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Everything posted by Dr Archeville
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Still concealed and hovering over #2, the apparent leader of the group, Archeville once more adjusted his Electromagnetic Screwdriver. A long spike extended out from one end, though the end was not a tapered point but rather a USB plug. He studied his target a moment, and soon found what he sought: an access port on her helmet, near the base of the skull. He moved carefully, almost missing the connection as she moved her head unexpectedly, but quickly compensated and made a solid connection. Several viruses then uploaded themselves into her battlesuit systems controls, overriding all safety protocols, and sending a massive electrical feedback into her. Both she and her suit shrieked. As she slumped down (and pulled free of his gadgetry), Archeville faded into view, and pointed at the remaining Power Corps member. "You should not haff disturbed mein supper!"
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Elongation 11 = 2 miles (give or take). Should he have 10,000 feet of cable in his armor?
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So #4 & #8 are Unconscious, but #2 and #6 are still up, and #6 is treated as a Minion, right? And #2 didn't move, so he's still atop her. Standard Action to reconfigure electromagnetic Screwdriver: Extra Effort to surge to gain another standard action (and an HP [down to 2 now] to negate fatigue). Full Round action to slam that spike into #2's access port. She's not a Minion, so can't take 10. But he is attacking from Concealment (visual, auditory and radio), so she should be flat-footed vs. this attack. Or he would, if he didn't miss.... Right, another HP (down to 1 now) to re-roll. Minimum I can get on the die is 11, which'd mean a minimum total of 19, so he hits. Toughness save (1d20+11 vs. DC 29) = 29 dammit! Working on IC post.
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HIT Science & Engineering Lecture Series, v.2 [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
I hit with a Stun. He did well enough on the initial save that he was only Dazed (can take no actions), and now he's no longer Dazed. -
You just get not-grappled.
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HIT Science & Engineering Lecture Series, v.2 [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
"Who said anyding about prison?" he said with a mad gleam as a six-inch long spike emerged from his device. :twisted: Knievel does get a Fort save (DC 20, but with a +1 bonus) to shake off the Daze from Doc's uber-taser. So go ahead and edit that in, please. -
"Neutral"? That sounds like neither Hero nor Villain, and is thus unacceptable. Freedom City is a fairly Four Color place, with little Gray. PCs need to clearly be a Hero or a Villain, and clearly identifiable as such by ~99% of the populace. In other words, the Average Mook on the Street should be able to look at your character and say "that's a good guy" or "that's a bad guy." People can change, of course, but doing so isn't something lightly done. Given his Complications, most are probably going to think he's a Villain. So just to be clear, Hephaestus is an Earth-like world with human-ish inhabitants, who have Mutants like on Earth. But there, the Mutants grouped together and started a war against the non-Mutant Hephaestans? Why did they rise up? Had they been treated poorly (like Marvel's Mutants)? If so, what will the Lieutenant do when he sees that Mutants aren't treated with any special disdain on FC Earth? As for stats, the following pop out after a cursory glance: [*:2efrglx6]That's a really high Dex and Int for an Air Force graduate, even for one ho graduated with flying colors. Are all Hephaestans naturally super-agile geniuses? [*:2efrglx6]You should list his Tougnhess and Fort save & Knockback for when he's not in his suit. [*:2efrglx6]Knockback is -3, not +3. [*:2efrglx6]Your skills are improperly formatted, they should be "Skill name rank # (total bonus)" [*:2efrglx6]You have no ranks in the language skill, yet you describe him as having picked up English. If he still remembers his native Hephaestan tongue, you need a rank in the language skill. [*:2efrglx6]Why does he have Knowledge (Life Sciences and Physical Sciences) and Medicine if he's a graduate of his world's Air Force? [*:2efrglx6]If his Diehard feat is from something in his suit, then why isn't that part of the Device? [*:2efrglx6]The Inventor feat isn't needed if all he's using his Knowledge & Craft checks for is to maintain his gear. Inventor would be needed if, say, he wanted to use his gear (and perhaps parts from Terran gear) to create something entirely different. [*:2efrglx6]Check Required/Concentration is not valid for you Disintegration gun, since you have +20 on the check and so cannot fail the DC 15 (10 + power rank) check. [*:2efrglx6]On a related note, how can a space-rifle have the Flaw "only vs. unaware opponents"? [*:2efrglx6]What power does the Full Power drawback apply to? [*:2efrglx6]Acid is Uncommon, not Very Common.
