EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Psionic Battlesuit Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +2 (14) Tough: +2/+12, Fort: +5, Ref: +7, Will: +8 Skills: Computers 10 (+15), Concentration 8 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Knowledge (business) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Medicine 1 (+3), Notice 8 (+10), Sense Motive 13 (+15) Feats: Attack Specialization 2 (Psionic Array (Array 12)), Dodge Focus 4, Improvised Tools, Inventor, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory) Powers: Super Speed Battlesuit (Device 15) (Hard to lose) Flight 12 ([0 active, 0/24 PP, 2/r], Speed: 50000 mph, 440000 ft./rnd) Telekinesis 12 (Alternate; [0 active, 0/24 PP, 2/r], Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons) Masterwork Tools (Features 1) Protection 10 (+10 Toughness; Impervious) Psionic Array (Array 12) (default power: telepathy) Blast 8 (Array; DC 23; Autofire (interval 2, max +5)) Blast 8 (Array; DC 23; Alternate Save (Fortitude)) Mental Blast 8 (Array; DC 23; Range (ranged)) Telepathy 10 (Default; DC 20, Adds: Communication 12, Mind Reading 12; Precise, Rapid) Communication 12 (sense type: mental) Mind Reading 12 (DC 22; Range (ranged)) Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4) Attacks: Blast 8, +8 (DC 23), Blast 8, +8 (DC Fort 23), Mental Blast 8, +8 (DC Will 23), Mind Reading 12, +8 (DC Will 22), Telepathy 10 (DC Will 20), Unarmed Attack, +4 (DC 15) Defense: +8 (Flat-footed: +2), Knockback: -11 Initiative: +1 Languages: Native Language Totals: Abilities 24 + Skills 25 (100 ranks) + Feats 10 + Powers 60 + Combat 16 + Saves 15 + Drawbacks 0 = 150 At this point, I think it's obvious I like to put archetypes in battlesuits. Here's another one. Flies, does telekinetic and telepathic stuff. While being a tech genius who can invent things. I could do this forever, you guys.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Electric Speedster Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +4 (18) Tough: +2/+10, Fort: +5, Ref: +10, Will: +8 Skills: Acrobatics 8 (+10), Concentration 8 (+10), Craft (electronic) 5 (+5), Diplomacy 8 (+12), Gather Information 6 (+10), Knowledge (physical sciences) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Electrical Control 8), Defensive Attack, Dodge Focus 6, Elusive Target, Evasion 2, Improved Initiative 4, Improved Trick, Leadership, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Force Field 8 (+8 Toughness) Lightning Power (Array 9) (default power: electrical control) Battle Teleport (Teleport 8) (Array; 800 ft. as move action; Accurate; Short-Range; Change Direction, Change Velocity) Electrical Control 8 (Default; DC 23; Accurate 2 (+4)) Magnetic Control 8 (Array; Precise) Strike 8 (Array; DC 23; Shapeable Area (8 cubes of 125 cu. ft. (5x5x5) - Targeted); Accurate 2 (+4)) Stun 8 (Array; DC 18; Accurate 2 (+4)) Speed Like Lightning (Linked) Enhanced Trait 4 (Linked; Feats: Improved Initiative 4) Quickness 8 (Linked; Perform routine tasks at 500x speed) Speed 8 (Linked; Speed: 2500 mph, 22000 ft./rnd) Super-Movement 4 (Linked; sure-footed 2 (50% penalty reduction), wall-crawling 2 (full speed)) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8) Attacks: Electrical Control 8, +12 (DC 23), Strike 8, +12 (DC 23), Stun 8, +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 15) Defense: +10 (Flat-footed: +2), Knockback: -5 Initiative: +18 Languages: Native Language Totals: Abilities 20 + Skills 14 (56 ranks) + Feats 25 + Powers 58 + Combat 16 + Saves 17 + Drawbacks 0 = 150 I was perusing an old build thread on the ATT. Not the same one as before, though. I'm sure of that. He had made Surge, of the New X-Men. Back when that was a thing that existed. I got inspired to do my own version, and here it is. Blending Electromagnetic Controller and Speedster. I think it'd be fun to play.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Telekinetic Thief Power Level: 10; Power Points Spent: 150/150 STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +2 (14) Tough: +2/+6, Fort: +5, Ref: +10, Will: +7 Skills: Acrobatics 10 (+15), Bluff 13 (+15), Climb 3 (+5), Computers 8 (+10), Diplomacy 13 (+15), Disable Device 13 (+15), Drive 5 (+10), Escape Artist 10 (+15), Gather Information 8 (+10), Knowledge (art) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (technology) 3 (+5), Medicine 3 (+5), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Sleight of Hand 10 (+15), Stealth 5 (+10) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 10, Defensive Attack, Defensive Roll, Dodge Focus 7, Elusive Target, Equipment 5, Fearless, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Escape Artist, Search, Sleight of Hand, Takedown Attack, Uncanny Dodge (Auditory) Powers: Create Object 5 ([0 active, 0/11 PP, 2/r+1], Max Size: 5x 5' cubes, DC 15; Precise) Telekinesis 5 (Alternate; [0 active, 0/11 PP, 2/r+1], Strength: 25, Carry: 266 / 533 / 800 / 1.6k; Precise) Super-Movement 3 (slow fall, swinging, wall-crawling 1 (half speed)) Protection 3 (+3 Toughness; Subtle (subtle)) Equipment: Camo Clothing, Grapple Gun [Super-Movement 3, slow fall, swinging, wall-crawling 1 (half speed)], Lightweight Body Armor [Protection 3, +3 Toughness; Subtle (subtle)], Night Vision Goggles, Sword, Toolkit (Basic), Vehicle: Midsize Car Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +17) Attacks: Sword, +15 (DC 20), Unarmed Attack, +15 (DC 17) Defense: +13 (Flat-footed: +3), Knockback: -3 Initiative: +9 Languages: Native Language Totals: Abilities 30 + Skills 35 (139 ranks) + Feats 36 + Powers 14 + Combat 22 + Saves 13 + Drawbacks 0 = 150 Going easy on the powers front for once. This was actually an entirely original idea. Or as original as anything in my brain is, anyway. She's very good at stealing things, escaping, and talking her way out a jam. And if that doesn't work, she's a master swordswoman. All that, and some telekinesis to keep things interesting.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Martial Artist in a Battlesuit Power Level: 10; Power Points Spent: 150/150 STR: +5 (14/20), DEX: +7 (18/24), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +1 (12) Tough: +2/+9, Fort: +5/+8, Ref: +10/+12, Will: +7/+10 Skills: Acrobatics 4 (+11/+19), Bluff 7 (+8/+16), Computers 5 (+10), Craft (electronic) 5 (+10), Craft (mechanical) 5 (+10), Disable Device 5 (+10), Intimidate 7 (+8/+16), Knowledge (physical sciences) 5 (+10), Knowledge (technology) 5 (+10), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 10, Defensive Attack, Defensive Roll, Dodge Focus 5, Elusive Target, Evasion, Improved Critical (Unarmed Attack), Improvised Tools, Inventor, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Combat Armor (Device 11) (Hard to lose, Restricted use (Melee ATK Bonus +12 and up)) Concealment 4 (all visual senses; Close Range) Enhanced Dexterity 6 (+6 DEX) Enhanced Strength 6 (+6 STR) Enhanced Trait 10 (Traits: Acrobatics +8 (+19), Bluff +8 (+16), Escape Artist +8 (+15), Intimidate +8 (+16), Stealth +8 (+15)) Enhanced Trait 3 (Traits: Attack Focus (melee) 10 +3 (+10)) Enhanced Trait 8 (Traits: Fortitude +3 (+8), Reflex +2 (+12), Will +3 (+10)) Masterwork Tools (Features 1) Protection 6 (+6 Toughness; Impervious) Attack Bonus: +5 (Ranged: +5, Melee: +12/+15, Grapple: +17/+20) Attacks: Unarmed Attack, +15 (DC 20) Defense: +10 (Flat-footed: +3), Knockback: -7 Initiative: +7 Languages: Native Language Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 26 + Powers 45 + Combat 20 + Saves 11 + Drawbacks 0 = 150 I might be jumping the shark at this point, but here it is. PL 7 Martial Artist has some tech know how and wants to play with the big boys. Cowl? What's a cowl? Heh.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Deconstructor Power Level: 10; Power Points Spent: 150/150 STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +2 (14) Tough: +2/+10, Fort: +5, Ref: +8, Will: +7 Skills: Bluff 6 (+8), Concentration 10 (+12), Diplomacy 6 (+8), Gather Information 10 (+12), Knowledge (Choose One) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10) Feats: All-Out Attack, Attack Focus (melee) 10, Attractive (+4), Dodge Focus 6, Evasion, Improved Initiative, Interpose, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Corrosion 4 (DC 20; Aura, Duration 2 (sustained); Limited (to in Flight); Mighty (+1 to damage)) Flight 8 (Speed: 2500 mph, 22000 ft./rnd) Force Field 8 (+8 Toughness; Impervious [7 ranks only]) Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +16) Attacks: Corrosion 4, +15 (DC Fort/Tou ), Unarmed Attack, +15 (DC 16) Defense: +10 (Flat-footed: +2), Knockback: -8 Initiative: +6 Languages: Native Language Totals: Abilities 20 + Skills 13 (52 ranks) + Feats 24 + Powers 61 + Combat 18 + Saves 14 + Drawbacks 0 = 150 This one comes from a mental image of someone plowing through a battleship lengthwise...while flying. Auras are expensive, but she works as intended...mostly.