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Geez3r

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  1. Are you still interested in this character Limos?
  2. Backstory looks good. Knockback is -1, -5 with powers. The Toughness line forgot to account for her Protection power. You've got 5 points in Feats, not 6. Your array should be listed as: [b]Electrical Control Array 15[/b] (30pp pool; [i]Power Feats:[/i] Alternate Power 2) [32PP] [list][u]Base Power[/u]: [b]Strike 10 ([/b][i]Extras:[/i]Area: Cone, Selective [20] (lightning burst, electricity) [30PP] [u]Alternate Power[/u]: [b] Stun 10 + Strike 10[/b] (taser fist, electricity) [30PP] [u]Alternate Power[/u]: [b]Blast 10 ([/b][i]Extras:[/i] Autofire [10] (lightning barrage, electricity) [30PP][/list] You've spent 57 points in powers, not 56. Noticeable is not an elligable Drawback for your Array, as powers that require activation are Noticeable by default.
  3. Are you still interested in this character?
  4. Are you still interested in this character?
  5. Raylis, you still around?
  6. DONE BY AA Eli Edits: There was an error somewhere in the maths, so Eli was charged an extra power point somewhere. Drop 1 rank of Enhanced Reflex Save, 1 rank of Enhanced Dodge Focus, and 1 rank of Enhanced Defensive Roll. (+3pp) Drop Attack from +10 to +9. (+2pp) Drop 1 rank from the Ultimate Dynamo Array, lowering all associated effects by 1 rank (+2pp). Buy 1 rank of Equipment to purchase a costume. Buy 2 ranks in the Ninja Run feat. Leave the remaining 5pp unspent for now. [img=http://fc01.deviantart.net/fs26/f/2009/241/8/d/fdf_11_by_kuewa.jpg] [url=http://kuewa.deviantart.com/]Image by Kuewa[/url] [b][u]Characters Name[/u][/b]: Dynamo [b][u]Power Level[/u][/b]: 14 (204/209) [b][u]Trade-Offs[/u][/b]: +5 Attack/ -5 DC for speed effects, -1 Attack, +1 DC for Lightning Effects; +5 Defense, -5 Toughness [b][u]Unspent PP[/u][/b]: 5 [b][u]Progress to Gold:[/u][/b] 59/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url]) [b][u]Alternate Identity[/u][/b]: Eli East [b][u]Age[/u][/b]: 20, June 4th, 1990 [b][u]Gender[/u][/b]: Male [b][u]Height[/u][/b]: 5' 10" [b][u]Weight[/u][/b]: 150lbs [b][u]Eyes[/u][/b]: Blue [b][u]Hair[/u][/b]: Blond [b][u]Description[/u][/b]: Dynamo is a rather long and slender fellow. There's a fair bit of muscle tone on him, but he's got the muscles of a runner, not a body builder. He's got blond spiky hair that seems to stand up on its own more than anything else. He's got bright baby blue eyes and he's always got a devilish smirk on his face. He dresses a little preppy, collared shirts and khaki's. Though he does still have the standard blue jeans and T-Shirts for casual lounging. [b][u]History[/u][/b]: Eli East was pretty much your average kid, only he had enough energy for about 3 of them. He was one of the few of his generation to spend very little time inside. He'd wake up at 7am eat breakfast and then just head outside, not coming back until 7 at night, and that was only to get a flash light. Of course, he lived out in the sticks so there wasn't much else to do. He spent most of his adolescence looking for something to entertain and distract him, with varying degrees of success. After graduation, he moved to Freedom City to go to attend Freedom College, plus all the babes were in Freedom. That all changed a few months ago. Eli had lost track of time working late in the library on a major paper. At the same time, a storm had rolled into Freedom. As Eli would later find out, Dr. Stratos was super charging this particular storm with lightning and was threatening to unleash the deadly bolts of lightning unless the city paid him a hefty ransom. Well when the Freedom League moved to foil his scheme, Dr. Stratos started hurling lightning like an angry Greek god. Well one of those bolt struck a certain student taking a short cut under a very large oak tree. Instead of being turned into a crispy critter, Eli was empowered. He finally had enough time to get rid of all those annoying things that kept intruding on life, like work and there only being so much daylight in a given day. Although he still has barely any focus, Eli has dedicated his life to helping those in need with his powers. [b][u]Personality & Motivation[/u][/b]: Eli is a creature of impulse, he was like that even before he got his powers. He was full of energy but lacked focus. In his high school career, he played 3 different sports and was in 7 different clubs, but he never committed to any of them. It was no surprise then that he entered college with an undeclared major. But there's one thing that remained constant; Eli had a good heart. He's a regular boy scout, he'll always try to stop a fight before taking part. However, he isn't without his bad traits. He's a bit of a flake and has the attention span of a gnat. He's also a bit of a lech, but what else do you expect from a college age male? Lastly, Eli has started to develop some minor OCD tendencies, straightening and cleaning rooms repeatedly. This is a coping mechanism. His mind is getting bored because it actually has too much time, and it is looking for some activity to fill the time. [b][u]Powers & Tactics[/u][/b]: Dynamo is faster than most everyone, in fact, he's a lot faster. He exploits that to its fullest at every opportunity. However, he rarely ever goes in guns blazing. He'll scope out the scene first (taking a 20 on his Notice check) to figure out what's going on. He'll then try to diffuse the scene with some Diplomacy first. [b][u]Complications[/u][/b]: [i]Overdrive[/i] - If Dynamo is hit by an effect with the electrical descriptor and fails the associated save, he enters the Overdrive state for a number of rounds equal to the Rank of the effect. In this state, his Speed and Quickness