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Amelia

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  1. Emma Frost build Power Level: 12 (Built as PL10) Tradeoffs: At PL10: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 175/180 Unspent Points: 5 ABILITIES 30PP (0 + 0 + 10 + 10 + 10 + 0) Strength: 10 (+0), 10 Lifting (Heavy Load: 100 lbs.) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) COMBAT 20PP (10 + 10) Initiative: +25/+5 (+5 Int, +20 Enhanced Improved Initiative) Attack: +5 Grapple: +5 (+5 Melee Attack, +0 Strength) Defense: +15/+5 (+5 Base, +10 Enhanced Dodge Focus), +3 Flat-Footed Knockback Resistance: 2 (1/2 Non-Impervious Toughness 5 = 2) SAVING THROWS 15PP (0 + 5 + 10) Toughness: +5 (+5 Con) Fortitude: +5 (+5 Con, +0PP) Reflex: +15Evasion/+5 (+0 Dex, +5PP, +10 Enhanced) Will: +15Ultimate Save (+5 Wis, +10PP) SKILLS 4PP (14/16R) Concentrate 5 (+10)Second Chance Disguise 0 (+0, +5 Morph) Notice 3 (+20/+8)Skill Mastery Search 3 (+20/+8) Sense Motive 3 (+20/+8)Skill Mastery FEATS 11PP Accurate Attack All-Out Attack Interpose Luck 3 Power Attack Second Chance (Concentrate) Skill Mastery (Notice, Sense Motive, X, X) Speed of Thought Ultimate Save (Will) Enhanced: Dodge Focus 10 Evasion Improved Initiative 5 POWERS 95PP Enhanced Feats 16 (Dodge Focus 10; Evasion; Improved Initiative 5) [16PP] Enhanced Reflex 10 [10PP] Enhanced Skills 36 (Notice 12; Search 12; Sense Motive 12) [9PP] Immunity 5 (Interaction Skills; Flaws: Limited [1/2 effect]) [3PP] Morph 1 (One Form; Disguise +5; Extras: Action [Reaction], Duration [Continuous]; Feats: Metamorph) [4PP] Psionics 16 (32PP Array; Feats: Alternate Power 5) [37PP] Base Power: [13 + 19 = 32PP] Communication 6 (Sense Type: Mental; Range: 20 miles; Extras: Linked; Flaws: Limited [Not Two-Way]; Feats: Rapid [x10], Subtle) [5PP] Comprehend 1 (Languages 1 [Speak Any]; Extras: Linked) [2PP] Mind Reading 10 (Extras: Mental, Sensory Link; Flaws: Communication-Dependent, Duration [Instant, Lasting]; Feats: Subtle) [6PP] ESP 4 (Sense Types: Mental; Range: 1 mile; Extras: Action [Free], Duration [Sustained], Linked; Feats: Rapid 4 [x10,000], Subtle) [17PP] Super-Senses 2 (Accurate Thought Awareness) [2PP] Alternate Power: [10PP] Concealment 10 (All Non-Mental type senses; Flaws: Phantasm) [10PP] Alternate Power: [31PP] Damage 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full]; Feats: Subtle) [31PP] Alternate Power: [32PP] Mind Control 10 (Extras: Conscious, Mental; Feats: Mental Link, Subtle) [32PP] Alternate Power: [32PP] Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Subtle) [32PP] Alternate Power: [31PP] Transform 10 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception]; Flaws: Action [Full]; Feats: Subtle) [31PP] Super-Senses 10 (Danger Sense [Sense Type: Mental]; Postcognition [Extras: Simultaneous; Flaws: Uncontrolled]; Postcognition [Extras: Simultaneous; Flaws: Uncontrolled]; Uncanny Dodge [Sense Type: Mental]) [10PP] Super-Senses 6 (Thought Awareness; Descriptor Frequency: Very Common; Sense Type: Mental; Extras: Acute, Radius, Ranged) [6PP] DRAWBACKS -0PP None Abilities (30) + Combat (20) + Saving Throws (15) + Skills (4) + Feats (11) + Powers (95) - Drawbacks (0) = 175/180 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Memory Alteration Perception DC20 Will Transformed Mental Blast Perception DC25 Will (Staged) Damage (Energy) Mind Control Perception DC20 Will Controlled Perception Filter Personal DC20 Will Concealment Stun Perception DC20 Will (Staged) Dazed/Stunned/Unconscious Telepathy Perception* DC20 Will* Mind Reading *Communication-Dependent Power Level: 12 (Built as PL10) Tradeoffs: At PL10: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 169/180 Unspent Points: 11 ABILITIES 30PP (0 + 0 + 10 + 10 + 10 + 0) Strength: 40/10 (+15/+0), 65 Lifting (Heavy Load: 100 tons / 100 lbs.) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) COMBAT 20PP (10 + 10) Initiative: +5 (+5 Int) Attack: +5 Grapple: +25/+5 (+5 Melee Attack, +15/+0 Strength, +5 Super-Strength) Defense: +5, +3 Flat-Footed Knockback Resistance: 17/2 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 10, + Immovable 5 = 17) SAVING THROWS 15PP (0 + 5 + 10) Toughness: +15Impervious 10/+5 (+5 Con, +10 Protection) Fortitude: +5 (+5 Con, +0PP) Reflex: +5 (+0 Dex, +5PP) Will: +15Ultimate Save (+5 Wis, +10PP) SKILLS 4PP (14/16R) Concentrate 5 (+10)Second Chance Disguise 0 (+0, +5 Morph) Notice 3 (+8)Skill Mastery Search 3 (+8) Sense Motive 3 (+8)Skill Mastery FEATS 11PP Accurate Attack All-Out Attack Interpose Luck 3 Power Attack Second Chance (Concentrate) Skill Mastery (Notice, Sense Motive, X, X) Speed of Thought Ultimate Save (Will) Enhanced: Takedown Attack Ultimate Save (Toughness) POWERS 89PP Concealment 2 (All Mental-type senses; Extras: Duration [Continuous]; Flaws: Permanent) [4PP] Density 12 (Mass x25; Strength +24; Impervious Protection +6; Immovable +4; Super-Strength +4; Extras: Duration [Continuous]; Flaws: Permanent) [36PP] Enhanced Feats 2 (Takedown Attack; Ultimate Save [Toughness]) [2PP] Enhanced Strength 6 [6PP] Immovable 1 (5 total ranks; Extras: Unstoppable [5 ranks]) [6PP] Immunity 19 (Life Support; Mental effects) [19PP] Impervious Toughness 4 (10 ranks total) [4PP] Morph 1 (One Form; Disguise +5; Extras: Action [Reaction], Duration [Continuous]; Feats: Metamorph) [4PP] Protection 4 (10 ranks total) [4PP] Super-Movement 1 (Wall-Crawling) [2PP] Super-Strength 1 (5 total ranks) [2PP] DRAWBACKS -0PP None Abilities (30) + Combat (20) + Saving Throws (15) + Skills (4) + Feats (11) + Powers (89) - Drawbacks (0) = 169/250 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC30/15 Toughness (Staged) Damage (Physical)
  2. Thrude The goddess returned Sanngrdr's embrace. "I thought thou look'd familiar! Well met indeed." She pulled away and gave her fellow Valkyrie a quizzical look. "Then thou art NOT here to drag me back to the All-Father's hall?" The goddess glanced over to Astrid when she spoke. The moment the word "Alvíss" left her lips, Thrude's face tightened into a glare. Her nostrils flared, her eyes bulged, and her jaw clenched tightly shut. Thunder rumbled in the distance. Thrude's face softened. She clasped Astrid's forearm in a gesture of goodwill and gave her a slight smile. "I had thought thou look'd familiar to my eye as well. Indeed thou has the look of our father, though I worry 'tis a slight against you to say it. Thou art no greater 'bastard' than any of our brood, for it is not Jord who sits upon the throne of Asgard, nor Jarnsaxa who reigns at Thrudvangr. Our father no doubt sired thee during my long imprisonment at the hands of The Deceiver. I regret that we were kept apart for such an age. But 'tis a relief that the redemption of our family is a burden resting not entirely upon mine own shoulders." "My grandfather's ways are not mine, Warrior. Shadows and trickery are Old One-Eye's domain. Mine is THE UNFETTERED MIGHT OF THE RAGING STORM!" The goddess hefted her giant axe into the air and a bolt of lightning crashed down onto it from the sky. "LET THE ENEMY KNOW THAT THRUDE COMES FOR THEM! LET THEM QUIVER AND WEEP AND SOIL THEMSELVES AT THE SOUND OF THUNDER! FOR AS IT GROWS EVER CLOSER, SO DOTH THEIR DOOM!" Thrude's eyes widened at the raven's words and a grin overtook her features. "Then there is no time to lose! Thou need only point the way to these beasts, and I shall unleash the fury of the storm upon them!" Thrude's face contorted into a grimace of rage at the several mentions of Loki's name. "Hast thou forgotten so soon the misery and devastation left in my father's wake the last time he walked the face of Midgard?! I'll not have him defile this land by touching his boots to it! I'll run him through and cast him out myself if it comes to it! Nay, if this realm needs defending then I will see to it! Only a servant of The Deceiver would be charged with such a sacred duty only to pout and whine like a sullen child given a chore on a summer's day!" She turned to the ravens and pointed accusingly at Osla. "Why even bother summoning this coward?! When since making his blood-pact with us has Loki ever honored it?!" She turned back to Osla. "Do not think that because my grandfather insists on indulging thy master that I shall let thy taunts go unanswered! If thou mindeth not thy tongue, I shan't hesitate before tearing it out of your skull myself! And if thou doth betray us as so often your master hath, know thee that I shall personally gut thee from nape to neck and strangle the last of thy breath from thy throat with thine own entrails!"