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Child Assassin Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +5 (20), CON: +1 (12), INT: +2 (14), WIS: +2 (14), CHA: +4 (18) Tough: +0/+5, Fort: +5, Ref: +12, Will: +8 Skills: Bluff 8 (+12), Diplomacy 8 (+12), Disable Device 13 (+15), Escape Artist 5 (+10), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 3 (+5), Notice 13 (+15), Sense Motive 8 (+10), Stealth 6 (+15) Feats: Attack Focus (ranged) 9, Attractive (+4), Defensive Attack, Defensive Roll, Distract (Bluff), Dodge Focus 5, Equipment 2, Evasion, Hide in Plain Sight, Improved Aim, Improved Critical 2 (Sniper Rifle (Blast 5)), Improved Initiative, Precise Shot, Skill Mastery (Bluff, Disable Device, Notice, Stealth), Ultimate Effort (Aim), Uncanny Dodge (Auditory) Powers: Arsenal (Device 5) (Hard to lose; Subtle 2 (unnoticable)) Arsenal (Array 10) (default power: blast) Flash Bang (Dazzle 5) (Array; affects: 1 type + visual - auditory, DC 15; Burst Area (25 ft. radius - General)) High Explosive (Blast 6) (Array; DC 21; Explosion Area (60 ft. explosion - General); Triggered 2 (any trigger)) Sleep Gas Grenade (Fatigue 5) (Array; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged)) Smoke Grenade (Obscure 5) (Array; affects: 1 type + visual - olfactory, Radius: 100 ft.; Independent; Slow Fade (1 minute)) Sniper Rifle (Blast 5) (Default; DC 20; Penetrating; Improved Range (125 ft. incr), Precise, Progression, Increase Range (max range x2, 1250 feet), Subtle 2 (unnoticable)) Submachine Gun (Blast 5) (Array; DC 20; Autofire (interval 2, max +5); Knockback 2, Precise, Subtle 2 (unnoticable)) Protection 3 (+3 Toughness; Subtle (subtle)) Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate) Equipment: Bicycle, Camo Clothing, Concealed Body Armor [Protection 3, +3 Toughness; Subtle (subtle)], Night Vision Goggles, Toolkit (Basic) Attack Bonus: +6 (Ranged: +15, Melee: +6, Grapple: +1) Attacks: Flash Bang (Dazzle 5) (DC Fort/Ref 15), High Explosive (Blast 6) (DC 21), Sleep Gas Grenade (Fatigue 5) (DC Fort 15), Sniper Rifle (Blast 5), +15 (DC 20), Submachine Gun (Blast 5), +15 (DC 20), Unarmed Attack, +6 (DC 15) Defense: +14 (Flat-footed: +5), Size: Small, Knockback: -1 Initiative: +9 Languages: Native Language Totals: Abilities 32 + Skills 18 (72 ranks) + Feats 30 + Powers 27 + Combat 26 + Saves 17 + Drawbacks 0 = 150 First build that probably wouldn't make the cut as far as being a PC. But hey, villains need builds too, and this is a tragic one. A child raised as an assassin, and given the tools and training to do the job. She's dangerous, even to superheroes, but her primary goal is to execute the target and escape unnoticed on her bicycle. Because maximum pathos. Mecha & Manga's rule additions can be awkward, but a few of their archetypes are quite workable. And of course, there's nothing to say that this CAN'T be a PC build. A different reason for the shrinking, rename the powers in the Arsenal, and you're most of the way there. Or ditch the shrinking and use the points for something else, like melee skills. As a note, I'm using the multiple weapons rules we have here. The Arsenal is hard to lose, but the individual weapons can be disarmed. The Bicycle is STR 15, Speed 1, Toughness 5. Right out of Mecha & Manga.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Magical Girl Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +5 (14/20), CON: +7 (12/24), INT: +2 (14), WIS: +5 (14/20), CHA: +5 (16/20) Tough: +7/+8, Fort: +8, Ref: +6/+10, Will: +6/+8 Skills: Bluff 4 (+9/+11), Computers 3 (+5), Diplomacy 4 (+9/+11), Disable Device 3 (+5), Disguise 4 (+9), Gather Information 4 (+9), Knowledge (arcane Lore) 3 (+5/+15), Knowledge (current events) 3 (+5), Knowledge (popular culture) 3 (+5), Notice 3 (+8/+12), Sense Motive 3 (+8/+12), Stealth 3 (+8) Feats: Accurate Attack, All-Out Attack, Attack Specialization (Club), Attractive (+4), Contacts, Defensive Attack, Defensive Roll, Dodge Focus 6, Endurance (+4), Equipment 3, Evasion, Fearless, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Prone Fighting, Quick Change, Quick Draw, Ritualist, Skill Mastery (Acrobatics, KN (arcane lore), Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory) Powers: Arsenal of Love & Charity (Device 5) (Hard to lose, Only you can use) Magical Arsenal (Array 10) (default power: blast) Chains of Temperance (Snare 8) (Array; DC 18; Accurate 2 (+4), Affects Insubstantial 2 (full power)) Cloak of Prudence (Morph 5) (Array; morph: broad group - female humans, +25 Disguise; Affects Others, Duration (continuous)) Gauntlet of Courage (Strike 8) (Array; DC 23; Penetrating; Accurate 2 (+4), Affects Insubstantial 2 (full power)) Scepter of Justice (Blast 8) (Default; DC 23; Accurate 2 (+4), Affects Insubstantial 2 (full power)) Shield of Faith (Immunity 40) (Array; very common descriptor: Magic, very common descriptor: Divine; Duration (continuous); Duration (sustained), Limited - Half Effect) Tiara of Hope (Emotion Control 10) (Array; DC 20; Duration (continuous), Mental; Limited to Emotion (Hope)) Enhanced Abilities (Enhanced Trait 28) (Traits: Charisma +4 (20, +5), Dexterity +6 (20, +5), Wisdom +6 (20, +5), Constitution +12 (24, +7)) Enhanced Attack (Enhanced Trait 8) (Traits: Attack Bonus +4 (+8)) Enhanced Feats (Enhanced Trait 21) (Feats: Accurate Attack, All-Out Attack, Defensive Attack, Dodge Focus 6, Endurance (+4), Evasion, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Prone Fighting, Quick Draw, Ritualist, Skill Mastery (Acrobatics, KN (arcane lore), Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)) Enhanced Saves (Enhanced Trait 6) (Traits: Reflex +4 (+10), Will +2 (+8)) Enhanced Skills (Enhanced Trait 8) (Traits: Acrobatics +10 (+15), Bluff +2 (+11), Diplomacy +2 (+11), Knowledge (arcane Lore) +10 (+15), Notice +4 (+12), Sense Motive +4 (+12)) Equipment: Backpack (Binoculars, Cell Phone, Flashlight, Laptop Computer, Reference Materials, Toolkit (Basic), Video Camera), Bicycle, Club Attack Bonus: +4/+8 (Ranged: +4/+8, Melee: +4/+8, Grapple: +4/+8) Attacks: Chains of Temperance (Snare 8), +12 (DC Ref/Staged 18), Club, +10 (DC 17), Gauntlet of Courage (Strike 8), +12 (DC 23), Scepter of Justice (Blast 8), +12 (DC 23), Tiara of Hope (Emotion Control 10) (DC Staged/Will 20), Unarmed Attack, +8 (DC 15) Defense: +11 (Flat-footed: +3), Knockback: -4 Initiative: +9 Drawbacks: Normal Identity, uncommon Languages: Native Language Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 9 + Powers 93 + Combat 18 + Saves 3 - Drawbacks 3 = 150 Why yes, I have been reading Mecha and Manga again. Why do you ask? Anyway, I've maintained since I've joined the site that no concept is inherently unworkable as a PC. Sure, you might have to ditch some of the trappings of the genre it hails from, but mechanically there shouldn't really be any problems. And oh look, here I go proving the point. Without her powers (in her Normal Identity), she's a PL 4 schoolgirl. Kind of badass for a schoolgirl, but eh, whatever. Transformed she's powerful and willing to stand up for the seven virtues. As a note, once again I am using our multiple weapons rules for her Arsenal of Love & Charity. As a whole it is hard to lose, but the individual parts can be disarmed. The Bicycle is as before. STR 15, Speed 1, Toughness 5
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Ex-Soldier Power Level: 10; Power Points Spent: 150/150 STR: +3 (16), DEX: +2 (14), CON: +3 (16), INT: +1 (12), WIS: +3 (16), CHA: +3 (16) Tough: +3/+7, Fort: +8, Ref: +10, Will: +8 Skills: Bluff 7 (+10), Climb 7 (+10), Diplomacy 7 (+10), Drive 8 (+10), Intimidate 7 (+10), Knowledge (streetwise) 4 (+5), Knowledge (tactics) 7 (+8), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 8 (+10) Feats: All-Out Attack, Assessment, Attractive (+4), Benefit (Military Hero (+4 to Bluff & Diplomacy with military figures, as per GM's decision)), Connected, Defensive Attack, Dodge Focus, Elusive Target, Endurance (+4), Equipment 18, Evasion, Fearless, Improved Aim, Improved Initiative, Leadership, Luck, Move-by Action, Power Attack, Precise Shot, Quick Draw, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory) Equipment: Apartment Headquarters, Arsenal (Brass Knuckles, Flash-Bang, Fragmentation Grenade, Knife, Masterwork Assault Rifle, Masterwork Sniper Rifle, Shotgun w/ Stun Ammo, Sleep Gas Grenade, Smoke Grenade, Taser, Tear Gas Grenade), Camo Clothing, Cell Phone, Concealable Microphone, Custom Van, 2x Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Handcuffs, Laptop Computer, Large Composite Shield, Mini-Tracer, Multi-Tool, Night Vision Goggles, Parabolic Microphone, PDA, Rebreather, Tactical Vest, Toolkit (Basic), Video Camera Attack Bonus: +14 (Ranged: +14, Melee: +14, Grapple: +17) Attacks: Brass Knuckles, +14 (DC 19), Flash-Bang, +14 (DC Fort/Ref 14), Fragmentation Grenade, +14 (DC Ref 15), Knife, +14 (DC 19), Masterwork Assault Rifle, +15 (DC 20), Masterwork Sniper Rifle, +15 (DC 20), Shotgun w/ Stun Ammo, +14 (DC 21 ), Sleep Gas Grenade, +14 (DC Fort/Ref 14), Smoke Grenade, +14 (DC 15), Taser, +14 (DC Fort 15), Tear Gas Grenade, +14 (DC Fort/Ref 14), Unarmed Attack, +14 (DC 18) Defense: +12 (Flat-footed: +4), Knockback: -3 Initiative: +6 Languages: Native Language Totals: Abilities 30 + Skills 18 (71 ranks) + Feats 40 + Powers 0 + Combat 44 + Saves 18 + Drawbacks 0 = 150 Custom Van Power Level: 10; Equipment Points Spent: 19 STR: +15 (40) Toughness: +12 Powers: Impervious Toughness 7 Speed 5 (Speed: 250 mph, 2200 ft./rnd) Defense: -2, Size: Huge Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 12 + Combat 2 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19 Apartment Headquarters Power Level: 10; Equipment Points Spent: 8 Toughness: +10 Features: Communications, Garage, Gym, Library, Living Space, Security System 1, Workshop Size: Small Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 7 + Powers 0 + Combat 0 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8 Here I go, proving that point again. No concept is inherently unworkable as a PC. The name should give it away here. The Punisher, this isn't. Stun ammo is a thing. For whatever reason, soldiers just don't get respect in superhero settings. Here, I have one who's doing the hero thing as best as he or she can. A war hero comes home and keeps fighting for our freedom. Just...with less death and ten tons of complications from heroes who Don't Like Guns. The Military Hero feat is designed to work like the Attractive feat. Just who it is limited to is different. I figure it explains how she got all these weapons and gear. Additionally, I admit the concept likely works a LOT better at a lower PL, but that's what happens when you scale up a PL 6 archetype. Golden Age War Hero.