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Avenger Assembled

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  1. "Nuh-uh, my mom says I'm not supposed to build stuff like robots and laser-pointer dogs. She says I should learn how to play with my friends and be a normal kid. I don't have any friends." He looked down at his shoes, still kicking his feet. "You don't have to tell my mom I got in trouble again, do you?" he asked hopefully, finally looking up at the adults. "She gets really sad and cries a lot when I'm in trouble, and that makes me sad too." He was a very good little performer, but he obviously didn't want his mom to find out, and was genuinely worried about her.
  2. "Dr. Stratos, the head of the Crime League," said Citizen, scanning the suit's memory banks for everything he could find. "Blackstar can 'port through shadows, and Hiroshima Shadow can fly through walls...but Dr. Stratos is a flying blaster. And mad scientist." Miss Americana had had quite a bit to say about Stratos, a man whose main scientific talent was 'coming up with new and exciting ways to be publicly humiliated', but he was a very dangerous man, especially given the damage electricity could cause to someone like Sharl. "They've got to be up there! Sage, what can you see?" Maybe Citizen himself couldn't benefit from what Sage could do, but in a crisis he could remember how powerful she really was. At his words, Sage scanned the building, revealing on the roof the familiar figure of the sinister Dr. Stratos, using careful electrical bursts to cut free the big, stealthily-emplaced laser cannon mounted to the roof of Freedom Hall. The battered Hiroshima Shadow was indeed up there, and in between cutting free the cannon Stratos was shouting curses at his cowardly crony. The Shadow, glowering, leaking radioactive ichor, was in position to blast anyone coming up through the main rooftop access door.
  3. "Let us go," said the armored knight without hesitation, striding towards the plant with no expression on his invisible armored face. After a moment, though, he paused, and stopped over the robot to drive his blade completely through its neck, severing the robotic skull from its body. "As a lesson to the others," he said firmly, carrying the robotic skull in his free hand as he headed into the factory. "And to its maker! That none may endanger innocent souls and stand before the power of the heroes of Freedom City!"
  4. Quo-Dis rubbed her temples, squinching up her pretty face as she bit back what would have been a bluntly critical comment. "It's your house, Corbin Hughes," she said, sounding fatigued of the conversation as well. "But I will have to tell Mr. Summers about this," she added in a tone that brooked no argument. "I am sorry if this is a shame for you, Blake Salazar, and if it has kept you from having any further relations with Jessica, but this is a secret too important for us to keep to ourselves," she added to Corbin, her big blue eyes fixed on his. "I will be back tomorrow." She leaned in and kissed Corbin on the cheek, giving Blake a sad look in the process, then turned around and flew out the open window.
  5. "And you told no one of this? You simply walked around with this dark corruption inside you?" Her hands were glowing as she talked, something Corbin knew to associate with strong emotion. "For vril's sake, Salazar, you and Corbin are friends! You have all those little...magic friend people," she added with a little wave of her hand. "Why didn't you go to them, or to us, and have them help you?" She balled her hands into fists and added, "I have some knowledge how to purge the Unspeakable One myself, but haven't yet mastered the manipulation of vril energies. You would be killed." She frowned, then added, "...Or is it because you like it?"
  6. They turned a corner in the big mansion, and there by an open window was a beautiful blonde floating in the air, wearing the scanty costume that pushed the limits of Claremont's dress code without actually breaking them. With her arms folded and a well-groomed eyebrow raised, she did not look happy to see them. Ultiteen was technically restricted to the Claremont campus at night on the weekdays, but with her regular nightly patrols that more often than not turned out to be in North Bay, it wasn't that surprising to see her. "Blake Salazar, you told Corbin that you had abandoned your eldritch powers," said Quo-Dis imperiously, focusing on her boyfriend's friend rather than Corbin for the moment. "But I saw you fly here in your old form. What have you done?"
