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Avenger Assembled

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  1. Big Science PL: 10 (150) Abilities: 48 pp STR 30 [22] (+10/+6) DEX 16 (+3) CON 24 [20] (+7/+5) INT 20 (+5) WIS 20 (+5) CHA 10 (+0) Combat: 32 pp ATK: +8 w/Growth (+10 Unarmed) DEF: +6 w/Growth Init: +5 Grapple: +26 Saves: 5 pp TOU +14 (+7 Con, +7 Protection) FORT +7 (+7 Con) REF +6 (+3 Dex, +3) WILL +7 (+5 Wis, +2) Skills: 56 r=14 pp Craft: Artistic 5 (+10) Craft: Electronic 5 (+10) Craft: Mechanical 5 (+10) Knowledge: Earth Science 5 (+10) Knowledge: Life Science 5 (+10) Knowledge: Physical Science 5 (+10) Knowledge: Technology 5 (+10) Languages 2 (German, Persian) (Base: English) Medicine 5 (+10) Notice 5 (+10) Perform (tuba) 5 (+5) Sense Motive 5 (+10) Feats: 6 pp Attack Specialization: Unarmed Inventor Master Plan Speed of Thought Takedown Attack Uncanny Dodge (auditory) Powers: 45 pp Enhanced Feats 4 (Extended Reach, Improved Crit, Incurable, Precise [on unarmed]) [4 pp] Flight 3 (50 MPH) [6 pp] Growth 4 (Extra: Duration (Permanent) [+0]) (PF: Innate) [13 pp] Immunity 9 (life support) [9 pp] Protection 7 [7 pp] Super-Strength 3 (Heavy Load: 12 tons) [6 pp] costs abilities 48 + combat 32 + saves 5 + skills 14/56 + feats 6 + powers 45 = 150 pts --------------------- Design Notes: Here's my build for the future child of Doktor Archeville and Fulcrum. He's a super-strong eight-foot-tall German-Iranian genius who flies into space, summons glowing black Terminus energy around his fists to augment his already formidable punches, and he plays a mean tuba. (Well, what else is an eight-foot-tall super-strong German going to play?) I think he's a viable blend of various different archetypes all put together; the giant genius paragon! I'm sure there are plenty of webcomics out there just looking for a hero like this. He's not actually bulletproof, but with +14 TOU he's not going to be bothered by too many bullets: if you can get the GM to let you use the Inventor feat in play with him, try to come up with some kind of personal forcefield belt for him that lets him have Impervious TOU. Folks have sometimes objected to Speed of Thought in the past, but you know it's really not all that bad. (It lets you use your INT modifier for initiative; it helps explain why Mr. Fantastic and Iron Man, not physical primary characters [despite Mister F's Elongation] aren't just standing there going "Hurp durp" while the high-Dex members of the Fantastic Four and the Avengers are going into combat. I think it's fine here. After all, in this guy's case, I could actually give him a higher base init just by buying Improved Init for him. But Speed of Thought honestly seems to make a lot more sense for him, and it gives him a lot to build on for the future.) His Charisma's not that high; being a giant freakazoid will like as not do that to you, especially if you have a very complicated heritage from even another side to deal with! (OTOH, his great-grandpa would be just horrified at the sight of him, and that's pretty awesome.) At INT 20, he's somewhere in the Henry McCoy/drunk-Iron Man/divorced Mister Fantastic range in my personal roster of comic book geniuses, which I think is just about right for someone who's very smart indeed, much smarter than almost any non-super NPC he'll ever meet, but isn't quite the focused super-genius that some of the real bad boys are. That's OK. His inventions and genius aren't that powerful, but he more than makes up for that with the power he himself brings to the table. When the bad guys drop an EMP on the lab all the science nerd types are in, it's Big Science they call on to go fight the legion of robots outside while they fix the rest of their gear. And hey: he can beat up the jocks in the bargain!
  2. Black Hole Hero Abilities: 20 pp STR 30 [14] (+10/+2) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 24 pp ATK: +6 (+10 Melee DEF: +10 (+3 flat-footed) Init: +3 Grapple: +21 Saves: 10 pp TOU +10 (+3 Con, +7 Protection) FORT +6 (+3 Con, +3) REF +6 (+3 Dex, +3) WILL +6 (+2 Wis, +4) Skills: 36 r=9 pp Concentration 10 (+10) Knowledge: Physical Sciences 10 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 11 pp Attack Focus: Melee (4) Dodge Focus (4) Power Attack, Takedown Attack, Uncanny Dodge (auditory) Powers: 76 pp Dimensional Pocket 10 (Extra: Duration (Sustained) [+2] ) (100k lbs) [40 pp] Enhanced STR 16 [16 pp] Flight 1 (10 MPH) [2 pp] Immunity 9 (Life Support) [9 pp] Protection 7 [7 pp] Super-Strength 1 (Heavy Load: 1.5 tons) [2 pp] costs abilities 20 + combat 24 + saves 10 + skills 9/36 + feats 11 + powers 76 = 150 pts ---- Design Notes: This is my build for a hero who makes use of the Dimensional Pocket power, in his particular case with the idea that he is a living black hole who can hold up to 100,000 pounds (50 tons) at once. Sustained is about as high as you want a PL-capped Dimensional Pocket to be; he takes things in and holds them inside him, with unwilling people getting saves like any other Sustained power (i.e., on the Time and Value Progression Table) to try and break out. The default Duration of Dimensional Pocket isn't that great, giving people a chance to bust out every round, while buying up to Continuous (while a reasonable out-of-combat power) is totally broken at rank usable in combat. My idea here is that this was a college student touring a supercollider laboratory when Something Went Wrong, and what was supposed to be the start of an internship turned out to be the start of a superheroic career as our hero was merged with an artificial black hole. He's got elements of Firestorm, but also Captain Atom's insanely cracked-out problem (i.e., Complication) where if his body is breached, something very bad happens! With a Sustained (lasting) duration on his powers, he can switch to other abilities (i.e., stunt off the power) and people will still technically be confined: they'll just start getting saves immediately and with a +1 bonus on the intervals. Note that if you do that, you can't 'turn it back on'. I gave this a science-y background, but you could just as easily make this a magic-oriented guy, maybe a dark and shadowy dude with a magic cape that can swallow anything, perhaps with my light-controlling Speedster build upthread as his good boddy. If you or your GM doesn't like the Sustained, consider the +3 Aura extra on your Pocket. That way anyone who touches you is sucked into another dimension, for all that it's not going to be that hard for them to get out again! (That's also going to cost you more points, and probably cost you that Enhanced STR and paragon traits) If you want to be able to get inside yourself, buy or stunt a dimensional pocket to do the snake-eating-its-own-tail thing.
