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Avenger Assembled

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  1. Eventually, a figure at once familiar and unfamiliar was dragged out from the shadows behind the fallen throne - proof positive that there was some magic behind there because no normal darkness should have been able to fool the senses of people like Midnight and Wander. Stripped of his armor, Typhoon the world-threatening juggernaut looked like just a man. Black hair and mustache had long since turned white, and his face was lined with age - but his eyes burned with intensity as he took in his divine accusers. Even without his armor, he was potentially a juggernaut even in a place like this, but didn't struggle against the iron chains on his wrist. His 'guards' were shadowy black humanoid forms that rippled like living ink blots, one of whom who formed himself into the image of a man - another man in traditional Arabian dress, but cast in black and white with black outlines almost in two dimensions, like looking at a living picture. He sneered at the heroes. "I, Al-Qaum, have the evidence! It was I and my shadow-selves who witnessed foul al-Darsah enter this very throne room and rip the heart of our king from his body!" He slammed two inky fists together, then formed one into a writhing mass of bladed tentacles. "I say we give him the eternal punishment he has so long deserved. "Al-Qaum is god of war and night," their ifreet guide was explaining to an uncomfortable-looking Mark, who was himself standing by a razor-tense Nina al-Darsah. She wasn't fool enough to start trouble here, "He is 'the people'. Once he was one among many, but now he is many among many. War and darkness remain even in the lands of our spawning even after those days. His power has been a great sustenance to us since the Prophet's Sundering." Sure enough, on closer inspection, many of the shadows in the torch-lit room seemed to move with their own special intent, as if the darkness itself was alive and watching them.
  2. Oh God, maybe Quo-Dis is pregnant after all! That's why he's so weird and why he's so distracted...and why she isn't here! He did the math, trying to remember how long it had been since he'd seen his friend's alien girlfriend. Visions of Quo-Dis sitting on an egg somewhere, Martian-style, popped into his head and clung there with tentacles of speculation. "Sure, man, sure. You know your friends are always here for you, whatever's going on." He patted Corbin reassuringly on one giant bicep, picturing the moment of the big reveal. Man, maybe I should call the others, see where they are. Deciding that was an excellent idea, he excused himself to make a quick cell call, leaving Nina alone with Corbin for a moment. Having either discreetly missed or simply ignored the emotional moment, Nina gave Corbin a baffled look. "What the devil are chicken fingers?"
  3. Frost jumped slightly at Fleur's words, the Russian speaker putting two and two together and sensing that trademark Canadian humor at work. Not being one to judge, he opted not to share his insight - if Daniel Storm trusted a ghoul of the frozen north as a member of his team, Comrade Frost had learned through decades of experience that said being could be trusted with the world. Speaking of, I should look into that ghost girl I've heard so much about. There are not so many of us with no life in us but ice and cold these days. "I...erm, no, I have no more business. We should move quickly," he said, rising to his feet and pulling his white cloth gloves back to his wrists like a surgeon snapping on latex. "Border crisis or elsewise, True North does not call for aid for any small matter, and neither do Igneans. This is grave matter." He gave Fleur a slightly wary look, but by now he knew the American plant manipulator and he were at least willing to get along before the others.
  4. Cyborg Illusionist Abilities: 4 + 0 + 4 + 4 + 0 + 6 = 18PP STR: 24/14 (+7/+2) DEX: 10 (+0) CON: 24/14 (+7/+2) INT: 14 (+2) WIS: 10 (+0) CHA: 16 (+6) Combat: 8 + 8 = 16PP ATK: +4 (+7 Melee/+10 Illusion) DEF: +10 (+3 Dodge, +3 Shield, +4 Base, +2 flat-footed) Grapple: +15 Init: +0 Knockback: -7/-1 Saves: 0 + 5 + 7 = 12PP TOU: +10/+7/+2 (+2 Con, +5 Enhanced Con, +3 Protection) FORT: +7/+2 (+2 Con, +5 Enhanced Con) REF: +5 (+0 Dex, +5) WILL: +7 (+0 Wis, +7) Skills: 52 r = 13PP Bluff 7 (+10, SM) Concentration 5 (+5) Craft (Electronic) 3 (+5) Craft (Mechanical) 3 (+5) Diplomacy 7 (+10, SM) Gather Info 7 (+10, SM) Intimidate 7 (+10, SM) Knowledge (Technology) 3 (+5) Notice 5 (+5) Sense Motive 5 (+5) Feats: 12PP Attack Focus (Melee) 3 Challenge (Fast Taunt) Distract (Bluff) Dodge Focus 3 Skill Mastery (Bluff, Diplomacy, Gather Info, Intimidate) Takedown Attack Taunt Well-Informed Powers: 1 + 10 + 10 + 34 + 5 + 1 + 3 + 3 + 1 + 4 + 5 + 2 = 79PP Datalink 1 (10 feet, radio) [1PP] Enhanced CON 10 (to CON 24/+7) [10PP] Enhanced STR 10 (to STR 24/+7) [10PP] Illusion Array 16.5 (33 PP, PF: Alternate Powers 1) [34PP] BE: Illusion 10 (Flaw: Phantasm, PFs: Precise, Progression 2 [25 by 25 ft]) {33/33} AP: Blast 10 (Extra: Alternate Save [Will], PFs: Accurate 3) {33/33} Impervious TOU 5 [5PP] Leaping 1 (x2; running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP] Protection 3 [3PP] Shield 3 [3PP] Speed 1 (10 MPH / 100 feet per Move action) [1PP] Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP] Super-Senses 5 (Illusion Awareness 1 [mental, Enhancements: Acute, Radius, Ranged], Uncanny Dodge [mental]) [5PP] Super-Strength 1 (Effective STR 29, Heavy Load 1500 lbs) [2PP] 18 + 16 + 12 + 13 + 12 + 79 = 150/150 ---------------------------------------------------------------------------------------------------------------------- Design Notes: Here's Facade, one of my favorite characters from the Algernon Files Superlink supplement. Facade is an antagonist in the game, a member of the villain team the Black Knights. She used to be a heroine called Spellbinder before she realized she'd been lying to herself about what she really wanted (to screw with people rather than save them, and to use her fame to get rich) and switched sides right in the middle of a major superbattle. (The Black Knights were as surprised as anyone else!) Facade's former teammates took her defection quite badly, and one particular loose cannon who evidently had his own problems with heroic virtue injured her severely before the Black Knights made their escape with her along with them. Grateful for the help, the Knights repaired Facade's injuries with cybernetic upgrades, transforming her into a cyborg with significant psychic abilities, and together they rejoined their new career. (She's a very serious threat in-game, her PL 13 Illusions and mental powers making her among the most powerful members of her new team) I've tried to build Facade as basically as a merger of the Cyborg and Illusionist archetypes, taking advantage of Trollthumper's Ravnos build to make a streamlined, but still powerful Illusion array. She can project powerful illusions to fool any human eye, she can hurl illusionary bolts of fire or electricity (or pull out a gun) and has enough in her array to pull off some interesting tricks. I built her cybernetic implants with the idea that she has metal-reinforced bones and muscles and is tough enough to be invulnerable fighting normal people in hand-to-hand combat; with her super-senses, she's a pocket Steve Austin, with some formidable abilities on the side. She works just fine as a potential threat in-game with her background intact, making her a particularly odious bad guy. Her background works just fine for a hero if you flip her Face Heel Turn and say she's a villain who switched sides to the heroes in the middle of the battle, and the Freedom League repaired her injuries as best they could in gratitude for her coming to their assistance. Or you could ditch all that and even go the other way - maybe she was a cyborg whose implants triggered an eruption of mental power, and now she's balancing the science she knows so well with the power of the unleashed mind...