  7. Vampire Paragon Abilities: -4 pp STR: 30/10 (+10/+0) DEX: 14 (+2) CON – – INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) Saves: 11 pp TOU: +10 (+10 Protection) FORT: – REF: +6 (+2 Dex, +4) WILL: +7 (+0 Wis, +7) Combat: 24 pp ATK: +6 (+10 Unarmed) DEF: +10 (+3 flat-footed) Init: +10 Grapple: +16/+21 Skills: 15 pp=60 r Bluff 10 (+11/+15) Diplomacy 10 (+11/+15) Intimidate 11 (+12) Knowledge: Arcane Lore 5 (+5) Knowledge: Pop Culture 5 (+5) Language 1 (Romanian) (Base: English) Notice 5 (+5) Sense Motive 5 (+5) Stealth 8 (+10) Feats: 21 pp All-Out Attack Attack Specialization: Unarmed 2 Attractive Dodge Focus 4 Equipment 2 Fascinate (Bluff) Fearless Improved Initiative 2 Interpose Move-By Action Power Attack Startle Takedown Attack Taunt Uncanny Dodge (olfactory) Powers: 92 pp Concealment 4 (all visual) (Extra: Permanent; Flaw: Vs. Machines Only) [4 pp] Drain Constitution 1 [1 pp] Enhanced STR 20 [20 pp] Flight 5 (250 MPH) [Dynamic] [10+1+2=13-1=12 pp] [Drawback] DAP: Super-Strength 5 (Heavy Load: 24 tons) Immunity 30 (Fortitude Saves) [30 pp] Impervious TOU 10 (Flaw: Limited (not vs. Holy/Fire/Wood) [5 pp] Protection 10 [10 pp] Regeneration 6 (Recovery Bonus +0, Resurrection 1/week) (PF: Regrowth; Flaw: Source [blood]) [4 pp] Super-Senses 6 (Acute Extended Tracking [one-quarter speed] Scent, Extended Darkvision) [6 pp] Drawbacks: -10 pp Vulnerable (Holy) (uncommon, major) (-3 pp) Weakness (Dazed by Holy Objects via Charisma check) (-3 pp) Weakness (Direct Sunlight; Uncommon, Major [-1 all physical ability scores], per 10 minutes; -4pp) Equipment: 10 ep Headquarters Solitary Crypt Size: Small; Toughness: 15; Features: Communications, Computer, Concealed 2, Fire Prevention System, Living Space, Power System, Security System. Totals: Abilities -4 + Skills 15/60 + Feats 21 + Powers 92 + Combat 24 + Saves 11 -Drawbacks 10= Total 150 ----------------------- Design Notes: She's a beautiful Flying Brick, bulletproof and super-strong, easily capable of keeping pace with an airplane, with enhanced senses that let her track opponents all the way across the city: she's so fast that no clear pictures of her have ever been taken, thus furthering her mythos and letting her stay the mysterious avenger of justice she wants to be, known the most for the flapping of her magnificent leather wings. Though her methods are occasionally brutal, she never quite crosses the hero's line, and so is a respected member of the local heroic community, albeit one with a dark secret. She was just another American college student studying abroad in Eastern Europe when an attack by a particularly physical, brutal species of vampire took her life and transformed her into an unholy bloodsucker. She escaped her dark master and fled back to the States, where she took stock of herself and her new abilities and decided to shield herself from her darker impulses by becoming a superhero! Though she's still very beautiful and very good with people, this take on the vampire mythos is much more physical, in the vein of the vampires we encounter in the Van Helsing movie: she flies around, pummeling her enemies with massive blows, taking tremendous hits and dishing them out in return. I figure she's modified an abandoned mausoleum in her home neighborhood to use as her stronghold, a fortress of dark solitude with lots of Gothic-looking statues and weeping angels. While this could be a very dark character, I think she works best as a Perky Goth-type, someone aware of her dark nature but one who is channeling it towards being a better person and making a better world for everyone else. She actually can stand sunlight for a while, but given that it will eventually paralyze her and its merest touch renders her unable to fly and weak (comparatively) as a kitten, she's better off avoiding the daylight for as long as possible. Note that she doesn't have the Restrainable drawback on her leather wings, since she can retract those as necessary to get them out of binds. She's probably best off finding a way to disguise her wings as a really dramatic-looking cape rather than broadcasting anything particularly bizarre about herself. Odds are pretty good she'll be fighting her own kind in pretty short order, given that her fellow vampires may object to her choosing to 'switch sides'; perhaps her dark master will recognize stories about her and go to Freedom City to track her down. In my mind, I think she works the best as the paragon of a really bad area; a Fens or a Gotham (pace MDSnowman's Batgirl build): a cheerful Supergirl or brawling Power Girl (particularly the latter), who just happens to have a particularly formidable reason for her inner rage...
