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"Oh no, I'm just part of the team really. We don't really have a strick heirarchy, in our sector at least." she explained, trying to clear up some of the confusion. "See our jobs are to help out other departments when they hit a wall, so we have to be flexible and be able to tackle a problem from a multitude of angles. Just because I've had a few breakthroughs recently doesn't mean I'm the golden goose or anything." she said humbly. "The last few projects that had stalled, just happened to be right up my alley. But I really couldn't have done it without the rest of my coworkers. It's a group effort." she concluded. See this marketing stuff isn't so hard. But come to think of it, why is he so interested? Wait... maybe he's trying to pump me for information about Grant for use in the election! Well, this certainly complicates things. But I guess turnabout is fair play. "But enough about me, you just got your own corporation off the ground. That has to be exciting right?" she said trying to open up the dialogue.
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Cassie gave quite a start when she heard her name as she didn't recognize the voice. "Yes that's me." she said almost reflexively as she turned around to greet the speaker. And then she realized who it was she was talking to. "Jack O'Conner!" she said breathlessly in unison with the man himself, her eyes going wide in comprehension. "I'm- I'm honored that you've been following my work." she said reaching out to shake his hand, her handshake being surprisingly firm. Hoooooly crap! Jack O'Conner knows me! On sight!~ she thought to herself giddy at the prospect. Her mind was reeling. This was her chance. If she got in good with Jack, then she got in good with the Mayor. Then with the election coming up... Jack could see the wheels turning in Cassie's mind before she visibly paused and regained her composure. "Sorry about that, you just caught me off guard is all." she apologized. Now what the heck do I say next?
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Point of order: Maxima's ID is still a secret, and therefore isn't associated with Grant Conglomerates. She only recently started going on the hero circuit, this thread is pretty much going to be her first major appearance. Cassandra Steel on the other hand is very much associated with Grant Conglomerates, and publically so.
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Cassandra Steel was all smiles today. Running in this marathon had become something of a tradition for her, this being the 10th year she was running. There was always something in the atmosphere at theses events that just made her giddy. But this year was special. This year she was being sponsored by Grant Conglomerates, as was readily apparent from the logo on her runner's number. She wasn't the only one running for Grant this year of course. They had always made a show of having employees running the race to help foster goodwill in the community. With the recent allegations of illegal chemical dumping, which Cassie had been assured were false, making the rounds on the news circuits, she felt invigorated to remind people of the good Grant Congolomerates was doing in the world. All of that being said, there was no way she was getting in front of a camera, especially live on TV. No she would let the marketers take that particular bullet. She started to making her way closer to the starting area as she began to limber up. She wasn't fast enough to be one of those people in the running for breaking the tape, but she was one of the better ones regularly finishing in less than 3 hours.
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Maxima >The New Regiment (2) >A Heavy Dose of Science (6 GM / 4 IC) >Independent Threats (6)
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Maxima's a bit of a health nut in her civilian ID, so she'd likely be running in the marathon. Her PL may skew things, not sure what sort of adventure you were planning on.
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GM Post Though she desperately wanted to, Hellfire was unable to get out of the way of Graft's assault, being surprised at his sudden burst of speed. She hit the ground with a satisfying thud, chewing up the landscaping as she skidded to a halt. She was still moving but was obviously still reeling from that hit. As an added bonus the fires on Graft went out with a puff of smoke. "Hey!" roared Brimstone indignantly "Nobody hits my girl but me!" He once again charges Graft, this time even more heedlessly as he tries to clock Graft with a viscous hay-maker. "Let them fight the cape! We's gots a job to do!" called out the goon who appeared to be running the show. They seemed to have had some sort of plan as some of the goons get to smashing while the others try to head inside without any more needing to be said. The ones on the lawn started smashing up all of the exhibits and posters pretty much indiscriminately, while their compatriots made it about halfway up the stairs to the gym.
