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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Costumed Detective Comics examples: Batman, Black Panther, Daredevil, Moon Knight PC examples: Geckoman, Midnight II (Note: both of these characters have superpowers, which this build lacks) Power Level: 10 (150/150PP) Trade-Offs: +4 Attack / -4 Damage (melee), +2 Attack / -2 Damage (ranged), +4 Defense / -4 Toughness Description: Criminals quake in fear at the mention of your name. The scum of the city stare at shadows, hoping you're not in them. Crimes are desperately hidden in the vain hope that your genius intellect won't find a clue. You're the terror stalking the night. You're Batman. Complications: Costumed adventurers, more so than everyone else need to keep their identities secret. At least if the paragon's identity is discovered, his secret identity can't be killed with a sniper rifle from an unnoticeable spot. Abilities: 8 + 10 + 8 + 10 + 0 + 4 = 40PP Strength 18 (+4) Dexterity 20 (+5) Constitution 18 (+4) Intelligence 20 (+5) Wisdom 10 (+0) Charisma 14 (+2) Combat: 16 + 16 = 32PP Initiative: +9 Attack: +8, +12 boomerangs, +14 unarmed Grapple: +12 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -2, -3 with costume Saving Throws: 3 + 6 + 9 = 18PP Toughness: +6 (+4 Con, +2 costume) Fortitude: +7 (+4 Con, +3) Reflex: +11 (+5 Dex, +6) Will: +9 (+0 Wis, +9) Skills: 120R = 30PP Acrobatics 10 (+15) Bluff 8 (+10) Climb 6 (+10) Disable Device 5 (+10) Escape Artist 5 (+10) Gather Information 13 (+15) Intimidate 13 (+15, Skill Mastery) Investigate 10 (+15, Skill Mastery) Knowledge (streetwise) 10 (+15, Skill Mastery) Knowledge (tactics) 10 (+15) Notice 10 (+10) Search 10 (+15) Stealth 10 (+15, Skill Mastery) Feats: 30PP Attack Specialisation (boomerangs) 2 Attack Specialisation (unarmed) 3 Challenge (Fast Startle) Dodge Focus 6 Equipment 3 Evasion Improved Initiative Jack of all Trades Luck 2 Master Plan 2 Power Attack Quick Draw Sneak Attack Skill Mastery (Intimidate, Investigate, Knowledge [streetwise], Stealth) Startle Takedown Attack Well-Informed Powers: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage Unarmed (Sneak Attack) Touch DC 21 Toughness (Staged) Damage Boomerang Range DC 21 Toughness (Staged) Damage Boomerang (Sneak Attack) Range DC 23 Toughness (Staged) Damage Abilities (40) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (30) + Powers (0) - Drawbacks (0) = 150 Power Points Notes: :arrow: This build has many options available to it. You can fight up close with your fists, or at a distance using boomerangs, but in either case, you will need to Sneak Attack to meet caps. However, the Startle feat lets you feint with Intimidate, the Fast Startle feat lets you do so as a move action without the -5 penalty, and your Skill Mastery means you can consistently hit DC 25. Alternately, use your huge Stealth score to make the first strike from hiding. And when it comes down to it, while your super-strong teammates pound on the invulnerable villain, you can use Takedown Attack to sweep through his minions en masse. :arrow: Preparation is key. Despite meeting combat caps, your lack of superpowers or superhuman abilities puts you at a disadvantage. If you get the opportunity, use Master Plan. The second rank of that feat, under our House Rules, lets you use Knowledge: Tactics for it, and with a +15 modifier, you can easily get the maximum +3 master plan. :arrow: While you're physically powerful, you're also very intelligent. Not only do you have the aforementioned Master Plan, Int 20 and Jack of all Trades mean you have a +5 bonus in all Knowledge skills. You can also use Skill Mastery to routinely hit DC 25 Knowledge (Streetwise) checks. :arrow: Remember: while anyone can do this, you are the one with the utility belt. You can spend a HP to gain a non-Fortune feat at any time; this includes Equipment. If you need an item you don't have, you suddenly do have it. Customisation: :arrow: This build is focussed on the "Batman" version of this archetype, with high Investigate and Intimidate. There are other approaches you could take: using Acrobatic Bluff rather than Startle, or using Bluff for normal feints, perhaps picking up Taunt for a detective more willing to smack talk. Feats like Move-By Action might work well for a guerilla hit-and-run approach. :arrow: The Equipment on this build is very bare bones. With more ranks in it, you could pick up underground HQs, cool cars, etc etc etc. You might also want to take Benefit (Wealth) 2 or 3 for the wealthy playboy look. :arrow: A variation is for the Costumed Detective to possess superpowers, like enhanced physical prowess (Enhanced Strength, Dexterity and Constitution, with a corresponding drop in Attack and Defence to avoid breaking caps), or psychic powers (like Mind Reading or ESP), or even energy blasts (replace the boomerangs with a low-ranked Blast power).