  3. Brick Brickerson PL: 10 (150) Abilities: 40 pp STR 30 [18] (+10/+4) DEX 16 (+3) CON 24 (+7) INT 10 (+0) WIS 16 (+3) CHA 16 (+3) Combat: 32 pp ATK: +8 (+10 Unarmed) DEF: +10 (+4 flat-footed) Init: +7 Grapple: +25 Saves: 7 pp TOU +10 (+7 Con, +3 Protection) FORT +7 (+7 Con) REF +6 (+3 Dex, +3) WILL +7 (+3 Wis, +4) Skills: 36 r=9 pp Diplomacy 7 (+10) Intimidate 7 (+10) Language 1 (German) (Base: English) Notice 7 (+10) Perform (banjo) 4 (+7) Sense Motive 7 (+10) Survival 3 (+5) Feats: 12 pp Attack Specialization: Unarmed Dodge Focus 2 Improved Initiative Interpose Luck Move-By Action Power Attack Takedown Attack Ultimate Save (TOU) Uncanny Dodge (auditory) Powers: 54 pp Density 6 (Extra: Duration (Permanent) [+0]) (PF: Innate) [19 pp] -+12 STR, +3 Impervious TOU, Immovable 2, Super-Strength 2, Massx5 Flight 1 (10 MPH) (Flaw: Duration [Concentration]) [1 pp] Immunity 10 (Life Support, Starvation and Thirst) [10 pp] Impervious TOU 7 [7 pp] Leaping 5 (x50) [5+1=6 pp] AP: Speed 5 (250 MPH) Super-Strength 5 (Heavy Load: 96 tons w/Density) (PF: Countering Punch) [11 pp] costs abilities 40 + combat 32 + saves 7 + skills 9/36 + feats 10 + powers 54 = 150 pts ---- Design Notes: Phalanx and Wander's kid was born big and strong, the double inheritance of super-strength and toughness contributing to his incredibly dense muscles. A baby who weighs five times as much as a normal baby is less of a worry when your parents have super-strength, but the first time he sank to the bottom of the pool was pretty nerve-wracking for both of them! Luckily he can hold his breath underwater just fine, and honestly going underwater is cool enough that he's seriously considering making a career out of marine biology, at least when he's not performing a 'mighty fine a' pickin' and a singin'" on his custom-built banjo. He's not the sharpest knife in the box, but that doesn't mean he can't hold down a perfectly fine career teaching high school or community college. Or at Brown. How do you put a brick on top of another brick so you can brick while you brick? Well, you make him as dense as a brick! Sure, there are some disadvantages to weighing five times what a normal teenager should, but body image issues are all about what a Hero High PC should be dealing with. What a great source for Complications! If you want even more Complications, drop the Subtle from his Density (maybe replace it with Buoyant?) and let him run around looking like Ben Grimm in an organic shell, or maybe like a steroid patient in a teenage body. He's got a weak Flight (which takes a standard action each round) so you can walk over fragile surfaces without necessarily breaking them; if you want him to be stuck with the consequences of his powers, put that point elsewhere. (Maybe dress his Leaping and Speed up a bit?) Another way to build a super-brick is to make someone with Growth, but I have a kid with Growth already on the burner. (Plus, I didn't want to do that to poor Wander; if you want a giant baby, make sure it comes out of a mom with giant hips! Not that Wander couldn't handle a Caesarean, but I imagine having someone with a diamond-tipped saw performing a C-section would be pretty deeply unpleasant.) Another route is immunities, but full-scale damage immunities are tough. It's pretty tough to save up any serious damage immunities as a PL 10: even a Limited immunity to lethal damage (limited to converting lethal to non-lethall) will set you back a hefty 20 pp, and that's just so you don't die...but you don't die anyway in our game!
  4. Dark Scarab Abilities: 18 pp STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) Combat: 24 pp ATK: +6 (+10 melee) DEF: +10 (+3 flat-footed) Grapple: +6 Init: +3 Saves: 12 pp TOU: +10 (+3 Con, +7 Protection) FORT: +7 (+3 Con, +4) REF: +5 (+3 Ref, +2) WILL: +9 (+3 Wis, +6) Feats: 12 pp Attack Focus: Melee (4) Dodge Focus (4) Move-By Action Power Attack Takedown Attack Uncanny Dodge (auditory) Skills: 14 pp=56 r Intimidate 4 (+4) Medicine 7 (+10) Notice 12 (+15) Perform (percussion) 8 (+8) Sense Motive 13 (+15) Stealth 12 (+15) Powers: 70 pp Mental Gravity Array 23+4=27 pp Concealment 10 (Extra: Affects Others) (Flaw: Phantasms) (PFs: Close Range, Progression [2 additional], Selective) (all senses) AP: Drain Wisdom 10 (Extra: Autofire) (PFs: Extended Reach, Precise, Reversible) AP: Emotion Control 10 (PFs: Insidious, Mind Blank, Subtle) AP: Mind Reading 10 (Extras: Area [burst], Selective) (Flaw: Duration [instant]) (PFs: Rapid [x10], Insidious, Subtle) AP: Telekinesis 10 (Extra: Affects Corporeal) (Flaw: Feedback) (PFs: Accurate 2, Precise) Flight 1 (10 MPH) (PF: Subtle) [3 pp] Immunity 12 (aging, life support, sleep, starvation and thirst) [12 pp] Insubstantial 3 (energy) (Sustained) (PFs: Selective, Subtle, Variable Descriptor 1 [gravity/psychic]) [18 pp] Protection 7 [7 pp] Space Flight 1 (1c) [1 pp] Super-Senses 2 (Darkvision) [2 pp] --- Design Notes: OK, so the idea here is that Scarab tried to persuade Dark Star of her more practical, less Silver Age lifestyle with a little bow-chicka-wow-wow. Ridiculous? Yes. But on the other hand, Scarab and Dark Star did abruptly stop talking, Scarab herself went away for a while, and she had a very complicated personal relationship with both Dark Star and Fleur de Joie in the aftermath. So nine months later, it turned out they had a son, a boy born with a combination of his mother's psychic ability and his father's gravity powers. (You know, maybe it makes more sense if Evil Doktor Archeville decided to play God with a little genetic subtraction, multiplication, and then addition...but anyway!) This is a powerful character, able to transform himself into either psychic energy or gravitic, and to use both kinds of very broad powers he got from his parents to do some pretty awesome things. He can even fly in space! Which leaves open some other options for you. If you're not a fan of the insane origin story, this would also work just fine as a build for the Cosmic Mind II; the Cosmic Mind being the disembodied psychic intelligence from the Soviet Union that bedeviled the Atom Family for so many years. Perhaps said entity spawned a child-intelligence that has flown back to the planet of its origins in order to learn more about this mysterious thing called humanity. This would work fine as a build for any other kind of psychic intelligence, really. However, as it is, he does have a body by default, but you could give him the Special duration on his Insubstantial to make it a default part of his nature. Perhaps his Earth-XX counterpart has a power like that... So it turns out you don't need Affects Corporeal with Insub 3 on anything but Strength. Nice! One thing to watch out for with Insubstantial is that you do have a tendency to run into people with Affects Insubstantial 2 much more than you would expect: admittedly, this is because you don't want the dude to be an unkillable monstrosity in every fight, but on the other hand you don't want to get pwned either. That's why you want to ignore what Kenson tells you: character with Insubstantial 3 and 4 need to be built to match their Toughness caps, and maybe have some Impervious to go with them! Talk to your GM about making sure you get a good balance for the (very expensive) power you bought without becoming too invulnerable in the process. Luckily, we're reasonable people.
