's Fighting, Dragon's Awareness, Minstrel's Presence
4: Princess's Agility, Dragon's Fighting
3: Minstrel's Strength, Princess's Stamina, Minstrel's Stamina, Sprite's Agility, Minstrel's Intellect, Sprite's Intellect, Princess's Awareness, Knight's Presence, Dragon's Presence
2: Dragon's Agility, Princess's Fighting, Knight's Awareness, Minstrel's Awareness
1: Knight's Agility, Princess's Dexterity, Sprite's Dexterity, Sprite's Fighting, Princess's Intellect, Dragon's Intellect
0: Princess's Strength, Knight's Dexterity, Dragon's Dexterity, Knight's Intellect
-1: Sprite's Strength


PP SPENT ON ABILITIES
70: Sprite
66: Minstrel
56: Dragon
50: Knight
42: Princess

PP SPENT ON SKILLS
33: Minstrel
26: Knight
17: Dragon
16: Princess
14: Sprite

PP SPENT ON DEFENSES
29: Minstrel
27: Princess
21: Knight
18: Dragon
15: Sprite

PP SPENT ON ADVANTAGES
38: Minstrel
22: Princess
16: Knight, Sprite
15: Dragon

PP SPENT ON POWERS
74: Dragon
73: Princess
67: Knight
65: Sprite
14: Minstrel
Last edited by CaptainKaulu on Wed Feb 26, 2020 5:40 pm, edited 6 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Princess
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [42 PP]

Strength 0 (+0); Stamina 3 (+3); Agility 4 (+4); Dexterity 1 (+1)
Fighting 2 (+2); Intellect 1 (+1); Awareness 3 (+3); Presence 7 (+7)
Load limit 50 lb.

POWERS [73 PP]
Princess Gown [2 / 3 PP] (Removable):
Protection 1
Levitation: Flight 1 - (4 mph, 60 ft/round), FLAW: Levitation
Sparkle: Enhanced Advantage 1 [Fascinate (Persuasion)]
Princess Wand [31 / 53 PP] (Easily Removable):
Enhanced Expertise: Magic 2
Personal: Feature 1 (usable only by Princess ... and Sprite)
Wand Spells [46 PP + 5 PP for Alternate Effects] (Array):
  • Cursing Touch: Affliction 14 (Will; Dazed & Vulnerable / Defenseless & Stunned), EXTRAS: Extra Condition, Cumulative, Concentration, Accurate 3, Insidious, FLAW: Limited Degree
  • Fatiguing Blow: Affliction 14 (Fortitude; Fatigued / Exhausted / Incapacitated), EXTRAS: Progressive, Accurate 3
  • Hypnotic Pattern: Affliction 12 (Will; Entranced), EXTRAS: Concentration, Increased Range 1, Multiattack, Selective, Accurate 4, Extended Range 1, FLAW: Limited Degree 2
  • Healing Ray: Healing 10, EXTRAS: Restorative, Increased Range 1, Persistent, Accurate 5
  • Resurrection Touch: Healing 20, EXTRAS: Resurrection, Persistent, FLAWS: Limited to resurrection, Tiring, LINKED: Healing 12, EXTRA: Persistent
  • Wand-Stab: Damage 6 (Strength-based), EXTRAS: Secondary Effect, Accurate 7, Precise, Incurable
Inspirational Presence [6 PP]:
Luck Control 1 (spend on other), FLAWS: Limited to Recover, Communication-Dependent
Enhanced Advantage 5 [Inspire 5]
Regenerative Presence [9 PP + 2 PP for Alternate Effects]:
Healing 1, EXTRAS: Action 1, Area (Burst 5), Selective, Stabilize, Subtle 1, FLAW: Expertise: Leadership Check Required 3
(500-ft radius sphere; Expertise: Leadership DC 13.)
Enhanced Advantage 1 [Ultimate Effort (Healing)]

ALT - Feigned Innocence:
Enhanced Advantage 9 [Disarming 9] - (DC 28)

ALT - Summon Wand:
Move Object 12, EXTRA: Increased Range (perception), FLAWS: Limited Direction (attraction) [partial 6], Limited Material 2 (princess wand)
(Summon wand to her with +12 check, or otherwise telekinetically move it with +6 check.)
Force-Bubble [22 PP]:
Protection 11, EXTRA: Increased Duration (continuous), FLAW: Sustained
Call Horse [1 PP]:
Senses 1 (Communication Link [mental]: horse's Cowl of Sensitivity)

ADVANTAGES [22 PP]

