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Let's see how that goes. Power check: 26 NOPE! Give me an IC.
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Space Ranger III J'onn just shrugged at Corsair's retort on the hero and sidekick and turning a new leaf. Sure, fine, anybody wanna try to not be a bad guy? Go ahead, J'onn didn't mind. Still didn't mean that he'd want the Praetorian and Star Knight to think that he'd been working with Kraken, too. "You work quick, huh?" J'onn asked Corsair, before turning to the Star Knight. "So, what's the deal? Anything I can help with?"
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Nevermore II Ah, great, conversation going away from the Vest, that was... that was good, yes. Charlie didn't really feel the need to bring it back into the conversation. "But, hey, we could probably figure out some sports here, anyway. Could be interesting training, y'know. Wouldn't be that different, just gotta figure out how to use your powers to not hurt others, right?" He smirked. "Or for us mere mortals to try and keep up with the rest of you."
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"I think it's kind of both that matters, in this time. Both what you do and what you know." James seemed to be getting a bit more used to the idea that his roommate was a bird, but still seemed a bit hesitant. "S-so, magic? Can you... did you make contracts with other animals? How can you even talk with them in the first place?"
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GHOST "Huh." Casper was used to going through people, but it wasn't often that people went through him. Still, good move. "Good one," he quipped back, before floating forward, towards Freestyle. He reached out with his right hand, grabbing Freestyle's shoulder, then pushed her down, just enough to get her wheels stuck in the floor. "Guess she doesn't want to fight anymore. Got something in her wheels."
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GM "Leave her alone! What kind of heroes are you, going two against one!?" the man was shouting, sounding anything but happy about what was going on. For her part, Freestyle was caught completely off guard by Chimera's feint, left gasping for air after the hit.
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Freestyle clears daze! Ghost uses his Snare on Freestyle: 25 That's a hit! Freestyle Reflex Save vs. DC20: 14 She's bound and helpless! You're up! 25 - Freestyle - Bruise (x1), Bound & Helpless 25 - Ghost - 4HP - Unharmed 13 - Chimera - 1HP - Unharmed
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GHOST Casper still wasn't sure why he had gotten the invitation. Monstrous, scary heroes of Freedom? Yeah, sure, he called himself Ghost, but that was just a name, y'know. Obviously somebody thought it was something more than that, but still... he felt kind of out of place here. He had pulled his white mask up over his mouth, his goggles hanging around his neck, a drink in his hand, while he looked around and just generally felt out of place there. But hey, free movies at least, right?
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Archer II: 1 posts + 7 Titanium Posts + 2 GM posts = 10 posts = 2PP (OMTB) Once More to the Boards (0) Original Gangster (Remix) (1) Freedom Eagle ∞: 7 posts + 3 GM posts = 10 posts = 2PP First and Ten (2) National Anthem (4) The Kids Are Alright (1) Ghost: 12 posts + 0 GM posts = 12 posts = 2PP Breaking the Bastion (Posts marked Ghost) (4) Party Rocking (Posts marked Ghost) (1) Silver Screen Dreams (5) Why You Shouldn't Be A Hero (2) Justice: 2 posts + 23 GM posts = 25 posts = 3PP + 1PP [Guide Point] = 4PP The Steel Strike (2) Little Mermaid II: 0 posts + 10 GM posts = 10 posts = 2PP + 2PP [Vignette] = 4PP Mirror Mirror (Posts marked Little Mermaid II) (0) Te Whakaekenga mai i te Tonga (0) Extracurriculars Something's Rotten (Halloween vignette) (1000+ words) [+2PP] Nevermore II: 10 posts + 0 GM posts = 10 posts = 2PP A Clockwork Grey (4) Family Takeover (0) Hut Two, Hut Two (1) Rough Cut Diamonds (0) Stinger's Tale (Posts marked Nevermore II) (2) Team Talk (1) The First Lesson (1) The Shadow of the Doomforge (Posts marked Nevermore II) (1) We Ain't Going Down Like This (0) Rocket: 0 posts + 10 GM posts = 10 posts = 2PP Meanwhile, at Atomic Tower! (Posts marked Rocket) (0) Space Ranger III: 7 posts + 3 GM posts = 10 posts = 2PP A Space Pirate's Life For Me (2) Star Raiders: Smuggler's Run (2) Veronica Danger & The Man From Outer Space (Posts marked Space Ranger III) (2) Veronica Danger & The Viking's Map (Posts marked Space Ranger III) (1) Titanium Characters Forever Boy: 7 titanium posts Eurotrip: Rhytm of the Trails (5) Return to Neverworld: Never/Forever (Posts marked Forever Boy) (2) GM: 26 GM posts = 52 posts to divide Breaking the Bastion (Posts marked GM) (4) Freedom Fallout (2) Meanwhile, at Atomic Tower! (Posts marked GM) (1) Mirror Mirror (Posts marked GM) (2) Party Rocking (Posts marked GM) (1) Return to Neverworld: Never/Forever (Posts marked GM) (2) Stinger's Tale (Posts marked GM) (5) Survival Class: Prussian Blue (3) The Shadow of the Doomforge (Posts marked GM) (2) Veronica Danger & The Man From Outer Space (Posts marked GM) (3) Veronica Danger & The Viking's Map (Posts marked GM) (1) 7 Titanium posts to Archer II 2 GM posts to Archer II 3 GM posts to Freedom Eagle ∞ 23 GM posts to Justice 10 GM posts to Little Mermaid II 10 GM posts to Rocket 3 GM posts to Space Ranger III Guidepoint to Justice