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Motorcycle Daredevil Power Level: 10; Power Points Spent: 150/150 STR: +4 (18), DEX: +5 (20), CON: +7 (24), INT: +0 (10), WIS: +2 (14), CHA: +5 (20) Tough: +12, Fort: +8, Ref: +12, Will: +8 Skills: Acrobatics 5 (+10), Bluff 5 (+10), Diplomacy 5 (+10), Drive 15 (+20), Escape Artist 5 (+10), Gather Information 5 (+10), Intimidate 5 (+10), Knowledge (current events) 8 (+8), Knowledge (popular culture) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Strike 4), Challenge (Fast Task Drive checks, changes to free action), Challenge (Improved One Hand on the Wheel), Connected, Equipment 4, Evasion 2, Fearless, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Bluff, Drive, Sense Motive), Takedown Attack, Ultimate Effort 2 (Drive checks, Toughness checks), Uncanny Dodge (Auditory) Powers: Daredevil's Durability (Protection 5) (+5 Toughness, Feats: Evasion 2; Impervious; Subtle 2 (unnoticable)) Walking Stick (Device 1) (Easy to lose) Strike 4 (DC 23; Mighty) Equipment: Sweet Motorcycle Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +14) Attacks: Strike 4, +12 (DC 23), Unarmed Attack, +10 (DC 19) Defense: +8 (Flat-footed: +4), Knockback: -8 Initiative: +5 Languages: Native Language Totals: Abilities 46 + Skills 20 (77 ranks) + Feats 21 + Powers 17 + Combat 32 + Saves 14 + Drawbacks 0 = 150 Sweet Motorcycle Power Level: 10; Equipment Points Spent: 20 STR: +5 (20) Toughness: +12 Features: Alarm 1, Navigation System 1, Smokescreen Powers: Enhanced Trait 2 (Feats: Fast Overrun, Improved Overrun) Speed 6 (Speed: 500 mph, 4400 ft./rnd) Defense: +0 Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 3 + Powers 8 + Combat 0 + Saves 7 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20 Ah, the Silver and Bronze Ages. Full of wacky, off the wall characters. Like this guy. He can take a stupendous amount of punishment compared to his stuntworker peers. Cool motorcycle tricks (his ride has Fast Overrun and Improved Overrun as Enhanced Feats). Whacking bad guys with his walking stick. Standing up for truth and justice, one big motorcycle jump at a time. Heh.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Cursed Mystic Power Level: 10; Power Points Spent: 150/150 STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +3 (16) Tough: +2/+12, Fort: +5, Ref: +7, Will: +10 Skills: Acrobatics 8 (+10), Concentration 9 (+12), Gather Information 5 (+8), Intimidate 7 (+10), Investigate 6 (+8), Knowledge (arcane Lore) 8 (+10), Notice 7 (+10), Search 6 (+8), Sense Motive 7 (+10), Sleight of Hand 8 (+10), Stealth 8 (+10) Feats: Accurate Attack, Hide in Plain Sight, Improved Sunder, Power Attack, Quick Change, Ritualist, Takedown Attack, Uncanny Dodge (Auditory) Powers: Astral Form 6 Flight 5 (Alternate; Speed: 250 mph, 2200 ft./rnd) Force Field 10 (Alternate; +10 Toughness; Impervious) Corrosive Sword (Device 3) (Easy to lose, Only you can use) Corrosion 10 (DC 25; Limited (Drain-to creatures and effects with the Magic descriptor); Affects Insubstantial 2 (full power)) Super-Senses 1 (awareness: Magic (Visual)) Super-Senses 4 (precognition; Uncontrolled) Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +11) Attacks: Corrosion 10, +10 (DC Fort/Tou ), Unarmed Attack, +10 (DC 16) Defense: +8 (Flat-footed: +4), Knockback: -11 Initiative: +2 Languages: Native Language Totals: Abilities 26 + Skills 20 (79 ranks) + Feats 8 + Powers 45 + Combat 36 + Saves 15 + Drawbacks 0 = 150 Ah, the Iron Age. Grim, dark, and grimdark. Lethality everywhere. Heroes as feared if not outright as hated as villains.Nothing good can come from that, right? Well...I say to you again, no concept is inherently unworkable as a PC. On that note, there's this guy. Decent detective, decent swordsman, and knows some stuff about magic. Against mundane threats he's dangerous enough, but against magical threats he's hell on wheels. Team him up with my Magical Girl for extra funsies.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Ranged Cowl Power Level: 10; Power Points Spent: 150/150 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +2 (14) Tough: +2/+7, Fort: +7, Ref: +7, Will: +7 Skills: Acrobatics 12 (+15), Bluff 8 (+10), Climb 3 (+5), Craft (chemical) 5 (+10), Craft (electronic) 5 (+10), Craft (mechanical) 5 (+10), Diplomacy 8 (+10), Escape Artist 7 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 5 (+10), Knowledge (business) 5 (+10), Knowledge (streetwise) 5 (+10), Knowledge (technology) 5 (+10), Notice 8 (+10), Search 5 (+10), Sense Motive 8 (+10), Sleight of Hand 7 (+10), Stealth 12 (+15), Swim 3 (+5) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization 2 (Utility Belt (Array 10)), Benefit 2 (Wealth), Defensive Attack, Defensive Roll, Dodge Focus 6, Eidetic Memory, Equipment 13, Fearless, Hide in Plain Sight, Improved Initiative, Improved Ranged Disarm, Move-by Action, Power Attack, Precise Shot, Quick Draw, Redirect, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Uncanny Dodge (Auditory) Powers: Comm Link (Features 1) Protection 4 (+4 Toughness) Grapnel Gun (Linked) Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd) Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed)) Utility Belt (Array 10) (default power: blast) Bolo Boomerang (Snare 5) (Array; DC 15; Autofire (interval 2, max +5); Homing 2 (2 attempts), Precise, Ricochet 2 (2 bounces)) Boomerang Barrage (Blast 5) (Default; DC 20; Autofire (interval 2, max +5); Homing 2 (2 attempts), Precise, Ricochet 2 (2 bounces)) Collapsible Quarterstaff (Strike 2) (Array; DC 19; Extended Reach (5 ft.), Mighty, Subtle (subtle)) Cutting Laser (Corrosion 4) (Array; DC 19; Range (ranged)) Diamond Edged Boomerang (Blast 5) (Array; DC 20; Penetrating; Homing 2 (2 attempts), Precise, Ricochet 2 (2 bounces)) Explosive Boomerang (Blast 5) (Array; DC 20; Explosion Area (50 ft. explosion - Targeted); Homing 2 (2 attempts), Precise, Ricochet 2 (2 bounces)) Flash Bang (Dazzle 5) (Array; affects: 1 type + visual, DC 15; Burst Area (25 ft. radius - General)) Sleep Gas Grenade (Fatigue 5) (Array; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged)) Smoke Pellet Barrage (Obscure 5) (Array; affects: visual senses, Radius: 100-500 ft.; Independent, Selective Attack; Improved Range 2 (250 ft. incr), Progression, Increase Area 2 (area x5), Slow Fade (1 minute)) Equipment: Camo Clothing, Costume [Comm Link (Features 1); Protection 4, +4 Toughness], Cowl Gear (Binoculars, Concealable Microphone, Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Handcuffs, Laptop Computer, Mini-Tracer, Night Vision Goggles, Parabolic Microphone, Rebreather, Reference Materials, Signal Flare Gun, Toolkit (Basic), Video Camera), Grapnel Gun [Grapnel Gun (Linked)], Utility Belt [Utility Belt (Array 10), default power: blast] Attack Bonus: +9 (Ranged: +11, Melee: +9, Grapple: +11) Attacks: Bolo Boomerang (Snare 5), +15 (DC Ref/Staged 15), Boomerang Barrage (Blast 5), +15 (DC 20), Collapsible Quarterstaff (Strike 2), +13 (DC 19), Cutting Laser (Corrosion 4), +15 (DC Fort/Tou ), Diamond Edged Boomerang (Blast 5), +15 (DC 20), Explosive Boomerang (Blast 5), +15 (DC 20), Flash Bang (Dazzle 5) (DC Fort/Ref 15), Sleep Gas Grenade (Fatigue 5) (DC Fort 15), Unarmed Attack, +9 (DC 17) Defense: +12 (Flat-footed: +3), Knockback: -3 Initiative: +7 Languages: Native Language Totals: Abilities 32 + Skills 33 (132 ranks) + Feats 41 + Powers 0 + Combat 30 + Saves 14 + Drawbacks 0 = 150 I've actually had this one in my head for a while now. Just hadn't tried to build yet. Any of you know the card game Sentinels of the Multiverse? No? Well, it's not bad at all. This is the Wraith, resident cowl. She's not helpless in melee, but she is more reliant on her equipment than a traditional Cowl. I took a few liberties with her gear, as she doesn't have nearly this much stuff in her deck, but I think she's better off for it. I imagine a proper version would have better skills, a few more feats, and ditch the costume for more Defensive Roll. But PP, she is a harsh mistress.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Elastic Paragon Power Level: 10; Power Points Spent: 150/150 STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +1 (12), WIS: +2 (14), CHA: +4 (18) Tough: +12, Fort: +12, Ref: +5, Will: +8 Skills: Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (current events) 6 (+7), Knowledge (popular culture) 6 (+7), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Elongation 10 ([0 active, 0/10 PP, 1/r], Elongation: 5000 ft., range incr 100 ft., +10 Escape & Grapple) Insubstantial 1 (Alternate; [0 active, 0/10 PP, 5/r], Fluid) Enhanced Constitution 20 (+20 CON) Enhanced Strength 20 (+20 STR) Flight 10 ([0 active, 0/20 PP, 2/r], Speed: 10000 mph, 88000 ft./rnd) Super-Strength 10 (Alternate; [0 active, 0/20 PP, 2/r], +50 STR carry capacity, heavy load: 1.4k tons; +10 STR to some checks) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20) Attacks: Unarmed Attack, +8 (DC 27) Defense: +8 (Flat-footed: +2), Knockback: -6 Initiative: +1 Languages: Native Language Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 14 + Powers 76 + Combat 16 + Saves 10 + Drawbacks 0 = 150 And now for something completely different. No point proving, no game inspiration, just a pair of archetypes, blended. Smell that cheese, fellas. Grappling demon. Hits like a train. Even flies. I COULD points shave some more and add another AP or two off Elongation, but honestly, isn't this guy powerful enough?
