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Avenger Assembled

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  1. You can leave me off the list, Geez: I'm in too many threads as it is. I'll pick up Avenger's story in a vignette.
  2. OK, backstory is OK, and everything _looks_ like it adds up. Approved
  3. Okay, my window hadn't updated yet. It's good to have some lead on where your character is from and where they live when looking at the backstory. Remember, don't exhaust yourself. but you want your APs to be more than just slots on your sheet. Look at the way Ecal did the APs for his energy controllers for what I'm encouraging.
  4. So what's her equipment now? What differentiates a spell from another? Even a spooky, comicky name can really help. So is she from Freedom City? What part?
  5. OK: I don't like the 'weakness in non-urban environments' drawback. That's much too cheap when she'll be in an urban environment in 90% of her threads. We can negotiate custom equipment, but an off-the-shelf crossbow does not have Blast 7: that's almost as much damage as a machine gun. You'll need to post stats for her summoned minion, as well as further descriptors for her various spells.
  6. Newly-Freed Omegadrone Abilities: 22 pp STR: 30/24/16 (+10/+7/+3) DEX: 16 (+3) CON: 30/16 (+10/+3) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) Combat: 24 pp ATK: +6 (+8 Melee/Pike blast) DEF: +8 (+3 flat-footed) Init: +7 Grapple: +19 Saves: 6 pp TOU +12 (+10 Con, +2 Density) (+9 Imp w/Armor) FORT +10 (+10 Con) REF +5 (+3 Reflex, +2) WILL +6 (+2 Wis, +4) Skills: 12 pp=48 r Knowledge: Physical Sciences 4 (+4) Knowledge: Technology 4 (+4) Intimidate 15 (+15) Notice 8 (+10) Search 5 (+5) Sense Motive 8 (+10) Survival 4 (+6) Feats: 13 pp All-Out Attack, Attack Focus: Melee 2, Dodge Focus 2, Improved Initiative, Luck, Move-By Action, Power Attack, Quick Draw [Draw], Startle, Takedown Attack, Uncanny Dodge (auditory) Powers: 79 pp Alternate Form 5 (Omega Armor) [25 pp] -Flight 3 (50 MPH) [6 pp] -Immunity 9 (life support) [9 pp] -Impervious TOU 7 [7 pp] -Super-Senses 3 (Darkvision, Radio) [3 pp] Density 4 (Extra: Duration [Permanent] (+0) ) (PFs: Innate, Subtle) [14 pp] (+8 STR, 1 Immovable, 1 Super-Strength [Heavy Load: 1.5 tons], x3 mass [weighs about 600 lbs]) Device 6 (Power Pike) (PFs: Restricted (Omegadrones), Subtle [collapsible]) [18+2=20 pp] -Blast 12 (PF: Accurate) [25 pp] -AP: Strike 2 (PFs: Extended Reach, Improved Crit 2, Incurable, Mighty, Precise, Variable Descriptor 2 [any technological]) (Extras: Autofire 12, Penetrating 2) {24} Enhanced CON 14 [14 pp] Enhanced STR 6 [6 pp] Drawbacks: -6 pp Vulnerable (Magnetics) (uncommon, major) (-3) Vulnerable (Power Drains) (uncommon, major) (-3) DC Block Unarmed DC 25 TOU (bruised/injured) Staff Strike DC 27 TOU (bruised/injured) Staff Blast DC 27 TOU (bruised/injured) costs abilities 22 + combat 24 + saves 6 + skills 12/48 + feats 13 + powers 79 - Drawbacks 6 = 150 pts - Design Notes: Once she was a slave to Omega's will, another mindless drone in a faceless army of ten billion, a particularly armored and lethal killing machine in a force of monsters designed to crack the foundations of the multiverse and bring about the end of everything. But now she's free, whether through happy accident or the efforts of others. She will never be a slave again, and she'll do her best to make sure no one else ever has to be. This is a character who'll be just riddled with complications if she's adventuring in Freedom City: everyone knows what that armor means, and who made it. Expect to have a lot of trouble making friends and influencing people! I went with an implanted armor that she can call on as a free action rather than an external suit. I like the mechanic better, and I think it's a better fit for an Omegadrone to have metal parts left behind by the Terminus that she just can't remove. (That's also why she's so vulnerable to attacks that usually afflict electronics.) She'll probably eschew use of her armor as long as possible; she's a lower PL without it, but still very, very formidable: after all, she's been in a lot of battles before this. He weighs around six hundred pounds thanks to all the metal inside her. In combat she can take to the air on the stubby jets of an Omegadrone, blasting away with her staff, and entering into melee with a blow that hits with killing force: powerpikes are very scary business! She's still pretty darn capable even without it, though mostly at hitting things until they fall over. She's not a real techie, but she knows enough Kirbytech to repair her damaged equipment, as well as make the team's scientist's eyesbrows go up. She's probably not a very social type, not that anyone can blame her, but she's better off than the book freed Omegadrones who _have_ to wear their armor for most of the day. She _could_ just go try and make a normal life, but that would be surrender. And this character never, never surrenders. Especially not to THEM.
