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At Wander's approach, Ox blushed and looked away before shooting a bashful glance back at her. "Well, uh...Mistah R owns dis gentleman's club, see? Where gentlemen, and, uh, sometimes ladies, if they're into that sort of thing, they fight and people can place bets on it. And he sez to Boss Moxie," who was in the background as Ox talked, yelling up a storm, "that he'll let da Toon Gang in on some of the action if we do a little job for him at USN...US...uh, at dat building dere! Mistah R said the man in there, he don't pay, so we make him pay! For real!"
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The Children of the Coil (IC)
Avenger Assembled replied to Dariusprime's topic in Freedom City Stories
"It was pleasant," replied Harrier. "The landscape is very unspoiled once you leave the confines of the city." He'd actually walked all the way there, not wanting to risk detection in the sky and lacking the money for a bus ride. He shook her hand firmly, looking up to meet her eyes as he'd been taught: up close you could see that some of those lines on his face went through the eye as well. "Thank you for the food. I am sorry I have nothing to give you in return." Outside of his armor, his voice lacked that eerie mechanical affect; he sounded perfectly human, if decidedly odd. -
The Children of the Coil (IC)
Avenger Assembled replied to Dariusprime's topic in Freedom City Stories
Murdock crested the nearest hill some moments later, a faint sheen of sweat visible on his completely hairless head. From a distance, the lines that ran over every square inch of his body were all but invisible beneath the long-sleeved white tees and blue jeans that seemed to be his only casual wear. He caught her eye and gave a short wave, then continued a slow, ponderous walk down the hill and towards her. He gave no sign of exertion from the strain, and come to think of it she'd heard neither a car or the unholy shriek of his armor's engines. -
It wouldn't have been easy traveling in Tronik without the ability to go invisible and intangible to the computerized world around them, but luckily Miss Americana and Dragonfly did indeed both have those fantastic abilities. Traveling on the ground as a local would, going by the slideways that hummed along as fast as a car might in Freedom City, or riding in antigrav 'buses' that seemed to fly via no particular means of propulsion, gave them a perspective like a citizen of the city might have. And what a city it was; gigantic towers of alien steel as wide as the entire Pyramid Plaza complex at their tips stretching miles high towards an impossibly green alien sky, streets crowded with a torrent of humanity as reserved as commuters on a Freedom City busline, spectacular technology all kept locked away within a black box of acceptance. In general terms, Tronik was a city much more aware of its inhabitants than Freedom: people were often greeted by name by faces flashing to life on walls that could evidently function as well as screens, and all those antigravs they took around the city to navigate seemed to flying with perfect functionality without any human pilots. The people were quiet, certainly, but from what Sharl had said that was just the way of things, not a result of the mutant fear that was clearly being layered onto the culture from the semi-frequent public service announcements that came and went on every wall. The people all bore a faint resemblance to each other, too, the way any confined population might after a few generations of breeding. No wonder Sharl had been so surprised by the diversity of Freedom City. As they headed towards the edge of the city, the number of travelers dropped away substantially, leaving them with more space in the automated antigravs heading out to the oxygen factories and food reprocessors.
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The rest of the visit went much better, maybe because Joan didn't say much else except to cheer on her daughter as she talked about computers with Miss Americana. She had a lot to think about, after all, and none of it was about the scientific wonders before her. Lois seemed conscious of a change in her mom too, and clung almost as close to her as she did to Miss A through the remainder of the tour. When they were done, after Lois had gotten Miss A's card and promised to email her with her newest project as soon as she thought it up, Joan shook her hand with a surprisingly strong grip. "Thanks for the tour, Miss Americana," she commented. "I know I certainly learned a lot."
