Avenger Assembled Posted May 11, 2016 Share Posted May 11, 2016 PL: 12 (180) Abilities: 8 + 8 + 8 + 4 + 6 + 4 = 38PP STR 22/18 (+6/+4) DEX 18 (+4) CON 18 (+4) INT 14 (+2) WIS 16 (+3) CHA 14 (+2) Combat: 12 + 12 = 24PP Init: +4 ATK: +6 (+10 Melee/+14 Noahic) [+8 (+12 Melee/+16 Noahic in suit)] DEF: +12 (+6 Dodge Focus, +6 Base, +3 Flat-Footed) Grapple: +14/+12 w/Noahic [+16/+18/+14 w/Noahic in suit]) Knockback: -12/-6/-4 Saves: 3 + 3 + 4 = 10PP TOU +12/+8 (+4 Con, +4 Protection, +4 Protection [Suit]) FORT +12/+7 (+4 Con, +3, +5 Suit) REF +12/+7 (+4 Con, +3, +5 Suit) WILL +12/+7 (+3 Wis, +4, +5 Suit) Skills: 68 r = 17PP Acrobatics 6 (+10, SM) Bluff 15 (+17, SM) Diplomacy 6 (+8) Intimidate 6 (+8) Languages 3 (Arabic, English, Farsi, [Base] Soqotri) Knowledge (History) 4 (+6) Notice 12 (+15, SM) Sense Motive 12 (+15, SM) Stealth 2 (+6) Feats: 23PP Acrobatic Bluff Attack Focus: Melee 4 Challenge 2 (Fast Feint, Fast Taunt) Dodge Focus 6 Environmental Adaptation (Underwater) Evasion Fearless Quick Draw Second Chance (Will Saves vs. Mind Control) Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Startle Takedown Attack Taunt Uncanny Dodge (auditory) Powers: 7 + 30 + 3 + 5 + 17 + 4 + 2 = 68PP Device 2 (Farida's Scimitar, Flaw: Easy to Lose, PF: Indestructible) [7PP] Damage 6 (PFs: Affects Insubstantial 2, Improved Crit, Mighty) [10DP] Device 7 (35PP, Monsoon's Armor, Flaw: Hard to Lose, PFs: Restricted 2 [Monsoon]) [30PP] Enhanced ATK 2 (to ATK +8) [4DP] Enhanced Noahic Array 0 (PF: Alternate Power 1) [1PP] BE: Impervious Toughess 12 (hydrokinetic stiffening) {12/12} Enhanced Saves 15 (Fortitude 5, Reflex 5, Will 5) [15DP] Enhanced Strength 4 (to STR 22/+6) [4DP] Immunity 6 (cold, disease, heat, radiation, poison, suffocation [Buys Off Flaw]) [6DP] Protection 4 [4DP] Super-Senses 1 (Danger Sense [radio]) [1DP] 4 + 1 + 15 + 4 + 6 + 4 + 1 = 35/35 Immunity 3 (cold, drowning, high pressure) [3PP] Movement Array 2 (4PP, PF: Alternate Power 1) [5PP] Flight 2 (25 MPH/250FPM) [4PP] BE: Swimming 4 (25MPH/250FPM) {4/4} Noahic Array 6 (12PP, PFs: Accurate 4, Alternate Powers 1) [17PP] BE: Move Object 6 (Effective STR 30, Heavy Load 1200 lbs, Extra: Damaging, Flaw: Duration [Concentration]) [12/12] AP: Move Object 6 (Effective STR 30, Heavy Load 1200 lbs, Extra: Area [Burst], Flaw: Range [Touch]) [12/12] Protection 4 [4PP] Super-Senses 2 (Darkvision) [2PP] costs abilities 38 + combat 32 + saves 10 + skills 17/68 + feats 17 + powers 68 = 180 The sword! This impressive blade once belonged to Nina's older brother Farida before she won it from him in fair combat. Made of meteoric iron found in the Arabian Peninsula, he had its edge lined with nigh-monotatomic computronium in the wake of the Incursion. A small sample of water preserved in the hilt means Nina can manipulate it with her hydrokinetic abilities. The armor! This blue and white armor, accessorized with gold cape and cowl, bears a striking but not complete resemblance to the body armor typically worn by Typhoon. A watery gel inside the armored shell provides a cushion against impact - and something for Nina to manipulate inside the armor. It has a fairly limited internal 'environment', being a product of the Socotran exile community rather than more advanced super-science, but it does give Nina a self-contained internal environment. PL: 15 (250) Abilities: 2 + 4 + 14 + 10 + 2 + 14 = 36PP STR 12 (+1) DEX 14 (+2) CON 24 (+7) INT 10 (+0) WIS 12 (+1) CHA 24 (+7) Combat: 8 + 10 = 18PP Init: +2 ATK: +4 (+10 w/Move Object) DEF: +10 (+5 Dodge, +5 Base, +2 flat-footed) Grapple: +4/+24 w/Move Object Knockback: -10/-3 Saves: 1 + 6 + 7 = 14PP TOU: +20/+7 (+13 Protection, +7 Con) FORT +8 (+7 Con, +1) REF +8 (+2 Dex, +6) WILL +8 (+1 Wis, +7) Skills: 72r=18PP Bluff 8 (+15) Concentration 7 (+8) Craft (Artistic) 10 (+10) Diplomacy 20 (+27) Knowledge (Popular Culture) 10 (+10) Knowledge (History) 10 (+10) Languages 3 (English [Base], Arabic, Mandarin Chinese, Spanish) Medicine 4 (+5) Feats: 60PP Beginner's Luck Benefit 1 (Status [Hey, It's