Stats: 17 / 9 / 3
- Telekinetic Barrier
- Renewal
17 Health? You get +5 Health for every Skill Point spent so this should be 20 if you're spending 1 Skill Point for it.
Other than that, I take it you're spending 8 Skill Points on Defence, 2 on Attack and 4 for the two Abilities?
Power Origin: Bio/Magic
(you can only be magic or bio, not both. Some future events might involve biological or magical events so you need to be one or the other)
You could take both origins if you really want to, but some enemies you face will get a bonus against certain origin types and by taking two you'll be placing yourself at a disadvantage twice over.
What were you thinking for the source of Hype's powers? Is he a avatar of crowds, a spellcasting hooligan, a demi-god of mischief or a politician?
*spit*
@Elitestpotato Nice idea for a character, I'm picturing him as a rabble-rousing punk rocker. XD
Just a couple of questions and concerns for him though.
Stats: Health 20 / Defense 7 / Attack 3
1 Skill Point for Health, 6 for Defence and 2 for Attack?
Riot Starter: (Energy Cost: 4) Give a riot provoking speech: Every ally in the same encounter gains the status effect Rioting. All Rioting allies gain a number that is equal to their level to their Attack Stat.
If I'm reading this right the ability would permanently double every ally's basic Attack rating? That seemed a little too powerful for the Energy cost.
Could I suggest either:
- Riot Starter - Energy Cost 8 (increased cost, three turn duration)
Hype gives a riot provoking speech, granting the Rioting status effect for three rounds. All Rioting characters double their basic Attack rating.
OR
- Riot Starter - Energy Cost 4 (Altered Attack gain, three turn duration)
Hype gives a riot provoking speech, granting the Rioting status effect for three rounds. All Rioting characters add Hype's Attack rating to their own.
OR
- Riot Starter - Energy Cost 4 (Defence penalty, three turn duration)
Hype gives a riot provoking speech, granting the Rioting status effect for three rounds. All Rioting characters double their basic Attack rating, but decrease their Defense rating by the same amount.
Any of these would make the ability a little less overpowered and work more effectively for the team as a whole.
...And this is our Independence Day: (Energy Cost: 4) A rousing speech motivates the troops: Selected Ally gains status effect Motivated. All Motivated Allies gain their level +1 to Defense stat.
The effect is fine as it is, but again a permanent buff would make it too powerful. You could either keep it at Energy cost 4 and make it last only two turns, or add an extra 2 Energy cost to extend it a further turn.
Scream! Shout!: (Energy Cost: 7) Scream at the top of your lungs: Target gains status effect Stunned until it's next turn ends. While Stunned, any damage dealt to Target is doubled and the target may not take an action.
Nice idea, but doubling damage would be a little excessive, and I can really see how a target getting shouted at would make the rest of the team better at causing damage to them. Effectively you'd be doubling up the entire team's Attack ratings, which would be hugely overpowered in some cases. Instead you could make it something like:
- Scream! Shout! - Energy Cost 5 (decreased cost, defence debuff)
Hype screams at the top of his lungs, inflicting a target with both the Staggered and Stunned status effects for one round. Staggered targets reduce their Defence by Hype's Attack rating and Stunned targets may not act on their next turn.
OR
- Scream! Shout! - Energy Cost 10 (decreased cost, Defence debuff, AoE attack)
Hype screams at the top of his lungs, inflicting all opponents with both the Staggered and Stunned status effects for one round. Staggered targets reduce their Defence by Hype's Attack rating and Stunned targets may not act on their next turn.
Since the inability to act and the lowered Defence are two different situations, I'd expect them to be different status effects (plus I've already used the
Stunned effect during the first battle.) Plus you gain the advantage that a character who can nullify status effects would only be able to remove one at a time, making sure the other would still work for the round.
Morality: Neutral
True Neutral (both Neutral legally and by alignment)?