  3. Thrude The All-Father's reach extended even beyond the bounds of the Solar system. His wayward granddaughter received his summons while in orbit around Antaria, shortly after having rescued a Lor freighter which had been incapacitated after colliding with a quantum filament. Upon first returning to Midgard, Thrude had sworn a vow to protect humanity, and as soon as she had learned of their Lor cousins living among the stars she expanded that vow to encompass them as well. Once the Antarians had the evacuation of the ship under control, she followed the raven through the vacuum of space back to Earth. The princess was the last to arrive at the gathering atop the Norwegian ski slope. The others heard her before they saw her. Thunder echoed across the sky in a steady drumbeat. A familiar glowing rainbow pierced the clouds overhead, a giant ribbon of light in every color of the spectrum resting upon a bed of white mist as descended. Upon this moving bridge of light stomped a half-visible horse molded from the stuff of clouds, with lightning for eyes, each beat of its hooves issuing another thunderclap. Upon this steed rode a tall, pale woman clad in leathers and linens dyed the colors of the Sun and the sky. Long golden braids whipped around her as she rode through the air, clutching an ebony-hafted battle axe as large as her. A few meters above the apex of the slope, the horse and the bridge vanished. She landed on her feet, wreathed from head to toe in strands of electricity. Once she landed the assembled champions could see that one of her eyes was covered with a leather patch, with scarring poking out from under it in all directions. Sanngridr recognized her former fellow Valkyrie immediately, as though it had only been a day since they had last seen each other instead of a millennium. None of the others had frequented Asgard during her time, but anyone who had ever laid eyes upon one or both of her parents could instantly see the resemblance, particularly in the hair that no mortal by birth or dye could ever have mimicked properly. She nodded to Sanngridr directly, and her gaze lingered for a few moments upon the red-haired youth. Then she gave a vague salute to the entire group, and yelled to them in the modern English tongue, a habit she had picked up over the last few years whenever she was on Earth. "Hail and well met, warriors! As ye knowest, I am Thrude! Daughter of Storms! Princess of Asgard! The blood of Thor Thunder-King and Sif Harvest-Queen flows through these mighty veins! Mine is the blood of the All-Father himself, and Jord of the Jotnar, she of the very ground upon which ye stand! It is rare for Grandfather to travel with an entourage, so I must assume he hath sent ye to ferry me back to Valhalla! I see my protests hath fallen once more upon deaf ears! It is not for him to deny the oaths I hath sworn, nor hath he the power, not with honeyed words or with the force of an army at his back! Midgard and its denizens are under my protection, and I shan't abandon them, no matter how great our family's shame! I shall indulge him the brief respites he desires, but I shan't call Asgard home again until the stain of our family's dishonor hath been wiped clean from mortal memory!" She dropped to a crouch and hefted her massive axe with both hands, glaring at each of them in turn with one blazing blue eye. "Lay on, if ye dare! But think ye not that I shall show mercy merely because ye do my grandfather's bidding! Each of thee chooses thy own fate this day, whether 'tis to face Odin's wrath, or mine! Choose wisely!"
  4. In Brief: Thor's daughter got her mom's hair and her dad's everything else Character: Thrude Power Level: 12 (Built as PL11) Tradeoffs: At PL11: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 175/178 Unspent Points: 3 Catchphrase: "I SHALL SMITE THEE!" Nicknames: Trudy Alternate Identity: Princess Thrude Thorsdottir of Asgard Identity: Public, although the general public is not in universal agreement that Thrude is an actual deity Legal Status: Undocumented immigrant with no criminal record Birthplace: Thrudvangr, Asgard Residence: Nomadic Base of Operations: Intergalactic Occupation: Goddess, Princess, Psychopomp (former), Superhero, Warrior Affiliations: Lily Sorensen (mortal host, deceased), Aesir (family), Dvergar (allies), Interceptors (former member), Jotnar (enemies, family), Valkyries (former member), Vanir (allies) Family: Thor (father), Sif (mother), Odin (paternal grandfather), Frigga (paternal step-grandmother), Jord (biological paternal grandmother), Magni (paternal half-brother), Modi (paternal half-brother), Ullr (maternal half-brother), Baldr (paternal uncle, deceased), Nanna (paternal aunt), Bragi (paternal uncle), Idunn (paternal aunt), Heimdall (paternal uncle), Hermodr (paternal uncle), Hodr (paternal uncle), Tyr (paternal uncle), Vali (paternal uncle), Vidarr (paternal uncle), Forseti (paternal cousin), Vili (paternal grand-uncle), Ve (paternal grand-uncle), Loki (adoptive paternal grand-uncle), Sigyn (adoptive paternal grand-aunt), Fenrir (adoptive paternal second cousin), Hel (adoptive paternal second cousin), Jormungandr (adoptive paternal second cousin), Narfi (adoptive paternal second cousin, deceased), Sleipnir (adoptive paternal second cousin), Alviss (fiance, deceased) DESCRIPTION Age: ~2,500 (Date of Birth: ~500 BCE) Apparent Age: 22 Gender: Female Ethnicity: White Scandinavian Height: 6' Weight: 185 lbs. Hair: Gold Eyes: Blue A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, wearing a leather patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the Sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes. Magical runes have been sewn into these clothes, allowing them to change shape into a simple dress when she is not in battle. She stands tall with the regal, almost haughty bearing one would expect of a princess, and she moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. HISTORY Odin All-Father was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye, who had helped to make the world from the fallen giant Ymir, gave gifts of knowledge to the northern tribes of Midgard: hunting, swordplay, literacy, even brewing, all of it knowledge he gained with great personal sacrifice. With Jord, the giantess whose body was the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power", "Strength", in one of the oldest tongues ever spoken upon Europa. The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alviss the All-Wise, master of the forge. He was small of stature and humble in bearing, but well learned, of great skill and kind heart, which endeared him to the young goddess. Alviss rivaled even Odin in his understanding of runic lore, and to woo her, he forged for her Hridleif ("The Storm's Legacy"), a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a troll as a son-in-law and heir. So Thor tricked Alviss, demanding from him a "test of wisdom." All night did Thor ask questions of Alviss, questions about everything under the Sun. And it was the Sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all Dvergar touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenrir, the great winter wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the trickster and schemer without equal, trapped them both with his sorcery. None know to what end he sealed them away; he has ever kept his own counsel on the matter, and his purpose may well have slipped through the cracks of his countless machinations and been lost to time even for himself. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon the streets of Freedom City. Their battle continued, and despite the intervention of several of the city's superheroes, including Doktor Archeville, the wolf's iron-clad mortal namesake, and a Messenger of Yahweh, the winter wolf escaped, taking Thrude's eye in the process. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world. With the Messenger's blessing, Master Mage Adrian Eldritch allowed her to stay in Midgard. She remained on Earth for a few months, protecting the innocent as best she could and briefly serving as a member of the Interceptors, before returning to Asgard, wishing to honor the spirit of The Pact. However, she still believed that it was her inherited responsibility to redeem her family's honor and to protect the people of Midgard. She did not have to wait long for an opportunity to return to the mortal realm. When a soldier named Lily Sorensen was mortally wounded, Thrude appeared to her, and offered her a choice: Thrude could guide her to the afterlife she had earned, or she could act as Thrude's host, allowing the goddess to manifest on the Earthly plane. This would delay her final reward, but allow her to partake of Thrude's experiences in the meantime. Lily decided that she wanted to keep fighting the good fight for a while longer, so she agreed to be Thrude's vessel. PERSONALITY & MOTIVATION Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. POWERS & TACTICS As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in both marksmanship and hand-to-hand combat. As a member of a pre-industrial civilization, she is a skilled hunter. She would fit in alongside any elite special forces unit in the world. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alviss the dwarf runesmith forged for her Hridleif, The Storm's Legacy. While not in use, it takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive shapeshifting polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridleif appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridleif is much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a sceptre for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. The air freezes into great blocks of ice in any shape they desire. Electricity arcs up and down the wielder's body. They can conjure up a horse with a body of mist and lightning for eyes which can bear them across the sky at many times the speed of sound, creating thunder with every hoofbeat and leaving a blazing streak of rainbow light in its passing. COMPLICATIONS Accidents: With Hridleif in her possession, Thrude has an intimate connection with the power of the storm, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood, without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude has inherited the enemies of the Aesir, who are legion. Their ranks include many of the Jotnar, especially Loki and the monsters he has birthed, as well as denizens of Midgard who suffered at the hands of Donar during his enslavement by the Thule Society. She has also locked swords with fellow weather manipulator Doctor Stratos. The GM can choose to have any of these foes show up at an inopportune time, making a bad situation worse. Fear Itself: Mechanically speaking, Thrude's Fearless feat makes her immune to fear effects. However, the GM can give her a Hero Point to override that immunity and force her to roll a saving throw or contested check against