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Rhys Ascleps


RavingScholar

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Mechanics

Combat

Initiative: +32.
Defense: +10.
Resistance: +10.
Base Attack: +5 (DC 20 Damage, DC 15 Maneuver).
Powers: +10 (DC 25 Damage, DC 20 Effect).

Skills

Deception: +0. Expertise: +20. Insight: +0. Intimidation: +20. Investigation: +0.
Mobility: +20. Perception: +0. Persuasion: +0. Stealth: +0. Technology: +0. Treatment: +0.

Fields of Expertise (Quirk 1): Cooking, Dust, Grimm, Meat Smoking, Military, Mistral Local, Semblance, Survival (+25), Scholastic (+10), Weapon Upkeep (+10).

Equipment: Free: Scroll

Advantages

Accurate Attack, All Out Attack, Assessment, Benefit 5 (Defensive Disarm, Uncanny Scent [May substitute Expertise: Survival for Perception for sense of smell], The Nose Knows [May substitute Expertise: Survival for Insight to Evaluate people who he can smell], Master Survivalist 2 [+5 Expertise for purposes of Survival]), Defensive Attack, Extraordinary Effort, Fascinate, Improved Initiative 3, Improved Grab, Improved Hold, Interpose, Move-by Action, Power Attack, Second Chance (Resistance vs. Disarm attempts by characters with Easily Removable devices of their own), Takedown 2, Teamwork, Ultimate Effort (Resistance).

Powers

Superior Aura Mobility: Flight 4 (120'; Platform, Quirk [Supported]) {2}.

Landing Strategy: Movement 1 (Safe Fall; Quirk [Only if you spend a move action to move no more than one round before landing]) {0}.

Wild Child: Senses 9 (Acute Analytical Accurate Olfactory, Ranged Smell, Feature [Eidetic Memory for smells]) {10}.

Blood, Sweat, and Tears: Enhanced Huntsman Array 20 (Quirk 4 [Dynamic points only]) {16}

Thick Skinned: Immunity 2 (Critical Hits) {2}

Athloi: Enhanced Huntsman Array 20, Improved Critical 4, Easily Removable {24-10}.

Semblance - Olympian: Semblance Scaling (Scaled Measure [Flight]). Enhanced Huntsman Array 20 {20}

Huntsman: 20-point Dynamic Array {20+11}

Huntsman Training (⅓ of 6 Slots): Multiple Effects

Combat Training: Damage 10 (Multiattack) {20}

Ranged Combat Training: Ranged 10, Teleport 8 (120ft, Limited [Pass through terrain], Precise); Strafing (Feature: Become able to move between Multiattack attacks) {20}

Push Through: Immunity 20 (Mundane Physical, Energy, Physiological) {20}

Aura Training: Regeneration 10 {20}

Maneuver Training: Enhanced Strength 10 (Extra Condition, Precise, Quirk [Maneuvers only])

Brute Force: Weaken Resistance 10 (Penetrating) {20}

Demigod (⅓ of 6 Slots): Multiple Effects

Ambrosia: Regeneration gains Persistent, Restorative {20}

Endurance of Zeus: Immunity 20 (Physical, Energy, Physiological become Partial)

Agility of Hermes: Enhanced Flight 8; Movement 2 (Water-Walking); Enhanced Trait 4 (Buy off Limit on up to four ranks of Aura Mobility; Affects Others Only, Perception Area [Hearing])

Blessing of Artemis: Concealment 8 (All Visual, Auditory, Olfactory; Passive, Limited [Only in Wilderness Environments]); Movement 2 (Trackless [Visual, Olfactory]; Affects Self and Others, Perception Area [Hearing], Limited [Only in Wilderness Environments]); Comprehend 5 (Animals, Plants, Objects [Limited to Natural Objects])

Prowess of Ares: Enhanced Strength 10 (Remove Quirk, Feature/Quirk 0 [Cannot add to Maneuvers for DC or Extra Condition], Feature 6 (Free Lift, Unbridled Strength [Can exert full force with minimal motion and any body part], Easy Toss [When Launching a willing target, may do so safely and without resolving as an attack, at a Distance rank equal to half your total effective Lifting rank minus the target's Mass rank], Fastball Special [When Launching an ally at an enemy, may treat it as a use of Strength to Team Attack with a Damage or Strength power], Leaping Strength [Can target self with Launch actions, and may Launch self as a move action], Supreme Grappler [May use any body part to maintain a Grab, and unless the Grab is broken or released Rhys can change which body part is doing the Grab as a non-action]). Damage gains Precise, Incurable; Weaken gain Precise