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Hellbound has Impervious Toughness 10. He can fall up to 100 feet and take no damage whatsoever.
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Belphegor is a not-so-Slothful 17
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HIT Science & Engineering Lecture Series, v.2 [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Besides, his ordeals here will give him a very good IC reason to get some stuff upgraded ;) -
Doc's a pseudo-auxiliary member of the Knights of Freedom, so he could be in (my schedule permitting, of course). Cryptically, his comment upon realizing what's happened would be "Nicht wieder!" Which is German for "Not again!"
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That's still not giving me a name. His Melee Attack Focus/Enhanced Str/Super-Str spell could probably use a name, too. Yes. One is the format we use on this board (and the format GR uses in its books), the other is not. The characters sheets you keep on your own computer/notebook/stone tablet/whatever are free to be in any format you like, but the ones here on this board are to use the format we've laid out. Consistency has its benefits.
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Also, everyone (but especially Geez3r) should know the Refs are mulling over a house rule for Impervious, as 10 ranks is about the most anyone in the FC setting -- including PL 16 Centurion and PL 14 Gigantosaur -- possesses (there are six exceptions in the core FC setting books, and 4 in Freedom's Most Wanted, and of those the lowest is PL 13).
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But has Hellbound watched many of WW II movies? Would you say you had an Int of 10 and no ranks in any Knowledge skill?
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Create Object 1 (Extra: Duration/Continuous; Flaw: Range/Touch; PF: Precise, Subtle) Updated by Doc.
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Updated by Doc. Does Exile's new Strike spell have a name?
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Actually, I have a concern about some of Captain Knievel's setting for his improved toy: The Drain Con and Snare -- the two with Extended Reach 3 -- look like you're trying to get a ranged effect that still benefits from his five ranks in Attack Focus (melee). Which smells a bit cheezy.
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I don't think Hellbound would even know that, given his stats and background.
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HIT Science & Engineering Lecture Series, v.2 [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
I think you should stick with the previous. -
Aren't you already in threads with just about everyone here? :P
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Yes, there are. :twisted:
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I'm pretty sure you can't do that. Especially since you have Tainted Mimicry.
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pl10 Dead Head (PL 10) - Dr Archeville (Orichalcum)
Dr Archeville replied to Dr Archeville's topic in Heroes
Done. Yes, sorry, it is Impervious Toughness. Yeah, I wasn't entirely certain which one to take. The power should always work (provided he can pay the Tiring/fatigue cost), but they don't always come back right (which is one reason he doesn't use it willy-nilly on others). Both, actually: per ULTIMATE POWER, "One rank essentially allows you to function as a “medium†of sorts, speaking to spirits and comprehending their replies. However, you do not gain any ability to summon or compel spirits." D'oh, you're right; I was thinking "Any Mental," which would Common. Okay, that'd decrease the value of the Drawback to 3pp, so I've got to free up a point somewhere.... I'll remove two ranks in the "Source/raw meat" Regeneration. Weak Point doesn't need a specific point: Weak Point means that if he's hit by a crit, he loses all Protection (and so his Tougnhess becomes +0). 'Course, for him, most crits would be to the head... which is as it should be. ;)- 9 replies
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The Refs have been (more than) a tad busy with assorted RL issues, and so have not yet made a decision on this. Sorry :(