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Toughness save DC 30 (1d20+12=25) So Hellfire will take a Bruise and be dazed. The fire on Graft goes out. Condition Summary 20 - Hellfire - Bruised x1, Prone 19 - Goons - 7 Remaining 17 - Graft - HP x2 - Unharmed 16 - Maxima - HP x2 - Unharmed 11 - Brimstone - Unharmed - Rage (9) Geez3r Alright two main options for where you can smack her away from the building. A - into the parking lot which is where she'll cause some collateral damage from smacking into the parked (and also empty) vehicles, but she'll also have to roll a Toughness save (DC 24); this is also further away from option B. Option B is just spiking her into the ground, she won't take much in the way of damage DC 19 Toughness, but less collateral damage Thunder King B then Toughness save for eating dirt DC 19 (1d20+11=22) No damage. So that's Graft's turn. Maxima's turn is eaten by the delay. She'll be able to act next round. Brimstone doesn't like that Graft just smacked his partner around, so he's going to take a swing at Graft. Attack roll vs Graft DEF 20, All Out Attack 2, Power Attack 2; DC 27 Tough (1d20+10=20) and lands a hit. Hellfire is dazed for this turn and takes a bit of a dirt nap. The goons split up. Three of them start wrecking stuff in the area, while four make their way to the gym, making it to about the halfway point of the stairs. The two groups themselves are clustered however so someone with Takedown attack could get them all. Graft is up again.
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GM Post "Not bad feakshow." taunted Brimstone, even as the other hired goons took reactionary steps away from from the interloper. "You head will make a fine trophy on my wall!" he roars as large bat-like wings sprout from his back. With a great flap of his leathwery wings he rushed Graft swiping at him with his clawed hands and misses his mark only barely. Above them, Hellfire calls out "Move away you idiot so I can blast him!" as she focuses fire into her hands. After a brief pause she screams "NOT!" and douses the area in flames, which Brimstone seems to ignore outright. However, after the flames stop flowing, Graft notices that the flames covering him don't seem to be going out. Hellfire's hands are still held in the same pose and she's staring intently at Graft. Sensing weakness one of the bolder goons shouts out "Now's our chance! Get'em!" and they swarm on Graft en masse, beating on every part of him they can find with every bat, pipe, club and chain they brought with them.
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Condition Summary 20 - Hellfire - Unharmed - Concentrating 19 - Goons - 7 Remaining 17 - Graft - HP x3 - Unharmed 16 - Maxima - HP x2 - Unharmed, Delayed for 1 more rounds 11 - Brimstone - Unharmed - Rage (10) Brimstone rages and is then going to run on over and try to smack you upside the head Melee Attack vs Graft DEF 20; DC 27 Tough (1d20+8=19) and misses ever so slightly. Hellfire is going to try to tilt the odds in her favor for her next attack by tricking Graft into dropping his guard Bluff Check to Feint Graft, Opposed by Bluff/Sense Motive/Will (1d20+18=24) Attack roll vs Graft DEF 20 (pending feint); DC 25 Tough; Accurate Attack 2 (1d20+10=20) Either way it seems to hit. Sensing weakness, the goons are going to all gang up and surround you, hitting every inch of you they can, which might not be much. They are using a Combined Attack. Combined Attack Roll vs Graft DEF 20; DC 20 Tough +2 for each one that hits after the first (1d20+5=23, 1d20+5=12, 1d20+5=10, 1d20+5=20, 1d20+5=22, 1d20+5=21, 1d20+5=11) So that appears to be 4 hits for a total of a DC 28 Toughness save. So basically TK, Brimstone and all the goons are directly adjacent to you, surrounding every adjacent space. Hellfire is about 20ft back, and 15ft in the air, on the side furthest from the gym (same side as Brimstone).
