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Fox

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  1. Gaian Knight's edits. 6 pp to spend, and one big problem! I realized this last month that ever since he was approved, he's been...ah, illegal. He's stacking equipment and Protection for his toughness, and we can't have that. 4pp into Protection; his toughness is unchanged, but it's legal now! He keeps the chestpiece, though, just for looks - and in case his protection's ever nullified or whatnot. 2pp into the ever-hungry array. Create Object, Autofire Damage, Move Object all gain a rank. Burrowing has been reworked - his speed's dropped significantly (not that he's ever really burrowed for speed....), as has his maximum tunnel radius, but he's picked up Penetrating in case he needs to burrow through something especially tough. DC block and totals have been updated. [b][u]Character's Name:[/u][/b] Gaian Knight [b][u]Power Level:[/u][/b] 11 (167/167) [b][u]Trade-Offs:[/u][/b] -3 Defense / +3 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress to Silver:[/u][/b] 17/60 (Bronze 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] none [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 little rocks 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][u]Stats:[/u][/b] 2+0+4+4+6+4 = 20pp Str: 12 (+1) Dex: 10 (+0) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat:[/u][/b] 14+12 = 26pp Initiative: +0 Attack: +7 Base, +11 Earthshaping Grapple: +8 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -7 [b][u]Saves:[/u][/b] 8+7+4 = 19pp Toughness: +14 (+2 Con, +12 Protection, +4 Chestpiece (does not stack with protection)) Fortitude: +10 (+2 Con, +8) Reflex: +7 (+0 Dex, +7) Will: +7 (+3 Wis, +4) [b][u]Skills:[/u][/b] 72r = 18pp Climb 4 (+5) 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] 7pp Dodge Focus 2 Equipment 2 (10ep) Luck Precise Shot Taunt [quote]Equipment wrote: Goggles (Nightvision/Flash) [4ep] Customized Platemail Chestpiece [4ep] Masterwork Sculpting/Carving Tools [1ep] Quality Rock Climbing Gear [1ep][/quote] [b][u]Powers:[/u][/b] 1+6+44+2+3+12+7+2 = 77pp [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 18 ([/b]36pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 6[b])[/b] [44pp] (earth, magic) [list] [u]BP:[/u] [b]Create Object 16 ([/b]400-foot cube, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [36/36pp] [u]AP:[/u] [b]Damage 11 ([/b][i]Extras:[/i] Autofire, Range [Ranged], [i]Feats:[/i] Indirect 2, Variable Descriptor [piercing, bludgeoning][b])[/b] [36/36pp] [u]AP:[/u] [b]Damage 10 ([/b][i]Extras:[/i] Area [General, Shapeable], Range [Ranged], [i]Feats:[/i] Indirect 2, Progression 2 [5 cubes per rank], Variable Descriptor [piercing, bludgeoning][b])[/b] [35/36pp] [u]AP:[/u] [b]Burrowing 8 ([/b]250mph / 2500ft per Move Action, [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Subtle, Progression [Reverse Area] 8 [Personal to 40ft radius][b])[/b] [33/36pp] [u]AP:[/u] [b]Move Object 18 ([/b]Strength 90: 1000/2000/3200/6400/16K tons, [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited Material [Earth][b])[/b] [36/36pp] [u]AP:[/u] [b]Snare 11 ([/b][i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [30/36pp] [u]AP:[/u] [b]Transform 8 ([/b]Earth into Earth, 250lbs, [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [33/36pp][/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 12[/b] [12pp] (earth, magic) [b]Super-Senses 7 ([/b]Detect Earth [mental]; Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [7pp] [b]Super-Senses 2 ([/b]Tremorsense [tactile], Ranged[b])[/b] [2pp] [b][u]DC Block:[/u][/b] [code]Unarmed 16 DC/Toughness damage Sword 20 DC/Toughness damage Autofire Blast 26-31 DC/Toughness damage Area Blast 20 DC/Reflex, 20 or 25 DC/Toughness damage Snare 21 DC/Reflex entangled, anchored, optionally sense-obscured Costs: Abilities (20) + Combat (26) + Saves (19) + Skills (18) + Feats (7) + Powers (77) - Drawbacks (0) = 167pp Edits done by Geez3r