Apollo’s Senses: Senses 18 (Rapid Smell [1]; Tracking Smell 2 [2]; Olfactory Postcognition [4]; Extended Olfactory [1]; Smell Penetrates Concealment [Limited to Around Objects] [2]; Ranged Olfactory Detect [Physical State [2], Emotions [2], Skills [2], Aura [2]]); Enhanced Trait 4 (Extended Smell +2 [1], Penetrates Concealment loses Limit [1]; Limited [Only for specific scents that he has spent at least one minute memorizing])

Labors: Multiple Effects

Nemean Grappling: Damage gains Penetrating, Progressive (Grab-Based)

Lernean Poison: Damage and Weaken gain Secondary Effect

Stymphalian Archery: Damage and Weaken gain Shapeable Area

Golden Apples (Potions) of Hesperides: Healing 10 (Secondary Effect, Restorative, Distracting, Unreliable [5 uses])

Cerberus Hellfire: Weaken Gains Multiattack, Extra Condition (Defense)

Hyppolyta’s Belt: Reduced Defense 5, Enhanced Resistance 5. Strength gains Penetrating, Contagious (Limited [Launch only]).

Calculations

Defenses 40+ Skills 29 + Advantages 24 + Powers 95= 189 PP (PL 10+1).

Backstory

The highways and byways of Anima are treacherous on the best days. Grimm and bandits run amok, and caravans are attacked practically weekly. One such attack by bandits occurred when little Rhys Ascleps was just five years old. And in a perfect storm, the negative emotions from the attack immediately drew a group of Grimm. And in all this, a young boy saw his parents killed inches from him.

That sort of thing changes a person. Especially when their Huntress mother accidentally unlocks their Aura with her dying caress of their cheek. Rhys went berserk with rage, diving headfirst into a Semblance that allowed him to survive and escape almost-certain death. And for the next seven years, Rhys lived a wild life of desperate survival. Brief brushes with humans were punctuated by concurrent scrapes with Grimm. And then Shiragumo happened...

Shiragumo was a settlement on the eastern coast of Anima. It was founded by Sengoku Shima, a young-money entrepreneur with idealist thoughts of creating a second great city on Anima. It's still unsure what might have led to the great conflagration that began its demise. But it is sure that the bandits and Grimm that followed sealed its fate.

Within this chaos was a recurring nightmare for Rhys. It was his parents' deaths all over again, and it filled him with rage to bursting. He rushed into the still-smoldering city and laid waste to Grimm and bandits alike with a club as long as he was tall. He happened upon a small knot of Huntsmen protecting a group of civilians, and saw a woman holding a child around his age tight with fear in an attempt to keep her safe.

In that small moment, Rhys felt more at peace than he had in the better part of a decade.

He stuck around long enough to see the woman and her child ferried away, beside an injured man being carried away on a stretcher. Then the Huntsmen and Huntresses began to notice him for real, and he didn't wait around to see how they'd react. He thought he'd be able to get back to his previous life of survival and isolation. He was wrong.

A Faunus named Marron was injured in the melee, permanently maimed by a missing leg. After recovering from the injury, Marron made it a point to find the wild child that had saved his life and his teammates' lives.

Complications

The Strongest Huntsman (Motivation: Recognition): Although it is often misused, "survival of the fittest" is the maxim Rhys lived by for seven years. In this world, strength often means survival, and so it was natural for Rhys to wish to be considered the strongest Huntsman ever. Perhaps he hopes this reputation will help him keep those he cares for safe.

I've Done The Orphan Thing (Motivation: Protecting Others): The loss of a family led Rhys to spend seven years in isolation, and saving a family from loss brought him back to humanity. A family in trouble will tend to occupy his full attention, and the families of any friends he's made he considers like his own.

 

A Burning Enmity (Nemesis): Cinder Fall would have doubled her current power if not for Rhys' muleheaded obstinance and an assist from one Jaune Arc. She is...not well-predisposed to him, to say the least...and the feeling is mutual.

Who're You Calling Second-Best?! (Temper): Right now, Rhys' greatest claim to fame is coming in second place to Pyrrha Nikos in the Mistral Regional Competition three years in a row. It's a sore spot for the lad, and someone harping on it for too long can handily provoke a reaction.

Olfactory Overload (Quirk): Rhys can't just turn off his sense of smell, even though sometimes he really wishes he could. Especially potent smells can overwhelm his nose, causing impairment ranging from irritating to debilitating.

Uncivilized and Unwanted (Prejudice): From his appearance to his behavior, Rhys is an obvious outsider, like a lion amongst deer. In a high-society-minded place like Mistral, there are many who would prefer Rhys simply did not exist, and may pretend as if he does not--or take steps to ensure he cannot progress in society.

Look, Person-ing is Hard, Okay? (Quirk): For roundabout seven years, Rhys lived in the wilderness away from civilization. He killed animals to eat and killed Grimm to survive, and social niceties like utensils and clothing were a distant memory at best. Now that he's back in civilization, even five years and counting, he still has the occasional faux-pas. Underwear he's solid on, since even in the wilderness he had to protect his dangly-bits. But being fully clothed, using utensils, using whole sentences, and more can be hard for him.

