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The teens spent a long and busy night down in the sewer, catching what sleep they could, eating their trail rations, when they weren't making plans for what to do on the world aboveground. Edge spent his time poring over the debriefings of the alternate version of Daisy Gibbons, doing his best to try and piece together everything he could about this grim world. It wasn't enough; Daisy had spent little time studying the combat specifications of her school before she was given permanent detention, but it was too much, between the grim alternate history that only reinforced the horrors the League had learned on their visits, the unhappy life Daisy had lived at the school as she learned the horrible things that would be required of her...luckily, they hadn't gone into much detail about her 'life' with Hex. That, Mark decided, would have simply driven him mad. The robots down here were familiar, perhaps too familiar to Midnight who after all was a good student and was at least basically familiar with various Foundry designs. Here were war robots there, infiltration models there...but this Talos was a father, not a builder, his creations were all sentient, though not all intelligent, and they all bore the mark of terrible carnage about their bodies. Repairs weren't that tough, not with his expertise and all the parts available, but there were so many. Talos himself needed significant repairs to his chassis, the results, he explained, of going toe-to-toe with Captain Thunderbolt and Lady Anarchy while assisting a Resistance cell's evacuation down along the coast. "I can build myself another body," he explained, "but until I can do that for all my people...I prefer to use that power sparingly." For her part, casting her mind out into the world was a thoroughly unpleasant experience for Sage, especially when she reached the minds of the students at the Syndicate Academy. She'd seen into places as bad, but seeing so many minds so-familiar gone paranoid and vicious in place of open and friendly, gone spiteful and cruel in place of loving and giving, was an easy enough thing. She found what might have been Singularity easily enough, a layer of numbness over a bottomless well of agonized despair, like looking into the minds of the victims of Dachau, but it was tougher to find the others amidst all the equally unpleasant minds at the school. She found 'herself' with Hex, Mark's mind turned cold and hard and deadly, though no thicker for all its evil, and while she couldn't make out the details, they were enjoying each other's company far too much for her comfort. Pathos was noticeable for the way she glowed like a radioactive sun, a happy, poisonous ball of malevolence that was in the middle of doing things to an unruly freshman that Sage preferred not to think about. As for the Blank, there was no sign of him at all... It was early the next morning that Talos roused the students. "Mind-Master comes, and he brings with him a friend. Come with me."
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The Conquering Mind (IC)
Avenger Assembled replied to Avenger Assembled's topic in Wharton State Forest
Two of the humanoid shapes hovering over Lonely Point flew towards Protectron and Sharl, both of them flying fast enough to make mini-sonic booms as they blew past the robot above and the electronic teenager above. One blew past them both, the Asian woman in translucent armor wearing a blank expression and making no noise as she went. The other, a glowing blue man with the same empty look, stopped and focused on the robot. "Artificial intelligences cannot be Conquered," the mind-controlled hero informed Protectron, alien anger in his voice. "Instead you will be destroyed!" And he did his best to make good on that threat, hurling a bolt of lightning directly at Protectron's chestplate! -
Blue Wall is going to continue past Protectron, moving all out. With her flight speed, she travels 20,000 ft and will be at the Lab next round. Electrolux is going to attack Protectron. (I'll say Protectron isn't flat-footed for this, since combat is ongoing and he did just see Blue Wall fly by.) 14 Fiat 21 with the Fiat That's a DC 25 Tou save for Protectron, who is up.
