-
Posts
1,412 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by Vahnyu
-
Space Warrior Power Level: 10 (150/150PP) Trade-Offs: -2 Melee Attack / +2 Melee Damage, +2 Ranged Attack / -2 Ranged Damage, -2 Defense / +2 Toughness Abilities: 8 + 8 + 8 + 0 + 8 + 0 = 32PP Strength: 18 (+4) Dexterity: 18/26 (+4/+8) Constitution: 18//26 (+4/+8) Intelligence: 10 (+0) Wisdom: 18/26 (+4/+8) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +4/+8 Attack: +4 Melee, +4 Ranged, +8 Space Blade, +12 Plasma Blasters/Missile Blasters Grapple: +8 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4/-6/-2 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +8/+12 (+4/+8 Con, +4 [Defensive Roll]) Fortitude: +6/+10 (+4/+8 Con, +2) Reflex: +6/+10 (+4/+8 Dex, +2) Will: +4/+8 (+4/+8 Wis, +0) Skills: 80R = 20PP Acrobatics 10 (+14/+18)Skill Mastery Concentration 5 (+9/+13) Knowledge (Cosmology) 15 (+19)Skill Mastery Knowledge (Galactic Lore) 15 (+19)Skill Mastery Notice 10 (+14/+18) Sense Motive 15 (+19/+23)Skill Mastery Stealth 10 (+14/+18) Feats: 14PP Defensive Roll 2 Dodge Focus 4 Elusive Target Evasion 2 Move-By Action Precise Shot 2 Quick Change Skill Mastery (Acrobatics, Knowledge [Cosmology], Knowledge [Galactic Lore], Sense Motive) Powers: 4 + 8 + 8 + 8 + 2 + 9 + 1 +24 = 64PP Comprehend 2 (Languages 2[speak All, Understand All]) [4PP] (Translator Nodule) Enhanced Dexterity 8 [8PP] Enhanced Constitution 8 [8PP] Enhanced Wisdom 8 [8PP] Flight (10mph/100ft per Move Action) [2PP] (Flight Thrusters) Space Armaments 10 (20PP Array; Feats: Accurate 2, Alternate Powers 2) [24PP] Base Power: Damage 8 (Extras: Linked[Trip], Penetrating 4, Feats: Mighty, Extended Reach) + Trip 12 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Extended Reach, Improved Trip) [14 + 8 = 20PP] (Space Blade) Alternate Power: Damage 8 (400-800ft; Extras: Autofire, Range[Ranged], Flaws: Action[Full-Round], Feats: Accurate 2, Improved Range 2) [20PP] (Plasma Blasters) Alternate Power: Damage 8 (200-800ft; Extras: Area[burst, Targeted] 80ft, Autofire, Range[Ranged], Flaws: Action[Full-Round], Distracting Feats: Accurate 2, Improved Range, Progression[Area]) [20PP] (Missile Blasters) Space Travel (1c) [1PP] (Space Thrusters) Thruster Boosters 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power: Flight 4 (250mph/2'500ft per Move Action) [8PP] Alternate Power: Space Travel 8 (500c) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Space Blade (Damage) Touch DC27 Toughness (Staged) Damage (Physical) 1d20+12 vs STR or DEX(worse) Trip Plasma Blasters (Damage) Ranged DC23 Toughness (Staged) Damage (Plasma) Missile Blasters (Damage) Ranged Area DC23 Toughness (Staged) Damage (Plasma) Totals: Abilities (32) + Combat (16) + Saving Throws (4) + Skills (20) + Feats (14) + Powers (64) - Drawbacks (0) = 150/150 Power Points About this Build: This is the Space Warrior, the knight of the future. A normal human, under ordinary circumstances, he can transform at the flick of his wrist, gainning powers fueled from the intricate energies of outer space. Capable of Flight even in space, the Space Warrior charges into battle with his Space Blade, a powerful weapon capable of cutting through the roughest materials. He is also equipped with Plasma Blasters, laser machineguns that he can employ with the utmost of accuracies to nail dodging enemies. Finally, his Missile Blasters work similarly, but in a larger area. Space Warrior has a few skills, most notably Knowledge(Cosmology) and Knowledge(Galactic Lore), which help him when dealing with alien forces. Of particular note is also that all three of his saves are high, and combined with his Toughness, make Space Warrior a very tough opponent to go up against. That is not, however, to say that this build is not without it's shortcommings. The Space Warrior's grapple is just barely mediocre, to the point that dedicated grapplers can frequently pin him down. His offensive repertoire, while strong and to the point, is rather limited, and perhaps too straightforward, though his excellent mastery of the Space Blade can offer him for some more team-friendly options. Additional Comments: :arrow: This build could very well be represented as a powerarmor-using hero. Just gathering and putting all of his powers under one device would yield about 16PPs inside his device, for more powers, or outside his device, for mor Skills/Feats.
-
"Nah, not really. I've got a few cds back home, but I prefer the radio, to tell the truth." Serge noted, as they entered music store. "Still, we're here, so I might as well browse a bit, see if anything catches my eye." he added, while having a mental laugh at the thought that his eyes would decide whether he'd like to listen to something. Perking an eyebrow, Serge asked Subito "A grand idea, you say?... I... am actually filled with equal parts of dread and anticipation. Pray tell me, good fellow, what is that idea of yours you speak?"
- 32 replies
-
- net fly
- el heraldo
-
(and 1 more)
Tagged with:
-
Powerglove User Power Level: 10 (150/150PP) Trade-Offs: "None" Abilities: 0 + 6 + 4 + 8 + 6 + 6 = 30PP Strength: 10 (+0) Dexterity: 16/+24 (+3/+7) Constitution: 14 (+2) Intelligence: 18/30 (+4/+10) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 8 + 12 = 20PP Initiative: +3/+7 Attack: +4 Melee, +4 Ranged Grapple: +4(+23 with Power Strenght, +26 with Magnetic Controller) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -1/-5/-3 Saving Throws: 6 + 1 + 5 = 12PP Toughness: +6/+10 (+2 Con, +4 [Defensive Roll], +4 [Protection]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+3/+7 Dex, +1) Will: +8 (+3 Wis, +5) Skills: 64R = 16PP Computers 14 (+18/+24)Skill Mastery Concentration 10 (+13) Knowledge (Popular Culture) 15 (+19/+25)Skill Mastery Notice 10 (+13)Skill Mastery Sense Motive 15 (+18)Skill Mastery Feats: 16PP Defensive Roll 2 Dodge Focus 4 Evasion Fearless Inspire 5 Luck 2 Skill Mastery (Computers, Knowledge[Popular Culture], Notice, Sense Motive) Powers: 56 = 56PP Device 13 (65PP Container; Flaws: Hard-To-Lose, Feats: Accurate 3, Indestructible, Restricted[Knowledge (Pop Culture) 10+]) [56PP] (Power Glove) Comprehend 2 (Electronics 2[speak, Understand]) [4PP] (Interpreter) Enhanced Dexterity 8 [8PP] Enhanced Intelligence 12 [12PP] Flight 6 (500mph/5'000ft per Move Action; Flaws: Platform) [6PP] (Power Platform) Power Controller 13 (26PP Array; Feats: Alternate Powers 5) [31PP] Base Power: Blast 10 (250-1'00ft; Extras: Autofire, Flaws: Action[Full-Round], Feats: Improved Range 2, Precise 2, Variable Descriptor 2[Any Element]) [26PP] (Rapidfire Blaster) Alternate Power: Damage 10 (Extras: Penetrating 5, Feats: Affects Insubstantial, Variable Descriptor 2[Any Element]) [18PP] (Energy Sword) Alternate Power: Damage 10 (Extras: Area[burst] 1'000ft, Selective, Flaws: Action[Full-Round], Feats: Progression[Area] 4, Variable Descriptor[Any Element]) [26PP] (Spreadfire Blaster) Alternate Power: Enhanced Strenght 20 (Extras: Linked[super-Strenght]) + Super-Strength 3 (Effective Strength 45, Heavy Load 1.5 tons; Extras: Linked[Enhanced Strength]) [20 + 6 = 26PP] (Power Strength) Alternate Power: Mind Control 10 (Extras: Conscious, Instant Command, Flaws: Distracting, Limited[Machines], Feats: Mental Link, Subtle) [22PP] (Machine Controller) Alternate Power: Move Object 26 (Effective Strength 130, Heavy Load 800K tons; Flaws: Limited[Metal]) [26PP] (Magnetic Controller) Protection 4 [4PP] (Power Shield) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE DESCRIPTION Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Rapidfire Blaster (Blast) Ranged DC25 Toughness (Staged) Damage (Any Element) Energy Sword (Damage) Touch DC25 Toughness (Staged) Damage (Any Element) Spreadfire Blaster (Damage) Area DC25 Toughness (Staged) Damage (Any Element) Power Strength (Enhanced Strength) Touch DC25 Toughness (Staged) Damage (Physical) Machine Controller (Mind Control) Ranged DC20 Will (Opposed) Mind Control Totals: Abilities (30) + Combat (20) + Saving Throws (12) + Skills (16) + Feats (16) + Powers (56) - Drawbacks (0) = 150/150 Power Points About this Build: Ahh, the Power Glove. If there ever was a game controller that ran on pure "Rule of Cool", the Power Glove would be it. Sadly, it never really took, the imprecise controls being the main reason. But let's suppose that one of the Power Gloves manufactured wasn't all that bad. In fact, what if it had the most precise controls out of any controller ever made? What if that Power Glove could really bring your game to life? Meet the Powerglove User, a guru amongst videogame aficionados, who chanced upon this one-of-a-kind add on, and found out about it's powers! The Power Glove is his main arsenal, capable of bringing attacks from videogames into the realworld, simulating powers the videogame characters possess, and control machinery. Furthermore, the Power Glove enhances the user's motor functions and analysing capacity. However, not anyone is capable of yielding it's awesome powers; in order to do so, one must understand the finer points of it's design. So, what about the human, behind the Power Glove? He's certainly got what it takes. Not only does he possess the needed Knowledge (Popular Culture), he also knows his way in and out of a Computer. Getting his hands on this marvelous artifact is but a testament of his incredible luck, and he can harness the glove and how cool it looks on him to inspire his allies into greatness! Additional Notes: :arrow: Nothing noteworthy really, to save points. Instead, the concept of a Power Glove diving into virtual reality and pulling game elements into the real world has plenty of room for costumization. Don't bring back the hero's sword; instead, by using summon, you can bring the hero himself!
