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Avenger Assembled

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  1. Not vs. Rank 8 Damage, no. 5, 6, 7, and 8 swarm Waverider! http://orokos.com/roll/370214 25, 24, and 21 hit. That's a DC 20,, DC 20, and DC 20 Tou save for Waverider. All vs. lethal.
  2. Battlesuit (originally built by Geez3r) [GM Notes: You fly around, you shoot lasers, missiles, or other things at people - and you punch them with super-strength! You have a lot of the powers of a paragon or other flying brick, with the advantage of Inventor and other high-Intelligence powers. The disadvantage is that if your suit is taken away from you, you’re in big trouble!] Abilities: 4 + 0 + 6 + 10 + 4 + 2 = 26PP Strength: 30/14 (+12/+2) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) [GM Notes: You could free up points by moving that Charisma around - note that he doesn’t have any interaction skills anyway, so he doesn’t get much from those 2PP. (+1 is not that different than +0.) You could buy him a higher Intelligence so he’s an even better genius, up his Wisdom to help his Will Save and his Notice/Sense Motive - or maybe his Constitution so you don’t have to spend so much on Protection. Note that Battlesuit types are usually very, very smart but not the smartest men in the world - Tony Stark is a certified genius, but Reed Richards is probably his better. Speaking of Tony Stark, one consequence of this build’s relatively low Charisma is that he’s not a devil with the ladies or the gentlemen - not _yet_, anyway.] Combat: 16 + 8 = 24PP Initiative: +0 Attack: +8 Base, +10 Weapons Array Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +10, +20 Battlesuit, +25 full Super-Strength Knockback: -1, -11 Battlesuit [GM Notes: Unlike many Battlesuit builds, all of this guy’s combat score is bought outside the suit. An easy way to save points would be to dump some of his Base Attack, Base Defense, or Dodge Focus into the suit - that saves you points because it’s paid for by the Device discount. As it is he’s PL 5 without the suit; he can maybe fight a minion or two unarmored, but he’s in bad trouble in the event he’s caught in a super-fight suitless.] Saving Throws: 6 + 3 + 7 = 16PP Toughness: +12/+3 (+3 Con, +9 Protection) [10 Impervious] Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +9 (+2 Wis, +7) [GM Notes: Saves-wise, this guy is built similarly to a paragon or powerhouse - high Fortitude and Will, low Reflex. Low Reflex Saves give strong characters a weakness - but one they can overcome pretty easily with high Super-Strength. You could drop the Fortitude Save if you like to reflect that it’s just a normal human being in there, and Will too for that matter - both would be excellent sources of PP for the character. It might be thematic to keep up a high Will Save to reflect the high Intelligence (and strong mind) of this character. But be aware that low Saves are a potential weakness; as it is, at -3 PL, this is definitely a weak spot for the character already.] Skills: 80R = 20PP Computers 10 (+15, SM) Craft (Electronic) 15 (+20, SM) Craft (Mechanical) 15 (+20, SM) Disable Device 10 (+15) Knowledge (Technology) 15 (+20, SM) Notice 8 (+10) Sense Motive 7 (+9) [GM Notes: I’ve hyper-focused this guy to make him a world-class engineer and inventor, as well as someone aware of the world around him - but a little weak in other areas. Drop the Craft and Knowledge a bit to make him more broadly competent - maybe Knowledge (Business) or Knowledge (Civics) to make him more of an entrepreneur type. He could also use some interaction skills like Bluff, Diplomacy, or Intimidate - as it is he’s not very good with people. If he runs his own company, hopefully he has a good Pepper Potts type to be his facewoman. For a magic version of the suit, give him Craft (Artistic) (the skill you use for Artificer), give him Knowledge (Arcane Lore) and Knowledge (Theology and Philosophy) and go from there. Because the magic skills are more broad than the science skills (Arcane Lore + Theo and Phil cover a lot of ground), it’s actually a bit more cost-effective to be a man in a magic can.] Feats: 12PP Attack Specialization (Weapon Systems) Benefit 2 (Wealth 2) Dodge Focus 4 Eidetic Memory