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Energy Controller - PL 7 version Comics examples: The Human Torch [Fire], Avalanche [Earth], Red Tornado [Air], Aqualad [Water], Static [Electricity] PC examples: Dark Star [cosmic/gravity], Lady Winter [ice/cold] Power Level: 7 (105/105PP) Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness The notes, complications and customisation options are pretty much the same as the PL 10 version. Abilities: 0 + 0 + 4 + 0 + 0 + 4 = 8PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) Combat: 4 + 4 = 8PP Initiative: +0 Attack: +2, +4 energy blast Grapple: +2 Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -1, -8 with Force Field Saving Throws: 3 + 6 + 5 = 16PP Toughness: +2/+10 (+2 Con, +8 Force Field [impervious 7]) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+0 Dex, +6) Will: +5 (+0 Wis, +5) Skills: 28R = 7PP Bluff 8 (+10) Concentration 10 (+10) Notice 10 (+10) Feats: 4PP Dodge Focus 2 Luck 1 Taunt Powers: 22 + 8 + 15 + 5 + 3 = 53PP Energy Control Array 10.5 (21pp array; Power Feats: 1 Alternate Powers) [22PP] Base Power: Blast 10 (energy bombardment, Power Feats: Accurate) [21PP] (lightning blast) Alternate Power: Blast 7 (energy explosion, Extras: Area - Burst) [21PP] (lightning storm) Flight 4 (100 MPH, 1000' per round) [8PP] (electromagnetic propulsion) Force Field 8 (energy shell, Extras: Impervious 7) [15PP] (lightning aura) Immunity 5 (all electricity damage) [5PP] Super-Senses 3 (energy awareness [mental, Acute, ranged]) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Blast Range DC 25 Toughness (Staged) Damage Blast [Burst] Range DC 17/22 Reflex (Area)/Toughness (Staged) Damage Abilities (08) + Combat (08) + Saving Throws (16) + Skills (07) + Feats (04) + Powers (53) - Drawbacks (00) = 105 Power Points
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Gadgeteer Genius Comics examples: Blue Beetle II (Ted Kord), Forge PC examples: Herr Doktor Archeville Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Description: You don't need a tin suit. You don't need innate superpowers, or intense martial arts training, or to be a dark-caped avenger of the night. All you need is a laboratory, your mighty intellect, and a few gadgets you whipped up on your lunchbreak. You're a genius, and you know it. And you've got a ray gun. Complications: You're a slightly mad scientist. Turn up to work on time? You were making a fusion reactor! You had a date at eight? Sorry, dear, but rocket boots wait for no man or woman! Meet your budget? Money is just meaningless, you'll fix the economy after you're done with your list of 101 funky lasers. Frankly, being the world's greatest mind screws up your social life. Abilities: 0 + 0 + 4 + 15 + 4 + 0 = 23PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 25 (+7) Wisdom 14 (+2) Charisma 10 (+0) Combat: 6 + 6 = 24PP Initiative: +7 Attack: +6, +8 ranged with Goggles Grapple: +6 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -1/-11 with Force Field Saving Throws: 5 + 7 + 9 = 18PP Toughness: +2/+12 (+2 Con, +10 Force Field [impervious 10]) Fortitude: +7 (+2 Con, +5) Reflex: +7 (+0 Dex, +7) Will: +11 (+2 Wis, +9) Skills: 84R = 21PP Computers 13 (+20, Skill Mastery) Craft [Electronic] 13 (+20, Skill Mastery) Craft [Mechanical] 13 (+20) Disable Device 13 (+20, Skill Mastery) Knowledge [Technology] 13 (+20, Skill Mastery) Notice 8 (+10) Search 3 (+10) Sense Motive 8 (+10) Feats: 12PP Beginner's Luck Equipment 2 Dodge Focus 2 Eidetic Memory Inventor Luck 2 Master