-
Tiger Man Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness (or "None") Abilities: 4 + 4 + 4 + 0 + 4 + 8 = 24PP Strength: 14/+20 (+2/+5) Dexterity: 14/+30 (+2/+10) Constitution: 14/18 (+2/+4) Intelligence: 10 (+0) Wisdom: 14/26 (+2/+8) Charisma: 18 (+4) Combat: 8 + 20 = 28PP Initiative: +0 Attack: +8 Melee, +4 Ranged, +12 Unarmed Grapple: +14/+18 Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed Knockback: -3/-4/-1 Saving Throws: 4 + 0 + 0 = 4PP Toughness: +6/+8 (+2/+4 Con, +2 [Defensive Roll]) Fortitude: +6/+8 (+2/+4 Con, +4) Reflex: +2/+10 (+2/+10 Dex, +0) Will: +2/+8 (+2/+8 Wis, +0) Skills: 80R = 20PP Acrobatics 15 (+17/+25)Skill Mastery Climb 5 (+7/+11) Intimidate 15 (+19) Notice 15 (+17/+23)Skill Mastery Stealth 15 (+17/+25)Skill Mastery Surival 10 (+12/+18)Skill Mastery Swim 5 (+7/+10) Feats: 20PP Acrobatic Bluff Attack Focus (Melee) 4 Attack Specialization (Unarmed) 2 Defensive Roll Distract (Intimidate) Dodge Focus 2 Elusive Target Evasion Improved Trip Move-By Action Skill Mastery (Acrobatics, Notice, Stealth, Survival) Takedown Attack 2 Uncanny Dodge (Auditory) Uncanny Dodge (Olfactory) Powers: 4 + 6 + 16 + 4 + 12 + 3 + 1 + 1 + 5 + 2 = 54PP Damage 3 (Feats: Mighty) [4PP] (Tiger Punch) Enhanced Strength 6 [6PP] Enhanced Dexterity 16 [16PP] Enhanced Constitution 4 [4PP] Enhanced Wisdom 12 [12PP] Felline Agility 1 (2PP Array; Feats: Alternate Power) [3PP] Base Power: Leaping 2 (x5 per Move-Action) [2PP] Alternate Power: Speed 2 (25mph/250ft per Move-Action) [2PP] Immunity 1 (Enviromental Conditions[Cold]) [1PP] (White Tiger Fur) Super-Senses 1 (Infravision) [1PP] (Cat Eyes) Super-Senses 5 (Olfactory; Accurate, Acute, Extended, Tracking) [5PP] (Hunter Nose) Super-Senses 2 (Auditory; Extended, Tracking) [2PP] (Hunter Ears) DC Block DAMAGE RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Enhanced Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Tiger Punch (Damage) Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (28) + Saving Throws (4) + Skills (20) + Feats (20) + Powers (54) - Drawbacks (0) = 150/150 Power Points About this Build: Rising up, back on the street, is the Tiger-Man, a superhero who is imbued with the powers of the tiger. Blessed with great power and enhanced senses, Tiger-Man serves as a solid combatant, and an excellent tracker. Looking at his Damage Block, you'd be inclined to think that Tiger-Man is rather straightforward on how he goes about his business, but this old cat has a few tricks up his fur. Between Acrobatic Bluff, Distract, and Improved Trip, the Tiger Man has plenty of options to soften up his targets, before he or his teammates go for the finishing blow, and he has a good enough mobility to run rounds on minions. Unfortunately, Tiger-Man's ranged pressence is non-existant, and his speed, while miles better than the average person, is nothing to write home about. However, his defence and accuracy are top-notch, and no foe will catch him by surprise, so long as it makes noise or exudes smell. Additional Comments: :arrow: The build presented here represents an innate assortment of powers that are always on. One thing you could do, is add the Drawbacks Involuntary Transformation and Normal Identity, in order to represent a Were-Tiger, as well as grant you about 8PPs. :arrow: Alternatively, the powers could be granted through a mystical talisman. Bringing the Enhanced traits under one Device alone would save you 8PPs, while bringing all his powers under the Device would save 9PPs, and also leave you with 2PPs to spend inside the Device. :arrow: Raising Tiger-Man's Felline Movement Array by at least 1 rank should greatly enhance his maneuverability options, and let him take the most advantage of his Move-By Action and Takedown Attack Feats. :arrow: Another rank of Evasion never hurts, nor does adding other Combat Feats, like Grappling Finesse, Improved Grab, Improved Throw, Instant Up, etc.
-
"A Humphrey Bogart, eh? That's... positively retro, I'll give you that." Serge commented, as they all took seat. He quietly laughed a few times, seeing Subito's overenthusiasm as the film progressed. As for himself, while the film wasn't his preferred genre, Serge certainly found it interesting and enjoyable. At one point, however, he glanced at Rodrigo, and then, after quite a while, he decided to ask Subito, in whispering tones. "Hey, your cous' seems a bit grumpy. He gonn' be awright?" he said, in between the constant movie commentary, and as discreetly as he could manage.
-
Net Fly would also like to get involved, if there's a spot open :)
-
Cardiac Power Level: 10 (150/150PP) Trade-Offs: +2 Melee Attack / -2 Melee Damage, -2 Ranged Attack / +2 Ranged Damage, -2 Defense / +2 Toughness Abilities: 4 + 6 + 6 + 4 + 10 + 0 = 30PP Strength: 14/20 (+2/+5) Dexterity: 16/26 (+3/+8) Constitution: 16/30 (+3/+10) Intelligence: 14 (+2) Wisdom: 20 (+10) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +3/+8 Attack: +6 Melee, +4 Ranged, Grapple: +8/+11 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1/-5/-6 Saving Throws: 0 + 0 + 1 = 1PP Toughness: +5/+12 (+3/+10 Con, +2 [Defensive Roll]) Fortitude: +3/+10 (+3/+10 Con, +0) Reflex: +3/+8 (+3/+8 Dex, +0) Will: +6 (+5 Wis, +1) Skills: 140R = 35PP Acrobatics 10 (+13/+18)Skill Mastery Computers 10 (+12) Concentration 5 (+10) Craft (Electronics) 15 (+17/+25)Skill Mastery Craft (Mechanical) 15 (+17/+25)Skill Mastery Disable Device 10 (+12) Escape Artist 5 (+8/+13) Knowledge (Life Sciences) 15 (+17)Skill Mastery Knowledge (Physical Sciences) 5 (+7) Knowledge (Technology) 10 (+12)Skill Mastery Medicine 15 (+20)Skill Mastery Notice 5 (+10)Skill Mastery Search 5 (+7) Sense Motive 10 (+15)Skill Mastery Stealth 5 (+8/+13) Feats: 19PP Attack Focus (Melee) 4 Defensive Roll Dodge Focus 4 Elusive Target Evasion 2 Improvised Tools Inventor Move-By Action Skill Mastery 2 (Acrobatics, Craft[Electronics], Craft[Mechanical], Knowledge[Life Sciences], Knowledge[Technology], Medicine, Notice, Sense Motive) Takedown Attack 2 Powers: 6 + 10 + 14 + 1+ 18 = 49P Enhanced Strength 6 [6PP] Enhanced Dexterity 10 [10PP] Enhanced Constitution 14 [14PP] Speed (10mph/100ft per Move Action) [1PP] Device 6 (30PP Container; Flaws: Easy-To-Lose) [18PP] (Pulse Staff) beta-Particle Channeling 13 (26PP Array; Feats: Accurate, Alternate Power 5) [30PP] Base Power: Damage 3 (Extras: Linked[Trip], Penetrating 5, Feats: Extended Reach, Mighty) + Trip 8 (Extras: Linked[Damage], Knockback Flaws: Range[Touch], Feats: Improved Trip, Extended Reach) [10 + 10 = 20PP] (Pulse Staff Swipe) Alternate Power: Blast 12 (120-1'200ft; Feats: Accurate 2) [26PP] (Beta Pulse) Alternate Power: Fatigue 12 (Extras: Range[Ranged], Flaws: Action[Full Round], Feats: Accurate 2) [26PP] (Cardiac Encumberance) Alternate Power: Flight 5 (250mph/ 2'500ft per Move Action; Flaws: Platform) [5PP] (Flying Disk) Alternate Power: Healing 10 (Extras: Range[Ranged], Resurrection, Flaws: Distracting, Limited to Others, Feats: Stabilize, Persistant) [22PP] (Beta Defibrilator) Alternate Power: Stun 12 (120-1'200ftExtras: Range[Ranged], Flaws: Action[Full-Round], Feats: Accurate 2) [26PP] (Cardiac Shock) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Enhanced Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Pulse Staff Swipe (Damage+Trip) Touch DC23 Toughness (Stafed) Damage (Physical) 1d20+8 vs. STR or DEX(worse) Trip Beta Pulse (Blast) Ranged DC27 Toughness (Staged) Damage (Electric) Cardiac Encumberance (Fatigue) Ranged DC22 Fortitude (Staged) Fatigue/Exhaustion/Unconsciousness Beta Defibrilator (Healing) Ranged DC20 Fortitude (Harmless) Healing/Resurrection Cardiac Shock (Stun) Ranged DC22 Fortitude (Staged) Daze/Stun Totals: Abilities (30) + Combat (16) + Saving Throws (1) + Skills (35) + Feats (19) + Powers (49) - Drawbacks (0) = 150/150 Power Points About this Build: And now, for a build based on an existing Superhero. Elias Wirtham goes by the alias Cardiac, in the Marvel Universe. An excellent surgeon, and dabbler in techno-tinkering, Elias replaced his heart with a Beta-Particle reactor, and added a vibranium weave mess under his skin, that greatly enhances his physical attributes. He also carries a mean staff that allows him to channel Beta-Particle energy from his heart into it, and in turn unleash it by creating a powerful electric blast. This powerful combination of physical and mental prowess make Cardiac am effective hero. I took a few liberties with the build, mainly, the Pulse Staff's capabilities. An electric attack that puts a strain on a heart, or outright shocks it, is certainly within reason, but adding the option to act as a healing defibrilator is perhaps pushing it into lightning-can-do-anything territory. Still, Beta Particles could easily handwave this, so at least it's not a case of regular lightning. Other than that, there's nothing else really to note on this build, except for perhaps having high Knowledge(Life Sciences) and Medicine ranks, which, considering Elias is a surgeon is appropriate. One final thing to note here is Flight. Folding it under the same array as his offensive powers may seem weird, if not counterintuitive, but that has more to do with representing the source material's chosen way of transportation; summoning a mechanical hawk-thingy(that's a perfectly academic term, btw) and using his Pulse staff as a glider handle, after connecting it in the hawk-thingy's hooks. Thus, doing so robs him of the ability to attack, and attacking of the ability to stay aloft. Additional Notes: :arrow: No particularly noteworthy way to save PPs, really, other than reducing his skills by 20 to 60 ranks(5-15PPs). :arrow: Extra PPs could go to his Attributes, or add another rank on his Pulse Staff.