a fear effect normally. Lost Love: Thrude still grieves for Alviss, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Obligations: Thrude is a scion of a large royal family, party to many treaties and alliances. The GM can choose to have familial or political obligations or debts of honor make her life inconvenient. Reputation: The Thule Society's binding of Thor into the service of the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16) Strength: 35/26 (+12/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) COMBAT 22PP (12 + 10) Initiative: +0 (+0 Dex) Attack: +6, +2 Ranged (+6 Base, -4 Disability) Grapple: +21/+14 (+6 Melee Attack, +12/+8 Strength, +3 Super-Strength) Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 13/4 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 11 = 13) SAVING THROWS 16PP (0 + 6 + 10) Toughness: +16/+8 (+10/+8 Con, +6 Protection)Impervious 11 Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, +10PP)Ultimate Save SKILLS 11PP (44R) Intimidate 12 (+20) Knowledge (Arcane Lore) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 5 (+5) Survival 5 (+5)Track FEATS 11PP Benefit (Status [Goddess, Princess]) Dodge Focus Fearless Interpose Luck 3 Quick Draw Takedown Attack Track Ultimate Save (Will) POWERS 78PP Device 8 (40PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [27PP] (Descriptors: Blessed Weapon, Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon) Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind) Storm Mastery 16 (32PP Array; Feats: Alternate Power 4) [36PP] Base Power: [12 + 20 = 32PP] Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] (Additional Descriptors: Divine Wind) Alternate Power: [32PP] (Additional Descriptors: Ice Constructs) Create Object 11 (Volume: 11 cubes; Toughness: 11; Lifting Strength: 55, Heavy Load: 24 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 9 [5,000ft / 1 mile cubes]) [32PP] Alternate Power: [21 + 11 = 32PP] (Additional Descriptors: Lightning Bolt) Drain Toughness 11 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [21PP] Damage 11 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [11PP] Alternate Power: [32PP] (Additional Descriptors: Storm Summoning) Environment Control 8 (5PP/rank = 40PP of Mix-&-Match effects; Area: 1,000ft [2 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute / rank = 8 minutes]; Drawbacks: Full Power) [32PP] Alternate Power: [20 + 6 + 6 = 32PP] (Additional Descriptors: Divine Wind, Rainbow Bridge) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Enhanced Constitution 4 [4PP] (Descriptors: Divine Might) Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes) Enhanced Strength 9 [9PP] (Descriptors: Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might) Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might) Impervious Toughness 11 [11PP] (Descriptors: Divine Might) Protection 6 [6PP] (Descriptors: Divine Might) Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons) [6PP] (Descriptors: Divine Might) DRAWBACKS -11PP Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP] Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Moderate [+50% effect rank]) [-4PP] Vulnerability (Emotion effects; Frequency: Common; Intensity: Major [x2 effect rank]) [-4PP] ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Construct Perception DC21 Reflex Trapped Dropped Ice Construct Perception/Area DC21 Reflex Avoided DC26 Toughness (Staged) Damage (Physical) Lightning Bolt Perception DC21 Reflex Avoided DC21 Fortitude (Staged) Drain Toughness DC26 Toughness (Staged) Damage (Energy) Weapon Strike Touch +5ft DC31 Toughness (Staged) Damage (Energy and/or Physical)* *Variable Descriptor Abilities (48) + Combat (22) + Saving Throws (16) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (11) = 175/178 Power Points
  5. There's a tiny smattering of additional material we've incorporated from other 2E books, like The Book of Magic and Agents of Freedom. You can see a full list in each section of the house rules ("Feats", "Powers", etc.) of what we've allowed and the few things we've specifically disallowed. A fair amount of 3E has also trickled into our house rules (we joke that we're really playing "edition 2.5"). So if there's something you want to use and you're not sure about it, ask. If you haven't already, start by reading everything here: https://www.freedomplaybypost.com/start/
  6. Possible endgame build for Thrude Character: Thrude Power Level: 15 (Built as PL12) Tradeoffs: At PL12: -4 Attack / +4 Damage, -4 Defense / +4 Toughness Power Points: 250/250 Unspent Points: 0 ABILITIES 64PP (16 + 16 + 16 + 0 + 0 + 16) Strength: 35/26 (+12/+8), 100/26 Lifting (Heavy Load: 12,500 tons / 920 lbs.) Dexterity: 26 (+8) Constitution: 34/26 (+12/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) COMBAT 30PP (16 + 14) Initiative: +8 (+8 Dex) Attack: +8, +4 Ranged (+8 Base, -4 Disability) Grapple: +33/+16 (+8 Melee Attack, +12/+8 Strength, +13 Super-Strength) Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed Knockback Resistance: 14/4 (1/2 Non-Impervious Toughness 4 = 2, + Impervious Toughness 12 = 14) SAVING THROWS 12PP (0 + 0 + 12) Toughness: +16/+8 (+12/+8 Con, +4 Protection)Impervious (Reflective) 12 Fortitude: +12/+8 (+12/+8 Con, +0PP) Reflex: +8 (+8 Dex, +0PP) Will: +12 (+0 Wis, +12PP)Ultimate Save SKILLS 12PP (46/48R) Intimidate 17 (+25)Startle Knowledge (Arcane Lore) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 2 (+10) Survival 5 (+5)Track FEATS 18PP Accurate Attack All-Out Attack Benefit 2 (Native [Asgard]; Status [Goddess, Princess]) Dodge Focus Fearless Interpose Luck 4 Power Attack Quick Draw Startle Takedown Attack 2 Track Ultimate Save (Will) POWERS 122PP Device 9 (45PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Indestructible, Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [31PP] (Descriptors: Blessed Weapon, Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon) Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura) Features 1 (Environmental Adaptation 1 [Storms]) [1PP] Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind) Storm Mastery 18 (36PP Array; Feats: Alternate Power 4) [40PP] Base Power: [12 + 24 = 36PP] Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike) Flight 12 (13 ranks total; 100,000MPH, 200 miles per Move Action) [24PP] (Additional Descriptors: Divine Wind) Alternate Power: [36PP] (Additional Descriptors: Ice Constructs) Create Object 12 (Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 11 [25,000ft / 5 mile cubes]) [36PP] Alternate Power: [23 + 12 = 35PP] (Additional Descriptors: Lightning Bolt) Drain Toughness 12 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [23PP] Damage 12 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [12PP] Alternate Power: [36PP] (Additional Descriptors: Storm Summoning) Environment Control 9 (5PP/rank = 45PP of Mix-&-Match effects; Area: 2,500ft [1/2 mile, 5 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute per rank = 9 minutes]; Drawbacks: Full Power) [36PP] Alternate Power: [24 + 6 + 6 = 36PP] (Additional Descriptors: Divine Wind, Rainbow Bridge) Flight 12 (13 ranks total; 100,000MPH, 200 miles per Move Action) [24PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Divine Might 13 (26PP Array; Feats: Dynamic Alternate Power 2, Dynamic Base Power) [31PP] Base Power (Dynamic): [26PP] Super-Strength 13 (Lifting Strength: 100, Heavy Load: 12,500 tons) [26PP] (Descriptors: Divine Might) Alternate Power (Dynamic): Leaping 26 (x500,000,000, Running Long Jump: 12,000,000,000 ft [2,400,000 miles]) [26PP] Alternate Power (Dynamic): [2PP] Super-Movement 1 (Wall-Crawling) [2PP] Enhanced Constitution 8 [8PP] (Descriptors: Divine Might) Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes) Enhanced Strength 9 [9PP] (Descriptors: Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might) Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might) Impervious Toughness 12 (Extras: Reflective [Melee]) [24PP] (Descriptors: Divine Might) Protection 4 [4PP] (Descriptors: Divine Might) DRAWBACKS -8PP Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP] Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Minor [+1 DC]) [-3PP] Vulnerability (Emotion effects; Frequency: Common; Intensity: Minor [+1 DC]) [-2PP] Abilities (64) + Combat (30) + Saving Throws (12) + Skills (12) + Feats (18) + Powers (122) - Drawbacks (8) = 250/250 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Construct Perception DC22 Reflex Trapped Dropped Ice Construct Perception/Area DC22 Reflex Avoided DC27 Toughness (Staged) Damage (Physical) Lightning Bolt Perception DC22 Reflex Avoided DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Weapon Strike Touch +5ft DC31 Toughness (Staged) Damage (Energy and/or Physical)* *Variable Descriptor
  7. In Brief: Thor's daughter got her mom's hair, her grandpa's luck with eyes, and her dad's everything else Character: Thrude Power Level: 12 (Built as PL11) Tradeoffs: At PL11: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 175/175 Unspent Points: 0 Catchphrase: "I SHALL SMITE THEE!" Nicknames: Trudy Alternate Identity: Princess Thrude of Asgard Identity: Public, although the general public is not in universal agreement that Thrude is an actual deity Legal Status: Undocumented immigrant with no criminal record Birthplace: Thrudvangr, Asgard Residence: Nomadic Base of Operations: Intergalactic Occupation: Goddess, Princess, Psychopomp (former), Superhero, Warrior Affiliations: Lily Sorensen (mortal host, deceased), Aesir (family), Dvergar (allies), Interceptors (former member), Jotnar (enemies, family), Valkyries (former member), Vanir (allies) Family: Thor (father), Sif (mother), Odin (paternal grandfather), Frigga (paternal step-grandmother), Jord (biological paternal grandmother), Magni (paternal half-brother), Modi (paternal half-brother), Ullr (maternal half-brother), Baldr (paternal uncle, deceased), Nanna (paternal aunt), Bragi (paternal uncle), Idunn (paternal aunt), Heimdall (paternal uncle), Hermodr (paternal uncle), Hodr (paternal uncle), Tyr (paternal uncle), Vali (paternal uncle), Vidarr (paternal uncle), Forseti (paternal cousin), Vili (paternal grand-uncle), Ve (paternal grand-uncle), Loki (adoptive paternal grand-uncle), Sigyn (adoptive paternal grand-aunt), Fenrir (adoptive paternal second cousin), Hel (adoptive paternal second cousin), Jormungandr (adoptive paternal second cousin), Narfi (adoptive paternal second cousin, deceased), Sleipnir (adoptive paternal second cousin), Alviss (fiance, deceased) DESCRIPTION Age: ~2,500 (Date of Birth: ~500 BCE) Apparent Age: 22 Gender: Female Ethnicity: White Scandinavian Height: 6' Weight: 185 lbs. Hair: Gold Eyes: Blue A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, wearing a leather patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the Sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes. Magical runes have been sewn into these clothes, allowing them to change shape