effects gain the Permanent and Full Power traits, basically this means he has to take at least a move action every round and move his full speed. In this state, Eli cannot use interaction skills on anyone, nor can they use them on him; Eli's effectively deaf and mute for the duration. This also makes any benefits from the Master Plan, Inspire, Team work, Set up and Leadership feats unusable during the time period. [i]Responsibility[/i] - Classes at Freedom College, civilians [i]Didn't catch that[/i] - It's really hard to catch the conversation when you're a mile away before the person gets the first word out. [i]GROM NOM NOM[/i] - Speedsters tend to eat a lot. And if they don't, Dynamo eats enough for all of them. Skipping meals is ill advised. [i]Power Surge[/i] - When Dynamo pushes himself beyond his normal limits, the sudden release of energy isn't always controlled and may release itself in an uncontrolled and potentially harmful manner. Mechanically, when Dynamo uses Extra Effort, there is a chance (not always) that there is some side effect power that tags along with it, usually of the electrical descriptor. This could be an electric aura, messing with nearby technology, generating lots of static cling, or generating a blinding flash are just some of the potential effects. But in all cases, they're out of Dynamo's control. [b][u]Stats[/u][/b]: 4 + 4 + 8 + 6 + 4 + 4 = 30pp Str: 14 (+2) Dex: 14 (+2) Con: 18 (+4) Int: 16 (+3) Wis: 14 (+2) Cha: 14 (+2) [b][u]Combat[/u][/b]: 18 + 20 = 38pp Attack: +9, +17 Speed Attacks Grapple: +12 Defense: +10/+17 (+5 flat-footed) Knockback: -3, -2 flat footed Initiative: +2/+22 [b][u]Saves[/u][/b]: 3 + 10 + 5 = 18pp Toughness: +7, +5 FF with costume, +4 flat footed out of costume Fortitude: +7 (+4 Con, +3) Reflex: +12/+17 (+2 Dex, +10/+15) Will: +7 (+2 Wis, +5) [b][u]Skills[/u][/b]: 104r = 26pp Acrobatics 15 (+17) Bluff 8 (+10, +14 w/Attractive) Computers 8 (+11) Craft (Electronics) 8 (+11) Diplomacy 8 (+10, +14 w/Attractive) Knowledge (Physical Sciences) 8 (+11) Knowledge (Technology) 8 (+11) Notice 15 (+17) Sense Motive 14 (+16) Sleight of Hand 12 (+14) [b][u]Feats[/u][/b]: 15pp Attractive Defensive Attack Evasion Equipment 1 Inventor Luck 4 Ninja Run 2 Power Attack Set Up Skill Mastery 2 (Acrobatics, Bluff, Computers, Craft: Electronics, Diplomacy, Knowledge: Physical Sciences, Knowledge: Technology, Notice) [quote name="Equipment"][b][i]Costume[/i][/b] - [b]Protection 1[/b] [i]PF:[/i] Subtle [b][u]Powers[/u][/b]: 15 + 5 + 3 + 2 + 16 + 3 + 4 + 32 = 80pp [b]Enhanced Feats 15[/b] (Defensive Roll, Dodge Focus 7, Improved Initiative 5, Evasion, Move-By Action) [15pp] [b]Enhanced Reflex Save 5[/b] [5pp] [b]Speed 2[/b] (25mph) [i]PF[/i]: Moving Feint [3pp] [b]Quickness 2[/b] (x5 speed) [2pp] [b] Super-Speed Power Reserve 8[/b] (16pp reserve; Quickness [up to 18 (x1,000,000 speed)] or Speed [up to 18 (5,000,000MPH or 50,000,000' per round]) [16PP] [b]Super Movement 3[/b] (Wall Crawling 2, Water Walking) [i]Flaws:[/i] Only While Running [3pp] [b]Super Senses 4[/b] (Danger Sense [Visual], Extended Vision 2 (1,000ft increment), Uncanny Dodge [Visual]) [4pp] [b]Ultimate Dynamo Array 15[/b] (30 power points, PFs: 2 Alternate Powers) [32pp] * [u]BE[/u]: [b]Blast 15[/b] - [i]Lightning Bolts[/i] * [u]AP[/u]: [b]Strike 5[/b] [i]Extras:[/i] Autofire 2 (1:1, max +4) [i]PF's[/i]: Accurate 4, Improved Critical 2, Mighty Penetrating 3 * [u]AP[/u]: [b]Strike 5[/b] [i]Extras:[/i] Targeted Area Burst, Selective [i]PF's[/i]: Accurate 4, Knockback 3, Mighty, Progression 2 [b][u]Drawbacks[/u][/b]: -3 = -3 pp Vulnerability: Visual Dazzles (Common, moderate +50% DC) [-3pp] [b][u]DC Block[/u][/b]: Unarmed --- 17/ Toughness --- Bruised, Staged Strike Powers ---- 22/Toughness --- Bruised, Staged Lightning Bolts ---- 30/Toughness ---- Bruised, Staged [b][u]Costs[/u][/b]: Abilities (30) + Combat (38) + Saves (18) + Skills (26) + Feats (15) + Powers (80) - Drawbacks (03) = 204/209 Power Points Atlas Edits: Drop Enhanced Strength and Enhanced Constitution by 2 points a piece. I'll then use those 4 freed up points to buy 12 ranks in Concentration and 2 ranks in both Sense Motive and Notice. [img=http://freedomplaybypost.com/wiki/images/4/4e/New_Atlas.jpg] [u]Players Name[/u]: Geez3r [u]Power Level[/u]: 14 (205/205PP) [u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness [u]Unspent PP[/u]: 0 [u]Progress to Gold[/u]: 55/60 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url]) [u]Characters Name[/u]: Atlas [u]Alternate Identity[/u]: Samael Nitorvich [u]Height[/u]: 6ft. [u]Weight[/u]: 200 lbs [u]Hair[/u]: Brown [u]Eyes[/u]: Brown [u]Age:[/u] 37 [u]Description[/u]: Samael is a person of average height, and is quite stocky. He is just built solid. He's got that real "working man" look. There's nothing fancy about him, just jeans and a T-Shirt. He keeps his hair cut just a bit longer than a buzz cut. He has a rather prominent jaw line as well. His arms and hands have a few scars from a life of working with his hands. Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size. Using his shapeshifting, Atlas can assume a wide variety of forms and shapes. He however tends to always be a stockier version of whatever he happens to be transforming into. [u]History[/u]: Samael is of Russian decent. His parents were part of the cultural enrichment program, meaning they were sent away and never seen again. With that sort of up bringing, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing. Although he disliked the regime, he was wise enough to keep his opinions to himself. When the government crumbled, Samael got out of Russia. He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America. While it wasn't everything he had hoped for, it was still a step up from where he had been. Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills. So he settled in the Fens district in Freedom City, it being about the only place he could afford. He landed a job working at a local deli. It was boring work, but it paid the bills and kept him fed. But there was one thing that bothered him. From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head. He couldn't tolerate people who would steal or try to cheat the system. These criminals and thugs thought they had it tough; they didn't know the meaning of the word. No matter how bad it was, Samael had never considered turning against the law. If you worked real hard, things would get better. America was the land of opportunity, he just had to help these thugs get back on the straight and narrow. He dedicated himself to protecting his own little section of the street, and for a while, it worked. But then the local gangs decided to teach this guy a lesson. Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty. As the life left his body... [i]something[/i] reached out to him. He rose from the ground, to face his assailants, now something entirely different. With his new found gifts, Samael is expanding his territory, protecting more and more of the city. [u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy. He's dutiful, loyal and very determined. He favors the tough love approach. He loathes criminals and those that would cheat the system. He believes that they all have good in them and can succeed if only they had the chance. Samael intends to give them that chance. He's got a bit of a dry sense of humor, and is usually a man of few words. The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles. Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first. [u]Powers & Tactics[/u]: As a Grue-human hybrid, Atlas is far more formidable than the average human. However, as he was created for a singular purpose, his Shapeshifting is more limited than that of a Grue warrior. In all forms, Atlas possess immense strength and durability. He can only use his Shapeshifting ability to increase his natural talents, he can't make himself worse in any regard. He also possess a small degree of mental prowess. The strength of his mental powers increases geometrically the closer he is to his target. [u]Complications[/u]: [i]Responsibility:[/i] Upholding the law, protecting his stretch of the city, Sprinkles (his cat) [i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth. He got better. Public relations did not. [i]Have you been working out?[/i] - All of Atlas' forms tend to be stocky and well muscled versions of what he's copying, so when he tries to impersonate someone it looks like they've been hitting the gym recently, which can ruin the disguise to those that know the target. [b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP Str: 24/34 (+7/+12) Dex: 10 (+0) Con: 24/34 (+7/+12) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) [b][u]Combat:[/u][/b] 8 + 8 = 16PP Attack: +4 Base, +9 Melee Grapple: +16, +21 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3, -12 w/ powers Initiative: +0 [u][b]Saves[/b][/u]: 0+5+8=13PP Toughness: +12/+7 (+12/+7 Con, +0) (Impervious 12) Fortitude: +12/+7 (+12/+7 Con, +0) Reflex: +5 (+0 Dex, +5) Will: +8 (+0 Wis, +8) [u][b]Skills:[/b][/u] 92r = 23PP Concentration 16 (+16) Diplomacy 8 (+10) Gather Info 8 (+10) Handle Animal 8 (+10) Intimidate 15 (+17) Knowledge: Streetwise 8 (+8) Language 1 (English, Russian [Native]) Notice 11 (+11) Sense Motive 10 (+10) Survival 7 (+7) [u][b]Feats:[/b][/u] 21PP Accurate Attack All-Out Attack Attack Focus Melee 5 Challenge: Fast Startle Dodge Focus 4 Improved Grab Interpose Last Stand Luck 3 Power Attack Startle Ultimate Toughness [b][u]Powers:[/u][/b] 15 + 10 + 10 + 12 + 1 + 52 = 100PP [b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 5[/b] (Mental, 5 miles, [i]Extras:[/i] Two-Way) [10pp] * [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp] [b]Enhanced Strength 10[/b] [10pp] [b]Enhanced Constitution 10[/b] [10pp] [b]Impervious Toughness 12[/b] [12pp] [b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP] [b]Shapeshift 8[/b] (40pp pool) [i]Flaws[/i]: Action – Standard; [i]Drawback[/i]: Limitation - Cannot reduce the target's base traits (-4pp) [52pp] [u][b]Drawbacks:[/b][/u] 0pp DC Block: [code]Unarmed (unpowered) ------------- 22/Toughness ------------------------- Bludgeoning Unarmed (powered)------------ 27/Toughness--------------------------- Bludgeoning Costs: Abilities (32) + Combat (16) + Saves (13) + Skills (23) + Feats (21) + Powers (100) - Drawbacks (00) = 205/205 Power Points Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constitution scores, but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility. Sample Shapeshifting Allocations
  7. Ok, here's my upgrade for the equipment. So with 5 members that's 15ep each, so 3 ranks of Equipment a piece. And as per my essay in Bag of Tricks, I'm going to be depowering Eli to PL 12 this month, so that'll free up 6 more power points, that I can use to cover any one else's shortfall. Sound groovy?
  8. (21:19:33) Ecalsneerg: I mean, obviously getting disarmed will suck, but it should suck in an "awww" sense, not a crippling sense of uselessness (21:19:39) Raveled: Because I could justify putting a lot of things in Devices. Belt of Giant's Strength, Ring of Flight... (21:20:51) Gizmo: Just remember that the cooler Tony Stark's armor is, the more likely the GM is going to have him wake up in the middle of a bank robbery with a hangover and no idea where the armor went. (21:21:02) Raveled: (21:21:03) Geez3r: LOL (21:21:36) Raveled: "You wake up in the middle of the street, wearing just your *Roll roll roll* Chest piece. You hear gunfire across the street." (21:22:04) Gizmo: Your chest plate and nothing else.
