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Avenger Assembled

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  1. Incredible Stretcher PL: 10 (150) Abilities: 50 pp STR 24 (+7) DEX 24 (+7) CON 24 (+7) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 32 pp ATK: +8 (+13 melee) DEF: +13 (+4 flat-footed) Init: +7 Grapple: +20/+23/+26 Saves: 8 pp TOU +7 (+7 Con) FORT +8 (+7 Con, +1) REF +8 (+7 Dex, +1) WILL +8 (+2 Wis, +6) Skills: 60 r=15 pp Acrobatics 13 (+20) Diplomacy 8 (+10) Intimidate 5 (+7) Notice 8 (+10) Pilot 3 (+10) Sense Motive 8 (+10) Stealth 13 (+20) Feats: 19 pp Acrobatic Bluff Attack Focus: Melee 5 Dodge Focus 5 Evasion Grappling Finesse Improved Grab Improved Grapple Move-By Action Power Attack Quick Change Takedown Attack Uncanny Dodge (auditory) Powers: 26 pp Device 2 (Costume) (Hard to Lose) (PF: Indestructible) [9 pp] -Enhanced Feats 2 (Second Chance 2 [vs. ballistics/fire damage]) [2] -Impervious TOU 7 [7] -Super-Senses 1 (Radio) [1] Elastic Body 3 (6 points; PFs: Dynamic, Dynamic Alternate Power) [9PP] DBE: Elongation 6 (250 ft) {6/6} DAP: Super-Strength 3 (Heavy Load: 3 tons) {6/6} Immunity 2 (suffocation) [2 pp] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6 pp] costs abilities 50 + combat 32 + saves 8 + skills 15/60 + feats 19 + powers 26 = 150 pts ---- Design Notes: Alright, here’s my build for an elastic hero in the vein of Mrs. Incredible (nee Elasti-Girl) from The Incredibles. The idea here is that while she can’t do the ridiculous tricks of someone like Plastic Man, she’s very capable despite her more limited powers: she’s a stretchy person rather than a person made of stretchy stuff. This could easily be an Elongated Man build if you tweaked the abilities and powers just a bit. I think I’ve largely captured the feel of the character from the movie: she’s strong, she’s fast, she’s tough, and she’s a really good fighter and grappler like most stretchy characters: she’s also got some skills that make her a formidable sneak and acrobat. (I got the idea from what we see of her in flashbacks, and in more recent years, that she had a backstory as a super-powered spy somewhere before she met Bob; perhaps she’s a former government agent herself who went into superheroing, and then homemaking: that would also explain why she was so much better at cooperating with their government handlers than Bob was!) With her very high Grapple bonus, she could easily hold her own in combat against her powerhouse husband. She’s also strong enough to carry a van with all her family inside it, though the weight is such that she won’t be very happy about it: she can also take being dunked in the ocean without any problems and survive high-altitude flight without more than a little annoyance. Her costume is a Device, of course, it’s much more durable than equipment! It can stand up to multiple simultaneous assault rifles, stands a decent chance of shrugging off flamethrowers, and has a little commlink built right in: it takes an already-powerful heroine and makes her all the more awesome. She’s not the ridiculously over-the-top grappler that many Elastic Heros can be, but she’s certainly more than competitive with anyone her size, and she has feats to back up her grappling that her more plastic allies may lack. There’s no real reason in her powers why her kids would be a speedster, force field controller, and shapeshifter, but hey, super-genes can be pretty funky that way. This build works just fine for that retired superheroine down the block who’s just now getting back into the game; give her some immunity to aging if you want her to be even older than someone who’s just now retired. (Of course, in that case she’s probably _not_ going to have young kids, unless the family immunities kick in way too early...) If her husband’s not a super, he needs to know what she does, otherwise it’s really very creepy. Her family is a natural source of tremendous complications! She works just fine for a government agent heroine too, though she may need some more tradecraft skills for that: she’s not as powerful as some supers, but if played for sneakiness and speed she can throw down with just about any of them. And hey, she gets a regular salary to go with it!