into a simple dress when she is not in battle. She stands tall with the regal, almost haughty bearing one would expect of a princess, and she moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. HISTORY Odin All-Father was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye, who had helped to make the world from the fallen giant Ymir, gave gifts of knowledge to the northern tribes of Midgard: hunting, swordplay, literacy, even brewing, all of it knowledge he gained with great personal sacrifice. With Jord, the giantess whose body was the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power", "Strength", in one of the oldest tongues ever spoken upon Europa. The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alviss the All-Wise, master of the forge. He was small of stature and humble in bearing, but well learned, of great skill and kind heart, which endeared him to the young goddess. Alviss rivaled even Odin in his understanding of runic lore, and to woo her, he forged for her Hridleif ("The Storm's Legacy"), a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a troll as a son-in-law and heir. So Thor tricked Alviss, demanding from him a "test of wisdom." All night did Thor ask questions of Alviss, questions about everything under the Sun. And it was the Sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all Dvergar touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenrir, the great winter wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the trickster and schemer without equal, trapped them both with his sorcery. None know to what end he sealed them away; he has ever kept his own counsel on the matter, and his purpose may well have slipped through the cracks of his countless machinations and been lost to time even for himself. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon the streets of Freedom City. Their battle continued, and despite the intervention of several of the city's superheroes, including Doktor Archeville, the wolf's iron-clad mortal namesake, and a Messenger of Yahweh, the winter wolf escaped, taking Thrude's eye in the process. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world. With the Messenger's blessing, Master Mage Adrian Eldritch allowed her to stay in Midgard. She remained on Earth for a few months, protecting the innocent as best she could and briefly serving as a member of the Interceptors, before returning to Asgard, wishing to honor the spirit of The Pact. However, she still believed that it was her inherited responsibility to redeem her family's honor and to protect the people of Midgard. She did not have to wait long for an opportunity to return to the mortal realm. When a soldier named Lily Sorensen was mortally wounded, Thrude appeared to her, and offered her a choice: Thrude could guide her to the afterlife she had earned, or she could act as Thrude's host, allowing the goddess to manifest on the Earthly plane. Lily decided that she wanted to keep fighting the good fight for a while longer, so she agreed to be Thrude's vessel. PERSONALITY & MOTIVATION Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. POWERS & TACTICS As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in both marksmanship and hand-to-hand combat. As a member of a pre-industrial civilization, she is a skilled hunter. She would fit in alongside any elite special forces unit in the world. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alviss the dwarf runesmith forged for her Hridleif, The Storm's Legacy. While not in use, it takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive shapeshifting polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridleif appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridleif is much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a sceptre for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. The air freezes into great blocks of ice in any shape they desire. Electricity arcs up and down the wielder's body. They can conjure up a horse with a body of mist and lightning for eyes which can bear them across the sky at many times the speed of sound, creating thunder with every hoofbeat and leaving a blazing streak of rainbow light in its passing. COMPLICATIONS Accidents: With Hridleif in her possession, Thrude has an intimate connection with the power of the storm, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood, without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude has inherited the enemies of the Aesir, who are legion. Their ranks include many of the Jotnar, especially Loki and the monsters he has birthed, as well as denizens of Midgard who suffered at the hands of Donar during his enslavement by the Thule Society. She has also locked swords with fellow weather manipulator Doctor Stratos. The GM can choose to have any of these foes show up at an inopportune time, making a bad situation worse. Fear Itself: Mechanically speaking, Thrude's Fearless feat makes her immune to fear effects. However, the GM can give her a Hero Point to override that immunity and force her to roll a saving throw or contested check against a fear effect normally. Lost Love: Thrude still grieves for Alviss, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Obligations: Thrude is a scion of a large royal family, party to many treaties and alliances. The GM can choose to have familial or political obligations or debts of honor make her life inconvenient. Reputation: The Thule Society's binding of Thor into the service of the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16) Strength: 35/26 (+12/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) COMBAT 22PP (12 + 10) Initiative: +0 (+0 Dex) Attack: +6, +2 Ranged (+6 Base, -4 Disability) Grapple: +21/+14 (+6 Melee Attack, +12/+8 Strength, +3 Super-Strength) Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 13/4 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 11 = 13) SAVING THROWS 16PP (0 + 6 + 10) Toughness: +16/+8 (+10/+8 Con, +6 Protection)Impervious 11 Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, +10PP)Ultimate Save SKILLS 11PP (44R) Intimidate 12 (+20) Knowledge (Arcane Lore) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 5 (+5) Survival 5 (+5)Track FEATS 11PP Benefit (Status) Dodge Focus Fearless Interpose Luck 3 Quick Draw Takedown Attack Track Ultimate Save (Will) POWERS 78PP Device 8 (40PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [27PP] (Descriptors: Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon) Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind) Storm Mastery 16 (32PP Array; Feats: Alternate Power 4) [36PP] Base Power: [12 + 20 = 32PP] Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] (Additional Descriptors: Divine Wind) Alternate Power: [32PP] (Additional Descriptors: Ice Constructs) Create Object 11 (Volume: 11 cubes; Toughness: 11; Lifting Strength: 55, Heavy Load: 24 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 9 [5,000ft / 1 mile cubes]) [32PP] Alternate Power: [21 + 11 = 32PP] (Additional Descriptors: Lightning Bolt) Drain Toughness 11 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [21PP] Damage 11 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [11PP] Alternate Power: [32PP] (Additional Descriptors: Storm Summoning) Environment Control 8 (5PP/rank = 32PP of Mix-&-Match effects; Area: 1,000ft [2 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute / rank = 8 minutes]; Drawbacks: Full Power) [32PP] Alternate Power: [20 + 6 + 6 = 32PP] (Additional Descriptors: Divine Wind, Rainbow Bridge) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Enhanced Constitution 4 [4PP] (Descriptors: Divine Might) Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes) Enhanced Strength 9 [9PP] (Descriptors: Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might) Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might) Impervious Toughness 11 [11PP] (Descriptors: Divine Might) Protection 6 [6PP] (Descriptors: Divine Might) Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons) [6PP] (Descriptors: Divine Might) DRAWBACKS -11PP Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP] Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Moderate [+50% effect rank]) [-4PP] Vulnerability (Emotion effects; Frequency: Common; Intensity: Major [x2 effect rank]) [-4PP] Abilities (48) + Combat (22) + Saving Throws (16) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (11) = 175/175 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Construct Perception DC21 Reflex Trapped Dropped Ice Construct Perception/Area DC21 Reflex Avoided DC26 Toughness (Staged) Damage (Physical) Lightning Bolt Perception DC21 Reflex Avoided DC21 Fortitude (Staged) Drain Toughness DC26 Toughness (Staged) Damage (Energy) Weapon Strike Touch +5ft DC31 Toughness (Staged) Damage (Energy and/or Physical)* *Variable Descriptor
  8. Bare-bones foundation for a teen magnetic controller for @EmpressValerian96 Power Level: 10 (Built as PL8) Tradeoffs: None Power Points: 113/150 ABILITIES 0PP (0 + 0 + 0 + 0 + 0 + 0) Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT 22PP (8 + 14) Initiative: +0 (+0 Dex) Attack: +4, +8 Magnetic Control Grapple: +4 (+4 Melee Attack, +0 Strength), +20 Magnetic Control (Perception Move Object 10) Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed Knockback Resistance: 8/0 SAVING THROWS 0PP ( 8 + 8 + 8 ) Toughness: +8/+0 (+0 Con, +8 Force Field)Impervious 8 Fortitude: +8 (+0 Con, +8PP) Reflex: +8 (+0 Dex, +8PP) Will: +8 (+0 Wis, +8PP) SKILLS 0PP (0R) FEATS 3PP Dodge Focus Luck 2 POWERS 64PP Device 16 (80PP Container [Passive: No Action, Permanent Duration]; Flaws: Hard-To-Lose) [64PP] Flight 3 (50MPH, 500ft per Move Action; Flaws: Platform; Feats: Subtle) [4PP] Force Field 8 (Extras: Impervious, Linked [Immunity]; Feats: Selective, Subtle) [18PP] Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]) [10PP] Magnetic Control 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: X) Base Power: [32PP] (Additional Descriptors: Magnetokinesis) Move Object 10 (Lifting Strength: 50, Heavy Load: 12 tons; Extras: Damaging [8 ranks], Range [Perception]; Flaws: Limited [Metal]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [32PP] Alternate Power: [32PP] (Additional Descriptors: Blast, Metal Projectiles) Damage 8 (Extras: Autofire, Range [Ranged; 10 80ft Increments, 800ft Max]; Feats: Accurate 2 [+4 Attack], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, or Slashing damage]) [32PP] Alternate Power: [32PP] (Additional Descriptors: Metal Bonds) Snare 8 (Range: 10 80ft Increments, 800ft Max; Extras: Autofire; Feats: Accurate 2 [+4 Attack], Indirect 3, Precise, Reversible, Subtle) [32PP] Alternate Power: [32PP] (Additional Descriptors: Shape Metal) Transform 8 (Metal; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [2,500 lbs.], Subtle) [32PP] Super-Movement 5 (Permeate 3 [Full speed]; Wall-Crawling 2 [Full speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Super-Senses 1 (Direction Sense) [1PP] Super-Senses 5 (Magnetic Awareness [Magnetic Fields and Metals]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] Abilities (0) + Combat (22) + Saving Throws (24) + Skills (0) + Feats (3) + Powers (64) - Drawbacks (0) = 113/150 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC23* Toughness (Staged) Damage (Physical)** Metal Bonds Ranged DC18* Reflex (Staged) Entangled/Bound Move Object Perception Grapple vs +20 Pinned/Bound*** DC23 Toughness (Staged) Damage (Energy)*** Move Object Throwing Str 50 DC23 Toughness (Staged) Damage (Physical) (Thrown Object) Shape Metal Touch +5ft DC18 Fortitude Transformed*** *Autofire **Variable Descriptor (Bludgeoning, Piercing, or Slashing) ***Limited (Metal targets)