Plan Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology]) Speed of Thought Powers: 15 + 16 + 8 + 8 + 2 = 49PP Device 5 (sonic ray gun, Easy to Lose, 25pp of traits) [15PP] (technological) Device 4 (force field belt, Hard to Lose, 20pp of traits) [16PP] (technological) Device 2 (rocket boots, Hard to Lose, 10pp of traits) [8PP] (technological) Device 2 (targeting goggles, Hard to Lose, 10pp of traits) [8PP] (technological) Quickness 4 (x25 speed, Flaws: Mental actions only) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (staged) Damage Blast 12 Ranged DC 27 Toughness (staged) Damage Dazzle 10 Ranged DC 20 Ref (area)/DC 20 Ref (dazzle), DC 20 Fort (lasting) Deafened Abilities (23) + Combat (24) + Saving Throws (21) + Skills (21) + Feats (12) + Powers (49) - Drawbacks (0) = 150 Power Points Notes: :arrow: You're smart. Like, really, really smart. The most important thing you can do with this intellect is use it. Got the opportunity to make a Master Plan? Do so. Got time to jury-rig an Invention using your huge skill bonuses and Skill Mastery? Do so, remembering you can take a -5 penalty to half the design and construction times, and that mental Quickness applies to the design time. :arrow: You have a lot of flexibility and power stunt capacity in your four devices. Sonic rays can be used to stunt a wide variety of wonderful effects, like sonically Draining the Toughness of Objects, dampening sonic vibrations to muffle noise (auditory Obscure) or even sonically vibrating things into atoms (Disintegrate!). Your goggles let you inspect dust-sized objects, and find people by body heat even in the dark, and let you Accurate/Power Attack for more accuracy or damage, whatever you need at the time. Force Field belt could conceivably Create a force field Object to shield other people at the expense of your personal protection. The sky's the limit, and there's technobabble to spout. Oh, and you can fly around while looking cool. :arrow: Your skills list is not as limited as it first appears. You can make any and all Knowledges untrained, with your +7 Int, and take 20 using your HQ's library. If you really want, spend a HP on Beginner's Luck for 5 ranks in any skill you choose. Someone's sick? You've got an Infirmary, and suddenly some ranks in Medicine. Need to find something faster? Your Search skill has low ranks and thus qualifies for Beginner's Luck, boost it up to +15 from +10. Customisation: :arrow: Well, it's possible to have a dumb gadgeteer. He got handed his gadgets from someone else, and as such, likely has none of the skills, feats, or Mental Quickness, or the Int. However, he likely has better stats physically, is less reliant on his Devices, and has more skills. Consult the Costumed Adventurer for some inspiration. :arrow: Different Devices! It's possible for different fun effects. Swap out the sonic beams for a laser gun. Swap out the rocket boots for a teleportation belt. Swap out the force field belt for a gyroscopic aim distributor (i.e. Shield). Swap out the goggles for actually having the aiming prowess yourself, from actual skill or from your intelligence letting you calculate trajectories in seconds. :arrow: Less Devices, more Equipment! Overlapping with the "dumb" gadgeteer, this Gadgeteer may not be so dumb, and instead represent a Costumed Adventurer instead. He'd likely have a couple of his iconic Devices and his his vaunted Intelligence, but when it gets down to it, he's evading bullets through grit and skill, not fancy Devices. He may also have an airship vehicle paid for with lots of Equipment ranks.