  2. Dimensional Prankster PL: 10 (150) Abilities: 18 pp STR 10 (+0) DEX 10 (+0) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 18 pp ATK: +3 DEF: +12 (+3 flat-footed) Init: +0 Grapple: +3/+20 Saves: 14 pp TOU +8 (+5 Con, +3 Protection) FORT +8 (+5 Con, +3) REF +5 (+0 Ref, +5) WILL +8 (+2 Wis, +6) Skills: 11 pp=44 r Bluff 13 (+15) Knowledge: Arcane Lore 10 (+10) Knowledge: Pop Culture 10 (+10) Notice 3 (+5) Sense Motive 8 (+10) Feats: 11 pp Dodge Focus (6) Luck Power Attack Ritualist Taunt Uncanny Dodge (mental) Powers: 78 pp Flight 1 (10 MPH) [2 pp] Immunity 11 (Aging, Life Support, Starvation and Thirst) [11 pp] Insubstantial 3 (magic) (PF: Subtle) [16 pp] Magic Array 17.5 (35 points; PFs: Alternate Power 7) [42 pp] BE: Create Object 10 (Extra: Continuous, PFs: Innate, Precise, Progression 2, Subtle) AP: Damage 10 (Extra: Range [Perception], PFs: Indirect 3, Variable Descriptor 2 [any magic] AP: Damage 10 (Extra: Area [Cone], Selective, PFs: Indirect 3, Variable Descriptor 2 [any magic]) AP: Illusion 10 (visual and auditory) (PFs: Precise, Progression 4 [100x100 ft]) AP: Move Object 10 (Extra: Range [Perception]) (Heavy Load: 12 tons) (PFs: Precise, Split Attack, Subtle, Variable Descriptor 2 [any magic]) AP: Snare 10 (Extra: Range [Perception, PFs: Obscure Sense [visual], Reversible, Subtle, Variable Descriptor 2 [any magic]) AP: Teleport 9 (anywhere on Earth) (Extra: Accurate, PFs: Change Velocity, Easy, Progression 5 (5000 lbs), Turnabout) AP: Transform 7 (inanimate to inanimate; 250 lbs) (Extra: Duration [Continuous]) Protection 3 [3 pp] Regeneration 2 (Resurrection 1/day) (PFs: Persistent, Regrowth) [4 pp] costs abilities 18 + combat 18+ saves 14 + skills 11/44 + feats 11 + powers 78 = 150 pts --------- Design Notes: Okay, here’s my attempt at your standard Fifth Dimensional magical prankster as a PL 10 starting character. He zips around, has tremendous magical power, and seems mostly impervious to most forms of harm. Immunity and Insubstantial can account for a whole lot of things! (Note that as of Word of Kenson, you don’t need Affects Corporeal on Damage and similar effects when you’re at Insubstantial 3, only on Strength: this lets you get a very powerful blaster who can shrug off almost any forms of attacks save non-magical energy). He’s got enough Bluff and Taunt to be pretty annoying, and enough magical knowledge he can at least be a factor in magical settings. These guys aren’t really notable for their magical knowledge, mostly for their power, so I’ve built this build with that in mind. They also don’t tend to be particularly observant or particularly clever at anything besides hilarious jokes, so I’ve tried to keep that in mind during the construction. Note that his abilities aren’t technically magic, rather they’re a product of his dimension’s advanced relationship with ours, but they’re so powerful and so inexplicable to human beings that they might as well be magic for all they respond to our understanding of science. I figure his Snare is some sort of “tying the bad guys up with their own shoelaces” or otherwise slightly goofy magical effect; while his various types of damage are broad enough that you should be able to drop almost any sort of magical effect you want: or just have an animated object (a descriptor for your TK) reach down and juggle them back and forth in the most hilarious way. How was this guy born? Maybe he’s a native of the Fifth Dimension who’s decided he wants to be more than just an occasional bedeviler: maybe he wants to permanently relocate to our world thanks to admiring our heroic character, or perhaps he’s just made some enemies back home and is hiding out here with just a fragment of his true power so they won’t find him. Another possibility is that maybe he’s a half-breed: maybe his mom or dad used to bedevil some superhero back in the 1980s or 90s and wound up settling down to raise a family. Hey, if you can date Catwoman, why can’t you date Gsptlsnz? Be careful how you finesse tone here. The wacky cartoonish guy gets old real fast, that’s why he only shows up every couple of years in Superman. (Which is one reason why I like the idea of that person being a family member for this more serious version of the archetype; such a hilarious wacky mom or dad!) Maybe emphasize the character’s role as an outsider trying to understand the human condition; a powerful inhuman being who has chosen to become all-too-human in his efforts to learn more about us and our ways. For all his pranks (and keep those to a minimum, really), he genuinely loves our world and its people, and that’s definitely something for you to play up. He’s got one foot in his alien world and one foot in our own, just like many a comic book superhero.
  3. Blue Moon PL: 10 (150) Abilities: 26 pp STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 10 (+0) WIS 18 (+4) CHA 12 (+1) Combat: 24 pp ATK: +6 (+10 Ranged) DEF: +12 (+3 flat-footed) Grapple: +8/+20 Init: +3 Saves: 10 pp TOU +8 (+3 Con, +5 Protection) FORT +7 (+3 Con, +4) REF +7 (+4 Ref, +3) WILL +7 (+4 Wis, +3) Skills: 48 r=12 pp Bluff 4 (+5) Diplomacy 4 (+5) Intimidate 14 (+15) Languages 2 (German, Japanese) (Base: English) Notice 6 (+10) Sense Motive 6 (+10) Stealth 11 (+15) Survival 1 (+5) Feats: 16 pp Attack Focus (Ranged) 4 Dodge Focus 6 Fearless Improved Initiative Move-By Action Power Attack Precise Shot Uncanny Dodge (mental) Powers: 62 pp Device 6 (Power Ring) (Hard to Lose) (PFs: Restricted 2) [26 pp] -Add APs to Nullify [2] -Damage 10 (Extras: Area [Cone], Selective) -Move Object 10 (Extra: Damaging) -Enhanced Feats 2 (Quick Change 2) [2] -Flight 4 (100 MPH) [8] -Immunity 9 (Life Support) [9] -Impervious Toughness 8 [8] -Space Flight 1 (1c) [1] Nullify Array 15 (30 pp; PF: Alternate Power) [30+1=31 pp] BE: Disintegration 10 (Flaw: Objects Only [-2]) {30/30} AP: Corrosion 10 (Extra: Area [Cone]; Flaw: Objects Only [-2]) {30/30} Protection 5 [5 pp] costs abilities 26 + combat 24 + saves 10 + skills 12/48 + feats 16 + powers 62 = 150 pts ----------- Design Notes: Here’s a build for Blue Moon, the version of Agent H (the native hero of Erde) created by the temporal interference of Young Freedom during the events of Graduation Day. I’ve tried to blend a power ring, the training of a field resistance operative influenced by a longer-lived Travis Hunter, and Agent’s own nullification powers. I’ve given her a lot of upgrades. Rather than the Nullify power Agent H has in her Hero High build, I’ve taken a page from Shaen's EMP construction and given her the ability to outright destroy machines (any machines, not just electronic ones) with a blast of destructive energy. You can still spin that as