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Players Name: Dr. Archeville Character's Name: Dead Head Power Level: 15 (but built as PL 10) Power Points: 250/250PP Unspent Power Points: 0PP Trade-Offs: -1 Attack / +1 Damage w/ Body Weapons, +1 Attack / -1 Damage w/ Shovel; -5 Defense / +5 Toughness In Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children! Alternate Identities: Burton "Burt" Lee Identity: Secret Birthplace: Durham, North Carolina, USA Occupation: Advocate, Ghostbuster, Psychopomp Affiliations: Midnighters Family: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago. Age: 41 (DoB: October 1977; Date of death/Reanimation January 2000) Apparent Age: Early 20s... ? Gender: Good Ol' Boy Ethnicity: Caucasian (some Irish on his mother's side, some English from his father's side) Height: 6'2" (1.88 m) Weight: 170 lbs. (77.11 kg) Eyes: Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue) Hair: White-Grey (formerly Platinum-Blonde) Description: Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding Avenger's old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Power Descriptions: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers. History: For full history and background, see his Guidebook entry. By September 2009, he had made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue kaiju, but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knows a few powerful and skilled mages and benevolent necromancers, who could help him relearn those abilities. These lessons are 'paid' in part by helping out around Parkhurst Hotel, a task he happily does. Personality & Motivation: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is, in fact, very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers). Powers & Tactics: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could. He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. COMPLICATIONS Appearance: It's a zomumbie! Eek! The GM may give him a Hero Point if someone reacts negatively upon seeing him use some of his more disgusting abilities (or simply upon seeing him for the first time), such as fleeing from him, trying to drive him off, and/or attacking him. Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. The GM can give Dead Head a Hero Point when his antics run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. The GM can give him a Hero Point in exchange for one of these people/groups attacking or otherwise disrupting him at the worst possible times. Spare Change? Chaaange?: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or the closets of allies). The GM can award a Hero Point should these present a significant impediment to him. Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. The GM can give him a Hero Point to force him to take a course of action which would be straightforward but also foolish and/or rash. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Blind Without 'Em: Dead Head's "spiritual blindsight" is a necromantic variation of the traditional psychic blindsight, with a few limits. It allows him to sense the living, the dead, and the undead: anything that has or once had a soul (for varying definitions of "soul"). As such, it does not work on mindless robots (and similar constructs), nor does it pick up on nonliving objects (like buildings and vehicles). ABILITIES: 14 + 4 + (-10) + 2 + 6 + 6 = 22PP Strength: 24 (+7), effective Str 29 w/ Shovel Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +11 Shovel (+5 Base) Grapple: +16, +17 w/ Shovel, +18 w/ Tireless Limbs, +19 w/ both Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -12, -7 vs Magic, Salt, or Silver ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Shovel Touch DC 24 Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fortitude (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Physical); Objects Only Necromancy / Body Weapons (Crit 19-20) Touch +5 ft. DC 26 Toughness (Staged) Damage (Physical) Necromancy / Fearsome Presence 50 ft. DC 20 Will (Staged) Shaken / Frightened / Panicked SAVING THROWS: 0 + 3 + 7 = 10PP Toughness: +15 (Impervious 10 [not vs Magic, Salt, or Silver]) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +7) SKILLS: 76R = 19PP Diplomacy 12 (+15) Disguise 0 (+3, +23 w/ Morph) Gather Information 7 (+10) SM Intimidate 11 (+14) SM Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) SM Sense Motive 12 (+15) SM FEATS: 26PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 1 Contacts Dodge Focus 2 Favored Environment (cemeteries/graveyards) Fearless Improved Disarm Interpose Jack of All Trades Luck 3 Power Attack Prone Fighting Ritualist Skill Mastery (Gather Information, Intimidate, Notice, Sense Motive) Startle Takedown Attack 2 