Accurate Attack, Attractive 1, Benefit 6 (Diplomatic Immunity, Status 3: princess and heir to the throne, Wealth 2: independently wealthy), Connected, Equipment 2, Fascinate (Persuasion), Favored Foe (own subjects), Improved Critical (Cursing Touch) 1, Improved Critical (Fatiguing Blow) 1, Inspire 5, Languages 4, Minion 1, Move-By Action, Set-Up 1, Teamwork
Equipment [10 ep]
  • Lantern [1 ep]: Environment 1 (30-ft radius; light)
  • Dagger [3 ep]: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
Castle [5 / 25 ep]:
HQ: PL12; Size H; Toughness +12.
Siege Weaponry: Damage 10, EXTRAS: Increased Range 1, Area (Burst 1) [partial 1], Extended Range 2, Variable Descriptor 1 (bludgeoning/heat/piercing)
Arrow Slits: Damage 6, EXTRAS: Increased Range 1, Multiattack, Accurate 3, Split 3
Murder Holes: Damage 12, EXTRA: Area (Cylinder 1)
Guards! Guards!: Summon 3, EXTRAS: Active, Responsive, Multiple Minions 3 (eight guards), FLAWS: Self-Powered, Unreliable (5 Uses)
Scrying Pool: Remote Sensing 22 (16k miles; auditory & visual), EXTRAS: Subtle 1 - (DC Perception DC 42 to notice), Dimensional 3 (any dimension), FLAWS: Feedback, Concentration, Activation 2
Features: Chapel, Dungeons 2 (Nullify, Toughness +18), Grounds, Infirmary, Library, Living Space, Magical Workshop, Personnel, Security System 2 (walls, moat) - (DC 25), Stables, Training Grounds, Workshop.
Carriage [1 / 2 ep]:
Vehicle: Size L; Strength 5 - (Load limit 1600 lb.); Defense 8 (-2); Toughness +7.
Carriage does not have an innate Speed, but relies on horses to pull it.
Languages
native: French; Danish, Dutch, English, German, Greek, Italian, Russian, Spanish

SKILLS [16 PP]:

Athletics 2 (+2); Close Combat: Wands 2 (+4); Expertise: Law 4 (+5); Expertise [PRE]: Leadership 3 (+10); Expertise: Magic 2 (+5); Expertise [PRE]: Music Performance 1 (+8); Expertise: Politics 8 (+9); Expertise [AGL]: Riding 1 (+5); Insight 2 (+5); Persuasion 4 (+11); Ranged Combat: Wand-Rays 3 (+4)

DEFENSES [27 PP]:

Dodge 5 (+9); Parry 6 (+8)
Fortitude 6 (+9); Toughness (+15); Will 10 (+13)

OFFENSE:
Initiative +4
  • Unarmed: +2; Close Damage DC 15 (Strength-based), bludgeoning.
  • Dagger: +2; Close Damage DC 16 (Strength-based), piercing, crit 19-20.
  • Wand-Stab: +18; Close Damage DC 21 (Strength-based), piercing, Secondary Effect DC 21, Precise, Incurable.
  • Hypnotic Pattern: +12; Ranged (600/1200/2400 ft) Affliction DC 22 (Will; Entranced), enchantment, Multiattack, Selective, Concentration.
  • Cursing Touch: +10; Close Affliction DC 24 (Will; Dazed & Vulnerable / Defenseless & Stunned), curse, crit 19-20, Cumulative, Concentration, Insidious.
  • Fatiguing Blow: +10; Close Affliction DC 24 (Fortitude; Fatigued / Exhausted / Incapacitated), magic, crit 19-20, Progressive.
  • Healing Ray: +14; Ranged (250/500/1000 ft) Healing +10, magic, Restorative, Persistent.
  • Castle - Siege Weaponry: Dodge DC 11 or +12; Ranged (1000/2000/4000 ft) Area (30-ft Burst) Damage DC 16 or Damage DC 25 on a direct hit, bludgeoning/heat/piercing.
  • Castle - Arrow Slits: +18; Ranged (150/300/600 ft) Damage DC 21, piercing/ballistic, Multiattack, Split (4 targets).
  • Castle - Murder Holes: Dodge DC 22; Close Area (30-ft Cylinder) Damage DC 27, heat.

COMPLICATIONS:

Motivation - Responsibility: As her father's top agent, the welfare of the kingdom is hers.
Politics: Being a ruler comes with many enemies and rivals, especially in the form of leadership of nearby kingdoms (Dutch, English, French, and German alike).
Reputation: Often objectified, since she is known as an especially beautiful woman.
Damsel ... In Distress?: Despite being a competent magic-user, Princess has bad luck with getting captured and needing her party to rescue her.
Relationship: Her father, the King.
Love Triangle: While they act professionally most of the time, Knight and Minstrel would each love to win the Princess's heart. She is torn about whether she is interested in either of them, and which one more.
Ambitious Linguist: She'll jump at an opportunity to learn Turkish in particular.

ABILITIES [42] + POWERS [73] + ADVANTAGES [22] + SKILLS [16] + DEFENSES [27]
= 180 PP TOTAL


NOTES:

A standard (?) "damsel not-in-distress." Some inspiration was taken from Princess Peach of the Mushroom Kingdom, and some from the Enchanted Forest Chronicles, and some from just "the chick" stereotypes.

Whatever her origins in my brain, Princess is the leader of the party, a competent battle-sorceress. Representing this character concept on a budget wasn't too hard.

The campaign is presumed to take place centered in northern France.