  5. "I have worked with Shield and Bombardier before, in incident where Tuurngag merged with great Inuit god Tekkeitsertok and laid waste to Arctic. Feh, what a cold one that was, thank goodness for all the fires." He shivered a little at the memory. "Shield is interesting lady. Of Ignean and human stock, which must have required..." He made a little circle in the air, looking briefly baffled, before he went on, "Anyway, has geokinetic powers of Igneous people and connection to family still below. She surely will know something of their affairs in matter at hand. Bombardier is fine fellow, very...robust, in that Canadian way. You know the type, I am sure. Wendy Go is new member. Say, I wonder...no, surely not." He folded his hands, remembering his own encounters with the Igneous people. With a memory that stretched back to the 1930s, the Soviet encounter with the Russian Igneans in the 1970s was practically a stone's throw away for his frozen mind. "Igneans are...smart for people with rocks in their heads, heh-heh-heh. We made treaty with them after we helped with Chernobog problem and has been good ever since. We have ores they do not, and refined goods, but for the most part they are happy living in their rocks and shaping them as they see fit. Government is a bit like old capitalist merchant city of Venice, guilds and noble houses competing in council elections. Not as bloody as old times, though, not generally. They are too...ossified for that, or for much changing of minds. All are zemlya, er, earth manipulators, like Gaian Knight, though none nearly so powerful. It is skill and talent for them like any other, not what we would think of as superpower, aah..." He scratched his chin, and admitted, "It is not good they call us, or True North, for that matter. Igneans prefer to handle own problems, even in time of crisis."
  6. "Wait a minute, that Faith you told me about?" Nina was standing up and giving Mark a look - that look that said he might hear about this later. Nina's upbringing meant that, between one thing and another, Mark was her first real boyfriend. 'Real boyfriend', anyway, and remembering the last time they'd had that conversation gave Mark headache enough that he shook his head, waving off the argument before he could get into it. "No, that's not..." Mark gave Corbin a frankly skeptical look. "Are you a robot? Or some kind of Grue with a power ring? Because I know what people are like, Corbin, and you are not acting right. And I am sorry if I am ruining your party, because I really want some waffles and they smell really good...and I want ice cream with mine. But I let something bad take the place of one of my friends before. Never again." The gentlest of souls, Mark did not like making accusations, but he meant every word as he looked up, and up, at the giant Corbin.
  7. DC 20 Arcane Lore! DC 20 Theology and Philosophy! History: 18
  8. DC 30 Bluff check! Social combat! Reveal your secrets, Corbin Hughes! Why are you acting like a crazy man!?!
  9. Mark blinked and stared at Corbin, something like suspicion dawning in his friendly eyes. Mark was a trusting soul who'd gladly have poured his heart out to anybody, especially a friend like Corbin, but something was wrong here, very wrong. Unbidden thoughts of shapeshifted Grue and robotic infiltrators entered his mind, not to mention the dizzying array of twisted doubles from universes only a vibrational step away. "Yeah, I heard about what you went through with Faith and the others on the team," he said carefully, looking at Corbin for a reaction. "It can be tough sometimes when people aren't what they seem to be." "PB, what is...oh, really?" Nina wrinkled her pretty face. "I can't believe you Americans are so obsessed with ground nut oils," said Nina, mostly good-naturedly. "You should try some mint and olive oil on it, and some yogurt..." She looked up at the men, her eyes narrowing at the suspicious look Mark was giving Corbin.
  10. Size-Changing Gadgeteer PL: 10 (150) Abilities: 10 + 0 + 10 + 10 + 4 + 2 = 36 pp STR 40/20 (+15/+5) DEX 10 (+0) CON 30/20 (+10/+5) INT 20 (+5) WIS 14 (+2) CHA 12 (+1) Combat: 12 + 12 = 24 pp ATK: +6 (+7 melee) (+4/+5 Melee w/Growth; +14/+15 Melee w/Shrinking) DEF: +7 (+1 Dodge, +6 Base, +3 flat-footed) (+5 (+2 flat-footed) w/Growth; +15 (+7 flat-footed) w/Shrinking) Init: +0 Grapple: +12 - +28 w/Growth - +0 w/Shrinking Knockback: -2 - -20 w/Growth - +5 w/Shrinking Saves: 0 + 5 + 5 = 10 pp TOU +15/+5 (+5 Con, +1 Enhanced Con, +5 Protection, +4 Con from Growth) FORT +10/+10/+5 (+5 Con, +1 Enhanced Con, +4 Growth/+6 Shrinking) REF +15/+5 (+0 Dex, +5, +10 Shrinking) WILL +7 (+2 Wis, +5) Skills: 60 r=15 pp Concentration 8 (+10) Craft (Electronic) 5 (+10, SM) Craft (Mechanical) 5 (+10, SM) Disable Device 8 (+13, SM) Intimidate 0 (+1/+5 w/Growth/-9 w/Growth) Knowledge (Physical Sciences) 5 (+10, SM) Knowledge (Technology) 5 (+10) Medicine 5 (+7) Notice 3 (+5) Sense Motive 8 (+10) Stealth 8 (+8/+0 w/Growth/+28 w/Shrinking) Feats: 12 pp Attack Focus (Melee) 1 Dodge Focus 1 Fearless Hide in Plain Sight Inventor Power Attack Second Chance 2 (Concentration checks, Disable Device checks) Skill Mastery (Craft [Electronic], Craft [Mechanical], Disable Device, Knowledge [Physical Sciences]) Takedown Attack Ultimate Skill (Concentration) Uncanny Dodge (auditory) Powers: 1 + 49 + 1 = 51PP Feature 1 (Deep Pockets) [1PP] Size Changing Array 25 (50 PP, PF: Alternate Power 1, Drawback 2 [Full Power, -2]) [49PP] BE: Giant Form 10 (50 PP Container) {50/50} Enhanced CON 2 (to CON 30/+10) [2] + Enhanced STR 4 (to STR 40/+15) [4] + Growth 8 [24] + Impervious TOU 10 (Flaw: Limited [Physical Only]) [5] + Protection 5 [5] + Super-Strength 5 (Effective STR 75 w/Growth; Heavy Load: 360 tons) [10] {2+4+24+5+5+10=50/50} AP: Tiny Form 10 (50PP Container) {50/50} Enhanced Fortitude Save 5 (to +10) {5} + Enhanced Reflex Save 10 (to +15) (PFs: Evasion 2) {12} + Flight 3 (50 MPH/500 fpm) {6} + Immunity 9 (Life Support, PF: Atomic Size) {10} + Shrinking 20 (Extra: Normal Strength, PFs: Normal Movement, Normal Toughness) {33} - Drawback 16 (-ATK 4, -DEF 4) {-16} {5+12+6+10+33-16=50/50} Speed 1 (10 MPH/100 fpm [110 fpm w/Growth]) [1PP] costs abilities 36 + combat 24 + saves 12 + skills 15/60 + feats 12 + powers 51 = 150 pts ----------------------------------------------------------------------------------------------------------- Design