-
Spaceknight Dragoon Power Level: 10 (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, -3 Defense / +3 Toughness Abilities: 8 + 6 + 8 + 4 + 6 + 4 = 36PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18/34 (+4/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 Melee, +4 Ranged, +8 Spears Grapple: +8 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4/-6 Saving Throws: 0 + 2 + 5 = 8PP Toughness: +8/+12 (+4/+12 Con) Fortitude: +4/+12 (+4/+12 Con, +0) Reflex: +6 (+3 Dex, +2) Will: +8 (+3 Wis, +5) Skills: 120R = 30PP Acrobatics 15 (+18)Skill Mastery Computers 15 (+17)Skill Mastery Concentration 10 (+13) Diplomacy 15 (+17)Skill Mastery Disable Device 10 (+12)Skill Mastery Knowledge (Galactic Lore) 15 (+17)Skill Mastery Notice 15 (+18)Skill Mastery Sense Motive 15 (+18)Skill Mastery Stealth 10 (+13)Skill Mastery Feats: 20PP Acrobatic Bluff Attack Specialization (Spears) 2 Blind Fight Dodge Focus 4 Evasion Fearless Grappling Finesse Improved Aim Improved Critical (Spears, 19-20) Improved Defense Improved Disarm Instant Up Move-By Action Set Up Skill Mastery 2 (Acrobatics, Climb, Computers, Disable Device, Knowledge[Galactic Lore], Notice, Sense Motive, Stealth) Takedown Attack 2 Powers: 12 + 28 = 40PP Device 4 (20PP Container; Flaws: Easy-To-Lose) [12PP] (Photon Spear) Photon Spear 9.5 (19PP Arracy; Feats: Alternate Power) [20PP] Base Power: Damage 6 (10ft touch; Extras: Linked[Trip], Penetrating 5, Feats: Extended Reach, Mighty) + Trip 10 (10ft touch; Extras: Linked[Damage], Flaws: Range[Touch], Feats: Extended Reach) [13 + 6 = 19PP] (Polearm Swipe) Alternate Power: Damage 6 (10ft touch, 300ft; Extras: Penetrating 5, Feats: Extended Reach, Improved Range 2, Mighty, Thrown 6) [19PP] (Lance Throw) Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Space Dragoon Suit) Flight 1 (10mph / 100ft per Move-Action) [2PP] Immunity 9 (Life Support) [9PP] (Life Support Unit) Enhanced Constitution 16 [16PP] Space Travel (1c) [1PP] Thrusters 3 (6PP Array; Feats: Alternate Power) [7PP] Base Power: Flight 3 (100mph / 1'000ft per Move-Action) [6PP] Alternate Power: Space Travel 6 (100c) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Polearm Swipe (Damage + Trip) Touch DC25 Toughness Damage (Physical) 1d20+10 vs. STR or DEX(worse) Trip Lance Throw (Damage) Touch/Ranged DC25 Toughness Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (8) + Skills (30) + Feats (20) + Powers (36) - Drawbacks (0) = 150/150 Power Points About this Build: Gifted in the handling of the spear, the Spaceknight Dragoon is straddling the line between the Costumed Adventurer and the Power Suit. Focused on Skills and Feats, his only means of fighting is his trusty weapon of choice, an alien manufactured spear imbued with advanced technology that allows it to cut through everything. He is also equiped with a protective suit of armor that also provides him with a modest measure of maneuverability. The Spaceknight Dragoon's reliance on his Photon Spear to do combat is his main glaring weakness, meaning that he may fall victim to disarming attempts, in order to take him out of combat. Fortunately, he is still capable of assisting in battle, by distracting his foes and setting them up for his allies. He is certainly tough enough to withstand abuse, and once he recovers his weapon, he returns to being a threat. Another weakness it the obvious lack of ranged attacks. Throwing your weapon doesn't always work, but it might, in a pinch, when all other options are exhausted. Just make sure to recover it before it's too late. Additional Notes: :arrow: For a more 'spacey' feel, this build would require quite a bit of reworking. A first step would be lowering it's physical stats, as well as it's Fortitude and Reflex defences, which should free quite a few points. :arrow: 30PPs on skills might be a bit of an overkill. Removing 5 points from most of the other skills should free up 10PPs. :arrow: The freed up points should fuel the Space Dragoon Suit. You can add Enhanced Abilities. Finally, if you have enough PPs left, you could add a Mighty Damage power, for when you are left unarmed.
-
Giving a small sad sigh, Serge shook his head left and right. "No, no, no. Don't apologize, bro! You don't have to." Thinking to lighten the mood a little, he added "It's not like I can blame you; after all, I AM a handsome fellow." with mock pride. "Ok, but seriously, Subito, don't be hard on yourself. We've been buddies for a year, now, and I'd like to think that we won't let something small and insignificant like that get between us." Serge commented, this time more seriously. Chuckling a bit, Serge said. "Cerys, yes, I met her. More accurately, I met her sword during a trainning combat. She really did a number on my suit. And I had just upgraded it the week before." he noted, hanging his head down a bit. "But yeah, she's definitely got skills. As for having anyone I like... well... I don't think so. I mean, there are a lot of girls in Claremont that I find very attractive, but I don't think anyone so far has really jumped to my attention."
- 32 replies
-
- net fly
- el heraldo
-
(and 1 more)
Tagged with:
-
Serge rode the bus to the Bayview mall, like he usually did. While he is capable of flight, he prefered to avoid using his powers as much as possible, when not on costume duty. Besides, he liked taking his time through the commute, as it really gave him some time to get lost in thought and daydream. Quite frankly, Subito's words had startled him. He wasn't expecting his best friend to ask him out. Well, not like THAT, anyways. Serge felt slightly guilty over the matter; he knew he couldn't return the feelings. More to the point, though, he felt anxious. Saying that it was no reason for them to stop being friends was one thing, but managing it at that point was another. However, he kept reminding himself that, above all else, Subito was his friend, his bro. That's all that matters. For once in your life, you miserable excuse for a friend, stop overthink this. Don't try to act natural; BE natural. Getting off the bus, he headed towards the entrance to the mall, and upon seeing his friend, he waved at him, and greeted him with a smile. "Hey, 'Bito! Sorry, hope I didn't make you wait too long."