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Magma Power Level: 10; Power Points Spent: 150/150 STR: +12 (14/34), DEX: +1 (12), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +2 (14) Tough: +9/+12, Fort: +8, Ref: +5, Will: +8 Skills: Concentration 8 (+10), Knowledge (popular culture) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, Dodge Focus 4, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Magma (Alternate Form 15) Magma Form (Alternate Form) (Powers: Array 12, Density 6, Enhanced Strength 8, Flight 5, Protection 7) Array 12 (default power: earth control) Corrosion 6 (Array; DC 21; Accurate 3 (+6)) Earth Control 12 (Default; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons) Magma Blast (Blast 12) (Array; DC 27) Magma Explosion (Blast 7) (Array; DC 22; Explosion Area (70-350 ft. explosion - General); Indirect (in front of you, directed away), Progression, Increase Area 2 (area x5)) Magma Shapes (Create Object 8) (Array; Max Size: 8x 5' cubes, DC 18; Duration (continuous)) Magma Wrap (Snare 6) (Array; DC 16; Constricting; Accurate 3 (+6), Improved Range (150 ft. incr), Indirect (in front of you, directed away), Progression, Increase Range (max range x2, 1500 feet)) Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2) Immovable 2 (Resist Movement: +8, Resist Knockback: -2) Super-Strength 2 (+10 STR carry capacity, heavy load: 5.6 tons; +2 STR to some checks; Groundstrike (Radius: 100 ft., DC 20)) Enhanced Strength 8 (+8 STR) Flight 5 (Speed: 250 mph, 2200 ft./rnd; Platform) Protection 7 (+7 Toughness; Impervious) Power Settings: Magma Form (Alternate Form) (Powers: Array 12, Density 6, Enhanced Strength 8, Flight 5, Protection 7) Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +20/+22) Attacks: Corrosion 6, +14 (DC Fort/Tou ), Magma Blast (Blast 12), +8 (DC 27), Magma Explosion (Blast 7) (DC 22), Magma Wrap (Snare 6), +14 (DC Ref/Staged 16), Unarmed Attack, +8 (DC 27) Defense: +8 (Flat-footed: +2), Knockback: -11/-13 Initiative: +1 Languages: Native Language Totals: Abilities 20 + Skills 7 (28 ranks) + Feats 8 + Powers 75 + Combat 24 + Saves 16 + Drawbacks 0 = 150 The X-Man. POV character for the first X-Men Legends game. She's basically Iceman, but with lava instead of ice. Unlike Bobby, she has super strength in her magma form and can cause earthquakes. I think she'd be pretty fun to play.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Portal Sniper Power Level: 10; Power Points Spent: 150/150 STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +2 (14), WIS: +5 (20), CHA: +2 (14) Tough: +2/+7, Fort: +5, Ref: +10, Will: +8 Skills: Acrobatics 5 (+10), Bluff 8 (+10), Diplomacy 8 (+10), Escape Artist 5 (+10), Knowledge (current events) 3 (+5), Knowledge (streetwise) 3 (+5), Notice 5 (+10), Sense Motive 5 (+10), Stealth 10 (+15) Feats: Attack Focus (ranged) 4, Attack Specialization 3 (Customized Rifle (Device 4)), Defensive Attack, Defensive Roll, Dodge Focus 4, Equipment 1, Evasion, Improved Aim, Improved Critical 2 (Customized Rifle (Device 4)), Improved Initiative, Power Attack, Ultimate Effort (Aim), Uncanny Dodge (Auditory) Powers: Protection 4 (+4 Toughness; Subtle (subtle)) Customized Rifle (Device 4) (Easy to lose) Scope (Super-Senses 1) (extended: Normal Vision 1 (-1 per 100 ft)) Sniping Mode (Blast 5) (DC 20; Penetrating; Improved Range (125 ft. incr), Precise, Progression, Increase Range (max range x2, 1250 feet)) Full Auto Mode (Blast 5) (Alternate; DC 20; Autofire (interval 2, max +5); Homing (1 attempt), Precise, Ricochet (1 bounce)) Features 3 (Notes: Add Indirect 3 to any Ranged Attacks.) Teleport 5 (500 ft. as move action, 5 miles as full action; Accurate, Portal; Turnabout) ESP 5 (Alternate; affects: 2 types, inc. visual; No Conduit, Simultaneous) Equipment: Concealed Body Armor [Protection 4, +4 Toughness; Subtle (subtle)] Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +7) Attacks: Full Auto Mode (Blast 5), +15 (DC 20), Sniping Mode (Blast 5), +15 (DC 20), Unarmed Attack, +5 (DC 17) Defense: +12 (Flat-footed: +4), Knockback: -3 Initiative: +9 Languages: Native Language Totals: Abilities 36 + Skills 13 (52 ranks) + Feats 22 + Powers 42 + Combat 26 + Saves 11 + Drawbacks 0 = 150 Name more or less says it all. Teleport Portals and a nice gun to snipe through them. Fun with portals, ranged style. Blink has already been made by AA, so I went another way with it. What's cool is that it doesn't need to use the portals to be an effective combatant. There are some skill deficencies, but whatever. Earned PP can shore that up.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Tiny Paragon Power Level: 10; Power Points Spent: 150/150 STR: +10 (6/30), DEX: +1 (12), CON: +12 (14/34), INT: +1 (12), WIS: +2 (14), CHA: +4 (18) Tough: +10, Fort: +12, Ref: +5, Will: +8 Skills: Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (current events) 6 (+7), Knowledge (popular culture) 6 (+7), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Enhanced Constitution 20 (+20 CON) Enhanced Strength 24 (+24 STR) Flight 10 ([0 active, 0/20 PP, 2/r], Speed: 10000 mph, 88000 ft./rnd) Super-Strength 10 (Alternate; [0 active, 0/20 PP, 2/r], +50 STR carry capacity, heavy load: 409.6 tons; +10 STR to some checks) Shrinking 8 (-8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Permanent; Innate) Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +10) Attacks: Unarmed Attack, +10 (DC 25) Defense: +10 (Flat-footed: +3), Size: Tiny, Knockback: -3 Initiative: +1 Languages: Native Language Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 14 + Powers 76 + Combat 16 + Saves 10 + Drawbacks 0 = 150 Remember how I said I'm a little off, compared with other people? No? Well...here you go. A very small paragon. That's pretty much it. I took my Elastic Paragon, stripped out the rubber, and shrunk him down. Needed more STR, but the points were available. Why is he so small? I dunno. Maybe he's the Liliputian answer to Superman.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Master of Elements Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +2 (14), CON: +3 (16), INT: +0 (10), WIS: +5 (20), CHA: +0 (10) Tough: +3/+5, Fort: +7, Ref: +8, Will: +8 Skills: Concentration 5 (+10), Knowledge (arcane Lore) 8 (+8), Knowledge (theology & philosophy) 8 (+8), Notice 5 (+10), Sense Motive 5 (+10) Feats: Accurate Attack, Attack Focus (ranged) 8, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Move-by Action, Power Attack, Uncanny Dodge (Auditory) Powers: Air (Array 7) (default power: air control) Air Control 7 (Default; Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons, DC 22; Damaging; Range (ranged)) Flight 7 (Array; Speed: 1000 mph, 8800 ft./rnd) Suffocate 7 (Array; DC 17; Range (ranged); Action (full)) Earth (Array 7) (default power: earth control) Burrowing 7 (Array; Speed: 100 mph, 880 ft./rnd; Affects Others) Earth Control 7 (Default; Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons, DC 22; Damaging; Range (ranged)) Snare 7 (Array; DC 17; Regenerating; Action (full)) Fire (Array 7) (default power: fire control) Fire Control 7 (Default; DC 22; Damaging; Range (ranged)) Stun 7 (Array; DC 17; Range (ranged); Action (full)) Teleport 7 (Array; 700 ft. as move action; Accurate; Short-Range) Water (Array 7) (default power: water control) Dehydrate (Blast 7) (Array; DC 22; Alternate Save (Fortitude); Action (full)) Swimming 7 (Array; Speed: 250 mph, 2200 ft./rnd; Affects Others) Water Control 7 (Default; Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons, DC 22; Damaging; Range (ranged)) Attack Bonus: +5 (Ranged: +13, Melee: +5, Grapple: +5) Attacks: Air Control 7, +13 (DC 22), Dehydrate (Blast 7), +13 (DC Fort 22), Earth Control 7, +13 (DC 22), Fire Control 7, +13 (DC 22), Snare 7, +13 (DC Ref/Staged 17), Stun 7, +13 (DC Fort/Staged 17), Suffocate 7, +13 (DC Fort 17), Unarmed Attack, +5 (DC 15), Water Control 7, +13 (DC 22) Defense: +13 (Flat-footed: +4), Knockback: -2 Initiative: +2 Languages: Native Language Totals: Abilities 20 + Skills 8 (31 ranks) + Feats 21 + Powers 64 + Combat 24 + Saves 13 + Drawbacks 0 = 150 Had this one in mind since I first read Book of Magic. Always thought I could do their Elementalist better, and well...yeah. 4 small arrays, a variety of powers and a few skills to go with it. Finagled a bit to make it all work, but it does. Wanted to give each array some kind of utility power, but it didn't work out.Kind of the Avatar, but that's an easy comparison to make. I think it'd be a fun, if fiddly build to play.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 Telepathic Speedster Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +5 (20), CON: +3 (16), INT: +0 (10), WIS: +5 (20), CHA: +1 (12) Tough: +3/+4, Fort: +5, Ref: +10, Will: +10 Skills: Acrobatics 5 (+10), Knowledge (User's Choice) 8 (+8), Notice 10 (+15), Sense Motive 10 (+15), Stealth 3 (+8) Feats: Defensive Roll, Dodge Focus 10, Evasion 2, Improved Initiative 5, Moving Feint Powers: Array 12 (default power: strike; Custom (Array 11.5)) Area (Strike 10) (Array; DC 25; Burst Area (50 ft. radius - General); Accurate 3 (+6)) Autofire (Strike 10) (Default; DC 25; Autofire (interval 2, max +5); Accurate 3 (+6)) Communication 5 (Array; sense type: mental; Omni-Directional Area [5 extra ranks], Stacks with (Communication 5); Rapid 5, Subtle (subtle)) Mental Blast 5 (Array; DC 20) Mind Reading 10 (Array; DC 20; Sensory Link; Precise, Subtle (subtle)) Communication 5 (sense type: mental) Super Speed (Linked) Enhanced Trait 5 (Linked; Feats: Improved Initiative 5) Quickness 10 (Linked; Perform routine tasks at 2500x speed) Speed 10 (Linked; Speed: 10000 mph, 88000 ft./rnd) Super-Movement 5 (Linked; sure-footed 2 (50% penalty reduction), wall-crawling 2 (full speed), water walking; Limited (to while moving)) Super-Senses 7 (accurate: Mental, acute: Mental, danger sense: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental) Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4) Attacks: Area (Strike 10) (DC 25), Autofire (Strike 10), +10 (DC 25), Mental Blast 5 (DC Will 20), Mind Reading 10 (DC Will 20), Unarmed Attack, +4 (DC 15) Defense: +15 (Flat-footed: +3), Knockback: -2 Initiative: +25 Languages: Native Language Totals: Abilities 28 + Skills 9 (36 ranks) + Feats 14 + Powers 69 + Combat 18 + Saves 12 + Drawbacks 0 = 150 No, not Thoughtspeed. He's a Psionic Speedster. This is just telepathy and super speed. It's a little fiddly, I admit, but it does what I want it to. Full traded off, yes, but nigh-impossible to surprise and lose all that dodge bonus. Like I said, does what I want to do. Another mash up from me. You're welcome.