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GM Post Everyone in the courtyard stops what they're doing to turn and look at the newcomer. At which point everyone one who was running immediately goes back to running having confirmed that the above maneuver was a good life choice. The mercenaries had a different reaction. "Looky there boys. We got ourselves an insect that wants to horn in our territory. Go do me a favor and squash him for me." taunts Hellfire as she casually chucks another gout of flame at a nearby table. The goons for their part, look around at each other trying to see who's going to be the poor sap to go first. Brimstone expedites the process by growling "Its him or me." as he menacingly cracks his knuckles. Now properly motivated the goons move in on Graft, two of them lashing out to attack him, but missing wildly. The other form a circle around him, waiting for a sign of weakness to pounce.
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Condition Summary 20 - Hellfire - Unharmed 19 - Goons - 12 Remaining 17 - Graft - HP x3 - Unharmed 16 - Maxima - HP x2 - Unharmed, Delayed for 2 more rounds 11 - Brimstone - Unharmed Only 2 goons were close enough to get into melee range, and both miss. The rest take up positions near Graft between 10-15ft away. Also to clarify, the goons are Minions.
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And Maxima gets Notice Check (1d20+7=18) Basically it works out like this: DC 25: You notice quickly enough that you are able to free yourself and duck away from the crowds without delay. DC 20: Delayed 1 round. DC 15: Delayed 1d4 rounds. DC 10: Delayed 1d6 rounds. Maxima delayed X rounds (1d4=2) And while we're at it, Initiative for if/when it's needed: Maxima Initiative (1d20+0=16) Hellfire Initiative (1d20+3=20) Brimstone Initiative (1d20+4=11) Goon Initiative (1d20+1=19)
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GM Post Tyrone is able to quickly piece together what's happening. There appears to be a couple super-villains en route to attack the place. He in fact recognizes the duo. They're a villainous team up known as Hellfire & Brimstone. They're a mercenary couple who recently made their escape during a prison transfer. Hellfire is a petite young woman with long flowing red hair, and wears a leotard of black and orange with a flame motif. As her name would imply, she is a pyrokinetic, and is currently setting fire to some of the outdoor exhibits. Her partner Brimstone is a tall and hulking figure that looks more like a demon than a man with dark red skin and horns curled like a ram's protruding from his head. Right now he appears to be content roaring and scaring the crowd, but given his track record, him turning violent is likely just around the corner. If that wasn't enough, they appear to have brought a dozen or so goons with them. They look like they got dragged out of a biker bar, and are carrying bats, pipes, chains and a sour look. In short, things are about to get rough. Tyrone is one of the lucky few to spot this early and is able to get away from the crowds and duck away without any fuss. Cassandra on the other hand was not so lucky, and was delayed in untangling herself from the crowds which were desperately trying to get away from the danger once they realized it was there.
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GM Post The conversation between the three doctors continued for a few more minutes as they traded stories and shared insights from their various practices. They went more in depth with the mechanics of some of their research, discussing the minute particulars including difficulties they faced, and when they might expect results. However, this pleasent conversation wasn't meant to last it seemed. From outside of the gymnasium, out on the campus green, there was a rather large commotion. You could hear a lot of loud voices, and getting louder. You could see flickers of movement from people running this way or that through the window in the door. And was that the smell of smoke in the air?
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Note: I switched Maxima to Blue colored text. "Oh! Why thank you." replied Cassandra sounding quite sincere and more than a little surprised. She had gotten so accustomed to Grant's less than stellar reputation, and ofter sour response, that she had almost forgotten that there were people who could still see the merit in their work. "Well you know how research goes. Spend 5 months banging your head against a wall until you get a breakthrough. And then you spend the next year after that trying to make it commercially viable. Now off the record..." she says dropping her voice and leaning in to the other doctors. "The 'mitofibroblaster' - working title, marketers haven't gotten their hands on it yet- on display behind me has shown staggering results in its earliest clinical trials. It radically improves the healing of burn victims, both in speed and in reducing scarring. Though I'm biased as I had a hand in the project a few months back." she added honestly. After waiting to hear Tyrone's response she segues into "Dr. Wilhelm has filled me on his research, and I've shared mine. How about a taste of what's on your plate?"
