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Tarrant was just heading out to get some paperwork done at the University when he heard the commotion on his radio - he didn't have to listen for long before turning his car around towards the bridge. Well. I guess I had to get involved in more than knocking a thug around eventually.... It took him only a few minutes to get close, find somewhere secluded to stash it, and change into his gear. Less still to make his way to the north end of the bridge and see-- The heck is that thing? Well, Tarrant. This ought to be fun. Or you might get yourself killed. I'm really hoping it's more fun than death. Death would be bad.
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Gaian Knight Power Level: 13/15 (225/250 pp) [252] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 25 In Brief: Young professor, given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League (reserve) Family: Parents (west coast), Brother (location unknown; estranged) Sidekick: Tiamat Description: Age: 29 (DoB: October 1984) Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 170 lbs. Eyes: Green (now flecked with Gold) Hair: Brown 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, 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. Power Descriptions: 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 noticeable earthy-gold glow that becomes more and more apparent as he takes larger and larger actions, 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 him or following him around in the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archaeology 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 took 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. Personality & Motivation: 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 genuinely enjoys helping people, even if he’s aware that may be occassionally naïve. He enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight; he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's no master combatant or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponent. Complications: Honor (Chivalry): Respect and honor; he’s not an old-school knight, but even before getting his powers he was of the “won’t hurt a lady†sort. 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. Responsibility: 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. Secret: Identity. Teleportal: 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. Abilities: 4 + 0 + 6 + 4 + 6 + 4 = 24pp Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 18 + 14 = 32pp Initiative: +0 Attack: +9 Base, +13 Earthshaping Grapple: +11 Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -8/-3/-1 Saving Throws: 10 + 8 + 7 = 25pp Toughness: +16/+7/+3 (+3 Con, +13 Protection or +4 Breastplate) Fortitude: +13 (+3 Con, +10) Reflex: +8 (+0 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 72R = 18pp Climb 4 (+6) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15, +11 Nightvision Goggles) Perform (Oratory) 5 (+7) Sense Motive 8 (+11) Sleight of Hand 10 (+10) Feats: 36pp Dodge Focus 3 Equipment 6 (30EP) Luck 2 Precise Shot Sidekick 24 + 15 (Veteran Award) = 39 Equipment: 6pp = 30ep Customized Platemail Chestpiece (Protection 4) [4ep] Goggles (Flash/Nightvision) [4ep] League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] A handful of large land masses floating above the surface of Earth-Sanctuary. The largest, central 'island' has a very nice castle, of all things. Size: Colossal [5ep] Toughness: +10 [1ep] Features: [9ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Flight 8 (Extras: Duration [Continuous]) [24pp] Power System Sealed Workshop Powers: 1 + 6 + 54 + 3 + 3 + 13 + 10 = 90pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [Current Knight]) [6pp] An old and ornate-looking masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 22 (44pp Array, Feats: Accurate 2, Alternate Power 8) (Earth, Magic) [54pp] Base Power: Create Object 13 (13 cubes, Lifting STR 65 [Heavy Load: 100 tons], Toughness +13; Extras: Duration [Continuous], Range [Perception], Flaws: Action [Full], Feats: Precise, Progression 3 [50ft cubes], Stationary) [44pp] Alternate Power: Blast 13 (10 130ft Range Increments / 1,300ft Max Range; Extras: Autofire, Feats: Indirect 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [42pp] Alternate Power: Blast 13 (1,300ft Max Range; Extras: Area [General, Shapeable], Feats: Indirect 2, Progression [Area] 2 [65 5ft cubes], Variable Descriptor [bludgeoning, Piercing, Slashing]) [44pp] Alternate Power: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 10 [5ft-100ft tunnel], Subtle) [41pp] Alternate Power: Move Object 22 (Lifting STR 110 [Heavy Load: 50K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [44pp] (Earth Control) Alternate