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http://www.smithsonianmag.com/history-a ... -Hair.html
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Skill Mimic PL: 10 (150) Abilities: 30 pp STR 26 [16] (+8/+3) DEX 26 [16] (+8/+3) CON 26 [16] (+8/+3) INT 10 (+0) WIS 14 (+2) CHA 18 (+4) Combat: 24 pp ATK: +6 (+12 Melee) DEF: +12 (+3 flat-footed) Init: +8 Grapple: +20 Saves: 9 pp TOU +8 (+8 Con) FORT +10 (+8 Con, +2) REF +10 (+8 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 72 r=18 pp Acrobatics 7 (+15) Bluff 11 (+15)* Diplomacy 11 (+15)* Drive 2 (+10) Intimidate 6 (+10) Notice 13 (+15)* Pilot 2 (+10) Sense Motive 13 (+15)* Stealth 7 (+15) Feats: 20 pp Acrobatic Bluff Attack Focus: Melee 6 Dodge Focus 6 Evasion Improved Initiative Move-By Action Power Attack Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Takedown Attack Uncanny Dodge (auditory) Powers: 49 pp Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] Mimic 2 (skills and feats) (Extras: Action [Free], Duration [Continous], Range [Perception], PF: Subtle) [19 pp] costs abilities 30 + combat 24 + saves 9 + skills 18/72 + feats 20 + powers 49 = 150 pts --- Design Notes: As part of my ongoing efforts to make a polymath character that isn't brain-bustingly broken or useless, here's the Skill Mimic. She's fast, strong, and tough, and very personable: and at any time she can have up to 10 pp in any skills or feats she wants as long as she's near someone who's a specialist in the field, or has been near a specialist of that sort in the recent past. (She has to 'forget' if she wants to adopt the skills and training of others). She can hold onto those abilities for as long as she wants, since she can keep them even while sleeping, but the relatively low rank of her Variable Power does render her pretty susceptible to Nullifies. Even with that, though, she's pretty badass, and can function just fine with her non-mimicky abilities. She makes an interesting savant style character, as well as one who can function in a lot of ways: after all, she can have the abilities of a lot of superheroes! While she can also function as part of a science-type or magic-type team, her average INT means she's never going to outshine a science specialist. That's just fine by me; she can be part of the team and a good helper in a magical or scientific setting, but she's never going to outshine the people who've actually sunk a significant number of points towards their area of interest. She's sneaky in a lot of ways, both socially and physically: I see her as the sort of person who has been on a lot of super-teams and has quite an active career before people realize that she seems to be able to do just about anything! She can't break her PL with her Mimic (basically a better version of Reflex Memory), but she can push it to the limit. Normally mimicking someone's mental skills means "you know everything they know", but that's way unfair without a saving throw! Knowledge skills are one thing, social security number and mother's maiden name are entirely another. Characters like this are generally mutant in origin, perhaps latent telepaths with particularly flexible muscles to go with them, 'reflex memory' without the Reflex Memory power, but with comic books and Jack LaLanne Superpowers, you could fluff her abilities as being of the training descriptor: no doubt with quite a lot of training to boot! She'd also have been a natural secret agent type, and perhaps she's gone from fighting as one of AEGIS or UNISON's secret agent types to being her own person. There are several NPCs with similar powers in Freedom's Most Wanted; you could always take a page from Marvel's Finesse and give this lady a very personal connection to those guys.
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As Wisp made her triumphant debut onto the stage of justice, the assembled hostages gave a cheer! As an unconscious Angel crashed to the ground, tumbling ungracefully down the steps that had once led the way to the Easter Bunny's throne, Guy Fawkes made a disgruntled noise. "Ah, for the love of...you see, mummy-man!" he called out to Heka. "I told you!" He ahemed at that, and dropped into 'character'. "Villain viper vamooser," he called in the direction of where Wisp had ended up, "If you can face a foe without fleeing, come find one who can fight!" And with that, he nimbly pulled a blade from his sleeve, hurled it at the neon sign overhead, creating a cascade of sparks down below that let him disappear into the welter of overturned stands by the fountain.
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Angel: Unconscious'd! Guy Fawkes: Move Action: Hide in Plain Sight. That's a DC 25 Notice to spot him. Standard Action: Readied Action Crow is up.
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All righty: Tou saves Angel is knocked out. Heka is unhurt. Diehard is bruised and stunned. (He'll shake the damage on his turn) Since Crow is looking for an Irish on Irish fight with GF, I'll fiat and let him come away with a bruise. Go ahead and post IC, Azuth.
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Okay, use of Teleport is going to activate the ritual Heka has prepared for the day: in this case, a Nullify effect. 18 Good thing Wisp has Teleport at such a high rank! Go ahead and make an opposing power check.
