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Avenger Assembled

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  1. A sea of chroniton radiation surrounds Trevor, surrounds everyone, with only a thin impermeable layer around the catwalk protecting them from the great sea of time whirling around their heads. The overall effect is a bit like standing on a catwalk over a steel mill; you're not sure exactly what'll happen if you fall off, but you can be pretty sure that it won't be what you want! The room they're standing by is the heart of the matter, a swirling cauldron of energy that looks almost impossibly deep. This is the heart of the beast, and if they're going to stop the bad guys, they need to get inside. He can see movement against the overall pattern of energy around him, some approaching and others inside the stronghold, but with his sensors set up how they are he can't get any specifics: they're just indistinct shadows against the eye-crackling glare of time itself all around them.
  2. Fusion is going to attempt to maintain her grapple. 32 Not good, on his turn, the bad guy may be able to escape if he manages to beat that roll. She's going to choose to inflict damage again: DC 25 Tou save. (I misread our grappling rules earlier, so she's doing DC 25 damage) Let me know if he passes the save, and I'll post accordingly.
  3. "I've seen what I needed to see," answered Quo-Dis' mother, the raven-haired beauty rising to her feet with a regal look on her face. She and Quo-Dis studied each other for a moment, something undetectable to the others passing between them, before they exchanged brief bows. To the others, she said, "Thank for your hospitality. It has been very pleasant for me to observe your cultural practices." It was an obvious formality, but a polite one for all that. With that, she simply turned and walked out the door where she'd come from, vanishing a second later. "Well...that was exciting!" said Quo-Dis, trying to keep up a good face on what had been a difficult night. Taking Corbin's arm, she said, "Yes, let's go back to the school!" In a whisper, she said with a little smile, "And we can talk about what I won't do when we meet your mother..."
  4. Dark Avenger Abilities: 30 pp STR 14 (+2) DEX 20 (+5) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 34 pp ATK: +9 (+13 Shadow Pistols) DEF: +13 (+4 flat-footed) Init: +9 Grapple: +11 Saves: 10 pp TOU +7 (+4 Con, +3 Protection) FORT +7 (+4 Con, +3) REF +7 (+5 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 48 r=12 pp Gather Info 8 (+10) Intimidate 13 (+15) Knowledge: Current Events 5 (+5) Knowledge: Streetwise 5 (+5) Languages 1 (Spanish) (Base: English) Notice 6 (+8) Stealth 10 (+15) Feats: 15 pp Attack Specialization: Shadow Pistols 2, Dodge Focus 5, Elusive Target, Evasion, Hide in Plain Sight, Improved Initiative, Move-By Action, Power Attack, Startle, Uncanny Dodge (auditory) Powers: 49 pp Blast 7 (Extra: Autofire) ‘shadow pistols’ [21 pp] Concealment 10 (all senses) (Flaw: Blending) ‘shadow embrace’ [10 pp] Protection 3 [3 pp] Super-Senses 2 (Darkvision) [2 pp] Teleport 4 (400 ft/1 mile) (Extra: Accurate) ‘shadow step’ [12 pp] costs abilities 30 + combat 34 + saves 10 + skills 12/48 + feats 15 + powers 49 = 150 pts --- Design Notes: This is my build for the Dark Avenger, an archetype from the Archetype Archives I’ve always thought was pretty cool. The character is a modern-day version of the Shadow and similar costumed crimefighters, using shadows and psychological warfare against his opponents to great effect. The biggest problem with the sheet as written on this site is that he’s dependent on pistols: so for this version I’ve made the ‘pistols’ into a regular blast effect that he can summon or dismiss as a free action. Blazing rounds of pure shadow at their opponents, these are potent weapons that do almost as much damage as a machine gun. I also dropped his dependency on Sneak Attack: like almost all my builds, he hits his caps just fine in regular combat, but does so much _more_ damage when he can hit from ambush. And between his high Stealth, Concealment, and Darkvision, there’s really no reason why he can’t always be striking from ambush. I figure on an average night he’ll use a combination of Gather Info and Streetwise to find where a given street gang is meeting, walk there through the shadows and open fire, basically totally immune to attacks launched against him by common thugs while at the same time striking them down at will. After that, destroy their weapons and call the cops to come pick them up. You could give him some ESP to look through the shadows to save a few steps, but the character’s more fun if he has to do a little of his own legwork. Consider buying some more detective skills if you want to emphasize that part of the character, maybe by adding some more drawbacks or flaws that make him dependent on the use of shadows for his powers. As it is, not having shadows available is a complication for him rather than an actual disability: with the HP he gets for fighting outside his element, he should be able to hold his own even then. This build would work fine for a Golden Age character who got them via learning meditation in TIbet, an ex-supervillain with connections to Freedom City’s Schattenwelt, or something else entirely, or perhaps a descendant of any one of those who has inherited some version of his ancestor’s powers. He may have superpowers, and powerful ones at that, but they won’t solve crimes by themselves: he has to actually get out and do the legwork to accomplish things. He still may not get along with the Costumed Adventurers and other Badass Normals on the team, who will probably not think highly of his combination of abilities and powers! But hey, those aren’t real guns he’s carrying, and as he’d be happy to demonstrate, they certainly don’t do lethal damage. Unless he wants them to, that is.
