Jump to content

Avenger Assembled

Administrators
  • Posts

    23,139
  • Joined

  • Last visited

Everything posted by Avenger Assembled

  1. Hope put her hand on Mark's thigh while fixating on Trevor, an intent look on her face. "Trevor, did you know the first Midnight?" she asked him. Trevor's secret ID was known to more people than he probably would have liked, but evidently Mark and Claremont as a whole hadn't been gossiping about who he was and where he came from. "You don't have to answer if you don't want," she added, "I know you have a secret ID. But Midnight's an...important man where I'm from." She ate with her other hand without interrupting her conversation at all, something she was evidently very good at. "So, uh, I'm going to Tanzania in July," said Mark suddenly, his unusually quiet voice at normal volume for everyone else. "I just wanted to make that announcement!" he added, brightening a little, as if actually saying the words made them more real. "I'm going to Tanzania for a three-month internship with UNISON's after graduation. If it works out, I might stay there the whole year."
  2. Exiled Prince PL: 10 (150) Abilities: 30 pp STR 18 (+4) DEX 16 (+3) CON 22 (+6) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 24 pp ATK: +6 (+14 vs. Medium-sized) DEF: +6 (+14 vs. Medium-sized) Init: +3 Grapple: -4 vs Medium Saves: 9 pp TOU +6 (+6 Con) FORT +7 (+6 Con, +1) REF +7 (+3 Dex, +4) WILL +6 (+2 Wis, +4) Skills: 56 r=14 pp Bluff 10 (+10) Climb 6 (+10) Diplomacy 10 (+10) Notice 8 (+10) Sense Motive 8 (+10) Stealth 10 (+13/+30) Survival 4 (+6) Feats: 9 pp Challenge (Accelerated Climb) Evasion Fearless Hide In Plain Sight Move-By-Action Power Attack Second Chance (Reflex save vs. being stepped on) Takedown Attack Uncanny Dodge (auditory) Powers: 56 pp Blast 6 ‘fireblast’ [12 pp] Device 1 (Sword of Lilliput) (Easy to Lose) (PF: Restricted [Fine Size Only]) [4 pp] Strike 2 (PF: Improved Crit, Mighty, Precise) Leaping 1 (x2) [1 pp] Speed 1 (10 MPH) [1 pp] Shrinking 16 (Extras: Duration [Permanent] (+0), Normal Strength, PFs: Innate, Normal Movement, Normal Toughness) [35 pp] Super-Movement 1 (Slow Fall) (PF: Innate) [3 pp] costs abilities 30 + combat 32 + saves 9 + skills 14/56 + feats 9+ powers 56 = 150 pts --- Design Notes: He’s the exiled prince of a corrupt kingdom, the lone hero of a world that’s turned against him in every meaningful way. One day he’ll take back his birthright and bring peace and order to his people, but now he’s on the loose, fighting for justice and honor in a world he never made. His home islands are very far from here, in the middle of a long, cruel war that’s stretched on for what feels like forever. His father, a cruel despot, exiled him for speaking out against his rule, and now all he has is his twin blades and the elemental magic that his people learned to defend themselves against the most terrifying threats of all. One day, one day he'll get back what’s his and he’ll save the day, but until then he’s an angsty, brooding prince, a skilled martial artist and elemental blaster, a master combatant with blade and flame who just happens to be three and a half inches tall. That’s right, this is Avatar’s Prince Zuko if he were the exiled son of the Emperor of Liliput. Deal with it. He’s actually pretty badass. Our house rules for Shrinking, while not perfect, do make it a much more effective power than it is normally. He’s a straight PL 6 against opponents his own size, making him a badass gentleman adventurer who may need some help against a really powerful enemy, but he’s a fast, mobile swordsman and blaster versus large opponents, easily capable of holding his own in combat against opponents much much larger and more powerful than he is. He’s in serious trouble if he gets into a grapple, of course, but between those killing blades (well, about the size of a scissors if pulled apart and forged into swords) and his fire powers, hopefully that's not ever going to come up. He’s almost always going to catch Medium-sized opponents flatfooted given his ridiculous Stealth bonus and Hide in Plain Sight: don’t be afraid to Power Attack your opponents as hard as you possibly can. His Leaping and Speed let him pull off some nice wire-fu style tricks, while his Slow Fall is an innate property of his small size: little things don’t fall with the same force (given air resistance) as big things. Rock that Gulliver connection, I say! Give him ties to the floating island of Laputa and make those mind-controlling horses his enemies. Perhaps Lilliput nearly fell after its first contact with the outside so many years ago, and the grim empire that sprang up afterwards is a natural descendent of the petty-minded kingdoms that once ruled those tiny islands. He’s not the first exiled prince of an outlawed state, no indeed. He’s got that Fearless because you’d kind of have to be a superhero in a world of giants, where you’re a twelfth the size of anything else and cats are a decent threat to your personal well-being. When suitably wroth, rip off your shirt as the doves fly by and pose artfully and angstily, a brooding champion of justice in a world that forever seems inclined to give him setbacks. He’d be a natural Claremont PC, but you could easily make him an adventurer in his own right, perhaps with an NPC elderly relative following him around?