EternalPhoenix Posted January 22, 2016 Author Posted January 22, 2016 (edited) Fairy Fencer Power Level: 10; Power Points Spent: 150/150 STR: +2 (14), DEX: +5 (20), CON: +5 (20), INT: +2 (14), WIS: +5 (20), CHA: +5 (20) Tough: +5/+6, Fort: +8, Ref: +8, Will: +8 Skills: Acrobatics 10 (+15), Bluff 10 (+15), Concentration 3 (+8), Diplomacy 3 (+8), Gather Information 3 (+8), Knowledge (arcane Lore) 6 (+8), Notice 10 (+15), Sense Motive 10 (+15), Stealth 5 (+10) Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Fae Saber (Strike 3)), Defensive Attack, Defensive Roll, Distract (Bluff), Dodge Focus 6, Evasion, Fascinate (Bluff), Improved Critical (Fae Saber (Strike 3)), Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive), Stunning Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory) Powers: Fae Saber (Device 2) (Easy to lose) Fae Saber (Strike 3) (DC 20, Feats: Improved Critical (Fae Saber (Strike 3)); Penetrating [2 extra ranks]; Mighty) Illusion 5 (affects: visual senses, DC 15) Immunity 1 (aging) Super-Senses 10 (true sight) Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +11) Attacks: Fae Saber (Strike 3), +15 (DC 20), Unarmed Attack, +9 (DC 17) Defense: +13 (Flat-footed: +4), Knockback: -3 Initiative: +5 Languages: Native Language Totals: Abilities 48 + Skills 15 (60 ranks) + Feats 27 + Powers 27 + Combat 24 + Saves 9 + Drawbacks 0 = 150 Remember my Fae-Touched Aritificer? No? Well, I used the base template again, and made a swordsperson. Don't believe I mentioned this before, but True Sight's a bunch of things. Vision Counters Concealment, Illusion, & Obscure (all), plus Detect Hidden. Those I suppose that'd be Awareness (Hidden, Visual) according to our rules. Edited March 28, 2017 by EternalPhoenix
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 Dragoneye Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +3 (16), CON: +0 (10), INT: +3 (16), WIS: +6 (22), CHA: +4 (18) Tough: +0/+12, Fort: +8, Ref: +5, Will: +12 Skills: Concentration 10 (+16), Craft (mechanical) 2 (+5), Craft (structural) 2 (+5), Intimidate 4 (+8), Knowledge (arcane Lore) 8 (+11), Notice 4 (+10), Sense Motive 6 (+12) Feats: Accurate Attack, Attack Focus (ranged) 5, Dodge Focus 4, Fearless, Power Attack, Ritualist, Trance, Uncanny Dodge (Auditory) Powers: Astral Projection (ESP 10) (affects: 3 types, inc. visual - auditory & mental; Limited (Body is Defenseless); Subtle 2 (unnoticable)) Levitation (Flight 5) (Alternate; Speed: 250 mph, 2200 ft./rnd) Mystic Shield (Force Field 12) (Alternate; +12 Toughness; Impervious [10 ranks only]) Dragon Channeling (Array 12) (default power: blast) Dragon Curse (Nullify 8) (Array; counters: all powers of (type), DC 18; Accurate 2 (+4)) Dragon's Blessing (Healing 6) (Array; DC 16; Affects Objects, Restoration) Dragon's Breath (Blast 12) (Default; DC 27) Dragon's Roar (Stun 8) (Array; DC 18; Cone Area (80 ft. cone - General)) Dragon's Will (Create Object 8) (Array; Max Size: 8x 5' cubes, DC 18; Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons)) Dragoneye Open (Super-Senses 3) (awareness: Magical (mental), radius: Mental, ranged: Mental) Attack Bonus: +3 (Ranged: +8, Melee: +3, Grapple: +3) Attacks: Dragon Curse (Nullify 8), +12 (DC Will 18), Dragon's Breath (Blast 12), +8 (DC 27), Dragon's Roar (Stun 8) (DC Fort/Staged 18), Unarmed Attack, +3 (DC 15) Defense: +8 (Flat-footed: +2), Knockback: -11 Initiative: +3 Languages: Native Language Totals: Abilities 32 + Skills 9 (36 ranks) + Feats 15 + Powers 64 + Combat 14 + Saves 16 + Drawbacks 0 = 150 Real Name: Longwei "Larry" Chin Occupation: Magician Base: Emerald City Personality Dragoneye is a genuinely kind and caring man who feels actions speak louder than words. He enjoys helping out the people of Emerald City, especially those in his home in the Eastern District. Since his transformation into the Dragoneye he's gained a quiet wisdom that's undeniable, but underneath he's still fun-loving, pragmatic Larry Chin, professional handyman. Powers & Abilities Dragoneye was given the ability to channel different aspects of the Dragon and manifest them as magical effects. In order to use his powers he has to be able to move freely. His ritual movements mimic the moves of dragon-style kung fu, but instead call on the power of the Dragon. With his powers, he's able to create a wide range of effects including firing gouts of flame, a deafening, overwhelming roar, a mystic shield, dispelling other magic, creating magical constructs, and the power to heal not only people, but to also repair non-living objects. In addition, he's able to astrally project, fly, and sense nearby magic. In addition to the effects listed, Dragoneye can perform rituals (using his Ritualist advantage), and if it's an emergency he can spend a Hero Point to gain a different Alternate Effect for his Dragon Channeling. Allies In addition to the Sentinels, Dragoneye counts most of the people of the Eastern District among his allies. He holds a special place in the community and is treated as protector, adviser, and holy man. Enemies Dragoneye is the most recent in a long line of Dragoneyes that go back for centuries. As such, he will no doubt be threatened by enemies of Dragoneyes past looking to revenge themselves upon the current Dragoneye. Additionally, the previous Dragoneye in Emerald City was a cruel, self-serving gangster who told his men to recruit the new Dragoneye or risk losing everything he'd built. History Dragoneye started life as Longwei Chin, the son of Chinese immigrants who came to America with their son to start a new life. They chose Emerald City because they had distant family who'd moved there years previously and they told the Chins the Chinese community there was well-established, well-respected, and mostly left to the residents to run. They were right. The Chins loved the city and lived there for years. Longwei took an Americanized name, Larry, and started working as a handyman as a teenager. He turned that into a full-time job when he left school and made a nice living serving the people of the Eastern District for the past decade. When his parents moved to Phoenix for his father's health, Larry got an apartment and continued to lead a comfortable, but unremarkable life. Then he went to bed on the night of his 28th birthday and everything changed. In his dreams he found himself floating before an immense dragon that explained he'd been chosen to become the dragon's representative on Earth. The former representative had been his father's uncle, Uncle Zhi, a notorious gangster who lead one of the larger and more successful criminal organizations in Emerald City-the relative who'd told Larry's family to move to Emerald City years before. Uncle Zhi had died that night and the dragon found the nearest "worthy" blood relative to take his place. The dragon explained it didn't care what Larry did with the power, it was his to do with as he wished. Then he touched Larry's forehead and opened his Dragoneye. Knowledge and power flooded into him. He understood more about magic and the mystical world in an instant than he'd learned about anything else in his entire life. He knew the power he had, what others before him had done with it, and what he could do with it. When he woke, his alarm was going off and he was lying in his bed dressed in a traditional ivory and gold silk suit with a golden dragon embroidered on it. The first thing he did was enter the astral plane to check on his Uncle Zhi. He had passed away late the night before and his men were on the lookout for the new Dragoneye, whom they feared would appear back in China. With that bit of news, Larry knew he had some thinking to do, so he canceled his business for the day and sat in contemplation. By the next morning he'd decided to use his powers not as his Uncle Zhi had, but to act as the protector of his people. Dragoneye made his debut in the city, quickly establishing himself as the guardian of the Eastern district. Larry no longer works as a handyman, instead supported by the people of the Eastern District. He eats for free, is given clothing and housing, and wants for nothing. He repays his community by keeping them safe and using his magic to help them however he can. The sight of Dragoneye walking and floating around the neighborhood is a comfort to its people. Using Dragoneye as a Villain As a boy and then as a teenager, Uncle Zhi lavished Larry with attention, grooming him to become a member of his gang, and then eventually bringing him into the fold despite his parents' protests. When Uncle Zhi died and passed the powers of the Dragon on to Larry, he decided his uncle had the right idea and revealed his powers to the organization. He killed the men who thought they'd be running things with the Dragoneye as their lapdog (as if) and became the leader of the gang. Now he "protects" his people as he sees fit and they honor and fear him. Yeah, I’m converting the Sentinels. 3e’s canon super team. First one down. The rest won’t have any personal comments from me. Don’t need ‘em.
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 Kid Robot Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +4 (18), CON: +0 (-), INT: +4 (18), WIS: +2 (14), CHA: +0 (10) Tough: +4/+12, Fort: Immune, Ref: +8, Will: +5 Skills: Concentration 8 (+10), Knowledge (earth sciences) 4 (+8), Knowledge (physical sciences) 4 (+8), Knowledge (technology) 6 (+10), Notice 8 (+10), Sense Motive 6 (+8) Feats: Attack Focus (ranged), Attack Specialization 2 (Force Bolts (Blast 6)), Dodge Focus 3, Improved Initiative, Power Attack, Uncanny Dodge (Auditory) Powers: Armored Chassis (Protection 4) (+4 Toughness) Artificial Intelligence (Immunity 10) (mental effects) Flight 5 (Speed: 250 mph, 2200 ft./rnd) Force Field 8 (+8 Toughness) Force Generation (Array 11) (default power: blast) Force Blast (Blast 10) (Default; DC 25; Accurate 2 (+4)) Force Bolts (Blast 6) (Array; DC 21; Autofire (interval 2, max +5); Accurate 2 (+4)) Force Drill (Strike 8) (Array; DC 23; Line Area (5x200 ft. line - General)) Immunity 30 (fortitude saves) Kid Robot (Shrinking 4) (-1 size category, 3/4 movement speed; Normal Strength, Normal Toughness; Permanent; Innate) Attack Bonus: +5 (Ranged: +6, Melee: +5, Grapple: +0) Attacks: Force Blast (Blast 10), +10 (DC 25), Force Bolts (Blast 6), +14 (DC 21), Force Drill (Strike 8) (DC 23), Unarmed Attack, +5 (DC 15) Defense: +8 (Flat-footed: +3), Size: Small, Knockback: -5 Initiative: +8 Languages: Native Language Totals: Abilities 10 + Skills 9 (36 ranks) + Feats 9 + Powers 99 + Combat 16 + Saves 7 + Drawbacks 0 = 150 Real Name: Kid Robot Occupation: Hero Base: Emerald City Personality In spite of being a cutting-edge quantum-computing artificial intelligence, Kid Robot has the personality of a human ten year-old boy. He's inquisitive, eager-to-please, and fun-loving, but also easily bored and with a thirst for adventure and excitement. He loves being a super-hero and looks up to his teammates, and chafes somewhat under the guidance of his guardian, Natalie. People are often taken aback at how emotional Kid Robot is; his personality is not at all cold or "machinelike." Quite the opposite, in fact. Powers & Abilities Kid Robot has a compact (boy sized) mechanical body, which is tougher and stronger than a normal human boy's. His computer "brain" is immune to mental powers that work on living minds. His real power is the kinetic deflector system he was designed to control, now built into his robotic body. With it, Kid Robot can project various types of force, from a skintight deflector field to carefully focused force blasts and beams. He's still learning how to control and manipulate his force projections, and has the potential for a lot of power stunts and new Alternate Effects. Allies Dr. Hallemier has been Kid Robot's staunchest ally since the day he was "born" and continues to look out for him, educate him, and maintain his systems. Although she finds Harry Faubry a bit uncouth, Natalie realizes the Kid likes him, and even acknowledges the usefulness of a male role model in her young charge's life. He also does have a surprising amount of insight into the mechanics of Kid Robot's systems. Enemies Brande Management has not given up on reclaiming their "property" and finding a way to put Dr. Hallemier's discoveries to work for their bottom line. That means "testing" Kid Robot in the field with various scenarios and looking for opportunities to co-opt or outright capture and reprogram the young A.I., all hopefully without damaging him beyond repair, although salvage is an option, if necessary. History A graduate of the prestigious Hanover Institute of Technology, Dr. Natalie Hallemier earned a reputation as a brilliant applied physicist and engineer for ground-breaking work in networking, cybernetic systems, and quantum technology. Working for Kinettix, a high-tech development firm, she spearheaded the ambitious Kinetic Deflector project, a sophisticated system of force generation and projection. So sophisticated, in fact, that a massively parallel control system was required to manage it. Dr. Hallemier spent at least as much time working on the quantum computer prototype to control her "KiD" (as she called it) as on the kinetic systems themselves. The prototype had just entered the testing phase when a F.O.E. team tried to steal it. The break-in wrecked the lab, but the real surprise came when the prototype demonstrated not only a sense of self-preservation, but a desire to safeguard Dr. Hallemier. A barrage of force field and kinetic blasts made short work of the off-guard F.O.E. members, and left Hallemier with the revelation that her "KiD" had become a self-aware artificial intelligence! Working in secret, Natalie complied with "the Kid's" request for a more humanoid form. She built a compact robotic housing for the kinetic deflector system and quantum computer. When Kinettix learned about her secret project, they attempted to seize the robot, who fled at Dr. Hallemier's insistence. "Kid Robot" found shelter with Emerald City mechanic Harry Faubry and used his force-projection capabilities to stop a crime in progress. The press dubbed him "Kid Robot". In a court case with Kinettix, precedents involving new and novel life forms awarded Kid Robot legal status as a person, not company property. However, citing the relative inexperience and immaturity of "Kid Robot" (as pointed out by Kinettix), the court did respond to the company's request that a legal guardian be appointed for the A.I., and chose Dr. Hallemier. Without the quantum computer system to run it, the doctor's kinetic deflector prototype was useless to Kinettix, and their parent company, Brande Management. Now Kid Robot (just "Kid" to many of his friends) splits his time between fighting crime and protecting people in danger and learning how to be "a real boy." Using Kid Robot as a Villain The KiD system, while intelligent, had no concept of morality or sense of right and wrong. Thus the new "Kid Robot" was a prime target for manipulation by the unscrupulous Dr. Hallemier and the board of Brande Management. They saw the potential to mass-produce a robotic army, once sufficient testing was done on the prototype. What better way than to fake the destruction of Dr. Hallemier's lab and to set the "rogue" robot loose on the world?