Notes: Here's my build for a character like Marvel's Giant-Man, a super-genius with size-changing powers. He's smart and capable of pulling out some good inventions given time to work, and he can be either a powerhouse or martial artist/sneak, depending on whether he's twenty feet tall or two inches tall. I greatly simplified his build by making his size-changing powers an array, letting him get much more out of his powers than just a simple Growth-Shrinking array. I also simplified things a lot by giving him the Full Power drawback on both Growth and Shrinking. I did that because these guys don't spend a lot of time in intermediate forms in comics; they're usually either giant, normal, or teeny-tiny. When he's big, he's a giant who can throw cars around, shrug off machine gun fire, and throw gigantic punches that can hit a lot harder than a tank shell. (He has some vulnerabilities, and is less mobile, than most powerhouses, but most powerhouses aren't huge like the proverbial X-Box!) When he's teeny-tiny he's dodgy and fast, easily capable of avoiding big hits thank to his very small size. He can sneak into bombs and turn them off (hence his high Disable Device, my nod to Ray Palmer's excellent JLU appearance), make himself light enough to fly, and increase the density in his fists enough to throw a massive punch! I tied his Atomic Size to his Life Support; he can only go without breathing when he's smaller than air atoms! I kept his Concentration high and gave him a good Fort save in both forms to help avoid being stunned; he does not want to get stunned given his Sustained powers, especially not if he's using Shrinking somewhere very delicate - like the inside of somebody's head!
  11. "You know," said Comrade Frost conversationally, "Southern Ural mountains are famous source for gems of all kids. If you ever want to come fight seven dread colossi of Manpupuner alongside Russian heroes, I am sure we could arrange for you to spend some time amidst largest ruby mines the world. True story." He winked at Tiamat, then turned back to the report before him. His face as usual hidden by his insulated white cowl, the Russian hero picked up a cup of boiling hot coffee and raised it to his lips, white-gloved hands spreading pictures and documents that he had actually gone to the trouble to print out and study. "My personal experience was with Igneous of Russian underground. Was source of rumors of Soviet Russia digging portal to Hell." He snorted, creating a faint cloud of white mist from his nostrils. "Nice people. We liberated them from their worship of Chernobog and made good friends. They said little of eastern cousins."
  12. "Oh, that's cool," said Mark, sounding relaxed in soft counterpoint to Corbin's tension. Mark tried to think why Corbin would be so on edge, and naturally came to an ever-growing series of conclusions. Oh my god, is Quo-Dis pregnant? Oh man, they're so young! But Corbin's a nice guy, he'll be a good dad. And maybe they can get a little ring for the baby. "I've been working overseas myself lately. I'm looking at taking some of the younger Claremont kids on UNISON field missions for the practice. Not everybody can spend all their life as a costumed hero, right?" He reached up to clap Corbin on the shoulder. "Good to see you again, big guy. You're right, it has been way too long." He gave him a serious look. "You know your friends are always here for you." "Don't you have any servants in a house this big?" Nina was asking as she walked around the kitchen, snooping curiously in the cupboards with a look of fascination on her face. "Surely you don't have to prepare all the food yourself with your family's wealth."
  13. Psionic Gadgeteer PL: 10 (150) Abilities: 0 + 4 + 6 + 14 + 4 + 6 = 34 PP STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 24 (+7) WIS 14 (+2) CHA 16 (+3) Combat: 16 PP ATK: +4 DEF: +10 (+3 Dodge Focus, +3 Shield, +4 Base), +2 flat-footed Init: +2 Grapple: +4/+20 w/TK Knockback: -5/-3/-1 Saves: 2 + 3 + 6 = 11pp TOU: +10/+7/+3 (+3 Con, +4 Defensive Roll, +3 Force Field) FORT: +5 (+3 Con, +2) REF: +5 (+2 Dex, +3) WILL: +8 (+2 Wis, +6) Skills: 84 r = 21PP Bluff 7 (+10/+14) Computers 3 (+10) Concentration 3 (+5) Craft (Electronic) 8 (+15) Craft (Mechanical) 8 (+15) Diplomacy 7 (+10/+14) Gather Information 7 (+10/+14) Intimidate 7 (+10) Knowledge (Business) 8 (+15) Knowledge (Technology) 8 (+15) Notice 5 (+7) Search 3 (+10) Sense Motive 8 (+10) Feats: 15 PP Attractive Benefit (Wealth 3) Defensive Roll 2 Dodge Focus 3 Eidetic Memory Inventor Second Chance (Concentration checks) Skill Mastery (Craft (Electronic), Gather Info, Ultimate Save (Will) Well-Informed Powers: 53 PP Device 13 (Psi-Helmet, Flaw: Hard to Lose) [53PP] Datalink 1 (radio, 10 feet) [1DP] Feature 1 (Onboard Computer) [1DP] Flight 1 (10 MPH/100 fpmove) [2DP] Force Field 3 [3DP] Psionics 16.5 (33PP Array, PFs: Alternate Power 4) [37DP] BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Indirect, Knockback 10 [Total 20], Precise, Subtle) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Subtle) {32/33} AP: Move Object 10 (Telekinesis; Str 50, Hvy Load 12 tons; Extra: Range [Perception]; PFs: Indirect, Precise, Subtle)) {33/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor) {33/33} Shield 3 [3DP] Telepathy 6.5 (13PP Array; PFs: Alternate Power 1) [14DP] BE: Communication 6 (Mental, 20 miles; Extras: Area; Two-Way [+0], PF:, Selective) {13/13} AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/13} Super-Senses 4 (Danger Sense [mental], Infravision, Radio, Uncanny Dodge [mental]) [4DP] costs abilities 34 + combat 16 + saves 11 + skills 21/84 + feats 15 + powers 53 = 150 pts -------------------------------- Design Notes: Here's Steve Dayton, mentalist, husband, genius, father, and ladies' man. I built him because I like the idea of the psionic gadgeteer and because I had misremembered his backstory - I had thought Mento was the wealthy husband of superheroine Elasti-Girl who used his genius and his money to build himself superpowers so he and his wife could spend more time together. Oh well, the real Steve met Elasti-Girl when they were both heroes and they met and fell in love. With his genius, wealth, and good looks, it's no wonder this guy was lucky indeed with the ladies! Steve is a pretty standard