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Friction Controller Abilities: 26 pp STR 14 (+2) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +6 DEF: +12 (+3 flat-footed) Grapple: +8 Init: +7 Saves: 15 pp TOU +8 (+3 Con, +5 Protection) FORT +6 (+3 Con, +3) REF +7 (+3 Ref, +4) WILL +10 (+2 Wis, +8) Skills: 48 r=12 pp Acrobatics 7 (+10) Bluff 8 (+10) Diplomacy 8 (+10) Knowledge (Civics) 4 (+6) Knowledge (History) 4 (+6) Language 1 (Dutch) (Base: English) Notice 8 (+10) Sense Motive 8 (+10) Feats: 16 pp Acrobatic Bluff Challenge (Fast Acrobatic Bluff) Dodge Focus 6 Improved Initiative Improved Throw Improved Trip Move-By Action Luck Taunt Uncanny Dodge (auditory) Powers: 57 pp Friction Control Array [40+3=43 pp] Damage 10 (Extras: Duration [Concentration], Range [Perception]) AP: Paralyze 10 (Extras: Duration [Concentration], Range [Perception]) AP: Snare 10 (Extras: Duration [Concentration], Range [Perception]) AP: Trip 10 (Extras: Duration [Concentration], Range [Perception]) Immunity 1 (aging) [1 pp] Protection 5 [5 pp] Speed 2 (25 MPH) [2 pp] Super-Movement 3 (Slow Fall, Wall-Crawling 2) [6 pp] costs abilities 26 + combat 24 + saves 15 + skills 12/48 + feats 16 + powers 57 = 150 pts --- Design Notes: Here's former President Gerald Ford as a friction controller. Whaaaaaat. I'd wanted to build a friction controller for a while, and America's 38th President provided a convenient hook. With his friction controlling abilities, he can heat up someone's body so their movement sets them alight, knock them down and keep them down by making their feet too slick to adhere to any surface, and keep them from moving at all by 'locking down' a layer of impenetrable friction all around them. His Concentration and Perception Range abilities make him a formidable character; as long as he keeps taking a standard action, they stay down! (I would be very reluctant to see Damage and similar powers bought up past Concentration, but I think this is at least arguably a reasonable build.) With his Speed and Super-Movement, he can get just about anywhere in an urban setting by manipulating the friction of his body as it contacts walls and such. His high Acrobatics score comes from his years as a college football star, while his decent Charisma from his years as a male model and President of the United States. You need Dutch to be a politician in Grand Rapids, one of the centers of Dutch-American immigration in the United States. (It's the centerplace of the grocery chain Meijer, hence the Dutch name, as well as the very conservative Calvin College) Not much Intimidate; Gerald Ford was not a very scary guy, but he does have the high Will save that a master of nuclear weapons at the height of the Cold War really ought to have. His immunity to aging is a natural result of being America's longest-lived ex-President. He's very unlikely to trip and fall down himself even on very wet surfaces, but perhaps he'll pretend he does as a way of warding off suspicion! (I've actually read at least one espionage story that did just that!) If you don't want to play the 38th President as a superhero for some reason, perhaps part of a secret order of former US President with superpowers, this is a perfectly nice build for a friction controller. He's got a lot of points going to 'waste', i.e., a decent attack bonus and STR that aren't really part of how his powers work, but are an important part of the concept of being Gerald Ford, football hero turned President turned superhero. If you were looking to refine things a bit and save points, drop them and shuffle them elsewhere for more fun! He could easily be made a Charisma monkey or a Dex monkey if you're playing a younger man without so many life experiences.
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Harrier studied the monster with impassive, mechanical stillness as his pike whined with repressed power, the energies within lashing out against the embodiment of terror and destruction before him as he studied it for a weak spot. When he'd finished, he shouted over the thing's ungodly howls, trying to reach through the hole he'd blasted in the floor above their heads, "STRIKE FOR ITS CENTRAL CORE! THE APPENDAGES ARE TOOLS TO DISTRACT THE UNWARY!" And with that, he charged forward into the heart of the beast, thrusting the shrieking tip of his pike into its midsection. "BACK TO THE PIT THAT SPAWNED YOU, FIEND!" And in his mind, he was sitting on a park bench by Heroes Knoll with January, watching a child play. "NEVER AGAIN! NEVER!" He struck again, feeling the shock of impact shoot up his arms.
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Move Action: Harrier uses Detect Weakness on the creature. 30 Standard Action: 15 That hits. DC 33 Tou save plus any autofire bonus.