Power: Move Object 11 (Lifting STR 55 [Heavy Load: 24 tons]; Extras: Damaging) [33pp] (Earthen Hands) Alternate Power: [10 + 34 = 44pp] Obscure 5 (Visual Senses, 500ft Max Range, 100ft radius; Extras: Independent, Total Fade [10 rounds]) [10pp] Snare 13 (10 130ft Range Increments / 1,300ft Max Range; Feats: Indirect 2, Obscure Senses 5 [All], Reversible) [34pp] Alternate Power: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [standard Action to open Portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [standard Action to open Portals], Feats: Change Velocity, Progression [Portal Size] 2 [25ft x 25ft], Complications: Medium [Anchor-Stones]) [33pp] [6 + 36 = 42pp] Alternate Power: Transform 10 (Earth Into Earth, 1000 lbs., 10 100ft Range Increments / 1000ft Max Range; Extras: Duration [Continuous/Lasting], Feats: Precise) [41pp] Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Protection 13 [13pp] (Earth, Magic) Super-Senses 10 (Detect Earth 2 [Mental, Extras: Accurate, Acute, Analytical, Radius, Ranged], Tremorsense [Tactile, Extras: Ranged]) [10pp] (Earth, Magic) [table]DC Block ATTACKRANGESAVEEFFECT UnarmedTouchDC17 Toughness (StagedDamage (Physical) SwordTouchDC21 Toughness (Staged)Damage (Physical) BlastRangedDC28* Toughness (Staged)Damage (Physical) Area BlastRanged/AreaDC23 Reflex1/2 Effect DC28 Toughness (StagedDamage (Physical) Create ObjectRangedDC23 ReflexTrapped Dropped ObjectRanged/AreaDC23 ReflexNo Effect DC28 Toughness (Staged)Damage (Physical) Earth ControlPerceptionGrapple checkPinned/Bound Move ObjectRangedDC26 Toughness (Staged)Damage (Physical) Thrown ObjectRangedDC28 Toughness (Staged)Damage (Physical) SnareRangedDC23 Reflex (Staged)Entangled/Bound Disabled (All Senses)[/table]*Up to DC34 with Autofire. Abilities (24) + Combat (32) + Saves (25) + Skills (18) + Feats (36) + Powers (90) - Drawbacks (0) = 225/250 Power Points Character Name: Tiamat Power Level: 11 (195/195pp) Trade-Offs: -4/+4 Attack/Damage, -4/+4 Defense/Toughness Unspent Power Points: 0 In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks. Alternate Identity: Teagan Delphyne Identity: Secret Birthplace: Europe, Alternate Earth Occupation: Part-Time Translator Affiliations: Gaian Knight, Sanctuary Family: None local. Description: Age: 297 Apparent Age: Mid-Twenties Gender: Female Ethnicity: Lizard (Caucasian, in human form) Height: 6' (human), up to 16' (dragon) Weight: 165lbs / ~6 tons Eyes: Red Hair: Dark red, down to her shoulder blades Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Strong, pleasant features built on a (deceptively) strong frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army. It's something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and truly powerful, a European-style quadrupedal, horned dragon straight out of myth and legend. Her hide runs dark along her underside but a deep crimson everywhere else, a huge creature of teeth and scales and awful beauty. But for all her savage glory, the intelligence behind her slitted red eyes mark her unmistakeably as above a common beast. Power Descriptions: Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing red and orange flames. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too: difficult to gather together when your species is so competetive, and nigh impossible to blend into human society (even if you could disguise your eyes and hair and hide from too-clever wizards) when the magic that offered you human form left you marked with a symbol of what you truly were. It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all. And then she woke up somewhere very different with a very strange man nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember. Personality & Motivation: Teagan is proud, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a delicious cake. She's loyal to a fault (once you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and willing to stand her ground, no matter the cost, for a good cause. She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear - she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America. Powers & Tactics: No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhemling force, but she's a clever and experienced fighter (if largely self-trained) coming from a lifetime of conflict. Complications: Compu-whatnow?: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. Dragon: Dragon. Secret: Identity. Abilities: 14 + 2 + 14 + 4 + 2 + 4 = 40pp Strength: 24 (+7) / 40 (+15) Dexterity: 12 (+1) Constitution: 24 (+7) / 32 (+11) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16pp Initiative: +1 Attack: +4 Base, +5 Melee, +6 Mace, +9 Unarmed (human) / +7 Unarmed (dragon) Grapple: +16 / +30 / +40 (Super-Strength) Defense: +9 (+4 Base, +5 Dodge Focus) / +7 Dragon, +2 Flat-Footed Knockback: -3 / -15 Saving Throws: 3 + 7 + 9 = 19pp Toughness: +7 (+7 Con) / +15 (+11 Con, +4 Protection) Fortitude: +10 (+7 Con, +3) / +13 (+11 Con, +3) Reflex: +8 (+1 Dex, +7) Will: +10 (+1Wis, +9) Skills: 64r = 16pp Bluff 8 (+10) Intimidate 16 (+18, +22 dragon) Knowledge (Arcane Lore) 8 (+10) Language 1 (Draconic [native], English) Notice 10 (+10) Search 3 (+5) Sense Motive 8 (+8) Survival 10 (+10) Feats: 16pp Attack Focus (Melee) 1 Attack Specialization (Unarmed) 2 Dodge Focus 5 Equipment 1 Fast Task (Startle) Power Attack Ritualist Set-Up Startle Takedown Attack Uncanny Dodge (auditory) Equipment: 1pp=5ep League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Powers: 53 + 4 + 16 + 3 + 6 + 6 = 88pp Alternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Damage 3 (stacks with Damage 8 below; Extra: Area (General, Cone), Feats: Alternate Power 1) [7pp] Alternate Power: Super-Strength 10 (Heavy Load: 3,200 tons; Feats: Super-Breath, Thunderclap) (22/22) Flight 2 (25mph / 250 ft per move action) [4pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] Protection 4 (Feats: Innate) [5pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 2 (Speak Any, Understand Any) [4pp] (gift of tongues) Damage 8 (Extras: Area (General, Cone)) [16pp] (fire breath) Device 1 (Flaw: Easy-to-Lose) [3pp] A heavy, unadorned dull steel mace with a leather-wrapped handle and a hanging leather loop. Feature (Masterwork; +1 Attack) [1pp] Strike 3 (Feat: Mighty) [4pp] Immunity 11 (Aging, Fire Effects [Flaw: Half]) [6pp] Super-Senses 6 (Detect Magic [Olfactory, Extra: Acute], Infravision, Ultra-Hearing) [6pp] [table]DC Block ATTACKRANGESAVEEFFECT Unarmed (human)TouchDC22 Toughness (Staged)Damage (Physical) Unarmed (dragon)Touch (10')DC30 Toughness (Staged)Damage (Physical) MaceTouchDC25 Toughness (Staged)Damage (Physical) Fire Breath (human)80' coneDC23 Toughness (Staged)Damage (Fire) Fire Breath (dragon)110' coneDC26 Toughness (Staged)Damage (Fire) Thunderclap55' radiusDC21 ReflexDeafened DC21 Fortitude (-1/round)Recover[/table] Abilities (40) + Combat (16) + Saving Throws (19) + Skills (16) + Feats (16) + Powers (88) - Drawbacks (0) = 195/195 Power Points
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Haa. Thank you. Dropped Earth Awareness for Detect Earth with a small bundle of extras, but lower range. Stole a point from the array for balance - no more area snare. Seemed like a fancy, detailed move for a non-veteran crimefighter anyway. Barring other corrections I'll see if I can't get any final tweaks in, dust off my writing skills, and actually get this thing submitted. Thank you for help, all you helpy people.
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A beautiful farewell. Best wishes, Doc.
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Updated a few things on Sandman's advice in chat - powers are more simply-named (and the DC Block's been updated to match). Tremmorsense has been updated with the errata'd cost of 1pp; surplus points went into Equipment (upgraded goggles and armor, to fit that "Knight"-y feel, though the armor may get changed back if I can't doodle a good design) and Combat (more Attack, whee!). Pulled the goggles out of my...places, so that may require review later. Burrow was just ridiculous so I shifted points around - max speed dropped, as did max diameter, but there's faaaaar more control over the burrowed area now.
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Yes, I finally got around to finishing the build. But it's also my first M&M build, so I figured I'd put it here for ideas, suggestions, and problem-solving before I inflict it on the refs. Keep in mind I'm new here and to the game in general - advice is welcome. My notes in blue. Most of the fluff isn't filled in yet - I've given rough-draft liner notes. Characters Name: Gaian Knight Power Level: 10 (150/150) Trade-Offs: - Unspent PP: 0 Alternate Identity: Tarrant...something. Have neglected to think of a good last name. Will get on that. Age: 25 (born October 1984) Going to have to spend some time brushing up on worldly events he should be aware of.... Gender: male Height: 6'1" Weight: ~160lbs Eyes: green (now flecked with gold) Hair: brown Description: Pending. Tall, lean. Decently attractive but unassuming. 