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Everything posted by Fox
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Will Save vs. Vampire's Mind Control, DC15 (half-immunity) (1d20 + 8=25) Psh. Initiative Roll (1d20 + 7=23) Yeah, that oughta do.
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Dragonfly narrowed her eyes, glad that she'd kept her defenses up...and perturbed that she hadn't noticed the man before now. should probably be cautious - acted too quickly last time - mmh - this is why I prefer to hang back and plan - heartbeat - lie? - not very good at it - deflect - diplomacy? [bg=#555555]"'Another'?"[/bg] she finally asked. [bg=#555555]"Was not aware anyone had come before me. Suppose any visitors to ruined buildings are strange. Would...appreciate reasonable discussion about the release of the princess...probably anyone else you have captured or imprisoned. Easier that way."[/bg]
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Toughness Save vs. Ghost's Attack, DC27 (1d20 + 15=17) Pff, no. Toughness Save REROLL vs. Ghost's Attack, DC27 (1d20 + 15=33) Much better.
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"I dunno," Gaian Knight mused, the bristling rocks that floated behind him betraying his not quite so at ease mood. "I'm with Nick, here: you really ought to try some therapy. Murder's bad for the soul." Apparently not all his rocks were still up behind him - more than a few had dropped to the ground, moving nearly unseen until they started flowing up Caliban's legs like living things, earthen snakes or vines spreading out to try to encase him and hold him fast in a cocoon of stone. "I was going to ask if we could just talk this out, but somehow I don't think that's on the table anymore."
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Ranged Attack Roll vs. Caliban (snare; Power Attack -2/+2) (1d20 + 12 - 2=21) Hooray for flat-footed enemies at the start of combat. DC22 (base) + 2 (power attack) = DC24 Reflex save for the big guy. Fail is entangled and anchored, fail by 5+ is bound helpless, anchored, and fully sense-obscured.
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Initiative Roll (1d20 + 0=16)
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Dragonfly glanced around the ship, her helmet measuring and cataloging assorted damage and unfamiliar technology. Something just didn't feel right; she had an itch in her brain like she'd overlooked something, like she had a puzzle that was almost complete but the last few pieces weren't the right shape. The 'assimilation chambers' - as if they could be called anything else - were especially off, somehow. The design, or the size, or - the size? - wait, what Her helmet took quick measurements of the pods, and quick measurements of the drones. She felt a little ill. [bg=#555555]"How old?"[/bg] she asked them. It wasn't great for pretending to be captured, but Dark Star had likely ruined that already. [bg=#555555]"Are you, I mean. Or were you. Before...'embracing the glory of the Terminus'."[/bg]
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Dragonfly does an auto-25 notice check, looking around as best she can from where she's standing trying to make sure nothing untoward happens to Miss A's body. Infravision, analytical vision, the works; she's looking for anything she might have missed that she could turn to their advantage, and more information on what exactly went down here. Really, that should probably be two checks, but she can do them as a free action, so. As long as she's surveying, she also takes the time to size up the area and the drones. Assuming she ends up having enough time to finish doing so and process the information: Master Plan Check (1d20 + 7=10) Well, that's not the most awesome roll ever (really need to get her some more Int, or cough up the points for actual tactics) it'd be better than nothing. Sometimes all you need is that tiny extra nudge.
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It was only through an act of supreme will that Dragonfly didn't smack herself right in the armored forehead. smooth She didn't say anything - she knew enough about diplomacy to know that she didn't tend to have any, and was better off keeping her mouth shut, whether or not their 'cover' had been blown - but she did move a bit closer to Miss Americana's body. The heroine might not be entirely sure what omega drones would do when confronted with a clearly free-minded, powerful hero wandering around in their ship, but she doubted it'd turn out well, and if Dark Star had to end up having to turn his attention to a fight she wasn't going to let a piece of engineering that impressive crack its head open on the floor.