  7. X-Treme Iron Age Badass Abilities: 44 pp STR: 24 (+7) DEX: 18 (+4) CON: 26 (+8) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) Combat: 32 pp ATK: +8 (+10 BFG) DEF: +8 (+4 flat-footed) Init: +4 Grapple: +15 Saves: 5 pp TOU +12 (+8 Con, +4) FORT +9 (+8 Con, +1) REF +5 (+4 Con, +1) WILL +6 (+3 Wis, +3) Skills: 15 pp=60 r Climb 3 (+10) Intimidate 10 (+10) Knowledge: Streetwise 10 (+10) Knowledge: Tactics 10 (+10) Languages 1 (French) Notice 12 (+15) Sense Motive 12 (+15) Survival 2 (+5) Feats: 13 pp All-Out Attack, Challenge: Fast Startle, Elusive Target, Interpose, Luck, Master Plan, Startle, Power Attack, Precise Shot (2), Takedown Attack (2), Uncanny Dodge (auditory) Powers: 41 pp Device 5 (Arsenal) (Restricted: Gritty Badasses) [21 pp] -Blast 10 (PFs: Accurate, Improved Crit 2) ‘BFG’ {24+1=25} -AP: Strike 5 (PFs: Extended Reach 2, Improved Crit 2, Incurable, Mighty) (Extra: Autofire on Strength and Strike) ‘Ridiculously Oversized Sword’ {24} Impervious Toughness 8 [8 pp] Protection 4 [4 pp] Regeneration 10 (Rec. Bonus +1. Bruised 1/no action (3), Injured 1/no action (6)) [10 pp] costs abilities 44 + combat 32 + saves 5 + skills 15/60 + feats 13 + powers 41 = 150 pts - Design Notes X-Treme! This lady is an over-the-top blow-crap-up badass ready to be dropped as is into any Iron Age game. Is she a gun-toting mercenary with a dark past? A mutant who's the leader of a young team of gritty street-level heroes ready to fight back against a corrupt, violent system with lethal force? A time traveler from a dark, dystopian future ready to change our history for the better. A product of secret Canadian medical experiments to build the ultimate weapon? (I've assumed the last in putting her skills together, hence her fluent command of French. Vivre le Quebec Libre!) I figure her BFG is the big ol' gun she's got in the picture, but she can also whip out a sword the size of a cricket bat and make free with the slicing. She's got just enough impervious that she'll take a decent amount of damage in combat, enough to rip her costume strategically and get some blood on panel the way those Iron Age writers liked so much. Her regen will soak most of that, though, so it's more about looking strategically battle-damaged rather than being particularly more vulnerable to damage. She's an effective combatant and good at planning, enough that she could be an effective, if gruff, leader of that team of young heroes. (They need somebody younger, maybe a charismatic miner's son, for the Inspire.) She doesn't have Attractive, despite her skimpy costume, because dang, she's got problems. Obviously, if you want to use her in our game, you're going to have to change her methodology. There's no reason why she can't be doing non-lethal damage with some kind of big old blaster-rifle, and who's to say that sword _has_ to cut off people's limbs with every slice? Maybe she's been around since the Iron Age and is just pretty well-preserved, or maybe she was locked away in jail or suspended animation since the early 1990s. The world's changed a lot for her, and it's open question how much she's going to adapt. Makes a good bad guy, too, especially in a game like this.