Among the Personnel of the Castle are 40 Guards (PL3), represented by the Summon power of the Castle. (I decided Multiple Minions and Unreliable (5 Uses) should multiply, since Multiple Minions is such an expensive ability already.)
Last edited by CaptainKaulu on Tue Mar 03, 2020 6:24 pm, edited 12 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Knight
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [50 PP]

Strength 7 (+7); Stamina 6 (+6); Agility 1 (+1); Dexterity 0 (+0)
Fighting 7 (+7); Intellect 0 (+0); Awareness 2 (+2); Presence 2 (+3)
Load limit 3 tons

Without Storm Armor:
Presence (+2)

POWERS [67 PP]
Storm Armor [16 / 20 PP] (Removable):
Protection 7, FLAW: Noticeable (full plate)
Noisy: Stealth -4, FLAW: Permanent
Gauntlet: Damage 1 (Strength-based)
Weather the Winter: Immunity 10 (cold effects), FLAW: Limited to Half Effect
Leaping 2 - (30 ft at 8 mph)
Thunderclap: Damage 1, EXTRAS: Reaction 3 (touch), Selective, Alternate Resistance (Fortitude), FLAW: Activation 1
Enhanced Presence 1
Enhanced Intimidation 2
Flail of Might [8 / 13 PP] (Easily Removable, Indestructible):
Damage 3 (Strength-based), EXTRAS: Reach 1, Dangerous 1, Accurate 2, Affects Insubstantial 1, Tripping, DIsarming
Environment 1 (30-ft radius; bright light)
  • ALT - Environment 1 (30-ft radius; light), EXTRA: Variable Descriptor 1 (any color)
Stalwart Shield [15 / 25 PP] (Easily Removable):
Shield Modes [23 PP + 2 PP for Alternate Effects] (Array):
  • Supreme Defense: Immunity 90 (Dodge effects, Parry effects, forced movement), EXTRA: Sustained, FLAWS: Concentration, Limited (only effects coming from one direction), Limited (not vs. surprise attacks or sufficiently large Area effects)
  • Protect Allies:
    • Deflect 10, FLAW: Reduced Range (close)
    • Enhanced Advantages 3 [Improved Defense, Ultimate Effort 2 (Dodge, Parry)]
    • Immovable: Immunity 10 (forced movement), EXTRA: Sustained, FLAW: Activation 1
  • Shield Mastery:
    • Enhanced Dodge 3
    • Enhanced Parry 3
    • Enhanced Advantages 3 [Improved Defense, Ultimate Effort 2 (Dodge, Parry)]
    • Immovable: Immunity 10 (forced movement), EXTRA: Sustained, FLAW: Activation 1
    • Shield Bash: Damage 2 (Strength-based), EXTRA: Breaking
Holy Smite [2 PP]:
Enhanced Advantage 2 [Improved Critical 2], EXTRA: Variable Descriptor 1 (any melee weapon attack), FLAW: Limited to supernaturally-Evil targets
Goad [19 PP]:
Affliction 12 (Will; Impaired / Disabled), EXTRAS: Increased Range 2, Cumulative, Secondary Effect, FLAWS: Limited Degree, Limited 2 to attacks against targets other than Knight, Communication-Dependent [partial 4], Intimidation Check Required 1
Know Your Enemy [5 PP]:
Enhanced Insight 12, FLAW: Limited to using Assessment or resisting in-combat interaction skills
Enhanced Advantage 1 [Assessment]
Aristocratic Focus [2 PP]:
Enhanced Expertise: History 6, FLAW: Limited to history of the nobility

ADVANTAGES [16 PP]

Assessment, Benefit 2 (Diplomatic Immunity, Status 1: knight), Close Attack 3, Defensive Roll 1, Equipment 2, Improved Initiative 1, Improved Trip, Languages 2, Minion 1, Power Attack, Second Chance 2 (fear, mind control), Takedown 1
Equipment [10 ep]
  • Dagger [3 ep]: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
  • Heraldric Banner [1 ep]
  • Shared HQ: Castle (detailed under Princess) [5 ep]
  • Shared Vehicle: Carriage (detailed under Princess) [1 ep]
Languages
native: French; English, German

SKILLS [26 PP]:

Athletics 8 (+15); Close Combat: Unarmed 6 (+16); Close Combat: Misc. 0 (+10); Expertise: History 2 (+2, or +8 nobility); Expertise: Law 2 (+2); Expertise [PRE]: Leadership 5 (+8); Expertise: Military 4 (+4); Expertise: Politics 4 (+4); Expertise [AGL]: Riding 7 (+8); Expertise: Theology 2 (+2); Insight 0 (+2, or +14 for Assessment or resisting interaction skills in combat); Intimidation 5 (+10); Perception 1 (+3); Persuasion 5 (+8); Stealth 1 (-2)

Without Storm Armor:
Expertise [PRE]: Leadership (+7); Intimidation (+7); Persuasion (+7); Stealth (+2)

DEFENSES [21 PP]:

Dodge 5 (+6); Parry 0 (+7)
Fortitude 8 (+14); Toughness (+14/+13*); Will 8 (+10)
*without Defensive Roll

With Shield Mastery:
Dodge (+9); Parry (+10)

OFFENSE:
Initiative +5
  • Unarmed: +16; Close Damage DC 22 (Strength-based), bludgeoning.
  • Gauntlet: +16; Close Damage DC 23 (Strength-based), bludgeoning.
  • Shield Bash: +10; Close Damage DC 24 (Strength-based), bludgeoning.
  • Dagger: +10; Close Damage DC 23 (Strength-based), piercing, crit 19-20.
  • Flail of Might: +14; Close (10-ft reach) Damage DC 25 (Strength-based), bludgeoning, crit 19-20, Affects Insubstantial DC 20; allows Disarm attacks with no penalty, allows Improved Trip benefits.
  • Goad: Perception-Ranged Affliction DC 18 (Will; Impaired / Disabled attacks vs. targets other than Knight), psychological, Cumulative, Secondary Effect, DC 22 with effective Communication; DC 11 Intimidation Check Required (1 rank of Affliction per Intimidation result in excess of 10).
  • Thunderclap: +10, or automatic when touched by foe; Close Damage DC 16, resisted by Fortitude, sonic, Reaction (to being touched), Selective, move action Activation.