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[bg=#555555]"Would have expected a more aggressive response from an omega ship,"[/bg] Dragonfly observed aloud, frowning at the transport in question. [bg=#555555]"Like hitting a beehive. Actions so far seem...tactically poor. Single troop transport, no visible escorts, no known attempt to set up a larger base unless they're digging into the moon. Short-range vessel without support or supplies? Impression has always been that Omega isn't that stupid."[/bg] She tilted her head, tapping a finger against her leg. [bg=#555555]"Moving it safely...could be done. Spatial fold - big one. Displace the entire ship at once. Depending on mass, could do it myself; otherwise, would need time to set up. Better to neutralize threats first, though. If they are stuck, would rather not accidentally free them."[/bg]
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Wearing, as she does, a sophisticated suit designed to fold the fabric of space and reality, is there anything Dragonfly can do to wedge the portal open and give Colt and Thrude an extra round or two to get clear? That'd be her first instinct, given the dramatically-arranged knockback and Gillman's reaction. Still, it's pretty clearly a plot device power, and I figured I should ask before trying something either mechanically broken or making you fiat again.
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Spreading his feet somewhat to get a more solid footing, Gaian Knight cracked his knuckles. "Well, then. I suppose we'd better get this right the first time." His little collection of stones spread out around the book, thinning and stretching to form an odd sort of structure a few feet away from the case. It looked, aside from the material it was made out of, quite a bit like the sort of shield one might find in a lab that handles hazardous samples or chemicals. One large area was left open, to face the group, but the rest of the case was blocked off from its surroundings in case the worst happened. "Ah...those not touching the book might want to back up a bit. I really don't know if that thing's going to hold, and in the worst case it might spare the rest of the display by channeling the worst of whatever it's got at us, so...." He shrugged, apparently figuring that was a pretty decent trade-off. "Though I guess that's only if it explodes. Way, way too many things explode, in my experience. Ready when you are, ma'am."
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Dragonfly did notice, but filed Miss Americana's unease away as reasonable and something that didn't need watching - she was a capable woman (capable something - still not sure - AI? - male? - just going to assume she's a 'her' - less creepy), and Dragonfly was busy wishing she'd gotten around to putting image magnification on her helmet. [bg=#555555]"Agreed,"[/bg] she...well, agreed, bringing her force field up as a twisted line around her profile. [bg=#555555]"And contrary to my original suggestion, yes. But a single drone is one thing. A large structure is another - strength in numbers applies to enemies, too."[/bg]
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Dragonfly looked around them, trying to temper her thrill at being in space with the urgency of their mission. She had somewhat limited success. [bg=#555555]"Probably best if the 'big gun' draws fire. Am assuming he's capable of handling...mmh. Omega drones. So not worst case, maybe, but bad cases. Or he wouldn't have been sent."[/bg] She tilted her head, tapping a finger on her leg as the moon grew ever larger. [bg=#555555]"Not sure that's really an 'or'. Don't know what you're capable of, but concealed observation would be useful before we act. Time to plan, in case we need it. Then approach. But only assuming concealment is possible in the first place."[/bg]
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Dragonfly's eyes narrowed, and her suit...well, it couldn't narrow its eyes, exactly, but linked to her as it was it had a habit of responding to her gut emotions sometimes. This was one of those times: the eyes seemed just a little brighter, something on her back made a small mechanical flexing sound, the plates here and there on her gauntlets or shoulders or boots flexed almost imperceptibly. A dozen little, barely-noticeable things...but all together they painted a pretty clear picture of surprise and sudden, defensive caution. [bg=#555555]"Explains your expertise,"[/bg] she said, her voice a bit more businesslike but not actually hostile. [bg=#555555]"Useful knowledge. Still. Probably means there's some hope for them. Better than none."[/bg]
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Far be it from Dragonfly to turn down an invitation in a world apparently modeled after video games. probably invisible clipping walls around other windows anyway, she dryly observed as she swept down toward the ruin-created 'doorway'. She played it cautious, though - a close, thermographic eye was kept on her surroundings, and her defenses were as far up as she could get them after the technological strain of bringing down a dragon. She was pretty sure there was some saying about parlors and spiders and flies, but she was too preoccupied to remember it.