  3. Amoeba PL: 10 (150) Abilities: 26 pp STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Melee) DEF: +10 (+3 flat-footed) Init: +7 Grapple: +13 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: 56 r=14 pp Bluff 8 (+10) Diplomacy 3 (+5) Knowledge: Life Sciences 8 (+10) Languages 3 (German, Latin, Spanish) (Base: English) Medicine 13 (+15) Notice 8 (+10) Sense Motive 13 (+15) Feats: 12 pp Attack Focus: Melee (4) Dodge Focus (4) Improved Initiative Luck Power Attack Uncanny Dodge (auditory) Powers: 64 pp Bacteria Array [32+1=33 pp] Corrosion 10 (PFs: Incurable, Reversible) AP: Nauseate 10 (PFs: Incurable, Reversible) Immunity 8 (cold, critical hits, disease, sleep, starvation and thirst, suffocation) [8 pp] Impervious TOU 10 (Flaw: Limited [Physical Only]) [5 pp] Insubstantial 1 [5 pp] Protection 7 [7 pp] Regeneration 0 (PF: Regrowth) [1 pp] Super-Senses 4 (Darkvision, Microscopic Vision 2 [cellular]) [4 pp] costs abilities 26 + combat 24 + saves 10 + skills 14/56 + feats 12 + powers 64 = 150 pts --- Design Notes: This build is for a character whose power is being a giant amoeba, or colony of bacteria, or other such microscopic life. It’s based on the suggested archetype from Instant Superheroes, with a few additions of my own. He’s pretty powerful, easily capable of slipping his way through solid objects, dissolving them with a touch, infecting people with temporary diseases, and taking some pretty heavy punishment. I gave him Darkvision to explain how his individual parts could see while inside a body, and cellular-level Microscopic Vision so the various little bacteria and other microscopic organisms he’s made of can actually see each other. He doesn’t have the Duplication that the Instant Superheroes build had. While that was kind of funny, it was much too expensive, and put the corebook archetype way, way over cost. He also has the sort of immunities you’d expect a colony of microscopic life to have; he doesn’t have internal organs as such, so he’s immune to critical hits, and he can’t get sick, but an injection of antibiotics (at least with the poison descriptor) may make him injured indeed. My made-up origin story is that he was a doctor at a big-city free clinic before bad guys broke into the clinic looking for drugs to sell: they injected him with syringes when he tried to resist, and he didn’t just survive the subsequent hundreds of simultaneous infections, he used them to gain superpowers! You can tweak that however you want, but I like the image of a guy who is effectively made of diseases functioning as a superhero. There are a couple of low-level superheroes with a concept similar to this. He also might be an evolved colony of bacteria who never was human to begin with; a hive mind that’s united into one singular hero! A good lesson in cleaning out the refrigerator, really. This build would also work great for a former supervillain turned superhero since these are just the sort of creepy superpowers that might have driven someone to turn to crime back in the more innocent days of the Silver Age. Maybe the writers had just watched one of those cool 60s documentaries on microscopic life! Backstory is up to you, as ever. One possible tweak to this build would give him Healing as an AP off his bacteria array; perhaps by dumping a colony of cells into a given injury to knit it up superquickly? A real ‘disease’ AP would probably be something like Nauseate with the Contagious and Disease extras and the Incurable PF; giving him a much lower point value for an impressively dangerous power. I didn’t give him that in this build because making lots of people sick for a long time is not something superheroes should be doing on a regular basis! As it stands he’s got Reversible on most of his powers, giving him the ability to pull all those little bacteria and such right out of any given injury. Something like that also explains his Regen, which would also explain that Healing power-stunt. Another possible change would be to drop or alter his skills so that he’s not so knowledgeable about medical matters. One definite complication for him is his no-doubt bizarre internal anatomy. If most regular doctors, even super-doctors, have no idea how to treat you when you’re hurt, that’s definitely a complication worth some HP, particularly if that also applies to Healing and similar powers. (And another good reason for that Regen, and maybe to buy it up even higher!)
