Gizmo Posted October 12, 2010 Posted October 12, 2010 Right, so, this is a spot for me to put... stuff. Not necessarily helpful or useful stuff, but definitely stuff. Canon NPC RebuildsCrimson Katana True North - Canadian National SuperteamTrue North RosterCanadian ShieldBombardierWendy Go Freedom is MagicMagicHonestyLoyaltyGenerosityKindnessLaughter Espadaspawn Thistle Cherry Bomb Shrapnel Hemlock Other Character Builds Gal Vanic - Ghost Girl in TronikOsla Jónsdóttir Jotted Down NotesMidnight II 15PP GadgetsMidnight ManorJager Piloting Rules Ghost Girl Scratchpad
Gizmo Posted March 22, 2011 Author Posted March 22, 2011 Example Gadgets!Blessed Silver KnucklesCorrosion 5 (Flaw: Limited [Drain Toughness Only vs. Targets with Vulnerability or Weakness to Silver], Power Feats: Affects Insustantial 2, Improved Critical, Incurable, Mighty) [15PP]EMP GrenadeDrain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [10PP]Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]Hijack Teleportation SignalSuper-Senses 1 (Trace Teleport) [1PP]Teleport 3 (Extras: Accurate, Affects Others, Power Feats: Easy, Progression [600 lbs.]) [14PP]Original Night GunObscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full Action]) [3PP]Stun 4 (Extras: Area [General, Cloud, 10ft radius], Linked [Obscure], Ranged, Flaws: Action [Full Action]) [12PP]Tight-Beam Sonic EmitterDazzle 15 (Auditory) [15PP]Universal TranslatorSuper-Senses 4 (Normal Auditory [Analytical, Ultra-Hearing], Normal Olfactory [Acute, Analytical], Normal Visual [Analytical]) [5PP]Comprehend 5 (Code, Read, Speak and Understand Languages) [10PP]
Gizmo Posted June 2, 2011 Author Posted June 2, 2011 Character Name: Crimson Katana III Power Level: 12 (180/180PP) Trade-Offs: +2 Attack / -2 Damage, +4 Defense / -4 Toughness In Brief: Anti-hero with a cursed blade. Alternate Identities: Kimiyo Ranaga Identity: Secret Birthplace: Tokyo, Japan Occupation: Vigilante Affiliations: None Family: Toshiro Ranaga (father, deceased) Age: 24 (DoB: January, 1987) Gender: Female Ethnicity: Japanese Height: 5'3" Weight: 104 lbs. Eyes: Green Hair: Black Abilities: 4 + 12 + 8 + 4 + 6 + 4 = 38PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16 + 20 = 36PP Initiative: +10 Attack: +8 Base, +12 melee, +14 swords Grapple: +16 Defense: +16 (+10 Base, +6 Dodge Focus), +5 Flat-Footed Knockback: -0 Saving Throws: 4 + 8 + 7 = 19PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +8 (+4 Con, +4) Reflex: +14 (+6 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 80R = 20PP Acrobatics 14 (+20) Craft (structural) 4 (+6) Diplomacy 3 (+5) Disguise 8 (+10) Escape Artist 4 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Language 3 (English, Japanese [Native], Mandarin, Russian) Notice 7 (+10) Sense Motive 12 (+15) Stealth 9 (+15) Feats: 27PP Acrobatic Bluff Attack Focus (melee) 4 Attack Specialization (swords) 1 Blind-Fight Defensive Attack Defensive Roll 4 Dodge Focus 6 Evasion 2 Hide in Plain Sight Improved Disarm Improved Initiative Improvised Tools Move-By Action Power Attack Takedown Attack Uncanny Dodge (auditory) Powers: 27 + 12 + 1 = 40PP Device 9 (Three-Flames Katana and Wakizashi, Easy to Lose, 45DP of traits, Power Feats: Benefit [Transform into tattoos], Restricted [Ranaga Bloodline]) [27PP] Three-Flames Katana: Damage 8 (Extras: Penetrating, Power Feats: Alternate Power 2, Improved Critical 2, Mighty) [21DP] AP: Fatigue 8 (Extras: Alternate Save [Will], Power Feats: Improved Critical 2, Sedation) [19DP] AP: Drain Toughness 8 (Extras: Affects Objects, Power Feats: Improved Critical 2, Slow Fade) [19DP] Wakizashi: Damage 0 (Extras: Aura, Duration [sustained]) [24DP] Device 3 (Ninja Trickery, Hard to Lose, 15DP of traits) [12PP] Smoke Bombs: Obscure 3 (Visual Senses, 25ft radius; Extras: Indepedent) [6PP] Shuriken: Trip 9 (Extras: Area [General, Cone], Opposed by Dexterity, Flaws: Range [Touch]) [9PP] Enhanced Feats 1 (Quick Change) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Three-Flames Katana Touch DC25 Toughness (Staged) Damage (Physical) Touch DC18 Will (Staged) Fatigued/Exhausted/Unconscious Touch DC18 Fort (Stage) Drain Toughness Shruiken 90' Cone Contested +9 vs DEX Prone Abilities (38) + Combat (36) + Saving Throws (19) + Skills (20) + Feats (27) + Powers (40) = 180 Power Points Crimson Katana III! She's Elektra meets the Silver Samurai with ghosts, ninjas and the authorities all after her. She also one of the premier sword fighters in the world... in theory. Shockingly, her sheet in the Freedom City sourcebook is not so hot. Since she makes a great foil for Jack of all Blades, I gave her stats an overhaul so she could actually keep up with him in a fight. I've made her 24 here, with the assumption that she was first possessed by her father in 2003, when she was 16, rather than 1997. Some of the changes were fairly minor: raising her Dexterity from 21 to 22, putting a few more points into her saves. She had plenty to spare; her canon sheet only used 137PP despite being PL12! One of the biggest failings was a lack of combat tricks. Acrobatic Bluff with a +20 modifier means she can Feint even experienced opponents with fair reliability. Blind-Fight, Hide in Plain Sight and Uncanny Dodge (auditory) are there to show that she's, y'know, a ninja. She's been on the run for years now, so we know she's pretty sneaky. The biggest change is to her swords! The Three-Flames Katana now has three settings - see how that works? The first is straight up Damage, with the Penetrating a supernaturally sharp blade deserves. The second is a slight twist on the Fatigue AP it already had; now it works on a Will Save, to represent attacking the opponent's spirit. The third is the actual 'flame', a red-hot Drain Toughness effect that works on opponents or objects for when she needs to get her Qui-Gon on. The wakizashi is actually set up to add extras to that first Damage effect. With both swords in hand, she can respond to any melee attack with an Aura effect, representing a lightning quick counterattack. This means that she doesn't need to be as insanely accurate as someone like Jack: she just needs to wait for them to open themselves up to attack. Sure, she'll be taking a hit, too, but that's just the kind of stone cold badass she is. The smoke bombs and shuriken give her a couple more options, ones that keep her a one or two steps ahead of ninja minions and law enforcement. The former are a standard Obscure effect that lingers while she makes good her escape (or takes advantage of those feats I mentioned earlier) while the latter is there to slow a group of pursuers down long enough for her to slip into the shadows.
Gizmo Posted July 11, 2011 Author Posted July 11, 2011 Midnight Manor (PL15 HQ) [30EP] Size: Huge [3EP] Tougheness: +15 [2EP] Features: [25 EP] Communications Computers Concealed 2 (+15 DC) Defense Systems 2 (Emotion Control [Fear] 15, Snare 15] Dock Garage Gym Hanger Infirmary Isolated Laboratory 2 (Masterwork) Library Living Space Personnel (Travis Hunter) Power 2 (60PP) Power System Security System 3 (DC 30) Workshop 2 (Masterwork) Powers: 35 + 25 = 60PP ESP 6 (Visual Senses, 20 miles, Extras: Duration 2 [Continuous], No Conduit, Simultaneous, Flaw: Medium [surveillance Devices], Power Feats: Fast Task 4, Subtle [DC26 Notice]) [35PP] Obscure 8 (Visual and Olfactory, Power Feat: Reversible; midnight mist) [25PP]
Gizmo Posted August 17, 2011 Author Posted August 17, 2011 True North - Canada's Premier National Superteam Canadian Shield - Geokinetic Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates. Bombardier - Battlesuit Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier. Coyote III - Acrobat The latest in a line of First Nations heroes, Jim Pegahmagabow is easily an Olympic level acrobat and martial artist. Neither he nor any of his predecessors possessed any superpowers, although the original Coyote played on superstitions to cultivate an aura of mystery, some of which remains today. The very definition of a street-level hero, Coyote spends as much time helping around the community as he does fighting crime, but after demonstrating an ability to take down metahuman opponents well out of his supposed 'weight class' he was approached about joining the premier national team. Deciding he could do the most good in the spotlight, he agreed. A penchant for banter and minor issues with authority mark him as a young man still trying to find his own way to live up to his legacy, but his genuinely caring nature has made him a key part of bringing team's disparate members together as more than comrades-in-arms. Daniel Storm - Mystic/Survivalist Calling Daniel Storm a superhero would take an extremely generous use of the term. A stocky survivalist with a weathered face typically concealed by a full beard and a scowl, Storm spends most of his time in the undeveloped wilderness and would just as soon keep to himself if not for an uncanny habit of running into the varied preternatural strangeness of the Canadian North. From haunted cabins to feral wendigo to rogue nature spirits, without meaning to Storm has become one of the world's most experienced monster hunters, picking up more than a few mystical tricks of the trade along the way. Officially a consultant rather than a full member, Storm rarely accompanies the team into all-out brawls, but more than once he's been the deciding factor against a supernatural foe. Despite his gruff personality, Storm rarely refuses a call for help and takes a vaguely avuncular attitude towards the younger heroes. Verglass - Super Speed/Ice Generation Adhira Zev was always a little odd, the sort of up-and-coming particle physicist who rode her bike to work, went rock climbing on weekends and made puns requiring multiple fluencies to appreciate. A lab accident made her much stranger, a kinetic energy sink who uncontrollably slowed the molecules around her to increase her own speed, resulting in severe temperature drops. Crafting a suit that let her channel that ability to good use, she took the name Verglass and became Victoria's most prominent superhero in short order. A brilliant thrill seeker, Adhira loves going fast and solving complicated problems on the fly, but being forced to wear her containment harness nearly all the time or endanger everyone around her wears on the gregarious woman more than she lets on. Some of that strain shows in her reckless attitude, but fortunately she's usually able to get out of trouble nearly as quickly as she gets into it. Cosmic Constable - Alien J'ou Dorah't is a member of an interplanetary police force tasked with guarding their little corner of the Lor republic. Ending up on Earth on the trail of a criminal, he teamed with Canada's superheroes to bring the offender to justice and afterward decided to remain. This wasn't so odd: J'ou's particular rank suggests an anthropologist as much as a peacekeeper, seeking to understand the guilty while protecting the innocent. With bright red skin and a stately white uniform, the Cosmic Constable rides into battle on the back of his robotic steed and brandishing a pair of symbiotic sidearms that can form laser pistols or cavalry sabers. Unfailing polite and friendly, the mild empathic abilities of his people help him compensate for most cultural differences, making him surprisingly adept at making friends out of enemies. He spends most of his time in the prairie provinces when not with the rest of team on larger missions. Wendy Go - Monster Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair.