  2. Dragonfly's edits! She doesn't need anything fixed or points sunk into her devices. I'm so happy I could weep. 6 points to spend. 2 points into Int. Her brain continues to mutate, however slowly! Constantly working on super-science can't hurt, either. 2 points to raise base attack by 1. She now meets her caps, and is a slightly more competent fighter. 1 point into her Fortitude Save, as she's been active enough to be at least slightly more healthy. The start of a small trend! One day I may even give her proper constitution. One day. 1 point into Skills, where I do some minor rejiggering (helped by the +1 int from earlier) and add Disable Device at a decent rank. There is now some minor variation in her rank 15+ skills to represent her specialties (those being making physics cry, and building things that make physics cry). Dragonfly's age goes up, having had a quiet birthday in December. [b][u]Characters Name:[/u][/b] Dragonfly [b][u]Power Level:[/u][/b] 9 (139/139) [b][u]Trade-Offs:[/u][/b] +2 Defense / -2 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress to Silver:[/u][/b] 34/60 [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 citizen, French/American) [b][u]Occupation:[/u][/b] inventor; full-time hero [b][u]Affiliations:[/u][/b] Ironclad, The Lab [b][u]Family:[/u][/b] Alexander 'Hollow Man' Hallomen (father) [b][u]Age:[/u][/b] 19 (born 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). Very often what she's wearing hasn't been washed recently. Makeup is practically a foreign concept. When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has a translucent blue visor over her upper face. She prefers boots with a little bit of heel to them – they're not very practical, but she's self-conscious about her height (especially when confronting criminals or working with your standard 6' bombshell heroine). [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 under her visor, which obscures most of her features). Failed attempts to penetrate her Mental Immunity are met with psychic 'static', resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spacial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her gauntlets emit at the seams and glasswork when charged. [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 died (something he calmly claims he had nothing to do with, of course) she fell into his care. Little Mara Hallomen indeed was 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 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 science could not. Even this was cold comfort, however: 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 assorted substances that are even now still washing out of her system) can make her snide and irate. 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 spacial 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. [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 has 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 children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. [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]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]Visor:[/b] The visor device communicates most of its 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][u]Stats:[/u][/b] 0+4+0+14+2+2 = 22pp Str: 10 (+0) Dex: 14 (+2) Con: 10 (+0) Int: 24 (+7) Wis: 12 (+1) Cha: 12 (+1) [b][u]Combat:[/u][/b] 10+8 = 18pp Initiative: +7 Attack: +5, +9 Gauntlets Grapple: +5 Defense: +11/+4 (+4 Base, +7 Shield), +2 Flat-Footed Knockback: -0 Base, -3 with Force Field [b][u]Saves:[/u][/b] 5+4+6 = 15pp Toughness: +0 Base, +7 with Force Field (+0 Con, +7 Force Field) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) [b][u]Skills:[/u][/b] 72r = 18pp Computers 8 (+15) Concentration 4 (+5) Craft (electronic) 9 (+16) Craft (mechanical) 9 (+16) Disable Device 8 (+15) Knowledge (physical sciences) 10 (+17) Knowledge (technology) 8 (+15) Languages 3 (English [native], French, Japanese, Russian) Notice 4 (+5) Perform (stringed instruments) 9 (+10) [b][u]Feats:[/u][/b] 14pp Ambidexterity Benefit (wealth) Eidetic Memory Equipment 4 (20ep) Fearless Inventor Luck Master Plan Online Research Skill Mastery (Computers, Craft (electronic), Craft (mechanical), Notice) Speed of Thought [quote name="Equipment"]Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] The Lab (1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep] Warehouse HQ [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 Toughness/10 Concealed Computer Defense System Fire Prevention System Garage Laboratory Living Space Power System Security System Workshop[/device][/quote] [b][u]Powers:[/u][/b] 2+4+36+6+4 = 52pp [b]Datalink 2 ([/b]100ft, mental; mutation[b])[/b] [2pp] [b]Device 1 ([/b]Visor, 5dp; technology; [i]Flaws:[/i] Easy to Lose; [i]Feats:[/i] Restricted [Datalink][b])[/b] [4pp] [i]A blue, obscuring visor attached to two ear-covering mounts and covering much of the upper face. It requires Datalink to be used properly.[/i] [device][b]Super-Senses ([/b]Radio; Uncanny Dodge[b])[/b] [2dp] [b]Super-Senses ([/b]Visual; Analytical 2, Infravision[b])[/b] [3dp][/device] [b]Device 8 ([/b]Gauntlets, 40dp; technology; [i]Flaws:[/i] Hard to Lose; [i]Feats:[/i] Accurate 2, Precise, Restricted [Datalink][b])[/b] [36pp] [i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require Datalink to be used properly.[/i] [device][b]Spacial Array 9 ([/b]18pp array; spacial; [i]Feats:[/i] Alternate Power 2[b])[/b] [20dp] [list] [b]Damage 9 ([/b]blast; [i]Extras:[/i] Range [Ranged][b])[/b] [18/18] [b]Damage 9 ([/b]spacial 'blade'; [i]Extras:[/i] Penetrating[b])[/b] [18/18] [b]Dimensional Pocket 8 ([/b]25 tons; [i]Feats:[/i] Progression 1[b])[/b], [b]Enhanced Feat ([/b]Quick Change[b])[/b] [15+1= 18/18][/list] [b]Protection 7 ([/b]spacial; [i]Extras:[/i] Force Field (+0); [i]Feats:[/i] Selective[b])[/b] [8dp] [b]Shield 7 ([/b]spacial[b])[/b] + [b]Enhanced Feat ([/b]Evasion 2[b])[/b] [7+2= 9dp] [b]Teleport 1 ([/b]100ft; spacial; [i]Feats:[/i] Turnabout[b])[/b] [3dp][/device] [b]Immunity 10 ([/b]Mental Effects; [i]Flaws:[/i] Limited [Half]; [i]Feats:[/i] Innate[b])[/b] [6pp] [b]Quickness 6 ([/b]x100; [i]Flaws:[/i] One Type [Mental]; [i]Feats:[/i] Innate[b])[/b] [4pp] [b][u]DC Block:[/u][/b] [code]Unarmed 15 DC/Toughness damage Blast, Blade 24 DC/Toughness damage Pocket 18 DC/Reflex trapped 18 DC/Will, -1 per save failed to escape (Dimensional Movement grants automatic escape) Costs: Abilities (22) + Combat (18) + Saves (15) + Skills (18) + Feats (14) + Powers (52) - Drawbacks (0) = 139pp Edits done by Geez3r
  3. Ah. Read the constructs section again - they're doing some fancy math to even things out. A construct, as given in the book, is lacking three ability scores (con, and either str and dex, or int and cha), but gets Immunity (Fortitude) for 'free'. As the book itself points out, these average out to 0 points: the immunity costs 30, and three ability scores set to - or 0 is -30. Building a character, it's much easier to assume ability scores start at 10 (except for con, which is -, and does refund 10 points for you to spend elsewhere), and buy the immunity as a power. It's the exact same thing, but it means the sheet doesn't look extremely odd, with ability scores being bought from weird places and powers being recorded as having no cost. I'd point out that humans are not magnetic, but ehn, comic book physics. You may want to check with someone better at power-building than me for the snare, though - it's not very...snare-ish. Snares tend to be physical bonds of some kind that restrain a target - glue, rock, ice, bands of 'physical' energy, magic chains, that kind of thing. When escaping from a snare one damages the snare, and you can't really damage a magnetic field, unless you're pinning them with magnetism that's somehow physically manifested itself. Toughness and the minion thing were mostly just concept checks. I know the sheet's not done, and there are things that could certainly make sense. I just wanted to check, out of curiosity if nothing else. Can only judge the sheet as-written, and all.