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Yes
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Electrolux: 19 Blue Wall: 23
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The Conquering Mind (IC)
Avenger Assembled replied to Avenger Assembled's topic in Wharton State Forest
Sharl thought for a moment as he studied the Bay beneath him, and then suddenly flew beneath the water, the electronic teenager disappearing without a ripple beneath the waves! It was a disorienting experience, but since he wasn't breathing, wasn't really _interacting_ with the water at all except through the tiny friction of his mobile emitter, it was actually an easy enough flight once he got over the psychosomatic urge to fill his lungs as 'water' closed all around him. "I'm okay," he said over his commlink to Protectron, his voice carrying clearly despite the physical matrix in which he was embedded. "They won't be expecting me from this angle!" Sharl had to force himself to focus on the dangerous mission, and not gawp in awe at the bay laid out clearly beneath him! -
The Conquering Mind (IC)
Avenger Assembled replied to Avenger Assembled's topic in Wharton State Forest
A few seconds after veering off, the missile exploded in mid-air, a blast that would have been lethal in a city a mere loud firecracker in the sky over the Bay. All was quiet at first, though Sharl took the opportunity to whoop as he headed for the base. Miss A and the others had done it! I should have known the heroes of Freedom City wouldn't be put off by some stupid missile being fired at them! "Woo-hoo! I can see pieces of that thing falling into the Bay!" he radioed to the others, tapping his little holographic commlink. "You did it!" He kept heading towards the base, flying low over the Bay so as to escape detection, and for a little while, everything looked quiet. Meanwhile, still connected to the base computer, Miss Americana detected another missile launch being prepped: this one a much larger cruise missile that would take out the entire block if it hit the Lab! The lab animals, which had started settling down second earlier, were getting mighty upset again... -
That'll easily let you take the missile. Give me a Pilot check to see exactly where it goes.
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A while later, Quo-Dis and Corbin lay on his bed, looking up at the ceiling, neither of them having been able to speak for a while. "That was...very remarkable," the Ultiteen finally said, looking quite pleased with herself for all they'd done together. "Remarkable indeed. That was very interesting, Corbin Hughes." She hmmed and turned over to look at Corbin, sheet pulled up to her collarbone. "Did you enjoy it too? I thought you did." she asked, the question looking serious indeed from the look on her face. "Did you?"
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At Fulcrum's arrival, Fusion made a decision. She was making the kids uncomfortable, she could tell, and she was wise enough to know that it sometimes took more than one conversation to break through the barriers of defensive snark that teenagers could put up. Better to exit gracefully for the moment, and have a chance to talk with them later, than be remembered as the old lady who ruined the _entire_ evening. "We're really packed...but I won't take a seat away from Grimalkin's teammate!" She slid away from the table, discreetly passing the dealer's deck over towards Grim. As odd as the little pixie was, she was probably better at playing poker. "Here, let me leave the table with some of my chips intact. I'll go stretch my legs for a while." She made a show of yawning, extending her limbs out, and then pulling them back, as she got out of Fulcrum's way.
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Master of Disguise PL: 10 (150) Abilities: 24 pp STR 24 [14] (+7/+2) DEX 24 [14] (+7/+2) CON 24 [14] (+7/+2) INT 10 (+0) WIS 14 (+2) CHA 18 (+4) Combat: 24 pp ATK: +6 (+9 Melee/+13 Unarmed) DEF: +13 (+3 flat-footed) Grapple: +16 Init: +7 Saves: 4 pp TOU +7 (+7 Con) FORT +7 (+7 Con) REF +7 (+7 Dex) WILL +6 (+2 Wis, +4) Skills: 44 r=11 pp Acrobatics 8 (+15)* Bluff 15 (+19)* Concentration 13 (+15) Disguise 1 (+5/+55) Stealth 3 (+10)* Feats: 19 pp Acrobatic Bluff Attack Focus: Melee (3) Attack Specialization: Unarmed (2) Challenge (Improved Bluff) Dodge Focus (7) Skill Mastery (Acrobatics, Bluff, Disguise, Stealth) Takedown Attack Uncanny Dodge (auditory) Powers: 67 pp Container 7 (Face-Stealer) [35 pp] Mimic 2 (all traits) (Extras: Range [Perception]) (PF: Subtle) [15 pp] Morph 8 (humanoids) (PFs: Covers Scent, Precise, Second Chance 2 [bluff checks, Disguise checks] [20 pp] Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] Leaping 1 (x2) [1 pp] Speed 1 (10 MPH) [1 pp] costs abilities 24 + combat 24 + saves 4 + skills 11/44 + feats 19 + powers 67 = 150 pts -- Design Notes: I did a Mystique build upthread, but here's my take on a slightly alternate version of the world's best disguise artist. She's really, really good: her Morph is damn near undetectable by anyone even closer to her PL, her Mimic means she can imitate the skills, feats, and knowledges of the people she's copying with incredible accuracy (sure, she can only do 10 PP worth at a time, but 10 pp will buy you a lot of those: they're cheap!), and even their superpowers if she's suitably pressed. With her high Bluff, Acrobatic Bluff, and OK Stealth, she has a lot of options for feinting, tricking, and getting up close and personal before she knocks them out and copies them down to the smallest detail. Her biggest weakness (what keeps her from being ridiculous) is that all her powers are Concentration based. While she's got a very high Concentration score, if nothing else she is still going to have to sleep eventually. But that's OK, heroes usually don't impersonate for longer than it takes to sneak in the door. Note that she doesn't actually have to grapple someone or knock them out to copy them, given that her Mimic is Perception Range. I'd say she'd need time to study someone for a really good Morph, but beating them up is more fun, and shoving them in your closet while imitating them is a lot more merciful than the villainous style of breaking their fool neck. It helps explain where that other guy went, anyway! Sure, it's theoretically possible for specialists above her PL, or even at her own, to penetrate her disguise under the right circumstances, but she can still handle herself in a fight after that happens, especially given some good use of Morph and Mimic even in battle. There are better fighters than her, but that's OK, she can be nearly their equal when she can see them, but of course she can't break PL caps. A sample idea: "Shoot her, she's the fake one!" "No, shoot us both! It's the only way to be sure!" But then it turns out that the _real_ Master of Disguise is the one with the gun! (No, I'm not sure how that makes sense either, but it looks really badass when you see it on the screen)
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Icy Genius PL: 10 (150) Abilities: 40 pp STR 30 [20] (+10/+5) DEX 10 (+0) CON 20 (+5) INT 20 (+5) WIS 20 (+5) CHA 10 (+0) Combat: 32 pp ATK: +8 (+10 Cold Control/Unarmed) DEF: +8 (+4 flat-footed) Init: +5 Grapple: +13/+22 Saves: 11 pp TOU +12 (+7 Protection, +5 Con) FORT +8 (+5 Con, +3) REF +5 (+0 Dex, +5) WILL +8 (+5 Wis, +3) Skills: 56 r=14 pp Climb 5 (+10) Craft: Mechanical 10 (+15) Knowledge: Life Sciences 5 (+10) Knowledge: Physical Sciences 10 (+15) Knowledge: Technology 10 (+15) Medicine 5 (+10) Notice 5 (+10) Sense Motive 5 (+10) Survival 1 (+6) Feats: 5 pp Inventor Luck Master Plan Power Attack Speed of Thought Powers: 48 pp Cold Control Array 10.5 (21 pp powers; PFs: Alternate Power x2) [21+2=23 pp] BE: Blast 10 (PF: Accurate) 'freezing blast' AP: Create Object 10 (Extra: Duration [Continuous]; Flaw: Permanent; PF: Precise) 'ice sculptures' AP: Snare 10 (PF: Accurate) 'ice snare' Device 3 (Suit) (Hard to Lose) [12 pp] Enhanced Feat 1 (Alternate Power for Cold Control Array) {1} Enhanced Feat 1 (Attack Specialization: Unarmed) and Enhanced STR 10 (to 30/+10) and Super-Strength 4 (effective Str 50; Heavy Load: 12 tons; PF: Groundstrike) {1+10+9=20/21} Impervious Toughness 10 {10} Flight 2 (25 MPH) {4} Immunity 6 (aging, cold damage) [6 pp] Protection 7 [7 pp] costs abilities 40 + combat 32 + saves 5 + skills 14/56 + feats 5 + powers 48 = 150 pts - Design Notes: So a few years ago, this scientist was caught in a deadly industrial accident that changed him forever. He went a little mad, did some damage, but luckily he hooked up with a local costumed adventurer who helped him fix up his condition and treat his thought-terminally ill wife. So now he's better, and so is she, and he uses his formidable scientific abilities as a superhero. This is something of a merger of Mr. Freeze from Batman and Madame Zero from the Freedom City universe: he wears powered armor that increases his strength and