being a result of her injection with the Nazi machine-controlling serum, just say she wound up with a much more concentrated dose. She doesn’t just shut Nazi war machines down this way, she outright destroys them! Given the reliance that the Nazis of Erde have on their giant killer machines (which serve the in-game function of keeping the German population from dwelling on the war and the out-of-game function of letting PCs go medieval on Nazi robots without thinking about any poor unfortunate pilots), this makes her an incredibly valuable asset for the American resistance. The Protection is just a product of her mutated physiology, a way to make this character a little more durable given the very rough conditions from which she comes. In her own setting, even with just her base powers, she’d probably be packing a piece herself, and thus able to make short work of any Nazi squads opposing her: in the front ranks of a Resistance attack on a Nazi base, or a defense against a German counterattack, she could flat-out be the difference between winning and losing a particular battle. She’s very scary, particularly back on Erde: when the Germans see her, they run, because they know very bad stuff is about to happen. She’s also a good sneak, as befits a Resistance veteran trained by the organization spawned by Midnight I. And hey, this way she’s also got a power-ring! I went with the idea that the ring amplifies her innate abilities, letting her fly around and even go into space, and move things with her mind or blast even organic creatures with her powers. She’s all the more scary with all the additional mobility; who’s to say she won’t go up to the Moon or the satellite stations the Germans have built and become the first American in space by means of blowing the lid off some Nazionauts? She doesn’t have the blaster she does in her core build because honestly she doesn’t really need one when she’s packing a power ring! KD is working on a backstory for Cobalt Templar’s ring; I’ve gone with the idea that Hope doesn’t really care about that hippie magic stuff: she’s here to blow Nazis to pieces, meet the people who were remembered as her world’s greatest heroes, and maybe come back with enough help to completely blow the lid off the Nazi/Imperial Japanese occupation of her beloved homeworld: she’s a very straightforward blaster and grappler with her power ring, her object-destroying powers being one hell of a surprise for people not familiar with the young woman the Germans have dubbed "Das Panzertotenmadchen." Still, as a Claremont student she’s bound to have learned some flexibility over the years, and so has enough tricks in combat so as to take her enemies by surprise who may not be expecting her to fight with quite as much authority.
  4. Hope cocked her head and stared at Cobalt Templar, evidently not comprehending. "...okay, evidently we've got a lot to talk about," she said, her blue aura flaming a little like someone had turned up the gas on a stove. "You can start by filling in exactly where you've been," she said to Cobalt Templar with a friendly sort of sharpness. "But it's very late. Let me at least take you home, Mr. Hunter and Mrs. Lucas," she offered to Martha and Travis, seeming to know quite well where both was. "No thank you," said Martha, still hanging onto Mark. "We'll...we'll be getting home our own way." She turned and looked at Mark, who gave the others a pained look. "I'll talk to you guys tomorrow." And then he and his mom vanished in a puff of black bubbles for the trip back to their house in Ashton. It had been standing closed for a while now, but that was for son and mother to deal with just then now that father and husband were out of their lives for good.
  5. Sharl had eaten like a trencherman throughout the meal, almost gleefully putting away tremendous quantities of delicious Indian food. I am really going to need to find an alley or something before we leave, I can't leave this for the restaurant people. At Indira's words, though, he fell silent and studied her with a mixture of suspicion and fascination. He was a smart kid who'd spent his whole life fascinated by alien life (never knowing just how alien it would turn out to be), but the isolation of his youth made this still a slightly unreal situation. Still, it didn't take him long to put two and two together. He was tempted to address her in Tronikese, but he dismissed that one too. "Do you want to tell us where you're from?" he instead asked her gently.
  6. "The nanite packages are stored in the 'serpents', here and here," said Murdock, pointing to the various snakes: the heads of which had cross-sections that could have covered all of Freedom City and more. "I don't know how populated the serpents are," he confessed. "It seems likely the population of the Gorgon would prefer to remain in the safety of the interior. It may be possible to enter those, take samples of the nanite package, and return safely to Earth without triggering her defenses or encountering irresistible force." He chewed his lip and confessed "I don't know how powerful her detectors for Terminus radiation are. Bringing me along may be inadvisable."
  7. "The nanite packages are stored in the 'serpents', here and here," said Murdock, pointing to the various snakes: the heads of which had cross-sections that could have covered all of Freedom City and more. "I don't know how populated the serpents are," he confessed. "It seems likely the population of the Gorgon would prefer to remain in the safety of the interior. It may be possible to enter those, take samples of the nanite package, and return safely to Earth without triggering her defenses or encountering irresistible force." He chewed his lip and confessed "I don't know how powerful her detectors for Terminus radiation are. Bringing me along may be inadvisable."
  8. Outside, a moment's pause revealed they were collectively without a ride home minus their own innate superabiities! (Travis had been teleported over with the others, and the car Summers had ordered for them hadn't quite arrived yet) Before they could take plans to do something about this, a remarkable figure descended from the sky: glowing like blue, ethereal fire, the small woman was wrapped in a deep blue field of energy that hung low at her back like a coat and arched over her head like a mask and fedora. With glowing blue eyes, she looked for all the world as if someone had sculpted Midnight I's costume out of the holy fire of Cobalt Templar's ring. A moment later, she landed, and Hope spoke from inside. "I came as soon as I could. Midnight, can I offer you and yours a ride back to where you're going?"