  8. He is Bruisedx3 OK, go ahead and post, DS, and I'll post for the Alpha-Centurion.
  9. "YOU ZHUT UP ABOUT THAT! YOU KNOW HOW HARD IT IZ TO FIND FLOWERZ BEEG ENOUGH FOR GIANT BEEZ?!" Henr-bee waved a foreleg threateningly in Jack of All Blades' direction. Despite the bees' anger, though, and a truly fantastic speed they were setting as heroic duo and bee trio zoomed towards the edges of the city, it was obvious that Wander was just a little bit faster than they were. "WHY DON'T YOU GO INZEMINATE YOUR QUEEN AND MAKE BEEBIEZ! OH RIGHT, YOU CAN'T! YOU ZTUPID BIPEDZ! WE BEET YOU UP, THEN KNOCK OVER THINGZ TILL ZOMEONE GIVEZ UZ FLOWERZ!" A gout of flame whooshed by Jack of all Blades' head at that juncture, just missing sizzling him.
  10. The bees, the ones who'd already taken a beating flying at a slightly canted angle, suddenly swarmed over Wander and Jack of all Blades in a near-deafening roar of gargantuan buzzing! The lead one, the one who'd given Erik the ride earlier, gave Erik an impenetrable look through faceted eyes and opened its flaming maw. And then, in a voice like a thousand synthesizers at once, the gargantuan insect spoke! "WWEEEEEE WEREEE ABBBANDONED BY THE MAZZZTER! HE ZAYZ WE ARE NO GOOD FOR HIZ ZCHEMEZ! AND NOW YOU INZULT UZ! YOU DO NOT KNOW ANYTHING! _I_ AM CURL-BEE! ZAT IZ BEATRIZ, AND ZAT IZ HENR-BEE! YOU ARE ZTUPID! WE PUNIZH YOU!"
  11. What a wonderfully goofy concept! APPROVED
  12. There are some typos you'll want to fix, but the math and backstory are both good. No reason not to give you an approval.
  13. Heh, I think there's a typo! Luna Moth ain't no hero. I like the way you've brought her into the new age of Freedom. Remember that Flight 3 is 50, not 100 MPH. Might want to mention the parts of her backstory that you took from her official bio. We don't want to get sued. A good sheet, all around.
  14. A dark character! But the second Conqueror Worm certainly should be. I like the motivation, you've really given her reasons for going over the edge. The sort of character you can _almost_ sympathize with. You don't technically need to pay for Minions or Equipment for her, but I think it makes for a good shorthand for what she usually has on hand in any given moment. As an NPC, you can always give her more if she needs more. Has she made contact with the old Conqueror Worm's Harley Quinn-expy? You could always say she was the con that she met in prison. This character needs the Demolitions skill, I'd think.
  15. Fusion's blink was visible through her costume. "What? I didn't send this! I've never seen you before in my life!" She hmmed for a moment, rubbing her chin absently with a long, suckered tentacle. "They must have been going after both of us...which means it must be someone who knows your identity! And MY identity!" She advanced on Lady Winter, tentacles lashing. "Who knows who you are?" she demanded, careful to keep the note from getting lost. "Who could have found out? If they could get you, they could target your friends...and my family!"