Jack of all Trades Master Plan Power Attack Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology]) [GM Notes: As written this is a wealthy man with a small amount of combat training (particularly in his own armor) and a broad skill set. Eidetic Memory and Jack of all Trades make him broadly competent even outside his area of expertise - he can roll +5 on all Intelligence-based skills and Knowledges, which is certainly not bad. He’s rich, but realistically rich - Bill Gates, not Bruce Wayne. He rolls +5 on his Master Plan check. Use the Luck to pull out a single invention per adventure - GM permitting, of course. Lots of room for customization/personalization here - drop the Wealth and make him a garage mechanic, drop the combat feats to make him a worse fighter (or add more to make him a better one). A magical version of the Battlesuit would have Ritualist and Artificer instead of Inventor. I like Skill Mastery; not having to roll is a great asset, greatly speeding up play here (where things are much slower than a table top game) and it really emphasizes how competent your character is.] Powers: 56PP = 56PP Device 14 (Battlesuit, 70PP Container, Flaw: Hard to Lose) [56PP] (technology) Immunity 9 (Life Support) [9DP] Might Array 5 (10PP Array, Feats: Alternate Power 1, Dynamic 2) [13DP] DBE: Flight 0-5 (0 - 250 MPH / 2500' per Move Action) {0-10} DAP: Super-Strength 5 (Effective Strength 34-59, Heavy Load: 1.5 tons - ~48 tons) {0-10} Protection 9 (Extra: Impervious [10]) [19DP] Super-Senses 7 (Danger Sense [Radio], Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [7DP] Weapons Array 10 (20PP, Feats: Alternate Power 2) [22DP] BE: Enhanced Strength 16 (to Strength 30 [+10]) + Enhanced Feats 4 (Improved Crit 2 [Unarmed], Takedown Attack 2) {24/24} AP: Blast 10 (laser blasts) {20/20} AP: Damage 10 (rockets’ red glare; Extras: Area [Targeted, Shapeable], Selective, Flaw: Limited [5 Uses A Day]) {20/20} 9 + 13 + 19 + 8 + 22 = 70DP [GM Notes: This is, quite deliberately, a smaller version of the Movie Iron Man suit - he flies fast, is super-strong, and can shoot things, pew-pew! He can punch things, shoot one thing at a time with lasers out of his palms, or blast a lot of things at once with short-range missiles that come out of his arms. Just like Iron Man! Consider buying the Restricted feat on the Device (you'll need earned PP for this) to keep people from stealing it. Note that he can’t talk using his radio (no Communication power), but what he has gives him tremendous tactical advantages - it’s almost impossible to sneak up on him if you’re visible to radar (i.e., the radio Super-Sense type) and it makes him a much better fighter. He can breathe in space, or underwater, just fine, even if he’s not exactly at home there yet. Flight 5 means he can’t go supersonic without pushing the suit (making an all-out move and going 1000 MPH) but should be more than fast enough for a starting character who’ll probably be having most of his adventures in one city. He’s tough enough to shrug off anything short of a tank’s main gun. Weapons customization (and suit customization in general) are how one Battlesuit tells itself from another. Maybe you want him to have a Snare (glue? cables?) instead of Blasts, or maybe some kind of magnetic Move Object. Maybe this is an aquatic-focused battlesuit with sonar-based super-senses (and the Environmental Adaptation [Underwater] feat). The sky is really the limit! A 14 rank Hard to Lose Device has 70 PP in it; that’s lots to spend!)] Drawbacks: (-4) = -4PP Normal Identity (Full Round Action) [-4pp] [GM Notes: Don’t try and take the -5PP Normal ID Drawback! Fights on this site do not last 1 full minute; i.e., ten rounds. A round out of the fight is all you’ll want to be out - even that’s going to be a drawback whose teeth you will feel in play. Consider buying up the drawback with your first earned PP.] DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 17 Toughness Damage [Physical] Armed w/Strength Touch DC 25 Toughness Damage [Physical] Blast Ranged DC 25 Toughness Damage [Energy] Damage Touch DC 25 Toughness Damage [Physical] Abilities (26) + Combat (24) + Saving Throws (16) + Skills (20) + Feats (12) + Powers (56) - Drawbacks (04) = 150/150 Power Points