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Femme Fatale PL: 10 (150) Abilities: 40 pp STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 10 (+0) WIS 16 (+3) CHA 30 (+10) Combat: 18 pp ATK: +3 DEF: +12 (+3 flat-footed) Init: +2 Grapple: +3 Saves: 13 pp TOU +8 (+5 Con, +3 Protection) FORT +6 (+5 Con, +1) REF +7 (+2 Dex, +5) WILL +10 (+3 Wis, +7) Skills: 16 pp=64 r Bluff 15 (+25)* Concentration 3 (+6) Diplomacy 15 (+25)* Gather Info 5 (+15) Intimidate 15 (+25)* Notice 7 (+10)* Sense Motive 4 (+7) Feats: 21 pp Distract (Bluff, Diplomacy, Intimidate) 3 Challenge 4 (Improved Distract, Improved Feint, Improved Startle, Improved Taunt) Connected Dodge Focus 6 Fascinate (Bluff) Skill Mastery (Bluff, Diplomacy, Intimidate, Notice) Startle Taunt Set-Up Uncanny Dodge (mental) Well-Informed Powers: 43 pp Femme Fatale Array [32+2=34 pp] Damage 10 (Extras: Duration [Concentration, Range [Perception]) (Flaw: Sense-Dependent [auditory]) (PFs: Insidious, Subtle) AP: Emotion Control 10 (Extra: Penetrating) (PFs: Insidious, Subtle) AP: Mind Control 10 (Extra: Conscious) (PFs: Insidious, Subtle) Protection 3 [3 pp] Super-Senses 6 (Accurate Acute Extended (x10) Radius Ranged Mental Sense) [6 pp] costs abilities 40 + combat 18 + saves 13 + skills 16/64 + feats 21 + powers 43 = 150 pts ---- Design Notes: Here's an unspeakably gorgeous femme fatale, ready to spin webs of social trickery, deception, and persuasion for the greater good. She's a tremendously talented social manipulator, easily capable of wrecking anyone close to her PL who isn't equally talented, she also has tremendous powers of persuasion that may well be influenced psychically. Did she mind-control that guy into punching himself in the face, or is she just that persuasive? Did those people unlock the door for her with a smile because she batted her eyelashes at them, or because she's an incredibly powerful psychic who got in their heads and changed their minds for them. Archetypes like this are classic bad-girls-made-good, a perfect comic book archetype. The downside being that male writers will assume that confident women in control of their sexuality are prostitutes and dress them accordingly. Luckily, we have the scorn and derision of our player base to prevent you from doing that here. Depending on descriptors, I could see this as a magical heroine as well: perhaps a latter-day Siren or descendant of some other impossibly beautiful race that specialized in manipulating people. (There's actually a certain Marvel heroine who turns out to have that as her origin, but I don't want to spoil the story for you...) If that's the case, you probably want to shuffle her Super-Senses around to give her a more magical feel. She works just fine as a psychic, though, her inhumanly high base Charisma perhaps a result of being attuned to the thoughts and emotions of others from earliest infancy. (That also might explain why she used to be a manipulator rather than a hero, until she had whatever defining moment that induced her Face-Heel-Turn). You could easily build her with much more Wealth and social connections than I've given her here, but I've gone with the idea that this is her having just walked away from her villain career, and thus without having had time to rebuild her connection. Remember that interaction skills are not something you really want to use on PCs. Don't press too hard about how likeable/scary you are, and you'll do just fine. If other people don't react to your character the way you want, well, that's their lookout! You can only control your character and make her the awesome lady you know she is. If need be, seek out stories where her supernatural charisma and manipulation will be a blessing for you rather than a problem. And hey, the nice thing about having Emotion Control in your array (which with Penetrating can threaten anyone) is that if need be, you can use it on occasions when interaction skills shouldn't be used. (Though you obviously shouldn't Emotion Control your colleagues! Anymore...)
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Azuth, I do know how Evasion works, thanks! (Not sure why you'd want a GM who didn't...) I misread your roll as being underneath 20. OK, so it looks like this: Wisp: 26 (uninjured; 1 HP) Angel: 15 Guy Fawkes II: 14 Crow: 14 (bruised and stunned, 2 HP (1 base+1 for the move action to put on his coat) Heka: 14 [has prepared a 20 pp Ritual for this encounter] Zap: 13 (bruised; 1 HP) Diehard: 12 Blackfire: 9 The four villains you can see are about 30 feet away from the group. Angel is in on her throne, Heka is at her side, and Diehard and Guy Fawkes are menacing the hostages. Wisp is up, and has 24 hours to reply from the date of this message.