  5. Asgardian Archer PL: 10 (150) Abilities: 38 pp STR 18 (+4) DEX 20 (+5) CON 18 (+4) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +6 (+10 Ranged/+12 Ordrag) DEF: +12 (+3 flat-footed) Init: +9 Grapple: +10 Saves: 10 pp TOU +8 (+4 Con, +4 Protection) FORT +7 (+4 Con, +3) REF +8 (+5 Dex, +3) WILL +6 (+2 Wis, +4) Skills: 52 r=13 pp Acrobatics 10 (+15) Bluff 7 (+10) Knowledge: Tactics 8 (+9) Knowledge: Theology and Philosophy 4 (+5) Language 1 (Old Norse) (Base: English) Notice 8 (+10) Perform (fiddle) 4 (+7) Sense Motive 4 (+6) Stealth 5 (+10) Survival 3 (+5) Feats: 28 pp Acrobatic Bluff All-Out Attack Attack Focus: Ranged 4 Attack Specialiation: Ordrag Dodge Focus 6 Evasion Fearless Improved Init Master Plan 2 Move-By Action Power Attack Quick Draw [draw] Uncanny Dodge (mental) Powers: 37 pp Device 6 (Ordrag) (hard to lose) (PF: Restricted [Norse ancestry]) [25 pp] Blast 4 (PFs: Improved Crit 2, Incurable, Mighty 4, Precise, Variable Descriptor 2 [any magic]) [18] Teleport 3 (300 ft) (Extra: Accurate) (PFs: Change Velocity, Easy, Turnabout) [12] Dimensional Movement 1 (Asgard) [2 pp] Immunity 3 (aging, disease, poison) [3 pp] Protection 4 [4 pp] Super-Senses 3 (Divine Awareness [mental], Extended Vision 2 [x100]) [3 pp] costs abilities 38 + combat 24 + saves 10 + skills 13/52 + feats 28 + powers 37 = 150 pts ---- Design Notes: This build is for the baby that Valkyrie was carrying when she went to the vicinity of Valhalla. Whoopsie! But luckily the Norse gods aren't all that bad, and her daughter grew inside her and was born on the rainbow bridge overlooking Midgard. Between that and her ancestry below, she was able to just slip past the Pact's strictures: she can go to and from Earth and Asgard, fighting evil in both dimensions, but one day when she comes of age she'll have to make a choice. Will she live in Asgard with her mother, or adventure in Freedom City alongside her father? Perhaps she'll even tour his native land of Scotland, a marvelous land of mystery and wonder which she's only heard a little about! In the meantime, wielding a mystic Asgardian bow that can strike with burning flame or shocking lightning at her whim, or shoot through the world and let her propel herself across fantastic distances. I'm not a big fan of the Norse pantheon; I think our admiration for them is driven largely by our cultural distance from their followers. Vikings are cool badasses in the pages of history, so we don't think of them as the murderous biker-gang/pirate savages that they really were. Their deities weren't really a lot better. Their "Heaven" was not a pleasant place if you were not a warrior. But we can bend that for comics, I think, even in Freedom City with its built-in reasons for a lack of Norse heroes running around. This is a character trapped between two worlds, trying to have the best of both while figuring out what sort of person she's going to be: a brawler in Asgard or a hero on Earth? She fits well as a teen heroine, playing into themes of maturity. As you get older, you have choices to make about your destiny, and sometimes you only get to make them once. She has her father's tactical acumen and talents as a ranged fighter, but her mother's strength and Norse heritage. If you had enough divine-themed characters around, you could assemble a "God squad" of divine champions of various pantheons, but that might be tough to finesse in a Freedom City context. As it is, you could easily play this one along. One interesting thing: this character may have been born in Asgard, but there's no reason she'd actually be a follower of the Norse pantheon. When you live in a place, it's pretty weird to worship the people there as gods, even if they are really powerful. Frankly, she may be glad to be in a place where she's not always the smallest and weakest, and where she can kick some serious butt with the help of her mighty bow!
  6. "Oh, you're a telepath?" asked Citizen curiously. "Wow, uh, I've never met a telepath." He wondered why that meant she couldn't talk: he'd seen telepaths like Scarab and Psyche on the news, and they could talk! It's probably rude to ask, he decided. "If it's tough for you to read my mind," he said thoughtfully, "it's probably because I don't have a brain like yours. I'm a computer program," he lied smoothly. "Miss Americana downloaded me off the Internet." He was a little nervous about sharing that with near-strangers, but Miss A had assured him that part of his story was something he could tell people without much danger to himself.
  7. "The building is unmarred?" Harrier's glowing, shrieking pike was still pointed at one of the building's superstructures, and Nick had absolutely no doubt that Harrier would indeed bring the entire structure down on all their heads if the mystic called for it. When Nick signaled that it was, Harrier flew up through the hole he'd blasted in the floor, hovering amongst the other heroes as his jetpack screamed behind him. He was the only thing left of the Terminus in the building. The faceless thing looked up at the ceiling overhead, and then, as if making a conscious choice, landed; his armor stilling itself behind him. "Thank you." he said simply. "Thank you."
  8. Suddenly there was a shift in the code, the arrival of multiple new elements of corrupted and semi-corrupted data. Looking 'back' the way a Tronik citizen might see it; the duo were greeted with what would surely be a terrifying sight: right angles that bent in circular directions, geometry that made no logical sense to the eye, shadows that cast their own light over the black lightstrips that still glowed in the ceiling to either side. No wonder the people of Tronik were so frightened by these places. But the new arrivals were not connected to the warped heart of what had once been a gigantic factory. "MOVE!" The militia guards were in the full body armor Miss A and Dragonfly were becoming accustomed to; black, shiny plasteel matched by the glowing plasma rifles in their hands: they wore no insignia, for who else would they be in a world that had had no contact with the universe (at least that they knew about) for generations? Despite what passed for military unity, the guards looked scared, their amplified voices strained and their rifles shaking. And no wonder! Their prisoners were a fearsome-looking lot: bodies warped in ways subtle and gross, a man with glowing white eyes accompanied by what looked like a hairy dwarf with too-long fingers, a woman covered in blue body hair helping a man with too many lower limbs slowly hobble along. These were the face of Tronik's mutants. "Oh no, look at this place! What's going to happen to us here!?" asked a woman with skin turned so transparent you could see the working of bone and muscle underneath, turning to plead with her captors. In response, the guards fired back, "No talking!" It looked like a group of two dozen guards were escorting half that many mutants. "We know some of you can spread it by voice!" Now there were several rifles facing the speaker. "You will be given food, water, and supplies. In return, you will stay here and keep your taint from spreading to others!" The guards were noticeably not coming anywhere near the warped areas of the factory, and indeed were staying close to the still-safe areas by the doors.