- 32 replies
-
- net fly
- el heraldo
-
(and 1 more)
Tagged with:
-
Bioelectric Speedster Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 Toughness Abilities: 0 + 10 + 2 + 0 + 6 + 0 = 18PP Strength: 10 (+0) Dexterity: 20/40 (+5/+15) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 28 = 36PP Initiative: +9/+19 Attack: +4 Melee, +4 Ranged, +8 Lightning Flurry/Lightning Barrage/Nerve Overload Grapple: +9/+19 Defense: +15 (+14 Base, +1 Dodge Focus), +7 Flat-Footed Knockback: -0 Saving Throws: 5 + 0 + 5 = 10PP Toughness: +5 (+1 Con, +4 [Defensive Roll]) Fortitude: +6 (+1 Con, +5) Reflex: +5/+15 (+5/+15 Dex, +0) Will: +8 (+3 Wis, +5) Skills: 80R = 20PP Acrobatics 15 (+20/+30)Skill Mastery Concentration 10 (+13) Escape Artist 10 (+15/+25) Notice 15 (+18)Skill Mastery Sense Motive 15 (+18)Skill Mastery Stealth 15 (+20/+30)Skill Mastery Feats: 15PP Acrobatic Bluff Defensive Roll 2 Dodge Focus Elusive Target Evasion 2 Grappling Finesse Improved Initiative Move-By Action Takedown Attack 2 Instant Up Quick Change Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Powers: 9 + 19 +20 + 2 + 1 = 42PP Bioelectric Agility 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power: Leaping 8 (x500 per 4 Rounds/x25 per Move Action) [8PP] Alternate Power: Speed 8 (2'500mph/25'000ft per Move Action) [8PP] Bioelectric Control 7 (14PP Array; Feats: Alternate Feat 3) [19PP] Base Power: Damage 12 (Extras: Autofire, Flaws: Distracting, Feats: Accurate 2) [14PP] (Lightning Flurry) Alternate Power: Blast 12 (120-1'200ft; Flaws: Action[Full-Round], Feats: Accurate 2) [14PP] (Lightning Bolt) Alternate Power: Damage 10 (Extras: Area[burst] 1'000ft, Selective, Flaws: Action[Full-Round], Distracting, Feats: Progression[Area] 4) [14PP] (Lightning Takedown) Alternate Power: Stun 12 (Flaws: Distracting, Feats: Accurate 2) [14PP] (Nerve Overload) Enhanced Dexterity 20 [20PP] Super Movement 2 (Wall-Crawling; Flaws: Limited[Running]) [2PP] (Wall Run) Super Movement (Water Walking; Flaws: Limited[Running]) [1PP] (Water Run) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Lightning Flurry (Damage) Touch DC27 Toughness (Staged) Damage (Physical) Lightning Bolt (Blast) Ranged DC27 Toughness (Staged) Damage (Electric) Lightning Takedown (Damage) Area DC25 Toughness (Staged) Damage (Physical) Nerve Overload (Stun) Touch DC22 Fortitude (Stafed) Daze/Stun (Electric) Totals: Abilities (18) + Combat (36) + Saving Throws (10) + Skills (20) + Feats (15) + Powers (42) - Drawbacks (0) = 150/150 Power Points About this Build: Based on the heroine Jolt from Thunderbolts, the Bioelectric Speedster would be best described as something between a fragile speedster and a lightning bruiser(quite literally, perhaps). She doesn't have the fine control a regular Electric Controler would exert, but she can direct stored electricity at will throughout her body, giving her excellent movement, agility, and power. When not attacking, she is almost untouchable, and while she loses her dodge bonus when she does attack, she still has enough defense to avoid attacks, assuming she hasn't run out of range. Grappling her is a difficult task, and even then, she is capable of putting a decent fight, though by no means she prefers to grapple with her foes. If a foe proves particularly elusive, she can opt to stun them with Nerve Overload. If she finds herself cornered by strong opponents, she can move around in blinding speed to take them down simultaneously. She can also, with some effort, unleash small Lightning Bolts at her opponent. Extremely skilled in acrobatics, she can feint her opponents by simply tensing her muscles, and when walking under cover, she can pass almost completely unnoticed. She CAN be a bit fragile, however, as her fortitude and her Toughness leave quite a bit to be desired, and while she has very high defense, Perception-range attacks do not bother with an attack roll, thus nullifying one of her two biggest defensive advantages. On the flipside, her Reflex is through the roof, and coupled with two ranks of Evasion, her enemies might as well not bother with Area attacks. Additional Notes: :arrow: Taking 10 ranks off Dexterity would likely be the first thing you should do, if you wanted to rework the build. It doesn't hurt her Skills by much, and her Saves would average at 8(PL-2), which is adequate. Strenght could also have 2 to 4 points removed. :arrow: Removing Concentration from her Skill list, and 5 ranks from Notice and Stealth each should save you another 5PPs. Not bad at all. :arrow: Finally, lowering her Combat Defense should REALLY help save PPs. 5 ranks of Defence and 10 ranks of Dodge Focuse should free up 9PPs. Unfortunately, that would mean that she would have a rather unimpressive +2 on her flat-footed defense. This means that, thanks to the Distracting Flaw, attacking would often render her a sitting duck. Doubling the ranks of her Bioelectric Control Array, in order to buy off the flaw, at least for Lightning Flurry, should become top priority. :arrow: Boosting her movement ranks, and adding Quickness to the mix should bring her closer to traditional Speedster builds. :arrow: Immunity to Lightning Damage/Effects, even if only with the Limited Flaw, would be thematically appropriate.
-
Mud Man Power Level: 10 (150/150PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Abilities: 0 + 0 + 0 + 0 + 6 + 0 = 6PP Strength: 10/40 (+0/+15) Dexterity: 10/20 (+0/+5) Constitution: 10/40 (+0/+15) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 4 + 4 = 8PP Initiative: +0/+5 Attack: +5 Melee, +2 Ranged Grapple: +5(+20 with Enhanced Strenght, +33 with Mud Wrap) Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -0/-7 Saving Throws: 0 + 1 + 3 = 4PP Toughness: +0/+15 (+0/+15 Con) Fortitude: +0/+15 (+0/+15 Con, +0) Reflex: +1/+6 (+0/+5 Dex, +1) Will: +6 (+3 Wis, +3) Skills: 20R = 5PP Climb 5 (+5/+20) Notice 5 (+8) Sense Motive 5 (+8) Swim 5 (+5/+20) Feats: 13PP Ambidexterity Attack Focus (Melee) 3 Dodge Focus 3 Improved Grab Improved Grapple Improved Pin Improved Throw Improved Trip Instant Up Powers: 30 + 10 + 30 + 7 + 4 + 10 +27 = 118PP Enhanced Strength 30 [30PP] Enhanced Dexterity 10 [10PP] Enhanced Constitution 30 [30PP] Immunity 4 (Disease, Poison, Suffocation effects) [4PP] (Mud Form Filters) Immunity 2 (All Earth Damage, All Water Damage) [10PP] (Mud Absorption) Insubstantial (Feats: Selective, Subtle) [7PP] (Mud Form) Mud Form 12 (24PP Array; Feats: Alternate Powers 3) [27PP] Base Power: Create Object 19 (190ft Cube; Extras: Continuous, Moveable, Flaws: Action[Full-Round], Distracting, Fades, Feats: Innate, Progression, Slow Fade, Subtle, Tether) [24PP] (Mud Craft) Alternate Power: Elongation 7 (175-500ft, 250ft per Move-Action; Extras: Linked[super Strenght, Feats: Improved Range) + Superstrength 6 (70 Effective Strength, Heavy Load 200 tons; Extras: Linked[Elongation], Feats: Countering Punch, Groundstrike 150ft radius, Shockwave 150ft cone, Thunderclap 75ft burst) [8 + 16 = 24PP] (Mud Wrap) Alternate Power: Damage 10 (Extras: Area[burst] 100ft, Selective, Flaws: Action[Full-Round], Distracting, Feats: Progression[Area] 1) + Snare 10 (Extras: Area[burst] 100ft, Selective, Flaws: Action[Full-Round], Range[Touch], Feats: Progression[Area], Reversible, Obscure Sense[Visual] ) [11 + 13 = 24PP] (Mud Trap) Alternate Power: Leaping 20 (x5'000'000 per 16 Rounds / x25 per Move Action) [20PP] (Power Leap) Drawbacks: (-4) + (-0) = -4PP Vulnerability (Fire, Frequency: Common, Intensity: Major[x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage(Physical) Enhanced Unarmed Touch DC30 Toughness (Staged) Damage (Physical) Mud Craft(Create Object) Ranged Area DC25 Toughness (Staged) Damage (Mud) Mud Trap (Damage + Snare) Area DC25 Toughness (Staged) Damage (Mud) DC25 Reflex (Staged) Entangle/Bind Totals: Abilities (6) + Combat (8) + Saving Throws (4) + Skills (5) + Feats (13) + Powers (118) - Drawbacks (4) = 123+/150 Power Points About this Build: The Mud Man is a Powerhouse build, blessed with the Elemental Powers of Mud. A fusion of Marvel's Hydroman and Sandman, with a sprinkle of Hulk, Mud Man prefers to approach combat in a rather straightforward way, attacking foes from mid-range by elongating his body, and lock his foes down by grappling them. For crowd control he can fill the space around him with entrapping mud, or he can create and hurl large chunks of mud at his foes. Mud Man has 2 main ways of transportation; he can either jump at increadible heights, but at the cost of maneuverability, or he can stretch his mud-made body to great lengths, which is a more flexible, but less fast mode of transportation. Since he is made of mud, water and earth attacks have little to no effect on him. Conversely, Extreme temperatures and fire act by seperating his base components, thus having a great effect on him. Mud Man is very combat oriented. As such, he only has 4 skills of note, and even then, he is mostly capable at them due to natural ability, rather than trainning. His physical hardiness is also a thing to marvel at, but his body is rather burgeonic, and his willpower is equally lacking. On the other hand, he can assume a watery form to escape unwanted entrapment. Additional Notes: :arrow: As discussed in the Spider Hulk Build, you could consider adding the Involuntary Transformation and Normal Identity drawbacks, but doing so would leave you with 12PP worth of character Drawbacks total, which would break caps. Consider dropping vulnerability to fire at minor instead of major intensity. :arrow: Lowering Intelligence and Charisma should also provide you with some more PPs, since you don't really need these abilities. :arrow: You could change your Immunity(Water/Earth damage) to Immunity(Water/Earth effects) for no cost, by adding the Limited Flaw. :arrow: You could replace Snare with Trip as a Linked effect for your Area Damage. In fact, you could add a Damage Trip Area attack as an alternate power, or you could have a single Damage+Snare+Trip. In order to not exceed your Array budget, Snare would have to have the Uncontrollable Flaw, and remove the Obscure(Visual) Power Feat. That would mean that you'd only get the Snare effect to activate only half of the time, but Trip and Damage would still always activate, without needing further flaws.