COMPLICATIONS:

Motivation - Responsibility: He's been raised with a strong sense of duty to knightly ideals.
Politics: Being a diplomatic agent of the king comes with many enemies and rivals, especially in the form of leadership of nearby kingdoms (Dutch, English, French, and German alike).
Honor: Code of chivalry and justice.
Relationship: Loyal ally and close confidant of the Princess. He'd love to be more than that, but he keeps his yearnings restricted (courtly love, and all that) ... most of the time.
Rivalry: With Minstrel, over heart of Princess.
Not Frugal: He's not good at handling his personal finances.

ABILITIES [50] + POWERS [67] + ADVANTAGES [16] + SKILLS [26] + DEFENSES [21]
= 180 PP TOTAL


NOTES:

Of course the party needs an honorable Knight-in-Shining-Armor. This guy is somewhere between "Fighter" and "Paladin" Knight archetypes.

His horse (Minion) is just to get places quickly; it's not a war-horse. At the start of battle, Knight will dismount and fight under his own mobility.

Representing this character concept on a budget wasn't too hard.
Last edited by CaptainKaulu on Wed Feb 26, 2020 5:49 pm, edited 8 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Dragon
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [56 PP]

Strength 6 (+10); Stamina 7 (+11); Agility 2 (+2); Dexterity 0 (+0)
Fighting 4 (+4); Intellect 1 (+1); Awareness 5 (+5); Presence 3 (+3)
Load limit 25 tons

POWERS [74 PP]
Large [9 PP]:
Growth 4, EXTRAS: Permanent, Innate
Scales [17 PP]:
Protection 7, EXTRA: Impervious [4 extra ranks], FLAW: Noticeable
(Toughness-resisted effects of Rank 6 or lower have no effect unless Penetrating or magical)
Winged Flight [7 PP + 1 PP for Alternate Effect]:
Flight 7 - (250 mph, 0.5 mi/round), FLAW: Wings

ALT - Ground Movement:
Speed 4 - (30 mph, 500 ft/round)
Leaping 1 - (15 ft at 4 mph)
Feature 2 (mass rank -2) - (weighs about 800 lb.)
Fire Breath [13 PP + 1 PP for Alternate Effect]:
Damage 12, EXTRAS: Area (Cone 1), Affects Insubstantial 1, FLAW: Unreliable (5 Uses)

ALT - Dread Aura:
Affliction 3 (Will; Impaired / Stunned), EXTRAS: Reaction 3 (start of Dragon's turn), Area (Perception: sight), Selective, Cumulative, FLAWS: Limited Degree, Intimidation Check Required 5
Fang & Claw [9 PP]:
Damage 3 (Strength-based), EXTRAS: Reach 1, Dangerous 1, Incurable, Split 2, Variable Descriptor 1 (bludgeoning/piercing/slashing)
Immunities & Resistances [10 PP]:
Immunity 8 (fire damage, disease, environmental condition: heat, poison)
Immunity 2 (aging, sleep), FLAW: Limited to Half Effect
Enhanced Advantage 1 [Second Chance (Paralysis)]
Keen Senses [7 PP]:
Senses 6 (Acute smell, Danger Sense: olfactory, Extended 1 Darkvision, Extended 1 sight)
Detect Magic: Senses 2 (Detect 2 Magic: olfactory), EXTRA: Sustained, FLAW: Concentration

ADVANTAGES [15 PP]

All-Out Attack, Artificer, Benefit 3 (Wealth 3: millionaire), Equipment 1, Improved Initiative 2, Languages 3, Move-By Action, Second Chance (tripping), Second Chance (Paralysis), Startle, Takedown 1
Equipment [5 ep]
  • Shared HQ: Castle (detailed under Princess) [5 ep]
Languages
native: Welch; English, French, German, Mandarin

SKILLS [17 PP]:

Close Combat: Unarmed 7 (+11); Deception 4 (+7); Expertise: History 4 (+5); Expertise: Magic 4 (+5); Intimidation 7 (+12); Perception 6 (+11); Stealth 2 (+0)

DEFENSES [18 PP]:

Dodge 6 (+6); Parry 4 (+6)
Fortitude 1 (+12); Toughness (+18); Will 7 (+12)

OFFENSE:
Initiative +10
  • Fang & Claw: +11; Close (15-ft reach) Damage DC 28 (Strength-based), bludgeoning/piercing/slashing, crit 19-20, Incurable, Split (3 targets).
  • Fire Breath: Dodge DC 22; Close Area (60-ft Cone) Damage DC 27, fire, Affects Insubstantial DC 21, 5 Uses.
  • Dread Aura: Dodge DC 13; Close Area (Perception: sight) Affliction DC 13 (Will; Impaired / Stunned), Selective, Cumulative, Reaction (start of Dragon's turn); DC 15 Intimidation Check Required (1 rank of Affliction per Intimidation result in excess of 14).