  4. Formatting Check the formatting on the Abilities section - just missing some bold. Not a big deal, but it helps the eye scan for that part of the sheet! Abilities Add up the points that you spent on abilities, not the ability scores you spent to get. And watch the math, little typos like to cost you a lot of points. 0 + 4 - 10 + 0 + 2 + 6 = 2 PP Combat & Saving Throws Per here, if he has +3 base defense bonus, then his flat-footed defense bonus is +1. He does not have a fortitude saving throw. His save isn't +0, it's just -. His saves are pretty high for a PL10 (the general rule of thumb is that they 'should' average to PL-2); nothing says you CAN'T have high saves, and many characters can and do. Just something to keep in mind if you were going for 'average' saves. Feats You list minion here but you don't actually have a writeup on what your minions are, or how you used the minion feat (Five 15pp minions? One 45pp minion? Two 30pp minions?). Powers Array formatting: Keeping that in mind, your totals are off. A rank 16 array gives you 32pp to play with, and costs 32pp not including any Alternate Power feats. Looking at the powers you have in that array, it looks like what you wanted is so you're okay with the cost, but the rank's off (and so's the template). Keep an eye on the way descriptors are formatted, too, for those AP's. Keep in mind that his toughness is actually pretty low for metal - the toughness bonus of steel is +10. Granted, that's for an inch of steel, but right now his toughness is hovering somewhere between 'an inch of wood' and 'an inch of stone' (though, granted, Impervious to anything less than a heavy pistol or submachine gun). Shoddy corporate manufacturing standards? No reason he can't have the toughness he has, I'm just pointing it out because a character might after seeing the 'metal robot' get a hole punched in him. Extras like Range, Action, or Duration are generally listed with what you modified to get; so "Range [Ranged]" or "Action [Free]" or "Duration [Permanent]". It makes the power easier to understand at a glance. The Transparent modifier on Snare means that the snare isn't touchable from the outside - in fact, any attacks on a snared target if the snare's Transparent hit the snared person. When a person is wrapped in metal, why is the metal untouchable and not offering protection to the person wrapped inside it? If they're wrapped in, say, a couple coils of chain or scrap metal I can see why it wouldn't offer much protection, at least, but.... Per the house rules, we assume Resurrection to come with the +True Resurrection extra for free and by default, so you don't need to specify a 'flaw' in your ability to come back. You still can if you want to, but keep that in mind. Also keep in mind that without CON and with no points in Recovery Bonus, your robot is incapable of healing any damage done to it and will need to be physically repaired by someone with sufficient skill. Which makes perfect sense, but can be inconvenient. DC Block The DC of a non-toughness save is 10+bonus, not 15+bonus; thus your paralyze, stun, and snare attacks have a DC of 15. It's a good idea to note your Unarmed DC, as well. Just in case you've gotta punch a guy. You really don't have to list ATTACK, RANGE, SAVE, and EFFECT for every line. They're basically column headers. Labels. Overall Math As noted earlier, you have 2pp in Ability Scores, not 28. The total pp cost of this character as written is (2+14+17+1+16+80=)130pp.
  5. That's a good question. How long until repairs are done?
  6. One of the perks of talking to machines with your mind was never having to worry about fiddling with your cell phone while you drive. Without so much as taking it out of her pocket, Dragonfly got the message and 'typed' her reply. Already on it, she sent, glancing at her backup tracking device and making a sharp turn to cut across the less-used Pramas Bridge into the south end of the city. Will try to keep my distance - find out where they go. Tracker lets me stay reasonably far away. Catch up when you can.
  7. "Necessity," groused Dragonfly as she screwed in a part, "is the mother of making me damage my own equipment. And risk dangerously bending the laws of physics." She tilted her head, pausing for a moment as atmosphere vented back into the room. "Didn't spawn an uncontrolled event horizon, however. Usually good news." When she was reasonably satisfied that they wouldn't suffocate again she brought the field down and...did not stop the hissing rush of air coming out of her gauntlets. She frowned, pulling her hands out of the wall to glare at her devices, lights dancing behind her eyes. "Stop that." They did. She got back to work. Dragonfly didn't even turn around, though her force field - somehow looking just a hair more anemic than normal - twisted into being around her profile. "Good luck. Will be cheering for you. Mostly. Try not to get too hurt. Would appreciate keeping them away from me if at all possible."