Gizmo Posted December 25, 2011 Author Posted December 25, 2011 (edited) Character Name: Gal VanicPower Level: 12 (167/201PP)Trade-Offs: +5 Melee Damage, -5 Melee Attack, +1 Ranged Damage, -1 Ranged Attack, +4 Toughness, -4 DefenseIn Brief: Ghost visiting a virtual world as an electrifying paragon!Abilities: 4 + 6 - 10 + 0 + 6 + 4 = 14PPStrength: 44/14 (+17/+2)Dexterity: 16 (+3)Constitution: - (-)Intelligence: 10 (+0)Wisdom: 16 (+3)Charisma: 14 (+2)Combat: 14 + 16 = 30PPInitiative: +3Attack: +7 (+11 Electrical Array)Grapple: +24/+34Defense: +8 (+8 Base), +4 Flat-FootedKnockback: -8Saving Throws: 0 + 7 + 7 = 14PPToughness: +16 (+16 Protection)Fortitude: -Reflex: +10 (+3 Dex, +7)Will: +10 (+3 Wis, +7)Skills: 18PP = 72RBluff 6 (+8/+12 Attractive)Diplomacy 13 (+15/+19 Attractive)Intimidate 10 (+12)Knowledge [Arcane Lore] 10 (+10)Languages 1 (French) (Base: English)Notice 8 (+11)Sense Motive 12 (+15)Stealth 12 (+15)Feats: 7PPAttractiveLuck 2Power AttackSecond Chance (Diplomacy)StartleUncanny Dodge (Auditory)Powers: 34 + 35 + 23 + 16 + 7 + 3 = 118PPElectric Array 15 (30PP, Power Feats: Alternate Power 2, Improved Critical 2) [34PP]Base: Enhanced Strength 30 [30PP]AP: Damage 13 (Extras: Ranged, Power Feats: Accurate 2, Affects Insubstantial 2) [30PP] (electrical blast)AP: Move Object 13 (Power Feats: Accurate 2, Improved Range, Precise) [30PP] (electrical field manipulation)(Effective Strength 65, Heavy Load [100 tons])Immunity 35 (Fortitude Effects, Electrical Damage) [35PP]Paragon Array 10 (20PP, Power Feats: Alternate Power 1, Dynamic 2) [23PP]Base: Flight 10 (10,000 MPH / 100,000 feet per Move Action) [20PP]DAP: Super-Strength 10 (Effective Strength 94, Heavy Load [~6400 tons]) [20PP]Protection 16 [16PP]Regeneration 7 (+0 recovery bonus, Resurrection 2/one day) [7PP]Super Senses 3 (Darkvision, Extended Hearing [x10]) [3PP]DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC32 Toughness Damage Electrical Blast Ranged DC28 Toughness DamageTotals: Abilities (14) + Combat (30) + Saving Throws (14) + Skills (18) + Feats (7) + Powers (118) = 201/201 Edited April 30, 2015 by Gizmo
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 MagicHonestyLoyaltyGenerosityKindnessLaughter Yes, these are superhero builds inspired by the mane cast of My Little Pony: Friendship is Magic. Yes, that was a pun. No, I won't apologize. To be clear, these are human builds which are homages to the ponies, not the actual ponies themselves. That would have meant the No Hands drawback and arguably some Permanent Shrinking and pbbbth no. The artwork was created by Myisha Haynes, AKA Empress Funk and can be viewed in its entirety here.
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 (edited) Character Name: MagicPower Level: 10 (150/150PP)Trade-Offs: NoneAbilities: 0 + 0 + 0 + 12 + 6 + 2 = 20PPStrength: 10 (+0)Dexterity: 10 (+0)Constitution: 10 (+0)Intelligence: 22 (+6)Wisdom: 16 (+3)Charisma: 12 (+1)Combat: 8 + 8 = 16PPInitiative: +6Attack: +4 Base, +10 RangedGrapple: +5Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedKnockback: -5/-2Saving Throws: 5 + 8 + 8 = 21PPToughness: +10 (+0 Con, +4 Costume, +6 Defensive Roll)Fortitude: +5 (+0 Con, +5)Reflex: +8 (+0 Dex, +8)Will: +11 (+3 Wis, +8)Skills: 48R = 12PPGather Information 4 (+5)Knowledge (Arcane Lore) 14 (+20)Knowledge (History) 14 (+20)Knowledge (Theology and Philosophy) 9 (+15)Notice 7 (+10)Feats: 12PPAttack Focus (Ranged) 6Eidetic MemoryLeadershipLuck 3Speed of ThoughtPowers: 49 + 9 + 7 + 4 = 69PPSixth Element Array 22 (44PP, Power Feats: Alternate Power 5) [49PP]Base: Animate Objects 10 (Extras: Horde, Power Feats: Progression 4 [25 minions]) [44PP]AP: Damage 10 (Extras: Penetrating, Range [Perception, +2], Power Feats: Affects Insubstantial 2, Variable Descriptor 2 [Any Magic]) [44PP] (magic blast)AP: Move Object 10 (Heavy Load 24 tons; Extras: Damaging, Range [Perception], Power Feats: Precise, Split Attack 3) [44PP]AP: Nullify 10 (Any One Magical Effect; Extras: Duration [sustained, +2], Effortless, Power Feats: Improved Range 1 (250’ increment), Indirect 3) [44PP] (failsafe spell)AP: Teleport 10 (1000 feet; Extras: Accurate, Affects Others, Power Feats: Change Direction, Change Velocity, Easy, Turnabout) [44PP]AP: Transform 10 (broken object to repaired object; Extras: Duration [Continuous]) [40PP]Enhanced Feats 9 (Defensive Roll 3, Dodge Focus 6) [9PP] (shield spell)Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Acute, Analytical, Extended [100ft Notice Increments], Ranged) [7PP]Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)Enhanced Feat 1 (Quick Change) [1PP]Protection 4 [4PP] DC BlockATTACK RANGE SAVE EFFECT Magic Blast Perception DC25 Toughness Damage Move Object Perception DC25 Toughness Damage Failsafe Spell Ranged DC20 Will Nullified EffectTotals: Abilities (20) + Combat (16) + Saving Throws (21) + Skills (12) + Feats (12) + Powers (69) = 150/150 Power PointsThis build, inspired by Twilight Sparkle, reads for the most part like a fairly standard Sorcereress Supreme character. The point-of-view character for much of the show, Twilight's special talent is literally just 'magic', which means more when you realize that other ponies' talents are generally things like harvesting apples, throwing parties or making dresses. Twilight Sparkle walking into Ponyville is pretty much like Gandalf the Grey walking into the Shire. Things just got real up ins.I've represented that with what could reasonably be called a stupid big magic array. Each of the powers in the array is based on something Twilight has done on-screen, with a focus on reliability. With a mix of Perception range, Effortless and Variable Descriptor there aren't many times she won't be able to do something. The size of the array also means that she has a lot of freedom to stunt bigger, flashier effects whenever she needs to.Setting her apart from other magical practitioners is her extremely high Intelligence. So well read she literally lives in a library, between her +6 and Eidetic Memory Twilight has a good shot at remembering all kinds of useful facts, while being the undisputed expert in her specific areas of expertise. As she continues to study this whole 'friendship' thing, some ranks in Knowledge (Behavioral Sciences) wouldn't hurt either. Edited April 30, 2015 by Gizmo
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 (edited) Character Name: HonestyPower Level: 10 (150/150PP)Trade-Offs: NoneAbilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PPStrength: 30/18 (+10/+4)Dexterity: 20/14 (+5/+2)Constitution: 30/14 (+10/+2)Intelligence: 10 (+0)Wisdom: 12 (+1)Charisma: 12 (+1)Combat: 12 + 12 = 24PPInitiative: +5Attack: +6 Base, +10 MeleeGrapple: +20Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-FootedKnockback: -5Saving Throws: 2 + 3 + 9 = 14PPToughness: +10 (+10 Con)Fortitude: +12 (+10 Con, +2)Reflex: +8 (+5 Dex, +3)Will: +10 (+1 Wis, +9)Skills: 56R = 14PPAcrobatics 10 (+15)Concentration 8 (+9)Knowledge (Business) 5 (+5)Knowledge (Earth Sciences) 5 (+5)Knowledge (Life Sciences) 5 (+5)Notice 9 (+10)Sense Motive 14 (+15)Feats: 16PPAttack Focus (Melee) 4Dodge Focus 4FearlessImproved GrabImproved GrappleMove-By-ActionPower AttackTakedown Attack 2Uncanny Dodge (auditory)Powers: 16 + 6 + 12 + 28 = 62PPEnhanced Constitution 16 [16PP]Enhanced Dexterity 6 [6PP]Enhanced Strength 12 [12PP]Device 6 (30PP, Flaws: Hard to Lose, Power Feats: Indestructible, Restricted 3 [Truly Honest]) [28PP] (magic lasso)Lasso Array 14.5 (29PP, Power Feats: Alternate Power 1) [30PP]Base: Snare 10 (Extras: Constricting, Linked [Mind Control], Flaws: Limited [One Target at a Time], Range [Touch], Power Feats: Affects Insubstantial 2, Extended Reach 10 [50'], Reversible, Tether) [19PP]+ Mind Control 10 (Extras: Conscious, Effortless, Linked [snare], Flaws: Limited [One Command: Tell the Truth], Range [Touch, -2]) [10PP] (lasso of honesty)AP: Rope Tricks 5.8 (29PP Container [Active, Sustained]) [19PP]Damage 0 (Extras: Linked [Trip], Power Feats: Insubstantial 2, Extended Reach 10 [50'], Mighty) [13PP]+ Trip 10 (Extras: Linked [Damage], Flaws: Range [Touch], Power Feats: Improved Trip) [6PP] (crack the whip)Super-Movement 2 (Slow Fall, Swinging) [4PP] + Speed 6 (500MPH) [6PP] DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness Damage Lasso of Honesty Extended [50'] DC20 Reflex Entanged Opposed vs. +10 Mind Control Crack the Whip Extended [50'] DC25 Toughness Damage Opposed vs. +10 Prone Totals: Abilities (20) + Combat (24) + Saving Throws (14) + Skills (14) + Feats (16) + Powers (62) = 150/150 Power PointsApplejack is the powerfully athletic, lasso-wielding representative of an extensive clan who embodies the Element of Honesty. I spent a lot of time trying to come up with an angle that didn't scream 'Wonder Woman' quite so much before just going with it. As a result, she's probably the most straight-forward of any of these builds.Enhanced physical ability scores bring her up to caps and give her some decent saves even when she's just duking it out with her bare fists, while Improved Grab and Improved Grapple make her a pretty dandy wrassler. Her lasso, however, gives her some much more interesting options.Its default setting is a single-target Snare that can force an opponent trapped by it to speak the truth. Applejack's sizable Sense Motive bonus should give her the edge against anyone who makes that Will save, while the Effortless extra lets her keep trying as long as her captive is tied up. Alternatively, she can 'crack the whip' for a Damage/Trip effect or swing from place to place at high speed. Edited April 30, 2015 by Gizmo