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Arrowhawk didn't resist as she twined her arm round his, and led her to the elevator. "Well," he said, suddenly filled with an unusual desire to show off. "I pulled some strings in a Theatre district..." He mentally filled in ... because I had a week's notice and am a very scary man. "And, with a little luck." And looking scary. "Got a reservation at this nice new place." Dear God, am I really this petty?
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Liz quickly and adeptly finished the welding job, pulling off the goggles and wiping down her brow with a towel as she reached for her can of Coke. "Ok, I'll get it fitted to the car later today," she said, grabbing Chris by the waist and planting a kiss on his lips. "Then you're coming with me to dinner with my mom." Chris looked panicked for once at this. "Um... is your mom likely to get as aggressive as your dad? I mean, that time with the shotgun and the panic and the whole coffee mug..." His eyes opened wider. "Dear god, that coffee mug..." Liz shook her head as she smiled, producing a list from the back pocket of her jeans. "She won't hurt you. Well much," she finished with a vague hint of doubt as she tailed off. "Anyway, I need you to go get these things for me." Geckoman scanned the list briefly and made a face. Then, his eyes looked to Trevor in desperation. "But... guests?" He gesticulated vaguely. Liz pushed him away with one hand, and shook her head, turning to Trevor. "You're Trevor, the Mid- The smart kid, right?" She had hurriedly caught herself prior to saying 'Midnight', and even more hurriedly kept talking past it. "Well, he's useless, so how about you help me fit a contained fission-fusion reactor to a motorcycle?"
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Equinox nodded. "Ok, we go inside and find out what's going on. But we don't go in guns blazing, we have to give them a chance to explain themselves." She turned to the door, wand held up in her right hand as her left went up to the pentagram hanging from her neck. Fixing her white-glowing glare upon the front door, she pointed the wand as her pentagram started emanating a white aura, magical wards and boundaries flying up around the witch. "Fire." It didn't come in an incantation, it didn't come with ceremony about it. One word, and the door was blasted clean off its hinges in a gout of white-hot flame. Equinox glanced at Lady Winter. "Any way you can frost up the floor or something similar? I mean, talking first doesn't mean we can't prepare for him fleeing or fighting."
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Arrowhawk 4 IC posts = 1pp Valhalla Don't Serve Chicken Wings (4) Equinox 4+15= 19 IC posts = 3pp Thistle and Thyme (4) Iced Tea In The Morning (15 [initial post is Gm post]) Geckoman 5+2+4 = 11 IC posts + 2 non-canon posts = 12 posts = 1pp At the Mountains (5) Geckoman RIP (2) Hunter In The Forest (4, [initial post is player post]) The Maltese Gecko (2, non-canon) GM 3+7 = 9 GM posts, 5 IC posts Hunter In the Forest (3 GM [initial post is player post]) Iced Tea In The Morning (7 GM [initial post is Gm post])
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At Equinox's prompting, the two arrived at an abandoned casino on the Boardwalk, called "Archie's". The windows were boarded up with mouldering grey-brown boards, and parts of the roof were falling in. Atop the roof was a rusted, cracking metal model of two six-sided dice. Trash bags were torn open and littered around the front of it, and young thugs had clearly been busy, graffiti covering most of the available surfaces, with gang names, the usual "x loves y" messages, and some unprintable swear words. While hard to spot from the street, in the side of one of the two dice was a rusty service hatch, splattered with the same paint and mould that most of the building was covered with. But not quite, while Lady Winter was unable to see it, Equinox spotted what looking like arcane runes carved among the paint, although at this distance they weren't quite legible.
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My Witchy-sense is tingling! (1d20+15=26)
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Geckoman Move Action: Taunt as a Move Action, Skill Masterying up to DC 32. Standard action: Feint as a Standard Action, only this time ROLLING! Feint (1d20+22=40) ... I think he fails? Free Action: Set-Up to Phalanx, rather than Wander, as he's got less reliable means of feinting for himself.