makes him bulletproof, but the armor doesn't give him his powers and he doesn't have a freeze gun: those are innate to his nature nowadays. He's not a great fighter and he doesn't have great saves, he's focused on his wide variety of abilities and his many exciting superpowers. One thing I didn't give him was the traditional vulnerability to non-freezing temperatures that characters like this often have in comics, largely because there are so many ways to do that. You could do everything from Vulnerability (extreme heat) (uncommon, major) which would essentially destroy him on a hot day (and net you about three points) vs a full-on Weakness where his Con is drained directly by being stuck outside of freezing temperatures. If the latter is the case, put Environmental Control in his powersuit for gods sake! That'll lower the points you get for the drawback, but at least you won't die. As it is, consider "is thrashed by normal temperatures" as a Complication. It wouldn't hurt to restrict his suit to people with Environmental Immunity: Cold while you're at it. If he's out of his suit, doing something boss like flying into a building on a column of ice from a broken fire hydrant is a powerstunt off his big array, of course. Put his powers in an easy to lose freeze gun if you want to save even more points, or in the suit if you want to compromise. How's his relationship with his wife now that his body has changed; is she interested in seeing other people, helping him find a cure, or is she interested in getting the same treatment so they can live together in a frozen world? Then there's the issue of that Madame Zero, who offers him a world where he can go outside in full comfort without his suite, and one where he can finally get final revenge on that corporate fatcat he helped put away early in his career. And maybe, if it's a hot enough day and he's been watching the kids play in the park, forever unable to join them without technological shielding, it'll be just a little tempting...
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Triplicate Hero PL: 10 (150) Abilities: 36 pp STR 20 (+5) DEX 18 (+4) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 32 pp ATK: +8 (+11 Melee/+15 Unarmed) DEF: +15 (+4 flat-footed) Init: +12 Grapple: +15 Saves: 9 pp TOU +5 (+5 Con) FORT +7 (+5 Con, +2) REF +6 (+4 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 80 r=20 pp Acrobatics 1 (+5) Bluff 8 (+10) Climb 1 (+6) Craft (Mechanical) 10 (+10) Drive 1 (+5) Gather Into 8 (+10) Knowledge: Technology 10 (+10) Languages 4 (Algonquin, Dutch, German, Russian) (Base: English) Medicine 8 (+10) Notice 13 (+15) Sense Motive 13 (+15) Survival 3 (+5) Feats: 18 pp Attack Focus: Melee 3 Attack Specialization: Unarmed 2 Dodge Focus 7 Improved Initiative 2 Luck 2 Uncanny Dodge (auditory) Well-Informed Powers: 35 pp Concealment 10 (all senses) (Flaw: Miss Chance Only) [10 pp] Enhanced Feats 11 (Beginner’s Luck, Eidetic Memory, Evasion 2, Improved Crit 2 (Unarmed), Jack of All Trades, Second Chance 2 (Notice, Sense Motive) Takedown Attack 2) [11 pp] Feature 1 (Temporal Inertia) [1 pp] Triplicate Array [10+3=13 pp] Add Autofire 2 to Unarmed AP: Super-Movement 3 (Dimensional Movement) (any dimension) (Extra: Portal [+2]) (Flaw: Uncontrollable) AP: ESP 3 (1000 ft) (visual and auditory) (PF: Rapid [x10]) AP: Teleport 10 (1000 ft) (Flaw: Short-Range Only) costs abilities 36 + combat 32 + saves 9 + skills 20/80 + feats 18 + powers 35 = 150 pts Design Notes: This is a build for a hero like the Legion of Superheroes Triplicate Girl, a Silver Age heroine who had the power to turn herself into three equally vulnerable...look, it was the High Silver Age, just go with it. This version of the concept, like my other Duplicator build, is built without the Duplication power at all: rather than summoning minions, she deploys her other selves to punch many, many times at once, as scouts, shields, or just as ways of popping in and out of places. (i.e., it turns out that was the 'fake' Triplicate and the real one was elsewhere). She doesn't have the area-sweeping or ganging-up powers that the other Duplicator had, because she can only summon two other versions of herself rather than an infinite number, but she's still a pretty effective combatant, all things considered. Fluffwise, I went with the idea that rather than being a mutated Human Alien, she actually has the ability to summon versions of herself from other dimensions, a little bit like Invincible's antagonist Angstrom