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 (edited) Character Name: LoyaltyPower Level: (10) (150/150PP)Trade-Offs: +2 Attack/-2 Damage [Melee], -2 Attack/+2 Damage [Lightning], +4 Defense/-4 ToughnessAbilities: 4 + 10 + 4 + 0 - 2 + 4 = 20PPStrength: 14 (+2)Dexterity: 20 (+5)Constitution: 14 (+2)Intelligence: 10 (+0)Wisdom: 8 (-1)Charisma: 14 (+2)Combat: 12 + 16 = 28PPInitiative: +9Attack: +6 Base, +8 Melee, +8 Lightning, +12 Flying FistsGrapple: +10Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-FootedKnockback: -3/-2Saving Throws: 6 + 5 + 7 = 18PPToughness: +6 (+2 Con, +2 Costume, +2 Defensive Roll)Fortitude: +8 (+2 Con, +6)Reflex: +10 (+5 Dex, +5)Will: +6 (-1 Wis, +7)Skills: 36R = 9PPAcrobatics 10 (+15)Intimidate 8 (+10)Knowledge (Current Events) 5 (+5)Notice 13 (+12)Feats: 23PPAll-Out AttackAttack Focus (Melee) 2Defensive Roll 1Dodge Focus 6Equipment 1 (5EP)Evasion 2FearlessImproved Initiative 1InterposeLuckMove-By-ActionPower AttackSet-UpTakedown Attack 2Uncanny Dodge (visual)Equipment: 2 + 3 = 5EPCostume: Protection 2 [2EP]Goggles: Immunity 1 (eye irritants); Super-Senses 2 (Visual; Counters Obscure [clouds/fog]) [3EP]Powers: 13 + 2 + 8 + 1 + 28 = 52PPFlight 6 (500MPH, Power Feats: Moving Feint) [13PP]Quickness 2 (x5) [2PP]Power Reserve 4 (8PP; Flight [up to 10 (10 000 MPH) or Quickness [up to 10 (x2500)]) [8PP]Immunity 1 (high altitudes) [1PP]High Flier Array 12.5 (25PP, Power Feats: Alternate Power 3) [28PP]Base: Damage 6 (Extras: Area [Targeted, Burst] [8], Selective Attack [8] Power Feats: Accurate 2, Mighty) [25PP] (flying fists)AP: Damage 12 (Extras: Ranged, Power Feats: Accurate 1) [25PP] (lightning)AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (sonic rainboom)AP: Environmental Control 12 (24PP, Mix-and-Match Environments: Cold, Hamper Movement (Icy or West Surfaces), Heat, Reduced Visibility [Precipitation]; Extras: Independent [+0], Power Feats: Reversible) [25PP] (whip the clouds) DC BlockATTACK RANGE SAVE EFFECT Flying Fists Touch DC23 Toughness Damage [Physical] Lightning Ranged DC27 Toughness Damage [Energy] Sonic Rainboom Area DC25 Toughness Damage [Physical] DC20 Reflex Blinded, DeafenedTotals: Abilities (20) + Combat (28) + Saving Throws (18) + Skills (9) + Feats (23) + Powers (52) = 150/150 Power PointsI'm obligated to inform you that this Rainbow Dash-inspired build is 20% cooler than any of the others. Embodying the Element of Loyalty, as a superhero Rainbow Dash would probably be some mix of DCAU Wally West and Ryan Reynolds' Hal Jordan. She's cocky and boastful with the skills to back it up and rock-solid dependability despite her careless attitude.As such, I've built her as a flying speedster! She can just about break the sound barrier by default and get up to truly mad speeds by using the Power Reserve idea borrowed from builds like Ecal's Speedster. Take advantage of her mobility by using Moving Feint and Move-by-Action. Note that this version doesn't actually have wings, she just flies under her own power entirely.As a pegasus pony, it's Rainbow Dash's job to control the weather by manipulating clouds, and this build shares that ability, giving her some options to affect the terms of the fight including a lightning blast. Finally, in a really tight spot, she can pull out her signature move, the sonic rainboom! As built here, the rainboom will knock around and blind anybody in a 20 mile radius. It is not Selective and will tire the heck out of Rainbow, making it a fun, ace-in-the-hole desperation move. Edited April 30, 2015 by Gizmo
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 (edited) Character Name: GenerosityPower Level: 10 (150/150PP)Trade-Offs: None / -5 Defense/+5 Toughness (Gemstone Skin)Abilities: 0 + 4 + 0 + 4 + 6 + 6 = 20PPStrength: 10/30 (+0/+10)Dexterity: 14 (+2)Constitution: 10 (+0)Intelligence: 14 (+2)Wisdom: 16 (+3)Charisma: 16 (+3)Combat: 12 + 10 = 22PPInitiative: +2Attack: +6 Base, +10 PowersGrapple: +6/+18Defense: +10/+5 (+5 Base, +5 Dodge Focus), +2 Flat-FootedKnockback: -2/-12Saving Throws: 6 + 6 + 7 = 19PPToughness: +10/+15 (+2 Costume, +8 Defensive Roll/+13 Protection [impervious 10])Fortitude: +6 (+0 Con, +6)Reflex: +8 (+2 Dex, +6)Will: +10 (+3 Wis, +7)Skills: 52R = 13PPBluff 4 (+7/+15 Attractive)Craft (Artistic) 13 (+15)Diplomacy 4 (+7/+15 Attractive)Gather Information 7 (+10)Knowledge (Current Events) 8 (+10)Knowledge (Popular Culture) 5 (+7)Notice 4 (+7)Sense Motive 7 (+10)Feats: 9PPAttractiveBenefit 1 (Wealth 1)ConnectedContactsFascinate (Diplomacy)Luck 2TauntWell InformedPowers: 33 + 30 + 4 = 67PPFabulous Array 16 (32PP, Power Feats: Alternate Power 1) [33PP]Base: Floating Gemstones 6.4 (32PP Container [Active, Sustained]) [23PP] Enhanced Feats 9 (Defensive Roll 4, Dodge Focus 5) [9PP] (blocking gems)Move Object 8 (Heavy Load 3 tons; Extras: Range [Perception], Flaws: Limited [Gemstones], Power Feats: Precise) [17PP] (lift gems)Super-Senses 6 (Detect Gemstones 1 [Mental], Extras: Accurate [+2], Acute, Analytical, Ranged) [6PP]AP: Protection 13 (Extras: Impervious 10) [23PP] + Immunity 9 (life support) [9PP] (gemstone skin)It Is On Array 13 (26PP, Power Feats: Alternate Power 4) [30PP]Base: Create Object 11 (Power Feats: Precise, Progression 2 [Area, 25†cubes], Stationary) [26PP] (gemstone sculpting)AP: Damage 10 (Extras: Area [Targeted, Cone], Penetrating 3, Power Feats: Accurate 2, Precise) [26PP] (sapphire shards)AP: Dazzle 10 (Visual; Extras: Area [General, Perception, +2], Linked [Emotion Control], Flaws: Action [Full Action], Range [Touch]) [20PP]+ Emotion Control 10 (Extras: Area [General, Perception, +2], Linked [Dazzle], Flaws: Limited [Love], Range [Touch, -2], Sense-Dependent [Visual]) [5PP] (opalescence)AP: Drain Toughness 10 (Extras: Affects Objects, Area [General, Cone], Flaws: Action [Full Action] + Damage 6 (Extras: Area [General, Cone], Flaws: Action [Full Action]) [26PP] (fire ruby scorch)AP: Diamond Fists 4.8 (24PP Container [Active, Sustained], Power Feats: Accurate 2) [26PP]Enhanced Strength 20 [20PP]Super-Strength 2 (Effective Strength 40, Heavy Load 3 tons) [4PP]Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)Protection 2 [2PP]Enhanced Feats 3 (Attractive, Quick Change 2) [3PP] DC BlockATTACK RANGE SAVE EFFECT Sapphire Shards Area [Cone] DC25 Toughness Damage Opalescence Area [Perception] DC20 Reflex Blinded DC20 Will Love Fire Ruby Scorch Area [Cone] DC20 Fortitude Drain Toughness DC21 Toughness Damage Diamond Fists Touch DC25 Toughness Damage Totals: Abilities (20) + Combat (22) + Saving Throws (19) + Skills (13) + Feats (9) + Powers (67) = 150/150 Power PointsNot everyone likes Rarity, the inspiration for this build, at first. She can come across as a vain, overly-dramatic fashionista. And, well, she is. She's also an extremely hard-working perfectionist who routinely puts others ahead of herself without having to be asked, as befits the embodiment of the Element of Generosity. Her special talent has to do with fashion design, with her signature style being the incorporation of gemstones into her dresses and other clothes. That's the thread upon which this build is hung.By default, Rarity is a sort of more fashionable geokinetic, specifically making barriers and projectiles from gems. Her fire ruby and opal themed attacks are little nods to the show itself and give her options to exploit any particularly vulnerable saves her opponent might have.A full suite of Diplomacy and Gather Information related bonuses and feats should let her avoid a direct confrontation a lot of the time. When push comes to shove, however, this build can make like Emma Frost and transform into an invulnerable, gemstone-skinned tank with diamond-hard fists. Sometimes even a lady just has to kick the bad guys in the head, after all. Edited April 30, 2015 by Gizmo
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 (edited) Character Name: KindnessPower Level: 10 (150/150PP)Trade-Offs: +2 Attack/-2 Damage, +2 Defense/-2 ToughnessAbilities: 0 + 4 + 0 + 0 + 6 + 10 = 20PPStrength: 20/10(+5/+0)Dexterity: 24/14 (+7/+2)Constitution: 20/10 (+5/+0)Intelligence: 10 (+0)Wisdom: 16 (+3)Charisma: 20 (+5)Combat: 8 + 12 = 20PPInitiative: +7Attack: +4 Base, +8 Melee, +12 Natural WeaponsGrapple: +15Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-FootedKnockback: -4Saving Throws: 3 + 3 + 3 = 9PPToughness: +8 (+5 Con, +3 Costume)Fortitude: +8 (+5 Con, +3)Reflex: +10 (+7 Dex, +3)Will: +6 (+3 Wis, +3)Skills: 64R = 16PPAcrobatics 1 (+8)Diplomacy 10 (+15)Handle Animal 15 (+20)Knowledge (Life Sciences) 10 (+10)Medicine 7 (+10)Notice 7 (+10)Stealth 7 (+10)Survival 7 (+10)Feats: 15PPAnimal EmpathyAttack Focus (Melee) 4Attack Specialization (Natural Weapons) 2Defensive AttackDodge Focus 6Power AttackPowers: 4 + 5 + 5 + 30 + 5 + 14 + 4 = 70PPComprehend 2 (Animals [speak/Understand]) [4PP]Damage 3 (Power Feats: Mighty, Variable Descriptor 1 [natural weapons]) [5PP]Emotion Control 10 (Flaws: Limited [Despair], Sense-Dependent [Visual]) [5PP] (alpha stare)Enhanced Abilities 30 (Strength 10, Constitution 10, Dexterity 10) [30PP]Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (pegasus wings)Shapeshift 2 (10PP Variable Power, Any Trait, Multiple Traits At Once, Extras: Action [Free Action, +2], Duration [Continuous], Flaws: Limited 3 [Mythological Creatures, Partial Transformation, Physical Traits]) [16PP]Sample ConfigurationsDragon Scales 10PPImmunity 10 (Fire Effects) [10PP] Griffon Claws 8 + 2 = 10PPDamage 0 (Extras: Penetrating 8) [8PP]Flight 1 (100MPH Total) [2PP] Hydra Blood 1 + 9 = 10PPElongation 1 (5’) [1PP]Healing 4 (Recovery +9, Extras: Action [standard], Flaws: Personal, Power Feats: Regrowth) [9PP] Manticore Tail 10PPDrain Toughness 8 (Power Feats: Accurate 2) [10PP]Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)Concealment 2 (Normal Vision, Flaws: Blending) [2PP]Protection 3 [3PP] DC BlockATTACK RANGE SAVE EFFECT Natural Weapons Touch DC23 Toughness Damage Alpha Stare Perception DC20 Will DespairTotals: Abilities (20) + Combat (20) + Saving Throws (9) + Skills (16) + Feats (15) + Powers (70) = 150/150 Power PointsThe embodiment of the Element of Kindness, Fluttershy is pony with hidden depths. A quiet, unassuming nature lover, she's timid to the point of freezing up at the first sign conflict... unless her friends are in trouble. Then the guano really hits the proverbial fan. Do you understand what I'm saying here? Fluttershy will ruin you.What I came up with for this build was an shapeshifter that borrows heavily from AA's Animal Mimic but has a few twists of its own. For one thing, she specifically mimics mythological creatures, with sample configurations based on some of the monsters she's gone up against on the show. The Partial Transformation flaw means that she can only mimic limbs and other qualities, not actually assume the full form of a creature for disguise or other purposes. I could probably be convinced that it should be a drawback instead, but since it's only saving her 2PP as it is, it's largely moot.She's got big, feathery wings and variable claws and fangs outside of the variable power, so she doesn't need to worry about hitting caps. With +20 Handle Animal, Animal Empathy and Comprehend Animals, chances are she can round up some surprising allies or informants when the situation calls for it, and her stare is a palpable Despair effect. Seriously, she won a staring contest with a cockatrice. Don't mess. Edited April 30, 2015 by Gizmo