  9. Potential reboot/replacement for Mister Strix Character: The White Widow Power Level: 12 (Built as PL8) Tradeoffs: None Power Points: 180/180 Alternate Identity: Gianna "Gia" Helena Igglioni (Deceased); Chiara Nocenti; Arachne Identity: Secret Legal Status: Deceased USA citizen with no criminal record Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City, Wisconsin, USA Residence: Varies Occupation: Vigilante Affiliations: The White Spider (Vittorio "Vic" Cavalieri, former partner) Family: Parents, Younger Brother, Numerous grandparents, aunts, uncles, and cousins (all Deceased) DESCRIPTION Age: 40 (Date of Birth: 1980) Apparent Age: 18 (Date of Death: 1999) Gender: Female Ethnicity: Caucasian of Sicilian descent Height: 5'4" Weight: 120 lbs. Hair: Black Eyes: Black (Red when using powers) HISTORY Bedlam City had three Mafia families until 1995, when the Scarpias massacred the Igglionis and absorbed their holdings and surviving soldiers. The third family, the Gorganzuas, didn't approve of the coup, but they lacked the resources to oppose it, at least openly. These days, The Midnight Shadow pretends to be a vigilante while acting as an enforcer for the Gorgonzuas, but he makes sure never to operate in Scarpia territory. There are reasons for that, beyond the obvious. Gia Igglioni was 15 when the purge happened. Her family was having dinner when the Scarpia soldiers showed up and riddled her Hardwick Park house with bullets. Gia took one in the head. There was a guest at dinner, a family friend and Gorganzua associate, Vic Cavalieri. Vic could handle himself in a firefight. He was that rare Mafioso with actual military experience; he'd seen combat in Kuwait and Yugoslavia. When the dust settled, the only survivors were Vic and, surprisingly, Gia. Vic spirited her away to Downtown General and bribed the right people to get them admitted and treated anonymously. Once he learned the full scope of that night's events, he formed a plan, a plan that Young Junior himself signed off on, quietly and unofficially. All the official records showed that Gia died on the operating table. Her name was etched into the grave markers along with the rest of her family, and the body of a young woman went into the ground with them. To keep her safe, Vic got her a fake ID and put her up in Wolverton with a Black family, the last place any Scarpia soldiers would ever look for her. The family's patriarch, William "Whistler" Michaels, was a drug dealer and occasional hitman but more often broker for other hitmen, with whom Vic did regular business. It was a rough adjustment for Gia at first. The spoiled Mafia princess had never had to do laundry or dishes before. She was one of only a handful of white students at her new school, which wasn't nearly as well-funded as her old one. But she had reasons to make that adjustment beyond mere self-preservation. Vic was going to train her and help her avenge her family. They were going to put on masks and become vigilantes, just like all those heroes in Freedom City. Vic did train her, but not very much, and not very well. He let her come up with the names and costumes; he couldn't have cared less. For him, it was just a scheme to get a little payback for his own flesh wound and injured pride, and to line his pockets at Dapper Donny's expense. For Young Junior it was a chance to undermine his rivals while maintaining plausible deniability, and to line his pockets at Dapper Donny's expense. For Gia, it was a holy crusade, and also a lot of fun, especially after she and Vic "fell in love". She had no idea that Vic was just using her, on all fronts. For a couple of years, The White Spider and Arachne (Vic didn't get the reference, something Gia read about in school, he could barely pretend to care) were a thorn in the side of the Scarpias. A simple silhouette line-drawing of a spider was their calling card, left painted on walls and occasionally even carved into the skin of multiple Mafiosos. But the fun ended in 1999. Valentin Romita, a Scarpia soldier, was horribly disfigured during a confrontation with The White Spider and Arachne. He was already a sadistic psychopath, and his ordeal left him with a distorted view of reality but a newfound flair for the dramatic. He was already a made man, but as he grew more unhinged, Dapper Donny, always loathe to attract attention, shoved him further to the margins of family business. Romita started calling himself "Valentine" and leaving calling cards of his own, literal Valentine's Day cards. He also developed a taste for cutting out people's hearts. On nights when Vic was "unavailable", Gia had started going out alone as Arachne, trying to prove both to him and to herself that she was a more capable vigilante than she actually was. On one of those nights, what she thought was a crime in progress turned out to be a trap set by Valentine. Without her "mentor", he and his henchmen easily captured her. They used her to bait another trap for The White Spider. Valentine used a pirated signal to broadcast a twisted parody of a telethon where he tortured Arachne on live television and invited viewers to call a special phone number and vote on whether she should live or die. Bedlam being Bedlam, she lost by 72 votes. Gia remained defiant to the end; Valentine hurt her, but he didn't break her. Vic never showed up. Gia died cursing his name alongside those of Valentine and the Scarpias. When the police finally arrived, Valentine made no effort to avoid capture. He was deemed unfit to stand trial and confined indefinitely to the Crawley Asylum. Vic, Young Junior, and Dapper Donny all saw the broadcast, and it scared the Hell out of them. All of them had the same thought: "This has gone too far." The Scarpias did everything they could to distance themselves from Valentine. They considered killing him but ultimately they decided to just let him rot. By the time Young Junior could get word to Vic that his time as a vigilante was over, Vic had already tied up all his loose ends. He murdered Whistler Michaels and Whistler's entire family in their home, and he planted his White Spider gear among their effects, where it was easily found by the police. Vic breathed a sigh of relief when his ruse worked and everyone assumed that Whistler was the White Spider. Vic went on to become a made man in the Gorganzua family, and eventually capo of his own crew. Gia wasn't carrying any identification when she was captured. She was filed away as a Jane Doe, and her unclaimed, unidentified corpse was buried in the local potter's field. When the family that "Chiara Nocenti" had been staying with were all murdered, nobody questioned why she stopped showing up to school; it was barely noticed. She'd been a good enough Catholic in life that when she died, one of her god's messengers came to retrieve her soul and guide it to the afterlife. Overwhelmed with rage, she told the angel to go to Hell. She spent the next two decades in what she could only assume was some form of Purgatory. Multiple times, her god's messengers returned to offer her their god's forgiveness and redemption, and she every time she spit in their faces. When the walls between the material world and the spirit worlds were finally thin enough, she broke through, waking up in what was left of her old withered body. Transformed into an undead abomination, cursed by the god she used to worship, she dug herself out of her grave, consumed with a lust for vengeance and an even greater lust for the blood of the living. ABILITIES 14PP ( 4 + 8 + [-10] + 4 + 4 + 4 ) Strength: 26/14 (+8/+2), 31/14 Lifting (Heavy Load: 1,840 lbs. [0.92 tons] / 175 lbs.) Dexterity: 26/18 (+8/+4) Constitution: - Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) COMBAT 16PP ( 6 + 10 ) Initiative: +8/+4 (+8/+4 Dex) Attack: +3, +8/+6 Melee (+3 Base, +3 Attack Focus, +2 Enhanced Attack Focus) Grapple: +17/+8 (+8/+6 Melee Attack, +8/+2 Str, +1 Super-Str) Defense: +8/+6 (+7/+5 Base, +1 Dodge Focus), +4/+3 Flat-Footed Knockback Resistance: 8, 4 vs Weaknesses SAVING THROWS 6PP ( 0 + 0 + 6 ) Toughness: +8 (+8 Protection)Impervious 8 Fortitude: - Reflex: +8/+4 (+8/+4 Dex, +0PP)Evasion 2 Will: +8 (+2 Wis, +6PP)Ultimate Save SKILLS 5PP (20R) Acrobatics 2 (+10/+6) Handle Animal - Knowledge (Pop Culture) 2 (+4) Knowledge (Streetwise) 3 (+5) Languages 2 (English [Native], Italian, Spanish) Notice 3 (+15/+5) Ride - Search 3 (+15/+5) Sense Motive 3 (+15/+5) Stealth 2 (+20/+6) FEATS 8PP Attack Focus (Melee) 3 Dodge Focus Interpose Luck 2 Ultimate Save (Will) Enhanced: Attack Focus (Melee) 2 Evasion 2 Hide In Plain Sight Takedown Attack 2 POWERS 139PP Sidebar: Descriptors Concealment 6 (All Auditory and Visual type senses; Extras: Duration [Continuous]; Flaws: Limited [Machines], Permanent) [6PP] (Descriptors: Unholy Aura) Enhanced Dexterity 8 (Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [7PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Defense 2 (Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [3PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Feats 7 (Attack Focus [Melee] 2; Evasion 2; Hide In Plain Sight; Takedown Attack 2; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [6PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Skills 40 (Notice 10, Search 10, Sense Motive 10, Stealth 10; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [9PP] (Descriptors: Superhuman Agility, Super-Senses, Unholy Aura) Enhanced Strength 12 (Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [11PP] Features 1 (Deathly Aura) [1PP] (Descriptors: Unholy Aura) See "Death Powers" in Power Profiles Healing 1 (Extras: Action 4 [Reaction]; Flaws: Personal, Source [Blood]) [4PP] (Descriptors: Regeneration) Immunity 30 (Fortitude effects) [30PP] Impervious Toughness 8 (Flaws: Limited [Vampire Weaknesses inflict Penetrating Damage]) [4PP] (Descriptors: Regeneration, Superhuman Resilience) Leaping 2 (x5, Running Long Jump: 90ft long x 45ft high; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [1PP] (Descriptors: Superhuman Strength) Protection 8 [8PP] (Descriptors: Superhuman Resilience) Regeneration 14 (Recovery 14 [+9]; Feats: Regrowth) [15PP] Regeneration 14 (Recovery Rate: Disabled 