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Justice (PL10/15) - RocketLord


RocketLord

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Justice

Power Level: 15

Effective Power Level: 10

Power Points: 231/250PP
Unspent Power Points: 19

Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!]

Theme: Hell No! - Mel Senese

 

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

Residence: Riverside, Freedom City

Base of Operations: The Secret Headquarters, Riverside, Freedom City
Occupation: Comic, Gaming & Hobby Store Owner, Adventurer
Affiliations: None
Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley  Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother)

 

DESCRIPTION

Age: (DoB: 1997 [April 1st])
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Green
HairDark brown

 

Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor.

 

As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt.

 

Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free.

 

By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck.

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HISTORY

Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration.

 

Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider.

 

Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 

 

Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design.

 

Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in.

 

Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City.

 

Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again.

 

As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City.

 

 

PERSONALITY & MOTIVATION

Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.

 

Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next.

 

 

POWERS & TACTICS

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action.

 

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin.

 

Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed.

 

The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored.

 

Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks:

  • Lady Liberty: Melee focused, with enhanced strikes.
  • Justice: Gives Robin access to the Justice Kick, damaging everything in her path.
  • Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks.
  • Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets.
  • Captain Thunder: Gives Robin access the stunning Thunder Strike.

and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities:

  • Centurion: Enhanced strength and environmental defenses.
  • Synapse: Psionic efenses and mental senses.
  • Raven: Stealth focused abilities.
  • Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits.
  • Velocity: Increased speed.

While these are the HeroCards commonly used by Robin, she has access to others through stunts.

 

Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time.

 

 

COMPLICATIONS

Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her.

 

HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays.

 

Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies.

 

Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing.

 

No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her.

 

Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread.

 

 

ABILITIES

4 + 4 + 8 + 14 + 6 + 6 = 42PP


Strength: 14 (+2) / [Justice Armor X] 18 (+4)
Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative)
Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee])

Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10  ScaleDriver Weight System set to Lightweight), +3 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength)
Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight)

 

 

No Armor

Balance

Heavyweight

Lightweight

Defense

+4

+10

+5

+15

- Flatfooted

+2

+3

+3

+3

Toughness

+4

+10

+15 / Imp 10

+5

Fortitude

+10

+12

+13

+14

Reflex

+7

+10

+8

+12

Will

+11

+13

+14

+15

Knockback

-2

-5

-12

-2

 

 

Base

Armor

Balance

Lady Liberty

Centurion

LL+C

B+LL

B+C

B+LL+C

Grapple

+6

+8

+10

+14

+14

+20

+16

+16

+22

 

SAVING THROWS

 + 5 + 8 = 19PP

Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight)

Fortitude: +10 (+4 Con, +6)

Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10  (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight)

Will: +11 (+3 Wis, +8)

 

 

SKILLS

124R = 31PP

 

Acrobatics 12 (+14) / [Justice Armor X] (+15)

Computers 8 (+15)

Concentration 7 (+10) 

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 12 (+15) 

Disable Device 8 (+15)

Drive 7 (+9) / [Justice Armor X] (+10) 

Gather Information 7 (+10)

Investigate 3 (+10)

Knowledge [Arcane Lore] 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 5 (+12)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

11PP

 

Acrobatic Bluff

Artificer

Challenge [Fast Acrobatic Bluff]

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

Attack Focus [Melee] 6Lady Liberty HeroCard

Evasion 2

Improved Initiative

Power Attack

Quick Change

Takedown Attack 2Justice Strikes

Uncanny Dodge [Mental]Synapse HeroCard

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

Spoiler

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Riverside in Freedom City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

14 + 90 + 8 = 112PP

 

Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic)

Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space)

 

Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic)

 

Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space)

BPTeleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (DescriptorsCombat Teleport)

APSuper-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (DescriptorsZ-Space Portal)

 

Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology)

 

Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (DescriptorsRemote Hacking)

 

Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination)

 

Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (DescriptorsCombat Subroutines)

 

Enhanced Feat 1 (Quick Change) [1DP] (DescriptorsInstant Armor)

 

Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature)

 

Enhanced Trait 2 (Defense Bonus+1) [2DP] (DescriptorsCombat Subroutines)

 