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Sharl was torn. Go with his friends and allies to help save his city, or stay with the family he hadn't seen in months? For the moment, at least, a teenager's impulse to be reunited with his family won out. He couldn't just walk out of his mother's embrace for goodness' sake! "I'll...I'll stay here for now," he finally said, feeling guilt both for his choice and for debating it for so long. "You can keep in touch with me, right?" he asked Mary. "In case you need help with anything, or any guidance in the city, I'll be there. I told you about the slideways," he reminded himself, "and the anti-grav transports, if you need to get there faster..." On the map, the nearest 'blocked off' zone was at ground level in the industrial world outside of town; an oxygen-scrubbing plant having been closed down and blocked off some days earlier.
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"I do approve of Lois," said Joan, sounding like she meant it. "Whatever she does, whatever choices she makes, she's my little girl, and I want her to be happy with what she does. I'll always be there for her." She opted not to mention the time that no good ref had asked her to leave Lois' soccer game, or the time she'd tried to encourage Lois to beat people up at school if they made fun of her. Charlie had given her enough crap about that at the time, she didn't need to hear about it again. And luckily, Lois took that chance to come back, holding in her hand what was probably the flash drive. "Hi Mom, hi Miss Americana," said Lois, giving them both a smile. "I found this," she added to the beautiful science lady, "It's the right model, right?" And it was, and as she handed it to Miss A, she squeezed her mom's hand too. Which meant she had heard something, most likely, which meant...Joan's pride squirmed for a moment before she squeezed her daughter's hand in reply. Which meant she needed to start watching what she said around her little girl! That's my good little snooper...
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Taken aback by the giant insects, Harrier watched with fascination as Beeatrizz sang out in her gigantic voice "ITZ GOOD TO ZEE YOU TOO FLEUR DE JOIE! LOOK AT YOU, READY TO HATCH!" She laughed, amused by the joke, in a voice to make your teeth vibrate. The bees were pleased to know Fleur de Joie was having young of her own, especially with promises of frequent visits with the baby. "I WAZ TAKING THE BABIEZ OUT FOR A FLIGHT AND THEY WANTED TO ZZE YOU! WHO IZ YOUR FRIEND?" Even as she spoke, the giant baby bees bounced over to say hello, flapping up and down on their little wings as they called out to Fleur. "HELLO! HELLO! FLEUR FLEUR!" They seemed quite pleased to see her, and interested in rubbing their giant feelers all over her and Harrier as well. For his part, Harrier actually laughed. "I...I am afraid I have no pollen for you!" he called.
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"I've never..." Joan trailed off. Or had she? "I've never tried to tell her she couldn't succeed, or she shouldn't," she insisted, as if she was trying to convince herself. "But sometimes she does things I don't want her to do, and I try and talk her out of them..." She ran her fingers through her almost-mannishly short black hair and said, "I hated the world when I was Lois's age. Especially school. I was tall, I wasn't a white girl, and the only thing that kept me from shutting down entirely was my mom getting out there and making sure I made something of myself. I just wanted to do the same thing for Lois."
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"No," Harrier insisted as his body avulsed back into flesh. "No, this is no tragedy." He looked out over the ruin before them, then back at her green garden behind them. "This world survived its own destruction, even as a ruin, and the people lived even though they'd lost so much of what they'd once had. And now flowers are blooming again, and birds beginning to sing, and that's no tragedy at all. You should not feel sadness when you look at this world." Cocking his head against a distant drone, he added, "Do you have industrial machinery here?"
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"My career," said Joan, fighting the palpable urge to reach out from under her floor-length skirt and throttle this obnoxious, bossy little...Instead, her voice dripped angry ice as she said, "My career is about taking down people who hide corruption behind their pretty faces. I have no regrets about being a journalist, and I stand by everything I have written," she said, jabbing her finger at Miss Americana. "And as for my Olympic career, I was representing our country while you were learning new and better ways to get your hair done!" she seethed. "You can't make me feel bad for being one of the finest athletes in the world. I've had a good life," she insisted. "And my daughter's going to have a good life too. And until she can make decisions for herself, I'm going to make them for her and I..." Joan stopped, her stricken feelings writ large across her face, as her words settled into her own ears.
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Joan's mouth almost dropped as Miss Americana went on, but she kept her composure until the unspeakably gorgeous heroine finished her dressing-down. "Why, you high-handed busybody!" She fired back, drawing herself up to her full height as she glared down at Miss Americana. No easy feat, since in those damned heeled boots Miss A was almost as tall as she was. "How dare you think you can judge my daughter and I after just one conversation! Lois is ten years old, she doesn't know what she wants out of life yet! It's my job to make sure she doesn't trap herself in bad choices and never be able to...to be the person she'll realize she wants to be!"
