Title: Bal'ial MnM Author: SneakyStumpy Pastebin link: http://pastebin.com/Mq5xYMsa First Edit: Wednesday 13th of February 2013 05:34:28 PM CDT Last Edit: Wednesday 13th of February 2013 05:34:28 PM CDT 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