COMPLICATIONS:

Motivation - Thrills: Dragon adventures to make her long life less dreary.
Reputation: Irredeemable monster, possibly of bestial intelligence.
Greed: She really is a miser with her money.
Temptation: Her party and the rest of the Castle staff (except maybe Sprite) would undeniably be tasty. Especially Princess! She'd never give in to the temptation to eat one of her comrades ... but a convicted criminal or a horse? Maybe.
Relationships: In defiance of her natural solitary attitude, Dragon has formed quite a bond with the king, Princess, Knight, Minstrel, and Sprite. She even lives in the Castle's dungeons, for now, and eagerly goes on adventures with her companions.
Power Loss: No Impervious Toughness vs. magical attacks.

ABILITIES [56] + POWERS [74] + ADVANTAGES [15] + SKILLS [17] + DEFENSES [18]
= 180 PP TOTAL


NOTES:

This ain't D&D; fairy tale dragons are usually green, but still breathe fire. Incurable on her Fang & Claw attacks is also a hint toward dragons often being venomous in the mythological genre that I have in mind.
Last edited by CaptainKaulu on Thu Feb 27, 2020 4:51 pm, edited 7 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Minstrel
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [66 PP]

Strength 3 (+3); Stamina 3 (+3); Agility 7 (+7); Dexterity 5 (+5)
Fighting 5 (+5); Intellect 3 (+3); Awareness 2 (+2); Presence 5 (+5)
Load limit 400 lb.

POWERS [14 PP]
Aura of Fortune [9 PP]:
Luck Control 3, (Bestow Luck, Force Re-Roll, Negate Luck)
Quiver that Enchants Arrows Within [3 / 4 PP] (Removable):
Damage +1 to Arrows, EXTRAS: Increased Range 1, Variable Descriptor 2 (piercing, acid, cold, electricity, fire)
Bird's-Eye [1 PP]:
Senses 1 (Extended 1 sight)
Skill Knack [1 PP]:
Feature 1 (Move-Action Acrobatics to feint or trick)

ADVANTAGES [38 PP]

Agile Feint, Attractive, Beginner's Luck, Defensive Roll 6, Equipment 4, Fascinate (Expertise: Music Performance), Improved Critical (Archery) 4, Languages 3, Luck (Edit Scene) 1, Luck (Heroic Feat) 2, Luck (Improve Roll) 6, Luck (Inspiration) 1, Luck (Recover) 2, Power Attack, Skill Mastery 2 (Acrobatics, Sleight of Hand), Ultimate Effort (Aim), Uncanny Dodge
Equipment [20 ep]
  • Studded Leather Armor [2 ep]: Protection 2
  • Dulcimer Zither [1 ep]
  • Composite Shortbow [10 ep + 2 ep for Alternate Equipment]: Damage 3 (Strength-based), EXTRAS: Increased Range 1 [3 extra ranks], Extended Range 1
    • ALT - Backup Composite Shortbow: Damage 3 (Strength-based), EXTRAS: Increased Range 1 [3 extra ranks], Extended Range 1
    • ALT - Dagger: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
  • Shared HQ: Castle (detailed under Princess) [5 ep]
Languages
native: French; English, German, Romani, Spanish
Romani is also called Gypsy by some

SKILLS [33 PP]:

Acrobatics 3 (+10); Athletics 5 (+8); Close Combat: Knives 9 (+14); Expertise [DEX]: Burglary 5 (+10); Expertise: Current Events 2 (+5); Expertise [AGL]: Dance 1 (+8); Expertise: Farming 1 (+4); Expertise [PRE]: Music Performance 5 (+10); Expertise: Pop Culture 2 (+5); Expertise: Streetwise 2 (+5); Expertise [AWE]: Wilderness Survival 1 (+3); Investigation 7 (+10); Ranged Combat: Archery 12 (+17); Sleight of Hand 5 (+10); Stealth 5 (+12); Vehicles 1 (+6)

DEFENSES [29 PP]:

Dodge 6 (+13); Parry 8 (+13)
Fortitude 6 (+9); Toughness (+11/+5*); Will 9 (+11)
*without Defensive Roll

OFFENSE:
Initiative +7
  • Unarmed: +5; Close Damage DC 18 (Strength-based), bludgeoning.
  • Dagger: +14; Close Damage DC 19 (Strength-based), piercing, crit 19-20.
  • Composite Shortbow: +17; Ranged (150/300/600 ft) Damage DC 21 (Strength-based), piercing/ballistic, crit 16-20.
  • Composite Shortbow with Enchanted Arrows: +17; Ranged (200/400/800 ft) Damage DC 22 (Strength-based), piercing/acid/cold/electricity/fire, crit 16-20.

COMPLICATIONS:

Motivation - Redemption: Minstrel secretly feels guilty about his criminal past and wants to make up for it.
Criminal Past: He's a wanted man in some jurisdictions, though the king has granted him pardon in this kingdom.
Relationship: Keeps serious when things are dangerous, but when the stakes are low, he shamelessly flirts with Princess. He really does love her, deep down.
Reputation: Shady, womanizer, drunkard, Gypsy-friend.
Rivalry: Friendly competition with Knight over who is better in battle and who can win Princess's heart. Fierce competition with Sprite over who is a better musician.