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Okay: Crow is down 2 HP and is bruised and stunned. (He has 1 remaining) Wisp is down an HP and bruised. (She has 1 remaining) Zap is down an HP and is bruised. (She has 1 remaining) I need initiative rolls from everyone. Here is the Fearsome Five's init Angel goes on 15 Guy Fawkes II goes on 14 (since he has the higher init modifier) Heka goes on 14 Diehard goes on 12 Blackfire goes on 9
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The President of the United States PL: 10 (150) Abilities: 36 pp STR 30 [20] (+10/+5) DEX 16 (+3) CON 30 [20] (+10/+5) INT 12 (+1) WIS 14 (+2) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Unarmed) DEF: +6 (+3 flat-footed) Init: +7 Grapple: +21 Saves: 7 pp TOU +14 (+10 Con, +4 Protection) FORT +10 (+10 Con) REF +5 (+3 Ref, +2) WILL +7 (+2 Wis, +6) Skills: 14 pp=56 r Bluff 8 (+10)* Diplomacy 13 (+15)* Knowledge (Civics) 9 (+10)* Languages 4 (Bahaus Indonesian, Hawaiian, Latin, Swahili) (Base: English) Notice 8 (+10) Sense Motive 13 (+15)* Feats: 16 pp All-Out Attack Attack Specialization: Unarmed (2) Connected Fearless Improved Initiative Leadership Luck (2) Move-By Action Power Attack Quick Change Takedown Attack Skill Mastery (Bluff, Diplomacy, Knowledge [Civics], Sense Motive) Ultimate Skill (Diplomacy) Uncanny Dodge (auditory) Powers: 55 pp Enhanced CON 10 [10 pp] Enhanced STR 10 [10 pp] Immunity 9 (Life Support) [9 pp] Impervious Toughness 10 [Drawback]) [9 pp] Protection 4 [4 pp] Super-Strength 5 [Dynamic] [Heavy Load: 24 tons] [10+1+2=13 pp] DAP: Flight 5 (250 MPH) Drawback: 2 pp Vulnerable (vs. magical damage) (uncommon, moderate) [-2 pp] costs abilities 36 + combat 24 + saves 7 + skills 14/56 + feats 16 + powers 55 - drawback 2 = 150 pts ---- Design Notes: Inspired by Alex Ross's famous painting, my recent build for a more damage-focused paragon, and various builds on this thread, I present the President of the United States as a superhero! Though he's a tough paragon and very powerful, his primary area of strength lies in his social skills and ability to maneuver: he's very persuasive and very reassuring, and generally good at keeping the people on his side. (He's a natural for Inspire, but that should be something he accumulates with time as his relationship with the American people grows.) With his +10 Civics, he could easily have taught Constitutional Law on the collegiate level; with his Diplomacy, he'd have made a great community organizer. I didn't buy a lot of status or benefits to reflect his position as President: given the many demands that position will surely place on his time, its benefits are about equal to its drawbacks. The Complications of the White House are, of course, a great source for HP! It's up to you whether or not he's public with his super-identity or not. I'm not going to lie, the Refs may not be open to you playing the President of the United States as a PC. When you think about it, it could lead to a whole host of problems. But that's OK, you can easily make this some other politician, or wealthy community leader or what have you: something like Geez3r's Brick with (Bankroll/Bible) build over in his own thread. He also works as a retired hero who has gone into politics but has now been pushed into taking up his old career: you can explain a paragon with no attack tradeoffs as someone who is weaker than he used to be, or someone with a significant amount of training to make relatively weak strength formidable. This could be a challenger for Mayor O'Connor or Congressman Walsh, or even a holder of some other elective office in or around the city. Senator Paragon? Why not? Your classic flying bricks have all kinds of potential origins. Is he from an alien planet, rocketed here by his father to escape a dying sun? Our savior from the distant future, or a relic of a forgotten Atlantean past? Or maybe you take a page from Freedom City's own Centurion and say he came here in a machine that took him across dimensional boundaries? I went with the classic vulnerability to magic: any magical damage effect will force a save given that it bypasses his Impervious, and he'll be weaker against your typical wizardy blasts and the like. (That keeps him from being a creampuff before any and all magical effects like Mind Control, but it means that if he gets zapped by a magical entity's powers, it's really gonna hurt!) You could give him Normal ID easily enough, but I've gone with the idea that he always has his powers and is using Quick Change in the pic above.