6 [1 round], Resurrection 8 [1 round]; Flaws: Limited [Vampire Weaknesses inflict Incurable damage; Requires outside aid to Resurrect if decapitated, staked through the heart, incinerated, dissolved, or disintegrated]) [7PP] Speed 3 (50MPH, 500ft per Move Action; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [2PP] (Descriptors: Superhuman Speed) Super-Senses 6 (Acute Tracking Normal Smell/Taste; Darkvision; Microscopic Vision 1 [Dust]; Ultra-Hearing; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [5PP] Super-Movement 1 (Trackless) [2PP] (Descriptors: Unholy Aura) Super-Movement 1 (Wall-Crawling; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [1PP] Super-Strength 1 (Lifting Strength: 31, Heavy Load: 1,840 lbs. [0.92 tons]; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [1PP] Vampire Power 5 (10PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [16PP] Base Power: [10PP] (Additional Descriptors: Blood Drain) Damage 8 (Extras: Alternate Save [Fortitude]; Flaws: Requires Grapple; Feats: Insidious, Subtle) [10PP] Alternate Power: [5 + 4 = 9PP] (Additional Descriptors: Blood Divination, Psychic Resonance) Mind Reading 8 (Extras: Action [Standard]; Flaws: Range 2 [Touch], Requires Grapple; Feats: Insidious, Subtle) [5PP] Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Source [Blood]) [4PP] Alternate Power: [8 + 2 = 10PP] Autofire Strength 8 [8PP] (Additional Descriptors: Superhuman Speed) Incurable Strength Damage (Feats: Improved Critical 2; Drawbacks: Lethal) [2PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [9PP] (Additional Descriptors: Hypnosis, Psychic) Concealment 10 (All non-Mental type senses; Flaws: Phantasm; Drawbacks: Progression [Counter Rank / Save DC] 2 [Rank 8 / DC18], Selective) [9PP] Alternate Power: [10PP] (Additional Descriptors: Hypnosis, Psychic) Emotion Control 8 (Extras: Area [Visual Perception], Mental; Flaws: Range 2 [Touch]; Feats: Mind Blank, Subtle) [10PP] Alternate Power: [3 + 6 = 9PP] (Additional Descriptors: Mist Form) Flight 1 (10MPH, 100ft per Move Action; Extras: Linked [Insubstantial]; Feats: Subtle) [3PP] Insubstantial 2 (Extras: Linked [Flight]; Flaws: Action [Move], Duration [Concentration]) [6PP] Alternate Power: [10PP] (Additional Descriptors: Hypnosis, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental; Flaws: Action [Full], Distracting, Sense-Dependent [Visual]; Feats: Mental Link, Subtle) [10PP] Alternate Power: [9PP] (Additional Descriptors: Hypnosis, Psychic) Transform 8 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception]; Flaws: Action [Full], Distracting, Sense-Dependent [Visual]; Feats: Subtle) [9PP] DRAWBACKS -8PP Weakness (Sunlight; Frequency: Very Common; Intensity: Major [Cumulative -1 Toughness; Destroyed at Toughness rank of -6]; Time: 1/round) [-8PP] Abilities (14) + Combat (16) + Saving Throws (6) + Skills (5) + Feats (8) + Powers (139) - Drawbacks (8) = 180/180 Power Points
  10. Here's 123/150PP spent. Plenty of room left for however you want to round him out - skills, feats, stats, whatever The one big flaw in this build is that there isn't really anything to power stunt off of. Read up on the Super-Strength power, particularly the available power feats. They act as a sort of alternate power on your whole Strength bonus. During play, use Extra Effort for power stunts to temporarily pick them up when they'd be useful, and if you wind up liking them and using them often, buy them as permanent feats. The Stunning Attack feat is basically a Stun effect AP'd off of your Str bonus, gives you a kinder, gentler way of taking people out. Takedown Attack is there to represent his big bulky fists going through multiple guys at once, and it lets him sweep minion groups around him if there's no big bad for him to focus his attention on. Like with any powerhouse build, he should default to swinging at the biggest, baddest bad guy on the field, and other PCs should be backing him up with stuff like Aid, Combined Attack, Setup + Feint, etc. The high Intimidate and Startle can let him feint for himself, or Demoralize his foe so they're more likely to fail their save against his big meaty fists Impervious 8 is all he can have because he's only PL8 (house rules), but that's more than enough to be bulletproof If you want less of a tradeoff between Fort and Will (they're not officially balanced against each other in this edition but I like to anyway), you can drop his Enhanced Con down some, buy the Toughness back with Protection, and buy up his Will save, for the same cost in points. I didn't buy All-Out Attack or Power Attack because you can do either one for up to +/-2 with the house rules without having the feat, and at PL8 he's probably not gonna wanna lose more than 2 points anyway. I did buy Accurate Attack so he can "hold back" if he wants to (at least at first). The most he can swing is +10 Attack / +6 Damage, which could still hurt someone but is going easy on them compared to what he can normally do. Interpose and Ultimate Toughness, with Luck to fuel it, will let him tank the hardest hits for whatever friends or bystanders need it. Mobility is his other big weakness - no movement powers. That's part of why I bought him full base Attack bonus. If you get trouble from a flyer or a speedy type, either pick up something heavy and throw it at them (damage equal to your Str bonus like an unarmed attack), or Ready an action to grapple them the next time they come into melee range and then squeeze 'em 'till they burst or smash their face into the ground until it's hamburger. If you reach a point where you can't think of anything else to buy, just get more Super-Strength ranks, lift even heavier stuff, and be even more absurdly good at grappling. Or get ranks in Notice, Search, and Sense Motive. Those skills are always useful. Oh, as far as weight: At nine and a half feet tall, he would probably weigh 500-600 pounds if he were made of flesh, which is listed under Growth as more or less the minimum mass for a Large-sized character. He has Density, since the extra weight is stone instead, and Density 6 gives him x5 mass, so his stone form in this build probably weighs somewhere in the neighborhood of 2,500-3,000 pounds, a little over a ton to one and a half tons.
  11. Power Level: 10 (Built as PL8) Tradeoffs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness Power Points: 123/150 ABILITIES 8PP (0 + 0 + 0 + 4 + 0 + 4) Strength: 32/10 (+11/+0), 47/10 Lifting (Heavy Load: 16,640 lbs. [8.32 tons] / 100 lbs.) Dexterity: 10 (+0) Constitution: 26/10 (+8/+0) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) COMBAT 24PP (12 + 12) Initiative: +0 (+0 Dex) Attack: +5/+6 Grapple: +23/+6 (+5/+6 Melee Attack, +11/+0 Strength, +3 Super-Strength, +4 Size) Defense: +5/+6, +3 Flat-Footed Knockback Resistance: 16/0 (1/2 Non-Impervious Toughness 3 = 1, + Impervious Toughness 8, +4 Size, +3 Immovable) SAVING THROWS 11PP (3 + 5 + 3) Toughness: +11/+0 (+8/+0 Con, +3 Protection; Impervious 8 ) Fortitude: +11/+3 (+8/+0 Con, +3PP) Reflex: +5 (+0 Dex, +5PP) Will: +5 (+2 Wis, +3PP) SKILLS 5PP (17/20R) Climb 0 (+0) (No bonus from Density or Growth) Intimidate 1 (+17/+3) Knowledge (Pop Culture) 8 (+10) Perform (Stringed Instruments) 8 (+10) Stealth 0 (-4/+0) Swim 0 (-/+0) (No bonus from Growth; Impossible with Density) FEATS 5PP Accurate Attack Interpose Luck 2 Stunning Attack Enhanced: Startle Takedown Attack Ultimate Save (Toughness) POWERS 70PP Rock Form 14 (70PP Container [Active; Free Action; Sustained Duration]) [70PP] Density 6 (Mass x5; Extras: Duration [Continuous]; Flaws: Permanent) [18PP] Immovable 2 Impervious Toughness 3 Protection 3 Strength 12 Super-Strength 2 Enhanced Constitution 11 [11PP] Enhanced Feats 3 (Startle; Takedown Attack; Ultimate Save [Toughness]) [3PP] Enhanced Skills 12 (Intimidate 12) [3PP] Growth 5 (Size: Large; +5 Constitution, +10 Strength, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidate, -4 Stealth; Extras: Duration [Continuous]; Flaws: Permanent) [15PP] Immovable 1 (3 ranks total; +12 resist Rush/Trip maneuvers; shift 3 damage from slam attacks to attacker; Extras: Unstoppable [3 ranks]) [4PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 5 (8 ranks total) [5PP] Super-Strength 1 (3 ranks total; Lifting Strength: 47, Heavy Load: 16,640 lbs. [8.32 tons]) [2PP] Abilities (8) + Combat (24) + Saving Throws (11) + Skills (5) + Feats (5) + Powers (70) - Drawbacks (0) = 123/150 Power Points
  12. PL8 Claremont version: Power Level: 12 (Built as PL8) Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 180/180 ABILITIES 10PP (0 + 4 + (-10) + 12 + 4 + 0) Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT 22PP (12 + 10) Initiative: +5 (+5 Int) Attack: +6 Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength) Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 12 at normal speed or slower (Immovable 3) SAVING THROWS 12PP (0 + 6 + 6) Toughness: +10 (+10 Protection; Impervious 8 ) Fortitude: - Reflex: +8 (+2 Dex, +6PP) Will: +8 (+2 Wis, +6PP) SKILLS 44PP (11R) Acrobatics 7 (+9) Climb 0 (+0) (No Strength bonus from Density) Computers 4 (+10) Concentration 3 (+5) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Drive 3 (+5) Knowledge (Technology) 4 (+10) Notice 6 (+8) Pilot 3 (+5) Search 2 (+8) Swim - (Density) FEATS 11PP Beginners Luck Dodge Focus Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS 122PP Density 10 (Mass x12; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [31PP] Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 3 (8 ranks total) [3PP] Leaping 1 (x2, Running Long Jump: 40ft long x 20ft high) [1PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Protection 5 (10 ranks total) [5PP] Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 1 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) Variable Power 1 (5PP pool; Mulitiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] Abilities (10) + Combat (22) + Saving Throws (12) + Skills (11) + Feats (11) + Powers (122) - Drawbacks (8) = 180/180 Power Points Notes Jack of All Trades lets you use any skill untrained. With a +5 Int bonus, you can roll any Int-based skill and have a decent chance of succeeding. If, after your roll, you're 5 or fewer points short of hitting the DC, then burn a Hero Point for Beginners Luck as a reaction, and that'll push you over the top. You can also do this with trained skills, as long as you have 4 or fewer ranks in them. This build is a lot more fluid and open-ended than the previous ones. Instead of having defined alternate forms, you can Morph to look like anything you want, and you can use the Variable Power to pick up whatever odds and ends you need (headlights, extra robot arms, whatever). You always have Speed 5 no matter what, so turning into a motorycle or at least deploying wheels is just a descriptor now. I decreased the Drive and Pilot skills and increased the Acrobatics skill, since that's more what you'll need for fancy maneuvers with your own body.