  16. Looney Toon Abilities: 30 pp STR 10 (+0) DEX 18 (+4) CON 18 (+4) INT 14 (+2) WIS 10 (+0) CHA 20 (+5) Saves: 14 pp TOU +10 (+4 Con, +6 Protection) FORT +7 (+4 Con, +3) REF +11 (+4 Dex, +7) WILL +7 (+0 Wis, +7) Combat: 24 pp ATK: +6 (+10 Toons) DEF: +10 (+3 flat-footed) Init: +4 Grapple: +6 Skills: 17 r=68 pp Acrobatics 7 (+10), Bluff 15 (+20), Knowledge (history) 3 (+5) Knowledge (popular culture) 3 (+5), Notice 10 (+10), Search 8 (+10) Sense Motive 8 (+8), Sleight of Hand 7 (+10), Stealth 7 (+10) Feats: 16 pp Acrobatic Bluff, Challenge (Fast Taunt), Distract (Bluff), Dodge Focus 4, Evasion, Luck, Move-By Action, Power Attack, Quick Change 2, Takedown Attack, Taunt, Uncanny Dodge (auditory) Powers: 52 pp Toon Array [25+2=27 pp] Damage 10 (Extra: Ranged) (PFs: Accurate 2, Indirect 3) 'Comedic Violence' AP: Healing 10 (Extra: Total) (Flaw: Personal Only) (PFs: Persistent, Regrowth) 'Toon Healing AP: Teleport 8 (200 ft/2000 miles) (Extra: Portal (+2) ) (Flaw: Long-Range Only) 'Portable Hole' Immunity 3 (aging, disease, poison) [3 pp] Leaping 2 (x5) [2+1=3 pp] AP: Speed 2 (25 MPH) Protection 6 [6 pp] Regeneration 11 (Bruised/no action [3], Injured/no action [6], Resurrection/day [2]) (PFs: Persistent, Regrowth) [13 pp] Drawbacks: 5 pp Weakness [Turpentine; Uncommon Occurrence; -1 Constitution Per Minute; 5pp] DC Block Unarmed DC 15 TOU (bruised/injured) Blast DC 25 TOU (bruised/injured) - Design Notes: OK, here's a PL 10 'living cartoon, modeled after Marvel's Slapstick. He can inflict comedic violence via dropped pianos or swung mallets, shrug off almost all damage thanks to his regeneration and healing, step through portable holes, sweep his way through lots of silly mooks, and generally do almost all the things you'd expect a cartoon character to do. He's also got a really strong personality, he's a great trashtalker, and he's good at shrugging off most forms of harm. It's up to you whether or not he can pass for human. Despite his appearance, I'd say he can: that's why he's got Quick Change 2, so with a thought he can dress himself in any ridiculous outfit he wants. He can't quite shrug off as much damage as Bugs Bunny, but with his Regen and Healing you may not notice. Buying his Regen up with PP is definitely a good idea as you accumulate points. In an ideal situation, he'll jump around cackling, whacking people with his mallet or dropping pianos on them, and generally acting the manic clown he is. His big weakness is turpentine; i.e., the same Dip that so bedeviled Roger Rabbit and his kin in Who Framed Roger Rabbit. I've built him with the theory that he technically doesn't age: this sort of sheet is an interesting riff on Plastic Man style archetypes if you do want him to have been around since the Golden Age. Origin is up to you: a cartoon brought to life via magic or super-science? If so, a Fort immunity might not be a bad idea. A mutant with cartoony powers? He might have different feats and skills if that's the image you have in mind for him. Or the one I preferred; a Golden Age cartoonist who refused to be part of a mobster's protection racket, one who was shot and thrown into a vat containing radioactive ink that he absorbed into his body. This is not a bad build for a Golden Age hero still active today, and a good riff on the typical sedate old-timey hero.
  17. Avenger blinked, staring at Nick in hastily-covered surprise. Did someone in this town just admit error? I...I think I like this guy! "Well, that's...good to hear. Very professional of you." He hmmed. "I'd be leery of any divine messengers finding out anything about the undead. We have our ways of shielding ourselves from that sort. You know there's an angel active in this city." He shrugged a little, then added, "I'll do investigation on my end and see what I can come up with...and I'll alert you if there's a problem. We police our own, but the draugr are definitely not ours. The monsters I've seen in this city would color your hair." Steepling his hands, he studied Nick. "And what are your intentions towards them, if we do catch them? I've known necromancers with all sorts of interest in the undead. None of them very pleasant. One of them used to work for my predecessor."
  18. That's a DC 30 Bluff check to avoid believing that Medea totally did tongue-hockey with Travis. Enjoy that mental image, Midnight! OK, the mechanic here is that they're all PL 6 demons with Interpose and Speed. You all get one free hit! Is that quite a nice thing to get for free? Oh, it's not free. No, indeed. :twisted: Rift is up, and then the Cyber-Centurion.