  4. Druid PL: 10 (150) Abilities: 22 pp STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 12 (+1) Combat: 28 pp ATK: +6 (+10 Magic/Melee) DEF: +12 (+4 flat-footed) Init: +4 Grapple: +14 Saves: 13 pp TOU +8 (+3 Con, +5 Protection) FORT +6 (+3 Con, +3) REF +6 (+1 Ref, +5) WILL +6 (+1 Wis, +5) Skills: 64 r=16 pp Climb 6 (+10)* Diplomacy 4 (+5) Handle Animal 9 (+10)* Knowledge: Arcane Lore 5 (+5) Knowledge: Life Sciences 5 (+5) Knowledge: Theology and Philosophy 5 (+5) Notice 9 (+10)* Swim 6 (+10) Stealth 6 (+10) Survival 9 (+10)* Feats: 23 pp Attack Focus: Melee 4 Dodge Focus 4 Improved Initiative Luck 2 Move-By Action Power Attack Sidekick 6 (as Wonder Dog) Skill Mastery (Climb, Handle Animal, Notice, Survival) Takedown Attack Track Uncanny Dodge (auditory Powers: 50 pp Device 2 (Holy Scimitar) (Easy to Lose) [6 pp] -Strike 6 (PFs: Improved Crit 2, Precise, Mighty) Enhanced Feat 1 (Animal Empathy) [1 pp] Immunity 3 (aging, disease, poison) [3 pp Magic Array [25+3=28 pp] Snare 10 (PFs: Accurate 2, Indirect 3) AP: Blast 10 (PFs: Accurate 2, Improved Crit, Variable Descriptor 2 (any elemental) AP: Comprehend 2 (speak to and understand animals) and Flight 1 (10 MPH) and Morph 4 (any animal) and Strike 6 (PF: Mighty) and Super-Senses 4 (Acute Tracking Scent, Low-Light Vision) AP: Healing 10 (PFs: Persistent, Regrowth) Protection 5 [5 pp] Speed 1 (10 MPH) [1 pp] Super-Movement 4 (Permeate [full speed], Trackless) (Flaw: [Natural Terrain Only]) [4 pp] Super-Senses 1 (Communications Link; with Wonder Dog) [1 pp] costs abilities 22 + combat 28 + saves 13 + skills 16/64 + feats 23 + powers 50 = 150 pts --- Design Notes: OK, I’m not hugely happy with this build, but this is my attempt at a D&D-style druid as a PL 10 (150 pp) starting character. The big weakness with building a D&D-style mystic is that there’s not really room for the flexibility of D&D-style magic in Mutants and Masterminds, not without using Variable Powers from Warriors and Warlocks I’m not real happy with. (The book has a druid-style character with Shapeshift in an array, but I’m a little squiged out by the thought of a Variable Power inside an Array: you’re supposed to turn into animals, not cheese!) Druids are also (famously) quite powerful for D&D, and it’s not easy to make a character who can blast magic, talk to animals, turn into animals, and use an animal companion with gusto. So here’s my attempt at building a character who can do all those things: she’s not as flexible as the Jungle Lord or as powerful as the Mystic, but she can do work that at least passes in various different fields. Her wolf uses the stats of the Wonder Dog from Golden Age; not really suitable for combat in a PL 10 setting, but certainly handy to have around. The wolf can smell and track, and run for help to warn other heroes if the hero falls down a well! (Perhaps joined by Bob Dylan?) She herself can stab people with her scimitar, blast people with elemental fury, or ensnare them with vines. Her wild shape AP is a bit of a kludge, but with the right descriptors you can use it to justify just about any Medium-sized animal: which admittedly cause their own problems in an urban setting, but they’re still worth having. I figure the strike represents a magical augmenting of an animal’s biting and clawing, but still default non-lethal thanks to the way combat works in M&M. You could easily change the mechanics if you wanted a slightly better put-together look at the concept, this is strictly an attempt to build a D&D-style druid. Think about what this concept means in an urban superhero setting rather than its native high, or maybe low, fantasy. Do you protect the natural scenery of the city, defending trees and parks and rivers against the depredations of man and the human predators who prey on each other by night? Cities certainly have a natural splendor all their own. But they’re still hardly a natural environment, however ‘green’ they pretend they are. Or are you more of a hippie-type, pushing back against the city itself? I think it’s possible to be the latter and be a superhero, so long as you don’t annoy people about it. Dealing with the Green Man is a natural problem for you. Another idea is a character who actually lives over in the Wharton State Forest west of the city, and who only comes out to Freedom to get into some crazy saving the world action. As written this character has no ties to other religions, but a connection to certain strands of European-style paganism is an interesting idea.