'Costume' is mostly improvised and subdued: special hooded longcoat he got from goodness knows where, goggles, lower face mask (keeps the dust out!), relatively practical shirt and pants, pair of boots with good traction. Browns and reds. Swordbelt and the sword, of course, under the coat. History: Pending. Short version: stumbled across a well-hidden cavern that was originally intended to bless the finder as the knight and protector of the nearby city, guardian of the sword, etc. The city's been in ruins for centuries, but apparently whatever spirit or magic power set the place up didn't plan for that, 'cos the almighty magic answering machine was still perfectly happy to 'volunteer' Tarrant as the new Knight, linking him into the power of the earth itself. Personality & Motivation: Pending. Wants to help people 'cos he's a nice guy at heart. Spent some time making sure he could control what he has but pretty new to the hero gig - never even paid much attention to them before getting smacked upside the head by the magic automated help line. Powers & Tactics: He's pretty awful in melee - he's not a trained fighter. Goal one: stay the hell away from anyone who looks like they can throw a punch. Goal two: snare enemies in place if possible. Goal three: bludgeon them with a rock. Ambushing is good - tremmorsense and burrowing can provide a half-decent advantage if he needs it. Subsume nerves into banter (see: Spider-Man, et al.), which helps to throw your enemies off-guard or distract them, and possibly annoy everyone around you. Complications: Little combat skill if deprived of his power. Bound to the sword (though not as strongly as he might be - see notes below). Behind the jokes doesn't have a lot of confidence in himself quite yet. Responsibility to his job. Probably a sucker for a pretty face and a sob story. More as I think of them while writing his backstory. In Brief: Pending for when I feel pithier. Stats: 2+0+4+4+6+4 = 20pp Being tied into the earth has changed him, though he doesn't quite realize it - he's a bit wiser and more durable now. Charisma largely reflects his banter and joking around, and that he's decently attractive. Str: 12 (+1) Dex: 10 (+0) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) Combat: 10+12 = 22pp Attack: +5 (+9 earthshaping) Grapple: +5 Defense: +6 (+3 flat-footed) Knockback: -2 Initiative: +0 Saves: 8+7+10 = 25pp Toughness: +6 (+2 Con, +4 chestpiece) Fortitude: +10 (+2 Con, +8) Reflex: +7 (+0 Dex, +7) Will: +13 (+3 Wis, +10) Skills: 80r = 20pp Bluff 10 (+12) Concentration 10 (+13) Craft (Artistic) 10 (+12) Sculpting and rock carving! This guy really has rocks on the brain, doesn't he. Also for making nice things with powers (below). Knowledge (Earth Sciences) 15 (+17) Notice 10 (+13) Profession (Professor, Earth Sciences) 5 You'd be amazed how fast you can rush through that grad work when you've got a whole sense DEVOTED to the earth around you. Being able to pull samples out of 'nowhere' helps too. Actual school or college unknown - Freedom City University, maybe? Anything I should know about the assorted schools and collages? Suggestions? Sense Motive 10 (+13) Sleight of Hand 10 (+10) Purely for flavor, probably practiced on especially boring days - cheap card tricks, very good at palming items, etc. Feats: 5pp Diehard House rule: free! Listing it for completeness. Distract/Bluff Equipment 2 Precise Shot Taunt/Bluff Powers: 40+8+1+3+6 = 58pp Earthshaping Array 15 (30pp array/earth, magic; Power Feats: Accurate 2, Alternate Power 8) 40pp This array has the magic descriptor pretty much everywhere - his powers aren't spells per se, but aside from a couple places where they've become pretty fundamental to his being (immunities, senses), their ultimate source is, to the best of his (and my) knowledge, magic - magically-granted mutations, if you will, and probably functioning by tapping into and manipulating the earthy magic field in earth and stone. If the descriptor should be restricted only to more overt magic effects, lemme know and I'll strip 'em. I have no idea whether or not a magically-null area would or should prevent him from 'talking' or 'reaching out' to the earth, but I'm leaning towards yes, it would at least severely cripple the associated powers, which is why the descriptors are there.) BP: Create Object 13 (create object/earth, magic; Extras: Duration/Continuous; Flaws: Action/Full; Power Feats: Precise, Stationary, Progression 2) [30/30pp] AP: Earth Control 15 (move object/earth, magic; Extras: Range/Perception; Flaws: Limited Material/Earth) [30/30pp] AP: Shape Matter 7 (shape matter/earth, magic; Extras: Duration/Continuous; Flaws: Limited Material/Earth; Power Feats: Precise) [29/30pp] AP: Blast 10 (blast/earth, magic; Power Feats: Indirect 2, Variable Descriptor (piercing, bludgeoning)) [23/30pp] AP: Blast 9 (blast/earth, magic; Extras: Autofire; Power Feats: Indirect 2, Variable Descriptor (piercing, bludgeoning)) [30/30pp] AP: Blast 9 (blast/earth, magic; Extras: Area/Shapeable; Power Feats: Indirect 2, Variable Descriptor (piercing, bludgeoning)) [30/30pp] AP: Snare 10 (snare/anchored, earth, magic; Power Feats: Indirect 2, Reversible) [23/30pp] AP: Obscure 15 (visual, sandstorm) (obscure/earth, magic) [30/30pp] AP: Burrowing 10 (burrowing/earth, magic; Extras: Area; Power