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Avenger Assembled

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  1. 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...
  2. 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.
  3. 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?"
  4. "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."
  5. 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!"
  6. 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
  7. All right, roll your attack! The DC to hit the monster is 22.
  8. 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...
  9. 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!
  10. 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!
  11. 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.
  12. 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.
  13. Unnatural Paragon Power Level: 10 (150 PP) Abilities: 4 + 2 + 4 + 4 + 6 + 4 = 24 PP Strength 30/14 (+10/+2) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Unnatural Powers) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +1 Grapple: +23/+8 Knockback: -10/-5/-1 Saving Throws: 6 + 4 + 5 = 15 PP Toughness: +10/+2 (+2 CON, +8 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +5 (+1 DEX, +4) Will: +8 (+3 WIS, +5) Skills: 52r = 13 PP Diplomacy 10 (+12) Knowledge (Arcane Lore) 13 (+15) Knowledge (Theology and Philosophy) 8 (+10) Languages 2 (Arabic, English [base], Latin) Notice 8 (+10) Search 3 (+5) Sense Motive 8 (+10) Feats: 11 PP Dodge Focus 4 Fearless Leadership Move-By Action Power Attack Ritualist Takedown Attack Uncanny Dodge (auditory) Powers: 3 + 2 + 10 + 8 + 1 + 38 = 62 PP Emotion Control 1 (Extras: Action [Reaction [+3], Flaws: Limited 2 [Fear Only, Shaken Only], Uncontrollable), PF: Subtle) [3 PP] Flight 1 (10 MPH/100 ft. per round) [2 PP] Immunity 10 (Life Support, Madness) [10 PP] Protection 8 [8 PP] Space Travel 1 (1c) [1 PP] Unnatural Array 16 (32 pp, PFs: Accurate 2, Alternate Powers 4) [38 PP] BE: Enhanced STR 16 (to STR 30/+10) {16} + Impervious TOU 10 {10} + Super-Strength 3 (Str 45, Heavy Load: 6 tons) {6} {16+10+6=32/32} AP: Blast 10 (all-devouring gaze of Azathoth, Extra: Range [Perception], PFs: Affects Insubstantial 2) {32/32} AP: ESP 6 (eyes of Tindalos, 20 miles/visual and auditory, Extra: No Conduit, PFs: Dimensional 2 [any pseudonatural], Fast Task 4 [Full Action to Search 1 Mile], Subtle [DC 26 Notice]) {31/32} AP: Snare 10 (icy breath of Ithaqua, Extra: Constricting, PFs: Covers Sense [auditory], Reversible) {32/32} AP: Teleport 10 (stride of Nyarlathotep, 1000 ft/Earth to Moon, Extra: Accurate 10, PFs: Easy, Turnabout) {32/32} Abilities (24) + Combat (24) + Saving Throws (15) + Skills (13) + Feats (11) + Powers (63) - Disadvantages (0) = 150 PP --------------------------------------------------- Design Notes: A flash of light in the sky and a rocket came careening to Earth, landing safely in a major city's park, and out she stepped. Clad in a familiar-looking costume, she claimed to be the long-lost cousin of Earth's greatest hero. And she seemed to be much like him - she had his super-strength and invulnerability, fantastic speed that let her fly through space like it was nothing, super-senses that let her gaze through walls and watch an entire city at once, icy freeze breath and a gaze of flashing red lasers - it was all very familiar. But there was something _wrong_ with her. Was it the too-big eyes, as if someone had tried to make her look pitiful but just missed the Uncanny Valley? The too-long, oddly bare torso, as if holding something sinister inside? Or maybe it was the way elder gods coveted her power, or the bizarre abilities that seemed to erupt from her in moments of great crisis. She may be a hero, but dark secrets loom in her past of forgotten sacrifices and blasphemed champions. Inspired by Michael Turner's poor grasp of anatomy (shame what happened to him, though, evidently he was a super-nice guy), here's a paragon who isn't quite right - I've built her as a pseudonatural champion, an elder god or humanoid abomination wrapped in mortal flesh doing her best to look like a superhero but not quite getting the finer details down. But she could be an infernal champion of Hell, or a shadow creature brought to life. She might be a daughter or cousin of the dread Umbra, perhaps with a less sinister approach to heroing than her "progenitor" but with no more idea how to go about doing it. Another idea would be to make her the last champion of a world lost to the rest of us - perhaps after uncountable voyages through unspeakable dimensions, the rocket carrying the last daughter of >Earth Z-Eldritch-1 has come home.