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[bg=#555555]"Assuming you have a plan to get us to the moon? Spacecraft, teleporter, convenient superhuman?"[/bg] Dragonfly asked, tapping a finger on the table in thought. [bg=#555555]"Can fly, but would take -"[/bg] Tx = T0 + [ DEtM / Vmax ]; T0 = 0 (neglect) DEtM ~= 384,403km (approx) Vmax ~= 100mph (approx; *= 1.609344 to kph) Tx ~= 2387.6 / 24 / 30 ~= [bg=#555555]"- over three months, approximately. Could build a craft - less time - but would prefer to be in a hurry, if people are at risk. Don't want to let another 'few days' of people get caught or worse."[/bg]
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Gaian Knight frowned, hands in his pockets as he regarded the tome. "Well, one thing at a time, I guess. If we don't want to destroy it here, we've gotta get it out before we can burn it or blow it up...or just contain it. I'm assuming it wasn't always doing things like this, or somebody would've noticed before it got shipped off to a public library." He paused for a moment, glancing between the others and the displays. "....I don't suppose anyone here can just lift it up with their mind? Something tells me we don't want to touch that thing bare-handed. S'pose I could just wrap it up in some rocks, and hope that holds it...."
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Dragonfly's response to the proceedings was simple, precise, and nothing if not completely reasonable as a reaction to the footage. It was: omegadrone - omegadrone - nuke the moon? - could build something that destroyed it from earth - maybe not without burning some local atmosphere - spatial tear could create tidal forces to pull it apar- - wait, what [bg=#555555]"Farsiders?"[/bg] she asked, just as soon as her brain had stopped trying to design earth-to-space weapons whose use would tear local reality apart or cook everything within two miles. [bg=#555555]"...no. Nevermind. Context - city on the moon. Other side of the moon, from the name. ....going to have to ask about that later. Do you have data on where the omegadrone is now? Evidence is...interesting. In its best interests to move away, but hasn't; can't? Any recent data on what it's doing there? When not killing or capturing soldiers."[/bg]
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[bg=#555555]"No,"[/bg] Dragonfly answered, claiming a chair for herself. She was taking advantage of her helmet to try to get a look at Murdock without looking like she was getting a look at Murdock; she didn't know the significance of the lines all over his body but they were new to her, and new was interesting. tattoos? - no - unlikely - scars? - odd for scar tissue - seem numerous - oddly-placed - ritualistic? - magic user - alien? - oddly humanoid - mmh [bg=#555555]"Haven't been to the moon, I mean. Or space, in general. But could operate there, in theory - full life support."[/bg]
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DONE BY SHAENTHEBRAIN Dragonfly Simple edits, for once. And I can start catching up her awfully poor abilities, saves, and skills.... 5pp to spend. 1pp into Luck. 2pp into saves, boosting Fort and Will by 1 each. 2pp into skills. -- 8r to spend; 3 Craft (Electronic), 3 Craft (Mechanical), 2 Computers. [floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/DragonflyHF.png][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character Name[/u]:[/b] Dragonfly [b][u]Power Level[/u]:[/b] 11 (170/170pp) [b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness [b][u]Unspent pp[/u]:[/b] 0 [b][u]Progress to Gold[/u]:[/b] 65/90 [b][u]In Brief[/u]:[/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's. [b][u]Alternate Identity[/u]:[/b] Mara Hallomen [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American) [b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero [b][u]Affiliations[/u]:[/b] Ironclad, Jill O'Cure, The Lab [b][u]Family[/u]:[/b] Alexander "Hollow Man" Hallomen (Father) [b][u]Age[/u]:[/b] 19 (DoB: December 1991) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 5'5" [b][u]Weight[/u]:[/b] "I can build death rays, you know." [b][u]Eyes[/u]:[/b] Dark Blue [b][u]Hair[/u]:[/b] Dirty Blonde [b][u]Description[/u]:[/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept. Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening). When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass. [b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). [b][u]History[/u]:[/b] In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. [b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems). Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. [b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. [b]Hatred:[/b] People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. [b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). [b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. [b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url]. [b]Secret:[/b] Identity. [b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. [b]Suit Lite:[/b] Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. [b][u]Abilities[/u]:[/b] 0 + 4 + 0 + 14 + 2 + 2 = 22pp Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 8 + 8 = 16pp Initiative: +7 Attack: +4, +10 Spatial Control Grapple: +8/+4 Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 [b][u]Saving Throws[/u]:[/b] 6 + 4 + 7 = 17pp Toughness: +8/+5/+3/+0 (+0 Con, +5 Impervious Protection, +3 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +8 (+1 Wis, +7) [b][u]Skills[/u]:[/b] 92r = 23pp Computers 10 (+17)[sup]SM[/sup] Concentration 4 (+5) Craft (Electronic) 13 (+20)[sup]SM[/sup] Craft (Mechanical) 13 (+20)[sup]SM[/sup] Disable Device 8 (+15) Knowledge (Physical Sciences) 10 (+17) Knowledge (Technology) 8 (+15) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)[sup]SM[/sup] Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 14pp Ambidexterity Eidetic Memory Equipment 4 (20ep) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought [quote name="Equipment 5pp = 20ep"] Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep] [u]Warehouse (PL10 HQ)[/u] [12ep] [device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i] Size: Medium [1ep] Toughness: +10 [1ep] Features: [10ep] Concealed (+10 DC) Computer Defense System (Attack +11, Blast 11) Fire Prevention System Garage Laboratory Living Space Power System Security System (DC20) Workshop[/device][/quote] [b][u]Powers[/u]:[/b] 2 + 66 + 6 + 4 = 78pp [b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp] [b]Device 16 ([/b]80pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Subtle, Restricted [Datalink][b])[/b] (powersuit, technology) [66pp] [i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.[/i] [device][b]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp] [list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8] [u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list] [b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp] [b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp] [b]Immunity 9 ([/b]Life Support[b])[/b] [9pp] [b]Protection 5 ([/b][i]Extras:[/i] Impervious 5[b])[/b] (armor plating) [10pp] [b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp] [b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp] [list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20] [u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20] [u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20] [u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list] [b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp] [b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device] [b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4pp] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC19 Reflex Trapped DC19 Will (+1 per round) Escape Spatial Blade Touch DC25 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC25 Toughness (Staged) Damage (Energy) Taser Hand Touch DC20 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (22) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (14) + Powers (78) - Drawbacks (0) = 170/170 Power Points DONE BY SHAENTHEBRAIN
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DONE BY SHAENTHEBRAIN Gaian Knight 4pp to spend. The new house rule on Super-Senses makes his Detect Earth sense more expensive; 1pp there to even it out. ('Earth', of course, isn't on the frequency chart, but Common is where all the other classic elements are, and I checked it with Dr. A just to be sure. Still, if there are objections here, let me know.) 2pp into his Strength, to bring it up to 14. 