Gizmo Posted December 26, 2011 Author Posted December 26, 2011 (edited) Character Name: LaughterPower Level: 10 (150/150PP)Trade-Offs: -5 Attack/+5 Damage (Ranged) or +5 Attack/-5 Damage (Melee), +5 Defense/-5 ToughnessAbilities: 4 + 6 + 6 + 0 + 0 + 4 = 20PPStrength: 14 (+2)Dexterity: 16 (+3)Constitution: 16 (+3)Intelligence: 10 (+0)Wisdom: 10 (+0)Charisma: 14 (+2)Combat: 10 + 12 = 22PPInitiative: +3Attack: +5 Base, +9 Melee, +15 Zui QuanGrapple: +11Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-FootedKnockback: -2Saving Throws: 3 + 9 + 6 = 18PPToughness: +5 (+3 Con, +2 Costume)Fortitude: +6 (+3 Con, +3)Reflex: +12 (+3 Dex, +9)Will: +6 (+0 Wis, +6)Skills: 52R = 13PPAcrobatics 7 (+10)Disguise 8 (+10)Notice 15 (+15)Perform (Singing) 5 (+7)Sense Motive 10 (+10)Stealth 7 (+10)Feats: 22PPAcrobatic BluffAttack Focus 4Dodge Focus 9Equipment 1 (5EP)FearlessEvasionLuckMinion 4 (60PP)Equipment: 2 + 3 = 5EPCostume: Protection 2 [2EP]Megaphone: Communication 3 (Auditory, 1000’; Extras: Area, Flaws: Action [Move]) [3EP]Minion: 60PPGummy the Alligator - PL 7Abilities: Str 28/12 Dex 12 Con 20/12 Int 1 Wis 12 Cha 2 [2 + 2 + 2 - 9 + 2 - 8 = -9]Combat: Attack +5 (includes -2 due to size) [14PP], Defense +6 (includes -2 due to size) [16PP], Initiative +5, Grapple +22, Knockback -4Damage: DC24 (unarmed)Saving Throws: Toughness +8, Fortitude +10, Reflex +6, Will +3 [5 + 5 + 2 = 12PP]Skills: Notice 4 (+5), Stealth 4 (+5) [8R = 2PP]Feats: Environmental Adaptation (water), Improved Initiative, Improved Swim [3PP]Powers: Growth 8 (Power Feats: Innate; Flaws: Permanent) [25PP], Protection 3 [3PP], Super-Senses 1 (low-light vision) [1PP], Swimming 1 [1PP]Drawbacks: Mute [-4PP], No Hands [-4PP]Abilities -9 + Combat 30 + Saves 12 + Skills 2 + Feats 3 + Powers 30 - Drawbacks 8 = 60Powers: 2 + 8 + 41 + 4 = 55PPSuper-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP]Damage 3 (Power Feats: Accurate 3, Innate, Mighty) [8PP] (zui quan style)Device 13 (65PP, Flaws: Easy to Lose, Power Feats: Restricted 2) [41PP] (party cannon)Party Cannon Array 31 (62PP, Power Feats: Alternate Power 2) [64PP]Base: Damage 15 (Extras: Linked [snare], Ranged, Power Feats: Affects Incorporeal 2) [32PP]+ Snare 15 (Extras: Linked [Damage]) [30PP] (proton stream)AP: Damage 15 (Extras: Area [Targeted, Cone], Linked [Trip], Selective Attack, Flaws: Action [Full Action], Power Feats: Homing) [31PP]+ Trip 15 (Extras: Area [Targeted, Cone], Knockback, Linked [Damage], Selective Attack, Flaws: Action [Full Action], Range [Touch], Power Feats: Improved Trip) [31PP] (missile barrage)AP: Damage 10 (Extras: Area [General, Burst], Linked [Drain Toughness], Ranged, Power Feats: Knockback 10, Progression 2 [Area, Max 250' radius) [42PP]+ Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Limited [Objects], Limited [Electronics], Linked [Damage], Ranged) [20PP] (grenade launcher)Super-Senses 1 (Infravision) [1PP] (targeting scope)Device 1 (5PP, Flaws: Hard to Lose) [4PP] (slow fall boots)Leaping 3 [3PP]Super Movement 1 (Slow Fall) [2PP] DC BlockATTACK RANGE SAVE EFFECT Zui Quan Touch DC20 Toughness Damage Proton Stream Ranged DC30 Toughness Damage DC25 Reflex Entangled Missile Barrage Area [Targeted, Cone]* DC30 Toughness Damage Opposed vs. +15 Prone, Knockback Grenade Launcher Ranged, Area [Burst] DC20 Fortitude** Drain Toughness DC25 Toughness Damage *Homing 1 **Electronics OnlyTotals: Abilities (20) + Combat (22) + Saving Throws (18) + Skills (13) + Feats (22) + Powers (55) = 150/150 Power PointsYou never know exactly what to expect from Pinkie Pie, the Element of Laughter, and this build gives the player enough tricks to be similarly unpredictable. She's shifted for Defense and Damage respectively, in what I like to think of as the 'Harley Quinn with a giant mallet' configuration, with her slow-fall boots letting her bound around the battlefield.Her only out-and-out super-power is a danger sense that mirrors her 'Pinkie Sense'. Her primary method of attack is her party cannon, a BFG's BFG. A Ghostbuster-esque proton stream allows her to giggle at the ghostie while missile barrage and grenade launcher options give her plenty of flash and bang.Tying up that many points in an Easy to Lose Device is always a risk, but luckily Pinkie's got a couple more options to fall back on. Without her weapon, she can switch all the way to being Attack shifted with her martial arts training and Acrobatic Bluff, giving anyone expecting an inaccurate heavy-hitter a surprise. What's more, she's accompanied by Gummy, her pet alligator. Pet giant alligator in this case! Edited April 30, 2015 by Gizmo
Gizmo Posted November 8, 2012 Author Posted November 8, 2012 Character Name: Canadian ShieldPower Level: 13 (215PP)Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 ToughnessAlternate Identity: Elizabeth CombsIdentity: PublicBirthplace: Petawawa, OntarioOccupation: Federally Funded SuperheroAffiliations: True North, Canadian Government, Igneous Royal FamilyFamily: Corporal Jake Combs [Father], Lady Felsi of House Rhyolite [Mother]Description:Age: 32Gender: FemaleEthnicity: Igneous/HumanHeight: 6'11"Weight: 325 lbsEyes: NickelHair: CopperElizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates. Abilities: 10 + 0 + 10 + 4 + 4 + 10 = 38PPStrength: 30/20 (+10/+5)Dexterity: 10 (+0)Constitution: 30/20 (+10/+5)Intelligence: 14 (+2)Wisdom: 14 (+2)Charisma: 20 (+5) Combat: 10 + 8 = 18PPInitiative: +8Attack: +5/+10 MeleeGrapple: +24Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-FootedKnockback: -8/-11 Saving Throws: 5 + 5 + 10 = 20PPToughness: +18 (+10 Con, +8 Protection; Impervious 0/5)Fortitude: +15 (+10 Con, +5)Reflex: +5 (+0 Dex, +5)Will: +12 (+2 Wis, +10) Skills: 52R = 13PPBluff 5 (+10)Diplomacy 10 (+15)Gather Information 5 (+10)Intimidate 5 (+10)Knowledge (Civics) 8 (+10)Knowledge (Current Events) 3 (+5)Knowledge (Earth Sciences) 3 (+5)Knowledge (Tactics) 3 (+5)Language 2 (English [Native], French, Igneous)Notice 8 (+10) Feats: 24PPAttack Focus (Melee) 5Benefit (Security Clearance)ConnectedDodge Focus 4Improved Initiative 2Inspire 5InterposeLeadershipPower AttackSet-UpUncanny Dodge (Tactile)Well-Informed Powers: 46 + 11 + 46 = 103PPHalf-Igneous Physiology 9 (45PP Container [Passive, Permanent]; Power Feats: Innate) [46PP]Enhanced Strength 10 [10PP]Enhanced Constitution 10 [10PP]Immunity 2 (Heat, High Pressure) [2PP]Protection 8 [8PP]Super-Senses 5 (Darkvision, Depth-Sense, Tremorsense) [5PP]Super-Strength 5 [10PP]Flowing Stone Array 5 (10PP; Power Feats: Alternate Power 1) [11PP]Base: Flight 5 (Extras: Affects Others, Flaws: Platform) [10PP] (stone surfing)AP: Impervious Toughness 5 (Extras: Linked [immunity]) [5PP] + Immunity 10 (Electrical Effects, Extras: Linked [impervious], Flaws: Limited [Half]) [5PP] (grounded armor)Geokinetic Array 20.5 (41PP; Power Feats: Alternate Power 5) [46PP]Base Effect: Burrowing 10 (Extras: Affects Others [+1], Area [General, Burst], Penetrating, Power Feats: Subtle) [41PP]AP: Create Object 12 (Extras: Duration [Continuous], Power Feats: Precise, Progression 3 [50’ Cubes], Stationary) [41PP] (stone shaping)AP: Damage 6 (Extras: Autofire 1 [16], Penetrating 16, Power Feats: Improved Critical, Mighty, Variable Descriptor 1) [41PP] (stone weapons)AP: Damage 13 (Extras: Area [General, Shapeable], Ranged, Power Feats: Indirect 2) [41PP] (cataclysm)AP: Move Object 13 (Extras: Damaging, Range [Perception], Flaws: Limited Material [Earth], Power Feats: Subtle) [40PP] (earthmoving)AP: Snare 13 (Extras: Area [General, Shapeable], Power Feats: Reversible, Tether) [41PP] (stone prisons) DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC 25 Toughness Damage [Physical]Stone Weapons Touch DC 31 Toughness [Autofire] Damage [Physical]Cataclysm Ranged [Area] DC 23 Reflex, DC 28 Toughness Damage [Physical]Stone Prisons Ranged [Area] DC 23 Reflex Entangled Abilities (38) + Combat (18) + Saving Throws (20) + Skills (13) + Feats (23) + Powers (103) = 215 Power Points