Levy. Hence the ability to have slightly variable skills and knowledges, as well as the Dimensional Movement. This should be treated as a useful plot device by the GM (i.e., accidentally summoning the traumatized, about-to-be-executed Erde version of yourself is a great adventure seed for your first trip to Naziworld!) as long as it's not in the hands of a player liable to give you problems. Dimensional Movement is pretty problematic, but since she has no way of controlling exactly where she's going to land (at least without a power stunt), that shouldn't cause you problems either since the GM can just say "Well, you've opened a portal to After-Earth. Start making Fort saves vs. Radiation...) The Dimensional Movement thing also lets you split the difference between panicking when "another self" is zapped and spending your dupes like water: assume for the most part that the dupes are just versions of you from similar universes who know this is part of the package deal, and don't be afraid to say "Oops, you got summoned by Ani-Earth You to go fight the Serpent Society for a while..." as an exciting complication. I've given her the languages and skills of someone who's found herself in some unpleasant places by accident, fluff those as necessary for your intentions. Hooking her up with a rubber bouncing man is your lookout, naturally. A character like this can fit into a lot of niches in your game, whether you're in High Silver Age action or a grittier reboot-style adventure. Triplicate Girl gets used for a lot of ribald humor in the Legion comics; I say foursome jokes are all fun and games till suddenly you get hit with three times the child support payments!
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Electrical Paragon PL: 10 (150) Abilities: 20 pp STR 30 [16] (+10/+3) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 24 pp ATK: +6 (+10 Electrical Powers/Melee) DEF: +10 (+3 flat-footed) Init: +6 Grapple: +9/+20/+24 Saves: 11 pp TOU +10 (+3 Con, +7 Protection) FORT +6 (+3 Con, +3) REF +6 (+2 Dex, +4) WILL +6 (+2 Wis, +4) Skills: 48 r=12 pp Diplomacy 10 (+10) Knowledge: Physical Sciences 2 (+2) Knowledge: Technology 10 (+10) Languages 2 (French, German) (Base: English) Notice 8 (+10) Pilot 8 (+10) Sense Motive 8 (+10) Feats: 16 pp Attack Focus: Melee 4 Dodge Focus 4 Improved Initiative Interpose Luck 2 Power Attack Precise Shot Takedown Attack Uncanny Dodge (mental) Powers: 67 pp Electrical Array [22+3=25 pp] Drain Electricity 10 (Extra: Ranged) (PFs: Accurate 2) AP: Electrical Control 10 (PFs: Accurate 2) AP: Enhanced STR 14 and Super-Strength 3 (Heavy Load: 6 tons) AP: Telekinesis 10 (Heavy Load: 12 tons) (PFs: Accurate 2) Flight 5 (250 MPH) [10 pp] Immunity 9 (life support) [9 pp] Impervious TOU 10 [10 pp] Protection 7 [7 pp] Space Travel 1 (1c) [1 pp] Super-Senses 5 (Darkvision, Detect Electricity [2] [mental] (Ranged)) [5 pp] costs abilities 20 + combat 24 + saves 11 + skills 12/48 + feats 16 + powers 67 = 150 pts Design Notes: Here's a build for a flying brick with an electrical theme, like the Blue Superman of the 1990s or like Freedom City's own Captain Thunder. He's a powerful character who can do a wide variety of tricks related to his electromagnetic theme: he flies very fast, hits very hard, and can manipulate electricity in many exciting ways: blasting people with bolts of energy from his hands, draining the electrical energy from foes or from that overloaded substation that's about to blow and take half a city block with it!, or by moving things around magnetically. Note that I've given him regular Telekinesis with the magnetic descriptor, which means he can toss around anything with the descriptor of grabbing onto the electrical aura of people and things and moving them that way. He can actually lift more energy by projecting it than keeping it to hand, but there's just something about punching people in the face with an electro-fist that can't be beat! As I mentioned, this could easily be a Year One Captain Thunder: feel free to adjust the skills I gave him accordingly if you don't like that. (Hmm, now that I think about it, there's something very clever about Captain Thunder, who 'replaced the Centurion' in people's minds for a while in the 1990s, much to their chagrin, being an electrically powered paragon. If nothing else, maybe CT used to wear the ridiculous blue costume.) This could be Captain Thunder II as well easily enough: maybe this is Bolt as an adult, or maybe it's a pilot who Ray