  9. "She has been known to use stars as recuperative places," replied Harrier uneasily under the stress of Jessica's regard. "Primarily red giants, however. They offer her a chance to absorb energy from the surrounding material while offering protection for both her and her inhabitants; they..." He hesitated, realized he'd left that part out, and went on. "The Gorgon is inhabited by an unknown number of organisms, likely descended from populations she has obliterated. They seem to provide...companionship to one another. They are not in control of the Gorgon herself, as she was able to destroy the entirety of the First Republican Lor fleet off Lalande even after their mentants disabled all organic life aboard."
  10. Asimova PL 10 (150 pp) Abilities: 22 pp STR 30 (+10) DEX 14 (+2) CON n/a (-) INT 14 (+2) WIS 14 (+2) CHA 10 (+0) Combat: 24 pp ATK: +6 (+10 Unarmed) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +16 Saves: 7 pp TOU +10 (+10 Protection) FORT +n/a REF +5 (+2 Dex, +3) WILL +6 (+2 Wis, +4) Skills: 13 pp=52 r Computers 8 (+10) Craft (Electronic) 8 (+10) Craft (Mechanical) 8 (+10) Knowledge (Technology) 8 (+10) Notice 8 (+10) Perform (techno) 4 (+6) Sense Motive 8 (+10) Feats: 9 pp Attack Specialization: Unarmed 2, Dodge Focus 4, Power Attack, Takedown Attack, Uncanny Dodge (radio) Powers: 75 pp Datalink 9 (anywhere on Earth; radio) (PFs: Online Research, Rapid 2 (x100), Subtle) [13 pp] Immunity 40 (Fortitude Saves, Mental Effects) [40 pp] Morph 1 (PF: Metamorph [ program]) [2 pp] Protection 10 [10 pp] Regeneration 6 (Recovery Bonus +0 [5], Resurrection 1/week) (PFs: Persistent, Regrowth) [8 pp] Super-Strength 1 (Heavy Load: 1.5 tons) [2 pp] costs abilities 22 + combat 24 + saves 7 + skills 13/52 + feats 9 + powers 75 = 150 pts --------------- Design Notes: In the wake of a challenge by Gizmo, here's my take on Asimova, the future (though very unlikely!) offspring of Citizen and Ghost Girl. The general idea is that Ghost Girl was able to take on a 'solid' body while inhabiting computers attuned to Sharl's computer-dimension, and inside circuits and programs they fell in love and were able to produce a child. Asimova is something of a literal ghost in the machine, a bodiless cybernetic consciousness with the power to shape machines and computers into solid bodies for herself. (I'd build her 'program' state as something like a merger of my earlier Tronik hero and ghost builds, which after all is what she is!) A true PC version really should have the same mental abilities from body to body, unless being inside a robot makes her smarter. She can leave her solid body, flit around and explore computers, and then come out and pummel bad guys with her metal fists. You don't get a lot of computer ghosts, at least not unless DC literally kills off Oracle (which I don't think is on the agenda, but you never know!) so building her was something of a challenge. I tried to distinguish her from the usual run of robots and other mechanical constructs by playing up both her Morph and her cyberkinetic abilities, letting her read computers by wi-fi and stay permanently connected to the Web. I really like the idea of Online Research as a Datalink Power Feat; it plays up how important her connection to the Web is for her knowledge of the word. (There have actually been recent studies that have explored declines in memorization of facts in the Internet generation, though that has come with an increase in accuracy as more and more facts are actually to hand.) I figure the descriptors for her Regeneration (in addition to having a body that 'thinks' its human) are the usual "restoration from stored backups"; now that I think about it, that's not a bad descriptor for Reincarnation too! She's probably better off living in Tronik when she's older rather than out in the real world; after all, her mom was dead before she was born and so there's not a lot for her around there: perhaps the start of the Citizen legacy referred to elsewhere? Note that she can make her own robot body wherever she zaps herself out of local undifferentiated parts: that makes her a natural candidate for Variable Descriptor on her unarmed attacks if she starts diversifying what she's made of. There are a lot of places I'd have liked to have more points, but this works for a version of Asimova who's just now got a robot body (she pretends to be either a robot or an Evans-brand telepresence droid most of the time; not out of fear of prejudice but just because her backstory takes so long to explain) and has gone out into the world to adventure. You could save a lot of points by giving her some vulnerabilities to go with her powers; perhaps she has issues with magnets like her dad, or fire like her mom. Or worse, magnetic fire! But there's no such thing...right? :o
  11. Nefer-Tina PL: 10 (150) Abilities: 46 pp STR 30 (+10) DEX 16 (+3) CON 20 (+5) INT 12 (+1) WIS 14 (+2) CHA 14 (+4) Combat: 24 pp ATK: +6 (+10 Melee) DEF: +10 (+3 flat-footed) Init: +7 Grapple:+24/+28/+30 Saves: 9 pp TOU +10 (+5 Con, +5 Protection) FORT +7 (+5 Con, +2) REF +6 (+3 Dex, +3) WILL +6 (+2 Wis, +4) Skills: 44r=11 pp Bluff 8 (+10) Knowledge (Arcane Lore) 4 (+5) Languages 3 (Ancient Egyptian, Arabic, Hebrew) (Base: English) Notice 8 (+10) Sense Motive 8 (+10) Stealth 12 (+15) Feats: 18 pp All-Out Attack Attack Focus: Melee 4 Dodge Focus 4 Improved Grab Improved Grapple Improved Initiative Hide in Plain Sight Move-By Action Power Attack Takedown Attack Uncanny Dodge (tactile) Powers: 42 pp Additional Limbs 4 (PF: Innate) [5 pp] Elongation 2 (10 ft) [2 pp] Immunity 9 (cold, critical hits, disease, heat, poison, starvation and thirst, suffocation) [9 pp] Protection 5 [5 pp] Speed 2 (25 MPH) [2 pp] Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) [8 pp] Super-Senses 2 (Tremorsense) [2 pp] Super-Strength 4 (Heavy Load: 12 tons) [8 pp] costs abilities 46 + combat 24 + saves 9 + skills 11/44 + feats 18 + powers 42 = 150 pts ------------- Design Notes: A few years ago, the wicked Egyptian sorcerer Heka kidnapped some tourists to perform various unpleasant arcane rituals on them. (Unpleasant for them because of the profound violations of body and soul, unpleasant for Heka because of all the whining!) He was in the middle of performing certain ancient enchantments over the girl Tina when he was interrupted by the Spirit of Egypt and other local heroes, and his plans to transform her (and then a great many