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Dr. Wilhelm looked at Tyrone quizzically for a moment, scratching his beard. "Don't tell me. It's right on the tip of my tongue." he said very pointedly not looking at his name tag. "Oh! Tyrone Mendoza! Yes, yes. I remember you now. You were doing your residency when we had that outbreak of moon-fever that was effecting the telepaths. Capital work. Ah, but where are my manners. Doctor Mendoza I supposed it is now, this is Dr. Cassandra Steel." he said introducing the two. "A pleasure to meet you." said Cassandra shaking Tyrone's hand, having a surprisingly firm grip. "I'm more of the academic doctor. I'm on loan from Grant Conglomerates, research division." "Nobody's perfect, so we'll try not to hold that against her." cut in Dr. Wilhelm jokingly. "Ouch. And what would prescribe for that burn doctor?" retorted Cassandra. "So what have you been up to Dr. Mendoza? Keeping busy I take it?"
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The gymnasium was absolutely packed with attendees. Towards the front of the hall was the receiption area where everyone got a name tag, which also listed their company. This is also where many companies that were present had recruitment booths and information packets. This was after all a school, so an impromptu job fair had more or less become the standard over the years. This is where you could see all of the students milling around trying to get up the courage to make their introduction. Along the sides of the gymnasium, were all of the projects and ideas that were getting ready to head into the clinical trials stage and/or were looking for investors. Naturally, many businessmen and investors were trading business cards in the area. Along the back wall (and thereby closest to the main power feed) were all of the large pieces of medical hardware. Prototypes for new MRI machines, mass spectrometers and the like were all on display. This is where you found most of the medical professionals and members of hospital staff looking to upgrade their equipment. In the center of the gymnasium was where all of the theoretical and academic research was being shown. You could find a representative from just about every field here. Cassandra Steel for one was having a lovely chat with Dr. Wilhelm of the Freedom Medical Center. He was one of their doctors that specialized in metahuman biology. He was discussing a recent trend he's noticed in patients who come in for treatment after taking max. He thinks there may be a way to use Max as a basis for medical research for improving the health of patients, maybe even be used a super serum if handled properly.
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Martial Artist – PL 11 (170pp) Abilities: 12 + 12 + 12 + 2 + 6 + 4 = 48PP Strength: 22 (+6) Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 22 + 20 = 42PP Initiative: +14 Attack: +11, +16 Melee Grapple: +22 Defense: +16 (+10 Base, +6 Dodge Focus), +5 Flat-Footed Knockback: -3 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +6 (+6 Con) Fortitude: +8 (+6 Con, +2) Reflex: +12 (+6 Dex, +6), Evasion 2 Will: +8 (+3 Wis, +5) Skills: 100R = 25PP Acrobatics 15 (+21) Diplomacy 8 (+10) Drive 5 (+11) Intimidate 8 (+10) Knowledge (arcane lore) 9 (+10) Knowledge (Theology & Philosophy) 9 (+10) Language 2 (1 Native, Plus 2 others) Notice 7 (+10) Sense Motive 7 (+10) Sleight of Hand 15 (+21) Stealth 15 (+21) Feats: 42 PP Acrobatic Bluff Attack Focus (Melee) 5 Dazing Attack Defensive Attack Dodge Focus 6 Elusive Target Evasion 2 Equipment 2 Favored Opponent (Ninjas) Fearless Grappling Finesse Hide in Plain Sight Improved Critical (unarmed) 2 Improved Grab Improved Grapple Improved Initiative 2 Improved Throw Improved Trip Luck Move-By Action Paralyzing Attack Power Attack Redirect Set Up Stunning Attack Takedown Attack 2 Uncanny Dodge (visual, auditory) 2 Equipment 2 Ranks - 10 EP Commlink [1EP] Motorcycle [9EP] Powers: 00pp = 00PP Drawbacks: (-0) = -0PP Abilities (48) + Combat (42) + Saving Throws (13) + Skills (25) + Feats (42) + Powers (00) - Drawbacks (00) = 170/170 Power Points NOTES: Remember when I said these guys were easy to build? Wasn't kidding. Bumped up Strength, Dexterity, Constitution, Attack and Dodge Focus. I improved their Skills, and gave them Driving to go with their new motorcycle. They have to get around town somehow right? And I'm saving utility belts type gizmos for the Costumed Adventurer Archetype. The motorcycle is basically the cheapest and quickest way for normal peoples to get from point A to B. Its also cheap enough to get replaced, and doesn't really require a whole heck of a lot of technical know how to maintain. Their motorcycle is pretty much an off the shelf style. Other than that, I just grabbed a few more Feats and called it a day. A Martial Artist winds up having a bazillion different options and can vary their tactics to meet the situation at hand.