-
:facepalm: Corrected Super Strength. Removed the 3 feats. I misscounted the Enhanced Strenght. Grapple should still be 22(4STR + 6 Melee Attack + 10ENHSTR + 2SPRSTR)
-
Headology Witch Power Level: 10 (150/150PP) Trade-Offs: +2 Defense / -2 Toughness Abilities: -2 + 4 + 8 + 10 + 10 + 20 = 50PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 30 (+10) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged Grapple: +3 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4/-2 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +6 (+4 Con, +2) Reflex: +8 (+2 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 96R = 24PP Bluff 5 (+15)Skill Mastery Concentration 11 (+16) Diplomacy 5 (+15) Gather Information 5 (+15)Skill Mastery Handle Animal 10 (+20)Skill Mastery Intimidate 15 (+25)Skill Mastery Knowledge (Arcane Lore) 10 (+15)Skill Mastery Knowledge (Behavioral Sciences) 15 (+20)Skill Mastery Notice 10 (+15)Skill Mastery Sense Motive 10 (+15)Skill Mastery Feats: 15PP Animal Empathy Defensive Roll 2 Dodge Focus 8 Fearless Skill Mastery 2 (Bluff, Gather Information, Handle Animal, Intimidate, Knowledge (Arcane Lore), Knowledge (Behavioral Sciences), Notice, Sense Motive) Startle Powers: 26 + 7 = 33PP Headology 11 (22PP Array; Feats: Alternate Powers 4) [26PP] Base Power: Blast 10 (Extras: Range[Perception] Flaws: Action[Full-Round], Variable 2[Any Element]) [22PP] (Headomantic Blast) Alternate Power: Blast 10 (100-1'000ft, 50ft Radius; Extras: Area[burst] Flaws: Action[Full-Round], Variable 2[Any Element]) [22PP] (Mass Headomantic Blast) Alternate Power: Emotion Control 10 (Feats: Mind Blank, Subtle) [22PP] (Influence) Alternate Power: Enhanced Fearsome Presence 15(750ft Radius; Extras: Selective, Flaws: Action[Full-Round], Feats: Progression[Area] 3) [18PP] (Stare Down) Alternate Power: Mind Control 10 (Extras: Conscious, Instant Command, Flaws: Distracting, Limited[Animals], Feats: Mental Link, Subtle) [22PP] (Animal Borrowing) Device 2 (10PP ContainerFlaws: Easy-To-Lose, Feats: Restricted[Mages]) [7PP] (Broomstick) Flight 5 (250mph/2'500ft per Move-Action) [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage(Physical) Headomantic Blast Perception DC25 Toughness (Staged) Damage(Any Basic Element) Mass Headomantic Blast Ranged Area DC25 Toughness (Staged) Damage(Any Basic Element) Influence(Emotion Control) Perception DC20 Will (Staged) Calm/Despair/Fear/Hate/Hope/Love Stare Down(Fearsome Pressence) Area DC25 Will (Staged) Shaken/Flee/Panic(Fear) Animal Borrowing(Mind Control) Perception DC20 Will (Opposed) Mind Control Totals: Abilities (50) + Combat (16) + Saving Throws (13) + Skills (24) + Feats (14) + Powers (33) - Drawbacks (0) = 150/150 Power Points About this Build: And now, time for something completely different for me. Charisma based characters see rarer usage compared to most other concepts, and not without reason; it is very difficult to make such a build as effective as more straightforward, punch the bad guy silly builds. And personally speaking, Charisma based characters are my least favorite, both mechanically and conceptually. However, in this build I attempt to take a stab at the concept. A Headology Witch uses mainly subtle ways to bully and boss around others, most usually villains. Based on Granny Esmeralda Weatherwax from Terry Pratchett's Discworld novels, she is a forceful personality, and it shows. Her main means of dealing with foes is Staredown which allows her to send shivers down the spines of anyone foolish enough to cross her path. For foes immune to fear, she can instead opt to pacify them through her power of Influence. If the foes percist or prove too stuborn to make them yield with more subtle ways, she can start rainning down magical blasts to take care of them, in a pinch, and make no mistake; she can really lay the hurt. Complementing her main arsenal is her power to borrow on an animals consciousness and guide it towards taking action. The broomstick is her preffered mode of transportation, a traditional witch's broom that's made to fly really fast. Finally, she is very skilled, especially when interracting with others. Her intimidation prowess is downright scary and efficient, and she knows a thing or two about the human mind and how to influence it. Additional Notes: :arrow: A predominantly Charisma based build, some may find that it's too focused on interraction skills, beyond the point of usefulness. Substracting 10PPs off Charisma, as well a few points in Intimidation and Bluff would free up points to give her more powerful powers. Adding the Sensory Link Extra on her Mind Control should be an obvious choice, if they'd wish to better portray Granny's Borrowing Power. :arrow: Substracting a few points off Intelligence would also help save some PPs. :arrow: This build depends on Perception and Area effects, which do not require Attack rolls. However, anyone who would grapple the Headology Witch would be pretty much guaranteed to succesfully pin her either way. You are strongly advised to stick to perception range for your powers. 10 ranks of Attack would require that you spend at the very least 3PPs for 6 ranks of Attack Specialization(Unarmed), which would give you a total of +9 on your Grapple(Thanks to her Negative STR bonus). Still no grappling champion, but she could at least put up a fight. As for her now non-Perception Ranged Attacks, you'd similarly need to apply 3 ranks of the Accurate Power Feat inside the Headology Array, where applicable. A simple matter. :arrow: A more compelling alternative to the above would instead be to focus on Defense. For a Grapple to initiate, the Grappler must first succeed at an Attack roll. Prevention is the best cure, after all. Changing the tradeoffs to +5 Defense / -5 Toughness, would mean that you could go for a +15 Defense by spending an additional 4PPs(2PPs more for 5 base Defense, and 2PPs more for 10 ranks of Dodge Focus total). You should refund your Defensive Roll ranks into Constitution, which would also gain you a +1 on Fortitude. Be careful, though, since this would really turn her into a Glass Cannon.
-
Right you are. Fixed the sheet. :arrow: -1 rank Improved Initiative :arrow: -1 rank Accurate Power Feat in Chronodimensional Array :arrow: -1 rank Improved Range Power Feat in Chronal Blaster and Deccelerator Blaster Powers :arrow: +1 rank Accurate Power Feat in Chronal Blaster and Deccelerator Blaster Powers :arrow: +2 ranks Attack Focus (Melee) Feat. :arrow: Specified Comprehend power as Language 2[speak any, talk any] :arrow: Corrected Vulnerability (Mental) to Vulnerability (Psionic), as per the house rules :arrow: fixed the rest of the crunch to match(knockback, Initiative, Grapple, Totals). Grapple = (4STR + 6 melee attack = 10) / (4STR + 8ENHSTR + 6 melee attack + 4SPRSTR = 22)
-
Very minor formatting nitpicks :arrow: You do not need to list the Range[Ranged] Extra for Blast. Blast is by default Damage with the Range[Ranged] Extra, so listing it is redundant. :arrow: Flaws should be listed immediately after Extras, not after Feats. It's important that you keep as close to the format presented at the Beginner's guide as possible. Now, on to the main meat of the build. Not errors, per se, but things you should keep in mind. :arrow: It seems kinda weird that you have Enhanced Atomic Telekinesis added as a seperate Array. You could fold both A.T. and E.A.T. under the same folder for 2PPs, and gain an extra 8PPs to either spend elsewhere, or add to the power array as a whole. Even if they work slightly differently, it doesn't change the fluff, nor the mechanics of those Powers. :arrow: Another point is that Paralyze is severily underpowered. As an area effect, it's capped at PL ranks, and it's a good idea to keep it close to those ranks, unless you're willing to see even minions avoiding its effects. The Flaw Action[Full-Round] is a simple and easy way to bring Snare's cost under control. You won't be able to move and employ it at the same round, but it's range(both Area and Ranged that you should note on the power) should make up for it. :arrow: Blast is also underpowered, but here, you have slightly more flexibility, in that you can differentiated between melee and ranged tradeoffs. Having a +2 Ranged Attack / -2 Ranged Damage would mean that you would only need 2 applications of the Accurate Power Feat in that power to meet your caps. Alternatively, you could leave the tradeoffs as are, and add 4 ranks on the Blast Power. You can afford both of these, if you follow my suggestion on folding the powers under 1 array. :arrow: If you're still starving for PPs, consider lowering your three saves. While you are expected to have Toughness capped, at least at Character generation, your other saves are expected to add up to 3*(PL-2), with a bit of variance. That means that you could remove 4 PPs worth of saves, and still have a total of (12+10+6-4)=3*(10-2)=24. You don't have to lower them all the way there, but it's still something to consider :arrow: Finally, another 4 PPs you could save are by lowering your defense to +4, and buying 4 ranks of Dodge Focus instead. That would lower your Flat-footed defense by 2, which is really a pitance. :arrow: Slightly unrelated, but Hero Factory isn't broken... exactly... It's more a case of the Firefox browser not operating correctly with the site. It works perfectly on Internet Explorer. Chrome may or may not work(I have no actual knowledge with the machine Generally speaking, you should stick close to your expected PL caps, both offensively and defensively. I'm saying this from experience, as my first attempt at making a hero met the same critisism from the Refs.