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ROCKET "Woah." Jay rocketed to a halt, standing a few feet away from Adrianna and the Carnifex, in front of the smashed dinosaur. "Mel!" Then he over by the dinobot, zipping around it before the tail dropped and Mel climbed out, returning to her normal size and... Yeah, alright, she was fine. He shook his head, calming down, slowing down... Yeah. He needed to slow down, back to normal speed, just for a moment. Jay looked at the young man crying over his dinobot and sighed. "How about an off-button next time, then?"
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For a moment, James just stared at the bird, then took a step back and leaned against the wall. "You're a, a bird." He shook his head, like he was trying to make sense of the entire situation. "I thought you were some kind of knight. How does that make... how does that fit? How can you do that?" James didn't sound scared or anything like that, just unsure of the whole situation.
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Electricity, EMPs or magnets? Yeah, alright. Connor had made a stop back to the HQ to pick up some arrow heads, just in case they ran into another 'bot. Freaking Talos, was not the 'bot he had expected to go up against. Why was he even here? Why not use some henchmen or something? Fast-Forward and Terrifica were already leaping into action, blasting at him with everything they got, throwing quips like they would hurt him. Archer picked his arrows and let them fly, a trio of EMP arrows all heading directly towards Talos. No quip. He had to focus.
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ooc (OMTB) Once More To The Boards (OOC)
RocketLord replied to Avenger Assembled's topic in Americas
Oh, just wanted to be sure that it would work as an EMP thingie, haven't used Nullify much. Stunting the above, adding Autofire with the Arrow Add-Ons array. Attack roll: 30 DC16-19 Will or appropriate save vs. Nullify for all tech on the robot, hopefully, depending on how much higher than Defense that hits! -
TOU: 16 Fail by 6, Bruise and Dazed! Give me an IC! 25 - Freestyle - Bruise (x1), Dazed 25 - Ghost - 4HP - Unharmed 13 - Chimera - 1HP - Unharmed
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GM "C'mon, c'mon! I know you're out heeeere!" the rider yelled, as he progressed slowly down the road. His eyes were wide open, scanning across the rooftops. "Here, birdie birdie birdie. HERE BIRDIE BIRDIE!" The rider laughed and pointed to the rooftop. "THERE YOU ARE!"
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Rolling for Charlie too: 13 They both know that the Devil's Advocates are a violent motorcycle gang causing trouble. There's rumors that their leadership might have powers. The Born Loser does a search check to try and find the heroes and moves down the street: 29 What a roll. Give me an opposed Stealth roll, then I'll post with Nevermore and the goons after. Nevermore stealth: 27, so close. 14 - The Born Loser - Unharmed 14 - Nevermore II - 5HP - Unharmed - Distance Covered: 0/5 9 - Usher Goons - x20? Standing 6 - Raven III - 2HP - Unharmed - Distance Covered: 0/5 X - Whisteblower - Unharmed, with Nevermore - Distance Covered: 0/5
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You could use an effect with an Area extra? Also, I'd suggest taking one or two ranks of the Improved Critical feat for the powers that have leftover PP, like the Blast power, so it would look like this: Device 6 (Gadgets; 30PP container; Flaws: Hard to Lose) [24PP] Array 12.5 (Gadgets; 25PP Array; Feats: Alternate Power 5) [30PP] BP: Blast 8 (Lightning Rifle; Feats: Accurate 2, Improved Critical 2, Split Attack 3) {25/25PP} (Additional descriptor: Electric) AP: Healing 6 (Mad Medicine; Extras: Resurrection; Feats: Regrowth, Progression 6) {25/25PP} AP: Animate Object 7 (Reanimation; Extras: Duration [Continuous]; Flaws: Limited [Corpses]) {21/25PP} AP: Stun 8 (Extra: Range; Feats: Improved Critical 1) {25/25PP} It's a small thing, but can just as well put it in if you got leftover PP in an AP.