  5. "Woo-hoo!" Mark jumped to his feet and started applauding, joining in the celebration of the guests as Derrick and Stesha were united as husband and wife. "Yaaay!" Mark had a pretty strong personality, and between his moxie and the family's happiness, soon lots of people were on their feet celebrating. There was music playing, and people were crying with joy, and it was really very beautiful. Aw man, I've totally got to get married! These things are sweet!
  6. "Aw, rats. I'm sure you'll get it back," he said sympathetically to Geckoman. Geckoman loved that airship, and who wouldn't? It was fully awesome! "At least you've still got a sweet ride. All right, let's do this. Thanks, Ms. de Joie." He tucked the flower into his lapel and soon looked like quite the dashing fellow, or so he said so himself, or maybe like he and Geckoman were about to take their girlfriends out to superprom. "We'll call you soon as we've got anything." Heh. It is just like prom!
  7. Sharl turned red with embarrassment and put his hand on his mouth. Oh no, that's awful! He'd thought her an explorer like himself, but instead she was a refugee, a survivor of a disaster so big he could hardly imagine it. He stepped back and let Miss A handle this situation, his projector still in the crook of one arm. Man, she must think I'm a little jerk. he thought. "I can call the Lab," he murmured to Miss A, trying to stay useful. "Or maybe Doctor Archeville?"
  8. For his part, Mark pulled the chair out for his date, who had not incidentally managed to sit herself opposite where Erin and Trevor were as well. Hope was giving Trevor and Erin both looks of frank assessment, and Mark was beginning to get the unwholesome idea that perhaps she'd been looking for more from this date than the roll in the hay he'd been led to believe. When did my dating life get so complicated? It's just supposed to be about dating girls and maybe having sex if they want to. A gentleman, he took his cue from the hostess about how to act.
  9. Neither of the Edges seemed inclined to argue with that solution, even though one was technically the leader of one of the Wanders. "All right," said Edge, standing behind his Erin, "Let's do this together and we can take down this...holy crap!" From behind them in the corridor, a volley of machine gun fire ripped out, tearing into the flesh of the twin girls who'd last spoken out and (of course) ricocheting off into the whirling gears all around them, temporal energies in the corridor ensuring that not one so much as bounced back to nick any of the other teammates. Down the corridor, Edge saw a mixed bag of SHADOW goons and those Middle Eastern-looking thugs, all of them hastily reloading after their machine gun fire had proven so ludicrously ineffective. "Sage, Midnight, take those guys out!" Edge barked. "Everybody else, let's bring this thing down!" For his part, Edge wasn't inclined to listen immediately. "This is for 9/11, you bastards!" he spat down the hallway, his father's face flashing before his eyes as a wave of concussion bowled the terrorists and their allies from the other universe off their feet. "Don't let them get away!" He turned back to the Wanders and said, "Come on, guys! We get this door down, we save two worlds AND we get the Tiger and his best buddy! Do it for all the Freedom Cities, everywhere!"
  10. "Wow!" This was a day for Sharl to be impressed. "Are you...are you okay? That's great!" He clapped his hands together, the holographic contact oddly silent. "I mean you look different, but you're healed up! That's really great!" He shot a look at Miss A and added, "Can all your species do that, fix damage and things? I mean your ship just crinkled away into nothingness, and your injuries just healed away too! That's really cool!"