  8. Dragonfly glanced up at the computer, almost forgetting for a moment that she'd told it to alert her as soon as that particular message - or any message within a decent range of similarity - came in. Giving the white board she was scribbling on a last judging look, she jotted the final part of a nonsensical-looking equation and grabbed her gauntlets on the way to her bike. Slipping them on and letting her costume wash over her as the garage door opened, she swung a leg over her bike and took to the streets. about time
  9. Dragonfly slumped a bit, the last traces of air sucked out of her lungs. Pull as she might, she just couldn't get any air BACK - there was nothing to breathe in, and her vision was starting to go a little fuzzy. no - no - no no no - not like this - I'm so sorry to both of you for what this will do to your systems In desperation, she reached out for her gauntlets with her mind - the only part of her that seemed to still work without air, though even that wouldn't last long - and did something desperate. Lights danced behind her eyes for what felt like ages as she turned off nearly every safety she'd built into them - every failsafe, every guard, every 'are you seriously doing that?' warning. At long, long last she gave them one final command...and whipped a hand out to clamp down on Etain's nearest limb. As soon as she'd done so, two very important things happened: first, a crackling, almost hap-hazard looking shield of twisted facets and not-quite-Euclidean shapes bent into being around them; no work of art this, it looked like it had been barely thrown together by a desperate person with a glue-gun and the world's strangest plastic (because it pretty much had), and was actually uncomfortable to look at directly as it bent and twisted in space. Second, and no less important, there was a violent and angry hissing noise from the young woman's gauntlets as air - precious, wonderful air - started venting out of them, through every crack and along every seam. The pressure equalized with ear-popping speed, but at a cost - the glass vacuum-tube looking bits on one gauntlet blew out completely, shattering into broken bits of glass and sputtering energy, the other gauntlet actually cracking a bit right in the middle of a solid piece of metal as if some hungry force was eating it from the other side. The inventor gasped to fill her aching lungs, indicated in no uncertain terms that Etain should keep a hand on her at all times, and immediately turned back to her repairs.
  10. Constitution Check vs. Vaccuum, DC11 (or DC10 still?) (1 con damage) (1d20 - 1=4) ....well, that's not good. Dragonfly begins to suffocate, and, well. Screw that. Extra effort (inflicted on the gauntlets, the poor things) to stunt: Immunity 3 (Vacuum, Suffocation; Extras: Affects Others, Duration [Continuous], Feats: Selective) [10pp] She's basically extended her force field into an air-containing envelope, and turned her little warping engines inside-out to funnel in air from elsewhere. This is absurdly dangerous and damages the gauntlets, both things that will make her Displeased, capital D. Speaking of damage, the gauntlets take fatigue - Dragonfly drops 1 offensive PL, and 2 defensive. This is why she doesn't extra effort stunt much.
  11. Probably should have noted earlier - Dragonfly didn't pull that information out of her sleeve, it's basically what Push reported at the very start of the thread. Being knocked around does not impair her perfect recall - sadly, including perfect recall of being knocked around. Sometimes having a big brain isn't such an awesome thing!