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 Mongrel Power Level: 10; Power Points Spent: 150/150 STR: +5 (12/20), DEX: +7 (12/24), CON: +6 (14/22), INT: +2 (14), WIS: +5 (20), CHA: +4 (10/18) Tough: +6, Fort: +6/+12, Ref: +7/+14, Will: +8 Skills: Climb 2 (+7/+12), Diplomacy 4 (+8), Drive 2 (+9), Intimidate 6 (+10), Knowledge (life sciences) 6 (+8), Knowledge (streetwise) 6 (+8), Medicine 4 (+9), Notice 3 (+8/+12), Pilot 2 (+9), Sense Motive 5 (+10), Stealth 2 (+9/+12), Swim 2 (+7/+12) Feats: Animal Empathy, Attack Focus (melee) 8, Attack Specialization (Unarmed Attack), Chokehold, Dodge Focus 7, Evasion, Improved Critical (Unarmed Attack), Improved Initiative, Instant Up, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Bestial Form (Alternate Form 18) (Action (move)) Bestial Form (Alternate Form) (Powers: Animalistic Senses (Super-Senses 4), Pounce (Leaping 2), Speed 3, Super-Movement 1, Strength +8 (20, +5), Dexterity +12 (24, +7), Constitution +8 (22, +6), Charisma +8 (18, +4), Fortitude +6 (+12), Reflex +7 (+14), Acrobatics +7 (+14), Climb +5 (+12), Swim +5 (+12), Stealth +3 (+12), Notice +4 (+12), Feats: Attack Focus (melee) 8, Chokehold, Dodge Focus 7, Evasion, Improved Critical (Unarmed Attack), Improved Initiative, Instant Up, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)) Animalistic Senses (Super-Senses 4) (danger sense: Auditory, extended: Auditory 1 (-1 per 100 ft), infravision, tracking: Olfactory 1 (half speed)) Pounce (Leaping 2) (Jumping distance: x5) Speed 3 (Speed: 50 mph, 440 ft./rnd) Super-Movement 1 (wall-crawling 1 (half speed)) Regeneration 16 (ability damage 5 (recover 1 / minute), recovery rate (disabled) 5 (recover 1 / minute), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 3 (recover 1 / minute)) Power Settings: Bestial Form (Alternate Form) (Powers: Animalistic Senses (Super-Senses 4), Pounce (Leaping 2), Speed 3, Super-Movement 1, Strength +8 (20, +5), Dexterity +12 (24, +7), Constitution +8 (22, +6), Charisma +8 (18, +4), Fortitude +6 (+12), Reflex +7 (+14), Acrobatics +7 (+14), Climb +5 (+12), Swim +5 (+12), Stealth +3 (+12), Notice +4 (+12), Feats: Attack Focus (melee) 8, Chokehold, Dodge Focus 7, Evasion, Improved Critical (Unarmed Attack), Improved Initiative, Instant Up, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)) Attack Bonus: +5 (Ranged: +5, Melee: +13, Grapple: +18) Attacks: Unarmed Attack, +15 (DC 20) Defense: +14 (Flat-footed: +4), Knockback: -3 Initiative: +11 Languages: Native Language Totals: Abilities 22 + Skills 11 (44 ranks) + Feats 2 + Powers 88 + Combat 24 + Saves 3 + Drawbacks 0 = 150 Real Name: Michael Morgan Occupation: Paramedic Base: Emerald City Personality Michael Morgan is a likable and responsible guy; attentive, well-intentioned, and serious about his job. He would like to believe Mongrel is the same, but he's becoming aware that he's more aggressive, fun-loving, and a bigger risk-taker in his heroic identity. He's unsure if that's simply because he feels freer as Mongrel or if his transformation is more than merely physical. Powers & Abilities Mongrel's powers all stem from his bestial nature. He's stronger, faster, has more endurance, and is more aware of his surroundings in addition to being able to perceive in ways he can't in his human form. In both forms he recovers faster than he did before he gained his powers and seems to have a closer connection with animals. History Michael Morgan moved to Emerald City a few years ago to take a job as a paramedic. He wanted the challenge of working in a large city. In the years that followed, he got plenty of challenge from the violence and corruption the city is known for, but he also learned a lot about the city, its neighborhoods, and the people who lived there. One night, he was called to the scene of an accident just outside the city. The roads in the area twisted through the thick and hilly forest, so accidents here weren't uncommon. Michael began treating one of the victims. Some of his injuries didn't seem to be the result of the car accident, but he couldn't worry about that; the man had lost a lot of blood. As Michael set to work, the victim regained consciousness and began to struggle. In his panic he even bit Michael on the arm, not badly, but enough to break the skin, then the man collapsed and died. Michael didn't think much of the incident and moved to help his partner with the other victim. Afterward he cleaned his wound, filed his report, and went home. The next few days were fine, but he felt more ill with each passing day until he just couldn't go in to work. Late one night he woke up feeling great. His fever had broken, the soreness in his joints was gone, he didn't have a headache, but when he turned on the light he discovered he'd turned into some sort of beast-man! After his initial shock he learned he could control his transformation, shifting between his human and bestial forms at will. He spent a few more days on "sick leave" while he investigated his new abilities and even stopped some muggings, fights, and other street crimes. He'd always liked that he was smart and quick-witted enough to be a good paramedic, but now with these powers he could help people in ways he never could before. For the last few weeks, the new hero Mongrel has been on the streets, making a name for himself as Emerald City's newest protector. Using Mongrel as a Villain Instead of being in full control of himself, Mongrel is truly bestial. As Michael Morgan, he's haunted by Mongrel's actions and dealing with his condition has caused him to lose his job, friends, and home. Now he wanders the streets of Emerald City desperately searching for a way to control the beast inside him that emerges each night to hunt in the urban jungle.
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 Princess Power Level: 10; Power Points Spent: 150/150 STR: +12 (34), DEX: +3 (16), CON: +12 (34), INT: +2 (14), WIS: +2 (14), CHA: +2 (14) Tough: +12, Fort: +12, Ref: +5, Will: +8 Skills: Acrobatics 4 (+7), Intimidate 6 (+8), Knowledge (life sciences) 3 (+5), Medicine 3 (+5), Notice 6 (+8), Sense Motive 6 (+8) Feats: All-Out Attack, Attack Focus (melee), Attack Specialization 2 (Unarmed Attack), Attractive (+4), Dodge Focus 5, Improved Initiative, Inspire 2 (+2), Interpose, Power Attack, Ultimate Effort (Toughness checks), Well-Informed Powers: Immunity 5 (enviromental conditions (all)) Impervious Toughness 8 Regeneration 17 (ability damage 5 (recover 1 / minute), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 5 (recover 1 / minute), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 3 (recover 1 / minute)) Super-Strength 4 (+20 STR carry capacity, heavy load: 22.4 tons; +4 STR to some checks) Leaping 5 (Alternate; Jumping distance: x50) Speed 3 (Alternate; Speed: 50 mph, 440 ft./rnd) Unrecognizable (Features 1) Attack Bonus: +3 (Ranged: +3, Melee: +4, Grapple: +16/+20) Attacks: Unarmed Attack, +8 (DC 27) Defense: +8 (Flat-footed: +2), Knockback: -10 Initiative: +7 Languages: Native Language Totals: Abilities 66 + Skills 7 (28 ranks) + Feats 17 + Powers 40 + Combat 12 + Saves 8 + Drawbacks 0 = 150 Real Name: Jessica Prentiss Occupation: Student, pre-med Base: Emerald City Personality Princess is a bombastic and powerful personality. Her appearance makes her the center of attention and she's naturally helpful and supportive. When not operating as Princess, Jessica is a shy and mousy geek girl who enjoys anime, the latest computer games, and reading. She actively cultivates the differences between her two identities in an effort to make them distinct personalities. Regardless of which identity she's in at the moment, she's a smart, confident young woman who wants to make something of herself. Powers & Abilities Princess' powers revolve around her enhanced strength, speed, and resilience. While she has the build of a tallish, but fairly average-sized young woman, she's a physical powerhouse. In addition to her powers, she's quite bright and is excellent at motivating those around her to perform better. With mentoring, she may become an excellent leader. The secret to Princess' powers lie in being challenged. Her strength, speed, and invulnerability have increased in sudden bursts over the years in response to outside dangers and threats. In theory there's not upper limit to her power, but for now she seems to have hit a plateau. The one thing Princess really doesn't understand about her powers is the fact that when she's not "being" Princess, people simply don't recognize her. People close to her, or to whom she's told about her role as Princess, can see her for who she is, but everyone and everything else view Jessica and Princess as completely different people. History Jessica Prentiss grew up in the suburbs of Emerald City. She was a cute, precocious girl until puberty hit, then she turned into a painfully gawky, clumsy girl-all legs and elbows-who always managed to walk away from this accident or that fall without a scratch on her. In addition, despite her relative lack of exercise, she was incredibly physically fit. She was always the fastest and strongest in gym class, which brought her to the attention of her school's coaches who all tried to recruit her. She wasn't really interested in sports, but tried a few of them and went from novice to record-breaker in no time. Jessica wasn't stupid and suspected there was more to her success at sports than simply being a "natural athlete," as everyone called her. She withdrew from all extra-curricular activities and started studying physiology, medicine, and mutant biology. She didn't know for certain, but she was pretty sure she was a mutant, or had been mutated somehow. MarsTech wasn't far from her home, and who knew what they got up to in their labs? She worked up her courage and started experimenting. At first she starting working out with her brother's weight set and within a week she could lift as many weights as she could pile on. Then she "accidently" fell off the roof of her house and nothing happened. She held her hand over, then in, the flames of the family's gas stove; nothing. She could feel the flame, she knew it was hot, but it didn't hurt her. She kept all of these discoveries to herself, but continued her experiments. By the time she started college at Emerald City University in pre-med, she could lift about a ton (as near as she could figure), leap about 60 feet, run about 15 miles an hour, and had never suffered a wound from anything she'd tried to hurt herself with. Her powers seemed to plateu, but then Junkpile went on a rampage near the ECU campus. A hurtling car struck the cafe Jesscia was in. She was fine, but many other patrons were injured and being crushed by the car and the debris. She tried to shift the car, and found herself lifting it! She took a moment to make sure no one in the cafe needed medical attention, then took the car outside and set it down... right in front of Junkpile. The creature picked up the car in one hand and batted Jessica aside with the other. She flew down the street, skidded to a stop, then got up and charged Junkpile. The fight was definitely one-sided; Jessica, who the press dubbed "Princess" because of the pink sequined shirt she wore, took a beating, but bounced up every time stronger than she was just seconds earlier, but it still wasn't enough. Eventually, Jessica managed to lead Junkpile to a nearby wrecking yard and trap him under a wall of cars. Then she returned to the scene of the rampage to make sure everyone was okay. She was surprised no one recognized her; they didn't give her a second look. The paramedics even asked if she needed any medical attention because she looked like she'd been trapped in the rubble. Stunned that her activities were being ignored, but secretly thrilled she wasn't being mobbed by the press, she recovered her bag from the coffee shop and walked home. That was over a year ago and since then Princess has made a handful of appearances around town, usually near ECU, which has lead many to theorize the heroine is a student at the university, but so far no one has been able to find her. For her part, Jessica is happy to have a private life with Mitch while being able to help out as Princess when she's needed. Using Princess as a Villain Princess is the ultimate party girl. She's out at the bars every night pursuing the next high and pushing the envelope however she can. She's a thrillseeker and danger junkie of the highest order. Most of the time she's happy to find her boy for the night, have some fun, then spend the next day looking for more trouble to get into. She particularly enjoys joyriding, which usually ends after a high-speed run through the streets of Emerald City in a fantastic crash she casually walks away from. What she wants or needs, she either takes from her boy-toys or, really, anyone. The last person who refused her-a particularly stubborn old bitty behind the jewelry counter at the mall-was dangled from the top floor of the mall's three-floor atrium until she relented. When the police arrived, Princess had already melted back into the crowd as mousy, little Jessica and walked away unseen.