  9. We're gonna take a break from builds and advice for a minute here. One of my favorite little features in M&M are the Super-Strength Power Feats. The reason that Super-Strength PF's exist is that in order to make a super-strong character you would need to buy lots of ranks in Super-Strength. Well, duh. But that means that you have less points to spend on everything else a Super-Strong character should be able to do. Power Feats allow a character to do the fancy strength tricks cheaply because it's assumed that you make up the difference by buying ranks of Super-Strength itself, so it kind of equals out. 3E takes the opposite approach, making you buy the weird effects and rolling your lifting capacity into your Strength score. I personally like both systems, with the 3E system being ahead by just a nose. But since we're playing 2E here, I've got some ideas for Super-Strength power feats. They're a great way to add utility to a character and vary them from the other bricks knocking about. Before we get to that, there are 2 feats in the book that I believe get glossed over, but can be quite good in practice. The first: Counter-Punching. Now before going further let me inform you that this is sort of a gray area in the rules. Ok, if you're looking for Super-Strength PF's, you're likely the tank. As the tank, you likely have Interpose for taking hits for your allies or civilians. But that only applies to singe target powers. What about AoE's? You can't Interpose against them, but you can Counter them. Maybe. That's the gray area. Counter-Punching lets you Counter ranged attacks with your mighty fists. You can punch fire or lightning away. Sweet. But what about fireballs? They're: Blast + Ranged + Area. Because it's Ranged and because Countering so rarely gets used, I'd allow this. But why specifically is this a good idea? Think about it, most AoE's are general area, meaning they are capped at PL. If you are a brick, then your Strength modifier exceeds your PL. That means even at even PL's you have an advantage in the opposed Power Check. Spend a HP to instant-counter and you can save several of your allies from having to roll at all. This is coincidentally how I would model the "punch the rocket away from its target" or the "absorb the grenade's impact in your hands" trick. Also note: AoE effects without the ranged extra, those that are centered on the user or start in an adjacenect square, are melee attacks and therefore compatible with using Block, something you have innately. Assuming of course you agree with the logic presented above. The second: Stunning Attack. No it's not a Super-Strength PF, but it does the same thing as one. It basically turns your melee attack into a Stun effect. Due to it being Fort based, it likely won't work all that well against other bricks. But against characters with a high Toughness save and a low Fortitude save (battle suits, mages and mentalists come to mind) this could be a nice and easy way to take them out of the fight, or at least stall them for a few rounds. Right, now onto the PF's I've made. Once again, I'll remind you that this is done by me alone and just because I post it here doesn't mean that'll get approved for play. Also, any resemblance to Chamions Online powers is purely coincidental. Bell Ringer - Nauseate X - A super-strong character clapping their hands violently over your ears can really mess with your equilibrium. A nice way to take a character out of a fight temporarily, or at least hinder them. Demolish - Drain Toughness X Extras: Affects Objects (+1) - Instead of aiming to hurt the target, you aim to break them. It's a little squicky to use on normal human beings, but against robots or battle suits or characters with force fields, have fun. To me, this is a wide hand open slap, meant to spread the impact over a larger area. Or you could go the "quivering palm" route. Freeze Breath - Snare X Extras: General Area Cone; Flaws: Touch Range - If you don't know how this power works, you need to get out more. Haymaker - Damage X LINKED Trip X Extras: Knockback; Flaws: Touch Range - For those of you with Mecha and Manga, this is the Climbing Kick power. Essentially it's just a normal hit, only you can knock the target back even if you don't stun them. Not necessarily something you want to do in a populated urban area, but if you're being attacked by someone you can't beat, knock them out of the fight. Heavy Hurl - Blast X Extras: General area Burst; Flaws: Full-Round Action - You pick up a very large piece of the scenery and chuck it at your foes, and they need to get the heck out of dodge. As a Complication, this power might not be useable in some scenarios because there isn't anything big enough to throw. You can technically do this as is, but the area of effect your wind up using is much smaller, so things shows an understanding of how to use an object's mass to the best effect. Powerlifting - Super-Strength 2 Flaws: Limited - Lifting capacity only (-2) [1pp] - Mentioned earlier in my Brick with an X build. This isn't one of those "weird effect" powers , it just makes you able to lift a lot more than you would ordinarily be able to do, giving a +10 to your carry capacity, which translates in x4 the amount you can lift. Why would you take this instead of normal Super-Strength? So you can grapple without tasting Velveeta. Strike of Valor - Damage X Extras: Vampiric - You get stronger the longer the fight goes on. Yeah it doesn't make you actually stronger, just less dead. A nice way to model a character that can take a licking and keep on kicking. I think this especially well suited to mythical heroes like Hercules. ADDENDUM: A good complication for a Hero using Strike of Valor? A variation on the Temporary Flaw for Healing. They don't technically heal their wounds, they just ignore them for the duration of the battle. Once the battle's over, all of the wounds they've suffered over the course of the battle manifest themselves at their full effect. Super-Breath - Trip X Extras: Knockback; Flaws: Touch Range - Instead of freezing people where they are with your breath, you just instead send them flying. A very useful roomsweeper, and can be quite useful in putting out fires. Uppercut - Damage X Extras: Secondary Effect - You know at the end of Ultimate Power that have the designer's notes and one of the sections is that "Close enough for RPG work"? Yeah this is one of those powers. You hit the target high up into the air, and then unless you hit them with power again, they go splat. By the rules they are technically allowed to use Melee attacks on you on their turn from when you first hit them and when they splat, but that's something I'm willing to accept to ignore the pants on head retarded falling rules.
  10. I put up a bit of a directory at the front page. I probably missed some of you.
  11. "...Yeah..." said Eli slowly. "I know her name's Zephyr and she's really fast. Other than that, I don't know squat about her or her family, or her friends. But uhh... spying on high school kids? Not gonna lie there Dok, that's a little creepy." said Eli, not entirely liking the direction this conversation was starting to take. "And word to the wise, you might not want to have any pictures or videos of them on your computer. That could lead to a rather awkward conversation with the Feds and later Barbra Walters. Nothing erodes a good public image quicker than a documented obsession with little kids." said Eli trying to make a little joke of the situation he clearly felt uncomfortable in. He made a mental note to ask Lynn what the heck this was all about latter. Hoping to change the subject back to something more sciency he added "I figured she was manipulating time somehow. Makes sense if you think about it for a moment." he said with a shrug, hoping Dok would take the bait and tell him off for taking time travel lightly.