  12. It's just not the same....
  13. Dragonfly took a deep breath, setting her shoulders and making her way toward the podium. don't stutter don't stammer don't sweat don't vomit don't hesitate don't overthink don't underthink for Tesla's sake sound like a normal person - or as normal as possible Looking out over the assembled people she couldn't for the life of her manage to flash the smile she'd been intending to give, but hopefully a more serious face would do. probably more fitting anyway "Not...I'm not a...very good public speaker," she began, telling her stomach that if it didn't stop fluttering she'd find a way to make it structurally superfluous. "I am more the...nose in a project, poorly-socialized type. So I will keep things brief - spare you all my social ineptitudes." Now she flashed a smile, if a fleeting, forced, self-deprecating one. "This - all of this," she gestured at the building and the other scientists, "is not for us. I mean, it is, of course - we own the building, we do work here. But not for ourselves. Our group - our building, our resources, the work we do - is for you. All of you, and the city, and anyone we can help with something we make, we think up. Maybe we can change the world, even out the damage and hardship made by more selfish or irresponsible minds. Maybe we can't. But we can certainly - must certainly - try." She paused briefly and surrendered the podium, stepping down to find a wall somewhere to put her back against. almost not bad - could have been better - now to try to avoid being surrounded - fairly certain putting up a force field at a party is socially unacceptable
  14. Fox

    Fox's Things

    Player Name: Fox Character Name: Wraith Power Level: 10 (150/150PP) Trade-Offs: +2 Toughness / -2 Defense Unspent PP: 0 Gold Status: 0/30 In Brief: A nice, kind teenage girl who's actually an alien of fluid metal. Alternate Identities: Indira Singh Identity: secret Birthplace: Occupation: student Affiliations: Claremont Family: Age: 16 (in your human years) Apparent Age: 16 Gender: female (apparent) Ethnicity: alien (need a name for the species); Indian (apparent, and as in 'from India' not 'Native American') Height: Weight: Eyes: Hair: Description: In human guise, a charming young lady with dark eyes and dark hair. (note to self: better description pending further design, toying with Hero Factory, and poking around the intertubes for a model and reference) As she truly is, a largish 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, obviously. Power Descriptions: History: Note to self: flesh this out more. Came to earth with her parents. Political motivations there on their parts? Personality & Motivation: A kind soul, she fights crime simply 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 people she's...well, not Superman, but more equipped to deal with high crime than many. She can't sit idly by with that kind of power while bad things happen around her, and being who and what (and where) she is bad things are likely to happen around her - or TO her - with depressing regularity. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. Powers & Tactics: Made out of liquid metal, she can change her shape (and level of solidity) at will within some limitations; notably, she can't seperate bits of herself without physical trauma, and she can't recolor herself outside of silvery metalic shades (with the exception of her human guise, which she has only superficial control over). She moves with literal fluid grace, whipping out long boneless 'limbs' tipped with blades or spikes or clubs or the like to inflict damage. She enjoys fighting despite herself, but still tries to end combat as quickly and as cleanly as possible - she's not above intimidating someone with the big scary alien act if it means no bloodshed. She has good battle instincts but is largely untrained. Complications: Secret: Identity. Alien: Alien. Specifically, and aside from the normal attention this would draw, the combination of her solid form and Morph is largely superficial; if you cut her she bleeds silver, her disguise doesn't hold up under x-rays, and so forth. Your Car Was Delicious: 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. Space-Fish Out of Space-Water: She's been on the planet a little while but is still an alien; humans are weird and their culture is weirder. But the TV's pretty neat. Abilities: 10+6+4+6+2+4= 32pp Strength: 20 (+5) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8+12= 20pp Initiative: +3 Attack: +4 (+10 melee) Grapple: +15 (+17 w/ Additional Limbs; +18 w/ Elongation; +20 w/ both) Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -6 Saving Throws: 7+5+6= 18pp Toughness: +12 (+2 Constitution, +10 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +8 (+3 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 28r = 7pp Concentration 4 (+5) Diplomacy 4 (+6) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 2 (+5) Language 3 (alien (native), English, Galstandard, Hindi) Notice 4 (+5) Search 2 (+5) Stealth 7 (+10) Feats: 13pp Ambidexterity Attack Focus (Melee) 6 Attractive Dodge Focus 2 Luck Takedown Attack Ultimate Toughness Powers: 2+3+19+8+3+10+1+8+4+2= 60pp Additional Limbs 2 (Flaws: Duration [sustained] -0) (up