  3. It does hit! http://orokos.com/roll/369945 = and he is unhurt!
  4. Pulling himself back to his feet, Harrier took a few measured steps towards the last remaining group of villains, the clones whose warped bodies were covered in sheathes of flame. With an Omegadrone on one side, an animate golem on the other, and Bombshell in front of them - the remaining Flames-in-Shadow took to the sky, rising high and fast on columns of fire. Harrier seriously considered following them - but then decided their work at ground level wasn't finished. And that he could hardly leave Gina back there. Reaching over, he put a hand on the robotic creature's arm and spoke in a metallic voice. "Thank you." With a wail of sirens coming now, real sirens, Harrier turned away, waiting a bare moment before the explosion he'd fully expected to happen never materialize. "I must go," he spoke to Bombshell, some unknown emotion burning in his metallic voice. "You must speak to them." Without another word, he turned and strode to one car in particular. The golem had told him that Gina was all right - but he had to see it for himself.
  5. It wasn't that Monsoon dodged bullets, really. For all her compactly muscular grace, honed by years of gymnastics training, she was not faster than a bullet, much less a cascade of them. Instead she used the scenery of the bank and her own formidable powers to her advantage, weaving between two robbers as they fired harmlessly at her, their shots going wild rather than risk hitting one of their own, leaping up over their heads, far higher than a normal woman could have, and landing like a cat at the feet of the robber whose bullets had come the closest to striking her down. She augmented her rising throat strike with another blow of her hydrokinesis, driving the man backwards and up over the barrier behind him, sending him over the side of the empty children's play area, toys scattering everywhere as he hit the smiling cartoon zebra on the ceiling with a tremendous THUMP.
  6. Move Action: Monsoon enters melee with Robber 4 Standard Action: She'll give him the same treatment - DC 21 Tou save.
  7. The Victoria-thing attacks Shrike. Move Action: Acrobatic Bluff! 29 Standard Action: Strike! We'll say it won't Power Attack 25 I believe that hits. Give me a DC 23 Tou save vs. lethal, Heritage.
  8. Woodsman moved with the slow, methodical gestures of someone with experience and training both in the arts of standing still and staying silent. He pulled back the string of his bow by hand rather than use the noisy lever, muscles in his right arm straining and silently gritting his teeth, then set the string cocked for loading. Pointing to the drywall with one hand, he caught Kingsnake's attention with the other, indicating the crossbow bolt he held. Riley had no idea Kingsnake couldn't see the writing on the arrow - but Kingsnake could smell the sharp, acrid scent of volatile chemicals wafting from the bolt. Explosive. Woodsman set the bolt into place in his bow, quietly, and waited.
  9. I'll just take the 30, I think!
  10. Woodsman shot Jersey Devil in the ass, a from-the-hip shot that whizzed out and struck the monster right in his muscular buttocks, the barbed arrow digging deep into entropically-enhanced muscle. He was running on pure instinct and adrenaline, the necksnap of the dead man at Providence's feet ringing in his ears. All-too-human people, pitted against monsters out for their blood. A Woodsman had only one job when that was happening. To get the monsters chasing them instead. He put his hand to his mouth and yelled, "Hey, you gonna hide behind humans the whole fight, freak? Come on and f*ck me up if you think you can!" He turned and ran like hell, vanishing not towards the crowd (which he was sure that the Jersey Devil would try and eat his way through), but into a tangle of overturned concrete barricades, dropping and rolling, putting layers of artificial stone between himself and the monsters.
  11. Just checking. Okay, I owe you a Will save, durf. Woodsman: Will save vs 13 = 25 Standard Action: Woodsman shoots Jersey Devil, because screw that guy. 11 HP. 20. OK, that's a DC 26 Tou save for Jersey Devil. Move Action: Woodsman vanishes - as far as the metahuman supremacists are concerned. Well, the dice aren't my friend.