  12. In case it matters, the "skin peeling back" thing looks just like Mystique's thing from the X-Men movies. And if it matters for the Shapeshift allocation: Prehensile Hair 4 (Container) [20pp] Prehensile Hair 10 (10PP; PF: Alternate Power x2) [12pp] BE: Additional Limbs 5 (25 'tendrils'; Sustained Duration) + Elongation 5 (100 feet) [10/10pp] AP: Deflect 8 (slow projectiles) [8/10pp] AP: Snare 5 (Extra: Engulf) [10/10pp] Super-Movement 2 (Slow Fall, Swinging) [4pp] Super-Senses 1 (Analytic Touch, Limit: Only with Prehensile Hair) [0.5pp] Super-Strength 3 (effective Str 51, Hvy Load 12 tons; Limit: Only with Prehensile Hair) [3pp] Enhanced Dexterity 8 [8pp] Enhanced Skills 2 (Acrobatics 4, Stealth 4) [2pp] Enhanced Feats 6 (Ambidexterity, Chokehold, Grappling Finesse, Improved Grapple, Improved Pin, Takedown Attack) [6pp]
  13. I figure before I go to much further, I should also include a bit about my character creation methodology. Again, this is my own personal philosophy, and does not necessarily reflect that of the Ref Team as a whole. Now, in my opinion what makes a character powerful should never be a single ability (IMO, this also includes arrays). If a single ability makes a character powerful, than that ability is over powered generally speaking. The exceptions are things like Shapeshift where they dominate the character's power point expenditure and necessarily define that character's shtick. But if the power of the character comes from them having a Perception Ranged, Free Action Disintegrate, the character gets their power from being over powered rather than being well built. To make a powerful character requires synergy and utility. A character's core competency should come from several different factors, that when combined achieve a result that is greater than the sum of their parts. Let's look at classic Atlas for an example. Why was he such a tank? While his Strength and Toughness scores were high, he wasn't the highest on the site in either category (though he was the only one with a +/- 5 at the time). Those alone didn't account for it. He had more ranks in Super-Strength than anyone else, which was quite powerful. He also had Growth which gave him an edge in Grappling and Intimidation. The vast majority of his Toughness save came from his high Constitution score, meaning he also had a high Fortitude save. Using his Super-Strength in an array, Atlas got a powerful (rather overly so which is why its gone now) Healing effect, which had an increased effect thanks to his high Constitution score. He was also able to keep the rank high in the Healing Effect thanks to his Last Stand feat, which let him take the Full-Round required to etch-a-sketch his damage conditions, not matter how bad they were, as well as having that added utility for situations calling for using Last Stand by itself. Add in his Interpose and Ultimate Toughness and he could take hits for his entire team. In a meta-analysis this also has the added benefit of "forcing" your enemies to power attack for high amounts. In order to get past Atlas's high Impervious score or cause him damage, most characters have to power attack. If Atlas could interpose on behalf of one of his allies, many enemies will hedge their bets and power attack just in case Atlas does interpose. This is a benefit because you usually Interpose for allies with low Toughness saves, and therefore high Defense scores, which means they are nearly impossible to hit while Power Attacking. You effective protect your allies just by being there, without technically doing anything. So what's the take away from all that: If you can explain why your character is strong in a sentence or two, you're doing it wrong. Those of you playing at home may feel that I'm being a bit hypocritical here as my first character, Malice was powerful for one word, let alone an entire sentence. That word was "DAKKA" for you newer players. Going way back, as in before most of the current Ref Team was on the site, I was one of the first players that realized that if I got a capped attack, and then put extras on it, it got even more powerful. Adding All Out Attack & Power Attack to effectively shift some of my Defensive PL into Offensive PL was icing on the cake. But what made it worse was the fact that Malice could do all than, and everything else a battlesuit character should be able to do on top of that. That's what utility is all about. It's everything else your character does that can contribute to forwarding the plot other than punching people in the face. Most of the time this comes up in the skills a character has. Knowledges are the most common, but things like Gather Info, Computers and the like help as well. Other characters have powers that lend themselves to mundane utility. Flying bricks tend to have some sort of Super-Sense for instance. Telepaths have the whole mind reader thing going for them. Remember, this is a super-hero game. Your ability to make the bad guys fall down is taken for granted. It's what else you bring to the table that makes you special. But even those two qualities are necessary to making a good character, there is such a thing as too much of a good thing. If you're like me, you're used to making powerful characters for the sake of making powerful characters. In other RPG's a failed save or an unoptimized character means a death sentence. I stand before you to say: that's not how it works here. It took me years to finally get that through my head and fully understand that, though I'd prefer to blame my low posting rate (and therefore less time actually playing the game) rather than my thick headedness, though that could be wishful thinking. It'll take time for you too. The development of a player here goes something like this: 1. Not understanding the rules 2. Builds a weak character 3. Builds an average character 4. Builds an above average character 5. Builds a character that is too powerful 6. Builds an average/above average character The development of any given player varies dramatically. I've spent most of my time here at the 4 and 5 level. You will eventually reach a point where you can build a character at nearly any PL and proceed to wreck house. And don't get me wrong, sometimes it is quite fun to just wreck house. On any type of "what kind of player are you" test, I routinely score highest in the Power Gamer/Slayer/Butt Kicker categories. But let me ask you: how powerful does your character really need to be? Seriously. Think about it. When have you upgraded your characters caps because it fit character concept and not just because you have higher caps to hit? Most comic book characters fall between PL 8 and PL 12. Most of the enemies you'll face in FC fall in that range as well. And due to Kenson maths, are often not as powerful as they should be. I'm talking to you as a guy that's made all of these mistakes. In fact, I'm the guy that invented some of them. I'm asking you to please learn from them. The whole point of optimization is not to do everything better than everyone else. It is to do everything you character should be able to do given the constraints of the budget you have. I know its a corny line, but it gets repeated for a reason: With great power comes great responsibility.