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Geckoman looked in horror as the Centurion delivered a motive rant. "Dammit, can we not fight anything not hidden under a really thin veneer?" He pivoted on one leg and began moving to the right, fists in a boxer's stance, ducking and weaving. "C'mon, big man, let's square off. You, me, mano-y-mano, well..." He glanced over his shoulder. "Then I suppose someone will punch you in the back."
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Power Loss (all powers, when hit with electromagnetic radiation), although you'd need to state a duration.
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Demon Comics examples: Blue Devil, Daimon Hellstrom, Etrigan, Kid Devil, PC examples: Belphegor [villainous NPC], Hellion Power Level: 10 (150/150PP) Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness Description: You're evil incarnate, sucking souls dry, causing mortals fear and searing the world with hellfire... oh wait, you're not. Be it because you're a redeemed demon, only half-demon, or even just a mutant who happens to have incredibly demon-like powers, you're using your infernal gifts for good. People may fear and run from you, but deep-down... you're as big a hero as any. Complications: Potential Complications include the fact that you're a goddamn demon. Even if you save people, they may well inherently distrust the guy with red skin, horns and a pitchfork. It comes with the territory. This build also assumes there's no explicitly damaging effects to being on holy ground, or being hit with holy water, although holy weaponry and Powers still hurt more. Even if you choose to maintain no issue with this, you could have extreme reluctance to approach church grounds, or look at crosses, and the like, as Complications. Abilities: 15 + 0 + 10 + 0 + 0 + 8 = 33PP Strength 25 (+7) Dexterity 10 (+0) Constitution 20 (+5) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 24/18 (+7/+4) Combat: 4 + 8 = 12PP Initiative: +0 Attack: +2, +6 hellfire Blasts, +6 melee Grapple: +13, +16 with Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6, -2 against silver and holy attacks Saving Throws: 5 + 6 + 8 = 19PP Toughness: +12/+5 (+5 Con, +7 Protection), Impervious 10 Fortitude: +10 (+5 Con, +5) Reflex: +6 (+0 Dex, +6) Will: +8 (+0 Wis, +8) Skills: 52R = 13PP Bluff 13 (+15, +20 with Enhanced Charisma, Skill Mastery) Diplomacy 3 (+7, +10 with Enhanced Charisma, Skill Mastery) Gather Information 3 (+7, +10 with Enhanced Charisma, Skill Mastery) Intimidate 13 (+17, +20 with Enhanced Charisma, Skill Mastery) Knowledge: Arcane Lore 10 (+10) Notice 10 (+10) Feats: 11PP Attack Focus (melee) 4 Dodge Focus 4 Fearless Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Startle Powers: 32 + 7 + 5 + 5 + 2 + 5 + 6 = 62PP Demonic Powers Array 15 (30pp array, Power Feats: 2 Alternate Powers) [32PP] Base Power:: Blast 14 (hellfire, Feats: Accurate 2) [30PP] Alternate Power: Blast 10 (explosive hellfire, Extras: Area - Burst) [30PP] Alternate Power: Strike 7 (hellfire aura, Extras: Aura, Duration 2 - Sustained) [28PP] Silver Tongue Array 3 (6pp array, Power Feats: 1 Alternate power) [7PP] Base Power: Enhanced Charisma 6 (demonic presence) [6PP] Alternate Power: Emotion Control 10 (demonic terror, Extras: Area - Burst, Flaws: Limited - fear only, Range 2 - Touch) [5PP] Flight 3 (big scaly wings, 50 MPH, 500' per round, Drawbacks: Power Loss [if wings restrained, uncommon, minor, -1pp]) [5PP] Impervious Toughness 10 (demonic hide, Flaws: Limited against silver, magic and holy attacks) [5PP] Immunity 2 (aging, environmental heat) [2PP] Protection 7 (demonic hide, Drawbacks: Power Loss [against silver or holy attacks, common, minor, -2pp]) [5PP] Super-Strength 3 (demonic might, Heavy load: 3 tons) [6PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed [no aura] Touch DC 22 Toughness (staged) Damage Unarmed [with aura] Touch DC 39 Toughness (staged) Damage Aura damage Touch DC 22 Toughness (staged) Damage Blast [hellfire] Ranged DC 39 Toughness (staged) Damage Blast [explosion] Ranged DC 20 Ref (area)/25 Tou (staged) Damage Emotion Control Touch DC 20 Ref (area)/20 Will (staged) Shaken/Frightened/Panicked Abilities (33) + Combat (12) + Saving Throws (19) + Skills (13) + Feats (11) + Powers (62) - Drawbacks (0) = 150 Power Points Notes: :arrow: You're pretty tough, all things considering... except against people armed for dealing with you. Magical attacks bypass your Impervious Toughness, meaning even a rank 1 magical Blast can injure you. Even worse, Silver and Holy attacks not only bypass your Impervious, they drop your Toughness from +12 to +5! On the plus side, your great Toughness comes "hellishly" cheap. :arrow: It may look at first like you don't meet your offensive caps in melee. But, as of Ultimate power, Auras based on Damage (or Strike/Blast) stack with unarmed damage, they don't force a separate save. So your Strike 7 aura and +7 unarmed damage make a +14 damage hellfire-laden punch of death. :arrow: You're not immensely strong, and don't have a grapple score near a Paragon or Powerhouse, but unlike them, you are on FIRE when you're grappling people. And, with a high Strength and some Super-Strength, your grapple score is only average for your PL, rather than anything worth complaining of. :arrow: You are a very scary demon. Due to the use of Startle, you can feint as well as demoralise with your high Intimidate score, and in doing so, render people flat-footed so that you can punch them in the face (perhaps making use of our House Rule that you can Power Attack for 2 without the feat?). In addition, by forgoing part of your high Charisma, you can use an Emotion Control effect to make people run screaming from you. In addition, your social skills are all very high, and possess skill Mastery. You possess a measure of the devil's silver tongue, so lying, cheating and finding useful information is a piece of cake. :arrow: The build does have some weaknesses, however. Unlike my other archetypes, you lack a combat maneuver feat like Power or All-out Attack, and have no Luck ranks, simply due to how many powers demons have. Luckily, I'm sure you can think of a lot of ways to complicate the life of someone who looks like a demon, and get lovely shiny Complication HP to compensate. Customisation: :arrow: Now, if you look at Belphegor and Hellion in the PC examples, you'll note they've got Enhanced Charisma and social skills in their main array. I'm not a fan of this approach, and thus, while this build arrays Charisma, it only does so with Emotion Control (which is heavily thematically linked), and has no Enhanced Skills. Although, since the arraying hellfire with social prowess has been approved before, it will likely do so again, and will prove a great way to cut points. Probably best not to ask me rather than Doktor Archeville for tips on it, though. :arrow: Perhaps your demon is even tougher in some regards, with Immunities to fire, acid, cold, life support, etc etc. But, to make up pp, make them more vulnerable to holy attacks. Perhaps they lose Constitution while on it? Maybe even upgrade their Protection's drawback to the Flaw seen on the Impervious Toughness, making them markedly weaker to magic attacks (which are more common than silver and holy weaponry). :arrow: There are many types of demons, for many depraved things. So long as you keep it PG-13, such as something seen on Buffy or Angel, go for it. Acid-spewing demons, mind-controlling succubi, the sky's the limit. Perhaps look at other archetypes and cherry pick things that seem appropriate. :arrow: Something to think of is the lack of Luck and Power Attack. Perhaps ditching some things you're not so fond of, or even just paying for it with earned pp, could do some good. Alternately, ditch the winged Flight, stick a Leaping 6 alternate power onto Super-Strength, then put the 4pp saved into All-out Attack, Power Attack, and Luck 2.