  19. Medea sighed, sounding at once very young and very old. "Fine. But I've seen what the real Centurion could do against the whole Crime League at once. This is going to end in blood. I...well, I do have something. This is going to be unpleasant for you to watch, darling. Just don't vomit on Sebastian." She hummed for a moment, then waved her hand. "Demons of air and darkness!" she called, her eyes rolling back in her head as her body convulsed. "I summon thee forth! Foul creatures of the Stygian Pit! Attend me and my followers in the name of Midnight!" Suddenly Medea's head pitched forward and she vomited forth a half-dozen fiends, each one exploding up to near-human size and scuttling over to take up protective positions nearby. "They're on your side, children! But when they're gone, they're gone!" With a sigh, she wiped her mouth. "Well that was unpleasant, and now my mouth tastes of magic. Do you kiss as well as you used to?"
  20. Guy Fawkes Abilities: 46 pp STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 16 (+3) WIS 14 (+2) CHA 16 (+3) Combat: 32 pp ATK: +8 (+14 melee) DEF: +13 (+4 flat-footed) Init: +11 Grapple: +19 Saves: 10 pp TOU: +7 (+5 Con, +2 Shirt) FORT: +8 (+5 Con, +3) REF: +8 (+5 Ref, +3) WILL: +6 (+2 Wis, +4) Skills: 25 pp=100) r Acrobatics 10 (+15)* Bluff 10 (+13)* Climb 1 (+6) Demolitions 15 (+18) Intimidate 13 (+16)* Languages 4 (French, Latin, Greek, Spanish) (Base: English) Knowledge: History 10 (+13) Knowledge: Theology and Philosophy 6 (+9) Notice 10 (+12) Ride 1 (+6) Sense Motive 10 (+12) Stealth 10 (+15)* Feats: 37 pp Acrobatic Bluff, Attack Focus: Melee (6), Challenge (Fast Startle) Distract 2 (Bluff, Intimidate), Dodge Focus (5), Equipment (4), Evasion (2), Fascinate 2 (Bluff, Intimidate), Hide In Plain Sight Improved Crit (Knives), Improved Initiative (2), Luck, Master Plan, Move-By Action, Skill Mastery (Acrobatics, Bluff, Intimidate, Stealth) Startle, Takedown Attack (2), Taunt, Ultimate Skill (Demolitions), Uncanny Dodge (Auditory) equipment [20 ep] Grapple Line: (Super-Movement 1 (Swinging) )[2 ep] Night Museum: (as Sanctum Sanctorum) [9 ep] Knives (Strike 1 (PFs: Improved Crit, Mighty, Thrown 2) [5 ep] Undercover Shirt (Protection 2 (PF: Subtle) ) [3 ep] costs abilities 46 + combat 32 + saves 10 + skills 25/100 + feats 37 = 150 pts ---- Design Notes Guy Fawkes, ladies and gentlemen! The greatest terrorist of the early 17th century, ready to be dropped into your game as villain or newly-reformed good guy. He's pretty darn good at what he does, goonsweeping with his knives like they're chainsaws and retreating back to his garret to make lots of angsty speeches about Catholicism or how much he hates Norsefire, or whatever. He doesn't have plastic explosive on him: he's from 1606! You can probably have him acquire some in play if necessary. He can't exactly run around town with a barrel of powder strapped to his back, after all. He's a very, very good Demolitions guy, as the historical Guy Fawkes (a military engineer and sapper) was before the Gunpowder Plot. Demolitions is from the Mastermind's Manual; it's a merger of Craft Chemical and Structural, all the knowledge you need to blow up the Houses of Parliament without having to know boring stuff like where the gunpowder was mined and such. He was a European who traveled internationally, so I gave him some languages he might have picked up. This isn't an easy character to play heroically, especially in a game like this, but I think it could be done. Use explosives to take out the headquarters of bad guys _after_ you've cleared them out, make sure you're using the butt and flat of the knives, or well-placed stabs, when you're carving your way through gangsters and aliens, or anyone else who isn't an Acceptable Target. Don't be afraid to speechify in public, it's what you're there for! If you're lucky, maybe Hugo Weaving will play you in the movie about your life. - Freedom City Plot Hooks Vaporizable Villains and Vindictive Vigilantes [*:kryq4mm8]"Big Al" Driogano: He runs the Freedom City Mob. Won't he be