  14. Sam blinked a few times unconciously as Dr. Haviland went about collecting the blood samples. Seeing the look of concern flash across Haviland's face, Sam explained "Sorry, just not used to seeing too much of my blood I guess. And it feels weird to not be punching someone or something when its happening." he added with a shrug. He pondered for a moment of what to change into. He didn't want to assume his standard Atlas form because that was a little too big for this room. He could fit in it fine, he was just worried about smooshing something expensive. "Well if you insist on continuing to stab me, I'm gonna make this weird." said Atlas as his skin began to peel back and reveal none other than Dr. Haviland. This time "Sam" looked a lot different from when he had first assumed Gossamer's form. He seemed to be a little generous with the muscle tone, and this time the hair he had was animate instead of just hanging there. "Now if we don't get some kind of result with this, I think we can just throw science out the window." "he" said absentmindedly as several small tendrils of hair set about straightening the lab coat "he" was now wearing.
  15. Because I'm a terrible person, I've got a second account. Right now with a level 20 Inferno character. Scorch@Geez3r37
  16. "D'aww. This ain't nothing there Archy Claus. This is just your good karma kicking in." said Eli with a playful jab to the unusually emotional Archeville. "For all you've done for us, this is the least we could do. Besides, you're going to face facts soon enough here Dok; you're family now and like it or not, you're stuck with us. It's like static cling, but only more hugs and presents. Don't worry you still get the tingly feeling." said Eli with sincerity. "Alright. Enough of the mushy stuff." said Eli clapping his hands together. "Lets get some eggnog in us so we can belt out some carols without feeling bad about our singing voices or lack there of."
  17. Brick with a Bible Abilities: 10 + 4 + 10 + 2 + 2 + 4 = 32PP Strength: 20/40 (+5/+15) Dexterity: 14 (+2) Constitution: 20/34 (+5/+12) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 6 + 8 = 14PP Initiative: +2 Attack: +3, + 5 Melee Grapple: +10, +22 w/powers, +28 with full Power Reserve Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -2, -12 with powers Saving Throws: 0 + 1 + 6 = 7PP Toughness: +5/+15 (+5/+12 Con, +3 Protection) Fortitude: +5/+12 (+5/+12 Con, +0) Reflex: +3 (+2 Dex, +1) Will: +7 (+1 Wis, +6) Skills: 52R = 13PP Diplomacy 15 (+17) Handle Animal 8 (+10) Knowledge (Theology & Philosophy) 8 (+9) Notice 9 (+10) Sense Motive 12 (+13) Feats: 13PP All Out Attack Attack Focus Melee 2 Benefit 2 (Wealth 2) Dodge Focus Interpose Leadership Luck 3 Power Attack Ultimate Toughness Powers: 20 + 14 + 13 + 2 + 7 + 12 + 3 = 71PP Enhanced Strength 20 [20pp] Enhanced Constitution 14 [14pp] Protection 3 Extras: Impervious Toughness 10 [13pp] Flight 1 [2pp] Super-Strength 2 PF: Haymaker, Powerlifting, Shockwave [7pp] Power Reserve 6 (Flight, Super-Strength) [12pp] Super Senses 4 (X-Ray Vision) DB: Blocked by lead [3pp] Drawbacks: (-0) + (-0) = -0PP DC Block: Unarmed (unpowered) -------- DC 20 Toughness (Staged) ----- Damage Unarmed (powered) ----------- DC 30 Toughness (Staged) ----- Damage Abilities (32) + Combat (14) + Saving Throws (7) + Skills (13) + Feats (13) + Powers (71) - Drawbacks (0) = 150/150 Power Points NOTES Remember that popular archetype I just did? Here's another variation on it. This character grew up on a farm deep in the Bible Belt, maybe Kansas, maybe not. They were around animals all their life, and in their adult life, they are the pinnacle of what it means to be a good Christian neighbor. They don't judge, they don't swear, they don't lie. They treat everyone they meet with kindness and respect and hold a strong belief in the protection of all human life. So when they suddenly developed super powers, they immediately set to work on their higher purpose. They've got a decent bank account to boot. Maybe their parents farm land is built on an oil reserve? Do their powers come from a divine source or was it an innate transformation? To this person, it doesn't matter. They're going to do the right thing because it's the right thing to do. That's what faith is all about. For older players, I see this character being played as a nicer version of Dark Star. That comes with a nice slew of complications too. They always ask the bad guys to surrender, they always have to try to save everyone, they don't lie, ever. They are basically a modern day paladin, defending those that can't defend themselves. They hold themselves to the highest standard and constantly measure up. One last tip for playing this character: Don't go anymore in depth to religion than I've done here. I've probably pushed the envelope enough as it is. In real life, people can get very defensive of religion. That's ok. We're here to punch jet-pack apes in the face, not discuss religion. If religion gets in the way of having fun, then drop it. The unique features of the build are the 2 PF's for Super-Strength. Haymaker is: Damage X LINKED Trip X Extras: Knockback; Flaws: Touch range. Essentially you can knock the target back even if you don't stun them. Powerlifting is Super-Strength limited to increasing lifting capacity only. In my mind this is a -2 flaw, not a -1, so each rank gives a +10 to carrying capacity. As I made it up for this build, this does not necessarily reflect the opinions of the ref team as a whole.