  12. And does Woodsman also take the penalty from the crowd, given that he was within thirty feet of the portal when it opened up and the panicking people would have to be running _towards_ Jersey Devil to be in his way? (Just trying to figure out the lay of the land here)
  13. Durf, what's the Restricted 1 on Providence's weapons cover?
  14. When she realized the trap she'd just walked into, Aquaria closed her giant eyes and called out in her mind to the gods below. She'd been thinking about what she would do in this moment since they first escaped from the Spectrum Knights - this moment she had known was coming once she understood the size of the forces arrayed against them. You can't fight all the stars. Only the wrong ones. She opened her eyes, but the words of a prayer echoed in her mind. Through the sky above, I gain strength. "Everything I touch turns to pain. My pod. My spawn. My home. My friend," she croaked mournfully, even as her armor crackled to life with searing green energy, catching Ruby's eyes as she hustled to join the melee brewing in the cantina. She'd seen what Aquaria's armor looked like powered up, and it was powered up now, energy crackling around her in a shape that was neither Star Knight armor nor Deep One battle regaila - but something married to both. "Jessie didn't do anything to you monsters," she hissed, a dangerous rattle in her deeply-chested voice, double tridents crackling in her hands, the twin weapons of a Deep One flaring to life in searing verdigris energy that somehow felt natural even to her dark-adapted eyes. "All she wanted to do was go home." The last words were a choked sob even through Aquaria's amphibious mouth, the homes she'd known, and lost, flashing through her mind. Through the sea below, I gain power. Through Dagon, I gain victory. Through Hydra, my chains are broken. "I'm the one you want! It's me!" The last was a bellow, a warrior's cry from the depths of the deep - the cry of the monster that these monsters thought she was. Jessie standing in front of her in a murderous rage didn't help the impression she was giving - but she was trying her best. The One Below shall free me. And then, Aquaria Innsmouth did what she did best. She ran away - she leaped forty feet into the air, an impossibly high jump in this gravity save for those long, gangly legs that on closer inspection bulged with massive muscles suitable for powering a Lor-sized body through the ocean. She landed on the window of the upper tier, acutely aware that Surfacers wouldn't drown themselves in the cold ocean of space, and yelled, fear and anger in her voice entirely unlike the monster she'd once seemed to be. "Sister, I can't swim these waters without you! RUN!" before she skittered along the wall, suckered hands flipping noisily, and disappeared into the upper reaches of the cantina's second level, past the eagerly watching crowd as she bolted out the door on the upper tier!
  15. "You look shooting girls, you gutless-?!" The last was a word in Arabic that would have made a sailor blush. Monsoon's wrath was focused on the man who'd shot Tiamat, who looked hardly the worse the wear for the blow. "Cowardly peasants," she sneered, "eight against one? Then women will teach men how to fight!" And with that, she turned and targeted not the man who'd shot Tiamat - but the man standing behind her. "Hah!" She kicked backwards, leaping in the air as she planted a blow against his chest - Tiamat saw the black, whirling tornado of diamagnetic energy that erupted from the site of the blow, driving the man backwards as Monsoon struck at the water inside his very body.
  16. Monsoon: Move Action: Taunt Robber 1. That's a DC 25 check for him to make. She uses her Set-Up feat to transfer the benefits of that Taunt to Tiamat - make sure you add those in (or rather, subtract them) when you do the math for him. Standard Action: Attack Robber 2. She takes 10 and hits him automatically with her Hydrokinesis, inflicting a DC 21 Toughness save.
  17. "Oh, was he?" said Magpie, sneering down at a tense-looking McGinnis, whose paralysis certainly looked real from the dead weight that hung beneath his waist and the slow, regular, controlled way he was breathing. "Dr. McGinnis, it is _highly_ unethical of you to interview for one position while in the middle of working in a previous one, don't you think?" He crossed his arms in front, looking with some annoyance at the disabled genius - then at the superheroes. "Well, I see no need for an undignified struggle. I'm not going to try and run faster than two flying women, or wrestle a man who can punch through a steel door." He extended his hands, pressing together at the wrist, obviously an invitation.
  18. Aquaria padded her way through the crowd, tri-toed feet tactile and squishy against the metal deck, heading straight for Jessie. When she caught sight of Jessie's posture and body language, she hopped faster, her triple-fingered hands knotted in front of her as she landed next to Jessie. Her long, gangly limbs and muscular torso, outline clearly visible through the grey and green colors of the tight jumpsuit that was unmistakably Spectrum Knight armor in its resting state. She frowned at Nae-Dae with a mouth big enough to swallow the cantankerous mechanic's whole head, blinking big black and yellow eyes suspiciously. "Who are you," she demanded, "and what have you done to my friend?" She looked Jessie up and down and gasped, big sacs in her throat bulging wide, and demanded in a sudden bellow pitched deep bass by her massive throat, "Did you steal her shoes?!"