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As I told you on discord: RAW, Slam bonus replaces your Strength bonus for your attack, so it would probably be better for you to just do a regular attack, since you would (at most) get +6 from Slam, if you could use your speed, while you get +7 from Strength. You can keep your roll (which hits) for a regular attack if you want.
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Only thing I can see to add, aside from what Thev's already said, would be to add the Quickness modifier to the power, so it's easier to remember how much faster you can think and move.
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Space Ranger III "It's ancient tech. Nobody really understands how it works, just that it works," J'onn shrugged. "At least it's meant I've had some cool adventures." He didn't seem all that bothered. "But hey, if you're offering a checkup, I'm not objecting. Been trying to find somebody that might know something, but no luck on the places I've visited so far."
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James blinked for a moment and looked up at the rack and the sword held up by glue. "Uh, yeah. That's... uh, amazing." He didn't sound entirely convinced. With the talk turning to his armor, James lightly rubbed his right arm again, taking a simple step back. "It's, kind of both, I guess?" He paused, like he was listening to a voice that only he could hear. "Oh, no. No, we're not gonna armor up inside again. Look what you did to the ceiling the first time!" James stopped and stared at Owain, realizing what he had just done. "Sorry, the armor, err... the Bird of Prey, it's kind of alive, and it kinda talks to me. And it really wants to show off, but..." He gestured to the damages to the room. "Yeah."
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Nevermore II "Nah, not just dark shades. Gotta be blacks, greys, stuff like that, except for logos and highlights. The boss got his priorities, only so much you can do about colors with him." Charlie offered in response to Utsuwa and Ryder. "Trust me, you do not want to see what the Raven does when he wants something to be colorful." Charlie shuddered for a second at the memory, before adjusting the controls on his watch slightly to send the R.V.D. flying back towards his room. Plenty of people here now, didn't really need it around. "Taught me to be real good at dodging, at least..."
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Justice - World's Finest Mode Power Level: 15 Effective Power Level: 12 Power Points: 231/233PPUnspent Power Points: 0 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Brave and Bold In Brief: Genius tokusatsu fangirl making her dreams come true, powered up with a super mode. Catchphrase: [Centurion! Raven! Brave and Bold! Are you ready!?] "Henshin!" [Unlimited Imagination, Endless Possibility: World's Finest!] Theme: Light Up the Sky - Thousand Foot Krutch DESCRIPTION The World's Finest Mode Armor has a light blue undersuit, not unlike the black undersuit that Robin wears with his Justice Armor X. It has armored golde nboots with faint golden knees and shins, with thick white trim and golden shoulder pads and armor in the front, stretching down to her ScaleDriver Belt. The scale on the belt has changed to gold instead of red. Faint gold armor covers the outside of Justice's arms, while her hands are covered by golden gauntlets with 3 rights of dark blue segments. Her chest displays a vaguely bird-shaped dark blue form, with a white head directly under her neck. Her neck and main helmet is cast in pale gold, with dark blue, abstract wings at the side of her helmet, connected to a dark blue crest. Her mouth is hidden behind a white mouth guard, her eyes behind a dark visor with golden trim. An asymmetrical white cape is directly connected to the armor, with the right side being shorter than the left. The right side reaches to just below Robin's hips, while the left side reaches her ankles. POWERS & TACTICS Robin can activate her armor's World's Finest Mode by scanning the Centurion and Raven HeroCards in the Alpha and Beta slots, respectively. While other HeroCards activations merely changes aspects of Robin's Justice Armor X by adding or removing weapons and armor pieces, the World's Finest Mode is an entirely different armor, geared primarily towards fighting, with little utility compared to Robin's standard armor. The World's Finest Mode armor utilizes energy drawn directly from Z-Space in addition to the power drawn from Robin's amulet. The armor channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her. The armor enhances the teleportation offered by Robin's grandmother's amulet and allows her to fly and act at super speed. She can manipulate defensive output between powerful force fields and enhanced reaction speed that allows her to avoid most attacks. Like the Justice Armor X, the armor enhances many of Robin's own physical attributes, multiple combat routines and an built in A.I. that aids Robin in combat. While the World's Finest Mode armor is overall more powerful than the Justice Armor X, it posses one major drawback, as it requires massive amounts of power to operate. As such, Justice can only use the armor for a limited amount of time. Robin still has access to her gadgets and abilities granted by her grandmother's amulet while using World's Finest Mode. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power At Price: Justice's World's Finest Mode armor requires large amounts of power to run and can often only be used for a short time before Robin is forced to return to her normal armor. The GM can force Justice to revert to her normal Justice Armor X, awarding her a Hero Point in return. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2)Dexterity: 14 (+2) / [World's Finest Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [World's Finest Armor] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base, [World's Finest Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block Defense: +4 Base, +2 Flat-footed, [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from Brave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Brave),+17 (+4 Base, +3 Enhanced Defense, +10 fromBrave and Bold set to Bold), +4 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [World's Finest Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength) Knockback: -2 (TOU 4/2), [World's Finest Armor] -4 to -9 (TOU 7-17, based on Brave and Bold) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 fromBrave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Bold),+17 (+4 Base, +3 Enhanced Defense, +10 from Brave and Bold set to Brave), +4 Flat-Footed Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [World's Finest Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [World's Finest Armor] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [World's Finest Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack All-Out Attack Defensive Attack Improved Initiative Power Attack Quick Change Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X - World's Finest Mode, Invention, Magic, Technology) Brave and Bold 5 (10DP Array; Feats: Alternate Power 2) [13DP] (Descriptors: Magic, Z-Space Energy) BP: {5 + 5 = 10/10} (Descriptors: Brave and Bold, Balanced Speed and Shields) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (Descriptors: Brave, Full power to Shields) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Bold, Full power to Speed) Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 8 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Improved Initiative 1, Power Attack, Uncanny Dodge [Visual]) [8DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Defense Bonus+3) [6DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Reflex Save +6) [6DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Imaginary Movement 8.5 (17DP Array; Feats: Alternate Power 1) [18DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Flight 8 (Feats: Subtle) (2500 mph, 25,000 ft./rnd) (Descriptors: Journey Into Imagination) AP: {4 + 13 = 17/17} (Descriptors: Journey Into Mystery, Enhanced Teleport) Accurate Teleport 4 Adds (Extras: Accurate) to Grandmother's Amulet -> Z-Space Array -> Teleport 4 [4DP] Teleport 6 (Extras: Accurate; Flaws: Short-Range; Feats: Subtle) (600 ft. distance) (Stacks with Grandmother's Amulet -> Z-Space Array -> Teleport 4) [13DP] Stacked Power Teleport 10 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Subtle, Turnabout) (1000 ft. distance) Immunity 2 (Critical Hits) [2DP] (Descriptors: Perfect Defense) Morph 1 (One Form [Justice X Armor]; Feats: Metamorph 1) [2DP] (Descriptors: Justice X Armor) Protection 3 (Extras: Force Field (+0)) [3DP] (Descriptors: Force Field, Magic, Z-Space Energy) Quickness 4 (Tasks at x25 speed) [4DP] (Descriptors: Speed of Imagination) World's Finest 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) BP: Damage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (Descriptors: Hero Strikes, Bludgeoning Damage Type, Super Speed) AP: Create Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP} (Up to 10x10 ft. cube objects) (Descriptors: Endless Possibilities) AP: Damage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 2) (Area: 50-250 ft. radius) {33/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space) AP: Drain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (Descriptors: Armor Breaker Blow, Bludgeoning Damage Type, Powerful Strikes) AP: Stun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes, Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space) AP: Trip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – World's Finest Touch DC17 TOU (staged) Damage +6 Hero Strikes Touch 120 ft. DC27 TOU (staged) Damage +12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2 Tactical Teleport Strikes Touch Targeted Burst Area 50-250 ft. radius DC27 TOU (staged) Damage +12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2 Armor Breaker Blow Touch DC22 FORT (staged) Toughness Drain +12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2 Lightning Speed Stun Strikes Touch, 10 ft. DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12, Indirect 3, Affects Insubstantial 2 Rainbow Spiral Shockwave Touch Targeted Burst Area 60-300 ft. radius Worse of Str/Dex vs. Power Check Trip + Knockback +12, Selective Attack, Affects Insubstantial 2, Knockback+1 Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/233 Power Points