  18. Brick with a Bankroll Abilities: 10 + 4 + 10 + 2 + 2 + 4 = 32PP Strength: 20/40 (+5/+15) Dexterity: 14 (+2) Constitution: 20/34 (+5/+12) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 6 + 8 = 14PP Initiative: +2 Attack: +3, + 5 Melee Grapple: +12, + 28 Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -7, -18 with powers Saving Throws: 0 + 1 + 6 = 7PP Toughness: +5/+15 (+5/+12 Con, +3 Protection) Fortitude: +5/+12 (+5/+12 Con, +0) Reflex: +3 (+2 Dex, +1) Will: +7 (+1 Wis, +6) Skills: 72R = 18PP Bluff 11 (+13, +17 w/ Attractive) Diplomacy 11 (+13, +17 w/ Attractive) Intimidate 15 (+17) Knowledge (business) 14 (+15) Notice 9 (+10) Sense Motive 12 (+13) Feats: 16PP All Out Attack Attack Focus Melee 2 Attractive Benefit 4 (Fame, Wealth 3) Dodge Focus Interpose Leadership Luck 2 Power Attack Startle Ultimate Toughness Powers: 20 + 14 + 13 + 2 + 4 + 10 = 63PP Enhanced Strength 20 [20pp] Enhanced Constitution 14 [14pp] Protection 3 Extras: Impervious Toughness 10 [13pp] Flight 1 [2pp] Super-Strength 2 [4pp] Power Reserve 5 (Flight, Super-Strength) [10pp] Drawbacks: (-0) + (-0) = -0PP DC Block: Unarmed (unpowered) -------- DC 20 Toughness (Staged) ----- Damage Unarmed (powered) ----------- DC 30 Toughness (Staged) ----- Damage Abilities (32) + Combat (14) + Saving Throws (7) + Skills (18) + Feats (16) + Powers (63) - Drawbacks (0) = 150/150 Power Points NOTES Alright, this is a popular archetype: the Flying Brick. But I've made a few modifications to it. Firstly, this character is a brick that happens to fly. Even at their fastest, they still have a carrying capacity of 50, that's enough to heft a semi. They are also missing many of the tricks that Paragon characters tend to have. No super-senses, no laser eyes. In it's place, I made them a savvy business person with a real knack for closing million dollar deals, and a bank account to prove it. Basically: what would Superman be like with Bruce Wayne's bank account. This character realizes that some problems can be solved by throwing punches. They also realize that some problems can be solved by throwing money at them. The Fame Benefit reflects their well known philanthropic nature. This is a character that doesn't stop being a hero just because they take off the cape.
  19. Volcana Abilities: 0 + 6 + 6 + 0 + 2 + 6 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6, +8 fire powers Grapple: +6 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -6 w/ powers Saving Throws: 3 + 5 + 9 = 17PP Toughness: +3/+12 (+3 Con, +9 Forcefield) Fortitude: +6 (+3 Con, +3) Reflex: +8 (+3 Dex, +5) Will: +10 (+1 Wis, +9) Skills: 68R = 17PP Acrobatics 12 (+15) Bluff 15 (+18) Concentration 12 (+13) Diplomacy 9 (+12) Notice 9 (+10) Sense Motive 11 (+12) Feats: 9PP Challenge (Fast Feint) Dodge Focus 4 Luck 2 Move By Action Power Attack Set Up Powers: 40 + 10 + 9 + 6 + 1 = 66PP Fire Manipulation Array 18 (36pp; 3AP's) PF: Accurate [40pp] * BE: Blast 12 Extras: Autofire * AP: Blast 12 Extras: Concentration * AP: Drain Toughness 12 Extras: Affects Objects (+1), Ranged * AP: Energy Aura 8 Flight 5 (250mph, 2500fpr) [10pp] Force Field 9 [9pp] Immunity 6 (fire damage, suffocation in smoke rich environments) [6pp] Super-Senses 1 (Infravision) [1pp] Drawbacks: (0) = -0PP DC Block: Unarmed -------- DC 15 Toughness (Staged) ----- Damage Snare ----------- DC 24 Reflex (Staged) ----- Snare Drain Toughness -------- DC 24 Fortitude (Staged) ------ Drain Abilities (20) + Combat (20) + Saving Throws (17) + Skills (17) + Feats (10) + Powers (66) - Drawbacks (0) = 150/150 Power Points NOTES The other side of the elemental coin to my Glacier build. This character is rather defined by their powers rather than their other facets from a mechanical perspective. About all you can associate about the character from the mechanics is that they have a silver tongue and get a good read on other people. There are things you can inference about the character from the build however, or rather what is absent: there are no area of effect attacks. That is ordinarily a very large oversight for a Blaster type character. But the problem is: fire is still fire once the effect is over with. This character avoids throwing around fire balls because they also don't possess the basic "Fire Control" power. They could easily stunt either of these powers, but it is not something they are used to. Maybe they're still not used to their powers? Perhaps they had a bad accident previously and don't want to repeat that incident. Or maybe, their powers don't allow them to control the flames at all. They can set fires and maintain them, but they can't put them out. But the point of it all is something I want to illustrate with these builds: what's not on the sheet is sometimes just as important as what is. Other than that, nothing too special about this build. I see it performing as a Striker sort of play style. You are quite skilled at dealing with a single target. You can use the Concentration blast to mimic someone staying on fire, or a fire that's difficult to put out. It'll eat your Standard Action to be sure, but think of it as a grapple at range. You're pretty darn good at feinting your foes, use Set up to help your allies out while you focus down one foe.