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From the album: Bag of Tricks
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Martial Artist – PL 10 (150pp) Abilities: 10 + 10 + 10 + 2 + 6 + 4 = 42PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 20 = 40PP Initiative: +13 Attack: +10, +15 Melee Grapple: +20 Defense: +15 (+10 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -2 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +5 (+5 Con) Fortitude: +7 (+5 Con, +2) Reflex: +11 (+5 Dex, +6), Evasion 2 Will: +8 (+3 Wis, +5) Skills: 80R = 20PP Acrobatics 10 (+15) Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (arcane lore) 9 (+10) Knowledge (Theology & Philosophy) 9 (+10) Language 2 (1 Native, Plus 2 others) Notice 7 (+10) Sense Motive 7 (+10) Sleight of Hand 10 (+15) Stealth 10 (+15) Feats: 35 PP Acrobatic Bluff Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Elusive Target Evasion 2 Favored Opponent (Ninjas) Fearless Grappling Finesse Hide in Plain Sight Improved Critical (unarmed) 2 Improved Grab Improved Grapple Improved Initiative 2 Luck Move-By Action Power Attack Redirect Set Up Stunning Attack Takedown Attack 2 Uncanny Dodge (visual, auditory) 2 Powers: 00pp = 00PP Drawbacks: (-0) = -0PP Abilities (42) + Combat (40) + Saving Throws (13) + Skills (20) + Feats (35) + Powers (00) - Drawbacks (00) = 150/150 Power Points NOTES: And now for a new series of builds, this time the Martial Artist. I actually see a parallel between the Martial Artist / Costumed Adventurer archetypes and counterparts at the other end of the trade-off spectrum the Powerhouse / Paragon. The Martial Artist and Powerhouse are very much the no-frills, “I'm going to beat someone up†Archetypes. The Costumed Adventurer and Paragon Archetypes on the other hand, are the ones who trade some of their ability to do the beating up for a broader and more esoteric set of traits. The above is basically why you won't be seeing this Archetype toting around a utility belt for a while. Martial Artists are also really easy to build. Buy Strength, Dexterity and Constitution up to close to the human limit, buy lots of Attack & Defense and then just load yourself up on Feats. Speaking of which, I stuck to the core rules for this initial build, but as I advance PL, I will be taking feats from more exotic sources such as Warriors & Warlocks as well as Mecha & Manga. I will do my best to stay away from the stuff that will give the Ref's aneurysms if you include it on an application, but no promises. One other thing to note is that Martial Artists tend to have all around good saves. Right now, they average out to 8.6 which is pretty darn good for a character fresh out of the box. Also I left the Language selection blank because these Archetypes tend to know several languages, and there really isn't one broad definition of what the native language is. I gave them the Knowledges as most receive some sort of training from a master, which comes with teachings of the mind as well as the body. Street fighters in the vein of Casey Jones however will likely have Streetwise and a higher Intimidate, as well as maybe Bluff instead.