  8. Correct. You could easily buy Damage 10 (Extras: Alternate Save [Fortitude], Range [Ranged]) with two PFs of your choice and have something respectable.
  9. Paragon with a Power Ring Abilities: 22 pp STR 30 [16] (+10/+3) DEX 10 (+0) CON 30 [16] (+10/+3) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Cosmic Energy/Unarmed) DEF: +10 (+3 flat-footed) Init: +0, +12 w/ring Grapple: +19/+20 Saves: 10 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +5 (+0 Dex, +5) WILL +7 (+2 Wis, +5) Skills: 32 r=8 pp Diplomacy 8 (+10) Intimidate 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 10 pp Attack Specialization: Unarmed 2 Dodge Focus 4 Power Attack Quick Change Takedown Attack Uncanny Dodge (auditory) Powers: 78 pp Device 6 (Power Ring) (Hard to Lose) [24 pp] Cosmic Array [12+2=14] Blast 10 (Flaw: Unreliable [5 uses daily], PFs: Accurate 2) AP: Create Object 6 (Extra: Moveable; Flaw: Unreliable [5 uses daily]) AP: Move Object 10 (Flaw: Unreliable [5 uses daily], PFs: Accurate 2) Enhanced Feats 3 (Improved Initiative 3) [3] Feature 1 (Directed Inspiration) [1] Flight 3 (50 MPH) [6] Immunity 1 (Suffocation [total]) [1] Impervious TOU 8 (Flaw: Vs. Energy Only) [4] Space Flight 1 (1c) [1] Enhanced CON 14 [14 pp] Enhanced STR 14 [14 pp] Immunity 7 (disease, all environmental conditions, poison) [7 pp] Immunity 5 (aging, starvation and thirst, sleep, suffocation) (Flaw: Limited [Half Effect]) [3 pp] Impervious TOU 8 (Flaw: Vs. Physical Damage Only) [4 pp] Leaping 5 (x50) [5+1=6pp] AP: Speed 5 (250 MPH) Super-Strength 3 (Heavy Load: ~12 tons) [6 pp] ------------------- Design Notes: The young farmboy had known for years he was different than the other kids; able to leap tall buildings in a single bound, run faster than a speeding bullet, and even (when he really put his back into it) lift a mighty locomotive up over his head! It wasn't until he was a young man and his adoptive parents showed him the rocketship on which he had crashed to Earth that he realized just how different he was: he was an alien from another planet! (At least by birth; in his heart he was always 100% human). He studied the recording left behind by his biological parents, and when it was done they showed him where to find, hidden in the rocket, a cosmic artifact of great power that would help him survive on his new world. Taking his own native powers and the ring's formidable augmentation to his might, the young man decided to use his fantastic abilities to fight for truth, justice, and the heroic way! So yeah, it's Action Comics #1 Superman with a power ring. (The build is based on The Last Son of Earth, a DC Elseworlds where a human Clark Kent is shot to Krypton by the Kents where he eventually finds a power ring, alongside much else!) On his own he's a perfectly capable PL 10 powerhouse, if not quite as puissantly mighty as his more powerful fellows. He's fast, strong, bulletproof, and every inch a powerful hero. He's even better with the ring, though, flying around and even into deep space, now able to stand up to death rays with as much gusto as he weathered bullets to the chest without the ring. The ring makes him faster and more capable in other areas, including letting consult the stored memory patterns of his biological parents for advice. (This would be a more valuable Feature, but given the differences between human culture and the world that spawned him, sometimes all they can really offer are some words of encouragement.) Note that his ring can easily run out of power if misused, so he has to be very thoughtful about when to go in for blasting and when to go in and slug it out with bad guys in hand-to-hand. Power rings are famous for their weird weaknesses, don't be afraid to assign one (A power loss vs. wood, say, or a color) as a way of picking up points; you could give him a weakness to glowing meteors if you wanted to reflect his alien heritage. Heck, maybe wearing his power ring is what lets him carry around those glowing green space rocks without feeling any negative effects from them. Buying up more points in the ring is a good idea; it would be nice if he could fly faster than he could run. One way to get that at character creation would be to drop the Cosmic Array and use it to jack up his Flight and other ring powers; perhaps that's from a story where the young man was taken into the future by a group of fanboys from the 2500s, and he was clever enough to take one of their flight rings back with him to get a chance to be a much more effective hero in his own era. Or, maybe (instead of the cosmic stylings here) this is actually a hero whose native powers come from an infusion of divine power, one who took the ring from his dead mentor's hand (at his dying request!) when a falling stone kept him from empowering the paragon with what should have been his full might.