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from Comprehend Spirits) Challenge 7 (Intimidate: Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 [-5 penalty], Startle as a Move action) (from “Boo!”) Elusive Target (from "Aspect of The Penanggalan") Fearsome Presence 10 (from “Boo!”) Improved Grab (from “Bite-y Flying Head”) Improved Grapple (from “Bite-y Flying Head”) Improved Pin (from “Bite-y Flying Head”) Improved Trip (from “Body Weapons”) Move-By Action (from "Aspect of The Penanggalan") Veteran Feats Equipment 8 (contribution to the Twilight Lodge Minion 15 POWERS: 3 + 12 + 2 + 1 + 30 + 1 + 5 + 7 + 23 + 15 + 31 + 5 + 16 + 2 + 6 = 159PP All powers have the magic, supernatural, and undead descriptors. "Shovel" also has the dimensional/summoning descriptor (since he summons it from another dimension). Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 3 [up to 10 zombies]) [12PP] Enhanced Strength 0 (ghost grabbin'; Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment; lt. load 346 lbs.) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [1PP] Impervious Toughness 10 (Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [5PP] Medium 3 (6PP Array; PF: Alternate Power) [7PP] BE: Comprehend 1 (Spirits; PFs: Challenge 4 [Discrete Inquiry]) {6/6} AP: Comprehend 2 (Objects; Flaw: Limited [corpses]) {2} and Super-Senses 8 (postcognition, precognition; Flaw: Unreliable) {4} {2+4=6} Necromancy 8.5 (17PP Array; PFs: Alternate Power 6) [23PP] BE: Enhanced Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} plus Flight 2 ("Aspect of The Penanggalan"; 25mph / 250ft per Move Action; Flaws: Limited [Only Detached Head Can Fly]; PFs: Elusive Target, Move-by Action) {4pp} plus Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) {4} {9+4+4=17/17} AP: Enhanced Feats 17 ("Boo!"; Challenge 7 [Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 {-5 penalty}, Startle as a Move action], Fearsome Presence 10 [50-ft. radius, DC 20]) {17/17} AP: Comprehend 3 (”spirit translators”; read all, speak any one at a time, understand all) {6} plus Morph 4 ("Faces of Death"; Any Humanoid, +20 Disguise; Flaw: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {7} + Shrinking 4 ("Creepy Dead Kid"; Small [-4 Str, -1 Toughness, +1 attack/defense, -4 grapple, +4 stealth, -2 intimidate]) {4} {6+7+4=17/17} AP: Strike 4 (”body weapons”; Extra: Penetrating 4; PFs: Extended Reach, Improved Critical, Improved Trip, Incurable, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {15/17}0 AP: Teleport 6 (”gravewalking,” 600 feet/20 miles; Extra: Accurate; Flaw: Limited [only from & to places of death {cemeteries, morgues, etc.}]; PFs: Change Direction, Change Velocity, Easy, Subtle, Turnabout) {17/17} AP: Communication 3 (“haunt hotline,” mental, 1,000 feet; Extras: Area; Flaw: Limited [Only with Undead and Characters with Comprehend/Spirits]; PFs: Dimensional 2 [afterlives], Selective, Subtle) {7} + Mind Reading 10 (“memento mors”; Extras: Action 2 [Free for surface, Move for probe], Sensory Link; Flaws: Limited [only memories & thoughts pertaining to death & killing], Range 2 [Touch]) {10} {7+10=17/17} AP: Nullify 11 (“curse eating”; all magic effects simultaneously; Extra: Duration [Concentration]; Flaws: Limited [to necromantic magic effects], Range [Touch]; PF: Selective) {12/17} Protection 15 [15PP] Regeneration 29 (Recovery 14 [+9], Recovery Rate: Injured 3 [1 minute], Disabled 5 [1 minute], Resurrection 7 [1 minute]; PFs: Persistent, Regrowth) [31PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (whack!; PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 29 [Heavy Load: 1,400 lbs.]; PF: Breaking) {3/3} Super-Senses 19 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Hearing Counters Concealment [Flaw: Undead only], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Vision Counters Concealment [Flaw: Undead only], Danger Sense [mental], “Spiritual Blindsight” [Mental Sense; Enhancements: Accurate, Acute, Radius, Ranged]) [16PP] + Enhanced Super-Senses 4 (Acute & Analytical for All Mental Senses; Flaw: Limited [Only for Necromantic Effects]) [2PP] Undead Body 2.5 (5 points; PF: Alternate Power) [6PP] BE: Insubstantial 1 (disturbingly limber) {5/5} AP: Speed 1 (tireless limbs; 10 mph) {1} plus Super-Strength 2 (tireless limbs; effective STR 34 [Heavy Load: 2,800 lbs.]) {4} {1+4=5/5} TOTALS Abilities (22) + Combat (14) + Saving Throws (10) + Skills (19) + Feats (26) + Powers (159) - Drawbacks (0) = 250/250 Power Points
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