  5. The bees were full of congratulations for Victory, offering him "BROFIZTZ!" that would have seriously threatened the structural integrity of a lesser man. They kept humming his praises on the way back, roaring like jet engines as they shouted back and forth their admiration for him. "HEY MAN THAT WAZ TOTALLY GREAT! YOU ZHOULD RIP THINGZ OUT OF THINGZ MORE MAN AND REALLY ZHOW THEM ALL!" They laughed as one and said, "ZERIOZOUZLY THOUGH, THAT WAZ GREAT. ARE WE ZAFE FROM THAT THING NOW?" They made a good pace in the air, and soon the green landscape was visible below.
  6. Suddenly, a burst of gunfire came spurting down from above; aimed not at the heroes, but at the time-golems pounding on the door. Though unarmed, the beings of temporal matter proved more sturdy than their tormenters seemed to realized. The bullets, fired by an al-Khayan thug, mostly ricocheted off brass and steel, while the clockwork golems in question returned fire by shooting gears out their outstretched hands. Richochets spanged and whined off the metal as the two sides engaged in what looked like a thoroughly pointless battle. Notably, when shards from either side struck the time palace, the walls seemed to fade into transparency, giving quick flashes of an interior filled with gears and corridors that led towards an opaque cube in the middle. "I've got it!" Edge made a gesture, and suddenly the team disappeared in sparkles of black energy, reappearing a second later inside the palace itself! They were standing directly before a solid-looking door of white metal, standing on a catwalk inside a whirling array of gears and ticking clocks! It was a bit like being inside the safe zone of a meat grinder crossed with an old-timey time machine's business end: falling off looked like a bad idea. "You...oh god!" Mark expostulated. "How did you do that? Why did you do that? We were-" "I saved us a lot of trouble!" Edge shot back. "We skipped all those goons, and we got right here to the important part." "But, you just...agh! You should communicate these things! At least tell Wander; how are we supposed to make decisions if you make them all unilaterally? What if we fell off in that?" "Oh, don't be such a worrier," said Edge grandly. "Now, let's get the door open!"
  7. "It is a great responsibility," Sharl agreed thoughtfully, "but...I want to do it. I'm sort of like an ambassador, right? Even if no one knows it, or is ever going to know it. I've really been happy with my time with Gina, and with you, but going out on my own will let me see things for myself. If we're going to get out there, and see things...well, one of us has to take the first step. And I did that already." He grinned slightly. "Even if I didn't know what it was at the time. I can't unlearn, or unsee, what I've seen."
  8. Edge was left in a tough position. He'd picked up on the way Rook was lying about something, or at least omitting pertinent data. But he'd been trained from early childhood in the superhero code, which was very explicit about investigating someone else's secret ID. "We need to follow him," he murmured quietly to the others, letting Fleur talk to the policeman. "I'm not very fast, but if you can jump, Dr. Titan, and if you can fly in the Pitchoo, Geckoman, you can get started and we can follow you all in. I don't know why, but I've got a feeling Rook is at the center of everything here."