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From the album: Bag of Tricks
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Battlesuit – PL 15 (250pp) Abilities: 4 + 0 + 8 + 20 + 4 + 4 = 40PP Strength: 14/44 (+2/+17) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 26 + 16 = 42PP Initiative: +0 Attack: +13, +15 Energy Blasts & Distortion Ray Grapple: +15, +30 w/ Battlesuit, +37 full Super-Strength Defense: +12 (+8 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -1, -13 w/Battlesuit Saving Throws: 6 + 3 + 8 = 17PP Toughness: +4/+17 (+4 Con, +13 Protection) 10 Impervious Fortitude: +10 (+4 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 128R = 32PP Bluff 8 (+10) Computers 15 (+25) Craft (Electronic) 15 (+25) Craft (Mechanical) 15 (+25) Diplomacy 8 (+10) Disable Device 15 (+25) Investigate 5 (+15) Knowledge (Business) 5 (+15) Knowledge (Civics) 5 (+15) Knowledge (Tactics) 5 (+15, +23 in Battlesuit) Knowledge (Technology) 15 (+25) Notice 8 (+10, +14 w/Battlesuit) Sense Motive 9 (+11) Feats: 21 PP All Out Attack Attack Specialization 2 (Energy Blasts, Distortion Ray) Benefit 4 (Wealth 3, Use Tactics to detect an ambush or to avoid a feint in combat) Dodge Focus 4 Eidetic Memory Inventor Luck 2 Master Plan 2 Move By Action Power Attack Skill Mastery 2 (Computers, Craft [electronic], Craft [mechanical], Investigate, Knowledge [business], Knowledge [Civics], Knowledge [Tactics], Knowledge [Technology]) Powers: 98pp = 98PP Battlesuit 24 (120pp Container; Hard to Lose) Feats: Restricted x2 (only you) [98pp] 23 + 13 + 9 + 49 + 17 + 3 + 6 = 120pp Protection 13 Extras: Impervious Toughness 10 [23pp] Communication 5 (radio; 5 Miles) Extras: Area; Feats: Selective, Subtle 2 [13pp] Immunity 9 (Life Support) [9pp] Weapons Array 22.5 (45pp powers, 4 AP's) [49pp] * BE: Enhanced Strength 30 LINKED Trip 15 Extras: Knockback; Flaws: Touch Range * AP: Blast 15 Extras: Auotfire - Energy Blasts * AP: Blast 15 Extras: General Area Burst - Tank Missile~ * AP: Damage 15 Extras: General Area Cone, Selective – Unload * AP: Nauseate 15 Extras: Ranged – Distortion Ray Flight 7 Feats: Dynamic [17pp] * DAP: Super-Strength 7 Enhanced Skills 3 (Knowledge Tactics 8, Notice 4) – Tactical HUD [3pp] Variable Power 1 (Any Power, 5pp pool) Extras: Action – Move (+1); Flaws: Limited – Super-Sense power only [6pp] – Vaguely Defined Sensor Array Drawbacks: (-0) = -0PP Abilities (40) + Combat (42) + Saving Throws (17) + Skills (32) + Feats (21) + Powers (98) - Drawbacks (00) = 250/250 Power Points And now this is the last build in the Battlesuit series. Most of the points this time went into the Skills, with the majority of the tech based skills getting bumped up to 15 ranks. With their Intelligence of 30, they are very much at the top of their field, but they leave room for a pure scientist to outshine them. Basically Tony Stark is the smartest man in the room until Reed Richards comes to town. You'll notice however that the Drawback on the suit is gone. Which means that they can done their armor instantly. It being a Device it can still be taken away from them, but put them in the same room, and they're ready to rock right now. I figure the Drawback is the most fundamental, and therefore hardest to overcome, shortfall of a Battlesuit, and as such, they couldn't buy it off until the very end.