  14. "-won't say anything," Nina was saying as they appeared on the lawn together, in her band shirt and jeans looking more like the college student she was in Freedom City than the princess she was everywhere else. And in Freedom City, too, most of the time - it had taken a lot of persuasion from Mark to get her to dress down. "I know secret identities are very important to you and your friends. And I'm sure your friends won't start declaring 'I'm Geckoman' or 'I'm Wander', I think they have better breeding than that." "All right, but as long as you're on your best behavior," Mark made her promise as he walked up to Corbin's front door. "Corbin's a good friend, and so's everyone else who was invited. No funny stuff." She caught his eye, and they both grinned. "Not even that stuff, not in Corbin's house!" he said with an elbow to her ribs. "His girlfriend's got cosmic senses or something, it would be really weird. We're just going as a nice, normal couple, meeting my nice, normal high school friend." "It must have been so dull going to school with so many other people," Nina commented as Mark rang the bell. "How did you get anyone to pay attention to you?" "Oh, I had my ways..." Once he'd rung the bell, Mark pushed open the door and headed inside.
  15. "It's okay, Boreas, you've got this!" came a friendly, albeit harried voice, from the dustcloud. "I still can't see anything yet, so you're going to have to hold him off! Listen, he's made of molten rock so ice and cold is going to hurt him real bad, right?" Mark was pretty sure how that worked; it was how it had worked with the previous lava monsters he'd fought. "Normally I'd call for backup, but he is RIGHT there and there are Afar villages just up the valley that he's going to walk through fi he heads for the ocean. We've got to take him down, fast and hard! Now he can probably smash you and I to bits if he gets ahold of us, so my advice is, don't let him! Hit him with everything you've got and slow him down, and I'll try and set him up for the knockout punch! Just remember," he added, "careful fighting around the volcano! The last thing you want to do is destroy the tungsten patch." A rampaging lava monster was bad; a rampaging lava monster plus a lava flood would ruin everyone's day.
  16. OK, so he halves it - DC 27 saves becomes DC 21. He fails by 2 and is bruised. How does being hit by molten lava do non-lethal damage? The magic of comic books, woo, and maybe because he only took burns from being hit by the super-heated air alongside the lava? IDK. All right, Edge goes on 22 Magmar goes on 1 I'm going to have Edge Inspire this round - that's a full-round action (that costs him one of his 8 HP) which gives Boreas a broad +5 bonus to his rolls (albeit not his damage). As soon as I post IC, Boreas is up.
  17. (Real) Stage Magician PL: 10 (150) Abilities: 4 + 8 + 4 + 4 + 6 + 4 = 30 pp STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 14 (+2) WIS 16 (+3) CHA 14 (+2) Combat: 12 + 12 = 24 pp ATK: +6 (+8 Mystic Power, +12 Unarmed) DEF: +8 (+2 Dodge, +6 Base, +3 flat-footed) Init: +4 Grapple: +10/+16 w/Move Object Knockback: -6/-3/-1 Saves: 5 + 4 + 5 = 14 pp TOU +12/+6/+2 (+2 Con, +4 Defensive Roll) FORT +7 (+2 Dex, +5) REF +8 (+4 Dex, +4) WILL +8 (+3 Wis, +5) Skills: 68 r= 17 pp Acrobatics 11 (+15, SM) Bluff 11 (+15/+19, SM) Concentration 2 (+5) Diplomacy 4 (+6/+10) Knowledge (Arcane Lore) 8 (+10, SM) Language 2 (English [base], Greek, Latin) Notice 5 (+8) Sense Motive 7 (+10) Sleight of Hand 11 (+15, SM) Stealth 11 (+15, SM) Feats: 20 pp Acrobatic Bluff Attack Specialization: Unarmed 3 Attractive Challenge 2 (Fast Acrobatic Bluff, Fast Taunt) Defensive Roll 2 Distract (Bluff) Dodge Focus 2 Evasion Fascinate (Bluff) Hide in Plain Sight Luck Ritualist Skill Mastery (Acrobatics, Bluff, Sleight of Hand, Stealth) Takedown Attack Uncanny Dodge (auditory) Powers: 4 + 6 + 32 + 3 = 45 pp Flight 1 ("!ylF", 10 MPH/100 fpm, PFs: Move-By Action, Subtle) [4PP] Force Field 6 ('!em ssiM") [6PP] Mystic Power Array 13 (26PP, PFs: Accurate, Alternate Powers 5) [32PP] BE: Blast 12 ("!nruB", PFs: Indirect, Variable Descriptor 1 [any elemental]) {26/26} AP: Create Object 8 ("!llaw enotS", Extra: Moveable, PFs: Precise, Subtle) {26/26} AP: Dazzle 12 ("!tsrubnuS", visual, PFs: Indirect, Variable Descriptor 1 [any elemental]) {26/26} AP: Move Object 8 ("!sdniw ythgiM", Str 40, Heavy Load 3 tons; Extra: Range [Perception, PFs: Precise, Subtle) {26/26} AP: Snare 12 ("!ezeerF", PFs: Reversible, Variable Descriptor 1 [any elemental]) {26/26} AP: Teleport 4 ("!rood nepO", 400 ft/1 mile, Extras: Accurate [+1], Portal [+2], PFs: Easy, Turnabout) {22/26} Super-Senses 3 (Detect Magic 3 [visual]) [3PP] costs abilities 30 + combat 24 + saves 14 + skills 17/68 + feats 20 + powers 45 = 150 pts ---------------------------------------------------------------------- Design Notes: Here's my build for a real stage