-
Spider Hulk Power Level: 10 (150/150PP) Trade-Offs: -4 Melee Attack / +4 Melee Damage, +2 Defense / -2 Toughness Abilities: 12 + 20 + 8 + 0 + 4 + (-2) = 42PP Strength: 22/30 (+6/+10) Dexterity: 30 (+10) Constitution: 18/22 (+4/+6) Intelligence: 10 (+0) Wisdom: 14 (+4) Charisma: 8 (-2) Combat: 8 + 12 = 20PP Initiative: +10 Attack: +6 Melee, +4 Ranged, +10 Spider Web Grapple: +20 to +23(+24 to +27 with Vicious Pummeling) Defense: +12 (+6 Base, +7 Dodge Focus, -1 Size), +3 Flat-Footed Knockback: -6 Saving Throws: 2 + 0 + 4 = 6PP Toughness: +8 (+6 Con, +2[Defensive Roll]) Fortitude: +8 (+6 Con, +2) Reflex: +10 (+10 Dex, +0) Will: +6 (+2 Wis, +4) Skills: 80R = 20PP Acrobatics 15 (+25)Skill Mastery Climb 10 (+15)Skill Mastery Concentration 6 (+12) Escape Artist 10 (+20) Notice 8 (+10) Sense Motive 8 (+10) Stealth 15 (+21)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 18PP Ambidexterity Attack Focus(Melee) 2 Defensive Roll Dodge Focus 7 Evasion Grappling Finesse Improved Grab Improved Pin Improved Trow Improved Trip Skill Mastery (Acrobatics, Climb, Stealth, Survival) Powers: 3 + 5 + 17 + 8 + 2 + 2 + 4 + 3 = 44PP Additional Limbs 3 (4 extra limbs) [3PP] (Spider Arms) Hulkling Movement 2 (4PP Array; Feats: Alternate Power) [5PP] Base Power: Burrowing 3 (5mph/50ft per Move Action; Feats: Subtle) [4PP] (Arachno Tunneler) Alternate Power: Leaping 4 (x25 per Move Action) [4PP] (Arachnid Leaping) Gamma Arachnid 7 (14PP Array; Feats: Alternate Powers 3) [17PP] Base Power: Damage 4 (Extras: Linked[super-Strength], Feats: Mighty, Split Attack) + Super Strenght 4 (Effective Strength 55, Heavy Load 24 tons; Extras: Linked[Damage]) [6 + 8 = 14PP] (Vicious Pummeling) Alternate Power: Dazzle 10 ([100-1'000ft; Feats: Accurate 3) [13PP] (Spider Web) Alternate Power: Snare 10 ([100-1'000ft; Flaws: Action[Full-Round], Feats: Accurate 3, Tether) [14PP] (Spider Web) Alternate Power: Snare 10 (500ft radius; Extras: Area[burst], Flaws: Action[Full-Round], Range[Touch], Feats: Progression[Area] 3, Tether, ) [14PP] (Web Trap) Growth 4 (Strength 8, Constitution 4, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidation, 10ft Space, 10ft Reach, +5 STR Carrying Capacity; Flaws: Permanent) [8PP] (Hulkulean Stature) Speed 4 (100mph/1'000ft per Move Action; Flaws: Limited[swinging]) [2PP] (Momentum Web-Swinging) Super Movement (Swinging) [2PP] (Web Swing) Super Movement 2 (Wall-Crawling[2]) [4PP] (Wall Crawling) Super Sense 3 (Accurate Ranged Touch) [3PP] (Tremorsense) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Vicious Pummeling (Unarmed) Touch DC29 Toughness (Staged) Damage (Physical) Spider Web (Snare) Ranged DC25 Reflex (Staged) Entangle/Bind Web Trap (Snare) Area DC25 Reflex (Staged) Entangle/Bind Totals: Abilities (42) + Combat (20) + Saving Throws (6) + Skills (18) + Feats (20) + Powers (44) - Drawbacks (0) = 150/150 Power Points About this Build: This is Spider Hulk, a fusion of Spiderman(circa Six Arms Saga) and the Hulk, the purpose being giving the Hulk a slightly more varied array of options during combat, and giving Spiderman some real staying power. When thinking about the best set of powers to portray a "hulked out" spider-themed hero, the Tarantula and other Wolf Spiders came to mind most prominently. That means that this build actually plays like a trapster, rather than a straightforward brute. While large-sized, he is surprisingly agile, especially when swinging with webs, and can be very stealthy. Indeed, only dedicated detectors may ascertain his pressence once he starts hiding or camouflaging, and even then, they may need to work for it. Very skilled, he is a dedicated grappler, and it shows, being able to grab and hold opponents with ease. If worse comes to worse, he can burrow inside the ground and take his foe by surprise. Additional Notes: :arrow: One thing to notice about this build is the fact that the Spider Hulk is locked in "Spider Hulk" mode. You could opt to have those effects be temporary instead of continuous. It is highly suggested, in that case, to also take the drawbacks Involuntary Transformation and Normal Identity. A Common Occurance of Major Intensity would provide you with 8PPs to spend on making Growth Sustained. This deal would leave you with 4PPs to spare. The second Rank of Evasion, more Fortitude, and Wisdom would be good ideas. :arrow: Web Trap is useful if you want to subdue multiple foes at once, but it can be troublesome to use if your teammates or bystanders are nearby. The Selective Extra could aleviate this, but you'd need another flaw to keep this in check within the PP budget. Distracting can be a very appropriate one, given that you are paying careful attention to target only opponents. Just be aware that Spider Hulk prefers to avoid attacks, rather than withstanding them, and the Distracting Flaw leaves you flat-footed, which means it becomes hilariously easy to get hit.
-
Weapons Summoner Power Level: 10 (150/150PP) Trade-Offs: -3 Melee Attack / +3 Melee Damage, +3 Ranged Attack / -3 Ranged Damage, -2 Defense / +2 Toughness Abilities: 8 + 8 + 4 + 4 + 6 + 4 = 34PP Strength: 18 (+4) Dexterity: 18/24 (+4/+7) Constitution: 14/22 (+2/+6) Intelligence: 14/20 (+2/+5) Wisdom: 16/22 (+3/+6) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +7 Melee, +5 Ranged, +7 Metallomancy, +13 Thousand Blades & Bounding Chains Grapple: +11(+26 to +29 with Spirit-Bound Gauntlets, +31 with Metallomancy) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 Saving Throws: 2 + 1 + 2 = 5PP Toughness: +6/+12 (+2/+8 Con, +4 [Defensive Roll]) Fortitude: +4/+10 (+2/+8 Con, +2) Reflex: +5/+8 (+4/+7 Dex, +1) Will: +5/+8 (+3/+6 Wis, +2) Skills: 88R = 22PP Acrobatics 5 (+9/+12) Concentration 10 (+13/+16) Craft (Mechanical) 13 (+15/+18)Skill Mastery Diplomacy 11 (+13) Escape Artist 5 (+9/+12) Knowledge (Arcane Lore) 13 (+15/+18)Skill Mastery Knowledge (Theology and Philosophy) 10 (+12/+15)Skill Mastery Notice 10 (+13/+16) Sense Motive 11 (+14/+17)Skill Mastery Feats: 10PP Artificer Attack Focus (Melee) 2 Defensive Roll 2 Dodge Focus 4 Skill Mastery (Craft[Mechanical], Knowledge[Arcane Lore], Knowledge[Theology and Philosophy], Sense Motive) Powers: 26 + 35 = 61PP Device 6 (30PP Container; Flaws: Hard-To-Lose, Feats: Restricted 2[spellforge]) [26PP] (Enchanted Panoply) Enhanced Dexterity 6 [6PP] (Rune of Agility) Enhanced Constitution 12 [12PP] (Rune of Protection) Enhanced Intelligence 6 [6PP] (Rune of Knowledge) Enhanced Wisdom 6 [6PP] (Rune of Spirit) Armmancy 15 (30PP Array; Feats: Alternate Powers 5) [35PP] Base Power: Additional Limbs 3 (5 Additional Limbs, Extras: Duration[sustained], Linked[Enhanced Strength], Linked[super Strenght], Linked[Elongation], Feats: Ambidexterity) + Enhanced Strength 18 (Flaws: Duration[sustained], Feats: Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Split Attack 4) + Elongation 6 (150-250 ft; Extras: Linked[Additional Limbs], Feats: Improved Range) + Super Strenght 4 (Effective Strength 56, Heavy Load 29.4 tons; Flaws: Duration[sustained]) [4 + 17 + 7 + 2 = 30PP] (Spirit-bound Gauntlets) Alternate Power: Blast 7 (700ft; Extras: Autofire, Penetrating 6, Flaws: Action(Full-Round), Feats: Accurate 4, Improved Range 3, Ricochet 3) [30PP] (Thousand Blades) Alternate Power: Create Object 13 (130ft Cube; Extras: Continuous, Moveable, Flaws: Action(Full-Round), Distracting, Feats: Innate, Progression, Subtle, Tether) [30PP] (Metal Forging) Alternate Power: Damage 10 (Extras: Area[burst] 1000ft, Selective, Penetrating 6, Flaws: Action[Full-Round], Feats: Progression[Area] 4) [30PP] (Million Blades) Alternate Power: Move Object 24 (Effective Strenght 120, Heavy Load 200K tons, Grapple 31, Range 240-2400ft; Flaws: Limited[Metal], Feats: Accurate, Precise, Split Attack 3, Subtle) [30PP] (Metallomancy) Alternate Power: Snare 7 (700 ft; Extras: Constricting, Feats: Accurate 4, Improved Range 3, Reversible, Tether) [30PP] (Bounding Chains) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Enhanced (Unarmed) Touch DC28 Toughness (Staged) Damage (Metal) Thousand Blades (Blast) Ranged DC22 Toughness (Staged) Damage (Metal) Metal Forging (Create Object) Ranged DC28 Toughness (Staged) Damage (Metal) Million Blades (Damage) Area DC25 Toughness (Staged) Damage (Metal) Bounding Chains (Snare) Ranged DC22 Reflex (Staged) Entangled/Bound Totals: Abilities (34) + Combat (18) + Saving Throws (5) + Skills (22) + Feats (10) + Powers (61) - Drawbacks (0) = 150/150 Power Points About this build: The Weapons Summoner, as indicated by his name, is someone who fights by summoning weapons. He is a master craftsman with both weapons and magic. However, his spells are geared towards animating and controlling his vast amount of armaments that he has created through the years. He is capable of fighting in both melee and ranged, however he lacks mobility and prefers close to mid ranged combat, where he trully shines. To that end, he can employ various tricks to entrap and close in on his foes, such as the Bounding Chains, or Metal Forging, and once the foe has nowhere left to escape, he can summon the Spirit-Bound Gauntlets, a set of Semi-Sentient Enchanted Armor Limbs that follow his control and subdue his opponents. The Weapons Summoner is an excellent athlete, but by no means is he superhuman, and