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 Rocky Power Level: 10; Power Points Spent: 150/150 STR: +12 (34), DEX: +0 (10), CON: +10 (30), INT: +2 (14), WIS: +0 (10), CHA: +4 (18) Tough: +14, Fort: +14, Ref: +5, Will: +5 Skills: Climb 2 (+5), Diplomacy 4 (+8), Language 1 (+1), Notice 9 (+9), Perform (acting) 4 (+8), Sense Motive 9 (+9), Stealth 5 (+5), Swim 2 (+5) Feats: All-Out Attack, Attack Focus (melee), Benefit (Fame (Limited to Japan)), Benefit (Former Celebrity), Benefit (Wealth), Connected, Dodge Focus 4, Endurance 2 (+8), Improved Grab, Improved Sunder, Interpose, Power Attack, Takedown Attack, Ultimate Effort (Fortitude checks), Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory) Powers: Density 9 (+18 STR, +4 Toughness, Weight Multiplier: x10, Adds: Immovable 3, Super-Strength 3; Permanent) Immovable 3 (Resist Movement: +12, Resist Knockback: -3) Super-Strength 3 (+15 STR carry capacity, heavy load: 22.4 tons; +3 STR to some checks) Enhanced Constitution 14 (+14 CON; Custom (Permanent counter); Permanent) Immunity 10 (aging, critical hits, disease, enviromental conditions (all), poison) Impervious Toughness 10 Leaping 3 (Jumping distance: x10) Speed 3 (Speed: 50 mph, 440 ft./rnd) Super-Strength 1 (+5 STR carry capacity, heavy load: 22.4 tons; +1 STR to some checks; Groundstrike (Radius: 100 ft., DC 20), Shockwave (+10, Cone: 100 ft., DC 20)) Attack Bonus: +4 (Ranged: +4, Melee: +5, Grapple: +17/+21) Attacks: Unarmed Attack, +5 (DC 27) Defense: +6 (Flat-footed: +1), Knockback: -17 Initiative: +0 Languages: Japanese, Native Language Totals: Abilities 24 + Skills 9 (36 ranks) + Feats 20 + Powers 71 + Combat 12 + Saves 14 + Drawbacks 0 = 150 Real Name: Rocky Jones Occupation: Former entertainer Base: Emerald City Personality Rocky has many reason to be bitter: he's a has-been and he knows it, he's never had a real girlfriend, he looks like a freak, he can't have a regular job, and his mere presence is a danger to everyone around him due to his sheer physical power. And for years he was bitter. Recently, however, he realized none of that matters. He's decided he's going to make a difference in the world; fame doesn't matter, the fact that he's a joke to so many people doesn't matter, the only thing that matters is helping people and making things better-and he's going to do it, even if everyone makes fun of him the whole time. Powers & Abilities Rocky has a genetic "twist" that was obvious when he was born; he looks like he's made of slate-gray stone. His features and contours are angular and over the years he's grown stronger, "rockier," and more impervious to harm. As a child he could lift hundreds of pounds, then thousands, and now, in his 30s, he's able to lift around 100 tons. He's had some training in how to fight and harness his strength, so he has a few tricks up his sleeve. Rocky doesn't know it, but he's effectively immortal; his body stopped aging a few years ago. Allies Rocky has an agent, who he recently fired because he's no longer interested in a career as an actor. Due to his past fame he's known to almost everyone, but he doesn't really have any close friends or allies. History Rocky was born with his powers and quickly given up for adoption. He spent his childhood as a ward of the state and spent a lot of his time in government labs where he was poked and prodded so scientists could learn more about mutations -- he was even featured on the cover of TIME Magazine because of his role in helping science (and the world) understand more about mutants. Shortly after all this publicity he was approached by a television producer who wanted him to star in a new show. It was supposed to be about a mutant orphan who came to live with a wealthy industrialist and his family. Rocky was told it would open doors for him and show everyone what it was like for people like him to live in the world. Rocky was young, but he liked that idea. "Freakin' Out!" was an absolute hit! Rocky played the precocious mutant perfectly and it didn't hurt that he was actually a pretty cute kid, even if he was made of stone. His catchphrase, "I'm gonna knock your block off!" (with lower lip extended comically) is still quoted by people, even those with only a passing familiarity with the show. From the time he was eight until he was almost 15 he played the eponymous Rocky Jones. Until the accident. When he hit his teens, his strength grew exponentially, seemingly overnight. He broke things constantly and one day he accidently turned to point at something and knocked his female co-star, Diana Williams, across the stage and broke her jaw, neck, arm, and a few ribs. The media sharks went into a feeding frenzy and Rocky was quickly labeled dangerous, out of control, and even accused of punching Diana in a fit of rage. Rumors flew about an illicit affair, about drugs and involvement in mutant supremacist causes. The show was quickly shut down and Rocky was on his own. He tried for years to get back into the business and spent a fair amount of time in his 20s in Japan, guest-starring on talk shows and participating in crazy game-show stunts that not only paid him a living wage, but also taught him the extent of his full strength. He is still quite popular in Japan. For most of the last few years, Rocky's spent most his time alone in his basement apartment (built to withstand his strength and weight), sometimes venturing out for a coffee or burger at nearby eateries. He is known and well-liked by the locals, but whenever he goes out, some non-local always cracks a joke, so he doesn't go out much. Recently, while fighting off another bout of the blues, Rocky decided he was done with his past. He called his agent, fired him, got up, and started taking nightly walks around the city. He ignored the honking cars and the people yelling, "I'm gonna knock your block off!" and looked for ways to help. Since he's started going out he's helped the fire department with some fires, stopped an out-of-control car, and broken up a number of drunken, late-night fights. Some people have started to take note, but many believe he's trying to jumpstart his dead career. Rocky doesn't care what they say. He'll be out there every night. Using Rocky as a Villain Rocky is a bitter, angry man. He feels he was made into a sideshow freak and tossed away when he became inconvenient. After living in obscurity for years, he decided to take out his frustrations on the world. He takes whatever he wants and crushes anyone who gets in his way. He enjoys lording his power over everyone and loves to cut loose-for the slightest provocation. People who bring up his role (or tagline) on "Freakin' Out" really make him very, very angry.