  9. "I am familiar with Dr. Archeville. I was not aware he possessed robot servitors. I am sure he is a good boyfriend." It was hard to tell how Harrier felt about that; it was hard to tell how he felt about most things. "Thank you." He ate the apples straight through, core and all, his teeth crunching through the hard stuff in the middle. When he'd finished eating, he fell silent, and there was no sound but the birds and insects, and the distant chatter of the family across the way. Despite himself, Harrier's eyes strayed over there for a moment. Eventually, he said, "I am grateful for the food, and will give you hospitality in return." And then a moment later: "We are not friendly with each other, Fulcrum. And there are those more deserving of so bountiful a meal than I. You had a reason to call me."
  10. Psychic Paragon 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) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +21/+26 Saves: 8 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +5 (+2 Dex, +3) WILL +8 (+3 Wis, +5) Skills: 32 r=8 pp Bluff 6 (+10) Concentration 5 (+8) Language 1 (Russian) (Base: English) Perform (bass) 6 (+10) Notice 7 (+10) Sense Motive 7 (+10) Feats: 13 pp Attack Focus: Melee 4 Dodge Focus 4 Move-By Action Power Attack Quick Change Takedown Attack Uncanny Dodge (mental) Powers: 67 pp Enhanced CON 14 [14 pp] Enhanced STR 14 [14 pp] Flight 1 (10 MPH) [2 pp] Immunity 9 (Life Support) [9 pp] Mental Array [22+4=26 pp] Add Flight 5 [total Flight 6 (500 MPH)] and Super-Strength 5 [total Super-Strength 6 (Heavy Load: 96 tons) (PFs: Countering Punch, Super-Breath) AP: ESP 4 (1 miles) (all senses) (PFs: Rapid 4 [x10k], Subtle) AP: Impervious TOU 10 (Extra: Reflective [ranged]) (PFs: Selective, Subtle) AP: Mind Reading 10 (Extras: Area [burst], Selective) (Flaw: Duration [instant]) (PFs: Insidious, Subtle) AP: Telekinesis 7 (Heavy Load: 1.5 tons) (Extra: Range [Perception]) (PF: Subtle) Super-Strength 1 (Heavy Load: 1.5 tons) [2 pp] costs abilities 30 + combat 24 + saves 8 + skills 8/32 + feats 13 + powers 67 = 150 pts --- Design Notes: From another possible future, here's a child of Psyche and Phalanx that's a pretty straightforward psychic paragon: she has formidable psychic abilities backed up by the power to punch you so hard, you'll wish she hadn't punched you so hard! If she turns on her 'telekinetic force field', she can make herself bulletproof and even spin those bullets around so they bounce back at the people who fired them off. I'm not gonna lie; she's pretty badass. She can focus her powers and be a successful paragon, she can read your mind or search most of the city with a couple of actions (a nice way of faking Superman-style super-speed), and she can even catch things with her mind without touching them. She also has a powerful force of personality, good looks, and she can play a mean bass guitar. (Everyone always forgets about the bassist) When Shaen built this character, he went with a speedster: this is no criticism of his excellent Zephyr build, rather it's simply an alternate take on a similar concept. Depending on what descriptors you like, I think this works great if you want to play a John Byrne-style 'psychic Superman', who flies around carrying heavy objects without them falling apart because of her powerful psychic abilities. As mentioned in the Lucky Psychic build up-thread, you can get away with a lot with psychic descriptors, they're quite broad. I deliberately gave her both Enhanced STR and Super-Strength outside her big psychic array so she can stunt and still act like a paragon. (Note that she can lift as much with her Perception range TK as she can with her base Super-Strength. A mere coincidence!?! Yes, actually, but it certainly has a nice flavor to it about her total lifting strength and similar abilities.) If you want someone more Martian Manhunter-y, give her Insubstantial or some kind of crazy eye-blasts; paragons are meant to be flexible and this lady has lots of different options to choose from both inside and outside of combat. She's a strong woman in control of her sexuality, but one who may not make a lot of great choices with her personal life. But that's OK, a complicated backstory and difficult personal life is nothing more and nothing less than a great font of HP, as I've tried to suggest here and elsewhere in the thread. If you do make her a time-traveler like her original version (though with a different background, obviously), pick up some Temporal Inertia for her and maybe have her pick up more and more time-travely traits as the game goes on. With time as your backyard, there are no limits!
  11. Combat Magician PL: 10 (150) Abilities: 36 pp STR 16 (+3) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 16 (+3) CHA 18 (+4) Combat: 32 pp ATK: +8 (+12 melee/+13 playing cards) DEF: +14 (+4 flat-footed) Init: +8 Grapple: +15 Saves: 11 pp TOU +6 (+4 Con, +2 Costume) FORT +7 (+4 Con, +3) REF +7 (+4 Dex, +3) WILL +8 (+3 Wis, +5) Skills: 96 r=24 pp Acrobatics 11 (+15) Bluff 11 (+15)* Craft (mechanical) 5 (+5) Escape Artist 11 (+15)* Knowledge: Arcane Lore 1 (+1) Notice 12 (+15) Perform [stage magic] 11 (+15)* Sense Motive 12 (+15) Sleight of Hand 11 (+15)* Stealth 11 (+15) Feats: 29 pp Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Playing Cards 2 Challenge 2 (Fast Acrobatic Bluff, Fast Distract) Distract (Bluff) Dodge Focus 6 Equipment 5 Evasion Improved Initiative Power Attack Skill Mastery (Bluff, Escape Artist, Perform [stage magic], Sleight of Hand) Sneak Attack Quick Draw [Draw] Takedown Attack Uncanny Dodge (auditory) Powers: 18 pp Device 1 (Combat Wand) (easy to lose) (PF: Subtle [collapsible]) [4 pp] Strike 3 (PFs: Mighty, Precise) Device 1 (Magician’s Outfit) (hard to lose) [4 pp] Feature 1 (Compartments), Protection 2, Quick Change 2 Mind Control 10 (Flaw: Sense-Dependent [visual]) [10 pp] Equipment: 25 ep Grappling hook and line gun: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6 ep] Playing Cards: Blast 2 (PFs: Masterwork, Mighty 3, Improved Range—50 foot range increment, Improved Ranged Disarm, Subtle) [11 ep] Smoke Bombs: Obscure 4 (25 ft) (visual) [8 ep] costs abilities 36 + combat 32 + saves 11 + skills 24/96 + feats 29 + powers 18 = 150 pts --- Design Notes: Based on the never actually played Magnificent, here's my build for a Combat Magician: she's an incredibly talented stage musician who uses her knowledge of human behavior and the laws of illusion to fight crime. She has basically no idea how real magic works; she may not even believe in any of that stuff. Instead she's an entertainer and illusionist by day and a crime-fighter by night! My half-thought out backstory for her is that her dad, the famous stage magician and adventurer, was killed saving some friends of his from a common mugger when she was a little girl: luckily that family took her in, raised her, and she decided to use her family business to make sure no family ever suffered as hers did! (Too bad about her dad's trunk getting lost in the shuffle before her adoption...ah well) With her high Stealth, Bluff, and Acrobatics (not to mention well-placed use of a smoke bomb), she should have no problem catching opponents flat-footed: perhaps pretending to teleport in via cunning use of her grappling gun, thus being able to sneak attack with her 'wand'; i.e., a solidly-built combat baton, or disarm them with a well-placed reinforced throwing card that just happens to be able to dent a solid oak door! (They basically have the same stats as a well-built boomerang; I don't think it's over the limit for what you should reasonably be able to do with equipment: they're on the line, but I'd argue not actually over it.) Her Mind Control is her only power: it lets her pull off what mundane hypnotists can do in comics without actually functioning as a magic spell. It's also a really effective interrogation tactic in the wake of a nice solid savage beating laid down on a room full of bad guys. This would be a fun character to play, especially with the ID confusion when your fellow superheroes may expect you to have any idea what all that mumbo-jumbo stuff is all about. But you know magic is just all tricks and mummery, even if there's real power behind it. You saw that fancy world come to an end when a criminal put two bullets in your dad before he could say a word, and you know that real power comes from smarts, strength, and the sheer power of human cunning and preparation pitted against the bad people of the world. Your work on the stage is about entertainment and education: making people gasp while teaching them all you can do with just clever tricks; you probably spend some time busting phony psychics and such when you're not working. Criminals are a cowardly, superstitious lot, and luckily you know a lot of superstitions...