psychic with his helmet on - he doesn't have their sheer array of super-senses and versatility, but he can certainly do a whole heck of a lot. I figured a contemporary tech billionaire wouldn't be able to resist giving himself wi-fi access and some cyber-senses to go with his new mental powers, hence the Datalink, radio, and infravision. He's PL 7 defensively without his helmet, giving him time to evade that angry god chasing him so he can get his hands on his technology! One thing I like about this build is that this could convincingly stand-in for a Tony Stark-type, someone who is as skilled at social manipulation and running a business as he is at building and designing things. A lot of our gadgeteers tend to be very heavily INT-focused, relying on others (or mechanical aids, I'm looking at you, Miss A!) to do their socializing - this guy can do just fine at a party, in a boardroom, or blasting away at bad guys with his mind powers. I didn't give him a normal ID drawback, since I figure it's easy enough for him to fold his helmet down and carry it around, popping out when he needs it. How does he recreate psychic powers with technology? Lots of ways - cloned brain tissue (that one may be gross, though!), novel new energy waves that simulate thought processes, or maybe he stimulates his own brain into action by use of daka crystals! Better keep an eye on that helmet, though; anybody can use it...
  14. Elastic Sorcerer Abilities: 2 + 2 + 2 + 10 + 0 + 2 = 18PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +1 Attack: +4/+6 Elastic Body/+10 Mystic Power Grapple: +5, +17 max, +8 default Defense: +8/+6 (+4 Base, +2 Dodge Focus, +2 Shield), +2 flat-footed Knockback: -8/-6 Saving Throws: 4 + 4 + 6 = 14PP Toughness: +12/+8/+1 (+1 Con, +7 Protection [+5 Impervious], +4 Protection) Fortitude: +5 (+1 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +9/+7 (+1 Wis, +6) Skills: 52R = 13PP Diplomacy 5 (+6/+10 w/Attractive) Knowledge (Streetwise) 5 (+10) Investigate 5 (+10, SM) Languages 3 (English [base], Italian, Russian, Spanish) Notice 10 (+10, SM) Search 5 (+10, SM) Sense Motive 10 (+10, SM) Stealth 9 (+10) Feats: 8PP Attack Specialization (Elastic Body) Attractive Dodge Focus 2 Evasion Grappling Finesse Improved Grab Skill Mastery (Investigate, Notice, Search, Sense Motive) Powers: 45 + 19 + 5 + 5 + 7 = 81PP Device 11 (Helm of Order, Flaw: Hard to Lose, PF: Restricted [the just]) [45PP] Enhanced Feats 2 (Artificer, Ritualist) [2DP] Enhanced Skills 12 (Knowledge [Arcane Lore] 8, Knowledge [Theology and Philosophy] 8) [4DP] Enhanced Will Save 2 [2DP] Mystic Power Array 16 (32 pp, PFs: Accurate 3, Alternate Powers 3) [38DP] BE: Blast 10 (Extra: Autofire, PFs: Indirect, Variable Descriptor 1 [electricity/light]) {32/32} AP: ESP 6 (visual and auditory, 20 miles) (Extra: No Conduit, PFs: Fast Task 4 [Full Action to search 1 mile]) {28/32} AP: Paralyze 10 (Extra: Range [Ranged], PFs: Improved Crit, Indirect) {32/32} AP: Snare 10 (Extra: Regenerating, PFs: Indirect, Reversible) {32/32} Protection 4 [4DP] Shield 2 [2DP] Super-Senses 7 (Detect Magic 3 [visual], Precognition (Flaw: Uncontrolled)) [5DP] Elastic Body Array 6 (12 points; PFs: Dynamic, Dynamic Alternate Power 3) [19PP] DBE: Elongation 1-12 (5-25,000 feet [4.7 miles] max; can elongate 600 feet per move action) {1-12, 0-11 left} DAP: Blast 8 (long-distance punch; Flaw: Action [Full]) {1-8, 4-12 left} DAP: Leaping 1-12 (x2 - x10,000,000, 8 rounds) {1-12, 0-11 left} DAP: Strike 1-7 (malleable striking surfaces; PFs: Improved Crit, Mighty, Subtle, Takedown Attack, Variable Descriptor [bludgeoning, piercing, and/or slashing]) {1-12, 0-11 left} Default Setting: Elongation 3 (25 feet max) {3} + Leaping 1 (x2, move action) {2} + Strike 7 (PFs: Mighty) {8} {3+1+8 = 12/12} Impervious Toughness 5 (resilient plastic body) [5PP] Insubstantial 1 (fluid) [5PP] Protection 7 (resilient plastic body) [7PP] Totals: Abilities (18) + Combat (16) + Saving Throws (14) + Skills (13) + Feats (8) + Powers (81) - Drawbacks (0) = 150/150 Power Points ---------------------------- Design Notes: Growing up in a small town, the young man dreamed of adventure, of solving the mysteries of the world through cleverness and skill, of bringing order to a world of chaos and mystery. He became a detective as he grew older, putting his keen mind to work ferreting out the secrets of criminals, cheating spouses, and others, but that wasn't enough for him. As a young man, he stumbled across a big secret - a chemical formula that transformed human flesh into something malleable and rubbery, and after drinking it (to prevent its capture by the criminals he'd been clandestinely observing for his employer), he found himself imbued with fantastic stretching abilities! Donning a disguise, albeit with an imperfectly applied secret identity, he became a superhero, using his problem-solving skills and keen analytic mind for some of the 'street-level' superteams of his home city. Not that long ago, his life changed again after he found a mystic helm imbued with the Platonic essence of the order and justice he had spent his life working towards - donning the helmet in a crisis, he found himself imbued with mystic power and thrust into a whole new world of adventure. The magical world is full of secrets a clever man can uncover, perhaps with a woman he loves at his side. Yes, it's Ralph Dibny in the Helmet of Fate, one of the many 52-related teases that I was disappointed they never followed up on. He's a perfectly competent PL 7 Elastic Detective without the Helm, with a powerful, flexible Elastic array. If his stretching powers are for some reason nullified, he's still PL 10 offensively with his magic and PL 6 defensively. He's an amiable guy, more suited to shooting the breeze with Booster Gold than taunting Omega, but he's still a fun guy to be around, and very good at crime-solving - maybe not as good as a real Cowl, but he's certainly better than almost anyone else is going to be. His magic is slanted towards order and stability, giving him the power to bind things, freeze them, spy on criminals, or just blast them with big, flashy Dr. Fate-style magic, he has enough points for you to push that theme further, perhaps towards Healing or Create Object, depending on your preference. One thing he could probably use is some sort of Teleport power.