  9. Genius Bruiser PL: 10 (150) Abilities: 64 pp STR 30 (+10) DEX 14 (+2) CON 30 (+10) INT 20 (+5) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +6 (+10 Unarmed) DEF: +6 (+3 flat-footed) Init: +2 Grapple: +19 Saves: 9 pp TOU +14 (+10 Con, +4 Protection) FORT +10 (+10 Con) REF +6 (+2 Dex, +4) WILL +7 (+2 Wis, +5) Skills: 84r=21 pp Bluff 8 (+11/+15) Craft: Electronic 10 (+15) Craft: Mechanical 10 (+15) Diplomacy 8 (+11/+15) Intimidate 12 (+15) Knowledge: Physical Sciences 10 (+15) Knowledge: Technology 10 (+15) Notice 8 (+10) Sense Motive 8 (+10) Feats: 10 pp Attractive, Attack Specialization: Unarmed 2 Inventor, Master Plan, Move-By Action, Startle, Power Attack, Takedown Attack, Uncanny Dodge (auditory) Powers: 25 pp Impervious TOU 10 [10 pp] Leaping 4 (x25) [4 pp] Protection 4 [4 pp] Speed 1 (10 MPH) [1 pp] Super-Strength 3 (Heavy Load: 6 tons) (PF: Groundstrike) [7 pp] Drawback: -3 pp Normal ID (free action) [-3 pp] costs abilities 64 + combat 24 + saves 9 + skills 21/84 + feats 10 +powers 25 -drawbacks 3= 150 pts --- Design Notes: She’s a gorgeous, brilliant inventor with a tremendous force of personality and incredible super-strength: what’s not to love? This lady has beauty, power, and brains in abundance, and makes a good addition to any superteam on those grounds. She’s not as strong as a dedicated powerhouse, as brilliant as a dedicated gadgeteer, or quite as beautiful as a dedicated facewoman, but who cares? There is something to be said for being a solid jack-of-all-trades, especially when you are good enough at everything you do. She can probably beat up the regular gadgeteers and take their cool toys, and there’s something pretty awesome to be said for that. She can’t quite take the beating a regular powerhouse can, but with her high Fort save, very good TOU, and decent Impervious, she can certainly take a good beating and dish one out in the bargain. She’s very much a genius bruiser, an archetype where a very strong hero will also be very smart in the bargain. She’s got the basic feats that melee fighters need: Takedown Attack for goon sweeping, Power Attack and Startle for setting up the big baddies for monster-sized hits, and the like. Some versions of this character will have more specialized skills, but I went with a construction that lets her be a brilliant scientist and inventor along with a tough, scary badass. Perhaps she got her powers via experiments in radiation, or even being exposed to the aftereffects of a nuclear blast? (If that’s the case, an immunity to environmental radiation might not be a bad idea.) More focused versions will have higher INT at the expense of lower physical stats, and the like. She’s a flat-out genius at INT 20 (though not as insanely high as some), and could still fill this niche even with somewhat more modest INT and a higher STR to match. She’s got Normal ID, meaning she can drop down to her mousy scientist form if she really wants to. You could also drop the relatively high Charisma and make this a big, burly character who just happens to be smart in the bargain, but I liked the idea of playing someone who at least theoretically has a claim to fitting most of the major ‘roles’ on a team. You don’t want to stretch yourself too thin and try and be everybody, but there’s nothing wrong with being able to do multiple things. That way your character can fit into multiple teams on the site, depending on what niche they’re looking to fill. And if you yourself feel bad about interfering with another player’s schtick (which you really shouldn’t) you can trust that you’ll be fine because you’ll always have some role to play in whatever setting you’re dropped into. And what happens when you reach out and try to be a really strong specialist in one particular area? Well, that’ll be something to examine in later builds.