Gardener saved via the proper application of multiple bolts of lightning, thus giving a part of his powers to this new guy! If you like the theme, maybe this guy used to be active in the 90s and has recently come back out of action, maybe keeping the classic electrical suit (which wouldn't have been so bad on anyone but Superman) or going his own way. You could tweak the theme around any other element you wanted: Captain Thunder proper is more of a weather-controlling paragon, while someone like Captain Atom or Firestorm would be more focused on nuclear energy. Electricity does have the advantage over nuclear of not having Captain Greenpeace trying to hassle you at work with his endless environmental jiggerypokery, and over weather in that no one bothers you to change the temperature.
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Sharl does the same, getting 400 ft closer. Lousy slow Flight 1. Okay, new round. The missile will impact with Protectron's location in 7 rounds and with the Lab in 8. Miss A is up.
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The Conquering Mind (IC)
Avenger Assembled replied to Avenger Assembled's topic in Wharton State Forest
Sharl chewed his lip, the electronic teenager torn between helping Miss A, helping Protectron, trying to stop the missile himself, and...I don't know! He thought desperately! "I'm going to keep going," he told the others through his commlink, and so he did. Sharl dipped down right to street level, weaving in and out between buildings as he pushed himself to his utmost. I'm so slow, he thought angrily, I'm so slow, and that missile is so fast. I'm supposed to be a computer program! Why can't it just be a little...faster... -
Quo-Dis waited patiently until Corbin closed the door behind her before she fixed her gaze on his, and for the first time he saw her eyes glowing with the yellow-white energy that was her people's birthright. She had a definite energy about her entire aspect, seeming to glow with veritable inner fires. "Take me to your room, Corbin Hughes," she told him in a voice with a definitive reverb. "Take me there now." She demonstrated the urgency of the situation by floating in the air and reaching down to take his hand.
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Since Gina needs to stay connected to the robot in this scenario, have an HP for your Cyberkinesis being tied up here.
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Miss A: 25 Dragonfly: 23 Protectron: 17 Sharl: 8 Miss A is up
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Harpoon Missile is headed for the Lab, fired by the possessed crew of a vessel currently docked at Lonely Point. It'll be a Blast 12 (Area: Burst) effect. There are nine rounds till it reaches the Lab, eight rounds till it reaches Protectron and Sharl at their current location. Sharl: 8
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The Conquering Mind (IC)
Avenger Assembled replied to Avenger Assembled's topic in Wharton State Forest
Outside, Protectron and Sharl headed together for the Lonely Point Naval Base, Sharl sucking up his fears in the face of adversity. Think of what Gina would say, or Miss A! Come on, Sharl, he thought to himself, you've faced the end of the world, madness, and everything else, you can handle some low-tech...holy crap! In front of them, suddenly something erupted out of Lonely Point Naval Base in a column of fire, a spear of shining silver that was headed...headed straight for the Lab! "Ohmigodohmigod!" Sharl wasn't familiar with the exact specifications of American naval missile architecture, but he did know that there was a big one headed straight for he and Protectron, and after them their friends, and perhaps the only hope for liberating Freedom City from the rule of the unknown mind that had conquered the city! "Miss A Miss A! They shot a missile at the Lab!" -
"Can do," agreed Edge. "Here, I've been trying something new..." He concentrated, and the world faded out, but not in the abrupt wash of blackness and color that had come before. Instead, this time the world reappeared in a gradual slotting of colors like a spectral patterns: first the deep reds, then the blue-greens, the lighter greens, then the blueish reds, then finally deep blue and yellow, all blurring together into the sudden shape of the world. "Woah, weird..." Edge looked around and said, "Okay, I think we're in an alley in the back. Let's go!" And with that, he led the way inside the Harbrook!