  10. Mystery Man Abilities: 46 pp STR 20 (+5) DEX 18 (+4) CON 20 (+5) INT 16 (+3) WIS 16 (+3) CHA 16 (+3) Combat: 32 pp ATK: +8 (+13 Melee) DEF: +13 (+4 flat-footed) Init: +4 Grapple: +18 Saves: 9 pp TOU +7 (+5 Con, +2 Protection) FORT +7 (+5 Con, +2) REF +7 (+4 Dex, +3) WILL +8 (+3 Wis, +4) Skills: 88 r=22 pp Bluff 7 (+10) Climb 1 (+6) Concentration 4 (+7) Drive 1 (+5) Gather Information 12 (+15) Intimidate 12 (+15)* Knowledge (Streetwise) 12 (+15) Language 1 (Chinese) (Base: English) Medicine 5 (+8/+10) Notice 12 (+15)* Sense Motive 12 (+15)* Stealth 11 (+15)* Feats: 24 pp Attack Focus: Melee 5 Challenge (Fast Startle) Dodge Focus 5 Equipment 5 Hide in Plain Sight Move-By Action Power Attack Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Takedown Attack Well-Informed Powers: 17 pp Concealment 10 (all senses) (Flaw: Phantasm) [10 pp] Device 1 (Costume) (Hard to Lose) [4 pp] -Protection 2 [2] -Strike 2 (PF: Mighty) [3] Speed 1 (10 MPH) [1 pp] Super-Senses 2 (Darkvision) [2 pp] Equipment: 25 ep Grapple Gun: Speed 1 (10 MPH) and Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) [9 ep] Masterwork Medical Kit (+2 to Medicine checks) [1 ep] Stately Manor: [15 ep] Size: Large, Toughness: 15, Features: Communications, Computers, Concealed 2, Defence System (Damage 10 [mechanical dinosaur]), Fire Prevention System, Infirmary, Isolated, Library, Living Space, Security System 2 (DC 30), Workshop costs abilities 46 + combat 32 + saves 9 + skills 22/88 + feats 24 + powers 17 = 150 pts ------------------- Design Notes: Here's a Golden Age mystery man, modeled after the Masked Adventurer in the Golden Age book with a dash of the Lamont Cranston Shadow. He's a Badass Abnormal with psychic powers of invisibility, no doubt having gleaned those powers from time spent living in the exotic and mysterious East. He disdains the twin .45s of his more brutal contemporaries, instead preferring to use his martial arts training from the Far East to lay down the hurt on bad guys. His trademark costume helps protect him from harm; I figure he's got brass knuckles in the gloves that let him punch hard enough to really hurt. He's still a respectable PL 9 without his costume, though, enough that he can mix it up as a gentleman adventurer before he puts on the hat and scarf and becomes the mask. He gets around via a kick-ass grapple gun that lets him do everything comic book grapple guns do, and he's a really good detective with a matchless knowledge of the city. There's really no one near his PL who he should have trouble sneaking up on and laying out with a massive Power Attack. He's also got a stately manor (and underground cave system) to call home, a swanky pad that's got all the gadgets an enterprising crime fighter could possibly need. One thing he does lack is a cool ride; maybe what you need is to accumulate some earned PP and buy up his ranks of Equipment, justifying a cool car or even an autogyro. He also doesn't have Wealth; maybe all his money goes into keeping his place up? His Concealment is a very powerful ability, especially in the Golden Age when there are precious few automatic security cameras in place. (In fact, I would probably not make Phantasm a flaw in a Golden Age setting at all...) Use it to stunt various things like auditory Mind Control, or even Mind Reading, depending on exactly what mystic arts he learned in the Mysteeeerious East. Maybe he's active as a superhero on the West Coast, or even in the Pacific, helping his Chinese friends throw off the Japanese occupier! You could mostly port this character to the Modern Era without any problems; a low-level psychic/mystic adventurer is a perfectly fine concept. While training in the Far East is a little controversial for a white character ("What, the one white guy was better than all the Asian guys?"), who's to say there isn't a whole order of Asian monks with similar powers in Tibet? He could be a time traveler easily enough, or perhaps someone who was put into cryogenic suspension "until the world needed him" again. Or maybe he actually is Asian, perhaps the descendant of a Golden Age hero's butler who has inherited the family psychic tradition, and not a square-jawed WASP at all.