Features 2 (Built-in Subtle Computer) [2DP] (DescriptorsComputer, A.I. System)

 

Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (DescriptorsCenturion/Raven: World's Finest, Super Mode)

 

Protection 1 [1DP] (DescriptorsArmor)

 

ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space)

BP{23 + 6 = 29/29DP} (DescriptorsLady Liberty HeroCard)

Damage 6 (Extras: Penetrating 4; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [23DP] (DescriptorsJustice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type

Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP]

AP{13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type

Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP]

Drain Toughness 8 (Extras: Area [General Trail], Linked [Damage] (+0)) (80 ft. trail area) [16DP] (Descriptors: Z-Space Energy)

APBlast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (DescriptorsPatriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals)

APSnare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (DescriptorsEmerald Spider HeroCard, Quantum Webbing)

APStun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (DescriptorsCaptain Thunder HeroCard, Thunder Strike, Electricity)

 

ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space)

BP{16 + 5 = 21/21DP} (DescriptorsCenturion HeroCard)

Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (DescriptorsCenturion's Strength)

Stacks with Super-Strength in Weight System Array

Balance: Total Super-Strength 8 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+40 STR Carry, Heavy Load: 38 tons tons)

Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (DescriptorsCenturion's Protection)

AP{10 + 11 = 21/21DP} (DescriptorsSynapse HeroCard

Immunity 10 (Psionic Effects) [10DP] (DescriptorsPsi-Shield)

Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (DescriptorsDanger Sense)

AP{3 + 10 + 6 + 2 = 21/21DP} (DescriptorsRaven HeroCard, Stealth)

Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks)

Concealment 10 (All Senses; Flaws: Blending) [10DP] (DescriptorsSuperior Stealth)

Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (DescriptorsInstant Darkness, Darkness)

Super-Movement 2 (Wall-Crawling 2) [2DP]

AP{11 + 10 = 21/21DP} (DescriptorsFreedom Eagle HeroCard, Flight, Range) 

Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (DescriptorsEagle Eyes, Blaster, Channel Attacks, Z-Space)

Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (DescriptorsWings of Freedom, Flight, Gravity)

AP{10 + 4 + 3 + 4 = 21/21DP} (DescriptorsVelocity HeroCard, Super Speed)

Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (DescriptorsFull Velocity, Quick hits)

Speed 4 (100 mph, 1000 ft./rnd.) [4DP]

Stacks with Speed in Weight System Array

Balance: Total Speed 6 (500 mph, 5000 ft./rnd.)

Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.)

Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] 

Quickness 4 (Tasks at x25 Speed) [4DP]

 

ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] 

BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (DescriptorsBalance)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP]

Enhanced Trait 2 (Reflex Save +2) [2DP]

Leaping 2 (Leap distance x5: Running 70 ft.) [2DP]

Protection 5 (Total Toughness +10) [5DP]

Speed 2 (25 MPH, 250 ft./rnd) [2DP]

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {10 + 10 = 20/20} (DescriptorsHeavyweight)

Impervious Toughness 10 [10DP]

Protection 10 (Total Toughness +15) [10DP]

AP: {10 + 4 + 2 + 4 = 20/20} (DescriptorsLightweight)

Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP]

Enhanced Trait 4 (Reflex Save +4) [4DP]

Leaping 2 (Leap distance x5: Running 70 ft.) [2DP]

Speed 4 (100 MPH, 1000 ft./rnd) [4DP]

 

Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (DescriptorsH.U.D., Computer Analysis, Combat Subroutines)

 

Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (DescriptorsSummon Gadgets, Invention, Technology, Z-Space)

Sample powers

Spoiler

Grappling GunSpeed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP}
Electro-Static PadsSuper Movement 2 (Wall-Crawling 2) {4/5PP}
Gas Mask w. Air SupplyImmunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP}
Full Spectrum GogglesSuper Senses 5 (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}
First Aid KitEnhanced Trait 1 (Medicine +4) {1/5PP}
Gadgeteer's ToolsEnhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP}
Hacker's ToolkitEnhanced Trait 1 (Computers +4) {1/5PP}

 

DRAWBACKS 
0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – Lady Liberty HeroCard

Touch

DC19 TOU (staged)