Feats: Subtle, Reverse Progression 5) [30/30pp] A note here: since area is an extra (and thus not optional) Progression/Negative gives a little bit of wiggle room - since area is rank-based, to burrow out a smaller area requires you to drop burrowing's rank when used. Progression/Negative, as a power feat, IS optional, and gives you the option of treating the rank as one lower than it is for the purposes of area's math. If there's a house rule in place that heroes can always control the area of their powers (things like Full Power aside), lemme know and I'll remove this. Detect Earth (detect/mental, earth; Accurate, Acute, Analytical, Radius, Ranged, Extended/100ft) 8pp Which is to say, he's aware of the earth and its earthy contents in a pretty significant radius. Non-earthy things do not count, and just feel like 'voids' - he could presumably tell the shape, maybe properties that physically affect the local rock, but not a lot else. Tremmorsense (touch; Ranged) 1pp Someone pointed out that this had been errata'd, as makes sense - touch is already Accurate and Acute for humans. Whee! Immunity (aging (very very slow), high pressure, suffocation (while underground)) 3pp Device 1 (device/sword, easy to lose; Power Feats: Indestructible, Restricted 2 (current Knight only)) 6pp Hee, this thing is pretty much useless; other than being a really nicely-made sword, it's just unbreakable and can't even be drawn by anyone else. At some point - probably after some plot point - I'll probably invest some pp into waking up or discovering whatever actual power(s) (leaning towards nullify of some strength) it has, and probably attach a geas drawback as he gets more bonded to it. As it stands it's just a hunk of metal he's subtly compelled to drag around with him, because frustrating your character is fun! "the sword": Ornate masterwork longsword, easy to lose. Powers: Strike 4 (strike/slashing; Power Feats: Mighty) 5pp DC Block: Unarmed 16 DC/Toughness nonlethal damage Sword 20 DC/Toughness nonlethal/lethal damage Blast 25 DC/Toughness nonlethal/lethal damage Autofire Blast 24+autofire DC/Toughness nonlethal/lethal damage Area Blast 19 DC/Reflex, 24 or 19 DC/Toughness nonlethal/lethal damage Snare 20 DC/Reflex entangled, anchored Costs: Abilities (20) + Combat (22) + Saves (25) + Skills (20) + Feats (5) + Powers (58) - Drawbacks (00) = 150pp Afternotes: Wanted to squeeze regeneration in here but I guess not. Guess where my first 20-odd points go! Anyway, there he is. Tear into him at will, and much thanks to people who've offered a helpful note or two so far. I am assuming - and can reasonably hand-wave an explanation for in-character - that substances like concrete and asphalt contain just enough earth and mystical mumbo-jumbo 'this is my purpose' traits to allow GK here to easily repair the collateral damage he's certain to cause bringing a wall of earth out from under the road. Possibly enough earth that they count as...well, earth, though that's more of a stretch seeing as they're decently processed. Miscellaneous stats of amusement: Create Earth: 325-foot cube limit, toughness 13, capable of supporting 100 tons; if that was dropped on an enemy they'd suffer a 13-damage area attack the size of a 325-feet square with a 20 DC/Reflex save. 23, if the attack bonus limit didn't apply. Earth Control: effective strength of 75 (80 full action or extra effort; 85 full action and extra effort); 75 strength is 250 ton medium load (~14.4-foot cube of granite), 400 tons heavy load (~16.8-foot cube) Earth Shape: 100lb limit, boo! That's about a 10-inch cube of granite. Could probably make a fancy statue or chair or something with that, but not a whole lot else. Burrowing: He could burrow a 50-foot radius tunnel at 1,000MPH. This is severely limited by his inability to actually move 1,000MPH. I guess you could strap a rocket to his belt....
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A voice named Sandman_XI told me to post here, so I am! So...er, hello. I'm Fox - terrible geek and hopeless pun-maker. Or...or was that hopeless geek and terrible pun....? Nevermind. Picked up the Mutants & Masterminds core book on a whim when I was in a bookstore, to add it to my stack of roleplaying books I doubt I'll ever use much. Looked up M&M in TVTropes (because any excuse is good enough to go spend time in TVTropes) and that led me here. I've played countless RPGs and MUDs and MMOs and other fancy acronyms, but never any tabletop games - they were always interesting but I never knew anyone else who played them, so never felt like I had much of a chance in high school or college to try them out. So, like Starsign, not much experience to be had - I'm sure I'll make simple mistakes, miss things, misinterpret things; please, please correct me if I do.