  11. Agent Ape PL: 10 (150) Abilities: 48 pp STR 30 [22] (+10/+6) DEX 16 (+3) CON 24 [20] (+7/+5) INT 10 (+0) WIS 20 (+5) CHA 20 (+5) Combat: 24 pp ATK: +6 (+5 w/Growth, +8 Melee, +10 Unarmed) DEF: +6 (+5 w/Growth, +10) Init: +3 Grapple: +22 Saves: 6 pp TOU +10 (+7 Con, +3 Protection) FORT +7 (+7 Con) REF +7 (+3 Dex, +4) WILL +7 (+5 Wis, +2) Skills: 80 r=20 pp Bluff 10 (+15) Climb 9 (+15) Drive 2 (+5) Diplomacy 5 (+10) Disable Device 15 (+15) Disguise 0 (+5/+20) Gather Information 5 (+10) Handle Animal 5 (+10) Intimidate 9 (+14/+15) Languages 2 (Chinese, Russian) (Base: English) Notice 5 (+10) Pilot 2 (+5) Sense Motive 5 (+10) Stealth 6 (+9/+5) Feats: 17 pp Attack Focus: Melee 3 Attack Specialization: Unarmed Benefit (Security Clearance) Dodge Focus 5 Evasion Startle Power Attack Takedown Attack Taunt Uncanny Dodge (olfactory) Well-Informed Powers: 35 pp Additional Limbs 2 (PF: Innate) ‘prehensile feet’ [3 pp] Comprehend 2 (speak to and understand simians) [2 pp] Device 1 (Holo-Watch) (Hard to Lose) [4 pp] -Morph 3 (Agent Ape) (PFs: Covers Scent, Precise) [5] Enhanced Feat 1 (Animal Empathy) [1 pp] Growth 4 (Extra: Duration (Permanent) [+0]; PF: Innate) [13 pp] Leaping 1 (x2) [1 pp] Protection 3 [3 pp] Super-Movement 1 (Swinging) [2 pp] Super-Senses 5 (Accurate Acute Tracking Scent, Low-Light Vision) [5 pp] Speed 1 (10 MPH) [1 pp] costs abilities 48 + combat 24 + saves 6 + skills 20/80 + feats 17 + powers 35 = 150 pts -------------------------- Design Notes: He used to be one of the world's top agents, a dashing rogue with a girl in every port and a list of commendations a mile long. He'd come through everything and thought he was completely untouchable, blowing up mad scientists' lairs, wooing their seductive female underlings, and escaping via tricked-out sports car as the credits rolled. Until the day he picked a fight with the wrong mad scientist; one who captured the agent and subjected him to a terrible experiment that transposed his bio-electric consciousness from his own handsome human form to a mighty mountain gorilla! But the agent proved to be made of sterner stuff than his nemesis realized, and with his intellect intact he made his escape from the animal's cage and defeated the monster who'd transformed him. Now he's back at work for his old agency, this time wearing a holographic disguise to fool onlookers, working with supers rather than the old run of crooks: now that he's a super, he can tackle super problems!. He'd like to get his old body back, assuming it's still cryonically on ice somewhere: the ladies are mostly out of the question these days. Though at least he can put away a lot of martinis. Yes, it's James Kong, Gorilla Agent! He's a badass secret agent with the skills to pay the bills, easily capable of talking his way out of a jam, taunting his enemies into doing something stupid, and making an escape with a lady friend in tow: it's just that he's also a mighty gorilla as well! He can Startle and Taunt to catch enemies flat-footed, or swing down and grapple goons in his mighty paws by coming up at them along the ceiling. He's not a tech genius, but +15 Disable Device will let him pick locks and the like, as well as disable the giant doomsday device the local supervillain has running. His Morph will make him very difficult to detect as unusual to any but the most