others!) into an invincible mummy warrior loyal only to him were permanently defeated. (He insists it was those punk kids who were at fault and these days is always trying to talk Tina into getting on Team Heka so he can fix her up: naturally she is not very impressed). Gone awry, Heka's spell cast the young lady not into the body of the mummy, but into the wrappings that lay all around her body! With the help of teachers in Egypt, Tina learned to rebuild her body and infuse what had once been lifeless linen with the touch of humanity. Now Nefer-Tina, inspired by an ancient Egyptian queen, is using the powerful results of her transformation to become a mighty superheroine! The idea here is that Nefer-Tina is made entirely out of living linen: she can just about pass for human in a funny costume thanks to some magical help, but she has no internal parts and is made purely of cloth. (You could easily justify giving her a Fortitude Immunity because of that, assuming you can rustle up the points) She gets around by swinging on her fabric, can slow her falls by whipping herself around into a parachute shape, and fights by entangling and grappling her foes into submission as befits someone who is a living restraint. I've represented her state with lots of Elongation and Additional Limbs, but that's not the only way you could do this. (You could give her an Engulf Snare too if you want) I figure her unarmed strikes are something like the feather attacks of the bad guy in Kung Fu Panda 2, striking with sharpened ends of fabric for some spectacular damage. Tina here makes a fine choice for your "teen hero alienated from humanity by her powers", a common archetype in Hero High games, the changes in her body being the sort of metaphor that comic book writers like to use for that wild and crazy time called puberty. Being a living, or at least half-alive collection of bandages shaped like a teenager is a pretty serious issue as far as human contact! It beats being stuck inside a body suit all the time, that's for darn sure. Being a human being is going to be a pretty tempting offer when she encounters bad guys who may be able to give her a hard time, giving you lots of HP for those delicious complications!
  12. Kid Zeus Abilities: 30 pp STR 30 [16] (+10/+3) DEX 14 (+2) CON 30 [16] (+10/+3) INT 10 (+0) WIS 16 (+3) CHA 18 (+4) Combat: 24 pp ATK: +6 (+10 Melee/+12 Lightning) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +20/+29 Saves: 8 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +5 (+2 Dex, +3) WILL +8 (+3 Wis, +5) Skills: 36 r=9 pp Bluff 6 (+10/+14) Diplomacy 3 (+7/+10) Disguise 1 (+5/+10/+25/+30) Intimidate 6 (+10) Knowledge (Theology and Philosophy) 5 (+5) Languages 1 (English) (Base: Greek) Notice 7 (+10) Sense Motive 7 (+10) Feats: 13 pp Attack Focus: Melee 4 Attractive Dodge Focus 4 Power Attack Precise Shot Takedown Attack Uncanny Dodge (auditory) Powers: 66 pp Enhanced CON 14 [14 pp] Enhanced STR 14 [14 pp] Flight 1 (10 MPH) [2 pp] Immunity 10 (Aging, Life Support) [10 pp] Morph 1 (humanoids) [2 pp] Zeus Array [21+3=24 pp] Blast 8 (PFs: Accurate 3, Indirect 2) AP: Morph 6 (any humanoid) (Extra: Continuous, PFs: Covers Scent, Precise, Second Chance [Disguise checks]) AP: Super-Strength 9 (Heavy Load: 384 tons) (PFs: Shockwave, Super-Breath, Thunderclap) AP: Teleport 6 (600 ft/20 miles) (Extra: Accurate, PFs: Easy, Progression [250 lbs], Turnabout) costs abilities 30 + combat 24 + saves 8 + skills 9/36 + feats 13 + powers 66 = 150 pts -------------- Design Notes: Stripped of his immortality by his angry children, the mighty king of Olympus was cast down and reborn as a human boy on Earth. Gaining both his powers and some of his divine memories as he reached maturity, now Dis Pater, Zeus Alastor, has become a student at your local Hero High. He's strong, handsome, incredibly fast, a powerful shapeshifter, and he can hit his enemies with lightning bolts directly from the sky. He's the perfect guy to fill your Arrogant Jock/Prom King archtype: a powerful pretty boy who's dating the local Queen Bee and who gets away with way too much thanks to his good relationship with his teachers. He's quite an antagonist for that plucky team of misfits that so many Hero High teams turn out to be, and a possible rival or even enemy once they've all graduated, assuming he gets even more of his divine abilities as he ages. He'd also be a perfectly fine heroic archetype: there's nothing to say that a hero can't be a handsome, popular guy, for all that it doesn't fit the archetypes of American high school fiction that well. (Don't forget that there's a very good case to be made that Harry Potter, for example, is far more jock than nerd) In addition to his high Charisma and powerful Morph, he's also attractive: Kid Zeus, a superhero, will be scoring with the ladies because they think he's really hot. (And really, some variant of Zeus should at least be lady-crazy). He's a really good sneak and faceman for your team, the perfect infiltrator, especially since he can throw down with flying and super-punches even while shapeshifted or dropping lightning bolts. (Though he's much _better_ at said infiltration when he's not using his big divine array for anything else) He also makes a good build for a teen celebrity hero, which I think works even if you keep his divine heritage. People love pretty boys, and if he is a jerk (and thus, an antagonist rather than protagonist) he's liable to have a fan-base among all the wrong people. If you want a whole team of spoiled arrogant super-kids who are rivals with your Hero High team, Kid Zeus here makes an excellent field commander for them. The Olympians don't come across very well in the ancient myths, and Zeus comes across as among the worst of the worst. You can play that all sorts of ways: perhaps Kid Zeus is working to make amends for acts he can hardly understand and remembers only as the sins of another man. That would explain his overthrow too: perhaps the other gods just grew weary of their father-brother after so many millennia. His brother Hades will no doubt be glad to see him brought low, and will perhaps make his own plans to bring his brother low all the further. Or maybe those old stories are just tremendous exaggerations of a successful Lothario, tales told by men who imagined randy swans and golden showers rather than contemplate the reality that women might prefer company other than theirs.