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Nemesis PL: 10 (150) Abilities: 26 pp STR 26 [16] (+8/+3) DEX 26 [16] (+8/+3) CON 26 [16] (+8/+3) INT 12 (+1) WIS 14 (+2) CHA 12 (+1) Combat: 32 pp ATK: +8 (+12 Unarmed) DEF: +12 (+4 flat-footed) Init: +12 Grapple: +16 Saves: 5 pp TOU +8 (+8 Con) FORT +8 (+8 Con) REF +8 (+8 Dex) WILL +7 (+2 Wis, +5) Skills: 52 r=13 pp Acrobatics 8 (+15) Bluff 9 (+10) Gather Info 9 (+10) Investigate 4 (+5) Knowledge: Streetwise 4 (+5) Languges 1 (English) (Base: Spanish) Notice 8 (+10) Search 4 (+5) Sense Motive 3 (+5) Stealth 2 (+10) Feats: 17 pp Acrobatic Bluff, Attack Specialization: Unarmed 2, Dodge Focus 4, Evasion, Improved Initiative, Leadership, Luck, Move-By Action, Power Attack, Takedown Attack, Uncanny Dodge (mental), Well-Informed Powers: 57 pp Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] Immunity 1 (aging) [1 pp] Leaping 1 (x2) [1 pp] Nemesis 2 (Extra: Controllable, PFs: Assessment, Subtle) [20 pp] Speed 1 (10 MPH) [1 pp] Super-Senses 4 (Detect Weakness [mental]) [4 pp] costs abilities 26 + combat 32 + saves 5 + skills 13/52 + feats 17 + powers 57 = 150 pts -- Design Notes: Controllable is not a real extra for Nemesis, I made it up. But since you're already paying 9 for 5, and there are so few levels of it to begin with on this build, I think it's viable. We've generally suggested people avoid characters with Nemesis on this site. Since, as written, Nemesis requires the Ref to give your powers. This makes life very tough, especially since characters like the Instant Superheroes Nemesis build have very high levels of Nemesis, essentially forcing the Ref to make up a new character sheet for you every time you play. And no one wants to do that! So with this version of the character, I've gone with very low levels of Nemesis, and added the extra that lets you control what powers you get via Nemesis. (The Detect Weakness Super-Sense I added helps give a 'Required Secondary Power' for that Nemesis ability.) It's still a powerful ability, but with only 10 pp to allocate it shouldn't be that tough for an experienced player to handle. The character can also still handle himself just fine in regular melee combat, with the Nemesis more of a helpful surprise than the crutch you hang the sheet on. 10 pp can buy you a lot of things, but my advice is to use it to target the vulnerabilities of your opponents. 8 ranks of Drain Electricity to use vs. Captain Thunder? Super-Strength 4 to use to grapple Lady Liberty? (Though obviously your heroic character shouldn't be doing _that_...) Versus opponents you can't beat, Teleport or Dimensional Movement is a good idea. (In fact, it's a good way for the GM to send a message to the players that they're in over their heads if the guy with Nemesis suddenly has his powers lock on Teleport...) The _player_ has control over how the power works, but I think this archetype is much more fun if the character has no idea, or at least very little idea. Note that Nemesis probably does _not_ apply to things like environmental conditions, at least not as written. Refs generally hesitate to allow power-stunting off Variable Powers, given that the flexibility of VPs is already very impressive indeed. So what happens if you get chucked in a river? That's another reason this guy has so many other powers, so you can always power-stunt something off his other abilities and fluff it as his body adapting. His Gather Info and Well-Informed are part of his general ability to know what's going on with his antagonists.