  11. "Woah..." Sharl trailed off, catching himself before he could use any number of definitively alien (or at least Tronik-local oaths). "Miss A, are you okay?" he asked her, shooting a worried look at the dying, glowing woman even as he did so. "I thought I saw you get zapped in there." Sure enough, she was looking scorched, but it looked all superficial. "I don't know what's wrong with her," he said, opting not to comment on the energy overload that had damaged a superficial part of his own display. A scorched jacket sleeve was nothing before someone actually dying. "I don't know what to do. Should we take her and get help?" He thought of his own travels and how far they'd taken him from home, and what it would have meant to die around people whose language he barely spoke.
  12. Sharl did just what Miss A said, watching through the door as she got the parts loose, keeping his projector clutched to his chest in a grip that would have been white-knuckled on a normal teenager. "Come on! Come on!" Turning to the civilians, he yelled, "In Salvation's name, get back! We don't know how hard this is going to go off!" He didn't ask if the girl Jill could do it; she was a superhero, and from all he'd seen they were able to save the day. When Miss A was out, he hesitated just a moment before getting between the fallen craft and its former pilot, solidifying his body with an effort. I've got to do something...
  13. Sharl deferred to the people who knew what they were doing, recognizing that Jill had first aid training he did not have. "I don't know anything about taking care of sick people," he said, "even aliens." He wanted to help Miss A, but he didn't know enough about these computers to interface with them even as well as he could Gina's computers at home. "This thing might explode!" he yelled to the growing crowd of civilians. "You should all get back! Miss A, do you need help?" he called inside. She knew more about his capabilities than he did, or so it seemed sometimes.
  14. "We're not," said Hope with a little smile. "Not really, anyway. I asked Zarana first," she added, "and she thinks it's swell." Tearing her eyes away from Mark, the resistance fighter studied Erin for a moment, her demeanor growing more serious, and added, "You're right, we haven't hung out nearly enough. I've been busy hanging out with the Alterniteens this year. I saw what you did to that giant robot in the Doom Room last week. That was pretty keen." The old-timey slang felt perfectly natural in the girl's mouth. "I never did thank you for last year." "Yup," said Mark, who looked remarkably difficult to embarrass. "Hope's not really my girlfriend," he confided, "but we get along okay. She's very physical, and that's something I respond well to." He looked at Jill and considered how to broach the subject of her date. "So, do you find Claremont a good school? Are they...supportive?"
  15. "Ow! What the-" Sharl slapped at his arm as a spark hit it, as surprised as anyone when it left a visible scorch mark on his leather jacket. He gave Miss A her space after that, watching worriedly as Jill O'Cure tended to the mortally injured alien. _She has to be an alien,_ he thought, _all those medical shows can't be wrong! Ah man, and look at this ship..._ Despite himself, he wondered where she'd come from and what it all meant. "Do you think her name is Kairos?" he muttered to no one in particular, watching the treatment. He'd never really seen someone this hurt before.
  16. When Sharl pulled his head back, the electronic teenager looked deeply discomfited. Watching superhero stuff on the television was cool, but actual suffering was all too gritty and real even through the interface of his holographic senses. "Uh, human blood is red, right?" At the look that got him, he added, "There's a woman in there who doesn't speak English and she looks really badly hurt. I think she showed me where the door is, or the translator, or something. Since going through didn't fry my signal, I'm going to go in and push it." And so the teenager did, disappearing inside the alien spacecraft and pushing the big green button.
  17. "Uh, hi, I'm Sharl," said the black-clad teenager made entirely of magnetism and pretty lights. In his black leather jacket and opaque mirrorshades, he vaguely resembled a refugee from a cyberpunk movie, particularly since he glowed ever-so-slightly as he approached the smoldering pyramid. "You must be Jack of all Blades and Jill O'Cure." He waved to the superheroes, feeling quite impressed. "I recognize you from TV. Here, Miss A, I'll take a look." And with that, and with some trepedation, he stuck his head right through the wall of the strange spacecraft: careful not to go in so far he risked losing connection to his projector or otherwise disrupting his projection.
  18. "No no, not doing a thing," said Mark innocently from the floor. "We were just horsing around a little, and I guess Hope won. How's everybody doing?" "Just showing Mark a little hand-to-hand," said Hope with a wink, smoothly rising to her feet and offering Mark a hand up. This sort of aggressively physical sociability wasn't what the Young Freedom kids associated with the bantamweight resistance fighter from Erde, but then weird things did seem to happen around Mark. "Hey, everybody!" It really was good to see everybody there: Trevor and Erin looking content together, Jill Pique and Oh snap! The bathroom wall was wrong! the skinny little blonde he didn't know, and of course Eve Martel herself. It had been too long since a socialization moment hadn't turned into an occasion for random violence. "I guess we just got here first."