  12. Atlas of all Blades Abilities: 44 p STR 40 [30] (+15/+10) DEX 12 (+1) CON 40 [30] (+15/+10) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Combat: 20 pp ATK: +5 DEF: +5 (+2 flat-footed) Init: +1 Grapple: +25 Saves: 10 pp TOU +15 (+15 Con) FORT +15 (+15 Con) REF +5 (+1 Dex, +4) WILL +7 (+1 Wis, +6) Skills: 40 r=10 pp Bluff 15 (+15) Disguise 0 (+15 w/Morph) Knowledge: History 5 (+5) Languages 2 (Russian, Spanish) (Base: English) Notice 9 (+10) Perform (jug) 5 (+5) Sense Motive 4 (+5) Feats: 6 pp All-Out Attack Fearless Power Attack Takedown Attack Taunt Ultimate Save (TOU) Powers: 60 pp Enhanced CON 10 [10 pp] Enhanced Feats 4 (Affects Insubstantial 2, Extended Reach, Improved Crit [unarmed]) [4 pp] Enhanced STR 10 [10 pp] Immunity 9 (Life Support) [9 pp] Impervious TOU 8 [8 pp] Leaping 2 (x5) [2 pp] Morph 3 (any humanoid) [6 pp] Super-Senses 1 (Acute Scent) [1 pp] Super-Strength 5 (Heavy Load: 180 tons) [10 pp] costs abilities 44 + combat 20 + saves 10 + skills 10/40 + feats 6 + powers 60 = 150 pts --- Design Notes: Did you know Grue reproduce by skin-to-skin contact? Well you do now! Alternatively, AoAB hails from the same universe as the Lucky Psychic upthread. Back when Mark Lucas thought that touching boobs got you pregnant, it worked across the universe for anyone from Freedom City, and since Atlas has no shirt and those massive pectorals...well. So here's my attempt to wed together two massive character sheets: Atlas, Freedom City's Hulk expy, and Jack of all Blades, another popular Freedom City character. What you get is something decidedly odd: a powerhouse who specializes in tricking and bluffing rather than Intimidate, with a massive sword he can summon at will and subsequently use to smite his foes: or he can just punch them in the face since he doesn't actually get additional damage from wielding his massive blade. Either way, he's a powerful character, and certainly has many more options in combat than your typical powerhouse or your typical swordsman. Low Charisma, as I can't imagine he's had a great childhood. But he speaks the various languages of both his dads, and I assume that the Espadas' and Samael are both stand-up enough people to take care of the son that spawned off Atlas like a bud from a leaf one very strange day. His Morph doesn't look that great, but remember he can always take 20 on it near the beginning of a thread and come out fine, and even +15 has a decent chance of fooling bystanders and low-level NPCs. He's totally spaceworthy with his Immunity, but really should get a device or two if he's going to go off on any space battles. OTOH, at least his base Leaping isn't that awful considering his very high Leaping score with his high STR. (Let me just note: I really don't like the way they did Leaping in 3.0; how on Earth do you nerf an already really-badly written power?) He's got Fearless, because what the Patton could possibly faze him? This character is going to have a lot of complications and thus, many HP! What a great way to get integrated into the setting, and also make sure there's always something going on for you. With his Morph and his pretty good Taunt, he has a decent chance of catching foes flat-footed and laying them out with Power Attack. I gave him Takedown Attack because melee specialists _all_ need Takedown Attack unless they have some form of Selective Area or other goon-sweeping strategy. Do you want to be the guy who spends the entire fight doing nothing but punching out one mook at a time? Didn't think so. Didn't think so.
  13. Devil Brick PL: 10 (150) Abilities: 58 pp STR 30 (+10) DEX 14 (+2) CON 30 (+10) INT 14 (+2) WIS 16 (+3) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Melee) DEF: +10 (+3 flat-footed) Init: +6 Grapple: +21 Saves: 9 pp TOU: +10 (+10 Con) FORT: +10 (+10 Con) REF: +6 (+2 Dex, +4) WILL: +8 (+3 Wis, +5) Skills: 60 r=15 pp Bluff 8 (+10) Intimidate 8 (+10) Knowledge: Arcane Lore 8 (+10) Knowledge: Theology and Philosophy 4 (+6) Languages 4 (Ancient Egyptian, Aramaic, Old Norse, Latin) (Base: English) Notice 8 (+10) Perform (electric guitar) 4 (+6) Sense Motive 4 (+6) Stealth 8 (+10) Survival 4 (+6) Feats: 21 pp All-Out Attack Attack Focus: Melee 4 Challenge (Fast Startle) Dodge Focus: 4 Fearless Improved Init Luck Move-By Action Power Attack Takedown Attack Ritualist Second Chance (arcane lore checks) Startle Ultimate Save (Will) Uncanny Dodge (mental) Powers: 23 pp Enhanced Feats 4 (Affects Insubstantial 2, Extended Reach [unarmed], Improved Crit [unarmed]) ‘hell weapons’ [4 pp] Immunity 5 (aging, disease, environmental heat, poison, starvation and thirst) [5 pp] Impervious TOU 8 (Flaw: Not Vs. Magic/Holy/Silver) [4 pp] Leaping 1 (x2) [1 pp] Speed 1 (10 MPH) [1 pp] Super-Senses 6 Infernal Awareness [mental], Detect Infernal 2 (Acute, Analytical, Extended, Radius) [mental] [6 pp] Super-Strength 1 (Heavy Load: 1.5 tons) [2 pp] costs abilities 58 + combat 24 + saves 9 + skills 15/60 + feats 21 + powers 23 = 150 pts --- Design Notes: And so it came to pass in a universe closer to this one than we might want to admit that Hellion and Wander became man and wife. Hellion's fiery temper and tragic past proved a good match for Wander's own dark history and vigorous nature, while savage beatings helped make sure he never stayed from the path of right. Or monogamy, which is pretty much the same thing in this situation. Their son was born with the last legacy of his grandfather's demonic taint, but trained as an adventurer and champion by his parents to battle the dark forces of Satan and to generally tear it up when the situation called for it: thus was born a new generation of heroes, a legacy of two people determined to escape the horror that birthed them through the sheer power of heroism. So here's one way to play an infernal hero without going full demon like I did above in this very thread; he doesn't have particularly many demonic drawbacks, he can face holy symbols down without a problem, and indeed his biggest issue is that magic and divine powers hurt him! But he has his parents' durability and skill, if not quite his father's supernatural charisma. He's a very effective melee fighter, just like his mother, summoning a wide variety of bladed weapons from the arsenals of hell itself to battle the forces of darkness! He's determined to make sure that nothing befalls this world! (Why doesn't he have the Prophet family money? Well, because James is still alive, and not looking likely to die any time soon, and maybe his mom doesn't want him running around spending everything just yet. I see this as a character likely to make frequent use of the Ritualist feat: make frequent use of his Second Chance feats and HP (perhaps even before an adventure begins) to give him a one-shot device handy. If not, do all you can to jury-rig. He lacks a really fast movement power, so if you need that best to produce it off a Ritualist use: perhaps Teleporting in gouts of flame? His physical abilities are natural, inherited from his mother: unlike the demonic powers inherited from his dad, which are ultimately most unnatural indeed. Maybe if he's really lucky, his dad will let him ride that spaceship of his one of these days...