  13. Daredevil's Super-Senses Here's how I'd build a character with Matt Murdock style powers. Notes: I consider this a high-difficulty, high-complexity character, both to play and to GM for, because of all the extra things you need to think about when running them. Aside from that, it's probably just a basic Martial Artist or Weapon Master build. An easy variant is to make them deaf, anosmiac, or numb instead of blind, and to then buy a bunch of Visual-type Super-Senses (Analytical and Extended on everything, Infra-Vision with Tracking, Ultra-Vision, X-Ray Vision, etc.). Adjust the Danger Sense and Uncanny Dodge accordingly. High scores in Notice, Search, and Sense Motive do a better job of modeling "super-senses" in this system than any of the actual Super-Senses powers, so pump those up as high as you can. Most of the things that interfere with sensory input, like physical barriers between you and the source of the input, are represented with penalties to the DC of the Notice check. And to "see" through someone's lies, you have to beat their Bluff check. "How" you do that is just a matter of Descriptors. The "Internal Laboratory" feature refers to the "Laboratory" feature for a Headquarters. This character's senses allow them to use the Investigation skill to analyze a clue without lab equipment. They can just do it on the spot. The character doesn't have to have a high Acrobatics score, but their enhanced hearing (balance) and touch easily explain one. If you're short on points, there are several areas where you can trim fat. Hardly anyone here uses the rules for Notice increment penalties, so Extended is probably a waste of points. I've never seen anyone enforce the rules about moving at slower speeds while Tracking, so the extra ranks there are also a luxury rather than a necessity. The three ranks each of both Danger Sense and Uncanny Dodge are probably overkill. This character should be taking all the Dodge Focus they can get away with. There's basically no reason for them to take more Base Defense bonus than they absolutely have to. Blindness should be a Complication. The character should have a Vulnerability to non-Visual sensory effects, but unless you're really short on points, that should also be a Complication. A GM should feel free to give this character a Hero Point any time they want another character to sneak up on this one. The GM can just say that this character was distracted. Maybe they were lost in thought, or maybe they were focused on other sensory input; they're taking in a lot of it at any given point in time. The half-Immunity to Mind Reading effects represents how it's difficult for others to process this character's unique blend of sensory input. The character had time to get used to it. A mind-reader did not. I built the Sonar separate from the Ultra-Hearing, because they do different things. The Ultra-Hearing picks up high and low frequency sounds that other characters make. The Sonar represents this character painting a mental picture of their surroundings by broadcasting high-frequency sound waves and listening to them return after they bounce off of things. The Accurate extras on the different senses do different things. Accurate on the Normal Hearing and Ultra-Hearing mean that, any time another character makes a sound, this character can target the source of that sound directly, as if they could see it. Accurate on the Sonar represents how it's effectively a substitute for vision. It can't pick up color, or images on a screen, but it can pick up size, shape, relative position, maybe even pronounced differences in texture, and create a picture in the character's mind. Similar to the hearing, Accurate on the Tremor-Sense lets the character pinpoint the exact location of the source of a vibration created from someone stepping on a surface that this character is touching. The different Auditory-type senses have different levels of Extended. Sounds within the normal human range are the easiest to hear, so their default Normal Hearing has two ranks of Extended. The higher and lower frequency sounds are more difficult to pick up, so Ultra-Hearing has only one rank of Extended. This character can hear you heartbeat from across the room, but they can hear a conversation from a lot further away than that. And the Sonar has no Extended ranks, so the effective range is on par with normal human vision, because a lot of their brain's processing power is taken up with the act of constantly rendering a three-dimensional picture of the surrounding environment. There are two custom power Drawbacks: The character's default Normal Touch sense is Ranged, but with a restriction. At range, their level of sensitivity drops from Analytical back down to the default of Acute, and at range, their touch is no longer Accurate. They have a constant awareness of their surroundings, as if they were touching everything in the room at once, but not in a way that allows them to unerringly target foes in combat. They can feel the displacement of the air around them well enough to know when someone is in the room with them. They can feel the heat coming off of light bulbs as though they were touching them, so they know when the lights are on in any given room. Counters Concealment is an extra which normally applies to an entire sense type. In this case, the Counters Concealment only applies to one specific Auditory-type sense, the Sonar, rather than all Auditory-type senses.So Auditory Concealment effects will make this character unable to hear any sound that their concealed foe makes, but this character will still be able to hear the sound waves their own body generates when they bounce off of their surroundings and return to the character's ears. If do you want Auditory Concealment effects to "eat" the Sonar waves as they touch a concealed foe, then you could drop the Counters Concealment extra and save a point. The character would still have Tremor-Sense to fall back, unless the foe is flying, Insubstantial, or Trackless. The character's default Normal Smell/Taste isn't Accurate, so they can't use it to target foes in combat. It doesn't tell them precisely where the source of a given scent is. However, since it is Acute and Tracking, they can Search for the source of any given scent outside of combat.
  14. Here's a version that only uses the human form with draconic powers, abandoning the transformation into an actual dragon. You might find it a cleaner, less complicated alternative. Power Level: 10 (Built as PL8) Tradeoffs: None Power Points: 150/150 ABILITIES 22PP Strength: 26/16 (+8/+3) (Heavy Load: 920 lbs. / 230 lbs.) Dexterity: 18/14 (+4/+2) Constitution: 26/18 (+8/+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) COMBAT 14PP Initiative: +4/+2 (+4/+2 Dex) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +16/+11 (+8 Melee Attack, +8/+3 Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 8/2 SAVING THROWS 11PP Toughness: +8/+4 (+8/+4 Con, Impervious 8 ) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+6 (+4/+2 Dex, +4PP) Will: +8 (+1 Wis, +7PP) SKILLS 20PP (80R) Bluff 9 (+10)Skill Mastery Climb 2 (+10/+5) Diplomacy 4 (+5) Gather Information 4 (+5) Intimidate 9 (+10)Skill Mastery Knowledge (Streetwise) 5 (+5) Languages 1 (Atlantean, English [Native]) Notice 9 (+10)Skill Mastery Search 10 (+10) Sense Motive 9 (+10)Skill Mastery Sleight of Hand 6 (+10/+8) Stealth 6 (+10/+8) Survival 4 (+5) Swim 2 (+10/+5)Swimming FEATS 16PP Attack Focus (Melee) 4 Beginners Luck Dodge Focus 5 Fearless Interpose Luck 2 Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Takedown Attack POWERS 67PP Draconic Power 8 (16PP Array; Feats: Alternate Power 5) [21PP] (Descriptors: Dragon, Magic) Base Power: [16PP] (Additional Descriptors: Draconic Might) Enhanced Strength 10 (Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Incurable, Variable Descriptor [Spectral Energy Manifestations of Claws, Fangs, Tail, Wings]) [16PP] Alternate Power: [16PP] (Additional Descriptors: Fire, Molten Breath) Damage 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft], Secondary Effect; Flaws: Action [Full]) [16PP] Alternate Power: [10PP] (Additional Descriptors: Psionic) Emotion Control 8 (Flaws: Sense-Dependent [Visual]; Feats: Mind Blank, Subtle) [10PP] Alternate Power: [16PP] (Additional Descriptors: Fool's Gold, Greed Magic, Psionic) Illusion 8 (Sense Types: Auditory + Visual; Flaws: Action [Full], Phantasm; Feats: Progression 8 [2,500ft / 1/2-mile radius]) [16PP] Alternate Power: [16PP] (Additional Descriptors: Wind, Wings) Stun 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft]; Flaws: Action [Full]) [16PP] Alternate Power: [5 + 5 + 5 = 15PP] (Additional Descriptors: Greed Magic, Psionic) Mind Control 8 (Flaws: Limited [One Command: "Tell me what your heart desires"], Sense-Dependent [Auditory]; Feats: Subtle) [5PP] Super-Senses 5 (Valuable Object Awareness; Descriptor Frequency: Very Common; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Acute, Tracking) [5PP] Telelocation 8 (Range: 2,000 miles / Continental; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Can only sense relative direction, not exact location]; Limited [Personal possessions and close acquaintances]; Feats: Subtle) [5PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 4 [4PP] Immunity 1 (Aging) [1PP] Immunity 20 (Magic; Flaws: Limited [1/2 Effect]) [10PP] Impervious Toughness 8 [8PP] Leaping 3 (x10, Running Long Jump: 180ft long x 90ft high) [3PP] Speed 3 (50MPH, 500ft per Move Action) [3PP] Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Dragon Magic, Spectral Wings) Super-Senses 6 (Acute Tracking Normal Olfactory Sense; Danger Sense [Sense Type: Olfactory]; Darkvision; Uncanny Dodge [Sense Type: Olfactory]) [6PP] Swimming 1 (2.5MPH, 25ft per Move Action; Can take 10 on Swim checks) [1PP] Abilities (22) + Combat (14) + Saving Throws (11) + Skills (20) + Feats (16) + Powers (67) = 150/150 Power Points
  15. I apologize to anyone I'm currently in threads with, but school is kicking my ass this term, and I just do not have the mental bandwidth for posting right now. By the time I'm done with my work for these classes, I don't have anything left in the tank for creative writing. I'll check back in when/if things let up.
  16. If you want a 2PP power to be mechanically removable because it's tied into an object, then just give it a -1PP/rank flaw or a 1PP drawback (Power Loss in the latter case) to drop it down to 1PP (either will work, numerically).