surprised if you blow up his mansions and minions? Remember: you aren't the Punisher, you can't kill people because they're criminals. (Or kill people at all, really) But with the right scare tactics and right use of physical violence, you can make those mobsters wish they were dead. [*:kryq4mm8]Foreshadow: He has a reputation, and maybe he deserves it, as the world's greatest detective: he's certainly very, very good at what he does. (It helps that he's actually psychic). He targets mobsters, so the two of you are going to see a lot of each other. Just be careful you don't offend his heroic sensibilities. [*:kryq4mm8]Pinnacle Path: Helpful charitable organization or creepy Church of Happyology-style cult? It's up to you: their New Age practices may not make a lot of sense to your 17th century ways! [*:kryq4mm8]The Silencer: He's got sound-based weaponry; he hunts and kills mobsters. The Punisher with more scientific genius and a bigger budget. He's a potent ally, if you don't cross him. You'll probably be surprised to find out that he's actually the brother of one of Freedom City's biggest mobsters. [*:kryq4mm8]St. Georges' Cathedral: The biggest church in Freedom City, and it's Catholic! Yay! It's a nice place to visit, and who wouldn't want to live there? You may want to clear this with Archbishop Fairwell first. He may let you stay if you help him with the Repentent, the supervillain that keeps trying to break in.
  21. Kid Hero Abilities: 14 pp STR: 30 (+10) DEX: 14 (+2) CON – – INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) Saves: 10 pp TOU: +10 (+10 Protection) FORT: – REF: +6 (+2 Dex, +4) WILL: +6 (+0 Wis, +6) Combat: 24 pp ATK: +6 (+10 Unarmed) DEF: +10 (+3 flat-footed) Init: +2 Grapple: +16 Skills: 11 pp=44 r Acrobatics 6 (+8) Intimidate 6 (+6) Investigate 4 (+4) Knowledge: History 4 (+4) Languages 2 (German, Russian) (Base: English) Notice 6 (+6) Search 6 (+6) Sense Motive 6 (+6) Feats: 15 pp Acrobatic Bluff, Attack Specialization: Unarmed (2), Dodge Focus (4), Equipment, Fearless, Luck, Move-By Action, Power Attack, Startle, Set-Up, Uncanny Dodge (auditory) Powers: 76 pp Immunity 30 (Fortitude) [30 pp] Protection 10 [10 pp] Regeneration 32 (Recovery Bonus: +9 [14], Rec. Rate: Injured/no action [6], Disabled/no action [8], Resurrection/hour [4]) (PFs: Persistent, Regrowth) [34 pp] Super-Senses 2 (Darkvision) [2 pp] Equipment: 5 ep Flare Gun (1 ep) Flashlight (1 ep) Grapple Gun (Super-Movement 1 (Swinging) )(2 ep) Handcuffs (1 ep) DC Block Unarmed DC 25 TOU (bruised/injured) Totals: Abilities 14 + Skills 11 + Feats 15 + Powers 76 + Combat 24 + Saves 10 = Total 150 --- Design Notes: He’s from a more innocent age. The adopted ward of a costumed vigilante, he learned deduction, investigation, and acrobatics from one of the smartest, best men in the world. He was the flashy, shiny one, distracting and setting up the bad guys for a big hit from his boss, full of wisecracks. Maybe he was important to the community: heading his own team of groovy young heroes trying to make it on their own, or maybe he just stood there at the edge of the limelight. Then he died. Maybe his hero died with him in one last heroic stand against their enemies, or maybe that enemy killed the sidekick as a way of making the hero feel bad. (Shot with a freeze gun? Why not?) Maybe he just disappeared from the records, or maybe the world mourned his death as an innocent age of silver (or gold) was alloyed with grief to make a harder, sharper bronze. What matters is that he was gone, gone, gone. But now he’s back. Was he just ‘sleeping’? Did dark magic resurrect him, by accident or on purpose, or was it mad science? Did a bad guy raise dead superheroes to make the live heroes feel bad, or was it just a coincidence that this particular resurrected soul had a costumed past? The default assumption here is that he’s a revenant, not a zombie: I honestly think it’s creepier to have him as an unaging 16 year old, living in a body that never ages, never changes, and heals any injury with incredible speed. Whatever brought him back, he’s not going away any time soon. You’re Burt Ward playing the lead from The Crow. Go nuts. (Well, hopefully not literally)