while his offensive capabilities can be impressive, his defenses leave a lot to be desired. To compensate for that, he has manufactured a full body armor, and he has decorated it with mystical runes that protect him and enhance his capabilities. Perhaps atypically for most Power Armor users, his main offensive arsenal lies not within the suit. Even without it, he is perfectly capable of laying the hurt, but he may also opt to summon and outfit himself with an extra armor. Doing so would severily limit his choices, but he would still be able to hold his ground. Additional Notes: :arrow: Thousand Blades can be a useful power, since it is quite accurate, and most targets with high Defense tend to have accordingly good Reflex and Evasion. However, you may find that more often than not, you are stranded without access to your Enchanted Panoply, and you need to get into the action fast. While relying on Extra Effort to cook up a magical Armor that enhances your defenses and grants you some offensive power as well from the Armmancy Array is a reliably good option, you may find that it is also a very limiting one. You can't select another Power inside the array, because doing so would forfeit your magical Armor, and you would need to spend more Extra Effort to conjure it back. To that end, replacing Thousand Blades with a series of Linked Enhanced Saves and Damage may be a good idea. Sure, while you're using it, you can't access your other powers, but switching them doesn't hurt as much. CAUTION: You WILL have to make sure you're not breaking CAPS, if you wish to do this.
-
This is a thread for potential PCs or some of my ideas. CONTENTS Animal-themed Builds >Spider Hulk: Tough and fast Multiarmed Grappler. >Tiger-Man: Tiger Totem Warrior. Elemental Builds >Bioelectric Speedster: A literal Lightning Bruiser. >Mud Man: Powerhouse who can Become and Control Mud. Established Superhero Builds >Cardiac (Marvel): Vigilante who replaced his heart with an Energy Reactor. Magic-based Builds >Headology Witch: Wielding the Magic of Always Being Right, even over Reality. >Spellcrafter: Wizard specializing in assembling and flinging spells on the go. >Weapons Summoner: Mageknight by way of Weapon Control. Martial-Arts-based Builds >Superhuman Costumed Martial Artist: Super-strong, super-fast, and recently arrived from the mother of all trainings-from-hell. Power Artifact Builds >Powerglove User: His controller can bring his Games to Life. >Demon Hunter with Phantom Arm: Human who combines a Demonic Arm and an Enchanted Weapon to battle the forces of the hell. Space-based Builds >Space Warrior: Knight empowered by Cosmic Forces. Weapon Specialist Builds >Spaceknight Dragoon: Skillful Lancer wearing a Space Armor.
-
Player Name: Vahnyu Character Name: Hronos Power Level: 10/11 (153/169PP) Trade-Offs: -4 Melee Attack / +4 Melee Damage, -2 Defense / +2 Toughness Unspent Power Points: 16 Progress To Silver Status: 19/60 (Bronze status earned with Net Fly) In Brief: An ancient mechanical being, Hronos has an array of inbuilt, interchangeable armaments that grand him control over time/space. Alternate Identity: None Identity: Public Birthplace: UNKNOWN Occupation: Wielder of Time Affiliations: Mechanodynames Family: Mechanodynames(Sister: Psihi. Sister: Gnossi. Sister: Zoi. Brother: Thanatos.) Description: Age: UKNOWN, estimated to billions of years (DoB: UKNOWN) Apparent Age: Not Applicable Gender: Male Ethnicity: Mechanodynames Height: 7'5" ft Weight: 230 pounds. Eyes: Light-Purple Hair: Not Applicable Description: Hronos is a Mechanodynamis. He has a human-like structure. His body is composed of techno-mechanical parts. His skin is a Light-Purple, with visible circuits. His hands look like Navy-Blue mechanical armor gauntlets. His upper body looks like a Navy-Blue robotic breastplate covering a white body armor. He appears to wear a Navy-Blue mechanical belt on his waist. The mouth in his Navy Blue helmet-like head is completely covered by a White mouthpiece, he sports White earpeaces and a Light-Purple visor for eyes. His legs look like Light-Blue and White armored boots from the knees down. Finally, his back holds a Blue rocket-pack. Power Descriptions: As a Mechanodynamis, Hronos has a sturdy mechanical body resistant to damage and adverse natural conditions. He is able to quickly process and employ all languages from intelligent living beings, as well as computers. His body is able to accomodate accelerated modes of self-transportation, including flight, thanks to the rocket-pack that protrudes on his back, and his thought processor is normally capable of carrying difficult calculations and executing rapid actions at 5 times the normal pace. He is also the assigned Wielder of the Essence of Time. His techno-mechanical body is capable of processing this internalized essence, and reconfigure his body parts at will, granding him with a versatile arsenal of armaments, and granting him control over time itself. Some of them follow. :arrow: Chronal Blaster: Hronos reconfigures his arms into hand-canons that shoot blue-ish hued blasts imbued with chronal energy causing the recipients pain, by affecting the recipients' base components(such as cells, molecules, or even ectoplasmic matter) topically, and forcing them to vibrate out of sync. :arrow: Deccelerator Blaster: Hronos reconfigures his hands into one big canon, that is capable of hindering the recipient's ability to percieve danger, avoid it, and even subconsiously dodge harm. :arrow: Inter-Dimensional Arms A & B: Hronos activates his arms' inbuilt mini-chronodimensional portal generators, making them capable of breaking the barriers of time and space. Depending on the configuration, Hronos can rapidly pummel his foe up close from all angles at once, or he can employ his numerous arms to wrestle and subdue his foe from affar, as well as handle delicate tasks. :arrow: Substitution: By activating this device, Hronos is able to manipulate or fold the space-time continuum in such ways that he instantly trades places with another cooperating being. :arrow: Support Motor: This enhancing device redirects Hronos' own power from many different times and apply them all at once, granting him huge amounts of strength. :arrow: Temporal Nexus Generator: By activating a mechanism that distorts reality around him so that it is able to carry time-paradoxes, Hronos is able to summon parallel versions of himself. He can telepathically coordinate with them, and while present, all of them are equally as real. :arrow: Temporal Shift: By activating an internal device, Hronos is able to step outside the normal boundaries of time and space, and go completely unnoticed by most senses. :arrow: Time Stopper: This powerful device feeds directly off of the Essence of Time to create a sphere in which the recipients are temporally frozen in place, unable to move or even act. It requires a big amount of concenrtation to activate, and as thus, Hronos is left defenceless when he uses it. However, spending the last few millenia in a lethargic sleep, a lot of his capabilities, are malfunctioning, and thus, set offline, until he can recover them. His computational capacity appears to be hampered by fragmentation. Hronos' insulators have severyly degraded, making electricity and magnetism severely affect his techno-mechanical body, and due to being incactive for many milenia, his mental defences are slightly unregulated, afecting his ability to withstand mental attacks. History: Spirit. Life. Time. Death. Knowledge. These are the five key Essences that have been encompassing the world, ever since the beginning of time. When the world was created, there were also created five beings of robotical nature. These beings came to be known as Mechanodynames, and they were each tasked with safeguarding an Essence. Psihi, the Holder of Spirit. Zoi, the Holder of Life. Hronos, the Holder of Time. Thanatos, the Holder of Death. And Gnosi, the Holder of Knowledge. The Essences granted each one of them a unique and diverse assortment of powerful abilities, which further augmented their natural capabilities. Using those powers, the Five Wielders were able to protect the galaxy from various threats, both from within and from without the creation. One of the most powerful of them was Catastrophe, the Bringer of Annihilation, who invaded the world and waged a terrible war with the Mechanodynames. During the war, the Five Wielders, assisted by the first civilizations, managed to stave off Catastrophe's forces, and in a final climactic battle, they repelled Catastrophe into the Entropy Zone. Doing so, however, required a huge energy release, that damaged and scattered the Mechanodynames towards the five corners of the universe. The blast had rendered Hronos offline, as he drifted through space, until he finally arrived at the solar system, during the accretion of the planet that was to become known as Earth. The next 4 billion years, Hronos remained close to the core of the planet, and his slumber seemed that it would last for eternity. That eventually changed, though, when the various disturbances caused from the constant battles between superpowered beings that were waged on Earth, shook Hronos' systems to turn back on. After