  15. A flare of light and a gateway later, and the team was inside another dimension. They'd all been to other dimensions before, of course, and to the terrible places between them - but there was something unique about this place. They stood in a gallery inside a cave, to one side a rushing waterfall of sparkling gems inside the purest water, to the other a long stairwell winding down towards infinity, the open wall opposite where the team stood showing a vast central cavern with wooden and hemp bridges crisscrossing at every level. The Forever Black Stone, despite the name, was a mountain of smoky black quartz that towered above their heads and extended far below their feet, an eternal cavern and home to the gods of ancient Arabia. Gods who were, from the weeping within the halls, and the downcast faces of men and women in traditional Arab dress, in mourning. One thing had changed for the better - for the moment, anyway, they and their host were the same size. "Come," said the sorrowful Al-Shahada, "see what works the foul Typhoon has done in this place." A bridge away and down a row of polished stairs, the throne room awaited - this place was darker than the rest, the crystal walls that had admitted light elsewhere thick enough that only ever-burning torches lit the gloom. There had been a great battle in this place, quartz columns left scarred and chipped, the iron throne itself cast on its side, and a shower of dried blood before it showing where some slaughter had taken place. The room was quiet and still save for the sound of weeping, the lamentations of souls as they passed through the murder scene of their god, basking in the presence of his replacements. The heroes pushed through the supplicants and found themselves faced by three women in ancient desert dress - an ancient one who stood beside the fallen throne, a young one, looking no older than the heroes, in black and red, a wicked scimitar in one hand as she looked down at them imperiously, and another built like a bronze powerhouse - her obvious pregnancy an incongruous match for muscles like Captain Thunder. "You have brought them, good! Now mortals can see godly justice, as Manat, Allat, and I, Al-Uzza the Strong, destroy our father's killer!" "Yessss, surely we will drag him down below," whispered the one who was evidently Allat, tossing her blade from hand to hand. "But there mussst be evidence, sissters. What is punishment with no evidence?"
  16. "Is he always-" Mark shushed Nina and said, "Hey, Corbin! Good to see you!" Maybe it hadn't been that long, all things considered, since the members of Young Freedom had found themselves at the end of all things and the beginning of a new multiverse, but sometimes it felt like a lifetime ago. Maybe they'd grown apart in some ways, as friends do after high school, but some bonds were unbreakable. He walked up behind Corbin and clapped him on the back, Corbin being one of the small, but real, number of men Mark knew who were significantly taller than him. "I don't think you've had a chance to meet my girlfriend, Nina al-Darsah?" "Charmed, I'm sure," said the tyrant's heir sociably, smiling as she took Corbin's hand and, after a slight pause, shook it, looking up at the giant hero. "Mark said you went to school together. You must have been half the football team."
  17. Despite the sheer bulk of the great lava monster, Boreas' attack missed; it was very different trying to blast something in the real world as opposed to a Claremont simulation! Magmar replied with an animal roar of his own, hurling this time a giant boulder of flaming rock that whizzed by Boreas so close as to make his hair start to smoulder! He was in a bad way, faced with a rampaging earthen powerhouse that was surprisingly nimble for a being of pure molten rock. At least, that was how it was looking to Edge, so far down below at ground level. "Hey, Magmar!" he yelled as the smoke around him cleared, exposing a sooty but dusty figure that faced down the giant lava monster fearlessly. Oh, crap! If I let a Claremont student get hurt on my watch, Mr. Summers is going to be so pissed! "Dodge _this!_" And then, in the sky next to Boreas, a comet appeared - clear as day, a whirling ball of ice like the world's biggest hailstone (though no bigger than a man) came down and smashed into the chest of the giant lava monster, sending it staggering backwards with a howl. "C'mon, Boreas! We can take this guy!"
  18. Bummer! Magmar swings a mighty fist! And hits with a 31 Ouch! That'll really mess Boreas up. So Edge spends an HP (using his Luck Control) to force a reroll. 26 Well, it still hits, but at least it's not a Crit? DC 22 Tou save for Boreas - but I will have Edge spend another HP (since Boreas is taking all the hits!) to give Boreas Ultimate Toughness, so he passes the roll automatically! (Most Luck Controllers aren't as powerful as Edge, but Edge is very powerful indeed. ----- Round 2 - Edge blasts Magmar with his Perception Range blast DC 30 - http://invisiblecastle.com/roller/view/4232010/ = 22 All right, Magmar is bruised and stunned