ABILITIES [66] + POWERS [14] + ADVANTAGES [38] + SKILLS [33] + DEFENSES [29]
= 180 PP TOTAL


NOTES:

The party "skill-monkey" and scoundrel. Being a skill-monkey, it was very difficult to build him on a budget (and most of his skills didn't end up as good as I'd like).
Last edited by CaptainKaulu on Wed Feb 26, 2020 5:50 pm, edited 10 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Sprite
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [70 PP]

Strength 0 (-1); Stamina 10 (+10); Agility 3 (+3); Dexterity 1 (+1)
Fighting 1 (+1); Intellect 3 (+3); Awareness 9 (+9); Presence 8 (+8)
Load limit 25 lb.

POWERS [65 PP]
Small [9 PP]:
Shrinking 4, EXTRAS: Increased Duration (continuous), Innate, FLAW: Permanent
(weighs about 35 lb.)
Immortal [6 PP]:
Immortality 1 - (return after 2 weeks)
Immunity 4 (aging, disease, intoxication, starvation & thirst)
Minor Miscellaneous Powers [2 PP]:
Fae Skin: Protection 1
Natural Haste: Speed 1 - (4 mph, 60 ft/round)
Fae Resistance [5 PP]:
Immunity 6 (interaction skills, sleep), FLAW: Limited to Half Effect
Enhanced Advantage 2 [Second Chance 2 (alteration effects, entrapment)]
Fae Senses [5 PP]:
Senses 5 (Accurate Extended 1 hearing, Primal Awareness: mental, Ultravision)
Sneaky Powers [8 PP + 1 PP for Alternate Effect]:
Invisibility: Concealment 4 (all visual senses), FLAWS: Blending, Activation 1
Whisper Step: Concealment 2 (all auditory senses), FLAW: Passive
Sound Mimicry: Feature 1
Ghost Step: Movement 1 (Permeate 1) - (1 mph, 15 ft/round)

ALT - Mask of Fae Faces:
Morph 2 (male fae or humanoids of his size), FLAW: Activation 2
Main Powers [24 PP + 5 PP for Alternate Effects] (Array):
  • Charm: Affliction 12 (Will; Dazed / Compelled), EXTRAS: Cumulative, Increased Range 2 (perception), FLAWS: Limited Degree, Distracting
  • Create Plants: Create 7 (125 cft; plants), EXTRAS: Continuous, Subtle 1, Innate, Accurate 8, FLAW: Limited (requires foundation of earth or other plants)
  • Dispel: Nullify 11 (Magic), EXTRAS: Broad, Accurate 6, FLAW: Expertise: Magic Check Required 4
  • Goblin Bite:
    • Damage 8 (Strength-based), EXTRA: Accurate 7
    • Enhanced Dexterity 6, FLAW: Limited to grabbing
    • Enhanced Advantages 3 [Fast Grab, Grabbing Finesse, Improved Hold]
  • Sickening Touch: Weaken 7 (Fortitude; Fortitude), EXTRAS: Progressive, Accurate 7, FLAW: Resistible (Toughness) [partial 4]
  • Fae Mysteries:
    • Telepathy: Communication 2 (1 mile; mental), EXTRAS: Custom: target can respond without having this ability, Subtle 1 (cannot be "overheard"), FLAWS: Limited to fae or spirits of nature, Activation 2
    • Comprehend 3 (Plants, Spirits: medium)
    • Comprehend 2 (Objects), FLAW: Limited to natural objects
    • Fae Whispers: Enhanced Investigation 6, FLAW: Limited to gathering information
    • Fae Whispers 2: Enhanced Advantage 1 [Contacts]
    • Quickness 1
    • Minor Conjurations: Enhanced Advantage 1 [Improvised Tools]
    • Faerie Fire: Environment 1 (30-ft radius; light), EXTRA: Selective, FLAW: Concentration
    • Focused Senses: Senses 4 (Counters Concealment sight: invisibility, Detect 2 Magic: visual), EXTRA: Sustained, FLAW: Concentration

ADVANTAGES [16 PP]

Animal Empathy, Benefit 1 (Cipher 1), Defensive Roll 4, Eidetic Memory, Equipment 1, Favored Environment (woodlands), Improved Initiative 1, Instant Up, Languages 2, Ritualist, Second Chance 2 (alteration effects, entrapment), Tracking, Ultimate Effort (Expertise: Magic)
Equipment [5 ep]
  • Shared HQ: Castle (detailed under Princess) [5 ep]
Languages
native: Gaelic; English, German

SKILLS [14 PP]:

Acrobatics 1 (+4); Athletics 6 (+5); Close Combat: Unarmed 2 (+3); Expertise: Magic 12 (+15); Expertise [PRE]: Music Performance 1 (+9); Expertise [AWE]: Wilderness Survival 1 (+10); Intimidation 2 (+8); Investigation 0 (+9, gathering information using Fae Whispers only); Sleight of Hand 2 (+3); Stealth 0 (+7); Treatment 1 (+4)

DEFENSES [15 PP]:

Dodge 4 (+9); Parry 6 (+9)
Fortitude 0 (+10); Toughness (+15/+11*); Will 5 (+14)
*without Defensive Roll