Gizmo Posted July 30, 2013 Author Posted July 30, 2013 Jaeger PilotingDrift ChecksAt the beginning of each round, each jaeger pilot must make a drift check. This is a Will Save with a difficulty equal to 10 + the difference between the pilot's Charisma scores. For example, if their Charisma scores are 12 and 17 respectively, they are each rolling against a DC 15 Will Save.If both pilots make the drift check, they are considered in alignment and all rolls made by the jaeger for the following round use the higher of each pilot's bonuses for a given score. This includes attack rolls, saving throws and skill checks. The higher bonus is used to determine Defense and any circumstance bonuses from feats such as Favoured Enemy apply.If one pilot fails the drift check, their alignment falters and all rolls made by the jaeger for the following round use the lower of each pilot's bonuses for a given score and circumstance bonuses may not be applied.If both pilots fail the drift check, they fall out of alignment and the jaeger is dazed for one round, unable to take any actions but defending normally, using the lower of the two pilot's bonuses to determine saving throw bonuses and Defense.If both pilots succeed by 5 or more, they are in perfect alignment and receive a temporary Hero Point to be spent in the following round. This HP may be spent in any of the usual manners but disappears at the beginning of the next round if unspent. Drift CompatibilitySeveral factors can convey bonuses or penalties to drift checks. Bonuses and penalties are cumulative but each may apply only once.Immediate relatives and long term romantic partners receive +1 to drift checks with each other.Pilots who grew up together or who shared a significantly defining event receive +1 to drift checks with each other.Characters who share a Communication Link or have otherwise spent significant amounts of time telepathically linked receive +2 to drift checks with each other.One rank of Teamwork grants a pilot +1 to their own drift check. Three ranks grants a +2 bonus.Eidetic Memory imposes a -1 penalty on the other pilot's drift check.The Nightmares drawback or similar Complications apply a -1 penalty to both pilots' drift checks.Powers with the telepathy or technopathy descriptors grant a pilot +1 to their own drift check.A pilot receives a +1 bonus to drift checks with someone named in an overall positive manner in their character sheet's history or Complications, such as Friendship, Responsibility or Rivalry. This bonus does not stack with the bonus for immediate relatives and romantic partners.A pilot receives a -2 penalty to drift checks with someone named in a negative manner in their character sheet's history or Complications, such as Enemy, Grudge or Hatred.The GM should feel free to impart additional circumstance bonuses or penalties as seems appropriate.
Gizmo Posted September 22, 2013 Author Posted September 22, 2013 Character Name: BombardierPower Level: 12 (200PP)Trade-Offs: +3 Damage/-3 Attack (melee), +2 Toughness/-2 DefenseAlternate Identity: Paul BouchardIdentity: PublicBirthplace: Dorval, QuebecOccupation: Federally Funded SuperheroAffiliations: True North, Canadian GovernmentFamily: Rosalie Bouchard (mother), Noémie Bouchard (sister), Alicia Bouchard (sister), Coralie Bouchard (sister), Marianne Bouchard (sister), Anaïs Bouchard (sister)Description:Age: 29Gender: MaleEthnicity: French-CanadianHeight: 5'7"Weight: 175 lbsEyes: BlueHair: Medium BrownPaul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier. Abilities: 10 + 6 + 8 + 6 + 2 + 4 = 36PPStrength: 30/20 (+10/+5)Dexterity: 16 (+3)Constitution: 18 (+4)Intelligence: 16 (+3)Wisdom: 12 (+1)Charisma: 14 (+2) Combat: 12 + 12 = 24PPInitiative: +3Attack: +6 Base, +9 Melee, +12 Concussive AttacksGrapple: +26/+19/+14Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-FootedKnockback: -7/-2 Saving Throws: 8 + 7 + 7 = 22PPToughness: +14 (+4 Con, +10 Protection)Fortitude: +12 (+4 Con, +8)Reflex: +10 (+3 Dex, +7)Will: +8 (+1 Wis, +7) Skills: 56R = 14PPComputers 2 (+5)Craft (Electronics) 2 (+5)Craft (Mechanical) 7 (+10)Disable Device 2 (+5)Intimidate 8 (+10)Knowledge (Current Events) 2 (+5)Knowledge (Technology) 7 (+10)Language 1 (English, French [Native])Notice 9 (+10)Pilot 7 (+10)Sense Motive 9 (+10) Feats: 14PPAttack Focus (Melee) 3Benefit (Security Clearance)Dodge Focus 4Improved TripImprovised ToolsMove-By ActionPower AttackTakedown Attack 2 Powers: 90PPDevice 22 (110PP Container; Flaws: Hard to Lose; Feats: Restricted 2) [90PP]Weapons Array 20 (40PP; Feats: Alternate Power 2) [42PP]Base: Damage 12 (Extras: Autofire, Ranged; Feats: Accurate 3, Improved Critical [19-20]) [40PP] (concussive blast)AP: Stun 12 (Extras: Area [Targeted, Shapeable], Ranged; Flaws: Action [Full]; Feats Accurate 3, Improved Critical [19-20]) [40PP] (concussive barrage)AP: Damage 5 (Feats: Improved Critical 2 [18-20], Improved Grab, Improved Grapple, Mighty) + Drain Toughness 15 (Extras: Affects Objects, Linked [+1]; Flaws: Limited 2 [Electronics Only]; Feats: Incurable) [26PP] (electromagnetic punch)Move Object 13 (Extras: Action [Move]; Flaws: Limited 2 [Direction: Push/Pull, Material: Metal]; Feats Subtle) [14PP]Auxiliary Power Array 7 (14PP; Feats: Alternate Power 1, Dynamic Power 2) [17PP]DBP: Flight 7 (1000 MPH) [14PP]DAP: Super-Strength 7 (Heavy Load: 100 tons) [14PP]Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP]Enhanced Strength 10 [10PP]Immunity 9 (Life Support) [9PP]Protection 10 [10PP]Super-Senses 7 (Radio; Direction Sense, Radar [Counters Concealment, Extended 2], Uncanny Dodge) [7PP]Super-Senses 9 (Visual; Analytical 2, Extended 2 [100x], Infravision, Radius 2, Rapid 1 [10x], Ultravision) [9PP] DC BlockATTACK RANGE SAVEEFFECTUnarmed Touch DC20 Toughness Damage [Physical]Concussive Blast Ranged DC27 Toughness [Autofire] Damage [Physical]Concussive Barrage Ranged [Area] DC27 Fortitude StunElectromagnetic Punch Touch DC30 Toughness Damage [Physical] DC30 Fortitude Drain Toughness Totals: Abilities (36) + Combat (24) + Saving Throws (22) + Skills (14) + Feats (14) + Powers (90) = 200/200 Power Points
Gizmo Posted September 24, 2013 Author Posted September 24, 2013 Character Name: Wendy GoPower Level: 10 (150PP)Trade-Offs: +5 Damage/-5 Attack (Wendigo Form), +1 Defense/-1 Toughness (Human Form)Alternate Identity: Becky ShusterIdentity: Registered, Semi-PublicBirthplace: Thunder Bay, OntarioOccupation: Student, Superhero PageAffiliations: True North, Canadian GovernmentFamily: Richard Shuster (father), Veronica Shuster (mother)Description:Age: 19Gender: FemaleEthnicity: Canadian (Caucasian)Height: 5'10" / 8'3"Weight: 160 lbs / 485 lbsEyes: HazelHair: Dark Chocolate Brown with White StreakBecky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair. Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34PPStrength: 40/18 (+15/+4)Dexterity: 14 (+2)Constitution: 30/18 (+10/+4)Intelligence: 14 (+2)Wisdom: 14 (+2)Charisma: 16 (+3) Combat: 8 + 12 = 20PPInitiative: +2Attack: +4 Base, +6 Melee, +5 Wendigo FormGrapple: +26/+10Defense: +11/+10 Wendigo Form (+6 Base, +5 Dodge Focus, -1 Growth), +3 Flat-FootedKnockback: -9/-2 Saving Throws: 0 + 5 + 8 = 13PPToughness: +10/+4 (+10/+4 Con)Fortitude: +10/+4 (+10/+4 Con, +0)Reflex: +7 (+2 Dex, +5)Will: +10 (+2 Wis, +8) Skills: 52R = 13PPBluff 3 (+6/+10 Attractive)Concentration 13 (+15)Diplomacy 3 (+6/+10 Attractive)Intimidate 5 (+8/+10 Growth)Knowledge [Arcane Lore] 2 (+4)Knowledge [Art] 2 (+4)Language 1 (English [Native], French)Notice 8 (+10)Stealth 7 (+9/+5 Growth)Survival 8 (+10) Feats: 14PPAll-Out AttackAttack Focus (Melee) 2AttractiveDodge Focus 5Improved GrabStartleTakedown Attack 2Ultimate Will Powers: 37 + 2 + 9 + 4 + 4 = 56PPAlternate Form 8 (40PP Container [Active, Sustained]; Drawbacks: Action [Full Round, -3]) 37PP (wendigo form)Additional Limbs 2 [2PP]Enhanced Constitution 8 [8PP]Enhanced Feats 1 (Favoured Environment [Forest] [1PP]Enhanced Strength 14 [14PP]Growth 4 (Large; +8 Strength, +4 Constitution) [12PP]Immunity 1 (Environmental Condition [Cold]) [1PP]Leaping 1 (x2) [1PP]Speed 1 (10 MPH) [1PP]Enhanced Feats 2 (Improved Critical [unarmed] 2) [2PP] (claws)Regeneration 11 (Bruised [No Action, +3], Injured [1 Round, +4], Staggered [1 Round, +4]; Drawbacks: Limited [Fire, -2]) [9PP]Regeneration 4 (Disabled [1 Hour, +2], Ability [1 Hour, +2], Flaws: Source [Meat]; Feats: Persistent, Regrowth) [4PP]Super-Senses 4 (Olfactory; Acute, Tracking 3) [4PP] DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC19 Toughness Damage [Physical]Unarmed [Wendigo] Touch DC30 Toughness Damage [Physical] Totals: Abilities (34) + Combat (20) + Saving Throws (13) + Skills (13) + Feats (14) + Powers (56) = 150/150 Power Points
Gizmo Posted March 10, 2015 Author Posted March 10, 2015 Character Name: Osla JónsdóttirPower Level: 10 (150PP)Trade-Offs: +4 Attack / -4 Damage, +2 Defence / -2 ToughnessAlternate Identity:Identity: Public in AsgardBirthplace: ValhallaOccupation: ValkyrieAffiliations: Aesir, Valkyries, Loki (grudgingly)Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased)Description:Age: SubjectiveApparent Age: 18Gender: FemaleEthnicity: Scandinavian/Scot (Caucasian)Height: 6'0"Weight: 175 lbsEyes: Blue-GreyHair: Straw BlondeWhen Vivian Kriger was chosen to be the champion of Odin and gifted with powerful artifacts patterned after the weapons and armour of Thor himself her future seemed bright. Not all tales of heroism end happily, however. Though guaranteed a place in the Norse afterlife Kriger was an inconvenient embarrassment to the Allfather, one which only became more troublesome when the Aesir realized that she was with child, the result of her passionate tryst with John Fraser, the archer Arrowhawk.When that child, given the name Osla, came of age in that timeless kingdom she was given a place among the Valkyrie but despite her phenomenal skill her mortal heritage placed her at a disadvantage and made her the target of ridicule. Proud and determined to redeem her mother's reputation the young warrior was still skeptical when a visiting god of another pantheon suggested a way to prove her mettle on Midgard.Still, Set introduced her to Loki and the God of Mischief, convinced of the entertainment potential in aiding the underdog archer, bestowed upon her raiment to replace what had been confiscated from her mother. Heeding the call to defend the innocent from Typhon, Father of All Monsters, Osla Jónsdóttir set off across the Bifröst for the mortal realm and a surprising reunion... Abilities: 8 + 10 + 8 + 2 + 4 + 6 = 38PPStrength: 18 (+4)Dexterity: 20 (+5)Constitution: 18 (+4)Intelligence: 12 (+1)Wisdom: 14 (+2)Charisma: 16 (+3) Combat: 12 + 12 = 24PPInitiative: +5Attack: +6 Base, +10 Ranged, +10 Unarmed, +14 BowGrapple: +18Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-FootedKnockback: -4/-2 Saving Throws: 2 + 5 + 6 = 13PPToughness: +8 (+4 Con, +4 Protection)Fortitude: +6 (+4 Con, +2)Reflex: +10 (+5 Dex, +5)Will: +8 (+2 Wis, +6) Skills: 40R = 10PPAcrobatics 10 (+15)Bluff 0 (+3/+11)Diplomacy 0 (+3/+11)Intimidate 7 (+10)Knowledge [Theology and Philosophy] 4 (+5)Language 1 (Old Norse [Native], English)Notice 8 (+10)Perform (Fiddle) 2 (+5)Sense Motive 3 (+5)Stealth 5 (+10) Feats: 20PPAttack Focus (Ranged) 4Attack Specialization (Bow) 2Attack Specialization (Unarmed) 2Attractive 2Dodge Focus 6EvasionFearlessMove-By ActionStartle Powers: 2 + 26 + 11 + 3 + 3 = 45PPArchery Supremacy 1 (Probability Control; Flaws: Limited 2 [Archery]) [2PP] (Training)Device 6 (30PP Container; Flaws: Hard to Lose; Feats: Indestructible, Restricted [Only 'Worthy']) [26PP] (Trickster's Raiment)Gloves of FenrirDamage 2 (Feats: Affects Insubstantial 2, Incurable, Mighty) [6PP]Super-Strength 4 (Heavy Load: 1200 lbs) [8PP]Belt of JörmungandrProtection 4 [4PP]Concealment 8 (All Auditory, Olfactory and Visual; Flaws: Blending, Passive) [4PP]Boots of SleipnirLeaping 2 (x5) [2PP]Speed 5 (250MPH) [5PP]Super-Movement 1 (Water Walking; Flaws: Limited [While Running]) [1PP]Device 4 (20PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted [Only 'Worthy']) [11PP] (Orheidir, Magic Bow)Damage 2 (Extras: Ranged; Feats: Improved Critical 2, Mighty 4, Precise, Variable Descriptor 2 [Any Magic]) [13PP]Super-Movement 1 (Dimensional Movement [Asgard]) [2PP]Immunity 3 (Aging, Disease, Poison) [3PP] (Valkyrie)Super-Senses 3 (Divine Awareness [Mental], Extended Vision 2 [x100]) [3PP] (Valkyrie) DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC21 Toughness (Staged) Damage (Physical)Orheidir Ranged DC21 Toughness (Staged) Damage (Energy) Totals: Abilities (38) + Combat (24) + Saving Throws (13) + Skills (10) + Feats (20) + Powers (45) - Drawbacks (0) = 150/150 Power Points