  22. Heroic Hippie PL: 10 (150) Abilities: 40 pp STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 10 (+0) WIS 16 (+3) CHA 30 (+10) Combat: 20 pp ATK: +4 DEF: +10 (+3 flat-footed) Init: +6 Grapple: +4 Saves: 10 pp TOU +10 (+5 Con, +5 Protection) FORT +6 (+5 Con, +1) REF +7 (+2 Dex, +5) WILL +7 (+3 Wis, +4) Skills: 14 pp=56 r Bluff 12 (+22) Diplomacy 12 (+22) Knowledge: History 4 (+4) Knowledge: Pop Culture 4 (+4) Notice 5 (+8) Perform: Singing 12 (+22) Sense Motive 7 (+10) Feats: 14 pp Distract (Bluff, Diplomacy) 2 Challenge 2 (Improved Feint, Improved Taunt) Dodge Focus 4 Fascinate (Perform) Improved Initiative Luck Taunt Set-Up Uncanny Dodge (auditory) Powers: 52 pp Hippie Array [45+1=46 pp] Illusion 10 (all senses) (Extra: Selective) (Flaw: Phantasms) (PFs: Precise, Progression 4 (100 ft) ) AP: Emotion Control 10 (Extra: Area [burst]) (Flaw: Sense-Dependent [Auditory]) and Stun 10 (Extra: Area [burst]) (Flaw: Sense-Dependent [Auditory]) (PF: Sedation) Immunity 1 (aging) [1 pp] Protection 5 [5 pp] costs abilities 40 + combat 20 + saves 10 + skills 14/56 + feats 14 + powers 52 = 150 pts ---- Design Notes: Jesus Christ, it's a hippie! Get in the car! Actually, with this lady, you probably won't want to. She's incredibly charismatic, she's got amazing illusion powers (usually of peaceful, happy scenes designed to help everyone mellow out), and is an amazing face-woman and trickster for the group. She's also a world-class singer, easily on par with such celebrities as Mama Cass and Joni Mitchell. She's an interesting character to play, either in her native late Silver Age or as a relic/modern day flower child in the modern period. When she tells you to mellow out, by God you mellow out, and when she tells you to fight the system, you go looking for a pig! I gave her Immunity to aging to reflect a flower child who really has been around since Woodstock, but you could easily drop that for a 1960s game or for a younger character who grew up on a commune somewhere. She may have got her powers from doing many, many drugs, or just meditative understanding that unlocked her deep inner chakras, depending on the tone of your game. Either way she's got low exotic saves: she's a hippie, what are you gonna do? She's probably got a lot of enemies in the 1960s, and maybe a few holdovers around today. If you're playing Super-Hippie (Captain Cool?), make sure to stay _mellow_. You're going to build a better world for the squares, even if they don't get it. You may be tempted by that charmer Tick-Tock Doc, but you've got a pretty good idea what HIS agenda is, and it involves your pants. Alternatively, maybe you're a violent revolutionary! Fight the power, ban the Bomb and smash the system! Either way, you'll make friends wherever you go, as well as some very determined enemies. Keep riding your VW Bus and listening to your eight-track tapes! - Freedom City Plot Hooks Groovies and Ghoulies: [*:3ua3bhaq]Black Avenger: Friend, ally, but a frustration. You and he share the same agenda about overcoming the bourgeois power structure and making a better world for everybody else. So what's all this talk about you being a privileged white girl? Doesn't he know that you're part of the Movement just as much as he is? That you're on the same side against the forces of the Man!? He's on your team, sure, but he's his own man, there's no getting around that. But that can be attractive, in its own way. [*:3ua3bhaq]The Man: Stick it to him! [*:3ua3bhaq]The Tick-Tock Doc: Hippie revolutionary with temporal powers and a time theme. He's a handsome genius with amazing power; even if you don't like That Way, you'll probably be at least a little tempted by his agenda. But his vision isn't really about choice: it's about taking away the order people have chosen to have in their lives and giving them chaos in the guise of freedom. It's tough to remember that, though, when you see all the squares he has to fight!