to 2 extra limbs; alien, shapechanging) [2pp] Elongation 3 (+25ft; alien, shapechanging) [3pp] Immunity 18 (Starvation/Thirst, Sleep, Critical Hits, Magnetism, Life Support [Disease, Poison, Environmental Conditions, Suffocation]; Feats: Innate) [19pp] Insubstantial 1 (Extras: Can Become Solid, Flaws: Permanent, Feats: Innate, Selective, Subtle) ('liquid metal'; alien, shapechanging) [8pp] Morph 1 (single form; Feats: Quick Change 2) (set human form, detail-oriented shapechanging (clothes, hair, etc); alien, shapechanging, mutation) [3pp] Protection 10 [10pp] Regeneration 0 (Feats: Regrowth) [1pp] Strike 5 (Feats: Mighty, Variable Descriptor 2 [any physical]) (alien, shapechanging) [8pp] Super-Movement 2 (Slithering, Wall-Crawling 1) [4pp] Super-Senses 2 (Darkvision) [2pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Strike Touch (~30ft w/ Elongation) DC25 Toughness (Staged) Damage (Physical) Abilities (32) + Combat (20) + Saving Throws (18) + Skills (7) + Feats (13) + Powers (60) - Drawbacks (0) = 150 Power Points Fox's Notes [*:2jo4mufs]This came about from a joke, really - AA and Gizmo were talking about putting a couple characters in the Fall crowd of Claremont, I commented that I'd always wanted a character in Claremont, and thought I might join them; AA jokingly suggested that I should make my character either (a) insubstantial (because both their characters, at the time of this writing, had the power - Go Team Insubstantial!), or ( have an immunity to fort saves because then Claremont wouldn't have to power part of the dorms (because, again, both of their characters at the time of this writing had this feature). Clearly it was a joke, but it got my gears turning and this character sort of created herself. You don't see many aliens on the boards, Insubtantial 1 seemed neat, and liquid metal is just a visually-pleasing way to go! She's not quite fort-immune anymore, mind you, having changed a bit from conception; she may be a blob of living metal, but it is LIVING metal. Many immunities, horray! How does living, selectively hard or liquid metal even work? Alien biology, that's how. I'll explain: you see, a long time ago OH MY LOOK OVER THERE IT'S SOMETHING DISTRACTING! [*:2jo4mufs]Having a human form - really, changing color outside of the 'metal' spectrum - is really not in this species' normal set of abilities. Fortunately her parents thought ahead, knowing they'd have to blend in, and built/acquired a Science Thingy that could imprint a human form on their normal shapechanging goodness. Practice lets you make relatively minor edits (clothes, hairstyle and length, etc) but not a lot else. She can use her shapechange goodies while in human form, but it breaks the Morph, at least locally - so she would have a big metal arm coming off a normal human body, or sharp metal claws sprouting from human fingertips. The mechanics here are...odd. A normal human with the standard Insubstantial 1 (who, say, turned into water) would look perfectly human until they...well, turned into water. Turning the situation around, a normally Insubstantial being who's paid for the extra that lets them become solid ought to look normal, too; this combined with Morph 1 hopefully covers making her look like a perfectly normal human to normal senses when she wants to. [*:2jo4mufs]Why Indian? I wanted something a little more ethnic (having two very white characters already), and it's not an ethnicity that's crawling out of the woodwork. Plus, as strange as it sounds, I like the color palette - the shades of skin and hair tones. It's neat and stands out a little, adding some flavor without screaming "ZOMG REQUISITE ETHNIC SUPERHERO RAAAAAAHR". I figure her parents chose it because they liked the culture. Maybe the landscape, culture, or religion reminded them of home somehow? [*:2jo4mufs]She is what her people would consider a warrior caste (which I'll explain next), so she has the abilities and the instincts but she's too young to have the combat experience. Thus she has decent combat stats and whatnot, but no tactical maneuver feats or whatever. They'll come with practice and training! [*:2jo4mufs]Castes - I say her gender's 'apparent' because even though she identifies as female, in as much as gender means anything, the idea doesn't translate well across the species boundary. Her people are born into castes, not genders; they're largely random (like gender) and way way back in the day they'd have determined your path in life, but in current and more enlightened times it just makes some talents a little more likely than others. E.g., a warrior caste is PROBABLY a good fighter, and has the instincts for it, but other castes can be as good or better (much in the same way that a male human is PROBABLY taller than a female human, on average, but it's hardly a guarenteed thing case by case). In all but the most backwards of places, all castes have equal rights and (ostensibly) opportunities. [*:2jo4mufs]Everything on the sheet is, naturally, subject to change on a whim or revision to the concept; it'll be a long time before I have the Silver slot to make her in! Most of the fluff on the sheet is a placeholder until I write something better up; giving her a proper name will help a lot with that.