Gizmo Posted March 11, 2015 Author Posted March 11, 2015 Character Name: ThistlePower Level: 10 (150PP)Trade-Offs: +5 Attack / -5 Damage Alternate Identity: Eden EspadasIdentity: SecretBirthplace: Freedom City, West EndOccupation: StudentAffiliations: InterceptorsFamily: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Mia Espadas (Cherry Bomb, sister), Emily Espadas (Shrapnel, sister), Terry Espadas (Hemlock, brother) Description:Age: 20 (circa 2032; DoB: May 21, 2012)Gender: FemaleEthnicity: Latina/'Dryad' Height: 5'9"Weight: 140 lbsEyes: Dark GreenHair: Light Brown Abilities: 4 + 6 + 8 + 2 + 2 + 6 = 28PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 10 + 8 = 28PP Initiative: +3 Attack: +5 Base, +9 Melee, +15 Swords Grapple: +11 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -10/-5/-2 Saving Throws: 1 + 7 + 7 = 15PP Toughness: +10 (+4 Con, +6 Protection; Impervious 0/10) Fortitude: +5 (+4 Con, +1) Reflex: +10 (+3 Dex, +7) Will: +8 (+1 Wis, +7) Skills: 32R = 8PP Acrobatics 12 (+15) Bluff 3 (+6/+10) Diplomacy 0 (+3/+7) Gather Information 2 (+5) Knowledge [streetwise] 4 (+5) Language 1 (English [Native], Spanish) Notice 10 (+11) Feats: 19PP Acrobatic Bluff Attack Focus (Melee) 4 Attack Specialization (Swords) 3 Attractive Dodge Focus 6 Evasion Improved Critical (Swords) 1 [2] Takedown Attack Uncanny Dodge (Auditory) Powers: 20 + 11 + 21 = 52PP Damage 3 (Extras: Linked [+0], Penetrating 5; Feats: Improved Critical, Mighty) + Drain Toughness 5 (Extras: Affects Objects, Linked [+0]) [10+10=20PP] (Cosmic Energy Sword) Guardian Physiology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] Leaping 2 (x5) [2PP] Immunity 3 (Aging, Disease, Poison) [3PP] Speed 1 (10MPH) [1PP] Super-Senses 4 (Extended Auditory [x10], Extended Visual [x10], Low-Light Vision, Ultra-Hearing) [4PP] Protection 6 (Extras: Duration [sustained, +0]) + Impervious 10 (Extras: Reflective; Flaws: Limited [Energy]) [6+15=21PP] (Cosmic Energy Swords) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Cosmic Energy Sword Touch DC15 Fortitude (Staged) Drain Toughness DC20 Toughness (Staged) Damage (Energy) Totals: Abilities (28) + Combat (28) + Saving Throws (15) + Skills (8) + Feats (19) + Powers (52) - Drawbacks (0) = 150/150 Power Points
Gizmo Posted March 23, 2015 Author Posted March 23, 2015 Character Name: Cherry BombPower Level: 7 (105PP)Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Alternate Identity: Mia EspadasIdentity: SecretBirthplace: Freedom City, West EndOccupation: StudentAffiliations: InterceptorsFamily: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Eden Espadas (Thistle, sister), Emily Espadas (Shrapnel, sister), Terry Espadas (Hemlock, brother) Description:Age: 17 (circa 2032; DoB: March 20, 2015)Gender: FemaleEthnicity: Latina/'Dryad'Height: 5'3"Weight: 155 lbsEyes: HazelHair: White Abilities: 2 + 4 + 4 + 8 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Base, +7 Melee, +10 Thrown Objects Grapple: +8 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2/-1 Saving Throws: 2 + 4 + 5 = 11PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +4 (+2 Con, +2) Reflex: +6 (+2 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 28R = 7PP Acrobatics 3 (+5) Bluff 7 (+10/+14) Computers 1 (+5) Diplomacy 0 (+3/+7) Investigate 1 (+5) Knowledge [Tactics] 8 (+12) Language 1 (English [Native], Spanish) Notice 7 (+7) Feats: 18PP Attack Focus (Melee) 3 Attack Specialization (Thrown Objects) 3 Attractive Defensive Roll Dodge Focus 6 Jack of All Trades Master Plan 2 Taunt Powers: 23 + 6 = 29PP Cosmic Energy Array 10.5 (21PP; Feats: Alternate Power 2) [23PP] Base: Damage 7 (Extras: Area [General, Cone], Linked [+0]) + Trip 7 (Extras: Area [General, Cone], Linked [+0]; Flaws: Range [Touch]) [21PP] (Cosmic Energy Barrage) AP: Drain Toughness 4 (Extras: Affects Objects, Linked [+0], Ranged; Feats: Precise) + Damage 4 (Extras: Linked [+0], Ranged) [21PP] (Cosmic Energy Cherry Bomb) AP: Drain Energy 7 (Any One Electromagnetic Effect; Extras: Affects Objects, Linked [+0]; Flaws: Action [Full]) + Healing 7 (Flaws: Personal) [21PP] (Absorb Energy) Guardian Physiology 1 (5PP Container [Passive, Permanent]; Feats: Innate) [6PP] Immunity 3 (Aging, Disease, Poison) [3PP] Super-Senses 2 (Low-Light Vision, Ultra-Hearing) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Cosmic Energy Barrage Area [General, Cone] DC22 Toughness (Staged) Damage (Energy) Opposed +7 vs Str/Dex Trip Cherry Bomb Ranged DC14 Fortitude (Staged) Drain Toughness DC19 Toughness (Staged) Damage (Energy) Absorb Energy Touch DC17 Fortitude (Staged) Drain Effect Totals: Abilities (24) + Combat (16) + Saving Throws (11) + Skills (7) + Feats (18) + Powers (29) - Drawbacks (0) = 105/105 Power Points
Gizmo Posted May 10, 2015 Author Posted May 10, 2015 Kimber's ScytheDevice 12 (60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP]Base: Drain Will 14 (Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2) + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP]AP: Damage 12 (Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP]AP: [33 + 25 = 58PP]Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP]Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP]Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP]Impervious 10 [10PP]Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP] Expanded Secondary ArrayFriendship is Magic Array 4 (8PP, Power Feats: Alternate Power 7) [15PP]Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction)AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting)AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch)AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism)AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud)AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway)AP: Super-Senses 4 (Detect Death [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision)AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation)
Gizmo Posted October 9, 2015 Author Posted October 9, 2015 Character Name: ShrapnelPower Level: 7 (105PP)Trade-Offs: -1 Attack / +1 Damage, +2 Defense / -2 Toughness Alternate Identity: Emily EspadasIdentity: SecretBirthplace: Freedom City, West EndOccupation: StudentAffiliations: InterceptorsFamily: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Eden Espadas (Thistle, sister), Mia Espadas (Cherry Bomb, sister), Terry Espadas (Hemlock, brother) Description:Age: 16 (circa 2032; DoB: July 16, 2016)Gender: FemaleEthnicity: Caucasian/LatinaHeight: 5’7”Weight: 145 lbsEyes: BlueHair: Ash Brown Abilities: 8 + 4 + 6 + 0 + 0 + 6 = 24PP Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Base, +6 Melee Grapple: +13/+10 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2/-1 Saving Throws: 3 + 3 + 4 = 10PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +4 (+0 Wis, +4) Skills: 32R = 8PP Acrobatics 8 (+10) Bluff 3 (+6/+10) Diplomacy 0 (+3/+7) Intimidate 7 (+10) Knowledge [Physical Sciences] 5 (+5) Language 1 (English [Native], Spanish) Notice 6 (+6) Perform [Percussion] 2 (+5) Feats: 17PP Attack Focus (Melee) 2 Attractive Challenge (Fast Feint) Defensive Roll Dodge Focus 5 Improved Grab Power Attack Takedown Attack 2 Taunt Uncanny Dodge 2 (Auditory, Tremorsense) Powers: 1 + 5 + 6 + 16 + 2 = 30PP Immunity 1 (Aging) [1PP] (magic, inherited) Immunity 10 (Impact Damage [Falls, Knockback, Slams]; Flaws: Limited [Half]) [5PP] (genetic) Immunity 10 (Psionic Effects; Flaws: Limited [Half], Feats: Selective) [6PP] (magic, inherited) Kinetic Aura Array 7 (14PP; Feats: Alternate Power 2) [16PP] (genetic) Base: Damage 4 (Explosive Punch; Feats: Improved Critical, Knockback 8, Mighty) AP: Damage 7 (Kinetic Release; Extras: Area [General Burst]) [14PP] AP: Kinetic Manipulation (14PP Container [Active, Sustained]) [3 + 3 + 2 + 6 = 14PP] Leaping 3 (x10, 140’ running long jump) [3PP] Speed 3 (50 MPH) [3PP] Super-Movement 1 (Slow Fall) [2PP] Super-Strength 3 (Effective Strength 31, Heavy Load 1800 lbs) [6PP] Super-Senses 2 (Tremorsense) [2PP] (genetic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Explosive Punch Touch DC23 Toughness (Staged) Damage (Physical) Kinetic Release Touch [Area] DC22 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (16) + Saving Throws (10) + Skills (8) + Feats (17) + Powers (30) - Drawbacks (0) = 105/105 Power Points