Edge!]) Connected Distract (Diplomacy) Dodge Focus 5 Eidetic Memory Inspire 5 Jack of all Trades Luck 7 Sidekick 36 Powers: 16 + 3 + 14 + 2 + 12 + 54 = 105PP Enhanced Feats 4 (Ultimate Save 4 [Fortitude, Reflex, Toughness, Will]; Extras: Affects Others, Range 2 [Perception]) [16PP] Enhanced Feats 2 (Quick Change 2, Extra: Affects Others, Flaw: Action [Move], PF: Precise) [3PP] Protection 13 (PF: Selective) [14PP] Immunity 2 (aging, despair effects) [2PP] Luck Control 4 (cancel GM Fiat, cancel HP expenditure of others, give someone else HP, spend HP for someone else) [12PP] Mark is Magic 25 (50PP, PFs: Alternate Powers 4) [54PP] BE: Damage 15 (Extras: Area [General, Burst], Selective, PFs: Indirect 3, Variable Descriptor 2 [any accident]) [50/50] AP: Create Object 15 (Extras: Duration [Continous], PFs: Innate, Precise, Selective) [48/50] AP: Move Object 20 (Effective STR 100, Heavy Load: 12.5ktons, Extra: Damaging, Flaw: Duration [Concentration], PFs: Accurate 3, Affects Insubstantial 2, Indirect 3, Precise) [49/50] AP: Teleport 10 (1000 ft/Earth to Moon, Extras: Accurate [+1], Area [General, Burst], Selective, Flaw: Long Range Only, PFs: Progression 10 [100k lbs]) [50/50] AP: Transform 10 (inanimate to inanimate, 1000 lbs, Extras: Duration [Continous], Flaw: Action [Full]) [50/50] costs abilities 36 + combat 18 + saves 14 + skills 18/72 + feats 60 + powers 105 = 250 pts Link to comment
angrydurf Posted May 11, 2016 Share Posted May 11, 2016 (edited) Monsoon! - For skills/feats is it just thematics you're going with acrobatic bluff over using her very high Bluff? I've always taken Bluffs in combat to not necessarily be verbal Like a feint being able to lie with your eyes/body language whereas Acrobatic bluff is more akin to ninja flips to attack from unexpected angles. I think the powers section may need some clean up and notation to make clearer what is part of each device and what is not. Particularly with the armor enhancing her Noahic Array as I'm not sure what the AP she gets from the armor is? Also Descriptors for the scimitar and armor probably. Edge - He's missing leadership? Seems mechanically to be a solid choice for him though I guess the spend/give HP to others might duplicate that. Not clear on when he'd want to let toughness saves through so selective on protection seems odd. Without PC villains does he need the cancel HP expenditures of others? I'd think even in a Mind controlled/replaced by clones/robots scenario it would still be a fiat not a PC expenditure. Well except if Mark is mind controlled I guess... (*shudders*) You might want to tweak teleport to get Change velocity/direction for those save the falling civilians scenarios and progression as I think the weight limit doesn't scale up with ranks. getting rank eight instead of ten allows you to get 2000mile range, change direction/velocity and progression 8 for 25,000lbs of transport. Edited May 11, 2016 by angrydurf Link to comment
Avenger Assembled Posted May 14, 2016 Author Share Posted May 14, 2016 I never liked Leadership! The Selective is so he can do things like get shots normally. Link to comment
angrydurf Posted May 14, 2016 Share Posted May 14, 2016 My impression has always been that protection (particularly not without impervious) it's up to descriptors for how shots etc work. Like someone like Nighthawk bullets and shots and such might break the skin but not cause much impairment. Or like Peter Parker takes punch from a dude that pulls helicopters out of the air and ends up with a black eye but can still get shots normally. I think unless it's a complication or you have Noticeable on it it's not an issue if you don't want it to be. Link to comment
N/A Posted June 17, 2016 Share Posted June 17, 2016 I don't think you're allowed to make Permanent powers Selective. I think that's part of the whole Permanent deal, that you can't turn it off. Otherwise, you're getting a Continuous duration for 1PP instead of +1PP per rank. Link to comment
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