sharp-eyed heroes and villains: his size and the anatomical differences between gorilla and man does mean that anyone who gets too close to him for too long is going to notice some distinctly odd things. He's got enough Diplomacy to get some decent aid from his agency through his Security Clearance, but of course a hero should be fighting on his own. Of course, maybe he's not a transformed human: maybe the agency hired a talking gorilla they rescued from a supervillain's lair, or maybe he's an elite operative from Gorilla Island sent to work with human heroes by a government looking to make diplomatic arrangements with people for the first time. Alternatively, perhaps he's an agent of APEGIS, a super-spy from Earth-Ape, and he's come to our dimension as an agent and observer from his home world. You could take him a lot of directions; more equipment and devices could let you get some cool spy gadgets, maybe even a tricked-out sports car. As it is, I've assumed that they haven't finished giving him those bucket seats in his sports car yet, or putting the pedals up high for a gorilla's posture...
  12. "I am no human, fool!" hissed Blackstar, but as his shadowy blast missed Wraith entirely, instead chewing wood and steel out of the ceiling, it looked as though it was the former Star Knight who was the fool! Without space to maneuver, his aerial mobility meant nothing now that he was fully pinned. "You have made a terrible enemy today," he spat, a taunt that would have been far more intimidating under other circumstances. "Yeah, well, you tried to kill me!" yelled Daedalus' armor, Citizen's voice filtered through the old speakers. "You and your stupid Crime League and your EMP. Is this really the best a Star Knight can do? Robbing somebody's house when they're out saving lives? You should at least have some freaking class."
  13. He is bound and helpless, but his shot can still go off! 15 Except that he misses. Aw snap. OK, go ahead and post.
  14. All right, the fight's gone on long enough for my tastes: Hiroshima Shadow has officially retreated. Blackstar has readied an action. What action? You'll see! Either Wraith or Ghost Girl are up.
  15. "Aiee!" Under attack from all sides, Hiroshima Shadow screamed in pain between the righteous cranes and glowing blades tearing at what was supposed to be his inviolate radiation form. The radioactive ghost enjoyed tormenting others with his incorporeal body and deadly blasts, but now he was being beaten down by all these teen heroes and with nothing to show for it. As Cobalt Templar's blow hit, cutting deep in a flash of malignant radioactive light, the cowardly Shadow decided he'd seen enough. "Blackstar, I'm going to get Stratos! You hold them off!" And with that, bleeding a foul radioactive ichor, the green-tinted ghost fled through the floor, thoroughly out of the fight. "You coward!" spat Blackstar, wrapping himself in a powerful cloak of darkness as he pulled away from the teen heroes. "Come back and...well, it seems his real color should have been YELLOW!" he cursed. "Now," he added, painfully studying the others. "Who wants what I just gave your friend with the sword?"
  16. You need to drop the 1-rank skills. His saves are too low. Drop the 'Control' powers. They are functionally the same power (Damage) with different areas and descriptors. Just buy Damage with the Area extra and the Variable Descriptor 2 [any energy] PFs. Explain how energy damage is mighty. (You are not showing me that you understand what you have built here.) He really has no theme for his powers. It is cheesy to have him manipulating so many energy types and makes your sheet impossible to read. When you have done what I have told you to do above, then your sheet will be looked at by the Refs.