Gizmo Posted October 9, 2015 Author Posted October 9, 2015 Character Name: HemlockPower Level: 7 (105PP)Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness Alternate Identity: Terrance EspadasIdentity: SecretBirthplace: Freedom City, West EndOccupation: StudentAffiliations: InterceptorsFamily: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Eden Espadas (Thistle, sister), Mia Espadas (Cherry Bomb, sister), Emily Espadas (Shrapnel, sister) Description:Age: 16 (circa 2032, DoB: July 16, 2016)Gender: MaleEthnicity: Caucasian/LatinoHeight: 5’11”Weight: 160 lbsEyes: BlueHair: Pale Blond Abilities: 2 + 6 + 2 + 4 + 2 + 8 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +3 Attack: +3 Base, +9 Melee Grapple: +10 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2/-0 Saving Throws: 3 + 3 + 3 = 9PP Toughness: +5 (+1 Con, +4 Defensive Roll) Fortitude: +4 (+1 Con, +3) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Acrobatics 7 (+10) Bluff 8 (+12/+16) Diplomacy 2 (+6/+10) Disable Device 3 (+5) Gather Information 6 (+10) Knowledge [Arcane Lore] 3 (+5) Language 3 (English [Native], French, Russian Spanish) Notice 7 (+8) Sense Motive 9 (+10) Stealth 12 (+15) Feats: 21PP Attack Focus (Melee) 6 Attractive Defensive Roll 2 Dodge Focus 5 Equipment 1 (5EP) Evasion Hide in Plain Sight Jack of All Trades Quick Change 2 Sneak Attack Equipment: 1PP = 5EP Collapsible Baton (Damage 2 [Feats: Improved Critical, Mighty, Subtle]) [5EP] Powers: 4 + 1 + 13 + 4 = 22PP Comprehend 2 (Speak To and Understand Plants) [4PP] (cosmic) Immunity 1 (Aging) [1PP] (magic, inherited) Regeneration 13 (Bruised 3 [No Action], Injured 4 [1 Round], Resurrection 6 [5 Minutes]) [13PP] (magic, inherited) Super-Senses 8 (Cursed Eye; Magic Awareness [Visual, +3], Enhancements: Analytical, Counters Concealment [All Visual, +2], Tracking 2, Flaws: Distracting) [4PP] (magic, inherited) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) + Sneak Attack DC18 Toughness (Staged) Damage (Physical) Collapsible Baton Touch DC18 Toughness (Staged) Damage (Physical) + Sneak Attack DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (14) + Saving Throws (9) + Skills (15) + Feats (21) + Powers (22) - Drawbacks (0) = 105/105 Power Points
Gizmo Posted February 19, 2016 Author Posted February 19, 2016 - Edits, First Draft Reagent / Alkahest Power Level: 8/12 (181/181PP) Unspent Power Points: 0Trade-Offs: Reagent: +2 Attack / -2 Damage (Bartitsu Cane), None (Alchemical Flasks), +4 Defense / -4 Toughness Alkahest: -3 Attack / +3 Damage, -5 Defense / +5 ToughnessIn Brief: Victorian-era alchemist struggling to contain a merciless force of nature. Theme: Heads Will Roll by Yeah Yeah Yeahs Alternate Identity: Winifred WeiIdentity: Semi-SecretBirthplace: London, EnglandOccupation: StudentAffiliations: Claremont AcademyFamily: None Living; Wei Chao (father, deceased), Wei Xia (mother, deceased) Description:Age: 16 (Subjectively; DoB: April, 1839)Gender: FemaleEthnicity: British ChineseHeight: 5'4" / 8'6"Weight: 120 lbs. / 600 lbs.Eyes: GreenHair: Black Winifred Wei is a slim young woman saved waifishness only by her impeccable comportment and intense demeanor. Her jet black hair reaches down to her waist but is almost always done up in a twisted bun that strikingly frames her heart-shaped face. Perpetual dark circles under her eyes speak to a lack of sleep and abundance of stress but her tone of voice is nevertheless clipped and precise. In clothing she prefers subdued colours and a noticeably more formal manner than her modern day peers, though she's been quick to take advantage of the greater mobility of modern fashions. When expecting trouble she carries a broad leather bandolier filled with stoppered vials of alarmingly coloured alchemical concoctions and is rarely seen without her elegant mahogany walking stick with its serpentine styled head. Alkahest, by contrast, is a pallid mass of twisting, too-dense muscle with a greyish, corpse-like tint. Towering even with a pronounced stoop, her proportions are only nominally human and give only the most general indication of gender. Milky white eyes staring out from behind long, disheveled hair and a flat expression betray nothing as the beast stalks her target with a terrifying single-mindedness. The transformation is violent and chaotic, shredding conventional clothing and taxing the capabilities of skin-tight morphic molecules. Fortunately the Academy has been able to provide her with a looser, high collared lab coat made of the adaptive material. History: Wei Chao emigrated from Hong Kong to London in 1833 by taking a job as a deckhand for a prominent shipping company. Skilled at absorbing and applying new information and with a humble charm that ingratiated him with the company's officers, he made himself an indispensable assistant to the ship's doctor when a seafaring mishap left several sailors injured. With the help of his sponsor, in impressively short order and causing something of a stir Chao was accepted to the University of Cambridge to study medicine. Artfully walking the line between impressing his teachers and peers with his abilities without stepping on anyone's toes in a few year's time he had established himself enough to send for his wife, Xia. Similarly brilliant, she soundly invested the early profits of her husband's modest practice and the couple made themselves quite comfortable. In 1839, after considerable difficulty, they had a daughter, Winifred. Fully assimilated and conscious of their social standing Chao and Xia practiced only enough of their homeland's traditions to benefit from the Western fascination with orientalism. Raised as a native Londoner, Winifred demonstrated prodigious intelligence from a very young age, if not the restraint and moderation her parent's practiced so carefully. Frustrated by the assumptions leveled against her based on ethnicity, gender and youth her talents for biting sarcasm and humiliating her detractors were a frequent source of contention at home. Assimilated or not, Chao was uncomfortable with the idea of his daughter marrying an Englishman and was convinced after months of cajoling to allow her to work as his assistant, at least for the time being. Having devoured the contents of her father's medical texts even as a child, as a teenager Winifred chafed under the limited scope of a practicing physician. Scouring the city for more obscure tomes she found herself drawn into the booming community of fringe researchers who preferred to refer to their collective areas of study as 'rogue science' but were referred to in hushed tones in polite society as simply mad. Thrilled to learn from such progressive - if frequently unhinged - thinkers Winifred was particularly drawn to the mysteries of alchemy, throwing herself into its study unbeknownst to her parents. Starting with a foundation in the alchemy of Hellenistic Egypt, pouring over diagrams purportedly copied from originals saved from the Library of Alexandria, she studied the writings of Jābir ibn Hayyān and Roger Bacon, Heinrich Cornelius Agrippa and Jan Baptist van Helmont among so many others. She found early success in dramatically improving the effectiveness of her father's tonics and moved on to more outlandish concoctions, such as a sticky tar that burst into flames when it came into contact with air and in one case a particularly potent airborne hallucinogen. Expanding her scope to Chinese alchemy and Indian rasayāna then even dubious information surrounding supernatural creatures she began to form her own theories about a serum that would not only cure infirmity but strengthen a person to the limits of human capability, granting perfect health, clarity and perhaps even immortality. Her initial experiments along these lines were not promising but she could feel herself getting closer, on the very cusp of a monumental breakthrough. It was at this point that her parents discovered the increasingly conspicuous laboratory she had been hiding in her room along with her collection of esoteric writings. Horrified and frightened both for Winifred's safety and the family's public image they forbade her from any further scientific studies. Blaming themselves for leaving her too idle they hurriedly made plans to have her married off, hoping to put the whole thing behind them before the matter could become explosively public - perhaps literally. Railing against the injustice and indignity, Winifred locked herself in her room and redoubled her efforts in a frenzy. Deciding that the consequences could be damned, she downed the latest version of her serum and immediately doubled over in agony. What followed she was only ever able to recall in a hazy blur: tearing clothing, the wall of her family home reduced to loose brick and dust, a thunderous boom and spreading flame, sharp cracks and wet pops and shouting constabulary. When she came to, gasping for air and wearing tattered rags, barely strong enough to stand, she knew she had created something truly monstrous, become something monstrous. She could feel the creature, her other self, barely contained and threatening to emerge again and could see only one solution. Stumbling from shadow to shadow, she broke into the hidden laboratory of one of her fellow rogue scientists she mixed a poison that would do more than just kill her, even taking into account the formidable fortitude she estimated the creature to possess. It would render her body wholly inert, preventing any chance of contamination or of her work being replicated through the study of her remains. With a sobbed plea for forgiveness, she swallowed the draught. Her flesh hardened, turning to a glossy, jade-like substance and leaving Winifred Wei, alchemical prodigy, an unexplained statue of a huddled, grief stricken youth. Personality & Motivation: Well aware of her own impressive intelligence and used to having to prove it to others, Winifred has had her confidence severely undercut by the botched serum that created Alkahest. Given what now happens when she becomes upset, however, both aspects have been bottled up as best she can manage. She strives to be collected and professional at all times, leaving her seeming somewhat cold and distant apart from a dry wit that seeps through from time to time. The only thing her condition hasn't been able to damped is her curiosity and need to understand how things work. She is ultimately a scientist before all else and she now has the entirely new world of the modern day to discover and peel apart. She's happiest given solitude and a well stocked chemistry lab. Although her transformed state is obviously more physically capable Winifred sees little potential for good in it. Principled and steadfast, she won't back down from