Damage

+10

Justice Strike

Touch
100 ft.
Freedom Eagle

DC25 TOU (staged)

Damage

+10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 4, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven

Justice Kick

60 ft. Trail Area
100 ft.Freedom Eagle

DC18 Fort (staged)

TOU Drain

General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven

 

 

DC25 TOU (staged)

Damage

General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven

Patriot Blaster

100 ft.
PerceptionFreedom Eagle

DC25 TOU (staged)

Damage

+10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven

Quantum Webbing

100 ft.
Perception
Freedom Eagle

DC20 REF (staged)

Fail: Entangled
>5/2nd Fail: Bound & Helpless

+10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven

Thunder Strike

Touch
100 ft.Freedom Eagle

DC20 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven

 

 

Totals: 

Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/250 Power Points

 

Edited by Thevshi
+1pp for March 2022
Posted (edited)

Justice - World's Finest Mode

Power Level: 15

Effective Power Level: 12

Power Points: 231/233PP
Unspent Power Points: 0

Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Brave and Bold

 

In Brief: Genius tokusatsu fangirl making her dreams come true, powered up with a super mode.

Catchphrase[Centurion! Raven! Brave and Bold! Are you ready!?"Henshin!" [Unlimited Imagination, Endless Possibility: World's Finest!]

ThemeLight Up the Sky - Thousand Foot Krutch

 

DESCRIPTION

The World's Finest Mode Armor has a light blue undersuit, not unlike the black undersuit that Robin wears with his Justice Armor X. It has armored golde nboots with faint golden knees and shins, with thick white trim and golden shoulder pads and armor in the front, stretching down to her ScaleDriver Belt. The scale on the belt has changed to gold instead of red. Faint gold armor covers the outside of Justice's arms, while her hands are covered by golden gauntlets with 3 rights of dark blue segments. Her chest displays a vaguely bird-shaped dark blue form, with a white head directly under her neck. Her neck and main helmet is cast in pale gold, with dark blue, abstract wings at the side of her helmet, connected to a dark blue crest. Her mouth is hidden behind a white mouth guard, her eyes behind a dark visor with golden trim. An asymmetrical white cape is directly connected to the armor, with the right side being shorter than the left. The right side reaches to just below Robin's hips, while the left side reaches her ankles.

spacer.png

 

 

POWERS & TACTICS

Robin can activate her armor's World's Finest Mode by scanning the Centurion and Raven HeroCards in the Alpha and Beta slots, respectively. While other HeroCards activations merely changes aspects of Robin's Justice Armor X by adding or removing weapons and armor pieces, the World's Finest Mode is an entirely different armor, geared primarily towards fighting, with little utility compared to Robin's standard armor.

 

The World's Finest Mode armor utilizes energy drawn directly from Z-Space in addition to the power drawn from Robin's amulet. The armor channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her.

 

The armor enhances the teleportation offered by Robin's grandmother's amulet and allows her to fly and act at super speed. She can manipulate defensive output between powerful force fields and enhanced reaction speed that allows her to avoid most attacks. Like the Justice Armor X, the armor enhances many of Robin's own physical attributes, multiple combat routines and an built in A.I. that aids Robin in combat. 

 

While the World's Finest Mode armor is overall more powerful than the Justice Armor X, it posses one major drawback, as it requires massive amounts of power to operate. As such, Justice can only use the armor for a limited amount of time.

 

Robin still has access to her gadgets and abilities granted by her grandmother's amulet while using World's Finest Mode.

 

 

COMPLICATIONS

Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her.

 

HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays.

 

Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies.

 

Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing.

 

No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her.

 

Power At Price: Justice's World's Finest Mode armor requires large amounts of power to run and can often only be used for a short time before Robin is forced to return to her normal armor. The GM can force Justice to revert to her normal Justice Armor X, awarding her a Hero Point in return.