1pp into his Will save, to start trying to catch his saves up...I've been neglecting them. Additionally, some minor formatting things to catch his sheet up to a newer template, and a correction to his Grapple, which was wrong (and would have needed updating anyway, since I just boosted his Strength!). DC Block has been updated, too, for unarmed and sword damage. [floatr][img=http://www.freedomplaybypost.com/wiki/images/c/cb/GaianKnightHF.png][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character's Name:[/u][/b] Gaian Knight [b][u]Power Level:[/u][/b] 12 (184/184) [b][u]Trade-Offs:[/u][/b] -3 Defense / +3 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress to Gold:[/u][/b] 34/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url]) [b][u]In Brief:[/u][/b] Young professor, given powers over the earth by unknown forces, just out to do some good in the world. [b][u]Alternate Identity:[/u][/b] Tarrant David McLeod [b][u]Identity:[/u][/b] Secret [b][u]Birthplace:[/u][/b] United States, west coast [b][u]Occupation:[/u][/b] Professor of Earth Sciences, Freedom City University [b][u]Affiliations:[/u][/b] Sanctuary, Freedom City University [b][u]Family:[/u][/b] Parents (still on the west coast), Brother (location unknown; little contact) [b][u]Age:[/u][/b] 26 (DoB: October 1984) [b][u]Gender:[/u][/b] male [b][u]Ethnicity:[/u][/b] Caucasian [b][u]Height:[/u][/b] 6' [b][u]Weight:[/u][/b] ~160lbs [b][u]Eyes:[/u][/b] green (now flecked with gold) [b][u]Hair:[/u][/b] brown [b][u]Description:[/u][/b] A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. [b][u]Power Descriptions:[/u][/b] Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting or following him around in the air. [b][u]History:[/u][/b] Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and taking advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. [b][u]Personality & Motivation:[/u][/b] Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. [b][u]Powers & Tactics:[/u][/b] Tarrant is not a practiced fighter (he's pretty awful with that sword, too), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: Priority one: protect people who need protecting. Priority two: stay well away from anyone who looks like they can throw a punch. Priority three: protect yourself from anyone who looks like they can throw anything else...like a bus. Priority four: find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge. [b][u]Complications:[/u][/b] [b]Honor:[/b] Chivalry. Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable. [b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. [b]Secret:[/b] Identity. [b]Teleportal:[/b] Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. [b][u]Abilities:[/u][/b] 4+0+4+4+6+4 = 22pp Str: 14 (+2) Dex: 10 (+0) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat:[/u][/b] 16+12 = 28pp Initiative: +0 Attack: +8 Base, +12 Earthshaping Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -7 [b][u]Saving Throws:[/u][/b] 8+7+6 = 21pp Toughness: +15 (+2 Con, +13 Protection, +4 Chestpiece (does not stack with protection)) Fortitude: +10 (+2 Con, +8) Reflex: +7 (+0 Dex, +7) Will: +9 (+3 Wis, +6) [b][u]Skills:[/u][/b] 72r = 18pp Climb 4 (+6) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15) Profession (Professor, Earth Sciences) 5 (+8) Sense Motive 8 (+11) Sleight of Hand 10 (+10) [b][u]Feats:[/u][/b] 11pp Dodge Focus 3 Equipment 5 (25ep) Luck Precise Shot Taunt [quote name="Equipment] Goggles (Flash/Nightvision) [4ep] Customized Platemail Chestpiece ([b]Protection 4[/b]) [4ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] [i]A handful of large land masses floating above the surface of [url=http://www.freedomplaybypost.com/wiki/Sanctuary]Earth-Sanctuary[/url]. The largest, central 'island' has a very nice castle, of all things.[/i] [device]Size/Colossal [5ep] Toughness: +10 [1ep] Features: [9ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: [b]Flight 8 ([/b][i]Extras:[/i] Duration [Continuous][b])[/b] [24pp] Power System Sealed Workshop[/device][/quote] [b][u]Powers:[/u][/b] 1+6+49+2+3+13+8+2 = 84pp [b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] [1pp] (earth, magic) [b]Device 1 ([/b]"The Sword", 5pp, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight], [i]Flaws:[/i] Easy-to-Lose 2[b])[/b] [6pp] [i]An old and ornate-looking masterwork sword.