  19. "This house really is amazing," agreed Hope. "I don't think I've ever seen it looking so clean. Or so new!" She walked around the house, an intent look on her face. "There's an artillery position back home we use for targeting Ubersoldaten flying it over the bay. I helped run it a few times last time I went home for a visit. I took down three, four fliers myself!" she added with a look of grim pleasure. She really had relaxed a lot since Mark had first met her, though the determination was still solid behind her eyes. "I wonder if the hundred year old Scotch is still in the pantry..." She made a beeline in that direction and Mark got in the way. "Hey, if Eve wants us to have her scotch, she'll let us have Scotch," he said, blocking the path. "We're guests here, and we need to be polite. She's just showing people in now. We can't just rush into the heart of the party..." "Am I going to have to get...physical with you, Mark?" she poked him in the chest. "Because if so, I'll..." Suddenly, she hooked one leg under Mark's and flipped him downward. Mark might have resisted, except the petite soldier wound up straddling his chest. She grinned down at him and said, "Zarana was right. I am going to like you." Just then the door opened, and Mark waved from the floor as his friends came into the house and Hope disengaged herself from pinning him to the floor. "Hey everybody! Good to see you made it!"
  20. Mark and Hope were the first inside the door, Hope letting Mark put his arm around her shoulders in a very friendly way. "Eve!" Mark exclaimed cheerfully, reaching over and clapping Sage on the back in his usual hail-fellow-well-met sort of way. "Your house is awesome!" It was much bigger than his own, that was for sure. "This is Hope, I don't know if you've met her." "," Hope said to Eve in good French. "" She didn't seem interested in much talk, instead just hanging onto Mark and looking around the mansion. She cocked her head up, though, and shot a look behind her out the door. "Someone else is here..."
  21. Fusion tightened her grip, squeezing with all four limbs simultaneously. Two arms began methodically pulling the mastermind's arms out of their sockets like pulling a child's toy apart, another around his midsection tightened so hard it began crushing his ribs, and the last wrapped firmly but gently around his neck, carefully not so tight it would actually impair his breathing. "Listen, bunky!" she hissed. "You better call your circus of freaks off right now, or you're going to be the chicken in my personal geek show!" She wasn't actually planning on snapping his neck, but she was pretty mad!
  22. Sharl dived after her, his projection thinning out to cut away wind resistance. He could actually fly and hover on his own, if very slowly, but keeping up with Miss A was dependent on her carrying him around with her. He'd gone on missions with Miss Americana before, mostly in the background, but never for real superhero stuff like this before! "I...oh, wow!" he exclaimed, watching as the hurtling meteor fell. It didn't look like any alien spacecraft he'd seen in any of his holos. "It's going to hit the city..." he said worriedly. A crash into Tronik would have been disastrous given the density of buildings there, but things were probably much less dangerous in underbuilt and underpopulated Freedom City.
  23. "So this count as a date?" asked Mark, shooting a look over at his diminutive escort. He'd asked Zarana if she was interested in accompanying him to the Martel brunch, but his sometime-girlfriend had actually referred him to their mutual friend Agent H. "I mean, neither of us are really seeing anyone..." And it was true; despite occasionally pairing off, he and Zarana weren't exactly exclusive, or committed, on either of their parts. As for Hope herself, he didn't pay much attention to these things, but he hadn't heard of the Erde resistance fighter dating much through their time in high school together. "If you play your cards right," she teased. Hope was cute, Mark had to admit, especially when she smiled. She'd had extensive dental work done when she'd first come to Claremont, and her teeth were the sort that looked white and sharp. "I was talking to Zarana about boys who'd show me a good time and wouldn't expect anything afterwards, and she said you were good at that." Neither Hope nor Mark were planning to stay around Claremont when they graduated, they just had very different plans for where they were going. She yawned and stretched, not incidentally letting her hand land on Mark's leg. She was dressed warmly against the chill of Freedom City in February, but Mark could still make out the pistol she had holstered under her sweater. At the Martel house, Mark leaned over and spoke into the intercom to get buzzed in.