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Doktor Archeville (the character) has a lot of sample VPs displayed on his sheet.
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Geckoman was very disappointed. After People's Elbow-ing the armour Stratos had occupied, he'd been down on his back, and by the time he'd got to his feet and ran towards the combat, it was all but finished. "What we did? Um... I don't think it was us, sir," said Geckoman carefully. "And, if it's no disrespect to ask," he continued slowly. I'm not sure if this is actually the Centurion, but there's no point being rude, just in case it is! "Who installed all those cybernetics into you?"
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Paragon - PL 7 version Comics examples: Superman, Wonder Woman, Captain Britain PC examples: Pharos, Phalanx Power Level: 7 (105/105PP) Trade-Offs: -3 Attack / +3 Damage (melee), +2 Attack / -2 Damage (ranged), -3 Defense / +3 Toughness The notes, complications and customisation options are pretty much the same as the PL 10 version. Abilities: 6 + 0 + 6 + 0 + 2 + 4 = 18PP Strength 16/30 (+3/+10) Dexterity 10 (+0) Constitution 16/30 (+3/+10) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 14 (+2) Combat: 6 + 4 = 10PP Initiative: +4 Attack: +3, +4 melee, +9 laser vision Grapple: +7, +14 with powers, up to +18 with full Super-Strength Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -1/-8 with powers Saving Throws: 0 + 2 + 3 = 5PP Toughness: +3/+10 (+3/+10 Con), Impervious 7 Fortitude: +3/+10 (+3/+10 Con, +0) Reflex: +2 (+0 Dex, +2) Will: +4 (+1 Wis, +3) Skills: 16R = 4PP Diplomacy 3 (+5) Notice 9 (+10) Sense Motive 4 (+5) Feats: 4PP Attack Focus (melee) 1 Leadership Luck 1 Power Attack Powers: 14 + 14 + 2 + 11 + 7 + 7 + 10 = 65PP Enhanced Strength 14 (superhuman strength) [14PP] Enhanced Constitution 14 (superhuman endurance) [14PP] Flight 1 (faster than a speeding bullet; 10MPH / 100' per round) [2pp] Base power: Flight 4 (total of 5, 250 MPH / 2,500' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [11PP] Dynamic Alternate Power: Super-Strength 4 (heavy load 12 tons) [8PP] Impervious Extra on Toughness 7 (superhuman toughness) [7PP] Immunity 7 (suffocation, all environmental effects) [7PP] Base Power: Blast 5 (laser vision, Flaws: Distracting, Feats: Accurate 3, 1 Alternate Power, Precise) [10PP] Alternate Power: Super-Senses 8 (extended hearing 2 [1000' increments], extended vision 2 [1000' increments], infravision, X-ray vision (Power Loss: Lead)) [9PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [no powers] Touch DC 18 Toughness (Staged) Damage Unarmed [with powers] Touch DC 25 Toughness (Staged) Damage Laser vision Range DC 20 Toughness (Staged) Damage Abilities (18) + Combat (10) + Saving Throws (5) + Skills (4) + Feats (4) + Powers (65) - Drawbacks (0) = 105 Power Points
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The door splintered as Geckoman smashed, muddy, bloody and angry through it. The two men who'd just come in spun and levelled their rifles even as a group who'd been standing smoking pot to one side levelled their pistols. Red scope dots levelled onto his chest as Rick's influence became clear: he had snipers posted on the roof. And there Rick stood, a feebly struggling Liz held up by the throat, blood pouring from her torso. "Dammit," he snarled, dropping her to the floor with a thump. "Why won't you just DIE!?" Geckoman's eyes blazed at him even through the dim warehouse. "Because, yeah, all your firepower is very nice." His voice dropped to a snarl. "Walk away now, or I won't kill you and everyone in your little army."