  13. That was evidently all Raven needed to hear, with a nod of approval and glance at the door she dismissed Trevor to study the data he'd brought back. That left all the young heroes to gradually congregate out in the hall, joined after a few moments by Duncan Summers and Travis Hunter: in a nice bit of synchronicity, evidently the former had debriefed the latter. Star Knight passed by to leave a spare Claremont costume for Wander, the nearby bathroom letting her get out of her incinerated outfit in a few moments. They had a few moments to chat, and reconnect, but there was no sign of either Mark or Martha for several minutes: finally, Mark and Martha left the last briefing room. Mark's cheeks were flushed and his arm around his mom, who was quietly and wordlessly dabbing at her eyes. Mark didn't quite look at his friends, looking instead like he was biting something back as Captain Thunder spoke to the team. "It's going to take time to figure out exactly what happened today," said the Captain with a look at all the young heroes. "But I don't need an investigation to know that you all came together to save our world. Again. Summers, I hope you're giving all these kids a good recommendation when they graduate." "Mm," replied the old man. "I'll have them all back for debriefings when you need them, Gardener. In the meantime, I'm going to take my students home." "All right," agreed Captain Thunder, adding, "Daedalus wants Archetech to confirm what you've said about that armor," he added. "Which he agrees with, by the way. If one of you wants to run it over there, I think you've earned the right..." While the heroes talked, Mark and his mom were slipping off in another direction. "I'll...we'll catch you guys later," said Mark, his voice artificially cheerful, "at school tomorrow. We've got to, um, make some arrangements."
  14. Murdock shifted uncomfortably, shooting glances at Miss Americana. She was so much smarter and articulate than he was, surely she could explain this better. But this was still knowledge he had that she didn't, or rather, knowledge that only he could explain to the others from experience. "The Gorgon is the ultimate preserver. The antithesis to the Terminus and all that is. She would never preserve a world tainted with entropy: those are what she destroys. She imagines that she is the savior of the places she transforms, both from the Terminus and the ravages of time. She is old enough that the Terminus has, as far as I know, no records of worlds where she was not encountered. Some say she is a creature of the Old Ones, the creatures that once traveled world to world, preserving and guarding life, before..." Well, they didn't need to hear about _that_. "Her power is gravitic in nature between systems. It...I do not know how she travels in interplanetary space. Her mass is akin to that of a planet the size and composition of this one. She has survived, though been wounded by, battles with multiple interstellar armadas as well as 2.5 million Omegadrones. Not at the same time," he added.
  15. Having secured a menu, Sharl flipped through it avidly, looking for all the world like a kid in a candy store. And maybe he was: so many things to eat! He'd have to use the toilet here before he left, of course, but he didn't feel as bad doing that here as he would have at Gina's place. After all, they were supposed to be able to clean up food waste. "Oh wow, so the school is paying for all the food and the meal provider is your friend?" he asked. "That's wonderful! I'm going to get all the modak I can eat, as spicy as they can serve it. I've always wanted to try Indian food," he confessed as he peered at the menu he'd laid flat on the table before him, "but my, ah, boss doesn't like the way it smells."