 

 

ABILITIES

4 + 4 + 8 + 14 + 6 + 6 = 42PP


Strength: 14 (+2)
Dexterity: 14 (+2) / [World's Finest Armor] 16 (+3)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

 

COMBAT

8 + 8 = 16PP

 

Initiative: +7 (+7 Int [Speed of Thought]) / [World's Finest Armor] +11 (+7 Int [Speed of Thought], +4 Improved Initiative)
Attack: +4 Base, [World's Finest Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block

Defense: +4 Base, +2 Flat-footed, [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from Brave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Brave),+17 (+4 Base, +3 Enhanced Defense, +10 fromBrave and Bold set to Bold), +4 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [World's Finest Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength)
Knockback: -2 (TOU 4/2), [World's Finest Armor] -4 to -9 (TOU 7-17, based on Brave and Bold)

 

 

SAVING THROWS

 + 5 + 8 = 19PP

 

Toughness: +4 (+4 Con), [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 fromBrave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Bold),+17 (+4 Base, +3 Enhanced Defense, +10 from Brave and Bold set to Brave), +4 Flat-Footed

Fortitude: +10 (+4 Con, +6)
Reflex: +7 (+2 Dex, +5) / [World's Finest Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save)
Will: +11 (+3 Wis, +8)

 

 

SKILLS

124R = 31PP

 

Acrobatics 12 (+14) / [World's Finest Armor] (+15)

Computers 8 (+15)

Concentration 7 (+10) 

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 12 (+15) 

Disable Device 8 (+15)

Drive 7 (+9) / [World's Finest Armor] (+10) 

Gather Information 7 (+10)

Investigate 3 (+10)

Knowledge [Arcane Lore] 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 5 (+12)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

11PP

 

Acrobatic Bluff

Artificer

Challenge [Fast Acrobatic Bluff]

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

All-Out Attack

Defensive Attack

Improved Initiative

Power Attack

Quick Change

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

Spoiler

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Riverside in Freedom City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

14 + 90 + 8 = 112PP

 

Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic)

Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space)

 

Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic)

 

Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space)

BPTeleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (DescriptorsCombat Teleport)

APSuper-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (DescriptorsZ-Space Portal)

 

Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X - World's Finest Mode, Invention, Magic, Technology)

 

Brave and Bold 5 (10DP Array; Feats: Alternate Power 2) [13DP] (Descriptors: Magic, Z-Space Energy)

BP: {5 + 5 = 10/10} (DescriptorsBrave and Bold, Balanced Speed and Shields)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} 

AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (DescriptorsBrave, Full power to Shields)

AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (DescriptorsBold, Full power to Speed)

 

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

 

Enhanced Feat 8 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Improved Initiative 1, Power Attack, Uncanny Dodge [Visual]) [8DP] (DescriptorsCombat Subroutines)

 

Enhanced Feat 1 (Quick Change) [1DP] (DescriptorsCollapsible Armor)

 

Enhanced Trait 4 (Attack Bonus+2) [4DP] (DescriptorsCombat Subroutines)

 

Enhanced Trait 6 (Defense Bonus+3) [6DP] (DescriptorsCombat Subroutines)

 

Enhanced Trait 6 (Reflex Save +6) [6DP] (DescriptorsCombat Subroutines)

 

Features 2 (Built-in Subtle Computer) [2DP] (DescriptorsComputer, A.I. System)

 

Imaginary Movement 8.5 (17DP Array; Feats: Alternate Power 1) [18DP] (Descriptors: Dimensional, Magic, Z-Space)

BPFlight 8 (Feats: Subtle) (2500 mph, 25,000 ft./rnd)  (Descriptors: Journey Into Imagination)

AP{4 + 13 = 17/17} (DescriptorsJourney Into Mystery, Enhanced Teleport)

Accurate Teleport 4 Adds (Extras: Accurate) to Grandmother's Amulet -> Z-Space Array -> Teleport 4 [4DP]

Teleport 6 (Extras: Accurate; Flaws: Short-Range; Feats: Subtle) (600 ft. distance) (Stacks with Grandmother's Amulet -> Z-Space Array -> Teleport 4) [13DP]

Stacked Power

Teleport 10 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Subtle, Turnabout) (1000 ft. distance) 

 

Immunity 2 (Critical Hits) [2DP] (DescriptorsPerfect Defense)

 

Morph 1 (One Form [Justice X Armor]; Feats: Metamorph 1) [2DP] (DescriptorsJustice X Armor)