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After ditching the Fatigue, I'm down to 2 HP. And I'm going to spend one of those HP on the Rage feat, and activate it. For a total of Attack +13 unarmed, Str 20 (+5 damage) Defence +13/+11, +2 Flat-Footed Fort +8/+6 Will +7 Power Attacking for 5, he'll go through the door. Well, Dc 25: PUNCH THROUGH DOORS (1d20+8=19) I'll assume the door can't make the save by more than failing it by 10, and thus forcing a hole. Because it's not a special door, it's made of heavy wood. And now it's gone. Next post: initiative. And Gecks has 4 rounds of Rage left.
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Chris didn't care if he didn't have his mask on, or if his costume was ripped, or if he was soaking with a mixture of water, caked blood and mud from the ground. Striding across the muddy ground, he saw the thugs close the door back into the warehouse. He was alone. He was unarmed. He didn't even have his commlink to call for back-up, and there was just no time to do anything. And Rick was going to kill Liz. If I don't stop him now, if I can't do it alone and half-dead... well, I'm not going to live with myself. He charged headlong at the door.
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Chris had disappeared into a small alcove, coming out with a few cans of Coca-Cola. He held one up. "Want one?" "Anyway, it was just us who remembered that reality. Liz doesn't remember a thing happening," he explained. "So thought you'd prefer the Kid Midnight thing kept on the low-down." He gave a cheeky wink. Heading down the walkway to the workshop, he kept talking as was his way. "In any case, she knows about the Raven thing, so not mentioning it is probably a good idea." He pushed open the thick steel door. Inside, they were greeted with the site of a very heavily-used workshop. In this room, all the walls were padded and plated, and fire extinguishers lined the walls in various places. To the right of the door, an electric file and some cutters lay with a handful of half-constructed Geckorangs. Car parts and stacks of batteries and piles of scrap metal made the floor a veritable health and safety hazard. On the far side of the room, a girl knelt on a chair by a workbench in jeans and a white tank-top, long brown hair spilling out of the back of a welding mask. Sparks flew as she welded two plates of metal together. "Hey, Liz!" shouted Chris, picking his way across the floor. He waited a second, then turned to Trevor. "Selective deafness," he explained.
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Siobhan was flipping through books and papers frantically, looking for that one spell she needed. After a couple of minutes of searching, she found it. "Right, here we are." Pulling the chunk of golem from her pocket, she went over to a small table in the corner, and pulled a cloth from off the top of it. Underneath was a simple crystal ball on a small metal frame, not adorned with much of anything. Placing one hand on the top, and the other on the fragment of ceramic, she began chanting. "Eyes of air, body of wind, Strafe the world, see what you find, Lord and Lady, if you be kind, Speed up this ball, speed up my mind." For the next few minutes, she stood stock still, eyes blazing an even more brilliant white than usual, the ball blurring as images came up in it, flashing through buildings and rooms and sheds of Freedom City, pausing on each for only a millisecond. "The boardwalk, he's taken up a warehouse there," said Siobhan hoarsely, shaking off the magical power. The golem fragment had been slightly burned away leaving it looking blackened and crispy. "We need to stop him while we can." She snapped her fingers, and in an instant, she was back as Equinox, white clothing and black trenchcoat, eyes blazing white and hair raven black.
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Ok, due to an error on Equinox's sheet, I have the ESP as taking a Move action to activate (which it does by default), rather than being Sustained. Weird. I also spent a HP to shrug off Fatigue, leaving me with 1 left. Anyway... Extra Effort to surge me up this: Enhanced Search 8 (total ranks 8, total bonus +11) [2PP] and Super-Senses 2 (Postcognition [Flawed]) [2PP] Quickness 10 (x2,500) [10PP] Now, ordinarily searching a 20 mile radius takes 24 hours, or 480 if you're taking 20. With this, it'll take me a good 11 and a half minutes. None too shabby. And with a Search result of 31, I think I'll manage just fine. :D
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Have some birthday cake on us.
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My SNES still works! It's awesome.
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I'm aware, I'm not exactly going to list all of them. And I wouldn't use Wesley as an example of the archetype. He doesn't fly, he doesn't shoot energy blasts, he doesn't make force fields...