  10. Feral Canadian PL: 10 (150) Abilities: 32 pp STR 26/18 (+8/+4) DEX 20 (+5) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 12 (+1) Combat: 24 pp ATK: +6 (+12 unarmed) DEF: +12 (+3 flat-footed) Grapple: +15 Saves: 8 pp TOU +8 (+4 Con, +2 Density, +2 Protection) FORT +10 (+4 Con, +2, +4) REF +7 (+5 Dex, +2) WILL +6 (+2 Wis, +4) Skills: 52 r=13 pp Climb 2 (+10) Intimidate 14 (+15) Languages 2 (French, Japanese) (Base: English) Notice 8 (+10) Sense Motive 8 (+10) Stealth 10 (+15) Survival 8 (+10) Feats: 23 pp Accurate Attack, All-Out Attack, Attack Specialization: Unarmed 3 Defensive Attack, Dodge Focus 6, Elusive Target, Endurance, Evasion, Improved Initiative, Luck, Move-By Action, Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (olfactory) Powers: 50 pp Density 4 (Extra: Duration (Permanent) [+0]) (PFs: Buoyant, Innate) [14 pp] Enhanced Fortitude Save 4 [4 pp] Immunity 2 (disease, poison) [2 pp] Penetrating Unarmed Damage 4 [4 pp] Protection 2 [2 pp] Regeneration 18 (Bruised 3 [no action], Injured 6 [no action], Staggered 4 [1 round], Disabled 4 (5 minutes), Resurrection 1 [1 week]) (PF: Regrowth) [19 pp] Speed 1 (10 MPH) [1 pp] Super-Senses 4 (Acute Accurate Tracking Olfactory) [4 pp] costs abilities 32 + combat 24 + saves 8 + skills 13/52 + feats 23 + powers 50 = 150 pts --- Design Notes: Here’s a build for a typical citizen of the Dominion of Canada. I built him without the typical Strike you see in builds of this nature, given that our game really doesn’t reward lethal damage, and it’s something of a stretch to assume that every bad guy you fight is going to have legions of robots and undead at his command. So instead he _can_ choose to do Penetrating Damage with his unarmed strikes (i.e., pop claws) but he can also punch people and do a significant amount of damage. It’s up to you whether or not his dense body is a result of implantation of a metal endoskeleton by evil government forces looking to seize control of North Atlantic fisheries by stabbing Norwegians brutally with sharp blades, or whether or not it’s just a result of his burly Canadian musculature and overall powerful physique. He’s a really good fighter, easily capable of holding his own in combat against much more powerful superhumans thanks to his good saves and powerful Regeneration. Don’t be afraid to mix it up in combat if you are playing this guy. He doesn’t heal up as fast as, say, my Kid Hero or Martial Artist build, but he easily shrugs off minor injuries and recovers very rapidly even from the worst damage he can take. His claws mean he at least has a shot of hurting everybody, though remember that just because you _can_ force a TOU save doesn’t mean you’re actually going to hurt them. He’s a great hunter and tracker, just like all Canadians, easily capable of tracking a target through deep snow or a thick forest and laying them low in fierce combat. He’s got the Speed because it’s not fun to be a melee guy stuck at moving 30 feet per turn. One possible change to work into this character is certainly Duplication, given common properties he’s exhibited over the years. Another is to remember that your gruff, anti-social PC with the hygiene problems is a very quick route to no one liking you or wanting to talk to you here. So don’t do that. Your PCs need to be able to play well with others. But I’m confident that, in the hands of a good player, this character can function as part of a larger group and not turn himself into a ridiculous laughingstock. Seriously, it can be done! This archetype is often better with kids than you’d expect: perhaps in his secret ID he’s a tough but fair gym teacher, or an unusually aggro teacher of art?
  11. The heroes with good Notice checks (i.e, all of you, apparantly) will note that there are men in the battlements of the Time Castle: sinister-looking men with sinister intentions. The kids from Paragons will recognize al-Khayan thugs with AK-47s and keffiyahs, while the Prime kids recognize SHADOW goons in their identical black and grey uniforms, also carrying AK-47s.
  12. "No, I think I've seen everything," said Sharl with a little shrug. "Everything I want to see today, anyway." He studied Miss A as they headed outside again, the pair of them almost alone in the cold winter evening. "I'd like to make more visits to the outside if I can, whether with you or someone from the Lab...or even alone," he said daringly. "Not that I don't like going out with you," he added hastily and with perfect sincerity, "it's just...I don't know if I'll ever be able to come back. I want to make sure I have a chance to see everything."
  13. Suddenly, the shadows behind the sinister ringmaster erupted with noise and movement. Before he could react, long suckered arms came whipping out of nowhere as a tall, muscular form in slick black seemed to peel herself out of the shadows. Wrapping one limb around each arm and leg, Fusion lifted the ringmaster right up into the air and began to pull, his bones beginning to pop in her inescapable grip. "Show's over! This is where the mighty FUSION comes into play!"