crawling his way out of the ground and into the surface, Hronos came face to face with the civilization that had started to thrive in this planet. He soon realised that many of his systems were malfunctioning, and that he couldn't escape the gravity of Earth. Deciding that he must have arrived there for a reason, Hronos set forth to travel and protect the Earth and it's inhabitants from all threats, his journey eventually leading him to Freedom City. Personality & Motivation: Hronos is a very calm, and at times, deliberate individual. He speaks in a very polite and formal manner, when conversing with others. His sense of duty has been instilled in him ever since his creation, and drives him to protect those in need from danger. Powers & Tactics: Hronos values subdoing his opponents as efficiently as possible. That is why he prefers opening up a battle by employing the Deccelerator Blaster if faced with one foe, or the Time Stopper if faced with multiple foes, and then pick them appart with long ranged artillery. When the fight becomes close and personal, he switches gears into employing the Support Motor, which greatly enhances his combat capabilities, and uses his nigh-unescapable grip to render his enemies helpless. Finally, when a foe proves especially stubborn, he attacks them with a vicious barrage of unarmed blows, taking advantage of the fact that his Interdimensional Arms can come from all angles, ignoring tempo-spatial restrictions, and taking opponents by surprise. Complications: Caretaker: Prototype Stopwatch Fragment(A peculiar gem-like item that has time manipulation abilities that Hronos procured from an encounter with John Smith) Duty: Is bound to protect the integrity of the time/space continuum, as Holder of the Essence of Time. Enemy: Catastrophe Rival: John Smith(Hronos prevented the man from changing the past and being together with his wife. He may hold a grudge) Sub-Optimal: A lot of his capabilities are malfunctioning and are offline Stranded: Is bound to Earth Out of Touch: Has been inactive for years, and has little to no grasp of current events Abilities: 8 + 8 + (-10) + 8 + 8 + (-4) = 18PP Strength: 18/38 (+4/+14) Dexterity: 18 (+4) Constitution: --- Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 6 (-2) Combat: 8 + 6 = 14PP Initiative: +8 Attack: +6 Melee, +4 Ranged, +10 Chronal Blaster/Deccelerator Blaster A Grapple: +10/+22 Support Motor Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -6/-4 Saving Throws: 0 + 2 + 2 = 4PP Toughness: +12 (+0 Con, +8 Protection, +4 Defensive Roll) Fortitude: --- Reflex: +8 (+4 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 60R = 15PP Computers 6 (+10)Skill Mastery Craft (Electronic) 6 (+10)Skill Mastery Craft (Mechanical) 6 (+10)Skill Mastery Disable Device 6 (+10)Skill Mastery Knowledge (Physical Sciences) 6 (+10)Skill Mastery Knowledge (Tactics) 8 (+12) Knowledge (Technology) 6 (+10)Skill Mastery Notice 10 (+14)Skill Mastery Sense Motive 6 (+10)Skill Mastery Feats: 19PP Attack Focus (Melee) 2 Defensive Roll 2 Dodge Focus 5 Eidetic Memory Fearless Improved Grab Improved Initiative 1 Improved Pin Move-By Action Skill Mastery 2 (Computers, Craft(Electronic), Craft(Mechanical), Disable Device, Knowledge(Physical Sciences), Knowledge(Technology), Notice, Sense Motive) Powers: 32 + 4 + 1 + 30 + 2 + 8 + 9 + 3 + 3 = 92PP Chrono-Dimensional Configuration 13 (26PP Array; Feats: Alternate Powers 6) [32PP] Base Power: Super Senses (Time/Temporal Awareness[Mental Awareness], Accurate 2, Acute, Analytical, Counters Concealment 2, Counters Illusion 2, Extended 5[1'000'000ft/189 miles], Rapid 2(x100), Tracking 3; Extras:Linked[Quickness], Feats: Dimensional 3) + Quickness 4(x250; Extras: Linked[super Senses])[22 + 4 = 26PP] (Chronal Attunement) Alternate Power: Blast 10 (1'000ft; Feats: Accurate 3, Improved Range 3) [26PP] (Chronal Blaster) Alternate Power: Damage 10 (Extras: Autofire 14, Feats: Indirect, Mighty) [26PP] (Inter-Dimensional Arms A) Alternate Power: Enhanced Strength 20 (Extras: Linked[super Strength]) + Super Strength 3(Effective Strength 53; Heavy Load 9.6 tons; Extras: Linked[Enhanced Strength]) [20 + 6 = 26PP] (Support Motor) Alternate Power: Healing 4 (Extras: Affects Objects, Area[burst] 500ft radius, Total, Feats: Stabilise, Persistant, Progression[Area] 3, Regrowth)[26PP] (Time Reset) Alternate Power: Paralyze 10 (250-1'000ft; Extras: Alternate Save[Reflex], Range[Ranged], Flaws: Action[Full Round], Feats: Accurate 3, Improved Range 3) [26PP] (Deccelerator Blaster) Alternate Power: Stun 10 (Extras: Alternate Save [Reflex], Area [burst] 1'000ft radius, Selective, Flaws: Action[Full Round Action], Distracting, Feats: Progression[Area] 4, Reversible, Sedation) [26PP] (Time Stopper) Comprehend 2 (Languages 2[speak Any, Understand Any]) [4PP] (Speech Pattern Recognition Module) Features 1 (Temporal Inertia) [1PP] (Temporal Anchor) Immunity 30 (Fortitude) [30PP] (Robotical Structure) Immunity 2 (Time/Temporal Damage) [2PP] (Time Shield) Movement System 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power:Flight 4 (100mph/1'000ft per Move Action) [8PP] Alternate Power: Speed 4 (100mph/1'000ft per Move Action; Extras: Linked(Super Movement)) + Super Movement 2 (Wall Crawling[Ground Speed]) [4+4=8PP] Protection 8 [8PP] (Plating) Quickness 3(x10) [3PP] (Computational Process) Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] (Computational Awareness) Drawbacks: (-2) + (-3) + (-2) = -7PP Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP] Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Unarmed(Support Motor) Touch DC29 Toughness (Staged) Damage (Physical) Dimensional Arms A Touch DC29 Toughness (Staged) Damage (Physical) Chronal Blaster Ranged DC25 Toughness (Staged) Damage (Temporal) Deccelerator Blaster A Ranged DC20 Reflex (Staged) Paralyze (Temporal) Time Stop Area DC20 Reflex (Staged) Stun (Temporal) Totals: Abilities (18) + Combat (14) + Saving Throws (4) + Skills (15) + Feats (17) + Powers (92) - Drawbacks (7) = 153/169 Power Points
-
"Me neither, bro. The transmitter is still in the place we left it, and it's still transmitting the signal to the facility correctly. I think we're covered." Serge noted, as the two young heroes were waitting for permission to enter principal Summers' office. The young man thought back to a few minutes ago, when he built the device. Scavenging for materials was, thankfully, an easy matter for creating a transmitter, thanks to the abundance of circuits in Serge's suit. Unfortunately, this meant that his suit was now functionally nothing more than a piece of cloth with metals here and there. He estimated that repairing it would take a week, more or less. Oh well, It will give me some much needed time to re-spec it. he thought to himself.
-
"Well..." Serge responded, scratching his chin "...the bet I had with your brother a few months back was movie of his choice, if my memory doesn't fail me. Though there's probably time until then, and I would NEVER say no to a good game. Cards, Uno, Trivia games, Chess, Monopoly, Jenga; you name it, I'm game." the young man proudly proclaimed. "What about you, Vicky? Any particular preference?" he asked his schoolmate.
-
Serge was almost done with his plate, and he took the time to savor every last bite, and leave as few leftovers as possible. A good spicy meal was one of his top vices, he had to admit. "Indeed, I have to agree with Vicky. The rabbit is very yummy, if you'd allow me the term." Serge nodded, and he added "'strue. Well, Claremont IS a school, and every school has its troublemakers and its rotten eggs, as it where, but thankfully, they tend to keep to themselves. And really, the staff heavily discourage any such shenanigans, at least, outside of a well-controlled enviroment; it would be far too easy for even the most innocent of incidents to get out of hand. That, and the fact that the school promotes teamwork mentality ensures that little to no bullying takes place, and that the students are well equiped to properly deal with it, in case it can't be prevented." After FINALLY taking a pause, he lightly slapped his forehead as he let out a laugh. "Ohh, man, I must sound like a pamphlet or something! Please, excuse me. I let my mouth run out of control at times."
-
Net Fly Being Yourself
-
"Wow, bro! Even I have to admit that you made that comment with... Surgical precision!" Serge commented at Subito with an aknowledging wink, as he found himself lost in observing with glee the Sondo family, whose behavior made him feel trully welcome. The dinner was certainly proving a success, so far. Rodrigo's question gave him some pause, but it also made him very happy. "That's actually a very astute observation, Rodrigo! When you say 'supersede', do you mean disprove? It's... actually not that different, even in that case. It's like the atomic model; Early on, you learn how the atom is a scaled down version of a star system, with the electrons behaving like planets while the protons like a sun. Later on, however, you learn that this is only really the case for the Hydrogen, the world's simplest atom, since it has only one proton and one electron. You still needed to learn that simple example, in order to ease you in on the more advanced stuff."