  15. Fox

    Fox's Things

    Needed somewhere to keep stuff, both so I can work on it and so that I have an easily-glanced-at-and-formatted record. Plus, feedback never hurts. And it seems to be all the rage! Who'm I not to bow to peer pressure? I also occasionally use this thread for things I didn't build myself - if I need scratchpad while doing editing on someone else's sheet, for instance. I generally abuse my ref abilities to hide those posts, but if you see something that obviously isn't mine, that's why it's here. Updates: who even knows anymore
  16. Shaking her head to clear the cobwebs - and immediately regretting shaking her head, with the lump it just took - Dragonfly glanced around the building, surveying damage and making sure there weren't any threats left on their feet. She sighed. fantastic - contributed almost nothing to that fight - HAD to make the suits that powerful - didn't know better at the time - still "Not bad," she observed. "....both of you. Managed to contain damage to your enemies - appreciated." There was no time to waste, though - 'down' was not always 'permanently out', and certainly wasn't 'disarmed'. Lights danced behind her eyes as she made her way toward the criminal in the street, his armor shutting down and folding itself back into a suitcase.
  17. I am assuming that with the criminals no longer piloting the suits, and since Dragonfly made them herself (likely with her own two hands, for something this advanced), she can Datalink to tell the suits to remove themselves. If this is a bad assumption, let me know and I'll revise my post.
  18. Fortitude Save vs. Stun, DC15 (1d20 + 4=18) Whew. Stun is Dragonfly's worst enemy.
  19. I'd be up for just about anything with either of mine - GK's PL11, which is right around Gossamer's range. Dragonfly's just PL9, but would be good for a social thread.
  20. Dragonfly thought back to the guards - body- or not - that she'd seen in the past, and nodded. "Not very intimidating. But very well-armed. Will do what I can...and leave the talking to you. Not a very good liar. It's a good plan." Just in case, she ran a last-minute systems check and made sure her defenses were up and at full power. Her force field shifted a little, twitching as she mentally poked it for holes until she was satisfied it had none. "Ready when you are."
  21. Master Plan (1d20 + 6=7) ....oh, come ON Invisible Castle.... Grumble, mumble. Dragonfly apparently decided Victory and Gina had done plenty of planning, and she had nothing worth adding.
  22. GK will be there!
  23. Dragonfly Black Markets are Easy to Find (4) Consultation (9) Crack is Whack Part II (3) Crisis on Infinite Holidays (6) Downloading Uptown (8) Lights and S.H.A.D.O.W. (9) The Marvels of Science (6) Rise of the Machine (7) Sufficiently Advanced Technology (17) Visiting Hours (91) Welcome to the Lab! (11) 4+9+3+6+8+9+6+7+17+91+11= 171 posts Gaian Knight Bee It Ever So Humble (3) The Dark Mother (1) Indescribable, Indestructible, Insatiable (7) Somewhere That's Green (6) 3+1+7+6= 17 posts
  24. Initiative Roll (Speed of Thought) (1d20 + 6=8) ....well, that's not exactly the best init ever. I'm going to assume it's so low because someone's apparently carrying Dragonfly through the air. Fortunately, Dragonfly would have brought her force field and shield online as soon as they set out looking for trouble....
  25. "I'm, ah, glad you like it," Gaian Knight said, following Fleur and watching the bees mill around in their home. "I'm afraid I can't stay forever, though...this simply isn't my home. But if you ever, ever run out of space let Fleur know and she can find me and bring me back for some more building. It really was a lot of fun to build - it's like the world's biggest sculpture." And almost no one will ever get to see it. Ah well, it sure beat grading papers all day. He had to grin, despite himself. "I would like to visit, though. Fleur would have to bring me over, but it'll be nice to see little bees flitting around the place."
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