  23. Tiny Titan Abilities: 24 pp STR: 10/1 (+0/-5) DEX: 14 (+2) CON: 10 (+0) INT: 20 (+5) WIS: 18 (+4) CHA: 14 (+2) Combat: 6 pp ATK: +3 (+15 w/Shrinking) DEF: +3 (+15 w/Shrinking) Init: +2 Grapple: +3 (full size)/-5 Shrinking Knockback: -2 (full size)/ Saves: 17 pp TOU: +5 FORT: +5 (+0 Con, +5) REF: +10 (+2 Ref, +8) WILL: +8 (+4 Wis, +4) Skills: 84 r=21 pp Concentration 10 (+14) Craft [Electronic] 10 (+15)* Disable Device 5 (+10) Knowledge [Life Sciences] 10 (+15)* Knowledge [Physical Sciences] 5 (+10) Knowledge [Technology] 10 (+15)* Languages 3 (German, Greek, Latin) Base: English Medicine 10 (+15)* Notice 8 (+12) Search 5 (+10) Stealth 8 (+10/+30) Feats: 11 pp Equipment, Evasion 2, Fearless, Hide in Plain Sight Improvised Tools Inventor Luck Power Attack Second Chance (Reflex Save to avoid being stepped on) Skill Mastery (Craft: [Electronic], Knowledge [Life Sciences], Knowledge: [Technology], Medicine) Powers: 71 pp Flight 2 (25 MPH) (PF: Subtle) [5 pp] Immunity 9 (Life Support) [9 pp] Protection 5 [5 pp] Shrinking 20 (PFs: Atomic Size, Microverse, Normal Movement, Normal Tougness) [24 pp] Super-Senses 7 (Darkvision, Microscopic Vision 3 [atomic], Tremorsense) [7 pp] Shrinking Array [20+1=21 pp] Teleport 9 (anywhere on Earth) (Extra: Accurate) (Flaw: Medium [telephone lines]) (PFs: Easy, Turnabout) AP: Damage 5 (Extras: Alt. Save [Fort], Autofire, Penetrating) Equipment: Binoculars (1 ep) Grapple Gun (Super-Movement 1 (Swinging) )(2 ep) Helmet Video Camera [PF: Subtle] (2 ep) -- Design Notes: How small are you? Very small: this character's primary superpower is her ability to make herself small enough to fall right out of the universe, and a few subsidiary abilities to go with it. A lady able to make herself small enough to fit inside an oxygen atom riding on the head of a virus shouldn't have to worry about breathing or getting sick, just as she should be able to take in her surroundings without having to make use of photons the size of her head. Her "faxing herself" trick is an old staple of tiny people in comics. She flies by riding atoms! Or air molecules, anyway. I figure her Strike is punching things with a fist smaller than an atom: nuclear eruptions thereof? Why not? It's your call what the microverse is like. Marvel's gone with it being a high-action sci-fi sort of place, but it may be a mundane reflection of our world, or something weirder entirely. As for being atomic size, it works a little like Insubstantial 4 (the costs are similar) with the caveat that she doesn't have any big weaknesses! It's a nice trick, all things considered. She has basically no Strength when you're at full-Shrinking: a heavy load for her is something like a coffee cup. (An empty one, at that!) She's a really, really good team sneak. She cannot fight, at all. She's a scientist, not a fighter! Fight small! Fight small! Fight small! She's actually got a decent Toughness when fully-grown, though her defense is crap. Stay small and stay mobile: most people can't hit a target with 25 Defense, especially when that target's flying at 2500 ft per round on the back of a passing cosmic ray. Keep that camera running as she journeys through inner space: who knows what she'll record? She's an adventurer-turned-hero, just like the pulp characters of old. She just does it a little...differently.
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