  19. SPOTTED BY HGM Swap Monsoon's Notice and Sense Motive - she doesn't need a Sense Motive that high with interaction skills as high as she has them.
  20. Argh. Edge: 9 Monsoon: 8
  21. Initiative: 22
  22. Woodsman is going to try Sense Motive. 26
  23. Nina al-Darsah was dressed conservatively in a blazer and maxi skirt, the forest green of both matching the hijab that covered her short black hair. Coming to the bank 'dressed down' (in fact she'd worn her favorite mosque outfit for it) had supposed to be a good idea - she could look over the documents provided for her by the bank's vice-president, find out if this was the right bank for Iyar and the other Socotran refugees living in Freedom City, all while making sure no one matched the famous daughter of Typhoon to the facility. I should have brought my sword. Or Mark. She ducked when the robbers entered, watching them and waiting for a weakness, but then froze for a moment when she caught the expression on the face of the woman who'd been in the 'loo. When she caught Tiamat's eyes for a moment, the look on her face was not one of a helpless potential hostage - but an ally.
  24. Mimic [GM Notes: You can do anything you want - as long as someone else with superpowers is there with you and can do it too! The corebook Mimic is built very poorly - the giant Variable Power is too much book-keeping for new players and the Mimic as built can’t really do anything unless they’ve copied someone’s powers. What I’ve done here instead is build one of comics’ more famous Mimics - letting you be a secondary brick for your team even before you’ve copied powers. If you don't like the idea of being like animated Rogue, there are lots of other places you can spend your PP, though.] Abilities: 4 + 0 + 6 + 0 + 4 + 6 = 20PP Strength: 30 [14] (+10/+2) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) [GM Notes: Strength 30 may not look like much compared to the Paragon build or some of the corebook builds, but it’s still nothing to sneeze at. STR 30 makes you a tough street-level character, like Luke Cage, Jessica Jones, Starfire, or Rogue - she’s strong enough to punch through steel doors and the like, and with her Dynamic Array, she can throw people or even cars if she exerts herself] Combat: 12 + 8 = 20PP Initiative: +0 Attack: +6 Base, +10 Unarmed, +14 Mimic Defense: +10 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +16 to +19 (Super-Strength) Knockback: -9/-1 [GM Notes: The best place to squeeze points here would be to drop her Attack and Defense and buy Attack Focus (Melee) and Dodge Focus. Note that if you drop her Attack, you’ll also need to buy more ranks in Accurate to go on her Mimic so it stays within caps.] Saves: 5 + 5 + 6 = 16PP Toughness: +12/+3 (+3 Con, +9 Protection [+6 Imp]) Fortitude: +8 (+3 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +8 (+2 Wis, +6) [GM Notes: Her saves are OK - averaging out to 7 puts them at -3 her PL, which is a little low but certainly not bad. You could play up her already very low Reflex save by dropping it down even lower and spending those points on Fortitude and Will to emphasize how much of an unstoppable brick she is.] Skills: 28R = 7PP Bluff 10 (+13/+17 [Attractive]) Concentration 2 (+4) Gather Information 4 (+7) Notice 6 (+8) Sense Motive 6 (+8) [GM Notes: Her skills are tightly focused - I figure she uses her high Charisma (and her pretty face!) to sneak close to villains before copying their powers. If you want to make her more of a cat-burglar type, you should replace the interaction skills with Stealth and similar abilities - though if you’re going to do that, make sure you switch around her Charisma and her Dexterity in her abilities! Another thing you could do is put that Charisma into Intelligence and buy her some science-related skills - perhaps she was a scientist studying superpowers who discovered the key to all superpowers in her research and naturally tested it on herself.] Feats: 9PP Attack Specialization (Unarmed) 2 Attractive Dodge Focus 4 Takedown Attack Uncanny Dodge (Auditory) [GM Notes: Again, pretty generic. If you don’t want her to be a melee fighter, drop the Takedown Attack - if you don’t want her to be a pretty