Marron Evergreen (Relationship): A crustacean Faunus with thick carapaces on his arms, Marron is a self-styled scientist Huntsman. Well, former-Huntsman: he lost his right leg at just above the knee in the fight that ultimately led to Rhys rejoining society. For a month, Marron worked to encourage Rhys to come to Mistral and join Sanctum Academy. Marron's home was always open for Rhys to sleep in, even though the boy usually chose to sleep outside before Haven. He runs a pub for Huntsmen and Huntswomen, The Thick Crust, and it does fairly well. Through heavy practice he can get along without a cane for the most part, and he still is a formidable boxer as long as he doesn't have to maneuver.

Jade Shima (Relationship): The daughter of Sengoku Shima, Rhys saved her and her parents' lives when Shiragumo fell five years ago. She feels a great debt towards him, along with a small bit of hero worship owing to their first meeting being a light in a living nightmare. She attended Sanctum Academy, but after graduating has chosen to begin to take over her father's company. The elder Shima was greatly injured in the fall of Shiragumo, and his health never really recovered even if he's survived until now.

Unused to Teamwork (Quirk): Rhys is still getting used to working with other people. If it isn't obvious that a situation demands teamwork, he will more than likely rush forward on his own without considering others. More specifically, when using his Madness Enhancement Boost, his mental faculties are impaired such that he cannot speak beyond single words. When using that power and in especially heated combat situations, he may not be able to communicate effectively with his teammates.

Mundane Club [Minor Power Loss]: The Ranged extra on the War Club comes from his extreme familiarity with that particular club. He is able to angle the throw such that 99% of the time it will ricochet back to him. If there are no surfaces for it to bounce off of, or he has a poor angle on the target, the club may not return, potentially allowing an enemy to grab it and definitely necessitating Rhys to go out of his way to pick it back up.

 

Edited by RavingScholar (see edit history)
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  • 1 month later...

Considering the following changes to Rhys's sheet:

Remove Blood, Sweat, and Tears (+16pp)

Add Extended, Penetrates Concealment (Around Objects) to Wild Child (-3pp)

Add Damage Variable Descriptor 2 (Physical) to Athloi (Net -1pp because it bumps the total PP to 26 before discount)

Add +10pp to Demigod for a total of Enhanced Dynamic Array 30 (-10pp)

Add Persistent +1 to Ambrosia

Undecided for Endurance of Zeus

Undecided for Agility of Hermes

Add Immunity 10 (Life Support) to Blessing of Artemis (able to survive in any climate, a true goddess' blessing)

Add Damage gains Perception (Full-Round Action) to Prowess of Ares

Remove Extended/Penetrates Concealment (Limited), add Olfactory Counters Concealment, Weaken gains Variable Descriptor 2 (Energy), Environment 2 (Light 2, Feature [Functions as direct sunlight]), 1pp remaining, for the renamed Brilliance of Apollo

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Posted (edited)

Rhys Post Episode 19

Combat

Initiative: +32.
Defense: +10.
Resistance: +10.
Base Attack: +5 (DC 20 Damage, DC 15 Maneuver).
Powers: +10 (DC 25 Damage, DC 20 Effect).

Skills

Deception: +0. Expertise: +20. Insight: +0. Intimidation: +20. Investigation: +0.
Mobility: +20. Perception: +0. Persuasion: +0. Stealth: +0. Technology: +0. Treatment: +0.

Fields of Expertise: Animal Husbandry, Barkeeping, Business, Cooking, Current Events, Dust, Forestry, Grimm, Meat Smoking, Metalworking, Myths and Legends, Military, Mistral Local, Semblance, Survival (+25), Scholastic, Tactics, Weapon Upkeep, 1 free.

Equipment: Free: Scroll

Advantages

Accurate Attack, All Out Attack, Assessment, Benefit 5 (Defensive Disarm, Uncanny Scent [May substitute Expertise: Survival for Perception for sense of smell], The Nose Knows [May substitute Expertise: Survival for Insight to Evaluate people who he can smell], Master Survivalist 2 [+5 Expertise for purposes of Survival]), Defensive Attack, Extraordinary Effort, Fascinate, Improved Initiative 3, Improved Grab, Improved Hold, Interpose, Move-by Action, Power Attack, Second Chance (Resistance vs. Disarm attempts by characters with Easily Removable devices of their own), Takedown 2, Teamwork, Ultimate Effort (Resistance).

Powers

Superior Aura Mobility: Flight 4 (120'; Platform, Quirk [Supported]) {2}.

Landing Strategy: Movement 1 (Safe Fall; Quirk [Only if you spend a move action to move no more than one round before landing]) {0}.