magician like Zatanna. She's much more charismatic and acrobatic than your typical mystic character, as befits somebody who can headline her own show with lots of showy tricks and other feats. She can work a crowd, fool a mark up close, and do all kinds of tricks - and that's before you get to her backwards-talking magic! (Note that a Power Loss: When Unable to Speak would be a perfectly viable drawback for her; I've simply chosen to represent that as a Complication for this build.) Her magic is pretty simple and straightforward, but very broad, as befits somebody whose powers work by the words they say. As it is she's got broad abilities; she can do damage, lift a car, tag various exotic saves as well as her straight attacks - she's a handy person to have on your side. Her raw arcane power is a little low, however, as is her Arcane Lore - this is because (despite the PL) I've built her as primarily a 'street'-level magician. She's PL 7 in a fight because she hangs around with a certain costumed adventurer and his crew, and her Arcane Lore is a little low because she spends all her time out in the field or in her shows, she doesn't do much hanging around in Towers of Destiny somewhere in New England. She might want to invest in some Impervious to deal with thugs with guns; that +12 is very handy but does get worn down after a time...
  18. "Up you go," said Edge, who was never too busy to help a friend in need. When Eve had joined the group up on the giant's shoulders, the giant reached down to offer a massive finger to Cannonade. "Don't worry," Mark was telling Nina, who was practically a boiling black stormcloud herself as she glared at the giant from her position on his shoulder, "we'll get this done. This is the Liberty League, we can handle gods and goddesses. It's our style." Nina seemed to calm at that, the presence of her powerful boyfriend and his team a reassurance. Mark didn't comment on whether or not her father was guilty or innocent, but he knew his team members knew Typhoon's history well enough. Some fights they didn't need just then." "And you as well, Attican?" asked the ifreet of Cannonade.
  19. The Commander didn't seem bothered by Wail's show of strength, and the watching raptors seemed more impressed (and fascinated!) than anything else. "Keep an eye out for Orthodox clerics with weapons." She sounded especially contemptuous of the last. "My family's political change has not endeared us to the Orthodoxy, especially as I have rank enough to keep our warriors restrained. They will, ah, be wearing brown and grey, and carrying..." She made a gesture with her claws, then spread it wider. "flamethrowers, as you would call them. To cook our meat is the ultimate insult." "They broke into my laboratory-" started Thinks, before the Commander added, "Your mother's basement?" Thinks straightened to the extent of his not very tall full height at the jibe and nodded. "a couple of weeks ago, and sprayed Orthodox symbols in rotten ungulate blood. It was disgusting." "Feh." The raptor shook her head, and belatedly greeted the others. "You are most welcome. Feel free to socialize and introduce yourselves to the other party guests, it may be...instructive for them to see mammals as sentients that..." Suddenly, from inside the house came the sound of shattering glass and a roar of pure animalistic fury. Something that might have been French doors shattered as a scaly figure came crashing through them, his brown and grey robes torn and bleeding, revealing inside a scene of chaos as a half-dressed teenage raptor faced off against one her size in the same clothes. She was in the middle of shouting, "-mother should have eaten your egg before you hatched, miserable scion of Orthodoxy!" With a roar, the Commander led the charge into the house, and under siege from an angry mother raptor and four humanoid heroes, the other raptor backed down too. Robes or not, he didn't look to be much older than Thinks or Runs-With. It was tough to tell with velociraptors anyway. "Great Commander, I meant no disrespect," said the big male, showing the back of his neck and cringing, "I only meant to show your daughter that it was not too late for your family to return to the Bringer's embrace and-" "Fool," hissed the angry raptor, all predator now, "if not for our guests I would eat your heirs for your deeds! And to think you dared court my daughter!" As her mother squared off with the young raptor cleric, Runs-With turned her head to take in the Earthly heroes, which looked half-smeared with what might have been war paint on a human, and her slit eyes widened. "You! How did you get here?" "That was me!" offered Thinks-and-Eats, sidling up to join the others with a wink. "I built a dimensional gateway! Isn't it cool?" He seemed blind to the carnage, blind to the confrontation, and obviously only had eyes for the crouching, wire-tense Runs-With-Fangs-Bared.