a confrontation particularly in the defense of others but much prefers to labour under her own merits, doing everything she reasonably can to avoid turning into Alkahest. While she views the creature as a largely separate entity from herself she considers herself responsible for its actions all the same and works hard to do as much good as she can when she's herself to make up for them. Powers & Tactics: In combat Reagent carries a bandolier of flasks with a variety of alchemical potions. These range from a fairly straight-forward explosive to a fast acting hallucinogenic cloud to a draught that rapidly accelerates natural healing. Most of these she tosses like grenades, the flasks shattering on impact and releasing their contents, but since she can only carry so many at a time and because they are indiscriminate in their effects she in careful to choose her moments. More precise is her reinforced walking stick with which she is fully proficient but if a conflict has come down to a face to face confrontation something has probably gone very wrong along the way. Alkahest is a single-minded force of nature. It has no tactics, only its target, which it pursues without pause or mercy. Strong and nigh-invulnerable, Alkahest will plow through walls, obstacles, friend and foe alike to get at the subject of its unspoken wrath then pummel it until it stops moving. Once that happens the creature chooses a new target, on and on until it has calmed enough to revert back to an exhausted Winifred. Complications: Chemical Mixture That Creates Chaos: Winifred is continuing to experiment with the serum that turned her into Alkahest, searching for a cure. Dangerous knowledge in the wrong hands. Electing to Ignore It: Winifred was an iconoclast to begin with and removed from concerns over societal standing she's apt to simply ignore any instruction with which she doesn't agree. Need a Little Old-Fashioned: Winifred clings to certain mannerisms such as her style of clothing to mitigate her future shock. No Version of This: Upon transforming Alkahest will pursue whomever or whatever triggered the stress reaction with an inhuman single-mindedness, be they friend or foe. So That's What That Does: An alchemist learns through experimentation! Winifred's sense of inquiry frequently outweighs her sense of caution. Some Form of Electricity: While a prodigy in her own time Winifred has missed out on more than a century of scientific advancements that are now common knowledge. Take That Away: Winifred is without a home, funds or familial connections. She relies on Claremont Academy for the necessities. That's My Secret: Winifred's uncontrollable transformation into Alkahest is triggered by elevated stress, be it anger, fear or other trauma. She has to constantly work to keep her emotions in check. Abilities: 4 + 2 + 4 + 12 + 0 + 4 = 26PP Strength: 14/40 (+2/+15) Dexterity: 12 (+1) Constitution: 14/38 (+2/+14) Intelligence: 22/8 (+6/-1) Wisdom: 10/20 (+0/+5) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +5/+1 Attack: Reagent: +8 Base, +10 Melee Alkahest: +7 Ranged, +9 Melee (-1 Growth) Defense: Reagent: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Alkahest: +7 (+8 Base, -1 Growth), +3 Flat-Footed Grapple: +12/+29 Knockback: -2/-19 Saving Throws: 2 + 4 + 8 = 14PP Toughness: Reagent: +4 (+2 Con, +2 Defensive Roll) Alkahest: +17 (+2 Con, +2 Defensive Roll, +1 Density, +10 Enhanced Constitution, +2 Growth) [Impervious 10] Fortitude: +4/+16 (+2/+14 Con, +2) Reflex: +5 (+1 Dex, +4) Will: +8/+13 (+0/+5 Wis, +8) Skills: 56R = 14PP Bluff 0 (+2/+6) Attractive Craft (Chemical) 14 (+20/+12) Concentration 5 (+5/+10) Diplomacy 0 (+2/+6) Attractive Disable Device 2 (+8/+1) Intimidate 0/8 (+2/+12) Enhanced Skill, Growth Knowledge (History) 1 (+7/+0) Knowledge (Life Sciences) 5 (+11/+5) Knowledge (Physical Sciences) 10 (+16/+10) Language 4 (Arabic, Cantonese, English [Native], Italian, Latin) Medicine 5 (+5/+10) Notice 5 (+5/+10) Sense Motive 5 (+5/+10) Stealth 0 (+1/-3) Growth Feats: 9PP Attack Focus (Melee) 2 Attractive Defensive Roll 1Dodge Focus 4 Eidetic Memory Equipment 1 Inventor Power Attack Speed of ThoughtEquipment: 1PP = 5EP Bartitsu Cane (Damage 4 [Feats: Mighty]) [5EP] Powers: 12 + 2 + 75 = 89PP Device 3 (Bandolier of Alchemical Flasks; 15PP Container; Flaws: Hard-to-Lose) [12PP] Base: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Alternate Power 3, Progression 4 [Decrease Area; 20' - 40' radius]) [15DP] (chemical, inhalant) AP: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect 4 [DC 19], Flaws: Action [Full Round], Unreliable [5 Uses]) {12/12} (chemical, fire) AP: Healing 8 (Lesser Elixir; Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth) {11/12} (chemical, qi) AP: Obscure 3 (Magnetic Dust Cloud; Radio, Visual, 25' radius; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses]) {10/12} (chemical, magnetism, smoke) Enhanced Feats 4 (Presence of Mind; Dodge Focus 4, Flaws: Limited [Human Form]) [2PP] (training) Alkahest Form 16 (80PP Container [Active, Sustained]; Drawbacks: One-Way Transformation [When Calm, -3], Temporary Disability [Exhausted Upon Transforming Back, -2]) [75PP] Density 3 (Mass x3; +6 Strength, +1 Toughness [Impervious], +1 Immovable, +1 Super-Strength) [9PP] Enhanced Abilities 36 (Enhanced Strength 12, Enhanced Constitution 20, Enhanced Wisdom 10; Drawbacks: Decreased Intelligence 14) [28PP] Enhanced Skills 2 (+8 Intimidate) [2PP] Growth 4 (Large; +8 Strength, +4 Constitution, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth) [12PP] Impervious 9 (Total 10) [9PP] Immunity 7 (All Chemical Effects [Half-Effect, +5], Environmental Cold) [7PP] Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 4 (Olfactory; Accurate [+2], Acute, Tracking 1) [4PP] Drawbacks: -3PP Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [x1.5 Effect]) [-3PP] DC Block:ATTACK RANGE SAVE EFFECTUnarmed (Reagent) Touch DC 17 Toughness Damage Unarmed (Alkahest) Touch DC 30 Toughness Damage Bartitsu Cane Touch DC 21 Toughness Damage Hallucinogenic Fumes Ranged, 35' radius DC 18 Fortitude Confuse Byzantine Fire Ranged, 35' radius DC 23 Toughness Damage DC 19 Toughness Damage [Secondary Effect] Totals: Abilities (26) + Combat (32) + Saving Throws (14) + Skills (14) + Feats (9) + Powers (89) - Drawbacks (3) = 181/181 Power Points
Gizmo Posted July 11, 2016 Author Posted July 11, 2016 Hitter Power Level: 8 [Without Powers] / 10 [With Powers] / 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers] In Brief: Contender, cop, criminal, concrete. Theme: Push and Pull by July Talk Alternate Identity: Lou Lubrano (Secret) Birthplace: Stark Hill, Bedlam City Base of Operations: Converted Warehouse Occupation: Hitter Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly] Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son] Description: Age: 44 (DoB: 1972)Gender: Male Ethnicity: Italian-American Height: 6'0" Weight: 215 lbs Eyes: Ice Blue Hair: Grey, Black Beard Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumbled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought. History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police. Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about. Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling. Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't. Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note. He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities. Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at. Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy. That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected. Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle. As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly. Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits. Complications: Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid. Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once. Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using. Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible. Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover. Golden Rule: Respect is met with respect. Disrespect is met with percussive correction. Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word. Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him. Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP Strength: 18 / 26 (+4 / +8) Dexterity: 16 (+3) Constitution: 22 / 30 (+6 / +10) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +7 Attack: +8 Base, +10 Melee Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +14 / +18 Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers Saving Throws: 4 + 6 + 8 = 18PP Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4] Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4) Reflex: +9 (+3 Dex, +6) Will: +12 (+4 Wis, +8) Skills: 148R = 37PP Bluff 8 (+10) Concentration 6 (+10) Diplomacy 8 (+10) Drive 2 (+5) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 13 (+15) Knowledge [Behavioral Sciences] 3 (+5) Knowledge [Civics] 8 (+10) Knowledge [Streetwise] 13 (+15) Knowledge [Tactics] 8 (+10) Language 2 (English [Native], Italian, Spanish) Medicine 6 (+10) Notice 11 (+15) Perform [Singing] 8 (+10) Search 8 (+10) Sense Motive 11 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Focus [Melee] 2 Connected Defensive Roll 1 Dodge Focus 2 Fast Talk 2 [Feint, Startle] Improved Critical [Unarmed] 2 Improved Grab Improved Initiative Interpose Luck 2 Power Attack Startle Stunning Attack Uncanny Dodge [Auditory] Equipment: 0PP = 0EP Powers: 4 + 5 + 19 + 7 = 35PP Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training) Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP] Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP] Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP] Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] Impervious 4 [4PP] Object Mimicry (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed [without Powers] Touch DC 21 Toughness Damage Unarmed [with Powers] Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/180 Power Points
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