  17. "I'm sorry I'm sorry I'm sorry!" said Melvin: and he obviously was sorry, just not terribly penitent. Caradoc had picked up by the scruff as he'd run by, the moment startling enough to send him running back to the shelter of the beautiful Miss Americana. "Stupid soda-bots. Stupid new school. I just wanted to show them I wasn't lame and stupid like they said I was," he pouted. Focusing on Bishop, he said, "I can get machines to do anything I want with a little work. I've got a way cool lab at home where I build all kinds of stuff. You wanna see?" he asked ingenously, evidently hoping that they would take him away right then and there. For his part, Caradoc had stayed silent during the battle, letting Miss Americana handle the robots. On a school in Nihilor, if he was actually attending one, Melvin would have been in training to learn all sorts of terrible arts alongside favored prole children and the offspring of Annihilists, making the suffering of others his best teacher. Winning the cafeteria would have been a fair victory, bloodless or otherwise. It left him with little to say to the pint-sized delinquent. "We should give him over to the educational authorities."
  18. Bishop: I'll say your DC 24 Skill Mastery is enough to hack the school's computers. Melvin Thackery has been in trouble quite a bit for an eight-year-old; he's been in detention a lot, and he's officially barred from the school science lab after "the volcano incident." He's willful and disobedient, and has had plenty of trouble with authority. He's also very, very smart if his test scores are any guide. The counselor thinks that Melvin's problems probably stem from his parents divorce: Melvin and his mom Clara have lived in the area for about a year now, having moved there to get away from her husband Jonathan Potter. Jonathan does _not_ have custody, and he's listed as someone who the school should _not_ call or let pick up the boy. There's no history of abuse mentioned, but _something_ happened.
  19. Vahnyu, This sheet does not work. 1-ranked skills do not work. That is not how you show 'competency' in Mutants and Masterminds. You do that by buying high base attributes and feats like Beginner's Luck, Eidetic Memory, and Jack of all Trades. Life Support does not work in an array with your primary attack power. (Green Lantern and the Silver Surfer do not suffocate and freeze to death when blasting people in space). Also, the Sustained Duration is not a drawback; it costs the same as the base duration of the power. Do not do those things. As I have already told you, 'Control' powers are just various kinds of damage. Low-ranked Area effects spammed with power feats do not work for a PL 10 character. They are useless. Look at other sheets for help. Do not try and do it yourself. Your attacks need to meet their caps. Period. Vahnyu, my advice for you is to not build your own sheet. Something as complex as what you're trying to do here is not within your grasp right now. Look at Ecal's Energy Controller in his Archetypes thread, look at various builds of mine and adjust the fluff while putting the crunch into our template. That's what you need to do.
  20. Vahnyu, You have misinterpreted the rules. Do not put your abilities in arrays as you have done. The system does not work that way. Do not array a variety of powers that have identical game mechanic effects, just different names in the Powers chapter. (I'll add that "it isn't optimal in combat but fits narratively" is not a strategy you should ever follow here. Mutants and Masterminds does not work that way.) You may not have more than 10 pp in drawbacks. Have other stuff as Complications (without stat-based effects) if you desire. Buy a Damage effect to represent a strike with the Plasma descriptor. Buy a Strike (or, rather, Damage) effect to represent touch-range Damage. Your character's math is not currently acceptable as written. Your initial sheet, though it had a few problems, was much much better than what you put together last night. I suggest you restore that sheet or start afresh. The concept is perfectly doable. Look at various blaster and paragon concepts elsewhere on our site, as in my sample build thread, Doc's, or Ecal's. See what you did wrong, and how you can fix it.
  21. Suffocate is not a very useful power, anyway. My advice is to you is to make that Fort-based Damage with the "suffocating" descriptor, and describing it in play as putting someone in a sleeper hold with a cloth around the neck. In addition to that, put your sample minion and sidekick behind spoiler tags, please.