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 The Rook Power Level: 10; Power Points Spent: 150/150 STR: +3 (16), DEX: +5 (20), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +3 (16) Tough: +2/+4, Fort: +8, Ref: +12, Will: +8 Skills: Acrobatics 3 (+8), Climb 4 (+7), Gather Information 5 (+8), Intimidate 5 (+8), Investigate 3 (+8), Knowledge (technology) 5 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+12), Swim 4 (+7) Feats: Attack Focus (melee) 6, Attack Specialization 3 (Taser Talons (Stun 5)), Attack Specialization 3 (Throwing Talons (Blast 2)), Benefit 3 (Wealth), Defensive Roll 2, Dodge Focus 7, Equipment 7, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Quick Draw, Uncanny Dodge (Auditory), Well-Informed Powers: Arsenal (Array 8) (default power: dazzle; Custom (Array 7.5)) Explosive Talons (Blast 5) (Array; DC 20; Burst Area (25 ft. radius - General)) Fighting Staff (Strike 2) (Array; DC 20; Extended Reach (5 ft.), Mighty) Flash Bombs (Dazzle 5) (Default; affects: visual senses, DC 15; Burst Area (25 ft. radius - General)) Taser Talons (Stun 5) (Array; DC 15; Range (ranged)) Throwing Talons (Blast 2) (Array; DC 20; Mighty 3 (+3 to damage)) Cowl (Device 1) (Hard to lose) Super-Senses 5 (extended (type): Visual 1 (-1 per 100 ft), low-light vision, radio) Wings of the Rook (Device 1) (Hard to lose) Flight 3 (Speed: 50 mph, 440 ft./rnd; Gliding; Subtle (subtle); Power Loss (Bound Wings)) Super-Movement 1 (slow fall) Equipment: Arsenal [Arsenal (Array 8), default power: dazzle; Custom (Array 7.5)], Flashlight, Mini-Tracer, The Roost Attack Bonus: +9 (Ranged: +9, Melee: +15, Grapple: +18) Attacks: Explosive Talons (Blast 5) (DC 20), Fighting Staff (Strike 2), +15 (DC 20), Flash Bombs (Dazzle 5) (DC Fort/Ref 15), Taser Talons (Stun 5), +15 (DC Fort/Staged 15), Throwing Talons (Blast 2), +15 (DC 20), Unarmed Attack, +15 (DC 18) Defense: +14 (Flat-footed: +4), Knockback: -2 Initiative: +5 Languages: Native Language Totals: Abilities 40 + Skills 13 (52 ranks) + Feats 38 + Powers 8 + Combat 32 + Saves 19 + Drawbacks 0 = 150 The Roost Power Level: 10; Equipment Points Spent: 14 Toughness: +10 Features: Communications, Computer, Concealed 1, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop Size: Large Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 11 + Powers 0 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 14 Real Name: Jack Cooper Occupation: Retired dotcom entrepreneur. Base: Emerald City Personality The Rook can be intimidating when he needs to be, but most of the time, he's friendly, easy with a smile, and has a demeanor that puts people at their ease. He's a natural leader with the charisma to command the attention of a crowd and the confidence to look comfortable in any situation. When in costume he tends to take things more seriously than the other members of the Sentinels, but that's because he doesn't have powers to fall back on, just his own intelligence and natural abilities. Powers & Abilities Most of the Rook's abilities are the result of years of training, physical conditioning, and study. He is an excellent hand-to-hand combatant as well as being skilled with his arsenal of gadgets. The Rook's cowl and wings are advanced pieces of technology granting him enhanced senses and the ability to fly using anti-gravity engines and wings for propulsion. Even if his wings are restrained the anti-gravity functions enough to allow him to float safely to the ground. This feature has already saved his life a couple of times. History Jack Cooper's parents were successful lawyers who worked with large multinational corporations, which meant a lot of travel. Jack grew up as a jet-setter and absorbed everything he could about everyplace they went. He especially enjoyed martial arts and trained in a number of styles over the years. By the time he was in his teens he was attending a college prep school and was quickly accepted to a well-respected tech school. After school he and some friends started one of the many dotcom search engine companies. He saw the way things were going and sold his interest in his company. By the time he was 26, he was a multi-millionaire looking for something to do "in his retirement." He toyed with politics, but couldn't make much headway. He entertained thoughts of starting another company, but nothing he saw inspired him. Then he saw the Freedom League in action on one of his trips to Freedom City. He was particularly impressed by the Raven, who held her own against foes who completely outclassed her in power. Later when doing some reading on her he came across a rare interview in which she said, "There's a lot of injustice in the world. There are a lot of... predators. I want to show people things can be better; that just because something is unfair today, doesn't mean it needs to be unfair forever. I want to live in a just world, so I work every day to make that a reality. I think we all do in our own way." The next day Jack Cooper went into his workshop and started designing, he also increased his time in the gym and hired a series of trainers to get him into the best shape of his life. Finally, after a couple of years of intense training and a fortune spent to secretly build his wings, cowl, and base of operations, the Rook hit the streets, to help make a just world a reality. Using the Rook as a Villain For Jack Cooper, life wasn't just easy, it was like taking candy from a baby. He grew up the handsome child of two well-to-do lawyers, captained his high school football team, went to the best schools, traveled the world, indulged every interest, from martial arts to computers to just about anything else he could think of. His parents encouraged his interests, mostly to keep him out of their hair, especially after their messy divorce. When he left college he started a successful dotcom company, turned it into an "overnight" success with a few years work, sold his interest in the company for millions and looked for the next thing to fill his time. One of his business associates made no bones about his past as a C-list supervillain, a gadgeteer named Thinkfast, and he talked with fondness of those days and the challenges, dangers, and payoffs they held. The idea grew slowly, but steadily, in Jack's head; he was going to become a super-villain. Not some lame, second-stringer, but a real threat. He'd be the thinking man's supervillain; able to organize and work with others, but perfectly capable of working on his own as well. After a couple of years of training and tinkering, the Rook made his debut as a thief and organizer of super-crimes.
EternalPhoenix Posted January 26, 2016 Author Posted January 26, 2016 Ultramarine Power Level: 10; Power Points Spent: 150/150 STR: +10 (10/30), DEX: +2 (14), CON: +8 (14/26), INT: +4 (18), WIS: +2 (14), CHA: +2 (14) Tough: +8/+12, Fort: +8, Ref: +4/+8, Will: +8 Skills: Climb 4 (+14), Drive 3 (+5), Knowledge (current events) 6 (+10), Knowledge (earth sciences) 6 (+10), Knowledge (life sciences) 6 (+10), Knowledge (tactics) 3 (+7), Knowledge (technology) 10 (+14), Medicine 3 (+5), Notice 8 (+10), Pilot 3 (+5), Sense Motive 8 (+10), Swim 4 (+14) Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Benefit 2 (Wealth), Defensive Attack, Dodge Focus 4, Environmental Adaptation (Aquatic), Interpose, Inventor, Move-by Action, Power Attack, Teamwork, Uncanny Dodge (Auditory) Powers: Ultramarine Armor (Device 18) (Hard to lose) Armament (Array 10) (default power: blast) Blue-Green Laser (Blast 10) (Default; DC 25) Netline (Snare 6) (Array; DC 16; Accurate 2 (+4), Reversible, Tether (600 ft.)) Strength Booster (Enhanced Strength 20) (Array; +20 STR) Computer Controls (Enhanced Trait 16) (Traits: Attack Bonus +4 (+8), Reflex +4 (+8), Feats: Dodge Focus 4) Enhanced Constitution 12 (+12 CON) Flight 5 (Speed: 250 mph, 2200 ft./rnd) Swimming 5 (Alternate; Speed: 50 mph, 440 ft./rnd) Impervious Toughness 8 Protection 4 (+4 Toughness) Sealed Systems (Immunity 9) (life support, Feats: Environmental Adaptation (Aquatic)) Sensors (Super-Senses 7) (accurate: Ultra-Hering, direction sense, distance sense, low-light vision, time sense, ultra-hearing) Attack Bonus: +4/+8 (Ranged: +6/+10, Melee: +4/+8, Grapple: +14/+18) Attacks: Blue-Green Laser (Blast 10), +10 (DC 25), Netline (Snare 6), +14 (DC Ref/Staged 16), Unarmed Attack, +10 (DC 25) Defense: +8 (Flat-footed: +2), Knockback: -10 Initiative: +2 Languages: Native Language Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 14 + Powers 72 + Combat 16 + Saves 8 + Drawbacks 0 = 150 Real Name: Veronica Steeley Occupation: Entrepreneur Base: Emerald City Personality Ultramarine is driven and serious-minded. She's always working through one problem or another in her head to find the best solution, which makes her seem somewhat distracted even at the best of times. She was very close to her father and still mourns his loss. His old Navy buddies mean a lot to her and she can often be found sharing a drink with them and listening to their stories. The rest of the time she's in her workshop, tinkering with the Ultramarine armor or some other gadget. Powers & Abilities Ultramarine's powers all come from her battlesuit which was designed and refined over years of hard work. The suit is capable of boosting her strength, firing powerful blue-green lasers, and launching what she calls a netline, capable of adhering to nearly any surface and entrapping its target. However, all those systems are tied to the same power source and she hasn't figured out how to make the boost to her strength permanent, which she thinks would be very useful. The suit's other capabilities were specifically designed to make it as light and maneuverable as possible and allow it to operate underwater. It's armor is reinforced by a thin force field which is airtight and capable of withstanding extremes of temperature and pressure. It's also equipped with sonar (Ranged Accurate Radius Ultra-Hearing) that makes it possible for Ultramarine to perceive her surroundings even in complete darkness. Specially constructed turbine engines allow her to fly and move through the water with ease, although Veronica wants to boost their power as soon as possible. Enemies Ultramarine's step-brother Brad is the armored villain Steelhead. Brad stole an earlier aquatic armor prototype from Veronica's father and accidentally killed him. Veronica won't be happy until Brad is behind bars and Brad won't be happy until he can prove he's better than Veronica-and has the Ultramarine armor for himself. History The history of Ultramarine began decades ago with Veronica Steeley's father, Capt. Gil Steeley. Gil was a Navy diver for years before he retired and began work as a salvage operator and inventor. Both endeavors proved quite successful and he and his family were able to travel the world (on salvage jobs) while still maintaining a permanent home in Emerald City. Due to his interest in diving, he began innovating designs for diving suits. It started simply enough, slight adjustments and additions to a standard wetsuit, but then he began developing specialized pieces of equipment that allowed divers to stay under longer, dive deeper, lift more, and on and on. This process took years, during which he and his wife Marcia had a daughter, Veronica. When Veronica was only ten years old, Marcia died in an accident during a salvage operation. Gil and Veronica were devastated, but Gil surprised everyone by marrying Elene Kostas within a year of Gail's death. Elene's son Bradford, two years younger than Veronica, happily accepted Gil as his step-father. Veronica never really forgave her father for her mother's death or for remarrying so quickly. Gil, in turn, had a difficult time showing his feelings for Veronica. He always pushed her with his stories about responsibility; that those with greater capabilities also had a greater duty. He wanted the best for her. Her step-mother Elene was a weak and dependent woman compared to her mother, even more so after she fell ill and it became Veronica's responsibility to hold the whole family together and to look after her younger step-brother, Brad. Brad idolized his step-father, but was always being reminded how Veronica was his superior in every way: "Listen to your sister" ... "Why can't you be more like Veronica" and so on. She was the better swimmer, the better student, the ideal. When Brad's mother passed away, he tried even harder to win his stepfather's approval, but Veronica was always there first. The discipline she chaffed under, he craved. As a teenager, Brad acted out and got into trouble to get attention, and Veronica was always the one to bail him out of it. So, when Veronica earned college scholarships in engineering, she couldn't wait to leave home and finally have a life of her own, out from under her father's expectations and her step-brother's screw-ups. Brad enlisted in the Navy to impress Gil and managed to earn nothing more than a dishonorable discharge within two years. Veronica, on the other hand, blossomed in her studies, graduated magna cum laude, and went on to grad school. Her visits home became less and less frequent. On one such visit, Veronica found her father hard at work on his diving suit design, as always. He'd taken on Brad as an assistant, although he commented that his stepson was nowhere near as capable as Veronica. Her father's work had taken on an unusual sense of urgency. Veronica learned Gil Steeley's company was heavily in debt. He needed to show progress on his designs, or he could potentially lose everything. The stress was taking its toll on the older Steeley, who could no longer handle the kind of dives required to test his work. Veronica offered her help and, together, she and her father were able to make the breakthroughs necessary to get the prototype deep-sea suits functioning. Veronica and Brad tested the suits together, although Veronica understood them better and proved more adept. Veronica was performing a solo test of the newest prototype when Gil Steeley learned that Brande Management-the financial backers Brad brought in-were interested in turning the suit into a weapon for covert operations. Now that he knew it worked, Brad intended to hand the designs over. Gil forbid it and they argued. The enraged Brad used his armor's electrical blaster, intending to intimidate his stepfather into giving him the passcodes to the plans. Instead, he gave Gil a fatal heart attack. Veronica returned to find her father dying and no sign of her step-brother. Gil Steeley lived just long enough to tell his daughter what happened, how proud he was of all her accomplishments, and to make her promise she would keep the Ultramarine suit from falling into the wrong hands. Veronica swore to use the armor to help others, and to bring Brad and his stolen suit to justice. Using Ultramarine as a Villain Veronica helped her father slave over the armor for years and slowly hatched a plan to take the old man out of the picture, so she could use the armor for herself. She managed, without too much difficulty, to recruit Brad to act as the heavy. When things went poorly and Brad actually killed the old man, Veronica had a twinge of guilt, but then realized she could use Brad's guilt to blackmail him into donning the other suit of armor and working together to wreak havoc up and down the West Coast. Now Ultramarine and Steelhead are infamous for piracy, smuggling, and illegal salvage operations up and down the coast.
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