  19. All right, roll your attack! The DC to hit the monster is 22.
  20. Elastic Inventor PL: 10 (150) Abilities: 0 + 0 + 0 + 14 + 0 + 0 = 14 pp STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 30/24 (+10+7) WIS: 10 (+0) CHA: 10 (+0) Combat: 8 + 8 = 16 pp ATK: +4 (+10 Melee) DEF: +5 (+1 Dodge Focus, +4 Base, +2 flat-footed) Init: +0 Grapple: +10/+17/max +27 Knockback: -12/-7/-0 Saves: 5 + 5 + 10 = 20 pp TOU: +15 (+0 Con, +15 Protection [+10 Imp vs. Physical]) FORT: +5 (+0 Con, +5) REF: +5 (+0 Con, +5) WILL: +10 (+0 Wis, +10) Skills: 23 pp=92 r Craft (Chemical) 5 (+12/+15) Craft (Electronic) 10 (+17/+20, SM) Craft (Mechanical) 10 (+17/+20, SM) Knowledge (Life Sciences) 10 (+17/+20) Knowledge (Physical Sciences) 12 (+19/+22, SM) Knowledge (Technology) 10 (+17/+20, SM) Medicine 10 (+10) Notice 10 (+10) Pilot 5 (+5) Sense Motive 10 (+10) Feats: 15 pp Attack Focus (Melee) 6 Beginner's Luck Dodge Focus 1 Eidetic Memory Equipment 3 Jack of all Trades Inventor Skill Mastery (Craft [Electronic], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology]) Equipment Powers: 27 + 7 + 6 + 5 + 15 + 2 = 62 pp Elastic Array 10 (20 pp, PFs: Dynamic, Dynamic Alternate Powers 3) [27PP] DBE: Snare 1-10 (Extra: Engulf (+0)) {20/20} DAP: Strike 1-10 (Extra: Penetrating) {20/20} DAP: Leaping 1-20 (x2 - x5 million, 16 rounds) {20/20} DAP: Super-Strength 1-10 (Effective STR 15/50, Heavy Load: 12 tons) {20/20} Elongation 7 (350 ft per move, 500 ft maximum), [7PP] Enhanced INT 6 (to INT 30/+10) [6PP] Impervious Toughness 10 (Flaw: Limited [Physical Only]) [5PP] Protection 15 [15PP] Quickness 4 (x25, Flaw: Limited [Mental Tasks Only]) [2PP] cost abilities 14 + combat 16 + saves 20 + skills 23/92 + feats 15 + powers 62 = 150 pts -------------------------------------------------------------------------------------------------------------- Design Notes: The elastic inventor, an archetype nearly fifty years old at this point. This is my attempt at a Mr. Fantastic-type, an elastic hero who has the smarts and the skills to be a great scientist. (I went with the idea that, though already a genius, his Intelligence was even further enhanced by whatever Event gave him his powers) He's even got a headquarters, several stories of a skyscraper. I built him to try and build an elastic hero with skills, and probably the most famous one of those is Mr. Fantastic. Unlike a lot of elastic heroes, he's not particularly dexterous, nor can he extend himself particularly far or shift his shape. But he's still an effective combatant, and can absorb some absolutely tremendous hits thanks to his rubbery, flexible body. He may not be the frontline fighter of a team with two energy controllers and a powerhouse, though, and should probably spend time in his lab so he can put together some inventions to help his team out in the field. He's a scientist first, not a gadgeteer, a way of separating him from other scientists. Most depictions of Mr. Fantastic, especially in other dimensions, show him as a sociopath barely holding it together and instantly going insane in a variety of ways the second his wife leaves him (seriously, even in the mainstream universe, what is up with that?), so you should avoid that here. Maybe he's a happily married man with no serious personal problems, how crazy would that be? As written he doesn't really get people with anything like the skill he gets machines and science, but that doesn't mean he has to be a closet crazy man. Or maybe he does! Maybe he's an ex-mad scientist who takes pills to stop the voices, and wants to help make sure no one else suffers the effects of Malign Hypercognition Syndrome the way he did...
  21. Full-Body Cyborg PL: 10 (150) Abilities: 6 + 0 - [10] + 12 + 4 + 0 = 12 pp STR 30/16 (+10/+3) DEX 10 (+0) CON n/a (-) INT 22 (+6) WIS 14 (+2) CHA 10 (+0) Combat: 8 + 8 = 16 pp ATK: +4 (+10 Melee) DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) Grapple: +7/+20 Initiative +0 Knockback: -9 Saves: 0 + 5 + 5 = 10 pp TOU +12 (+12 Protection, +5 Impervious) FORT n/a REF +5 (+0 Dex, +5) WILL +7 (+2 Wis, +5) Skills: 9 pp=36 r Computers 4 (+10, SM) Craft (Electronic) 4 (+10, SM) Craft (Mechanical) 4 (+10, SM) Knowledge (Life Sciences) 4 (+10) Knowledge (Technology) 4 (+10) Languages 2 (English, Korean, Base [Japanese]) Medicine 8 (+10, SM) Notice 3 (+5) Sense Motive 3 (+5) Feats: 13 pp Attack Focus (Melee) 6 Dodge Focus 4 Improvised Tools Inventor Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Medicine) Powers: 15 + 3 + 14 + 30 + 1 + 17 + 1 + 5 + 1 + 2 = 89 pp Brain In A Jar Array 7 (14 pp, PF: Alternate Power 1) [15PP] BE: Comprehend 2 (machines) {4} + Datalink 9 (anywhere on Earth [mental], PF: Subtle) {10} {14/14} AP: Communication 9 (anywhere on Earth [radio], PF: Subtle) {10/14} Enhanced Feats 3 (Beginner's Luck, Eidetic Memory, Jack of all Trades) [3PP] Enhanced STR 14 (to STR 30/+10) [14PP] Immunity 30 (Fortitude Saves) [30PP] Leaping 1 (x2, running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP] Protection 12 (Extra: Impervious 5) [17PP] Quickness 1 (x2) [1PP] Regeneration 5 (Recovery Bonus +0) [5PP] Speed 1 (10 MPH, 100 fpm) [1PP] Super-Senses 2 (Infravision, Radio) [2PP] costs abilities 12 + combat 16 + saves 10 + skills 9/36 + feats 13 + powers 89 = 150 pts --------------------------------------------------------------------------------------------------------- Design Notes: Here's a full-body cyborg, loosely based on Major Kusanagi from Ghost in the Shell. The Braincase archetype from Instant Superheroes isn't very good, building the full-body cyborg as someone with a very high ranking Device without which they are a brain in a box. That means that either she's going to be paralyzed and helpless in a lot of adventures, which isn't very fun, or she's going to be getting way too many free abilities, which isn't very fun for anyone else! So instead I built the FBC as a construct, with a Complication that sometimes you can reach in there and just pop her brain out and put it in your duffelbag. I built her as a smart gadgeteer with medical training, somebody who potentially could pop out a human brain and stick it in a robot body! (Though she might have needed an assistant to do that for herself) She's got a nice little robot body there, as well as a cyberkinetic array that represents direct cybernetic augmentation to her brain - or maybe mutant powers! You could stunt a lot of useful powers off that array, perhaps enough to directly manipulate machines rather than just sending messages to them or exerting controls over them distantly. She's not bulletproof (just like the Major), but she's tough enough that she can take a lot of hits and keep going. I figure she has a library built into her robot body, explaining those Enhanced Feats that she has in her powerset. For a purely military build, perhaps a full-body soldier-cyborg like Victory, lower the INT and give her more combat feats. I think she'd be a pretty fun play!