OFFENSE:
Initiative +7
  • Unarmed: +3; Close Damage DC 14 (Strength-based), bludgeoning.
  • Goblin Bite: +17; Close Damage DC 22, piercing; allows Grab attempt as a free action.
  • Goblin Bite Grab: +1; Close; DC 17 (with a -5 penalty to escape); not Vulnerable while Grabbing.
  • Sickening Touch: +17; Close Weaken Fortitude DC 17 (Fortitude), Progressive; successful DC 17 Toughness check reduces Fortitude DC to 13.
  • Dispel: +13; Ranged (275/550/1100 ft) Nullify Magic +11, magic; DC 14 Expertise: Magic Check Required (1 rank of Nullify per Expertise: Magic result in excess of 13).
  • Charm: Perception-Ranged Affliction DC 22 (Will; Dazed / Compelled), enchantment, Cumulative, Distracting.
  • Entrap in Plant Growth: +17; Ranged (175/350/700 ft) Dodge DC 17 vs. being trapped; requires foundation of earth or other plants.

COMPLICATIONS:

Motivation - Mysterious/Greed: No one else is quite sure why Sprite adventures with Princess's party, but getting paid in jewels or magical trinkets seems to help.
Secretive: Sprite prefers that fewer people know about him at all. And even more so about his status as a member of an adventuring party.
Reputation: All kinds of creepy faerie stories. They might be justified in Sprite's case; he's a little creepy too.
Rivalry: A fierce competition exists between Sprite and Minstrel as to who is the better musician.
Weakness: Resistance checks -5 vs. cold iron weapons.
Soul Merged with Nature: Cannot be revived from death by most resurrection magic, including Princess's.

ABILITIES [70] + POWERS [65] + ADVANTAGES [16] + SKILLS [14] + DEFENSES [15]
= 180 PP TOTAL


NOTES:

Before D&D-style fantasy broke up faeries into goblins, elves, gnomes, sprites, pixies, kobolds, etc., and turned some of them into mundane humanoids, they were all a mish-mashed amalgamation. And that's Sprite. He can appear as a cheerful little humanoid with pointed ears, cute as a button, or as a grotesque monster, and usually hovers somewhere in between. His motivations are alien and suspect, but his usefulness to this party is undeniable.

Note that this character doesn't understand the native language of the party's humans, French. This is a convenient excuse for the party to operate in English or German (which they all understand) most of the time.

Building this character concept on a budget was surprisingly difficult, even more than Minstrel. I had to scrimp and save every precious Power Point.

Favorite powers to whip up using Ritualist:
Goodberries [1 PP]:
Immunity 1 (starvation & thirst), EXTRA: Affects Only Others
Aquatic Mode [5 PP]:
Swimming 2 - (2 mph, 30 ft/round)
Breathe Water: Immunity 1 (suffocation: drowning)
Movement 1 (Environmental Adaptation: underwater)
Fae Foray [3 PP]:
Movement 1 (Dimensional 1: faewild), EXTRAS: Portal, Subtle 1, FLAWS: Limited to use in natural/wild surroundings, Limited to during full or new moon
And, if you feel like cheating,
Blessing of the Master Ritualist [5 PP]:
Enhanced Expertise: Magic 6, FLAW: Limited to performing rituals
Quickness +9, FLAW: Limited to One Task (performing rituals)

This concludes this party's PCs. There are still Minions and Summons to present the stats of, though.
Last edited by CaptainKaulu on Wed Feb 26, 2020 5:50 pm, edited 15 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Princess's Horse
Minion to Princess
Power Level 3, Minion Rank 1 (15 PP)
Image

ABILITIES [-14 PP]

Strength 0 (+4); Stamina 0 (+4); Agility 1 (+1); Dexterity -4 (-4)
Fighting 2 (+2); Intellect -4 (-4); Awareness 1 (+1); Presence -3 (-3)
Load limit 800 lb.

POWERS [17 PP]
Large [9 PP]:
Growth 4, EXTRAS: Permanent, Innate
(weighs approximately 1100 lb.)
Trot [4 PP]:
Speed 4 - (30 mph, 500 ft/round)
Beast Senses [2 PP]:
Senses 2 (Extended 1 sight, Low-Light Vision)
Cowl of Sensitivity [2 / 3 PP] (Removable):
Senses 3 (Communication Link [mental]: Princess, Ranged touch, Ultravision)

ADVANTAGES [3 PP]

Great Endurance, Improved Initiative 1, Second Chance (tripping)

SKILLS [3 PP]:

Athletics 2 (+6); Intimidation 0 (-1); Perception 4 (+5); Stealth 0 (-3)

DEFENSES [6 PP]:

Dodge 3 (+2); Parry 2 (+2)
Fortitude 1 (+5); Toughness (+4); Will 0 (+1)

OFFENSE:
Initiative +5
  • Unarmed: +2; Close Damage DC 19 (Strength-based), bludgeoning.

COMPLICATIONS:

Motivation - Animal Loyalty: Devoted steed of Princess.
Disability: Horses are mute and have no hands.
Docile: Princess's horse is not trained for battle and may get spooked by danger.