  14. Lucky Strike PL: 10 (150) Abilities: 22 pp STR 30 [16] (+10/+3) DEX 14 (+2) CON 30 [16] (+10/+3) INT 10 (+0) WIS 12 (+1) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Melee) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +25 Saves: 9 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +5 (+2 Dex, +3) WILL +7 (+1 Wis, +6) Skills: 48 r=12 pp Diplomacy 4 (+6) Intimidate 8 (+10) Knowledge: Civics 5 (+5) Knowledge: History 5 (+5) Perform (rap) 4 (+6) Notice 9 (+10) Sense Motive 9 (+10) Survival 4 (+5) Feats: 12 pp Attack Focus: Melee (4) Dodge Focus (4) Fearless Power Attack Takedown Attack Uncanny Dodge (auditory) Powers: 71 pp Enhanced CON 14 [14 pp] Enhanced STR 14 [14 pp] Immunity 4 (disease, poison, sleep, starvation and thirst) [4 pp] Impervious TOU 8 [8 pp] Luck Control 4 (spend an HP for another character, give HP to others, spend HP to negate HP/Fiat, force reroll) (PFs: Luck 5) [17 pp] Speed 1 (10 MPH) [1 pp] Super-Strength 5 (Heavy Load: 24 tons) [Dynamic] [10+1+2=13 pp] DAP: Leaping 10 (x2500) costs abilities 22 + combat 24 + saves 9 + skills 12/48 + feats 12 + powers 71 = 150 pts ---- Design Notes: Since the subject of Lucky Strike came up in chat, here's my build for Wander and Edge's kid from the FC2 timeline. (Check out the cool art, courtesy of Gizmo!) Clara White was born when her parents married hastily after the defeat of a big world-shattering threat, conceived on the night that a much more callow version of Mark Lucas accidentally-on-purpose made his new wife's birth control not work. She had it pretty tough after her dad left (she calls Mark Lucas 'Mark', something he's never really tried to discourage), but luckily Erin had faced problems much more serious than being a single mom with a superpowered kid: And Mark did pay child support, at least when he wasn't busy blowing his money elsewhere or generally ruining his very promising life. For all the bad circumstances of her life, Clara was lucky: her mom loved her, she had a good job to support her, and even her dad wasn't really a bad guy. He just never grew up. Clara herself grew up to join the Freedom League, a few years ahead of her FC2 contemporaries since Mark and Erin hooked up so very fast, and in a branch timeline survived the cataclysm of Zephyr's home timeline when a teleporter accident stranded her and her team from the Northwest outside Freedom City. She's got a bright future ahead of her, and with her strength and luck control, she's going to do just fine with that. She can stay in a fight much longer than you'd think a pocket powerhouse like her could reasonably get away with, given that she's got the HP reserves of a battleship. (And with her tough life, Complications to go with them!) With her OK Super-Strength, she can stunt what she likes, and with her Enhanced abilities and various other powers she can get around just fine. She's more of a people person than her mom, but she lacks her dad's nigh-preternatural gift for gab: a kid raised by Wander is not going to be particularly deceptive, but she's not going to be all anger and unpleasantness either: luckily her mom was able to keep things together, maybe because she had her kid around with her. She doesn't use melee weapons, unlike her mom as a teen: she had good combat training from an early age, and never had to be taught not to rip the heads off dudes. Unlike her cross-universal half-sibling, Lucky Strike does have Fearless. Her mom had a few rougher spots than our Erin, and wasn't able to shield her from the reality of the world as much as she might have liked. Good luck only takes you so far, especially if that luck isn't actually yours...
  15. Lucky Psychic PL: 10 (150) Abilities: 26 pp STR 10 (+0) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 16 (+3) CHA 18 (+4) Combat: 24 pp ATK: +6 (+8 ranged) DEF: +12 (+3 flat-footed) Init: +7 Grapple: +20 w/TK Saves: 12 pp TOU +8 (+3 Con, +5 Protection) FORT +5 (+3 Con, +2) REF +6 (+3 Dex, +3) WILL +10 (+3 Wis, +7) Skills: 12 pp=48 r Bluff 10 (+14) Diplomacy 6 (+10) Knowledge: Current Events 4 (+4) Languages 1 (German) (Base: English) Notice 7 (+10) Perform (keyboard) 6 (+10) Search 5 (+5) Sense Motive 7 (+10) Feats: 16 pp Attack Focus: Ranged 2, Dodge Focus 6 Elusive Target, Evasion 2, Improved Initiative, Move-By Action, Precise Shot 2, Ultimate Save (Will) Uncanny Dodge (mental) Powers: 60 pp Concealment 3 (Extra: Duration (Permanent) [+0]) (PF: Close Range) (all mental senses, ESP) [4 pp] Flight 3 (50 MPH) [6 pp] Luck Control 4 (spend an HP for another character, give HP to others, spend HP to negate HP/Fiat, force reroll) (PFs: Luck 5) [17 pp] Mental Array [24+2=26 pp] Blast 12 'telekinetic blast' AP: ESP 6 (20 miles) (visual and auditory) (PFs: Rapid 5 (100k), Subtle) 'extra-sensory perception' AP: Telekinesis 12 (Heavy Load: 48 tons) Protection 5 [5 pp] Telepathy 1 [2 pp] costs abilities 26 + combat 24 + saves 12 + skills 12/48 + feats 16 + powers 60 = 150 pts --- Design Notes: It's true what Psyche said above. You can't get pregnant from touching someone's breast. But what if Mark Lucas hadn't gone to health class? What if he thought you could? Then Psyche just might, nine months later, have birthed a child like this: a very powerful psychic carrying her mother's great power, her father's reality-warping abilities, and the sheer insanity of her own creation making her an incredibly powerful character in her own right. This is the sort of character who comes back from a grim and gritty dystopian future, has lots of ill-defined abilities, and gets downplayed or taken out whenever the writers don't want to explain why the ridiculously powerful character couldn't just go beat this new bad guy up. (Luck Control is a good way of saying 'this character is really powerful' while keeping them within caps; they have a massive lot of oomph, but they're still vulnerable, and they do eventually run out of HPs...) Naturally, this character's insane conception and birth will give her quite a few complications to deal with! I figure she picked up the German from spending so much time around Viktor Archeville. That's also where she learned the Bluff, since her nature requires a certain flexibility. She lacks her mother's incredible insight and intelligence, but OTOH the lack of both actually makes it much easier to relate to her dad. With her mother engaged to another man, her father shocked but not displeased, I'm sure her childhood was a world of very strange things happening, with possibly some trips to the Moon to find where Phalanx has thrown her dad this time. (Luckily, Mark has always had a spacesuit along...) If you want to play a PL 10 Phoenix (as opposed to Jean Grey), this isn't a bad way to do it: she's a powerful psychic with a massive array and reality-warping abiliies to go with it. She can't actually do anything, but with her broad descriptors and vast powers (not to mention huge HP pool) she may well convince you that she can! (Particularly if she powerstunts Mind Control or Emotion Control). If you do want to make her a refugee from a dystopian future, perhaps a good buddy of the Gun-Toting Mutant from the Future upthread, that would make a lot of sense, and let you get away from a direct connection to PCs on our site.