face, drop the Attractive. Remember that Attractive means she’s better at using her looks to get by than she is at normal conversations - so she’s not as good as she could be in talking to people who won’t be fooled by a pretty face. Tweaking Feats is a great way to personalize a character!] Powers: 35 + 30 + 9 = 75PP Power Thief Container 6 (30PP Container, Feats: Accurate 4, Second Chance [Concentration checks to maintain powers]) [35PP] (mutation) Mimic 6 (All Powers, 30PP; Extra: Linked [Stun, +0], Flaw: Tainted) {18} + Stun 6 (Extra: Linked [Mimic, +0]) {12} = [30/30PP] [GM Notes: Sample 30PP Mimic Constructions: 'Blaster' Blast 6 (Extras: Autofire, Penetrating, Feat: Improved Critical) [25] Immunity 5 ('Energy Type' Damage) [5] 'Powerhouse' Enhanced Impervious Toughness 4 (to Impervious 10) {4} Enhanced Super-Strength 13 (to 13-16) {26} 'Speedster' Damage 6 (30' radius; Extras: Area [Targeted, Shapeable], Selective) {18} Speed 6 (500 MPH / 5000' per Move Action) {6} Quickness 6 (x100) {6} ~ ] Paragon Powers Container 6 (30PP Container) [30PP] (cosmic) Enhanced Strength 16 (to Strength 30 [+10]) {16} Impervious Toughness 6 {6} Paragon Array 6 (6PP Array, Feats: Alternate Power, Dynamic 2) {9} DBE: Flight 0-3 (0 - 50 MPH / 500' per Move Action) {6/6} DAP: Super-Strength 0-3 (Effective STR 30 - 45, Heavy Load: 0.75 - 6 tons) {6/6} Protection 9 [9PP] (mutation) [GM Notes: OK, a lot to talk about here. Her powers mean that if she can touch another superpowered character, she gets 30PP of their superpowers - and they have to make a Fort Save vs DC 16 to avoid the Stun power. Note that her ‘Paragon Powers’ cost 30PP, suggesting that it was a mimicking that went too far. She can copy anybody’s powers, whatever their descriptors, and keeps them until she is stunned in combat, lets them go to copy someone else’s powers, or goes to sleep at night. She also gets all the Drawbacks and Flaws of those powers, given that she has the Tainted flaw. You could customize her Mimic by giving it some of the Extras, Flaws, and Feats from the Core Rules and Ultimate Power - maybe she can only copy people of a certain descriptor (the Limited Flaw), maybe she requires skin-to-skin contact (as opposed to just a touch in melee) to copy powers (probably a Drawback) - or maybe she can copy more than one person at a time (the Extra Subject Extra), or copy anyone she can see (the Perception Range Extra). Removing the linked Stun (maybe to pay for more extras on the Mimic) would make her teammates much more comfortable about letting her use her powers on them. She’s an OK secondary Paragon. If you want a blaster like Black Alice from the comics, take her Paragon Powers and turn them into a Magic Array - along with some sort of Detect Magic power. (Then move her skills around so she can actually know something about magic, naturally!) If you don't like the Mimic angle, drop _that_ part and you have 35 PP to spend to customize a street-level powerhouse/paragon. If you want her to focus on her Mimic powers entirely, you could take the Paragon powers out - but I’d keep the Protection so she’s at least defensively PL 10 at all times. If you do drop the Paragon powers, plow them back into Skills, Feats, and Abilities so she can be an asset to the team - maybe into INT and Science-related things so she can be your team’s other Gadgeteer. The one thing I would not do is just buy more ranks in Mimic - 30 copied PP is going to be all you’re likely to need, and you don’t want to overspecialize.] Drawbacks: (-0) + (-0) = -0PP [GM Notes: Remember that Power Drawbacks on her Mimic should be in the Powers section. Things like being haunted by the souls of people whose powers she’s copied - or of not being able to turn her Mimic/Stun off long enough to enjoy a normal romantic life - are really best left to the realm of Complications.] DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 18 Toughness Damage [Physical] Unarmed w/Powers Touch DC 25 Toughness Damage [Physical] Mimic Touch DC 16 Fortitude Stun Totals: Abilities (20) + Combat (20) + Saving Throws (16) + Skills (7) + Feats (9) + Powers (75) - Drawbacks (0) = 150/150 Power Points
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