  22. Grue Detective PL: 10 (150) Abilities: 2 + 2 + 2 + 2 + 4 + 4 = 16PP STR: 34/22 [12] (+12/+6/+1) DEX: 22 [12] (+6/+1) CON: 22 [12] (+6/+1) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) Combat: 12 + 12 = 24PP ATK: +6 (+8 Unarmed/+12 Grue Vision) DEF: +8 (+2 Dodge Focus, +6 Base, +3 flat-footed) Init: +6/+1 Grapple: +12/+22 w/Martian Strength Knockback: -11 vs physical/-6 vs energy/-3/-1 Saves: 2 + 2 + 6 = 10 pp TOU: +12 (+1 Con, +5 Enhanced Con, +6 Protection) FORT: +8 (+1 Con, +5 Enhanced Con, +2) REF: +8 (+1 Dex, +5 Enhanced Dex, +2) WILL: +8 (+2 Wis, +6) Skills: 56 r=14 pp Acrobatics 4 (+10) Climb 4 (+10) Concentration 4 (+6) Diplomacy 8 (+10) Disguise 0 (+2/+7/+52) Drive 4 (+10) Investigate 4 (+5) Knowledge (Streetwise) 4 (+5) Medicine 3 (+5) Notice 8 (+10) Sense Motive 8 (+10) Stealth 4 (+10) Feats: 9 pp Acrobatic Bluff Attack Specialization: Unarmed Dodge Focus 2 Evasion Leadership Power Attack Takedown Attack Uncanny Dodge (auditory) Powers: 10 + 10 + 10 + 2 + 10 + 25 + 2 + 6 = 75 pp Enhanced CON 10 (to CON 22/+6) [10PP] Enhanced DEX 10 (to DEX 22/+6) [10PP] Enhanced STR 10 (to STR 22/+6) [10PP] Flight 1 (10 MPH/100 ft per move) [2PP] Immunity 10 (Aging, Life Support) [10PP] Metamorph Array 10.1 (21PP, PFs: Alternate Powers 4) [25PP] BE: Enhanced STR 12 (brick form; to STR 34/+12) {12} + Impervious TOU 10 (Flaw: Limited [Physical Only]) {5} + Super-Strength 2 (STR 49, Heavy Load: 10 tons) {4} {12+5+4=21/21} AP: Blast 8 (Grue-vision; PFs: Accurate 3, Precise, Variable Descriptor 1 [any electromagnetic]) {21/21} AP: Concealment 10 (ghost form, all senses, Flaw: Phantasm, PF: Close Range) {11} + Mind Reading 10 {10} {11+10=21/21} AP: Enhanced Morph 9 (to Morph 10 [humanoids, +50 Disguise]) (PFs: Covers Scent, Precise) {20/21} AP: Insubstantial 4 (Extra: Progressive [+0], PF: Subtle) {21/21} Morph 1 (humanoids) [2PP] Protection 6 [6PP] costs abilities 16 + combat 24 + saves 10 + skills 14/56 + feats 9 + powers 75 = 150 pts ------------------------------------------------------------------------------------------------------- Design Notes: The misplaced alien who learns to live among humans is a common comic book storytelling trope; as is the alien invader who learns to love the people he came to destroy. I decided to do both by building this fellow, a Grue with formidable shapeshifting powers (rather like the Meta-Grue who has troubled both Earth's heroes and the Unity so often!) who has turned his mighty talents to good! In particular he's a detective, a physical paragon with a keen mind who backs up his training with impressive abilities. An array is really the best way to model an incredibly broad shapeshifter like this guy: he can be a flying brick, a mentalist, or a shapeshifter as needed for your team. This guy has the skills of a police detective, perhaps he was inspired to embrace humanity after touching, then absorbing, the mind of a dying police officer during an invasion. It occurs to me that this guy would make a fine Cowl, (albeit with Bluff or Intimidate in the place of that Diplomacy), using his shadowy costume and secret ID to cover a secret identity that is very very secret indeed. Note that the Progressive extra on his Insubstantial means that (unlike typical versions of the power at 4 ranks), he can be liquid, gas, energy, and wraith, but not at the same time; he has to spend the move action to spread himself thinner and thinner. Take 10 or 20 on his Rank 1 Morph to fool mooks and such - drop that massive Morph in scenes when he needs to fool characters at or above his PL. This works pretty well for a shapeshifter, I think, and keeps him being too costly or too powerful. I think he'd be pretty fun to play!
  23. Gary Mitchell PL: 10 (150) Abilities: 8 + 6 + 8 + 4 + 4 + 4 = 34 pp STR 18 (+4) DEX 16 (+3) CON 18 (+4) INT 20/14 (+5/+2) WIS 14 (+2) CHA 14 (+2) Combat: 12 + 12 = 24 pp ATK: +6 (+10 Melee) DEF: +10 (+4 Dodge, +6 Base, +3 flat-footed) Init: +11 Grapple: +14 Knockback: -10/-5/-2 Saves: 3 + 5 + 5 = 13 pp TOU +10/+4 (+4 Con, +6 Defensive Roll) FORT +7 (+4 Con, +3) REF +7 (+3 Dex, +5) WILL +7 (+2 Wis, +5) Skills: 72 r = 18 pp Bluff 13 (+15, SM) Concentration 4 (+6) Craft (Electronic) 3 (+5) Craft (Mechanical) 3 (+5) Knowledge (Cosmology) 3 (+5) Knowledge (Technology) 3 (+5) Languages 2 (English, Galstandard, Lor [base]) Notice 13 (+15, SM) Pilot 12 (+15, SM) Search 8 (+10) Sense Motive 8 (+10, SM) Feats: 17 pp Attack Focus (Melee) 4 Challenge (Fast Taunt) Dodge Focus 4 Improved Initiative 2 Luck Power Attack Skill Mastery (Bluff, Notice, Pilot, Sense Motive) Takedown Attack Taunt Uncanny Dodge (auditory) Powers: 3 + 9 + 30 + 3 = 45 pp Enhanced Feats 3 (magnetic force field; Defensive Roll 3) [3PP] Enhanced INT 6 (electromagnetic super-charge; to INT 20/+5) (PFs: Beginner's Luck, Eidetic Memory, Jack of all Trades) [9PP] Like Maybe a GOD Could Do! Array 11 (22 PP, PFs: Accurate 2, Alternate Powers 6) [30PP] BE: Blast 10 (electro-psionic force, PFs: Precise, Variable Descriptor 1 [electricity/telekinesis]) {22/22} AP: Blast 10 (overload, Extra: Linked [Drain Toughness], Flaws: Limited 2 [Electronic Objects]) {10} + Drain Toughness 10 (Extras: Linked [blast], Ranged; Flaws: Limited 2 [Electronic Objects]) {10}, PFs: Reversible, Subtle) {22/22} AP: Communication 6 (Mental, 20 miles; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Languages 1 [speak Any]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} (Telepathy) {8+2+2=12/22} AP: Create Object 7 (magnetic restructuring, Extra: Duration [Continous/Lasting], PF: Innate) {22/22} AP: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained]; PFs: Rapid [5 Minutes to search 1 mile diameter area], Subtle; Complication: Medium [living creatures]) {22/22} AP: Impervious Toughness 10 (energy manipulation, Extras: Affects Others, Duration (+0) [sustained], PFs: Second Chance [vs electromagnetic damage], Ultimate Save [Toughness]) {22/22} AP: Move Object 10 (Effective STR 50, Heavy Load: 12 tons) (magnetic mentalism, PFs: Precise, Subtle) {22/22} Quickness 6 (x100) (Flaw: Limited [Mental Tasks Only]) [3PP] costs abilities 34 + combat 24 + saves 12 + skills 18/72 + feats 17 + powers 45 = 150 pts ------------------------------------------------------------------------------------------------------------ Here's Gary Mitchell, Jim Kirk's best friend transformed to mad god, as a PL 10 superhero. The walking god of the PL 6-7 Star Trek universe looks a bit unimpressive in a world of superbeings, but he's still pretty formidable. I built him as an ace pilot and two-fisted adventurer from space who's gotten jacked up on cosmic electromagnetism - he's basically Hal Jordan or Abin Sur with Voltage's electrokinesis and enhanced brain. He's got broad powers modeled after the Gary Mitchell from the show; he can read minds, create things out of nothing, mess with machines, blast people with lightning, and take some big hits from energy weapons, turning their energies against their wielders. But he's in trouble if you catch him flat-footed or unprepared, like if his old friend Taunts and Bluffs him into a fistfight. I think he works fine as a pilot, either from space or Earth, empowered by cosmic or electromagnetic accident, and looking to make something of himself as his powers change him - his increasing intelligence may make it much harder to be the casual, glad-handing ladies man he used to be. On the other hand, maybe being the 'old Gary' will give him an escape! Luckily getting superpowers doesn't necessarily make you crazy and murderous in a superhero universe! It might, though - jacked up several PLs and with even more powers, he could easily be a real threat, a god in human flesh slowly becoming ever-so-much more than human. He's vulnerable to getting sucker-punched and having giant boulders fall on him, though, so keep that in mind.
  24. Cryokinetic Cowl Power Level: 10 (150 PP) Abilities: 10 + 4 + 10 + 6 + 4 + 6 = 40 PP Strength 20 (+5) Dexterity 14 (+2) Constitution 20 (+5) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 18 + 14 = 32 PP Attack: +9 (+15 Cryokinetics/Melee) Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +20 Knockback: -4/-2 Saving Throws: 2 + 5 + 5 = 12 PP Toughness: +8/+5 (+5 CON, +3 Protection) Fortitude: +7 (+5 CON, +2) Reflex: +7 (+2 DEX, +5) Will: +7 (+2 WIS, +5) Skills: 64r = 16 PP Acrobatics 8 (+10) Climb 5 (+10) Intimidate 8/12 (+11/+15, SM) Investigate 12 (+15, SM) Knowledge (Arcane Lore) 4 (+7) Knowledge (Streetwise) 7 (+10) Languages 4 (Cantonese, English, Korean, Japanese, Mandarin [base]) Notice 8 (+10, SM) Stealth 8/12 (+11/+15, SM) Feats: 23 PP Attack Focus (Melee) 6 Challenge 2 (Fast Demoralize, Fast Startle) 2 Dodge Focus 4 Evasion Hide in Plain Sight Improved Initiative Master Plan 2 Power Attack Skill Mastery (Intimidate, Investigate, Notice, Stealth) Startle Takedown Attack 2 Uncanny Dodge (audio) Powers: 20 + 4 + 2 + 1 = 27 PP Cryokinesis Array 8 (16 PP, PFs: Alternate Powers 4) [20PP] BE: Damage 0 (frozen punches, Extra: Alternate Save [Fortitude], Autofire, PF: Improved Crit) {16/16} AP: Blast 5 (icy weapons, PFs: Accurate 3, Improved Crit, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {16/16} AP: Environmental Control 6 (kold as ice, 250 ft, extreme cold) (Extra: Independent [+0], PFs: Slow Fade [1 minute]) {13/16} AP: Obscure 4 (icy fog, visual, 50 ft) (Extras: Action [Move], Selective) {16/16} AP: Speed 1 (10 MPH/100 fpmove) {1} + Super-Movement 4 (Slow Fall, Wall-Crawling 3) {8} + Super-Movement 5 (Trackless, Sure-Footed 4 [Flaw: Limited [icy environments only]) {7} {1+8+7=16/20} Device 1 (Ninja Armor, Flaw: Hard to Lose) [4PP] Enhanced Skills 8 (Intimidate 4, Stealth 4) [2DP] Protection 3 [3DP] Immunity 2 (environmental cold, heat) [2PP] Super-Senses 1 (Infravision) [1PP] Abilities (40) + Combat (32) + Saving Throws (12) + Skills (16) + Feats (23) + Powers (27) - Disadvantages (0) = 150 PP ---------------------------------- Here's a build inspired by Sub-Zero's ending to the Mortal Kombat vs. DC Universe fighting game. Sub-Zero is literally a cold, ruthless ninja in his own world, but in the game his encounter with dark and mysterious heroes like Batman teaches him that one can be dark and gritty while still fighting for a better world - at the end we see the former ninja with a black cape brooding on a rooftop, now a superhero awaiting the retaliation of his murderous ninja clan. While a Mortal Kombat character is not typically a good basis for a PC around here, a cold-controlling ninja who decided to become a superhero rather than an assassin is a perfectly viable concept. He's scary, sneaky, mobile, chews up goons like nothing, and a master of manipulating his environment to his advantage - a perfect interpretation of a cowl. His icy fog ability is potentially very powerful, letting him keep almost any battlefield blanketed in an icy fog while continuing to fight, albeit at the cost of a move action each round. If you don't like the ki-manipulating icy ninja, perhaps this is a well-trained ice controller - perhaps a wealthy young man who trained abroad to hone his body as much as his powers, one as eager to control his physical reactions as his ice powers. He could be a commando turned hero as well, perhaps somebody who was a former member of a government black ops team. Or if you shuffle his points around, perhaps he's a vengeful scientist who (after the death of his beloved wife in a cryogenics accident) dedicated his body and mind to making sure no one else ever again had to suffer.
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