  20. "I'm just so tired. I feel like I haven't slept in months." Peter lay back on the provided hospital bed, staring up at the airplane ceiling as Gina went to work. "Will they be able to fix me?" he asked. "I don't want to hurt anyone anymore, and I don't know if I could stop myself if it happened again. It was just so, so easy..." He looked heartsick. "I don't wanna lose mah kids because of this. I...I just want them to be happy. To have more than we had when we were that age." Peter hadn't been his mother's victim the way Gina had been, but then he hadn't really had a mother once the elder Evans had something to focus her own narcissism on. "I don't wanna be Psychlo the crazy Missouri truck driver. I wanna be a daddy." He looked over at Gina and said, "I'm glad you're happy, Gina." --- Having left his radio link open back onto the plane, Steve was left with the uncomfortable position of continuing to perpetuate Gina's deception - as usual, it was not an area he excelled, either by inclination or by skill. "Well, then, ye mystery be...solved." No, I sound like one of those corsairs from the television! "Perhaps we should leave Peter Evans' treatment to the doctors while we use olde connections in Freedom City to find...mind-healers who can help bind these wounds?" Suddenly 'Caradoc's' rather unconvincing persona gave way to words said with real sentiment. "To be taken and used against one's will will scar even the gentlest of souls."
  21. All right, we are officially in combat! Magmar gets a surprise round and uses Damage 12 (Extra: Area [Cone], Flaw: Limited [Touch]) to blast at Boreas. That's a DC 22 Reflex save to halve the DC 27 damage, Have an HP for being taken by surprise, and roll for initiative!
  22. The great lava-beast's roar was like one of Boreas' own winds hurled back at him, the air shimmering hazy hot around him as if he'd stuck his head in an oven. How hot was Magmar himself, itself, if even being this close was so overpoweringly hot? "ROAAAAR! MAGMAR SMASH PUNY SURFACE MAN! THEN, MAGMAR GET REVENGE ON ATLANTIS!" Slamming its giant fists together, Magmar blew a fiery cone of molten hot lava directly at Boreas, a flaming hot burst of molten rock so hot that even its passage through the air near the weather-controller was enough to burn. A little belatedly, Boreas heard through his commlink Edge's voice, sounding a little tense but generally confident despite their imposing situation. There was still no sign of the other hero in the spreading dust cloud beneath the volcano's mouth. "Oh jeez, not these guys again! It's all right, man, we can handle this if we work together!"
  23. "In my experience, it is wise policy to destroy mystical artifacts," said the former Soviet hero easily, whose AEGIS file Victory knew only too well - Comrade Frost had not always been a hero, at least not always when dealing with Americans, and more than a few priceless artifacts had wound up destroyed in Soviet hands over the decades. "They bring nothing but trouble and this place has had trouble enough, hmm?" He strode fearlessly past the Iraqi heroes to study the statue closely, taking out antique bifocals and peering at it intently. "But if Russia was making decisions about Iraq, things would be very different, eh?" He laughed cheerfully, clapping one of the big fellows on the shoulder with his icy hand. "You know, if is going to be problem, I say we just give it to jet-fellow here and have him fly it somewhere far away. Few could catch you, Victory!"
  24. "The Champions are dead," reported Comrade Frost bleakly, the icy hero having scouted the city as a cloud of fog while the others repaired the damage as best they could. "I found them all," he said shortly, wiping his hands on a pristine white handkerchief that didn't stay white for long - not with the black, tarry fluid on his gloved hands wiping off. The other heroes had seen Frost snarky, nigh-murderous, and occasionally amused, but the veteran hero looked truly unsettled by his find. "They had been dead a long time." He looked down at the black-eyed corpse who had fallen where the heroes had risen from the Earth, the last remnants of one of the city's former defenders. "A fungus in the brain had eaten away at everything, and grown into the nervous system. He must have been controlling them from the beginning." He bent down over the final corpse and looked up at the others. "I destroyed the rest, down to the last fragment. I do not think zelenyy chelovek used these powers on others, but such things cannot be left to grow wild, on this or any other Earth." And with that, he put his hand on the corpse's face, closing those dead eyes before the entire remains began to shift to first blue, then white as the heat was drained right out of it, transforming a human corpse into a crumbling block of ice. "I'm sorry,my friend," he murmured quietly as he worked.