ABILITIES [-14] + POWERS [17] + ADVANTAGES [3] + SKILLS [3] + DEFENSES [6]
= 15 PP TOTAL


NOTES:

Slight embellishment of the Horse stat block given in the Gamemaster's Guide, plus a magical Device to fill out the available points.
Last edited by CaptainKaulu on Thu Feb 27, 2020 4:38 pm, edited 6 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Knight's Horse
Minion to Knight
Power Level 3, Minion Rank 1 (15 PP)
Image

ABILITIES [-14 PP]

Strength 0 (+4); Stamina 0 (+4); Agility 1 (+1); Dexterity -4 (-4)
Fighting 2 (+2); Intellect -4 (-4); Awareness 1 (+1); Presence -3 (-3)
Load limit 800 lb.

POWERS [17 PP]
Large [9 PP]:
Growth 4, EXTRAS: Permanent, Innate
(weighs approximately 1100 lb.)
Trot [4 PP]:
Speed 4 - (30 mph, 500 ft/round)
Beast Senses [2 PP]:
Senses 2 (Extended 1 sight, Low-Light Vision)
Horseshoes of the Zephyr [2 / 3 PP] (Removable):
Speed +3 - (250 mph, 0.5 mi/round)

ADVANTAGES [3 PP]

Great Endurance, Move-By Action, Second Chance (tripping)

SKILLS [3 PP]:

Athletics 2 (+6); Intimidation 0 (-1); Perception 4 (+5); Stealth 0 (-3)

DEFENSES [6 PP]:

Dodge 3 (+2); Parry 2 (+2)
Fortitude 1 (+5); Toughness (+4); Will 0 (+1)

OFFENSE:
Initiative +1
  • Unarmed: +2; Close Damage DC 19 (Strength-based), bludgeoning.

COMPLICATIONS:

Motivation - Animal Loyalty: Devoted steed of Knight.
Disability: Horses are mute and have no hands.
Semi-Docile: Knight's horse is not trained extensively for battle and will get spooked if attacked.

ABILITIES [-14] + POWERS [17] + ADVANTAGES [3] + SKILLS [3] + DEFENSES [6]
= 15 PP TOTAL


NOTES:

Slight embellishment of the Horse stat block given in the Gamemaster's Guide, plus a magical Device to fill out the available points. This one's Device is a classic D&D item, which allows her to move overland as fast as Dragon can fly. Short of rigging up a Teleport power (probably with Sprite's Ritualist), these are the fastest ways for the party to respond to distant threats.
Last edited by CaptainKaulu on Thu Feb 27, 2020 4:38 pm, edited 5 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: PL12 Party for a Fairy-Tale Setting

Post by CaptainKaulu »

Castle Guard
Summoned by Castle (Minion)
Power Level 3, Minion Rank 3 (45 PP)
Image

ABILITIES [14 PP]

Strength 1 (+1); Stamina 1 (+1); Agility 1 (+1); Dexterity 0 (+0)
Fighting 3 (+3); Intellect 0 (+0); Awareness 1 (+1); Presence 0 (+0)
Load limit 100 lb.

POWERS [3 PP]
Castle's Blessing of Vigilance [3 PP]:
Enhanced Perception 4
Enhanced Advantage 1 [Skill Mastery (Perception)]

ADVANTAGES [10 PP]

Equipment 3, Favored Environment (castle), Improved Defense, Improved Disarm, Improved Initiative 1, Languages 1, Skill Mastery (Perception), Teamwork, Weapon Bind
Equipment [15 ep]:
  • Studded Leather Armor [2 ep]: Protection 2
  • Crossbow [10 ep + 2 ep for Alternate Equipment]: Damage 3, EXTRAS: Increased Range 1, Penetrating 3, Extended Range 1
    • ALT - Halberd: Damage 2 (Strength-based), EXTRAS: Reach 1, Tripping
    • ALT - Dagger: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
  • Lantern [1 ep]: Environment 1 (30-ft radius; light)
Languages
native: French; English

SKILLS [12 PP]:

Athletics 5 (+6); Close Combat: Knives 1 (+4); Expertise [AGL]: Riding 3 (+4); Intimidation 4 (+4); Perception 5 (+10); Ranged Combat: Crossbows 3 (+3); Stealth 2 (+3); Treatment 1 (+1)

DEFENSES [6 PP]:

Dodge 2 (+3); Parry 0 (+3)
Fortitude 3 (+4); Toughness (+3); Will 1 (+2)

OFFENSE:
Initiative +5
  • Unarmed: +3; Close Damage DC 16 (Strength-based), bludgeoning.
  • Crossbow: +3; Ranged (150/300/600 ft) Damage DC 18, piercing/ballistic, Penetrating DC 18.
  • Halberd: +3; Close (10-ft reach) Damage DC 18 (Strength-based), slashing; allows Improved Trip benefits.
  • Dagger: +4; Close Damage DC 17 (Strength-based), piercing, crit 19-20.

COMPLICATIONS:

Motivation - Payment: Despite any fondness for the king, Princess, and the other denizens of the Castle, they wouldn't be risking their lives in combat if they weren't getting money for it.

ABILITIES [14] + POWERS [3] + ADVANTAGES [10] + SKILLS [12] + DEFENSES [6]
= 45 PP TOTAL


NOTES:

Not much to say here. Up to 40 of these can be Summoned by Castle, one per round.

I think this actually concludes stat blocks for this party.
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