  17. I leaned toward 1PP Feature. I don't think you want the Limited flaw on the HQ's Teleport power. I don't remember exactly, because it's been over a decade since I came up with the whole idea (the YF teleportals were based on the redesigns I did for the Freedom League's teleportal network), but I vaguely recall that the general idea was that anyone who had a beacon on their person could remotely access the HQ's Teleport effect to open a portal to the HQ from wherever they were. But if you were starting from the HQ, you could open a portal to any location within range. I think it also had the Complication that it was a Sensory (Radio) effect, so an Obscure Radio Senses effect would prevent it from working. So that would look more like this: Teleport 8 (Range: 800ft / 2,000 miles [Continental]; Extras: Affects Others, Duration 2 [Continuous], Portal; Flaws: Limited [Others]; Feats: Easy, Progression [Portal Size] 1 [10ft x 10ft]) [50PP] A 1EP rank of the HQ "Power" feature gives you PLx2 points to work with, so a PL10 character like Justice would get 20PP per rank. So that power would cost her 3EP (and leave her with 10PP left over to buy one or more other HQ powers). In hindsight, this might be broken. UP lists a -1PP/rank flaw for Teleport effects, "Anchor", which specifically limits you to teleporting to a specific place. That's exactly what the beacons did. So maybe instead, a beacon should be a full-on Device, like this: Device 7 (33/35PP Container [Passive: No Action, Permanent Duration]; Flaws: Hard-To-Lose) [28PP] Teleport 8 (Range: 2,000 miles [Continental]; Extras: Duration 2 [Continuous], Portal; Flaws: Anchor [HQ], Long-Range; Feats: Progression [Portal Size] 1 [10ft x 10ft]) [33PP] Per Kenson's rulings on the subject, that would require a full action to move through the portal, and you'd be flat-footed for a round when you got there (not a huge concern given that you're going to your own HQ). That's pretty expensive, but maybe being able to open up a gate to your HQ from anywhere on the continent should be. You could make it cheaper by making it a vanilla Teleport effect instead of a portal, or by not buying up the portal duration and forcing whoever opened it to actively maintain it (maybe they need to keep pressing a button or something).
  18. Also, buy Luck. Always buy Luck. Buy as many Luck ranks as you can. Our house rules cap it at 1/3rd PL, rounded down. The fact that we had to cap it should, by itself, tell you how good it is.
  19. Formatting notes: Several of these suggested changes to the formatting would make the sheet easier to read and understand at a glance. I would note their lifting strength next to their Strength score under "Abilities", like this: Strength: 22/12 (+6/+1), 57/12 Lifting (Heavy Load: 33.28 tons [66,560 lbs.] / 130 lbs.) Here's how I'd write the Attack bonus in the "Combat" section: Attack: +6, +10/+6 Melee (+6 Base, +4 Enhanced Attack Focus), +10 Weapon Systems (+6 Base, +4 Accurate) And here's how I'd write the Grapple bonus (which you calculated wrong): Grapple: +26/+7 vs one foe, +23/+7 vs multiple foes (+10/+6 Melee Attack, +6/+1 Strength, +7 Super-Strength, +3 Additional Limbs) I would note the Imperviousness in the Toughness save under "Saving Throws", like this: Toughness: +10/+3 (+3 Con, +7 Protection; Impervious 5) On the skills, you also want to note the total skill bonus. So, for example, with your 10 ranks in Computers, and your +3 Int, you'd write "Computers 10 (+13)". I would list the Enhanced Feats with the regular feats as well, like this: FEATS XPP Normal Feat Normal Feat Normal Feat Enhanced: Enhanced Feat Enhanced Feat Build notes: I would consider trading out some of those Super-Strength ranks in the base power of the Weapon Systems array for more Enhanced Strength, enough to put you at 30 (+10), so you can hit your PL10 combat caps while punching people or clobbering them with improvised weapons or throwing stuff at them or throwing them at stuff. Impervious at 5 ranks is borderline useless. It will only screen attacks of +4 damage or lower. That covers handguns, even high-caliber ones, but not shotguns, SMGs, or assault rifles. Take it up to at least 7 if you want to be bulletproof. But I'd generally recommend taking Impervious up to your PL (our house rules cap it there) or not at all. What is one rank, 10ft, of Radio Communication getting you? That seems useless. Improved Grab is too good. It's one of very few traits in this game that is. I wouldn't recommend taking it because it's so good it's boring. It seems weird to have Acrobatic Bluff but no ranks in Acrobatics and only a +6 raw Dex score. Is there any reason you're buying 4 ranks of Fortitude save and 7 ranks of Protection instead of just buying Enhanced Con? The latter costs the same 2PP, and also adds to your recovery bonus. With skills, if you're not rolling a contested check against someone else (Notice, Stealth, etc.), then you're rolling against a static DC, and those almost always come in increments of 5. If you tweak your total skill bonuses so that they are also in increments of 5, you'll be able to take 10 and take 20 and reliably hit the DCs you want instead of having to roll. Skill Mastery is also helpful for the former. Side note, if you do invest in Acrobatics ranks, enough to hit DC20, and also take Skill Mastery and choose Acrobatics as one of the four skills, then you don't need Instant Up, because Acrobatics can do that with a DC20 check. If you have at least +10 and Skill Mastery, you can take 10 and auto-pass. The exotic saves are a little low. Most of the sample builds in the 2E books have an average among Fort, Ref, and Will of around PL-2. You would have the same +3 flat-footed Defense at base Defense +5 and Dodge Focus 5 that you have at +6 and Dodge Focus 4. You're spending 1PP for nothing there. This Knockback: -3/-1 is wrong. Knockback resistance is one of the few things in this game that gets rounded down. It's half your regular Toughness, plus all of your Impervious Toughness, plus size bonuses and the Immovable power (neither applies here). You have +10 total Toughness, and 5 of it is Impervious. So 5 normal and 5 Impervious. The 5 normal gets halved and rounded down, to 2. Add that to the 5 Impervious, and your KB resistance is 7. Nonpowered, you have +3 Toughness, which gets halved and rounded down to 1. So it should be Knockback Resistance: 7/1 Most GMs here don't bother with the range increment rules (for attacks or for Notice checks), so it's probably not worth buying Extended on any Super-Senses. A high Notice bonus and maybe a high Search and/or Sense Motive to go with it are generally the best ways to model "enhanced senses".
  20. @Dr Archeville Also, FYI, there is currently nothing in the house rules section for "Powers" about the 6PP/rank version of Transform being banned. If it used to be there, then it was gone. It wouldn't be the only thing to mysteriously disappear from the top or bottom of a page there.
  21. @Dr Archeville @Exaccus Also, UP specifically says that Reversible is not a valid power feat for Transform effects. To "reverse" it, you just stop maintaining it / choose to end it, or you use the power again, depending on the effect. I'm also not sure what either Innate or Precise would get you with a Transform effect. If you need something to spend those points on, then consider the Progression feat for the affected mass, bumping it up by one effective power rank per feat rank. That's been allowed on other characters. In terms of formatting, consider listing a weight that large in tons rather than pounds. While we're at it, this part of the Create Object effect doesn't entirely make sense: All that matters with Movable Create Object is the range of the entire Create Object power (which is the usual rank x 100ft max; no increments, since there are no attack rolls*), the lifting Strength of the effect (rank x 5, just like Move Object, and just like the strength of the objects if they're stationary and holding something else up), and the weight of the created object being moved. That "Radius" part makes zero sense. Move Object uses the throwing rules. The range of the throw from the point of origin depends on your effective lifting strength versus the weight of the object being thrown. That point of origin is wherever your created object starts, which is wherever you create it, which is at any point within your max power range. I imagine you would lose control of the movable created object if you threw it beyond your max power range. You could save yourself a point here and do a more "honest" construction by just upgrading the Transform effect from 3PP/rank to 4PP/rank, so it can cover both locking and unlocking things in one effect. Maybe something like this: Alternate Power: [8PP] Transform 1 (Locked locks into unlocked locks, and vice versa; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 1 [2 lbs.], Subtle) [8PP] Or this: Alternate Power: [8PP] Transform 1 (Locked locks into unlocked locks, and vice versa; Extras: Duration [Continuous, Lasting]; Flaws: Range [Touch]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [8PP] You could use the point that freed up to buy a rank of the Progression (Portal Size) feat for the base power, so the portals would be 10ft x 10ft instead of 5ft x 5ft. Sounds more comfortable to me.
  22. Doktor'd! Mister Strix 1PP to spend. Please spend 1PP to buy him a new feat: Ultimate Save (Will) Please note "Ultimate Save" in superscript on his Will save.
  23. Doktor'd! Santa Muerte 2PP to spend. Please reduce her Reflex save by -2, yielding 2PP. 4PP to spend. Please spend 2PP to increase her Dexterity from 10 (+0) to 14 (+2). This will increase her Reflex save by +2, putting it back where it was. It will also increase her Initiative in the Combat section. She does not have ranks in any Dex-based skills, so it won't affect her Skills.
  24. Doktor'd! Persephone She has 205PP now, so she is PL14. Please amend the "Power Level" on his sheet as follows: Power Level: 14 (Built as PL10) 2PP to spend. Please increase the Intensity of her Cold Vulnerability drawback by one level, from Minor to Moderate, yielding 1PP. Vulnerability (Cold effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] 3PP to spend. Please buy her 12 skill ranks for 3PP: +5 Gather Information +5 Knowledge (Life Sciences) +1 Notice +1 Swim
  25. Doktor'd! Octoman He has over 205PP now, so he is PL14. Please amend the "Power Level" on his sheet as follows: Power Level: 14 (Built as PL8) 2PP to spend. Please spend 2PP to purchase the following feats: Fast Task 2 (Feint, Taunt) Please add "Fast Task (Feint, Taunt)" in superscript to his Bluff skill bonus.
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