  22. Patriotic Vampire PL: 10 (150) Abilities: 28 pp STR 26 (+8) DEX 18 (+4) CON n/a INT 10 (+0) WIS 14 (+2) CHA 20 (+5) Combat: 24 pp ATK: +6 (+8 melee, +10 Shield) DEF: +12 (+4 Dodge, +2 Shield, +3 flat-footed) Init: +4 Grapple: +16 Saves: 8 pp TOU +8 (+8 Protection) FORT n/a REF +7 (+4 Dex, +3) WILL +7 (+2 Wis, +5) Skills: 13 pp=52 r Bluff 6 (+11/+15) Diplomacy 6 (+11/+15) Intimidate 10 (+15) Knowledge: Arcane Lore 5 (+5) Knowledge: History 5 (+5) Languages 1 (English) (Base: Russian) Notice 3 (+5) Sense Motive 3 (+5) Stealth 11 (+15) Feats: 17 pp Attack Focus: Melee (2) Attack Specialization: Shield Attractive Dodge Focus (4) Evasion Inspire 5 Power Attack Takedown Attack Uncanny Dodge: Auditory Powers: 64 pp Device 1 (Shield) (Easy to Lose) [3] Shield 2 [2] Strike 2 (PF: Mighty) [3] Flight 1 (10 MPH) [2 pp] Immunity 30 (Fortitude Saves) [30 pp] Impervious TOU 8 (Flaw: Not vs. Wood/Silver/Fire) [4 pp] Protection 8 [8 pp] Regeneration 8 (Recovery Bonus +0, Resurrection â…• hours) (Flaw: Source [blood]) [4 pp] Super-Senses 2 (Darkvision) [2 pp] Vampire Array 5 (10pp; PFs: Alternate Power x2; Drawback: Not in Daylight) [11 pp] BE: Damage 0 (Extras: Alternate Save [Fort] 8, Vampiric 8; Flaw: Requires Grapple; PFs: Insidious, Subtle) AP: Insubstantial 2 (mist) AP: Mind Control 10 (Flaw: Sense-Dependent [Auditory]) Drawbacks: -6 pp Weakness (dazed by holy symbols; Charisma check required) (-3 pp) Vulnerability (vs. holy) *(uncommon, major) (-3 pp) ------------- Design Notes: Revised and redone, here's the Patriotic Vampire build. He's an inspiring leader and heroic commander, a hero wielding a mighty shield that he can smack people with or stop bullets with. (Can't throw it, though, court order!) He's stronger than any man, fast, and with his enhanced physiology he's nigh-bulletproof. In my mind, he's a former hero of a Soviet bloc country, perhaps a nation like Romania who had reason to not look too closely at their native supers: for the very simple reason that this heroic patriot is also a bloodsucking fiend! His vampiric abilities are certainly one heck of a surprise for people expecting a patriotic hero to be all about the jumping and leaping! He can stand the daylight, being from original Balkan stock, but has a serious problem with holy items as well as the usual array of vampiric weaknesses that aren't about going up like a Roman candle in the day. Yeah, so he's a combination Communist superhero and vampire: he is basically a lot of my personal strange attractors right there. Was he a private soldier transformed by a vampire who his superiors opted to keep alive for publicity purposes? Or was he a volunteer who learned too late what his superiors were willing to do to him in the name of having a super, any super, in his native country? Note that he's almost certainly not working for his previous employers: in my mind, he realized his masters planned to transform themselves into vampires and rule the motherland forever! He assisted in their overthrow and fled the country, vowing to battle his own predatory urges by making sure everyone else was free from the kind of tyranny that had taken his mortal life from him. He's not really outstanding at anything right now. His best combat option is to catch foes flat-footed with Stealth and Power Attack, or try and feint them with his high Bluff. (This works especially well with people attracted to him). Buy some Startle if you want to play up his Intimidate. He's likely to be the subject of some scorn by evil vampires, who see him as throwing away his birthright in defense of a nation or a heroic ideal rather than hunting for food as he ought to be doing. This is all the more if he IS still working for the government, maybe if you don't like the Soviet stylings and make him a patriotic hero who fights for the RED, white, and blue...
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