  16. Midnight IV PL: 10 (150) Abilities: 58 pp STR 30 (+10) DEX 14 (+2) CON 30 (+10) INT 14 (+2) WIS 16 (+3) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Melee) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +22 Saves: 9 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +7 (+2 Dex, +5) WILL +7 (+3 Wis, +4) Skills: 60 pp=15 r Craft: Mechanical 4 (+6) Drive 3 (+5) Gather Info 4 (+6) Intimidate 8 (+10) Investigate 8 (+10) Language 1 (ASL) (Base: English) Notice 7 (+10) Perform (dance) 3 (+5) Perform (woodwinds) 4 (+6) Sense Motive 7 (+10) Stealth 8 (+10) Survival 3 (+5) Feats: 15 pp Attack Focus: Melee 4 Dodge Focus 4 Move-By Action Power Attack Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) Startle Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 27 pp Immunity 1 (own powers) [1 pp] Impervious TOU 6 [6 pp] Leaping 1 (x2) [1 pp] Obscure 4 (50 ft) (visual and olfactory) (midnight mist) [12 pp] Speed 1 (10 MPH) [1 pp] Super-Senses 4 (Accurate Hearing, Darkvision) [4 pp] Super-Strength 2 (Heavy Load: 3 tons) [4 pp] costs abilities 58 + combat 24 + saves 9 + skills 15/60 + feats 15 + powers 27 = 150 pts ---- Design Notes: Here's my build for Midnight IV, the future scion of Midnight II and Wander. (Midnight III was introduced in the currently-active Full Circle thread). He's a blend of the talents of his mother and father: he's a low-grade powerhouse/costumed adventurer who makes his own smoke bombs via midnight mist. He's not as smart as his dad or as fast and strong as his mom, but he can still pretty well hold his own. He doesn't have the Midnight Cycle Mk. V or the Midnight Manor because his parents, still active heroes, still pay for that out of their own Equipment pool: this is Trevor W. Hunter the first time he puts on his tights and goes out hunting in the night for bad guys. (Similarly, his mom is still using that bat, just as he doesn't get to use his dad's gadget belt until he's made it clear that the incident won't happen again) His Impervious may seem a little low, but given the street-level thugs a costumed adventurer is likely to fight, that and his high TOU will basically make him invincible vs. anything but high-level foes. When the skells on the street of Freedom City Beyond say that the new Midnight is bulletproof, they're right! He's something of a generalist, but that also means he can play multiple roles on whatever future team you put him on. I repped his dad's mental immunity with Ultimate Will, the Midnight men have always had very solidly-built psyches. He's not Fearless yet, though, his mom has managed to shield him from the sorts of horrors she grew up with: she knows they're no place to raise a child! He learned ASL to talk to Aunt Eve, naturally, as well as to have a useful hand signal when silent communication is required. I (deliberately) didn't look at either Wander or Midnight's sheet while building this, but I think a midnight mist that works visually and olfactorally makes sense for something that's an opaque, strong-smelling gas. As Giz has done, you can use the midnight mist array to stunt a variety of things as necessary: more Super-Strength, more immunities? It's all good. I figure the innate high abilities are a result of absorbing powers from his mother's genes: he's not a mutant (at least, not because of that), it's natural for him to be strong enough to punch through steel. If you want more things for him to stunt off, though, feel free to buy those abilities as Enhanced. (That's what's really important, that you have _something_ on your sheet for power-stunting, something that really is a good game mechanic) If not playing Wander and Midnight's kid, this sheet would work fine for a Batman/Wonder Woman offspring, or any other hero who has reason to fuse a costumed adventurer's skills and feats with a powerhouse's sheer physical power. So sneak into the fray, drop Midnight Mist to make your foes flat-footed, and power attack away, sweeping goons and ripping up the place in style!