[/i] [device][b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp][/device] [b]Earthshaping 20 ([/b]40pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [49pp] (earth, magic) [list] [u]BP[/u]: [b]Create Object 18 ([/b]18 25-foot cubes, 10 180ft Range Increments / 1,800ft Max Range, Lifting STR 90 [Heavy Load: 1,600 tons], Toughness +18; [i]Extras:[/i] Duration 1 [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [40/40pp] [u]AP[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Extras:[/i] Autofire, [i]Feats:[/i] Indirect 2, Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [39/40pp] [u]AP[/u]: [b]Blast 11 ([/b]1,100ft Max Range; [i]Extras:[/i] Area [General, Shapeable], [i]Feats:[/i] Indirect 2, Progression [Area] 2 [55 5ft cubes], Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [38/40pp] [u]AP[/u]: [b]Burrowing 9 ([/b]500mph / 5000ft per Move Action; [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Progression [Reverse Area] 9 [Personal to 45ft radius], Subtle[b])[/b] [37/40pp] [u]AP[/u]: [b]Move Object 20 ([/b]Lifting STR 100 [12.5K tons]; [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Earth][b])[/b] [40/40pp] [u]AP[/u]: [b]Obscure 2 ([/b]Visual, 200ft Max Range, 15ft radius; [i]Extras:[/i] Independent, Total Fade [8 rounds][b])[/b], [b]Snare 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [8+32= 40/40pp] [u]AP[/u]: [b]Super-Movement 3 ([/b]Dimensional Movement 3 [any], [i]Extras:[/i] Linked [Teleport, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal][b])[/b] + [b]Teleport 10 ([/b]200,000 miles; [i]Extras:[/i] Accurate, Linked [Dimensional Movement, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal], [i]Feats:[/i] Change Velocity, Progression 2 [25'x25' portal][b])[/b] [6+33= 39/40pp] [u]AP[/u]: [b]Transform 9 ([/b]Earth into Earth, 500lbs, 10 90ft Range Increments / 900ft Max Range; [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [37/40pp][/list] [b]Flight 2 ([/b]25mph / 250ft per Move Action; [i]Flaws:[/i] Platform[b])[/b] [2pp] (earth, magic) [b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [Underground][b])[/b] [3pp] [b]Protection 13[/b] [13pp] (earth, magic) [b]Super-Senses 7 ([/b]Detect Earth [Mental, Common], Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [8pp] [b]Super-Senses 2 ([/b]Tremorsense [Tactile], Ranged[b])[/b] [2pp] [b][u]DC Block:[/u][/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Sword Touch DC21 Toughness (Staged) Damage (Physical) Blast Ranged DC27* Toughness (Staged) Damage (Physical) Blast Ranged/Area DC21 Reflex 1/2 Effect DC26 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Create Object (Dropped Object) Ranged/Area DC22 Reflex No Damage DC27 Toughness (Staged) Damage (Physical) Shape Earth Ranged DC19 Fortitude Transform Snare Ranged DC22 Reflex (Staged) Entangled/Bound Obscure (All Senses) *Up to DC31 with Autofire. Abilities (22) + Combat (28) + Saves (21) + Skills (18) + Feats (11) + Powers (84) - Drawbacks (0) = 184/184 Power Points DONE BY SHAENTHEBRAIN
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DONE BY SHAENTHEBRAIN Wraith Wraith's edits first - they're much easier! Fluff: I've upped her weight considerably, from 190 to 350lbs. 350lbs makes her (for her height and build while in human form) a bit denser than aluminum, lighter than most other metals, which I figure isn't bad for crazy organic metal biology. If it continues to bug me I'll retcon this again later, or just get her density and let the mechanics dictate her weight. 2pp to spend. Simple enough: 1pp to Luck, 1pp to raise her alien biology container to rank 7.2 (sorry...bugs me too!) and pick up Ultravision to round out her super-senses, letting her now see further in both ends of the spectrum, rather than just the low end. [b][u]Player Name[/u]:[/b] Fox [b][u]Character Name[/u]:[/b] Wraith [b][u]Power Level[/u]:[/b] 10 (152/152PP) [b][u]Trade-Offs[/u]:[/b] +2 Toughness / -2 Defense [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Gold[/u]:[/b] 2/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url]) [b][u]In Brief[/u]:[/b] A nice, kind teenage girl who's actually an alien made of fluid metal. [b][u]Alternate Identities[/u]:[/b] Indira Singh [b][u]Identity[/u]:[/b] secret [b][u]Birthplace[/u]:[/b] Kinigos [b][u]Occupation[/u]:[/b] student [b][u]Affiliations[/u]:[/b] Claremont [b][u]Family[/u]:[/b] mother, father [b][u]Age[/u]:[/b] 16 (in your human years) [b][u]Apparent Age[/u]:[/b] 16 [b][u]Gender[/u]:[/b] female (apparent) [b][u]Ethnicity[/u]:[/b] Kinigosi; Indian (apparent) [b][u]Height[/u]:[/b] 5'10" [b][u]Weight[/u]:[/b] 350lbs [b][u]Eyes[/u]:[/b] solid black (alien), dark brown (human) [b][u]Hair[/u]:[/b] none (alien), very dark brown (human) [b][u]Description[/u]:[/b] In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain. As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course. [b][u]Power Descriptions[/u]:[/b] See 'Powers & Tactics'. [b][u]History[/u]:[/b] Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw". This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden [i]somewhere[/i], away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much.... [b][u]Personality & Motivation[/u]:[/b] A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun.... [b][u]Powers & Tactics[/u]:[/b] Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details [i]of[/i] that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle). Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Alien:[/b] Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc. [b]Your Car Was Delicious:[/b] While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal. [b]Secret:[/b] Identity. [b]Space-Fish Out of Space-Water:[/b] She's been on the planet for a little while already but is still an alien; humans are [i]weird[/i] and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian. [b]Witness Protection:[/b] This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there [i]are[/i] people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile. [b][u]Abilities[/u]:[/b] 10+6+10+6+2+4= 38pp Strength: 20 (+5) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 14 (+2) [b][u]Combat[/u]:[/b] 8+8= 16pp Initiative: +3 Attack: +4 (+10 melee) Grapple: +15 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 [b][u]Saving Throws[/u]:[/b] 4+5+5= 14pp Toughness: +12 (+5 Con, +7 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +6 (+1 Wis, +6) [b][u]Skills[/u]:[/b] 32r = 8pp Bluff 4 (+6, +10 w/ Attractive) Concentration 4 (+5) Diplomacy 4 (+6, +10 w/ Attractive) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 2 (+5) Language 3 (Kinigosi (native), English, Galstandard, Hindi) Notice 4 (+5) Search 2 (+5) Stealth 7 (+10) [b][u]Feats[/u]:[/b] 16pp Ambidexterity Attack Focus (Melee) 6 Attractive Dodge Focus 4 Luck 2 Takedown Attack Ultimate Toughness [b][u]Powers[/u]:[/b] 37+7+16 = 60pp [b]Alien Biology 7.2 ([/b]36pp Passive Container; [i]Feats:[/i] Innate[b])[/b] [37pp] (alien) [device][b]Immunity 23 ([/b]Starvation/Thirst, Sleep, Critical Hits, Falling damage, all Magnetism effects, Life Support [Disease, Poison, Environmental Conditions, Suffocation][b])[/b] [23pp] [b]Insubstantial 1 ([/b][i]Extras:[/i] Can Become Solid, [i]Flaws:[/i] Permanent, [i]Feats:[/i] Selective, Subtle[b])[/b] ('liquid metal') [7pp] [b]Super-Senses 6 ([/b]Visual [Counters Obscure 2 (Darkness), Infravision, Ultravision], Audio [Ultra-Hearing], Normal Olfactory [Acute 1][b])[/b] [6pp][/device] [b]Protection 7[/b] [7pp] [b]Shapeshift 2 ([/b]10pp[b])[/b] (alien, shapeshifting) [16pp] [i]Sample configurations:[/i] [spoiler][b]Strike 5 ([/b][i]Feats:[/i] Improved Critical, Mighty[b])[/b], [b]Elongation 2 ([/b]+10ft[b])[/b], [b]Speed 1 ([/b]10mph / 100 feet per Move Action[b])[/b] [7+2+1= 10/10] 'whip-blades/clubs' [b]Additional Limbs 3 ([/b]+5 limbs; [i]Flaws:[/i] Duration 0 [Sustained][b])[/b], [b]Elongation 3 ([/b]+25ft[b])[/b], [b]Super-Strength 2 ([/b]+10 STR[b])[/b] [3+3+4= 10/10] 'give us a hug' [b]Morph 8 ([/b]single form, +40 Disguise; [i]Feats:[/i] Quick-Change 2[b])[/b] (mutation) [10/10] 'human guise' [b]Super-Movement 3 ([/b]Slithering, Wall-Crawling 2[b])[/b], [b]Speed 1 ([/b]10mph / 100ft per Move Action[b])[/b], [b]Leaping 2 ([/b]x5, ~75ft running jump[b])[/b], [b]Super-Senses 1 ([/b]Normal Olfactory [Tracking][b])[/b] [6+1+2+1= 10/10] 'hunter' [b]Drain Toughness 5 ([/b][i]Extras:[/i] Affects Objects, Linked [Damage, Healing], [i]Flaws:[/i] Affects Only Objects, Limited [metals][b])[/b] + [b]Damage 5 ([/b][i]Extras:[/i] Affects Objects, Linked [Drain, Healing], [i]Flaws:[/i] Affects Only Objects, Limited [metals][b])[/b] + [b]Healing 2 ([/b][i]Extras:[/i] Action 1 [Standard], Linked [Drain, Damage], [i]Flaws:[/i] Personal, [i]Feats:[/i] Regrowth[b])[/b] [2.5+2.5+5= 10/10] 'ohm nom nom'[/spoiler] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Strike Setting Touch (~15ft w/ Elongation) DC25 Toughness (Staged) Damage (Physical) Abilities (38) + Combat (16) + Saving Throws (14) + Skills (8) + Feats (16) + Powers (60) - Drawbacks (0) = 152/152 Power Points DONE BY SHAENTHEBRAIN
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Initiative Roll (1d20 + 7=17)