  14. OK, I'll say Fusion surges and inflicts Damage. DC 30 Tou save, since she's Power Attacking.
  15. "My God!" said Edge excitedly. "Your world sounds amazing! It's like every comic book cliche, everything I've ever wanted to happen, has happened! You've got superheroes, cool costumes, and you're not going to be stuck working for AEGIS like we are when we graduate...well, probably," he said, "Erin and me have different ideas, but we'll all be on the government payroll if we want to go legit. What about our parents? Are Mom and Dad...okay?" Edge gave his counterpart a serious look, imaginings of a bright and shining world dancing in his head. In a world like he was describing, a happy utopia with a standing Pyramid Plaza, full of magic and mystery, his family had to be great. Mark gave his counterpart a look, feeling a sudden, painful ache before he said with great firmness, "Mom and Dad were both...okay, last time I talked to them," he said, the Young Freedom kids the only one to pick up on the slight edge in his voice. "We've come through some rough times lately, but things are okay. We're stronger than we used to be." Mark Lucas was not a terribly bright guy, but he knew what that tone meant. "Just because we've had superheroes in our world doesn't mean it's all that great." He didn't like talking about where he came from like that, but he could hardly argue with the facts. He got a strange look from the other Mark at that, and wondered how much of his veiled tone the other guy had actually understood. The heroes passed along a bright and shining path that seemed to grow wider and wider as they went, approaching the translucent clockwork palace that loomed larger and larger as they approached. It didn't take them long to realize, though, that they weren't alone. Beating on the gates of the palace was a strange assembly of mechanical men, their humanoid shapes constructed entirely out of gears, watches, sundials, and other timepieces: golems made of chronology itself! Behind the Wanders, the Edges moved forward, one staring with particular fascination. "Holy...all right, we can take these guys," he told his girlfriend and her weird counterpart reassuringly. "They look tough, but they're not even looking our way. It'll be just like those crackheads in the Fens last year, when we... "Do we need to take them?" Edge asked the others. "They're not going after us...yet. Maybe we need to bypass the whole thing."
  16. Animate Trees Abilities: -2 pp STR 28 [22] [16] (+9/+6/+3) DEX 16 (+3) CON 20 [14] (+5/+2) INT 0 - WIS 10 (+0) CHA 0 - Combat: 12 pp ATK: +3 (+2 Growth) DEF: +3 (+2 Growth) Init: +3 Grapple: +16 Saves: 4 pp TOU +10 FORT +9 (+5 Con, +4) REF +3 (+3 Dex) WILL +0 Skills: 24 r=6 pp Notice 12 (+15) Survival 7 (+10) Stealth 5 (+8/+7) Feats: 3 pp All-Out Attack Interpose Power Attack Powers: 22 pp Enhanced STR 6 [6 pp] Growth 4 (Extra: Duration [Permanent] (+0) (PF: Innate) [13 pp] Immovable 1 [1 pp] Protection 5 [5 pp] costs abilities -2 + combat 12 + saves 4 + skills 6/24 + feats 3 + powers 22 = 45 pts Design Notes: For all your druidy needs.
  17. The future...of another dimension! Oooweeoo! APPROVED
  18. Ecal, No serious issues with the crunch, not that I expected to find any. A low-level Ability array isn't particularly problematic, IMO. One thing I wasn't clear on: is her homeworld in our dimension's past/future, or is she from another dimension altogether? Or another dimension's past/future? A couple of small backstory issues: If I were you, I'd throw in something about her homeworld being depopulated before its destruction. (i.e; the Council had betrayed the rest of the population to the Omegadrone furnaces, or they'd all simply died in the fighting) I have no problem with a character protecting the multiverse from time-travel in Omega's hands and scorching the would-be Annihilists on the way out the door (it was a very heroic thing to do, backstory wise), but leaving the civilians behind to fry (even as a mercy-kill) seems a little dark for these quarters.
  19. Shaen, he has discussed his character concepts in chat, he's not working on this year-old concept anymore. (Plus, an evil Persian cat running a secret organization of supervillains is a little too real-world! This is supposed to be a superhero site)
  20. "This isn't right," said Fusion, her voice serious as she studied the marks left behind by the departing van. "They took off fast, and without even stopping to clean up their equipment." The tip of one lashing tentacle curled around a broken piece of expensive electronics, toying with it pensively. "Come on. We've got to find where they went!" And with that, the tentacled titan was off, whipping her suckered limbs from light pole to wall as she swung her way in the direction of the disappeared van!
  21. Move Action: Fusion moves past the performers to the mastermind at the center of the show, dropping down from the ceiling where she's been suckering along to get next to him. Standard Action: Attempt to hit to start a grapple. 13 Well that was just awful. Another HP! Much better A 31. Grapple time. 50 I think...I think she's got him? Let me know if all that succeeds, TT, and I'll add on/post IC.
  22. Sa-Ur and Quo-Dis were both interested in that line of talk, despite Corbin's fears about his attractiveness to the ladies as seen through the matrix of his interests. The two women actually settled into a spirited debate over the relative merits of human art, Quo-Dis nobly defending the idea that impermanent beings could create permanent works of majesty, while Sa-Ur was more inclined to gently suggest that perhaps humans needed so many new works of art because their greatest accomplishments couldn't stand the test of more than a few centuries without falling to pieces entirely. There was no serious acrimony between mother and daughter, but the debate did go on for so long that the teen heroes realized that the night was coming to an end!