  25. Cyberkinetic Cowl Abilities: 10 + 8 + 10 + 14 + 4 + 0 = 46 pp STR 20 (+5) DEX 18 (+4) CON 20 (+5) INT 24 (+7) WIS 14 (+2) CHA 10 (+0) Combat: 14 + 16 = 30 pp ATK: +7 (+15 Cyberkinesis/Unarmed) DEF: +11 (+3 Dodge, +8 Base, +4 flat-footed) Init: +4 Grapple: +13 Knockback: -4/-2 Saves: 2 + 3 + 5 = 10 pp TOU +9/+5 (+5 Con, +4 Protection) FORT +7 (+5 Con, +2) REF +7 (+4 Dex, +3) WILL +7 (+2 Wis, +5) Skills: 72 r=18 pp Acrobatics 11 (+15) Climb 5 (+10) Computers 8 (+15) Craft (Electronic) 3 (+10) Craft (Mechanical) 3 (+10) Disable Device 3 (+10) Drive 1 (+5) Investigate 3 (+10) Knowledge (Technology) 3 (+10) Notice 8 (+10) Search 3 (+10) Sense Motive 8 (+10) Stealth 11 (+15) Feats: 22 pp Acrobatic Bluff Attack Specialization: Cyberkinesis 4 Attack Specialization: Unarmed 4 Dodge Focus 3 Eidetic Memory Evasion Inventor Jack of all Trades Master Plan Online Research Power Attack Takedown Attack Uncanny Dodge (auditory) Powers: 13 + 1 + 4 + 4 = 22 pp Cyberkinesis Array 5 (10 PP, PFs: Alternate Power 2) [13PP] BE: Nullify 5 (all electronics, Extra: Duration [Concentration], Flaw: Range [Touch]) {10/10} AP: Damage 5 (Extras: Autofire, Linked [Drain, +0], Penetrating; Flaw: Limited 2 [Electronics Only]) {5} + Drain Toughness 5 (Extras: Affects Only Objects [+0], Autofire, Penetrating, Linked [Damage]; Flaw: Limited 2 [Electronics Only]) {5} {5+5=10/10} AP: Transform 5 (any program into any program, Flaw: Range [Touch]) {10/10} Datalink 1 (10 ft, radio) [1PP] Device 1 (Costume, Flaw: Hard to Lose) [4PP] Feature 1 (Computer) [1DP] Protection 4 [4DP] Super-Senses 4 (Detect Electronics 3 [radio], Radio) [4PP] costs abilities 46 + combat 30 + saves 10 + skills 18/72 + feats 22 + powers 22 = 150 pts ----------------------------------------- Design Notes: Among other things, one of my recent projects has been watching the cut-scenes for the new game Injustice: Gods Among Us, one of whose DLC characters is the Barbara Gordon Batgirl. That Batgirl has an origin story different than the typical version: as Oracle, she was the computer genius and information specialist for Batman's Insurgency before the murder of her father James Gordon propelled her into costume and into action as Batgirl. That got me thinking about a computer-specialist cowl; in particular a cowl with genuine cyberkinetic abilities of her own! That produced this young woman, a badass crime fighter, trained athlete, and master of electronics. With her formidable computer abilities, she can hack her way into almost any system, cheating with her powers if she has to in a crisis. Note that her abilities may seem low-ranked, but power attacking with her Nullify or her Damage/Drain Toughness (much less that Transform!) will make her a potent threat to any computerized bad guy out there. She's not much for people skills; makes sense since the people she meets are usually bad guys or on the other side of a computer screen. She's smart enough to build her own stuff, especially with her abilities. She can take hits better than your average Cowl, though she's potentially in trouble if she's ever caught without her costume. One thing she lacks is a movement power; she gets around the rooftops by sheer physical grace right now. So maybe invest in a grapple gun for her once you've got the points! She probably drives around in an off-the-shelf car at this point, perhaps one that she'll eventually modify enough to make it worth being statted. She's not really a master of anything right now, but she is just starting out. I think she'd be fun to play.
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