  16. Quo-Dis had no more idea what had happened than anyone else, but she was able to silently communicate with Corbin her own fears: the sky had darkened, the earth had shaken, and then suddenly all of Young Freedom and their families had disappeared! She was glad he was back, though, even if she had no context for interpreting the images inside his head, and hugged him close with special tightness. They didn't have long to talk, though, because by now the Freedom League (and Duncan Summers himself) had arrived for what promised to be a very long series of debriefings of everyone who'd been involved in the "Graduation Incident" at Claremont. Even Sage was swept up as she tried to sneak out, the Raven evidently having her own ways of catching slippery psychics as she deftly looked the teenager back into place as the costumed detective came in behind her. They all were paired off with League members for their interview: Edge with Captain Thunder, Cobalt Templar with Lady Liberty, Midnight with Raven, Wander with Star Knight, and Sage with Johnny Rocket, and each asked in no uncertain terms to explain everything they recalled about the Terminus incident, the various dimensions they'd seen, the destruction of all reality, the fate of Rick Lucas, and most importantly the demise of Omega thanks to hard fighting, clever strategy, and finally good marksmanship. Wander was, unfortunately, deprived of her trophy for the duration as it was very carefully taken away by Daedalus to be carefully studied: the armor of Omega wasn't just something they could leave laying around! The adults who'd been part of the trip all got their own meeting rooms too, though Oliver took this opportunity to scarper for a moment with all the knowledgeable people around. For his own part, Edge found himself made part of a very difficult conversation. Rick Lucas had never liked Ray Gardener, regarding the Centurion's putative successor with a contempt that Mark had only realized in the last few years wasn't actually jocular at all. He'd never heard a good thing said in his household about Captain Thunder, which was one reason why he'd gotten along so badly with Bolt when they were both in school. To his surprise, and increasing disquiet, as the fatherly Captain Thunder talked him through everything he remembered, Captain Thunder didn't like Rick Lucas very much either, feelings that went beyond even the distaste some younger heroes had had for the League's partner in the 60s and 70s. With a perspicacity that made Mark wish for his old oblivious days, he realized the problem. While Rick had seen Thunder as a pretender to the Centurion's legacy, Thunder had always seen Rick as an obnoxious hanger-on, a feeling only reinforced by the events surrounding Mark's temporary demise at the hands of Omega the previous year. From the tone of Thunder's questions, for all that he said nothing overt, it sounded like he suspected the whole thing had been just a creation of Rick Lucas' power. Mark was insulted: not just for the father who he'd left alone on a visibly collapsing world, but just as importantly for the team that had striven so hard and fought for, and then accomplished, so much over the last few spectacular, terrible days! He hoped things were going better for the others.
  17. "Yes," said Harrier, not sure if he should greet Supercape or not. After a moment's hesitation, he finally did so, rising from behind his seat to shake his hand. "Hello. I am Murdock. I am here as an expert," he said in his dry, nearly processed monotone. When they had all arrived and taken their seats, he began to speak: he'd been very nervous about this, but as Miss Americana had reminded him, he was the only one there with any experience with or encounters with the Gorgon herself. He stayed on his feet and began to play the information recovered from the crashed Terminus vessel, now safely in Freedom League custody. On the screen, a grim image appeared, all the more shocking for those who hadn't seen it yet: a nest of what looked for all the world like metallic snakes began tearing into a planetary surface, the snakes themselves erupting from a gigantic metal body easily the size of the planet they were attacking. It took a few moments for the scale to become clear: those great serpents were easily the size of a small continent as they ripped the planet beneath to pieces: the planet they were ripping apart was a dark and burning Earth. "This footage is a result of an encounter between the Entity 31966 and the Terminus-occupied Earth of another reality," he said as a blast of light from the looping playback ended the first runthrough. "It is unusual. She prefers to use nanites to absorb all organic life and technological civilization rather than destroy. The 31966 of this reality, which the Lor call the Gorgon, is believed to be heading towards this Earth. She will arrive in some months, and, if not stopped, will begin the 'preservation' of this Earth. "
  18. Sharl let the regular Claremont kids handle this conversation; the people seemed friendly enough and by now he was as much interested in the architecture and physical structure of Mumbai as the people there. "This city is amazing," he commented as they headed towards the restaurant. "I've never seen a city with so few buildings and so many people." He realized how that sounded a moment after saying it, and added apologetically, "I mean, uh, not that you guys are poor, but it's just so interesting! It's very different than the cities in America."
  19. "I can see in a 360 degree radius when I am not in a vehicle," replied the Furion AI. When Midnight took the little AI in hand, he felt a faint vibration from the metal as it warmed slightly to his touch. In a somewhat deeper voice than before, Redbird went on. "Red Falcon died fighting for right against the forces of ultimate darkness. If one must die, there is no greater way to perish. If you tell his story and remember his valor, his destiny will truly be complete. For myself, I hope I can continue that struggle here among the greatest heroes of the multiverse."
  20. At Miss Americana's word, Sharl immediately headed out of the control room and to her office where the promo packet awaited. It was a standard tactic to hand this over to people like Torque when they came in for a consultation, but he found himself thinking all the same. He'd never asked about the Lab rules about who worked there, and wondered if his fellow future Claremont student was a likely recruit. After all, Dragonfly wasn't that much older than Torque and she worked alongside Miss Americana all the time. Miss A will keep my secrets safe even if he does work here, he thought trustingly as he walked back into the lab with the packet under his arm. She's the smartest person in the world, and she can handle anybody.