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Robotic Policeman PL: 10 (150) Abilities: 32 pp STR 30 [16] (+10/+3) DEX 18 (+4) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 32 pp ATK: +8 (+10 Unarmed/+14 taser) DEF: +12 (+4 flat-footed) Init: +4 Grapple: +19 Saves: 11 pp TOU +8 (+5 Con, +3) FORT +8 (+5 Con, +3) REF +7 (+4 Dex, +3) WILL +8 (+2 Wis, +6) Skills: 52 r=13 pp Drive 6 (+10) Gather Info 2 (+4) Intimidate 8 (+10) Investigate 10 (+10) Knowledge: Streetwise 5 (+5) Medicine 5 (+7) Notice 8 (+10) Sense Motive 8 (+10) Feats: 21 pp Attack Specialization: Unarmed Attack Specialization: Taser 3 Benefit 2 (Hero of the People, Security Clearance [cops]) Dodge Focus 4 Equipment 2 Interpose Luck 2 Power Attack Precise Shot Takedown Attack Uncanny Dodge (radio) Powers: 41 pp Device 4 (easy to lose) (Taser Pistol) [12 pp] -Blast 6 (Extra: Autofire) (PF: Improved Crit) -AP: Stun 6 (Extra: Ranged) (PF: Improved Crit) Enhanced STR 14 [14 pp] Impervious TOU 7 [7 pp] Protection 3 [3 pp] Super-Senses 3 (Darkvision, Radio) [3 pp] Super-Strength 1 [2 pp] (Heavy Load: 1.5 tons) costs abilities 32 + combat 32 + saves 11 + skills 13/52 + feats 21 + powers 41 = 150 pts --- Design Notes: This is my build for a robotic policeman, a cyborg cop who is the result of some program experimenting with combining advanced technology and police training. Freedom City is not a setting that's terribly friendly to officially sponsored superheroes, but I think if you're willing to go with it, a police officer hero can be a good source of drama/complications. Don't make the necessity of reading criminals their rights and such a problem, make it something that works in your favor! He's a good shot, a good hand-to-hand fighter, and a really good inspiration for the boys in blue. Maybe he's a STAR Squad officer who was injured in the line of duty and repaired by Daedalus-tech, thus giving him a profound advantage in the field. I gave him enough Equipment to afford a good police motorcycle, but you could drop that to make him a foot patrolman. Reassign the Drive skill if you do that, of course. Another thing to do is give him a Minion or Sidekick that represents his partner, but as it is he's assigned as a solo cop: if he's got a partner, she's her own character, though I doubt you'll find many people who want to play a PL 3 cop in a supers game! Note that his service pistl is a taser, not a handgun: your superhero really, really shouldn't be busting caps in people. (I know I haven't been entirely consistent with this in this thread, but I do think there's a consistency here vs a vs devices) If you don't like the cop angle, he'd make a fine cyborg trooper recently discharged: that would also let you ignore all the complications of working for the police in the Freedom City setting. Maybe his parts were old enough that the government didn't need him anymore, but the setting is nice enough that they didn't just take them back. If you're going to do that, change his Impervious and tradeoffs a bit: he's outright invulnerable vs. street-level thugs and their hardware, but he's going to have to start making saves in a hurry if he's fighting military-grade folks.
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"I cannot," said Talos, creaking sorrow slipping into his mechanical voice. "One of my prize students made a mechanical student to infiltrate the Academy, some months ago, but she was found out and reprogrammed, and used to find him and..." He looked away, sitting with a quiet whine of metal. "Help my people first," said Talos frankly, his height putting him at eye level with Trevor even while seated. "Their wounds are mine. And then, then, I would not mind at least a chassis repair, much less internal adjustments...but as per your earlier question," he said, turning back to Erin, "I cannot. But I know someone who can. My friend the Mind-Master has found an agent inside the school, one whom he contacts telepathically. I will send a messenger to him, and he will meet us here with a connection to his agent...tomorrow." "He means he knows your double, Sage. Or knows of her." Unbidden, Mark kept thinking about his own double, even as the Anti-Talos nodded in agreement to Mark's words. "It makes a lot of sense. All your power, all the power your family has, and that sort of thing...that sort of thing stayed common between worlds. You'd be one hell of a bad guy." He wondered if Hex's mother had left. Or died.