  20. Glacier Abilities: 0 + 0 + 4 + 0 + 0 + 0 = 4PP Strength: 10/30 (+0/+10) Dexterity: 10 (+0) Constitution: 14/18/32 (+2/+4/+11) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 14 + 8 = 22PP Initiative: +0 Attack: +7, +11 unarmed (-1 Size modifier) Grapple: +23 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed (-1 Size modifier) Knockback: -11, -18 w/powers Saving Throws: 2 + 3 + 5 = 10PP Toughness: +7/+14 (+4/+11 Con, +3 Protection) 10 Impervious Fortitude: +6/+13 (+4/+11 Con, +2) Reflex: +3 (+0 Dex, +3) Will: +5 (+0 Wis, +5) Skills: 60R = 15PP Diplomacy 8 (+8) Intimidate 15 (+17) Knowledge (physical Sciences) 10 (+10) Knowledge (Technology) 10 (+10) Notice 9 (+10) Sense Motive 8 (+8) Feats: 10PP All Out Attack Attack Specialization (unarmed) 2 Dodge Focus 3 Luck 2 Power Attack Startle Powers: 31 + 21 + 4 + 5 + 31 = 92PP Ice Giant Container 6 PF: Innate [31pp] Growth 4 Extras: Permanent {12pp} +8 Strength +4 Constitution +2 Intimidate +4 Grapple Checks +5 Carrying Strength -1 Combat Size modifier -4 Stealth Checks Density 6 Extras: Permanent {18pp} +12 Strength + 3 Protection, +3 Impervious Super-Strength 2 Immovable 2 x5 Mass Enhanced Constitution 14 Extras: Impervious 7 [21pp] Flight 4 Flaws: Platform [4pp] Immunity 5 (Cold Damage) [5pp] Ice Manipulation Array 14 (28pp; 3 AP's) [31pp] * BE: Snare 14 * AP: Create Object 12 Extras: Permanent (+0); PF's: Innate, Progression 3 (12 25' cubes) * AP: Drain Toughness 14 Extras: Affects Objects (+1) * AP: Environmental Control 7 (Extreme Cold & 1/4 movement; 500ft.) Drawbacks: (-3) = -3PP Vulnerability (+50% DC to Fire effects; common, moderate) [3pp] DC Block: Unarmed -------- DC 25 Toughness (Staged) ----- Damage Snare ----------- DC 24 Reflex (Staged) ----- Snare Drain Toughness -------- DC 24 Fortitude (Staged) ------ Drain Abilities (4) + Combat (22) + Saving Throws (10) + Skills (15) + Feats (10) + Powers (92) - Drawbacks (3) = 150/150 Power Points NOTES To start us off, we've got the character that required ruthless optimization. My vision for this character is that he's a scientist who really isn't all that skilled. Not that he believed that of course. He believed he was the greatest scientific mind of this generation. He just needed something to prove it. Sad thing was, no one would give him funding. So he got desperate and experimented on himself. Things didn't go well. It was only after he transformed himself into some sort of monster that he realized the flaws in his methods, as it was the first time he had irrefutable proof of his failure. And in a bit of irony, he wasn't skilled enough to figure out the particulars of the experiment so he couldn't duplicate it or reverse it. But unlike so many of his peers, he didn't see this as a defeat. He saw it as an opportunity. If he couldn't be recognized for his scientific accomplishments, he would be recognized for his heroics. Plus you can't do ice puns as a villain. The good ones at least. This character wears a lot of different hats. He's a pretty good brick, a half decent scientist, and he has a few debuff powers to tag along with it too. This is also my idea of the pinnacle of a M&M character; you can practically hear the budget straining to contain everything the build wants to do. You just have to be very cut and dry about what exactly you want the character to do. What are you willing to compromise in the name of concept? He's a pretty good brick, with a lifting capacity of 45 or a subway car. He's also quite a bit more accurate with his fists than people would likely think given his size. His Create Objects power models him making honest to god walls of ice. It's real ice and it will likely stick around unless it's melted by some outside force because he's got no control over it once its made. His Drain is dropping the temperature of the target rapidly, which can be used with more impunity on objects than people. If I were to play this character, I would likely spend my first couple of power point in abilities as that was the part I had to cut most drastically. Skills and feats would hardly go amiss either. One of the easier ways to customize this character is to shift the accuracy/damage relationship between his ability to hit things and his ice powers. Taking 2 ranks from Ice Manipulation, adding 4 ranks to Strength, and shifting one of the Attack Specializations to Ice Manipulation will do the trick. Do it again to make his hitting things ability the primary damage dealer, with the IM being the accurate supplement.
  21. So as long as I'm back, I may as well dust off my old thread here. I'm going to be keeping everything from the old thread here, but a lot of the links don't work, and I may not be able to track them all down. So repairs are in progress, but don't expect miracles. Also note the date on many of these old builds. As of this writing, they're all about 2 years old, meaning they were made with a different set of House Rules than we have now. Don't take anything I've got written here as gospel; it isn't. Everything in here is solely my opinion. Things you can do when making a Mutants and Masterminds character don't necessarily match up to things you can do when making a character for FC:PbP. So I wanted to do a new series of builds. Across all of the character building threads, we most often see PL 10 characters. Thats all fine and dandy, they are of course the most common, both in the genre and in the site. But for one reason or another, you may want a build of a higher PL. You may want to benchmark your own PC against them, or you want an NPC to use in a thread. So what I'm doing to do with this series of builds is make each of the archetypes at PL 10, and then advance them to each additional PL. Every increase in PL will be based on the build before it. I'll highly the changes in blue so that you can tell at a glance what was changed from the last build. I will however be staggering out the progression slightly. Each build will have 20pp more than the one before it, so that they would have effectively hit PL 15 once they hit our 250pp cap. New Table of Contents Maxima - PL 13 - 215pp Maxima - PL 14 - 250pp Captain Atom Advanced Battlesuit PL 10 (150pp) Advanced Battlesuit PL 11 (170pp) Advanced Battlesuit PL 12 (190pp) Advanced Battlesuit PL 13 (210pp) Advanced Battlesuit PL 14 (230pp) Advanced Battlesuit PL 15 (250pp) Advanced Martial Artist PL 10 (150pp) Advanced Martial Artist PL 11 (170pp) Advanced Martial Artist PL 12 (190pp) Advanced Martial Artist PL 13 (210pp) Advanced Paragon PL 10 (150pp) Advanced Paragon PL 11 (170pp) Advanced Paragon PL 12 (190pp) Advanced Paragon PL 13 (210pp) Advanced Paragon PL 14 (230pp) Advanced Paragon PL 15 (250pp) Blockbusters: Build Notes and Discussion: Blockbuster Primer 1 Orange Tier Blockbusters Citizen - One of Us >Cyborg Slayers - Eighty-Six Double-Dash - The Lightspeed Trickster Kallig - The Devil You Know Mesmero - The Man in Black Recon - The Golden Eye T-Wrecks - The Killing Machine Red Tier Blockbusters Count Dracula - The Sire of All Vampires The Harvester - Reaper of the Void Helixa - Queen of the Stars Kaiju Kong - The Typhoon Terror Black Tier Blockbusters OMEGA - The Murderer of Centurion The Porcelain Empress - The Light in the Darkness Everything from the old thread is spoiled here.
  22. Atlas would like to punch some things in the face.
  23. Yeah, Eli's going to have to kick in some more points (read: any) too for that matter
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