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From the album: Bag of Tricks
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Battlesuit – PL 14 (230pp) Abilities: 4 + 0 + 6 + 20 + 4 + 4 = 38PP Strength: 14/42 (+2/+16) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 16 = 40PP Initiative: +0 Attack: +12, +14 Energy Blasts & Distortion Ray Grapple: +14, +28 w/ Battlesuit, +34 full Super-Strength Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -1, -13 w/Battlesuit Saving Throws: 6 + 3 + 8 = 17PP Toughness: +3/+16 (+3 Con, +13 Protection) 10 Impervious Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 96R = 24PP Bluff 8 (+10) Computers 10 (+20) Craft (Electronic) 10 (+20) Craft (Mechanical) 10 (+20) Diplomacy 8 (+10) Disable Device 5 (+15) Investigate 5 (+15) Knowledge (Business) 5 (+15) Knowledge (Civics) 5 (+15) Knowledge (Tactics) 5 (+15, +23 in Battlesuit) Knowledge (Technology) 10 (+20) Notice 8 (+10, +14 w/ Battlesuit) Sense Motive 7 (+9) Feats: 21 PP All Out Attack Attack Specialization 2 (Energy Blasts, Distortion Ray) Benefit 4 (Wealth 3, Use Tactics to detect an ambush or to avoid a feint in combat) Dodge Focus 4 Eidetic Memory Inventor Luck 2 Master Plan 2 Move By Action Power Attack Skill Mastery 2 (Computers, Craft [electronic], Craft [mechanical], Investigate, Knowledge [business], Knowledge [Civics], Knowledge [Tactics], Knowledge [Technology]) Powers: 94pp = 94PP Battlesuit 23 (95pp Container; Hard to Lose) Feats: Restricted x2 (only you) [94pp] 23 + 13 + 9 + 46 + 15 + 3 + 6 = 115pp Protection 13 Extras: Impervious Toughness 10 [23pp] Communication 5 (radio; 5 Miles) Extras: Area; Feats: Selective, Subtle 2 [13pp] Immunity 9 (Life Support) [9pp] Weapons Array 21 (42pp powers, 4 AP's) [46pp] * BE: Enhanced Strength 28 LINKED Trip 14 Extras: Knockback; Flaws: Touch Range * AP: Blast 14 Extras: Auotfire - Energy Blasts * AP: Blast 14 Extras: General Area Burst - Tank Missile~ * AP: Damage 14 Extras: General Area Cone, Selective – Unload * AP: Nauseate 14 Extras: Ranged – Distortion Ray Flight 6 Feats: Dynamic [15pp] * DAP: Super-Strength 6 Enhanced Skills 3 (Knowledge Tactics 8, Notice 4) – Tactical HUD [3pp] Variable Power 1 (Any Power, 5pp pool) Extras: Action – Move (+1); Flaws: Limited – Super-Sense power only [6pp] – Vaguely Defined Sensor Array Drawbacks: (-4) = -4PP Normal Identity (Full Round Action) [-4pp] Abilities (38) + Combat (40) + Saving Throws (17) + Skills (24) + Feats (21) + Powers (94) - Drawbacks (04) = 230/230 Power Points This was actually a very bare bonus upgrade. I bumped the PL out of the suit with a rank in attack, a new attack specialization feat and dodge focus. Everything else went into the suit, specifically giving the weapons array a massive upgrade. At PL 14, a character enters the tier of world breaker. A Battlesuit becomes a weapons platform akin to that of a aircraft carrier. They can level a whole lot of real estate if they wish. This makes them a fantastic mook sweeper should the situation require it. That being said you got the fancy weapons and not much else in this upgrade. This also opens up more options when you need to power stunt. Notice I didn't say “ifâ€. And for those of you paying attention at home, yes, I did save using this particular picture until I upgraded the Weapons Array.