 

Protection 3 (Extras: Force Field (+0)) [3DP] (DescriptorsForce Field, Magic, Z-Space Energy)

 

Quickness 4 (Tasks at x25 speed) [4DP] (Descriptors: Speed of Imagination)

 

World's Finest 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) 

BPDamage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (DescriptorsHero Strikes, Bludgeoning Damage Type, Super Speed)

APCreate Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP}  (Up to 10x10 ft. cube objects) (DescriptorsEndless Possibilities)

APDamage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 2) (Area: 50-250 ft. radius) {33/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space)

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

APStun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes,  Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space)

APTrip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave)

 

 

Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (DescriptorsSummon Gadgets, Invention, Technology, Z-Space)

Sample powers

Spoiler

Grappling GunSpeed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP}
Electro-Static PadsSuper Movement 2 (Wall-Crawling 2) {4/5PP}
Gas Mask w. Air SupplyImmunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP}
Full Spectrum GogglesSuper Senses 5 (Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}
First Aid KitEnhanced Trait 1 (Medicine +4) {1/5PP}
Gadgeteer's ToolsEnhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP}
Hacker's ToolkitEnhanced Trait 1 (Computers +4) {1/5PP}

 

DRAWBACKS 
0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – World's Finest

Touch

DC17 TOU (staged)

Damage

+6

Hero Strikes

Touch
120 ft.

DC27 TOU (staged)

Damage

+12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2

Tactical Teleport Strikes

Touch
Targeted Burst Area 50-250 ft. radius

DC27 TOU (staged)

Damage

+12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2

Armor Breaker Blow

Touch 

DC22 FORT (staged) 

Toughness Drain 

+12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2

Lightning Speed Stun Strikes

Touch, 10 ft.

DC22 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious 

+12, Indirect 3, Affects Insubstantial 2

Rainbow Spiral Shockwave

Touch
Targeted Burst Area 60-300 ft. radius

Worse of Str/Dex vs. Power Check

Trip + Knockback

+12, Selective Attack, Affects Insubstantial 2, Knockback+1

 

 

Totals: 

Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/233 Power Points

Edited by Fox
Posted (edited)

Rebuilding Justice for Freedom City! 

 

I'm aware that there's only 109PP spent in World's Finest Mode's armor device. I'll let it stay as that for now.

Edited by RocketLord
Posted

On the maths:

Lady Liberty Hero card (justice) comes to 30PP not 29 by my count

Tactical Teleport strike (worlds finest) comes to 35 not 32 by my count

 

Justice Kick does not appear to be correctly constructed:

Reverse progression on area effects actually costs PP and is not a drawback.  Drawbacks and feats on linked powers apply to the whole power not specific linked effects so this would also reduce the area of the damage effect I think.  Linked area powers at different ranks are not really well defined unfortunately.  Technically the areas of linked powers don't have to match up however so you don't need to apply it but even without it the current construction is 4PP over budget.  A lower ranked drain might get you more of what you're looking for.   Also I'm not clear from the descriptors how the attack is draining toughness.  It seems to mostly match the Descriptors for the standard melee attacks in the Liberty Card slot.  Is she channeling z-space energies to ablate armor and weaken atomic bonds or something?

 

I'm not sure if someone told you to not take the HP for being blocked from accessing the worlds finest mode and wouldn't overrule that advice but I'd say you probably could get the HP IF it was a setback and not just an agreement not to bring PL 12 toys to a PL 10 fight.  But I can understand making it explicit as well.

Posted (edited)

@angrydurf

Lady Liberty: Fixed by lowering Penetrating by 1, to 4

Tactical Teleport Strike fixed by lowering area progression by 2, and fixing the area, which I had way too low, now that I triple checked.

Justice Kick: Fixed by removing the drawback that’s not a drawback and lowering Drain to rank 8, remembered to add a Z-Space descriptor to the Drain effect.

As I told you on discord, but shared here in case anyone else is curious, nobody told me to take the complication, but I just wanted to be sure that GMs knew that it would be completely fine to say no to any PL power up.

 

@Fox 

I added a table for defense and saves, and another for the grapple bonuses. 

Edited by RocketLord
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