  17. Four-Leaf Clover PL: 10 (150) Abilities: 20 pp STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +6 (+10 Plant Control) DEF: +12 (+3 flat-footed) Init: +6 Grapple: +6 Saves: 13 pp TOU +8 (+3 Con, +5 Protection) FORT +7 (+3 Con, +4) REF +6 (+2 Dex, +4) WILL +7 (+2 Wis, +5) Skills: 44 r=11 pp Bluff 7 (+10) Knowledge: Life Sciences 10 (+10) Notice 7 (+10 Perform (brass) 4 (+6) Profession (florist) 3 (+5) Sense Motive 3 (+5) Survival 3 (+5) Stealth 7 (+10) Feats: 13 pp All-Out Attack Dodge Focus 6 Improved Initiative Move-By Action Power Attack Precise Shot 2 Uncanny Dodge (auditory) Powers: 72 pp Immunity 6 (aging, disease, poison, starvation and thirst, suffocation) [6 pp] Luck Control 4 (spend an HP for another character, give HP to others, spend HP to negate HP/Fiat, force reroll) (PFs: Luck 5) [17 pp] Plant Control Array [22+2=24 pp] Blast 10 (PFs: Accurate 2) 'flower bomb' AP: Snare 10 (PFs: Accurate 2) 'entangling vines' AP: Teleport 6 (600 ft/20 miles) (Extra: Accurate) (PFs: Easy, Progression 2 [x500 lbs], Turnabout) 'plant-walking' Protection 5 [5 pp] Regeneration 19 (Bruised 3 [no action], Injured 6 [no action], Staggered 5 [standard action], Disabled 4 (5 minutes), Resurrection 1 [1 week]) (PF: Regrowth) [20 pp] Drawbacks: Vulnerable (fire) (common, moderate) [-3 pp] costs abilities 20 + combat 24 + saves 13 + skills 11/44 + feats 13 + powers 72 -drawbacks 3= 150 pts ---- Design Notes: In response to a challenge, here's Four-Leaf Clover, a luck controller/plant controller mashup. The son of Edge and Fleur de Joie in a very, very alternate timeline? Maybe! He could also function perfectly well as a native Irish, or Irish-American superhero, if you don't mind the Bronze Age Unfortunate Implications. ("An Irish superhero with Luck Control and a shamrock theme, eh? Reaaaaally.") He's got many of the biological properties of a plant: living on carbon dioxide and sunlight, growing back from injuries with remarkable speed, along with an unfortunate tendency to burst into flames if exposed to too much heat. Perhaps he just needs a good watering. He's got a decent-sized plant array for power-stunting off, and of course that'll be much easier thanks to his huge pool of HP and his many Luck Controlling abilities. His array is pretty basic: he throws exploding flowers that knock people to the ground, he also entangles them in bursts of vines he throws at them (fast-grown from seeds to hand), or just steps right through plants to come out anywhere in the city. One thing I wanted to note here is how uneasy I am personally at how Irishness is often depicted in comics: Ireland is a successful, developing country that's moving away from its long dependence on the Catholic Church to take it place as a prosperous part of Europe. There is and was an unfortunate terrorism problem in Northern Ireland (though it's gotten much better in recent years), but most actual Irish people didn't really have an investment there either way. (For all that there was strong resentment of British occupation in the North, no one actually wanted to take in those people...) Ireland is, in particular, not a demon-haunted land with the Celtic gods just waiting to jump out like a bugaboo and make everyone dance a leprechaun's jig. That stuff is about taking your money and putting it in the pocket of those nice folks working in the Irish tourist industry. So you can play an Irish hero who doesn't seem likely to put on a tam o'shanter and dance a jig, honestly. He could use a bit more Impervious, but given his massive Regeneration he can absorb tremendous punishment and still get up and fight at the end of the day. Even if he burns to ashes, he'll still put himself together, it'll just take him a while. You could use this build to make any sort of luck controller/something else you want, it's just a matter of shuffling things around so that you can have the right descriptors for it. Luck Controllers are good at being team players, and natural fits for buying things like Inspire and Leadership if you can scramble together the points for them: kick up the Charisma as high as you want if you've got the points for it. Don't be afraid to let him grow a little once he's in play. After all, he is a plant...
  18. Harrier made his introductions to the giant bee and her family, marveling at the wonders of this place and how easily humanoid coexisted with giant insect. While he'd known destruction, he'd also known the vicious conflict on the streets of Nihilor, and to see such spectacularly different creatures living together was really quite lovely. "And they co-exist with the humans? Magnificent! I recall seeing them during the incident at Freedom Hall, but not...not like this." One of the little bees had abandoned the flower and was sniffing his hand; he offered his palm to its antenna without fear. "ZTINKY!" The little bee commented, and Harrier actually guffawed.
  19. By Tronik standards, anyway, the area by the closed-down oxygen-scrubbing plant was a ghost town: the industrial spires that reached into the sky here were only about as big as skyscrapers back in Freedom City, and the population of red-uniformed industrial workers and what looked to be non-sentient humanoid robots: the synthezoids Sharl had dropped a few hints about in conversations with Protectron, were only about as densely packed as workers would be in any human industrial district: evidently much of the work in these great factories was done by automation. There wasn't much automation going on at OXYGEN PLANT #324-ZED, though, unless you counted the militia vehicles hovering on the streets outside and the armed, uniformed soldiers standing guard outside in their black body armor and full-face masks. The industrial flitters going hither and yon gave the closed-down plant a wide berth and the walls nearby glowed with RESTRICTED AREA: NO ADMITTANCE.
  20. As his 'leader' was knocked out, Heka jerked his head back at the last minute, just ducking a powerful blow from Wisp. When she'd gone, he shook his head and rose in the air, his mystic wrappings floating around him as he began to chant in the ancient languages of the Blood Pharoahs. When he was done, a smile crossed his lips as he called, "They are only children! Destroy them!" And with that, deliberately ignoring the hand-to-hand fighter who'd failed to strike him, he swooped down on Zap and fired a blast at her through the broken remains of the glass doors: sending shards of glass sizzling along a road of terrible Apepian sorcery as they blasted straight into the heroic young woman!
  21. Heka: Free Action: Since he has no reason to believe there are any more teleporters around (and the one that is there can evidently beat his magic) Heka stops maintaining his Nullify Teleport. It's still in his array for the encounter, but he'll have to switch back to it to maintain it. Luckily, he has made plans for what to do when interfering busybodys show up. Nat 20 on a Master Plan for a total of 23 (very good plans) (The assumption with NPCs being that they had time to do this ahead of time, natch) That'll be a +2 bonus for the next three rounds to his allies for all checks. Move Action: Fly to within blasting range of Zap. Standard Action: He is going to blast Zap. Put in the wrong value for the first roll; the second time: 30 I believe that hits. That's a DC 25 TOU save, Zap. Remember that your Force Field is not yet up. Move Action: He flies out of melee range.
  22. "Hello, Eve," said Sharl readily, giving her a firm handshake as his body's slight translucency seemed to even out. "Like Cobalt Templar said, I'm Citizen. If you watch the news or anything, you may know me from being Miss Americana's sidekick." He studied the little white-haired flier. "That was really pretty what you were doing up there in the sky," he commented, pointing up. "I've seen a lot of people flying around in Freedom City," certainly more than he saw at home, anyway, "but nobody who can do cool effects in the air like that. Do you really use the wings to fly?"
  23. Murdock ate without further conversation, proving himself quite the trencherman as he put away as much as he could eat. He wasn't a savage, mind, he evidently had learned table manners from somewhere. But he hadn't yet made the leap that food went with talk. Eventually, he offered, "The nourishment is quite palatable. Did you prepare it yourself?" Though there was a family some dozens of yards distant on the far side of the large picnic ground, they were largely alone with each other, the good, and the fresh spring air.
  24. Hey Griffalo, would you mind A: making your post closer to our required minimum length (400 characters) and B: writing in the past tense? Thanks!
  25. "Don't tell dat broad nuffin' about da club on da oil derrick...aw, nuts!" said Boss Moxie. "Look, it wuz a perfectly legitimate criminal operation to beat up dis computer guy, waddya call him, Mistah E!" Ox ahemed. "Uh, yeah, it's on dis old oil derrick out in the ocean. We got there with this big flashy gizmo Boss Moxie got from Miss S." "That floozie!" called Roxie. "If you see her, give her a beatin'! She tried ta put da moves on my boys!" And with that, the police arrived on the darkened corner with flashing lights and howling sirens, the officers of the law there to take the criminals away from the teen heroes. The first officer out recognized what was going on. "The Toon Gang! We'd better get the rubber manacles for this one!"
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