  21. Demonic Investigator PL: 10 (150) Abilities: 46 pp STR 24 (+7) DEX 16 (+3) CON 24 (+7) INT 14 (+2) WIS 16 (+3) CHA 12 (+1) Combat: 28 pp ATK: +6 (+8 Melee) DEF: +10 (+4 flat-footed) Grapple: +15 Init: +7 Saves: 14 pp TOU +10 (+7 Con, +3 Protection) FORT +10 (+7 Con, +3) REF +7 (+3 Dex, +4) WILL +10 (+3 Wis, +7) Skills: 72 r=18 pp Bluff 4 (+5) Diplomacy 9 (+10) Intimidate 14 (+15) Investigate 8 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Theology and Philosophy) 8 (+10) Languages 5 (Ancient Egyptian, German, Latin, Greek, Spanish) (Base: English) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 15 pp All-Out Attack Attack Focus: Melee 2 Dodge Focus 2 Evasion Improved Initiative Interpose Move-By Action Power Attack Startle Ritualist Takedown Attack Ultimate Save (TOU) Uncanny Dodge (auditory) Powers: 29 pp Immunity 9 (aging, cold, disease, fire damage, poison) [9 pp] Impervious TOU 5 [5 pp] Leaping 1 (x2) [1 pp] Protection 3 [3 pp] Super-Strength 1 (PF: Groundstrike) [3 pp] Strike 5 (PFs: Improved Crit 2, Mighty) [8 pp] costs abilities 46 + combat 28 + saves 14 + skills 18/72 + feats 15 + powers 29 = 150 pts ----------- Design Notes: Here's a Demonic Investigator in the vein of Hellboy, a two-fisted pulp adventurer type who just happens to be the spawn of Satan himself. He's much more blue-collar and street-level than your average demonic type: he leaves fireball-tossing to other people on his team and is much more likely to get in there and hit bad guys with his giant fists than he is to do anything else. With his good combat skills, impervious, and immunities, he'll probably be just fine punching low-level opponents and other bad guys with relative glass jaws. When fighting the really big bads, though, he's more likely to pull out his big damage attack: it's up to you whether that's a giant stone fist like Hellboy or a more prosaic flaming demonic trident (trident sounds cooler than pitchfork, so they usually call it that) to use when he's really mad and really wants to meet his caps. He's not really a people person like other demons, either: though he's plenty scary, he's no one's idea of a face man. He's more likeable than you'd think given his gruff demeanor, though, and has a way of making friends everywhere. He's smarter than he looks, though no genius, and has a lot of skills from his years as a Nazi-puncher and destroyer of evil magic. He's the sort of guy a lot of enemies will mistake for dumb muscle until he turns around and outsmarts them or just straight-out punches them through the wall. While the comic book Hellboy was a demon raised on Earth (by the US Army!), this build works for a demon proper who has since turned his coat and tried to rejoin the side of the angels: going good meant giving up a lot of hellish power, though, and now he has to rely on his wits rather than evil magic. He's got a little Ritualist when he needs to use some magic of his own, but he's more comfortable leaving that stuff to whatever specialists are on his team. He's got really good saves, as befits a two-fisted demon type, and is going to be able to shrug off many of those evil magic effects the bad guys are going to be throwing at him. It's up to you whether or not he can pass for human, picture not withstanding. I didn't give him any ranged attacks, you can probably rustle something up to give him a big gun that shoots magic bullets into bad guys: he's not actually Fearless; anyone who's scary enough to startle him through his Intimidate deserves to be scary! (With his high Will save, he should always be able to rally at the last minute and face down whatever Cthulhoid threat is menacing the Earth today). Give him some Connected if you want to represent him as part of a powerful government agency; as it is this is more suitable for a noir demonic private eye type, fighting bad guys on the streets and drinking cheap whiskey while trying to stop today's evil cult from summoning the doom of all mankind.
  22. "They recall very little of their old lives," said Murdock. "A mother's laugh, the wind in their hair...that world must have been very recently conquered." His face was tight as he spoke, but they could hear the repressed emotion in his voice. "It could be worse. If they remember so little of that place, they remember even less of its destruction. Their neural reprocessing was not complete when that drone escorting them destroyed the machines that were remaking them and took his own life." He'd analyzed that corpse well enough, and he'd figured out the forensics. A pike's discharge into the mouth, burning up through one of the few weak points in the armored skull. "I believe that within a few months, they will be able to join the human society of this world." To Jessica, he said in a slow, dry voice, a near-monotone that sounded almost mechanical. "Hello, Jessica. I am Stephen Murdock. I am here for my expertise in this matter. What is your speciality?" he inquired, knowing that was polite to ask among scientists. His grip was cold and a little odd, as if his hands weren't shaped quite right, but he returned her handshake all the same and without hesitation.
  23. Surrounded by the press of the crowd, it took all of Sharl's concentration to keep his solid form as he moved his way through the crowd. He stood out in the crowd even so; a tall European-American looking guy behind black sunglasses in all black was a little odd even in the multiethnic world near the major international airport of Mumbai. Making his way through the crowd slowly, fighting the urge to stare at this incredibly novel city with its huge open spaces, Sharl finally made his way through and said ebuillently, "Hello! I'm Sharl! Nice to meet you!" Being new to Claremont, it didn't occur to him to add that's what he was from.
  24. "Oh, uh, sure," said Mark after a moment's hesitation, handing the bag over to Erin. "I was glad to keep it safe for you," he said. "And...thanks." He didn't need to explain what for. "We'll...we'll see how he's remembered. At least he made sure we had this," he said, shooting a glance at the armor piece that Wander was still holding. "So no one will think we were crazy...He always thought you all were the best people I could know," he said, mostly telling the truth for all that Rick had never actually spoken to Corbin before the disastrous events of the day. "I was glad you all were there." "And so was I," added Martha, looking fatigued herself as she leaned on her son. "Thank you for the world, and for bringing my son back to me." From Erin's backpack suddenly spoke a familiar computer voice. "Hello? Is the Midnight rider there?" asked Redbird's tinny mechanical voice, muffled by the fabric of the pack. On the other end of things, Eve finally got through to her cousin in Paris: Faith sounded just fine, though she had many questions about graduation and about Mark!
  25. "Wow," said Sharl, glancing at Miss Americana at the display of the power of Torque's suit. "That's pretty awesome. I've seen people flying around really fast in those suits, but never with that kind of acrobatic stuff." With her permission, since this was part of his education too, he leaned close to the microphone and said, "Okay, Torque, you see that floating target on the wall?" Sure enough, floating in the air over the armored hero's head now was a big red circle. "Get in position to exert yourself against it. We want to see how much kinetic power your suit can put out. Don't worry, it's got big magnetic buffers, you won't crash through."
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