  23. "Aw, man, look at them," murmured Mark, sentimental enough to dab a little at his own eyes. He was teenage boy not to do more than that, though, especially with his buddy Trevor right there. "Aren't they pretty?" Mr. Lumins is so nice, and so is Miss Madison. They both deserve someone nice to be married to. Knowing both halves of the couple as well as a student can know his teachers, Mark concluded they were absolutely right for each other. He thought nothing of any unusual cuts in Stesha's dress, instead just enjoying how pretty everything was. You know, I don't even want a supervillain to attack! This wedding is that good! Traditional though that was at superhero get-togethers, somehow this place called for a more sedate time.
  24. Force Controller PL: 10 (150) Abilities: 24 pp STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 18 (+4) WIS 16 (+3) CHA 10 (+0) Combat: 18 pp ATK: +3 (+8 Ranged) DEF: +10 (+3 flat-footed) Init: +7 Grapple: +20 Saves: 10 pp TOU +10 (+2 Con, +8 Force Field) FORT +6 (+2 Con, +4) REF +6 (+3 Dex, +3) WILL +6 (+2 Wis, +4) Skills: 92 r=23 pp Concentration 11 (+3) Craft: Artistic 11 (+15) Craft: Mechanical 11 (+15) Craft: Technological 11 (+15) Drive 2 (+5) Knowledge: Physical Sciences 11 (+15) Knowledge: Technology 11 (+15) Languages 2 (Chinese, Japanese) (Base: English) Notice 7 (+10) Pilot 7 (+10) Sense Motive 7 (+10) Survival 2 (+5) Feats: 15 pp Attack Focus: Ranged 5 Dodge Focus 4, Improved Initiative, Inventor, Luck, Move-By Action, Uncanny Dodge (auditory) Powers: 61 pp Force Array [24+2=26 pp] Force Constructs 10 (PFs: Precise, Progression, Selective, Subtle) AP: Blast 12 AP: Telekinesis 12 (24 tons) Flight 5 (250 MPH) [10 pp] Force Field 8 (Extra: Impervious) LINKED Immunity 9 (Life Support) [25 pp] costs abilities 24 + combat 18 + saves 10 + skills 23/92 + feats 15 + powers 61 = 150 pts --- Design Notes: This is my build for a character loosely defined around the ability to create objects out of energy, like Sue Storm and Armor from Marvel or the various Lanterns Green from DC. She flies around in a suit of force armor she makes herself, blasts her enemies with psychic blasts of energy, and generally acquits herself pretty well in most forms of combat. I’ve gone with the conceit that this is a character who specializes in ‘creations’, she’s an artist and brilliant scientist whose desire to reshape the world has manifested itself in superpowers. I’ve often felt that was a frankly brilliant conceit for a Green Lantern-type to be an artist (one reason why I’ve been left cold by post 1990s Green Lanterns like Hal Jordan), but the science angle is something I like to think is a little bit new. She’s not as smart as a regular gadgeteer, true, but she’s got high skills and she doesn’t need inventions to blast people with her superpowers. They just help! For a more Sue Storm feel, give her Platform on her Flight and drop the Immunity, maybe spending the points to pick up some Concealment. For a Green Lantern “help my friends fly in space” power, use a construction like: Create Object X (Extra: Moveable) LINKED Immunity 9 (Life Support) (Affects Only Others). That’ll cost you 12 pp for the first rank and 3 pp for each additional rank: if using the array I have above, she can afford a 30 foot bubble that’ll keep her friends inside it alive as they fly through the vacumn of space. Not a bad thing to have in the array, but you should probably work in some Telekinesis so she can lug around lots of people at once. (My assumption is that she uses TK to cover most “Fly Around Carrying People” moments; that’s one of the reasons why it’s there!) You could stick her powers in a hard-to-lose device easily enough. Another way to build a character with a Green Lantern feel is to build the power as is, then to add a Power Loss drawback for when the ring is taken away. That way you’re a little more protected against getting mugged by passing supervillains or just big jerks, when you;re unconscious. You could make her a mutant, or mutate, or say that her powers are the result of being bonded with some fallen alien artifact: if that’s the case, think about working in other abilities like Comprehend or Space Flight, or perhaps give her Enhanced Minions to reflect the fact that the source of her powers is aliiiive!
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