Wild Child: Senses 12 (Acute Analytical Accurate Olfactory, Ranged Extended Smell, Olfactory Penetrates Concealment (Limited to around objects), Feature [Eidetic Memory for smells]) {13}.

Team Tactics: Enhanced Extra 2 (Affects Others and Continuous on Extraordinary Effort, Ultimate Effort Quirk [Can only be provided to teammates he has fought beside several times], Quirk [Effects only apply when he is present and active in the battle]) {2}.

Thick Skinned: Immunity 2 (Critical Hits) {2}

Athloi: Enhanced Huntsman Array 20, Improved Critical 4, Damage gains Variable Descriptor 2 (Physical), Easily Removable {26-11}.

Semblance - Olympian: Semblance Scaling (Scaled Measure [Flight]). Enhanced Huntsman Array 30 {30}

Huntsman: 20-point Dynamic Array {20+11}

Huntsman Training (2/7 of 6 Slots): Multiple Effects

Combat Training: Damage 10 (Multiattack) {20}

Ranged Combat Training: Ranged 10, Teleport 8 (120ft, Limited [Pass through terrain], Precise); Strafing (Feature: Become able to move between Multiattack attacks) {20}

Push Through: Immunity 20 (Mundane Physical, Energy, Physiological) {20}

Aura Training: Regeneration 10 {20}

Maneuver Training: Enhanced Strength 10 (Extra Condition, Precise, Quirk [Maneuvers only])

Brute Force: Weaken Resistance 10 (Penetrating) {20}

Demigod (3/7 of 6 Slots): Multiple Effects

Ambrosia: Regeneration gains Persistent 2, Restorative

Endurance of Zeus: Immunity 20 (Physical, Energy, Physiological become Partial); Reduced Defense 5, Enhanced Resistance 5

Agility of Hermes: Enhanced Flight 14; Movement 4 (Water-Walking, Wall-Walking); Enhanced Trait 4 (Buy off Limit on up to four ranks of Aura Mobility; Affects Others Only, Perception Area [Hearing])

Blessing of Artemis: Concealment 8 (All Visual, Auditory, Olfactory; Passive, Limited [Only in Wilderness Environments]); Movement 2 (Trackless [Visual, Olfactory]; Affects Self and Others, Perception Area [Hearing], Limited [Only in Wilderness Environments]); Comprehend 5 (Animals, Plants, Objects [Limited to Natural Objects]); Immunity 10 (Life Support)

Prowess of Ares: Enhanced Strength 10 (Remove Quirk, Feature/Quirk 0 [Cannot add to Maneuvers for DC or Extra Condition], Feature 6 (Free Lift, Unbridled Strength [Can exert full force with minimal motion and any body part], Easy Toss [When Launching a willing target, may do so safely and without resolving as an attack, at a Distance rank equal to half your total effective Lifting rank minus the target's Mass rank], Fastball Special [When Launching an ally at an enemy, may treat it as a use of Strength to Team Attack with a Damage or Strength power], Leaping Strength [Can target self with Launch actions, and may Launch self as a move action], Supreme Grappler [May use any body part to maintain a Grab, and unless the Grab is broken or released Rhys can change which body part is doing the Grab as a non-action]). Damage gains Precise, Incurable; Weaken gain Precise; Damage gains Perception (Full-Turn Action)

Apollo’s Senses: Senses 18 (Rapid Smell [1]; Tracking Smell 2 [2]; Olfactory Postcognition [4]; Olfactory Counters Concealment [5]; Ranged Olfactory Detect [Physical State [2], Emotions [2], Skills [2], Aura [2]]); Enhanced Trait 4 (Extended Smell +2 [1], Penetrates Concealment loses Limit [1]; Limited [Only for specific scents that he has spent at least one minute memorizing]); Weaken gains Variable Descriptor 2 (Energy); Environment 2 (Light 2, Feature [Functions as direct sunlight]), 1pp free.

Labors (2/7 of 6 Slots): Multiple Effects

Nemean Grappling: Damage gains Penetrating, Concentration

Lernean Poison: Damage and Weaken gain Secondary Effect

Stymphalian Archery: Damage and Weaken gain Shapeable Area

Augean Strength: Strength gains Cone Area, Selective

Cerberus Hellfire: Weaken Gains Multiattack, Extra Condition (Defense)

Hyppolyta’s Belt: Strength gains Penetrating, Contagious

Calculations

Defenses 40+ Skills 30 + Advantages 24 + Powers 95= 189 PP (PL 10+1).

New Rhys sheet for your consideration, Quel.

Edited by RavingScholar (see edit history)
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I'm counting 30 for skills, 13 for Wild Child, and 94 for powers after the fix to Wild Child, which looks like it totals 188 so you have an extra PP unless I miscounted somewhere.

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