  24. Precog PL: 10 (150) Abilities: 36 pp STR 20 (+5) DEX 18 (+4) CON 20 (+5) INT 10 (+0) WIS 30 [14] (+10/+2) CHA 14 (+2) Combat: 32 pp ATK: +8 (+11 Melee/+15 Unarmed) DEF: +15 (+4 flat-footed) Init: +4 Grapple: +16 Saves: 5 pp TOU +5 (+5 Con) FORT +7 (+5 Con, +2) REF +7 (+4 Ref, +3) WILL +10 (+10 Wis) Skills: 72 r=18 pp Acrobatics 11 (+15)* Concentration 1 (+11) Climb 1 (+6) Drive 1 (+5) Gather Info 13 (+15)* Knowledge: History 5 (+5) Knowledge: Tactics 10 (+10) Medicine 1 (+11) Languages 2 (English, German) (Base: Russian) Notice 15 (+25)* Sense Motive 15 (+25)* Stealth 1 (+5) Survival 1 (+11) Feats: 21 pp Acrobatic Bluff Attack Focus: Melee (3), Attack Specialization: Unarmed (2), Challenge 3 (Fast Acrobatic Bluff, Fast Anticipate Action 2), Defensive Attack, Dodge Focus (7), Equipment, Fearless, Jack of all Trades, Power Attack, Skill Mastery (Acrobatics, Gather Info, Notice, Sense Motive), Takedown Attack, Well-Informed, Powers: 37 pp Enhanced Feats 9 (Evasion 2, Master Plan 2, Second Chance 2 [Notice, Sense Motive], Seize Initiative, Ultimate Skill 2 [Notice, Sense Motive]) [9 pp] Enhanced Wisdom 16 (to Wis 30/+10) [16 pp] Immunity 1 (aging) [1 pp] Super-Senses 11 ([Acute Accurate Radius Ranged Mental] 'short-term precognition', Danger Sense [Mental], Precognition, Uncanny Dodge [Mental]) [11 pp] Equipment: 5 ep Grapple Gun (Speed 1 (10 MPH) and Super-Movement 2 (Slow Fall, Swinging) ) costs abilities 36 + combat 32 + saves 5 + skills 18/72 + feats 22 + powers 37 = 150 pts --- Design Notes: This is my build for a precognitive, someone with the power to see the future by means of psychic abilities. Precognition is a very powerful ability, and I’ve built this character with the idea of maximizing its potential. His abilities let him see into the future, fight and navigate blind-folded (using short-term precognition to see and fight), pick up on tiny details that’ll be important later, and always be prepared for anything. I went with the idea that he’s also used these abilities and strong physical training to become a skilled martial artist, which I think is a perfectly reasonable extrapolation from that kind of ability. Indeed, you can build in the fluff that he learned his martial arts discipline as a way of mastering the constant visions of the future in his head. I took some notes from angrydurf’s suggestions for a precognitive specialist that were quite useful, though I did actually give him the Precognition power. If a GM doesn’t want to give him visions, give him HP for the Complication, I sez! His Fearless, I should add, is because he knows he’ll get through this particular crisis, even if he doesn’t know the specifics. This guy would work well as a costumed adventurer/martial artist type. Why is he such a good detective? Because, just like Freedom City’s Foreshadow, he knows exactly what’s going to happen and when! Cheats around Bat-omniscience are fun tricks to work into a character. I’ve built him with the assumption that he’s an immortal ex-Soviet super-soldier, because shut up that’s why. Someone like this would have been an incredible asset to a military/spy agency, and may well still have considerable connections back to the world he left behind. If that’s the case, represent that with feats, or just bedevil him with a never-ending array of Complications from his old life. If you don’t like that idea, give him whatever background you want. An obvious change is to make him blind, a fairly iconic problem for this sort of character! You could actually do that with the sheet as written and just say his blindness is only a complication given his psychic abilities in other areas, but of course that’s up to you. Precognition is obviously a potentially game-breaking power. If you find it’s causing you problems, put the Uncontrollable Flaw on it so it only works when the GM wants it to work, that way you don’t cause any bad feelings or run the risk of getting shut out of fun threads. Use the points you gained to buy more things for him: he could use some Leaping or Speed to make him more mobile in combat, or maybe some more immunities. If his powers are a result of being tied into the timestream in one way or another, maybe Temporal Inertia to go with his Immunity to aging?
×
×
  • Create New...